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#DND Homebrew
#DND Homebrew
I
ntroduction
Often the action of an adventure takes places in the imagination of the players
HOW TO PLAY and DM, relying on the DM’s verbal descriptions to set the scene. Some DMs
like to use music, art, or recorded sound effects to help set the mood, and many
The play of the Dungeon & Dragons game unfolds players and DM alike adopt different voices for the various adventurers, monsters,
according to this basic pattern. and other characters they play in the game. Sometimes a DM might lay out a map
and use tokes and miniature figures to represent each creature involved in a scene
1) The DM describes the environment. The Dm tells the players where their to help the players keep track of where everyone is.
adventurers are and what’s around them, presenting the basic scope of options
that presents themselves (how many doors lead out of a room, what’s on a table, GAME DICE
the weather in the forest, and so on.)
2) The players describe what they want to do. Sometimes one player speaks for The game uses polyhedral dice with different numbers of sides. In theses rules,
the whole party, saying “We’ll take the east door”, for example. Other times, the different dice are referred to by the letter “d” followed by the number of
different adventurers do different things: one might search a treasure chest while sides: d4, d6, dd8, d10, d12, d20. For instance, a d6 is a six-sided die.
the second examines an esoteric symbol engraved on a wall and a third keeps Percentile dice, or d100, work a bit differently. You generate a number between 1
watch for monsters. The players don’t need to take turns, but the DM listens to and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die
every player and decides how to resolve those actions. gives the tens digit and other gives the ones digit. If you roll a 7 and 1, for
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room example, the number rolled is 71. Two zeros represent 100.
and open a door, the DM might just say that the door opens and describe what When you need to roll dice, the rules tell you how many dice to roll of a certain
lies beyond. But the door might be locked, the floor might hide a deadly trap, or type, as well as what modifiers to add. For example, “3d8+5” means you roll
some other circumstance might make it challenging for an adventurer to complete three eight-sided dice, add them together, and add 5 to the result, forming a total.
a task. In those cases, the DM decides what happens, often relying on the roll of
a die to determine the results of an action.
3) The DM narrates the results of the adventurer’s actions. Describing the
results often leads to another decision point, which brings the flow of the game
right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin,
talking to a devious prince, or locked in mortal combat against a mighty dragon.
In certain situations, particularly combat, the action is more structured and the
players (and DM) do take turns choosing and resolving actions. But most of the
time, play is fluid and flexible, adapting to the circumstances of the adventure.
THE D20 CRITICAL HITS
Does an adventurer’s sword swing hurt a dragon or just bounce off its iron-hard Sometimes fate blesses or curses a combatant, causing the novice to hit and the
scales? Will the ogre believe an outrageous bluff ? Can a character swim across a veteran to miss.
raging river? Can a character avoid the main blast of a fireball, or does it take full Rolling 1. If you roll a 1 on the d20, the d20 test automatically fails, regardless
damage from the blaze? In cases where the outcome of an action is uncertain, the of any modifiers to the roll. When casting a spell, it automatically fails and the
game relies on rolls of a 20-sided die, a d20, to determine success or failure. spell is wasted.
Every character and monster in the game has capabilities defined by six Ability Rolling 20. If you roll a 20 on the d20, the d20 test automatically succeeds,
scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, regardless of any modifiers to the roll. Rolling a 20 doesn’t bypass limitations on
and Charism, and they typically range from 3 to 18 for most adventurers. the test, such as range and line of sight. The 20 bypasses only bonuses and
Monsters might have scores as low as 1 or as high or above 30). There Ability penalties to the roll. When a critical hit is achieved with a spell attack, it deals the
scores, and the Ability modifiers derived from them, are the basis of almost every maximum damage possible for that damage roll. When achieved with a regular
d20 roll that a player makes on a character’s or monster’s behalf. attack, you deal double the maximum damage possible for that damage roll.
Ability checks, contests, attack rolls, and saving throws are the four main kind of
d20 rolls, forming the core of the rules of the game. All four follow these simple INSPIRATION
steps. Inspiration is a rule the DM can use to reward you for playing your character in
1) Roll the die and add a modifier. Roll a d20 and add the relevant modifier. a way that’s true to its personality traits, ideal, bond, flaw and alignment. For
This is typically the modifier derived from one of the six Ability scores, and it example, by using Inspiration, you can draw on your personality trait of
sometimes includes a Proficiency Bonus to reflect a character’s particular skill. compassion for the downtrodden to give you an edge in negotiating with the
2) Apply circumstantial bonuses and penalties. A class feature, a spell, a Beggar Prince; or Inspiration can let you call on your bond to the defense of your
particular hazard, or some other effect might give a bonus or penalty to the home village to push past the effect of a spell that has been laid on you.
check. At the end of every session, all players must choose based on their character’s
3) Compare the total to a target number. If the total equals or exceeds the target interpretation the player that stood out to gain 1 Inspiration point to be used at
number, then the roll is a success. Otherwise, it’s a failure. The DM is usually the any given time. Besides, the DM can reward Inspiration points across the
one who determines the numbers and tells the players whether their roll succeed campaign to any player that incorporates their characters in situations where it
or fail. The target number for an Ability check, contest or saving throw is called a involves their personal affairs (bonds, flaws, ideals and traits). In that case, the
Difficulty Class (DC). The target number for an attack roll is called an Armor Inspiration point must be used under that same circumstance.
Class (AC). The use of an Inspiration point allows the player to reroll any d20, where the
better roll result must be chosen.
THE THREE PILLARS OF ADVENTURE THE WONDERS OF MAGIC
Adventurers can try to do anything their players can imagine, but it can be Whether helpful or harmful, magic appears frequently in the life of an
helpful to talk about their activities in three broad categories: exploration, social adventurer. Practitioners of magic are rare, set apart from the masses of people by
interaction, and combat. their extraordinary capacity. Common folk might see evidence of magic on a
Exploration. Includes both the adventurers’ movement through the world and regular basis, but it’s usually minor – a fantastic monster, a visibly answered
their interaction with objects and situations that require their attention. prayer, a wizard walking through the streets with an animated shield guardian as
Exploration is the give-and-take of the players describing what they want their bodyguard.
characters to do, and the DM telling the players what happens as result. On a For adventurer’s, though, magic is key to their survival. Without the healing
large scale, that might involve the characters spending a day crossing a rolling magic of deities, adventurers would quickly succumb to their wounds. Without
plain or an hour making their way through caverns underground. On the smallest the uplifting magical support, warriors might be overwhelmed by powerful foes.
scale, it could mean one character pulling a lever in a dungeon room to see what Without the sheer power and versatility of magic, every threat would be
happens. magnified tenfold. Magic is also favored tool of villains. Many adventurers are
Social interactions. Features the adventurers talking to someone (or something) driven by the machinations of spellcasters who are hellbent on using magic for
else. It might mean demanding that a captured scout reveal the secret entrance to some ill end. A cult leader seeks to awaken a god who slumbers beneath the sea, a
the goblin lair, getting information from a rescued prisoner, pleading for mercy hag kidnaps youths to magically drain them of their vigor, a mad wizard labors to
from an orc chieftain, and such. invest an army of automatons with a facsimile of life, a dragon begins a mystical
Combat. A later section of this document brings all details about combats: ritual to rise up as a god of destruction – there are just a few of the magical
characters and other creatures swinging weapons, casting spells, maneuvering for threats that adventurers might face. With magic of their own, in the form of
position, and so on. spells and magic items, the adventurer’s might prevail!
RESTING
Heroic though they might be, adventurers can’t spend every hour of the day in
the thick of exploration, social interaction and combat. They need rest – time to
sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting,
and brace themselves for further adventure.
Adventurers, as well as other creatures, can take Short Rests in the midst of a day
and Long Rest to end it. Both can only provide their benefits once per day.
Short Rests
A Short Rest is a period of downtime, at least 1 hour long, during which a
character does nothing more strenuous than eating, drinking, reading and tending
to wounds.
A Short Rest recovers an amount of the character’s Hit Points equal to half the
character’s level + its Constitution modifier (more on that later on).
Long Rests
A Long Rest is a period of extended downtime, at least of 8 hours long, during
which a character sleeps for at least 6 consecutive hours and performs no more
than 2 hours of light activity, such as reading, talking, eating, or standing watch.
If the rest is interrupted by a period of strenuous activity, the character must
begin the rest again to gain any benefit from it. A character must also have at least
1 hit point at the start of the rest to gain its benefits.
A Long Rest recovers an amount of the character’s Hit Points equal to the
character’s level + the Constitution modifier + one hit dice, and removes the
Exhausted condition (more on that later on). Seven consecutive Long Rests also
heals the Harmed condition if applicable.
For a Long Rest to give its benefits, a shelter (safety, comfort and warmth), food
and water is required, thus providing a proper restful and filling state.
COSMOLOGY
The Planes of Existence, the world of Faêrun and the
Gods of the multiverse.
ABILITY IMPROVEMENTS
Every character, at level 4 and every four levels thereafter may choose to gain a +1
one in any ability of its choice. Alternatively, you can choose to gain proficiency
in another Weapon or Ability Skill from your Class list.
STRENGTH Lifting and Carrying
Strength measures bodily power, athletic training and the extent to which you Your Strength score determines the amount of weight you can bear. Each
can exert raw physical force. character has 24 Load points limit, divided equally (8 points) for each category:
Light, Medium and Heavy. Each item carried will fill a particular amount of
Strength Checks points. If a character goes over the 24 points limit, it is considered Immobilized.
A Strength check can model any attempt to lift, push, pull or break something, If it’s within the Heavy category, it is considered Encumbered. If it’s in the
to force your body through a space, or to otherwise apply brute force to a Medium category, it is considered Clumsy. Within the Light limit it suffers no
situation. penalty. (More about conditions later on).
Athletics. Your Strength (Athletics) check covers difficult situations you For example, a character carrying a studded leather armor (3), plus a standard
encounter while climbing, jumping or swimming. Examples includes the equipped travelling bag (8) a medium weapons (2) and a medium shield (2) has a
following activities: Load score of 15, thus within the Medium category. A character carrying a full-
• You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, plate armor (19) is already within the Heavy category.
or cling to a surface while something is trying to knock you off For each Strength modifier, the character reduces or gains 2 Load points
• You try to jump an unusually long or high distance accordingly. Thus a character with a Strength 16 (modifier +3), gains 6 Load
• You struggle to swim or stay afloat in treacherous currents, storm-tosse waves, points, meaning it would effectively be carrying a total of 9 and 13 Load points
or areas of thick seaweed. Or another creature tries to push or pull you in the examples above, respectively.
underwater or otherwise interferes with your swimming
Other checks. The DM might also call for a Strength check when you try to
Attack Rolls and Damage
accomplish tasks like the following: You can add your Strength modifier to your attack roll and damage for certain
• Force open a stuck, locked or barred door weapons. More details on that later on.
• Break free of bonds
• Push through a tunnel that is too small
• Hang on to a wagon while being dragged behind it
• Tip over a statue
• Keep a boulder from rolling
DEXTERITY Other checks. The DM might also call for a Dexterity check when you try to
accomplish tasks like the following:
Dexterity measures agility, reflexes, balance and coordination. • Control a heavily laden cart on a steep descent
• Steer a chariot around a tight turn
Dexterity Checks • Securely tie up a prisoner
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or • Wriggle free of bonds
to keep from falling on tricky footing. • Play a stringed instrument
Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on • Craft a small or detailed object
your feet in a tricky situation, such as when you’re trying to run across a sheet of
ice, balance in a tightrope, or stay upright on a rocking ship’s deck. It can also Attack Rolls and Damage
represent your ability to perform stunts, including dives, rolls, somersaults and You can add your Dexterity modifier to your attack roll and damage for certain
flips. weapons. More details on that later on.
Slight of hand. Whenever you attempt an act of legerdemain or manual trickery,
such as planting something on someone else or concealing an object on your Armor Class (AC)
person, make a Dexterity (Sleight of Hand) check. It is also used to pick pocket;
and for pick locks and disarm traps – for both, you’ll need the use of a thieves’ Depending on the armor you wear, you might add some or all of your Dexterity
kit or take Partial Disadvantage while using improvised material. modifier to your AC. More details on that later on.
Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself
from enemies, slink past guards, slip away or tell someone a secret without being
Initiative
noticed, or sneak up on someone without being seen or heard. Your Stealth check At the beginning of every combat, you roll initiative by making a Dexterity
might be opposed to Wisdom (Perception) contest. If you use that to sneak past check. Initiative determines the order of creatures in combat, as detailed later on.
someone and you succeed, your are considered Hidden to that creature. You move
at half speed while trying to move stealthily.
Reflex. Represents your capability to avoid threats coming out of a sudden,
including traps and magical effects. The Dexterity (Reflex) is used as a Saving
Thrown to avoid or mitigating harmful area of effects.
CONSTITUTION
Constitution measures health, stamina and vital force.
Constitution Checks
A Constitution check can model any attempt to resist a physical threat, hazard or
strenuous condition.
Endurance. Your Constitution (Endurance) check represents your training to
withstand such physical challenges. Hold your breath, moving for long periods or
with higher intensity, going without proper sleep, ignore pain and such other
vigor tasks that you can train to endure. It is also used as a Saving Thrown to
avoid or mitigating harmful physical effects.
Other checks. The DM might call for a Constitution check when you try to
accomplish tasks like the following:
• Go without food or water;
• Avoid getting sick;
• Dive into deeper waters;
• Breath in higher altitudes
Hit Points
Your Constitution modifier contributes to your hit points. Typically, you add
your Constitution modifier value for each level you have.
If your Constitution modifier changes, your hit points maximum changes as well,
as though you had the new modifier from 1st level. For example, if you raise your
Constitution score when you reach 4th level and your modifier increases from +1
to +2, you adjust your hit point maximum as though the modifier had always
been +2. So, in practice, at level 4 you’ll have added a total of 8 hit points to
your hit point maximum. The same happens if your Constitution score is
decrease.
INTELLIGENCE Other checks. The DM might call for an Intelligence check when you try to
accomplish tasks like the following:
Intelligence measures mental acuity, accuracy of recall and the ability to reason. • Communicate with a creature without using words;
• Estimate the value of a precious item;
Intelligence Checks • Design a disguise to pass as a city guard;
An Intelligence check comes into play when you need to draw on logic, • Reckon a password
education, memory or reasoning.
Arcana. Your Intelligence (Arcana) check measures your ability to recall lore Spellcasting Ability
about spells, magic items, eldritch symbols, magical traditions, the planes of Wizards and Warlocks uses their Intelligence to cast spells. Additionally, they
existence and their inhabitants. It can also be used in attempt to identify spells receive more spells known according to their Intelligence (more on that later on).
being cast or understand what a magic item can do.
Knowledge. Your Intelligence (Knowledge) check represents your general Bonus Skill Selection
knowledge about the world, the ability to recall lore about historical events,
factions, important people, recipes, architecture, civilization, folklore, recipes and You increase the number for Ability Skills you can select at your character
other such mundane informations. creating equal to your Intelligence modifier. If the number bypasses the amount
Memorization. Your Intelligence (Memorization) check determines how much of options you have to pick from, you can the leftovers to pick from the Weapon
the character can recall about something that it experienced in any form like a Skills or Ability Skills from other classes.
book it has read, an event described by the DM or an information given by
another character.
Investigation. When you look around for clues and make deductions based on
them, you make an Intelligence (Investigation) check. You might deduce the
location of a hidden door, discern from the appearance of a wound what kind of
weapon dealt it, or determine the weakest point in a tunnel that could cause it to
collapse. Poring through ancient scrolls in search of a occult fragment of
knowledge might also call for that check.
Languages. There are many languages spoken across realms, planes and races. The
Common Language, as the name implies, is the universal one. The Intelligence
(Languages) check translates your capability of expressing yourself,
understanding, reading or writing in another language. You have Full Advantage
when checking for languages innate to your character – for example, an elf trying
to read or speak elvish.
WISDOM Nature. Your Wisdom (Nature) checks measures your ability to understand the
wilderness, handle animals, your lore about terrain, plants and animals, the
Wisdom measures how aware you are the world around you and your attunement weather, natural cycles and such.
to a philosophy. Religion. Your Wisdom (Religion) checks measures your ability to understand
the deities’ wishes, your lore about their stories, rites and prayers, religious
Wisdom Checks hierarchies, holy symbols, and the practices of secret religious cults.
A Wisdom check might reflect an effort to read body language, understand Perception. Your Wisdom (Perception) checks lets you spot, hear or otherwise
someone’s feelings, notice things about the environment, discern lies, or care for detect the presence of something. It measures your general awareness of your
an injured person. surroundings and keenness of your senses. For example, you might try to hear a
Insight. Your Wisdom (Insight) check decides whether you can determine the conversation through a closed door, eavesdrop under an open window, or hear a
true intentions of a creature, such as when searching out a lie or predicting monster trying to move stealthily in the forest while you do the night watch. Or
someone’s next move. Doing so involves gleaning clues from body languages, you might try to spot things that are obscured or easy to miss, whether they are
speech habits and changes in mannerisms. Gut feelings that sometimes you can’t orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or
even tell their reason. candlelight under a closed secret door.
Medicine. A Wisdom (Medicine) check lets you try to stabilize a Dying Other checks. The DM might call for a Wisdom check when you try to
companion, diagnose an illness or determine a death cause. During a Long Rest, a accomplish tasks like the following:
successful check allows the healing of the Harmed condition, the treatment of a • Get a gut feeling about what course of action to follow;
poison or disease, or adds the practitioner’s Proficiency Bonus to the amount of • Discern whether a seemingly dead or living creature is undead.
healed Hit Points of a creature. To do so, a medical kit is required. You can also
use improvised material, but then you act with Partial Disadvantage. Spellcasting Ability
Survival. The DM might ask you to make a Wisdom (Survival) check to follow Clerics and Druids uses their Wisdom to cast spells (more on that later on).
tracks, hunt wild game, guide your group through frozen wastelands, identify
signs of creatures that lives nearby, predict the weather, or avoid natural hazards.
You can also use the skill to find better or improvised places and materials to rest
or to hide your camp from threats.
Willpower. A Wisdom (Willpower) checks represents the characters capability of
self-control, self-awareness and mindfulness. It is also used as a Saving Thrown to
avoid or mitigating mind-affecting effects. You also apply it’s proficiency bonus
into your concentration checks.
CHARISM Persuasion. When you attempt to influence someone or a group of people with
tact, social graces, good nature, the DM might ask you to make a Charism
Charism measures your ability to exert your intentions effectively over others, not (Persuasion) check. Typically, you use persuasion when acting in good faith, to
necessarily meaning sympathy or friendliness. It includes such factors as foster friendship, make cordial request, solve a discussion diplomatically, or
confidence and eloquence, and it can represent a charming or commanding exhibit proper etiquette. Examples of persuading others include convincing a
personality. It essentially represents the character’s intrinsic ability to force its chamberlain to let your party see the king, negotiating peace between warring
personality over the natural and supernatural world tribes, or inspiring a crowd of townsfolk.
Other checks. The DM might call for a Charism check when you try to
Charism Checks accomplish tasks like the following:
A Charism check might arise when you try to influence or entertain others, when • Get news, rumors or gossip out of a conversation with someone
you try to make and impression or tell a convincing lie, or when you are • Blend into a crowd to get the sense of key topics of conversation
navigating a tricky social situation.. • Barter for a merchant’s discount
Deception. Your Charism (Deception) check determines whether you can
convincingly hide the truth or intentions, either verbally or through your actions. Spellcasting Ability
This deception can encompass everything from misleading others through Bards and Sorcerers uses their Charism to cast spells. Sorcerers algo gain a bonus
ambiguity to telling outright lies. Typical situations include trying to fast-talk a spell points according to their Charism modifier (more on that later on).
guard, con a merchant, earn money through gambling, pass yourself off in a
disguise, dull someone’s suspicious with false assurances, or maintain a straight
face while telling a blatant lie.
Intimidation. When you attempt to influence someone through overt threats,
hostile actions, and physical violence, the DM might ask you to make a Charisma
(Intimidation) check. Examples include trying to pry information out of a
prisoner, convincing street thugs to back down from a confrontation, rr using the
edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Performance. Your Charism (Performance) check determines how well you can
delight an audience with music, dance, acting, storytelling or any other form of
entertainment.
C ombat
INITIATIVE
THE ORDER OF COMBAT Initiative determines the order of turns during combat. When combat starts,
every participant makes a Dexterity check to determine their place in the initiative
A typical combat encounter is a clash between two sides, a flurry of weapon order. The DM makes one roll for an entire group of identical creatures, so each
swings, feints, parries, footwork, and spellcasting. The game organizes the chaos member of the group acts at the same time. The DM ranks the combatants in
of combat into a cycle of rounds and turns. A round represents about 6 seconds order from the one with the highest Dexterity check total to the one with
in the game world. During a round, each participant in battle takes a turn. The the lowest. This is the order (called the initiative order) in which they act during
order of turns is determined at the beginning of a combat encounter, when each round. The initiative order remains the same from round to round. If a tie
everyone rolls initiative. Once everyone has taken a turn, the fight continues to occurs, the DM decides the order among tied DM-controlled creatures, and the
the next round if neither side has defeated the other. players decide the order among their tied characters. The DM can decide the
order if the tie is between a monster and a player character. Optionally, the DM
SURPRISE can have the tied characters and monsters each roll a d20 to determine the order,
A band of adventurers sneaks up on a bandit camp, springing from the trees to highest roll going first.
attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the
adventurers until the cube engulfs one of them. In these situations, one side of COMBAT STEP BY STEP
the battle gains surprise over the other. Determine surprise. The DM determines whether anyone involved in the combat
The DM determines who might be surprised. If neither side tries to be stealthy, encounter is surprised.
they automatically notice each other. Otherwise, the DM compares the Dexterity Establish positions. The DM decides where all the characters and monsters are
(Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of located. Given the adventurers’ marching order or their stated positions in the
each creature on the opposing side. Any character or monster that doesn’t notice a room or other location, the DM figures out where the adversaries are—how far
threat is surprised at the start of the encounter. A surprised creature is considered away and in what direction.
Flat-footed (more on conditions later) until that turn ends. A member of a Roll initiative. Everyone involved in the combat encounter rolls initiative,
group can be surprised even if the other members aren’t. determining the order of combatants’ turns.
Take turns. Each participant in the battle takes a turn in initiative order.
Begin the next round. When everyone involved in the combat has had a turn, the
round ends. Repeat until the fighting stops.
YOUR TURN STEP BY STEP
Effects. Determine if there’s any effect that you must attend to, such being in a Double-action
harmful spell area. If you have produce an effect that last over rounds, reduce 1
round for the remaining rounds. Likewise, if you are under an effect or condition You spend 2 actions points at the same time - like casting a spell
that would last until this turn, it ends at the beginning.
Act. Regain your Action and Reaction points. You can use them in any order you Action
wish during your turn. Some effects might prevent you from acting. If you can’t You spend 1 action point - like making an attack
act, you skip this step. Once you declare you’re done or have spent all your Action
points (more on that later), whichever happens first, your turn ends and the next Half-action
creature’s turn begins.
You spend 1 action point, but you can do it combining with another
ACTION POINTS half-action task at the same time – like stepping while unsheathing your
weapon
By default, every character has 3 Action points and 1 Reaction point to use at
every turn and round, respectively. Action Points must be used during the Free-action
character’s turn, but you have to complete one action before beginning another. There’s no action spent, but what you can do, how much and how often
The Reaction Point can be used at any point during the entire round, but is decided with the DM - like speaking
likewise, it can’t be made while an action is being resolved; it must be either
before (up to when it was announced) or after (when the effect has already been Reaction
resolved). Everything a character can do during combat is categorized as one of
the following: You spend 1 reaction point - like making an attack of opportunity
• Casting a spell with a Double-action that is not directed to the creature while in
ACTIONS IN COMBAT its melee reach;
• Taking the Use-an-object action while in a creature’s melee reach.
When you take an action on your turn, you can take of the actions presented SHOVE
here, an action you gained from your class or special feature, or an action that you
improvise. Many monsters have action options of their own in their stat blocks. The target must be no more than one size larger than you and must be within
When you describe an action not detailed elsewhere in the rules, the DM tells your reach. You make a regular attack roll with a natural or shield attack, and it’
you whether that action is possible, how many Action Points you spend, and what contested by the target’s Strength (Athletics), Dexterity (Acrobatics) check (the
kind of roll you to make, if nay, to determine success or failure. target chooses the ability to use) or an opposed natural attack roll. If you win the
contest, you either knock the target prone or push it 1 square away from you.
ATTACK GRAPPLE & ESCAPE
The most common action to take in combat is the Attack action, whether you
are swinging a sword, firing an arrow from a bow, or brawling with your fists. The target of your grapple must be no more than one size larger than you and
With this action, you make one melee or ranged attack. must be within your reach. With both hands free, you try to seize the target by
making a natural attack roll. You have Partial Disadvantage if using a single hand.
MULTI-WEAPON ATTACK Your attack is contested by the target’s Strength (Athletics), Dexterity
(Acrobatics) check (the target chooses the ability to use) or opposed natural
A Double-action can be used to make 3 consecutive attacks. To do so, at least 2 attack roll (applying the same rules for hands). If you succeed, you subject the
of the attacks must be made with a Light weapon, and at least 1 of the attacks target to the Immobilized condition while you maintain the grapple. You are
must be made with a different weapon than the others. Heavy weapons can’t be considered Restrained, except if the creature is one size or more smaller than you.
used during that action. You can release the target whenever you like as a Free-action. A grappled creature
can use the Escape action, allowing it to force another conquests like the first one.
OPPORTUNITY ATTACK
In a fight, everyone is constantly watching for enemies to drop their guard. You
DISARM
can rarely move heedlessly past your foes without putting yourself in danger; The target must be no more than one size larger than you and must be within
doing so provokes an opportunity attack. An opportunity attack is regular melee your reach. You make a regular attack roll, and it’s contested by the target’s
attack. In general, opportunity attacks can be taken when: opposed attack roll for the weapon you are aiming at. If you win the contest, the
• A hostile creature that you can see actively moves within your melee reach; target drops that weapon.
• Attacking with a ranged weapon while in a creature’s melee reach;
BLOCK • “If the owlbear moves next to Jhon, I’ll cast hold monster on it”, which would
require you to reserve a Double-action.
To receive your shield AC bonus, while wearing a shield, you must use your When the trigger occurs, you can either take your reaction right after the trigger
Reaction in your turn, lasting until the beginning of your next turn. finishes or ignore the trigger. Whichever the case, your Reaction is spent. When
you ready a spell, you cast it as normal but hold its energy, which you release with
CAST A SPELL your Reaction when the trigger occurs. To be readied, a spell must have a casting
Spellcasters such as wizards and clerics, as well as many monsters, have access to time of a Double-action or less, and holding onto the spell’s magic requires
spells and can use them to great effect in combat. Each spell has casting time, concentration as part of the Ready reaction. If your concentration is broken, the
which specifies whether the caster must use an Action, a Double-action, Reaction spell dissipates without taking effect. For example, if you are concentrating on
or longer times as rituals. Casting spell is, therefore, not necessarily an Action. the entangle spell and Ready magic missile, your entangle spell ends, and if you
However, in general, most spells will require a Double-action to be cast. take damage before you release magic missile with your Reaction, your
concentration might be broken.
SPELL CONCENTRATION
ABILITY SKILL
Some spells requires you to keep concentration for their effect to last. In those
In general, ability skill checks in combat are used as part of another action, but it
cases, you must spend your Reaction to maintain the concentration. If you take
really depends on what is being attempted. For example, simply trying to hide as
damage while concentrating on a spell, you must pass a concentration check (d20
a Dexterity (Stealth) check is part of a move action, while using a Intelligence
+ Proficiency Bonus + your spellcasting ability modifier) or lose the spell. The
(Investigation) check to find the lever to open a door can take all 3 Action points.
DC for the check is equal to the damage dealt.
Exhausted
An Exhausted creature takes -1 on its speed, has Partial Disadvantage on all
checks, can’t take Reactions and can’t keep concentration.
Difficult Terrain The Death Saving Throw works normally rolling a d20 at the beginning of your
turn. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or
Low furniture, rubble, undergrowth, steep stairs, snow and shallow bogs are failure has no effect by itself. On your third success, you become stable, losing the
examples of difficult terrain. The space of another creature, whether hostile or Dying condition. On your third failure, you effectively die. The successes and
not, also counts as difficult terrain. A creature moving in Difficult Terrain takes failures don’t need to be consecutive; keep track of both until you collect three of
-1 on speed. a kind. If you roll 1 on the Death Saving Throw, it counts as two failures; if you
roll a 20, you become stable.
Clumsy If you regain hit points outside of becoming stable, you also lose the
A Clumsy creature has its movement inexact. It takes Partial Disadvantage on Unconscious condition. However, whichever the case, once you lose the Dying
Strength and Dexterity checks (except for attack rolls if it’s due to heavy load), condition, you become Harmed until healed.
and applies only half of it’s positive Dexterity modifier.
Unconscious
Restrained An Unconscious creature is also considered Incapacitated. The creature drops
A Restrained creature takes -1 on speed, it receives Full Disadvantage on whatever it’s holding and falls prone. An Unconscious creature can’t wake up if
Strength and Dexterity checks (except for attack rolls if it’s due to heavy load), it’s also Dying.
can’t cast spells with Somatic component, can’t make opportunity attacks, and If a creature is Unconscious and not Dying (typically asleep), it loses the
doesn’t apply positive Dexterity modifiers. condition, thus waking up, if it takes damage or it another creature, object or
effect actively wakes it up.
Immobilized
A Immobilized creature can’t make any actions that requires some kind of
movement – including attacks -, automatically fails any Strength or Dexterity
checks, can’t cast spells with Somatic components, and doesn’t apply positive
Dexterity modifiers.
Dying
Whenever under the Dying condition, a creature is also Unconscious and must
make a special saving throw, called Death Saving Throw, to determine whether it
creep closer to death or hang onto life. Unlike other saving throws, this one isn’t
tied to any Ability score. The creature is in the hands of fate, aided only by spells
or features that improves its chances of succeeding.
C haracters
Here you’ll be presented with more technical
aspects of your Character. For further
information, specially lore, refer to the original
Player’s Handbook and other materials.
Gold Dwarf
RACES As a Gold Dwarf, you have keen senses, deep intuition and remarkable resilience.
Also known as gold dwarves, they are renowned to be particularly stalwart
DWARF warriors and shrewd traders. Gold dwarves were often trained specifically to
battle the horrendous aberrations that were known to come from the Underdark.
“YER LATE, ELF!” CAME THE ROUGH EDFE OF A FAMILIAR VOICE. Gold dwarves are stout, tough individuals like their Shield Dwarf brethren but
Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact are less off-putting and gruff in nature. Conversely, Gold dwarves are often less
that the heavy monster lay on top of his elven friend. In spite of the added agile than other dwarves.
discomfort, the dwarf ’s long, pointed, often-broken nose and gray-streaked The average Gold dwarf is about 1,2 meters tall and as heavy as a full-grown
though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find ye human, making them somewhat squatter than the more common shield dwarves.
in trouble if I came out an’looked for ye!” Gold dwarves are also distinguishable by their light brown or tanned skin,
- R. A. Salvatore, The Crystal Shard significantly darker than that of most dwarves, and their brown or hazel eyes.
As a Dwarf, you can choose other Ability score to receive +2 instead of Gold dwarves have black, gray, or brown hair, which fades to light gray over time.
Constitution, but then you take another -1 on a Ability score of your choice. Gold dwarf males and some females can grow beards, which are usually carefully
groomed and grown to great lengths.
+2 -1 +1 Size Natural Carriers. You don’t get Clumsy or Restrained by heavy load.
Intuitive. You gain Wisdom (Insight) as a proficiency option even if you wouldn’t
Gold CON DEX WIS Medium
have access to it otherwise. If you gain access to it from another source, you
Shield CON DEX STR Medium receive +2 Racial bonus instead.
Toughness. You gain Partial Advantage on saving throws to resist being Harmed.
Shield Dwarf
As a Shield Dwarf, also known as Mountain Dwarf, you’re strong
and hardy, accustomed to a difficult life in rugged terrain. You’re
probably on the tall side – for a dwarf –, and tend toward lighter
coloration. Shield dwarves are the most common of the dwarven
peoples. Shield dwarves are on average half a bit taller than other
dwarves. Their skin is fair or lightly tanned and they have green or
silvery blue eyes with long light brown or red hair, growing gray and
white with age. Most males and even some females have large beards
and mustaches.
Natural Carriers. You don’t get Clumsy or Restrained by heavy load.
Darkvision. You have superior vision in dark and dim conditions.
You can see in dim light within 12 squares of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Fortitude. You gain Constitution (Endurance) as a proficiency
option even if you wouldn’t have access to it otherwise. If you gain
access to it from another source, you receive +2 Racial bonus
instead.
Gold Shield
ELF High Elf
"I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED.“ As a High Elf, you have a keen mind and a mastery of at least the basics of
Goldmoon said softly. The day's march had been difficult, but the reward at the magic. There are two kinds of high elves: the moon elves, the more common and
end was beyond their dreams. The companions stood on a high cliff over the more friendly of the two; and the sun elves, more haughty and reclusive, often
fabled city of Qualinost. Four slender spires rose from the city's corners like believing themselves to be superior to non-elves and even other elves. Both are
glistening spindles, their brilliant white stone marbled with shining silver. about the same height of humans, being slightly slender and tall, and commonly
Graceful arches, swooping from spire to spire, soared through the air. Crafted by considered more beautiful. Moon elf skin is pale, often with an icy blue hue.
ancient dwarven metalsmiths, they were strong enough to hold the weight of an Moon elf hair is commonly black, blue, or silvery white, although human-like
army, yet they appeared so delicate that a bird lighting on them might overthrow colors were heard of as well, though very rare. Moon elf eyes, like those of other
the balance. These glistening arches were the city's only boundaries; there was no elves, is very commonly green, although some is blue as well. All exhibit a
wall around Qualinost. The elven city opened its arms lovingly to the wilderness. characteristic best described as golden flecks speckled through the iris. In the
- Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight other hand, sun elves have bronze-colored skin and hair most often of copper,
golden blond, and black, with red more uncommon but not unheard of. Sun elves
As a Elf, you can choose other Ability score to receive +2 instead of Intelligence,
typically have green eyes, though golden ones is also common, often with a liquid
but then you take another -1 on a Ability score of your choice.
appearance, and silver, black, hazel, or copper hues have also been heard of.
+2 -1 +1 Size
Fey Ancestry. You have Partial Advantage on saving throws against being
charmed, and magic can’t put you to sleep.
High INT CON CHA Medium Arcanist. You gain Intelligence (Arcana) as a proficiency option even if you
wouldn’t have access to it otherwise. If you gain access to it from another source,
Wood INT CON DEX Medium
you receive +2 Racial bonus instead.
Self-esteem. You have Partial Advantage on Charism Ability checks when socially
interacting.
Wood Elf
As a Wood Elf, you have keen senses and intuition, and your fleet feet carry you
quickly and stealthily through your native forests. Wood elves are easily
identifiable by their coppery skin and green, brown, or hazel eyes. Wood elven
hair is usually black or brown, although hues such as blond or copper red are also
found. Wood elves tend to dress in simple clothes, similar to those of the moon
elves but with fewer bold colors and a greater number of earth tones that blend
into their natural surroundings. Accustomed to a harsh, naturalistic lifestyle,
wood elves loves to wear leather armor or similar, even when they are not under
immediate threat. Wood elves are roughly identical to other elves in height and
build.
Fey Ancestry. You have Partial Advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Darkvision. You have superior vision in dark and dim conditions. You can see in
dim light within 12 squares of you as if it were bright light, and in darkness as if
it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses. You gain Wisdom (Perception) as a proficiency option even if you
wouldn’t have access to it otherwise. If you gain access to it from another source,
you receive +2 Racial bonus instead.
Wood
High
HALFLING Lightfoot Halfling
REGIS THE HALFLING, THE ONLY ONE OF HIS KIND FOR As a Lightfoot halfling, you can easily hide from notice, even using other people
hundreds of miles in any direction, locked his fingers behind his head and leaned as cover due to your size. You’re inclined to be affable and get along well with
back against the mossy blanket of the tree trunk. Regis was short, even by the others. Lightfoots are more prone to wanderlust than other halflings, and often
standards of his diminutive race, with the fluff of his curly brown locks barely dwell alongside other races or take up a nomadic life. The average Lightfoot
cresting the three-foot mark, but his belly was amply thickened by his love of a halfling stands around 1 meter and weighed around 2o kg. Lightfoots displays
good meal, or several, as the opportunities presented themselves. The crooked the same range of skin tones, hair colors, and eye hues as humans. Though they
stick that served as his fishing pole rase up above him, clenched between two of are most frequently seen to have brown or black hair and black, brown, or hazel
his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface eyes. Their skin also typically have a ruddy complexion. Males usually wear their
of Maer Dualdon. hair short on the sides, often with a mullet or bowl cut, while females rarely
- R.A. Salvatore, The Crystal Shard allows their hair to grow beyond shoulder length. Facial hair is relatively rare,
with men at most sporting long sideburns or the occasional beard, and women
As a Halfling, you can choose other Ability score to receive +2 instead of sometimes sporting short sideburns. Mustaches are extremely rare. Facial hair is
Dexterity, but then you take another -1 on a Ability score of your choice. more common in extremely old halflings. When not adventuring or entertaining
others, Lightfoots prefers to wear simple, well-made clothing that is comfortable
+2 -1 +1 Size to wear, yet looks attractive, favoring those with bright colors.
Lighfoot DEX WIS CHA Small Swift and Steady. You have Partial Advantage on saving throws against being
restrained and you ignore difficult terrain.
Strongheart DEX WIS CON Small Quick to act. You gain Dexterity (Reflex) as a proficiency option even if you
wouldn’t have access to it otherwise. If you gain access to it from another source,
you receive +2 Racial bonus instead.
Light on feet. You have Partial Advantage on Dexterity (Stealth) checks.
Strongheart Halfling
As a Strongheart halfling, also known as Stout halfling, you’re hardier than
average and have some natural resistance to poison, tracing to a distant culture of
living along with venomous animals. Some say that stouts have dwarven blood.
Strongheart halflings are moderately shorter and stockier than their lightfoot kin.
They also have a greater tendency for wearing armor of all kinds. Their skin
tones and hair colors roughly ranges the same gamut as humans. Though brown,
blond, and black hair are most common. Their eyes tend to be blue or green.
Both male and female stronghearts are incapable of growing beards or mustaches,
though they are known to grow sideburns down to mid-cheek. Members of both
genders often plait these sideburns into long braids.
Swift and Steady. You have Partial Advantage on saving throws against being
restrained and you ignore difficult terrain.
Determined. You gain Wisdom (Willpower) as a proficiency option even if you
wouldn’t have access to it otherwise. If you gain access to it from another source,
you receive +2 Racial bonus instead.
Antitoxin blood. You have Partial Advantage on saving throws against poisons,
and you have Resistance against poison damage.
Strongheart
Lightfoot
GNOME Dream Gnome
SKINNY AND FLAXEN-HAIRED, HIS SKIN WALNUT BROWN AND As a Dream Gnome, also known as a Forest Gnome, you have a natural knack for
his eyes a startling turquoise, Burgell stood half as tall as Aeron an ad to climb up illusion and inherent quickness and stealth. Dream gnomes are rare and secretive.
on a stool to look out the peephole. Like most habitations in Oeble, that They gather in hidden communities in sylvan forests, using illusions and trickery
particular tenement had been built for humans, and smaller residents coped with to conceal themselves from threats as to mask their escape should they be
the resulting awkwardness as best they could. But at least the relative largeness of detected. Although reclusive, they have strong personalities and a natural knack to
the apartment gave Burgell room to pack in all his gnome-sized gear. The front be convincing. Dream gnomes tend to be friendly with other good-spirited
room was his workshop, and it contained a bewildering miscellany of tools: woodland folk, and they regard elves and good fey as their most important allies.
hammer, chisels, saws, lockpicks, tinted lenses, jeweler's loupes and jars of These gnomes also befriend small forest animals and rely on them for
powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s information about threats that might prowl their lands. Compared with other
familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful gnomes, dream gnomes are even more diminutive than, rarely growing taller than
yellow stare, then appeared to go back to sleep. 0,8 meters in height or weighing in over 15 kg. Unlike other gnomes, dream
- Richard Lee Byers, The Black Bouquet gnomes generally grow their hair long and free, feeling neither the need nor desire
to shave or trim their hair much, though males often do take careful care of their
As a Gnome, you can choose other Ability score to receive +2 instead of
beards, trimming them to a fine point or curling them into hornlike spikes.
Charism, but then you take another -1 on a Ability score of your choice.
Dream gnome skin is an earthy color and looked, in many ways, like dry wood.
+2 -1 +1 Size
Dream gnome hair is brown or black, though it grayed with age, sometimes to a
pure white. Like other gnomes, dream gnomes generally lives for centuries,
Dream CHA STR WIS Small although their life expectancy is a bit longer than is the case for either Spark or
Deep gnomes.
Spark CHA STR INT Small
Prodigy Illusionist. You gain +2 Racial bonus on spells from the Illusion school.
You can choose one illusion cantrip to know. Charism is your spellcasting ability
for it. If you have access to Spellcasting, you can instead choose a 1st level
illusion spell.
Cunning Eyes. You have Partial Advantage on saving throws against Illusion
effects.
Deceptive. You gain Charism (Deception) as a proficiency option even if you
wouldn’t have access to it otherwise. If you gain access to it from another source,
you receive +2 Racial bonus instead.
Spark Gnome
As a Spark gnome, you have a natural inventiveness and curiosity beyond that of
other gnomes. Spark gnomes have typically the same size or other gnomes. They
sometimes possess a natural brownish tint to their skin; the presence or absence
of light have little effect upon it. Young Spark gnomes possess any of a large
number of hair colors that fads to gray or white upon reaching adulthood. Male
gnomes typically keep beards groomed in a neat manner. Spark gnomes possess
many of the traits of other races, particularly humans, attributed to children.
Most Spark gnomes enjoys life to their very fullest; asking questions endlessly.
Playing pranks on friends and strangers, and finding new and interesting hobbies
are just a few of the countless chores that Spark gnomes burdens each day with.
Prodigy Illusionist. You gain +2 Racial bonus on spells from the Illusion school.
You can choose one illusion cantrip to know. If you have access to Spellcasting,
you can instead choose a 1st level illusion spell. Charism is your spellcasting
ability for it.
Cunning Mind. You have Partial Advantage on checks to identify spells, items
and creatures.
Lore Master. You gain Intelligence (Knowledge) as a proficiency option even if
you wouldn’t have access to it otherwise. If you gain access to it from another
source, you receive +2 Racial bonus instead.
Dream
Spark
FIRBOLG Land Firbolg
WE SPENT TIIREE MONTHS TRACKING THE GREEN DRAGON Long descendants from Fire, Hill, Mountain and Stone Giants, land firbolgs
before locating the forest in which it sought refuge. On our second day in that settled as a forest-dwelling race. Land Firbolg tribes cloister in remote forest
place, we woke to find the dragon's head placed in the center of our camp. strongholds, preferring to spend their days in quiet harmony with the woods.
Soveliss told me that Firbolgs must have claimed the forest, and they wanted to When provoked, they demonstrate formidable skills - kind at heart, but fierce in
show us we had no further business there. If we lingered, he assured me, our battle. Their bodies are covered with thick fur ranging from tones of earthen
heads would be next. brown and ruddy red. Their thick, tough skin is fleshy pink. A Land firbolg's
- Gimble, Notes from a Treasure Hunter voice is deep and smooth, and they tend to roll their consonants when speaking.
They are typically over 2,5 meters tall, averaging a height of about 3 meters.
As a Firbolg, you can choose other Ability score to receive +2 instead of
Land firbolgs weights around 200 kg.
Wisdom, but then you take another -1 on a Ability score of your choice.
Powerful Build. You are considered large for checks and the amount of weight
+2 -1 +1 Size
you can carry. You can use large equipment, but you take Partial Disadvantage
when using them.
Land WIS CHA STR Medium Naturalist. You gain Wisdom (Naturalism) as a proficiency option even if you
wouldn’t have access to it otherwise. If you gain access to it from another source,
Sky WIS CHA CON Medium
you receive +2 Racial bonus instead.
Phytotherapist. You don’t take Partial Disadvantage on Wisdom (Medicine)
checks when using improvised material, and you have Partial Advantage when
searching for ingredients, treatments and similar.
Sky Firbolg
At the highest mountain peaks-far above the slopes
where trees grow and where the air is thin and the frigid
winds howl-dwell the reclusive Sky Firbolgs – long
descendants from Cloud, Fog, Frost and Storm Giants.
Few folk can claim to have seen a Sky Firbolg, and fewer
still can claim friendship with one. They wander a bleak
realm of rock, wind, and cold. Their fur have tones of
cool grays and blues, and even to wild hues of green.
Their spirits take after the wandering wind, making them
nomads who wander from peak to peak. Their hearts are
infused with the cold regard of their frigid realm, leaving
each Sky Firbolg with the responsibility to earn a place
in the tribe or die trying.
Prodigy Illusionist. You gain +2 Racial bonus on spells
from the Illusion school. You can choose one illusion
cantrip to know. If you have access to Spellcasting, you
can instead choose a 1st level spell. Charism is your
spellcasting ability for it.
Hunter-gatherer. You gain Wisdom (Survivalism) as a
proficiency option even if you wouldn’t have access to it
otherwise. If you gain access to it from another source,
you receive +2 Racial bonus instead.
Thick Hide. You gain Partial Advantage on Constitution
(Endurance) checks regarding natural or magical cold,
and resistance to cold damage.
Sky Land
ORC Gray Orc
ISILDUR WAS MARCHING NORTH ALONG THE EAST BANKS OF The orcs of the eastern lands are concentrated in the Moonsea and Endless
the River, and near the Gladden Fields he was waylaid by the Orcs of the Wastes today, with a much smaller number scattered through the various lands
Mountains, and almost all his folk were slain. He leaped into the waters, but the that lie between. A Gray Orc looks less bestial than their more savage northern
Ring slipped from his finger as he swam, and then the Orcs saw him and killed kin, but is still obviously nonhuman. They are somewhat hairy, with long manes
him with arrows. of bristly hair on their heads, shoulders, and backs. Their faces are less porcine
- Gandalf, The Fellowship of the Ring than the mountain orcs, with the exception of their tusks. They have yellow,
orange, or red eyes, lupine ears, and black or gray hair. Gray Orcs are more apt to
wear "civilized" clothing than mountain orcs, and prefer varying shades of
As an Orc, you can choose other Ability score to receive +2 instead of Strength,
brown, black, blue, and other dark colors. Skin tones are usually gray with
but then you take another -1 on a Ability score of your choice.
mottled patches of lighter or darker gray on the chest.
+2 -1 +1 Size
Impulsive Instinct. You gain +4 Racial bonus on your initiative checks.
Dauntless. You have Partial Advantage on saving throws against being frightened.
Red STR INT DEX Medium Vengeful Nature. You receive +1 on attack rolls against creatures that already
attacked you.
Gray STR INT CON Medium
Red Orc
The orcs of the North and the Spine of the World, known as Red Orcs,
comprise the oldest and most numerous of the various orc subraces active on
Faerûn. In fact, many people assume that all orcs are like the savage warmongers
found in these regions, and do not identify Gray Orcs or even half-orcs as
separate races. Red Orcs look vaguely like primitive humans but are a fair bit
taller at seven or more feet in height. They have stocky, powerful necks, and their
bestial heads seem to sit directly on their massive shoulders. Their eyes are always
a deep shade of red, and their faces are dominated by porcine snouts and large
tusks. Red Orcs often weave braids and tiny bones into their thick matted hair,
which is usually black. Their clothing is crude and primitive, often composed of
unpleasant colors like blood red, mustard yellow, yellow-green, and deep purple.
They are far from the cleanest race on Faerûn and delight in decorating their
bodies with scars and warpaint.
Impulsive Instinct. You gain +4 Racial bonus on your initiative checks.
Darkvision. You have superior vision in dark and dim conditions. You can see in
dim light within 12 squares of you as if it were bright light, and in darkness as if
it were dim light. You can’t discern color in darkness, only shades of gray.
Relentless. You gain Partial Advantage on saving throws against the Exhaustion
condition.
Red
Gray
HUMAN
THESE WERE THE STORIES OF A RESTLESS PEOPLE WHO LONG ago took to
the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an
energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting
candle after precious candle. She'd never given much thought to humans, but these stories
fascinated her. In these yellowed pages were tales of bold heroes. strange and fierce animals,
mighty primitive gods, and a magic that was part and fabric of that distant land.
- Elaine Cunningham, Daughter of the Drow
+1 +1 +1 Size
Human X X X Medium
Half-Orc X X X Medium
Half-Elf X X X Medium
Standard Human
In the reckonings of most worlds, humans are the youngest of the common races. late to
arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons.
Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the
years they are given. Or maybe they feel they have something to prove to the elder races, and
that's why they build their mighty empires on the foundation of conquest and trade. Whatever
drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Jack-of-all-trades. You can choose three different Abilities to receive a +1 at character creation,
although that doesn’t raise their maximum limit.
Skill versatility. You can choose two Ability Skills to add as options for proficiency and you
gain +1 Racial bonus when making rolls for them.
Adaptative. At your character creating, you have no limit of how many Weapon and Ability
Skills conversions you can make. Standard
Half-elf Human
Walking in two worlds but truly belonging to neither, half-elves combine what some say
are the best qualities of their elf and human parents: human curiosity, inventiveness, and
ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.
Some half-elves live among humans, set apart by their emotional and physical differences,
watching friends and loved ones age while time barely touches them. Others live with the
elves, growing restless as they reach adulthood in the timeless elven realms, while their
peers continue to live as children. Many half-elves, unable to fit into either society, choose
lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Jack-of-all-trades. You can choose three different Abilities to receive a +1 at character
creation, although that doesn’t raise their maximum limit.
Fey Ancestry. You have Partial Advantage on saving throws against being charmed, and
magic can’t put you to sleep.
Adaptative. At your character creating, you have no limit of how many Weapon and
Ability Skills conversions you can make.
Half-orc Human
Whether united under the leadership of a mighty warlock OI' having fought to a
standstill after years of conflict, ore and human tribes sometimes form alliances, joining
forces into a larger horde to the terror of civilized lands nearby. When these alliances are
sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc
tribes, their human blood giving them an edge over their full-blooded orc rivals. Some
venture into the world lo prove their worth among humans and other more civilized races.
Many of these become adventurers, achieving greatness for their mighty deeds and
notoriety for their barbaric customs and savage fury.
Jack-of-all-trades. You can choose three different Abilities to receive a +1 at character
creation, although that doesn’t raise their maximum limit.
Impulsive Instinct. You gain +4 Racial bonus on your initiative checks.
Adaptative. At your character creating, you have no limit of how many Weapon and Half-elf
Ability Skills conversions you can make. Half-orc
Chaotic neutral (CN) creatures follow their whims, holding their personal
PERSONALITY & freedom above all else. Many barbarians and rogues, and some bards, are chaotic
neutral.
BACKGROUND Lawful evil (LE) creatures methodically take what they want, within the limits of
a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are
lawful evil.
ALINGMENT Neutral evil (NE) is the alignment of those who do whatever they can get away
with, without compassion or qualms. Many drow, some cloud giants, and
A typical creature has an alignment, which broadly describes its moral and yugoloths are neutral evil.
personal attitudes. Alignment is a combination of two factors: one identifies Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed,
morality (good, evil, or neutral), and the other describes attitudes toward society hatred, or bloodlust. Demons, red dragons, and most orcs are chaotic evil.
and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the
possible combinations. These brief summaries of the nine alignments describe PERSONALITY TRAIT
the typical behavior of a creature with that alignment. Individuals might vary
significantly from that typical behavior, and few people are perfectly and Give your character two personality traits. Personality traits are small, simple
consistently faithful to the precepts of their alignment, but straying away from ways to help you set your character apart from every other character. Your
the alignment is the exception, not the rule. Most creatures that lack the capacity personality traits should tell you something interesting and fun about your
for rational thought do not have alignments – they are unaligned. character. They should be self-descriptions that are specific about what makes
Lawful good (LG) creatures can be counted on to do the right thing as expected your character stand out. “I’m smart” is not a good trait, because it describes a lot
by society. Gold dragons, paladins, and most dwarves are lawful good. of characters. “I’ve read every book in Candlekeep” tells you something specific
Neutral good (NG) folk do the best they can to help others according to their about your character’s interests and disposition.
needs. Many celestials, some cloud giants, and most gnomes are neutral good. Personality traits might describe the things your character likes, his or her past
Chaotic good (CG) creatures act as their conscience directs, with little regard for accomplishments, things your character dislikes or fears, your character’s self-
what others expect. Copper dragons, many elves, and unicorns are chaotic good. attitude or mannerisms, or the influence of his or her ability scores. A useful
Lawful neutral (LN) individuals act in accordance with law, tradition, or place to start thinking about personality traits is to look at your highest and
personal codes. Many monks and some wizards are lawful neutral. lowest ability scores and define one trait related to each. Either one could be
Neutral (N) is the alignment of those who prefer to steer clear of moral positive or negative: you might work hard to overcome a low score, for example,
questions and don’t take sides, doing what seems best at the time. Lizardfolk, or be cocky about your high score
most druids, and many humans are neutral.
IDEALS BACKGROUND
Describe one ideal that drives your character. Your ideals are the things that you Every story has a beginning. Your character’s background reveals where you came
believe in most strongly, the fundamental moral and ethical principles that from, how you became an adventurer, and your place in the world. Your fighter
compel you to act as you do. Ideals encompass everything from your life goals to might have been a courageous knight or a grizzled soldier. Your wizard could have
your core belief system. been a sage or an artisan. Your rogue might have gotten by as a guild thief or
Ideals might answer any of these questions: What are the principles that you will commanded audiences as a jester.
never betray? What would prompt you to make sacrifices? What drives you to act Choosing a background provides you with important story cues about your
and guides your goals and ambitions? What is the single most important thing character’s identity. The most important question to ask about your background
you strive for? You can choose any ideals you like, but your character’s alignment is what changed? Why did you stop doing whatever your background describes
and background are good places to start defining them. and start adventuring? Where did you get the money to purchase your starting
gear, or, if you come from a wealthy background, why don’t you have more
BONDS money? How did you learn the skills of your class? What sets you apart from
Create one bond for your character. Bonds represent a character’s connections to ordinary people who share your background?
people, places, and events in the world. They tie you to things from your
background. They might inspire you to heights of heroism, or lead you to act
against your own best interests if they are threatened. They can work very much
like ideals, driving a character’s motivations and goals. Bonds might answer any of Here there’ll be no background examples as I expect to
these questions: Whom do you care most about? To what place do you feel a tailor with each player their background. However, for an
special connection? What is your most treasured possession? Your bonds might be
overall idea or to literally use a pre-existing background, the
tied to your class, your background, your race, or some other aspect of your
character’s history or personality. original materials and the internet should be consulted – but
they will need to be worked to fit our house rules.
FLAWS
Finally, choose a flaw for your character. Your character’s flaw represents some
vice, compulsion, fear, or weakness—in particular, anything that someone else Proficiencies & Equipment
could exploit to bring you to ruin or cause you to act against your best interests. Your background will provide you with two Ability Skills and a set of
More significant than negative personality traits, a flaw might answer any of these equipment, all of which matching your background’s idea.
questions: What enrages you? What’s the one person, concept, or event that you
are terrified of ? What are your vices?
CLASSES
Class Description Primary Abilities Hit Points WS AS
A fierce and savage warrior of primitive background who can enter a battle rage
Barbarian Constitution & Strength 12 3 2
to crush his foes.
An inspiring magician who translates his sounds into echoes back and forth from
Bard Charism & Intelligence 6 0 10
the magic and material world.
A priestly champion who wields divine magic in service of a higher power.
Cleric Wisdom & Charism 8 1 4
A conduit of nature, wielding its powers of moon and sunlight, plant growth, fire
Druid Wisdom & Intelligence 8 1 4
and lightning and adopting animal forms.
A master of martial combat, skilled with a variety of weapons and fighting styles.
Fighter Strength & Dexterity 10 5 2
An master of martial arts, harnessing the power of the body in pursuit of
Monk Wisdom & Dexterity 10 2 8
physical and spiritual perfection.
A holy warrior, favored by his deity and bound to a sacred oath granting it divine
Paladin Strength & Charism 10 4 4
powers.
A warrior who uses martial prowess and nature connection to face threats on the
Ranger Dexterity & Wisdom 10 3 6
edges of civilization.
A scoundrel who uses stealth and trickery to overcome obstacles and surprise
Rogue Dexterity & Intelligence 8 2 8
enemies.
A natural wielder of magic who draws on inherent power from a gift, a
Sorcerer Charism & Wisdom 6 0 6
supernatural bargain or bloodline, to shape the reality.
A arcanist who studied how to infuse its blood into its spells, imbuing them with
Warlock Intelligence & Constitution 8 0 4
cursing effects.
An arcane scholarly whose understanding of magic and its secrets is used to create
Wizard Intelligence & Wisdom 6 0 6
powerful spells.
BARBARIAN
A tall firbolg tribesman strides through a blizzard, draped in fur and hefting Hit Points (HP) per level: 12 + Constitution modifier
his axe. He laughs as he charges toward the frost giant who dared poach his
people's elk herd. Proficiencies
An orc snarls at the latest challenger to her authority over their savage tribe, Weapon Skills (WS): 3 (Simple and Martial)
ready to break his neck with her bare hands as she did to the last six rivals. Ability Skills (AS): 2 + Intelligence modifier (Athletics*, Endurance*,
Frothing at the mouth, a dwarf slams his helmet into the face of his drow Naturalism, Survivalism)
foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: Equipment
unbridled, unquenchable, and unthinking fury. More than a mere emotion, You start with 280 gold pieces, in addition to the equipment granted by your
their anger is the ferocity of a cornered predator, the unrelenting assault of a background. Suggested equipment:
storm, the churning turmoil of the sea. For some, their rage springs from a • (a) a greataxe or (b) a greatsword
communion with fierce animal spirits. Others draw from a roiling reservoir • (a) a warhammer, a medium shield and three javelins or (b) three javelins
of anger at a world full of pain. Whatever the case, a barbarian is capable of • A studded leather armor
drawing together supernatural forces into his own vital force, resulting in a • An dungeoneer’s pack and an elixir
chaotic and ferocious state. For every barbarian, rage is a power that fuels not
just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. Archetypes
• Skirmisher
• Berserker
• Brazier
The Barbarian Rage
Proficiency Rage You dive into your inner fury and begin to rage. You gain new effects to your
Level Hit Points Features
Bonus Bonus rage according to your level. You can rage for a number of rounds per day equal
1 12 1 +1 Rage to your level + Constitution modifier, and you can only rage when you are facing
2 24 +1 enemies. You can end your rage voluntarily, as a free action at your turn. When
3 36 2 +1 you finish your rage, you must make a Constitution (Endurance) check, with a
4 48 +1 Not Afraid DC 10 + amount of consumed rounds. If you fail, you become Exhausted.
You can recover a number or raging rounds equal to your Constitution modifier
5 60 3 +1 Shrug it Off
with a short rest, and all raging rounds with a long rest. You can’t rage while
6 72 +2
Exhausted; or Clumsy or Restrained due to heavy load. While you are raging,
7 84 4 +2 you gain the following benefits:
8 96 +2 Adrenaline Rush Rage Bonus
9 108 5 +2 • When you make a melee weapon attack using Strength, you gain a bonus to the
10 120 +2 Intimidating Hit attack and double that bonus to damage rolls equal to your Rage Bonus;
11 132 6 +3 Second Wind • You add your Rage Bonus to your Strength and Constitution checks;
• You gain double your level as temporary Hit Points;
12 144 +3
• You can’t take the Help, Cast a Spell, Concentration, Ready and Disengage
13 156 7 +3 Vengeful Rage actions
14 168 +3 Chronic Anger
15 180 8 +3 Bloodfrenzy
16 192 +4 Indomitable Will
17 204 9 +4
18 216 +4 Tough as Nails
19 228 10 +4
20 240 +4 Savage Ferocity
Not Afraid Vengeful Rage
While raging, the effect of the Frightened condition is suppressed. If you receive an attack that lowers you HP to half your maximum, and you
were not raging yet, you can start your rage spending a Reaction. If you do so,
Shrug it Off you gain Partial Advantage on all attacks against the target and Partial
While raging, the effect of the Harmed condition is suppressed. Disadvantage against others targets while your rage lasts and while you can
perceive the target. Additionally, you can only end your rage voluntarily after
Adrenaline Rush
the target is either defeated or not perceivable by you anymore.
When you enter your rage, you gain a bonus Action for that turn. You also
double your rage bonus for Strength and Constitution checks until your next Chronic Anger
turn. You receive your least rage bonus as if you were raging, even when you are not.
Intimidating Hit Indomitable Will
Whenever you score a critical hit or after you kill an enemy through melee While raging, you are immune to the charmed and controlled conditions.
attacks, every other enemy creature able to see you must pass a Wisdom
(Willpower) saving throw or become Frightened of you until your next turn. Bloodfrenzy
The DC is equal to 8 + Proficiency bonus + CON modifier + Rage Bonus. For every melee attack you hit while ranging, you recover 1 raging round.
Second Wind
You can enter rage even while Exhausted, but if you do so, when you end your
Tough as Nails
While raging, you have resistance against Slashing, Piercing and Bludgeoning
rage, if you don’t succeed on the Endurance check, you fall unconscious for
damage.
1d4 rounds.
Savagery
Once per rage, if you score a critical hit or after you kill an enemy through
melee attacks, whichever happens first, you gain a bonus Actions that you must
use consecutively to either make a attack or move towards an enemy, and your
raging bonus is doubled for the rest of your rage.
The Barbarian, Skirmisher
Hit Proficiency Rage
Level Features
Points Bonus Bonus
1 12 1 +1 Rage, Fighting Style I
2 24 +1 Charge
3 36 2 +1 Eager to Fight
4 48 +1 Not Afraid
5 60 3 +1 Shrug it Off
6 72 +2
7 84 4 +2 Reckless Rage
8 96 +2 Adrenaline Rush
9 108 5 +2
10 120 +2 Intimidating Hit, Fighting Style II
11 132 6 +3 Second Wind
12 144 +3 Vengeful Rage
13 156 7 +3 Chronic Anger
14 168 +3 Bloodfrenzy
15 180 8 +3 Indomitable Will
16 192 +4
17 204 9 +4 Tough as Nails
18 216 +4
19 228 10 +4
20 240 +4 Savage Ferocity, Fighting Style III
S K I RMISHER Reckless Rage
As a Skirmisher Barbarian, you are trained to be in the front lines, being the first When entering rage, you can choose it to be reckless. If you do so, you take a
to charge towards your enemies. You are not only accustomed, but also enjoys the penalty to your AC equal to your rage bonus and have double the bonus added to
chaos of battle and blood spilling. If you choose Skirmisher as an archetype, you your attack rolls while the rage lasts.
receive the following in addition to the barbarian features:
Fighting Style
You know how to best adopt offensive and defensive postures depending on your
weapon settings. Choose one of the following:
Dueling. While using a medium or light weapon in one hand and a light or no
weapon in the other hand, you add +1 for every stage in all attacks roll when
using the Multi-attack Action.
Two-handed. While using a heavy weapon with both hands, you can choose
before making an attack to take -1 in your attacks rolls, but add +2 to damage
rolls. These numbers increases in -1 and +2 for every stage.
Charge
When taking a Dash action to approach an enemy and using an Attack action
against right after, you receive Partial Advantage on that attack roll.
Eager to Fight
While raging you apply your Rage Bonus to your initiative rolls and you gain +1
on your base speed. Additionally, if you are the first to deal damage during a
combat, you gain Partial Advantage on your next attack roll during that combat.
The Barbarian, Berserker
Hit Proficiency Rage
Level Features
Points Bonus Bonus
1 12 1 +1 Rage, Aspect of the Predator I, Natural Weapon, Natural Hide
2 24 +1
3 36 2 +1
4 48 +1 Not Afraid
5 60 3 +1 Shrug it Off
6 72 +2
7 84 4 +2
8 96 +2 Adrenaline Rush
9 108 5 +2
10 120 +2 Intimidating Hit, Aspect of the Predator II
11 132 6 +3 Second Wind
12 144 +3 Vengeful Rage
13 156 7 +3 Chronic Anger
14 168 +3 Bloodfrenzy
15 180 8 +3 Indomitable Will
16 192 +4
17 204 9 +4 Tough as Nails
18 216 +4
19 228 10 +4
20 240 +4 Savagery, Aspect of the Predator III
B E R SERKE R
A Berserker, translated as “bear warrior” from the dwarvish language, is the
most primal of the Barbarian’s archetypes. When you pull your rage, you also
allow wild spirits to infuse you, turning you partially into an actual animal. If
you choose Berserker as an archetype, you receive the following in addition to
the barbarian features:
Natural Weapons
While raging, you grow claws and sharp teeth. Besides your regular natural
attacks, you gain a bite (piercing damage) and a claw (slashing damage) attacks.
All of your natural attacks does 1d6 damage and you become automatically
proficient with them.
Natural Hide
While raging and not wearing armor nor shield, you add your Constitution +
your Rage Bonus to your AC.
The Barbarian, Brazier
Hit Proficiency Rage
Level Features
Points Bonus Bonus
1 12 1 +1 Rage, Fiery Fury
2 24 +1
3 36 2 +1
4 48 +1 Not Afraid
5 60 3 +1 Shrug it Off
6 72 +2 Blaze Burst
7 84 4 +2
8 96 +2 Adrenaline Rush
9 108 5 +2 Searing Flames
10 120 +2 Intimidating Hit
11 132 6 +3 Second Wind
12 144 +3 Vengeful Rage
13 156 7 +3 Chronic Anger
14 168 +3 Bloodfrenzy
15 180 8 +3 Indomitable Will
16 192 +4
17 204 9 +4 Tough as Nails
18 216 +4
19 228 10 +4
20 240 +4 Savagery
B R A Z IER
A Brazier Barbarian takes the burning rage as a literal philosophy. Its eager fuels
its power into a point that it touches the Elemental Plane of Fire, actually
bursting out flames from its body. If you choose Brazier as an archetype, you
receive the following in addition to the barbarian features:
Fiery Fury
While raging, your melee attacks deals and extra 1d6 fire damage and you gain
resistance do fire damage.
Blaze Burst
When entering your Rage, you can cause a burst of fire around you and give
you explosive speed. You gain +2 on your base speed until your next turn.
Additionally, all creatures adjacent to you must make a Dexterity (Reflex) saving
throw, taking 2d6 + your Rage Bonus as fire damage on a failed save, or half as
much on a successful one. The DC is equal to 8 + Proficiency bonus + CON
modifier + Rage Bonus.
Searing Flames
While raging, the flames produced by it sears your wounds. While the rage
lasts, you regain a number of hit points equal to your Rage Bonus at the
beginning of your turns.
BARD
Hit Points (HP) per level: 6 + Constitution modifier
Humming as she traces her fingers over an ancient monument in a long-
forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her Proficiencies
mind, conjured forth by the magic of her songs - knowledge of the people who Weapon Skill (WS): 0 (Simple)
constructed the monument and the mythic saga it depicts. Ability Skills (AS): 10 + Intelligence modifier (Acrobatics, Stealth, Sleight of
A stern human warrior bangs his sword rhythmically against his scale mail, Hands*, Reflex*, Performance*, Persuasion*, Arcana*, Knowledge*,
setting the tempo for his war chant and exhorting his companions to bravery Investigation*, Tongues*, Memorization*, Insight, Perception, Willpower*)
and heroism. The magic of his battlecry fortifies and emboldens them.
Laughing as she tunes her cittern, a gnome weaves her subtle magic over the Equipment
assembled nobles, ensuring that her companions' words will be well received. You start with 280 gold pieces, in addition to the equipment granted by your
Whether scholar, skald, or scoundrel, a bard weaves magic through words and background. Suggested equipment:
music to inspire allies, demoralize foes, manipulate minds, create illusions, and • A shortsword two daggers and a buckler
even heal wounds. The bard is a master of songs, speech, and the magic that • A shortbow, a quiver and 40 arrows
they can be infused. The same way that vocal sounds are often required to cast • A entertainer’s pack and two elixirs
spells, bards learned to adapt that mechanic using instruments to resound • A studded leather armor
throughout the Weave. The music of bards is an attempt to snatch and harness
those echoes, subtly woven into their spells and powers. Thus they can perform a Archetypes
normal chant as any other or turn it into a spellcasting rhythm, using their voice • Aeromancer
as usual to cast direct spells or their instruments to produce magic infused • Ventriloquist
sound waves. • Bladesinger
The Bard Spell Points per Spell level
Proficiency Chanting Spells
Level Hit Points Feature 1 2 3 4 5 6 7 8 9
Bonus Bonus Known
1 6 1 +1 Spellcasting, Weaving Chants 4 2 - - - - - - - -
2 12 +1 5 2 - - - - - - - -
3 18 2 +1 6 2 2 - - - - - - -
4 24 +1 7 3 2 - - - - - - -
5 30 3 +1 8 3 2 2 - - - - - -
6 36 +2 9 4 3 2 - - - - - -
7 42 4 +2 10 4 3 2 2 - - - - -
8 48 +2 11 4 3 3 2 - - - - -
9 54 5 +2 12 4 3 3 2 1 - - - -
10 60 +2 Sonata 13 4 4 3 2 1 - - - -
11 66 6 +3 14 4 4 3 2 2 1 - - -
12 72 +3 15 4 4 3 3 2 1 - - -
13 78 7 +3 16 4 4 3 3 2 1 1 - -
14 84 +3 17 4 4 3 3 3 1 1 - -
15 90 8 +3 18 4 4 3 3 3 2 1 1 -
16 96 +4 19 4 4 4 3 3 2 1 1 -
17 102 9 +4 20 4 4 4 3 3 2 2 1 1
18 108 +4 21 4 4 4 3 3 2 2 1 1
19 114 10 +4 22 4 4 4 3 3 3 2 1 1
20 120 +4 Symphony 23 4 4 4 3 3 3 2 2 1
Spellcasting Cantrips. You know all cantrips of your class spell-list, and casting them doesn’t
You have learned to untangle and reshape the fabric of reality in harmony with spend spell points.
your wishes and music. Your spells are part of your vast repertoire, magic that Spells Known. For your regular spellcasting, you acquired your spells similar to
you can tune to different situations. You study magic just like a Wizard do, but the formal study of a Wizard, but you don’t fully occupy your mind with the
as a collateral effect of your apprenticeship to shape it through the music waves. spells themselves, letting space for your songs. You begin knowing four 1st-level
As to cast spells you need to connect yourself to other energies, wearing heavy spells of your choice from the bard spell-list and you gain a new spell known for
armor made of metal blocks your connection and prevents you from casting every level thereafter. Each of these spells must be of a level for which you have
spells, except for cantrips. spell slots, as shown on the table. For instance, when you reach 3rd level in this
Spell Points. The table shows how many spell points you have to cast your spells class, you can learn one new spell of 1st or 2nd level. Additionally, when you
of 1st level and higher. To cast one of these spells, you must expend a point of gain a level in this class, you can choose one of the bard spells you know and
the spell's level or higher. You regain all expended spell points when you finish a replace it with another spell from the bard spell-list, which also must be of a
long rest. level for which you have spell slots.
Spellcasting Ability. Charism is your spellcasting ability for your bard spells.
Your magic comes from the heart and soul you pour into the performance of
your music or oration. You use your Charism whenever a bard spell refers to
your spellcasting ability. In addition, you use your Charism modifier when
setting the saving throw DC (8 + Proficiency bonus + CHA modifier + Spell
level) for a bard spell you cast and when making an attack roll (Proficiency
bonus + CHA modifier) with one.
Spellcasting Components. You must be attuned to and carrying a musical
instrument as a spellcasting focus to cast any spells, except for cantrips. Casting
an Arcane spell with Somatic component requires more intricated and detailed
hand signs, thus requiring both hands free while casting the spell. For Verbal
components, you need to be able to speak. For Material components, besides
the ones presented in the spell’s descriptions, you must have a spell-pouch with
ordinary materials.
Weaving Chants The amount of spells you know how to chant are equal to 1 + your Intelligence
modifier. The saving throw DC of your chants are equal to 8 + Proficiency
You use your study of the sound and the Weave, applying it through your musical
Bonus + Charism modifier + Chanting Bonus. At every level your proficiency
instrument, to produce the effect of spells while you maintain your chant and
bonus increase, you can choose a different combination of spells to know how to
granting extra benefits. You gain new effects to your chanting according to your chant. They must be within your maximum spell slot level known, be chosen from
level. You can sustain your chanting for a number of rounds per day equal to your the bard spell-list, be from the Illusion, Transmutation or Enchantment schools,
level + Charism modifier. You can recover a number of chanting rounds equal to have a Double-action casting time and the Concentration requirement. In
your Charism modifier with a short rest, and all chanting rounds with a long rest. addition to the spell’s effect, you choose one of the following when you start
The chant’s effect lasts for as long as you chant. This is a concentration action chanting.
and lasts until you stop chanting, you run out of rounds or lose your Whenever you start chanting, you can choose to apply the effect of a spell
concentration. You can have your concentration lost the same way as a spell, and/or your special chants provided as class features, if applicable. You can also
except that you add your chanting bonus for your concentration checks over your alter between spells and class features effects as part of your chanting, in the
chanting. When you finish chanting or lose concentration over it, you must make beginning of your turn.
a Charism (Performance) check, with a DC 10 + amount of consumed rounds.
If you fail, you become Exhausted. You can’t chant while Exhausted; or Clumsy or Sonata
Restrained due to heavy load. Similar to casting a spell, you need to connect You become able to combine two chanting effects at once. While chanting, you
yourself to other energies, thus wearing heavy armor made of metal blocks your can apply the regular effect and a second effect. The second effect only receives
connection and prevents you from chanting. +1 from your Chanting Bonus and, if it’s a spell, it must be a 3rd spell slot level
Only and all creatures able to hear you and within 12 squares from you are or lower.
affected by your chanting. In practice, you cast the spell with a Double-action and
maintain the concentration each turn using the same Double-action. However,
you don’t spend spell points to cast the spell. You must be using a musical
Symphony
You become able to combine three chanting effects at once. While chanting,
instrument with both hands to trigger that feature and while you sustain your
you can apply the regular effect, and a second effect and third effect. The
chant. Despite their description, all spells produced as chanting are considered
second effect only receives +2 from your Chanting Bonus and, if it’s a spell, it
with Verbal, Somatic and Material component, and all three are drawn from your
must be a 6th spell slot level or lower. The third effect only receives +1 from
instrument while you play it.
your Chanting Bonus and, if it’s a spell, it must be a 3rd spell slot level or lower.
The Bard, Aeromancer Spell Points per Spell level
Hit Proficiency Chanting Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Bonus Known
1 6 1 +1 Spellcasting, Weaving Chants 4 2 - - - - - - - -
2 12 +1 Dissonant Percussion 5 2 - - - - - - - -
3 18 2 +1 6 2 2 - - - - - - -
4 24 +1 Cacophony, Block Sound 7 3 2 - - - - - - -
5 30 3 +1 8 3 2 2 - - - - - -
6 36 +2 9 4 3 2 - - - - - -
7 42 4 +2 10 4 3 2 2 - - - - -
8 48 +2 11 4 3 3 2 - - - - -
9 54 5 +2 12 4 3 3 2 1 - - - -
10 60 +2 Sonata 13 4 4 3 2 1 - - - -
11 66 6 +3 14 4 4 3 2 2 1 - - -
12 72 +3 15 4 4 3 3 2 1 - - -
13 78 7 +3 16 4 4 3 3 2 1 1 - -
14 84 +3 17 4 4 3 3 3 1 1 - -
15 90 8 +3 18 4 4 3 3 3 2 1 1 -
16 96 +4 19 4 4 4 3 3 2 1 1 -
17 102 9 +4 20 4 4 4 3 3 2 2 1 1
18 108 +4 21 4 4 4 3 3 2 2 1 1
19 114 10 +4 22 4 4 4 3 3 3 2 1 1
20 120 +4 Symphony 23 4 4 4 3 3 3 2 2 1
A E RO MANCER Dissonant Percussion
Aeromancer Bards incorporates the idea that sound are waves propagating in Instead of chanting a specific spell, you can use the magic imbued into your
the air as much as spells are waves propagating in the Weave. They become song to distort sound waves and the Weave. While you are chanting this feature,
masters of combining both, controlling the air through their magical melodies. enemy creatures affected by it must pass a Concentration check every turn to
If you choose Aeromancer as an archetype, you receive the following in addition maintain concentration on a spell they cast or to cast a new spell (DC 8 +
to the bard features: Proficiency Bonus + Charism modifier + Chanting Bonus).
Puppet Master
When casting a spell through your chanting that requires creatures to take a
Wisdom (Willpower) saving throw, enemy creatures takes Partial Disadvantage
on that saving throw.
Counter Chant
While you are chanting and an affected ally creature is forced to make a
Wisdom (Willpower) saving throw, you can choose to roll a Charism
(Performance) instead, using your roll to resolve the saving throw.
Inspire Morale
While you are chanting, affected ally creatures adds your Chanting Bonus to
their Ability checks.
The Bard, Bladesinger Spell Points per Spell level
Hit Proficiency Chanting Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Bonus Known
1 6 1 +1 Spellcasting, Weaving Chants, Cutting Words 4 2 - - - - - - - -
2 12 +1 5 2 - - - - - - - -
3 18 2 +1 Repel Weapon 6 2 2 - - - - - - -
4 24 +1 Blade Dance 7 3 2 - - - - - - -
5 30 3 +1 8 3 2 2 - - - - - -
6 36 +2 9 4 3 2 - - - - - -
7 42 4 +2 10 4 3 2 2 - - - - -
8 48 +2 11 4 3 3 2 - - - - -
9 54 5 +2 12 4 3 3 2 1 - - - -
10 60 +2 Sonata 13 4 4 3 2 1 - - - -
11 66 6 +3 14 4 4 3 2 2 1 - - -
12 72 +3 15 4 4 3 3 2 1 - - -
13 78 7 +3 16 4 4 3 3 2 1 1 - -
14 84 +3 17 4 4 3 3 3 1 1 - -
15 90 8 +3 18 4 4 3 3 3 2 1 1 -
16 96 +4 19 4 4 4 3 3 2 1 1 -
17 102 9 +4 20 4 4 4 3 3 2 2 1 1
18 108 +4 21 4 4 4 3 3 2 2 1 1
19 114 10 +4 22 4 4 4 3 3 3 2 1 1
20 120 +4 Symphony 23 4 4 4 3 3 3 2 2 1
B L ADE SINGE R Blade Dance
Not being trained in sword fighting doesn’t hold back a Bladesinger Bard to Instead of chanting a specific spell, you can use the magic imbued into your
strike effectively with a sword. Instead of wielding a blade in their hands, they song to even create weapons in a dance around you. While you are chanting this
learn to use their magical talent to control it from afar, as sharp and keen as any feature, you are under the effect of the blade barrier spell, except that it affects
swashbuckler. If you choose Bladesinger as an archetype, you receive the the adjacent squares around you and moves with you. You cast it with a spell
following in addition to the barbarian features: level equivalent to your proficiency bonus -1.
Preserve Life. All allies within 6 squares from you heals 1d4 hit
points. The healed amount increases in a d4 dice for every stage.
Blessed Altruism. For the next healing spell you cast on another target,
you regain hit points equal to the spell’s level. That number doubles for every
stage of this feature.
The Cleric, Oracle Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
1 8 1 Expanded Spellcasting 4 2 - - - - - - - -
2 16 Expanded Divine Intervention I 5 3 - - - - - - - -
3 24 2 7 4 2 - - - - - - -
4 32 8 4 3 - - - - - - -
5 40 3 10 4 3 2 - - - - - -
6 48 Divine Intervention II 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 14 4 3 3 2 - - - - -
9 72 5 16 4 3 3 3 1 - - - -
10 80 17 4 3 3 3 2 - - - -
11 88 6 Divine Intervention III 19 4 3 3 3 2 1 - - -
12 96 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 25 4 3 3 3 3 2 1 1 -
16 128 Divine Intervention IV 26 4 3 3 3 3 2 2 1 -
17 136 9 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Divine Intervention V 27 4 3 3 3 3 3 3 2 1
O R ACLE Expanded Divine Intervention
As an Oracle Cleric, you have focused your monastic training to understand In addition to your Divine Intervention options, you can also choose the
omens, divine visions and prophecies. Such training allows you to receive a following effect:
glimpse of your deities knowledge about reality and fate – past, present and
future events. If you choose Oracle as an archetype, you receive the following in Premonition. You can touch a creature using your oracle’s power to
addition to the cleric features: both gain and conceive a insight into the near future. You and the target receives
blurred visions of possible futures that appears unclear at the time, but reveals
Expanded Spellcasting themselves in decisive moments. For the duration, you and the creature receives
In addition to the spells you choose to know, you gain the following spells as the following benefits:
bonus spells known. • You become immune to the flat-footed condition
• You can choose to gain Partial Advantage on one Ability check
Spell Level Spell Name
At first stage, the effect lasts for 1 hour. At second stage, the effect lasts for 8
1 Guiding Bolt, Shield of Fate
hours. At third stage, the target can choose a second Ability check to gain the
2 Augury, Locate Object, Locate Animals or Plants benefit. At forth stage, the effect lasts for 24 hours. At fifth stage, the target can
3 Clairvoyance choose a third Ability check to gain the benefit.
4 Divination, Locate Creature
5 Commune with Divine, Legend Lore, Scrying
6 Find the Path, Fortune’s Favor, True Seeing
8 Revelation
Foresight. You've mastered the guidance cantrip, allowing you to project your
insight of the immediate future into the spell. When you cast the guidance
cantrip, you can spend one of your Divine Intervention uses to give the effect an
additional bonus of 1 for every stage of your Divine Intervention feature.
The Cleric, Exorcist Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
1 8 1 Expanded Spellcasting 4 2 - - - - - - - -
2 16 Divine Intervention I 5 3 - - - - - - - -
3 24 2 7 4 2 - - - - - - -
4 32 8 4 3 - - - - - - -
5 40 3 10 4 3 2 - - - - - -
6 48 Divine Intervention II 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 14 4 3 3 2 - - - - -
9 72 5 16 4 3 3 3 1 - - - -
10 80 17 4 3 3 3 2 - - - -
11 88 6 Divine Intervention III 19 4 3 3 3 2 1 - - -
12 96 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 25 4 3 3 3 3 2 1 1 -
16 128 Divine Intervention IV 26 4 3 3 3 3 2 2 1 -
17 136 9 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Divine Intervention V 27 4 3 3 3 3 3 3 2 1
E XO RCIST Exorcise. You’ve mastered the dispel otherworldly spell, being able to make
greater use of it. When you cast the dispel otherworldly spell, you can spend one
Among other Clerics, as an Exorcist, you are the one called when otherworldly of your Divine Intervention uses. If you do so, the spell receives the following
creatures are involved. You have toughen your divine skills to deal with such benefits:
creatures, being able to detect and protect against them more effectively. If you • You can't be charmed, frightened, or controlled by such creatures types
choose Exorcist as an archetype, you receive the following in addition to the cleric • The Break Enchantment option can be used at 6 squares range, and it doesn’t
features: end the spell
Expanded Spellcasting • You gain Partial Advantage on the attack roll and the target takes Partial
Disadvantage on the saving throw when using the Dismissal option
In addition to the spells you choose to know, you gain the following spells as
bonus spells known.
Eternal Detection. You’ve mastered the detect otherworldly spell, making it easier
to sustain. When you cast the detect otherworldly spell, you can spend one of
your Divine Intervention uses. If you do so, you don’t need to keep concentration
on the spell and it lasts for 24 hours.
Quick Protection. You’ve mastered the protection from otherworldly spell,
allowing you to provide it’s protection at the best moments. When you cast the
protection from otherworldly spell, you can spend one of your Divine
Intervention uses. If you do so, you can cast it as a Reaction and the range
increases to 12 squares.
The Cleric, Warpriest Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
1 8 1 Spellcasting, Fighting Style I, Shielded Caster 4 2 - - - - - - - -
2 16 Expanded Divine Intervention I 5 3 - - - - - - - -
3 24 2 7 4 2 - - - - - - -
4 32 8 4 3 - - - - - - -
5 40 3 10 4 3 2 - - - - - -
6 48 Divine Intervention II 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 14 4 3 3 2 - - - - -
9 72 5 16 4 3 3 3 1 - - - -
10 80 Fighting Style II 17 4 3 3 3 2 - - - -
11 88 6 Divine Intervention III 19 4 3 3 3 2 1 - - -
12 96 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 25 4 3 3 3 3 2 1 1 -
16 128 Divine Intervention IV 26 4 3 3 3 3 2 2 1 -
17 136 9 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Divine Intervention V, Fighting Style III 27 4 3 3 3 3 3 3 2 1
WA R P RIEST
You have harnessed your Cleric’s fighting skills to become a better a healer,
support and skull-smasher in the midst of a battle, as an Warpriest. If you choose
Warpriest as an archetype, you receive the following in addition to the cleric
features:
Fighting Style
You know how to best adopt offensive and defensive postures depending on your
weapon settings.
Sword and Shield. While wearing a shield in one hand and a medium weapon in
the other, your shield bonus increases in 1 for every stage.
Shielded Caster
You add your shield bonus to your concentration checks and you can keep
concentration over an spell with the same reaction to block. Additionally, you can
become attuned to a holy adorned shield, considering it as your holy symbol for
your spellfocus.
Enrooting. You’ve mastered the entangle and spike growth spells, allowing you to
make them move with you. When you cast the entangle or spike growth spell, you
can spend one of your Wild Shape uses and must target your own square. If you
do so, you are not affected by the spell and it moves centered on you.
The Druid, Wildfire Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
1 8 1 Expanded Spellcasting 4 2 - - - - - - - -
2 16 Wild Shape I, Spiritual Companion 5 3 - - - - - - - -
3 24 2 7 4 2 - - - - - - -
4 32 8 4 3 - - - - - - -
5 40 3 10 4 3 2 - - - - - -
6 48 Wild Shape II 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 Spontaneous Combustion 14 4 3 3 2 - - - - -
9 72 5 16 4 3 3 3 1 - - - -
10 80 Sustained Flames 17 4 3 3 3 2 - - - -
11 88 6 Wild Shape III 19 4 3 3 3 2 1 - - -
12 96 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 25 4 3 3 3 3 2 1 1 -
16 128 Wild Shape IV 26 4 3 3 3 3 2 2 1 -
17 136 9 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Wild Shape V 27 4 3 3 3 3 3 3 2 1
W I L DFIRE Wild Shape
Wildfire Druids understand that destruction is sometimes the precursor of When you become able to turn into an Elemental-shape, you can only choose the
creation, such as when a forest fire promotes later growth. These druids bond Fire type.
with a primal fire-spirit that harbors both destructive and creative power, allowing
the druids to create controlled flames that burn away one thing but give life to
Spontaneous Combustion
another. If you choose Wildfire as an archetype, you receive the following in You can choose to spend one of your Wild Shape uses to cast any of the spells
addition to the druid features: provided by your Expanded Spellcasting feature, without paying the spell point
cost. You cast those spells with a equivalent level to the spell slot level you have
Expanded Spellcasting access to.
In addition to the spells you choose to know, you gain the following spells as
bonus spells known.
Sustained Flames
Whenever you cast one of the spells provided by your Expanded Spellcasting
Spell Level Spell Name feature with a concentration requirement, you can choose to spend one of your
1 Burning Hands, Searing Touch Wild Shape uses. If you do so, the fire produced by your spells can’t be doused,
and after your concentration over the spell ends, the effect is maintained for an
2 Flaming Sphere, Scorching Ray
additional number of rounds equal to your Wild Shape stage.
3 Fireball
4 Wall of Fire
5 Immolation
8 Incendiary Cloud
Conflagration specialist. Whenever you cast a spell that causes fire or lighting
damage, you add your Proficiency Bonus + your Wisdom modifier to the damage
roll as the same damage type. However, whenever you cast spells that allows you to
choose over elements or damage types and fire or lightning are presented, you
can’t choose other options; and you can’t learn spells that causes damage and fire
or lightning are not included.
Wildfire Spirit
Spiritual Companion Small, Medium or Large elemental (fire), Unaligned
You can spend one of your daily Wild Shape uses to summon the primal fire- Armor Class: 8 (small,), 6 (medium) or 4 (large) + DEX
spirit you are bond to, incarnating and giving life to a natural fire source within 6 Hit Points: 4 (small), 6 (medium) or 8 (large) + CON (per level)
squares from you. The fire is consumed in process and the spirit appears in its Base Speed: 3 (small; medium) or 4 (large)
space, assuming any animal shape you wish. The size of the creature depends on STR DEX CON INT WIS CHA
the size of the affected flames. A fire the size of a torch is necessary to produce a +0 + your WIS + your WIS +0 + your WIS +0
small spirit; a bonfire to produce a medium spirit; and a conflagration or larger to Damage resistances: Bludgeoning, Slashing, Piercing.
produce a large spirit. The spirit obeys your commands as best as it can. It takes Damage immunities: Fire.
Condition immunities: Clumsy, Blinded, Deafened, Muted, Prone, Suffocating, Charmed,
its turn on your initiative, although it doesn't take an action unless you command Controlled, Frightened, Harmed, Exhausted, Petrified, Unconscious.
it to. If the spirit dies, you can’t summon it again until you take a short rest. Features:
Otherwise, the spirit remains for as long as your Wild Shape would. You can’t • Heat. Whenever a creature enters a square adjacent to the elemental, or on a turn it starts
have more than one spirit at the same time. The spirit’s proficiency bonus is equal there, it takes 1d4 (small), 1d6 (medium) or 1d8 (large) fire damage.
• Darkvision. It can see in dim light within 12 squares as if it were bright light, and in
to yours; its Dexterity, Constitution and Wisdom are equal to your Wisdom; and darkness as if it were dim light. It can’t discern color in darkness, only shades of gray.
it has a number of hit points depending on your level (as shown in their • Illumination. It sheds bright light in a 3 square radius and dim light in an additional 3
statblock). Besides the actions noted, it can only take the Move, Dash and squares.
Disengage actions. • Water Susceptibility. For every square it moves in water, or for every gallon of water splashed
on it, it takes 1d6 cold damage
Actions:
• Fire Bolt. Ranged Natural Attack (Proficiency Bonus + DEX; 1d6 + Proficiency
Bonus + DEX fire damage )
• Flame teleportation. It can teleport to any source of fire greater enough to fit it and is
within 6 squares.
FIGHTER
A human in clanging plate armor holds her shield before her as she runs Hit Points (HP) per level: 10 + Constitution modifier
toward the massed goblins. An elf behind her, clad in studded leather armor,
peppers the goblins with arrows loosed from his exquisite bow. The half-orc Proficiencies
nearby shouts orders, helping the two combatants coordinate their assault to Weapon Skill (WS): 5 (Simple and Martial)
the best advantage. Ability Skills (AS): 2 + Intelligence modifier (Athletics, Endurance*,
A dwarf in chain mail interposes his shield between the ogre's club and his Acrobatics, Reflex*)
companion, knocking the deadly blow aside. His companion, a half-elf in
scale armor, swings two scimitars in a blinding whirl as she circles the ogre, Equipment
looking for a blind spot in its defenses. You start with 280 gold pieces, in addition to the equipment granted by your
A gladiator fights for sport in an arena, a master with his trident and net, background. Suggested equipment:
skilled at toppling foes and moving them around for the crowd's delight-and • (a) longsword, (b) a halberd, or (c) a rifle, a pouch and 40 bullets
his own tactical advantage. His opponent's sword flares with blue light an • (a) chain mail, (b) a studded leather, a shortsword and a medium shield, or (c)
instant before she sends lightning flashing forth to smite him. All of these a scimitar and a medium shield
heroes are fighters. Questing knights, conquering overlords, royal champions, • A dungeoneer’s pack and a elixir
elite foot soldiers, hardened mercenaries, and bandit kings-as fighters, they
all share an unparalleled mastery with weapons and armor, and a thorough Archetypes
knowledge of the skills of combat. And they are well acquainted with death, • Battlemage
both meting it out and staring it defiantly in the face. • Arsenal
• Kensei
The Fighter Fighting Style
Proficiency You know how to best adopt offensive and defensive postures depending on your
Level Hit Points Features
Bonus weapon settings.
1 10 1 Fighting Style I Archery. While using a ranged weapon, you add +1 in your damage rolls with that
2 20 weapons for every stage.
3 30 2 Dueling. While using a medium or light weapon in one hand and a light or no
4 40 weapon in the other hand, you add +1 for every stage in all attacks roll when using
the Multi-attack Action.
5 50 3 Fighting Style II
Sword and Shield. While wearing a shield in one hand and a medium weapon in the
6 60 Weapon Mastery
other, your shield bonus increases in 1 for every stage.
7 70 4 Two-handed. While using a heavy weapon with both hands, you can choose before
8 80 making an attack to take -1 in your attacks rolls, but add +2 to damage rolls. These
9 90 5 numbers increases in -1 and +2 for every stage.
10 100 Fighting Style III
11 110 6 Weapon Mastery
12 120 You are specialized at with all sorts of weapons, providing you additional leverages.
13 130 7 Point Blank Shot. You have Partial Advantage on ranged attack rolls against creatures
that are within 6 squares from you.
14 140
Penetrating Hit. You score critical hits with polearms with natural 19 or 20 rolls.
15 150 8 Fighting Style IV
Blade block. When using the block reaction, you gain +1 bonus to AC while
16 160 wielding a medium blade or +2 if its heavy.
17 170 9 Sunder the gap. For every successful consecutive hit using a chopper or sledge against
18 180 a creature, you add +1 on your next attack roll against the same target you’ve hit.
19 190 10 Shield-bearer. You no longer need to use the block reaction to keep your shield
20 200 Fighting Style V bonus.
The Fighter, Arsenal
Hit Proficiency
Level Features
Points Bonus
1 10 1 Fighting Style I, Combat Maneuver
2 20 Combat Maneuver
3 30 2 Combat Maneuver
4 40 Combat Maneuver
5 50 3 Fighting Style II
6 60 Weapon Mastery, Combat Maneuver
7 70 4 Combat Maneuver
8 80 Combat Maneuver
9 90 5 Combat Maneuver
10 100 Fighting Style III
11 110 6 Combat Maneuver
12 120 Combat Maneuver
13 130 7 Combat Maneuver
14 140 Combat Maneuver
15 150 8 Fighting Style IV
16 160 Combat Maneuver
17 170 9 Combat Maneuver
18 180 Combat Maneuver
19 190 10 Combat Maneuver
20 200 Fighting Style V
A R SE NAL Draw Strike. You can draw a weapon and make an attack roll with it
As an Arsenal Fighter, wielding and branding weapons is all you have trained using the same Action.
for, making you the most versatile warrior possible. You are capable of using all
sorts of weapons, stances and strikes. You are both an specialist and generalist, Rapid Shot (Archery). You can use a double-action to make ranged
quantity and quality all in a one-person-army. If you choose Arsenal as an attacks, you can choose to gain a bonus Action to attack with that same ranged
archetype, you receive the following in addition to the fighter features: weapon. Alternatively, you can use the same Action point to reload/retrieve and
attack with a crossbow or thrown weapon. All your attacks used receives Partial
Combat Maneuvers Disadvantage.
Through your military training you have learned multiple strikes, stances and
movements to perform in combat. At every level where you gain this feature, you Shot on the move (Archery). You can make ranged attacks as half-
can choose one of the following features. Most of them are linked with a actions, but it can only be combined with a Step action.
particular Fighting Style. To use these features, you must be using the according
style. Additionally, you can’t choose a feature from the same Fighting Style until Steady Shot (Archery). You make a ranged attack with Partial
you have reached the next Fighting Style stage. Advantage and add x1.5 your DEX modifier to the attack and damage roll.
Distracting Strike. You make an attack. If you hit and the creature
Dynamic Combating (Dueling). You can’t be flanked while not under others
fails a Dexterity (Reflex) saving thrown (DC 8 + half the damage dealt), the
hampering conditions and you have Partial Advantage to resist being disarmed.
creature is considered Flat-footed to all other creatures, except you.
Riposte (Dueling). If an enemy attacks you in melee and misses, you can
Crippling Strike. You make an attack. If you hit, the creature must
make an attack of opportunity against it.
make a Constitution (Endurance) saving throw (DC 8 + half the damage dealt).
If it fails, it is considered Harmed until your next turn.
Parry (Dueling). Whenever you are a target of a melee attack, you can
Goading Strike. You make an attack and you can attempt to taunt make a contest against that strike before it lands. You make an attack roll with
the target if you hit. Creature must be able to see you. If the creature fails a your weapon opposed to the enemy attack roll. If your result is higher, you
Wisdom (Willpower) saving throw (DC 8 + half the damage dealt), it is negate that attack. If you a weapon that provides a shield bonus, you add that
considered under the effect of the compelling duel spell until your next turn. bonus to that attack roll. You can only use this feature against a creature that is
no more than one size larger than yourself.
Shield Bash (Sword and Shield). You add your shield bonus to the roll when
using it to shove a creature.
Shield Wall (Sword and Shield). You add your shield bonus to saving throws
that allow you receive less damage from spells.
Hidden Strike (Sword and Shield). You use your shield to block your
opponents sight from your attack. You must use it during your turn. Until the
end of your turn, the target is considered flat-footed against your attacks.
Arcane Strike
You have learned not only to cast spells, but to transfer your spellcasting energy
through your spellfocus weapon when striking with it. As part of an attack
action you take with your spellfocus weapon, you can spend a spell point of any
spell level you have access to. If you do, your attack and damage roll for gains a
bonus equal to 1 + the spell level you’ve spent.
The Fighter, Kensei
Hit Proficiency Focus
Level Features
Points Bonus Bonus
1 10 1 +1 Fighting Style I, Focus, Martial Artist, Hybrid Skills Sword Master
2 20 +1
3 30 2 +1 Combat Maneuver
4 40 +1
5 50 3 +1 Fighting Style II
6 60 +2 Weapon Mastery, Combat Maneuver
7 70 4 +2
8 80 +2
9 90 5 +2 Combat Maneuver
10 100 +2 Fighting Style III
11 110 6 +3
12 120 +3 Combat Maneuver
13 130 7 +3
14 140 +3
15 150 8 +3 Fighting Style IV, Combat Maneuver
16 160 +4
17 170 9 +4
18 180 +4 Combat Maneuver
19 190 10 +4
20 200 +4 Fighting Style V
K E N SE I Focus
Founded on a mastery of sword fighting, Kensei Fighters train relentlessly with You channel your vital force into an energized state. You gain new effects to
their weapons, to the point that the weapon becomes like an extension of their your focus according to your level. You can focus for a number of rounds per
body. A Kensei sees a weapon much in the same way a calligrapher or a painter day equal to your level + Wisdom modifier. You can end your focus voluntarily,
regards a pen or brush, a tool used to express the beauty and precision of the as a free action, at your turn. When you finish your focus, you must make a
martial arts. If you choose Kensei as an archetype, you receive the following in Wisdom (Willpower) check, with a DC 10 + amount of consumed rounds. If
addition to the fighter features: you fail, you become Exhausted. You can recover a number of focusing rounds
equal to your Wisdom modifier with a short rest, and all focusing rounds with a
Fighting Style long rest. You can’t focus while Exhausted; or Clumsy or Restrained due to
You know how to best adopt offensive and defensive postures depending on heavy load. While you are focusing, you gain the following benefits:
Focus Bonus
your weapon settings.
• You add your focus bonus for Dexterity and Wisdom checks;
Dueling. While using a medium or light weapon in one hand and a light or no
• You add your focus bonus for attack and damage rolls with your natural
weapon in the other hand, you add +1 for every stage in all attacks roll when
strikes;
using the Multi-attack Action. • You add your focus bonus to your AC
Two-handed. While using a heavy weapon with both hands, you can choose
before making an attack to take -1 in your attacks rolls, but add +2 to damage Hybrid Skills
rolls. These numbers increases in -1 and +2 for every stage. You gain Wisdom (Willpower; Insight; Perception) as Ability Skill options.
Riposte (Dueling). If an enemy attacks you in melee and misses, you can
make an attack of opportunity against it.
Parry (Dueling). Whenever you are a target of a melee attack, you can
make a contest against that strike before it lands. You make an attack roll with
your weapon opposed to the enemy attack roll. If your result is higher, you
negate that attack. If you a weapon that provides a shield bonus, you add that
bonus to that attack roll. You can only use this feature against a creature that is
no more than one size larger than yourself.
Quivering Palm
You can make a special natural attack against a target that messes with the
creature’s energy flow. If you hit, the target must pass a Constitution
(Endurance) check or become harmed for a number of rounds equal to your
focus bonus. The DC is equal to 8 + Proficiency bonus + WIS modifier +
Focus Bonus.
Inner Shield
While focusing, you have Partial Advantage on saving throws to resist being
frightened, charmed and controlled.
Persistent Focus
You receive your least focus bonus as if you were focusing, even when you are
not.
The Monk, Astral Self
Hit Proficiency Focus
Level Features
Points Bonus Bonus
1 10 1 +1 Focus, Martial Artist
2 20 +1 Sixth Sense, Kinetic Blows
3 30 2 +1
4 40 +1 Flurry of Blows
5 50 3 +1 Patient Defense
6 60 +2 Astral Step
7 70 4 +2 Quivering Palm
8 80 +2
9 90 5 +2 Project Energy
10 100 +2 Inner Shield
11 110 6 +3
12 120 +3 Charged Blow
13 130 7 +3 Persistent Focus, Kinetic Jaunt
14 140 +3 Energy Syphon
15 150 8 +3
16 160 +4 Perfect Perception
17 170 9 +4
18 180 +4 Projection of Self
19 190 10 +4
20 200 +4 Diamond Soul
A S LTRAL S E L F On a failed save, it is considered incapacitated until your next turn. If it
succeeds, it is considered clumsy instead. The DC is equal to 8 + Proficiency
Astral-Self Monks believes their body are just a vessel, as they see their ki as a bonus + WIS modifier + Focus Bonus. You can’t use Astral Step, Charged
representation of their true form. Through their training, they are able to Blow or Kinetic Jaunt again for 1d4 rounds.
express this energy, materializing their astral form into kinetic power. If you
choose Astral Self as an archetype, you receive the following in addition to the
monk features: Kinetic Jaunt
While focusing, you can enter turn your body into a mass of energy. If you do,
Kinetic Blows you are considered under the effect of the electric jaunt spell, except that the
While focusing, your natural attacks are considered magical. The damage from damage caused is force type. The DC is equal to 8 + Proficiency bonus + WIS
the focus bonus is force damage, and they deal an additional 1d4 force damage. modifier + Focus Bonus. You can’t use Astral Step, Charged Blow or Kinetic
Jaunt again for 1d4 rounds.
Astral Step
While focusing, you can use the Astral Plane to travel to a short distance, as if Projection of Self
you had cast the mystic step spell. You can’t use Astral Step, Charged Blow or You become able to partially or fully project your astral body to aid you in
Kinetic Jaunt again for 1d4 rounds. combat. You can form a quasi-real limb next to yours, using it to make a natural
attack against a creature within reach. Alternatively, you can form a quasi-real
entire body in your own square, with your own shape. The effect is the same as
Project Energy the bigby’s hand spell, except that it takes your shape, shares your size, senses,
While focusing, your natural attacks are considered with the full-reach AC, Strength and Dexterity, and has a number of hit points equal to half your
property. maximum. In addition to the options provided in the spell, you can also
command the spirit to use the Help or Use-an-object actions. You cast it with a
Charged Blow spell level equivalent to your proficiency bonus -1. If you choose this alternative
While focusing, you make a special natural attack with concentrated energy. If effect, you must keep expending your reaction each turn to maintain it, as if you
you hit, your force damage becomes a d8. If the creature is no more than one were concentrating over the spell. You are not subjected to any concentration
size larger than you, you can shove the creature as part of the attack. disruption, but you can’t use any other feature provided by the archetype while
Additionally, the target must make a Constitution (Endurance) saving throw. the effect lasts. If the spirit dies, the effect ends and you can’t use it again until
you take a short rest.
The Monk, Sacred Fist
Hit Proficiency Focus
Level Features
Points Bonus Bonus
1 10 1 +1 Focus, Martial Artist
2 20 +1 Sixth Sense, Sacred Blows
3 30 2 +1 Lay on Hands I
4 40 +1 Flurry of Blows
5 50 3 +1 Patient Defense
6 60 +2 Radiant Blow
7 70 4 +2 Quivering Palm
8 80 +2
9 90 5 +2 Lay on Hands II
10 100 +2 Inner Shield
11 110 6 +3
12 120 +3 Destructive Blow
13 130 7 +3 Persistent Focus
14 140 +3 Energy Syphon
15 150 8 +3 Lay on Hands III
16 160 +4 Perfect Perception
17 170 9 +4
18 180 +4 Purging Mindfulness
19 190 10 +4
20 200 +4 Diamond Soul
S AC RED F I S T Radiant Blow
While focusing, you can strike the air in front of you, unleashing a wave of
Being devoted to their deity as much as their devoted to themselves, Sacred radiant light, producing the effect of the revealing light spell. You cast it with
First stands out from other Monks due to their divine connection, using their a spell level equivalent to your proficiency bonus -1. The DC is equal to 8 +
hands to both harm and heal. In their monastic training, they learn how
Proficiency bonus + WIS modifier + Focus Bonus. You can’t use Radiant
insignificant they are to the cosmos, yet, how powerful they are as a creation of
Blow or Destructive Blow again for 1d4 rounds.
gods. If you choose Sacred Fist as an archetype, you receive the following in
addition to the monk features:
Destructive Blow
While focusing, you can strike the ground where you stand, unleashing a
Sacred Blows
shockwave of sacred power, producing the effect of the destructive wave spell.
While focusing, your natural attacks are considered magical. The damage from
You cast it with a spell level equivalent to your proficiency bonus -1. The DC
the focus bonus is radiant damage, and they deal an additional 1d4 radiant
is equal to 8 + Proficiency bonus + WIS modifier + Focus Bonus. You can’t
damage.
use Radiant Blow or Destructive Blow again for 1d4 rounds.
Lay on Hands
While focusing, you can produce the effect of the Cure Wounds spell over a
Purging Mindfulness
Once per day, you can go into a deep meditation, harnessing the link between
creature you touch. You cast it with a spell level equivalent to your proficiency
yourself and your deity through body, mind and soul. The meditation lasts for
bonus -1. You can use this feature a number of times per day equal to your
1 hour. For that time, you are considered unconscious, and under the effect of
focus bonus. You recover your uses with a long rest. At second stage, you can
the sanctuary spell. The DC is equal to 8 + Proficiency bonus + WIS
produce the effect of the Lesser Restoration spell, but spending two daily uses.
modifier + Focus Bonus. When the meditation ends, you are healed to full hit
At third, you can produce the effect of the Remove Curse or Revivify spell,
points and cleared from any harmful conditions.
spending 3 daily uses.
The Monk, Martial Arcanist Spell Slots per Spell level
Hit Proficiency Focus
Level Features 1 2 3 4 5 6
Points Bonus Bonus
1 10 1 +1 Focus, Martial Artist, - - - - - -
2 20 +1 Sixth Sense, Spellcasting, Arcane Blows 2 - - - - -
3 30 2 +1 Focused Casting 2 - - - - -
4 40 +1 Flurry of Blows 2 2 - - - -
5 50 3 +1 Patient Defense 3 2 - - - -
6 60 +2 3 2 2 - - -
7 70 4 +2 Quivering Palm 4 3 2 - - -
8 80 +2 Deflect Spells 4 3 2 2 - -
9 90 5 +2 4 3 3 2 - -
10 100 +2 Inner Shield 4 3 3 2 1 -
11 110 6 +3 4 4 3 2 1 -
12 120 +3 4 4 3 2 2 1
13 130 7 +3 Persistent Focus 4 4 3 3 2 1
14 140 +3 Energy Syphon 4 4 3 3 2 1
15 150 8 +3 4 4 3 3 3 1
16 160 +4 Perfect Perception 4 4 3 3 3 2
17 170 9 +4 4 4 4 3 3 2
18 180 +4 4 4 4 3 3 2
19 190 10 +4 4 4 4 3 3 2
20 200 +4 Diamond Soul 4 4 4 3 3 3
M A RTIAL A RC ANIST Spellcasting Ability. Wisdom is your spellcasting ability for your spells since
you cast them through your discipline. You use your Wisdom whenever a spell
As an Martial-Arcanist Monk, not only you know the art of fist-fighting, but refers to your spellcasting ability. In addition, you use your Wisdom modifier
also know how to implement it with arcane prowess. Martial Arcanist are able when setting the saving throw DC (8 + Proficiency bonus + WIS modifier +
to center they focus in a way they can project their ki into the weave, becoming
Spell level) for a spell you cast.
able to shape it into their martial strikes. Their arcane power is similar to a
Spellcasting Components. Casting an Arcane spell with Somatic component
sorcerer, as they bend the weave through sheer will, but instead of being a
natural, they do so with intense discipline. If you choose Martial Arcanist as an requires more intricated and detailed hand signs, thus requiring both hands free
archetype, you receive the following in addition to the monk features: while casting the spell. For Verbal components, you need to be able to speak.
You don’t have access to spells that requires Material components as you are
your sole conduit of energy, but for the same reason you also don’t need a
Arcane Blows spellcasting focus to cast your spells.
You are able implement your spellcasting ability of touch-spells into your Cantrips. You know all cantrips presented in the table, and casting them doesn’t
martial strikes. Whenever you cast a spell provided by your Spellcasting feature, spend spell point.
you do so through a regular natural attack. If you hit, you do your regular
Spells Known. You know all spells presented in the table, once you reach their
damage on top of applying the spell effect you’ve cast.
respective spell slot level through your character level.
Deflect Spells
While focusing, whenever you are a target of a spell that makes a spell attack
against you, you can choose to spend a spell point to grant you a bonus to your
AC against that attack. The AC bonus is equal to 1 + the spell slot level.
Additionally, if that spell forces you to make a saving throw, you add the same
bonus to your saving throw check.
PALADIN
Clad in plate armor that gleams in the sunlight despite the dust and grime Hit Points (HP) per level: 10 + Constitution modifier
of long travel, a human lays down her sword and shield and places her hands
on a mortally wounded man. Divine radiance shines from her hands, the Proficiencies
man's wounds knit closed, and his eyes open wide with amazement. Weapon Skill (WS): 4 (Simple and Martial)
A gnome crouches behind an outcrop, his black cloak making him nearly Ability Skills (AS): 4 + Intelligence modifier (Athletics, Endurance*,
invisible in the night, and watches a hobgoblin war band celebrating its recent Persuasion*, Willpower*, Intuition, Medicine, Religion*)
victory. Silently, he stalks into their midst and whispers an oath, and two
hobgoblins are dead before they even realize he is there. Equipment
Silver hair shining in a shaft of light that seems to illuminate only him, an You start with 280 gold pieces, in addition to the equipment granted by
elf laughs with exultation. His spear flashes like his eyes as he jabs again and your background. Suggested equipment:
again at a twisted giant, until at last his light overcomes its hideous darkness. • A longsword and a medium shield
Whatever their origin and their mission, paladins are united by their oaths to • A hammer
stand against the forces of evil. Whether sworn before a god's altar and the • A chainmail
witness of a priest, in a sacred glade before nature spirits and fey beings, or in • A dungeoneer’s pack
a moment of desperation and grief with the dead as the only witness, a
paladin's oath is a powerful bond. It is a source of power that turns a devout Archetypes
warrior into a favored champion by his deity. • Warden
• Inquisitor
• Knight
The Paladin Holy Aura
Proficiency You tap your mind into your heart, picturing your oath, and your deity channels its
Level Hit Points Features
Bonus power through you and you beacon it in a form of an aura. Your holy aura grants
1 10 1 Holy Aura I, Cantrips new features according to your level. You can sustain your holy aura for 24 hours,
2 20 up to when you need to take a long rest to sustain it again. Each time you take a
3 30 2 Lay on Hands I long rest, you can start projecting your aura, choosing one of the following:
4 40 Divine Smite I, Divine Ward I Aura of Righteousness. You gain +2 on attack rolls against aberrations, celestials,
infernals, elementals, fey, fiends, and undead. At second stage, you add your
5 50 3 Holy Aura II
Charism modifier as radiant damage to your damage rolls. At third stage, you add
6 60
your Charism modifier to your initiative roll. At forth, that radiant damage is
7 70 4 doubled.
8 80 Aura of Protection. You gain +2 on AC against aberrations, celestials, infernals,
9 90 5 Divine Smite II, Divine Ward II elementals, fey, fiends, and undead. At second stage, you add your Charism
10 100 Lay on Hands II, Holy Aura III modifier as temporary hit points. At third stage, you add your Charism modifier to
11 110 6 your saving throws. At forth, you gain resistance to necrotic and radiant damage.
12 120
13 130 7 Cantrips
14 140 Divine Smite, Divine Ward III As a champion of your God through your oath, you gain a touch of Divine spells
15 150 8 Holy Aura IV that you can use. You gain access to the Blade Ward, Guidance, Resistance, Sacred
16 160 Lay on Hands III Flame and Spare the Dying cantrips. Casting them doesn’t require spell points nor a
17 170 9 spellcasting focus.
18 180 Spellcasting Ability. Charism is your spellcasting ability for your cantrips. You use
your Charism modifier when setting the saving throw DC (8 + Proficiency bonus
19 190 10
+ CHA modifier) for a spell you cast and when making an attack roll (Proficiency
20 200 Holy Nimbus
bonus + CHA modifier) with one.
Lay on Hands Divine Ward
You can mercifully touch a creature, washing it with a positive energy, as per the While sustaining your aura of protection, you can call forth the power of your
effect of the Cure Wounds spell. You cast it with a spell level equivalent to your deity to ward you. The effects lasts until your next turn. You gain a +2 bonus
proficiency bonus -1. You can use this feature a number of times per day equal on your AC to the next attack made against you and your next saving throw. At
to your Charism modifier. You recover your uses with a long rest. At second second stage, the bonus increases to a +3 and you regain the maximum number
stage, you can produce the effect of the Lesser Restoration spell, but spending of hit points possible from any healing. At third stage, the bonus increases to a
2 daily uses. At third, you can produce the effect of the Remove Curse or +5 and you produce the effect of the death ward spell. You can use this feature
Revivify spell, spending 3 daily uses. a number of times per day equal to your Charism modifier. You recover your
uses with a long rest.
Divine Smite
While sustaining your aura of righteousness, you can draw forth the power of Holy Nimbus
your deity and transfer it into a strike. You make a regular attack, except that While sustaining you Holy Aura, you have the full effect of the form you
you add 2d6 radiant damage to the damage roll if you hit. At second stage, the choose, plus the effect of the other form at its second stage
damage dice becomes a d8 and the target must make a Constitution
(Endurance) saving throw. On a failed save, it becomes blinded for a number of
rounds equal to your Charism modifier. At third stage, the damage dice
becomes a d10, and if the attack reduces the creature hit points to less than its
half maximum hit points, you produce the effect of the Banishment spell
against that creature. You can use this feature a number of times per day equal
to your Charism modifier. You recover your uses with a long rest. The DC is
equal to 8 + Proficiency bonus + CHA modifier.
The Paladin, Knight
Hit Proficiency
Level Features
Points Bonus
1 10 1 Holy Aura I, Cantrips, Fighting Style I
2 20 Celestial Steed I
3 30 2 Lay on Hands I
4 40 Divine Smite I, Divine Ward I
5 50 3 Holy Aura II
6 60 Retribution
7 70 4
8 80
9 90 5 Divine Smite II, Divine Ward II
10 100 Lay on Hands II, Holy Aura III, Fighting Style II
11 110 6
12 120 Celestial Steed II
13 130 7
14 140 Divine Smite, Divine Ward III
15 150 8 Holy Aura IV
16 160 Lay on Hands III
17 170 9
18 180 Holy Weaponry
19 190 10
20 200 Holy Nimbus, Fighting Style III
K N IGHT Retribution
While sustaining your holy aura, you can sheath yourself with a retribution
A Knight takes the Paladin’s loftiest ideals of justice, honor, virtue, and order.
energy, producing the effect of the armor of retribution spell, except that it
They meet the ideal of the holy military force in shining armor, acting in the
lasts for 1 hour. You cast it with a spell level equivalent to your proficiency
pursuit of the greater good. They are their deity’s weapon in the world and, for
bonus -1. You share this feature daily uses’ with your Divine Smite or Divine
better or worse, they hold the rest of the world to the same standards. If you
Ward features.
choose Knight as an archetype, you receive the following in addition to the
paladin features:
Divine Sense
While sustaining your aura of righteousness, you are under the effect of the
detect otherworldly spell. At second stage, you are also under the effect of the
zone of truth spell, except it is centered on you.
Hexproof
While sustaining your holy aura, you are immune to curses, and to the charmed
and controlled conditions. At second stage, you gain Partial Advantage against
spell effects and takes only half damage from spells.
The Paladin, Warden
Hit Proficiency
Level Features
Points Bonus
1 10 1 Holy Aura I, Cantrips
2 20 Courage of the Pride
3 30 2 Lay on Hands I
4 40 Divine Smite I, Divine Ward I
5 50 3 Holy Aura II, Resonant Aura
6 60
7 70 4
8 80
9 90 5 Divine Smite II, Divine Ward II
10 100 Lay on Hands II, Holy Aura III
11 110 6
12 120 Sacred Ward
13 130 7
14 140 Divine Smite, Divine Ward III
15 150 8 Holy Aura IV
16 160 Lay on Hands III
17 170 9
18 180 Avenging Protection
19 190 10
20 200 Holy Nimbus
WA R DEN Avenging Protection
While sustaining your aura of protection, if an ally under the effect of your
Represented as the lion or lioness who protects the pride, Warden Paladins
Divine Ward is hit by an attack or affect by a spell from a creature you can
swears to help the needed at all costs. They are capable to beacon their aura into
perceive, you can choose to gain a divine rush and immediately be transported
their warded allies and, if one of them is left behind, not only they’ll come back
to an unoccupied space next to that ally or to the enemy if its within 6 squares
for rescue but also will take revenge over the evil doer. If you choose Warden as
from you. Whichever you choose, it happens as part of the reaction used when
an archetype, you receive the following in addition to the paladin features:
you cast your Divine Ward. If you move next to your ally, you can use your Lay
Courage of the Pride on Hands feature on it as part of the reaction; if you move next to the enemy,
While sustaining your holy aura, you and all allies able to perceive you gain you can make an opportunity attack as part of the reaction, gaining Partial
Advantage on the attack roll.
Partial Advantage to resist becoming frightened.
Resonant Aura
While sustaining your holy aura, you can choose to apply the same effects for
all your allies that are within 6 squares from you, but at one stage lower than
you have access to. While activated, you can confer the effect of your Divine
Ward to a friendly creature within the reach of your aura.
Sacred Ward
While sustaining your aura of protection, whenever you concede your Divine
Ward to an ally, it also is subjected to the effect of the sanctuary spell until
your next turn. If the ally is hit regardless, the creature is also affect as per the
halting rebuke spell. You cast it with a spell level equivalent to your proficiency
bonus -1. The DC is equal to 8 + Proficiency bonus + CHA modifier.
RANGER
Rough and wild looking, a human stalks alone through the shadows of Hit Points (HP) per level: 10 + Constitution modifier
trees, hunting the kobolds he knows are planning a raid on a nearby farm.
Clutching a shortsword in each hand, he becomes a whirlwind of steel, Proficiencies
cutting down one enemy after another. Weapon Skill (WS): 3 (Simple and Martial)
After tumbling away from a cone of freezing air, an elf finds her feet and Ability Skills (AS): 6 + Intelligence modifier (Athletics, Endurance*,
draws back her bow to loose an arrow at the white dragon. Shrugging off Acrobatics, Stealth*, Reflex*, Investigation, Intuition, Medicine, Naturalism*,
the wave of fear that emanates from the dragon like the cold of its breath, Perception*, Survivalism*, Sleight of Hands)
she sends one arrow after another to find the gaps between the dragon's
thick scales. Equipment
Holding his hand high, an half-orc whistles to the hawk that circles high You start with 280 gold pieces, in addition to the equipment granted by your
above him, calling the bird back to his side. Whispering instructions in background. Suggested equipment:
Orcish, he points to the owlbear he's been tracking and sends the hawk to • A longbow, a quiver and 40 arrows
distract the creature while he readies his bow. • A longsword and a medium shield
Far from the bustle of cities and towns, past the hedges that shelter the • A studded leather
most distant farms from the terrors of the wild, amid the dense-packed • A explorer’s pack and an elixir
trees of trackless forests and across wide and empty plains, there’s where
the ranger feels like in home and ready to protect these landscapes. Archetypes
Warriors of the wilderness, rangers specialize in hunting the monsters that • Beastmaster
threaten the edges of civilization-humanoid raiders, rampaging beasts and • Sagittarius
monstrosities, terrible giants, and deadly dragons. They learn to track their • Skywalker
quarry as a predator does, moving stealthily through the wilds and hiding
themselves in brush and rubble.
The Ranger Totemic Spirit
Proficiency As a primal warrior, you are attuned to the spiritual beasts that roam the
Level Hit Points Features
Bonus lands and nature itself. You can call forth for them to aid in battle. Your
1 10 1 Totemic Spirit I, Cantrips totemic spirit grants new features according to your level. You can sustain
2 20 Empathic Link I, Primal Augment I your totemic spirit for 24 hours, up to when you need to take a long rest
3 30 2 to sustain it again. Each time you take a long rest, you can start projecting
4 40 Hunter’s Mark I your totemic spirit, choosing one of the following:
Aspect of the Predator. You make your totemic spirit merge with you,
5 50 3 Totemic Spirit II
granting you beastly instincts and improvements. Your base speed
6 60
increases in 1, you can jump double the regular amount, and you gain
7 70 4 Partial Advantage on Wisdom (Perception; Survivalism) checks. At second
8 80 Empathic Link II, Primal Augment II stage, you add your Wisdom modifier to your initiative rolls. At third
9 90 5 stage, you are under the effect of the Enhance Ability spell, choosing an
10 100 Totemic Spirit III, Hunter’s Mark II ability each time you project your totemic spirit. At forth stage, you gain
11 110 6 blindsight up to a number of squares equal to your Wisdom modifier.
12 120 Spiritual Companion. You materialize your totemic spirit taking the form
13 130 7 of a mundane animal. It must be a bird of pray (eagle), a felid (panther),
14 140 Empathic Link III, Primal Augment III a canid (wolf) or a bear. You have a telepathic connection. The beast
obeys your commands as best as it can. It takes its turn on your initiative,
15 150 8 Totemic Spirit IV
although it doesn't take an action unless you command it to. If the animal
16 160 Hunter’s Mark III
dies, you can’t summon it again until you take a short rest. It can only take
17 170 9 the Attack and Move actions. The animal’s proficiency bonus is equal to
18 180 yours; it has a number of hit points according to your level (as shown in
19 190 10 their statblock); and you add your Wisdom modifier to the creature’s AC.
20 200 Apex Predator At second stage you add your Wisdom modifier to the creature’s attack
rolls and they are considered magical. At third stage, the creature gains a
dire form. At forth, all beneficial magical effects upon you also applies the
same for your animal companion.
Cantrips You can use this feature a number of times per day equal to your Wisdom
modifier. You recover your uses with a long rest. For the duration, the
As a agent of nature, you gain a touch of Primal spells that you can use. You
damage caused by the attack can’t be healed. In addition, you have Partial
gain access to the Naturecraft, Produce Flame, Shocking Discharge, Poison
Advantage on attack rolls, and abilities checks to detect or track the creature.
Sting and Root Whip cantrips. Casting them doesn’t require spell points nor a At second stage, you also immediately gain a insight into the creature’s
spellcasting focus. immunities, resistances or vulnerabilities (choose one). At third stage, you
Spellcasting Ability. Wisdom is your spellcasting ability for your cantrips. In are able to produce a similar effect to the locate creature spell. Once per day
addition, you use your Wisdom modifier when setting the saving throw DC (10 you can activate this effect, lasting for 1 hour without the need of
+ WIS modifier) and when making an attack roll (Proficiency Bonus + WIS concentration, and it targets specifically the creature you marked. In
modifier) with one. addition, you can sense if the creature is conscious or unconscious, alive or
dead.
Emphatic Link
While sustaining your spiritual companion, your totemic spirit can provide you Primal Augment
a bridge to the natural world. You can use this feature a number of times per day While sustaining your aspect of the predator, you can temporarily intense the
equal to your Wisdom modifier. You recover your uses with a long rest. The merge with totemic spirit, enhancing you even further. You can use this feature a
effects lasts for 1 hour. When you activate it, you gain the effect of the speak number of times per day equal to your Wisdom modifier. You recover your uses
with animals spell. At second stage, if you spend 2 daily uses, you can produce with a long rest. The effects lasts for 1 hour. When you active it, you become
the effect of the beast sense spell over your spiritual companion, or the animal unaffected by difficult terrain. At second stage, if you spend 2 daily uses, you
gain the benefit of the protection from poison spell. At third stage, if you spend
messenger spell if you use it on another beast. At third stage, if you spend 3
3 daily uses, you gain the benefit of the protection from energy spell. The
daily uses, you gain the effect of the speak with plants spell. The benefits are
benefits are cumulative.
cumulative.
Apex Predator
Hunter’s Mark While sustaining you Totemic Spirit, you have the full effect of the form
While sustaining your totemic spirit, you can mark a creature in both body and you choose, plus the effect of the other form at its second stage.
soul, making harder for it to scape from you. If you hit a creature, you can spend
a daily use of this feature. If you do so, the wound forms a magical scar. The
mark you produce lasts for a week and is considered a curse. If you use this
feature into another creature, the effect ends for the previous one.
Eagle Panther Wolf Bear
Small beast, Unaligned Medium beast, Unaligned Medium beast, Unaligned Medium beast, Unaligned
Armor Class: 10 + your WIS Armor Class: 8 + your WIS Armor Class: 8 + your WIS Armor Class: 7 + your WIS
Hit Points: 4 + CON (per level) Hit Points: 6 + CON (per level) Hit Points: 6 + CON (per level) Hit Points: 8 + CON (per level)
Base Speed: land 1, fly 12. Base Speed: land 6, climb 2. Base Speed: 4 Base Speed: 4
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
-2 +2 -1 -4 +3 +0 +2 +2 +1 -4 +1 +0 +1 +2 +1 -4 +2 +0 +3 +1 +2 -4 +1 +0
Ability Skills: Perception (WIS + Proficiency Ability Skills: Perception (WIS + Proficiency Ability Skills: Perception (WIS + Proficiency Ability Skills: Perception (WIS + Proficiency
Bonus), Reflex (size 1 + DEX + Proficiency Bonus), Reflex (DEX + Proficiency Bonus), Bonus), Reflex (DEX + Proficiency Bonus) Bonus), Endurance (CON + Proficiency
Bonus) Stealth (DEX + Proficiency Bonus) Features: Bonus)
Features: Features: • Keen Senses. It has Partial Advantage on Features:
• Keen Sight. It has Partial Advantage on • Keen Smell. It has Partial Advantage on Wisdom (Perception) checks that rely on • Keen Senses. It has Partial Advantage on
Wisdom (Perception) checks that rely on Wisdom (Perception) checks that rely on hearing or smell. Wisdom (Perception) checks that rely on
sight. smell. • Pack Tactics. It has Partial Advantage on hearing or smell.
• Flyby. It doesn’t provoke attacks of • Pounce. If it hits a creature with a claw attack rolls against Flanked creatures. • Take Down. Every time it hits a creature
opportunity when entering or leaving a attack after using the Dash action, the panther • Pull Down. Every time it hits a creature with a claw attack, it can attempt a shove
creature’s reach while flying, and adds x1.5 it’s adds x1.5 STR to the damage and the target with a bite attack, it can attempt a shove contest to knock the target prone as part of
Dexterity modifier for damage rolls if it must succeed on a shove contest or be contest to knock the target prone as part of the attack. If the target fails, the bear can
moved through flight before attacking. knocked prone. If the target fails, the panther the attack. make a bite attack right after as a Reaction.
Additionally, it can attempt a grapple contest can make a bite attack right after as a • Darkvision. It can see in dim light within 12 • Tracker. It can use the Wisdom
as part of an attack, but only if the target is Reaction. squares as if it were bright light, and in (Survivalism) skill to track through smell
smaller than the eagle. • Darkvision. It can see in dim light within 12 darkness as if it were dim light. It can’t other creatures as if it were proficient on it,
Attacks: squares as if it were bright light, and in discern color in darkness, only shades of gray. and it gains Partial Advantage on the check.
• Beak or talons. Melee Natural Attack (DEX darkness as if it were dim light. It can’t • Tracker. It can use the Wisdom Attacks:
+ Proficiency Bonus; 1d4 + DEX + discern color in darkness, only shades of gray. (Survivalism) skill to track through smell • Bite. Melee Natural Attack (STR +
Proficiency Bonus as piercing damage). Attacks: other creatures as if it were proficient on it, Proficiency Bonus; 1d6 + STR + Proficiency
• Bite. Melee Natural Attack (STR/DEX + and it gains Partial Advantage on the check. Bonus as piercing damage).
Proficiency Bonus; 1d8 + STR/DEX + Attacks: • Claw. Melee Natural Attack (STR +
Proficiency Bonus as piercing damage). • Bite. Melee Natural Attack (DEX + Proficiency Bonus; 1d4 + STR + Proficiency
• Claw. Melee Natural Attack (STR/DEX + Proficiency Bonus; 1d6 + DEX + Bonus as slashing damage).
Proficiency Bonus; 1d4 + STR/DEX + Proficiency Bonus as piercing damage).
Proficiency Bonus as slashing damage).
Dire Eagle Dire Panther Dire Wolf Dire Bear
Medium beast, Unaligned Large beast, Unaligned Large beast, Unaligned Large beast, Unaligned
Armor Class: 9 + your WIS Armor Class: 7 + your WIS Armor Class: 7 + your WIS Armor Class: 6 + your WIS
Hit Points: 6 + CON (per level) Hit Points: 8 + CON (per level) Hit Points: 8 + CON (per level) Hit Points: 10 + CON (per level)
Base Speed: land 2, fly 13. Base Speed: land 7, climb 3. Base Speed: 5 Base Speed: 5
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
-1 +3 +0 -4 +4 +0 +3 +3 +2 -4 +2 +0 +2 +3 +2 -4 +3 +0 +4 +2 +3 -4 +2 +0
Ability Skills: Perception (WIS + Proficiency Ability Skills: Perception (WIS + Proficiency Ability Skills: Perception (WIS + Proficiency Ability Skills: Perception (WIS + Proficiency
Bonus), Reflex (DEX + Proficiency Bonus) Bonus), Reflex (size -2 + DEX + Proficiency Bonus), Reflex (size -2 + DEX + Proficiency Bonus), Endurance (CON + Proficiency
Features: Bonus), Stealth (size -2 + DEX + Bonus) Bonus)
• Keen Sight. It has Partial Advantage on Proficiency Bonus) Features: Features:
Wisdom (Perception) checks that rely on Features: • Keen Senses. It has Partial Advantage on • Keen Senses. It has Partial Advantage on
sight. • Keen Smell. It has Partial Advantage on Wisdom (Perception) checks that rely on Wisdom (Perception) checks that rely on
• Flyby. It doesn’t provoke attacks of Wisdom (Perception) checks that rely on hearing or smell. hearing or smell.
opportunity when entering or leaving a smell. • Pack Tactics. It has Partial Advantage on • Take Down. Every time it hits a creature
creature’s reach while flying, and adds x1.5 it’s • Pounce. If it hits a creature with a claw attack rolls against Flanked creatures. with a claw attack, it can attempt a shove
Dexterity modifier for damage rolls if it attack after using the Dash action, the panther • Pull Down. Every time it hits a creature contest to knock the target prone as part of
moved through flight before attacking. adds x1.5 STR to the damage and the target with a bite attack, it can attempt a shove the attack. If the target fails, the bear can
Additionally, it can attempt a grapple contest must succeed on a shove contest or be contest to knock the target prone as part of make a bite attack right after as a Reaction.
as part of an attack, but only if the target is knocked prone. If the target fails, the panther the attack. • Tracker. It can use the Wisdom
smaller than the eagle. can make a bite attack right after as a • Darkvision. It can see in dim light within 12 (Survivalism) skill to track through smell
Attacks: Reaction. squares as if it were bright light, and in other creatures as if it were proficient on it,
• Beak or talons. Melee Natural Attack (DEX • Darkvision. It can see in dim light within 12 darkness as if it were dim light. It can’t and it gains Partial Advantage on the check.
+ Proficiency Bonus + your WIS; 1d6 + squares as if it were bright light, and in discern color in darkness, only shades of gray. Attacks:
DEX + Proficiency Bonus as piercing darkness as if it were dim light. It can’t • Tracker. It can use the Wisdom • Bite. Melee Natural Attack (STR +
damage). discern color in darkness, only shades of gray. (Survivalism) skill to track through smell Proficiency Bonus + your WIS; 1d8 + STR
Attacks: other creatures as if it were proficient on it, + Proficiency Bonus as piercing damage).
• Bite. Melee Natural Attack (STR/DEX + and it gains Partial Advantage on the check. • Claw. Melee Natural Attack (STR +
Proficiency Bonus + your WIS; 1d10 + STR Attacks: Proficiency Bonus + your WIS; 1d6 + STR
+ Proficiency Bonus piercing damage). • Bite. Melee Natural Attack (DEX + + Proficiency Bonus as slashing damage).
• Claw. Melee Natural Attack (STR/DEX + Proficiency Bonus + your WIS; 1d8 + DEX
Proficiency Bonus + your WIS; 1d6 + STR + Proficiency Bonus piercing damage).
+ Proficiency Bonus slashing damage).
The Ranger, Beastmaster
Hit Proficiency
Level Features
Points Bonus
1 10 1 Totemic Spirit I, Cantrips, Exceptional Training
2 20 Empathic Link I, Primal Augment I
3 30 2 Empathic Transfer I
4 40 Hunter’s Mark I
5 50 3 Totemic Spirit II,
6 60 Pack Tactics
7 70 4
8 80 Empathic Link II, Primal Augment II
9 90 5 Empathic Transfer II
10 100 Totemic Spirit III, Hunter’s Mark II
11 110 6
12 120 Leader of the Pack
13 130 7
14 140 Empathic Link III, Primal Augment III
15 150 8 Totemic Spirit IV, Empathic Transfer III
16 160 Hunter’s Mark III
17 170 9
18 180
19 190 10
20 200 Apex Predator
B E ASTMASTE R Leader of the Pack
While sustaining your spiritual companion, you can materialize more beasts,
The Beastmaster Ranger embodies a friendship between the civilized races and but the effect provided by the stages of your totemic spirit are reduced by one
the beasts of the world. United in focus, beast and ranger work as one to fight stage for each beast beyond the first you summon. You make the choice of how
the monstrous foes that threaten civilization and the wilderness alike. Becoming
many beats you summon when your start sustaining your spiritual companion,
a Beastmaster means you have deepen your connection with your totemic spirit
but you can also change it with a double-action.
to work as one in the bodies of two, or more. If you choose Bestmaster as an
archetype, you receive the following in addition to the ranger features:
Exceptional Training
You and your spiritual companion are better capable to understand each other.
You can issue the Step, Dash, Disengage, Use an Object and Ready actions
commands to your spiritual companion. The objects and the way it can interact
with them are still restricted to the beast’s anatomy.
Empathic Transfer
While sustaining your spiritual companion, you can switch places with it
through extraplanar teleportation. You can use this feature a number of times
per day equal to your Wisdom modifier. You recover your uses with a long rest.
This feature shares your daily uses of your Hunter’s Mark feature. The distance
travelled must be within your movement total. At second stage, you can use this
feature as an Action instead of Double-action and it can be within double your
movement total. At third stage, you can use it as a Reaction instead of an
Action and it can be within triple your movement total.
Pack Tactics
While sustaining your spiritual companion, whenever you are both flanking a
creature, you gain Partial Advantage on your attack rolls against that creature.
The Ranger, Sagittarius
Hit Proficiency
Level Features
Points Bonus
1 10 1 Totemic Spirit I, Cantrips, Fighting Style I
2 20 Empathic Link I, Primal Augment I, Wilderness Blend-in
3 30 2 Nature’s Enforcement I
4 40 Hunter’s Mark I
5 50 3 Totemic Spirit II
6 60
7 70 4 Nature’s Enforcement II
8 80 Empathic Link II, Primal Augment II
9 90 5
10 100 Totemic Spirit III, Hunter’s Mark II, Fighting Style II
11 110 6 Nature’s Enforcement III
12 120
13 130 7
14 140 Empathic Link III, Primal Augment III
15 150 8 Totemic Spirit IV
16 160 Hunter’s Mark III
17 170 9
18 180
19 190 10
20 200 Apex Predator, Fighting Style III
S AGITTARIUS Nature’s Enforcement
While sustaining your aspect of the predator, you can draw power from nature
In the borders between the civilization and the wilderness, guarding the second
into your body and weapons. You can use this feature a number of times per
from the first, lies the Sagittarius Ranger. A keeper of nature itself, an elite
warrior trained to protect and serve it. Their name comes from elvish and day equal to your Wisdom modifier. You recover your uses with a long rest. This
means “woodland archer”, representing their most dominant traits. If you feature shares your daily uses of your Hunter’s Mark feature. The effect lasts for
choose Sagittarius as an archetype, you receive the following in addition to the 1 hour. You weapon is considered under the effect of ensnaring strike spell.
ranger features: Alternatively, you can produce the effect of the faerie blade spell, except that
you make a regular attack instead of a spell attack and don’t need to concentrate
Cantrips over it. The DC is equal to 8 + Proficiency bonus + WIS modifier. At second
Never outgunned. You've mastered the naturecraft cantrip, allowing you stage, you are considered under the effect of the barkskin and fluid walk spells.
manipulate raw wood more effectively. When you cast the naturecraft cantrip, At third stage, your weapon is considered under the effect of the elemental
you can also create a longbow and amount of ammunition you can create is 20 weapon spell. You cast it with a spell level equivalent to your proficiency bonus
(instead of 10). -1. Alternatively, you can summon two faerie blade spells at the same time and
they can be used for the Multi-attack action. You can change between the
Fighting Style regular and alternative effects with another Action.
You know how to best adopt offensive and defensive postures depending on
your weapon settings.
Archery. While using a ranged weapon, you add +1 in your damage rolls with
that weapons for every stage.
Wilderness Blend-in
While sustaining your aspect of the predator and inside a forest or similar
landscape, you are considered under the effect of the pass without trace spell
The Ranger, Skywalker
Hit Proficiency
Level Features
Points Bonus
1 10 1 Totemic Spirit I, Expanded Cantrips
2 20 Empathic Link I, Primal Augment I
3 30 2 Favorable Wind
4 40 Hunter’s Mark I
5 50 3 Totemic Spirit II
6 60 Cloud Shroud
7 70 4
8 80 Empathic Link II, Primal Augment II
9 90 5 Wind Wanderer
10 100 Totemic Spirit III, Hunter’s Mark II
11 110 6
12 120 Wind Whisperer
13 130 7
14 140 Empathic Link III, Primal Augment III
15 150 8 Totemic Spirit IV
16 160 Hunter’s Mark III
17 170 9
18 180 Steel Wind
19 190 10
20 200 Apex Predator
S K Y WAL KER Wind Wanderer
While sustaining your totemic spirit, you can produce the effect of the fly spell
A Skywalker Ranger incorporates the wind as both its totemic spirit and for 8 hours or the freedom of movement spell for 1 minute (your choice) over
philosophy. They see changes and inconstancy as part of nature, and takes yourself. You can use this feature a number of times per day equal to your
freedom as an ordinal aspect. As other rangers, Skywalkers dedicate themselves
Wisdom modifier. You recover your uses with a long rest. This feature shares
to protect nature, but moving from place to place guided by the wind’s wishes.
your daily uses of your Hunter’s Mark, Cloud Shroud and Wind Whisperer
If you choose Skywalker as an archetype, you receive the following in addition
to the ranger features: features.
Uncanny Dodge
Whenever you are a target of an attack, you can use your reaction to add
your Proficiency Bonus to your AC against that attack, while not under
conditions that hampers your movement.
Assassination
You have Partial Advantage against the targets of your Sneak Attacks and
your first sneak attack hit against a target is considered a critical hit.
The Rogue, Scoundrel
Hit Proficiency
Level Features
Points Bonus
1 8 1 Sneak Attack I, Thief Expertise
2 16 Feint, Swift Switch
3 24 2 Stealth Master, Escape Artist
4 32 Improved Ambusher
5 40 3 Sneak Attack II
6 48 Opportunistic, Dirty Fighting
7 56 4 Evasive Footwork I
8 64
9 72 5 Flawless Reflexes
10 80 Sneak Attack III
11 88 6 Evasive Footwork II
12 96 Synchronized Attack
13 104 7
14 112 Uncanny Dodge
15 120 8 Sneak Attack IV
16 128 Elusive
17 136 9
18 144 Assassination
19 152 10
20 160 Sneak Attack V
S C O UNDRE L Dirty Fighting
You have Partial Advantage when trying to Shove or Disarm a creature, and
As a Scoundrel Rogue, you hone your skills in the larcenous arts. Burglars, when attacking a Prone creature.
bandits, cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. Whichever the case, you are a master when
Evasive Footwork
When you use the Disengage action, you can move half your speed instead of
it comes down to thievery. If you choose Scoundrel as an archetype, you receive
the following in addition to the rogue features: just 1 square. Alternatively, you can use as a Half-action, but move only 1
square. Additionally, you can use the Step action as a Reaction. You can’t do any
Thief Expertise if you are under conditions that hamper your speed. At second stage, you can
You have Partial Advantage on Sleight of Hands checks to open locks and use the Disengage action as a Reaction, after any attack you hit or get hit,
disarm traps, and Partial Advantage on Perception checks to find traps. moving the regular 1 square.
Escape Artist
You gain Partial Advantage on checks to resist being physically restrained or
immobilized.
Improved Ambusher
In addition to the Ambusher feature benefits, if you are the first in the
initiative order, you gain a bonus action point to your first turn.
The Rogue, Arcane Trickster Spell Slots per Spell level
Hit Proficiency
Level Features 1 2 3 4 5 6
Points Bonus
1 8 1 Sneak Attack I, Hybrid Skills - - - - - -
2 16 Spellcasting, Feint 2 - - - - -
3 24 2 Factotum 2 - - - - -
4 32 Ambusher 2 2 - - - -
5 40 3 Sneak Attack II 3 2 - - - -
6 48 Opportunistic 3 2 2 - - -
7 56 4 4 3 2 - - -
8 64 Spellthief 4 3 2 2 - -
9 72 5 4 3 3 2 - -
10 80 Sneak Attack III 4 3 3 2 1 -
11 88 6 4 4 3 2 1 -
12 96 Synchronized Attack 4 4 3 2 2 1
13 104 7 4 4 3 3 2 1
14 112 Uncanny Dodge 4 4 3 3 2 1
15 120 8 Sneak Attack IV 4 4 3 3 3 1
16 128 4 4 3 3 3 2
17 136 9 4 4 4 3 3 2
18 144 Assassination 4 4 4 3 3 2
19 152 10 4 4 4 3 3 2
20 160 Sneak Attack V 4 4 4 3 3 3
A RC ANE T R I CKSTE R In addition, you use your Intelligence modifier when setting the saving throw
DC (8 + Proficiency bonus + INT modifier + Spell level) for a spell you cast
Some Rogues enhance their fine-honed skills of stealth and agility with magic, and when making an attack roll (Proficiency bonus + INT modifier) with one.
as an Arcane Trickster, learning tricks of enchantment and illusion. These magic Spellcasting Components. You must be attuned to and carrying an arcane
needs to come from study, but just enough to have a hold on how to use magic spellcasting focus to cast any spells, except for cantrips. Besides grimoires,
to enhance their skills both in and outside of battle. Similar to a battlemage arcane spellfocus includes special orbs, rods or similar delicate and magically
fighter, they keep these spells fully to memory instead of in a spellbook. If you infused items. Casting an Arcane spell with Somatic component requires more
choose Arcane Trickster as an archetype, you receive the following in addition to
intricated and detailed hand signs, thus requiring both hands free while casting
the rogue features:
the spell. For Verbal components, you need to be able to speak. For Material
Hybrid Skills components, besides the ones presented in the spell’s descriptions, you must
You gain Wisdom (Willpower) and Intelligence (Arcana) as Ability Skill have a spell-pouch with ordinary materials.
options. Cantrips. You know all cantrips presented in the table, and casting them doesn’t
spend spell point.
Spellcasting Spells Known. You know all spells presented in the table, once you reach their
Similar to warlocks and wizards, you have gained the ability to cast spells respective spell slot level through your character level. Any beneficial spell you
through studying the weave and its applications. You do so with a lesser extend, learn that could target an ally, you can only target yourself; any beneficial spell
but in exchange you keep them your mind without the need of a grimoire, and you learn that could target an object, you can only target your spellfocus
you have learned how to tweak the spellcasting process to fit your fighting weapon
needs. As to cast spells you need to connect yourself to other energies, wearing
heavy armor made of metal blocks your connection and prevents you from
casting spells, except for cantrips.
Spell Points. The table shows how many spell points you have to cast your
spells of 1st level and higher. To cast one of these spells, you must expend a
point of the spell's level or higher. You regain all expended spell points when
you finish a long rest.
Spellcasting Ability. Intelligence is your spellcasting ability for your spells since
you cast them through studding the art. You use your Intelligence whenever a
spell refers to your spellcasting ability.
Spell Level Spell Name Spellthief
Cantrips Encode thoughts, Mage hand, Minor Illusion, Prestidigitation You become capable of exploiting your opponent’s openings to magically
1 Illusory script, Silent image, Sleep, Detect thoughts transfer their spell power into you. Whenever you hit a creature with your sneak
attacks that is capable of spellcasting, you can spend a reaction to active this
2 Darkness, Invisibility, Mirror image, Mystic step, Pass without trace, Silence
feature. If you do, you then roll a d6. The result represents the target’s spell slot
3 Gaseous form, Major image, Nondetection,
level. If the result is above the spell slot level the target has access to, the next
Arcane eye, Freedom of movement, Greater invisibility, Shadow step, Shadow lower spell slot level the target has access to is considered instead. The target
4
web
loses one spell point from that slot, and you gain one spell point for that slot.
5 Modify memory, Mislead This transfer lasts for 24 hours.
6 Vortex swap
Trickery Hand. You've mastered the mage hand cantrip, allowing you to use it
for more intricated jobs and hiddenly. When you cast the mage hand cantrip,
you produce two hands, which must always be in the same square of each other.
Additionally, the hands are invisible and you can use them for Dexterity (Sleigh
of Hands) checks using your own statistics, as if it were your real hands there.
Hide in Plain Sight. You've mastered the invisibility and greater invisibility
spells, allowing you to use then when most needed. You can cast the invisibility
and greater invisibility spells as reaction, but their effect lasts only until your
next turn.
The Rogue, Bloodhound
Hit Proficiency
Level Features
Points Bonus
1 8 1 Sneak Attack I, Cantrips
2 16 Feint
3 24 2 Spiritual Symbiosis
4 32 Ambusher, Hunter’s Mark I, Bounty Hunter
5 40 3 Sneak Attack II
6 48 Opportunistic
7 56 4 Blood Transfusion
8 64
9 72 5
10 80 Sneak Attack III, Hunter’s Mark II
11 88 6 Soul Reaper
12 96 Synchronized Attack
13 104 7
14 112 Uncanny Dodge
15 120 8 Sneak Attack IV
16 128 Hunter’s Mark III
17 136 9
18 144 Assassination
19 152 10
20 160 Sneak Attack V
B LO O DHO UND Hunter’s Mark
The spiritual aid you receive allows to mark a creature in both body and soul,
The skill of a Bloodhound Rogue to murder foes attracts spirits which, for the
making harder for it to scape from you. If you hit a creature with your sneak
good or bad, seeks blood and death to feel filled. You form a natural bond with
attack, you can spend a daily use of this feature. If you do so, the wound forms
such spirits, a symbiosis where both are gifted, but you are still under the
a magical scar. The mark you produce lasts for a week and is considered a curse.
control. The spirits gives you access to blood magic of some sort, as naturally as
If you use this feature into another creature, the effect ends for the previous one.
a sorcerer gains its power. This magic further helps you to find and slay your
You can use this feature a number of times per day equal to your Charism
targets, which the more you do, the more the spirits get their thirsty satisfied. If
modifier. You recover your uses with a long rest. For the duration, the damage
you choose Bloodhound as an archetype, you receive the following in addition
caused by the attack can’t be healed. In addition, you have Partial Advantage on
to the rogue features:
attack rolls, and abilities checks to detect or track the creature. At second stage,
you also immediately gain a insight into the creature’s immunities, resistances or
Cantrips vulnerabilities (choose one). At third stage, you are able to produce a similar
As a spirit vessel, you gain a touch of arcane an spell that you can use. You gain effect to the locate creature spell. Once per day you can activate this effect,
access to the spiritual grasp cantrip. Casting it doesn’t require spell points nor a lasting for 1 hour without the need of concentration, and it targets specifically
spellcasting focus. the creature you marked. In addition, you can sense if the creature is conscious
Spellcasting Ability. Charism is your spellcasting ability for your cantrip. In or unconscious, alive or dead.
addition, you use your Charism modifier when setting the saving throw DC (10
+ CHA modifier) and when making an attack roll (Proficiency Bonus + CHA Bounty Hunter
modifier) with one. Your spirits gives you insight when searching for your marked targets. You are
Sneak Grasp. You've mastered the spiritual grasp cantrip, allowing you to use at considered proficient with the Wisdom (Survivalism) and Intelligence
your opponent’s openings. When you cast the spiritual grasp cantrip, you can (Investigation) checks when using them to find or gather information about a
apply your sneak attacks as if it you were making an attack roll with your target of your Hunter’s Mark, and you use your Charism modifier instead.
Dexterity.
Spiritual Symbiosis
You become immune to be frightened, charmed or controlled by fiends or
undead. Additionally, you are affect as per the see invisibility spell.
Blood Transfusion
Whenever you hit with your sneak attacks the target of your Hunter’s Mark,
you can spend a reaction and produce the effect of the vampiric touch spell.
You cast it with a spell level equivalent to your proficiency bonus -1. You can
use this feature a number of times per day equal to your Charism modifier. You
recover your uses with a long rest.
Soul Reaper
If you kill the target of your Hunter’s Mark, or if it dies within 6 squares from
you, you can partially steal its soul essence to restore yours. You are affected as
per the greater restoration spell.
SORCERER
Golden eyes flashing, a human stretches out her hand and unleashes the Hit Points (HP) per level: 6 + Constitution modifier
dragonfire that burns in her veins. As an inferno rages around her foes,
leathery wings spread from her back and she takes to the air. Proficiencies
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and Weapon Skill (WS): 0 (Simple)
throws his head back. Lifting him momentarily off the ground, a wave of Ability Skills (AS): 6 + Intelligence modifier (Performance*, Persuasion*,
magic surges up in him, through him, and out from him in a mighty blast of Arcana*, Knowledge, Investigation, Tongues*, Memorization, Willpower*,
lightning. Intuition*)
Filled with a vengeful eager, a gnome, about to be struck by a charging
troglodyte, points a finger at the creature. A blast of raw energy springs from Equipment
her finger, piercing into the troglodyte's chest before his can get any closer. You start with 280 gold pieces, in addition to the equipment granted by your
Magic is a part of every sorcerer, suffusing every part of it with a latent background. Suggested equipment:
power that waits to be tapped, and can come from many different sources. • A quarterstaff
Some sorcerers wield magic that springs from an ancient bloodline infused of • A dagger
naturally magical beings, such as dragons. Others carry a raw, uncontrolled • A scholar’s pack and two elixirs
magic within them, a chaotic storm that manifests in unexpected ways as they
were a unpredicted nod in the Weave. Others yet can have their powers drawn Archetypes
from pacts or pure gifts of otherworldly influences, or exposure to unknown • Spellslinger
cosmic forces. Whenever the source, one can't study sorcery as one learns a • Psionic
language, any more than one can learn to live a legendary life. No one • Channeler
chooses sorcery; the power chooses the sorcerer. By harnessing to channel
their own inborn magic, they can discover new and staggering ways to
unleash that power.
The Sorcerer Spell Slots per Spell level
Proficiency Spells
Level Hit Points Feature 1 2 3 4 5 6 7 8 9
Bonus Known
1 6 1 Spellcasting, Metamagic I 4 2 - - - - - - - -
2 12 5 3 - - - - - - - -
3 18 2 7 4 2 - - - - - - -
4 24 8 4 3 - - - - - - -
5 30 3 Metamagic II 10 4 3 2 - - - - - -
6 36 11 4 3 3 - - - - - -
7 42 4 13 4 3 3 1 - - - - -
8 48 14 4 3 3 2 - - - - -
9 54 5 16 4 3 3 3 1 - - - -
10 60 Metamagic III 17 4 3 3 3 2 - - - -
11 66 6 19 4 3 3 3 2 1 - - -
12 72 20 4 3 3 3 2 2 - - -
13 78 7 22 4 3 3 3 2 2 1 - -
14 84 23 4 3 3 3 3 2 1 - -
15 90 8 Metamagic IV 25 4 3 3 3 3 2 1 1 -
16 96 26 4 3 3 3 3 2 2 1 -
17 102 9 27 4 3 3 3 3 2 2 1 1
18 108 27 4 3 3 3 3 3 2 1 1
19 114 10 27 4 3 3 3 3 3 2 2 1
20 120 Metamagic V 27 4 3 3 3 3 3 3 2 1
Spellcasting Cantrips. You know all cantrips of your class spell-list, and casting them
Whichever is the origin of your powers, you are infused with arcane magic, a doesn’t spend spell point.
nod of your own in the Weave. This font of magic, fuels your spells. As to cast Spells Known. You begin knowing four 1st-level spells of your choice from the
spells you need to connect yourself to other energies, wearing heavy armor sorcerer spell-list and you gain a new spell known for every level thereafter.
made of metal blocks your connection and prevents you from casting spells, Each of these spells must be of a level for which you have spell slots, as shown
except for cantrips. on the table. For instance, when you reach 3rd level in this class, you can learn
Spell Points. The table shows how many spell points you have to cast your one new spell of 1st or 2nd level. Additionally, when you open a new spell
spells of 1st level and higher. Additionally, the sorcerer receives a bonus spell level, you can choose one of the sorcerer spells you know and replace it with
points equal to its Charism modifier, which it can spend on any spell level it another spell from the sorcerer spell-list, which also must be of a level for
has access to. To cast one of these spells, you must expend a point of the which you have access to spell slots.
spell's level or higher. You regain all expended spell points when you finish a
long rest.
Spellcasting Ability. Charism is your spellcasting ability for your sorcerer spells
since the power of your magic relies on your ability of self-awareness and to
project yourself into the Weave. You use your Charism whenever a sorcerer
spell refers to your spellcasting ability. In addition, you use your Charism
modifier when setting the saving throw DC (8 + Proficiency bonus + CHA
modifier + Spell level) for a sorcerer spell you cast and when making an attack
roll (Proficiency bonus + CHA modifier) with one.
Spellcasting Components. Casting an Arcane spell with Somatic component
requires more intricated and detailed hand signs, thus requiring both hands
free while casting the spell. For Verbal components, you need to be able to
speak. You don’t have access to spells that requires Material components as you
are your sole conduit of energy, but for the same reason you also don’t need a
spellcasting focus to cast your spells.
Metamagic
You can intuitively shape known spells into different formats and uses with
your innate connection with the Weave. Whenever you use this feature to
cast a spell, you spend 2 spells points instead of 1. The spent spells points
must be from the same spell level. You can only use it once per turn. When
using this feature you must choose one of the effects available from the
different stages.
Subtle Magic. At first stage, you can cast the spell without needing vocal and
somatic components.
Extended Magic. At second stage, you can add your CHA modifier to the
duration and range of the spell (converted to their unit).
Penetrating Magic. At third stage, you can double your CHA modifier for
the spell’s DC and attack roll.
Quickened Magic. At forth stage, you can cast the spell with an Action
instead of a Double-action.
Twinned Magic. At fifth stage, when you cast a spell that targets only one
creature and doesn't have a range of self, you can target a number of
creatures in range with the same spell equal to your CHA modifier. You roll
only for the first creature. Any numeric effect, rolled or standard, is halved
for each new target.
The Sorcerer, Spellslinger Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
1 6 1 Spellcasting, Metamagic I, Arcane Powered 4 2 - - - - - - - -
2 12 5 3 - - - - - - - -
3 18 2 7 4 2 - - - - - - -
4 24 8 4 3 - - - - - - -
5 30 3 Metamagic II 10 4 3 2 - - - - - -
6 36 Arcane Reload 11 4 3 3 - - - - - -
7 42 4 13 4 3 3 1 - - - - -
8 48 14 4 3 3 2 - - - - -
9 54 5 16 4 3 3 3 1 - - - -
10 60 Metamagic III 17 4 3 3 3 2 - - - -
11 66 6 19 4 3 3 3 2 1 - - -
12 72 20 4 3 3 3 2 2 - - -
13 78 7 22 4 3 3 3 2 2 1 - -
14 84 23 4 3 3 3 3 2 1 - -
15 90 8 Metamagic IV 25 4 3 3 3 3 2 1 1 -
16 96 26 4 3 3 3 3 2 2 1 -
17 102 9 27 4 3 3 3 3 2 2 1 1
18 108 27 4 3 3 3 3 3 2 1 1
19 114 10 27 4 3 3 3 3 3 2 2 1
20 120 Metamagic V 27 4 3 3 3 3 3 3 2 1
S P E LL SLINGE R
Whichever is your origin, as an Spellslinger Sorcerer your magical wellspring is
literal ammunition. Your innated ability to shape the weave is translated mostly
into projectiles, rays and similar effects. A Spellslinger consider its source of a
magic a weapon more than anything else. If you choose Spellslinger as an
archetype, you receive the following in addition to the sorcerer features:
Arcane Ammunition
You add your Proficiency Bonus and Charism modifier to damage rolls of
ranged spells that requires you to make a spell attack. That effect doesn’t apply
if the spell attack is made through an intermediate, such as when attacking with
a summoned weapon or creature.
Arcane Reload
You regain the extra spell points provided by your Charism modifier after
taking a short rest.
The Sorcerer, Psionic Spell Slots per Spell level
Hit Proficiency
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus
1 6 1 Spellcasting, Improved Metamagic I 2 - - - - - - - -
2 12 3 - - - - - - - -
3 18 2 4 2 - - - - - - -
4 24 4 3 - - - - - - -
5 30 3 Metamagic II 4 3 2 - - - - - -
6 36 4 3 3 - - - - - -
7 42 4 4 3 3 1 - - - - -
8 48 Mind Split 4 3 3 2 - - - - -
9 54 5 4 3 3 3 1 - - - -
10 60 Metamagic III 4 3 3 3 2 - - - -
11 66 6 4 3 3 3 2 1 - - -
12 72 4 3 3 3 2 2 - - -
13 78 7 4 3 3 3 2 2 1 - -
14 84 4 3 3 3 3 2 1 - -
15 90 8 Metamagic IV 4 3 3 3 3 2 1 1 -
16 96 4 3 3 3 3 2 2 1 -
17 102 9 4 3 3 3 3 2 2 1 1
18 108 4 3 3 3 3 3 2 1 1
19 114 10 4 3 3 3 3 3 2 2 1
20 120 Metamagic V 4 3 3 3 3 3 3 2 1
P S IO NIC Spellcasting
Perhaps as the most innate form of manipulating the weave, you do so only Spells Known. You know the following spells as you gain access to their spell
throughout the wishes of your mind as a Psionic Sorcerer. The weave levels:
manifested in you mentally, allowing you to shape it without the need of hand
Spell Level Spell Name
signs nor eldritch words as most spellcasters do. You mind is connect to the
weave and as you desire, it becomes reality. However, you are only tied to Cantrips Eldritch bolt, Encode thoughts, Message
accomplish to shape reality into mind-affecting effects and projection of raw 1 Charm person, Command, Magic missile, Mental aid, Sleep, Shield
force. If you choose Psionic as an archetype, you receive the following in
Calm emotions, Detect thoughts, Enthrall, Hold person, Kinetic pulse,
addition to the sorcerer features: 2
Phantasmal Force, Suggestion
3 Counterspell, Fly, Fear, Hypnotic patter, Sending
Improved Metamagic 4 Compulsion, Confusion, Phantasmal killer
Subtle Magic. Your mind is self-sufficient to shape the weave for your psionic Animate objects, Destructive wave, Dominate person, Dream, Force barrier,
spells. You don’t use vocal and somatic components when casting your spells, 5 Geas, Hold monster, Modify memory, Rary’s telepathy, Synaptic static,
and you don’t need to spend a additional spell point to do so. Telekinesis
6 Intellect fortress, Mind blow, Ottiluke’s Unavoidable Rhythm
7 Forcecage
8 Dominate monster
9 Feeblemind
Mind Split
You are capable of splitting your mind to multiple tasks. You can keep
concentration in a number of spells equal to your Charism modifier using the
same reaction. However, every spell cast with concentration after the first
requires you to spend 2 spell points instead of one.
The Sorcerer, Channeler Spell Slots per Spell level
Hit Proficiency Surge Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Bonus Known
Spellcasting, Metamagic I,
1 6 1 +1 4 2 - - - - - - - -
Surge
2 12 +1 5 3 - - - - - - - -
3 18 2 +1 7 4 2 - - - - - - -
4 24 +1 8 4 3 - - - - - - -
5 30 3 Metamagic II +1 10 4 3 2 - - - - - -
6 36 +2 11 4 3 3 - - - - - -
7 42 4 +2 13 4 3 3 1 - - - - -
8 48 +2 14 4 3 3 2 - - - - -
9 54 5 +2 16 4 3 3 3 1 - - - -
10 60 Metamagic III +2 17 4 3 3 3 2 - - - -
11 66 6 +3 19 4 3 3 3 2 1 - - -
12 72 +3 20 4 3 3 3 2 2 - - -
13 78 7 +3 22 4 3 3 3 2 2 1 - -
14 84 +3 23 4 3 3 3 3 2 1 - -
15 90 8 Metamagic IV +3 25 4 3 3 3 3 2 1 1 -
16 96 +4 26 4 3 3 3 3 2 2 1 -
17 102 9 +4 27 4 3 3 3 3 2 2 1 1
18 108 +4 27 4 3 3 3 3 3 2 1 1
19 114 10 +4 27 4 3 3 3 3 3 2 2 1
20 120 Metamagic V +4 27 4 3 3 3 3 3 3 2 1
C H ANNE LE R
Channeler Sorcerers are known to sometimes be not just a nod in the weave,
but a leak. Their manifestation are usually tied to emotional events in their lives,
becoming capable of tapping the deepest part of beings into the weave,
controllably or not, creating a surge of energy beyond normal. Their emotions
becomes the trigger of such magic channeling. If you choose Channeler as an
archetype, you receive the following in addition to the sorcerer features:
Surge
You let all your emotions go, flourishing into the weave to a greater channel of
your powers. You can surge for a number of rounds per day equal to your level +
Charism modifier, and you can only surge when you are facing enemies or
stressful situation. You can end your surge voluntarily, as a free action at your
turn. When you finish your surge, you must make a Charism (Endurance) check,
with a DC 10 + amount of consumed rounds. If you fail, you become
Exhausted. You can recover a number or surging rounds equal to your Charism
modifier with a short rest, and all surging rounds with a long rest. You can’t surge
while Exhausted; or Clumsy or Restrained due to heavy load. While you are
raging, you gain the following benefits:
Surge Bonus
• You add your Surge Bonus to your spell’s DC attack rolls and concentration
checks;
• You add double your Surge Bonus to your spell’s damage rolls;
• You add your Surge Bonus to the amount of extra spell points provided by
your Charism modifier.
WARLOCK
With a pseudodragon curled on his shoulder, a young elf in golden robes Hit Points (HP) per level: 8 + Constitution modifier
smiles warmly, weaving a magical charm into his honeyed words and bending
the palace sentinel to his will. Proficiencies
As flames spring to life in her hands, a wizened human whispers the secret Weapon Skill (WS): 0 (Simple)
name of her demonic patron, infusing her spell with fiendish magic. Ability Skills (AS): 4 + Intelligence modifier (Arcana*, Knowledge*,
Shifting his gaze between a battered tome and the odd alignment of the Investigation, Tongues, Memorization*, Willpower*, Intuition, Medicine,
stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a Naturalism, Religion)
doorway to a distant world.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the Equipment
multiverse. Above all other forms of magic, they delve into the obscure You start with 280 gold pieces, in addition to the equipment granted by your
blood magic. Through their researches of supernatural power, warlocks background. Suggested equipment:
unlock magical effects both subtle and spectacular. Drawing on the ancient • A quarterstaff
knowledge of beings such as fey nobles, demons, devils, hags, and alien • A dagger
entities of the Far Realm, warlocks piece together arcane secrets to bolster • A scholar’s pack, a grimoire and two elixirs
their own power while cursing their victims. With an expensive but powerful
price to pay, blood magic allows a warlock to infuse their spells with cursing Archetypes
effects otherwise unachievable. • Spiritualist
• Hemocrafter
• Occultist
The Warlock Spell Slots per Spell level
Proficiency Spells
Level Hit Points Feature 1 2 3 4 5 6 7 8 9
Bonus Known
1 8 1 Spellcasting, Blood Hex I 4 2 - - - - - - - -
2 16 5 3 - - - - - - - -
3 24 2 7 4 2 - - - - - - -
4 32 8 4 3 - - - - - - -
5 40 3 Blood Hex II 10 4 3 2 - - - - - -
6 48 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 14 4 3 3 2 - - - - -
9 72 5 16 4 3 3 3 1 - - - -
10 80 Blood Hex III 17 4 3 3 3 2 - - - -
11 88 6 19 4 3 3 3 2 1 - - -
12 96 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 Blood Hex IV 25 4 3 3 3 3 2 1 1 -
16 128 26 4 3 3 3 3 2 2 1 -
17 136 9 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Blood Hex V 27 4 3 3 3 3 3 3 2 1
Spellcasting Cantrips. You know all cantrips of your class spell-list, and casting them
Just like a Wizard, you study the way of the magic, how it works and how to doesn’t spend spell points.
manipulate the Weave. However, instead of specializing your studies towards a Spells Known. You begin knowing four + your Intelligence modifier 1st-level
particular school of magic or spell, you have learned the blood magic, an spells of your choice from the warlock spell-list and you gain a new spell
ancient, obscure and dangerous technique that infuses your blood into your known for every level thereafter. Each of these spells must be of a level for
spells to curse your enemies. As to cast spells you need to connect yourself to which you have spell slots, as shown on the table. Additionally, when you open
other energies, wearing heavy armor made of metal blocks your connection and a new spell level, you can choose one of the warlock spells you know and
prevents you from casting spells, except for cantrips. replace it with another spell from the warlock spell-list, which also must be of
Spell Points. The table shows how many spell points you have to cast your a level for which you have access to spell slots. After every long rest, you must
spells of 1st level and higher. To cast one of these spells, you must expend a spend 1 hour reading through your grimoire to memorize your spells known
point of the spell's level or higher. You regain all expended spell points when and be able to cast them for the day.
you finish a long rest.
Spellcasting Ability. Intelligence is your spellcasting ability for your warlock
spells since you cast them through studding the art. You use your Intelligence
whenever a warlock spell refers to your spellcasting ability. In addition, you use
your Intelligence modifier when setting the saving throw DC (8 + Proficiency
bonus + INT modifier + Spell level) for a warlock spell you cast and when
making an attack roll (Proficiency bonus + INT modifier) with one.
Spellcasting Components. You must be attuned to and carrying your grimoire
as a spellcasting focus to cast any spells, except for cantrips. Casting an Arcane
spell with Somatic component requires more intricated and detailed hand
signs, thus requiring both hands free while casting the spell. For Verbal
components, you need to be able to speak. For Material components, besides
the ones presented in the spell’s descriptions, you must have a spell-pouch with
ordinary materials.
Blood Hex Agonizing Hex. At forth, the target is Incapacitated until your next turn.
Additionally, for the next 1d4 rounds, the target must make a Constitution
Your study of eldritch magic and the power of blood over them allows you to
(Endurance) check in the start of its turn (DC equal to your curse). If it fails, it
curse your enemies hit by your spells, but by the expense of your own health.
is considered Incapacitated again for that turn due to an unbearable pain.
Every time you cast a spell that single targets a creature, you may choose to Draining Hex. At fifth stage, every damage the cursed target takes also applies as
incorporate your blood into the spell to produce a curse upon hit. You can only healing for yourself, and the creature can’t take any offensive actions against you
use that feature against living creatures, and you can only have a total number of at all.
creatures cursed at the same time as your Intelligence modifier. You must choose
to take 2, 10, 20, 30 or 40 damage according to the Blood Hex stage you have
access and want to use. For a spell cast that with Blood Hex you can use your
own blood as spell focus. If you hit your target, it must make a Wisdom
(Willpower) saving thrown with a DC (8 + Proficiency Bonus + your INT
modifier + 1 for each stage + the spell level). A creature that saves against your
curse can only be cursed with a greater stage attempt. The same check has to be
passed by any healer attempting to heal the cursed to successfully achieve it. You
may affect a target with only one curse and a higher stage curse will overwrite a
lower one. Besides other described effects, the target takes a -1 penalty on all
checks for each stage of your curse and the effects lasts for a day, a week, a
month, a year or as long as you are alive, respectively.
Enfeebling Hex. At first stage, the target becomes Frightened or Exhausted
(your choice) for a number of rounds equal to the spell level + 1 for every stage
of the Blood Hex it is affected.
Crippling Hex. At second stage, the target become Blinded, Deafened, Muted
(your choice) or to have Partial Disadvantage for all checks of an ability of your
choice.
Decaying Hex. At third stage, the target can’t have its hit points healed.
The Warlock, Spiritualist Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
1 8 1 Expanded Spellcasting, Blood Hex I 4 2 - - - - - - - -
2 16 Spiritual Companion 5 3 - - - - - - - -
3 24 2 7 4 2 - - - - - - -
4 32 8 4 3 - - - - - - -
5 40 3 Blood Hex II 10 4 3 2 - - - - - -
6 48 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 14 4 3 3 2 - - - - -
9 72 5 16 4 3 3 3 1 - - - -
10 80 Blood Hex III 17 4 3 3 3 2 - - - -
11 88 6 19 4 3 3 3 2 1 - - -
12 96 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 Blood Hex IV 25 4 3 3 3 3 2 1 1 -
16 128 26 4 3 3 3 3 2 2 1 -
17 136 9 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Blood Hex V 27 4 3 3 3 3 3 3 2 1
S P IRITUAL IST Spiritual Companion
You have focused your studies to better understand, and thus manipulate, the You’ve learned how to materialize a spirit into a mundane form under your
mysteries of the spiritual world as a Spiritualist Warlock. The knowledge you command. You can use this feature a number of times per day equal to your
gathered not only allows you to exert your magical power over said world, but also Intelligence modifier. You recover your uses with a long rest. The spirit obeys your
to summon a faithful spirit to serve you. If you choose Spiritualist as an commands as best as it can. It takes its turn on your initiative, although it doesn't
archetype, you receive the following in addition to the warlock features: take an action unless you command it to. If the spirit dies, you can’t summon it
again until you take a short rest. Otherwise, the spirit remains for 1 hour. You
can’t have more than one spirit at the same time. The spirit’s proficiency bonus is
Expanded Spellcasting equal to yours; its Dexterity, Constitution and Wisdom are equal to your Wisdom;
The knowledge you collect through the studies of the spiritual world allowed you and it has a number of hit points depending on your level (as shown in their
to manipulate it through the Weave. In addition to the spells you choose to know, statblock). Besides the actions noted, it can only take the Move, Dash and
you gain the following spells as bonus spells known: Disengage actions.
Expanded Spellcasting
In addition to the spells you choose to know, you gain the following spells as
bonus spells known:
Bloodbending. You've mastered the hold person, dominate person, hold monster
and dominate monster spells, which you use your blood-controlling techniques.
You gain Partial Advantage on your spell’s DC for the forementioned spells. If
the creature is affect by your curse or if you successfully curse it through the
casting of these spells, it automatically fails the saving throw.
The Warlock, Occultist Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
1 8 1 Spellcasting, Blood Hex I 4 2 - - - - - - - -
2 16 Hellish Hex 5 3 - - - - - - - -
3 24 2 Infernal Familiar 7 4 2 - - - - - - -
4 32 8 4 3 - - - - - - -
5 40 3 Blood Hex II 10 4 3 2 - - - - - -
6 48 Banishing Hex 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 14 4 3 3 2 - - - - -
9 72 5 Hellish Rebuke 16 4 3 3 3 1 - - - -
10 80 Blood Hex III 17 4 3 3 3 2 - - - -
11 88 6 19 4 3 3 3 2 1 - - -
12 96 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 Blood Hex IV 25 4 3 3 3 3 2 1 1 -
16 128 26 4 3 3 3 3 2 2 1 -
17 136 9 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Blood Hex V 27 4 3 3 3 3 3 3 2 1
Infernal Familiar
O C CULTIST Level 1 | Conjuration
Infernals and fiends are the fascination of a Occultist Warlock. Also called Range: Touch | Components: V, S, M (blood from any creature, a bunch of magical charcoal,
incense, and herbs that must be consumed by fire in a brass brazier) | Duration: Instantaneous |
demonologists, these warlocks focus their studies on the power that lies behind
Ritual time: 1 hour
such creature, becoming their gatekeepers either to facilitate or to prevent their You summon a lesser infernal to serve you. The infernal becomes your familiar and is bond to
passage. Through an occultist knowledge, you gain leverage over these you. You choose between Quasit and Imp, and the familiar assumes the statistics presented in the
extraplanar creatures, and learn how to implement a portion of their power into corresponding next tables. Your familiar’s Proficiency bonus is equal to yours. Your familiar acts
your own. If you choose Occultist as an archetype, you receive the following in independently of you, but it always obeys your commands. Your familiar can’t stray away from
addition to the warlock features: more than 6 squares from you, instantly teleporting back to your side if leaves that radius. You
can communicate with it telepathically. You can’t use its senses, but you can feel how it feels
according to its perceptions. As a Half-action, you can temporarily dismiss the familiar to a
Hellish Hex pocket dimension, dismiss it forever, or cause it to reappear in any unoccupied adjacent from you
Whenever a creature affect by your curse takes damage from a spell you cast, it if it was temporarily dismissed. If the familiar disappears into the pocket dimension, it leaves
behind in its space anything it was wearing or carrying. When you cast the spell, the 1 st level spell
takes and additional 1d6 fire, cold or necrotic damage (your choice) for every point you used is stored within the familiar. In the next day and onwards, once per day, you can
stage of the curse it’s affected + 1 for each spell level. use a Reaction to regain a 1st level spell point. You can't have more than one familiar at a time. If
you cast this spell or the find familiar spell while you already have a familiar, you instead cause the
new spell target to become your familiar. If your familiar dies, your bond is lost and you need to
Infernal Familiar recast the spell to have a familiar again. At Higher Levels: When you cast this spell using a spell
Through your researches, you’ve learned a special rite to summon a lesser slot of 2nd level or higher, the stored spell point by your familiar matches the spell level used.
infernal under your command. You add the following spell to your spell’s
known:
Banishing Hex
If you successfully curse a infernal or fiend with your Blood Hex feature, it is
immediately affected as per the banishment spell.
Hellish Rebuke
You gain Partial Advantage on savings throws against effects created by infernals
and fiend. You also gain resistance to fire, cold, poison and necrotic damage
caused by such creatures.
Quasit Imp
Tiny infernal (demon), Chaotic evil Tiny infernal (devil), Lawful evil
Armor Class: 13 Armor Class: 13
Hit Points: 3d4 +1 Hit Points: 3d4
Proficiency Bonus: equal yours Proficiency Bonus: equal yours
Base Speed: 3 Base Speed: 2, fly 4
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
-1 (-3 size) +3 (+5 size) +1 -3 +0 +1 -2 (-4 size) +3 (+5 size) +0 -2 +1 +1
Ability Skills: Stealth (5 + Proficiency bonus), Intimidation (1 + Proficiency bonus) Ability Skills: Stealth (5 + Proficiency bonus), Deception (1 + Proficiency bonus)
Languages: Abyssal Languages: Abyssal
Damage resistances: Cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing Damage resistances: Cold; bludgeoning, piercing, and slashing from nonmagical weapons
from non-magical weapons Damage immunities: Poison, Fire
Damage vulnerabilities: Radiant Damage vulnerabilities: Radiant
Features: Features:
• Darkvision. It can see in dim light within 12 squares as if it were bright light, and in • Darkvision. It can see in dim light within 12 squares as if it were bright light, and in
darkness as if it were dim light. It can’t discern color in darkness, only shades of gray. darkness as if it were dim light. It can’t discern color in darkness, only shades of gray.
• Infernal Sight. Magical darkness doesn't impede the imp’s darkvision. • Infernal Sight. Magical darkness doesn't impede the imp’s darkvision.
• Magic Resistance. The quasit adds its proficiency bonus on saving throws against spells and • Magic Resistance. The quasit adds its proficiency bonus on saving throws against spells and
other magical effects. other magical effects.
• Standing Leap. It can jump double the regular amount without a running start. Actions:
Actions: • Sting. Melee Natural Attack (3 + Proficiency bonus; 1d6 poison damage). The target
• Claws. Melee Natural Attack (3 + Proficiency bonus; 1d4 +3 + Proficiency bonus must make on a Constitution (Endurance) saving throw (DC 10 + Proficiency Bonus) or be
slashing damage). affected by the imp’s poison, becoming Harmed until the next turn.
• Instill Fear. One creature of the quasit's choice within 6 squares of it must succeed on • Vanish. The imp becomes affect as per the invisibility spell.
a Wisdom (Willpower) saving throw (DC 10 + Proficiency Bonus) or be frightened for 1
minute. The target can repeat the saving throw at the end of each of its turns, with Partial
Disadvantage if the quasit is within line of sight, ending the effect on a success. Whenever the
creature succeeds, it becomes immune to this feature.
• Vanish. The quasit becomes affect as per the invisibility spell.
WIZARD
Clad in the silver robes that denote her station, an elf closes her eyes to shut Hit Points (HP) per level: 6 + Constitution modifier
out the distractions of the battlefield and begins her quiet chant. Fingers
weaving in front of her, she completes her spell and launches a tiny bead of fire Proficiencies
toward the enemy ranks, where it erupts into a conflagration that engulfs the Weapon Skill (WS): 0 (Simple)
soldiers. Ability Skills (AS): 6 + Intelligence modifier (Arcana*, Knowledge*,
Checking and rechecking his work, a dwarf scribes an intricate magic circle in Investigation*, Tongues*, Memorization*, Willpower*, Intuition, Medicine,
chalk on the bare stone floor, then sprinkles powdered iron along every line and Naturalism, Religion)
graceful curve. When the circle is complete, he drones a long incantation. A hole
opens in space inside the circle, bringing a whiff of brimstone from the Equipment
otherworldly plane beyond. You start with 280 gold pieces, in addition to the equipment granted by your
Crouching on the floor in a dungeon intersection, a halfling tosses a handful of background. Suggested equipment:
small bones inscribed with mystic symbols, muttering a few words of power over • A quarterstaff
them. Closing his eyes to see the visions more clearly, he nods slowly, then opens • A dagger
his eyes and points down the passage to his left. • A scholar’s pack, a grimoire and two elixirs
Wizards are magic-users, defined and united as a class by their seek for
knowledge. Through study, they understand the ancient secrets of the Weave and Archetypes
uses arcane symbols and signs to translate it into the world. Replicating methods • Artificer
and trials harnesses their powers. • Archivist
• Quantum
The Wizard Spell Slots per Spell level
Proficiency Spells
Level Hit Points Feature 1 2 3 4 5 6 7 8 9
Bonus Known
1 6 1 Spellcasting, Arcane Thesis I 4 2 - - - - - - - -
2 12 5 3 - - - - - - - -
3 18 2 7 4 2 - - - - - - -
4 24 8 4 3 - - - - - - -
5 30 3 Arcane Thesis II 10 4 3 2 - - - - - -
6 36 11 4 3 3 - - - - - -
7 42 4 13 4 3 3 1 - - - - -
8 48 14 4 3 3 2 - - - - -
9 54 5 16 4 3 3 3 1 - - - -
10 60 Arcane Thesis III 17 4 3 3 3 2 - - - -
11 66 6 19 4 3 3 3 2 1 - - -
12 72 20 4 3 3 3 2 2 - - -
13 78 7 22 4 3 3 3 2 2 1 - -
14 84 23 4 3 3 3 3 2 1 - -
15 90 8 Arcane Thesis IV 25 4 3 3 3 3 2 1 1 -
16 96 26 4 3 3 3 3 2 2 1 -
17 102 9 27 4 3 3 3 3 2 2 1 1
18 108 27 4 3 3 3 3 3 2 1 1
19 114 10 27 4 3 3 3 3 3 2 2 1
20 120 Arcane Thesis V 27 4 3 3 3 3 3 3 2 1
Spellcasting Cantrips. You know all cantrips of your class spell-list, and casting them doesn’t
As a student of arcane magic, you have a spellbook containing spells that show spend spell point.
the first glimmerings of your true power. The spells that you add to your Spells Known. You begin knowing four + your Intelligence modifier 1st-level
spellbook reflect the arcane research you conduct on your own, as well as spells of your choice from the wizard spell-list and you gain a new spell known
intellectual breakthroughs you have had about the secrets of the multiverse. Your for every level thereafter. Each of these spells must be of a level for which you
ability to shape reality comes from your methodological understanding of the have spell slots, as shown on the table. For instance, when you reach 3rd level in
Weave. As to cast spells you need to connect yourself to other energies, wearing this class, you can learn one new spell of 1st or 2nd level. Additionally, when you
heavy armor made of metal blocks your connection and prevents you from open a new spell level, you can choose one of the wizard spells you know and
casting spells, except for cantrips. replace it with another spell from the wizard spell-list, which also must be of a
Spell Points. The table shows how many spell points you have to cast your spells level for which you have access to spell slots. After every long rest, you must
of 1st level and higher. To cast one of these spells, you must expend a point of spend 1 hour reading through your grimoire to memorize your spells known.
the spell's level or higher. You regain all expended spell points when you finish a
long rest.
Spellcasting Ability. Intelligence is your spellcasting ability for your warlock
spells since you cast them through studding the art. You use your Intelligence
whenever a warlock spell refers to your spellcasting ability. In addition, you use
your Intelligence modifier when setting the saving throw DC (8 + Proficiency
bonus + INT modifier + Spell level) for a warlock spell you cast and when
making an attack roll (Proficiency bonus + INT modifier) with one.
Spellcasting Components. You must be attuned to and carrying your grimoire as
a spellcasting focus to cast any spells, except for cantrips. Casting an Arcane spell
with Somatic component requires more intricated and detailed hand signs, thus
requiring both hands free while casting the spell. For Verbal components, you
need to be able to speak. For Material components, besides the ones presented in
the spell’s descriptions, you must have a spell-pouch with ordinary materials.
Arcane Thesis
Your study over time of the Weave and the aspects of some specific spells allows
you to incorporate tweaks over them through experimentation. At every stage of
this feature, you choose one spell you know. They must be from the same spell
school. You can choose the same spell more than once if you want, but applying a
new modification. Upon choosing the spell, you also choose one aspect of it to
be customized. At every stage of this feature, you can also recombine the chosen
spells and modifications, as long as you attain for the other rules. You know and
can cast the spell as original or with any additional modifications you made. The
selected spells are stored in your mind and you know them even without your
grimoire, or without going through the process of reading it to memorize your
spells known each day.
Specialized Spell. Choose a type of creature: Aberrations, Beasts, Celestials,
Infernals, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities,
Oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid
(such as gnolls and orcs). The spell has Partial Advantage against the selected
creature type.
Careful Spell. When you cast a spell that forces other creatures to make a saving
throw, you can protect some of those creatures from the spell's force – you
choose a number of creatures up to your Intelligence modifier (minimum of one
creature) to automatically succeeds on its saving throw against the spell.
Reformulated Spell. Change the damage type of the spell to acid, cold, fire,
lightning, poison or thunder.
Reshaped Spell. The spell must have an area of effect greater than a targeted
creature. Choose a new shape of the area of affect for the spell between line,
cone, sphere or cylinder. The total area in squares must be the same.
Mastered Spell. If rolled dices for the spell, you can treat any number bellow half
the dice maximum, as half.
The Wizard, Artificer Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
1 8 1 Spellcasting, Arcane Thesis I 4 2 - - - - - - - -
2 16 Explosive Devices I 5 3 - - - - - - - -
3 24 2 Mechanus Familiar 7 4 2 - - - - - - -
4 32 8 4 3 - - - - - - -
5 40 3 Arcane Thesis II 10 4 3 2 - - - - - -
6 48 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 14 4 3 3 2 - - - - -
9 72 5 16 4 3 3 3 1 - - - -
10 80 Arcane Thesis III 17 4 3 3 3 2 - - - -
11 88 6 19 4 3 3 3 2 1 - - -
12 96 Explosive Devices II 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 Arcane Thesis IV 25 4 3 3 3 3 2 1 1 -
16 128 26 4 3 3 3 3 2 2 1 -
17 136 9 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Arcane Thesis V 27 4 3 3 3 3 3 3 2 1
Mechanus Familiar
A RT IFICE R Level 1 | Conjuration
Usually extremely organized and methodical, Artificer Wizards are the master Range: Touch | Components: V, S, M (silvered gears, a bunch of magical charcoal, incense, and
herbs that must be consumed by fire in a brass brazier) | Duration: Instantaneous | Ritual time:
at mixing magic and technology. They are pioneers, innovationists, capable of
1 hour
creating magical devices, objects or even creatures. Artificers are specialist in the You summon a lesser modron to serve you. The modron becomes your familiar and is bond to
knowledge behind constructs, and the magic required to work with them. They you. You gain the services of a Monodrone familiar, which assumes the statistics presented in the
see magic as a complex system waiting to be decoded and then harnessed in next table. Your familiar’s Proficiency bonus is equal to yours. Your familiar acts independently of
their spells and inventions. If you choose Artificer as an archetype, you receive you, but it always obeys your commands. Your familiar can’t stray away from more than 6 squares
the following in addition to the wizard features: from you, instantly teleporting back to your side if leaves that radius. You can communicate with
it telepathically. You can’t use its senses, but you can feel how it feels according to its perceptions.
Spellcasting As a Half-action, you can temporarily dismiss the familiar to a pocket dimension, dismiss it
forever, or cause it to reappear in any unoccupied adjacent from you if it was temporarily
Live-mending. You've mastered the mending cantrip, allowing you to fix dismissed. If the familiar disappears into the pocket dimension, it leaves behind in its space
construct creatures. When you cast the mending cantrip, you can choose to cast anything it was wearing or carrying. When you cast the spell, the 1st level spell point you used is
it using a spell slot and targeting a construct. If you do so, the construct regains stored within the familiar. In the next day and onwards, once per day, you can use a Reaction to
a number of hit points equal to 1d8 for each spell level + your Intelligence regain a 1st level spell point. You can't have more than one familiar at a time. If you cast this spell
modifier. or the find familiar spell while you already have a familiar, you instead cause the new spell target
to become your familiar. If your familiar dies, your bond is lost and you need to recast the spell
to have a familiar again. At Higher Levels: When you cast this spell using a spell slot of 2nd level
Mechanus Familiar or higher, the stored spell point by your familiar matches the spell level used.
Through your researches, you’ve learned a special rite to summon a lesser
monodron under your command. You add the following spell to your spell’s
known:
Explosive Devices Using the device follows the same rules as per using a thrown weapon. The
device itself doesn’t cause damage, can be thrown to range up to 12 squares, and
Your studies over mechanical magic has taught you how to incorporate some of
any creature throwing it is considered proficient with it. Once the trigger
your spells into crystal-like spheres, producing exploding devices. To produce
happens, the device explodes, releasing the spell as if you had cast it. If the spell
such item, you must choose a spell you have access to with a spherical area of
required concentration, you don’t need to concentrate over it. At second stage,
effect, such as fireball or cloudkill, and a double-action as casting time. It can’t
you can store two spells in the same gemstone. They must be from different
be a cantrip. Then you need to be in possession of a special crystal-like
spell levels, and the gemstone price assumes double the higher level used.
gemstone (that can be acquired in a proper shop) and regular casting
components. You then cast the spell, but with the following changes to the Monodrone
casting description: Tiny construct, Lawful neutral
• Range: Touch | Components: V, S, M (a special gemstone worth 10gp for Armor Class: 13
each spell level, which the spell consumes) | Duration: Until dispelled| Ritual Hit Points: 3d4 +1
Proficiency Bonus: equal yours
time: 1 hour
Base Speed: 2, fly 4
Effectively, you enchant the gemstone with the spell, storing it there. You must
expend the spell point normally and you only recover it automatically after the STR DEX CON INT WIS CHA
-2 (-4 size) +3 (+5 size) +1 +0 +1 +0
gemstone has been used. Once the gemstone is used, the spell is effectively cast,
ending the effect. The device explodes, thus producing the spell and ending the Ability Skills: Perception (1 + Proficiency Bonus)
enchantment, with the following options as triggers (your choice when making Languages: Mechanus
Damage resistances: Cold, fire; bludgeoning, piercing, and slashing from non-magical weapons
it). For the trigger to work, the thrower must speak the spell commands upon
Damage immunities: Poison, necrotic, psychic.
using the device. The spell command are arcane words chosen by you upon Damage vulnerabilities: Acid, thunder, lightning, force.
creating each device. Features:
Impact. Once you thrown the gemstone and speak the passwords, it releases the • Truesight. It can see in normal and magical darkness, see invisible creatures and objects,
spell upon impacting into a creature, object or surface. automatically detect visual illusions and succeed on saving throws against them, and perceive
Time. Once you thrown the gemstone and speaks the passwords, it releases the the original form of a shapechanger or a creature that is transformed by magic. Furthermore,
the creature can see into the Ethereal Plane.
spell after 1 minute, 10 minutes or 1 hour (one password for each).
• Magic Resistance. The monodrone adds its proficiency bonus on saving throws against spells
Proximity. Once you thrown the gemstone and speaks the passwords, it releases and other magical effects.
the spell after a creature tiny or larger gets within the stored spell’s reach. Actions:
• Slam. Melee Natural Attack (3 + Proficiency bonus; 1d4 +3 + Proficiency bonus
bludgeoning damage).
• Sentinel. The monodrone produces the effect of the alarm spell. If it uses this action
a second time, it overwritten the first.
The Wizard, Archivist Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
Spellcasting, Improved
1 8 1 4 2 - - - - - - - -
Arcane Thesis I
2 16 5 3 - - - - - - - -
3 24 2 Boundaryless Magic I 7 4 2 - - - - - - -
4 32 Factotum 8 4 3 - - - - - - -
5 40 3 Improved Arcane Thesis II 10 4 3 2 - - - - - -
6 48 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 14 4 3 3 2 - - - - -
9 72 5 Boundaryless Magic II 16 4 3 3 3 1 - - - -
10 80 Improved Arcane Thesis III 17 4 3 3 3 2 - - - -
11 88 6 19 4 3 3 3 2 1 - - -
12 96 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 Improved Arcane Thesis IV 25 4 3 3 3 3 2 1 1 -
16 128 26 4 3 3 3 3 2 2 1 -
17 136 9 Boundaryless Magic III 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Improved Arcane Thesis V 27 4 3 3 3 3 3 3 2 1
A RCH IVIST Factotum
Whenever you are able to see an arcane spellcaster casting a spell, you can use
Knowledge is power, or so is what an Archivist Wizard often believes. They are
your reaction to try to understand, copy and memorize the spell being cast. To
masterminds when comes down to magic, curious and sharp about everything
do so, you must succeed on a Intelligence (Arcana) check (DC 10 + spell level).
that relates to it. They spend their magical training researching magic in all its
forms, shapes, secrets, sources and such. Archivist unravel magic from the You can do the same for a non-arcane spell, but then you take Partial
bottom up, side to side. If you choose Archivist as an archetype, you receive the Disadvantage on the check. If you succeed, you determine the spell and it’s
following in addition to the wizard features: stored in your mind. You can store a number of spells with this feature equal to
your Intelligence modifier. If you try to store a spell while having reached your
spell stored maximum, you can choose a previous stored spell to be forgotten. If
Improved Arcane Thesis the stored spell is from a spell level you have access to, you are able to cast it as
In addition to the provided by your Arcane Thesis feature, the spells you if it were a spell known for you.
choose need not be from the same spell school.
Boundaryless Magic
Your profound and thorough research of all the mysteries of magic brough you
a greater knowledge beyond of arcane spellcasting, becoming capable of
producing the same effect from other magic sources. At every stage of this
feature, you can select one spell from other spell-lists to add to your spells
known. The spell must be one spell level lower than you have access to. These
spells can not be used for your Arcane Thesis feature.
The Wizard, Quantum Spell Slots per Spell level
Hit Proficiency Spells
Level Feature 1 2 3 4 5 6 7 8 9
Points Bonus Known
1 8 1 Expanded Spellcasting, Arcane Thesis I 4 2 - - - - - - - -
2 16 Disrupt Gravity 5 3 - - - - - - - -
3 24 2 7 4 2 - - - - - - -
4 32 8 4 3 - - - - - - -
5 40 3 Arcane Thesis II 10 4 3 2 - - - - - -
6 48 Spatial Shunt 11 4 3 3 - - - - - -
7 56 4 13 4 3 3 1 - - - - -
8 64 14 4 3 3 2 - - - - -
9 72 5 16 4 3 3 3 1 - - - -
10 80 Arcane Thesis III 17 4 3 3 3 2 - - - -
11 88 6 19 4 3 3 3 2 1 - - -
12 96 Rewind 20 4 3 3 3 2 2 - - -
13 104 7 22 4 3 3 3 2 2 1 - -
14 112 23 4 3 3 3 3 2 1 - -
15 120 8 Arcane Thesis IV 25 4 3 3 3 3 2 1 1 -
16 128 26 4 3 3 3 3 2 2 1 -
17 136 9 27 4 3 3 3 3 2 2 1 1
18 144 27 4 3 3 3 3 3 2 1 1
19 152 10 27 4 3 3 3 3 3 2 2 1
20 160 Arcane Thesis V 27 4 3 3 3 3 3 3 2 1
QUANTUM Accurate Teleportation. You've mastered the teleport spells, always knowing
exactly how to travel through space. When casting the teleport spell, you never the
Understanding and mastering the forces that draw bodies of matter together miss the location you are going to.
or drive them apart, the students of the graviturgy arcane tradition, known as
Quantum Wizards, learn to further bend and manipulate the violent energy of
gravity to their benefit, and the terrible detriment of their enemies. They are Disrupt Gravity
masters of space and time spells. If you choose Quantum as an archetype, you You add the following spell to your spell’s known:
receive the following in addition to the wizard features: Disrupt Gravity
Level 1 | Enchantment
Expanded Spellcasting Range: 6 squares | Components: S | Duration: Concentration, up to 1 minute
In addition to the spells you choose to know, you gain the following spells as You attempt to disrupt the target’s center of gravity, making it movements inexact. Choose a
creature within range and it must make a Constitution (Endurance) saving throws. On a failed
bonus spells known. Additionally, at least one of the following spells must be in save the creature falls prone and is considered Clumsy for the spell’s duration. At Higher Levels:
your Arcane Thesis. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st.
Spell Level Spell Name
1 Feather fall
Spatial Shut
2 Levitate, Mystic step, Earthbind You add the following spell to your spell’s known:
3 Haste, Slow Spatial Shut
4 Dimension door Level 3 | Abjuration
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
5 Teleportation circle Choose a point within range. Teleportation and extraplanar travelling are suspended in a 6
6 Vortex swap square radius sphere centered on the point of your choice. As part of your concentration
reaction, you can move the center point 4 squares in any direction.
7 Reverse gravity, Teleport
9 Gravity darkhole, Time stop
Time Split. You've mastered the haste and slow spells, allowing you to combine
them at a moment’s thought. Whenever you cast the haste spell, you can choose
another creature to target the slow spell using the same spell point. The spell is
cast as a Reaction, but the effect only lasts until your next turn.
Rewind
You add the following spell to your spell’s known:
Rewind
Level 6 | Conjuration
Range: 6 squares | Components: V, S | Duration: Instantaneous
You attempt to undo the target last action, returning it in time and space. Choose a creature
within range that has just finished an Action. You then choose one of the following effects.
Whichever you choice, for the effect to happen you must pass a spell check with the
corresponding DC.
Full rewind. You undo the creature’s entire action, cancelling the effect of the action and
restoring the target’s previous state, but with the Action point lost (DC 20).
Half rewind. You undo the target’s rolled check if it made one, forcing the target to remake the
check (DC 15).
E quipments
WEAPONS
Weapon Damage Type Category Properties Range Cost Weight
Caestus 1d4 Bludgeoning Unarmed Simple - 2 -
Sling 1d4 Bludgeoning Ranged Light, Simple 6/12 2 -
Dagger 1d4 Piercing Blade Light, Simple, Throw 3/6 6 -
Shortsword/Machete 1d6 Slashing/Piercing Blade Light, Simple - 20 1
Shortbow 1d6 Piercing Ranged Light, Simple 12/24 20 1
Crossbow 2d4 Piercing Ranged Light, Martial, Reload 12/24 20 1
Handaxe/Kama 1d8 Slashing Chopper Medium, Simple, Throw 2/4 8 2
Club 1d8 Bludgeoning Sledge Medium, Simple - 4 2
Shortspear/Javelin 1d10 Piercing Polearm Medium, Simple, Versatile, Throw 6/12 12 2
Mace/Warhammer 1d10 Bludgeoning/Piercing Sledge Medium, Simple - 20 2
Scimitar/Saber 1d10 Slashing Blade Medium, Simple - 30 2
Longsword/Katana 1d10 Slashing/Piercing Blade Medium, Martial, Versatile - 50 2
Longbow 1d10 Piercing Ranged Heavy, Simple 24/48 40 2
Rifle 2d6 Piercing Ranged Heavy, Martial, Reload 24/48 60 2
Quarterstaff 1d10 Bludgeoning Polearm Heavy, Simple, Full-reach - 10 2
Greatclub/Flail 2d6 Bludgeoning/Piercing Sledge Heavy, Simple - 30 3
Spear/Pudao 2d6 Slashing/Piercing Polearm Heavy, Simple, End-reach - 30 3
Battleaxe 3d4 Slashing Chopper Heavy, Simple - 50 3
Greatsword 2d6 Slashing Blade Heavy, Martial, Full-reach - 100 3
Halberd/Glaive/Lucern 4d4 Any Polearm Heavy, Martial, End-reach - 80 4
WEAPON PROPERTIES WEAPON CATEGORIES
End-reach. A weapon with end-reach adds 1 square to your reach, but you can’t Weapons are divided into categories (unarmed, ranged, sledge, chopper, blade and
target creatures adjacent to you. polearm). Whenever you choose one of these categories, you become proficient
Full-reach. A weapon with full-reach adds 1 square to your reach and you can still with all weapons within the respective category, applying your Proficiency bonus
target creatures adjacent to you. to the attack and damage roll. However, your class grants dictates if you apply
Light. Melee light weapons can only benefit from your Dexterity modifiers for that proficiency for just Simple weapons, or both Simple and Martial
attack and damage rolls. Additionally, it can be ideally used for the Multi-weapon (properties). Most people can use simple weapons with proficiency. These
Attack combat action. Can only be used one-handed. weapons include clubs, maces, and other weapons often found in the hands of
Medium. Melee medium weapons you can choose to use your Strength or commoners. Martial weapons, including swords and halberds, require more
Dexterity modifiers to attack and damage rolls. It can be used for the Multi- specialized training to use effectively. Most warriors use marital weapons because
weapon Attack combat action, although you take Partial Disadvantage. Can only these weapons pull their fighting style and training lo best use. Specifically for the
be used one-handed. Ranged weapon category, you can only make attack roll with such weapons if you
Heavy. Melee heavy weapons can only benefit from your Strength modifier for use the appropriate ammunition.
attack and damage rolls, adding x1.5 your Strength modifier for the later. They
must be used two-handed.
Simple. This property, along with your class, dictates if you apply your
Proficiency bonus or not.
Martial. This property, along with your class, dictates if you apply your
Proficiency bonus or not.
Versatile. Weapons with versatile can be used one or two-handed. If used as two-
handed, you add x1.5 your Strength modifier to the damage rolls.
Throw. The weapons can be hurled as a ranged attack, but you roll your attack
and damage as if it were in melee.
Reload. You must spend a Half-action to load the weapon with the ammunition
before making an attack roll with it.
ARMORS & SHIELDS
Armor & Shield Damage Armor Class (AC) Cost Weight
Light
Shield 1d4 +1 10 1
Padded - +1 10 1
Leather - +2 25 2
Studded Leather - +3 50 3
Medium
Shield 1d6 +2 30 2
Chain Mail - +5 140 9
Scale Mail - +6 200 11
Splint Mail - +7 350 14
Heavy
Shield 1d8 +4 60 4
Breastplate - +8 750 17
Half plate 1d4 (unarmed) +10 1500 18
Full plate 1d4 (unarmed) +12 2500 19
ADVENTURING GEAR
Item Cost Weight Item Cost Weight Item Cost Weight
Alchemical Acid (flask) 20 - Holy water (flask) 10 - Entertainer's pack 67 6
Ammunition (40) Ink and pen (flask) 10 - Explorer’s pack 51 8
Arrows 4 1 Kit (10) Priest’s pack 68 4
Balls 2 1 Artisan’s kit 30 2 Scholar’s pack 59 6
Bullets 6 1 Climber’s kit 40 3 Paper or parchment (20) 1 -
Bolts 4 1 Fishing kit 20 2 Poison ointment (5) 15 -
Antitoxin (flask) 20 - Cooking kit 20 1 Poison vial (5) 30 -
Backpack 5 1 Healer’s kit 30 1 Quiver 5 -
Bedroll 5 1 Hunting kit 40 4 Ration (7 days) 15 1
Blanket 2 - Merchant’s kit 25 2 Rope (5m) 5 1
Block and tackle 5 1 Thievery kit 30 1 Shovel 3 2
Book or grimoire 5 1 Lantern or lamp 10 1 Spell focus 5 -
Caltrops (20) 2 - Lock 12 - Tent (2 persons) 10 2
Candle (5) 1 - Manacles 8 1 Tinderbox 2 -
Case 5 - Musical instrument 30 1 Torch 1 1
Chain (1m) 3 1 Oil (flask) 2 - Utility belt 5 -
Components pouch (10) 30 1 Pack Waterskin 2 -
Crowbar 3 1 Burglar’s pack 64 6
Elixir (flask) 30 - Dungeoneer’s Pack 49 9
GEAR DESCRIPTIONS
Alchemical Acid. This sticky, adhesive fluid corrodes surfaces. You can throw the Case or pouch. This compartment can hold up to 40 bullets or ball ammunitions,
flask up to 6 squares, shattering on impact. Any creature in and adjacent to the 20 scrolls or parchments, or other miscellaneous items of same size.
square you hit must succeed on a Dexterity (Reflex) saving throw or take 1d8 acid Elixir. A character who drinks this elixir made of natural components regains 1d8
damage. If you throw the flask to hit a creature with a ranged attack, on a hit it hit points.
takes 2d6 acid damage and no area effect is formed. Holy Water. A creature that drinks the holy water within this period receives
Antitoxin. A living creature that drinks this vial of liquid Partial Advantage on saving throws against the charmed condition from celestials,
gains advantage on saving throws against poison and disease for 1 hour. If the infernals, fey, fiend and undead for the next 8 hours. A creature can’t benefit from
creature is currently affected by one or either, it can immediately attempt a new this effect more than once at the same time. A holy water can also be thrown at a
save, if appropriate. target within 6 squares with a ranged attack. On a hit, if the creature is a infernal,
Block and Tackle. When using this item to lift weight, you are considered as fiend or undead, it takes 2d6 radiant damage.
double your Strength. Lantern or lamp. A hooded lantern casts bright light in a 6 square radius and dim
Caltrops. You can spread a single bag of caltrops to cover a 2 square areas. Any light for an additional 6 squares. Once lit, it burns for 6 hours on a flask of oil.
creature that enters the area without noticing them takes 1d4 piercing damage. A You can lower the hood, reducing the
creature that notes the caltrops can choose to threat the area as difficult terrain, light lo dim light in its own square. It can also be used bullseyed, casting light in a
avoiding the damage. 8 squares cone and dim light for an additional 8 squares.
Candle. For 1 hour, a candle sheds bright light in its square and dim light in Lock. A key is provided with the lock. Without the key, a creature proficient with
adjacent squares. thieves' tools can pick this lock with a successful DC 20 Dexterity (Sleight of
Chain. A chain has 10 hit points. It can be burst with a successful DC 20 hands) check.
Strength check. Manacles. These metal restraints can bind a Small or Medium creature. Escaping
Component’s Pouch. A component pouch is a small, watertight leather belt pouch the manacles requires a successful DC 30 Dexterity check. Breaking them requires
that has compartments to hold all the material components and other special a successful DC 30 Strength check. Each set of manacles comes with one key.
items you need to cast your spells, except for those components that have a Without the key, a creature proficient with thieves' tools can pick the manacles'
specific cost (as indicated in a spell’s description). lock with a successful DC 20 Dexterity (Sleight of hands) check. Manacles have
Crowbar. Using a crowbar grants Partial Advantage to Strength checks where the 15 hit points.
crowbar's leverage can be applied.
Oil. It usually comes in a clay flask that holds 1 pint and is used to fuel things Quiver. This compartment can hold up to 40 arrows or bolts.
such a lantern. You can throw the flask, shattering t and splashing the oil, in a Ration. Rations consist of dry foods suitable for extended travels, including
target within 6 squares. The oil effects the square it hits and adjacent ones until jerky, dried fruit, hardtack, and nuts that can feed enough up to one medium
it dries out, in 1 hour. A creature that moves within the area can choose to treat humanoid for a day.
it as difficult terrain for the duration or not. If not treating as difficult terrain, Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst
every time the creature moves in the area, it must succeed on a Dexterity with a DC 20 Strength check. It can be used to immobilize a creature. A
(Reflex) saving throw or fall prone. The area is also flammable, so any fire immobilized creature can attempt to burst or escape it. To escape it, it requires
touching causes it to ignite, dealing 1d8 fire damage to everyone in the area, up a Dexterity (Sleigh of hands) contests against the creature who tied the rope.
until the next round. If you instead hit a creature with a ranged attack, it is Torch. A torch burns for 1 hour, providing bright light in a 4 square radius and
covered in oil and no area effect is formed. A creature covered in oil, if the dim light for an additional 4 squares. If you make a melee attack with a
target takes any fire damage before the oil dries (after 1 minute), the target burning torch and hit, it deals and additional 1 fire damage.
takes an additional 2d6 fire damage. Utility belt. You can neatly slot four small items such as potions or daggers
Poison, ointment. You can use the poison in this vial to coat one slashing or into this belt, to be easily retrievable.
piercing weapon or up to three pieces of piercing ammunition, for each use. Waterskin. A waterskin can hold enough water to sustain up to one medium
Once applied, the poison retains potency for 1 minute before drying. A humanoid of a day.
creature hit by the poisoned weapon or ammunition must succeed on a DC 20
Constitution (Endurance) saving throw or take 2d4 poison damage.
Poison, vial. This vial contains a concentrated amount of poison, which can be
poured into food or drink. Each use can effect an entire meal or 2 litters of
water. Once applied, the poison retains potency for 1 hour. A creature that
ingests the poison takes 1d8 poison damage and must succeed on a DC 20
Constitution (Endurance) saving throw or become Harmed, either until healed
or 3 days have passed, whichever comes first.
Kits Packs
Artisan’s kit. These special tools include items needed to pursue a craft or trade. It Burglar’s Pack. Includes a backpack, a blanket, a bag of caltrops, a
includes a bit of everything, from pitons, plier, a small hammer, dyes, mirror, wire, crowbar, a thievery kit, 7 days ration and a waterskin. The pack also has 5
thread, silken, needles, and such. meter of hempen rope strapped lo the side of it.
Climber’s kit. This kit includes special pitons, boot tips, metal rings, a harness, rope Dungeoneer's Pack. Includes a backpack, a bedroll, a tent, a crowbar, 2
and leather straps, and a whistle. Using the climber’s kit grants you Full Advantage on torches, a tinderbox, 7 days of rations, and a waterskin. The pack also
climbing checks. Additionally, while using it you can anchor yourself; when you do, you has 5 meter of hempen rope strapped lo the side of it.
can't fall more than 1 square from the point where you anchored yourself, and you Entertainer’s Pack. Includes a backpack, a blanket, 2 costumes, an
can't climb more than 1 square away from that point without undoing the anchor. artisan’s kit or a musical instrument, 5 candles, a tinderbox, 7 days ration
Fishing kit. This kit allows you to fish without improvising. It includes a wooden rod, and a waterskin.
silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, narrow netting and Explorer’s Pack. Includes a backpack, a bedroll, a tent, a cooking kit, 2
a tiny bell. torches, a tinderbox, and a waterskin. The pack also has 5 meter of
Cooking kit. This tin box with a wood handles contains a metal mug, simple cutlery, a hempen rope strapped lo the side of it.
mortar and pestle. The box clamps together, and one side can be used as a cooking pan Priest’s Pack. Includes a backpack, a blanket, a healer’s kit, 1 holy water,
and the other as a plate or shallow bowl. 10 candles, a tinderbox, 7 days ration and a waterskin.
Healer’s kit. This kit is a leather box containing bandages, salves and ointments, splints, Scholar’s Pack. Includes a backpack, a blanket, a case for maps and
powdered minerals, a vial of vinegar, thread and needle. scrolls, a book, an ink and pen, a lamp, 1 oil flask, 5 candles, a tinderbox,
Hunting kit. This set comes with a saw-toothed stepping trap, a foldable cage trap, 20 sheets of paper, 7 days ration and a waterskin.
wires, baits, and a knife. You gain Full Advantage for checks to capture small animals.
Merchant’s kit. The kit contains a scale (includes a small balance, pans, and a suitable
assortment of weights up to 1kg), a spyglass and a tiny magnet.
Thievery kit. This set of tools inc1udes a small file, a set of lock picks, a small mirror
mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Attuning to an item requires a creature to spend a short rest focused on only that
MAGIC ITEMS item while being in physical contact with it (this can’t be the same short rest used
to learn the item’s properties). This focus can take the form of weapon practice,
IDENTIFICATION meditation, or some other appropriate activity. If the short rest is interrupted, the
Attunement attempt fails. Otherwise, at the of the short rest, the creature gains
A magic item’s description explains how the item works. The identify spell is the the proper bond to fully use the item’s properties.
fastest way to reveal an item’s properties – this is the only way to fully understand A creature’s attunement to an item ends if the creature no longer satisfies the
the item. Alternatively, a character can focus on one magic item during a short prerequisites for attunement, if the item has been more than 100 meters away for
rest, while being in physical contact with the item. The character must then make at least 24h, if the creature dies, or if another creature attunes to the item.
an Intelligence (Arcana) check, getting a glimpse of what the item can do and
how to activate it – if appropriate – on a successful result. This check can’t be
made more than once per item per character.
ATTUNEMENT
Some magic items require a creature to form a bond with them before their
magical properties can be used. This bond is called Attunement, and certain
items have a prerequisite for it. An universal prerequisite is that the item has been
previously identified by or to the character who wants to attune to it.
Any item can be attuned to, including non-magical items. A creature that grows
fond of item or has some sort of emotional attaching to it, is basically attuned to
the item. However, only magical items can provide special effects when attuned
to. An item can be attuned to only one creature at a time, and a creature be
attuned to a number equal to three + its Charism modifier. Attuning to a new
item while already attuned to your maximum allowed, overwrites one of the items
you were attuned to, at your choice.
S pells
BARD SPELL-LIST Guidance
Level 0 | Divination
CANTRIPS Range: 6 squares | Components: V, S | Duration: 1 round
You enlighten a creature briefly within range. The creature adds +1 on its next ability check.
Blade Ward The spell then ends.
Level 0 | Abjuration
Lullaby
Range: Self | Components: V, S | Duration: Concentration, up to 1 minute
Level 0 | Abjuration
You extend your hand and trace a sigil of warding in the air. You choose to gain resistance
Range: Self (12 squares sphere) | Components: V, S | Duration: Concentration, up to 10
against bludgeoning, piercing, or slashing damage until the spell ends.
minutes
Dancing Lights You produce a sound effect that helps your allies rest. If you maintain your concentration over
Level 0 | Evocation this spell until it takes 10 minutes, every ally, including yourself, within a 6 square radius sphere
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute that is taking a Long Rest adds 1d4 to the amount of Hit Points healed. This spell’s dices
You create up to four torch-sized lights within range, making them appear as torches, lanterns, increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
or glowing orbs that hover in the air for the duration. You can also combine the four lights into
one glowing vaguely humanoid form of Medium size. Each light sheds dim light in 2 squares Mage Hand
radius, and bright light if combined. As a free-action on your turn, you can move the lights up Level 0 | Conjuration
to 12 squares to a new spot within range. A light must be within 12 squares of another light Range: 24 squares | Components: S | Duration: Concentration, up to 1 minute
created by this spell, and a light winks out if it exceeds the spell's range. A spectral, floating hand appears at a point you choose within range. The hand lasts for the
duration. The hand vanishes if it is ever more than 24 squares away from you or if you cast
Fire Bolt this spell again. You can use a Action to control the hand to interact with an object. You can
Level 0 | Evocation use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an
Range: 12 squares | Components: S | Duration: Instantaneous item from an open container, or pour the contents out of a vial. You can move the hand up to
You hurl a mote of fire at a creature within range. Make a spell attack against the target. On a 12 squares as part of your concentration reaction, up to the spell range. The hand can't attack,
hit, the target takes 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th activate magic items, or carry more than something light.
level (2d6), 11th level (3d6), and 17th level (4d6).
Message
Friends Level 0 | Transmutation
Level 0 | Enchantment Range: 60 meters | Components: V,| Duration: 1 round
Range: Self | Components: V | Duration: Concentration, up to 1 minute You think of a person you know and whisper a message of one sentence. If it is within range,
For the duration, you have Partial Advantage on all Charisma checks directed at one creature of the target (and only the target) hears the message and can reply in the same manner. Magical
your choice that isn't hostile toward you. When the spell ends, the creature realizes that you silence, 1 square of stone, thick common metal, a thin sheet of lead, or 2 squares of wood
used magic to influence its mood. blocks the spell. The spell doesn't have to follow a straight line and can travel freely around
corners or through openings.
Minor Illusion Resistance
Level 0 | Illusion Level 0 | Abjuration
Range: 12 squares | Components: S | Duration: 1 minute Range: Touch | Components: V, S | Duration: 1 hour
You create a sound or an image of an object within range that lasts for the duration. The You trace a sigil over a willing creature. Roll a d4. The creature adds that number to its next
illusion also ends if you dismiss it as an Action or cast this spell again. If you create a sound, its saving throw. The spell then ends. Casting the spell again while it is still taking effect, ends the
volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's previous cast.
roar, a beating of drums, or any other sound you choose. The sound continues unabated
throughout the duration, or you can make discrete sounds at different times before the spell Thaumaturgy
ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest— Level 0 | Transmutation
it must be no larger than a 1 square cube. The image can't create sound, light, smell, or any Range: 6 square | Components: V | Duration: Up to 1 minute
other sensory effect. Physical interaction with the image reveals it to be an illusion, because You manifest a minor wonder, a sign of supernatural power, within range. You create one of the
things can pass through it. If a creature uses its action to examine the sound or image, the following magical effects within range:
creature can determine that it is an illusion with a successful Intelligence (Investigation) check • Your voice booms up to three times as loud as normal for 1 minute.
against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes • You cause flames to flicker, brighten, dim, or change color for 1 minute.
faint to the creature. • You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range,
such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
Prestidigitation • You alter the appearance of your eyes for 1 minute.
Level 0 | Transmutation If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a
Range: 6 squares | Components: S | Duration: Up to 1 hour time, and you can dismiss such an effect as an Action.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the
following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of True Strike
wind, faint musical notes, or an odd odor. Level 0 | Divination
• You instantaneously light or snuff out a candle, a torch, or a small campfire. Range: Self | Components: V, S | Duration: 1 round
• You instantaneously clean or soil an object no larger than 1 cubic square. You press your finger in your forehead and then towards a target in range. Your magic grants you
• You chill, warm, or flavor up to small nonliving material for 1 hour. a brief insight into the target's defenses. Until your next turn, you gain Partial Advantage on
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. your next attack roll against the target.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts
until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects
active at a time, and you can dismiss such an effect as an Action.
Vicious Mockery Bless
Level 0 | Enchantment Level 1 | Enchantment
Range: 24 squares | Components: V | Duration: Instantaneous Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
You unleash a string of insults laced with subtle enchantments at a creature you can see within You bless up to three creatures of your choice within range. They receive +1 on all their ability
range. If the target can hear you (though it need not understand you), it must succeed on a checks until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd
Wisdom (Willpower) saving throw or take 1d6 psychic damage and have Partial Disadvantage level or higher, you can target one additional creature for each slot level above 1st.
on the next attack roll it makes before the end of its next turn. This spell's damage increases by
1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Burning Hands
Level 1 | Evocation
Range: Self (4 square cone ) | Components: V, S | Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames
1st LEVEL shoots forth from your outstretched fingertips. Each creature in a 4 square cone must make a
Dexterity (Reflex) saving throw. A creature takes 2d6 fire damage on a failed save, or half as
Alarm much damage on a successful one. At Higher Levels: When you cast this spell using a spell
Level 1 | Abjuration slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Range: Touch | Components: V, S, M (a tiny bell and a piece of fine silver wire worth) |
Duration: 8 hours | Ritual time: 10 minutes
You set an alarm against unwanted intrusion. Choose a door, a window, or an 6 square sphere.
Charm Person
Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the
Level 1 | Enchantment
warded area. When you cast the spell, you can designate creatures that won't set off the alarm.
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 hour
You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping
You attempt to charm a humanoid you can see within range. It must make a Wisdom
in your mind if you are within 1km of the warded area. This ping awakens you if you are
(Willpower) saving throw, and does so with Partial Advantage if you or your companions are
sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 24 squares.
fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or
your companions do anything harmful to it. The charmed creature regards you as a friendly
acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels:
Bane When you cast this spell using a spell slot of 2nd level or higher, you can target one additional
Level 1 | Enchantment creature for each slot level above 1st.
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Wisdom
(Willpower) saving throws. Creatures that failed the test receives -1 on all their ability checks
until the spell ends.. At Higher Levels: When you cast this spell using a spell slot of 2nd level
or higher, you can target one additional creature for each slot level above 1st.
Chromatic Orb Compelled Duel
Level 1 | Evocation Level 1 | Enchantment
Range: 24 squares | Components: V, S | Duration: Instantaneous Range: 6 squares | Components: V | Duration: Concentration, up to 1 minute
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You roll You attempt to compel a creature into a duel. One creature that you can see within range must
1d6 and then make a spell attack against the target. If the attack hits, the creature takes 2d6 make a Wisdom (Willpower) saving throw. On a failed save, the creature is charmed by you,
damage of the rolled d6 dice between acid (1), cold (2), fire (3), lightning (4), poison (5) or compelled by your demand. For the duration, it has Partial Disadvantage on attack rolls against
thunder (6). At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, creatures other than you, and must make another saving throw each time it attempts to move to
the damage increases by 1d6 for each slot level above 1st. a space that is more than 6 squares away from you; if it fails, it loses that action without any
movement. The spell ends if you attack any other creature, if you cast a spell that targets a
hostile creature other than the target, if a creature friendly to you damages the target or casts a
Command harmful spell on it, or if you end your turn more than 6 squares away from the target.
Level 1 | Enchantment
Range: 12 squares | Components: V | Duration: 1 round
You speak a one-word command to a creature you can see within range that can hear and
understand you. The target must succeed on a Wisdom (Willpower) saving throw, or becomes Detect Magic
charmed by you, spending its next action to follow the command. When the spell ends, the Level 1 | Divination
creature knows it was charmed by you. The creature has Partial Advantage on the saving throw Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
if you or your companions are fighting it. The creature won’t follow a command that is directly For the duration, you sense the presence of magic within 6 squares of you. If you sense magic
harmful to it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or in this way, you can use a Action to see a faint aura around any visible creature or object in the
higher, you can affect one additional creature for each slot level above 1st. The creatures must be area that bears magic, and you learn its school of magic, if any. The spell can penetrate most
within 30 feet of each other when you target them. barriers, but it is blocked by 1 square of stone, thin common metal, a thin sheet of lead, or 2
squares of wood or dirt.
Comprehend Languages Dissonant Whispers
Level 1 | Divination Level 1 | Enchantment
Range: Self | Components: V, S | Duration: 1 hour Range: 6 squares | Components: V | Duration: Instantaneous
For the duration, you understand the literal meaning of any spoken language that you hear. You You whisper a discordant melody that only one creature of your choice within range can hear,
also understand any written language that you see, but you must be touching the surface on disrupting its movements. The target takes 1d6 psychic damage must make a Wisdom
which the words are written. (Willpower) saving throw. On a failed save, it is Clumsy until your next turn. At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6
and the Clumsy effect for another turn for each slot level above 1st.
Disguise Self Grease
Level 1 | Illusion Level 1 | Conjuration
Range: Self | Components: V, S | Duration: 1 hour Range: 12 squares | Components: V, S | Duration: 1 minute
You make yourself - including your clothing, armor, weapons, and other belongings on your Slick grease covers the ground in a 2 squares radius centered on a point within range. A
person - look different until the spell ends or until you use your Action to dismiss it. You can creature that moves within the area can choose to treat it as difficult terrain for the duration or
seem a bit shorter or taller and can appear thin, fat, or in between. Must be humanoid, but not. If not treating as difficult terrain, every time the creature moves in the area, it must
otherwise the extent of the illusion is up to you. The changes wrought by this spell fail to hold succeed on a Dexterity (Reflex) saving throw or fall prone. The area is flammable, so any fire
up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects touching causes the spell to end dealing 1d8 fire damage to everyone in the area, up until the
pass through the hat, and anyone who touches it would feel nothing or would feel your head next round.
and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches
Healing Word
out to touch you would bump into you while it was seemingly still in midair. To discern that
Level 1 | Evocation
you are disguised, a creature can use its action to inspect your appearance and must succeed on
Range: 12 squares | Components: V | Duration: Instantaneous
an Intelligence (Investigation) check against your spell save DC.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your
spellcasting ability modifier. At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Expeditious Retreat
Level 1 | Transmutation
Heroism
Range: Self | Components: V, S | Duration: Instantaneous
Level 1 | Enchantment
This spell allows you to move at an incredible pace. Until your next turn, you double your base
Range: Touch | Components: V, S | Duration: Concentration, up to 1 minute
speed.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is
Feather Fall immune to being Frightened and receives a +1 on all their ability checks for the duration. At
Level 1 | Transmutation Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus
Range: 12 squares | Components: V | Duration: Instantaneous becomes +2. When using a spell slot of 8th or higher, the bonus becomes +3.
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 12
squares per round. It takes no falling damage and can land on its feet, and the spell ends for
Identify
that creature.
Level 1 | Divination
Fog Cloud Range: Touch | Components: V, S, M (gemstones, which the spell consumes) |
Level 1 | Conjuration Duration: Instantaneous | Ritual time: 1 hour
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 hour You choose one object that you must touch throughout the casting of the spell. If it is a magic
You create a 6 square radius sphere of fog centered on a point within range. The sphere item or some other magic-imbued object, you learn its properties and how to use them,
spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind whether it requires attunement to use, and how many charges it has, if any. You learn whether
of moderate or greater disperses it. At Higher Levels: When you cast this spell using a spell any spells are affecting the item and what they are. If the item was created by a spell, you learn
slot of 2nd level or higher, the radius of the fog increases by 2 squares for each slot level above which spell created it. If you instead touch a creature throughout the casting, you learn what
1st. spells, if any, are currently affecting it.
Illusory Script Mage Armor
Level 1 | Illusion Level 1 | Abjuration
Range: Touch | Components: S, M (a magical lead-based ink, which the spell consumes) | Range: Touch | Components: V, S, M (a silver chain and a mithril mail ring) | Duration: 8
Duration: 10 days | Ritual time: 10 minutes hours | Ritual time: 10 minutes
You write on parchment, paper, or some other suitable writing material and imbue it with a You touch a willing creature who isn't wearing armor, and a protective magical force surrounds
potent illusion that lasts for the duration. To you and any creatures you designate when you it until the spell ends. The target’s gains a bonus on AC as if it were wearing a chain mail
cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning armor (+4 armor bonus). The spell ends if the target dons armor or if you dismiss the spell as
you intended when you wrote the text. To all others, the writing appears as if it were written in an Action. To cast the spell again while it is already in effect, you must use a second set of the
an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to materials. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
appear to be an entirely different message, written in a different hand and language, though the the armor bonus increases in 1.
language must be one you know. Should the spell be dispelled, the original script and the
illusion both disappear. A creature with truesight can read the hidden message. If you cast this
spell in the same writing three times consecutively every 10 days, it becomes permanent until Protection from Otherworldly
dispelled. Level 1 | Abjuration
Range: Touch | Components: V, S | Duration: Concentration, up to 1 minute
Until the spell ends, one willing creature you touch is protected against certain types of
Iron Stance creatures: aberrations, celestials, infernals, elementals, fey, fiends, and undead. The protection
Level 1 | Enchantment grants several benefits. Creatures of those types have Partial Disadvantage on attack rolls
Range: Touch | Components: V, S | Duration: Concentration, up to 1 minute against the target. The target also can't be charmed, frightened, or controlled by them.
A willing creature you touch becomes supernaturally sturdy. The creature’s speed reduces in 1,
but it is considered proficient in any check to avoid being pushed or knocked prone, and
receives Partial Advantage on those checks.
Longstrider Shockwave
Level 1 | Transmutation Level 1 | Evocation
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour Range: Self (2 squares sphere) | Components: V, S | Duration: Instantaneous
You touch a creature. The target's speed increases by 2 squares until the spell ends, it ignores A wave of electricity sweeps out from you. Each creature in a 2 squares sphere originating from
natural difficult terrain and the jump distance is doubled. you must make a Constitution (Endurance) saving throw, taking 2d6 lighting damage on a
failed save or half as much on a successful one. At Higher Levels: When you cast this spell
Mental Aid
using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above
Level 1 | Abjuration
1st.
Range: 6 squares | Components: S | Duration: Instantaneous
You can only cast that spell when an willing ally within range is targeted to an effect that forces
it to make a Wisdom (Willpower) saving throw. For that effect, the ally gains psychic resistance
and uses your mental statistics for the roll.
Shield Silent Image
Level 1 | Abjuration Level 1 | Illusion
Range: Self | Components: V, S | Duration: 1 round Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes
An invisible barrier of magical force appears and protects you. Until the start of your next You create the image of an object, a creature, or some other visible phenomenon that is no
turn, you have a +2 bonus to AC, and resistance to force damage. larger than a 3 square radius. The image appears at a spot within range and lasts for the
duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory
Shield of Fate
effects. You can use your Action to cause the image to move to any spot within range. As
Level 1 | Abjuration
the image changes location, you can alter its appearance so that its movements appear
Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes
natural for the image. For example, if you create an image of a creature and move it, you
A shimmering field appears and surrounds a creature of your choice within range, granting
can alter the image so that it appears to be walking. Physical interaction with the image
it a d4 bonus to all saving throws.
reveals it to be an illusion, because things can pass through it. A creature that uses its action
to examine the image can determine that it is an illusion with a successful Intelligence
Sleep (Investigation) check against your spell save DC. If a creature discerns the illusion for what
Level 1 | Enchantment it is, the creature can see through the image.
Range: 24 squares | Components: S | Duration: 1 minute
This spell sends creatures into a magical slumber. Choose up to two creatures within range.
They must make a Constitution (Endurance) saving throw. On a failed save, they fall
unconscious until the spell ends, they take damage or someone uses an Action to wake them
Tasha's Hideous Laughter
up. A creature engaged in heavy activity such as fighting has Partial Advantage on the saving
Level 1 | Enchantment
throw. After waking up, the creature is Clumsy until its next turn due for being sleepy. At
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can
A creature of your choice that you can see within range perceives everything as hilariously
target one additional creature for each slot level above 1st.
funny and falls into fits of laughter if this spell affects it. The target must succeed on a
Wisdom (Willpower) saving throw or fall prone, becoming Incapacitated and unable to stand
Speak with Animals up for the duration. A creature with an Intelligence score of 2 or less isn't affected. At the end
Level 1 | Divination of each of its turns, the target can make another Wisdom (Willpower) saving throw. On a
Range: Self | Components: V, S | Duration: 10 minutes success, the spell ends. The spell ends if the creature receives damage.
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at
minimum, beasts can give you information about nearby locations and monsters, including
whatever they can perceive or have perceived within the past day. You might be able to
persuade a beast to perform a small favor for you, at the DM's discretion.
Toxic-ink Spray
Level 1 | Evocation
2nd LEVEL
Range: Self (3 squares cone) | Components: S | Duration: 1 round Aid
A dark mucous-like ink sprays from your hand, becoming partially a noxious gas in contact Level 2 | Abjuration
with the air. Creatures in a 4 squares cone originating from you must make a Dexterity Range: 6 squares | Components: V, S | Duration: 8 hours
(Reflex) saving throw. On a failed save, a creature takes 1d6 poison damage plus 1d6 acid Your spell bolsters your allies with toughness and resolve. You and three creatures within range
damage and becomes blinded until the end of your next turn, or half as much damage and gains 1+1d6 temporary hit points, which are renewed at the start of each of your turn, and
no additional effect on a successful one. At Higher Levels: When you cast this spell using a Partial Advantage against the Harmed condition. At Higher Levels: When you cast this spell
spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. using a spell slot of 4th or 5th level, the dice increases to d8 and bonus to +2. When you use a
or take. spell slot of 6th or 7th level, the dice increases to d10 and bonus to +3. When you use a spell
slot of 8th or 9th level, the dice increases to d12 and bonus to +4
Unseen Servant
Level 1 | Conjuration Alter Self
Range: 12 squares | Components: V, S | Duration: 1 hour Level 2 | Transmutation
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks Range: Self | Components: V, S, M (a doppelganger’s finger-bones) | Duration: Concentration,
at your command until the spell ends. The servant springs into existence in an unoccupied up to 1 hour | Ritual time: 1 hour
space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it You assume a different form. When you cast the spell, choose one of the following options, the
can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a free- effects of which last for the duration of the spell. While the spell lasts, you can end one option
action, you can mentally command the servant to move up to 3 squares and interact with an as an Double-action to gain the benefits of a different one.
object. The servant can perform simple tasks that a human servant could do, such as Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and
fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring growing webbing between your fingers. You can breathe underwater and gain a swimming speed
wine. Once you give the command, the servant performs the task to the best of its ability equal to your base speed.
until it completes the task, then waits for your next command. If you command the servant Change Appearance: You transform your appearance. You decide what you look like, including
to perform a task that would move it more than 12 squares away from you, the spell ends. your height, weight, facial features, sound of your voice, hair length, coloration, and
distinguishing characteristics, if any. You can make yourself appear as a member of another race,
though none of your statistics change. You also can't appear as a creature of a different size than
you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become
quadrupedal, for instance. At any time for the duration of the spell, you can use your action to
change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your
choice. Your natural strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to
the natural weapon you chose, and you are considered proficient with it. Finally, the natural
weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Arcane Lock Calm Emotions
Level 2 | Abjuration Level 2 | Enchantment
Range: Touch | Components: V, S, M (gold dust, which the spell consumes) | Duration: Until Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
dispelled | Ritual time: 10 minutes You attempt to suppress strong emotions in a group of people. Each humanoid in a 6 square
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the sphere centered on a point you choose within range must make a Wisdom (Willpower) saving
duration. You and the creatures you designate when you cast this spell can open the object throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving
normally. You can also set a password that, when spoken within 1 square of the object, throw, choose one of the following two effects:
suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is • You can suppress any effect causing a target to be charmed or frightened. When this spell
dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. ends, any suppressed effect resumes, provided that its duration has not expired in the
While affected by this spell, the object is more difficult to break or force open; the DC to meantime.
break it or pick any locks on it increases by 10. • Alternatively, you can make a target indifferent about creatures of your choice that it is
hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it
witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile
Blur again, unless the DM rules otherwise.
Level 2 | Illusion
Range: Touch | Components: V | Duration: Concentration, up to 1 minute
The target’s body becomes blurred, shifting and wavering to all who can see it. For the Cordon of Arrows
duration, the creature is considered with the Concealed condition. An attacker is immune to Level 2 | Transmutation
this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with Range: Touch | Components: V, S, M (a silver string) | Duration: 8 hours | Ritual time: 10
truesight. minutes
You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground
Blade Barrier
within range and lay magic upon them to protect an area. Until the spell ends, whenever a
Level 2 | Conjuration
creature other than you comes within 6 squares of the ammunition for the first time on a turn
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
or ends its turn there, the ammunition flies up to strike it. The creature must succeed on a
You summon blades of all forms, filling the air and spinning in an area you choose. The barrier
Dexterity (Reflex) saving throw or take 1d6 piercing damage for each ammunition. The
is 2 square tall and 6 squares long, with can be shaped in any way you wish as long as the
ammunition is then destroyed. The spell ends when no ammunition remains. When you cast
squares are adjacent to each other. Once you cast the spell, when a creature enters de area and
this spell, you can designate any creatures you choose, and the spell ignores them. At Higher
then in the beginning of the creature’s turn if it stays there, it must make a Dexterity (Reflex)
Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of
saving throw. On a failed save, it takes 4d4 slashing damage. At Higher Levels: When you cast
ammunition that can be affected increases by two for each slot level above 2nd.
this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot
level above 2nd.
Continual Ghost-flame Detect Thoughts
Level 2 | Evocation Level 2 | Divination
Range: Touch | Components: V, S, M (gemstones dust, which the spell consumes) | Duration: Range: Self | Components: V, S | Duration: Concentration, up to 1 minute
Until dispelled | Ritual time: 10 minutes For the duration, you can read the thoughts of certain creatures. When you cast the spell and
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The as an Double-action on each turn until the spell ends, you can focus your mind on any one
effect looks like a regular flame, but it has a violet color, creates no heat and doesn't use creature that you can see within 6 squares of you. If the creature you choose has an Intelligence
oxygen. A continual flame can be covered or hidden but not smothered or quenched.. of 2 or lower or doesn't speak any language, the creature is unaffected. You initially learn the
surface thoughts of the creature—what is most on its mind in that moment. As another
Action, you can either shift your attention to another creature's thoughts or attempt to probe
Darkness deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom
Level 2 | Evocation (Willpower) saving throw. If it fails, you gain insight into its reasoning (if any), its emotional
Range: 12 squares | Components: V | Duration: Concentration, up to 10 minutes state, and something that looms large in its mind (such as something it worries over, loves, or
Magical darkness spreads from a point you choose within range, leaving a 3 square radius hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its
sphere area heavily obscured for the duration. The darkness spreads around corners. A creature mind, and unless you shift your attention to another creature's thoughts, the creature can use a
with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the Double-action in its turn to force a Wisdom (Willpower) saving throw; if it succeeds, the spell
point you choose is on an object you are holding or one that isn't being worn or carried, the ends. Questions verbally directed at the target creature naturally shape the course of its
darkness emanates from the object and moves with it. Completely covering the source of the thoughts, so this spell is particularly effective as part of an interrogation. You can also use this
darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as
spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that your Action during the duration, you can search for thoughts within 6 squares of you. The
created the light is dispelled. spell can penetrate barriers, but 1 square of rock, thick metal other than lead, or a thin sheet of
lead blocks you. You can't detect a creature with an Intelligence of 2 or lower or one that
doesn't speak any language. Once you detect the presence of a creature in this way, you can
Darkvision
read its thoughts for the rest of the duration as described above, even if you can't see it, but it
Level 2 | Transmutation
must still be within range.
Range: Touch | Components: V, S | Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that
creature has darkvision out to a range of 12 squares.
Defensive Wind
Level 2 | Evocation
Range: Self | Components: V | Duration: Concentration, up to 10 minutes
A strong wind blows around you, in all your adjacent squares, and moves remaining centered
on you. It extinguishes unprotected flames in its area that are torch-sized or smaller, and hedges
out vapor, gas, and fog that can be dispersed by strong wind. Ranged attacks against you have
Partial Disadvantage. Creatures that start their turns in the area are Deafened and takes 1d8
thunder damage.
Enhance Ability Find Traps
Level 2 | Transmutation Level 2 | Divination
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour Range: 24 squares | Components: V, S | Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following You sense the presence of any trap within range that is within line of sight. A trap, for the
effects; the target gains that effect until the spell ends. purpose of this spell, includes anything that would inflict a sudden or unexpected effect you
Bear's Endurance. The target has Partial Advantage on Constitution checks. It also gains 4 consider harmful or undesirable, which was specifically intended as such by its creator. Thus,
temporary hit points, which are lost when the spell ends. the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical
Bull's Strength. The target has Partial Advantage on Strength checks, and gains 3 load points. pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden
Cat's Grace. The target has Partial Advantage on Dexterity checks. It also doesn't take damage sinkhole.
from falling 12 squares or less if it isn’t Incapacitated. This spell merely reveals that a trap is present. You don't learn the location of each trap, but
Eagle's Splendor. The target has Partial Advantage on Charisma checks. It also is considered you do learn the general nature of the danger posed by a trap you sense.
having a +1 modifier for features and spell DCs, and spell attack rolls.
Fox's Cunning. The target has Partial Advantage on Intelligence checks. It also is considered
having a +1 modifier for features and spell DCs, and spell attack rolls. Flaming Sphere
Owl's Wisdom. The target has Partial Advantage on Wisdom checks. It also is considered Level 2 | Conjuration
having a +1 modifier for features and spell DCs, and spell attack rolls. Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can A 1 square diameter sphere of fire appears in an unoccupied space of your choice within range
target one additional creature for each slot level above 2nd. and lasts for the duration. Any creature that ends its turn adjacent to the sphere takes 1d8 fire
damage. As part of your concentration reacion, you can move the sphere up to 6 squares.
When you move the sphere, you can direct it over barriers up to 1 square tall and jump it
Enthrall across pits up to 2 squares wide. The sphere sheds bright light in a 4 square radius and dim
Level 2 | Enchantment light for an additional 2 square radius. At Higher Levels: When you cast this spell using a spell
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
You weave a distracting string of words, causing creatures of your choice that you can see
within range and that can hear you to make a Wisdom (Willpower) saving throw. If you or
Fluid Walk
your companions are fighting a creature, it has Partial Advantage on the save. On a failed save,
Level 2 | Transmutation
the target is charmed by you, receiving Partial Disadvantage on Wisdom (Perception) checks
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
made to perceive any creature other than you until the spell ends or until the target can no
Until the spell ends, one willing creature you touch gains the ability to move up, down, and
longer hear you. Additionally, if you are flanking the creature, it can only choose you to focus
across vertical surfaces and upside down along ceilings, while leaving its hands free. The target
its defense for the Flanked condition.
also gains the ability to move across any liquid surface — such as water, acid, mud, snow,
quicksand, or lava — as if it were solid ground. If the target is submerged in a liquid or tries
to submerge, the spell carries the target to the surface of the liquid at a rate of 12 squares per
round.
Hold Person Levitate
Level 2 | Enchantment Level 2 | Transmutation
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes
Choose a humanoid that you can see within range. The target must succeed on a Wisdom One creature of your choice that you can see within range rises vertically, up to 4 squares, and
(Willpower) saving throw or be Immobilized for the duration. At the end of each of its turns, remains suspended there for the duration. The spell can levitate a target that weighs up to 250
the target can make another Wisdom (Willpower) saving throw. On a success, the spell ends on kg. An unwilling creature that succeeds on a Constitution (Endurance) saving throw is
the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, unaffected. The target can move only by pushing or pulling against a fixed object or surface
you can target one additional humanoid for each slot level above 2nd. The humanoids must be within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You
within 6 squares of each other when you target them. can change the target's altitude by up to 4 squares in either direction. If you are the target, you
can move up or down as part of your move. Otherwise, you can use your Action to move the
target, which must remain within the spell's range. When the spell ends, the target floats gently
Invisibility to the ground if it is still aloft.
Level 2 | Illusion
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target's person. The spell ends for a target that Locate Object
attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd Level 2 | Divination
level or higher, you can target one additional creature for each slot level above 2nd. Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object's
location, as long as that object is within 1 km of you. If the object is in motion, you know the
Knock
direction of its movement. The spell can locate a specific object known to you, as long as you
Level 2 | Transmutation
have seen it up close —within 6 squares — at least once. Alternatively, the spell can locate the
Range: 12 squares | Components: V | Duration: Instantaneous
nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or
Choose an object that you can see within range. The object can be a door, a box, a chest, a set
weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a
of manacles, a padlock, or another object that contains a mundane or magical means that
direct path between you and the object.
prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes
unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10
minutes, during which time the target can be opened and shut normally. When you cast the
spell, a loud knock, audible from as far away as 100 meters, emanates from the target object.
Magic Mouth Mirror Image
Level 2 | Illusion Level 2 | Illusion
Range: 6 squares | Components: V, S, M (jade dust, which the spell consumes) | Duration: Range: Self | Components: V, S | Duration: 1 minute
Until dispelled | Ritual time: 10 minutes Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates
You implant a message within an object in range, a message that is uttered when a trigger move with you and mimic your actions, shifting position so it's impossible to track which image is
condition is met. Choose an object that you can see and that isn't being worn or carried by real. You can use your Action to dismiss the illusory duplicates. Each time a creature targets you
another creature. Then speak the message, which must be 25 words or less, though it can be with an attack during the spell's duration, roll a dice. A result of 3 or more changes the attack's
delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the target to one of your duplicates, missing you completely. If you have three duplicates, you must
spell to deliver your message. When that circumstance occurs, a magical mouth appears on roll a d8; with two duplicates, you must roll a d6; with one duplicate, you must roll a d4. A
the object and recites the message in your voice and at the same volume you spoke. If the duplicate's AC equals your size AC + your Dexterity modifier. If an attack hits a duplicate, the
object you chose has a mouth or something that looks like a mouth (for example, the mouth duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it, including area
of a statue), the magical mouth appears there so that the words appear to come from the of effect spells. It ignores all other damage and effects. The spell ends when all three duplicates
object's mouth. When you cast this spell, you can have the spell end after it delivers its are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than
message, or it can remain and repeat its message whenever the trigger occurs. The triggering sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
circumstance can be as general or as detailed as you like, though it must be based on visual
or audible conditions that occur within 6 squares of the object. For example, you could
instruct the mouth to speak when any creature moves within 6 squares of the object or when
a silver bell rings within 6 squares of it. Nystul's Magic Aura
Level 2 | Illusion
Range: Touch | Components: V, S | Duration: 24 hours
You place an illusion on a creature or an object you touch so that divination spells reveal false
Melf's Acid Arrow information about it. The target can be a willing creature or an object that isn't being carried or
Level 2 | Evocation worn by another creature. When you cast the spell, choose one or both of the following effects.
Range: 24 squares | Components: V, S | Duration: Instantaneous The effect lasts for the duration. If you cast this spell on the same creature or object every day for
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
Make a spell attack against the target. On a hit, the target takes 3d4 acid damage False Aura. You change the way the target appears to spells and magical effects, such as detect
immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes magic, that detect magical auras. You can make a nonmagical object appear magical, a magical
the target with acid for half as much of the initial damage and no damage at the end of its object appear nonmagical, or change the object's magical aura so that it appears to belong to a
next turn. At Higher Levels: When you cast this spell using a spell slot of 3rd level or specific school of magic that you choose. When you use this effect on an object, you can make the
higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature
types. You choose a creature type and other spells and magical effects treat the target as if it were a
Mystic Step
creature of that type or of that alignment.
Level 2 | Conjuration
Range: Self | Components: V | Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 4 squares to an unoccupied space that
you can see.
Ottiluke’s Momentum Sphere An affected target is so convinced of the phantasm's reality that it can even take damage from
Level 2 | Evocation the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a
Range: Self | Components: V, S | Duration: Concentration, up to 1 minute phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on
You create a tiny floating sphere made of energy that appears as a crystal ball and occupies the your turn, the phantasm can deal 1d8 psychic damage to the target if it is in the phantasm's
same square you do. As part of your concentration reaction, you can move the sphere up to 4 area or adjacent to it, provided that the illusion is of a creature or hazard that could logically
squares, and to try to hit a creature. Make a spell attack against the target. On a hit, the deal damage, such as by attacking. The target perceives the damage as a type appropriate to the
creature takes 1d6 bludgeoning damage. Additionally, for every 4 squares the sphere travels illusion.
before it hits a target, it deals an additional 1d4 force damage (to a maximum of 3d4). You
Ray of Enfeeblement
can’t move the sphere more than 24 squares away from you.
Level 2 | Necromancy
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
Pass without Trace A black beam of enervating energy springs from your finger toward a creature within range.
Level 2 | Abjuration Make a spell attack against the target. On a hit, the target is both Exhausted and Harmed. At
Range: Self | Components: V, S, M (an onyx, which the spell consumes) | Duration: A veil of the end of each of the target's turns, it can make a Constitution (Endurance) saving throw
shadows and silence radiates from you, masking you and your companions from detection. For against the spell. On a success, the spell ends.
the duration, each creature you choose within 6 squares of you (including you) can choose to
take a 10 on a Dexterity (Stealth) checks and can't be tracked except by magical means. A
Resize Body
creature that receives this bonus leaves behind no tracks or other traces of its passage.
Level 2 | Transmutation
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
Phantasmal Force You cause a target you can see within range to grow larger or smaller for the duration. Choose
Level 2 | Illusion either a creature or an object that is neither worn nor carried. If the target is unwilling, it can
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute make a Constitution (Endurance) saving throw. On a success, the spell has no effect. If the
You craft an illusion that takes root in the mind of a creature that you can see within range. target is a creature, everything it is wearing and carrying changes size with it. Any item dropped
The target must make an Wisdom (Willpower) saving throw. On a failed save, you create a by an affected creature returns to normal size at once.
phantasmal object, creature, or other visible phenomenon of your choice that is no larger than Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This
a 2 squares and that is perceivable only to the target. The phantasm includes all stimuli, also growth increases its size by one category—from Medium to Large, for example. If there isn't
evident only to the creature. The target can use a Double-action to examine the phantasm with enough room for the target to double its size, the creature or object attains the maximum
an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the possible size in the space available. The target's weapons also grow to match its new size.
target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of
the spell, the target treats the phantasm as if it were real, including flanking if applicable. The normal. This reduction decreases its size by one category—from Medium to Small, for
target rationalizes any illogical outcomes from interacting with the phantasm. For example, a example.
target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto
the bridge. If the target survives the fall, it still believes that the bridge exists and comes up
with some other explanation for its fall.
Rope Trick Silence
Level 2 | Transmutation Level 2 | Illusion
Range: Touch | Components: V, S, M (a silver mirror) | Duration: 1 hour | Ritual time: 10 Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
minutes For the duration, no sound can be created within or pass through a 6 squares sphere centered
You touch a length of rope that is up to 12 squares long. One end of the rope then rises into on a point you choose within range. Any creature entirely inside the sphere is immune to
the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, thunder damage, and creatures are deafened and muted while entirely inside it. Casting a spell
an invisible entrance opens to an extradimensional space that lasts until the spell ends. The that includes a verbal component is impossible there.
extradimensional space can be reached by climbing to the top of the rope. The space can hold
as many as eight Medium or smaller creatures. The rope can be pulled into the space, making
the rope disappear from view outside the space. Attacks and spells can't cross through the
Shatter
entrance into or out of the extradimensional space, but those inside can see out of it as if
Level 2 | Evocation
through a 1 square window centered on the rope. Anything inside the extradimensional space
Range: 12 squares | Components: V, S | Duration: Instantaneous
drops out when the spell ends.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within
range. Each creature in a 2 square sphere centered on that point must make a Constitution
See Invisibility (Endurance) saving throw. A creature takes 2d6 thunder damage and becomes deafened for
Level 2 | Divination 1d4 rounds on a failed save, or half as much damage on a successful one and no additional
Range: Self | Components: V, S | Duration: 1 hour effect. A creature made of inorganic material such as stone, crystal, or metal has Partial
For the duration, you see invisible creatures as if they were visible, and you can see into the Disadvantage on this saving throw. At Higher Levels: When you cast this spell using a spell slot
Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Slow
Level 3 | Transmutation
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your choice within range. Each target must succeed
on a Wisdom (Willpower) saving throw or be affected by this spell for the duration. On a fail,
the target is considered Slowed. A creature affected by this spell makes another Wisdom
(Willpower) saving throw at the end of each of its turns. On a successful save, the effect ends
for it.
4th LEVEL d20 Behavior
1 The creature is Incapacitated this turn.
Arcane Eye 2-4 The creature takes no action this turn.
Level 4 | Divination 5-8 The creature moves towards and attack a randomly determined creature within
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 hour its reach.
You create an invisible, magical eye (of regular size) within range that hovers in the air for the 9-12 The creature moves towards the nearest target and attempts to grapple it.
duration. You mentally receive visual information from the eye, which has normal vision and 13-16 The creature uses all its movement to move in a random direction. To
darkvision out to 6 squares. The eye can look in every direction. As part of your concentration determine the direction, roll a d8 and assign a direction to each die face
reaction, you can move the eye up to 6 squares in any direction. There is no limit to how far 17-19 The creature can act normally, but takes Partial Disadvantage on all its rolls.
away from you the eye can move, but it can't enter another plane of existence. A solid barrier 20 The creature can act normally.
blocks the eye's movement, but the eye can pass through small openings.
Dominate Person
Level 5 | Enchantment
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see within range. It must succeed on a
Wisdom (Willpower) saving throw or be Charmed by you for the duration. If you or creatures
that are friendly to you are fighting it, it has Partial Advantage on the saving throw. While the
target is affected, you have a telepathic link with it as long as the two of you are on the same
plane of existence. You can use this telepathic link to issue commands to the creature while you
are conscious (no action required), which it does its best to obey. You can specify a simple and
general course of action, such as "Attack that creature," "Run over there," or "Fetch that
object." If the creature completes the order and doesn't receive further direction from you, it
defends and preserves itself to the best of its ability. You can use an Action to take total and
precise control of the target. Until the end of your next turn, the creature is considered
Controlled by you. Each time the target takes damage, it makes a new Wisdom (Willpower)
saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels:
When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10
minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour.
When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Dream Electric Jaunt
Level 5 | Illusion Level 5 | Transmutation
Range: Touch | Components: V, S | Duration: 8 hours Range: Self | Components: V, S | Duration: 1 round
This spell shapes a creature's dreams. Choose a creature known to you as the target of this A rush of electricity flows rapidly flows through your body, which appears shaking in place
spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such while sparkles surround it. Your movement appears as if you were lagging back and forth.
as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance Until your next turn, you receive the following benefits:
state, acting as a messenger. While in the trance, the messenger is aware of his or her • You are considered with the haste and concealed condition
surroundings, but can't take actions or move. If the target is asleep, the messenger appears in • You ignore difficult terrain and can move through occupied spaces, but can’t stop at them
the target's dreams and can converse with the target as long as it remains asleep, through the • Creatures that rely on sight are considered flat-footed against your attacks
duration of the spell. The messenger can also shape the environment of the dream, creating • If you move through a creatures area, it must make a Dexterity (Reflex) saving throw. On
landscapes, objects, and other images. The messenger can emerge from the trance at any time, a failed save, the creature takes 1d8 lighting damage.
ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the
target is awake when you cast the spell, the messenger knows it, and can either end the trance
(and the spell) or wait for the target to fall asleep, at which point the messenger appears in the
target's dreams. You can make the messenger appear monstrous and terrifying to the target. If Geas
you do, the messenger can deliver a message of no more than ten words and then the target Level 5 | Enchantment
must make a Wisdom (Willpower) saving throw. On a failed save, echoes of the phantasmal Range: 12 squares | Components: V | Duration: 30 days
monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the You place a magical command on a creature that you can see within range, forcing it to carry
target from gaining any benefit from that rest. In addition, when the target wakes up, it takes out some service or refrain from some action or course of activity as you decide. If the creature
3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar can understand you, it must succeed on a Wisdom (Willpower) saving throw or become
portion of the target's body, the target makes its saving throw with Partial Disadvantage. charmed by you for the duration. While the creature is charmed by you, it’s unaware of that,
and takes 4d8 psychic damage each time it acts in a manner directly counter to your
instructions, but no more than once each day. A creature that can't understand you is
unaffected by the spell. You can issue any command you choose, short of an activity that would
result in certain death. Should you issue a suicidal command, the spell ends. You can end the
spell early by using an Action to dismiss it. A remove curse, greater restoration, or wish spell
Destructive Wave also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level,
Level 5 | Evocation the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts
Range: Self (6 square radius) | Components: V | Duration: Instantaneous until it is ended by one of the spells mentioned above.
You strike the ground, creating a burst of powerful energy that ripples outward from you. Each
creature within 6 squares of you must succeed on a Constitution (Endurance) saving throw or
be knocked prone and take 2d6 thunder damage plus: 3d6 radiant if you are a Divine or
Primal caster; or 3d6 force damage if you are an Arcane caster. A creature that succeeds on its
saving throw takes half as much damage and isn’t knocked prone.
Hold Monster Legend Lore
Level 5 | Enchantment Level 5 | Divination
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: Self | Components: V, S, M (magically infused incenses, which the spell consumes,
Choose a creature that you can see within range. The target must succeed on a Wisdom four ivory strips and a crystal ball) | Duration: Instantaneous | Ritual time: 10 minutes
(Willpower) saving throw or be Immobilized for the duration. At the end of each of its turns, Name or describe a person, place, or object. The spell brings to your mind a brief summary of
the target can make another Wisdom (Willpower) saving throw. On a success, the spell ends on the significant lore about the thing you named. The lore might consist of current tales,
the target. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, forgotten stories, or even secret lore that has never been widely known. If the thing you named
you can target one additional creature for each slot level above 5th. The creatures must be isn't of legendary importance, you gain no information. The more information you already
within 6 squares of each other when you target them. have about the thing, the more precise and detailed the information you receive is. The
information you learn is accurate but might be couched in figurative language. For example, if
you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the
Immolation evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a
Level 5 | Conjuration true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe,
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute and only with the sacred word Rudnogg on the lips."
A flame surge wreathe one creature you can see within range. The target must make a
Constitution (Endurance) saving throw. It takes 5d6 fire damage on a failed save, or half as
much damage on a successful one. On a failed save, the target also burns for the spell’s
duration. The burning target sheds bright light in adjacent squares and dim light for an Mislead
additional 1 square and is considered Harmed. At the end of each of its turns, the target Level 5 | Illusion
repeats the saving throw. It takes 2d6 fire damage on a failed save, and the spell ends on a Range: Self | Components: S | Duration: Concentration, up to 1 hour
successful one. These magical flames can’t be extinguished through nonmagical means. If You become invisible at the same time that an illusory double of you appears where you are
damage from this spell reduces a target to 0 hit points, the target is turned to ash. standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your actions to move your illusory and make it gesture, speak, and behave in
whatever way you choose. You can see through its eyes and hear through its ears as if you were
located where it is. As part of your concentration, you can switch from using its senses to using
your own, or back again. While you are using its senses, you are blinded and deafened in regard
to your own surroundings.
Modify Memory Passwall
Level 5 | Enchantment Level 5 | Transmutation
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 6 squares | Components: V, S | Duration: 1 hour
You attempt to reshape another creature's memories. One creature that you can see must make A passage appears at a point of your choice that you can see on a wooden, plaster, or stone
a Wisdom (Willpower) saving throw. If you are fighting the creature, it has Partial Advantage surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose
on the saving throw. On a failed save, the target becomes charmed by you for the duration. The the opening's dimensions: up to 1 square wide, 2 square tall, and 4 squares deep. The passage
charmed target is Incapacitated and unaware of its surroundings, though it can still hear you. If creates no instability in a structure surrounding it. When the opening disappears, any creatures
it takes any damage or is targeted by another spell, this spell ends, and none of the target's or objects still in the passage created by the spell are safely ejected to an unoccupied space
memories are modified. While this charm lasts, you can affect the target's memory of an event nearest to the surface on which you cast the spell.
that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can
permanently eliminate all memory of the event, allow the target to recall the event with perfect
Pseudo-Creation
clarity and exacting detail, change its memory of the details of the event, or create a memory
Level 5 | Illusion
of some other event. You must speak to the target to describe how its memories are affected,
Range: 6 squares | Components: V, S, M (a Shadow’s essence, which the spell consumes) |
and it must be able to understand your language for the modified memories to take root. Its
Duration: Instantaneous | Ritual time: 10 minutes
mind fills in any gaps in the details of your description. If the spell ends before you have
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable
finished describing the modified memories, the creature's memory isn't altered. Otherwise, the
matter within range: soft goods, rope, wood, or something similar. You can also use this spell to
modified memories take hold when the spell ends. A modified memory doesn't necessarily
create mineral objects such as stone, crystal, or metal. The object created must be no larger than a
affect how a creature behaves, particularly if the memory contradicts the creature's natural
1 square cube, and the object must be of a form and material that you have seen before. The
inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory
duration depends on the object's material. If the object is composed of multiple materials, use
of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream.
the shortest duration.
The DM might deem a modified memory too nonsensical to affect a creature in a significant
Material Duration
manner. A remove curse or greater restoration spell cast on the target restores the creature's true
Vegetable matter 1 day
memory. At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you
Stone or crystal 12 hours
can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days
Metal 1 hour
ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Gems 10 minutes
Adamantine or mithral 1 minute
Using any material created by this spell as another spell's material component causes that spell to
fail. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube
increases by 1 square for each slot level above 5th.
Projectile Volley On a successful save, the target isn't affected, and you can't use this spell against it again for 24
Level 5 | Conjuration hours. On a failed save, the spell creates an invisible sensor within 2 squares of the target. You
Range: 24 squares | Components: V, S | Duration: Instantaneous can see and hear through the sensor as if you were there. The sensor moves with the target. A
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical creature that can see invisible objects sees the sensor as a luminous orb about the size of your
weapon into the air and choose a point within range. Hundreds of duplicates of the fist. Instead of targeting a creature, you can choose a location you have seen before as the target
ammunition or weapon fall in a volley from above and then disappear. Each creature in a 6 of this spell. When you do, the sensor appears at that location and doesn't move.
square radius, 3 square high cylinder centered on that point must make a Dexterity (Reflex)
saving throw. A creature takes 5d8 damage on a failed save, or half as much damage on a
successful one. The damage type is the same as that of the ammunition or weapon. Seeming
Level 5 | Illusion
Range: 6 squares | Components: V, S | Duration: 8 hours
Rary's Telepathic Bond This spell allows you to change the appearance of any number of creatures that you can see
Level 5 | Divination within range. You give each target you choose a new, illusory appearance. An unwilling target
Range: 6 squares | Components: V, S | Duration: 1 hour can make a Wisdom (Willpower) saving throw, and if it succeeds, it is unaffected by this spell.
You forge a telepathic link among up to eight willing creatures of your choice within range, The spell disguises physical appearance as well as clothing, armor, weapons, and equipment.
psychically linking each creature to all the others for the duration. Creatures with Intelligence You can make each creature seem shorter or taller and appear thin, fat, or in between. You can't
scores of 4 or less aren't affected by this spell. Until the spell ends, the targets can change a target's body type, so you must choose a form that has the same basic arrangement of
communicate telepathically through the bond whether or not they have a common language. limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless
The communication is possible over any distance, though it can't extend to other planes of you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to
existence. physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects
pass through the hat, and anyone who touches it would feel nothing or would feel the creature's
Scrying
head and hair. If you use this spell to appear thinner than you are, the hand of someone who
Level 5 | Divination
reaches out to touch you would bump into you while it was seemingly still in midair. A creature
Range: Self | Components: V, S, M (a crystal ball and a physical connection) Duration:
can use its action to inspect a target and make an Intelligence (Investigation) check against your
Concentration, up to 10 minutes | Ritual time: 10 minutes
spell save DC. If it succeeds, it becomes aware that the target is disguised.
You can see and hear a particular creature you choose that is on the same plane of existence as
you. The target must make a Wisdom (Willpower) saving throw, which is modified by how well
you know the target and the sort of physical connection you have to it. If a target knows you're
casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Information Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) −5
Likeness or picture −2
Possession or garment −4
Body part, lock of hair, bit of nail, or the like −10
Synaptic Static If the object is worn or carried by a creature, you must make an ability check with your
Level 5 | Evocation spellcasting ability contested by that creature's Strength check. If you succeed, you pull the
Range: 6 squares | Components: S | Duration: Concentration, up to 1 minute object away from that creature and can move it up as mentioned. You can exert fine control on
You start a synaptic chain from you to a target within range. You can then choose another objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a
target that must be within 5 squares from the initial target, and so on, reducing another square container, stowing or retrieving an item from an open container, or pouring the contents from a
for each new target, until you reach 1 square distance. A creature with an Intelligence score of 4 vial. You can also attack with the object. The damage matches it sizes and characteristics
or lower can’t be affected by this spell. Each target must make a Wisdom (Willpower) saving according to the DM. You make a regular spell attack roll to attack with the object.
throw. A target takes 4d6 psychic damage on a failed save and becomes Incapacitated for
duration, or half as much damage and no additional effect on a successful one. Affected
creatures can attempt a new saving throw at the start of their turn. You are also Incapacitated
while there is any incapacitated creature through this spell, except to maintain your Teleportation Circle
concentration over the spell. Level 5 | Conjuration
Range: 6 squares | Components: V, M (rare chalks and inks infused with precious gems, which
the spell consumes) | Duration: Instantaneous | Ritual time: 10 minutes
Telekinesis As you cast the spell, you draw a 6 squares diameter circle on the ground inscribed with sigils
Level 5 | Transmutation that link your location to a permanent teleportation circle of your choice whose sigil sequence
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute you know and that is on the same plane of existence as you. Any creature within the circle
You gain the ability to move or manipulate creatures or objects by thought. When you cast the when you cast the spell appears within 1 square of the destination circle or in the nearest
spell, and as a Double-action each round for the duration, you can exert your will on one unoccupied space if that space is occupied. Many major temples, guilds, and other important
creature or object that you can see within range, causing the appropriate effect below. You can places have permanent teleportation circles inscribed somewhere within their confines. Each
affect the same target round after round, or choose a new one at any time. If you switch targets, such circle includes a unique sigil sequence—a string of magical runes arranged in a particular
the prior target is no longer affected by the spell. pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two
Creature. You can try to move a Huge or smaller creature. Make an ability check with your destinations on the Material Plane, determined in accordance with the DM. You can learn
spellcasting ability contested by the creature's Strength check. If you win the contest, you move additional sigil sequences during your adventures. You can commit a new sigil sequence to
the creature up to 6 squares in any direction, including upward but not beyond the range of memory after studying it for 1 minute. You can create a permanent teleportation circle by
this spell, and rotate it in any direction. Until the end of your next turn, the creature is casting this spell in the same location every day for one year. You need not use the circle to
Immobilized in your telekinetic grip. A creature lifted upward is suspended in mid-air. Pressing teleport when you cast the spell in this way.
it to any surface causes damage in the same way as falling damage. For every square moved until
hitting the surface, it takes 1d6 bludgeoning damage. You can also cause the target to become
Suffocating while you maintain your grip over it.
Object. You can try to move an object that weighs up to 500 kg. If the object isn't being worn
or carried, you automatically move it up to 6 squares in any direction, but not beyond the range
of this spell.
Evard’s Corrosive Slime
6th LEVEL Level 6 | Evocation
Contingency Range: 12 squares | Components: V, S | Duration: 10 minutes
Level 6 | Evocation You create an ooze-like surface in a 4 square-radius area. The substance is slicky, sticky and
Range: Self | Components: V, S, M (some adornment made of gold and encrusted with a corrosive. The area is considered difficult terrain. When you cast the spell, every creature in the
gemstone) | Duration: 10 days | Ritual time: 10 minutes area takes 1d6 acid damage if standing up, or 4d6 acid damage if prone. Creatures that ends they
Choose a spell of 5th level or lower that you can cast, that has a casting time of a Double- turn inside the area takes the same damage. The first time in a creature’s turn it moves inside the
action, and that can target you. You cast that spell—called the contingent spell—as part of area, it must make a Dexterity (Reflex) saving throw. On a failed save the creature falls prone.
casting contingency, expending spell slots for both, but the contingent spell doesn’t come into Prone creatures must win a Strength contest against your spell DC to stand up, as part of the
effect. Instead, it takes effect when a certain circumstance occurs. You describe that same Action.
circumstance when you cast the two spells. For example, a contingency cast with water Fortune’s Favor
breathing might stipulate that water breathing comes into effect when you are engulfed in Level 6 | Divination
water or a similar liquid. The contingent spell takes effect immediately after the circumstance is Range: Touch | Components: V, S | Duration: 24 hours
met for the first time, whether or not you want it to, and then contingency ends. The You impart latent luck to yourself or one willing creature within range. The spell has 3 charges.
contingent spell takes effect only on you, even if it can normally target others. You can use When the chosen creature makes any check before the spell ends, it can spend one charge of this
only one contingency spell at a time. If you cast this spell again, the effect of another spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when
contingency spell on you ends. Also, contingency ends on you if its material component is ever an attack roll is made against the chosen creature, it can spend one charge of this spell on itself
not on your person. to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker
Dread Wall rolled.
Level 6 | Necromancy Intellect Fortress
Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes Level 6 | Abjuration
You create a wall made of spirits, sorrow and darkness. The wall appears within range on a Range: Self (4 square radius sphere) | Components: V, S | Duration: Concentration, up to 10
solid surface and lasts for the duration. The wall is 2 squares high and 2 squares thick. It is also minutes
12 squares long, either in a straight line or full circle, as you choose. The wall is considered In a 4 square radius sphere that centered and moving with you, you create a psychical link
heavily obscured and natural or magical light of lower level can’t pass through it. When the between you and your allies inside the area, with each mind protecting the other. For the
wall appears, each creature within its area must make a Constitution (Endurance) saving throw. duration, you and allies inside the area receives the following benefits:
On a failed save, a creature takes 5d8 necrotic damage, or half as much damage on a successful • Psychic resistance
save. A creature takes the same damage when it enters the wall for the first time on a turn or • Partial Advantage on Wisdom (Willpower) saving throws and concentration checks, and for
ends its turn there. Additionally, in the same circumstances, a creature must make a Wisdom each affect creature, they gain +1 on these rolls
(Willpower) saving throw. On a failed save, the creature is frightened by the wall for the spell • Can’t have the mind read or detected, and can’t be unwilling telepathically communicate with
duration. At the beginning of each of the creature’s turn, it can attempt a new Wisdom • Can communicate telepathically with each other
(Willpower) saving throw, ending the effect on a successful save. At Higher Levels. When you
cast this spell using a spell slot of 7th level or higher, the damage the wall deals increases by
1d8.
Mind Blow For example, you could create an illusion of yourself to appear and warn off others who
Level 6 | Evocation attempt to open a trapped door, or you could set the illusion to trigger only when a creature
Range: 24 squares | Components: V, S | Duration: Instantaneous says the correct word or phrase. Physical interaction with the image reveals it to be an illusion,
You reach into a creature’s mind and causes it to have a mental spike. Choose any creature you because things can pass through it. A creature that uses its action to examine the image can
can see or mentally locate within range. The creature takes 4d6 psychic damage and becomes determine that it is an illusion with a successful Intelligence (Investigation) check against your
clumsy for four rounds with a successful save, or half as much damage and clumsy until your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the
next turn on a failed one. If the creature is charmed by you, it has Partial Disadvantage on that image, and any noise it makes sounds hollow to the creature.
check and the damage increases by 1d6. If the creature is controlled by you, it automatically fails
Primordial Ward
the check and the damage dice becomes d8. At Higher Level: When you cast this spell using a
Level 6 | Abjuration
spell slot of 7th level or higher, the damage increases by 1d6 or d8 for each slot level above 7th.
Range: Self (4 square radius sphere) | Components: V, S | Duration: Concentration, up to 1
Ottiluke’s Unavoidable Rhythm minute
Level 6 | Enchantment A translucent field with changing colors appears in a 4 square radius sphere centered on you.
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute For the duration, every creature inside the field has resistance to acid, cold, fire, lightning, and
You create a 6 square radius sphere area of psychic stimulation that flows through creature’s thunder damage.
mind and body, sedating or hyperexciting them. When you cast the spell, choose fast or slow.
Power Word: Halt
You can change between the effects as an Double-action in your turn. Every creature in the area
Level 6 | Enchantment
must make a Wisdom (Willpower) saving throw. A creature can choose to fail the check. On a
Range: 12 squares | Components: V | Duration: Instantaneous
failed save, the creature becomes Slowed or Quickened for the duration, according to your
You speak a word of power that causes one creature you can see within range to immediately
choice. On a successful save, the creature takes 4d6 psychic damage and isn’t affected by the
stop and stay still. If the target has 100 hit points maximum or fewer, it becomes immobilized.
spell anymore.
Otherwise, the spell has no effect on it. A target can make a Wisdom (Willpower) saving throw
Programmed Illusion at every minute thereafter. On a successful save, the spell ends.
Level 6 | Illusion
Tenser’s Transformation
Range: 24 squares | Components: V, S | Duration: Until dispelled
Level 6 | Transmutation
You create an illusion of an object, a creature, or some other visible phenomenon within range
Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
that activates when a specific condition occurs. The illusion is imperceptible until then. It must
You endow yourself with endurance and martial prowess fueled by magic and turns yourself
be no larger than a 6 square cube, and you decide when you cast the spell how the illusion
into a construct. Your body and blood becomes metallic. Until the spell ends, you can’t cast
behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When
spells, and you gain the following benefits:
the condition you specify occurs, the illusion springs into existence and performs in the
• You gain the construct type
manner you described. Once the illusion finishes performing, it disappears and remains
• Your AC is considered as if you were wearing a half-plate armor
dormant for 10 minutes. After this time, the illusion can be activated again. The triggering
• You can use your spellcasting ability for weapon attacks and damages rolls
condition can be as general or as detailed as you like, though it must be based on visual or
• You are considered proficient with any weapon you wield
audible conditions that occur within 6 squares of the area.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or
become Exhausted.
True Seeing Fog of Madness
Level 6 | Divination Level 7 | Illusion
Range: Touch | Components: V, S | Duration: 1 hour Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
This spell gives the willing creature you touch the ability to see things as they actually are. For You create a 4 square radius sphere of a purple hallucinogenic gas, centered on a point you
the duration, the creature has truesight, notices secret doors hidden by magic, and can see into choose within range. The fog spreads around corners. It lasts for the duration or until strong
the Ethereal Plane, all out to a range of its natural sight. It surpasses the Blinded for the spell’s wind disperses the fog, ending the spell. It’s area is lightly obscured. When a creature enters the
duration. spell's area for the first time on a turn or starts its turn there, that creature must make a
Wisdom (Willpower) saving throw. On a failed save, a creature must roll a d6 and is affect as
Vortex Swap
per the Sleep (1), Calm Emotions (2), Hypnotic Patter (3), Compulsion (4), Confusion (5) or
Level 6 | Conjuration
Phantasmal Killer (6) according to the result.
Range: 12 squares | Components: V | Duration: Instantaneous
Choose a creature you can see within range. You magically twist space around you and the Hurricane
creature, swapping places with each other. If the creature is unwilling, it can make a Constitution Level 7 | Evocation
(Endurance) saving throw, avoiding the effect on a successful check. Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
A whirlwind howls down to a point on the ground you specify. The whirlwind is a 6 square
7th LEVEL radius, 12 squares high cylinder centered on that point. Until the spell ends, you can use your
Action to move the whirlwind up to 4 squares in any direction along the ground. A Large or
Etherealness
smaller creature must make a Dexterity (Reflex) saving throw the first time on a turn that it
Level 7 | Transmutation
enters the whirlwind, when it ends its turn inside the spell area or that the whirlwind enters its
Range: Touch | Components: V, S | Duration: Concentration, up to 8 hours
space, including when the whirlwind first appears. On a failed save, the creature becomes
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your
restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by
current plane. You remain in the Border Ethereal for the duration of the spell. During this time,
the whirlwind, it must make a Strength (Athletics) contest against your spell DC. On a failed
you can move in any direction. You can see and hear the plane you originated from, but
check, the creature is completely caught by the hurricane and is pulled 2 square higher inside it.
everything there looks gray, and you can’t see anything more than 24 squares away. While on the
A creature without flying remains then restrained, pulled 2 square higher inside it at the
Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures
beginning of its turn, moving with the whirlwind and falls when the spell ends, unless the
that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special
creature has some means to stay aloft. A creature with flying speed can attempt the Strength
ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t
contest again at the beginning of its turn. If a creature caught by the hurricane reaches its top,
on the Ethereal Plane, allowing you to move through objects you perceive on the plane you
the creature is no longer restrained by the whirlwind and is hurled 6 squares away from it in a
originated from. When the spell ends, you immediately return to the plane you originated from
random direction, taking falling damage as normal.
in the spot you currently occupy. If you occupy the same spot as a solid object or creature when
this happens, you are immediately shunted to the nearest unoccupied space that you can occupy
and take force damage equal to twice the number of squares you are moved. This spell has no
effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as
one of the Outer Planes.
Mirage Arcane Power Word: Succeed
Level 7 | Illusion Level 7 | Enchantment
Range: Sight | Components: V, S, M (a diamond shaped as a prism, which the spell consumes) Range: 12 squares | Components: V | Duration: Instantaneous
| Duration: 10 days | Ritual time: 1 hour You speak a word of power that causes one creature you can see within range to supernaturally
You make a terrain, place or such of 1km diameter sphere, sound, smell, and even feel like succeed on any task. The target must be about to perform an ability check. If the target has
some other sort of terrain. The place can simply appear as its surroundings or something 100 hit points maximum or fewer, it immediately succeeds on the check. Otherwise, the spell
completely different. Open fields or a road could be made to resemble a swamp, hill, crevasse, has no effect on it.
or some other difficult or impassable terrain. A pond can be made to seem like a grassy
Power Word: Fail
meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. A
Level 7 | Enchantment
village can made look like the forest it is surrounded by. Similarly, you can alter the appearance
Range: 12 squares | Components: V | Duration: Instantaneous
of structures, or add them where none are present. The illusion includes audible, visual, tactile,
You speak a word of power that causes one creature you can see within range to supernaturally
and olfactory elements, but nothing is actually created nor transmuted. For example, an
fail on any task. The target must be about to perform an ability check. If the target has 100 hit
illusionary tree will be perceived as a real tree; but a real tree made look like wind, will still be
points maximum or fewer, it immediately fails on the check. Otherwise, the spell has no effect
touchable and felt if a unwary creature interacts with it somehow. Any piece of the illusory
on it.
terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Creatures with truesight can see through the illusion to the terrain’s true form; however, all Prismatic Spray
other elements of the illusion remain, so while the creature is aware of the illusion’s presence, Level 7 | Evocation
the creature can still physically interact with the illusion. If you cast this spell in the same area Range: Self (6 squares cone) | Components: V, S | Duration: Instantaneous
consecutively three times, it becomes permanent until dispelled. Eight multicolored rays of light flash from your hand. Each ray is a different color and has a
different power and purpose. Each creature in a 6 squares cone must make a Constitution
Mordenkainen's Sword
(Endurance) saving throw. On a failed save, the creature is blinded for 1d8 turns. Additionally,
Level 7 | Evocation
for each target, roll a d8 to determine which color ray affects it, being them red (1), orange (2),
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
yellow (3), green (4), blue (5), indigo (6), and violet (7). If the dice results on a 8, reroll the
You invoke a sword-shaped plane of force that hovers within range, occupying its own square.
dice.
It lasts for the duration. The sword acts on its turn, but right after yours, and follow your
Red. The target takes 4d12 fire damage on a failed save, or half as much damage on a
commands. If no command is given, it’ll do its best to protect you. The sword can only use the
successful one.
move and attack actions. When the sword attacks, you make a spell attack. On a hit, the target
Orange. The target takes 4d12 acid damage on a failed save, or half as much damage on a
takes 3d10 force damage. The sword is a construct with AC 14 and can only be destroyed with
successful one.
by magical means such as the disintegrate spell.
Yellow. The target takes 4d12 lightning damage on a failed save, or half as much damage on a
successful one.
Green. The target takes 4d12 poison damage on a failed save, or half as much damage on a
successful one.
Blue. The target takes 4d12 cold damage on a failed save, or half as much damage on a
successful one.
Indigo. On a failed save, the target becomes petrified for as long as its blinded by the spell.
Violet. On a failed save, the target is teleported to a random place within 1km radius.
Project Image Simulacrum
Level 7 | Illusion Level 7 | Evocation
Range: Sight | Components: V, S | Duration: Concentration, up to 1 day Range: Touch | Components: V, S, M (a body part of the target, which the spell consumes) |
You create an illusory copy of a creature you can see when you cast the spell, which lasts for Duration: Until dispelled | Ritual time: 1 hour
the duration. The copy can appear at any location within your sight. The illusion looks and You go through the ritual touching one humanoid and its body part, used as material
sounds like the creature copied. If the illusion takes any damage, it disappears, and the spell component. Once the ritual ends, you bring into existence a duplicate of the target. The
ends. In your turn, as part of your concentration reaction, you can make the illusion move, duplicate is a creature all by itself, with the same characteristics of the original, except it’s a
gesture, speak, and behave in whatever way you choose within a turn limit. It mimics any construct type. It has half the target’s level and all associated aspects. The simulacrum is
mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in friendly to you and creatures you designate. It obeys your spoken commands, moving and
its space. While you are using its senses, you are blinded and deafened in regard to your own acting in accordance with your wishes, but acts on its own turn in combat. The simulacrum
surroundings. Physical interaction with the image reveals it to be an illusion, because things can lacks the ability to learn or become more powerful, so it never increases its level or other
pass through it. abilities, nor can it regain expended spell slots. The simulacrum lasts until it drops to 0 hit
points, at which point it turns into dust immediately. If you cast this spell again, any currently
Reverse Gravity active duplicates you created with this spell are instantly destroyed.
Level 7 | Transmutation
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Tether Essence
This spell reverses gravity in a 6 squares radius, 12 squares high cylinder centered on a point Level 7 | Necromancy
within range. All creatures that aren’t somehow anchored to the ground in the area fall upward Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour
and reach the top of the area when you cast this spell. A creature can make a Dexterity (Reflex) Two creatures you can see within range must make a Constitution (Endurance) saving throw,
saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object with disadvantage if they are within 6 squares of each other. Either creature can willingly fail
(such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are have
would during a normal downward fall. If that happens, the creature must pass a second their life force linked for the duration, regardless of the distance between them. When damage
Dexterity (Reflex) saving throw or hit the ceiling prone. The creatures can move in the ceiling is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to
as they would in the ground or through flight. If an object or creature reaches the top of the one of them, the same number of hit points are restored to the other one. If either of the
area without striking anything, it remains there, oscillating slightly, for the duration. At the end tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one
of the duration, affected objects and creatures fall back down, repeating the second saving creature, it ends on both. For the spell duration, if one of them moves away more than 6
throw effect. squares from the other, it takes 2d6 necrotic damage.
Antipathy or Sympathy
8th LEVEL Level 8 | Enchantment
Antimagic Field Range: 12 squares | Components: V, S, M (a black and a white pearl, which the spells
Level 8 | Abjuration consumes) | Duration: 10 days | Ritual time: 1 hour
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour This spell attracts or repels creatures of your choice. You target something within range, either
A 2 square radius invisible sphere of antimagic surges centered in a point within range. This a Gargantuan or smaller object, creature or area. Then specify a kind of intelligent creature,
area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts
can't be cast, summoned creatures disappear, and even magic items become mundane. If you or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s
choose to cast the spell centered in the same space you occupy, the sphere moves with you, effect. If an affected creature ends its turn while not within 12 squares of the target or able to
centered on you. Spells and other magical effects, except those created directly by an artifact or see it, the creature makes a Wisdom (Willpower) saving throw. On a successful save, the
a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a creature is no longer affected by the target and recognizes the feeling of repugnance or
suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it attraction as magical. In addition, a creature affected by the spell is allowed another saving
spends suppressed counts against its duration. All the following applies: throw every 24 hours while the spell persists. A creature that successfully saves against this
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that effect is immune to it for 1 minute, after which time it can be affected again.
target a creature or an object in the sphere have no effect on that target. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into to leave the area and avoid the target. When such a creature can see the target or comes within
the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the 12 squares of it, the creature must succeed on a Wisdom (Willpower) saving throw or become
sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the frightened. The creature remains frightened while it can see the target or is within 12 squares
sphere, creating a gap in the wall if the overlap is large enough. of it. While frightened by the target, the creature must use its movement to move to the nearest
Spells. Any active spell or other magical effect on a creature or an object in the sphere is safe spot from which it can’t see the target. If the creature moves more than 12 squares from
suppressed while the creature or object is in it. the target and can’t see it, the creature is no longer frightened, but the creature becomes
Magic Items. The properties and powers of magic items are suppressed in the sphere. For frightened again if it regains sight of the target or moves within 12 squares of it.
example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach
properties and powers are suppressed if it is used against a target in the sphere or wielded by the target while within 12 squares of it or able to see it. When such a creature can see the
an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the target or comes within 12 squares of it, the creature must succeed on a Wisdom (Willpower)
sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the saving throw or use its movement on each of its turns to enter the area or move within reach of
sphere) the magic of the item ceases to be suppressed as soon as it exits. the target. When the creature has done so, it can’t willingly move away from the target. If the
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is target damages or otherwise harms an affected creature, the affected creature can also make
the destination or the departure point for such magical travel. A portal to another location, saving throw to end the effect.
world, or plane of existence, as well as an opening to an extradimensional space such as that
created by the rope trick spells, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks
out of existence in the sphere. Such a creature instantly reappears once the space the creature
occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere.
Likewise, the spheres created by different antimagic field spells don't nullify each other.
Dominate Monster Maze
Level 8 | Enchantment Level 8 | Conjuration
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom You banish a creature that you can see within range into a labyrinthine demiplane,
(Willpower) saving throw or be charmed by you for the duration. If you or creatures that are effectively gone while under the effect. The target remains there for the duration or until it
friendly to you are fighting it, it has Partial Advantage on the saving throw. While the creature escapes the maze. The target can use a Double-action to attempt to escape the maze. When
is charmed, you have a telepathic link with it as long as the two of you are on the same plane it does so, it must succeed on a Intelligence contest against your spells DC. If it succeeds, it
of existence. You can use this telepathic link to issue commands to the creature while you are escapes, and the spell ends. When the spell ends, the target reappears in the space it left or,
conscious (no action required), which it does its best to obey. You can specify a simple and if that space is occupied, in the nearest unoccupied space.
general course of action, such as "Attack that creature," "Run over there," or "Fetch that Polar Ray
object." If the creature completes the order and doesn’t receive further direction from you, it Level 8 | Evocation
defends and preserves itself to the best of its ability.You can use a Double-action to take total Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 hour
and precise control of the target. Until the end of your next turn, the creature is considered A blue-white ray of freezing air and ice springs from your hand and towards a creature
Controlled by you. Each time the target takes damage, it makes a new Wisdom (Willpower) within range. Make spell attack against the target. On a hit, the target takes 6d12 cold
saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels: damage and must succeed on a Constitution (Endurance) saving throw or be frozen solid. A
When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 creature who is frozen solid by this spell is considered petrified for the spell duration,
hours. however, instead of receiving resistance to bludgeoning and fire damage, the target has
Incendiary Cloud vulnerability to those damage types.
Level 8 | Conjuration
Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
A swirling dense cloud of hot smoke and appears in a 4 square radius sphere centered on a
point within range. The cloud spreads around corners and is heavily obscured. It lasts for the
duration or until a wind of moderate or greater speed disperses it. When the cloud appears,
each creature in it must make a Dexterity (Reflex) saving throw. A creature takes 4d12 fire
damage and 4d12 lighting damage on a failed save, or half as much damage on a successful
one. A creature must also make this saving throw when it enters the spell’s area for the first
time on a turn or ends its turn there. A creature inside the area can’t breath and thus is
considered with the suffocating condition.
Gravity Darkhole
9th LEVEL Level 9 | Evocation
Elemental Absorption Range: 48 squares | Components: V, S | Duration: Concentration, up to 10 minute
Level 9 | Abjuration A 2-radius sphere of crushing and pulling force forms centered in a point you can see within
Range: Touch | Components: V, S | Duration: Concentration, up to 8 hours range. The area is total darkness and no light can pass through it. Each creature up to 24
You draw the essence of each elemental plane and infuse temporarily into the creature you squares away from the sphere is considered Slowed. When the spell is cast and in the beginning
touch. For the spell duration, any acid, cold, fire, lighting or thunder damage the creature takes of the creature’s turns while the spell exist, they must make a Constitution (Endurance) saving
is converted into healing. throw. On a failed save, the creature is pulled 6 squares in a straight line toward the center of
the sphere, ending in an unoccupied space as close to the center as possible and takes 10d6
Elemental Chaos force damage. On a successful save, the creature takes half as much damage and no additional
Level 9 | Conjuration effect. The damage increases to 10d10 if a creature reaches the sphere area.
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
You summon a fragment of the Elemental Chaos itself, the plane where all the elements Power Word: Die
collide, infusing an area within range with the same cosmic fabric energy. The area is a 6 square Level 9 | Enchantment
radius sphere. Every creature in the area when you cast the spell, when it enters the area for the Range: 12 squares | Components: V | Duration: Instantaneous
first time in the turn or when it ends its turn in area, must make a Dexterity (Reflex) saving You speak a word of power that causes one creature you can see within range to die instantly.
throw. On a failed save, a creature takes 20 damage for each acid, cold, fire, lightning, and If the creature you chose has 100 hit points maximum or fewer, it dies. Otherwise, the spell
thunder energies, or half as much on a successful one. Any effect from other sources that has no effect.
causes damage of theses types inside the area, automatically causes maximum damage.
Additionally, before the damage applies, the source of the effect must roll a d6, changing the Time Stop
damage type according to the result to acid (1), cold (2), fire (3), lightning (4) and thunder Level 9 | Transmutation
(5); if the result is a 6, the type stays the same. Range: Self (100 meters diameter sphere) | Components: V | Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself in a 100 meters diameter sphere,
Feeblemind centered on you. No time passes for other creatures, while you take 1d4 + 1 turns in a row,
Level 8 | Enchantment during which you can use actions and move as normal. This spell ends if one of the actions
Range: 24 squares | Components: V, S | Duration: Instantaneous you use during this period, or any effects that you create during this period, affects a creature
You cease the mind of a creature that you can see within range, attempting to shatter its inside that area other than you or an object being worn or carried by someone other than you
intellect and personality. The target takes 60 psychic damage and must make an Wisdom inside that area. In addition, the spell ends if you move to a place more than 100 meters away
(Willpower) saving throw. On a successful save, the creature is Incapacitated until your next from the location where you cast it.
turn. On a failed save, the creature’s mind goes into a semi-vegetative state. Its mental abilities
scores’ becomes 1. The creature can’t cast spells, activate magic items, understand language,
communicate in any intelligible way, attack or take any complex activity. It just basically does
the most basic activities to stay alive. At the end of every week, the creature can repeat its
saving throw against this spell. If it succeeds on its saving throw, the spell ends. If it fails three
times, the spell lasts until dispelled. The spell can then only be reversed by Greater Restoration,
Wish or similar spells.
Produce Flame
Friends
Level 0 | Enchantment Resistance
Range: Self | Components: S | Duration: Concentration, up to 1 minute Level 0 | Abjuration
For the duration, you have Partial Advantage on all Charisma checks directed at one creature of Range: Touch | Components: V, S | Duration: 1 hour
your choice that isn't hostile toward you. When the spell ends, the creature realizes that you You trace a sigil over a willing creature. Roll a d4. The creature adds that number to its next
used magic to influence its mood. saving throw. The spell then ends. Casting the spell again while it is still taking effect, ends the
previous cast.
Guidance
Level 0 | Divination Stardust
Range: 6 squares | Components: V, S | Duration: 1 round Level 0 | Evocation
You enlighten a creature briefly within range. The creature adds +1 on its next ability check. Range: 12 squares | Components: V, S | Duration: Instantaneous
The spell then ends. Dust-like radiance descends on a creature that you can see within range. You make a spell
attack. The target gains no benefit from cover. On a hit, the target takes 1d6 radiant damage.
Light The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
Level 0 | Evocation 17th level (4d6).
Range: Touch | Components: V | Duration: 1 hour
Spare the Dying
You touch one object that is no larger than 2 squares in any dimension. Until the spell ends,
Level 0 | Necromancy
the object sheds bright light in a 6 square radius and dim light for an additional 3 squares. The
Range: Touch | Components: V, S | Duration: Instantaneous
light can be colored as you like. Completely covering the object with something opaque blocks
You touch a living creature that is with the Dying condition. The creature becomes stable.
the light. The spell ends if you cast it again or dismiss it as an Action. If you target an object
held or worn by a hostile creature, that creature must succeed on a Dexterity (Reflex) saving
throw to avoid the spell. Casting the spell again while it is still taking effect, ends the previous
cast.
Spiritual Grasp
Level 0 | Necromancy
1st LEVEL
Range: Touch | Components: V, S | Duration: 1 round Armor of Retribution
A ghostly, skeletal hand surrounds your own while you deliver it into the target within range, Level 1 | Abjuration
assailing it with the chill of the grave. Make a spell attack against the creature. On a hit, the Range: Self | Components: V, S | Duration: Concentration, up to 1 hour
target takes 1d8 necrotic damage and can't regain hit points until the start of your next turn. If A protective magical force surrounds you, manifesting as floating opaque diamonds. You gain
you hit an undead target, it also has Partial Disadvantage on attack rolls against you until the 1d4 temporary hit points for the duration. If a creature hits you with a melee attack while you
end of your next turn. This spell's damage increases by 1d6 when you reach 5th level (2d8), have these hit points, the creature takes 1d4 radiant damage. If a creature heals you while you
11th level (3d8), and 17th level (4d8). have these hit points, the creature heals 1d4 damage. The spell ends if you get hit or healed. At
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the
Thaumaturgy temporary hit points and the damage increase by 1d4 for each slot level above 1st.
Level 0 | Transmutation Bane
Range: 6 square | Components: V | Duration: Up to 1 minute Level 1 | Enchantment
You manifest a minor wonder, a sign of supernatural power, within range. You create one of Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
the following magical effects within range: Up to three creatures of your choice that you can see within range must make Wisdom
• Your voice booms up to three times as loud as normal for 1 minute. (Willpower) saving throws. Creatures that failed the test receives -1 on all their ability checks
• You cause flames to flicker, brighten, dim, or change color for 1 minute. until the spell ends.. At Higher Levels: When you cast this spell using a spell slot of 2nd level
• You cause harmless tremors in the ground for 1 minute. or higher, you can target one additional creature for each slot level above 1st.
• You create an instantaneous sound that originates from a point of your choice within range,
such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut. Bless
• You alter the appearance of your eyes for 1 minute. Level 1 | Enchantment
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
time, and you can dismiss such an effect as an Action. You bless up to three creatures of your choice within range. They receive +1 on all their ability
checks until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot level above 1st.
True Strike
Level 0 | Divination
Range: Self | Components: V, S | Duration: 1 round
You press your finger in your forehead and then towards a target in range. Your magic grants
you a brief insight into the target's defenses. Until your next turn, you gain Partial Advantage
on your next attack rolls against the target. The spell then ends.
Command Detect Otherworldly
Level 1 | Enchantment Level 1 | Divination
Range: 12 squares | Components: V | Duration: 1 round Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
You speak a one-word command to a creature you can see within range that can hear and For the duration, you know if there is an aberration, celestial, infernals, elemental, fey, fiend, or
understand you. The target must succeed on a Wisdom (Willpower) saving throw, or becomes undead within 6 squares of you, as well as where the creature is located. Similarly, you know if
charmed by you, spending its next action to follow the command. When the spell ends, the there is a place or object within 6 squares of you that has been magically consecrated or
creature knows it was charmed by you. The creature has Partial Advantage on the saving throw desecrated. The spell can penetrate most barriers, but it is blocked by 1 square of stone, thin
if you or your companions are fighting it. The creature won’t follow a command that is directly common metal, a thin sheet of lead, or 2 squares of wood or dirt.
harmful to it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or
higher, you can affect one additional creature for each slot level above 1st. The creatures must
be within 30 feet of each other when you target them. Detect Poison and Disease
Level 1 | Divination
Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
Compelled Duel For the duration, you can sense the presence and location of poisons, poisonous creatures, and
Level 1 | Enchantment diseases within 6 squares of you. You also identify the kind of poison, poisonous creature, or
Range: 6 squares | Components: V | Duration: Concentration, up to 1 minute disease in each case. The spell can penetrate most barriers, but it is blocked by 1 square of
You attempt to compel a creature into a duel. One creature that you can see within range must stone, thin common metal, a thin sheet of lead, or 2 squares of wood or dirt.
make a Wisdom (Willpower) saving throw. On a failed save, the creature is charmed by you,
compelled by your demand. For the duration, it has Partial Disadvantage on attack rolls against
Divine Might
creatures other than you, and must make another saving throw each time it attempts to move to
Level 1 | Evocation
a space that is more than 6 squares away from you; if it fails, it loses that action without any
Range: Self | Components: V, S | Duration: 1 minute
movement. The spell ends if you attack any other creature, if you cast a spell that targets a
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks are
hostile creature other than the target, if a creature friendly to you damages the target or casts a
considered magical and deal an extra 1d4 radiant damage on a hit.
harmful spell on it, or if you end your turn more than 6 squares away from the target.
Expeditious Retreat
Level 1 | Transmutation
Cure Wounds
Range: Self | Components: V, S | Duration: Instantaneous
Level 1 | Evocation
This spell allows you to move at an incredible pace. Until your next turn, you double your base
Range: Touch | Components: V, S | Duration: Instantaneous
speed.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability
modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,
the healing increases by 1d8 for each slot level above 1st.
Guiding Bolt Heroism
Level 1 | Evocation Level 1 | Enchantment
Range: 24 squares | Components: V, S | Duration: 1 round Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
A flash of light streaks toward a creature of your choice within range. Make a spell attack A willing creature you touch is imbued with bravery. Until the spell ends, the creature is
against the target. The target doesn’t benefit from cover. On a hit, the target takes 1d8 radiant immune to being Frightened and receives a +1 on all their ability checks for the duration. At
damage, and the next attack roll made against this target before the end of your next turn has Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus
Partial Advantage, thanks to the mystical dim light glittering on the target until then. At becomes +2. When using a spell slot of 8th or higher, the bonus becomes +3.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.
Inflict Wounds
Level 1 | Necromancy
Healing Word Range: Touch | Components: V, S | Duration: Instantaneous
Level 1 | Evocation Make a spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic
Range: 12 squares | Components: V | Duration: Instantaneous damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
A creature of your choice that you can see within range regains hit points equal to 1d4 + your the damage increases by 1d6 for each slot level above 1st.
spellcasting ability modifier. At Higher Levels: When you cast this spell using a spell slot of
Longstrider
2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Level 1 | Transmutation
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
Halting Rebuke You touch a creature. The target's speed increases by 2 squares until the spell ends, it ignores
Level 1 | Evocation natural difficult terrain and the jump distance is doubled.
Range: Self | Components: V | Duration: Instantaneous
Protection from Otherworldly
You can only cast that spell right after being hit by a melee attack. You utter towards the
Level 1 | Abjuration
creature who hit you, creating a recoil of force as response to their attack. The creature must
Range: Touch | Components: V, S | Duration: Concentration, up to 1 minute
make a Dexterity (Reflex) saving throw. It takes 1d6 force damage on a failed save and is
Until the spell ends, one willing creature you touch is protected against certain types of
pushed 1 square away from you, or half as much damage and no additional effect on a
creatures: aberrations, celestials, infernals, elementals, fey, fiends, and undead. The protection
successful one. At Higher Levels: When you cast this spell using a spell slot of 2nd level or
grants several benefits. Creatures of those types have Partial Disadvantage on attack rolls
higher, the damage increases by 1d6 for each slot level above 1st.
against the target. The target also can't be charmed, frightened, or controlled by them.
Purify Food and Drink Shield of Fate
Level 1 | Transmutation Level 1 | Abjuration
Range: Self (2 square radius sphere) | Components: V, S | Duration: Instantaneous Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes
All nonmagical food and drink within a 2 squares sphere centered on you is purified and A shimmering field appears and surrounds a creature of your choice within range, granting it a
rendered free of poison and disease. Alternatively, you can bless already pure water in the area, d4 bonus to all saving throws.
turning it into holy water for the next 24 hours.
Sanctuary Thunderous Shield
Level 1 | Abjuration Level 1 | Transmutation
Range: 6 squares | Components: V, S, M (a small silver mirror, and iron and silver dust, which Range: Touch | Components: V | Duration: Concentration, up to 1 hour
the spell consumes) | Duration: 1 hour You turn one shield you touch into a resonant catalyzer. The next time a creature misses a
You ward a creature within range against attacks. Until the spell ends, any creature who targets melee attack against the creature receiving the shields protection during the spell's duration, the
the warded creature with an attack or a harmful spell must first make a Wisdom (Willpower) shields vibrates back and rings with thunder that is audible within 100 meters of it. The
saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. attacker takes 1d8 thunder damage to the and must succeed on a Constitution (Endurance)
This spell doesn't protect the warded creature from area effects, such as the explosion of a saving throw or be pushed 1 squares away from the shield and knocked prone. The spell then
fireball. If the warded creature makes an attack, casts a spell that affects an enemy creature, or ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the
deal damage to another creature, this spell ends. damage increases by 1d8 for each slot level above 1st.
Suggestion
Level 2 | Enchantment
Range: 12 squares | Components: V | Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a
creature you can see within range that can hear and understand you. The suggestion must be
worded in such a manner as to make the course of action sound reasonable. Asking the creature
to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act
ends the spell. The target must make a Wisdom (Willpower) saving throw. On a failed save, it
is charmed by you, pursuing the course of action you described to the best of its ability. The
suggested course of action can continue for the entire duration. If the suggested activity can be
completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For
example, you might suggest that a knight give her warhorse to the first beggar she meets. If the
condition isn't met before the spell expires, the activity isn't performed. If you or any of your
companions damage the target, the spell ends. At Higher Levels: When you cast this spell using
a spell slot of 3rd level or higher, you can target one additional creature for each slot above 2 nd.
Bestow Curse
3rd LEVEL Level 3 | Necromancy
Animate Dead Range: Touch | Components: V, S | Duration: 1 hour
Level 3 | Necromancy You touch a creature, and that creature must succeed on a Wisdom (Willpower) saving throw
Casting Time: 1 minute or become cursed for the duration of the spell. While cursed, the creature has Partial
Range: 24 squares | Components: V, S, M (a Specter’s essence, which the spell consumes) | Disadvantage for any roll of an ability of your choice. A Remove Curse spell ends this effect.
Duration: Instantaneous | Ritual time: 1 hour At Higher Levels: If you cast this spell using a spell slot of 4th level, the duration is 4 hours.
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th
humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an or 8th level, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is
undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a dispelled.
corpse (the DM has the creature's game statistics). They act at their own turn, when you can
mentally command any creature you made with this spell if the creature is within 24 squares of
you (if you control multiple creatures, you can command any or all of them at the same time, Divine Mantle
issuing the same command to each one). You decide what action the creature will take and Level 3 | Transmutation
where it will move during its turn, or you can issue a general command, such as to guard a Range: Touch | Components: V, S | Duration: Concentration, up to 1 minute
particular chamber or corridor. If you issue no commands, the creature only defends itself You touch up to three creatures within range and they become covered in a radiant shroud.
against hostile creatures. Once given an order, the creature continues to follow it until its task is They shed dim light in their adjacent squares. They gain resistance to necrotic damage and
complete. The creature is under your control for 24 hours, after which it stops obeying any their weapons deals an additional 1d6 radiant damage.
command you've given it. To maintain control of the creature for another 24 hours, you must
cast this spell on the creature again before the current 24-hour period ends. This use of the Daylight
spell reasserts your control over up to four creatures you have animated with this spell, rather Level 3 | Evocation
than animating a new one. At Higher Levels: When you cast this spell using a spell slot of 4th Range: 12 squares | Components: V, S | Duration: 8 hour
level or higher, you animate or reassert control over two additional undead creatures for each A 12 square sphere of light spreads out from a point you choose within range. The sphere is
slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. bright light and sheds dim light for an additional 12 squares radius. If you chose a point on an
object you are holding or one that isn't being worn or carried, the light shines from the object
and moves with it. Completely covering the affected object with an opaque object, such as a
bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness
created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Beacon of Hope
Divine Favor
Level 3 | Abjuration
Level 3 | Evocation
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
Range: 12 squares | Components: V, S | Duration: Instantaneous
This spell bestows hope and vitality. Choose any number of creatures within range. For the
You call forth the immediate favor of your God in a moment’s thought. The target creature
duration, each target has Partial Advantage on Wisdom (Willpower) saving throws and death
receives either Partial Disadvantage or Partial Advantage at your choice in their next roll.
saving throws, and regains the maximum number of hit points possible from any healing.
Dispel Magic Lightning Projectile
Level 3 | Abjuration Level 3 | Conjuration
Range: 24 squares | Components: V, S | Duration: Instantaneous Range: 12 squares | Components: V, S | Duration: Instantaneous
Choose one creature, object, or magical effect within range. For each spell of 3rd level or lower You cast a glowing orb that explodes into a flashbang upon hitting a surface within range. Every
on the target, make an ability check using your spellcasting ability. The DC equals 10 + the creature in a 3 square sphere centered in the point of impact must make a Constitution
spell's level. On a successful check, the spell ends. At Higher Levels: When you cast this spell (Endurance) saving throw. On a failed save, the creature takes 1d6 lighting damage and 1d6
using a spell slot of 4th level or higher, you can dispel a spell if its level is less than or equal to thunder damage, is Incapacitated until your next turn, and Blinded and Deafened for 1d4 rounds.
the level of the spell slot you used. On a successful save, the creature is Clumsy until your next turn and takes half the damage.
Guardian of Faith
Divination
Level 4 | Conjuration
Level 4 | Divination
Range: Touch | Components: V | Duration: Concentration, up to 1 minute
Range: Self | Components: V, S, M (incense and a sacrificial offering appropriate to your
A spectral guardian appears and hovers over the touched creature occupying the same space as
religion, which the spell consumes) | Duration: Instantaneous | Ritual time: 1 hour
it does. The guardian is indistinct except for a gleaming sword and shield emblazoned with the
Your magic and an offering put you in contact with a god or a god's servants. You ask a single
symbol of your deity. It has the same reach of a Huge creature, and make attacks similar to
question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a
opportunity attacks. Any action that would trigger the opportunity attack, triggers an attack
truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell
from the guardian. However, it can only do so once per creature per turn. If the attack is
doesn't take into account any possible circumstances that might change the outcome, such as
triggered, the target must make a Dexterity (Reflex) saving throw. The creature takes 2d8
the casting of additional spells or the loss or gain of a companion. If you cast the spell two or
radiant damage on a failed save, or half as much damage on a successful one. The guardian
more times before finishing your next long rest, there is a cumulative 25 percent chance for
vanishes when it has dealt a total of 60 damage.
each casting after the first that you get a random reading. The DM makes this roll in secret.
Phantasmal Killer
Level 4 | Illusion
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
Disrupt Life
Spell-lisYou tap into the nightmares of a creature you can see within range and create an
Level 4 | Necromancy
illusory manifestation of its deepest fears, visible only to that creature. The target must make a
Range: 12 squares | Components: V | Duration: Concentration, up to 1 minute
Wisdom (Willpower) saving throw. On a success, the spell ends without any effect. On a failed
You attempt to temporally disrupt the life force out of a creature within range. The target
save, the target becomes frightened of the effect for the duration and takes 4d8 psychic
must make a Constitution (Endurance) saving throw. On a failed save, the target takes 2d6
damage. At the end of each of the target's turns before the spell ends, the target must pass a
necrotic damage immediately and again at the beginning of each of your turns until the spell
Wisdom (Willpower) saving throw again or repeat the effects until it succeeds, ending the
ends. Additionally, for the duration, the target is considered Harmed and can’t regain hit
spell. If the creatures go away from the spell range, the spell ends as well. At Higher Levels:
points. The spell ends if the creature goes beyond the spell range.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8
for each slot level above 4th.
Solar Rings
Level 4 | Conjuration
5th LEVEL
Range: Self | Components: V, S | Duration: Concentration, up to 1 minute Antilife Shell
You become surrounded by four oscillating floating rings of orange light. They shed bright Level 5 | Abjuration
light in adjacent squares and dim light for 2 square radius sphere. Any creature that starts their Range: Self (2 squares radius) | Components: V, S | Duration: Concentration, up to 1 hour
turn in a square adjacent to you must make a Dexterity (Reflex) saving throw. On a fail, it A shimmering barrier extends out from you in a 2 square radius and moves with you,
takes 1d8 fire damage and 1d8 radiant damage, and half as much on a successful one. As a remaining centered on you and hedging out creatures other than undead and constructs. The
Double-action in your turn, you can hurl one of the rings into a creature within 6 squares. barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching
Make a spell attack. On a hit, the creature takes 1d8 fire damage and 1d8 radiant damage. If through. An affected creature can cast spells or make attacks with ranged or reach weapons
you hurl all four rings, the spell ends. For each less ring, the spell DC reduces in 2. through the barrier. If you move so that an affected creature is forced to pass through the
barrier, the spell ends. Any healing effect is negated within the area.
Veil of Life
Level 4 | Abjuration Circle of Protection
Range: 6 squares | Components: V | Duration: Concentration, up to 10 minutes Level 5 | Abjuration
Choose up to five creatures within range. Life-preserving energy radiates from them and from Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
yourself. Affect creatures’ hit point maximum can’t be reduced. In addition, affect creatures You point a space within range where seals appears forming a circle, distorting and diffusing
regain 1 hit point when they start their turn with 0 hit points. It still becomes Harmed until magical energy in a 6 square sphere. For the duration, each friendly creature in the area
healed. (including you) has Partial Advantage on saving throws against spells and other magical effects.
Veil of Purity Additionally, when an affected creature succeeds on a saving throw made against a spell or
Level 4 | Abjuration magical effect that allows it to make a saving throw to take only half damage, it instead takes
Range: 6 squares | Components: V | Duration: Concentration, up to 10 minutes no damage if it succeeds on the saving throws.
Choose up to five creatures within range. Purifying energy radiates from them. Affected
creatures can’t become diseased, has resistance to necrotic damage, immunity to poison damage,
and has Partial Advantage on saving throws against effects caused by diseases, poison or curses.
Commune with Divine Mindfire. The creature's mind becomes feverish and it only able to speak gibberish. The
Level 5 | Divination creature has Partial Disadvantage on Intelligence checks and is considered with the muted
Range: Self | Components: V, S, M (magically infused incenses and a holy water, which the condition.
spell consumes, that must be drunk from a adamantine goblet) | Duration: 1 minute | Ritual Seizure. The creature is overcome with shaking. The creature has Partial Disadvantage on
time: 1 hour Dexterity checks, and is Clumsy.
You contact your deity or a divine proxy and ask up to three questions that can be answered Personality Disorder. The creature begins to lose self-consciousness. The creature has Partial
with a yes or no. You must ask your questions before the spell ends. You receive a correct Disadvantage on Charism check, and the creature behaves as if under the effects of the
answer for each question. Divine beings aren't necessarily omniscient, so you might receive Confusion spell during combat.
"unclear" as an answer if a question pertains to information that lies beyond the deity's
knowledge. In a case where a one-word answer could be misleading or contrary to the deity's Destructive Wave
interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or Level 5 | Evocation
more times before finishing your next long rest, there is a cumulative 25 percent chance for Range: Self (6 square radius) | Components: V | Duration: Instantaneous
each casting after the first that you get no answer. The DM makes this roll in secret. You strike the ground, creating a burst of powerful energy that ripples outward from you. Each
creature within 6 squares of you must succeed on a Constitution (Endurance) saving throw or
be knocked prone and take 2d6 thunder damage plus: 3d6 radiant if you are a Divine or
Primal caster; or 3d6 force damage if you are an Arcane caster. A creature that succeeds on its
Contagion saving throw takes half as much damage and isn’t knocked prone.
Level 5 | Necromancy
Range: Touch | Components: V, S | Duration: 7 days
Your touch inflicts disease. Make a spell attack against a creature within your reach. On a hit, Dispel Otherworldly
the target is poisoned. At the end of each of the poisoned target's turns, the target must make Level 5 | Abjuration
a Constitution (Endurance) saving throw. If the target succeeds on three of these saving Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
throws, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the Shimmering energy surrounds and protects you from creatures originating from beyond. For
target is no longer poisoned, but you choose one of the diseases below. The target is subjected the duration, aberrations, celestials, infernals, elementals, fey, fiends, and undead have Partial
to the chosen disease for the spell's duration. Since this spell induces a natural disease in its Disadvantage on attack rolls against you. You can end the spell early by using either of the
target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. following special functions.
Additionally, if the affected creature makes physical contact with other creatures while the spell Break Enchantment. As a Double-action, you touch a creature you can reach that is charmed,
lasts, they are also subjected to the spell, but do their saving throws with Partial Advantage. A frightened, or controlled by a celestial, an elemental, a fey, a fiend, or an undead. The creature
secondhand contaminated creature doesn’t contaminate others. you touch is no longer charmed, frightened, or controlled by such creatures.
Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature Dismissal. As a Double-action, make a spell attack against a celestial, an elemental, a fey, a
has Partial Disadvantage on Wisdom checks, and is blinded. fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home
Filth Fever. A raging fever sweeps through the creature's body. The creature has Partial plane. The creature must succeed on a Wisdom (Willpower) saving throw or be sent back to its
Disadvantage on Strength checks, and is Exhausted. home plane (if it isn't there already).
Flesh Rot. The creature's flesh decays. The creature has Partial Disadvantage on Constitution
checks, and vulnerability to necrotic, acid, fire and poison damage.
Geas Hallow
Level 5 | Enchantment Level 5 | Evocation
Range: 12 squares | Components: V | Duration: 30 days Range: Touch | Components: V, S, M (magically infused incenses, silver and iron dust,
You place a magical command on a creature that you can see within range, forcing it to carry gemstones, and holy water, which the spell consumes) | Duration: Until dispelled | Ritual
out some service or refrain from some action or course of activity as you decide. If the creature time: 8 hours
can understand you, it must succeed on a Wisdom (Willpower) saving throw or become You touch a point and infuse an area around it with holy power. The area can have a radius
charmed by you for the duration. While the creature is charmed by you, it’s unaware of that, up to 12 squares, and the spell fails if the radius includes an area already under the effect a
and takes 4d8 psychic damage each time it acts in a manner directly counter to your hallow spell. The affected area is subject to the following effects. First, celestials, infernals,
instructions, but no more than once each day. A creature that can't understand you is elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm,
unaffected by the spell. You can issue any command you choose, short of an activity that would frighten, or control creatures within it. Any creature charmed, frightened, or controlled by
result in certain death. Should you issue a suicidal command, the spell ends. You can end the such a creature is no longer upon entering the area. You can exclude one or more of those
spell early by using an Action to dismiss it. A remove curse, greater restoration, or wish spell types of creatures from this effect. Second, you can bind extra effects to the area. Choose
also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the effect from the following list, or choose an effect offered by the DM. Some of these
the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts effects apply to creatures in the area; you can designate whether the effect applies to all
until it is ended by one of the spells mentioned above. creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such
as orcs or trolls. When a creature that would be affected enters the spell's area for the first
time on a turn or starts its turn there, it can make a Wisdom (Willpower) saving throw. On
a success, the creature ignores the extra effect until it leaves the area.
Greater Restoration Courage. Affected creatures can't be frightened while in the area.
Level 5 | Abjuration Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than
Range: Touch | Components: V, S, M (a celestial, infernal, fey or fiend creature’s body part, the slot you used to cast this spell can't extinguish the light.
which the spell consumes) | Duration: Instantaneous | Ritual time: 10 minutes Energy Protection. Affected creatures in the area have resistance to one damage type of your
You imbue a creature you touch with positive energy to undo debilitating effects. You cleanse it choice, except for bludgeoning, piercing, or slashing.
from any conditions cause by natural or magical effects (except for dying), curses, and any Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of
other debilitating effect. your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the area can't be turned into undead.
Extradimensional Interference. Affected creatures can't move or travel using teleportation or
by extradimensional or interplanar means.
Fear. Affected creatures are frightened while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Hold Monster Mass Inflict Wounds
Level 5 | Enchantment Level 5 | Necromancy
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 12 squares | Components: V, S | Duration: Instantaneous
Choose a creature that you can see within range. The target must succeed on a Wisdom A wave of negative energy washes out from a point of your choice within range. Every creature
(Willpower) saving throw or be Immobilized for the duration. At the end of each of its turns, in the area must make a Constitution (Endurance) saving throw, taking 3d6 necrotic damage
the target can make another Wisdom (Willpower) saving throw. On a success, the spell ends on on a successful save or half as much on a failure. At Higher Levels: When you cast this spell
the target. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above
you can target one additional creature for each slot level above 5th. The creatures must be 5th.
within 6 squares of each other when you target them.
Planar Binding
Level 5 | Abjuration
Holyflames Range: 12 squares | Components: V, S, M (silver dust, iron chain, and gemstones, which the
Level 5 | Evocation spell consumes) | Duration: 24 hours | Ritual time: 1 hour
Range: 12 squares | Components: V, S | Duration: Instantaneous With this spell, you attempt to bind a celestial, infernals, an elemental, a fey, or a fiend to your
A vertical column of divine fire roars down from the heavens in a location you specify. Each service. The creature must be within range for the entire casting of the spell. (Typically, the
creature in a 2 square radius, 6 square high cylinder centered on a point within range must creature is first summoned into the center of an inverted magic circle in order to keep it
make a Dexterity (Reflex) saving throw. A creature takes 3d6 fire damage and 3d6 radiant trapped while this spell is cast.) At the completion of the casting, the target must make a
damage on a failed save, or half as much damage on a successful one. At Higher Levels. When Wisdom (Willpower) saving throw. On a failed save, it is bound to serve you for the duration.
you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant If the creature was summoned or created by another spell, that spell's duration is extended to
damage (your choice) increases by 1d6 for each slot level above 5th. match the duration of this spell. A bound creature must follow your instructions to the best of
its ability. You might command the creature to accompany you on an adventure, to guard a
location, or to deliver a message. The creature obeys the letter of your instructions, but if the
Mass Cure Wounds creature is hostile to you, it strives to twist your words to achieve its own objectives. If the
Level 5 | Evocation creature carries out your instructions completely before the spell ends, it travels to you to
Range: 12 squares | Components: V, S | Duration: Instantaneous report this fact if you are on the same plane of existence. If you are on a different plane of
A wave of healing energy washes out from a point of your choice within range. Choose up to existence, it returns to the place where you bound it and remains there until the spell ends. At
six creatures in a 6 squares radius sphere centered on that point. Each target regains hit points Higher Levels: When you cast this spell using a spell slot of a higher level, the duration
equal to 3d8 + your spellcasting ability modifier. At Higher Levels: When you cast this spell increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an
using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 8th-level slot, and to a year and a day with a 9th-level spell slot.
5th.
Resurrect
Level 5 | Necromancy 6th LEVEL
Range: Touch | Components: V, S, M (a diamond, magically infused unguents, and a body
Find the Path
fragment of a celestial, infernal, fey or fiend creature, which the spell consumes) Duration:
Level 6 | Divination
Instantaneous | Ritual time: 8 hour
Range: Self | Components: V, S, M (a set of divinatory tools – such as bones, ivory sticks, cards,
You return a dead creature you touch to life, provided that it has been dead no longer than 10
teeth, or carved runes, and an object from the location you wish to find) | Duration:
days, didn’t die of old age and isn’t undead. If the creature's soul is both willing and at liberty
Concentration, up to 1 day | Ritual time: 10 minutes
to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any
This spell allows you to find the shortest, most direct physical route to a specific fixed location
poisons and cures nonmagical diseases that affected the creature at the time it died. This spell
that you are familiar with on the same plane of existence. If you name a destination on another
doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed
plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t
prior to casting the spell, they take effect when the creature returns to life. The spell can't
specific (such as "a green dragon’s lair”), the spell fails. For the duration, as long as you are on
return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore
the same plane of existence as the destination, you know how far it is and in what direction it
missing body parts. If the creature is lacking body parts or organs integral for its survival—its
lies. While you are traveling there, whenever you are presented with a choice of paths along the
head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The
way, you automatically determine which path is the shortest and most direct route (but not
target is Harmed. At Higher Levels: When you cast this spell using a 7th spell slot, the
necessarily the safest route) to the destination.
timespan is one year, and the creature is healed from any negative condition. When using a 9 th
level spell slot, the timespan is 100 years, it could be dead from old age, the creature is restored
to full hit points, missing body parts are recovered, it is healed from any negative condition, Forbiddance
and if the creature was undead, it is restored to its non-undead form Level 6 | Abjuration
Range: Touch | Components: V, S, M (a sprinkling of holy water, rare incense, and powdered
ruby, which the spell consumes) | Duration: 1 day | Ritual time: 1 hour
You create a ward against magical travel that protects up to 12 km² of floor space to a height of
6 squares above the floor. For the duration, creatures can’t teleport into the area or use portals,
such as those created by the gate spell, to enter the area. The spell also proofs the area against
planar travel, such as plane shift spell. In addition, the spell damages types of creatures that you
choose when you cast it. Choose one or more of the following: celestials, infernals, elementals,
fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn
or starts its turn there, the creature takes 4d10 radiant or necrotic damage (your choice when you
cast this spell). When you cast this spell, you can designate a password. A creature that speaks the
password as it enters the area takes no damage from the spell. This spell’s area can’t overlap with
the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same
location, the spell lasts until it is dispelled.
Fortune’s Favor Heavenly Feast
Level 6 | Divination Level 6 | Conjuration
Range: Touch | Components: V, S | Duration: 24 hours Range: Self | Components: V, S, M (a gem-encrusted golden bowl, and a fresh meal, which the
You impart latent luck to yourself or one willing creature within range. The spell has 3 spell consumes) | Duration: Instantaneous | Ritual time: 1 hour
charges. When the chosen creature makes any check before the spell ends, it can spend one You bring forth around you a great feast, including magnificent food and drink. The feast takes
charge of this spell on itself to roll an additional d20 and choose which of the d20s to use. 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set
Alternatively, when an attack roll is made against the chosen creature, it can spend one charge in until this hour is over. Up to twelve creatures can partake of the feast. A creature that
of this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or partakes of the feast gains several benefits:
the one the attacker rolled. • The creature is cured of all diseases and poison, and from the Exhausted condition
• Gains +1 on every check
Heal • Recover its full hit points, and if it was full already, its hit point maximum increases by one
Level 6 | Evocation hit dice
Range: 12 squares | Components: V, S | Duration: Instantaneous • Gains Partial Advantage on all saving throws
Choose a creature that you can see within range. A surge of positive energy washes through the A creature can’t benefit from the spell more than once per day. These benefits last for 24 hours.
creature, causing it to regain its full hit points. The spell also ends the Harmed condition. At
Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target
one additional creature for each slot level above 6th. The creatures must be within 6 squares of
each other when you target them. Heavenly Aspect
Level 6 | Transmutation
Harm Range: Self | Components: V, S | Duration: Concentration, up to 1 hour
Level 6 | Necromancy Uttering an incantation, you draw on the magic of the Upper Planes to transform yourself,
Range: 12 squares | Components: V, S | Duration: Instantaneous becoming similar to a Deva. You gain the following benefits until the spell ends:
Choose a creature that you can see within range. A surge of negative energy washes through the • Your type changes to Celestial
creature. The target must make a Constitution (Endurance) saving throw. On a failed save, it • Spectral wings appear on your back, giving you a flying speed of 9 squares.
loses a number of hit points equal to half its current hit points and is Harmed until healed, or • You have a +2 bonus to your Wisdom and Charism modifier
just harmed for 1d12 rounds on a successful save. The damage can’t reduce the target’s hit • All your damage rolls adds your spellcasting ability modifier as radiant damage.
points below 1. At Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, you can target one additional creature for each slot level above 6th. The creatures must
be within 6 squares of each other when you target them.
Planar Ally Sunbeam
Level 6 | Conjuration Level 6 | Evocation
Range: Touch | Components: V, S, M (a sacred place) | Duration: Instantaneous | Ritual Range: Self (12 square line) | Components: V, S | Duration: Instantaneous
time: 1 hour A beam of sunlight flashes out from your hand in a 1 square wide, 12 squares line. Each
You beseech an otherworldly entity for aid. The being must be known to you: a god, a creature in the line must make a Constitution (Endurance) saving throw. On a failed save, a
primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, creature takes 6d8 radiant damage and is blinded for 6 rounds. On a successful save, it takes
an infernal, an elemental, a fey or a fiend loyal to it to aid you, making the creature appear in half as much damage and is blinded until your next turn. The beam dispels any natural or
an unoccupied space within range. If you know a specific creature’s name, you can speak that magical darkness in its path and leaves it with bright light for 1 minute.
name when you cast this spell to request that creature, though you might get a different
creature anyway (DM’s choice). When the creature appears, it is under no compulsion to True Seeing
behave in any particular way. You can ask the creature to perform a service in exchange for Level 6 | Divination
payment, but it isn’t obliged to do so. The requested task could range from simple (fly us Range: Touch | Components: V, S | Duration: 1 hour
across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us This spell gives the willing creature you touch the ability to see things as they actually are. For
during our foray into the dungeon). You must be able to communicate with the creature to the duration, the creature has truesight, notices secret doors hidden by magic, and can see into
bargain for its services. Payment can take a variety of forms. A celestial might require a sizable the Ethereal Plane, all out to a range of its natural sight. It surpasses the Blinded for the spell’s
donation of gold or magic items to an allied temple, while a fiend might demand a living duration.
sacrifice or a gift of treasure. Some creatures might exchange their service for a quest
undertaken by you. If the task is aligned with the creature’s ethos, the payment might be halved Recall to Safety
or even waived. After the creature completes the task, or when the agreed-upon duration of Level 6 | Conjuration
service expires, the creature returns to its home plane after reporting back to you, if Range: Self (6 square sphere) | Components: V, S | Duration: Instantaneous
appropriate to the task and if possible. If you are unable to agree on a price for the creature’s You and up to five willing creatures within range instantly teleport to a previously designated
service, the creature immediately returns to its home plane. sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space
to the spot you designated when you prepared your sanctuary (see below). If you cast this spell
without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by
casting this spell within a location, such as a temple, dedicated to or strongly linked to your
deity. It can also be a place sanctified by you with a spell such as Hallow. If you attempt to cast
Power Word: Halt the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.
Level 6 | Enchantment
Range: 12 squares | Components: V | Duration: Instantaneous
You speak a word of power that causes one creature you can see within range to immediately
stop and stay still. If the target has 100 hit points maximum or fewer, it becomes immobilized.
Otherwise, the spell has no effect on it. A target can make a Wisdom (Willpower) saving throw
at every minute thereafter. On a successful save, the spell ends.
Plane Shift
7th LEVEL Level 7 | Conjuration
Anticipate or Delay Death Range: Touch | Components: V, S, M (anything belonging to the desired plane and a pearl for
Level 7 | Necromancy each target) | Duration: Instantaneous | Ritual time: 10 minutes
Range: 12 squares | Components: V, S | Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different
You invoke a divine interference, either calling forth the target’s premature or delayed death. plane of existence. You can specify a target destination in general terms, such as the City of
When you cast the spell, choose a target within range and one of the following effects. Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine
Anticipate. The target creature must make a Constitution (Endurance) saving throw. On a Hells, and you appear in or near that destination. If you are trying to reach the City of Brass,
failed save, if it currently have less than 25% of its maximum hit points, it dies for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the
instantaneously. city from across the Sea of Fire, at the DM’s discretion. Alternatively, if you know the sigil
Delay. For the next hour, the creature becomes immune to the dying condition, suppressing it sequence of a teleportation circle on another plane of existence, this spell can take you to that
if it was in course. However, hit points taken are still counted even after reducing the creature circle. If the teleportation circle is too small to hold all the creatures you transported, they
to 0 hit points. When the spell ends, if it has taken damage after reaching 0 hit points equal to appear in the closest unoccupied spaces next to the circle. Using a teleportation circle as
or greater than half the creatures maximum hit points, it dies instantaneously. Healing can be destination doesn’t require the material component of something for that plane. You can use
used to reduce the amount of damage taken beyond 0 hit points. this spell to banish an unwilling creature to another plane. The creature must make a Wisdom
(Willpower) saving throw. If the creature fails the save, it is transported to a random location
on the plane of existence you specify. A creature so transported must find its own way back to
your current plane of existence.
Power Word: Succeed
Level 7 | Enchantment
Range: 12 squares | Components: V | Duration: Instantaneous
You speak a word of power that causes one creature you can see within range to supernaturally Reincarnate
succeed on any task. The target must be about to perform an ability check. If the target has Level 7 | Transmutation
100 hit points maximum or fewer, it immediately succeeds on the check. Otherwise, the spell Range: Touch | Components: V, S, M (a diamond, magically infused unguents, which the spell
has no effect on it. consumes, and an item that was attuned by the target in life) | Duration: Instantaneous |
Ritual time: 8 hour
Power Word: Fail You touch a dead humanoid body. Provided that the creature has been dead no longer than 10
Level 7 | Enchantment days, the spell forms a new adult body for it and then calls the soul of the intended target to
Range: 12 squares | Components: V | Duration: Instantaneous enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic
You speak a word of power that causes one creature you can see within range to supernaturally fashions a new, fully healed and fit body for the creature to inhabit, but the touched body must
fail on any task. The target must be about to perform an ability check. If the target has 100 hit be from the same race as the target. The reincarnated creature recalls its former life and
points maximum or fewer, it immediately fails on the check. Otherwise, the spell has no effect experiences, and retains the capabilities it had in its original form. However, it returns with 1
on it. level lower than it had before dying.
Temple of Worship
Regenerate Level 7 | Conjuration
Level 7 | Transmutation Range: Touch | Components: V, S, M (a tiny idol of your deity made of platinum) |
Range: Touch | Components: V, S | Duration: 1 hour Duration: 24 hours | Ritual time: 1 hour
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit You touch the ground and cause a temple to shimmer into existence centered on you. The
points. For the duration of the spell, the target regains 1 hit point at the start of each of its temple must fit within an unoccupied cube of space, up to 24 squares on each side. The
turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and temple remains until the spell ends. It is dedicated to whatever deity represented by the idol
so on), if any, are restored after an hour. If you have the severed part and hold it to the stump, used in the casting. You make all decisions about the temple’s appearance. The interior is
the spell instantaneously causes the limb to knit to the stump. enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many
windows as you wish. Only you and any creatures you designate when you cast the spell can
Sealing Chains open or close the door. The temple’s interior is an open space with an idol or altar at one end.
Level 7 | Conjuration You decide whether the temple is illuminated and whether that illumination is bright light or
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute dim light. The smell of burning incense fills the air within, and the temperature is mild. The
You form sigils with your hand and chooses a creature within range. From the ground around temple opposes types of creatures you choose when you cast this spell. Choose one or more of
the target, tiny portals opens and unleashes heavy chains made of energy, binding the creature the following: celestials, infernals, elementals, fey, fiends, or undead. If a creature of the chosen
in place. The target must make a Dexterity (Reflex) saving throw. On a failed save, the creature type attempts to enter the temple, that creature must make a Constitution (Endurance) saving
is immobilized by the chains. A creature immobilized by the chains can’t teleport or interplanar throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the
travel, and takes 3d6 fire damage plus 3d6 radiant or necrotic damage (your choice) at the temple, the magic there hinders it; it has Partial Disadvantage on any roll. In addition, the
beginning of your turn if you wish, as part of your concentration reaction. The creature can sensors created by divination spells can’t appear inside the temple, and creatures within can’t be
use a Double-action on its turn to attempt a Strength contest against your spell DC. On a targeted by divination spells. Finally, whenever any creature in the temple regains hit points
successful check, the creature breaks free and the spell ends. from a spell of 1st level or higher, the creature regains the maximum amount. You and any
creature that share’s your deity has Partial Advantage on all rolls inside the temple. The temple
is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal
travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It
can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell
destroys the temple instantly. Casting this spell on the same spot every day for a year makes
this effect permanent.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is
8th LEVEL the destination or the departure point for such magical travel. A portal to another location,
Antimagic Field world, or plane of existence, as well as an opening to an extradimensional space such as that
Level 8 | Abjuration created by the rope trick spells, temporarily closes while in the sphere.
Range: 12 squares | Components: V, S | Creatures and Objects. A creature or object summoned or created by magic temporarily winks
Duration: Concentration, up to 1 hour out of existence in the sphere. Such a creature instantly reappears once the space the creature
A 2 square radius invisible sphere of antimagic surges centered in a point within range. This occupied is no longer within the sphere.
area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere.
can't be cast, summoned creatures disappear, and even magic items become mundane. If you Likewise, the spheres created by different antimagic field spells don't nullify each other.
choose to cast the spell centered in the same space you occupy, the sphere moves with you,
centered on you. Spells and other magical effects, except those created directly by an artifact or
a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a
suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it
spends suppressed counts against its duration. All the following applies:
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that
target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into
the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the
sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the
sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is
suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For
example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's
properties and powers are suppressed if it is used against a target in the sphere or wielded by
an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the
sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the
sphere) the magic of the item ceases to be suppressed as soon as it exits.
Antipathy or Sympathy Power Word: Surrender
Level 8 | Enchantment Level 8 | Enchantment
Range: 12 squares | Components: V, S, M (a black and a white pearl, which the spells Range: 12 squares | Components: V | Duration: Instantaneous
consumes) | Duration: 10 days | Ritual time: 1 hour You speak a word of power that causes one creature you can see within range to give up any
This spell attracts or repels creatures of your choice. You target something within range, either hostile attempt against you and your allies. If the target has 100 hit points maximum or fewer,
a Gargantuan or smaller object, creature or area. Then specify a kind of intelligent creature, it drops its weapons if it has any, and does what it finds safer between fleeing or submitting.
such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts Otherwise, the spell has no effect on it.
or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s
Power Word: Forget
effect. If an affected creature ends its turn while not within 12 squares of the target or able to
Level 8 | Enchantment
see it, the creature makes a Wisdom (Willpower) saving throw. On a successful save, the
Range: 12 squares | Components: V | Duration: Instantaneous
creature is no longer affected by the target and recognizes the feeling of repugnance or
You utter a word of power that can compel one creature you can see within range to forget up
attraction as magical. In addition, a creature affected by the spell is allowed another saving
to a maximum of 24 hours of memory during any given moment of its life. If the creature you
throw every 24 hours while the spell persists. A creature that successfully saves against this
choose has 100 hit points maximum or fewer, it permanently loses all memory of the timespan
effect is immune to it for 1 minute, after which time it can be affected again.
you choose. Otherwise, the spell has no effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge
to leave the area and avoid the target. When such a creature can see the target or comes within
12 squares of it, the creature must succeed on a Wisdom (Willpower) saving throw or become Revelation
frightened. The creature remains frightened while it can see the target or is within 12 squares Level 8 | Divination
of it. While frightened by the target, the creature must use its movement to move to the nearest Range: Self | Components: V, S, M (a relic of your deity or similar item) | Duration:
safe spot from which it can’t see the target. If the creature moves more than 12 squares from Instantaneous | Ritual time: 1 hour
the target and can’t see it, the creature is no longer frightened, but the creature becomes You press your thoughts into something that you deeply desired to know, and your deity
frightened again if it regains sight of the target or moves within 12 squares of it. reaches out into your mind, delivering to you whatever it knows about the subject. The subject
Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach must be something objective and your deity’s answer is clear within its own knowledge. Both
the target while within 12 squares of it or able to see it. When such a creature can see the the subject and the deity answer are considered at the DM’s discretion. Receiving such a
target or comes within 12 squares of it, the creature must succeed on a Wisdom (Willpower) powerful entity inside your mind isn’t ordeal. After performing the ritual, you become
saving throw or use its movement on each of its turns to enter the area or move within reach of unconscious and requires a rest. Performing the spell again with the same relic produces no
the target. When the creature has done so, it can’t willingly move away from the target. If the effect.
target damages or otherwise harms an affected creature, the affected creature can also make
saving throw to end the effect.
Solar Flare If you enter a new plane or return to the plane you were on when casting this spell, your body
Level 8 | Evocation and possessions are transported along the silver cord, allowing you to re-enter your body as you
Range: 24 squares | Components: V, S | Duration: Instantaneous enter the new plane. Your astral form is a separate incarnation. Any damage or other effects
Intense sunlight and heat flashes in a 12 square radius, 48 squares high cylinder centered on a that apply to it have no effect on your physical body, nor do they persist when you return to it.
point you choose within range. For that moment, the area becomes bright light and each The spell ends for you and your companions when you use a double-action to dismiss it.
creature in this light must make a Constitution (Endurance) saving throw. On a failed save, a When the spell ends, the affected creature returns to its physical body, and it awakens. The
creature takes 6d6 radiant damage and 6d6 fire damage, and is blinded until healed. On a spell might also end early for you or one of your companions. A successful dispel magic spell
successful save, it takes half as much damage and is blinded for 1d6 rounds. If you cast this used against an astral or physical body ends the spell for that creature. If a creature’s original
spell in an outdoor area where the sun is visible, the dices increases to d8. This spell dispels any body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends
darkness in its area that was created by a spell. and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its
state of suspended animation. If you are returned to your body prematurely, your companions
remain in their astral forms and must find their own way back to their bodies, usually by
dropping to 0 hit points.
9th LEVEL
Astral Projection Celestial Nova
Level 9 | Necromancy Level 9 | Conjuration
Range: 6 squares | Components: V, S, M (for each creature you affect with this spell, you must Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
provide one pearl and silver dust, all of which the spell consumes) | Duration: 8 hours | You summon a fragment of the Upper Plane itself, infusing an area within range with the same
Ritual time: 1 hour cosmic fabric energy. The area is a 6 square radius sphere. When you cast the spell, every
You and up to eight willing creatures within range project your astral bodies into the Astral creature in the area takes 40 radiant damage, except for Celestials, which they heal 20 hit
Plane (the spell fails and the casting is wasted if you are already on that plane). The material points per round. The same happens to any creature that enters the area for the first time or
body you leave behind is unconscious and in a state of suspended animation; it doesn’t need ends its turn there. Additionally, the area is bright light, cleanses any magical darkness and
food or air and doesn’t age. Your astral body resembles your mortal form in almost every way, weakens otherworldly creatures. Any creature not from the current plane nor celestial have
replicating your game statistics and possessions. The principal difference is the addition of a Partial Disadvantage on every check while inside the area and can’t regain hit points. Celestials
silvery cord that extends from between your shoulder blades and trails behind you, fading to in the area have Partial Advantage on every check. A non-celestial creature from another plane
invisibility after 1 square. This cord is your tether to your material body. As long as the tether that dies inside the area, does not have its body returned to its original plane. Necrotic damage
remains intact, you can find your way home. If the cord is cut—something that can happen in the area is nullified.
only when an effect specifically states that it does—your soul and body are separated, killing
you instantly. Your astral form can freely travel through the Astral Plane and can pass through
portals there leading to any other plane.
Imprisonment Minimus Containment. The target shrinks to a volume of 10 cm³ and is imprisoned inside a
Level 9 | Abjuration diamond, that takes the form you design. Light can pass through the gemstone normally
Range: 6 squares | Components: V, S, M (a vellum depiction or a carved statuette in the (allowing the target to see out and other creatures to see in), but nothing else can pass through,
likeness of the target, and a special component that varies according to the version of the spell even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the
you choose) | Duration: Until dispelled | Ritual time: 1 minute spell remains in effect. The special component for this version of the spell is a large diamond.
You create a magical restraint to hold a creature that you can see within range. The target must Slumber. The target falls unconscious and can’t be awoken. The special component for this
succeed on a Wisdom (Willpower) saving throw or be bound by the spell; if it succeeds, it is version of the spell consists of a Hag’s blood.
immune to this spell if you cast it again. While affected by this spell, the creature doesn't need
to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
During the casting of the spell, in any of its versions, you can specify a condition that will
cause the spell to end and release the target. The condition can be as specific or as elaborate as Invulnerability
you choose, but the DM must agree that the condition is reasonable and has a likelihood of Level 9 | Abjuration
coming to pass. The conditions can be based on a creature’s name, identity, or deity but Range: Self | Components: V, S | Duration: Concentration, up to 1 minute
otherwise must be based on observable actions or qualities and not based on intangibles such You become immune to all damage until the spell ends.
as level, class, or hit points. A Dispel Magic spell can end the spell only if it is cast as a 9th- Power Word: Die
level spell, targeting either the prison or the special component used to create it. You can use a Level 9 | Enchantment
particular special component to create only one prison at a time. If you cast the spell again Range: 12 squares | Components: V | Duration: Instantaneous
using the same component, the target of the first casting is immediately freed from its binding. You speak a word of power that causes one creature you can see within range to die instantly.
When you cast the spell, you choose one of the following forms of imprisonment. If the creature you chose has 100 hit points maximum or fewer, it dies. Otherwise, the spell
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just has no effect.
large enough to contain the target. Nothing can pass through the sphere, nor can any creature
teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground and around the target holds it in place.
The target is immobilized until the spell ends and can’t be moved by any means until then. The
special component for this version of the spell is a fine chain with links made of gold, iron,
silver and lead.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against
teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar
confined structure or area of your choice. The special component for this version of the spell
is a miniature representation of the prison made from platinum.
Wish
Level 9 | Conjuration
Range: 12 squares | Components: V, S, M (magically infused incenses, and a Djinn’s essence,
which the spell consumes) | Duration: Instantaneous | Ritual time: 1 hour
Wish is the mightiest spell a mortal creature can cast. After preparing the ritual, by simply
speaking aloud words no longer than one sentence, you alter to some extend the very
foundations of reality in accord to your desires. The basic use of this spell is to duplicate any
other spell of 8th level or lower. You don’t need to meet any requirements in that spell,
including costly components. The spell simply takes effect. Alternatively, you can create one of
the following effects of your choice:
• 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 meters in any dimension, and it appears in an unoccupied space you can see
on the ground.
• You allow you and your allies to regain all hit points, and you end all effects on them.
• You grant you and your allies immunity to a single spell, damage type or other magical effect
for 24 hours.
• You might be able to achieve something beyond the scope of the above examples. State your
wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in
such an instance; the greater the wish, the greater the likelihood that something goes wrong.
This spell might simply fail, the effect you desire might only be partly achieved, or you might
suffer some unforeseen consequence as a result of how you worded the wish. For example,
wishing that a villain were dead might propel you forward in time to a period when that villain
is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary
magic item or artifact might instantly transport you to the presence of the item’s current
owner. The stress of casting this spell to produce any effect other than duplicating another
spell weakens you. You become exhausted and can’t cast spells until you finish a long rest.
Finally, there is a 50 percent chance that you are unable to cast Wish ever again if you suffer
this stress.
Naturecraft
Poison Sting
Guidance
Level 0 | Evocation
Level 0 | Divination
Range: 12 squares | Components: V, S | Duration: Instantaneous
Range: 6 squares | Components: V, S | Duration: 1 round
You launch a poisonous thorn from your hand at one creature in range. Make a spell attack
You enlighten a creature briefly within range. You can roll a d4 and add the number rolled to
against the target. On a hit, the creature takes 1d6 piercing damage and must succeed on a
one ability check of the target. You can roll the die before or after making the ability check.
Constitution (Endurance) saving throw or take and 1d6 poison damage. This spell’s poison
The spell then ends.
damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).
Produce Flame Shocking Discharge
Level 0 | Conjuration Level 0 | Evocation
Range: Self | Components: V, S | Duration: 10 minutes Range: Touch | Components: V, S | Duration: Instantaneous
You snap your fingers and a flickering flame appears in your hand, which must be free. The Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a
flame remains there for the duration and harms neither you nor your equipment. The flame spell attack against the target. You have Partial Advantage on the attack roll if the target is
sheds bright light in a 2 square radius and dim light for an additional 1 square. The spell ends wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and must
if you dismiss it as an Action or if you cast it again. You can also attack with the flame, succeed on a Constitution (Endurance) saving throw or become clumsy until your next turn.
although doing so ends the spell. When you cast this spell, or as an Action on a later turn, you The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
try to hit a creature in touch range. Make a spell attack. On a hit, the target takes 1d6 fire 17th level (4d8).
damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
and 17th level (4d6).
1st LEVEL
Root Whip Animal Friendship
Level 0 | Transmutation Level 1 | Enchantment
Range: 6 square | Components: V, S | Duration: Instantaneous Range: 6 square | Components: V, S | Duration: 24 hours
You create a long, vine-like whip covered that lashes out from your feet at your command This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see
toward a creature in range. Make a spell attack against the target. If the attack hits, the creature within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails.
takes 1d6 slashing damage, and if the creature is Large or smaller, it must make a Strength Otherwise, the beast must succeed on a Wisdom (Willpower) saving throw or be Charmed by
(Athletics) or Dexterity (Acrobatics) contest against your spell DC. On a fail, the creature is you for the spell's duration. If you or one of your companions harms the target, the spell ends.
knocked prone. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can
(3d6), and 17th level (4d6). affect one additional beast for each slot level above 1st.
Photosynthesis
Level 7 | Enchantment
Range: Touch | Components: V, S, M (a plant creature fragment, which the spell consumes) |
Duration: 24 hours | Ritual time: 1 hour
For the spell duration, you imbue a creature with the essence of a living plant, becoming
capable of absorbing the sunlight to nourish and empower it. When the creature is outdoors,
under the sunlight, it receives +1 on all ability checks. If the creature stays at least a total of 8
hours under these circumstances, it receives the additional benefits:
• It doesn’t need to eat, sleep or drink for the day
• It regain all its hit points by the end of the 8th hour and is healed from the Harmed and
Exhausted conditions or any poison or disease effect
Dominate Monster
8th LEVEL Level 8 | Enchantment
Earthquake Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour
Level 8 | Conjuration You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute (Willpower) saving throw or be charmed by you for the duration. If you or creatures that are friendly
You create a seismic disturbance at a point on the ground that you can see within range. to you are fighting it, it has Partial Advantage on the saving throw. While the creature is charmed, you
For the duration, an intense tremor rips through the ground in a 6 square radius circle have a telepathic link with it as long as the two of you are on the same plane of existence. You can use
centered on that point and shakes creatures and structures in contact with the ground in this telepathic link to issue commands to the creature while you are conscious (no action required),
that area. The ground in the area becomes difficult terrain. When you cast this spell and which it does its best to obey. You can specify a simple and general course of action, such as "Attack
at the end of each turn you spend concentrating on it, each creature on the ground in the that creature," "Run over there," or "Fetch that object." If the creature completes the order and
area must make a Dexterity (Reflex) saving throw. On a failed save, the creature takes 5d6 doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.You
bludgeoning damage and is knocked prone, or half as much and no additional effect on a can use a Double-action to take total and precise control of the target. Until the end of your next
successful one. This spell can have additional effects depending on the terrain in the area, turn, the creature is considered Controlled by you. Each time the target takes damage, it makes a new
as determined by the DM. Wisdom (Willpower) saving throw against the spell. If the saving throw succeeds, the spell ends. At
Fissures. Fissures open throughout the spell’s area at the start of your next turn after you Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to
cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 8 hours.
1d10 x 2 squares deep, 2 squares wide, and extends from one edge of the spell’s area to
the opposite side. A creature standing on a spot where a fissure opens must succeed on a
Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s Polar Ray
edge as it opens. A fissure that opens beneath a structure causes it to automatically Level 8 | Evocation
collapse (see below). Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 hour
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the A blue-white ray of freezing air and ice springs from your hand and towards a creature within range.
ground in the area when you cast the spell and at the start of each of your turns until the Make spell attack against the target. On a hit, the target takes 6d12 cold damage and must succeed on
spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby a Constitution (Endurance) saving throw or be frozen solid. A creature who is frozen solid by this
creatures. A creature within half the distance of a structure’s height must make a spell is considered petrified for the spell duration, however, instead of receiving resistance to
Dexterity (Reflex) saving throw. On a failed save, the creature takes 5d6 bludgeoning bludgeoning and fire damage, the target has vulnerability to those damage types.
damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength
(Athletics) check as an Double-action to escape. The DM can adjust the damage and the
DC higher or lower, depending on the nature of the rubble. On a successful save, the Savagery Unleashed
creature takes half as much damage and doesn’t fall prone or become buried. Level 8 | Conjuration
Range: 6 squares | Components: V, S | Duration: Instantaneous
You call forth a pack of spirits, that briefly shape into spectral beasts, and sic them to tear targets
within range. Choose any number of creatures within range and make a spell attack against them. Any
creature hit by the spell takes 8d8 slashing or piercing damage (your choice).
Storm of Disaster Astral Projection
Level 8 | Evocation Level 9 | Necromancy
Range: Sight | Components: V, S | Duration: Concentration, up to 10 minutes Range: 6 squares | Components: V, S, M (for each creature you affect with this spell, you must
A churning storm cloud forms, centered on a point you can see and spreading to an area of provide one pearl and silver dust, all of which the spell consumes) | Duration: 8 hours |
100 meters high, 40 meters diameter area. Lightning flashes in the area, thunder booms, and Ritual time: 1 hour
strong winds roar. The reproduces the same effect as the Acid Rain, Call Storm, Ice Storm and You and up to eight willing creatures within range project your astral bodies into the Astral
Sleet Storm spells, as if they were cast with a 5th level spell slot, all at once, for the spell Plane (the spell fails and the casting is wasted if you are already on that plane). The material
duration. body you leave behind is unconscious and in a state of suspended animation; it doesn’t need
food or air and doesn’t age. Your astral body resembles your mortal form in almost every way,
Solar Flare replicating your game statistics and possessions. The principal difference is the addition of a
Level 8 | Evocation silvery cord that extends from between your shoulder blades and trails behind you, fading to
Range: 24 squares | Components: V, S | Duration: Instantaneous invisibility after 1 square. This cord is your tether to your material body. As long as the tether
Intense sunlight and heat flashes in a 12 square radius, 48 squares high cylinder centered on a remains intact, you can find your way home. If the cord is cut—something that can happen
point you choose within range. For that moment, the area becomes bright light and each only when an effect specifically states that it does—your soul and body are separated, killing
creature in this light must make a Constitution (Endurance) saving throw. On a failed save, a
you instantly. Your astral form can freely travel through the Astral Plane and can pass through
creature takes 6d6 radiant damage and 6d6 fire damage, and is blinded until healed. On a
portals there leading to any other plane.If you enter a new plane or return to the plane you
successful save, it takes half as much damage and is blinded for 1d6 rounds. If you cast this were on when casting this spell, your body and possessions are transported along the silver
spell in an outdoor area where the sun is visible, the dices increases to d8. This spell dispels any cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a
darkness in its area that was created by a spell. separate incarnation. Any damage or other effects that apply to it have no effect on your
physical body, nor do they persist when you return to it. The spell ends for you and your
companions when you use a double-action to dismiss it. When the spell ends, the affected
creature returns to its physical body, and it awakens. The spell might also end early for you or
one of your companions. A successful dispel magic spell used against an astral or physical body
9th LEVEL ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit
points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord
Absolute Zero
pulls the creature’s astral form back to its body, ending its state of suspended animation. If you
Level 9 | Conjuration
are returned to your body prematurely, your companions remain in their astral forms and must
Range: 48 squares | Components: V, S | Duration: Instantaneous
find their own way back to their bodies, usually by dropping to 0 hit points.
You pull the absolute cold that dwells deep within the Plane of Ice to a point within range.
Each creature in a 6 square radius sphere centered on that point must make a Constitution
(Endurance) saving throw. On a failed save, a target takes 12d10 cold damage and frozen solid.
A creature who is frozen solid by this spell is considered petrified until dispelled, however,
instead of receiving resistance to bludgeoning and fire damage, the target has vulnerability to
those damage types. On a successful save, a target takes half as much damage and is Slowed for
1 minute.
Elemental Absorption Trance
Level 9 | Abjuration Level 9 | Transmutation
Range: Touch | Components: V, S | Duration: Concentration, up to 8 hours Range: Self | Components: V, S, M (magically infused incenses, gemstones and a Myconid’s
You draw the essence of each elemental plane and infuse temporarily into the creature you body part, which the spell consumes) | Duration: 24 hours | Ritual time: 1 hour
touch. For the spell duration, any acid, cold, fire, lighting or thunder damage the creature takes You go through a ritual of self-awareness and connection with nature that enlightens your
is converted into healing. mind beyond imagination. For the spell duration, you receive the following:
• You become immune to psychic damage,
Elemental Chaos • You become immune to the charmed, controlled, frightened conditions and any form of
Level 9 | Conjuration mind-affecting ability
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute • You become immune to any effect that would sense your emotions, read your thoughts or
You summon a fragment of the Elemental Chaos itself, the plane where all the elements detect you mentally
collide, infusing an area within range with the same cosmic fabric energy. The area is a 6 square • You gain blindsight for 6 squares
radius sphere. Every creature in the area when you cast the spell, when it enters the area for the • You gain +4 on your Wisdom modifier
first time in the turn or when it ends its turn in area, must make a Dexterity (Reflex) saving
throw. On a failed save, a creature takes 20 damage for each acid, cold, fire, lightning, and
thunder energies, or half as much on a successful one. Any effect from other sources that
causes damage of theses types inside the area, automatically causes maximum damage.
Additionally, before the damage applies, the source of the effect must roll a d6, changing the
damage type according to the result to acid (1), cold (2), fire (3), lightning (4) and thunder
(5); if the result is a 6, the type stays the same.
Meteor Swarm
Level 9 | Conjuration
Range: Sight | Components: V, S | Duration: Instantaneous
You open a rift in the sky, bringing forth meteorites from space. Blazing medium and small
orbs of fire plummet to the ground in a 100 meters high, 40 meters diameter area within
range. Each creature in the surface in the area 20d6 fire damage and 20d6 bludgeoning damage
on a failed save, or half as much damage on a successful one.
Wish
Level 9 | Conjuration
Range: Self | Components: V, S, M (magically infused incenses, and a Djinn’s essence, which
the spell consumes) | Duration: Instantaneous | Ritual time: 1 hour
Wish is the mightiest spell a mortal creature can cast. After preparing the ritual, by simply
speaking aloud words no longer than one sentence, you alter to some extend the very
foundations of reality in accord to your desires. The basic use of this spell is to duplicate any
other spell of 8th level or lower. You don’t need to meet any requirements in that spell,
including costly components. The spell simply takes effect. Alternatively, you can create one of
the following effects of your choice:
• 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 meters in any dimension, and it appears in an unoccupied space you can see
on the ground.
• You allow you and your allies to regain all hit points, and you end all effects on them.
• You grant you and your allies immunity to a single spell, damage type or other magical effect
for 24 hours.
• You might be able to achieve something beyond the scope of the above examples. State your
wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in
such an instance; the greater the wish, the greater the likelihood that something goes wrong.
This spell might simply fail, the effect you desire might only be partly achieved, or you might
suffer some unforeseen consequence as a result of how you worded the wish. For example,
wishing that a villain were dead might propel you forward in time to a period when that villain
is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary
magic item or artifact might instantly transport you to the presence of the item’s current
owner.
The stress of casting this spell to produce any effect other than duplicating another spell
weakens you. You become exhausted and can’t cast spells until you finish a long rest. Finally,
there is a 50 percent chance that you are unable to cast Wish ever again if you suffer this stress.
SORCERER SPELL-LIST
Encode Thoughts
CANTRIPS Level 0 | Enchantment
Range: Self | Components: S | Duration: 24 hours
You pull a memory, an idea, or a message from your mind and transform it into a tangible
Acid Splash string of glowing energy called a thought strand, which persists for the duration or until you
Level 0 | Conjuration cast this spell again. The thought strand appears in an unoccupied adjacent to you as a tiny,
Range: 12 squares | Components: V, S | Duration: Instantaneous weightless, semisolid object that can be held and carried like a ribbon. It is otherwise
You hurl a bubble of acid. Any creature in and adjacent to the square you hit must stationary. If you cast this spell while reading or manipulating the thoughts of others (such as
succeed on a Dexterity (Reflex) saving throw or take 1d8 acid damage. This spell's throught detect thoughts or modify memory), you can transform the thoughts or memories
damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level you read, rather than your own, into a thought strand. Casting this spell while holding a
(4d8). thought strand you created allows you to instantly receive its content. Casting detect thoughts
on any strand has the same effect.
Cold Breeze
Level 0 | Evocation
Range: Self (3 squares cone) | Components: V, S | Duration: Instantaneous Eldritch Bolt
A frigid wind of blue-white light streaks spreads out from your hands in a 3 square cone. Level 0 | Evocation
Every creature in the area must succeed on a Constitution (Endurance) saving throw or Range: 24 squares | Components: V, S | Duration: Instantaneous
take 1d10 cold damage. The spell's damage increases by 1d10 when you reach 5th level Spell-list: Sorcerer, Warlock, Wizard
(2d10), 11th level (3d10), and 17th level (4d10). A beam of crackling energy streaks toward a creature within range. Make a spell attack against
the target. On a hit, the target takes 1d4 force damage. This spell's damage increases by 1d4
when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Dancing Lights
Level 0 | Evocation
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Fire Bolt
You create up to four torch-sized lights within range, making them appear as torches, Level 0 | Evocation
lanterns, or glowing orbs that hover in the air for the duration. You can also combine the Range: 12 squares | Components: S | Duration: Instantaneous
four lights into one glowing vaguely humanoid form of Medium size. Each light sheds You hurl a mote of fire at a creature within range. Make a spell attack against the target. On a
dim light in 2 squares radius, and bright light if combined. As a free-action on your turn, hit, the target takes 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th
you can move the lights up to 12 squares to a new spot within range. A light must be level (2d6), 11th level (3d6), and 17th level (4d6).
within 12 squares of another light created by this spell, and a light winks out if it exceeds
the spell's range.
Mage Hand If a creature uses its action to examine the sound or image, the creature can determine that it is
Level 0 | Conjuration an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a
Range: 24 squares | Components: S | Duration: Concentration, up to 1 minute creature discerns the illusion for what it is, the illusion becomes faint to the creature.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the
duration. The hand vanishes if it is ever more than 24 squares away from you or if you cast
Prestidigitation
this spell again. You can use a Action to control the hand to interact with an object. You can
Level 0 | Transmutation
use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an
Range: 6 squares | Components: V, S | Duration: Up to 1 hour
item from an open container, or pour the contents out of a vial. You can move the hand up to
This spell is a minor magical trick that novice spellcasters use for practice. You create one of
12 squares as part of your concentration reaction, up to the spell range. The hand can't attack,
the following magical effects within range:
activate magic items, or carry more than something light.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of
wind, faint musical notes, or an odd odor.
Message • You instantaneously light or snuff out a candle, a torch, or a small campfire.
Level 0 | Transmutation • You instantaneously clean or soil an object no larger than 1 cubic square.
Range: 60 meters | Components: V, S | Duration: 1 round • You chill, warm, or flavor up to small nonliving material for 1 hour.
You point your finger toward a creature within range and whisper a message of one sentence. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
The target (and only the target) hears the message and can reply in the same manner. You can • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts
cast this spell through solid objects if you are familiar with the target and know it is beyond until the end of your next turn.
the barrier. Magical silence, 1 square of stone, thick common metal, a thin sheet of lead, or 2 If you cast this spell multiple times, you can have up to three of its non-instantaneous effects
squares of wood blocks the spell. The spell doesn't have to follow a straight line and can travel active at a time, and you can dismiss such an effect as an action.
freely around corners or through openings.
Heroism
Level 1 | Enchantment
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune
to being Frightened and receives a +1 on all their ability checks for the duration. At Higher
Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus becomes +2.
When using a spell slot of 8th or higher, the bonus becomes +3.
Silent Image Shield
Level 1 | Illusion Level 1 | Abjuration
Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes Range: Self | Components: V, S | Duration: 1 round
You create the image of an object, a creature, or some other visible phenomenon that is no An invisible barrier of magical force appears and protects you. Until the start of your next
larger than a 3 square radius. The image appears at a spot within range and lasts for the turn, you have a +2 bonus to AC, and resistance to force damage.
duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory
effects. You can use your Action to cause the image to move to any spot within range. As the Spellcraft
image changes location, you can alter its appearance so that its movements appear natural for Level 1 | Enchantment
the image. For example, if you create an image of a creature and move it, you can alter the image Range: Touch | Components: S | Duration: 24 hours
so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, You touch an object and infuses it with a portion of the Weave. For the duration, the object is
because things can pass through it. A creature that uses its action to examine the image can magical. At Higher Levels: When you cast this spell in non-magical weapon, armor or shield
determine that it is an illusion with a successful Intelligence (Investigation) check against your using a spell slot of 3th level or higher, it receives a +1 bonus to attack and damage rolls or AC.
spell save DC. If a creature discerns the illusion for what it is, the creature can see through the When you use a spell slot of 6th level or higher, the bonus increases to +2. When you use a
image. spell slot of 9th level, the bonus increases to +3.
Unseen Servant
Level 1 | Conjuration
Range: 12 squares | Components: V, S | Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at
your command until the spell ends. The servant springs into existence in an unoccupied space
on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack.
If it drops to 0 hit points, the spell ends. Once on each of your turns as a free-action, you can
mentally command the servant to move up to 3 squares and interact with an object. The
servant can perform simple tasks that a human servant could do, such as fetching things,
cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you
give the command, the servant performs the task to the best of its ability until it completes the
task, then waits for your next command. If you command the servant to perform a task that
would move it more than 12 squares away from you, the spell ends.
Calm Emotions
2nd LEVEL Level 2 | Enchantment
Blur Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
Level 2 | Illusion You attempt to suppress strong emotions in a group of people. Each humanoid in a 6 square
Range: Touch | Components: V | Duration: Concentration, up to 1 minute sphere centered on a point you choose within range must make a Wisdom (Willpower) saving
The target’s body becomes blurred, shifting and wavering to all who can see it. For the throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving
duration, the creature is considered with the Concealed condition. An attacker is immune to throw, choose one of the following two effects:
this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with • You can suppress any effect causing a target to be charmed or frightened. When this spell
truesight. ends, any suppressed effect resumes, provided that its duration has not expired in the
meantime.
Blade Barrier • Alternatively, you can make a target indifferent about creatures of your choice that it is
Level 2 | Conjuration hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile
You summon blades of all forms, filling the air and spinning in an area you choose. The barrier again, unless the DM rules otherwise.
is 2 square tall and 6 squares long, with can be shaped in any way you wish as long as the
squares are adjacent to each other. Once you cast the spell, when a creature enters de area and
then in the beginning of the creature’s turn if it stays there, it must make a Dexterity (Reflex) Darkness
saving throw. On a failed save, it takes 4d4 slashing damage. At Higher Levels: When you cast Level 2 | Evocation
this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot Range: 12 squares | Components: V | Duration: Concentration, up to 10 minutes
level above 2nd. Magical darkness spreads from a point you choose within range, leaving a 3 square radius
sphere area heavily obscured for the duration. The darkness spreads around corners. A creature
with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the
Corpse Explosion point you choose is on an object you are holding or one that isn't being worn or carried, the
Level 2 | Necromancy darkness emanates from the object and moves with it. Completely covering the source of the
Range: 12 squares | Components: V, S | Duration: Instantaneous darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this
Choose a small, medium or large dead creature within range. It explodes with necrotic energy. spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that
Each creature in a 3 square radius sphere centered on the dead creature must make a Dexterity created the light is dispelled.
(Reflex) saving throw. A target takes 2d8 necrotic damage on a failed save, or half as much
damage on a successful one. A corpse that was target by this spell can’t be raised or animated
anymore. Darkvision
Level 2 | Transmutation
Range: Touch | Components: V, S | Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that
creature has darkvision out to a range of 12 squares.
Detect Thoughts Enthrall
Level 2 | Divination Level 2 | Enchantment
Range: Self | Components: V, S | Duration: Concentration, up to 1 minute Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and You weave a distracting string of words, causing creatures of your choice that you can see
as a Double-action on each turn until the spell ends, you can focus your mind on any one within range and that can hear you to make a Wisdom (Willpower) saving throw. If you or
creature that you can see within 6 squares of you. If the creature you choose has an Intelligence your companions are fighting a creature, it has Partial Advantage on the save. On a failed save,
of 2 or lower or doesn't speak any language, the creature is unaffected. You initially learn the the target is charmed by you, receiving Partial Disadvantage on Wisdom (Perception) checks
surface thoughts of the creature—what is most on its mind in that moment. As another made to perceive any creature other than you until the spell ends or until the target can no
Action, you can either shift your attention to another creature's thoughts or attempt to probe longer hear you. Additionally, if you are flanking the creature, it can only choose you to focus
deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom its defense for the Flanked condition.
(Willpower) saving throw. If it fails, you gain insight into its reasoning (if any), its emotional
state, and something that looms large in its mind (such as something it worries over, loves, or
hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its Find Traps
mind, and unless you shift your attention to another creature's thoughts, the creature can use a Level 2 | Divination
Double-action in its turn to force a Wisdom (Willpower) saving throw; if it succeeds, the spell Range: 24 squares | Components: V, S | Duration: Instantaneous
ends. Questions verbally directed at the target creature naturally shape the course of its You sense the presence of any trap within range that is within line of sight. A trap, for the
thoughts, so this spell is particularly effective as part of an interrogation. You can also use this purpose of this spell, includes anything that would inflict a sudden or unexpected effect you
spell to detect the presence of thinking creatures you can't see. When you cast the spell or as consider harmful or undesirable, which was specifically intended as such by its creator. Thus,
your Action during the duration, you can search for thoughts within 6 squares of you. The the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical
spell can penetrate barriers, but 1 square of rock, thick metal other than lead, or a thin sheet of pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden
lead blocks you. You can't detect a creature with an Intelligence of 2 or lower or one that sinkhole.
doesn't speak any language. Once you detect the presence of a creature in this way, you can This spell merely reveals that a trap is present. You don't learn the location of each trap, but
read its thoughts for the rest of the duration as described above, even if you can't see it, but it you do learn the general nature of the danger posed by a trap you sense.
must still be within range.
Flaming Sphere
Level 2 | Conjuration
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
A 1 square diameter sphere of fire appears in an unoccupied space of your choice within range
and lasts for the duration. Any creature that ends its turn adjacent to the sphere takes 1d8 fire
damage. As part of your concentration reacion, you can move the sphere up to 6 squares.
When you move the sphere, you can direct it over barriers up to 1 square tall and jump it
across pits up to 2 squares wide. The sphere sheds bright light in a 4 square radius and dim
light for an additional 2 square radius. At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Fluid Walk Invisibility
Level 2 | Transmutation Level 2 | Illusion
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or
across vertical surfaces and upside down along ceilings, while leaving its hands free. The target carrying is invisible as long as it is on the target's person. The spell ends for a target that
also gains the ability to move across any liquid surface — such as water, acid, mud, snow, attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd
quicksand, or lava — as if it were solid ground. If the target is submerged in a liquid or tries level or higher, you can target one additional creature for each slot level above 2nd.
to submerge, the spell carries the target to the surface of the liquid at a rate of 12 squares per
round.
Knock
Heat or Quench Metal Level 2 | Transmutation
Level 2 | Transmutation Range: 12 squares | Components: V | Duration: Instantaneous
Range: 12 squares | Components: V, S, | Duration: Concentration, up to 1 minute Choose an object that you can see within range. The object can be a door, a box, a chest, a set
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium of manacles, a padlock, or another object that contains a mundane or magical means that
metal armor, that you can see within range. You cause the object to glow red-hot or to cool prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes
down. Any creature in physical contact with the object takes 2d8 fire or cold damage, as you unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
choose, when you cast the spell. Until the spell ends, as part of your concentration, you can on If you choose a target that is held shut with arcane lock, that spell is suppressed for 10
each of your subsequent turns cause this damage again. If a creature is holding or wearing the minutes, during which time the target can be opened and shut normally. When you cast the
object and takes the damage from it, the creature must succeed on a Constitution (Endurance) spell, a loud knock, audible from as far away as 100 meters, emanates from the target object.
saving throw or drop the object if it can. If it doesn't drop the object, it is considered Harmed
until the start of your next turn. At Higher Levels: When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Kinetic Pulse
Level 2 | Evocation
Range: Self | Components: V, S | Duration: Instantaneous
You draw raw energy to yourself and then unleash it in one of the following ways:
Hold Person Ray. Make a spell attack against a creature within 6 squares from you. On a hit, the target takes
Level 2 | Enchantment 2d6 force damage, is pushed 2 squares away and knocked prone.
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute Blast. Every creature in a 3 square cone from you must make a Constitution (Endurance)
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw, taking 2d6 force damage and being pushed 2 squares away in a failed test, or half
(Willpower) saving throw or be Immobilized for the duration. At the end of each of its turns, as much damage and no additional effect on a successful one.
the target can make another Wisdom (Willpower) saving throw. On a success, the spell ends on Wave. Every creature in a 3 square sphere centered on you must make a Constitution
the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, (Endurance) saving throw, taking 1d6 force damage and being pushed 2 squares away in a
you can target one additional humanoid for each slot level above 2nd. The humanoids must be failed test, or half as much damage and no additional effect on a successful one.
within 6 squares of each other when you target them.
Levitate Melf's Acid Arrow
Level 2 | Transmutation Level 2 | Evocation
Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes Range: 24 squares | Components: V, S | Duration: Instantaneous
One creature of your choice that you can see within range rises vertically, up to 4 squares, and A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
remains suspended there for the duration. The spell can levitate a target that weighs up to 250 Make a spell attack against the target. On a hit, the target takes 3d4 acid damage immediately
kg. An unwilling creature that succeeds on a Constitution (Endurance) saving throw is and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with
unaffected. The target can move only by pushing or pulling against a fixed object or surface acid for half as much of the initial damage and no damage at the end of its next turn. At
within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage
can change the target's altitude by up to 4 squares in either direction. If you are the target, you (both initial and later) increases by 1d4 for each slot level above 2nd.
can move up or down as part of your move. Otherwise, you can use your Action to move the
target, which must remain within the spell's range. When the spell ends, the target floats gently
to the ground if it is still aloft. Mirror Image
Level 2 | Illusion
Range: Self | Components: V, S | Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates
Locate Object move with you and mimic your actions, shifting position so it's impossible to track which
Level 2 | Divination image is real. You can use your Action to dismiss the illusory duplicates. Each time a creature
Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes targets you with an attack during the spell's duration, roll a dice. A result of 3 or more changes
Describe or name an object that is familiar to you. You sense the direction to the object's the attack's target to one of your duplicates, missing you completely. If you have three
location, as long as that object is within 1 km of you. If the object is in motion, you know the duplicates, you must roll a d8; with two duplicates, you must roll a d6; with one duplicate, you
direction of its movement. The spell can locate a specific object known to you, as long as you must roll a d4. A duplicate's AC equals your size AC + your Dexterity modifier. If an attack
have seen it up close —within 6 squares — at least once. Alternatively, the spell can locate the hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that
nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or hits it, including area of effect spells. It ignores all other damage and effects. The spell ends
weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it
direct path between you and the object. relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as
with truesight.
Mystic Step
Level 2 | Conjuration
Range: Self | Components: V | Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 4 squares to an unoccupied space that
you can see.
Nystul's Magic Aura Phantasmal Force
Level 2 | Illusion Level 2 | Illusion
Range: Touch | Components: V, S | Duration: 24 hours Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
You place an illusion on a creature or an object you touch so that divination spells reveal You craft an illusion that takes root in the mind of a creature that you can see within range.
false information about it. The target can be a willing creature or an object that isn't being The target must make an Wisdom (Willpower) saving throw. On a failed save, you create a
carried or worn by another creature. When you cast the spell, choose one or both of the phantasmal object, creature, or other visible phenomenon of your choice that is no larger than
following effects. The effect lasts for the duration. If you cast this spell on the same a 2 squares and that is perceivable only to the target. The phantasm includes all stimuli, also
creature or object every day for 30 days, placing the same effect on it each time, the illusion evident only to the creature. The target can use a Double-action to examine the phantasm with
lasts until it is dispelled. an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the
False Aura. You change the way the target appears to spells and magical effects, such as target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by
detect magic, that detect magical auras. You can make a nonmagical object appear magical, a the spell, the target treats the phantasm as if it were real, including flanking if applicable. The
magical object appear nonmagical, or change the object's magical aura so that it appears to target rationalizes any illogical outcomes from interacting with the phantasm. For example, a
belong to a specific school of magic that you choose. When you use this effect on an object, target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto
you can make the false magic apparent to any creature that handles the item. the bridge. If the target survives the fall, it still believes that the bridge exists and comes up
Mask. You change the way the target appears to spells and magical effects that detect with some other explanation for its fall. An affected target is so convinced of the phantasm's
creature types. You choose a creature type and other spells and magical effects treat the reality that it can even take damage from the illusion. A phantasm created to appear as a
target as if it were a creature of that type or of that alignment. creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or
lava can burn the target. Each round on your turn, the phantasm can deal 1d8 psychic damage
to the target if it is in the phantasm's area or adjacent to it, provided that the illusion is of a
creature or hazard that could logically deal damage, such as by attacking. The target perceives
Ottiluke’s Momentum Sphere the damage as a type appropriate to the illusion.
Level 2 | Evocation
Range: Self | Components: V, S | Duration: Concentration, up to 1 minute
You create a tiny floating sphere made of energy that appears as a crystal ball and occupies
the same square you do. As part of your concentration reaction, you can move the sphere up
to 4 squares, and to try to hit a creature. Make a spell attack against the target. On a hit, the Ray of Enfeeblement
creature takes 1d6 bludgeoning damage. Additionally, for every 4 squares the sphere travels Level 2 | Necromancy
before it hits a target, it deals an additional 1d4 force damage (to a maximum of 3d4). You Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
can’t move the sphere more than 24 squares away from you. A black beam of enervating energy springs from your finger toward a creature within range.
Make a spell attack against the target. On a hit, the target is both Exhausted and Harmed. At
the end of each of the target's turns, it can make a Constitution (Endurance) saving throw
against the spell. On a success, the spell ends.
Resize Body Suggestion
Level 2 | Transmutation Level 2 | Enchantment
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 12 squares | Components: V | Duration: Concentration, up to 8 hours
You cause a target you can see within range to grow larger or smaller for the duration. Choose You suggest a course of activity (limited to a sentence or two) and magically influence a
either a creature or an object that is neither worn nor carried. If the target is unwilling, it can creature you can see within range that can hear and understand you. The suggestion must be
make a Constitution (Endurance) saving throw. On a success, the spell has no effect. If the worded in such a manner as to make the course of action sound reasonable. Asking the creature
target is a creature, everything it is wearing and carrying changes size with it. Any item dropped to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act
by an affected creature returns to normal size at once. ends the spell. The target must make a Wisdom (Willpower) saving throw. On a failed save, it
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This is charmed by you, pursuing the course of action you described to the best of its ability. The
growth increases its size by one category—from Medium to Large, for example. If there isn't suggested course of action can continue for the entire duration. If the suggested activity can be
enough room for the target to double its size, the creature or object attains the maximum completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
possible size in the space available. The target's weapons also grow to match its new size. You can also specify conditions that will trigger a special activity during the duration. For
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of example, you might suggest that a knight give her warhorse to the first beggar she meets. If the
normal. This reduction decreases its size by one category—from Medium to Small, for condition isn't met before the spell expires, the activity isn't performed. If you or any of your
example. companions damage the target, the spell ends. At Higher Levels: When you cast this spell using
a spell slot of 3rd level or higher, you can target one additional creature for each slot above 2 nd.
Scorching Ray
Level 2 | Evocation
Range: 24 squares | Components: V, S | Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one
target or several. Make a spell attack for each ray. On a hit, the target takes 2d4 fire damage. At
Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one
additional ray for each slot level above 2nd.
See Invisibility
Level 2 | Divination
Range: Self | Components: V, S | Duration: 1 hour
For the duration, you see invisible creatures as if they were visible, and you can see into the
Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Senseless Wrathful Scream
Level 2 | Necromancy Level 2 | Necromancy
Range: 6 squares | Components: V | Duration: 1 minute Range: Self (3 squares cone) | Components: V | Duration: Instantaneous
You can blind, deafen or mute a foe. Choose one creature that you can see within range to You produce scaring and loud sound waves in a 3 squares cone centered on you. Every creature
make a Constitution (Endurance) saving throw. If it fails, the target is either blinded, deafened in the area must make a Wisdom (Willpower) saving throw. A creature takes 1d8 psychic
or muted (your choice) for the duration. Alternatively, you can shut down one of the creature’s damage, 1d8 thunder damage and is Frightened of you until your next turn if it fails, or half
special perception, like blindsight. At the end of each of its turns, the target can make a new as much damage and no additional effect if it succeeds.
Constitution (Endurance) saving throw. On a success, the spell ends. At Higher Levels: When
you cast this spell using a spell slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.
Shatter
Level 2 | Evocation
Range: 12 squares | Components: V, S | Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within
range. Each creature in a 2 square sphere centered on that point must make a Constitution
(Endurance) saving throw. A creature takes 2d6 thunder damage and becomes deafened for
1d4 rounds on a failed save, or half as much damage on a successful one and no additional
effect. A creature made of inorganic material such as stone, crystal, or metal has Partial
Disadvantage on this saving throw. At Higher Levels: When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Silence
Level 2 | Illusion
Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 6 squares sphere centered
on a point you choose within range. Any creature entirely inside the sphere is immune to
thunder damage, and creatures are deafened and muted while entirely inside it. Casting a spell
that includes a verbal component is impossible there.
Dispel Magic
3rd LEVEL Level 3 | Abjuration
Blink Range: 24 squares | Components: V, S | Duration: Instantaneous
Level 3 | Transmutation Choose one creature, object, or magical effect within range. For each spell of 3rd level or
Range: Self | Components: V, S | Duration: 1 minute lower on the target, make an ability check using your spellcasting ability. The DC equals 10
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or + the spell's level. On a successful check, the spell ends. At Higher Levels: When you cast
higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the this spell using a spell slot of 4th level or higher, you can dispel a spell if its level is less
spell fails and the casting is wasted if you were already on that plane). At the start of your next than or equal to the level of the spell slot you used.
turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied
Elemental Weapon
space of your choice that you can see within 2 squares of the space you vanished from. If no
Level 3 | Transmutation
unoccupied space is available within that range, you appear in the nearest unoccupied space
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
(chosen at random if more than one space is equally near). You can dismiss this spell as an
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following
Action. While on the Ethereal Plane, you can see and hear the plane you originated from,
damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1
which is cast in shades of gray, and you can't see anything there more than 24 squares away.
bonus to attack and damage rolls and deals an extra 1d6 damage of the chosen type when it
You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that
hits. At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus
aren't there can't perceive you or interact with you, unless they have the ability to do so.
increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level
Bestow Curse or higher, the bonus increases to +3 and the extra damage increases to 3d6.
Level 3 | Necromancy
Range: Touch | Components: V, S | Duration: 1 hour Fireball
You touch a creature, and that creature must succeed on a Wisdom (Willpower) saving Level 3 | Evocation
throw or become cursed for the duration of the spell. While cursed, the creature has Partial Range: 24 squares | Components: V, S | Duration: Instantaneous
Disadvantage for any roll of an ability of your choice. A Remove Curse spell ends this A bright streak flashes from your pointing finger to a point you choose within range and
effect. At Higher Levels: If you cast this spell using a spell slot of 4th level, the duration is then blossoms with a low roar into an explosion of flame. Each creature in a 4 square sphere
4 hours. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell centered on that point must make a Dexterity (Reflex) saving throw. A target takes 4d8 fire
slot of 7th or 8th level, the duration is 24 hours. If you use a 9th level spell slot, the spell damage on a failed save, or half as much damage on a successful one. The fire spreads
lasts until it is dispelled. around corners. At Higher Levels: When you cast this spell using a spell slot of 4th level or
higher, the damage increases by 1d8 for each slot level above 3rd.
Counterspell
Level 3 | Abjuration
Range: 12 squares | Components: S | Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell, directing a disruptive
energy at the spell in progress. If the creature is casting a spell of 3rd level or lower, it must
succeed in a concentration contest against your spell DC or have its own spell failed. At
Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can
interrupt a spell if its level is less than or equal to the level of the spell slot you used.
Fly Gaseous Form
Level 3 | Transmutation Level 3 | Transmutation
Range: Touch | Components: V, S | Duration: Concentration, up to 10 minutes Range: Self | Components: V, S | Duration: Concentration, up to 1 hour
You touch a willing creature. The target gains a flying speed of 12 squares for the duration. You transform yourself, along with everything you are wearing and carrying, into a misty
When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher cloud for the duration. The spell ends if you drop to 0 hit points. While in this form, your
Level: When you cast this spell using a spell slot of 4th level or higher, you can target one only method of movement is a flying speed of 3 squares. You can enter and occupy the
additional creature for each slot level above 3rd. space of another creature. You have immunity to slashing, piercing and bludgeoning damage.
You can pass through small holes, narrow openings, and even mere cracks, though it treats
liquids as though they were solid surfaces. You can't fall and remains hovering in the air even
Fear when stunned or otherwise incapacitated. While in the form of a misty cloud, you can't talk
Level 3 | Illusion or manipulate objects, and any objects you was carrying or holding can't be dropped, used,
Range: Self (6 square cone) | Components: V, S | Duration: Concentration, up to 1 or otherwise interacted with. You can't attack or cast spells while in this form.
minute
You project a phantasmal image of a creature's worst fears. Each creature in a 6 square cone
must succeed on a Wisdom (Willpower) saving throw or drop whatever it is holding and
become frightened for the duration. If the creature ends its turn in a location where it Haste
doesn't have line of sight to you, the creature can make a Wisdom (Willpower) saving throw. Level 3 | Transmutation
On a successful save, the spell ends for that creature. Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target is
considered with the Quickened condition. That effect overwrites the Slowed condition if it
Frostbite was due to a magical effect of a 3rd level spell or lower; and suppresses the Slowed condition
Level 3 | Evocation if it was due to a magical effect of a 4th level spell or higher. When the spell ends, the target
Range: Touch | Components: V, S | Duration: Instantaneous is considered Clumsy until after its next turn, as a wave of lethargy sweeps over it.
The air around your hand become freezing, transferring the intense cold to the creature you
touch. Make a spell attack against a target within range. On a hit the creature takes 3d6 cold
damage and it must make a Constitution (Endurance) saving throw. On a failed save, it takes Hypnotic Pattern
additional 2d6 necrotic damage. At Higher Levels: When you cast this spell using a spell Level 3 | Illusion
slot of 4th level or higher, both damages increases by 1d6 for each slot level above 3rd. Range: Self (3 square cone) | Components: S | Duration: Concentration, up to 1 minute
You move your fingers and a twisting pattern of colors appears weaving through the air for a
moment. Each creature in the area who can see you must make a Wisdom (Willpower) saving
throw. On a failed save, the creature becomes Charmed for the duration. While charmed by
this spell, the creature is Incapacitated. The spell ends for an affected creature if it takes any
damage or if someone else uses an Action to shake the creature out of its stupor. After the
effect ends, the creature is Clumsy until its next turn due to the dizziness.
Hunger of Hadar Major Image
Level 3 | Conjuration Level 3 | Illusion
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
You open a gateway to the dark between the stars, a region infested with unknown horrors. A You create the image of an object, a creature, or some other visible phenomenon that is no
4 square sphere of blackness and bitter cold appears, centered on a point with range and larger than a 4 squares cube. The image appears at a spot that you can see within range and
lasting for the duration. This void is filled with a cacophony of soft whispers and slurping lasts for the duration. It seems completely real, including sounds, smells, and temperature
noises that can be heard up to 24 squares away. No light, magical or otherwise, can illuminate appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a
the area, and it is considered heavily obscured. The void creates a warp in the fabric of space, sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a
and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use
damage. Any creature that ends its turn in the area must succeed on a Dexterity (Reflex) saving your Action to cause the image to move to any other spot within range. As the image changes
throw or take 2d6 necrotic damage as otherworldly tentacles rub against it. location, you can alter its appearance so that its movements appear natural for the image. For
example, if you create an image of a creature and move it, you can alter the image so that it
appears to be walking. Similarly, you can cause the illusion to make different sounds at
different times, even making it carry on a conversation, for example. Physical interaction with
Lightning Stroke the image reveals it to be an illusion, because things can pass through it. A creature that uses its
Level 3 | Evocation action to examine the image can determine that it is an illusion with a successful Intelligence
Range: Self (24 squares line) | Components: V, S | Duration: Instantaneous (Investigation) check against your spell save DC. If a creature discerns the illusion for what it
A stroke of lightning forming a line 24 squares long blasts out from you in a direction you is, the creature can see through the image, and its other sensory qualities become faint to the
choose. Each creature in the line must make a Dexterity (Reflex) saving throw. A creature takes creature. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,
4d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher the spell lasts until dispelled, without requiring your concentration.
Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases
by 1d8 for each slot level above 3rd.
Shadow Step
Level 4 | Conjuration
Range: Self | Components: S | Duration: Instantaneous
To use this spell, you must be in an area of darkness or covered in natural shadow such from a
larger creature or object. You transport yourself from that area to another one with the same
characteristics within 12 squares.
Stoneskin 5th LEVEL
Level 4 | Abjuration Animate Objects
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour Level 5 | Transmutation
This spell turns the flesh of a willing creature you touch as hard as stone. Until the Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
spell ends, the target has resistance to bludgeoning, piercing, and slashing damage. Objects come to life at your command. Choose up to ten nonmagical objects within range that are not
being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge
Shadow Web targets count as eight objects. You can't animate any object larger than Huge. Each target animates and
Level 4 | Conjuration becomes a creature under your control until the spell ends or until reduced to 0 hit points. As part of
Range: 6 squares | Components: V, S | Duration: 1 minute your concentration, you can mentally command any creature you made with this spell if the creature is
Striking your palm down upon the ground, 8 web-like shadows crackles out around within 100 meters of you (if you control multiple creatures, you can command any or all of them at the
you, moving rapidly like a snake over the ground, each one towards a different target same time, issuing the same command to each one). You decide what action the creature will take and
within range. Each target must make a Dexterity (Reflex) saving throw, taking 2d6 where it will move during its next turn, or you can issue a general command, such as to guard a particular
necrotic damage and becoming restrained for the duration on a failed save, or half as chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures.
much damage and no additional effect on a successful one. Once given an order, the creature continues to follow it until its task is complete.
Size HP AC Attack Str Dex
Tiny 10 14 +8 to hit, 1d4 4 18
Wall of Fire Small 20 12 +6 to hit, 2d4 6 14
Level 4 | Evocation Medium 30 10 +4 to hit, 2d6 10 10
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Large 40 8 +6 to hit, 2d8 14 6
You create a wall of fire on a solid surface within range. The wall is 4 squares high and Huge 50 6 +8 to hit, 2d10 18 4
1 square thick. It is up to 12 squares long in a straight line or a full circle. The wall is An animated object is a construct with reach, AC, hit points, attacks, Strength, and Dexterity determined
opaque and lasts for the duration. When the wall appears, each creature within its area by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its base
must make a Dexterity (Reflex) saving throw. On a failed save, a creature takes 5d8 fire speed is 2 squares; if the object lacks legs or other appendages it can use for locomotion, it instead has a
damage, or half as much damage on a successful save. A creature takes the same damage flying speed of 2 squares and can hover. If the object is securely attached to a surface or a larger object,
when it enters the wall for the first time on a turn or ends its turn there. The same such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 6 squares and is blind
happens while inside the wall (if it’s circle) or adjacent to it (if it’s a line), but the beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object
damage is 2d8 fire damage. At Higher Levels: When you cast this spell using a spell form, and any remaining damage carries over to its original object form. If you command an object to
slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. attack, it can make a single melee attack against a creature. It makes a slam attack with an attack bonus
and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts
slashing or piercing damage based on its form. At Higher Levels: If you cast this spell using a spell slot
of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Bigby's Hand Contagion
Level 5 | Evocation Level 5 | Necromancy
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: Touch | Components: V, S | Duration: 7 days
You create a Large hand of shimmering, translucent force in an unoccupied space that you Your touch inflicts disease. Make a spell attack against a creature within your reach. On a hit, the
can see within range. The hand lasts for the spell's duration, and it moves at your target is poisoned. At the end of each of the poisoned target's turns, the target must make a
command, mimicking the movements of your own hand. The hand is an Construct that Constitution (Endurance) saving throw. If the target succeeds on three of these saving throws, it
has AC 12 and hit points equal double your level + your spellcasting ability modifier + is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no
your proficiency. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) longer poisoned, but choose one of the diseases below. The target is subjected to the chosen
and a Dexterity of 10 (+0). The hand doesn't fill its space. Once per turn, as part of your disease for the spell's duration. Since this spell induces a natural disease in its target, any effect
concentration, you can move the hand up to 12 squares and then cause one of the that removes a disease or otherwise ameliorates a disease's effects apply to it. Additionally, if the
following effects with it. affected creature makes physical contact with other creatures while the spell lasts, they are also
Clenched Fist. The hand strikes one creature adjacent to it. Make a spell attack for the subjected to the spell, but do their saving throws with Partial Advantage. A secondhand
hand. On a hit, the target takes 4d6 force damage. contaminated creature doesn’t contaminate others.
Forceful Hand. The hand attempts to push a creature adjacent to it in a direction you Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has
choose. Make a shove contest with the hand's Strength. If you succeed, the hand pushes Partial Disadvantage on Wisdom checks, and is blinded.
the target up to 1 square plus a number of squares equal to your spellcasting ability Filth Fever. A raging fever sweeps through the creature's body. The creature has Partial
modifier. The hand moves with the target to remain adjacent of it. Disadvantage on Strength checks, and is Exhausted.
Grasping Hand. The hand attempts to grapple a Large or smaller creature adjacent of it. Flesh Rot. The creature's flesh decays. The creature has Partial Disadvantage on Constitution
You use the hand's Strength score to resolve the grapple. While the hand is grappling the checks, and vulnerability to necrotic, acid, fire and poison damage.
target, you can use the concentration action to have the hand crush it. When you do so, Mindfire. The creature's mind becomes feverish and it only able to speak gibberish. The creature
the target takes bludgeoning damage equal to 2d6 + the hand Strength modifier. has Partial Disadvantage on Intelligence checks and is considered with the muted condition.
Interposing Hand. The hand interposes itself between you and a creature you choose until Seizure. The creature is overcome with shaking. The creature has Partial Disadvantage on
you give the hand a different command. The hand moves to stay between you and the Dexterity checks, and is Clumsy.
target, providing you with half cover against the target. To move through the hand, the Personality Disorder. The creature begins to lose self-consciousness. The creature has Partial
target must win it in a Strength contest as part of the movement action. At Higher Levels: Disadvantage on Charism check, and the creature behaves as if under the effects of the
When you cast this spell using a spell slot of 6th level or higher, the damages increases in Confusion spell during combat.
1d6 and the hand’s Strength increases in two for each slot level above 5th.
Circle of Protection Destructive Wave
Level 5 | Abjuration Level 5 | Evocation
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: Self (6 square radius) | Components: V | Duration: Instantaneous
You point a space within range where seals appears forming a circle, distorting and diffusing You strike the ground, creating a burst of powerful energy that ripples outward from you. Each
magical energy in a 6 square sphere. For the duration, each friendly creature in the area creature within 6 squares of you must succeed on a Constitution (Endurance) saving throw or
(including you) has Partial Advantage on saving throws against spells and other magical be knocked prone and take 2d6 thunder damage plus: 3d6 radiant if you are a Divine or
effects. Additionally, when an affected creature succeeds on a saving throw made against a spell Primal caster; or 3d6 force damage if you are an Arcane caster. A creature that succeeds on its
or magical effect that allows it to make a saving throw to take only half damage, it instead saving throw takes half as much damage and isn’t knocked prone.
takes no damage if it succeeds on the saving throws.
Dominate Person
Cloudkill Level 5 | Enchantment
Level 5 | Conjuration Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
Range: 24 squares | Components: V, S | Duration: 10 minutes You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom
You create a 6 square radius sphere of poisonous, yellow-green fog centered on a point you (Willpower) saving throw or be Charmed by you for the duration. If you or creatures that are
choose within range. The fog spreads around corners. It lasts for the duration or until strong friendly to you are fighting it, it has Partial Advantage on the saving throw. While the target is
wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters affected, you have a telepathic link with it as long as the two of you are on the same plane of
the spell's area for the first time on a turn or starts its turn there, that creature must make a existence. You can use this telepathic link to issue commands to the creature while you are
Constitution (Endurance) saving throw. The creature takes 4d10 poison damage on a failed conscious (no action required), which it does its best to obey. You can specify a simple and
save, or half as much damage on a successful one. Creatures are affected even if they hold their general course of action, such as "Attack that creature," "Run over there," or "Fetch that object."
breath or don't need to breathe. At Higher Levels: When you cast this spell using a spell slot If the creature completes the order and doesn't receive further direction from you, it defends and
of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. preserves itself to the best of its ability. You can use an Action to take total and precise control
of the target. Until the end of your next turn, the creature is considered Controlled by you. Each
time the target takes damage, it makes a new Wisdom (Willpower) saving throw against the spell.
If the saving throw succeeds, the spell ends. At Higher Levels: When you cast this spell using a
Cone of Cold 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level
Level 5 | Evocation spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or
Range: Self (8 squares cone) | Components: V, S | Duration: Instantaneous higher, the duration is concentration, up to 8 hours.
A blast of cold air erupts from your hands. Each creature in a 8 squares cone must make a
Constitution (Endurance) saving throw. A creature takes 4d8 cold damage on a failed save and
becomes Slowed until your next turn, or half as much damage and no additional effect on a
successful one. A creature killed by this spell becomes a frozen statue until it thaws. At Higher
Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th.
Dream Electric Jaunt
Level 5 | Illusion Level 5 | Transmutation
Range: Touch | Components: V, S | Duration: 8 hours Range: Self | Components: V, S | Duration: 1 round
This spell shapes a creature's dreams. Choose a creature known to you as the target of this A rush of electricity flows rapidly flows through your body, which appears shaking in place
spell. The target must be on the same plane of existence as you. Creatures that don't sleep, while sparkles surround it. Your movement appears as if you were lagging back and forth.
such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a Until your next turn, you receive the following benefits:
trance state, acting as a messenger. While in the trance, the messenger is aware of his or her • You are considered with the haste and concealed condition
surroundings, but can't take actions or move. If the target is asleep, the messenger appears • You ignore difficult terrain and can move through occupied spaces, but can’t stop at them
in the target's dreams and can converse with the target as long as it remains asleep, through • Creatures that rely on sight are considered flat-footed against your attacks
the duration of the spell. The messenger can also shape the environment of the dream, • If you move through a creatures area, it must make a Dexterity (Reflex) saving throw. On a
creating landscapes, objects, and other images. The messenger can emerge from the trance at failed save, the creature takes 1d8 lighting damage.
any time, ending the effect of the spell early. The target recalls the dream perfectly upon
waking. If the target is awake when you cast the spell, the messenger knows it, and can
either end the trance (and the spell) or wait for the target to fall asleep, at which point the
messenger appears in the target's dreams. You can make the messenger appear monstrous Force Barrier
and terrifying to the target. If you do, the messenger can deliver a message of no more than Level 5 | Conjuration
ten words and then the target must make a Wisdom (Willpower) saving throw. On a failed Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minute
save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the An opaque force barrier springs into existence at a point you choose within range. The barrier
target's sleep and prevents the target from gaining any benefit from that rest. In addition, appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can
when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of be free floating or resting on a solid surface. The barrier is formed by ten panels, each
hair, clipping from a nail, or similar portion of the target's body, the target makes its saving occupying one square in all dimensions, and must be adjacent to each other. It lasts for the
throw with Partial Disadvantage. duration. If the wall cuts through a creature's space when it appears, the creature must make a
Dexterity (Reflex) saving throw. It is then pushed to one side of the wall it can choose on a
successful save, or your choice on a failed save. Nothing can physically pass through the wall. It
is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys
the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal
travel through the wall.
Geas Magic Artillery
Level 5 | Enchantment Level 5 | Evocation
Range: 12 squares | Components: V | Duration: 30 days Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
You place a magical command on a creature that you can see within range, forcing it to carry You choose to create one, two or four artillery towers. Choose a point on ground within range
out some service or refrain from some action or course of activity as you decide. If the for each artillery to be created. On the square you point, a small crystal structure rises from
creature can understand you, it must succeed on a Wisdom (Willpower) saving throw or the ground, with an orb floating just above the structure. Each tower have a reach of 6
become charmed by you for the duration. While the creature is charmed by you, it’s unaware squares. As part of your concentration reaction, you can direct the artillery towers to shot four
of that, and takes 4d8 psychic damage each time it acts in a manner directly counter to your magic missiles, that are divided equally between the number of towers you created. You can
instructions, but no more than once each day. A creature that can't understand you is direct one target for each tower, but they must be within their respective reach. You make a
unaffected by the spell. You can issue any command you choose, short of an activity that single attack roll and use the result for all the magic missiles for that round. The towers are
would result in certain death. Should you issue a suicidal command, the spell ends. You can considered constructs, with an AC equal to 14, and hit points equal to your ability modifier +
end the spell early by using an Action to dismiss it. A remove curse, greater restoration, or your proficiency bonus.
wish spell also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or
8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the
spell lasts until it is ended by one of the spells mentioned above. Mislead
Level 5 | Illusion
Range: Self | Components: S | Duration: Concentration, up to 1 hour
You become invisible at the same time that an illusory double of you appears where you are
Hold Monster standing. The double lasts for the duration, but the invisibility ends if you attack or cast a
Level 5 | Enchantment spell. You can use your actions to move your illusory and make it gesture, speak, and behave in
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute whatever way you choose. You can see through its eyes and hear through its ears as if you were
Choose a creature that you can see within range. The target must succeed on a Wisdom located where it is. As part of your concentration, you can switch from using its senses to
(Willpower) saving throw or be Immobilized for the duration. At the end of each of its turns, using your own, or back again. While you are using its senses, you are blinded and deafened in
the target can make another Wisdom (Willpower) saving throw. On a success, the spell ends regard to your own surroundings.
on the target. At Higher Levels: When you cast this spell using a spell slot of 6th level or
higher, you can target one additional creature for each slot level above 5th. The creatures must
be within 6 squares of each other when you target them.
Modify Memory Passwall
Level 5 | Enchantment Level 5 | Transmutation
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 6 squares | Components: V, S | Duration: 1 hour
You attempt to reshape another creature's memories. One creature that you can see must A passage appears at a point of your choice that you can see on a wooden, plaster, or stone
make a Wisdom (Willpower) saving throw. If you are fighting the creature, it has Partial surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You
Advantage on the saving throw. On a failed save, the target becomes charmed by you for the choose the opening's dimensions: up to 1 square wide, 2 square tall, and 4 squares deep. The
duration. The charmed target is Incapacitated and unaware of its surroundings, though it can passage creates no instability in a structure surrounding it. When the opening disappears, any
still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none creatures still in the passage created by the spell are safely ejected to an unoccupied space
of the target's memories are modified. While this charm lasts, you can affect the target's nearest to the surface on which you cast the spell.
memory of an event that it experienced within the last 24 hours and that lasted no more than
10 minutes. You can permanently eliminate all memory of the event, allow the target to recall
the event with perfect clarity and exacting detail, change its memory of the details of the Projectile Volley
event, or create a memory of some other event. You must speak to the target to describe how Level 5 | Conjuration
its memories are affected, and it must be able to understand your language for the modified Range: 24 squares | Components: V, S | Duration: Instantaneous
memories to take root. Its mind fills in any gaps in the details of your description. If the spell You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical
ends before you have finished describing the modified memories, the creature's memory isn't weapon into the air and choose a point within range. Hundreds of duplicates of the
altered. Otherwise, the modified memories take hold when the spell ends. A modified ammunition or weapon fall in a volley from above and then disappear. Each creature in a 6
memory doesn't necessarily affect how a creature behaves, particularly if the memory square radius, 3 square high cylinder centered on that point must make a Dexterity (Reflex)
contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified saving throw. A creature takes 5d8 damage on a failed save, or half as much damage on a
memory, such as implanting a memory of how much the creature enjoyed dousing itself in successful one. The damage type is the same as that of the ammunition or weapon.
acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too
nonsensical to affect a creature in a significant manner. A remove curse or greater restoration Rary's Telepathy
spell cast on the target restores the creature's true memory. At Higher Levels: If you cast this Level 5 | Divination
spell using a spell slot of 6th level or higher, you can alter the target's memories of an event Range: Self | Components: V, S | Duration: 1 hour
that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or You gain the ability to speak telepathic with any creature within sight. A creature can attempt a
any time in the creature's past (9th level). Wisdom (Willpower) saving throw to avoid receiving a telepathic link with you.
Seeming Telekinesis
Level 5 | Illusion Level 5 | Transmutation
Range: 6 squares | Components: V, S | Duration: 8 hours Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
This spell allows you to change the appearance of any number of creatures that you can see You gain the ability to move or manipulate creatures or objects by thought. When you cast
within range. You give each target you choose a new, illusory appearance. An unwilling target the spell, and as a Double-action each round for the duration, you can exert your will on one
can make a Wisdom (Willpower) saving throw, and if it succeeds, it is unaffected by this creature or object that you can see within range, causing the appropriate effect below. You can
spell. The spell disguises physical appearance as well as clothing, armor, weapons, and affect the same target round after round, or choose a new one at any time. If you switch
equipment. You can make each creature seem shorter or taller and appear thin, fat, or in targets, the prior target is no longer affected by the spell.
between. You can't change a target's body type, so you must choose a form that has the same Creature. You can try to move a Huge or smaller creature. Make an ability check with your
basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts spellcasting ability contested by the creature's Strength check. If you win the contest, you
for the duration, unless you use your action to dismiss it sooner. The changes wrought by move the creature up to 6 squares in any direction, including upward but not beyond the
this spell fail to hold up to physical inspection. For example, if you use this spell to add a range of this spell, and rotate it in any direction. Until the end of your next turn, the
hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel creature is Immobilized in your telekinetic grip. A creature lifted upward is suspended in
nothing or would feel the creature's head and hair. If you use this spell to appear thinner mid-air. Pressing it to any surface causes damage in the same way as falling damage. For every
than you are, the hand of someone who reaches out to touch you would bump into you square moved until hitting the surface, it takes 1d6 bludgeoning damage. You can also cause
while it was seemingly still in midair. A creature can use its action to inspect a target and the target to become Suffocating while you maintain your grip over it.
make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it Object. You can try to move an object that weighs up to 500 kg. If the object isn't being
becomes aware that the target is disguised. worn or carried, you automatically move it up to 6 squares in any direction, but not beyond
the range of this spell. If the object is worn or carried by a creature, you must make an
ability check with your spellcasting ability contested by that creature's Strength check. If you
succeed, you pull the object away from that creature and can move it up as mentioned. You
Synaptic Static can exert fine control on objects with your telekinetic grip, such as manipulating a simple
Level 5 | Evocation tool, opening a door or a container, stowing or retrieving an item from an open container, or
Range: 6 squares | Components: S | Duration: Concentration, up to 1 minute pouring the contents from a vial. You can also attack with the object. The damage matches it
You start a synaptic chain from you to a target within range. You can then choose another sizes and characteristics according to the DM. You make a regular spell attack roll to attack
target that must be within 5 squares from the initial target, and so on, reducing another with the object.
square for each new target, until you reach 1 square distance. A creature with an Intelligence
score of 2 or lower can’t be affected by this spell. Each target must make a Wisdom
(Willpower) saving throw. A target takes 4d6 psychic damage on a failed save and becomes
Incapacitated for duration, or half as much damage and no additional effect on a successful
one. Affected creatures can attempt a new saving throw at the start of their turn. If a
creature succeeds in the saving throw, any other creature affected after it also automatically
succeeds. You are also Incapacitated while there is any incapacitated creature through this
spell, except to maintain your concentration over the spell.
Tasha’s Life Drain Chain Lightning
Level 5 | Necromancy Level 6 | Conjuration
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 12 squares | Components: V, S | Duration: Instantaneous
You emit a wobbling dark-red ray towards a creature within range. Make a spell attack. You summon a bolt of lightning that arcs toward a target of your choice that you can see within range.
On a hit, the target takes 2d8 necrotic damage, and until the spell ends, as part of your Three bolts then leap from that target to as many as three other targets, each of which must be within
concentration reaction, you can automatically deal 2d8 necrotic damage to the target. The 6 squares of the first target. A target can be targeted by only one of the bolts. A target must make a
spell ends if the target is ever outside the spell’s range, or if the target has total cover from Dexterity (Reflex) saving throw, taking 5d8 lightning damage on a failed save, or half as much on a
you. Whenever the spell deals damage to a target, you regain hit points equal to half the successful one. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one
amount of necrotic damage the target takes. At Higher Levels. When you cast this spell additional bolt leaps from the first target to another target for each slot level above 6th.
using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level
above 5th.
Dragon’s Breath
Level 6 | Transmutation
Range: Self | Components: V, S | Duration: 1 minute
You become imbued it with the power to spew magical energy from its mouth as a dragon. Choose
acid (black), cold (blue), fire (red), lightning (white), or poison (green). Until the spell ends, your
6th LEVEL chest and neck gain a scale-like aspect with the choose color. You can use a Double-action to exhale
energy of the chosen type in a 3 squares cone. Each creature in that area must make a Dexterity
Conjure Undead (Reflex) saving throw, taking 3d10 damage of the chosen type on a failed save, or half as much
Level 6 | Conjuration damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 hour or higher, the damage increases by 1d10 for each slot level above 7th.
You bring forth an undead creature in an unoccupied space that you can see within range.
When you cast the spell, choose the creature’s form: Spectral, Putrid, or Skeletal. The
DM has the creatures' statistics. A creature summoned by this spell disappears when it Disintegrate
drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you Level 6 | Transmutation
and your companions. In combat, the creature shares your initiative count, but it takes its Range: 12 squares | Components: V, S | Duration: Instantaneous
turn immediately after yours. It obeys any verbal commands that you issue to it (no A thin green ray springs from your pointing finger to a target that you can see within range. Make a
action required by you). If you don't issue any commands to them, they defend spell attack against the target. On a hit, the target takes 6d12 force damage. The target is disintegrated
themselves from hostile creatures, but otherwise take no actions. At Higher Levels: When if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and
you cast this spell using a spell slot of 7th level or higher, the creature’s statistics improves carrying are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a
accordingly. true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical
object or a creation of magical force. If the target is a Huge or larger object or creation of force, this
spell disintegrates a 2 square cube portion of it. At Higher Levels: When you cast this spell using a
spell slot of 7th level or higher, the damage increases by 2d12 for each slot level above 6th.
Dread Wall Intellect Fortress
Level 6 | Evocation Level 6 | Abjuration
Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes Range: Self (4 square radius sphere) | Components: V, S | Duration: Concentration, up to 10
You create a wall made of spirits, sorrow and darkness. The wall appears within range on a minutes
solid surface and lasts for the duration. The wall is 2 squares high and 2 squares thick. It is also In a 4 square radius sphere that centered and moving with you, you create a psychical link
12 squares long, either in a straight line or full circle, as you choose. The wall is considered between you and your allies inside the area, with each mind protecting the other. Creatures with
heavily obscured and natural or magical light of lower level can’t pass through it. When the wall Intelligence scores of 2 or less aren't affected by this spell. For the duration, you and allies
appears, each creature within its area must make a Constitution (Endurance) saving throw. On inside the area receives the following benefits:
a failed save, a creature takes 5d8 necrotic damage, or half as much damage on a successful save. • Psychic resistance
A creature takes the same damage when it enters the wall for the first time on a turn or ends its • Partial Advantage on Wisdom (Willpower) saving throws and concentration checks, and for
turn there. Additionally, in the same circumstances, a creature must make a Wisdom each affect creature, they gain +1 on these rolls
(Willpower) saving throw. On a failed save, the creature is frightened by the wall for the spell • Can’t have the mind read or detected, and can’t be unwillingly telepathically communicate
duration. At the beginning of each of the creature’s turn, it can attempt a new Wisdom with
(Willpower) saving throw, ending the effect on a successful save. At Higher Levels. When you • Can communicate telepathically with each other whether or not they have share a common
cast this spell using a spell slot of 7th level or higher, the damage the wall deals increases by language.
1d8.
Mind Blow
Evard’s Corrosive Slime Level 6 | Evocation
Level 6 | Conjuration Range: 24 squares | Components: V, S | Duration: Instantaneous
Range: 12 squares | Components: V, S | Duration: 10 minutes You reach into a creature’s mind and causes it to have a mental spike. Choose any creature you
You create an ooze-like surface in a 4 square-radius area. The substance is slicky, sticky and can see or mentally locate within range. The creature takes 4d6 psychic damage and becomes
corrosive. The area is considered difficult terrain. When you cast the spell, every creature in the clumsy for four rounds with a successful save, or half as much damage and clumsy until your
area takes 1d6 acid damage if standing up, or 4d6 acid damage if prone. Creatures that ends next turn on a failed one. If the creature is charmed by you, it has Partial Disadvantage on that
they turn inside the area takes the same damage. The first time in a creature’s turn it moves check and the damage becomes 6d6, and your charming effect ends. If the creature is
inside the area, it must make a Dexterity (Reflex) saving throw. On a failed save the creature controlled by you, it automatically fails the check, the damage becomes 6d8 and your
falls prone. Prone creatures must win a Strength contest against your spell DC to stand up, as controlling effect ends. At Higher Level: When you cast this spell using a spell slot of 7th level
part of the same Action. or higher, the damage increases by 1d6 or d8 for each slot level above 7th.
Ottiluke’s Unavoidable Rhythm For example, you could create an illusion of yourself to appear and warn off others who
Level 6 | Enchantment attempt to open a trapped door, or you could set the illusion to trigger only when a creature
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute says the correct word or phrase. Physical interaction with the image reveals it to be an illusion,
You create a 6 square radius sphere area of psychic stimulation that flows through creature’s because things can pass through it. A creature that uses its action to examine the image can
mind and body, sedating or hyperexciting them. When you cast the spell, choose fast or slow. determine that it is an illusion with a successful Intelligence (Investigation) check against your
You can change between the effects as an Double-action in your turn. Every creature in the area spell save DC. If a creature discerns the illusion for what it is, the creature can see through the
must make a Wisdom (Willpower) saving throw. A creature can choose to fail the check. On a image, and any noise it makes sounds hollow to the creature.
failed save, the creature becomes Slowed or Quickened for the duration, according to your
choice. On a successful save, the creature takes 4d6 psychic damage and isn’t affected by the
Stone and Flesh
spell anymore.
Level 6 | Transmutation
Range: Touch | Components: V, S | Duration: Until dispelled
Power Word: Halt You attempt to turn one creature that you can see within range into stone or return the target
Level 6 | Enchantment original form if it is currently petrified. When you cast the spell, choose one of the following.
Range: 12 squares | Components: V | Duration: Instantaneous Flesh to Stone. If the target's body is made of flesh, the creature must make a Constitution
You speak a word of power that causes one creature you can see within range to immediately (Endurance) saving throw. On a failed save, it is restrained as its flesh begins to harden. On a
stop and stay still. If the target has 100 hit points maximum or fewer, it becomes immobilized. successful save, the creature isn’t affected. A creature restrained by this spell must make another
Otherwise, the spell has no effect on it. A target can make a Wisdom (Willpower) saving throw Constitution (Endurance) saving throw at the end of each of its turns. If it successfully saves
at every minute thereafter. On a successful save, the spell ends. against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and
subjected to the petrified condition for the duration. The successes and failures don’t need to be
consecutive; keep track of both until the target collects three of a kind. If the creature is
Programmed Illusion physically broken while petrified, it suffers from similar deformities if it reverts to its original
Level 6 | Illusion state.
Range: 24 squares | Components: V, S | Duration: Until dispelled Stone to Flesh. You cleanse the petrified condition from a creature.
You create an illusion of an object, a creature, or some other visible phenomenon within range
that activates when a specific condition occurs. The illusion is imperceptible until then. It must
be no larger than a 6 square cube, and you decide when you cast the spell how the illusion
behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When
the condition you specify occurs, the illusion springs into existence and performs in the
manner you described. Once the illusion finishes performing, it disappears and remains
dormant for 10 minutes. After this time, the illusion can be activated again. The triggering
condition can be as general or as detailed as you like, though it must be based on visual or
audible conditions that occur within 6 squares of the area.
Tenser’s Transformation
Level 6 | Transmutation
7th LEVEL
Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes Etherealness
You endow yourself with endurance and martial prowess fueled by magic and turns yourself Level 7 | Transmutation
into a construct. Your body and blood becomes metallic. Until the spell ends, you can’t cast Range: Touch | Components: V, S | Duration: Concentration, up to 8 hours
spells, and you gain the following benefits: You step into the border regions of the Ethereal Plane, in the area where it overlaps with your
• You gain the construct type current plane. You remain in the Border Ethereal for the duration of the spell. During this time,
• Your AC is considered as if you were wearing a half-plate armor you can move in any direction. You can see and hear the plane you originated from, but
• You can use your spellcasting ability for weapon attacks and damages rolls everything there looks gray, and you can’t see anything more than 24 squares away. While on the
• You are considered proficient with any weapon you wield Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special
become Exhausted. ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t
on the Ethereal Plane, allowing you to move through objects you perceive on the plane you
True Seeing originated from. When the spell ends, you immediately return to the plane you originated from
Level 6 | Divination in the spot you currently occupy. If you occupy the same spot as a solid object or creature when
Range: Touch | Components: V, S | Duration: 1 hour this happens, you are immediately shunted to the nearest unoccupied space that you can occupy
This spell gives the willing creature you touch the ability to see things as they actually are. For and take force damage equal to twice the number of squares you are moved. This spell has no
the duration, the creature has truesight, notices secret doors hidden by magic, and can see into effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as
the Ethereal Plane, all out to a range of its natural sight. It surpasses the Blinded for the spell’s one of the Outer Planes.
duration.
Vortex Swap
Level 6 | Conjuration Fog of Madness
Range: 12 squares | Components: V | Duration: Instantaneous Level 7 | Illusion
Choose a creature you can see within range. You magically twist space around you and the Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
creature, swapping places with each other. If the creature is unwilling, it can make a You create a 4 square radius sphere of a purple hallucinogenic gas, centered on a point you
Constitution (Endurance) saving throw, avoiding the effect on a successful check. choose within range. The fog spreads around corners. It lasts for the duration or until strong
wind disperses the fog, ending the spell. It’s area is lightly obscured. When a creature enters the
spell's area for the first time on a turn or starts its turn there, that creature must make a
Wisdom (Willpower) saving throw. On a failed save, a creature must roll a d6 and is affect as
per the Sleep (1), Calm Emotions (2), Hypnotic Patter (3), Compulsion (4), Confusion (5) or
Phantasmal Killer (6) according to the result.
Finger of Death
Level 7 | Necromancy
Range: Touch | Components: S | Duration: Instantaneous
You send negative energy coursing through a creature that you touch, causing it searing pain.
The target must make a Constitution (Endurance) saving throw. On a failed save, the creature
receives the Dying condition, even if still has more than 0 hit points, but isn’t knocked
unconscious. It can act and heal normally, without any changes to the condition. It must go
throw the save death saving throws, effectively dying on the three failed saves. A remove curse,
restoration or similar spell removes the condition.
Forcecage
Level 7 | Evocation
Range: 24 squares | Components: V, S | Duration: 1 hour
An immobile, invisible, prison of 3 squares cubic composed of magical force springs into
existence around an area you choose within range. The prison can be a cage or a solid box as
you choose. When you cast the spell, any creature that is completely inside the cage's area is
trapped. Creatures only partially within the area, or those too large to fit inside the area, are
pushed away from the center of the area until they are completely outside the area. A creature
inside the cage can't leave it by nonmagical means. Interplanar travel and teleportation is
impossible in and out of the cage. This spell can't be dispelled by dispel magic.
Mordenkainen's Sword
Level 7 | Evocation
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
You invoke a sword-shaped plane of force that hovers within range, occupying its own square.
It lasts for the duration. The sword acts on its turn, but right after yours, and follow your
commands. If no command is given, it’ll do its best to protect you. The sword can only use the
move and attack actions. When the sword attacks, you make a spell attack. On a hit, the target
takes 3d10 force damage. The sword is a construct with AC 14 and can only be destroyed with
by magical means such as the disintegrate spell.
Power Word: Succeed Prismatic Spray
Level 7 | Enchantment Level 7 | Evocation
Range: 12 squares | Components: V | Duration: Instantaneous Range: Self (6 squares cone) | Components: V, S | Duration: Instantaneous
You speak a word of power that causes one creature you can see within range to supernaturally Eight multicolored rays of light flash from your hand. Each ray is a different color and has a
succeed on any task. The target must be about to perform an ability check. If the target has different power and purpose. Each creature in a 6 squares cone must make a Constitution
100 hit points maximum or fewer, it immediately succeeds on the check. Otherwise, the spell (Endurance) saving throw. On a failed save, the creature is blinded for 1d8 turns. Additionally,
has no effect on it. for each target, roll a d8 to determine which color ray affects it, being them red (1), orange (2),
yellow (3), green (4), blue (5), indigo (6), and violet (7). If the dice results on a 8, reroll the
Power Word: Fail
dice.
Level 7 | Enchantment
Red. The target takes 4d12 fire damage on a failed save, or half as much damage on a
Range: 12 squares | Components: V | Duration: Instantaneous
successful one.
You speak a word of power that causes one creature you can see within range to supernaturally
Orange. The target takes 4d12 acid damage on a failed save, or half as much damage on a
fail on any task. The target must be about to perform an ability check. If the target has 100 hit
successful one.
points maximum or fewer, it immediately fails on the check. Otherwise, the spell has no effect
Yellow. The target takes 4d12 lightning damage on a failed save, or half as much damage on a
on it.
successful one.
Project Image Green. The target takes 4d12 poison damage on a failed save, or half as much damage on a
Level 7 | Illusion successful one.
Range: Sight | Components: V, S | Duration: Concentration, up to 1 day Blue. The target takes 4d12 cold damage on a failed save, or half as much damage on a
You create an illusory copy of a creature you can see when you cast the spell, which lasts for successful one.
the duration. The copy can appear at any location within your sight. The illusion looks and Indigo. On a failed save, the target becomes petrified for as long as its blinded by the spell.
sounds like the creature copied. If the illusion takes any damage, it disappears, and the spell Violet. On a failed save, the target is teleported to a random place within 1km radius.
ends. In your turn, as part of your concentration reaction, you can make the illusion move,
gesture, speak, and behave in whatever way you choose within a turn limit. It mimics any
mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in
its space. While you are using its senses, you are blinded and deafened in regard to your own
surroundings. Physical interaction with the image reveals it to be an illusion, because things can
pass through it. A creature that uses its action to examine the image can determine that it is an
illusion with a successful Intelligence (Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the creature can see through the image, and any
noise it makes sounds hollow to the creature.
Reverse Gravity Teleport
Level 7 | Transmutation Level 7 | Conjuration
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 6 squares | Components: V, S | Duration: Instantaneous
This spell reverses gravity in a 6 squares radius, 12 squares high cylinder centered on a point This spell instantly transports you and up to eight willing creatures of your choice that you can
within range. All creatures that aren’t somehow anchored to the ground in the area fall upward see within range, or a single object that you can see within range, to a destination you select. If
and reach the top of the area when you cast this spell. A creature can make a Dexterity (Reflex) you target an object, it must be able to fit entirely inside a 2 square cube, and it can’t be held or
saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object carried by an unwilling creature. The destination you choose must be known to you somehow,
(such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they and it must be on the same plane of existence as you. Your familiarity with the destination
would during a normal downward fall. If that happens, the creature must pass a second determines whether you arrive there successfully or not. The DM rolls d100 to check your
Dexterity (Reflex) saving throw or hit the ceiling prone. The creatures can move in the ceiling chances and consults the table.
as they would in the ground or through flight. If an object or creature reaches the top of the Lived 100%
area without striking anything, it remains there, oscillating slightly, for the duration. At the end Very familiar 80%
of the duration, affected objects and creatures fall back down, repeating the second saving Seen casually 60%
throw effect. Viewed once 40%
Description 20%
False destination 0%
If your teleportation fails, you and your group (or the target object) appear in a random
Tether Essence relatively far distance away from the destination in a random direction, determined by the DM.
Level 7 | Necromancy You can also end up being teleported to place similar to the one you were attempting to, if
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour they are nearby.
Two creatures you can see within range must make a Constitution (Endurance) saving throw,
with disadvantage if they are within 6 squares of each other. Either creature can willingly fail
the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are have
their life force linked for the duration, regardless of the distance between them. When damage
is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to
one of them, the same number of hit points are restored to the other one. If either of the
tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one
creature, it ends on both. For the spell duration, if one of them moves away more than 6
squares from the other, it takes 2d6 necrotic damage.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is
8th LEVEL the destination or the departure point for such magical travel. A portal to another location,
Antimagic Field world, or plane of existence, as well as an opening to an extradimensional space such as that
Level 8 | Abjuration created by the rope trick spells, temporarily closes while in the sphere.
Range: 12 squares | Components: V, S | Creatures and Objects. A creature or object summoned or created by magic temporarily winks
Duration: Concentration, up to 1 hour out of existence in the sphere. Such a creature instantly reappears once the space the creature
A 2 square radius invisible sphere of antimagic surges centered in a point within range. This occupied is no longer within the sphere.
area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere.
can't be cast, summoned creatures disappear, and even magic items become mundane. If you Likewise, the spheres created by different antimagic field spells don't nullify each other.
choose to cast the spell centered in the same space you occupy, the sphere moves with you,
centered on you. Spells and other magical effects, except those created directly by an artifact or
a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a
Dominate Monster
suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it
Level 8 | Enchantment
spends suppressed counts against its duration. All the following applies:
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom
target a creature or an object in the sphere have no effect on that target.
(Willpower) saving throw or be charmed by you for the duration. If you or creatures that are
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into
friendly to you are fighting it, it has Partial Advantage on the saving throw. While the creature
the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the
is charmed, you have a telepathic link with it as long as the two of you are on the same plane
sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the
of existence. You can use this telepathic link to issue commands to the creature while you are
sphere, creating a gap in the wall if the overlap is large enough.
conscious (no action required), which it does its best to obey. You can specify a simple and
Spells. Any active spell or other magical effect on a creature or an object in the sphere is
general course of action, such as "Attack that creature," "Run over there," or "Fetch that
suppressed while the creature or object is in it.
object." If the creature completes the order and doesn’t receive further direction from you, it
Magic Items. The properties and powers of magic items are suppressed in the sphere. For
defends and preserves itself to the best of its ability.
example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's
You can use a Double-action to take total and precise control of the target. Until the end of
properties and powers are suppressed if it is used against a target in the sphere or wielded by
your next turn, the creature is considered Controlled by you. Each time the target takes
an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the
damage, it makes a new Wisdom (Willpower) saving throw against the spell. If the saving
sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the
throw succeeds, the spell ends. At Higher Levels: When you cast this spell with a 9th-level spell
sphere) the magic of the item ceases to be suppressed as soon as it exits.
slot, the duration is concentration, up to 8 hours.
Earthquake Incendiary Cloud
Level 8 | Conjuration Level 8 | Conjuration
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
You create a seismic disturbance at a point on the ground that you can see within range. For A swirling dense cloud of hot smoke and appears in a 4 square radius sphere centered on a
the duration, an intense tremor rips through the ground in a 6 square radius circle centered on point within range. The cloud spreads around corners and is heavily obscured. It lasts for the
that point and shakes creatures and structures in contact with the ground in that area. The duration or until a wind of moderate or greater speed disperses it. When the cloud appears,
ground in the area becomes difficult terrain. When you cast this spell and at the end of each each creature in it must make a Dexterity (Reflex) saving throw. A creature takes 4d12 fire
turn you spend concentrating on it, each creature on the ground in the area must make a damage and 4d12 lighting damage on a failed save, or half as much damage on a successful
Dexterity (Reflex) saving throw. On a failed save, the creature takes 5d6 bludgeoning damage one. A creature must also make this saving throw when it enters the spell’s area for the first
and is knocked prone, or half as much and no additional effect on a successful one. This spell time on a turn or ends its turn there. A creature inside the area can’t breath and thus is
can have additional effects depending on the terrain in the area, as determined by the DM. considered with the suffocating condition.
Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast
the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 2
squares deep, 2 squares wide, and extends from one edge of the spell’s area to the opposite
side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving Maze
throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A Level 8 | Conjuration
fissure that opens beneath a structure causes it to automatically collapse (see below). Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the You banish a creature that you can see within range into a labyrinthine demiplane, effectively
ground in the area when you cast the spell and at the start of each of your turns until the spell gone while under the effect. The target remains there for the duration or until it escapes the
ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. maze. The target can use a Double-action to attempt to escape the maze. When it does so, it
A creature within half the distance of a structure’s height must make a Dexterity (Reflex) must succeed on a Intelligence contest against your spells DC. If it succeeds, it escapes, and the
saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, spell ends. When the spell ends, the target reappears in the space it left or, if that space is
and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an Double-action occupied, in the nearest unoccupied space.
to escape. The DM can adjust the damage and the DC higher or lower, depending on the
nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t
fall prone or become buried. Power Word: Surrender
Level 8 | Enchantment
Range: 12 squares | Components: V | Duration: Instantaneous
You speak a word of power that causes one creature you can see within range to give up any
hostile attempt against you and your allies. If the target has 100 hit points maximum or fewer,
it drops its weapons if it has any, and does what it finds safer between fleeing or submitting.
Otherwise, the spell has no effect on it.
Power Word: Forget Feeblemind
Level 8 | Enchantment Level 8 | Enchantment
Range: 12 squares | Components: V | Duration: Instantaneous Range: 24 squares | Components: V, S | Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to forget up You cease the mind of a creature that you can see within range, attempting to shatter its
to a maximum of 24 hours of memory during any given moment of its life. If the creature you intellect and personality. The target takes 60 psychic damage and must make an Wisdom
choose has 100 hit points maximum or fewer, it permanently loses all memory of the timespan (Willpower) saving throw. On a successful save, the creature is Incapacitated until your next
you choose. Otherwise, the spell has no effect. turn. On a failed save, the creature’s mind goes into a semi-vegetative state. Its mental abilities
scores’ becomes 1. The creature can’t cast spells, activate magic items, understand language,
communicate in any intelligible way, attack or take any complex activity. It just basically does
Polar Ray the most basic activities to stay alive. At the end of every week, the creature can repeat its
Level 8 | Evocation saving throw against this spell. If it succeeds on its saving throw, the spell ends. If it fails three
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 hour
times, the spell lasts until dispelled. The spell can then only be reversed by Greater Restoration,
A blue-white ray of freezing air and ice springs from your hand and towards a creature within
Wish or similar spells.
range. Make spell attack against the target. On a hit, the target takes 6d12 cold damage and
must succeed on a Constitution (Endurance) saving throw or be frozen solid. A creature who is
frozen solid by this spell is considered petrified for the spell duration, however, instead of
Gravity Darkhole
receiving resistance to bludgeoning and fire damage, the target has vulnerability to those
Level 9 | Evocation
damage types.
Range: 48 squares | Components: V, S | Duration: Concentration, up to 10 minute
A 2-radius sphere of crushing and pulling force forms centered in a point you can see within
range. The area is total darkness and no light can pass through it. Each creature up to 24
squares away from the sphere is considered Slowed. When the spell is cast and in the beginning
of the creature’s turns while in the spell area, it is pulled 4 squares in a straight line toward the
9th LEVEL center of the sphere, ending in an unoccupied space as close to the center as possible and takes
Absolute Zero 5d12 force damage. A creature can use an Action to attempt a Strength contest against your
Level 9 | Conjuration spell DC, preventing the pulling effect on a successful check. If a creature reaches the sphere, it
Range: 48 squares | Components: V, S | Duration: Instantaneous takes 60 force damage and is teleported to a random place in the Astral Plane.
You pull the absolute cold that dwells deep within the Plane of Ice to a point within range.
Each creature in a 6 square radius sphere centered on that point must make a Constitution
(Endurance) saving throw. On a failed save, a target takes 12d10 cold damage and is frozen
solid. A creature who is frozen solid by this spell is considered petrified until dispelled,
however, instead of receiving resistance to bludgeoning and fire damage, the target has
vulnerability to those damage types. On a successful save, a target takes half as much damage
and is Slowed for 1 minute.
Gate Power Word: Die
Level 9 | Conjuration Level 9 | Enchantment
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 12 squares | Components: V | Duration: Instantaneous
You conjure a portal linking an unoccupied space you can see within range to a precise location You speak a word of power that causes one creature you can see within range to die instantly.
on a different plane of existence. The portal is a circular opening, as large as a gargantuan If the creature you chose has 100 hit points maximum or fewer, it dies. Otherwise, the spell
creature. You can orient the portal in any direction you choose. The portal lasts for the has no effect.
duration. The portal has a front and a back on each plane where it appears. Anything that
moves through the portal is instantly transported to the other plane, appearing in the
unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals
created by this spell from opening in their presence or anywhere within their domains. When
you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or
nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal
opens in the named creature’s immediate vicinity and draws the creature through it to the
nearest unoccupied space on your side of the portal. You gain no special power over the
creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help
you.
Invulnerability
Level 9 | Abjuration
Range: Self | Components: V, S | Duration: Concentration, up to 1 minute
You become immune to all damage until the spell ends.
Meteor Swarm
Level 9 | Conjuration
Range: Sight | Components: V, S | Duration: Instantaneous
You open a rift in the sky, bringing forth meteorites from space. Blazing medium and small
orbs of fire plummet to the ground in a 100 meters high, 40 meters diameter area within
range. Each creature in the surface in the area 20d6 fire damage and 20d6 bludgeoning damage
on a failed save, or half as much damage on a successful one.
Prismatic Wall Blue. The creature takes 40 cold damage on a failed save, or half as much damage on a
Level 9 | Evocation successful one. This layer can be destroyed by dealing at least 40 fire damage to it.
Range: 12 squares | Components: V, S | Duration: 10 minutes Indigo. On a failed save, the target becomes petrified until dispelled. While this layer is in
A shimmering, multicolored plane of light forms a vertical opaque wall. The wall is 6 squares place, spells can’t be cast through the wall. A Passwall spell, or another spell of equal or greater
high and 1 square thick. It is also 18 squares long, either in a straight line or full circle. The level that can open a portal on a solid surface, destroys this layer.
wall remains in place for the duration. If you position the wall so that it passes through a space Violet. On a failed save, the target is transported to a random place in the Ethereal Plane. This
occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall layer is destroyed by a Dispel Magic spell or similar spell of equal or higher level that can end
sheds bright light out to a range of 20 squares and dim light for an additional 20 squares. You spells and magical effects.
and creatures you designate at the time you cast the spell can pass through and remain near the
wall without harm. If another creature that can see the wall moves to within 4 squares of it or
starts its turn there, the creature must succeed on a Constitution (Endurance) saving throw or
become blinded for 1 minute. The wall consists of seven layers, each with a different color. Time Stop
When a creature attempts to reach into or pass through the wall, it does so one layer at a time Level 9 | Transmutation
through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Range: Self (100 meters diameter sphere) | Components: V | Duration: Instantaneous
Constitution (Endurance) saving throw or be affected by that layer’s properties as described You briefly stop the flow of time for everyone but yourself in a 100 meters diameter sphere,
below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means centered on you. No time passes for other creatures, while you take 1d4 + 1 turns in a row,
specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An during which you can use actions and move as normal. This spell ends if one of the actions
Antimagic Field has no effect on it. A Desintegrate spell also destroy the layers, one at a time. you use during this period, or any effects that you create during this period, affects a creature
Red. The creature takes 40 fire damage on a failed save, or half as much damage on a inside that area other than you or an object being worn or carried by someone other than you
successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the inside that area. In addition, the spell ends if you move to a place more than 100 meters away
wall. The layer can be destroyed by dealing at least 40 cold damage to it. from the location where you cast it.
Orange. The creature takes 40 acid damage on a failed save, or half as much damage on a
successful one. While this layer is in place, magical ranged attacks can’t pass through the wall.
This layer can be destroyed by dealing at least 40 lighting damage to it.
Yellow. The creature takes 40 lightning damage on a failed save, or half as much damage on a
successful one. This layer can be destroyed by dealing at least 40 force damage to it.
Green. The creature takes 40 poison damage on a failed save, or half as much damage on a
successful one. The layer is destroyed by a strong wind.
WIZARD & WARLOCK
SPELL-LIST Encode Thoughts
Level 0 | Enchantment
Range: Self | Components: S | Duration: 24 hours
CANTRIPS You pull a memory, an idea, or a message from your mind and transform it into a tangible
Acid Splash string of glowing energy called a thought strand, which persists for the duration or until you
Level 0 | Conjuration cast this spell again. The thought strand appears in an unoccupied adjacent to you as a tiny,
Range: 12 squares | Components: V, S | Duration: Instantaneous weightless, semisolid object that can be held and carried like a ribbon. It is otherwise
You hurl a bubble of acid. Any creature in and adjacent to the square you hit must stationary. If you cast this spell while reading or manipulating the thoughts of others (such as
succeed on a Dexterity (Reflex) saving throw or take 1d8 acid damage. This spell's throught detect thoughts or modify memory), you can transform the thoughts or memories
damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level you read, rather than your own, into a thought strand. Casting this spell while holding a
(4d8). thought strand you created allows you to instantly receive its content. Casting detect thoughts
on any strand has the same effect.
Cold Breeze
Level 0 | Evocation
Range: Self (3 squares cone) | Components: V, S | Duration: Instantaneous Eldritch Bolt
A frigid wind of blue-white light streaks spreads out from your hands in a 3 square cone. Level 0 | Evocation
Every creature in the area must succeed on a Constitution (Endurance) saving throw or Range: 24 squares | Components: V, S | Duration: Instantaneous
take 1d10 cold damage. The spell's damage increases by 1d10 when you reach 5th level Spell-list: Sorcerer, Warlock, Wizard
(2d10), 11th level (3d10), and 17th level (4d10). A beam of crackling energy streaks toward a creature within range. Make a spell attack against
the target. On a hit, the target takes 1d4 force damage. This spell's damage increases by 1d4
when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Dancing Lights
Level 0 | Evocation
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Fire Bolt
You create up to four torch-sized lights within range, making them appear as torches, Level 0 | Evocation
lanterns, or glowing orbs that hover in the air for the duration. You can also combine the Range: 12 squares | Components: S | Duration: Instantaneous
four lights into one glowing vaguely humanoid form of Medium size. Each light sheds You hurl a mote of fire at a creature within range. Make a spell attack against the target. On a
dim light in 2 squares radius, and bright light if combined. As a free-action on your turn, hit, the target takes 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th
you can move the lights up to 12 squares to a new spot within range. A light must be level (2d6), 11th level (3d6), and 17th level (4d6).
within 12 squares of another light created by this spell, and a light winks out if it exceeds
the spell's range.
Mage Hand Minor Illusion
Level 0 | Conjuration Level 0 | Illusion
Range: 24 squares | Components: S | Duration: Concentration, up to 1 minute Range: 12 squares | Components: S | Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the You create a sound or an image of an object within range that lasts for the duration. The
duration. The hand vanishes if it is ever more than 24 squares away from you or if you cast illusion also ends if you dismiss it as an Action or cast this spell again. If you create a sound,
this spell again. You can use a Action to control the hand to interact with an object. You can its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a
use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated
item from an open container, or pour the contents out of a vial. You can move the hand up to throughout the duration, or you can make discrete sounds at different times before the spell
12 squares as part of your concentration reaction, up to the spell range. The hand can't attack, ends. If you create an image of an object—such as a chair, muddy footprints, or a small
activate magic items, or carry more than something light. chest—it must be no larger than a 1 square cube. The image can't create sound, light, smell, or
any other sensory effect. Physical interaction with the image reveals it to be an illusion, because
things can pass through it. If a creature uses its action to examine the sound or image, the
Message creature can determine that it is an illusion with a successful Intelligence (Investigation) check
Level 0 | Transmutation against your spell save DC. If a creature discerns the illusion for what it is, the illusion
Range: 60 meters | Components: V, S | Duration: 1 round becomes faint to the creature.
You point your finger toward a creature within range and whisper a message of one sentence.
The target (and only the target) hears the message and can reply in the same manner. You can
cast this spell through solid objects if you are familiar with the target and know it is beyond
the barrier. Magical silence, 1 square of stone, thick common metal, a thin sheet of lead, or 2 Prestidigitation
squares of wood blocks the spell. The spell doesn't have to follow a straight line and can travel Level 0 | Transmutation
freely around corners or through openings. Range: 6 squares | Components: V, S | Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of
Mending the following magical effects within range:
Level 0 | Transmutation • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of
Range: Touch | Components: V, S, M (an artisan’s kit) | Duration: Instantaneous | Ritual wind, faint musical notes, or an odd odor.
time: 10 minutes • You instantaneously light or snuff out a candle, a torch, or a small campfire.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two • You instantaneously clean or soil an object no larger than 1 cubic square.
halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no • You chill, warm, or flavor up to small nonliving material for 1 hour.
larger than 1 square in any dimension, you mend it, leaving no trace of the former damage. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
This spell can physically repair a magic item or construct, but the spell can't restore magic to • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts
such an object nor heal it. until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects
active at a time, and you can dismiss such an effect as an action.
Poison Sting
Level 0 | Evocation
1st LEVEL
Range: 12 squares | Components: V, S | Duration: Instantaneous Alarm
You launch a poisonous thorn from your hand at one creature in range. Make a spell attack Level 1 | Abjuration
against the target. On a hit, the creature takes 1d6 piercing damage and must succeed on a Range: Touch | Components: V, S, M (a tiny bell and a piece of fine silver wire worth) |
Constitution (Endurance) saving throw or take 1d6 poison damage. This spell’s poison damage Duration: 8 hours | Ritual time: 10 minutes
increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You set an alarm against unwanted intrusion. Choose a door, a window, or an 6 square sphere.
Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters
Shocking Discharge the warded area. When you cast the spell, you can designate creatures that won't set off the
Level 0 | Evocation alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with
Range: Touch | Components: V, S | Duration: Instantaneous a ping in your mind if you are within 1km of the warded area. This ping awakens you if you
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 24
spell attack against the target. You have Partial Advantage on the attack roll if the target is squares.
wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and must
succeed on a Constitution (Endurance) saving throw or become clumsy until your next turn. Arms of Hadar
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and Level 1 | Conjuration
17th level (4d8). Range: Self (2 square radius) | Components: V, S | Duration: Instantaneous
Spiritual Grasp You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you
Level 0 | Necromancy and batter all creatures within 2 squares of you. Each creature in that area must make a
Range: Touch | Components: V, S | Duration: 1 round Constitution (Endurance) saving throw. On a failed save, a target takes 2d4 necrotic damage
A ghostly, skeletal hand surrounds your own while you deliver it into the target within range, and is Harmed until your next turn. On a successful save, the creature takes half damage, but
assailing it with the chill of the grave. Make a spell attack against the creature. On a hit, the suffers no other effect. At Higher Levels: When you cast this spell using a spell slot of 2nd
target takes 1d8 necrotic damage and can't regain hit points until the start of your next turn. If level or higher, the damage increases by 1d4 for each slot level above 1st.
you hit an undead target, it also has Partial Disadvantage on attack rolls against you until the
end of your next turn. This spell's damage increases by 1d6 when you reach 5th level (2d8), Burning Hands
11th level (3d8), and 17th level (4d8). Level 1 | Evocation
Range: Self (3 square cone ) | Components: V, S | Duration: Instantaneous
True Strike As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames
Level 0 | Divination shoots forth from your outstretched fingertips. Each creature in a 3 square cone must make a
Range: Self | Components: V, S | Duration: 1 round Dexterity (Reflex) saving throw. A creature takes 2d6 fire damage on a failed save, or half as
You press your finger in your forehead and then towards a target in range. Your magic grants much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot
you a brief insight into the target's defenses. Until your next turn, you gain Partial Advantage of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
on your next attack rolls against the target. The spell then ends.
Charm Person Comprehend Languages
Level 1 | Enchantment Level 1 | Divination
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 hour Range: Self | Components: V, S | Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom For the duration, you understand the literal meaning of any spoken language that you hear. You
(Willpower) saving throw, and does so with Partial Advantage if you or your companions are also understand any written language that you see, but you must be touching the surface on
fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or which the words are written.
your companions do anything harmful to it. The charmed creature regards you as a friendly
Detect Magic
acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher
Level 1 | Divination
Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one
Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
additional creature for each slot level above 1st.
For the duration, you sense the presence of magic within 6 squares of you. If you sense magic
in this way, you can use a Action to see a faint aura around any visible creature or object in the
Chromatic Orb area that bears magic, and you learn its school of magic, if any. The spell can penetrate most
Level 1 | Evocation barriers, but it is blocked by 1 square of stone, thin common metal, a thin sheet of lead, or 2
Range: 24 squares | Components: V, S | Duration: Instantaneous squares of wood or dirt.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You roll Disguise Self
1d6 and then make a spell attack against the target. If the attack hits, the creature takes 2d6 Level 1 | Illusion
damage of the rolled d6 dice between acid (1), cold (2), fire (3), lightning (4), poison (5) or Range: Self | Components: V, S | Duration: 1 hour
thunder (6). At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, You make yourself - including your clothing, armor, weapons, and other belongings on your
the damage increases by 1d6 for each slot level above 1st. person - look different until the spell ends or until you use your Action to dismiss it. You can
seem a bit shorter or taller and can appear thin, fat, or in between. Must be humanoid, but
Command otherwise the extent of the illusion is up to you. The changes wrought by this spell fail to hold
Level 1 | Enchantment up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects
Range: 12 squares | Components: V | Duration: 1 round pass through the hat, and anyone who touches it would feel nothing or would feel your head
You speak a one-word command to a creature you can see within range that can hear and and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches
understand you. The target must succeed on a Wisdom (Willpower) saving throw, or becomes out to touch you would bump into you while it was seemingly still in midair. To discern that
charmed by you, spending its next action to follow the command. When the spell ends, the you are disguised, a creature can use its action to inspect your appearance and must succeed on
creature knows it was charmed by you. The creature has Partial Advantage on the saving throw an Intelligence (Investigation) check against your spell save DC.
if you or your companions are fighting it. The creature won’t follow a command that is directly
harmful to it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or
higher, you can affect one additional creature for each slot level above 1st. The creatures must be Expeditious Retreat
within 30 feet of each other when you target them. Level 1 | Transmutation
Range: Self | Components: V, S | Duration: Instantaneous
This spell allows you to move at an incredible pace. Until your next turn, you double your base
speed.
Fog Cloud In the next day and onwards, once per day, you can use a Reaction to regain a 1st level spell point.
Level 1 | Conjuration You can't have more than one familiar at a time. If you cast this spell while you already have a
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 hour familiar, you instead cause the new animal to become your familiar. If your familiar dies, your
You create a 6 square radius sphere of fog centered on a point within range. The sphere bond is lost and you need to recast spell to have a familiar again. At Higher Levels: When you
spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind cast this spell using a spell slot of 2nd level or higher, the stored spell point by your familiar
of moderate or greater disperses it. At Higher Levels: When you cast this spell using a spell matches the spell level used.
slot of 2nd level or higher, the radius of the fog increases by 2 squares for each slot level above
1st. Grease
Level 1 | Conjuration
Feather Fall Range: 12 squares | Components: V, S | Duration: 1 minute
Level 1 | Transmutation Slick grease covers the ground in a 2 squares radius centered on a point within range. A creature
Range: 12 squares | Components: V | Duration: Instantaneous that moves within the area can choose to treat it as difficult terrain for the duration or not. If not
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 12 treating as difficult terrain, every time the creature moves in the area, it must succeed on a
squares per round. It takes no falling damage and can land on its feet, and the spell ends for Dexterity (Reflex) saving throw or fall prone. The area is flammable, so any fire touching causes
that creature. the spell to end dealing 1d8 fire damage to everyone in the area.
Find Familiar
Level 1 | Conjuration Guiding Bolt
Range: Touch | Components: V, S, M (a tiny animal, and a bunch of magical charcoal, incense, Level 1 | Evocation
and herbs that must be consumed by fire in a brass brazier) | Duration: Instantaneous | Ritual Range: 24 squares | Components: V, S | Duration: 1 round
time: 1 hour A flash of light streaks toward a creature of your choice within range. Make a spell attack
You choose a tiny animal to be infused with the eldritch energy, turning its spirit into a node in against the target. The target doesn’t benefit from cover. On a hit, the target takes 1d8 radiant
the Weave. The animal becomes your familiar and is bond to you. The familiar has the statistics damage, and the next attack roll made against this target before the end of your next turn has
of the chosen animal. Your familiar acts independently of you, but it always obeys your Partial Advantage, thanks to the mystical dim light glittering on the target until then. At
commands. Your familiar can’t stray away from more than 6 squares from you, instantly Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage
teleporting back to your side if leaves that radius. You can communicate with it telepathically. . increases by 1d8 for each slot level above 1st.
You can’t use its senses, but you can feel how it feels according to its perceptions. As a Half-
action, you can temporarily dismiss the familiar to a pocket dimension, dismiss it forever, or cause
it to reappear in any unoccupied adjacent from you if it was temporarily dismissed. If the familiar Heroism
disappears into the pocket dimension, it leaves behind in its space anything it was wearing or Level 1 | Enchantment
carrying. When you cast the spell, the 1st level spell point you used is stored within the familiar. Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is
immune to being Frightened and receives a +1 on all their ability checks for the duration. At
Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus
becomes +2. When using a spell slot of 8th or higher, the bonus becomes +3.
Iron Stance Longstrider
Level 1 | Enchantment Level 1 | Transmutation
Range: Touch | Components: V, S | Duration: Concentration, up to 1 minute Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
A willing creature you touch becomes supernaturally sturdy. The creature’s speed reduces in 1, You touch a creature. The target's speed increases by 2 squares until the spell ends, it ignores
but it is considered proficient in any check to avoid being pushed or knocked prone, and natural difficult terrain and the jump distance is doubled.
receives Partial Advantage on those checks.
Magic Missile
Identify Level 1 | Evocation
Level 1 | Divination Range: 6 squares | Components: V, S | Duration: Instantaneous
Range: Touch | Components: V, S, M (gemstones, which the spell consumes) | Duration: You create three glowing darts of magical force. Make a spell attack with Partial Advantage, as
Instantaneous | Ritual time: 1 hour they magically seek their target. A dart deals 1d4+1 force damage to its target. The darts all strike
You choose one object that you must touch throughout the casting of the spell. If it is a magic simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When
item or some other magic-imbued object, you learn its properties and how to use them, whether you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each
it requires attunement to use, and how many charges it has, if any. You learn whether any spells slot level above 1st.
are affecting the item and what they are. If the item was created by a spell, you learn which spell
created it. If you instead touch a creature throughout the casting, you learn what spells, if any, Mage Armor
are currently affecting it. Level 1 | Abjuration
Range: Touch | Components: V, S, M (a silver chain and a mithril mail ring) | Duration: 8
hours | Ritual time: 10 minutes
Illusory Script You touch a willing creature who isn't wearing armor, and a protective magical force surrounds
Level 1 | Illusion it until the spell ends. The target’s gains a bonus on AC as if it were wearing a chain mail armor
Range: Touch | Components: S, M (a magical lead-based ink, which the spell consumes) | (+4 armor bonus). The spell ends if the target dons armor or if you dismiss the spell as an
Duration: 10 days | Ritual time: 10 minutes Action. To cast the spell again while it is already in effect, you must use a second set of the
You write on parchment, paper, or some other suitable writing material and imbue it with a materials. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
potent illusion that lasts for the duration. To you and any creatures you designate when you cast the armor bonus increases in 1.
the spell, the writing appears normal, written in your hand, and conveys whatever meaning you
intended when you wrote the text. To all others, the writing appears as if it were written in an
unknown or magical script that is unintelligible. Alternatively, you can cause the writing to Mental Aid
appear to be an entirely different message, written in a different hand and language, though the Level 1 | Abjuration
language must be one you know. Should the spell be dispelled, the original script and the Range: 6 squares | Components: S | Duration: Instantaneous
illusion both disappear. A creature with truesight can read the hidden message. If you cast this You can only cast that spell when an willing ally within range is targeted to an effect that forces
spell in the same writing three times consecutively every 10 days, it becomes permanent until it to make a Wisdom (Willpower) saving throw. For that effect, the ally gains psychic resistance
dispelled. and uses your mental statistics for the roll.
Silent Image Shield
Level 1 | Illusion Level 1 | Abjuration
Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes Range: Self | Components: V, S | Duration: 1 round
You create the image of an object, a creature, or some other visible phenomenon that is no An invisible barrier of magical force appears and protects you. Until the start of your next
larger than a 3 square radius. The image appears at a spot within range and lasts for the turn, you have a +2 bonus to AC, and resistance to force damage.
duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory
effects. You can use your Action to cause the image to move to any spot within range. As the Spellcraft
image changes location, you can alter its appearance so that its movements appear natural for Level 1 | Enchantment
the image. For example, if you create an image of a creature and move it, you can alter the image Range: Touch | Components: S | Duration: 24 hours
so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, You touch an object and infuses it with a portion of the Weave. For the duration, the object is
because things can pass through it. A creature that uses its action to examine the image can magical. At Higher Levels: When you cast this spell in non-magical weapon, armor or shield
determine that it is an illusion with a successful Intelligence (Investigation) check against your using a spell slot of 3th level or higher, it receives a +1 bonus to attack and damage rolls or AC.
spell save DC. If a creature discerns the illusion for what it is, the creature can see through the When you use a spell slot of 6th level or higher, the bonus increases to +2. When you use a
image. spell slot of 9th level, the bonus increases to +3.
Unseen Servant
Level 1 | Conjuration
Range: 12 squares | Components: V, S | Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at
your command until the spell ends. The servant springs into existence in an unoccupied space
on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack.
If it drops to 0 hit points, the spell ends. Once on each of your turns as a free-action, you can
mentally command the servant to move up to 3 squares and interact with an object. The
servant can perform simple tasks that a human servant could do, such as fetching things,
cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you
give the command, the servant performs the task to the best of its ability until it completes the
task, then waits for your next command. If you command the servant to perform a task that
would move it more than 12 squares away from you, the spell ends.
Arcane Lock
2nd LEVEL Level 2 | Abjuration
Alter Self Range: Touch | Components: V, S, M (gold dust, which the spell consumes) | Duration: Until
Level 2 | Transmutation dispelled | Ritual time: 10 minutes
Range: Self | Components: V, S, M (a doppelganger’s finger-bones) | Duration: You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the
Concentration, up to 1 hour | Ritual time: 1 hour duration. You and the creatures you designate when you cast this spell can open the object
You assume a different form. When you cast the spell, choose one of the following options, normally. You can also set a password that, when spoken within 1 square of the object,
the effects of which last for the duration of the spell. While the spell lasts, you can end one suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is
option as a Double-action to gain the benefits of a different one. dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and While affected by this spell, the object is more difficult to break or force open; the DC to
growing webbing between your fingers. You can breathe underwater and gain a swimming speed break it or pick any locks on it increases by 10.
equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including
Blur
your height, weight, facial features, sound of your voice, hair length, coloration, and
Level 2 | Illusion
distinguishing characteristics, if any. You can make yourself appear as a member of another
Range: Touch | Components: V | Duration: Concentration, up to 1 minute
race, though none of your statistics change. You also can't appear as a creature of a different
The target’s body becomes blurred, shifting and wavering to all who can see it. For the
size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to
duration, the creature is considered with the Concealed condition. An attacker is immune to
become quadrupedal, for instance. At any time for the duration of the spell, you can use your
this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with
action to change your appearance in this way again.
truesight.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your
choice. Your natural strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate Blade Barrier
to the natural weapon you chose, and you are considered proficient with it. Finally, the natural Level 2 | Conjuration
weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
You summon blades of all forms, filling the air and spinning in an area you choose. The barrier
is 2 square tall and 6 squares long, with can be shaped in any way you wish as long as the
squares are adjacent to each other. Once you cast the spell, when a creature enters de area and
then in the beginning of the creature’s turn if it stays there, it must make a Dexterity (Reflex)
saving throw. On a failed save, it takes 4d4 slashing damage. At Higher Levels: When you cast
this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot
level above 2nd.
Calm Emotions Cordon of Arrows
Level 2 | Enchantment Level 2 | Transmutation
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: Touch | Components: V, S, M (a silver string) | Duration: 8 hours | Ritual time: 10
You attempt to suppress strong emotions in a group of people. Each humanoid in a 6 square minutes
sphere centered on a point you choose within range must make a Wisdom (Willpower) saving You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground
throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving within range and lay magic upon them to protect an area. Until the spell ends, whenever a
throw, choose one of the following two effects: creature other than you comes within 6 squares of the ammunition for the first time on a turn
• You can suppress any effect causing a target to be charmed or frightened. When this spell or ends its turn there, the ammunition flies up to strike it. The creature must succeed on a
ends, any suppressed effect resumes, provided that its duration has not expired in the Dexterity (Reflex) saving throw or take 1d6 piercing damage for each ammunition. The
meantime. ammunition is then destroyed. The spell ends when no ammunition remains. When you cast
• Alternatively, you can make a target indifferent about creatures of your choice that it is this spell, you can designate any creatures you choose, and the spell ignores them. At Higher
hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of
witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile ammunition that can be affected increases by two for each slot level above 2nd.
again, unless the DM rules otherwise.
Blink
Level 3 | Transmutation
Range: Self | Components: V, S | Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or
3rd LEVEL higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the
spell fails and the casting is wasted if you were already on that plane). At the start of your next
Animate Dead
turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied
Level 3 | Necromancy
space of your choice that you can see within 2 squares of the space you vanished from. If no
Casting Time: 1 minute
unoccupied space is available within that range, you appear in the nearest unoccupied space
Range: 24 squares | Components: V, S, M (a Specter’s essence, which the spell consumes) |
(chosen at random if more than one space is equally near). You can dismiss this spell as an
Duration: Instantaneous | Ritual time: 1 hour
Action. While on the Ethereal Plane, you can see and hear the plane you originated from,
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium
which is cast in shades of gray, and you can't see anything there more than 24 squares away.
humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an
You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that
undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a
aren't there can't perceive you or interact with you, unless they have the ability to do so.
corpse (the DM has the creature's game statistics).
Dispel Magic
Bestow Curse
Level 3 | Abjuration
Level 3 | Necromancy
Range: 24 squares | Components: V, S | Duration: Instantaneous
Range: Touch | Components: V, S | Duration: 1 hour
Choose one creature, object, or magical effect within range. For each spell of 3rd level or
You touch a creature, and that creature must succeed on a Wisdom (Willpower) saving
lower on the target, make an ability check using your spellcasting ability. The DC equals 10
throw or become cursed for the duration of the spell. While cursed, the creature has Partial
+ the spell's level. On a successful check, the spell ends. At Higher Levels: When you cast
Disadvantage for any roll of an ability of your choice. A Remove Curse spell ends this
this spell using a spell slot of 4th level or higher, you can dispel a spell if its level is less
effect. At Higher Levels: If you cast this spell using a spell slot of 4th level, the duration is
than or equal to the level of the spell slot you used.
4 hours. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell
slot of 7th or 8th level, the duration is 24 hours. If you use a 9th level spell slot, the spell Elemental Weapon
lasts until it is dispelled. Level 3 | Transmutation
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
Clairvoyance A nonmagical weapon you touch becomes a magic weapon. Choose one of the following
Level 3 | Divination damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1
Range: 1 km | Components: V, S, M (either a jeweled horn for hearing or a crystal eye for bonus to attack and damage rolls and deals an extra 1d6 damage of the chosen type when it
seeing) | Duration: 1 hour | Ritual time: 10 minutes hits. At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus
You create an invisible sensor within range in a location familiar to you (a place you have increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level
visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a or higher, the bonus increases to +3 and the extra damage increases to 3d6.
door, around a corner, or in a grove of trees). The sensor remains in place for the duration, Fly
and it can't be attacked or otherwise interacted with. When you cast the spell, you choose Level 3 | Transmutation
seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. Range: Touch | Components: V, S | Duration: Concentration, up to 10 minutes
As an Double-action, you can switch between seeing and hearing. A creature that can see the You touch a willing creature. The target gains a flying speed of 12 squares for the duration.
sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher
intangible orb about the size of your fist. Level: When you cast this spell using a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd.
Counterspell
Level 3 | Abjuration Fireball
Range: 12 squares | Components: S | Duration: Instantaneous Level 3 | Evocation
You attempt to interrupt a creature in the process of casting a spell, directing a disruptive Range: 24 squares | Components: V, S | Duration: Instantaneous
energy at the spell in progress. If the creature is casting a spell of 3rd level or lower, it must A bright streak flashes from your pointing finger to a point you choose within range and
succeed in a concentration contest against your spell DC or have its own spell failed. At then blossoms with a low roar into an explosion of flame. Each creature in a 4 square sphere
Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can centered on that point must make a Dexterity (Reflex) saving throw. A target takes 4d8 fire
interrupt a spell if its level is less than or equal to the level of the spell slot you used. damage on a failed save, or half as much damage on a successful one. The fire spreads
around corners. At Higher Levels: When you cast this spell using a spell slot of 4th level or
higher, the damage increases by 1d8 for each slot level above 3rd.
Fear Glyph of Warding
Level 3 | Illusion Level 3 | Abjuration
Range: Self (6 square cone) | Components: V, S | Duration: Concentration, up Range: Touch | Components: V, S, M (magically infused incenses and powdered diamond, which the spell
to 1 minute consumes) | Duration: Until dispelled or triggered | Ritual time: 1 hour
You project a phantasmal image of a creature's worst fears. Each creature in a 6 When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table
square cone must succeed on a Wisdom (Willpower) saving throw or drop or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest)
whatever it is holding and become frightened for the duration. If the creature ends to conceal the glyph. The glyph can cover an area no larger than 2 squares in diameter. If the surface or object is
its turn in a location where it doesn't have line of sight to you, the creature can moved more than 2 squares from where you cast this spell, the glyph is broken, and the spell ends without being
make a Wisdom (Willpower) saving throw. On a successful save, the spell ends for triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your
that creature. spell save DC to be found. objects or traps, they appear as close as possible to the intruder and attack it.You
decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical
Frostbite triggers include touching or standing on the glyph, removing another object covering the glyph, approaching
Level 3 | Evocation within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs
Range: Touch | Components: V, S | Duration: Instantaneous inscribed within an object, the most common triggers include opening that object, approaching within a certain
The air around your hand become freezing, transferring the intense cold to the distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further
creature you touch. Make a spell attack against a target within range. On a hit the refine the trigger so the spell activates only under certain circumstances or according to physical characteristics,
creature takes 3d6 cold damage and it must make a Constitution (Endurance) creature kind, or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those
saving throw. On a failed save, it takes additional 2d6 necrotic damage. At Higher who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.
Levels: When you cast this spell using a spell slot of 4th level or higher, both Explosive Runes. When triggered, the glyph erupts with magical energy in a 4 squares sphere centered on the
damages increases by 1d6 for each slot level above 3rd. glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity (Reflex) saving
throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice
Gaseous Form when you create the glyph), or half as much damage on a successful one.
Level 3 | Transmutation Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating
Range: Self | Components: V, S | Duration: Concentration, up to 1 hour the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect
You transform yourself, along with everything you are wearing and carrying, into a when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the
misty cloud for the duration. The spell ends if you drop to 0 hit points. While in creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell
this form, your only method of movement is a flying speed of 3 squares. You can summons hostile creatures or creates harmful If the spell requires concentration, it lasts until the end of its full
enter and occupy the space of another creature. You have immunity to slashing, duration. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an
piercing and bludgeoning damage. You can pass through small holes, narrow explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any
openings, and even mere cracks, though it treats liquids as though they were solid spell of up to the same level as the slot you use for the glyph of warding.
surfaces. You can't fall and remains hovering in the air even when stunned or
otherwise incapacitated. While in the form of a misty cloud, you can't talk or
manipulate objects, and any objects you was carrying or holding can't be dropped,
used, or otherwise interacted with. You can't attack or cast spells while in this
form.
Haste Leomund's Tiny Hut
Level 3 | Transmutation Level 3 | Evocation
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: Self (2 square sphere) | Components: V, S, M (a small crystal bead) | Duration: 8
Choose a willing creature that you can see within range. Until the spell ends, the target is hours | Ritual time: 10 minutes
considered with the Quickened condition. That effect overwrites the Slowed condition if it was A 2 square sphere immobile dome of force springs into existence around and above you and
due to a magical effect of a 3rd level spell or lower; and suppresses the Slowed condition if it remains stationary for the duration. The spell ends if you leave its area. Creatures within the
was due to a magical effect of a 4th level spell or higher. When the spell ends, the target is dome when you cast this spell can move through it freely. All other creatures and objects are
considered Clumsy until after its next turn, as a wave of lethargy sweeps over it. barred from passing through it. Spells and other magical effects can't extend through the dome
or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the
weather outside. Until the spell ends, you can command the interior to become dimly lit or
Hunger of Hadar dark. The dome is opaque from the outside, of any color you choose, but it is transparent
Level 3 | Conjuration from the inside.
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a region infested with unknown horrors. A
4 square sphere of blackness and bitter cold appears, centered on a point with range and Lightning Stroke
lasting for the duration. This void is filled with a cacophony of soft whispers and slurping Level 3 | Evocation
noises that can be heard up to 24 squares away. No light, magical or otherwise, can illuminate Range: Self (24 squares line) | Components: V, S | Duration: Instantaneous
the area, and it is considered heavily obscured. The void creates a warp in the fabric of space, A stroke of lightning forming a line 24 squares long blasts out from you in a direction you
and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold choose. Each creature in the line must make a Dexterity (Reflex) saving throw. A creature takes
damage. Any creature that ends its turn in the area must succeed on a Dexterity (Reflex) saving 4d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher
throw or take 2d6 necrotic damage as otherworldly tentacles rub against it. Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases
by 1d8 for each slot level above 3rd.
Phantom Steed
Level 3 | Illusion
Range: 6 squares | Components: V, S | Duration: 1 hour
Major Image
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your
Level 3 | Illusion
choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit,
Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it taken
You create the image of an object, a creature, or some other visible phenomenon that is no
off from the steed. For the duration, you or a creature you choose can ride the steed. The
larger than a 4 squares cube. The image appears at a spot that you can see within range and
creature uses the statistics for a riding horse, except it has a speed of 20 squares and can travel
lasts for the duration. It seems completely real, including sounds, smells, and temperature
10 km in an hour, or 20 km at a fast pace. Also the steed can’t take other actions than
appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a
movement, and it can’t be hit or targeted. It can move through difficult terrain as it was
sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a
regular. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount.
creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use
The spell ends if you use an action to dismiss it.
your Action to cause the image to move to any other spot within range. As the image changes
location, you can alter its appearance so that its movements appear natural for the image.
Projectile Barrage Stinking Cloud
Level 3 | Transmutation Level 3 | Conjuration
Range: Self (6 square cone) | Components: V, S | Duration: Instantaneous Range: 18 squares | Components: V, S | Duration: Concentration, up to 1 minute
You throw a nonmagical ammunition or a weapon with the Throw property into the air that You create a 6 square radius sphere of yellow, nauseating gas centered on a point within range.
splits into a cone of identical weapons shooting forward and then disappear. Each creature in a The cloud spreads around corners, and its area is lightly obscured. The cloud lingers in the air
6 square cone must succeed on a Dexterity (Reflex) saving throw. A creature takes 4d8 damage for the duration. Each creature that is completely within the cloud at the start of its turn must
on a failed save, or half as much damage on a successful one. The damage type is the same as make a Constitution (Endurance) saving throw against it. On a failed save, the creature is
that of the weapon or ammunition used as a component. Exhausted and Harmed until its next turn. Any Creatures that don't need to breathe or are
immune to poison automatically succeed on this saving throw. A moderate wind disperses the
cloud after 4 rounds. A strong wind disperses it after 1 round.
Protection from Energy
Level 3 | Abjuration
Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour Tongues
For the duration, the willing creature you touch has resistance to one damage type of your Level 3 | Divination
choice: acid, cold, fire, lightning, or thunder. Range: Touch | Components: V | Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears
Slow
or reads. Moreover, when the target speaks, any creature that knows at least one language and
Level 3 | Transmutation
can hear the target understands what it says.
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your choice within range. Each target must Vampiric Touch
succeed on a Wisdom (Willpower) saving throw or be affected by this spell for the duration. Level 3 | Necromancy
On a fail, the target is considered Slowed. A creature affected by this spell makes another Range: Self | Components: V, S | Duration: Concentration, up to 1 minute
Wisdom (Willpower) saving throw at the end of each of its turns. On a successful save, the The touch of your shadow-wreathed hand can siphon life force from others to heal your
effect ends for it. wounds. Make a spell attack against a creature within your reach. On a hit, the target takes 2d6
necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
Sending Until the spell ends, you can make the attack again on each of your turns as a Double-action.
Level 3 | Evocation At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage
Range: Unlimited | Components: V | Duration: Instantaneous increases by 1d6 for each slot level above 3rd.
You send a short message of twenty-five words or less to a creature with which you are
familiar. The creature hears the message in its mind, recognizes you as the sender if it knows
you, and can answer in a like manner immediately. The spell enables creatures with Intelligence
scores of at least 6 to understand the meaning of your message. You can send the message
across any distance and even to other planes of existence, but if the target is on a different
plane than you, there is a 5 percent chance that the message doesn't arrive.
Banishment
4th LEVEL Level 4 | Abjuration
Arcane Eye Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
Level 4 | Divination You attempt to send one creature that you can see within range to another plane of existence.
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 hour The target must succeed on a Wisdom (Willpower) saving throw or be banished. If the target
You create an invisible, magical eye (of regular size) within range that hovers in the air for the is native to the plane of existence you're on, you banish the target to a harmless demiplane.
duration. You mentally receive visual information from the eye, which has normal vision and While there, the target is Incapacitated. The target remains there until the spell ends, at which
darkvision out to 6 squares. The eye can look in every direction. As part of your concentration point the target reappears in the space it left or in the nearest unoccupied space if that space is
reaction, you can move the eye up to 6 squares in any direction. There is no limit to how far occupied. If the target is native to a different plane of existence than the one you're on, the
away from you the eye can move, but it can't enter another plane of existence. A solid barrier target is banished with a faint popping noise, returning to its home plane. If the spell ends
blocks the eye's movement, but the eye can pass through small openings. before 1 minute has passed, the target reappears in the space it left or in the nearest
unoccupied space if that space is occupied. Otherwise, the target doesn't return. At Higher
Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one
Acid Rain additional creature for each slot level above 4th.
Level 4 | Conjuration
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
You unleash a storm of falling acid in a cylinder of 4 square radius and 20 squares high,
centered on a point within range. The area is lightly obscured by the acidfall. A creature that Compulsion
starts its turn in the area or that enters the area for the first time on its turn takes 3d6 acid Level 4 | Enchantment
damage, or half as much damage if it makes a successful Dexterity (Reflex) saving throw. A Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
creature that has failed the saving throw takes half as much damage from the acid (as if it had A creatures of your choice that you can see within range and that can hear you must make a
made a successful saving throw) at the start of its next turn, besides the regular effect. Wisdom (Willpower) saving throw. On a failed save, a target is considered Charmed by you.
You designate and detail an action that is doable with one Action point. On its next turn, the
creature will spend all its Actions doing the action you designated. Until the spell ends, on the
beginning of the creature’s turn, it can make another Wisdom (Willpower) saving to try to end
the effect. Whenever it fails, it must again take the actions you compelled it to do. A target
isn't compelled to take any suicidal action, but it will provoke opportunity attacks to move in
the designated direction.
Conjure Extraplanar Beings d20 Behavior
Level 4 | Conjuration 1 The creature is Incapacitated this turn.
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour 2-4 The creature takes no action this turn.
You summon creatures from other planes that appear in unoccupied spaces that you can see 5-8 The creature moves towards and attack a randomly determined creature within
within range. Druids must summon elemental or fey creatures, and Clerics must summon its reach.
celestial or infernals creatures. Arcane spellcaster can choose any. You choose one the following 9-12 The creature moves towards the nearest target and attempts to grapple it.
options for what appears: 13-16 The creature uses all its movement to move in a random direction. To
• One creature of challenge rating 2 or lower determine the direction, roll a d8 and assign a direction to each die face
• Two creature of challenge rating 1 or lower 17-19 The creature can act normally, but takes Partial Disadvantage on all its rolls.
• Four creature of challenge rating 1/2 or lower 20 The creature can act normally.
• Eight creature of challenge rating 1/4 or lower
A creature summoned by this spell disappears when it drops to 0 hit points or when the spell
ends. The summoned creatures are friendly to you and your companions. Roll initiative for the
summoned creatures as a group, which has its own turns. They obey any verbal commands that Dimension Door
you issue to them (no action required by you). If you don't issue any commands to them, they Level 4 | Conjuration
defend themselves from hostile creatures, but otherwise take no actions. The DM has the Range: 1km | Components: V, S | Duration: Concentration, up to 1 minute
creatures' statistics. If your concentration is broken, the creatures doesn’t disappear. Instead, You create a door in an adjacent square that teleports you from your current location to any other
you lose control of them, and they act on their own, becoming or not hostile towards you. An spot within range, through a planar travel. You arrive at exactly the spot desired. It can be a place
uncontrolled creature can’t be dismissed by you, and it disappears 1 hour after you summoned you can see, one you can visualize, or one you can describe by stating distance and direction, such
it. At Higher Levels: When you cast this spell with a spell slot of 5th level or higher, the as “10 meters downward" or "upward to the northwest at a 45-degree angle, 300 meters.“ When
allowed challenge rating doubles. With a spell slot of 7th level or higher, it quadruplicate. With you cast the spell, you can immediately see where you’d arrive. You can bring along objects as long
a spell slot of 9th level, it octuplicates. as their weight doesn't exceed what you can carry. Other creatures can also enter the portal as
usual. If you would arrive in a place already occupied by an object or a creature, the spell fails to
teleport you. The portal stays open for the spell duration, but it’s not possible to use it to travel
back.
Confusion
Level 4 | Enchantment
Disrupt Life
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
Level 4 | Necromancy
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled
Range: 12 squares | Components: V | Duration: Concentration, up to 1 minute
action. Each creature with a Intelligence of 2 or greater in a 2 square radius sphere centered on
You attempt to temporally disrupt the life force out of a creature within range. The target
a point you choose within range must succeed on a Wisdom (Willpower) saving throw when
must make a Constitution (Endurance) saving throw. On a failed save, the target takes 2d6
you cast this spell or be charmed by it. An affected target can't take reactions and must roll a
necrotic damage immediately and again at the beginning of each of your turns until the spell
d20 at the start of each of its turns to determine its behavior for that turn. At the end of each
ends. Additionally, for the duration, the target is considered Harmed and can’t regain hit
of its turns, an affected target can make a new Wisdom (Willpower) saving throw. If it
points. The spell ends if the creature goes beyond the spell range.
succeeds, this effect ends for that target.
Death Armor Freedom of Movement
Level 4 | Necromancy Level 4 | Abjuration
Range: Touch | Components: V, S | Duration: Concentration, up to 1 minute Range: Touch | Components: V, S | Duration: 1 hour
A spectral frost wreathe the body of the creature you touch for the duration. You can choose it You touch a willing creature and anything that would hinder it’s movements bends
to be necrotic or cold, granting the target resistance to those damages accordingly. In addition, momentarily, letting the creature through. For the duration, the target's movement is unaffected
whenever a creature adjacent to the target hits it with a melee attack, the armor erupts with by difficult terrain, and spells and other magical effects can neither reduce the target's speed
wrath. The attacker takes 2d6 necrotic damage or cold damage according to your previous nor cause the target to become Slowed, Immobilized, Restrained or Clumsy. The target can
choice. also spend a Reaction to automatically escape from nonmagical restraints, such as manacles or
a creature that has it grappled.
Electromagnetic Orbs
Level 4 | Evocation
Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minute Giant Insect
Choose two unoccupied spaces within range that are exactly 6 squares away from each other. Level 4 | Transmutation
Electrical orbs appears in each chosen square. The orbs emit a dim light in their adjacent Range: 6 squares | Components: V, S | Duration: Concentration, up to 10 minutes
squares. When you cast the spell and for the duration, any creature passing through or while You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range
staying in the line between the orbs must make a Dexterity (Reflex) saving throw, taking 5d8 into giant versions of their natural forms for the duration. Each creature obeys your verbal
lighting damage on a successful one or half as much on a failed one. Additionally, every commands, and in combat, they act on your turn each round. The DM has the statistics for
creature adjacent to any of the orbs must also make a Dexterity (Reflex) saving throw, taking these creatures and resolves their actions and movement. A creature remains in its giant size for
2d8 lighting damage on a successful one or half as much on a failed one. the duration, until it drops to 0 hit points, or until you use an Action to dismiss the effect on
it. The DM might allow you to choose different targets. For example, if you transform a bee,
its giant version might have the same statistics as a giant wasp.
Fabricate
Level 4 | Transmutation
Range: 24 squares | Components: V, S, M (necessary raw material, basic tools for the work Greater Invisibility
and a golden tiny clockwork, which the spell consumes) | Duration: 24 hours | Ritual time: Level 4 | Illusion
10 minutes Range: Touch | Components: V, S | Duration: Concentration, up to 1 minute
You convert raw materials into products of the same material. For example, you can fabricate a You or a creature you touch becomes invisible until the spell ends. Anything the target is
wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wearing or carrying is invisible as long as it is on the target's person.
wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller
object (contained within a 2 square cube, or eight connected 1 square cubes), given a sufficient
quantity of raw material. If you are working with metal, stone, or another mineral substance,
however, the fabricated object can be no larger than Medium (contained within a single 1
square cube). The quality of objects made by the spell is commensurate with the quality of the
raw materials. Creatures or magic items can't be created or transmuted by this spell. Once the
spell ends, the fabricated object dismantles into raw material again.
Hallucinatory Terrain Locate Creature
Level 4 | Illusion Level 4 | Divination
Range: 60 meters | Components: V, S | Duration: 24 hours Range: Self | Components: V, S | Duration: Concentration, up to 1 hour
You make natural terrain in a 12 squares cube in range look, sound, and smell like some other Describe or name a creature that is familiar to you. You sense the direction to the creature's
sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, location, as long as that creature is within 1 km of you. If the creature is moving, you know
crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a the direction of its movement. The spell can locate a specific creature known to you, or the
grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen
road. Manufactured structures, equipment, and creatures within the area aren't changed in such a creature up close-within 6 squares at least once. If the creature you described or named
appearance. is in a different form, such as being under the effects of a polymorph spell, this spell doesn't
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely locate the creature. This spell can't locate a creature if running water at least 2 squares wide
to see through the illusion. If the difference isn't obvious by touch, a creature carefully blocks a direct path between you and the creature.
examining the illusion can attempt an Intelligence (Investigation) check against your spell save
DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image
superimposed on the terrain. Leomund's Secret Chest
Level 4 | Conjuration
Range: Touch | Components: V, S, M (an medium exquisite chest, constructed from rare
Ice Storm materials, and a Tiny replica made from the same materials) | Duration: Instantaneous |
Level 4 | Evocation Ritual time: 10 minutes
Range: 60 meters | Components: V, S | Duration: Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the
A hail of rock-hard ice pounds to the ground in a 4 square radius, 8 square high cylinder miniature replica that serves as a material component for the spell. The chest can contain up to
centered on a point within range. Each creature in the cylinder must make a Dexterity (Reflex) 4 cubic meters of nonliving material (1x0,5x0,5 m).
saving throw. A creature takes 2d8 piercing damage and 4d6 cold damage on a failed save, or While the chest remains on the Ethereal Plane, you can use an Action and touch the replica to
half as much damage on a successful one. Hailstones turn the storm's area of effect into recall the chest. It appears in an unoccupied space on the ground adjacent to you. You can send
difficult terrain for 1d4 rounds. At Higher Levels: When you cast this spell using a spell slot the chest back to the Ethereal Plane by using an action and touching both the chest and the
of 5th level or higher, the piercing damage increases by 1d8 for each slot level above 4th. replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect
ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if
you choose to end the spell as an Action. If the spell ends and the larger chest is on the
Ethereal Plane, it is irretrievably lost.
Mordenkainen's Private Sanctum The hound sees invisible creatures and can see into the Ethereal Plane and Material Plane. It
Level 4 | Abjuration ignores illusions. The hound acts on its turn, and attempts to bite creatures hostile to you that
Range: 24 squares | Components: V, S, M (a solid tiny cube made of lead and six diamond are within the spell range. The hound's attack bonus is equal to your spellcasting ability
fragments, which the spell consumes) | Duration: 24 hours | Ritual time: 1 hour modifier + your proficiency bonus. On a hit, it deals 2d8 piercing damage. It has hit points
You make an area within range magically secure. The area is a cube that can be as small as 1 equal to your level + your spellcasting ability + your proficiency bonus. For all other purposes,
square to as large as 20 squares on each side. The spell lasts for the duration or until you use it uses the Blinkdog statistics (the DM has the creature's game statistics). If the hound dies,
an Action to dismiss it. When you cast the spell, you decide what sort of security the spell the spell is dispelled. You can have only one hound at a time. At Higher Levels: When you cast
provides, choosing any or all of the following properties: this spell using a spell slot of 8th level or higher, you can have two hounds at a time.
• Sound can't pass through the barrier at the edge of the warded area.
• The barrier of the warded area appears dark and foggy, preventing vision (including
darkvision) through it.
• Sensors created by divination spells can't appear inside the protected area or pass through the Otiluke's Resilient Sphere
barrier at its perimeter. Level 4 | Evocation
• Creatures in the area can't be targeted by divination spells. Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
• Nothing can teleport into or out of the warded area. A sphere of shimmering force encloses a creature or object of Large size or smaller within
• Planar travel is blocked within the warded area. range. An unwilling creature must make a Dexterity (Reflex) saving throw. On a failed save, the
Casting this spell on the same spot every day for a year makes this effect permanent. At Higher creature is enclosed for the duration. Nothing can pass through the barrier, in or out, though a
Levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
size of the cube by 10 squares for each slot level beyond 4th. object inside can't be damaged by attacks or effects originating from outside, nor can a creature
inside the sphere damage anything outside it. The sphere is weightless, semitransparent, and
just large enough to contain the creature or object inside. An enclosed creature can use its
Action to push against the sphere's walls and thus roll the sphere at up to half the creature's
speed. Similarly, the globe can be picked up and moved by other creatures.
Mordenkainen's Faithful Hound
Level 4 | Conjuration
Range: 6 squares | Components: V, S, M (a tiny silver whistle and a Blinkdog’s teeth, which
the spell consumes) | Duration: Until dispelled | Ritual time: 1 hour
You conjure a phantom watchdog in an unoccupied space that you can see within range, where
it remains for the duration or until you dismiss it as an Action. You need to issue the hound to
guard something specifically, that must be within 6 squares from where you conjured it. The
hound remains within that space, but in the Ethereal Plane. When a Small or larger creature
comes within 6 squares of what you designed it to guard, without first speaking the password
that you specify when you cast this spell, the hound starts barking loudly. At this point, the
hound enters the Material Plane. You can telepathically hear the barking as long as you are in
the same plane as the hound.
Phantasmal Killer Stoneskin
Level 4 | Illusion Level 4 | Abjuration
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: Touch | Components: V, S | Duration: Concentration, up to 1 hour
You tap into the nightmares of a creature you can see within range and create an illusory This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends,
manifestation of its deepest fears, visible only to that creature. The target must make a the target has resistance to bludgeoning, piercing, and slashing damage.
Wisdom (Willpower) saving throw. On a success, the spell ends without any effect. On a failed
save, the target becomes frightened of the effect for the duration and takes 4d8 psychic
Shadow Step
damage. At the end of each of the target's turns before the spell ends, the target must pass a
Level 4 | Conjuration
Wisdom (Willpower) saving throw again or repeat the effects until it succeeds, ending the
Range: Self | Components: S | Duration: Instantaneous
spell. If the creatures go away from the spell range, the spell ends as well. At Higher Levels:
To use this spell, you must be in an area of darkness or covered in natural shadow such from a
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8
larger creature or object. You transport yourself from that area to another one with the same
for each slot level above 4th.
characteristics within 12 squares.
Shadow Web
Polymorph Level 4 | Conjuration
Level 4 | Transmutation Range: 6 squares | Components: V, S | Duration: 1 minute
Range: 6 squares | Components: V, S, M (a Doppelganger’s skull, gemstones and remanent of Striking your palm down upon the ground, 8 web-like shadows crackles out around you, moving
any creature, which the spell consumes) | Duration: 8 hours rapidly like a snake over the ground, each one towards a different target within range. Each target
This spell transforms a creature that you can see within range into a new form. An unwilling must make a Dexterity (Reflex) saving throw, taking 2d6 necrotic damage and becoming
creature must pass a Constitution (Endurance) saving throw to avoid the effect. The spell has restrained for the duration on a failed save, or half as much damage and no additional effect on
no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the a successful one.
duration, or until the target drops to 0 hit points or dies. The new form can be any kind, but
must meet the same type of the material used and the challenge rating is equal to or less than Wall of Fire
the target's (or the target's level, if it doesn't have a challenge rating). The target's game Level 4 | Evocation
statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
retains its alignment and personality. The target maintain its hit points, adjusted with the new You create a wall of fire on a solid surface within range. The wall is 4 squares high and 1
Constitution modifier. The creature is limited in the actions it can perform by the nature of its square thick. It is up to 12 squares long in a straight line or a full circle. The wall is opaque
new form. The target's gear melds into the new form for the duration. The creature can't and lasts for the duration. When the wall appears, each creature within its area must make a
activate, use, wield, or otherwise benefit from any of the equipment it was carrying. You can Dexterity (Reflex) saving throw. On a failed save, a creature takes 5d8 fire damage, or half as
dismiss the effect as an Action in your turn, and then the spell ends. At Higher Levels: When much damage on a successful save. A creature takes the same damage when it enters the wall
you cast this spell using a spell slot of 6th level or higher, the duration is 24 hours. When for the first time on a turn or ends its turn there. The same happens while inside the wall (if
using a spell slot of 9th level, the duration becomes until dispelled. it’s circle) or adjacent to it (if it’s a line), but the damage is 2d8 fire damage. At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8
for each slot level above 4th.
5th LEVEL Bigby's Hand
Level 5 | Evocation
Animate Objects
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
Level 5 | Transmutation
You create a Large hand of shimmering, translucent force in an unoccupied space that you can
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute
see within range. The hand lasts for the spell's duration, and it moves at your command,
Objects come to life at your command. Choose up to ten nonmagical objects within range that
mimicking the movements of your own hand. The hand is an Construct that has AC 12 and
are not being worn or carried. Medium targets count as two objects, Large targets count as four
hit points equal double your level + your spellcasting ability modifier + your proficiency. If it
objects, Huge targets count as eight objects. You can't animate any object larger than Huge.
drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).
Each target animates and becomes a creature under your control until the spell ends or until
The hand doesn't fill its space. Once per turn, as part of your concentration, you can move the
reduced to 0 hit points. As part of your concentration, you can mentally command any creature
hand up to 12 squares and then cause one of the following effects with it.
you made with this spell if the creature is within 100 meters of you (if you control multiple
Clenched Fist. The hand strikes one creature adjacent to it. Make a spell attack for the hand.
creatures, you can command any or all of them at the same time, issuing the same command to
On a hit, the target takes 4d6 force damage.
each one). You decide what action the creature will take and where it will move during its next
Forceful Hand. The hand attempts to push a creature adjacent to it in a direction you choose.
turn, or you can issue a general command, such as to guard a particular chamber or corridor. If
Make a shove contest with the hand's Strength. If you succeed, the hand pushes the target up
you issue no commands, the creature only defends itself against hostile creatures. Once given an
to 1 square plus a number of squares equal to your spellcasting ability modifier. The hand
order, the creature continues to follow it until its task is complete.
moves with the target to remain adjacent of it.
Size HP AC Attack Str Dex
Grasping Hand. The hand attempts to grapple a Large or smaller creature adjacent of it. You
Tiny 10 14 +8 to hit, 1d4 4 18
use the hand's Strength score to resolve the grapple. While the hand is grappling the target, you
Small 20 12 +6 to hit, 2d4 6 14
can use the concentration action to have the hand crush it. When you do so, the target takes
Medium 30 10 +4 to hit, 2d6 10 10
bludgeoning damage equal to 2d6 + the hand Strength modifier.
Large 40 8 +6 to hit, 2d8 14 6
Interposing Hand. The hand interposes itself between you and a creature you choose until you
Huge 50 6 +8 to hit, 2d10 18 4
give the hand a different command. The hand moves to stay between you and the target,
An animated object is a construct with reach, AC, hit points, attacks, Strength, and Dexterity
providing you with half cover against the target. To move through the hand, the target must
determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its
win it in a Strength contest as part of the movement action. At Higher Levels: When you cast
Charisma is 1. Its base speed is 2 squares; if the object lacks legs or other appendages it can use
this spell using a spell slot of 6th level or higher, the damages increases in 1d6 and the hand’s
for locomotion, it instead has a flying speed of 2 squares and can hover. If the object is securely
Strength score increases in two for each slot level above 5th.
attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has
blindsight with a radius of 6 squares and is blind beyond that distance. When the animated
Cone of Cold
object drops to 0 hit points, it reverts to its original object form, and any remaining damage
Level 5 | Evocation
carries over to its original object form. If you command an object to attack, it can make a single
Range: Self (8 squares cone) | Components: V, S | Duration: Instantaneous
melee attack against a creature. It makes a slam attack with an attack bonus and bludgeoning
A blast of cold air erupts from your hands. Each creature in a 8 squares cone must make a
damage determined by its size. The DM might rule that a specific object inflicts slashing or
Constitution (Endurance) saving throw. A creature takes 4d8 cold damage on a failed save and
piercing damage based on its form. At Higher Levels: If you cast this spell using a spell slot of
becomes Slowed until your next turn, or half as much damage and no additional effect on a
6th level or higher, you can animate two additional objects for each slot level above 5th.
successful one. A creature killed by this spell becomes a frozen statue until it thaws. At Higher
Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th.
Circle of Protection Contagion
Level 5 | Abjuration Level 5 | Necromancy
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: Touch | Components: V, S | Duration: 7 days
You point a space within range where seals appears forming a circle, distorting and diffusing Your touch inflicts disease. Make a spell attack against a creature within your reach. On a hit, the
magical energy in a 6 square sphere. For the duration, each friendly creature in the area target is poisoned. At the end of each of the poisoned target's turns, the target must make a
(including you) has Partial Advantage on saving throws against spells and other magical Constitution (Endurance) saving throw. If the target succeeds on three of these saving throws, it
effects. Additionally, when an affected creature succeeds on a saving throw made against a spell is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no
or magical effect that allows it to make a saving throw to take only half damage, it instead longer poisoned, but choose one of the diseases below. The target is subjected to the chosen
takes no damage if it succeeds on the saving throws. disease for the spell's duration. Since this spell induces a natural disease in its target, any effect
that removes a disease or otherwise ameliorates a disease's effects apply to it. Additionally, if the
affected creature makes physical contact with other creatures while the spell lasts, they are also
Cloudkill subjected to the spell, but do their saving throws with Partial Advantage. A secondhand
Level 5 | Conjuration contaminated creature doesn’t contaminate others.
Range: 24 squares | Components: V, S | Duration: 10 minutes Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has
You create a 6 square radius sphere of poisonous, yellow-green fog centered on a point you Partial Disadvantage on Wisdom checks, and is blinded.
choose within range. The fog spreads around corners. It lasts for the duration or until strong Filth Fever. A raging fever sweeps through the creature's body. The creature has Partial
wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters Disadvantage on Strength checks, and is Exhausted.
the spell's area for the first time on a turn or starts its turn there, that creature must make a Flesh Rot. The creature's flesh decays. The creature has Partial Disadvantage on Constitution
Constitution (Endurance) saving throw. The creature takes 4d10 poison damage on a failed checks, and vulnerability to necrotic, acid, fire and poison damage.
save, or half as much damage on a successful one. Creatures are affected even if they hold their Mindfire. The creature's mind becomes feverish and it only able to speak gibberish. The creature
breath or don't need to breathe. At Higher Levels: When you cast this spell using a spell slot has Partial Disadvantage on Intelligence checks and is considered with the muted condition.
of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Seizure. The creature is overcome with shaking. The creature has Partial Disadvantage on
Dexterity checks, and is Clumsy.
Personality Disorder. The creature begins to lose self-consciousness. The creature has Partial
Disadvantage on Charism check, and the creature behaves as if under the effects of the
Confusion spell during combat.
Contact Other Plane Dominate Person
Level 5 | Divination Level 5 | Enchantment
Range: Self | Components: V, S, M (a Beholder’s eye) | Duration: 1 minute | Ritual time: 1 Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
hour You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious (Willpower) saving throw or be Charmed by you for the duration. If you or creatures that are
entity from another plane. Contacting this extraplanar intelligence can strain or even break your friendly to you are fighting it, it has Partial Advantage on the saving throw. While the target is
mind. When you cast this spell, make a DC 15 Intelligence check. On a failure, you take 3d6 affected, you have a telepathic link with it as long as the two of you are on the same plane of
psychic damage and are insane for 1 minute. While insane, you are considered under the effect existence. You can use this telepathic link to issue commands to the creature while you are
of the Confusion spell. A greater restoration spell cast on you ends this effect. On a successful conscious (no action required), which it does its best to obey. You can specify a simple and
save, you can ask the entity up to five questions. You must ask your questions before the spell general course of action, such as "Attack that creature," "Run over there," or "Fetch that object."
ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," If the creature completes the order and doesn't receive further direction from you, it defends and
"irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one- preserves itself to the best of its ability. You can use an Action to take total and precise control
word answer would be misleading, the DM might instead offer a short phrase as an answer. of the target. Until the end of your next turn, the creature is considered Controlled by you. Each
time the target takes damage, it makes a new Wisdom (Willpower) saving throw against the spell.
If the saving throw succeeds, the spell ends. At Higher Levels: When you cast this spell using a
6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level
Destructive Wave spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or
Level 5 | Evocation higher, the duration is concentration, up to 8 hours.
Range: Self (6 square radius) | Components: V | Duration: Instantaneous
You strike the ground, creating a burst of powerful energy that ripples outward from you. Each
creature within 6 squares of you must succeed on a Constitution (Endurance) saving throw or
be knocked prone and take 2d6 thunder damage plus: 3d6 radiant if you are a Divine or
Primal caster; or 3d6 force damage if you are an Arcane caster. A creature that succeeds on its
saving throw takes half as much damage and isn’t knocked prone.
Dream • You are considered with the quickened and concealed condition
Level 5 | Illusion • You ignore difficult terrain and can move through occupied spaces, but can’t stop at them
Range: Touch | Components: V, S | Duration: 8 hours • If you move through a creatures area, it must make a Dexterity (Reflex) saving throw. On a
This spell shapes a creature's dreams. Choose a creature known to you as the target of this failed save, the creature takes 1d8 lighting damage.
spell. The target must be on the same plane of existence as you. Creatures that don't sleep,
such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a
trance state, acting as a messenger. While in the trance, the messenger is aware of his or her
surroundings, but can't take actions or move. If the target is asleep, the messenger appears Force Barrier
in the target's dreams and can converse with the target as long as it remains asleep, through Level 5 | Conjuration
the duration of the spell. The messenger can also shape the environment of the dream, Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minute
creating landscapes, objects, and other images. The messenger can emerge from the trance at An opaque force barrier springs into existence at a point you choose within range. The barrier
any time, ending the effect of the spell early. The target recalls the dream perfectly upon appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can
waking. If the target is awake when you cast the spell, the messenger knows it, and can be free floating or resting on a solid surface. The barrier is formed by ten panels, each
either end the trance (and the spell) or wait for the target to fall asleep, at which point the occupying one square in all dimensions, and must be adjacent to each other. It lasts for the
messenger appears in the target's dreams. You can make the messenger appear monstrous duration. If the wall cuts through a creature's space when it appears, the creature must make a
and terrifying to the target. If you do, the messenger can deliver a message of no more than Dexterity (Reflex) saving throw. It is then pushed to one side of the wall it can choose on a
ten words and then the target must make a Wisdom (Willpower) saving throw. On a failed successful save, or your choice on a failed save. Nothing can physically pass through the wall. It
save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys
target's sleep and prevents the target from gaining any benefit from that rest. In addition, the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal
when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of travel through the wall.
hair, clipping from a nail, or similar portion of the target's body, the target makes its saving
throw with Partial Disadvantage.
Electric Jaunt
Level 5 | Transmutation
Range: Self | Components: V, S | Duration: 1 round
A rush of electricity flows rapidly flows through your body, which appears shaking in place
while sparkles surround it. Your movement appears as if you were lagging back and forth.
Until your next turn, you receive the following benefits:
Geas Legend Lore
Level 5 | Enchantment Level 5 | Divination
Range: 12 squares | Components: V | Duration: 30 days Range: Self | Components: V, S, M (magically infused incenses, which the spell consumes, four
You place a magical command on a creature that you can see within range, forcing it to carry ivory strips and a crystal ball) | Duration: Instantaneous | Ritual time: 10 minutes
out some service or refrain from some action or course of activity as you decide. If the Name or describe a person, place, or object. The spell brings to your mind a brief summary of
creature can understand you, it must succeed on a Wisdom (Willpower) saving throw or the significant lore about the thing you named. The lore might consist of current tales, forgotten
become charmed by you for the duration. While the creature is charmed by you, it’s unaware stories, or even secret lore that has never been widely known. If the thing you named isn't of
of that, and takes 4d8 psychic damage each time it acts in a manner directly counter to your legendary importance, you gain no information. The more information you already have about
instructions, but no more than once each day. A creature that can't understand you is the thing, the more precise and detailed the information you receive is. The information you
unaffected by the spell. You can issue any command you choose, short of an activity that learn is accurate but might be couched in figurative language.
would result in certain death. Should you issue a suicidal command, the spell ends. You can
end the spell early by using an Action to dismiss it. A remove curse, greater restoration, or
wish spell also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or
Magic Artillery
8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the
Level 5 | Evocation
spell lasts until it is ended by one of the spells mentioned above.
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
You choose to create one, two or four artillery towers. Choose a point on ground within range
for each artillery to be created. On the square you point, a small crystal structure rises from the
Hold Monster ground, with an orb floating just above the structure. Each tower have a reach of 6 squares. As
Level 5 | Enchantment part of your concentration reaction, you can direct the artillery towers to shot four magic
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute missiles, that are divided equally between the number of towers you created. You can direct one
Choose a creature that you can see within range. The target must succeed on a Wisdom target for each tower, but they must be within their respective reach. You make a single attack roll
(Willpower) saving throw or be Immobilized for the duration. At the end of each of its turns, and use the result for all the magic missiles for that round. The towers are considered constructs,
the target can make another Wisdom (Willpower) saving throw. On a success, the spell ends with an AC equal to 14, and hit points equal to your ability modifier + your proficiency bonus.
on the target. At Higher Levels: When you cast this spell using a spell slot of 6th level or
higher, you can target one additional creature for each slot level above 5th. The creatures must
be within 6 squares of each other when you target them.
Modify Memory Mislead
Level 5 | Enchantment Level 5 | Illusion
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: Self | Components: S | Duration: Concentration, up to 1 hour
You attempt to reshape another creature's memories. One creature that you can see must You become invisible at the same time that an illusory double of you appears where you are
make a Wisdom (Willpower) saving throw. If you are fighting the creature, it has Partial standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
Advantage on the saving throw. On a failed save, the target becomes charmed by you for the You can use your actions to move your illusory and make it gesture, speak, and behave in
duration. The charmed target is Incapacitated and unaware of its surroundings, though it can whatever way you choose. You can see through its eyes and hear through its ears as if you were
still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none located where it is. As part of your concentration, you can switch from using its senses to using
of the target's memories are modified. While this charm lasts, you can affect the target's your own, or back again. While you are using its senses, you are blinded and deafened in regard to
memory of an event that it experienced within the last 24 hours and that lasted no more than your own surroundings.
10 minutes. You can permanently eliminate all memory of the event, allow the target to recall
the event with perfect clarity and exacting detail, change its memory of the details of the
event, or create a memory of some other event. You must speak to the target to describe how Pseudo-Creation
its memories are affected, and it must be able to understand your language for the modified Level 5 | Illusion
memories to take root. Its mind fills in any gaps in the details of your description. If the spell Range: 6 squares | Components: V, S, M (a Shadow’s essence, which the spell consumes) |
ends before you have finished describing the modified memories, the creature's memory isn't Duration: Instantaneous | Ritual time: 10 minutes
altered. Otherwise, the modified memories take hold when the spell ends. A modified You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable
memory doesn't necessarily affect how a creature behaves, particularly if the memory matter within range: soft goods, rope, wood, or something similar. You can also use this spell to
contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified create mineral objects such as stone, crystal, or metal. The object created must be no larger than a
memory, such as implanting a memory of how much the creature enjoyed dousing itself in 1 square cube, and the object must be of a form and material that you have seen before. The
acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too duration depends on the object's material. If the object is composed of multiple materials, use
nonsensical to affect a creature in a significant manner. A remove curse or greater restoration the shortest duration.
spell cast on the target restores the creature's true memory. At Higher Levels: If you cast this Material Duration
spell using a spell slot of 6th level or higher, you can alter the target's memories of an event Vegetable matter 1 day
that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or Stone or crystal 12 hours
any time in the creature's past (9th level). Metal 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute
Using any material created by this spell as another spell's material component causes that spell to
fail. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube
increases by 1 square for each slot level above 5th.
Passwall Projectile Volley
Level 5 | Transmutation Level 5 | Conjuration
Range: 6 squares | Components: V, S | Duration: 1 hour Range: 24 squares | Components: V, S | Duration: Instantaneous
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical
surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You weapon into the air and choose a point within range. Hundreds of duplicates of the
choose the opening's dimensions: up to 1 square wide, 2 square tall, and 4 squares deep. The ammunition or weapon fall in a volley from above and then disappear. Each creature in a 6
passage creates no instability in a structure surrounding it. When the opening disappears, any square radius, 3 square high cylinder centered on that point must make a Dexterity (Reflex)
creatures still in the passage created by the spell are safely ejected to an unoccupied space saving throw. A creature takes 5d8 damage on a failed save, or half as much damage on a
nearest to the surface on which you cast the spell. successful one. The damage type is the same as that of the ammunition or weapon.
Seeming
Level 5 | Illusion
Range: 6 squares | Components: V, S | Duration: 8 hours
This spell allows you to change the appearance of any number of creatures that you can see
within range. You give each target you choose a new, illusory appearance. An unwilling target
can make a Wisdom (Willpower) saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment.
You can make each creature seem shorter or taller and appear thin, fat, or in between. You can't
change a target's body type, so you must choose a form that has the same basic arrangement of
limbs. Otherwise, the extent of the illusion is up to you.
Tasha’s Life Drain Telekinesis
Level 5 | Necromancy Level 5 | Transmutation
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
You emit a wobbling dark-red ray towards a creature within range. Make a spell attack. On a You gain the ability to move or manipulate creatures or objects by thought. When you cast
hit, the target takes 2d8 necrotic damage, and until the spell ends, as part of your the spell, and as a Double-action each round for the duration, you can exert your will on one
concentration reaction, you can automatically deal 2d8 necrotic damage to the target. The spell creature or object that you can see within range, causing the appropriate effect below. You can
ends if the target is ever outside the spell’s range, or if the target has total cover from you. affect the same target round after round, or choose a new one at any time. If you switch
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of targets, the prior target is no longer affected by the spell.
necrotic damage the target takes. At Higher Levels. When you cast this spell using a spell slot Creature. You can try to move a Huge or smaller creature. Make an ability check with your
of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. spellcasting ability contested by the creature's Strength check. If you win the contest, you
move the creature up to 6 squares in any direction, including upward but not beyond the
range of this spell, and rotate it in any direction. Until the end of your next turn, the
Teleportation Circle creature is Immobilized in your telekinetic grip. A creature lifted upward is suspended in
Level 5 | Conjuration mid-air. Pressing it to any surface causes damage in the same way as falling damage. For every
Range: 6 squares | Components: V, M (rare chalks and inks infused with precious gems, which square moved until hitting the surface, it takes 1d6 bludgeoning damage. You can also cause
the spell consumes) | Duration: Instantaneous | Ritual time: 10 minutes the target to become Suffocating while you maintain your grip over it.
As you cast the spell, you draw a 6 squares diameter circle on the ground inscribed with sigils Object. You can try to move an object that weighs up to 500 kg. If the object isn't being
that link your location to a permanent teleportation circle of your choice whose sigil sequence worn or carried, you automatically move it up to 6 squares in any direction, but not beyond
you know and that is on the same plane of existence as you. Any creature within the circle the range of this spell. If the object is worn or carried by a creature, you must make an
when you cast the spell appears within 1 square of the destination circle or in the nearest ability check with your spellcasting ability contested by that creature's Strength check. If you
unoccupied space if that space is occupied. Many major temples, guilds, and other important succeed, you pull the object away from that creature and can move it up as mentioned. You
places have permanent teleportation circles inscribed somewhere within their confines. Each can exert fine control on objects with your telekinetic grip, such as manipulating a simple
such circle includes a unique sigil sequence—a string of magical runes arranged in a particular tool, opening a door or a container, stowing or retrieving an item from an open container, or
pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two pouring the contents from a vial. You can also attack with the object. The damage matches it
destinations on the Material Plane, determined in accordance with the DM. You can learn sizes and characteristics according to the DM. You make a regular spell attack roll to attack
additional sigil sequences during your adventures. You can commit a new sigil sequence to with the object.
memory after studying it for 1 minute. You can create a permanent teleportation circle by
casting this spell in the same location every day for one year. You need not use the circle to
teleport when you cast the spell in this way.
6th LEVEL Chain Lightning
Level 6 | Conjuration
Contingency Range: 12 squares | Components: V, S | Duration: Instantaneous
Level 6 | Evocation You summon a bolt of lightning that arcs toward a target of your choice that you can see within range.
Range: Self | Components: V, S, M (some adornment made of gold and encrusted Three bolts then leap from that target to as many as three other targets, each of which must be within
with a gemstone) | Duration: 10 days | Ritual time: 10 minutes 6 squares of the first target. A target can be targeted by only one of the bolts. A target must make a
Choose a spell of 5th level or lower that you can cast, that has a casting time of a Dexterity (Reflex) saving throw, taking 5d8 lightning damage on a failed save, or half as much on a
Double-action, and that can target you. You cast that spell—called the contingent successful one. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one
spell—as part of casting contingency, expending spell slots for both, but the contingent additional bolt leaps from the first target to another target for each slot level above 6th.
spell doesn’t come into effect. Instead, it takes effect when a certain circumstance
occurs. You describe that circumstance when you cast the two spells. For example, a
contingency cast with water breathing might stipulate that water breathing comes into Dragon’s Breath
effect when you are engulfed in water or a similar liquid. The contingent spell takes Level 6 | Transmutation
effect immediately after the circumstance is met for the first time, whether or not you Range: Self | Components: V, S | Duration: 1 minute
want it to, and then contingency ends. The contingent spell takes effect only on you, You become imbued it with the power to spew magical energy from its mouth as a dragon. Choose
even if it can normally target others. You can use only one contingency spell at a time. acid (black), cold (blue), fire (red), lightning (white), or poison (green). Until the spell ends, your
If you cast this spell again, the effect of another contingency spell on you ends. Also, chest and neck gain a scale-like aspect with the choose color. You can use a Double-action to exhale
contingency ends on you if its material component is ever not on your person. energy of the chosen type in a 3 squares cone. Each creature in that area must make a Dexterity
(Reflex) saving throw, taking 3d10 damage of the chosen type on a failed save, or half as much
damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level
or higher, the damage increases by 1d10 for each slot level above 7th.
Conjure Undead
Level 6 | Conjuration
Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 hour Disintegrate
You bring forth an undead creature in an unoccupied space that you can see within range. Level 6 | Transmutation
When you cast the spell, choose the creature’s form: Spectral, Putrid, or Skeletal. The DM Range: 12 squares | Components: V, S | Duration: Instantaneous
has the creatures' statistics. A creature summoned by this spell disappears when it drops to A thin green ray springs from your pointing finger to a target that you can see within range. Make a
0 hit points or when the spell ends. The summoned creatures are friendly to you and your spell attack against the target. On a hit, the target takes 6d12 force damage. The target is disintegrated
companions. In combat, the creature shares your initiative count, but it takes its turn if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and
immediately after yours. It obeys any verbal commands that you issue to it (no action carrying are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a
required by you). If you don't issue any commands to them, they defend themselves from true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical
hostile creatures, but otherwise take no actions. At Higher Levels: When you cast this spell object or a creation of magical force. If the target is a Huge or larger object or creation of force, this
using a spell slot of 7th level or higher, the creature’s statistics improves accordingly. spell disintegrates a 2 square cube portion of it. At Higher Levels: When you cast this spell using a
spell slot of 7th level or higher, the damage increases by 2d12 for each slot level above 6th.
Dread Wall Intellect Fortress
Level 6 | Necromancy Level 6 | Abjuration
Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes Range: Self (4 square radius sphere) | Components: V, S | Duration: Concentration, up to 10
You create a wall made of spirits, sorrow and darkness. The wall appears within range on a minutes
solid surface and lasts for the duration. The wall is 2 squares high and 2 squares thick. It is also In a 4 square radius sphere that centered and moving with you, you create a psychical link
12 squares long, either in a straight line or full circle, as you choose. The wall is considered between you and your allies inside the area, with each mind protecting the other. Creatures with
heavily obscured and natural or magical light of lower level can’t pass through it. When the wall Intelligence scores of 2 or less aren't affected by this spell. For the duration, you and allies
appears, each creature within its area must make a Constitution (Endurance) saving throw. On inside the area receives the following benefits:
a failed save, a creature takes 5d8 necrotic damage, or half as much damage on a successful save. • Psychic resistance
A creature takes the same damage when it enters the wall for the first time on a turn or ends its • Partial Advantage on Wisdom (Willpower) saving throws and concentration checks, and for
turn there. Additionally, in the same circumstances, a creature must make a Wisdom each affect creature, they gain +1 on these rolls
(Willpower) saving throw. On a failed save, the creature is frightened by the wall for the spell • Can’t have the mind read or detected, and can’t be unwillingly telepathically communicate
duration. At the beginning of each of the creature’s turn, it can attempt a new Wisdom with
(Willpower) saving throw, ending the effect on a successful save. At Higher Levels. When you • Can communicate telepathically with each other whether or not they have share a common
cast this spell using a spell slot of 7th level or higher, the damage the wall deals increases by language.
1d8.
Mind Blow
Evard’s Corrosive Slime Level 6 | Evocation
Level 6 | Conjuration Range: 24 squares | Components: V, S | Duration: Instantaneous
Range: 12 squares | Components: V, S | Duration: 10 minutes You reach into a creature’s mind and causes it to have a mental spike. Choose any creature you
You create an ooze-like surface in a 4 square-radius area. The substance is slicky, sticky and can see or mentally locate within range. The creature takes 4d6 psychic damage and becomes
corrosive. The area is considered difficult terrain. When you cast the spell, every creature in the clumsy for four rounds with a successful save, or half as much damage and clumsy until your
area takes 1d6 acid damage if standing up, or 4d6 acid damage if prone. Creatures that ends next turn on a failed one. If the creature is charmed by you, it has Partial Disadvantage on that
they turn inside the area takes the same damage. The first time in a creature’s turn it moves check and the damage becomes 6d6, and your charming effect ends. If the creature is
inside the area, it must make a Dexterity (Reflex) saving throw. On a failed save the creature controlled by you, it automatically fails the check, the damage becomes 6d8 and your
falls prone. Prone creatures must win a Strength contest against your spell DC to stand up, as controlling effect ends. At Higher Level: When you cast this spell using a spell slot of 7th level
part of the same Action. or higher, the damage increases by 1d6 or d8 for each slot level above 7th.
Ottiluke’s Unavoidable Rhythm For example, you could create an illusion of yourself to appear and warn off others who
Level 6 | Enchantment attempt to open a trapped door, or you could set the illusion to trigger only when a creature
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute says the correct word or phrase. Physical interaction with the image reveals it to be an illusion,
You create a 6 square radius sphere area of psychic stimulation that flows through creature’s because things can pass through it. A creature that uses its action to examine the image can
mind and body, sedating or hyperexciting them. When you cast the spell, choose fast or slow. determine that it is an illusion with a successful Intelligence (Investigation) check against your
You can change between the effects as an Double-action in your turn. Every creature in the area spell save DC. If a creature discerns the illusion for what it is, the creature can see through the
must make a Wisdom (Willpower) saving throw. A creature can choose to fail the check. On a image, and any noise it makes sounds hollow to the creature.
failed save, the creature becomes Slowed or Quickened for the duration, according to your
choice. On a successful save, the creature takes 4d6 psychic damage and isn’t affected by the
Stone and Flesh
spell anymore.
Level 6 | Transmutation
Range: Touch | Components: V, S | Duration: Until dispelled
Power Word: Halt You attempt to turn one creature that you can see within range into stone or return the target
Level 6 | Enchantment original form if it is currently petrified. When you cast the spell, choose one of the following.
Range: 12 squares | Components: V | Duration: Instantaneous Flesh to Stone. If the target's body is made of flesh, the creature must make a Constitution
You speak a word of power that causes one creature you can see within range to immediately (Endurance) saving throw. On a failed save, it is restrained as its flesh begins to harden. On a
stop and stay still. If the target has 100 hit points maximum or fewer, it becomes immobilized. successful save, the creature isn’t affected. A creature restrained by this spell must make another
Otherwise, the spell has no effect on it. A target can make a Wisdom (Willpower) saving throw Constitution (Endurance) saving throw at the end of each of its turns. If it successfully saves
at every minute thereafter. On a successful save, the spell ends. against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and
subjected to the petrified condition for the duration. The successes and failures don’t need to be
consecutive; keep track of both until the target collects three of a kind. If the creature is
Programmed Illusion physically broken while petrified, it suffers from similar deformities if it reverts to its original
Level 6 | Illusion state.
Range: 24 squares | Components: V, S | Duration: Until dispelled Stone to Flesh. You cleanse the petrified condition from a creature.
You create an illusion of an object, a creature, or some other visible phenomenon within range
that activates when a specific condition occurs. The illusion is imperceptible until then. It must
be no larger than a 6 square cube, and you decide when you cast the spell how the illusion
behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When
the condition you specify occurs, the illusion springs into existence and performs in the
manner you described. Once the illusion finishes performing, it disappears and remains
dormant for 10 minutes. After this time, the illusion can be activated again. The triggering
condition can be as general or as detailed as you like, though it must be based on visual or
audible conditions that occur within 6 squares of the area.
Soul Containment Tenser’s Transformation
Level 6 | Necromancy Level 6 | Transmutation
Range: Touch | Components: V, S, M (a magically infused tiny container made of silver and Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
patched with flesh) | Duration: Until dispelled | Ritual time: 1 minute You endow yourself with endurance and martial prowess fueled by magic and turns yourself
This spell snatches the soul of a humanoid that has been no longer than 10 minutes, and traps into a construct. Your body and blood becomes metallic. Until the spell ends, you can’t cast
it inside the container you use for the material component. A stolen soul remains inside the spells, and you gain the following benefits:
containment until the spell ends or until you destroy it, which ends the spell. While you have a • You gain the construct type
soul inside the cage, you can exploit it in any of the ways described below, as long as the urn is • Your AC is considered as if you were wearing a half-plate armor
in your possession. You can use a trapped soul up to six times. Once you exploit a soul for the • You can use your spellcasting ability for weapon attacks and damages rolls
sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came • You are considered proficient with any weapon you wield
from can’t be revived. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or
Steal Life. You can use an Action to drain vigor from the soul and regain 2d8 hit points. become Exhausted.
Query Soul. You ask the soul a question (no action required) and receive a brief telepathic
answer, which you can understand regardless of the language used. The soul knows only what it Vortex Swap
knew in life, but it must answer you truthfully and to the best of its ability. The answer is no Level 6 | Conjuration
more than a sentence or two and might be cryptic. Range: 12 squares | Components: V | Duration: Instantaneous
Borrow Experience. You can use a Reaction to bolster yourself with the soul’s life experience, Choose a creature you can see within range. You magically twist space around you and the
making your next roll as if your proficient with it, if the creature was. If you don’t use this creature, swapping places with each other. If the creature is unwilling, it can make a
benefit before the start of your next turn, it is lost. Constitution (Endurance) saving throw, avoiding the effect on a successful check.
See as the Dead. You can use a Double-action to name a place and time the humanoid saw in
life, which brings you the same experience it had for as long as you concentrate, up to 10
minutes (as if you were concentrating on a spell). You receive visual and auditory information
from the time and place as if you were the creature.
True Seeing
Level 6 | Divination
Range: Touch | Components: V, S | Duration: 1 hour
This spell gives the willing creature you touch the ability to see things as they actually are. For
the duration, the creature has truesight, notices secret doors hidden by magic, and can see into
the Ethereal Plane, all out to a range of its natural sight. It surpasses the Blinded for the spell’s
duration.
7th LEVEL Finger of Death
Level 7 | Necromancy
Create Golem Range: Touch | Components: S | Duration: Instantaneous
Level 7 | Transmutation You send negative energy coursing through a creature that you touch, causing it searing pain.
Range: Touch | Components: V, S, M (a large humanoid statute made of the clay, stone or metal, The target must make a Constitution (Endurance) saving throw. On a failed save, the creature
and an elemental’s essence, which the spell consumes) | Duration: 24 hours | Ritual time: 1 receives the Dying condition, even if still has more than 0 hit points, but isn’t knocked
hour unconscious. It can act and heal normally, without any changes to the condition. It must go
You call forth the spirit of an elemental and infuse it into a statute used for the spell. When you throw the save death saving throws, effectively dying on the three failed saves. A remove curse,
cast the spell, choose a material: Clay, Metal, or Stone. Stone can only be chosen if casting the restoration or similar spell removes the condition.
spell with a 8th slot spell, and Metal with a 9th slot spell. Primal casters can only choose Clay or
Stone. The creature uses the statistics of the corresponding Golem. If you cast that spell in the Fog of Madness
same statute consecutively for 30 days, the spell becomes permanent until dispelled. The creature Level 7 | Illusion
is an ally to you and your companions. In combat, the creature shares your initiative count, but it Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
takes its turn immediately after yours. It obeys your verbal commands (no action required by You create a 4 square radius sphere of a purple hallucinogenic gas, centered on a point you
you). If you don’t issue any, it does nothing. choose within range. The fog spreads around corners. It lasts for the duration or until strong
wind disperses the fog, ending the spell. It’s area is lightly obscured. When a creature enters the
Etherealness spell's area for the first time on a turn or starts its turn there, that creature must make a
Level 7 | Transmutation Wisdom (Willpower) saving throw. On a failed save, a creature must roll a d6 and is affect as
Range: Touch | Components: V, S | Duration: Concentration, up to 8 hours per the Sleep (1), Calm Emotions (2), Hypnotic Patter (3), Compulsion (4), Confusion (5) or
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your Phantasmal Killer (6) according to the result.
current plane. You remain in the Border Ethereal for the duration of the spell. During this time,
you can move in any direction. You can see and hear the plane you originated from, but Forcecage
everything there looks gray, and you can’t see anything more than 24 squares away. While on the Level 7 | Evocation
Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures Range: 24 squares | Components: V, S | Duration: 1 hour
that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special An immobile, invisible, prison of 3 squares cubic composed of magical force springs into
ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t existence around an area you choose within range. The prison can be a cage or a solid box as
on the Ethereal Plane, allowing you to move through objects you perceive on the plane you you choose. When you cast the spell, any creature that is completely inside the cage's area is
originated from. When the spell ends, you immediately return to the plane you originated from trapped. Creatures only partially within the area, or those too large to fit inside the area, are
in the spot you currently occupy. If you occupy the same spot as a solid object or creature when pushed away from the center of the area until they are completely outside the area. A creature
this happens, you are immediately shunted to the nearest unoccupied space that you can occupy inside the cage can't leave it by nonmagical means. Interplanar travel and teleportation is
and take force damage equal to twice the number of squares you are moved. This spell has no impossible in and out of the cage. This spell can't be dispelled by dispel magic.
effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as
one of the Outer Planes.
Mirage Arcane The place is furnished and decorated as you choose. It contains sufficient food to serve a
Level 7 | Illusion banquet for up to 100 people. A staff is made of as if the spell unseen servant was cast a 100
Range: Sight | Components: V, S, M (a diamond shaped as a prism, which the spell consumes) times. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other
| Duration: 10 days | Ritual time: 1 hour objects created by this spell dissipate into nothingness if removed from the mansion. The place
You make a terrain, place or such of 1km diameter sphere, sound, smell, and even feel like is warded as per the Mordenkainen's Private Sanctum spell. When the spell ends, any creatures
some other sort of terrain. The place can simply appear as its surroundings or something or objects inside the extradimensional space are expelled into the open spaces nearest to the
completely different. Open fields or a road could be made to resemble a swamp, hill, crevasse, entrance.
or some other difficult or impassable terrain. A pond can be made to seem like a grassy
meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. A
Mordenkainen's Sword
village can made look like the forest it is surrounded by. Similarly, you can alter the appearance
Level 7 | Evocation
of structures, or add them where none are present. The illusion includes audible, visual, tactile,
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 minute
and olfactory elements, but nothing is actually created nor transmuted. For example, an
You invoke a sword-shaped plane of force that hovers within range, occupying its own square.
illusionary tree will be perceived as a real tree; but a real tree made look like wind, will still be
It lasts for the duration. The sword acts on its turn, but right after yours, and follow your
touchable and felt if a unwary creature interacts with it somehow. Any piece of the illusory
commands. If no command is given, it’ll do its best to protect you. The sword can only use the
terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
move and attack actions. When the sword attacks, you make a spell attack. On a hit, the target
Creatures with truesight can see through the illusion to the terrain’s true form; however, all
takes 3d10 force damage. The sword is a construct with AC 14 and can only be destroyed with
other elements of the illusion remain, so while the creature is aware of the illusion’s presence,
by magical means such as the disintegrate spell.
the creature can still physically interact with the illusion. If you cast this spell in the same area
consecutively three times, it becomes permanent until dispelled.
Power Word: Succeed
Level 7 | Enchantment
Range: 12 squares | Components: V | Duration: Instantaneous
You speak a word of power that causes one creature you can see within range to supernaturally
Mordenkainen's Magnificent Mansion
succeed on any task. The target must be about to perform an ability check. If the target has
Level 7 | Conjuration
100 hit points maximum or fewer, it immediately succeeds on the check. Otherwise, the spell
Range: Sight | Components: V, S, M (a miniature portal made of silver and carved with
has no effect on it.
gemstones) | Duration: 24 hours | Ritual time: 1 hour
You conjure an extradimensional dwelling in range that lasts for the duration. You choose Power Word: Fail
where its one entrance is located. The entrance shimmers faintly and is 2 squares wide and 4 Level 7 | Enchantment
squares tall. You and any creature you designate when you cast the spell can enter the Range: 12 squares | Components: V | Duration: Instantaneous
extradimensional dwelling as long as the portal remains open. You can open or close the portal You speak a word of power that causes one creature you can see within range to supernaturally
if you are within 6 squares of it. While closed, the portal is invisible. Beyond the portal is a fail on any task. The target must be about to perform an ability check. If the target has 100 hit
magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. points maximum or fewer, it immediately fails on the check. Otherwise, the spell has no effect
You can create any floor plan you like, but the space can’t exceed of a regular mansion. on it.
Plane Shift A creature that uses its action to examine the image can determine that it is an illusion with a
Level 7 | Conjuration successful Intelligence (Investigation) check against your spell save DC. If a creature discerns
Range: Touch | Components: V, S, M (anything belonging to the desired plane and a pearl for the illusion for what it is, the creature can see through the image, and any noise it makes sounds
each target) | Duration: Instantaneous | Ritual time: 10 minutes hollow to the creature.
You and up to eight willing creatures who link hands in a circle are transported to a different
plane of existence. You can specify a target destination in general terms, such as the City of Prismatic Spray
Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Level 7 | Evocation
Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, Range: Self (6 squares cone) | Components: V, S | Duration: Instantaneous
for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the Eight multicolored rays of light flash from your hand. Each ray is a different color and has a
city from across the Sea of Fire, at the DM’s discretion. Alternatively, if you know the sigil different power and purpose. Each creature in a 6 squares cone must make a Constitution
sequence of a teleportation circle on another plane of existence, this spell can take you to that (Endurance) saving throw. On a failed save, the creature is blinded for 1d8 turns. Additionally,
circle. If the teleportation circle is too small to hold all the creatures you transported, they for each target, roll a d8 to determine which color ray affects it, being them red (1), orange (2),
appear in the closest unoccupied spaces next to the circle. Using a teleportation circle as yellow (3), green (4), blue (5), indigo (6), and violet (7). If the dice results on a 8, reroll the
destination doesn’t require the material component of something for that plane. You can use dice.
this spell to banish an unwilling creature to another plane. The creature must make a Wisdom Red. The target takes 4d12 fire damage on a failed save, or half as much damage on a
(Willpower) saving throw. If the creature fails the save, it is transported to a random location successful one.
on the plane of existence you specify. A creature so transported must find its own way back to Orange. The target takes 4d12 acid damage on a failed save, or half as much damage on a
your current plane of existence. successful one.
Yellow. The target takes 4d12 lightning damage on a failed save, or half as much damage on a
successful one.
Green. The target takes 4d12 poison damage on a failed save, or half as much damage on a
Project Image successful one.
Level 7 | Illusion Blue. The target takes 4d12 cold damage on a failed save, or half as much damage on a
Range: Sight | Components: V, S | Duration: Concentration, up to 1 day successful one.
You create an illusory copy of a creature you can see when you cast the spell, which lasts for Indigo. On a failed save, the target becomes petrified for as long as its blinded by the spell.
the duration. The copy can appear at any location within your sight. The illusion looks and Violet. On a failed save, the target is teleported to a random place within 1km radius.
sounds like the creature copied. If the illusion takes any damage, it disappears, and the spell
ends. In your turn, as part of your concentration reaction, you can make the illusion move,
gesture, speak, and behave in whatever way you choose within a turn limit. It mimics any
mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in
its space. While you are using its senses, you are blinded and deafened in regard to your own
surroundings. Physical interaction with the image reveals it to be an illusion, because things can
pass through it.
Reverse Gravity Teleport
Level 7 | Transmutation Level 7 | Conjuration
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute Range: 6 squares | Components: V, S | Duration: Instantaneous
This spell reverses gravity in a 6 squares radius, 12 squares high cylinder centered on a point This spell instantly transports you and up to eight willing creatures of your choice that you can
within range. All creatures that aren’t somehow anchored to the ground in the area fall upward see within range, or a single object that you can see within range, to a destination you select. If
and reach the top of the area when you cast this spell. A creature can make a Dexterity (Reflex) you target an object, it must be able to fit entirely inside a 2 square cube, and it can’t be held or
saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object carried by an unwilling creature. The destination you choose must be known to you somehow,
(such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they and it must be on the same plane of existence as you. Your familiarity with the destination
would during a normal downward fall. If that happens, the creature must pass a second determines whether you arrive there successfully or not. The DM rolls d100 to check your
Dexterity (Reflex) saving throw or hit the ceiling prone. The creatures can move in the ceiling chances and consults the table.
as they would in the ground or through flight. If an object or creature reaches the top of the Lived 100%
area without striking anything, it remains there, oscillating slightly, for the duration. At the end Very familiar 80%
of the duration, affected objects and creatures fall back down, repeating the second saving Seen casually 60%
throw effect. Viewed once 40%
Description 20%
False destination 0%
If your teleportation fails, you and your group (or the target object) appear in a random
Simulacrum relatively far distance away from the destination in a random direction, determined by the DM.
Level 7 | Evocation You can also end up being teleported to place similar to the one you were attempting to, if
Range: Touch | Components: V, S, M (a body part of the target, which the spell consumes) | they are nearby.
Duration: Until dispelled | Ritual time: 1 hour
You go through the ritual touching one humanoid and its body part, used as material
component. Once the ritual ends, you bring into existence a duplicate of the target. The Tether Essence
duplicate is a creature all by itself, with the same characteristics of the original, except it’s a Level 7 | Necromancy
construct type. It has half the target’s level and all associated aspects. The simulacrum is Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour
friendly to you and creatures you designate. It obeys your spoken commands, moving and Two creatures you can see within range must make a Constitution (Endurance) saving throw,
acting in accordance with your wishes, but acts on its own turn in combat. The simulacrum with disadvantage if they are within 6 squares of each other. Either creature can willingly fail
lacks the ability to learn or become more powerful, so it never increases its level or other the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are have
abilities, nor can it regain expended spell slots. The simulacrum lasts until it drops to 0 hit their life force linked for the duration, regardless of the distance between them. When damage
points, at which point it turns into dust immediately. If you cast this spell again, any currently is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to
active duplicates you created with this spell are instantly destroyed. one of them, the same number of hit points are restored to the other one. If either of the
tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one
creature, it ends on both. For the spell duration, if one of them moves away more than 6
squares from the other, it takes 2d6 necrotic damage.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is
8th LEVEL the destination or the departure point for such magical travel. A portal to another location,
Antimagic Field world, or plane of existence, as well as an opening to an extradimensional space such as that
Level 8 | Abjuration created by the rope trick spells, temporarily closes while in the sphere.
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour Creatures and Objects. A creature or object summoned or created by magic temporarily winks
A 2 square radius invisible sphere of antimagic surges centered in a point within range. This out of existence in the sphere. Such a creature instantly reappears once the space the creature
area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells occupied is no longer within the sphere.
can't be cast, summoned creatures disappear, and even magic items become mundane. If you Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere.
choose to cast the spell centered in the same space you occupy, the sphere moves with you, Likewise, the spheres created by different antimagic field spells don't nullify each other.
centered on you. Spells and other magical effects, except those created directly by an artifact or
a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a
suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it
Corpse Clone
spends suppressed counts against its duration. All the following applies:
Level 8 | Necromancy
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that
Range: Touch | Components: V, S, M (a body part from the target, which the spell consumes,
target a creature or an object in the sphere have no effect on that target.
and a vessel has a sealable lid and is large enough to hold the creature being cloned, such as a
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into
huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water, and a
the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the
silver chain long enough to surround the vessel) | Duration: Until dispelled | Ritual time: 1
sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the
hour
sphere, creating a gap in the wall if the overlap is large enough.
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone
Spells. Any active spell or other magical effect on a creature or an object in the sphere is
forms inside the vessel used in the spell's casting and grows to full size and maturity after 120
suppressed while the creature or object is in it.
days. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any
Magic Items. The properties and powers of magic items are suppressed in the sphere. For
time after the clone matures, if the original creature dies, its soul transfers to the clone
example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's
automatically, provided that the soul is free and willing to return. The clone is physically
properties and powers are suppressed if it is used against a target in the sphere or wielded by
identical to the original and has the same personality, memories, and abilities, but none of the
an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the
original’s equipment. The original creature’s physical remains, if they still exist, become inert
sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the
and can’t thereafter be restored to life, since the creature’s soul is elsewhere.
sphere) the magic of the item ceases to be suppressed as soon as it exits.
Dominate Monster Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast
Level 8 | Enchantment the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 2
Range: 12 squares | Components: V, S | Duration: Concentration, up to 1 hour squares deep, 2 squares wide, and extends from one edge of the spell’s area to the opposite
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving
(Willpower) saving throw or be charmed by you for the duration. If you or creatures that are throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A
friendly to you are fighting it, it has Partial Advantage on the saving throw. While the creature fissure that opens beneath a structure causes it to automatically collapse (see below).
is charmed, you have a telepathic link with it as long as the two of you are on the same plane Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the
of existence. You can use this telepathic link to issue commands to the creature while you are ground in the area when you cast the spell and at the start of each of your turns until the spell
conscious (no action required), which it does its best to obey. You can specify a simple and ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures.
general course of action, such as "Attack that creature," "Run over there," or "Fetch that A creature within half the distance of a structure’s height must make a Dexterity (Reflex)
object." If the creature completes the order and doesn’t receive further direction from you, it saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone,
defends and preserves itself to the best of its ability. and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an Double-action
You can use a Double-action to take total and precise control of the target. Until the end of to escape. The DM can adjust the damage and the DC higher or lower, depending on the
your next turn, the creature is considered Controlled by you. Each time the target takes nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t
damage, it makes a new Wisdom (Willpower) saving throw against the spell. If the saving fall prone or become buried.
throw succeeds, the spell ends. At Higher Levels: When you cast this spell with a 9th-level spell
slot, the duration is concentration, up to 8 hours.
Incendiary Cloud
Level 8 | Conjuration
Earthquake Range: 24 squares | Components: V, S | Duration: Concentration, up to 10 minutes
Level 8 | Conjuration A swirling dense cloud of hot smoke and appears in a 4 square radius sphere centered on a
Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 minute point within range. The cloud spreads around corners and is heavily obscured. It lasts for the
You create a seismic disturbance at a point on the ground that you can see within range. For duration or until a wind of moderate or greater speed disperses it. When the cloud appears,
the duration, an intense tremor rips through the ground in a 6 square radius circle centered on each creature in it must make a Dexterity (Reflex) saving throw. A creature takes 4d12 fire
that point and shakes creatures and structures in contact with the ground in that area. The damage and 4d12 lighting damage on a failed save, or half as much damage on a successful
ground in the area becomes difficult terrain. When you cast this spell and at the end of each one. A creature must also make this saving throw when it enters the spell’s area for the first
turn you spend concentrating on it, each creature on the ground in the area must make a time on a turn or ends its turn there. A creature inside the area can’t breath and thus is
Dexterity (Reflex) saving throw. On a failed save, the creature takes 5d6 bludgeoning damage considered with the suffocating condition.
and is knocked prone, or half as much and no additional effect on a successful one. This spell
can have additional effects depending on the terrain in the area, as determined by the DM.
Maze Polar Ray
Level 8 | Conjuration Level 8 | Evocation
Range: 12 squares | Components: V, S | Duration: Concentration, up to 10 minutes Range: 24 squares | Components: V, S | Duration: Concentration, up to 1 hour
You banish a creature that you can see within range into a labyrinthine demiplane, effectively A blue-white ray of freezing air and ice springs from your hand and towards a creature within
gone while under the effect. The target remains there for the duration or until it escapes the range. Make spell attack against the target. On a hit, the target takes 6d12 cold damage and
maze. The target can use a Double-action to attempt to escape the maze. When it does so, it must succeed on a Constitution (Endurance) saving throw or be frozen solid. A creature who is
must succeed on a Intelligence contest against your spells DC. If it succeeds, it escapes, and the frozen solid by this spell is considered petrified for the spell duration, however, instead of
spell ends. When the spell ends, the target reappears in the space it left or, if that space is receiving resistance to bludgeoning and fire damage, the target has vulnerability to those
occupied, in the nearest unoccupied space. damage types.
Feeblemind Gate
Level 8 | Enchantment Level 9 | Conjuration
Range: 24 squares | Components: V, S | Duration: Instantaneous Range: 6 squares | Components: V, S | Duration: Concentration, up to 1 minute
You cease the mind of a creature that you can see within range, attempting to shatter its You conjure a portal linking an unoccupied space you can see within range to a precise location
intellect and personality. The target takes 60 psychic damage and must make an Wisdom on a different plane of existence. The portal is a circular opening, as large as a gargantuan
(Willpower) saving throw. On a successful save, the creature is Incapacitated until your next creature. You can orient the portal in any direction you choose. The portal lasts for the
turn. On a failed save, the creature’s mind goes into a semi-vegetative state. Its mental abilities duration. The portal has a front and a back on each plane where it appears. Anything that
scores’ becomes 1. The creature can’t cast spells, activate magic items, understand language, moves through the portal is instantly transported to the other plane, appearing in the
communicate in any intelligible way, attack or take any complex activity. It just basically does unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals
the most basic activities to stay alive. At the end of every week, the creature can repeat its created by this spell from opening in their presence or anywhere within their domains. When
saving throw against this spell. If it succeeds on its saving throw, the spell ends. If it fails three you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or
times, the spell lasts until dispelled. The spell can then only be reversed by Greater Restoration, nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal
Wish or similar spells. opens in the named creature’s immediate vicinity and draws the creature through it to the
nearest unoccupied space on your side of the portal. You gain no special power over the
creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help
you.
Invulnerability
Level 9 | Abjuration
Range: Self | Components: V, S | Duration: Concentration, up to 1 minute
You become immune to all damage until the spell ends.
Imprisonment Minimus Containment. The target shrinks to a volume of 10 cm³ and is imprisoned inside a
Level 9 | Abjuration diamond, that takes the form you design. Light can pass through the gemstone normally
Range: 6 squares | Components: V, S, M (a vellum depiction or a carved statuette in the (allowing the target to see out and other creatures to see in), but nothing else can pass through,
likeness of the target, and a special component that varies according to the version of the spell even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the
you choose) | Duration: Until dispelled | Ritual time: 1 minute spell remains in effect. The special component for this version of the spell is a large diamond.
You create a magical restraint to hold a creature that you can see within range. The target must Slumber. The target falls unconscious and can’t be awoken. The special component for this
succeed on a Wisdom (Willpower) saving throw or be bound by the spell; if it succeeds, it is version of the spell consists of a Hag’s blood.
immune to this spell if you cast it again. While affected by this spell, the creature doesn't need
to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
During the casting of the spell, in any of its versions, you can specify a condition that will
cause the spell to end and release the target. The condition can be as specific or as elaborate as Meteor Swarm
you choose, but the DM must agree that the condition is reasonable and has a likelihood of Level 9 | Conjuration
coming to pass. The conditions can be based on a creature’s name, identity, or deity but Range: Sight | Components: V, S | Duration: Instantaneous
otherwise must be based on observable actions or qualities and not based on intangibles such You open a rift in the sky, bringing forth meteorites from space. Blazing medium and small
as level, class, or hit points. A Dispel Magic spell can end the spell only if it is cast as a 9th- orbs of fire plummet to the ground in a 100 meters high, 40 meters diameter area within
level spell, targeting either the prison or the special component used to create it. You can use a range. Each creature in the surface in the area 20d6 fire damage and 20d6 bludgeoning damage
particular special component to create only one prison at a time. If you cast the spell again on a failed save, or half as much damage on a successful one.
using the same component, the target of the first casting is immediately freed from its binding.
When you cast the spell, you choose one of the following forms of imprisonment. Power Word: Die
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just Level 9 | Enchantment
large enough to contain the target. Nothing can pass through the sphere, nor can any creature Range: 12 squares | Components: V | Duration: Instantaneous
teleport or use planar travel to get into or out of it. You speak a word of power that causes one creature you can see within range to die instantly.
The special component for this version of the spell is a small mithral orb. If the creature you chose has 100 hit points maximum or fewer, it dies. Otherwise, the spell
Chaining. Heavy chains, firmly rooted in the ground and around the target holds it in place. has no effect.
The target is immobilized until the spell ends and can’t be moved by any means until then. The
special component for this version of the spell is a fine chain with links made of gold, iron,
silver and lead.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against
teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar
confined structure or area of your choice. The special component for this version of the spell
is a miniature representation of the prison made from platinum.
Prismatic Wall Blue. The creature takes 40 cold damage on a failed save, or half as much damage on a
Level 9 | Evocation successful one. This layer can be destroyed by dealing at least 40 fire damage to it.
Range: 12 squares | Components: V, S | Duration: 10 minutes Indigo. On a failed save, the target becomes petrified until dispelled. While this layer is in
A shimmering, multicolored plane of light forms a vertical opaque wall. The wall is 6 squares place, spells can’t be cast through the wall. A Passwall spell, or another spell of equal or greater
high and 1 square thick. It is also 18 squares long, either in a straight line or full circle. The level that can open a portal on a solid surface, destroys this layer.
wall remains in place for the duration. If you position the wall so that it passes through a space Violet. On a failed save, the target is transported to a random place in the Ethereal Plane. This
occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall layer is destroyed by a Dispel Magic spell or similar spell of equal or higher level that can end
sheds bright light out to a range of 20 squares and dim light for an additional 20 squares. You spells and magical effects.
and creatures you designate at the time you cast the spell can pass through and remain near the
wall without harm. If another creature that can see the wall moves to within 4 squares of it or
starts its turn there, the creature must succeed on a Constitution (Endurance) saving throw or
become blinded for 1 minute. The wall consists of seven layers, each with a different color. Time Stop
When a creature attempts to reach into or pass through the wall, it does so one layer at a time Level 9 | Transmutation
through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Range: Self (100 meters diameter sphere) | Components: V | Duration: Instantaneous
Constitution (Endurance) saving throw or be affected by that layer’s properties as described You briefly stop the flow of time for everyone but yourself in a 100 meters diameter sphere,
below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means centered on you. No time passes for other creatures, while you take 1d4 + 1 turns in a row,
specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An during which you can use actions and move as normal. This spell ends if one of the actions
Antimagic Field has no effect on it. A Desintegrate spell also destroy the layers, one at a time. you use during this period, or any effects that you create during this period, affects a creature
Red. The creature takes 40 fire damage on a failed save, or half as much damage on a inside that area other than you or an object being worn or carried by someone other than you
successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the inside that area. In addition, the spell ends if you move to a place more than 100 meters away
wall. The layer can be destroyed by dealing at least 40 cold damage to it. from the location where you cast it.
Orange. The creature takes 40 acid damage on a failed save, or half as much damage on a
successful one. While this layer is in place, magical ranged attacks can’t pass through the wall.
This layer can be destroyed by dealing at least 40 lighting damage to it.
Yellow. The creature takes 40 lightning damage on a failed save, or half as much damage on a
successful one. This layer can be destroyed by dealing at least 40 force damage to it.
Green. The creature takes 40 poison damage on a failed save, or half as much damage on a
successful one. The layer is destroyed by a strong wind.
Wish
Level 9 | Conjuration
Range: 12 squares | Components: V, S, M (magically infused incenses, and a Djinn’s essence,
which the spell consumes) | Duration: Instantaneous | Ritual time: 1 hour
Wish is the mightiest spell a mortal creature can cast. After preparing the ritual, by simply
speaking aloud words no longer than one sentence, you alter to some extend the very
foundations of reality in accord to your desires. The basic use of this spell is to duplicate any
other spell of 8th level or lower. You don’t need to meet any requirements in that spell,
including costly components. The spell simply takes effect. Alternatively, you can create one of
the following effects of your choice:
• 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 meters in any dimension, and it appears in an unoccupied space you can see
on the ground.
• You allow you and your allies to regain all hit points, and you end all effects on them.
• You grant you and your allies immunity to a single spell, damage type or other magical effect
for 24 hours.
• You might be able to achieve something beyond the scope of the above examples. State your
wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in
such an instance; the greater the wish, the greater the likelihood that something goes wrong.
This spell might simply fail, the effect you desire might only be partly achieved, or you might
suffer some unforeseen consequence as a result of how you worded the wish. For example,
wishing that a villain were dead might propel you forward in time to a period when that villain
is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary
magic item or artifact might instantly transport you to the presence of the item’s current
owner. The stress of casting this spell to produce any effect other than duplicating another
spell weakens you. You become exhausted and can’t cast spells until you finish a long rest.
Finally, there is a 50 percent chance that you are unable to cast Wish ever again if you suffer
this stress.