Panren Player's Companion

by bepis

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Panren Player's Companion

Contents


Preface

My name is Sam, and I apologize in advance for the ludicrous length of this book. I've been playing since 2017, almost exclusively in 5th edition. I've played in well over a dozen campaigns, most lasting over a year, while DMing for about four years myself. Before I learned how to actually play, I was given the PDFs for the core rulebooks to look over. Due to the lack of initial interest from my friend groups, I read the rule books for about half a year multiple times each, which helped develop a noteworthy memory of most rules. Ever since then, I've spent some of my downtime looking over official classes, subclasses, spells, and races, to the point where I have most of all of them down to memory.

Just because I know a lot of the rules doesn't mean I agree with all of them. At first, there were a small number of things I wanted to change. Unlike other DMs I've played with, who will play with a half dozen unwritten home rules, I wanted to have mine written down in one place. I've had some DMs throw out their own rules (standing up from prone takes your full turn) right in the middle of combat, without prior notice. I want to avoid that. I prefer to play things as written (the internet would call me a RAW DM or rules lawyer). This doesn't mean I don't homebrew the shit out of everything, it just means if I change anything, it needs to be written down.

After the list of usable content (something I suggest every DM should try making) is the most important part of the book: the balance changes. I really love most of the rules of this game. The issues I have are mostly with individual character options, not overall rules. Some of the things I've changed are for the sake of making less appealing options more useful. I like some weaker character options, like trickery cleric, battlerager barbarian, and storm sorcerer, to name a few. I've played some of these options, and I could often feel wishing I had picked a more useful option, as my abilities aren't doing as much as a different subclass. The other main type of change in that section is simple flavor options. War clerics get guns, arcane tricksters can have their sneak attack damage be force damage, paladins can smite with unarmed strikes, some spells have their schools changed. The third and least common type of change is reducing the power of certain options. I hesitate to do that, however when shown things such as the peace domain, I would rather alter it to make it worse than fully ban it.

The rest of the book is dedicated to new things. Whenever I make something, the main thing that I think of is "what would I want a spell to do that none do already" or "I wish my character in this other campaign could do this".

    New races, like the rare hybrid genasi and the shadowfell people. New subclasses, for clerics who want to gamble their prepared spells or warlocks who don't know their patron. New spells, because there were no ranged lightning, thunder, or poison cantrips. Like, seriously, there's over 80 new spells and about half are cantrips. New weapons tables, because historic greatswords would function closer to polearms than mauls, clubs should be finesse because funy, strength based characters deserve better thrown options like the more damaging buffed trident or the longer range chakram, and more double bladed weapons. New feats, for if you want every kill to explode like a Fallout game, warp your flesh at will, or be able to move allies around the battlefield. New optional class features, some of which are free and some which replace other features if you want it. Expanded spell lists, because artificers should have got blade ward, druids deserve fly, rangers get a lot out of find familiar, and I always assumed warlocks got message. This is only the surface of what's in store, and I hope you find at least something to enjoy, even if it's just hand crossbows being 10 gp cheaper. I try to make things I would want to use, and things that seem fun and useful.

Hopefully this wall of text helps you understand the intent of my massive book. This is truly a labor of love, I enjoyed making every piece of mechanical content here. The lore was not as fun to write, since it's not as easy to write with my thought process, but I had no choice with how necessary it was to write.

So that's the preface. My name is Sam. I've been playing my favorite game since 2017, working on this book since 2020. My favorite classes are sorcerer, bard, and monk thematically but cleric, rogue, and warlock mechanically, my favorite cantrip is thaumaturgy, and my favorite skill is Deception. My first character was a human bard who shared my name, as many first characters did. My favorite color is light blue, my favorite video game is Earthbound, and my favorite movie is Treasure Planet.

1. Usable Content

Here is a list of content that is usable. First is a short list, followed by a fuller, in-depth list.

List by Book (Short List)

Player's Handbook 8/19/14: Everything, although some things have been changed.
Dungeon Master's Guide 12/9/14: The subclasses are allowed.
Sword Coast Adventurer's Guide 11/3/15: All of the races aside from tieflings are allowed, as well as all the subclasses. I redid tieflings :).
Volo's Guide to Monsters 11/15/16: The races are allowed.
Xanathar's Guide to Everything 11/12/17: Everything. Well, crown of stars is locked to another book but don't worry. By the time you can cast 6th level spells you'll have the outer planes book.
Mordenkainen's Tome of Foes 5/29/18: The races are allowed but, like always, check chapter 4a to look for any changes.
Lost Laboratory of Kwalish 11/10/18: The spells are allowed and really fun at that.
Acquisitions Incorporated 6/18/19: The spells are allowed. The rule on royalty components is used for spells found in that book and later in this document.
Eberron Rising from the Last War 11/19/19: Changelings and shifters are allowed, as well as the races returning from Volo's. Artificer is also allowed. Use the orc from this one, not Volo's. Comes with an extra skill.
Humblewood Campaign Setting 10/??/19: One day in 2024 this just showed up on 5e.tools as on everyone's page, without having to download it like other homebrew stuff. After taking a look at the spells, they are allowed except for invoke the Amaranthine because that's a lore specific thing. Stellar bodies and globe of twilight are considered star spells, like crown of stars, and are thus locked to characters with the other book.
Explorer's Guide to Wildemount 3/17/20: The spells and wizard subclasses are allowed. The tortle race is allowed, as well as the races that appear in other books.
Legends of Runeterra: Dark Tides of Bilgewater 6/10/20: It's complicated.
Exploring Eberron 7/30/20 The aasimar subraces seeker and court are allowed but not the variants for scourge and fallen. The subclasses, aside from the druid one, are allowed. The Superior Shifting feat is also allowed, and the spells and artificer infusions.
Icewind Dale: Rime of the Frostmaiden 9/15/20: The spell is allowed.
Tasha's Cauldron of Everything 11/20/20: The custom lineage race is allowed, as are the subclasses, spells, feats, and basically everything aside from the expanded spell lists. The ones to use instead are detailed in chapter 10. You can also use the optional class features on all classes except wizard. You can also customize your race's ability scores (but not proficiencies) if you feel like it. Personally, I only use that rule to swap my +2 and +1 with each other but you can fully customize if you want. Hell, put all 3 in one score with a max roll and gain a 21.

Van Richten's Guide to Ravenloft 5/18/21: The subclasses, reborn, and hexblood are allowed. Dhampir is replaced with vampire kin, a similar race I made myself years before this book.

Something about me just can't stand the bite not needing a grappled creature. Actual vampires need it, the plane shift vampires need it. Lizardfolk don't, but they have big fucking mouths so they get an excuse. Go try and bite someone in active combat, it ain't easy.
Adventures in the Forgotten Realms: A Verdant Tomb 7/14/21: The spell is allowed.
Fizban's Treasury of Dragons 10/26/21: The subclasses and spells are allowed. The dragonborn reworks are also allowed, although I have my own I made a few years ago I'll leave in the document as an option.
Tal'Dorei Campaign Setting Reborn 1/18/22: Most of the subclasses are allowed. The spells are allowed, and on the druid, ranger, and sorcerer spell lists, as noted in that section, along with some subclasses noted later. The feats are allowed.
Blood Hunter 2/14/2022: The class is allowed.
Spelljammer: Adventures in Space 8/16/22: The air bubble spell and giff race are allowed.
Chronicles of Eberron 12/1/22: The subclasses, spells, and psionic feats are allowed. The Shadow's Metamagic feat is gone, as you can take the forbidden metamagic options whenever you would get a normal one.
Dragonlance: Shadow of the Dragon Queen 12/6/22: The Divinely Favored feat is allowed, as well as the "Knight" feats without prerequisites.
Bigby Presents: Glory of the Giants 8/15/23: The subclass and feats are allowed without prerequisites.
Sigil and the Outlands 10/17/23: The spells are allowed. The feats are also allowed for characters with access to Sigil, without prerequisites. Despite the outlands not existing in my world, and Sigil is wildly different, the feats are (for the most part) fine. I would complain about gate seal being just a better version of the spell I made called dimension lock, but it consumes a component while mine doesn't so mine is better. Also I made mine first so suck it!
The Book of Many Things 11/14/23: The spells and feat are allowed.
One D&D Player's Handbook 9/17/24: College of Dance, Circle of the Sea, Jallarzi's storm of radiance, power word fortify, sorcerous burst, Tasha's bubbling cauldron, and Yolande's regal presence.
Unearthed Arcana: Obviously, this is a case by case basis. More often than not I'll want to change anything that never made it into an official book, but it's always fine to ask. Things in the full list can be used without asking or being changed.

Full List

Things altered in Chapter 2 are marked with a *. Anything marked as (PPC) is found in this book, both new content and things that were too long to be altered in the short Balance Changes area. Anything marked as (SCEH) is in a second book I made which deals with Sigil and outer planes technology.

Races
  • Aasimar (VGtM) *
     Court (EE)
     Fallen (VGtM)
     Protector (VGtM)
     Scourge (VGtM)
     Seeker (EE)
  • Bugbear (VGtM & ERftLW)
  • Changeling (ERftLW) *
  • Cho'l (SCEH)
  • Custom Lineage (TCoE)
  • Doppleganger (PPC)
  • Dragonborn (FToD)
     Chromatic (FToD)
     Gem (FToD)
     Metallic (FToD)
  • Dragonborn, Variant (PPC)
  • Dreamwalker (???)
  • Dwarf (PHB)
     Arcadian (SCEH)
     Duergar (SCAG & MToF)
     Hill (PHB)
     Mountain (PPC)
  • Elf (PHB)
     Aysiir (PPC)
     Clockwork (???)
     Drow (PPC)
        Lolth-Sworn (PPC)
        Seldarine (PPC)
     Eladrin (MToF)
     High (PHB & PPC) *
        Pursuit of Knowledge (PHB & PPC)
        Pursuit of Beauty (PPC)
     Sea (MToF)
     Shadar-kai (PPC)
     Wood (PHB)
  • Firbolg (VGtM)
  • Florus (PPC)
     Cactus (PPC)
     Flower (PPC)
     Tree (PPC)
  • Genasi (PPC)
     Air (PPC)
     Ash (PPC)
     Earth (PPC)
     Fire (PPC)
     Ice (PPC)
     Magma (PPC)
     Mud (PPC)
     Water (PPC)
  • Giff (AAG)
  • Gith (MToF) *
     Githyanki (MToF)
     Githzerai (PPC)
  • Gnome (PHB)
     Aquatic (PPC)
     Deep (SCAG & MToF)
     Forest (PHB)
     Rock (PHB)
  • Goblin (PPC)
     Infernal (SCEH)
     Mind (PPC)
     Surface (PPC)
  • Goliath (PPC)
     Cloud (PPC)
     Fire (PPC)
     Fomorian (PPC)
     Frost (PPC)
     Hill (PPC)
     Standard (PPC)
     Stone (PPC)
     Storm (PPC)
  • Half-Cho'l (SCEH)
  • Half-Elf (PHB)
     Half-Elf Variants (SCAG)
  • Half-Orc (PHB)
  • Halfling (PHB) *
     Ghostwise (PPC)
     Feywild (PPC)
     Lightfoot (PHB)
     Stout (PHB)
  • Hexblood (VRGtR) *
  • Hobgoblin (PPC)
  • Human (PPC)
     Common (PPC)
     Nox (PPC)
     Variant (PPC)
  • Kenku (VGtM)
  • Kuo-Toa (PPC)
  • Lizardfolk (VGtM)
  • Mushroom Florus (PPC)
  • Orc (ERftLW & EGtW)
  • Reborn (VRGtR)
  • Shadowfolk (PPC)
  • Shifter (ERftLW) *
     Beasthide (ERftLW)
     Cliffwalk (UA)
     Longtooth (ERftLW)
     Swiftstride (ERftLW)
     Wildhunt (ERftLW)
  • Starchild (???)
  • Synthetic Humanoid (???)
  • Tabaxi (VGtM)
  • Tiefling, Abyssal (PPC)
  • Tiefling, Infernal (PPC)
  • Tiefling, Yugoloth (PPC)
     Arcanaloth (PPC)
     Canoloth (PPC)
     Dhergoloth (PPC)
     Hydroloth (PPC)
     Merrenoloth (PPC)
     Mezzoloth (PPC)
     Nycaloth (PPC)
     Oinoloth (PPC)
     Ultroloth (PPC)
     Yagnoloth (PPC)
  • Tortle (EGtW)
  • Triton (VGtM)
  • Vampire Kin (PPC)
  • Yuan-Ti Pureblood (PPC)
     Female (PPC)
     Male (PPC)
Background
  • Custom Background (PPC)
Classes
  • Artificer (TCoE) *
     Alchemist (TCoE) *
     Armorer (TCoE)
     Artillerist (TCoE) *
     Battle Smith (TCoE)
     Forge Adept (EE)
     Maverick (EE) *
    Infusions (TCoE & EE, plus Many-Handed Pouch (UA))
  • Barbarian (PHB) *
    Optional Class Features (TCoE & PPC)
     Ancestral Guardian (XGtE)
     Battlerager (Revised) (PPC)
     Beast (TCoE)
     Berserker (PHB) *
     Depths (Revised?) (PPC)
     Giant (BPGotG) *
     Harmony (PPC)
     Juggernaut (TDCSR)
     Storm Herald (XGtE) *
     Totem Warrior (PHB & SCAG)
     Wild Magic (TCoE)
     Zealot (XGtE)
  • Bard (PHB) *
    Optional Class Features (TCoE)
  •      Creation (TCoE)
     Dance (PHB2024)
     Dirge Singer (EE)
     Eloquence (TCoE) *
     Fury (CoE)
     Glamor (XGtE) *
     Lore (PHB)
     Mimes (PPC)
     Satire (UA)
     Spirits (VRGtR)
     Swords (XGtE) *
     Tragedy (TDCSR) *
     Valor (PHB) *
     Whispers (XGtE) *
  • Blood Hunter (BH) *
    Optional Class Features (PPC)
     Ghostslayer (BH)
     Lycan (BH)
     Mutant (BH)
     Profane Soul (BH) *
  • Cleric (PHB) *
    Optional Class Features (TCoE & PPC)
     Arcana (SCAG) *
     Aspiration (CoE)
     Blood (TDCSR)
     Death (DMG) *
     Fear (PPC)
     Forge (XGtE)
     Frost (PPC)
     Grave (XGtE)
     Inferno (PPC)
     Knowledge (PHB)
     Life (PHB)
     Light (PHB)
     Luck (PPC)
     Mind (EE)
     Nature (PHB) *
     Order (TCoE)
     Peace (TCoE) *
     Tempest (PHB)
     Time (PPC)
     Trickery (PHB) *
     Twilight (TCoE) *
     War (PHB)
     Heretic (PPC)
  • Druid (PHB & PPC) *
    Optional Class Features (TCoE)
     Blighted (TDCSR)
     Dreams (XGtE) *
  •      Earth (Land Revised) (PPC)
     Moon (PHB)
     Sea (PHB2024)
     Shepherd (XGtE)
     Spores (TCoE) *
     Stars (TCoE) *
     Wildfire (TCoE) *
  • Elementalist (PPC)
  • Expert (TCoE)
  • Fighter (PHB) *
    Optional Class Features (TCoE & PPC)
     Arcane Archer (XGtE) *
     Banneret (PPC)
     Battle Master (PHB)
     Brute (UA)
     Cavalier (XGtE)
     Champion (PHB) *
     Eldritch Knight (PHB) *
     Psi Warrior (TCoE) *
     Rune Knight (TCoE) *
     Samurai (XGtE)
    Maneuvers (PHB & TCoE)
  • Monk (PHB) *
    Optional Class Features (TCoE & PPC)
     Ascendant Dragon (FToD) *
     Astral Self (TCoE) *
     Cobalt Soul (TDCSR)
     Drunken Master (XGtE) *
     Four Elements (Revised) (PPC)
     Gun-Fu (SCEH)
     Kensei (XGtE) *
     Living Weapon (EE) *
     Long Death (SCAG) *
     Mercy (TCoE) *
     Open Hand (PHB)
     Shadow (PHB) *
     Soul (Sun Soul Revised) (PPC)
     Tranquility (UA)
  • Paladin (PHB) *
    Optional Class Features (TCoE & PPC)
     Ancients (PHB) *
     Authority (SCEH)
     Conquest (XGtE) *
     Crown (SCAG) *
     Devotion (PHB) *
     Glory (TCoE) *
    ; Oathbreaker (DMG) *
     Open Sea (TDCSR) *
     Redemption (XGtE) *
     Shroud (PPC)
     Treachery (UA) *
  •      Veneration (CoE) *
     Vengeance (PHB) *
     Watchers (TCoE) *
  • Ranger (PHB) *
    Optional Class Features (TCoE & PPC)
     Beast Master (PHB & TCoE)
     Drakewarden (FToD) *
     Fey Wanderer (TCoE)
     Gloom Stalker (XGtE)
     Horizon Walker (XGtE)
     Hunter (PHB) *
     Monster Slayer (XGtE)
     Swarmkeeper (TCoE) *
  • Rogue (PHB) *
    Optional Class Features (TCoE & PPC)
     Arcane Trickster (PHB) *
     Assassin (PHB) *
     Dark Petitioner (CoE)
     Inquisitive (XGtE) *
     Mastermind (XGtE)
     Maverick (PPC)
     Phantom (TCoE) *
     Scout (XGtE) *
     Soulknife (TCoE) *
     Swashbuckler (XGtE)
     Thief (PHB) *
     Wild Card (Revised) (SCEH)
  • Sorcerer (PHB) *
    Optional Class Features (TCoE)
     Aberrant Mind (TCoE)
     Clockwork Soul (TCoE)
     Divine Soul (XGtE) *
     Draconic Bloodline (Revised) (PPC)
     Fey Magic (PPC)
     Infernal Bloodline (PPC)
     Natural Soul (PPC)
     Radiation (SCEH)
     Sea (UA)
     Shadow (XGtE) *
     Storm (XGtE) *
     Technological (SCEH)
     Thoughtform Manifestor (PPC)
     Wild Magic (PHB) * Metamagics (PHB, TCoE, SCEH, CoE) *
  • Spellcaster (TCoE)
  • Warlock (PHB) *
    Optional Class Features (TCoE)
     Archfey (PHB) *
     Celestial (XGtE) *
  •      Dragon (PPC)
     Endless Storm (PPC)
     Fathomless (TCoE)
     Fiend (PHB)
     Genie (TCoE)
     Ghost in the Machine (SCEH)
     Great Old One (PHB)
     Hexblade (XGtE) *
     Immortal (Undying Revised) (PPC)
     Paxelzoyce (SCEH)
     Sun (PPC)
     Undead (VRGtR)
     Unknown (PPC)
     Pactbreaker (PPC)
    Invocations (PHB, XGtE, TCoE, PPC, & SCEH, plus Shroud of Ulban (UA)) *
     Blade (PHB) *
     Chain (PPC)
     Gun (SCEH)
     Talisman (Revised) (PPC)
     Tome (PHB) *
     No Pact Boon (PPC)
  • Warrior (TCoE)
  • Wizard (PHB) *
    Optional Class Features (PPC)
     Abjuration (PHB)
     Bladesinging (TCoE) *
     Blood Magic (TDCSR)
     Chronurgy (EGtW) *
     Conjuration (PHB) *
     Divination (PHB) *
     Enchantment (PHB) *
     Evocation (PHB)
     Graviturgy (EGtW) *
     Illusion (PHB) *
     Necromancy (PHB) *
     Scribes (TCoE)
     Transmutation (PHB) *
     War (XGtE)
Feats
  • Every feat in this book
  • Every feat in the Player's Handbook *
  • Every feat in Xanathar's Guide to Everything *
  • Every feat in Tasha's Cauldron of Everything *
  • Every feat in Fizban's Treasury of Dragons
  • Every feat in Tal'Dorei Campaign Setting Reborn *
  • Every feat in Bigby Presents: Glory of the Giants *
  • Every feat in Sigil and the Outlands
  • Every feat in the Stardust Corporation Employee Handbook
  • Psionic Feats (CoE)
  • Barbed Hide (UA)
  • Cartomancer (TBoMT)
  • Critter Friend (UA)
  • Divinely Favored (DSotDQ)
  • Knight Feats (DSotDQ)
  • Orcish Aggression (UA)
  • Superior Shifting (EE)
  • Svirfneblin Magic (MToF)
  • Wonder Maker (UA)
Spells
  • Every spell in the Player's Handbook *
  • Every spell in Xanathar's Guide to Everything *
  • Every spell in Lost Laboratory of Kwalish
  • Every spell in Acquisitions Incorporated *
  • Most spells in Humblewood Campaign Setting (see page 4)
  • Every spell in Explorer's Guide to Wildemount *
  • Every spell in Exploring Eberron *
  • Every spell in Tasha's Cauldron of Everything *
  • Every spell in Fizban's Treasury of Dragons *
  • Both spells in Tal'Dorei Campaign Setting Reborn *
  • Every spell in Chronicles of Eberron *
  • Every spell in Sigil and the Outlands
  • Every spell in The Book of Many Things
  • Most new spells in the 2024 Player's Handbook (see page 4)
  • Every spell in this book
  • Every spell in the Stardust Corporation Employee Handbook
  • Air Bubble (AAG)
  • Frost Fingers (IDRotF)
  • Linked Glyphs (AitFRAVT)
  • Puppet (UA)
  • Sense Emotion (UA)
  • Summon Warrior Spirit (UA)

2. Table Rules

Balance Changes

You don't have to read the whole thing, just the things that matter to you.

Races

Most races I changed are too major to feature here. These are the little changes.

Tiefling, Aasimar, and Shifter
  • Your size is Medium or Small, depending on your mortal heritage. You choose the size when you select this race. *Notes: These races in their default publishing assume a human mortal half, but (at least in my world) your mortal half can be anything. Go play a goblin were-raccoon shifter, that sounds awesome.
Changeling
  • You can change your size to become medium or small, although your true form is still medium.
  • Performance is added to the list of skills you can select.
  • You are considered a shapechanger for the purposes of spells and abilities such as moonbeam.
  • Notes: I'm not using the MPMotM races because most of the changes, such as goblinoids being fey, don't fit my world or, such as genasi getting more than a single racial trait and a spell, are addressed here. These changes, however, can stay.
Dwarf
  • You have proficiency in rocks, slings, long slings, and scimitars. Lore.
Gith
  • You have resistance to psychic damage.
  • Notes: See changeling notes above. Githyanki are otherwise unchanged, but githzerai are changed for lore reasons. It's a secret why.
Half-Elf
  • You can put your +2 in Dexterity.
  • If you replace your 2 skills with one of the variant features, you can take 1 of the full elf's weapon proficiencies as a bonus.
  • If you pick wood elf variant, you can take both the speed boost and the nearly useless thing.
  • If you pick sea elf, you can breathe water.
Halfling
  • You have proficiency in rocks. They have the finesse property for you when you throw them. This is this book's mandatory Lord of the Rings reference. Every D&D book must have one.
Hexblood
  • Your creature type is Humanoid.
  • Notes: I'm not a fan of non-humanoid player races. The hybrid nature trait centaurs had back in Unearthed Arcana was fine, since you were still a humanoid but also a monstrosity, which changed next to nothing but was flavorful. Fey only would be a dangerous type because of the good (immunity to a lot of humanoid only spells and effects) is really good and the bad (forbiddance, protection from evil and good, ancients paladin channel divinity, planar fucking binding) is stuff players shouldn't have to deal with. If it was humanoid and fey you would lose the upside but keep the potentially character-ending downsides (again, planar binding). I include hybrid nature on some of my homebrew races, but the creature types are never the ones that change a lot. Here's my list for any homebrewers in the crowd:
  • Never: celestial, elemental, fey, fiend. Planar binding, and many wards like forbiddance are set to block these out.
  • Bad Idea: aberration, undead. Aberration and undead also set off spells like forbiddance, and undead can be turned and take bonus damage from being smited, but can't be planar bound. It's a 5th level spell many villains will have access to, and they would have to be pretty dumb to not take advantage of that weakness.
  • Weird: beast. Speak with animals, beast sense, and awaken can all be big boons. Only downside is dominate beast. Having two creature types is usually a bad thing, but in this case it's mostly upsides.
  • Safe: construct, dragon, giant, ooze, plant. Some spells and magic items deal bonus damage.
  • Nothing: monstrosity. Adds flavor, and does literally nothing unless a ranger picks it as a favored enemy. That is literally it.
Shifter
  • You have advantage on perception checks made to hear or smell.
  • You can use claws, teeth, or some other animal-y part of you to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier piercing or slashing damage, instead of the bludgeoning damage normal for an unarmed strike (You choose the damage type when you select this race).

Classes

Artificer
  • You gain proficiency with martial ranged weapons.
  • You can replicate more magic items, as shown in chapter 10c.
  • You gain an additional cantrip at 4th, 7th, and 18th levels.
  • Magic Item Savant also allows you to ignore alignment restrictions on magic items.
  • Notes: Artifacts may sometimes bypass this if they're divine enough.
Artificer: Alchemist
  • Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.
  • When you create Experimental Elixirs using a spell slot, you create a number of elixirs equal to the spell slot level.
  • Alchemical Savant also applies to cold damage and temporary hit points.
Artificer: Artillerist
  • You can use a ranged weapon as the base of your arcane firearm, such as a crossbow or a fucking gun.
Artificer: Maverick
  • If you play it, you have to rename it. Someone gave me the idea to name my cowboy rogue this before this was published. Go with inventor or researcher or something.
  • Optional Class Feature: Improved Cantrip Savant (chapter 8)
Barbarian
  • Optional Class Features: Martial Health, Variant Rage, Fighting Style, Critical Specialist More Things (chapter 8)
  • You gain an additional Ability Score Increase at level 10.
  • Notes: You have three primary ability scores. You deserve the extra ASI way more than rogues. Monks get one too.
Barbarian: Battlerager
  • Reworked too much to be put here, go check out chapter 6.
Barbarian: Path of the Berserker
  • Frenzy does not cause exhaustion.
  • When you have no uses of Rage left, you can choose to Rage anyway. If you do, you gain a level of exhaustion when that Rage ends.
  • Intimidating Presence uses Constitution instead of Charisma. You're not using your words to be scary, you're using your cup size.
Barbarian: Path of the Giant
  • You get both cantrips, plus prestidigitation.
  • When you make a thrown weapon attack while raging, you can roll the rage damage die twice and use the higher roll.
  • Notes: Sorry, the rage bonus to thrown weapons is something all barbarians get now. Hope rerolling it helps. Also, this is the only enlarging ability to not give bonus damage, which I thought was weird, until 6th level which is close enough.
Path of the Storm Herald
  • Sea damage dice increased to d8s.
  • Sea damage increases by 1d8 at 5th level.
  • Desert and Tundra both use 1d4 instead of 2. The number of d4s increase whenever the flat number would increase.
  • Aura size increases by 5 feet at 5th, 10th, 15th, and 20th levels.
  • At 6th level, you gain a cantrip of choice (that makes sense) like control flames or mold earth.
Bard
  • You gain proficiency with whips, pistols, and revolvers.
  • You gain an additional cantrip at 1st, 7th, 14th, and 20th levels.
  • Notes: Due to the amount of cantrips I've made, I decided to give every spellcaster more.
Bard: College of Eloquence
  • Silver Tongue minimum roll reduced to 8, like inquisitives.
Bard: College of Glamor
  • Removed the U from glamour, since we aren't British.
  • Unbreakable Majesty doesn't end early if you're incapacitated.
Bard: College of Swords
  • You gain proficiency with all martial weapons.
  • You can select the Blind Fighting, Great Weapon Fighting, Superior Technique, or Thrown Weapon Fighting style as your fighting style.
  • Notes: Simply offers more options for builds. Two handed swords are still swords and thrown weapon fighting references the UA dagger throwing option.
Bard: College of Tragedy
  • Removed Poetry in Misery. I had disallowed this subclass previously simply due to this feature, but I decided to allow it without the infinite inspiration feature.
  • In exchange, take sapping sting, thaumaturgy, and toll the dead as bonus cantrips.
Bard: College of Valor
  • You gain proficiency with heavy armor. Fuck it, we Strength based.
Bard: College of Whispers
  • You gain proficiency with martial weapons.
  • At 6th level you gain the Extra Attack feature. At some point bards should just all get extra attack, but that's for later. For a potential complete reprint of 5e with my changes. I probably won't go through it, but if I do it's gonna be awesome.
Blood Hunter
  • Optional Class Features: Martial Health, More Things (chapter 8)
  • Saving throw proficiencies changed back to Strength and Wisdom. Wisdom is thematic as hell, and Strength makes this the last unique combination.
Blood Hunter: Profane Soul
  • You gain an additional cantrip at 7th, 14th, and 18th levels.
Cleric
  • You gain proficiency with holy water.
  • If you normally would gain the Divine Strike feature at level 8, you instead gain Potent Cantrip.
  • Optional Class Feature: Improved Potent Spellcasting (chapter 8)
  • You gain an additional cantrip at 1st, 7th, 14th, and 20th levels.
  • Notes: Improved Potent Spellcasting replaces Divine Strike and Potent Cantrip too. If you want to play a cleric who uses weapons, I made a booming blade style cantrip also called divine strike which deals more damage than the old divine strike, and works with this new feature to add your Wisdom modifier. Old scaling was 1d8 at 8th and 2d8 at 14th. New scaling is 1d8 at 5th, 1d8+Wis at 8th, 2d8+Wis at 11th, and 3d8+Wis at 17th.
Cleric: Arcana Domain
  • At 6th level whenever you make an arcana check, you can roll a d4 and add it to the check.
Cleric: Death Domain
  • You gain proficiency with heavy armor.
Cleric: Nature Domain
  • Optional Class Feature: Druidic (chapter 8)
  • At 6th level whenever you make an animal handling, nature, or survival check, you can roll a d4 and add it to the check.
  • Your Dampen Elements feature also works against poison damage.
  • Beginning at 17th level, your Dampen Elements feature also works against force, necrotic, and radiant damage.
Cleric: Peace Domain
  • Emboldening Bond requires concentration.
  • Creatures can use your Protective Bond feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
  • Notes: Still a very good subclass, still probably the best officially published subclass. And people complain more about twilight. Those who do complain about peace usually call it banworthy, and while I agree, I'd rather nerf than ban.
Cleric: Trickery Domain
  • You gain proficiency with martial weapons and one skill of your choice.
  • Your Channel Divinity doesn't require concentration.
  • Cloak of Shadows can be used as a bonus action, and doesn't end early.
  • Notes: Just respec Shart into life domain.
Cleric: Twilight Domain
  • The darkvision granted by Eyes of Night has a range of 120 feet.
  • Catnap replaces aura of vitality on your list of domain spells.
  • Twilight Sanctuary requires concentration.
  • Steps of Night requires an action.
  • Notes: I don't agree with Tasha on letting clerics cast aura of vitality. In combat it's fine because it competes with other concentration spells but out of combat it's a lot of healing for the slot level. Fine on paladins due to their lower spell slots. Same reason I didn't allow pre-nerf healing spirit.
Druid
  • You gain proficiency with simple weapons, blowguns, hooked shortspears, hoopaks, long slings, nets, and tridents.
  • This.
  • Wild Shape doesn't end if you willingly fall unconscious.
  • You gain an additional cantrip at 1st, 7th, 14th, and 20th levels.
  • Notes: Druids already got like half of the simple weapons, and I added a few simple weapons to give them too. I just figured they could have them all. Also they do still get scimitars.
Druid: Circle of the Shepard
  • Spirit Totem doesn't end early if you're incapacitated.
Druid: Circle of Dreams
  • Optional Class Feature: Harness Natural Power (chapter 8)
  • Balm of the Summer Court dice increases do d8s, and you get one more die.
Druid: Circle of Land
  • Reworked too much to be put here, go check out chapter 6, where it is renamed to Circle of the Earth. More biomes to pick, and you can also pick one of the four elements.
Druid: Circle of Spores
  • Symbiotic Entity doesn't end early if you lose all the temporary hit points.
  • At 6th level you gain resistance to poison damage.
  • Notes: I very much disagree with limited use transformations, like this one, rage, and Starry Form below, ending early from being incapacitated or, in this case, taking damage. Imagine using your wild shape to get this bonus damage, taking one big hit, and its all gone. You will see a few more things changed to fit this line of thinking.
Druid: Circle of Stars
  • Starry Form doesn't end early if you're incapacitated.
  • Activating Starry Form requires an action, and swapping between forms at 10th level requires a bonus action.
  • Notes: All of the forms are pretty strong, and I still think they're too strong but I didn't want to go much further than this.
Druid: Circle of Wildfire
  • Enhanced Bond works on radiant damage too.
Fighter
  • Optional Class Features: Martial Health, More Things (chapter 8)
  • Superior Technique gives 2 superiority dice and 2 maneuvers, identical to Martial Adept.
  • Second Wind uses a d12, to match your new hit die.
  • When you use Indomitable, you add your fighter level
Fighter: Arcane Archer
  • You can use your Arcane Shot feature a number of times equal to 1 plus your Intelligence modifier, and you regain all expended uses of it when you finish a short or long rest.
  • At 7th level you learn the cantrip you didn't select at 3rd level.
Fighter: Banneret
  • Fully reworked, go check out chapter 6.
Fighter: Champion
  • Your Improved Critical and Superior Critical work with magic items that have an additional effect when you roll a 20, such as a Sword of Sharpness.
Fighter: Eldritch Knight
  • Optional Class Features: Variant Spell List (chapter 8)
  • You gain an additional cantrip at 7th, 14th, and 18th levels.
  • You can use War Magic with spells that require repeated actions, like witch bolt and vampiric touch.
Fighter: Rune Knight
  • Storm Rune doesn't end early if you are incapacitated.
Fighter: Psi Warrior
  • Bulwark of Force doesn't end early if you are incapacitated.
Monk
  • Optional Class Features: Martial Health, Superior Meditation, Joe Joe Adventure, Nimble Leap, and More Stuff (chapter 8)
  • You gain proficiency with chakrams, hooked shortspears, scimitars, and tomahawks. They all count as monk weapons for you, as well as darts.
  • None of your class or subclass features are magical, even those which replicate spells. Ki, similarly to psionics or a dragon's breath weapon, is a type of "background magic" not affected by things like antimagic field. It's not spell magic, it's just how the world works.
  • The two-handed and special properties do not disqualify weapons from being monk weapons (but still not heavy weapons).
  • You can use Deflect Missiles to reduce damage from melee attacks too. If you reduce the damage to 0, you can spend a ki point to make an unarmed strike or attempt to disarm (using DMG rules).
  • You gain an additional Ability Score Increase at level 10.
Monk: Way of the Ascendant Dragon
  • Wings Unfurled is free every time you Step of the Wind.
  • You get thaumaturgy at level 3 and dragon ray at level 6.
  • At 11th level you can make your unarmed strikes any damage type.
Monk: Way of the Astral Self
  • None of your abilities end early if you are incapacitated.
Monk: Way of the Drunken Master
  • Improvised weapons count as monk weapons for you. You can use them in place of your bonus action attack from Martial Arts.
Monk: Way of the Four Elements
  • Fully reworked, go check out chapter 6.
Monk: Way of the Kensei
  • You don't have to make an unarmed strike to activate Agile Parry, just take the attack action and make a melee attack.
  • You can replace your bonus action unarmed strike granted by the Martial Arts feature with an attack with your kensei weapon starting at level 6.
Monk: Way of the Long Death
  • Uncapped Touch of the Long Death, which also uses d12s now. At this level, go nuts. Waste all 20 of your ki for 40d12 damage. Sounds overpowered? Quivering Palm does infinite damage for 3 ki points.
Monk: Way of Mercy
  • Hand of Healing can be used as a bonus action. Not like it matters, you'll only ever use the free use from flurry anyway.
  • Hand of Ultimate Mercy can be used on alive people for mediocre burst healing, condition curing, and also it regrows limbs.
  • Notes: Buffing the best monk? Why? Well, none of these even matter. Who gives a shit.
Monk: Way of Shadow
  • Optional Class Feature: Shadow Arts Plus (chapter 8)
Monk: Way of the Sun Soul
  • Reworked too much to be put here, go check out chapter 6, where it is renamed to Way of the Soul because you can pick something other than sun. Like necrotic soul.
Paladin
  • Divine Sense is a bonus action, detects fey, aberrations, dragons, and elementals, and recharges on a short rest.
  • Optional Class Features: Paladin Cantrips, Unholy Smite, Restore Health, and Improved Unholy Smite (chapter 8)
  • You can use your Divine Smite and Improved Divine Smite with unarmed strikes.
  • You can select the Unarmed Fighting style as your style.
  • Improved Divine Smite works on thrown and ranged weapon attacks.
  • Old oaths can spend a 5th-level spell slot to use your level 20 feature again, like the new oaths.
Paladin: Oathbreaker
  • Final blow is added to your list of oath spells.
  • Aura of Hate does not function if you are unconscious.
  • Notes: Some auras work always, some work as long as you're conscious, and some work as long as you aren't incapacitated. To simplify this, I'm making them all function while conscious. Some auras, which function while unconscious, get nerfed by this (Ancients, Oathbreaker), some got buffed by working while incapacitated (Glory, Watchers), and the rest stayed the same. Conquest won't be changed because it makes sense that an ability involving making enemies afraid of you wouldn't work if you're stunned and wiggling around like a silly billy.
Paladin: Oath of Conquest
  • Sapping sting is added to your list of oath spells.
Paladin: Oath of Devotion
  • Judge the dying is added to your list of oath spells.
  • Turn the Unholy and Holy Nimbus work on any evil creature instead of just fiends and undead.
Paladin: Oath of Glory
  • Guidance is added to your list of oath spells.
  • Aura of Alacrity now has the same radius as normal paladin auras.
  • Aura of Alacrity functions while you are incapacitated, but still does not function if you are unconscious.
Paladin: Oath of Redemption
  • Blade ward (revised) is added to your list of oath spells.
Paladin: Oath of the Ancients
  • Druidcraft is added to your list of oath spells.
  • Optional Class Feature: Druidic (chapter 8)
  • Nature's Wrath has a range of 60 feet.
  • Turn the Faithless works on elementals, fey, fiends, and shapechangers.
  • Aura of Warding does not function if you are unconscious.
Paladin: Oath of the Crown
  • Mage tether is added to your list of oath spells.
  • Champion Challenge doesn't end if you are incapacitated.
  • Divine Allegiance now has the same radius as normal paladin auras.
  • Unyielding Spirit is ass, let's make it full immunity.
  • Exalted Champion doesn't end if you are incapacitated.
  • Notes: Redemption paladin got the same aura with the full radius.
Paladin: Oath of the Open Sea
  • Water Spray is added to your list of oath spells.
  • Aura of Liberation functions while you are incapacitated, but still does not function if you are unconscious.
  • Aura of Liberation improves at level 18.
Paladin: Oath of Treachery
  • Mind trick is added to your list of oath spells.
Paladin: Oath of Veneration
  • A cantrip from the chosen spell list is added to your list of oath spells.
Paladin: Oath of Vengeance
  • True strike (revised) is added to your list of oath spells.
Paladin: Oath of the Watchers
  • Mind sliver is added to your list of oath spells.
  • Aura of the Sentinel functions while you are incapacitated, but still does not function if you are unconscious.
  • Notes: Can I just say I had Oath of the Shroud made before this even dropped in Unearthed Arcana? I'm just saying before you ask who copied who. Although, Watchers is more of an outer planes version while Shroud cares more about inner planes.
Ranger
  • The class feature variants in Tasha's can be taken in addition to the defaults found in the Player's Handbook. The exception is the bonus language granted by Favored Enemy, due to the Canny feature replacing that part of it.
  • Optional Class Features: Druidic and Ranger Cantrips (chapter 8)
  • You can replace one of the languages from the Canny feature with proficiency in a tool. Not just artisan's tools, any tool works, including things like vehicles and navigator's tools.
  • You prepare spells like a paladin (half level plus Wisdom modifier). You can also cast prepared spells as rituals if they have the ritual tag.
  • You can select the Great Weapon Fighting, Superior Technique, or Unarmed Fighting style as your fighting style.
  • At level 20 your Favored Enemy feature applies to all creature types.
  • Notes: The features not in Tasha's are mostly flavor features, so I figured it wouldn't be an issue to keep them.
Ranger: Drakewarden
  • You can pick a gem dragon.
Ranger: Hunter
  • When you reach level 7, 11, or 15, you can select a feature you didn't already select from a lower level instead of one of the options normally available.
Ranger: Swarmkeeper
  • You gain the following bonus cantrips: infestation, noxious gas, poison spray, and toxic vortex. That's a lot, but it's mostly pointless. Maybe if your weapons get stolen you can throw bugs at people. It's for flavor. Your weapons will do more damage, but this does more silly.
  • Writhing Tide doesn't end early if you are incapacitated.
  • When your reach 10th level, you can add your Wisdom modifier to one poison damage roll of any ranger spell you cast.
Rogue
  • Optional Class Features: Special Attacks, More Stuff (chapter 8)
  • You gain proficiency with acid vials, alchemist's fire, blowguns, long slings, nets, and holy water.
  • Notes: Rogues feel strong because they do a lot of damage at once, but if you do the math they fall behind classes like fighter and paladin later on. The new optional class feature allows you to upgrade your sneak attack to d10s if you have advantage, and d12s if the enemy is unconscious. Go jab your knife in someone while they sleep, the damage can get nuts.
Rogue: Arcane Trickster
  • Optional Class Features: Variant Spell List (chapter 8)
  • When you use a Special Attack other than Poison Attack, you can cause the extra damage to be force damage.
  • You gain an additional cantrip at 7th, 14th, and 18th levels.
Rogue: Assassin
  • You gain the 9th and 13th level features both at 9th level.
  • At 13th level, when you roll damage for a Special Attack, you can reroll 1s until they aren't 1s.
Rogue: Dark Petitioner
  • You have a slightly larger pool of cantrips to pick from. Check chapter 10.
Rogue: Inquisitive
  • Ear for Deceit works on all Insight checks.
  • Eye for Detail works on all Perception and Investigation checks.
  • Unerring Eye can be used a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
  • Eye for Weakness bonus damage increases to 3d10.
Rogue: Phantom
  • When you use a Special Attack other than Poison Attack, you can cause the extra damage to be necrotic damage.
Rogue: Scout
  • You gain proficiency with martial ranged weapons.
  • You gain a climbing and swiming speed at 9th level.
Rogue: Soulknife
  • None of your class features are considered magical.
  • When you use a Special Attack other than Poison Attack, you can cause the extra damage to be psychic damage.
  • You can use your Intelligence, instead of Dexterity, for the attack and damage rolls of your Psychic Blades and the save DC of your Rend Mind feature.
  • Notes: Upon rereading the subclass, both the blades and invisibility are listed as magical and thus blocked by antimagic despite being psionic. At least psi warrior didn't use the word magical.
Rogue: Thief
  • Despite changing alchemist's fire and acid from items to martial weapons, you can still use your Fast Hands feature to throw one. Now that they're considered weapons you can sneak attack with them, although not unless you took the Attack action already. No dodge and toss, but you can get a second chance like a dual wielder.
  • Fast Hands allows you to drink a potion as a bonus action.
  • Optional Class Feature: Nimble Leap (chapter 8)
  • Use Magic Device also allows you to ignore alignment restrictions on magic items.
  • Using a magic item normally intended for a spellcaster uses your Intelligence, Wisdom, or Luck as the spellcasting ability (your choice).
Sorcerer
  • Optional Class Features: Imbuing Touch and Sorcerer Supreme (chapter 8)
  • You gain proficiency with javelins, sickles, spears, and tridents.
  • At 5th level you gain an additional metamagic option.
  • Starting at 6th level, the number of cantrips you know is equal to your sorcerer level.
Sorcerer: Divine Soul Origin
  • When you use Empowered Healing, you add your Charisma modifier to the total healed.
  • Your wings can look however you damn well please, regardless of alignment. What do I look like, the flavor police? Flavor Town Police Department? The pig in Guy Fieri's pocket?.
  • Your level 18 feature I can't be bothered to look up the name of cures poisons and regrows limbs. And add your level to the healing.
Sorcerer: Draconic Bloodline Origin
  • Reworked slightly due to now being restricted to dragonborn. Go check out chapter 6.
Sorcerer: Shadow Magic Origin
  • Hound of Ill Omen requires an action to summon.
  • Umbral Form doesn't end early if you are incapacitated.
  • Notes: This is just a few minutes of heightened spell for the same cost. At least make it a full action.
Sorcerer: Storm Sorcery Origin
  • Optional Class Feature: Very Very Frightening (chapter 8)
Sorcerer: Wild Magic Origin
  • Optional Class Features: Wild Magic Blast and Spell Bombardment (but good) (chapter 8)
  • You can use the wild magic table at the end of this document if you want.
  • Bend Luck uses a d6.
Sorcerer: Extended Spell Metamagic
  • You have advantage on saving throws made to maintain concentration on the spell.
  • Notes: A few of the changes in this section are things from the 6e playtests that I like. Most of the changes in those playtests make all of my bones hurt, but a few I stole for myself. Well, aside from barbarian, which I 1000% love.
Sorcerer: Seeking Spell Metamagic
  • only cost 1
Warlock
  • You gain an additional cantrip at 1st, 7th, 14th, and 18th levels.
  • You gain 2 additional invocations at 20th level.
Warlock: Archfey Patron
  • You can use Fey Presence at will at 10th level.
  • You can expend a warlock spell slot to use Dark Delirium again.
Warlock: Celestial Patron
  • Healing Light dice increased to d8s. The target gets 1 temporary hit point per die spent on it.
Warlock: Hexblade Patron
  • Hexblade's Curse doesn't end early if you are incapacitated.
  • Removed the second paragraph from Hex Warrior.
  • Notes: This feature has been moved to Pact of the Blade. Tooo good as a one level paladin dip, and it still is a really good subclass. For full hexblades, if you take pact of the blade, you won't notice any difference. You can keep the proficiencies regardless.
Warlock: Undying Patron
  • Reworked too much to be put here, go check out chapter 6, where it is renamed to Immortal. The undead theming is gone, but it now actually succeeds on being hard to kill.
Warlock: Blade Pact Boon
  • When you attack with your pact weapon, you can use your spellcasting ability modifier modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • Summoning your pact weapon takes a bonus action instead of an action.
  • You gain proficiency with medium armor and martial weapons.
Warlock: Chain Pact Boon
  • Reworked too much to fit here. Chapter 6.
  • Notes: The changes made are to line it up with the One D&D playtest version, which I quite like. Having a familiar with scaling health and damage feels like it should have been there since the beginning. I also made a stat block for each specific creature type, plus a few later on for specific creatures, since some people would miss things like turning your imp into a spider. I guarantee you'll like these forms or your money back (you can take the normal Pact of the Chain)
Warlock: Talisman Pact Boon
  • Reworked too much, you know the drill. Chapter 6.
Warlock: Tome Pact Boon
  • You can use the Eldritch Versatility feature to change out your cantrips selected at level 3.
Warlock: Cloak of Flies Invocation
  • Can be used at will.
Warlock: Far Scribe Invocation
  • The number of names you can keep in your book increases to your warlock level.
  • Your patron's name is in the book, does not count against your number of names, and cannot be removed.
Warlock: Gaze of Two Minds Invocation
  • Actions replaced with bonus actions.
  • Added level requirement of 5.
Warlock: Gift of the Ever-Living Ones Invocation
  • Replaced Pact of the Chain restriction with Pact of the Talisman.
  • Notes: Still busted, but now it comes with the downside of having to take talisman.
Warlock: Improved Pact Weapon Invocation
  • You can make a hand crossbow your pact weapon. If you're interested in a pact gun, let me know at 7th level.
Warlock: Investment of the Chain Master
  • Changed in chapter 6 to match the changes to the pact boon.
Warlock: Master of Myriad Forms Invocation
  • Level requirement reduced to 9.
Warlock: Otherworldly Leap Invocation
  • Level requirement reduced to 7.
  • No longer requires components.
  • Jumping and landing does not make any sound for you.
  • Beginning at 11th level you can cast it as a bonus action.
Warlock: Protection of the Talisman Invocation
  • Changed in chapter 6 to match the changes to the pact boon.
Warlock: Thirsting Blade Invocation
  • Does not count against your number of invocations known.
  • Only one of the attacks has to be made with your pact weapon.
  • Notes: Should be part of the base pact. The second point allows you to grapple or shove.
Warlock: Voice of the Chain Master Invocation
  • Removed, it now comes as a part of the pact boon at 5th level for free.
Warlock: Witch Sight Invocation
  • Gives you real deal truesight!
Wizard
  • You gain proficiency with acid vials, alchemist's fire, holy water, and repeating crossbows.
  • Optional Class Feature: Preparing Cantrips
Wizard: Bladesinging
  • You gain proficiency with all weapons.
  • Your bladesong doesn't end early if you're incapacitated.
  • You can use two handed weapons if you want, who cares.
Wizard: Chronurgy Magic
  • The gold and time you must spend to copy a chronurgy spell into your spellbook is halved.
Wizard: Graviturgy Magic
  • The gold and time you must spend to copy a graviturgy spell into your spellbook is halved.
  • Adjust Density no longer requires concentration, but it ends early if you use it again.
  • Violent Attraction can be used at will. It's such a fucking cool ability, and the rest of the subclass isn't anything too good so its fine. Hopefully.
Wizard: School of Conjuration
  • Minor Conjuration can be used as a bonus action.
  • Benign Transposition's range is increased to 60 feet, or .
  • Durable Summons's temporary hit points is instead twice your wizard level.
Wizard: School of Divination
  • The Third Eye doesn't end early if you're incapacitated.
Wizard: School of Enchantment
  • Optional Class Feature: Charmer's Defense. (chapter 8)
  • You gain proficiency with one Charisma skill of your choice.
  • Notes: Charisma based AC should allow you to replace Dexterity as a secondary ability, allowing you to use face skills in combination with your enchantment spells.
Wizard: School of Illusion
  • You can cast minor illusion without components.
  • Starting at 10th level, you can ignore the verbal components of your illusion spells, although you must provide somatic components, even if the spell didn't originally require them.
Wizard: School of Necromancy
  • Grim Harvest restores 1 hit point on a kill with a necromancy cantrip. No bag of rats tho. No cheesein it.
  • If you already know animate dead at 6th level, you can add another necromancy spell to your spellbook instead.
Wizard: School of Transmutation
  • Optional Class Features: Expanded Master Transmuter (chapter 8)
  • Minor Alchemy no longer requires concentration.
  • Minor Alchemy lasts for a number of hours equal to half your wizard level, rounded down, or until you use the feature again.
  • You can select any damage type for the thing.
  • Erupting earth does an extra d12 for you.
  • If you already know polymorph at 10th level, you can add another transmutation spell to your spellbook instead.
  • Notes: The optional class feature is kinda nuts, but considering the subclass it's attached to I doubt it'll break the game.

Feats

Defensive Duelist
  • You do not need a finesse weapon to use the feat, you just need one of the following: a melee weapon without the heavy property, a shield, a level in the monk class, the unarmed fighting style, or the tavern brawler feat. You can block attacks with any weapon or even your fists if you are good with unarmed fighting, but you still need the 13 Dexterity to take the feat.
Divinely Favored
  • Can select Luck as your spellcasting ability.
Dragon Hide
  • You can choose 13 + Dex or 12 + Con for your natural armor.
Dual Wielder
  • Completely reworked, go check out chapter 8.
Dungeon Delver
  • Increase one ability score of your choice by 1, to a maximum of 20.
Eldritch Adept
  • Can be selected multiple times.
  • Notes: Elemental adept is literally the only feat which can be selected more than one time from any official book. Weird.
Elemental Adept
  • Increase your spellcasting ability score by 1, to a maximum of 20.
  • Necrotic, poison, and radiant can be selected.
Fey Teleportation
  • Can be selected by Shadar-kai.
Fey Touched
  • Can select Luck as your spellcasting ability.
Fighting Initiate
  • Can be selected multiple times.
  • The fighting style you select can be from any class, except for Juggernaut.
Flames of Phlegethos
  • Can be selected by fire, magma, and ash genasi, and cobalt, gold, red, and purple dragonborn.
  • Damage increased to 1d6.
Grappler
  • Completely reworked, go check out chapter 8.
Gunner
  • Since guns are considered martial weapons at this table (5.5e playtest stolen idea) this feat might seem worse on characters who already have martial weapon proficiency. This is true, which is why I made a feat for you called Veteran Gunner in chapter 8.
Healer
  • Completely reworked, go check out chapter 8.
Heavy Armor Master
  • Works against magical damage too, because why the fuck wouldn't it.
  • Reduction is based on your proficiency bonus, plus a magic bonus if the armor has one.
Lightly Armored
  • You gain proficiency in shields.
Lucky
  • Replaced by the Luck stat. Everyone has a number of luck points equal to their Luck modifier, and you add your Luck modifier whenever you use one.
Magic Initiate
  • Somewhat reworked, go check out chapter 8.
Martial Adept
  • You instead gain 2 superiority dice.
  • Can be selected multiple times, although after the first time you only gain 1 die.
Medium Armor Master
  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
Prodigy
  • You also gain a weapon proficiency.
  • Can be selected multiple times.
Ritual Caster
  • You can copy rituals from any class, like warlocks with the invocation. To make up for this, you need 13 in Int and Wis to take the feat. Your casting ability is one of those, your choice.
Savage Attacker
  • Can be used more than once per turn.
Scion of the Outer Planes
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Can select Luck as your spellcasting ability.
Shadow Touched
  • Can select Luck as your spellcasting ability.
  • Can select a spell from the Chronurgy school.
Shield Master
  • The change that everybody makes.
Skilled
  • You also gain proficiency in a tool.
  • Can be selected multiple times.
Skill Expert
  • Can be selected multiple times.
Skulker
  • Increase your Dexterity score by 1, to a maximum of 20.
Spell Sniper
  • Crit on 19
Strike of the Giants
  • You gain all of the options, but they all share one resource pool.
  • You roll 2 dice at level 11.
Vital Sacrifice
  • Boon only lasts 1 minute.
  • Only 1 boon can be active at a time.
  • The damage you take ignores temporary hit points.
  • Notes: Was debating between having it last a minute, meaning you can't use it long before combat, or having it take a full action, meaning you couldn't use it in combat without spending a turn.
Weapon Master
  • You gain proficiency with all simple and martial weapons, as well as improvised weapons.

Weapons

There is a new weapon table found in chapter 7. It contains new options for most characters, namely better ranged options for strength-based characters.

Spells

There is a whole chapter later on about expanded spell lists. This section is about changes to specific spells.

Spells with Changed Schools

I added 3 new spell schools (chronurgy, graviturgy, and technomancy) and changed some other spells to fit these schools. This changes basically nothing, but hey, it's fun for me.

Spell Level Old School New School
dancing lights cantrip evocation illusion
gust barrier cantrip enchantment evocation
mending cantrip transmutation chronurgy
catapult 1st transmutation graviturgy
feather fall 1st transmutation graviturgy
goodberry 1st transmutation conjuration
jump 1st transmutation graviturgy
magnify gravity 1st transmutation graviturgy
wrathful smite 1st evocation enchantment
earthbind 2nd transmutation graviturgy
fortune's favor 2nd divination chronurgy
hold person 2nd enchantment chronurgy
immovable object 2nd transmutation graviturgy
levitate 2nd transmutation graviturgy
silence 2nd illusion transmutation
blink 3rd transmutation conjuration
fly 3rd transmutation graviturgy
haste 3rd transmutation chronurgy
pulse wave 3rd evocation graviturgy
sending 3rd evocation divination
slow 3rd transmutation chronurgy
control water 4th transmutation graviturgy
gravity sinkhole 4th evocation graviturgy
staggering smite 4th evocation enchantment
stellar bodies 4th enchantment evocation
dream 5th illusion divination
hallow 5th evocation abjuration
hold monster 5th ehcnantment chronurgy
steel wind strike 5th conjuration chronurgy
telekinesis 5th transmutation graviturgy
temporal shunt 5th transmutation chronurgy
contingency 6th evocation chronurgy
gravity fissure 6th evocation graviturgy
Spell Level Old School New School
move earth 6th transmutation graviturgy
word of recall 6th conjuration chronurgy
regenerate 7th transmutation chronurgy
reverse gravity 7th transmutation graviturgy
sequester 7th transmutation chronurgy
dark star 8th evocation graviturgy
glibness 8th transmutation enchantment
reality break 8th conjuration chronurgy
telepathy 8th evocation divination
dream of the blue veil 9th conjuration chronurgy
meteor swarm 9th evocation conjuration
ravenous void 9th evocation graviturgy
time ravage 9th necromancy chronurgy
wish 9th conjuration chronurgy

Cantrip

Acid Splash
  • Range increased to 90 feet.
Blade Ward
  • Go to chapter 9 and see for yourself.
Booming Blade
  • Reverted the changes made in Tasha's Cauldron of Everything. We use the Sword Coast versions.
  • Material component is optional. You can punch with it, if you want.
Control Flames
  • The number of non-instantaneous effects created by the spell you can have active at a time increases at 5th level (4), 11th level (5), and 17th level (10).
Dancing Lights
  • Duration increased to 10 minutes without concentration.
  • You can choose the color of each individual light, and change it as part of the bonus action used to move them.
  • The number of lights created by the spell increases at 5th level (5), 11th level (6), and 17th level (10).
Druidcraft
  • Casting time changed to 1 bonus action.
  • Notes: This was done with prestidigitation and thaumaturgy, all at the request of my wife. There's possibly some way this can break the game I'm unaware of, probably. The main reason for this is so you can add a puff of smoke or other small visual things to your spells to make them more unique.
Force Blast
  • Damage reduced to d6s.
  • Range increased to 240 feet.
  • Notes: d8 with a 180 range was too much of an upgrade over fire bolt. If it wasn't 3rd party I would take it over fire bolt every time.
Friends
  • Duration increased to 10 minutes.
  • Notes: So no one told you life was gonna be this way?
Green-Flame Blade
  • See booming blade.
Gust
  • No longer requires verbal components.
  • Notes: Now it's the same as the other elemental cantrips.
Guidance
  • You gotta say you cast it before you make the check. No casting it after someone makes the check, this ain't 6e. I was considering a nerf, but if we can run this RAI then I won't need to.
Infestation
  • Damage dice increased to d8s.
Light
  • Casting time changed to 1 bonus action.
Magic Stone
  • Spell attack changed to weapon attack. This means it works with things like extra attack now.
  • Scales with level: d4 at 1st, d6 at 5th, d8 at 11th, and d10 at 17th.
  • Doesn't stack with Potent Cantrip and similar features. You already add the modifier.
  • Duration increased to 10 minutes.
  • Number of stones increases by 1 whenever the cantrip levels up.
  • Notes: See shillelagh.
Mold Earth
  • The number of non-instantaneous effects created by the spell you can have active at a time increases at 5th level (3), 11th level (4), and 17th level (10).
Poison Spray
  • Damage dice reduced to d4s.
  • On a failed save, the target is poisoned until the start of your next turn.
  • Notes: At first I just changed the damage dice to d16s, but I think this is a more interesting way to take the spell. If it turns out to be too strong I will go back to the d16s without poison condition.
  • "But I want a d12 cantrip for melee range waaaaah!"
  • Notes: Thunderblast does a d12 at point blank range.
  • "Waaaaah but I'm a druid and also that only does a d12 at 5 feet, I want 10 feet of range!!!!1!"
  • Notes: Find. Fuck you, imaginary poison spray stan. New spell needle spray.
Prestidigitation
  • Casting time changed to 1 bonus action.
  • You can clean parts of objects.
  • The number of non-instantaneous effects created by the spell you can have active at a time increases at 5th level (4), 11th level (5), and 17th level (10).
Primal Savagery
  • Reworked just barely enough to justify a reprint, go check out chapter 9.
Produce Flame
  • As an action you can cause the flame to leave your hand and float above you in your space, allowing for hands-free light. You can still use it to attack while it is floating above you.
  • No longer requires verbal components.
  • Notes: This is a cute cantrip. I like the flavor of having a floating light that hovers above you, like Skyrim, and we can't all cast continual flame on an ioun stone.
Sapping Sting
  • Constitution saving throw replaced with Strength.
  • No longer requires verbal components.
  • Notes: Prone is a good condition but I don't think it's good enough to justify the low damage, range, and bad save.
Shape Water
  • The number of non-instantaneous effects created by the spell you can have active at a time increases at 5th level (3), 11th level (4), and 17th level (10).
Shillelagh
  • Doesn't stack with Potent Cantrip and similar features. You already add the modifier.
  • Can be used on a greatclub or simple spear.
  • Scales with level: d6 at 1st, d8 at 5th, d10 at 11th, and d12 at 17th.
  • Notes: Previously this would never come up, so you didn't have to worry about it adding your modifier twice. Once I gave all clerics and land druids Potent Cantrip, I had to add this line to prevent too much stacking. You already add your modifier from shillelagh, and you also add it to divine strike or green-flame blade, so you already add it twice like the old arcana cleric shillelagh build. You don't need to do 2d8+15 at level 6, 2d8+10 is fine.
Spare the Dying
  • Combined with a spell I made called kill the dying to make a new spell called judge the dying which lets you do both. Chapter 9 blah blah.
Thaumaturgy
  • Casting time changed to 1 bonus action.
  • You can instantly light or snuff out a candle, a torch, or a small campfire.
  • The number of non-instantaneous effects created by the spell you can have active at a time increases at 5th level (4), 11th level (5), and 17th level (10).
Toll the Dead
  • Damage decreased to d6/d10.
  • Notes: It was fine on wizards and warlocks, but on clerics it was better than sacred flame in nearly every scenario. Be glad I didn't make it a Con save like I had wanted to. I'm playing a light cleric in a campaign and every time I cast sacred flame I think "is the flavor worth the smaller die AND worse save?" Really should have been a Con save from the beginning. If you're a wizard thinking "hey, you just said it was fine, what gives?" then look for the spell soul accelerate later in the document.
True Strike
  • Reworked so much it's basically a new spell, go check out chapter 9.

1st Level

Catapult
  • Depending on what you launch, the spell might deal piercing damage instead.
  • Weight limit increased by 5 pounds.
Chaos Bolt
  • If you roll a 1 on the attack roll, you roll on the wild magic surge table.
Color Spray
  • Cone increased to 30 feet.
  • Dice rolled increased to d12s.
Compelled Duel
  • The target can choose to fail the saving throw. If they do so, they have massive balls.
Concussive Burst
  • Damage reduced to 1d4+1.
  • Radius reduced to 15 feet.
  • Damage type changed to thunder.
  • Notes: Sorry Keith, but this spell and force burst are just too much.
Cure Wounds
  • Healing dice increased to d12s.
  • Notes: I had added the rule that being beaten unconscious gives a level of exhaustion in order to punish what is known as "yo-yoing". I realized a while later I did nothing to benefit healing to make "yo-yoing" less needed, so I buffed all healing spells. If the spell is an action or longer, it goes up two die sizes. Spells that heal as a bonus action or no action go up one die size.
Detect Evil and Good
  • Can be cast as a ritual.
Divine Favor
  • Duration increased to 1 hour. Upcasts same as hex.
  • Notes: More competitive with hunter's mark.
Earth Tremor
  • Damage increased to 2d6.
Faerie Fire
  • You can pick a color other than the three listed.
  • Notes: Why is there a list. The light spell says you can just pick. Why is there a list. That's dumb.
False Life
  • Range increased to touch, but the warlock invocation is still self only. Like the mage armor invocation.
Find Familiar
  • Check out chapter 6.
  • Notes: Another of the playtest changes I stole. Your familiar can now attack, which is cool, but the real cool part is its new stats. An actual intelligence score means your familiar can have a more complex personality than just a dog. It can also understand languages instead of only understanding your telepathy. You can also pick literally any animal now, which is also pretty neat.
Frost Fingers
  • Damage increased to 4d4. Upcasting adds 2d4 per level.
  • Notes: More competitive with burning hands.
Goodberry
  • Doesn't work with Disciple of Life.
  • Number of berries created increases by 5 berries for each spell slot level above 1st.
  • All berries lose potency when you cast the spell again.
Hail of Thorns
  • Damage dice increased to d12s and is uncapped.
Healing Word
  • Healing dice increased to d6s.
Identify
  • No longer allows you to see the true nature of an object protected by Nystul's magic aura, unless identify is cast using a spell slot of the same level Nystul's magic aura was cast at or higher. This is meant to buff Nystul's magic aura more than it's meant to nerf identify, but sadly it nerfs identify.
  • Casting it at 4th level or higher reveals any curses that normally are hidden from identify. These are typically more powerful curses on legendary or artifact items.
  • If you know an item is cursed, you can use identify to reveal the nature of the curse and possibly how to end it. If you don't know it is cursed, you still don't know.
Illusory Script
  • When you cast it using a spell slot of 3rd level or higher it lasts until dispelled.
Jim's Magic Missile
  • The missiles are also organic and locally sourced.
  • Jim Darkmagic existed in my world but he died in a tornado. But he came back and had a nice time fighting the tax collectors but then died in a tornado. The money goes to his wife and kids who are very sad.
Jump
  • Duration increased to 10 minutes.
  • Fall damage you take is reduced by 30 feet.
Magnify Gravity
  • Area reduced from 10 foot radius to 15 foot diameter.
  • Notes: For the only 1st level spell that does area damage at a range with half on a success, the spell is pretty damn good. Maybe a bit too good. Well, Exploring Eberron added the nuts "2d4 force with the radius of fireball" spell but I already took care of that.
Ray of Sickness
  • Damage dice increased to d12s.
Shield
  • Each missile from Jim's magic missile has a 50% chance to ignore the +5 AC bonus from shield. Why? Because Jim's magic missile is a janky as fuck spell held together by paper clips and string (in lore).
Speak With Animals
  • Lasts an hour.
Tenser's Floating Disc
  • As an action, you can move the disc up to 20 feet to a space within 20 feet of you.
Thunderwave
  • When cast using a spell slot of 2nd level or higher, the knockback increases by 5 feet for each slot level above 1st.
Witch Bolt
  • Range increased to 60 feet.
  • Creatures don't break the line of sight for this spell. If a creature touches the line the line it takes 1d12 lightning damage when it first touches the line or ends its turn there.

2nd Level

Alter Self
  • No longer requires concentration.
  • Notes: More competitive with disguise self.
Branding Smite
  • Advantage. Yeah. Like faerie fire. Yeah.
Detect Thoughts
  • The target can choose to fail the saving throws.
  • Duration doubles for each slot level above 2nd.
  • When cast at 4th level or higher it doesn't require components.
Earthbind
  • Range increases by 150 feet for each slot level above 2nd.
Enhance Ability
  • Rabbit's Luck. The target has advantage on Luck checks and rolls d100s twice, taking the better result.
Find Steed
  • Lumped in with find greater steed to make find steed (revised) based on the One D&D changes. Go to chapter 9.
Find Traps
  • Actually finds the traps. You know what and where.
Fortune's Favor
  • Reworked due to the new Luck stat system, go check out chapter 9. Works the same by giving you a free reroll, but costs less.
Heat Metal
  • The target can choose to fail the saving throws.
Mind Spike
  • The target can choose to fail the saving throw.
  • Duration increased to 8 hours.
  • Doesn't require concentration when cast at 4th level or higher.
Mirror Image
  • You add your Luck modifier to the d20 roll.
Mockery's Snare
  • Casting time increased to 1 action.
Prayer of Healing
  • Healing dice increased to d12s.
Rime's Binding Ice
  • Taking fire damage can melt the ice.
Shatter
  • Can be cast as a ritual.
Snilloc's Snowball Swarm
  • Damage increased to 4d6.
  • Notes: More competitive with shatter.
Spike Growth
  • You can make the spikes visible if you want. I know I would want to sometimes.
  • Forced movement does 1d6 slashing damage instead of 2d4 piercing.
Wristpocket
  • Weight limit increased to 15 pounds.
  • Duration increased to 8 hours. Still not the best use of your concentration.
  • Notes: I would have removed concentration, but imagine an enemy snatching your artifact and banishing it into a pocket dimension until 8 hours pass. This is a spell like antimagic field where concentration balances the spell not by preventing spell stacking, but by being able to beat the magic out of the caster.
Zone of Truth
  • The target can choose to fail the saving throw.

3rd Level

Animate Dead
  • You can animate a snowdamned (found in this document) if you use snow when casting the spell.
Aura of Vitality
  • Healing dice increased to d8s.
Bestow Curse
  • The target can choose to fail the saving throw.
Conjure Barrage
  • Damage increased to 5d8.
  • Notes: This is a certified stealing from 6e playtests moment.
Counterspell
  • You can't counterspell while in the middle of casting a spell. That's just silly, you're busy casting. Don't worry, enemies follow this rule too. Well, they follow all the rules in this section.
Erupting Earth
  • Cube increased to 25 feet.
  • Notes: I really want to buff the damage a tiny bit to close the gap with fireball, but I don't want to change the damage dice off of d12s to add more dice. I guess an area increase is decent enough. It still has the difficult terrain, but I still never saw anyone touch this over fireball.
Flame Arrows
  • Casting time changed to 1 bonus action.
  • Damage increased to 2d4.
Freedom of the Waves
  • Damage increased to 3d10.
  • When cast using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3th.
Life Transference
  • Damage dice increased to d12s.
Lightning Arrow
  • Initial damage reduced to 3d10, but you add this damage to the weapon's normal damage instead of replacing it.
  • Second damage increased to 3d10.
Magic Circle
  • Works on aberrations.
Mass Healing Word
  • Healing dice increased to d6s.
  • Number of dice increased by 1.
Nondetection
  • Duration increased to 24 hours.
Revivify
  • When you raise someone from the dead, roll a d100 and add twice the target's Luck modifier. If you roll lower than a 15, there are complications. Using a material component worth 500 gp prevents this.
Sending
  • Upcasting adds 25 words per level.
Tidal Wave
  • Damage dice increased to d10s.
  • You can upcast it now. Does exactly what you think it would. Why couldn't you beforehand? It's a simple damage spell.
Thunder Step
  • If you are a small size creature, you can take a medium size creature with you.
  • Notes: Elves can take any of their allies, but halflings can't? This is total gnomophobia.
Vampiric Touch
  • Damage dice increased to d8s.
Wall of Sand
  • The wall can be made up to 60 feet long and 20 feet high.
  • You can also make a ringed wall up to 20 feet in diameter and 20 feet high.
  • Notes: All of the walls that aren't panel-based are being standardized to 60 x 20.
Wall of Water
  • The wall can be made up to 60 feet long and 20 feet high.
Wind Wall
  • The wall can be made up to 60 feet long and 20 feet high.
  • You can also make a ringed wall up to 20 feet in diameter and 20 feet high.
  • Damage increased to 3d10.

4th Level

Banishment
  • The target can choose to fail the saving throw.
Blight
  • Damage increased to 9d8.
Dimension Door
  • See thunder step.
Find Greater Steed
  • Lumped in with find steed to make find steed (revised) based on the One D&D changes. Go to chapter 9.
Grasping Vine
  • No longer requires concentration.
  • Range increased to 90 feet.
  • You can move a target 20 feet in any direction, not just towards the vine. The point must still be within 30 feet of the vine.
Guardian of Nature
  • Advantage on Wisdom attacks is replaced with advantage on attack rolls made with your spellcasting ability.
  • Notes: Now benefits nature sorcerers.
Otiluke's Resilient Sphere
  • Translucent
Staggering Smite
  • Incapacitates on a failed save.

5th Level

Cone of Cold
  • If the damage reduces a target to 0 hit points, it is killed.
Dispel Evil and Good
  • Works on aberrations, like detect evil and good would condition you into expecting.
Dominate Person
  • The target can choose to fail the saving throws.
Enervation
  • Damage dice increased to d10s.
Flame Strike
  • Deals all radiant damage.
  • Notes: The spell's one benefit over fireball is radiant damage, and it doesn't even do full radiant.
Geas
  • The target can choose to fail the saving throw.
Immolation
  • Initial damage increased to 9d6.
  • If the damage reduces a target to 0 hit points, it is killed.
  • Notes: The cost of concentration is still a steep price since by this level you're probably concentrating on a more important spell. Hell, the already mediocre blight is more initial damage.
Mass Cure Wounds
  • Healing dice increased to d12s.
  • Number of dice increased to 4.
Modify Memory
  • The target can choose to fail the saving throw.
  • You can cast it targeting yourself. If you do so, you aren't incapacitated, and it uses the duration as if you cast it one level higher.
Negative Energy Flood
  • Temporary hit points are not halved.
  • Damage increased to 6d12.
  • If the damage reduces a target to 0 hit points, it is killed.
Planar Binding
  • The target can choose to fail the saving throw.
Raise Dead
  • When you raise someone from the dead, roll a d100 and add twice the target's Luck modifier. If you roll lower than a 10, there are complications. Using a material component worth 750 gp prevents this.
Reincarnate
  • New table in chapter 12.
  • You retain any proficiencies from your previous race, but you don't gain any from your new race. Exceptions may be made.
  • When cast using a spell slot of 6th level or higher, you can roll one additional race for each slot level above 5th and either pick from the rolls or allow the target to pick.
Skill Empowerment
  • Does not require concentration.
Telekinesis
  • No longer requires verbal components.
Teleportation Circle
  • When cast using a spell slot of 7th level or higher, you can select a teleportation circle on a different plane.
Wall of Light
  • The wall can be made up to 20 feet high.
  • You can also make a ringed wall up to 20 feet in diameter and 20 feet high.

6th Level

Arcane Gate
  • Reduced to 5th level, still sucks.
Chain Lightning
  • Damage increased to 11d8.
  • Notes: Compared to fireball, you'd think damage spells of this level would hit harder. Basically every damage spell of 6th level and higher goes up a die or die size.
Circle of Death
  • Reduced to 5th level.
  • No longer requires verbal components.
  • If the damage reduces a target to 0 hit points, it is killed.
Create Undead
  • You can create a boneless (VRGtR) or pinhead (found in this document) in place of any ghouls you would create with this spell.
  • You can create a shovel (found in this document) or dinosaur skeleton (JttRC) in place of any ghasts you would create with this spell.
Disintegrate
  • Missing your target may lead to collateral damage.
  • Notes: This makes sense, sounds fun, but is technically a nerf to my favorite spell.
Find the Path
  • Reduced to 3rd level.
Flesh to Stone
  • The target can choose to fail the saving throw.
  • Notes: Sequester for poor people (if you choose to fail).
Forbiddance
  • Works on aberrations.
Gravity Fissure
  • Damage dice increased to d10s.
Harm
  • Damage increased to 15d6.
  • Notes: Remember what I said about chain lightning? Yeah, this, disintegrate, and meteor swarm are the exceptions to that. Of the three, harm could use a tiny boost. Prismatic spray too, kinda, so that one also gets the smaller one die boost instead of the die size boost.
Heal
  • Healing increased to 80. Upcasting adds 20 instead of 10.
Investiture of Flame, Ice, Stone, and Wind
  • Casting time changed to 1 bonus action.
  • You can activate your little ability thing as a bonus action. Bigby's hand was last level and actually did decent damage, this is fine.
Magic Jar
  • The target can choose to fail the saving throw.
  • Notes: I hate magic jar. Too complicated. Wish there was an easier to understand body swap spell.
Otiluke's Freezing Sphere
  • Damage dice increased to d8s.
Primordial Ward
  • Casting time changed to 1 bonus action.
Scatter
  • Wisdom saving throw replaced with Charisma.
  • Number of targets increased to the level of the spell slot used.
Soul Cage
  • Healing dice increased to d12s.
Sunbeam
  • Damage dice increased to d10s.
  • A creature reduced to 0 hit points is disintegrated.
Tenser's Transformation
  • Your Strength and Dexterity scores can't be less than 17, regardless of your frail wizard bones.
  • While you aren't wearing armor, you gain an Armor Class of 17. You can use a shield and still gain this benefit.
  • Alternatively, you can cast this spell even if you are wearing armor you aren't proficient in.
  • You keep the proficiency in Constitution saving throws for a moment after the spell ends, allowing you to use it towards the saving throw against exhaustion.
  • Notes: Letting you attack with your spellcasting modifier would feel like it's stepping on the toes of Tasha's, so I figured increasing your physical stats for the duration would fit the flavor more. The AC was also going to be replaced with summoning a set of spectral armor to wear, but this accomplishes the same end goal.
Wall of Thorns
  • The wall can be made up to 20 feet high.
Word of Recall
  • Added atheism, due to it now being a chronurgy spell. Set your spawn anywhere.
  • Range increased to 15 feet.

7th Level

Crown of Stars
  • Removed from every spell list, making it Event Only.
  • Reworked, but not in this book. If you have access to another book from me, look for it there. If not, then you can't have it yet.
Draconic Transformation
  • Damage increased to 6d12.
  • You can choose any damage type for the breath weapon.
  • Using the breath weapon requires an action.
  • Notes: Compared to sunbeam, this lets you fly and target a much wider area. Having it be a bonus action to activate that much damage is just nuts. The investiture spells deal pitiful damage in comparison. Back in the UA it was a 30 foot cone for 3d8 damage, which was pretty fair for a bonus action area attack with blindsight and flight. Hell, this is still basically a better fireball every turn for the cost of a 7th level slot. Absolutely worth it.
Dream of the Blue Veil
  • Increased to 9th level.
  • Removed from every spell list, making it Event Only.
  • Notes: You're not getting out of this homebrew hellscape that easily. Besides, it's less of a spell and more of a plot point. Don't take it unless you feel the plot would require it, such as the world ending and you failed to save it.
Finger of Death
  • Damage dice increased to d10s.
  • If the damage reduces a target to 0 hit points, it is killed.
Fire Storm
  • Damage increased to 8d12.
  • When cast using a spell slot of 8th level or higher, the damage increases by 2d12 for each slot level above 7th.
Mordenkainen's Sword
  • Reduced to 5th level.
  • Notes: Still worse than 5th level spiritual weapon.
Plane Shift
  • The target can choose to fail the saving throw.
Power Word: Pain
  • Hit point limit removed.
Prismatic Spray
  • Damage increased to 11d6.
Resurrection
  • When you raise someone from the dead, roll a d100 and add twice the target's Luck modifier. If you roll lower than a 5, there are complications. Using a material component worth 1,500 gp prevents this.
Simulacrum
  • A simulacrum cannot cast simulacrum or wish. Attempting to do so kills the simulacrum and makes me cry. They also can't use Divine Intervention because god hates snow robots.
Temple of the Gods
  • Works on aberrations.

8th Level

Abi-Dalzim’s Horrid Wilting
  • Damage increased to 14d10.
  • Range increased to 1000 feet.
  • If the damage reduces a target to 0 hit points, it is killed.
Antimagic Field
  • Is visible, like globe of invulnerability. Think of it as an area of grayscale.
Dominate Monster
  • The target can choose to fail the saving throws.
Power Word: Stun
  • Hit point limit removed.
Sunburst
  • Damage dice increased to d8s.

9th Level

Meteor Swarm
  • Knocks prone (even on a successful save if the creature is Large or smaller). It's a fucking meteor, how does it not knock prone but earth tremor does.
Power Word: Heal
  • Ends even more conditions: blinded, cursed, deafened, diseased, exhaustion, incapacitated, petrified, poisoned, and unconscious.
  • Restores any missing limbs.
  • Range increased to 60 feet.
  • No longer requires somatic components.
  • Notes: Basically, the only conditions it doesn't end are grappled, invisible, and restrained. That should help it compete with the almighty mass heal. The other changes are to make it more in line with the other power words.
Power Word: Kill
  • Instead of instantly killing with point limit, the spell causes the target to lose 150 hit points, reducing its maximum hit points by the same amount.
Psychic Scream
  • Damage dice increased to d8s.
  • If the damage reduces a target to 0 hit points, it is killed.
Time Stop
  • Go chapter whatever, time stop 2 is like jojo. It's fucking awesome.
Weird
  • Reduced to 7th level.
Wish
  • Replicating a spell of 8th level or lower replicates it at 9th level. RAI it replicates the spell at 8th level, most people just don't know that. I like 9th better for bestow curse and modify memory, although there's better uses for a wish.
  • Using wish to rewind time and force a reroll allows you to choose to cause the roll on the d20 to be treated as any number from -10 to 30. Imagine using wish to let an ally save against disintegrate again just to roll a 1 and a 4. No, you pick the number from beyond what reality would normally allow. It's fucking wish.
  • No chance of losing the ability to cast it because that's just unfun.
  • You are unable to cast wish until you recover from the stress.
  • Your Dexterity and Constitution scores also decrease to 3.

Rule Changes

Stats

When determining stats, you can use any of the following options:

  • 4d6, drop the lowest
  • Point buy with 33 points, 16 max
  • Point buy with 34 points, but one stat starts at 6, 16 max
  • 4d6 drop the lowest x5, 5d6 drop the two lowest x1, 5d6 drop the two highest x1
  • 3d6 reroll 1s

If you roll and don't like what you got, you can choose to either reroll and have to take the reroll, or take one of the point buy options with a -1 penalty.

You can put your racial bonuses in any stat: +2/+1, +1/+1/+1, or even +3. If you roll an 18 you can start with a 21, although that doesn't really do anything aside from giving you bragging rights. The exceptions to this rule are races that give something other than those type of ability score increases, such as human, half-elf, or whatnot.

Optional Rules

I use the following optional rules found in the Player's Handbook, Dungeon Master's Guide, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything.

  • Multiclassing (PHB p. 163)
  • Feats (PHB p. 165) (Yes, these are optional rules)
  • Skills with Different Abilities (PHB p. 175)
  • Slow natural healing (DMG p. 267) (This one is so important I added it here): "Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest."
  • Climb onto a Bigger Creature (DMG p. 271)
  • Disarm (DMG p. 271)
  • Waking Someone (XGtE p. 77)
  • Identify a Spell (XGtE p. 85)
  • Class Feature Variants (TCoE)
  • Personalizing Spells (TCoE p. 116)

Skills with Different Abilities

  • While I said this in the last section, here are some examples and when I might call for them.
  • Intelligence (Medicine) to perform organ surgery. Patching wounds and removing bullets still uses Wisdom.
  • Charisma (Stealth) to blend into a crowd.
  • Charisma (Animal Handling) to interact with animals with an Intelligence above 5.
  • Intelligence (Persuasion) to convince someone using facts and logic. To use this, you need to have evidence, be talking to an intelligent person, and have proficiency in a related skill, like History or Nature.
  • Constitution (Arcana) to feel the presence of magic around you if you are a sorcerer and the magic is related to your origin.
  • Wisdom (Stealth) to pick out the best hiding spot in a room.
  • Charisma (Investigation) to gain information by asking random people in a tavern who seem like they should know what you want.
  • Charisma (Religion) to perform a sermon strong enough to call people to action.
  • Wisdom (Arcana) to perform medical help on a dreamwalker.
  • Intelligence (Performance) to impersonate someone's voice over telepathy.

Death Saves

  • The DM rolls death saves privately.
  • Being stabilized gives a level of exhaustion.
  • Enemies get death saves too.
  • Enemies take 3 failed death saves on a critical hit.

Magic Items

  • Typically, the only way to damage a magic item is an adamantine weapon, unless the item lists health and how to destroy it.
  • You cannot identify a magic item without the spell identify. You might get vague ideas from attuning to it, like "when you hit, spend charges and something will happen" so you can figure out what it does by testing it. That's called fun.
  • Magic items that require you to roll a d20 to see if they break will not have that property.
  • A decent number of items have adjusted rarities.
  • Healing potions heal more. See chapter 15.

Bonus Actions

  • You can use your action to take a second bonus action, depending on the bonus action. If you'd like to do this and the bonus action is not listed, ask beforehand.
  • Examples of bonus actions you CAN take as an action: Cast a cantrip, bardic inspiration, insightful fighting, psychic teleportation, telekinetic feat
  • Examples of bonus actions you CAN'T take as an action: Command a summoned creature, archer starry form, activate a spell like spiritual weapon or Bigby's hand

Unarmed Strikes

  • Unarmed strikes can do bludgeoning, piercing, or slashing damage, if you can justify how. Please don't go around biting everything, but if the time calls for it, I allow it.
  • If you gain two features that allow you to roll a die for your unarmed strikes, you can roll a die one size higher than the higher of the two. For example, a tabaxi with the Tavern Brawler feat can roll a d6. The maximum die size you can achieve using this is based on your level: d6 at 1st level, d8 at 5th level, d10 at 11th level, and d12 at 17th level. A lizardfolk with Tavern Brawler can combine the d6 and d4 to make a d8, but not until 5th level. If one of the bonuses is linked to a natural weapon, such as a tabaxi's claws, it can only be used with that. For example, a tabaxi monk at 5th level can make a punch for 1d6 bludgeoning damage or a claw attack for 1d8 slashing damage. Is this too confusing? If so, and it applies to you, just ask me to calculate it for you and write it down.
  • Unarmed strikes have the light property. This works like any other weapon with the light property; the bonus action attack requires a second hand free, and you don't add your modifier unless it is negative. If you use a light weapon and have a free hand, try for that 1 damage. You miss 100% of the punches you don't make.

Spell Scrolls

  • You don't need to do an arcana check or know the spell or even be a caster. The magic is in the scroll. You just need to be able to read the language.
  • Update: Magic tattoos do the same thing now, but I like scrolls more.

Lingering Injuries

  • If you are reduced to 0 hit points from a critical hit or roll a 1 on a death saving throw, you must succeed on a DC 10 Luck saving throw or suffer an effect on the Lingering Injuries table (DMG 262).

Spellcasting

  • You can cast racial spells and spells gained from feats using spell slots. New feats say this, but old ones didn't, despite many DMs allowing it. This is to make that universal.
  • If your race lets you select a spell, such as high elf, you can swap it out when you gain a level with the Ability Score Increase feature.
  • You can choose your spellcasting ability score for your racial spells and feat spells. New races and feats say this. but old ones didn't. Unless you multiclass, you shouldn't have to worry about having multiple spell save DCs.
  • Racial spells usually never require material components, because they're innate. Most races specify this, but some forgor 💀 (EXCEPTIONS: high elf, dragonborn (dragon ray only), cho'l, because two of these are learned magic and dragon ray uses yourself for the material component)
  • You can use a spellcasting focus even if a spell does not require it. If you want to shoot your fire bolt from a wand feel free to.
  • More items can be used as a spellcasting focus, as shown in chapter 7.
  • You can cast a cantrip as a bonus action and a leveled spell as an action, instead of only the other way around.
  • Damage spells that target physical saves or uses an attack roll, like acid splash, which can only target creatures, can also be used to target objects.
  • You can cast cantrips during a rest as light activity.
  • You cannot cast a spell while casting another spell. This means no counterspell while casting fireball, as I noted with counterspell, but also no healing word while casting identify. You can stop casting identify to cast shield, but identify stops.
  • In fact, no bonus actions or reactions when casting a spell longer than an action, you're busy!

New Action: Free

  • As an action, you can help a creature within your reach escape a grapple. You make a Strength (Athletics) check contested by the grappler's Strength (Athletics) check. If you succeed, the creature is freed from the grapple.

Fall Damage

  • Damage die for fall damage is based on creature size. d4 for Tiny, d6 for Small, d8 for Medium, d10 for Large, d12 for Huge, d16 for Gargantuan and above.
  • Fall damage works as normal up to 20 dice at 200 feet, however it keeps going with an extra die every 50 feet after that, capping at 36 dice at 1000 feet.

Inspiration

  • You can hoard multiple inspirations (see Luck below) (marked by a gold star).
  • You can gain inspiration in additional ways:
  • If I misremember a rule, you call it out, and I look it up and you are right and I am wrong, you gain inspiration.
  • If I forget something major and you remind me, you gain inspiration.
  • There's a second way to get advantage when you need it most: Determination

New Mechanic: Determination

  • Whenever you roll a 1 on an attack roll, ability check, or saving throw, the DM records it. Once you reach three 1s rolled, you gain Determination (marked by a red heart).
  • Determination works the same as Inspiration, except you can only have one at a time.
  • While you have Determination, any 1s you roll do NOT count towards your next Determination. Until you use it, you cannot progress towards another one.

New Mechanic: Stars Aligned

  • Stars Aligned is basically a super inspiration. These are not handed out often, maybe once per year.
  • When you make an ability check or saving throw, you can choose to automatically succeed.
  • When you make an attack roll, you can choose to automatically crit. You also roll the damage three times instead of twice.
  • If you use Stars Aligned on a death save, you regain all hit points.
  • You can also use Stars Aligned to choose the outcome of a d100 roll.

Letting Yourself Get Hit

  • You can choose to not add your Dexterity modifier or bonus from a shield to your AC if you want to allow an attack to hit you. The attack also gains advantage. If you aren't just letting an attack hit you but instead actually want to die, look at the next thing.
  • You can choose to fail Strength and Dexterity saving throws.

New Mechanic: Execution

  • If you attack a willing creature (and I mean very willing, like mouth open for your gun or gauntlet removed for chopping a hand off) you hit without making an attack roll, the attack is a critical hit, and it does the maximum amount of damage. I don't mean "hit me, I dare you" I mean hands and knees "please, just pull the trigger".

New Mechanic: Spin Attack

As an action, you can swing a bludgeoning or slashing melee weapon wildly around you. Each creature within 5 feet of you must succeed on a Dexterity saving throw (8 + your proficiency bonus + your Strength modifier) or take 1d6 damage of the weapon's damage type for a simple weapon, or 1d8 damage for a martial weapon. This damage increases by one die when you reach 5th level, 11th level, and 17th level.

A magic weapon with a bonus to attack and damage rolls a

Critical Hits

  • Increases to critical hit range stack.
  • Increased critical hit ranges impact magic items that have an additional effect when you roll a 20.

IDK where else to put this

  • If you are immune to damage, you don't suffer any extra effects of the damage. It's kinda dumb that something like frostbite gives disadvantage on attacks even to creatures immune to the cold, and it's both RAW and RAI. Gross.
  • Invisible condition works how it should.
  • You can use two shields, but the second only gives +1 to AC, or +2 if it is a +2 or better shield.
  • Performance is used for seduction rather than Persuasion.
  • Don't bother putting an alignment on your character sheet. If something happens with alignment (typically a magic item) then your previous actions will determine what happens, not what you write down.

New Skill: Intelligence (Appraisal)

Intelligence (Appraisal) checks are used when trying to discern the value of an item or estimate distance, quantity, or weight. Examples of Intelligence (Appraisal) checks include the following:

  • Know how much a magic item could sell for
  • Estimate how many coins are in a large pile
  • Determine about how far away a distant creature is

The skill is on the class lists for artificer, fighter, rogue, warlock, and wizard and the racial skill list for Changelings and Kenku.

New Skill: Intelligence (Technology)

You have disadvantage on Intelligence (Technology) checks, unless otherwise stated. This is for operating and repairing Sigil technology, like cell phones, computers, and vibrating sex toys.

7th Ability Score: Luck

Luck measures the odds something good will happen to you, even if the dice would say otherwise. Honestly, it's a safe dump stat, but still not as much as Intelligence. Still a better idea for a stat than fucking Honor (but not Sanity, that's a cool idea for horror campaigns).

Monsters usually have a luck between 1 and 10, so no luck points. Fey, fiends, some humanoids, genies, and dragons tend to have higher luck, sometimes in place of legendary resistance. Summoned creatures, undeads and constructs currently under someone else's control, and similar creatures do not have luck points.

Luck Saving Throws

These will probably be rarer than Intelligence saves. Not sure of how many times this will come up.

d100 Rolls

Some d100 rolls add twice your Luck modifier, specifically ones without tables.

Luck Checks

A Luck check is used rarely when the result of a check is up to chance or when no other ability score would apply. The DM might call for a Luck check when one of the following occurs:

  • Solve a puzzle without trying
  • Gaming sets that are based on chance

Luck Points

You have a number of luck points equal to your Luck modifier (minimum of 0). Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Lucky Breaks

When you expend a luck point, inspiration, determination, or stars aligned, you add your Luck modifier to the roll.

Ups and Downs

If you roll a 20 on an ability check or saving throw, you add your Luck modifier if it is positive. If you roll a 1 on an ability check or saving throw, you add your Luck modifier if it is negative.

Well of Inspiration

You can hold a number of inspirations equal 1 plus to your Luck modifier (minimum of 1).

Tiebreaking

When two creatures roll the same on contested ability checks or initiative, the creature with the higher Luck score succeeds.

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Summary of Major Historical Events

While I can't cover everything that has happened across the whole world, nor do I want to, what is covered here is a simple summary most characters on this continent will know. Writing lore pains me, as I prefer to tell it in session, but this was necessary information.

Early Society

The earliest writings tell of a few small cities, each of which contained a single race. A group of elves in the forest, halflings in the plains, and goblins in caves. They were all too far apart to know the others existed, and without faster and safer means of travel things would stay like this for ages. Dwarves and goliaths, however, have been in the mountains together since the dawn of time. Despite their differences, they have always worked together and were the first humanoids to learn that there are other types of humanoid.

Many of the current cities had already been formed 5,000 years ago, before a standardized calendar was made. Roazon was a small halfling utopia, some elves had set up houses on the shore near where Rockford would one day be, and Humans had a large settlement in Vassis. Each group had different levels of innovation in different fields. Halflings had the most advanced and productive farms and animal domestication. Dwarves and goliaths had the most advanced smithing techniques and weaponry. Elves learned to harness magic earlier and better than any other race. Even with all this, these races had little to no interaction with each other due to how dangerous it was to leave the safety of a village. Monsters roamed the lands, the most dangerous of all being the dragons. Life progressed in this way for generations, until one event changed the continent forever.

Monster

After a few hundred years of recorded history, all early civilizations have records of a very powerful earthquake. Shortly after, records found on the northern island tell of an unkillable monster, taller than the tallest trees, that would slaughter entire villages in a minute. Thousands were dying each day with no hope in sight. The few survivors of these attacks would either seek safety in larger cities like Vassis (uh oh, bad decision commoner!), attempt to hide, or run in the opposite direction of the monster. Those who took refuge in cities would eventually also die, but those who fled south were able to warn people of what happened. After a week of destruction, Vassis and Valenville had been slaughtered, but word had spread as far as Murkwell. Many elves wound up fleeing to goblin cities, or humans to halflings. Aside from confusing the native people of the area, this accomplished nothing due to language barriers. Luckily, a few elves made it near where Rockford would one day be and were able to spread the information of what had happened.

Eventually, word made it to the elf city of Stormcrest. A scientist from the city, whose name was lost to history, was able to assemble a group of powerful mages. While most people had not had communication outside of their nearby villages or knowledge of other races, some powerful magic users were able to access other places and planes. This scientist reached out to a human from Marimers, who in turn assembled a collection of the smartest people the two knew. The scientist was an elvish biologist, who was able to study the monster from afar and assess its abilities and weak points. The human was a craftsman, who had been working on making a powerful magic weapon: a sword sharper than any other sword in the multiverse. The human had summoned a brilliant tactician from across the sea. She was a librarian, leader of an empire, and scholar of war, who was able to devise a battle plan to slay the monster. Lastly, a master of the arcane was summoned from The Nine Hells. Together, these four began preparing to fight.

32

By the time the four had finished their various plans, a few more weeks had passed, and the entire northern island had been razed, along with the areas near Murkwell, Feycross, and Roazon. As the monster had begun to approach Stormcrest, the four heroes had finished preparations and were ready to fight the creature. They won, obviously, but upon its death the monster sunk deep within the earth, never to be seen again. The four individuals parted ways and returned home, attempting to avoid too much attention. The librarian returned to another continent. The biologist packed up his belongings and left Stormcrest, never to be seen again. The craftsman returned to Marimers, in a failed attempt to live a peaceful life, before moving deeper into the forest. The arcanist returned to The Nine Hells, attempting to scrub his name from this event, to avoid being seen as a hero. These individuals succeeded in being lost to legend; their actions are remembered, but not their names.

Aftermath

The majority of life on the continent had died. People who had fled were in unknown lands. Some people who stayed hidden were left in ruined cities with only a few other survivors. People who had been moved across the continent didn't return, as such a journey would be life-threatening. These people instead stayed among the people they had found refuge with. People would tell stories of their homeland, a distant place with access to different resources. Because of this, people wanted some of these things, and traders began traveling to these distant lands with a group of warriors and mercenaries to protect them. Over the course of hundreds of years, this allowed people to create full maps of the continent, mark major cities, plan the safest routes between points of interest, and begin rebuilding some of the fallen cities. Eventually, most of the current cities had been established, safe travel paths had been established, and the world was similarly laid out to how it is now. Around this time, a calendar had been established by combining local history, setting year 0 as the year the world-destroying monster had been slain.

Human War

Humans used to be as numerous as elves and dwarves, but after a major war there are about half as many humans as there once were. Around the year 3000 the leader of Stonegate began to amass an army with the supposed intention of slaying dragons and other powerful monsters to increase the safety of the continent. Tens of thousands from as far as Marimers rallied at Stonegate, ready to fight for this cause. Almost three quarters of everyone who agreed to join were human, as they are known for being major risk takers.

After two years of slaying evil dragons, giants, and undeads, the army started targeting other creatures that were less hostile but still just as threatening, like fey, other dragons and giants, cultists, and evil spellcasters. This caused some people, like dragonborn and elves, to leave the group. Eventually, the group started going after any spellcaster or other magical creature, including races like tieflings and genasi. By this point, the only people who had stayed following this warlord were a numerous amount of humanoids and a few dwarves and goliaths.

Once the warlord's true intentions had been revealed to be the extinction of all magical creatures, groups of adventurers would attempt to slay him. These heroes all failed in their mission, as even alone he was nearly unstoppable. He was eventually killed when leaders of major cities worked together to make an army, waited for him to return to his city, and surrounded Stonegate. The people who still followed him saw this as a noble cause, and they attempted a last stand. Even the commoners of the city were zealous enough to join the fight. In the end, nobody from Stonegate survived.

Not too long after, the ruins were taken over by a dragonborn, whose lineage rules the city to this day.

Recent History

As of recent, the main historical events have either been local or technical advancements. Refaire was founded in 4499, and Tidour existed from 3930 to 4547. Zular overthrew their evil king in 4540, the queen of Rockford was assassinated and invaders from the northern continent tried to take Valenville in 4547, and orcs moved from their island to attempt to join society in 4548. The printing press was first built around 3800, a continental mail delivery began around 4000, and timekeeping improved with the invention of pocket watches. Hot air balloons made ascending to the top of Zular faster, the guillotine has perfected the goliath tradition of public execution, and the steamboat has made travel across the continent's main river much faster. If you stand still for 20 seconds, a device can create an exact image of you, called a photograph. Zular had many of its roads repaved with the new concrete. Messages can be transmitted to other points in a city via a telegraph, although they haven't finished linking telegraphs between cities. Dynamite, while expensive, has revolutionized mining and demolition.

The biggest event of recent history has been the discovery of Elossar in 4469.

Cities & Other Points of Interest

Major Cities

Rockford

Rockford is the largest city on the continent. It is built on a massive boulder about two miles off the shore, connected by a massive bridge that's covered in market stalls. The island is about 10 miles across, and has a population of over 2 million, including some residential areas on the other side of the bridge.

The largest building in the city is the Rockford university, the largest school of magic on the continent, as well as the largest college for nonmagical studies and the largest library. Most people who wish to learn magic either go to Rockford to learn, or begin learning at a smaller school before visiting Rockford to learn things more advanced than a simple fireball.

Due to the large area of the island, all houses are quite large, even in the poorer areas of the city. They are often two stories and made of stone, with outdoor staircases and few curves (as is common among elves).

The city is populated by mostly high elves and humans, with a decent population of goblins, gnomes, half-elves, and shadowfolk, although no race is truly unheard of. Rockford is a center for trade, magic, and art, so all types of humanoids can be found there.

Zular

Zular is the next biggest city on the map. It is a combination of buildings built into the sides of mountains, hollowed out mountains, and flat land created by destroying the top of a mountain and flattening it, while tossing the rubble into the valleys. The rubble in the valleys are then paved over with cement, creating even more flat area for building. The varied architecture gives Zular a very unique look compared to every other city.

The city has a connection to the main river that flows through the continent. To get from the city's main flat area to the river, a mountain was carved into a spiral ramp for carts. There is also a mile-high staircase and a hot air balloon service.

The city is led by a democratically elected mayor, after their previous tyrant king was run out of the city 20 years ago. The city is also the home and headquarters of Graystone Metalworks, the only franchise on the continent to expand to every major city, nearly monopolizing cheap smithing services of passable quality.

The city is mostly an even split of dwarves and goliaths. A few gnomes, genasi, and dragonborn can also be found there. Due to being the largest city in the mountains, even occasional stone giants can be found trading for goods.

































Stormcrest

Stormcrest is a large coastal city known for small buildings and the cartographer's guild. The city is a den of crime, and the cartographer's guild is an obvious front for the largest thieves' guide on the continent. Despite this, many citizens are unaffected by the crime going on and live a simple life in a busy port town.

Most buildings in the city are sized for halflings and dwarves. Visitors that aren't that short have a tough time going into many houses and businesses. Some are still sized for larger people, due to the city having the largest dragonborn population on the continent. Goblins and some aquatic races are also found living in Stormcrest.

Roazon

Roazon is the city with the least diverse people, as over 99% of the city consists of halflings. Despite its size, it still maintains the cozy feel of a small town. Halflings perfected their utopia eons ago, and the government hasn't made or changed any laws in thousands of years. It has the lowest crime rate of any city on the material plane. If you can handle the excessive kindness and halfling-sized houses, Roazon is the best place to live (if you can afford it). Since people rarely move out of the city, most people wishing to move there have to pay to have an entirely new house built.

Murkwell

Murkwell is a city of houses built in the woods and a business district built on wooden boardwalks above the swamp. Ships passing by are able to dock because of the boardwalks extending from the land, over the swamp, and to the river.

The city has many rules regarding disposing of trash and other things that could mess with the delicate ecosystem of the swamp. Some people support keeping the swamp safe, but some business owners don't like having to follow these extra rules, as the extra regulations usually cut into profits.

The city is the only large city with a sizable population of wood elves, along with a decent number of forest gnomes and goblins. A few shifters are drawn to the city due to its connection to nature.

Feycross

Feycross exists, but nobody knows how. The city is built in an area that exists both on the material plane and the Feywild. Despite thousands of years of magical study, nobody has figured out how this is possible or why it exists.

The fey and eladrin who live there have turned the city into a tourist destination. People from all over go there for food, gambling, live music, and plenty of alcohol. The city has no true government, but the wealthy leaders of the largest businesses hire security to enforce their rules on their property. While the city may be technically lawless, it isn't as dangerous as that would lead people to believe.

Minor Cities

Valenville

Valenville is a large city of luxury. The houses are all massive and the population consists of the wealthiest people on the continent. Many former adventurers, retired business owners, and nobles of nearby smaller settlements live in Valenville. Others have vacation houses there, such as royalty from large cities. The beautiful coastline and warm year-round temperatures attract anyone who can afford to live there.

After the city was invaded by hobgoblin forces in 4547, orcs from Baydenn have begun helping set up defenses against any future invasions.

Marimers

Marimers is a cozy, cabin town in the woods, known for being very calm and having almost nothing going on, but in a good way. It is often considered a counterpart to Roazon, both being places with populations that are very satisfied with life and the city, but Roazon has much more happening, from trade to festivals. Marimers is self-sufficient and has little interaction with outsiders.

The city consists of the largest gnome population in a single city, along with a slightly lower number of humans. Aside from them, many other races can be found there.

Cullfield

Cullfield is a massive farming town on the northern island. While massive in terms of size, it doesn't have as big of a population as other minor cities. The city is mostly populated by goliaths and halflings.

Berkton

Berkton is about as strange as you would expect from a goblin city. It also has connections to the underdark, making it a popular city for those looking to access the underdark's evil market. Not many of the underdark races live in Berkton, because they're serious and hate goblins being silly weirdos.

Stonegate

Stonegate is a walled city ruled without mercy by a powerful dictator. Considering the history of the city, nobody has tried to intervene, since the cruelty of the current ruler is confined within the walls. They have a massive bridge that they charge merchants to use, and anyone who isn't a merchant is left to find usually more dangerous alternatives.

Vassis

Vassis is a mostly human city found in the valley between some large hills, near a forest and river. For the northern island, Vassis is a trade city known for everything: lumber, mining products, raw materials, and crafted goods. Like Berkton, they also have a connection to the underdark, but here, underdark races make up nearly a tenth of of the population.

35

New Baydenn

Orcs left their island to set up a new city on the mainland in the year 4547. They had wanted to join society for as long as they were on the continent, but they weren't accepted until they were able to help set up defenses against the hobgoblin invaders in case they return. Despite this, many people are still wary of orcs.

Refaire

Refaire was established as a safe place for wanted criminals looking for a new life. They refuse to cooperate with law enforcement looking to arrest anyone in the city. In exchange, they have a zero tolerance policy for crime of any kind. The entire population is armed and ready to attack even a petty thief. The people will trust anyone who comes to the city and turn nobody away, but since Refaire itself is already a second chance, there's no possibility for a third.

Frostport

Frostport is a secluded city whose only trade comes from other, nearby, small cities. The city is populated mostly by dwarves, as are most of the mountains. Most people never go there, as they have no business there. Rumor says the city has a sizable changeling population as well, but no proof has been found.

Other Points of Interest

Tidour Ruins

Tidour was a large human city on an island, but after a kraken attack in the year 4547, it's all ruins.

Bayia Floats

Between Panren and Elossar is a community of floating houses and dock-like structures. Some of the first people to make money from the resources of Elossar funded its construction, using the lumber they got from clearing the shore of Elossar. Triton were hired to build most of the dock areas, while the floating houses were typically built elsewhere and towed there by a boat. Not many people permanently live there, but those that do make plenty of money trading and serving the ships that pass by.

Baydenn

The first orcs arrived on the continent by washing up on the shore. After their ship was destroyed by whatever the cube is, some of the orcs survived and woke up near Valenville. Nowhere would accept these "big evil-looking monster people" in the nearby cities, so they made their way to a previously uninhabited island. Eventually, enough people heard about the island to nickname it "ugly island" and tell any orc, hobgoblin, or other unknown species found to go there. Eventually, the orcs traded the island to a wealthy businessman in exchange for help moving into and trying to join society.

36

Moorblight

Moorblight is the triton capital city. It's located near a deep abyss that's constantly oozing darkness and monsters from the Shadowfell due to a rift between the planes. Triton of ages past founded the city to slay the monsters before they could make it to any civilization.

Frost Giant Village

The frost giant village to the west is the largest group of giants. Despite the name, there are also a few giants of other types amongst them. Most mapmakers label it as "Frost Giant Village" both to warn people to not go near it and also out of lack of respect.

The Cube

For thousands of years, nobody who dared to sail north ever returned. Strange people, known as orcs and hobgoblins, would also wash up on the shores near Valenville, claiming to have sailed south before losing memory of why their ship was wrecked. People assumed these two occurrences were connected, due to location, but they didn't know what was in the ocean preventing ships from passing through.

In the year 4547, a ship of hobgoblins invaded Valenville and attempted to conquer the city, before being driven out by some unqualified, overly lucky adventurers who had no right to survive that. Those who were taken hostage by the invaders, as well as the adventurers, say the hobgoblins were able to traverse the sea by using a divine artifact to gain information. The artifact said that warding the ship from teleportation would keep it safe. When crossing the sea, they noticed a massive black cube in the ocean, about a mile across and going from a quarter mile above the ocean to most likely the seafloor. When passing that, their wards were under attack by hundreds of teleportation attempts. Cartographers have attempted to use this information to mark where the cube is, and how to make it to the northern continent without passing near it.

Underground Temple & Beam Device

On the northern part of the continent, an underground temple was unearthed in the year 4547. Located in this temple were gems encrusting the walls in the patterns of constellations, a statue of a dragon, and a crawlspace tunneled out for about 300 feet. At the end of the crawlspace was a massive cavern with a cannon-shaped device and runes carved into the walls. The runes have yet to be translated, as they seem to belong to no currently known language. There is a lever next to the cannon that, when pulled, causes the cannon to launch a massive beam of energy straight up into the air. The beam is loud enough to be heard as far as Rockford, and the ground within that area shakes for a few minutes before and after it fires. The area where the ruins are is under constant watch from security from local guards to prevent people from waking up half the continent. Only researchers are allowed in.

Elossar

Elossar is a large continent, filled mostly with jungle and desert. It was only recently discovered, and adventurers are returning with gold and other treasures from exploring ruins found there.

Some humanoids can be found, but they are few and far between and prefer to be left alone. The desert half of the island seems entirely empty. There is also a place of death and decay, filled with undead to the south. Very few who venture into it return.

Vrokver

Vrokver is the continent to the northwest of Panren. Very little is known about it, due to the cube in the ocean preventing traveling. What is known is that it is the home continent of orcs and hobgoblins. They also have humans, dwarves, many more dragonborn, and small populations of elves and gnomes.

The continent has been in a large-scale war for decades. The hobgoblins of the east have been at war with the orc nation of the west. Humans and dragonborn are found among both groups, while the smaller groups of gnomes and dwarves stay out of the war. The elves stay on their island, due to being disliked by both sides. Most people on that war-torn continent don't care as much for the elves and their peaceful ways.

Gods

The following gods are ones that I made. Afterwards, there are charts showing the gods in less detail, along with gods I had stolen from other campaign settings. If you want to make a god, the idea better be good and you gotta write the lore.

Lawful Good Gods

Father Time


  • Titles: God of Time
  • Domains: Order, Time
  • Other Worshipers: Chronurgy wizards
  • Symbols: Clock face
  • Divine Strike Damage Type: force

Father Time resides in Mechanus, as the spouse of Primus. Both have similar domains, with Father Time focusing more on time, and Primus focusing more on order, although both have clerics of both domains. Father Time is more understanding than Primus, and is less harsh with its interpretation and enforcement of law. In the end, Primus is more powerful and has the final say, but Father Time can attempt to influence decisions to help out innocents.

While Primus commands the Inevitables, Father Time has five clockwork solars under its command.


Mother Tonantzin


  • Titles: God of Nature and Seasons
  • Domains: Nature
  • Other Worshipers: Druids
  • Symbols: Oak tree, gnome statue
  • Divine Strike Damage Type: cold, fire, lightning

Mother Tonantzin is a god of nature, and the parent of Boersmein and Miochein. Despite being the parent of the god of winter and the god of summer, Mother Tonantzin is the god of all seasons, the cycle of those seasons changing, and plant life.

Legend tells of a great gnome cleric of Mother Tonantzin, who saved Murkwell fromPlacing a statue of a gnome among plants will often cause them to live longer and grow larger.

A nature cleric of Mother Tonantzin can choose to use the following list of domain spells, instead of the normal domain spells given to nature clerics.

Mother Tonantzin Spells
Cleric Level Spells
1st burning hands, frost fingers
3rd barkskin, spike growth
5th plant growth, wind wall
7th ice storm, wall of fire
9th dawn, tree stride

Waarheid


  • Titles: God of Truth and Justice
  • Domains: Light, Order
  • Other Worshipers: Paladins
  • Symbols: Gavel held in fist
  • Divine Strike Damage Type: radiant

Waarheid represents moral order, not absolute order. Clerics of Waarheid enforce the laws of their local government, as long as the laws are just, the government is fair, and the punishment is reasonable. Waarheid also hates lies, and disallows its clerics from lying.

Neutral Good Gods

Erzulie


  • Titles: God of Art, Inspiration, Music, and Beauty
  • Domains: Knowledge, Light
  • Other Worshipers: Artists, hot people, bards
  • Symbols: Music note, paint brush
  • Divine Strike Damage Type: psychic, radiant, thunder

Erzulie loves creativity and passion, and its clerics are tasked with making the world a more beautiful place than they found it. This can be done by making art or spreading joy. While a good god, Erzulie has a slight negative stain on an otherwise well-loved reputation due to not allowing ugly people to become clerics.

A cleric of Erzulie can prepare enthrall as a cleric spell and select magic handwriting as a cleric cantrip. A knowledge cleric of Erzulie can replace one of their extra languages known with a type of tools. You can also use a musical instrument or artsy tool as a spellcasting focus.

Solnsoth


  • Titles: God of Peace and Redemption
  • Domains: Life, Peace
  • Other Worshipers: Pacifists, redemption paladins
  • Symbols: Dove
  • Divine Strike Damage Type: none

Solnsoth opposes violence in any way against creatures other than hostile creatures that can't listen to reason, like constructs and undead. Attacking, or in any way damaging, a sentient creature is one of the worst things you can do in the eyes of Solnsoth and its followers. Clerics of Solnsoth use their magic to hinder hostile creatures and protect allies, usually in an attempt to get the enemy to surrender or the allies to flee. Also, you gotta be a vegetarian. In exchange for all this mandatory nonviolence, any moderately educated commoner who sees your holy symbol will instantly trust you.

A cleric or paladin of Solnsoth can prepare find familiar (revised) and flock of familiars as cleric spells, summoning only doves. This is in exchange for your pacifism.

Torgar


  • Titles: God of Agriculture and Hunting
  • Domains: Life, Nature
  • Other Worshipers: Chefs, farmers, hunters, rangers
  • Symbols: Food, gold pitchfork
  • Divine Strike Damage Type: radiant

Torgar is the god of food, in all of its processes. It is also the god of the hunt, as that is another part of the food process. Many kitchens contain a small, gold pitchfork as a blessing. Clerics of Torgar are known for using literal food as a holy symbol to cast spells.

A cleric of Torgar can prepare goodberry as a cleric spell.




































Chaotic Good Gods

Boersmein


  • Titles: God of Summer
  • Domains: Light, Nature
  • Other Worshipers: Druids
  • Symbols: Flower
  • Divine Strike Damage Type: fire, radiant

Boersmien is one of the twin season gods, and the counterpart to Miochein. Summer is a time of joy, light, and growth. Flowers are bloomed, nature is at its most lively, and many people pray to Boersmien for this joy all year.

A nature cleric of Boersmein can choose to use the following list of domain spells, instead of the normal domain spells given to nature clerics.

Boersmein's Spells
Cleric Level Spells
1st burning hands, entangle
3rd barkskin, skywrite
5th daylight, plant growth
7th aura of life, wall of fire
9th dawn, tree stride



































Chalsaphae


  • Titles: God of Adventure
  • Domains: Aspiration, Knowledge, Nature, Trickery
  • Other Worshipers: Cartographers, rangers
  • Symbols: Compass
  • Divine Strike Damage Type: the same type dealt by the weapon

Adventure, while not as common as it once was, is still an important part of the world. Ancient ruins are unearthed, evil is defeated, and bonds are created as part of adventure. Temples of Chalsaphae are rare and small, as most members of the faith are out exploring.

A cleric of Chalsaphae can choose to use the following list of domain spells, instead of the normal domain spells given to clerics.

Chalsaphae's Spells
Cleric Level Spells
1st comprehend languages, feather fall
3rd find traps, pass without trace
5th find the path, Leomund's tiny hut
7th death ward, dimension door
9th legend lore, passwall

































Spoo


  • Titles: God of Chaos (But Lighthearted, Silly Chaos)
  • Domains: Luck, Trickery
  • Other Worshipers: Clowns, bards, wild magic sorcerers, illusion wizards
  • Symbols: Bell
  • Divine Strike Damage Type: force, psychic

Spoo is just a silly little creature. Just a funny little weirdo who likes being silly.

A trickery cleric of Spoo can prepare chaos bolt and metronome as cleric spells.

Lawful Neutral Gods

Elnos


  • Titles: God of Knowledge and Education
  • Domains: Aspiration, Knowledge, Mind
  • Other Worshipers: Teachers, students, nerds
  • Symbols: Tome
  • Divine Strike Damage Type: psychic

Elnos has no temples, but instead has schools and libraries under its domain. Most places of education have a shrine to Elnos, as well as multiple holy symbols hung on the walls. Clerics of Elnos perform as teachers rather than priests, and rarely perform typical religious rites.

   Qartol


  •     Titles: God of Fate and What Will Be
  •     Domains: Knowledge, Luck
  •     Other Worshipers: Divination wizards
  •     Symbols: Crystal ball
  •     Divine Strike Damage Type: force

     Qartol is the counterpart to Ranzesk, as the god of fate.

 Qartol knows everything that will ever happen. It is

 unable to share the information with anyone, as that is not

 what will happen and could lead to disaster. This fate is

 typically unchangeable by mortals; only demigods, aspects

 of gods, and actual gods can change fate. Whenever fate is

 changed, Qartol knows who, why, and what changed. This

 is a rare event, only happening once every thousand or so

 years, and it makes Qartol very mad.

   Sasernale


  •     Titles: God of Craftsmanship
  •     Domains: Forge
  •     Other Worshipers: Artists, artificers
  •     Symbols: Brick oven
  •     Divine Strike Damage Type: fire, the same type dealt by the weapon

    Sasernale is the god worshiped by people who create in

 any form, from artists and chefs to blacksmiths and

 carpenters. Dwarves almost never worship Sasernale, as

 they have their own god of crafting. Elven smiths often

 worship it, as do many halflings and humans.

True Neutral Gods

Aldrea


  • Titles: God of Storms and The Sea
  • Domains / Patrons: Nature, Tempest / Endless Storm
  • Other Worshipers: Sailors
  • Symbols: Lightning bolt and wave
  • Divine Strike Damage Type: cold, lightning

Aldrea encompasses both the good and bad of the sea. The sea can provide travel, food, and, to some races, life. In contrast, the sea contains some deadly creatures, and storms can drown entire ships of sailors. Oceans can give and take, and Aldrea attempts to keep this in balance.

A nature cleric of Aldrea can choose to use the following list of domain spells, instead of the normal domain spells given to nature clerics.

Aldrea's Spells
Cleric Level Spells
1st speak with animals, witch bolt
3rd beast sense, spike growth
5th wall of water, water breathing
7th storm sphere, watery sphere
9th commune with nature, maelstrom

Jesus Christ


  • Titles: God of Expletives
  • Domains / Patrons: -
  • Other Worshipers: -
  • Symbols: Swear words, lowercase t
  • Divine Strike Damage Type: -

The god of saying swear words is the weakest of all the gods, but still a well loved one. This god is barely a god, and closer to a moderately powerful celestial. When people are shocked or injured, they will sometimes call out the name of this god, as a reaction to sudden pain or disgust.

Lationis


  • Titles: God of Revenge
  • Domains: Blood, Order, War
  • Other Worshipers: Paladins
  • Symbols: Two arrows drawn in blood
  • Divine Strike Damage Type: radiant, the same type dealt by the weapon

Revenge can be good and just. A paladin tracks down and kills the man who killed his wife. Revenge can also be evil and unjust. A thief kills the guards who arrested his friend. Lationis accepts anyone looking to get revenge on anyone, regardless of cause and reasoning.

Nokkraat


  • Titles: God of the Night
  • Domains: Fear, Twilight
  • Other Worshipers: Shadowfolk, other nocturnal people
  • Symbols: Waxing crescent (twilight) or waning crescent (fear)
  • Divine Strike Damage Type: psychic, radiant

The sea, revenge, the night. All things that come in both good and bad. The night is a time of rest, healing, crime, and murder. There is good and bad, kept in balance by some of the clerics of Nokkraat. Others revel in the good or the bad exclusively.

A fear cleric of Nokkraat can prepare moonbeam as a cleric spell.

Chaotic Neutral Gods

Armoroma


  • Titles: God of Love and Lust
  • Domains: Life, Peace
  • Other Worshipers: Bards
  • Symbols: Half-empty heart
  • Divine Strike Damage Type: psychic, radiant

Love is a dangerous force. Love can drive people to do anything and everything. Love can be a good, beautiful thing, but it can also be manipulated to harm people or cause them to do evil. Armoroma slightly prefers love that causes joy without manipulation, but it has no opposition to those who weaponize love for evil.

While known mostly as the god of love, Armoroma can also be seen as a god of lust, and encompasses both. Worshipers of Armoroma and Graz'zt often get along quite well.

Reading that back it sounds like I was saying they fuck, which they do, but it wasn't my intention for that line. They work together and will sometimes even share a church.

A life or peace cleric of Armoroma can choose to use the following list of domain spells, instead of the normal domain spells given to life and peace clerics. In addition, a peace cleric of Armoroma can replace Balm of Peace with Impulsive Infatuation from the Unearthed Arcana love domain.

Armoroma's Spells
Cleric Level Spells
1st charm person, sense emotion
3rd alter self, lesser restoration
5th beacon of hope, sending
7th aura of purity, charm monster
9th dream, mass cure wounds

Drem'dlwym


  • Titles: God of Dreams
  • Domains / Patrons: Fear, Mind, Trickery / Archfey
  • Other Worshipers: Dreams druid
  • Symbols: Spiral
  • Divine Strike Damage Type: psychic

Drem'dlwym rules over the dreams of mortals. It doesn't always alter someone's dreams, usually preferring to watch or make very minor changes. It can also take a more direct approach by delving deep into the minds of people and sculpt dreams and nightmares from the creature's subconscious.

Drem'dlwym hates all elves. They do not dream, and are not allowed to join the religion. Elves who fall unconscious from poison do still dream, and they experience some of the most horrific nightmares possible.

Orrex


  • Titles: God of The Weave, Wild Magic, and Elemental Chaos
  • Domains: Arcana, Tempest
  • Other Worshipers: Wild magic barbarians, wild magic sorcerers
  • Symbols: Charred wand, rainbow starburst
  • Divine Strike Damage Type: force, thunder

Orrex controls magic in its most raw and powerful form. Those looking to create their own spells often pray to Orrex for the ability to manipulate the weave properly. The elemental planes and limbo are places where Orrex draws power from.

An arcana or tempest cleric of Orrex can choose to use the following list of domain spells, instead of the normal domain spells given to arcana and tempest clerics.

Orrex's Spells
Cleric Level Spells
1st chaos bolt, thunderous smite
3rd forcequake, shatter
5th call lightning, metronome
7th arcane eruption, ice storm
9th destructive wave, planar binding

Ranzesk


  • Titles: God of Chance and What May Be
  • Domains: Luck
  • Other Worshipers: Gamblers
  • Symbols: Red die, deck of cards
  • Divine Strike Damage Type: -

Ranzesk is the counterpart to Qartol, as the god of luck. Unlike Qartol, who knows everything that will happen, Ranzesk knows everything that can happen. In addition, Ranzesk can actually use this information to try and help people. It doesn't, unless someone seeks help specifically, but it can share what it knows.

Ranzesk can also control events of random chance, like the side a die lands on or what ticket is pulled from a hat. It usually doesn't do this, but sometimes things are shifted to help worshipers. For this reason, clerics of Ranzesk see games of chance as a way for their god to express its wishes. Cheating at a game of chance is considered a crime to Ranzesk.

Lawful Evil Gods

Lady of the Gallows


  • Titles: God of Obligation
  • Domains: Blood, Death, Order
  • Other Worshipers: Executioners, phantom rogues
  • Symbols: Noose, guillotine, raven / crow
  • Divine Strike Damage Type: necrotic
  • Creator: Josh B.

Mavagorek was once a powerful elder god, personified as a writhing expanse of burning chains and locks of ebony steel, housing an emaciated female form of ash and teeth. Dotted on her body were eleven empty eye sockets and one large, burning crimson eye. It is said the missing eleven eyes maintained her presence on the different planes of existence she still had minimal influence on.

The Lady of the Gallows attests that she was awoken and freed from the primordial pits of the Abyss when Asmodeus broke off the Shard of Evil to create his original Ruby Rod. The artifact would come to be the symbol of the devil's right to forge pacts with mortals. Whether or not these claims have any truth to them, Mavagorek was a threat enough for multiple agents across the lower planes to join forces and imprison her within a remote demiplane somewhere between Carceri and Gehenna.

Even from within her planar prison, Mavagorek plots and exudes influence over mortals in an attempt to build enough power to escape and wreak a cruel campaign of torment against the material plane. Her few mortal worshippers speak of "The Obligate Ritual" which would allow her to begin amassing the strength needed to break free of her confinement.

The Lady of the Gallows revels in the evil mortals do under the guise of following the rule of contracts and laws. She eagerly makes deals with mortals across the planes, giving them what they desire but requiring acts of unwilling cruelty as payment. The common adage of those who know to be wary of her temptations is, "The cost of the sword is the blood you must spill with it."

























Miochein


  • Titles: God of Winter
  • Domains: Death, Frost, Nature
  • Other Worshipers: Druids
  • Symbols: Snowflake
  • Divine Strike Damage Type: cold, necrotic

Miochein is one of the twin season gods, and the counterpart to Boersmein. Winter is a cold and unforgiving season usually associated with death. Most plants have withered away and died, and people who spend too long in the cold will eventually follow. Those who worship Miochein either ask for protection from the cold or wish to enforce the cycle of frozen death and decay.

A nature cleric of Miochein can choose to use the following list of domain spells, instead of the normal domain spells given to nature clerics.

Miochein's Spells
Cleric Level Spells
1st freezing smite, frost fingers
3rd barkskin, spike growth
5th sleet storm, wind wall
7th blight, ice storm
9th control winds, tree stride

Neutral Evil Gods

Mavoltzo


  • Titles: God of Undeath, Rot, and Decay
  • Domains / Patrons: Death / Undead
  • Other Worshipers: Spores druids, necromancy wizards
  • Symbols: Crawling claw
  • Divine Strike Damage Type: necrotic, poison

Mavoltzo is a god of undeath, and quite a straightforward one. Many gods and cultures shun the idea of undeath, so many necromancers are outcast from society. Some will turn to Mavoltzo, who revels in the beauty of life after death. It also enjoys decay and rot, and many temples to it are located in ruins or rotting forests.

Thyrkoth


  • Titles: Assassin God
  • Patrons: Hexblade
  • Other Worshipers: Whispers bards, dark petitioner rogues
  • Symbols: Candle
  • Divine Strike Damage Type: -

Thyrkoth was once a mortal, but by using methods unknown to anyone to this day, was able to kill the god of murder and take that place in cosmology. Now he only ever kills disobedient followers, choosing to have the obedient ones perform the main killings.

By performing a specific ritual, any mortal can summon Thyrkoth to request someone be killed. Thyrkoth will then assign the job to a nearby follower, along with a timeframe.

Refusal to kill the target or failure to do so in time results in the follower's death, and another is picked to do the job. The mortal who summoned Thyrkoth doesn't have to pay with treasures or coins. Instead, the cost of having someone killed is being added to the list of followers to be called upon. Others will willingly join without asking for someone to be killed.

Thyrkoth doesn't do clerics, just warlocks who made a pact as described above, or dark petitioner rogues who willingly enlist. Most warlocks of Thyrkoth are multiclassed, unless they were enlisted as a commoner. Some competent adventurers still call upon him for an assassination, usually to avoid being tracked by guards or to team up with the assassin to take out someone more powerful than either of them.

A hexblade warlock of Thyrkoth can use the following expanded spell list, instead of the normal expanded spell list given to hexblade warlocks.

Thyrkoth's Spells
Spell Level Spells
1st grayscale, wrathful smite
2nd branding smite, pass without trace
3rd blinding smite, elemental weapon
4th locate creature, staggering smite
5th banishing smite, seeming

Varas Stelizto


  • Titles: God of Greed and Thievery
  • Domains: Aspiration, Trickery
  • Other Worshipers: Rich people, thieves
  • Symbols: Full purse, coins
  • Divine Strike Damage Type: the same type dealt by the weapon

Varas Stelizto is worshiped by large business owners and the thieves who steal from them. Other worshipers include nobles, hoarders, evil dragons, and adventurers. The largest temple in Valenville is devoted to Varas Stelizto, while worshiping it is forbidden in Refaire.

Mammon despises Varas Stelizto as an enemy, while Varas Stelizto often forgets Mammon exists.

Chaotic Evil Gods

Dalaborus


  • Titles: God of Immortality and Absolute Life
  • Domains / Patrons: Blood, Life / Immortal
  • Other Worshipers: Mutant blood hunters
  • Symbols: Warped hand with seven fingers
  • Divine Strike Damage Type: acid, necrotic

Dalaborus represents a warped, corrupted image of life. Clerics join Dalaborus in an attempt to achieve immortality without becoming undead. Some smarter and more cautious clerics maintain their appearance, but most end up being warped by rituals of repeated limb removal and regrowth, death and resurrection, and exposure to fowl magic and powerful materials like uranium.

A cleric of Dalaborus can choose to use the following list of domain spells, instead of the normal domain spells given to life clerics.

Dalaborus's Spells
Cleric Level Spells
1st cure wounds, false life
3rd lesser restoration, prayer of healing
5th vampiric touch, revivify
7th blight, death ward
9th enervation, reincarnate

Dretchretch


  • Titles: God of Chaos and Destruction
  • Domains: Inferno, Tempest
  • Other Worshipers: Arsonists, artillerist artificers, evocation wizards
  • Symbols: Black flame
  • Divine Strike Damage Type: fire, thunder, the same type dealt by the weapon

If it can burn, it should burn. If it should burn, it must burn. If it must burn, it will burn. Everything will be reduced to nothing. Buildings will collapse, cities will fall, everyone will die, and nothing will remain.

A cleric of Dretchretch can prepare ruination as a cleric spell.

New Monsters

Aberration

Little Guys

These little guys have been spotted sneaking through homes in Valenville. Using the cover of night, little guys are known to break into residences with the sole intent of rearranging the belongings of the occupants. Upon completion of their midnight mission, little guys retreat into walls, floorboards, and ventilation systems to rest and wait for residents to wake. It is thought that little guys gain sustenance from the confusion of humanoids. As occupants become increasingly baffled by the misplacement of their property, little guys become energized and prepare to target another household. Once fully rested, they promptly relocate and the mischievous cycle is continued. Little guys are notoriously difficult to spot and even harder to capture with scrying spells. Seen here stopped in their tracks, little guys will almost always freeze if they sense detection. This behavior is thought to be a poorly developed defense mechanism.

Celestial

Allay

Allays are tiny, blue, pixie-like celestials known for their simple ways and being stolen from Minecraft. They are slightly smarter than a dog, and will follow people who give them things, collecting duplicates of it. A warlock of the Pact of the Chain can summon one as a familiar, and by using telepathy it can be given more complex commands.

44

Dragons

In my world, all dragons can turn into a humanoid form, cast spells innately, and have a secondary breath weapon. They also have the ability to create temporary minions: small, reptilian, humanoid-shaped creatures which only live for a few minutes.

Cobalt

Cobalt dragons are a recolor of brass dragons. Of the official metallic dragons, copper, gold, bronze, and brass were all on the yellow-brown metal spectrum, and I felt like a pretty blue could mix it up. It also breathes blue fire, which is very cool.

Gray

Gray dragons are a creation of a god who wished to remain anonymous. Gray dragons have one goal: to prevent other dragons from interfering with the lives of humanoids. A gray dragon will fight a white dragon for attacking a village, but it will also drive a gold dragon out of a city for helping. The god who created these dragons felt that the sheer power of other dragons was negatively impacting the lives of humanoids. Even dragons who helped were making these people weaker and less self-sufficient.

Gray dragons fight other dragons with their holy breath weapon, earthbind spell, and a roar so full of divine power it banishes dragons temporarily.

Gray dragonborn are almost nonexistent. If you can genuinely think of a backstory reason to play one, by all means. But if you can't think of one, I can't help you. Sorry, I'm at a dead end here too.

Purple

Purple dragons are cave-dwelling collectors. They aspire to collect one of everything they can. They are often stealthy in their approach, and will often use their humanoid form to trade items they have duplicates of. They use their innate spellcasting to carve halls in their cave for displays using stone shape and keep creatures from escaping with flesh to stone. They are the smallest of all dragons for each of their age groups, and are often considered the weakest and least evil of chromatic dragons.

Purple dragons are also known for their laser breath. While not as powerful as a red dragon's fire, it is far too fast to possibly dodge. They can also open their mouth and cause a flash of light that blinds anything near it.

Steel

Steel dragons are heroic warriors who lead armies to battle. They are very popular among dwarves for their courage and craftsmanship with their fabricate spell. Steel dragons are also known for making great leaders. They enjoy being rulers of humanoid settlements, and they rule with honesty and fairness. Despite being the smallest of the metallic dragons, they are well respected among their peers, and even moreso among humanoids.

Steel dragons have a poisonous breath weapon, both a damaging poison and a weakening poison.

Elementals

Flaming Crocodile

A flaming crocodile is a crocodile with a small fire elemental instead of a brain. It can be created when a small fire elemental finds a dying crocodile, but it usually is caused by a magic item known as crocodile dust. When sprinkled on a crocodile, it burns through the back of its head into its brain. The process is very painful, but it creates a cool weird guy.

Of course, you could always just summon one with a spell, if that helps you sleep at night.

Hybrid Genies

Rarely, when a genie is created on the border between two of the major elemental planes, a special type of genie will be created. This is so rare that they have not been assigned a name like dao or marid, but are instead referred to by their name. Less than a dozen have been documented over the course of history.

Sandman

A sandman is a man made of sand. It is an evil elemental who can cast some elemental spells. It's main ability, however, is the ability to turn enemies into sand.

Undead

Snowdamned

Snowdamned are normal snowmen, but with evil spirits bound to posses the snow forming it. They are known for being much more fragile than zombies, and are typically used by necromancers without better options available.

Shovels and Pinheads

Many of the creatures found on the Shadowfell are terrible monsters that kill anything living on sight. Some of the creatures are manifestations of negative energy, like nightwalkers, being the Shadowfell equivalent of elementals. Oddly enough, one monster separates itself from the rest by being mostly passive despite its nature as a creature of raw negative energy. They are called shovels, because they are shaped like shovels. They don't attack creatures unless attacked first. They have an innate affinity for magic, and enjoy collecting magic items. They can occasionally even learn new spells.

Pinheads were created by a powerful mage who wishes to remain anonymous. Pinheads are also creatures of negative energy, but created instead of naturally forming. They are even more stupid than a zombie, but they're faster and better at tracking down enemies. Pinheads were created to track down and kill shovels for some reason.

God Charts

Gods I Made

Name Titles Alignment Domains / Patrons Other Worshipers Symbols
Aldrea God of Storms and The Sea N Nature, Tempest / Endless Storm Sailors Lightning bolt and wave
Amoroma God of Love and Lust CN Life, Peace / Celestial Bards Half-empty heart
Boersmein God of Summer CG Light, Nature Druids Flower
Chalsaphae God of Adventure CG Aspiration, Knowledge, Nature, Trickery Cartographers, rangers Compass
Dalaborus God of Immortality and Absolute Life CE Blood, Life / Immortal Mutant blood hunters Warped hand with seven fingers
Drem'dlwym God of Dreams CN Fear, Mind, Trickery Dreams druids Spiral
Dretchretch God of Chaos and Destruction CE Inferno, Tempest Arsonists, artillerist artificers, evocation wizards Black flame
Elnos God of Knowledge and Education LN Aspiration, Knowledge, Mind Teachers, students, nerds Tome
Erzulie God of Art, Inspiration, Music, and Beauty NG Knowledge, Light Artists, hot people, bards Music note, paint brush
Father Time God of Time LG Order, Time Chronurgy wizards Clock face
Jesus Christ God of Expletives N None None Swear words, lowercase t
Lady of the Gallows God of Obligation LE Blood, Death, Order Executioners, cursed birds, phantom rogues Noose, guillotine, raven / crow
Lationis God of Revenge N Blood, Order, War Paladins Two arrows drawn in blood ⇆
Mavoltzo God of Undeath, Rot, and Decay NE Death / Undead Spores druids, necromancy wizards Crawling claw
Miochein God of Winter LE Death, Frost, Nature Druids Snowflake
Mother Tonantzin God of Nature and Seasons LG Nature Druids Oak tree, gnome
Nokkraat God of The Night N Fear, Twilight Shadowfolk, other nocturnal people Moon
Orrex God of The Weave, Wild Magic and Elemental Chaos CN Arcana, Tempest Wild magic barbarians, wild magic sorcerers Multicolored starburst
Qartol God of Fate and What Will Be LN Knowledge, Luck Divination wizards Crystal ball with a gold line
Name Titles Alignment Domains / Patrons Other Worshipers Symbols
Ranzesk God of Chance and What May Be CN Luck Gamblers Red die, deck of cards
Sasernale God of Craftsmanship LN Forge Artists, artificers Brick oven
Solnsoth God of Peace and Redemption NG Life, Peace Pacifists, redemption paladins Dove
Spoo God of Chaos (But Lighthearted, Silly Chaos) CG Luck, Trickery Clowns, bards, wild magic sorcerers, illusion wizards Bell
Thyrkoth Assassin God NE Hexblade Whispers bards, rogues Candle
Torgar God of Agriculture and Hunting NG Life, Nature Chefs, farmers, hunters, rangers Food, pitchfork
Varas Stelizto God of Greed and Thievery NE Aspiration, Trickery Rich people, thieves Full purse
Waarheid God of Truth and Justice LG Light, Order / Celestial Paladins Gavel held in fist

Unknown Gods

Name Titles Alignment Domains / Patrons Other Worshipers Symbols Divine Strike
The Sun The Sun U Light, Inferno / Sun Sun soul monks A yellow circle surrounded by 8 yellow triangles fire, radiant
Praetoran God of Judgment LN Death - Orange butterfly acid, radiant

Gods I Stole

Each of these gods have a half dozen titles and symbols, so I couldn't fit them. Check the respective wikis for those. This list also isn't exhaustive, because I'm lazy, but you can assume a good number of minor Forgotten Realms gods.

Name Alignment Domains / Patrons Other Worshipers Divine Strike Source
Anubis LN Death, Grave, Order - necrotic Egyptian
Asmodeus LE Blood, Fear, Knowledge, Order, Trickery / Fiend Tieflings fire, poison Forgotten Realms
Athreos LE Death, Grave Spirits bards necrotic Theros
Bahamut LG Life, Order, War / Dragon Dragonborn, paladins radiant Forgotten Realms
Bhaal NE Blood, Death - necrotic, piercing Forgotten Realms
Dionysus CN Life, Trickery Bards, drunken master monks poison, radiant Greek
Kelemvor LN Death, Grave - necrotic, radiant Forgotten Realms
Lathander NG Life, Light / Celestial - radiant Forgotten Realms
Loviatar LE Blood, Death / Hexblade - acid, fire, lightning, psychic, slashing Forgotten Realms
Myrkul NE Death / Undead - necrotic Forgotten Realms
Mystra NG Arcana, Knowledge, Mind Wizards force Forgotten Realms
Name Alignment Domains / Patrons Other Worshipers Divine Strike Source
Primus LN Order, Time Artificers, creation bards, clockwork soul sorcerers, chronurgy wizards force Forgotten Realms
Selûne CG Knowledge, Life, Twilight - radiant Forgotten Realms
Shar NE Aspiration, Death, Fear, Trickery - necrotic Forgotten Realms
Rao LG Knowledge, Peace - radiant Greyhawk
The Raven Queen LN Aspiration, Blood, Grave, Life / Hexblade Shadar-kai, phantom rogues necrotic, psychic Forgotten Realms
Tiamat LE Inferno, Trickery, War / Dragon Dragonborn, paladins acid, cold, fire, lightning, poison Forgotten Realms
Thor CG Tempest, War Glory paladins, storm sorcerers lightning, thunder Norse
Vecna NE Arcana, Aspiration, Death, Knowledge / Immortal, Undead Necromancy wizards necrotic, psychic Forgotten Realms
Wee Jas LN Arcana, Death, Knowledge, Mind, Order Wizards force, necrotic, psychic Greyhawk

Culture Specific Gods I Stole

Some of these gods (Bane and The Traveler) weren't culture specific in their home setting, but are in mine because I think it works good. The rest are just the standard gods who created the main races.

Name Alignment Domains / Patrons Other Worshipers Divine Strike Source Culture
Annam All-Father N Arcana, Light, Knowledge, Nature - cold, fire, force Forgotten Realms Giant, Goliath
Bane LE Blood, Fear, Order, War / Hexblade Conquest paladins psychic, the same type dealt by the weapon Forgotten Realms Hobgoblin
Corellon CG Arcana, Life, Light, War / Archfey Bards radiant Forgotten Realms Elf
Eilistraee CG Life, Light, Nature / Celestial radiant Forgotten Realms Good Drow
Garl Glittergold LG Trickery Illusion wizards force, psychic Forgotten Realms Gnome
Gruumsh CE Inferno, Tempest, War - the same type dealt by the weapon Forgotten Realms Orc
Lolth CE Aspiration, Fear, Trickery, War Long death monks poison, psychic Forgotten Realms Drow
Moradin LG Forge, Knowledge - fire Forgotten Realms Dwarf
Persana NG Forge, Nature Artificers cold, fire, lightning Forgotten Realms Triton
Sseth CE Arcana, Blood, Death, Fear, Knowledge, Trickery acid, poison, necrotic Forgotten Realms Yuan-ti
The Traveler CN Forge, Knowledge, Trickery Artificers acid, fire, thunder Eberron Goblin
Yondalla LG Life, Twilight / Celestial - radiant Forgotten Realms Halfling

Chapter 3b. Lore: People of the World

Races on Panren

Most of the races function as they do in other campaign settings. The sections on races I didn't create will likely be short for that reason.

Common Races

Dwarf

Dwarves, regardless of subrace, are known for their love of smithing, stone, drinking, and comradery. Mountain and hill dwarves only differ in terms of physical build and environment: both have nearly identical culture. Mountain dwarves are one of the two major races in Zular and Frostport, and dwarves elsewhere are almost all hill dwarves. In addition to the axes and hammers they are known for in all worlds, these dwarves also invented a type of sword, known as a dao, that they use in combat alongside other weapons.

Elf

Unlike dwarves, elves vary highly based on subrace. High elves are often found in busy cities like Rockford and Valenville and are known for their love of self expression. They typically express themselves through art, literature, music, fashion, magic, and many other means. Wood elves are much less common, and are usually found in smaller towns too small to make it on most maps, although Murkwell is an exception to this. Wood elves care for the environment, the order of nature, and combat prowess. Sea elves have a similar culture to wood elves, but underwater. Some live near Moorblight, but most are from smaller, coastal towns.

Coming of Age

When an elf reaches adulthood, they typically seclude themself from the outside world for around a week to meditate and contemplate what and who they wish to be in life. When they return, in addition to the new name elves of most worlds choose at adulthood, they also may change their hairstyle and color, fashion sense, personality, gender, speaking tone, goals, and much more, leading to a potentially completely different person.

Goblin

Goblins are awesome, funny little creatures. They have a reputation for innovation, creation, and destruction. Their patron god, The Traveller, blesses them with the skill and creativity to make absurd, strange devices which often don't always work entirely as intended. While some goblins devote their lives to creation, most treat it as a hobby, electing to focus on a life of adventure, trade, or magical study. While some have negative views of goblins due to their unpredictable nature and rough attitudes, goblins are rarely actively malicious.

Goblins can cross breed with many types of humanoids, similarly to humans. Unlike humans, instead of producing half goblins, their children are still goblin, but with some different physical traits. Because of this, goblins vary wildly in appearance, but are all still goblins.

Goblin Names

Goblins names are usually two random words in common.
Ex: Garbage Kitty, Bread Stick, Bong Water. Strangely, about 1 in every 100 goblins is named Gooj. Nobody knows why.

Goliath

Goliaths almost always hail from the mountains of Zular and surrounding areas. Goliaths and dwarves have been friends since the dawn of civilization, and have grown similar civilizations across the mountains of the south. Compared to dwarves, goliaths value combat skill moreso than craftsmanship, and are more harsh in terms of competition and survival than their smaller allies. Despite these differences, a love of rock and stone has always united the two races.

Giant Heritage

All goliaths are obviously connected to giants, but some are more similar to specific giants than average. The most common goliaths are a middle point between stone and frost giants, but a few secluded or newer clans have a stronger connection to a specific type of giant. These goliaths look and sometimes act like smaller versions of their giant counterparts. Aside from standard goliaths, the next most common are cloud, found in some cities, and hill, found in smaller towns and farming communities.


Halfling

Halflings are another race defined by their subraces. Stout halflings are hardy and typically found on farms and around hill dwarves. They make up a large portion of Stormcrest and Cullfield. Lightfoot halflings tend towards big cities like Rockford and enjoy busy city life; working, meeting people, parties, and lots of people to befriend. Both groups together make up Roazon, the largest halfling city. Legends say a halfling with a rock is as accurate as an elf with a bow.

Lucky Charms

Every halfling has a lucky item. Typically, around the time a halfling becomes an adult, they select a lucky charm. It can be an item they had since childhood, or something they found recently but felt a special connection to. Halflings feel uneasy when apart from their lucky item, and it is considered rude to take one from a halfling, even a prisoner.

Uncommon Races

Gnome

They're not elves, they're not goblins, they're gnomes! Aside from Marimers, and to a lesser extent Zular and Murkwell, gnomes are quite the uncommon race. They typically are known for excelling in the arcane, even moreso than elves, although they tend to specialize more than generalist elf wizards. Rock gnomes are known for having the best artificers, although they tend to be stationary inventors instead of adventurers. Gnomes, like elves, can trace their history to the Feywild. Unlike elves, there aren't many gnomes still there.

The Delphrem

Aquatic gnomes are found among both smaller sea elf villages and the massive triton city of Moorblight. When they do head onto land, typically for adventure, they are known as the strongest of the shorter races. Unlike other gnomes, they are much less likely to stay in one place and are the most likely to become adventurers or nomads.

Human

Humans, what's to say. They are found anywhere, are known for anything and everything. Some are specialists, some are generalists, but all are quite skilled in their area(s). The best and worst are found among them.

Humans are known for being the main cause of half races, like half-elf and tiefling. This is both due to their bland and nonmagical genetics being more compatible with other creatures, and some humans being willing to stick it in anything that moves. This provides the race with a certain stereotype.

"If it can breathe, it can breed!" - A dwarvish saying said to be an ancient human proverb. It's not. Some dwarf just made it up and lied because it's funny.

































Shifter

Shifters are humanoids with animal traits. The stereotype of shifters is that one of their parents is a lycanthrope, but they can actually come about from many different ways. They can be the child of a shifter and a normal humanoid, they can come about via magic, or even just come about by being born in the Feywild.

These animal people go by many names depending on who you talk to. Shifter was the original term, coined based on their relation to lycanthropes, but beastkin or beastfolk have begun to catch on in the past few years. Animal specific names, such as wolfman or catboy, are also used.

Unlike other humanoids that are variations on normal races, like tieflings and genasi, shifters typically group up with each other instead of staying among their humanoid kind. This sort of pack mentality leads to small villages consisting entirely of shifters, or neighborhoods in larger cities.

Because of their strange nature, shifters can breed with races normally not compatible with their humanoid half. An orc and elf normally could not have children, but if one is a shifter, they can, and the children will be shifters of their mother's race.

Triton

Triton are the most common aquatic race, mostly hailing from their capital of Moorblight. They were formerly nomadic, but upon finding a rift in the Shadowfell under the ocean, they set up a massive city around it to slay any monsters that come from the shadowfell before they can make it to land.

Rare Races

Aasimar

Aasimar are angelic, celestial humanoids that come in two main varieties. They either have an obvious celestial heritage, such as small wings not capable of flight, glowing eyes and markings on their skin, or other outward markings, or they look exactly like a normal person of their mortal heritage. They are assumed to always be heroic and willing to do anything for the good of the world, so many who don't wish to be well-known heroes hide their race and easily blend in with the rest of their mortal family.

Changeling & Doppleganger

Few people are comfortable in the presence of a shapechanger in their true form. They usually take the form of someone else, so if they present themselves in their true form, something suspicious is up. Despite a few changelings vowing to not impersonate people and to help the world around them, they are still rarely accepted in society. Most shapechangers make up a persona that acts how they normally act, but with an appearance that arouses less suspicion.

The difference between changelings and dopplegangers is distinct. Changelings are half-dopplegangers and act more like other humanoids. Dopplegangers have an alien mindset, similar to lizardfolk, and have a harder time pretending to be someone for extended periods of time. Many of them have a hard time adapting to humanoid cultures. Although they can still perfectly mimic others, they tend to change form more often.

True Form and "True" Form

A changeling's true form is very plain and simple. The only difference between changelings' true forms is height, hair color, and some slight body shape variation. Most changelings create a form they call their true form, used when not trying to hide their race but wanting to have more individuality than their actual true form. This can include anything they could otherwise replicate, like hair color, height, and even some unusual flair like tiefling horns or a shifter tail.

Dragonborn

Dragonborn, also known as half-dragons (I know they're different things in standard D&D settings, they're the same thing here) are mortals with a connection to the blood of the immortal dragons. Dragonborn, aside from gem and gray, feel a strong pull towards good and evil. They are rarely neutral, to the point where a gold dragonborn is more likely to be evil than neutral.

    Dragonborn also collect small hoards, sometimes of things too strange for a real dragon, like chairs or socks. Smaller hoards can even be carried on their person, like a jar of assorted teeth.

Despite the lack of most types of dragons on the continent, all types of dragonborn can be found. Typically they feel most at home in biomes similar to where their dragon ancestor would set up a hoard, although Stormcrest attracts dragonborn in general.

Dragonborn on the Shadowfell can be corrupted in the same way a dragon would become a shadow dragon.

Dragon Blood

A half-elf and an elf can have children, then that generation has children with elves, and eventually the human half will be basically nonexistent. Dragonborn don't work like that. Dragon blood never runs thin. Anyone with a dragon as an ancestor will always be a dragonborn, even after potentially thousands of generations.

Florus

(Concept and lore by Skyler, features by me)

The florus are a race of people that literally sprouted up from the ground. They look similar to humans with the addition of distinctly plant-like features, such as leafy hair, a green tinted skin tone, or vines or stamens sprouting from their body. Typically, they come from areas with a lot of ambient magic: places that cross over to the Feywild, the abandoned ruins of a wizard's tower, a battlefield that was riddled with spells, or just anywhere that has a lot of magic floating around. The magic mingles with the surrounding flora, and transmutes it into a sentient creature.

Florus can also reproduce the typical way, creating hybrids of their respective plant-origin if the two differ, and contributing to a wide variation among the race. Their plant-origin plays a part in how they may look or act, with things like height, coloring, and typical demeanor usually depending on it. For example, a florus that sprouted from a tree may be tall and stubborn, while one that came from a dandelion may be more petite and carefree.

Despite their surface similarities to dryads and nymphs, florus are not fey. They are humanoid creatures, and unlike dryads that are bound to a single tree, they have no separate life force that they depend on, allowing them to travel far distances from where they grew.

Genasi

Genasi, other than adventurers, are almost always found where you'd expect. Earth genasi are found in plains and hills, fire genasi are found near warmer climates, air genasi often live in the mountains, and water genasi either live on the coast or underwater. Genasi are quite varied in size, based on their mortal parent. While genasi feel a call towards certain biomes, they can also be found among those of their mortal side, such as a halfling genasi in Roazon.

Half-Elf

To humans, half-elves look like elves, and to elves, they look human. High elves and sea elves don't particularly mind half-elves, but drow and wood elves aren't fond of them. Drow see them as imperfect and a sign of human influence on their culture. Wood elves don't quite see them as an affront to nature, but they simply don't care for having them in their family due to their inferior lifespan.

Shadowfolk

Due to coming from the shadowfell, shadowfolk may seem like a group that would experience a wary reaction similar to tieflings. They both come from a place most commoners would know only as "an evil place full of monsters". Shadowfolk, however, have a much different history. They were once normal humans, but after generations of being trapped in the Shadowfell, they evolved and adapted. The shadowfell is a very dangerous place, and the only way to survive without some powerful weapons is to stay hidden.

While some shadowfolk have made their way to the material plane, many stay on the Shadowfell. Now that these former humans have adapted to survive, they are easily able to hide from any of the various threats across the plane. Those who did come to the material plane had previously been met with suspicion, but once the history of the race became common knowledge this unease quickly faded. Some shadowfolk have used their affinity towards stealth to become criminals, which would harm their general reputation if they were ever caught.

Hatred of the Queen

Shadowfolk have an intense hatred for the Raven Queen. Both the shadar-kai and shadowfolk came to the plane as elves and humans around the same time. While she offered safety to her elves, shadowfolk were denied any help in surviving the conditions of the Shadowfell. Shadowfolk who follow gods tend to follow gods of undeath, out of spite.

Tiefling

The average commoner is likely to be wary around any of the less common races associated with negativity (usually unfairly), such as orcs and shapechangers. No race exemplifies this quite like tieflings. Their lower planar heritage is usually obvious to anyone who sees them. Whether they have an infernal ancestor or made a deal with a devil, the average commoner will usually assume the latter.


Infernal Quirks

Your tiefling might not look like other tieflings. The Sword Coast Adventurer's Guide recommends choosing ld4 + l of these features for a more unique tiefling. This list combines the traits from that book, along with a few more.

d100 Quirk
1-3 small horns
4-6 fangs or sharp teeth
7-9 forked tongue
10-12 catlike eyes
13-15 six fingers on each hand
16-18 goatlike legs and cloven hoofs
19-21 forked tail
22-24 leathery or scaly skin
25-27 skin color other than red
28-30 cast no shadow or reflection
31-33 exude a smell of brimstone
34-36 multicolored skin or eyes
37-39 vestigial or nonfunctional wings
40-42 more than two horns
43-45 claws
46-48 scars that glow
49-51 no tail or no horns
52-54 solid color, glowing eyes
d100 Quirk
55-57 exude harmless, odorless smoke
58-60 one or three eyes
61-63 spikes protruding from the spine
64-66 finned ears
67-69 hot or cold to the touch
70-72 gemstone horns
73-75 tail ends in a vestigial hand
76-78 hair catches fire when angry
79-81 forearm and shin fins
82-84 light weight and hollow bones
85-87 echoing voice
88-90 extra long, thick, and/or heavy tail
91-93 insectoid tail
94-96 cry or sweat blood
97-99 unusual or multiple genitalia
100 none - you appear as a normal member of your mortal heritage

Tieflings come in a variety of colors, with infernal ones tending towards red and abyssal tending towards purple, although exceptions aren't unheard of. The most definitive way to tell the difference between an infernal or abyssal tiefling is if they change. Abyssal tieflings change over time, growing another horn over the course of a few weeks before it falls off or recedes, or grow gills overnight which last for a few days.

Each infernal tiefling either has a connection to an archdevil or one of the seven deadly sins. The sin can be one their ancestor embodied and was passed down, or it could be unique in the bloodline to match that teifling's personality.

Yugoloth Cursed

Tieflings related to yugoloths look much less like other tieflings and much more like the yugoloth they have a connection to. Many of these tieflings come from curses or bargains, although some still come about the normal way. They lack the resilience of other tieflings, but they instead have the yugoloths' innate ability to teleport.

Races from the Underdark

Dark Elf (Drow)

When a drow selects an adult name, it is not seen as a moment of total change. They are expected to act as they did and look as they did, and it is not made to be a cause of celebration as surface elves do.

Drow males are treated as second class citizens, as they are in most worlds of D&D. Instead of accepting the role of foot soldiers and slaves, in this world they often flee for elsewhere in the multiverse. While higher ranking drow attempt to prevent this, they will rarely attempt to hunt down someone who actually escaped.

There's also good drow now, but I don't really feel like writing lore for them so just go to page 56 of Tome of Foes and read the part about Eilistraee.

Deep Gnome (Svirfneblin)

how am i supposed to pronounce that

Fomorian Goliath

When a fomorian curses a goliath, the curse functions differently. It remains until magically removed, as it sticks stronger to the giant blood of goliaths. After generations of the curse, these goliath families have become permanent bearers of the curse. While this curse deforms them in the same way it did to the giants, it also grants them similar powers.

Ghostwise Halfling

In the underdark, almost everything around every corner is out to kill or enslave you. The only things down there that aren't evil are the reclusive deep gnomes, and the duo of ghostwise halflings and flumphs. Ghostwise halflings adapted to the underdark with darkvision, but their time among flumphs also caused them to gain a lesser form of psionic telepathy. Ghostwise halflings are just as kind as their surface counterparts, but their sense of humor can come off as rude, deadpan, or depressing, depending on the individual. Regardless of how they come off, they typically mean well.

Ghostwise halflings typically pass their lucky charms to their children, instead of finding new ones themselves.

Gray Dwarf (Duergar)

Duergar were once the slaves of mind flayers. After breaking free of their slavery, they became slavers themselves. They have an extreme hatred for mind flayers, drow, surface elves, surface dwarves, and most people in general. Oddly enough, they agree to trade with only deep gnomes. Deep gnomes aren't happy about working with slavers, but there aren't many other allies down there.

Kuo-Toa

Kuo-toa have the unique ability to create gods out of sheer belief. This ritual requires thousands of kuo-toa to participate in a ritual, and hundreds to be sacrificed. Gods they create are typically for super specific and niche topics and are rarely known outside of the group that created them.

Kuo-toa society is ruled by religious officials, and their whole society revolves around the worship of gods they created or the creation of more.

Small groups of kuo-toa can be found outside of the underdark, near the southeastern bay of Elossar.

Mind Goblin

mind goblin dis dick

Nox Human

Nox humans are the rarest race in the underdark. Despite generations of living in total darkness, humans are just so biologically nonmagical that they weren't able to develop any kind of darkvision. Instead, they learned to feel the ground beneath them. By standing in place, they can hone their senses to feel any movement on the ground nearby. This was of no use against drow and their marksmen, but they adapted further. By making homes in narrow passageways, they reduced the places for ranged attackers to avoid their tremorsense. Like surface humans, they tend towards no alignment in general, despite living in the same place that turned most others to evil.


































Races from Other Continents

Elossar

Bugbear

Every continent has their own type of goblinoid, and bugbears are native to the jungles of Elossar. They enjoy beating people to death, and are quite skilled at it. Aside from the occasional goblin who adventures into the jungle or comes from the underdark, they attack most other humanoids on sight, just for the fun of it.

Cho'l

Little is known about cho'l. Almost nobody on Panren knows that cho'l exist. They have a large, hidden city and a more prominent presence on the outer planes.

Lizardfolk

Strange lizard people have been found living in the jungles on the southern half of the continent. They have unusual customs and a diet consisting of other humanoids, but they are surprisingly civil and open to trade. As much as they want to eat you, they don't attack without reason and tend to keep to themselves.

    Tabaxi

     Tabaxi are the most common race in the jungles of

 Elossar, but even that isn't saying much. The jungles are

 more populated with monsters than people, so the ability

 to climb high helped them outlast many other races. They

 build villages high up on trees or in cliff faces. They live in

 much more safety than lizardfolk, bugbears, and tortles.

 They also have their own language now.

      Tabaxi are usually very dismissive towards feline

  shifters, thinking of them as lesser.

      Tortle

       Tortle are the most peaceful race in the jungle. They try

   to avoid fighting by hiding in their shells for stealth and

   defense. This keeps the bugbears and some monsters

   away, but they don't hesitate to fight back against other

   monsters. They enjoy trade with the lizardfolk and tabaxi

   villages near them, as well as with the new adventurers

   from Panren.

     Yuan-Ti Pureblood

      Yuan-ti were thought to have been extinct up until recently. Thousands of years ago, the races of the jungle worked together to try and eliminate them, although they weren't entirely successful. Some of them had managed to escape and hid in the Underdark, carving out what would one day become a massive underground city hidden within a vault.

Recently, they have reclaimed a small part of the jungle, and hold much more territory in the Underdark. Their vault city will always be their capital, however, due to its size and security. The jungle has less connections than the Underdark and is thus less valuable to them, however they still made sure to take enough land to grow poisonous plants. These plants are primarily used as food, since yuan-ti are immune to poison and actually enjoy the taste of most poisons.

Vrokver

Aside from the races listed below, the following races are also found on Vrokver: Dragonborn, Gnome, Eladrin, Human, Mountain Dwarf

Half-Orc

Half-orcs are the descendants of humans and orcs. How they act varies based on if they were raised by humans or orcs.

Hobgoblin

Hobgoblins are the war, history, and magic loving people of the eastern half of the continent. Since the dawn of their society, they have either been at war or between wars with the orcs to the west. Their more organized society attracts some of the dragonborn and humans of the continent to fight for their side.

ORC

ORCS ARE VERY SIMILAR YET VERY DIFFERENT TO HOBGOBLINS. ORCS ENJOY THEIR CONSTANT STATE OF WAR THEY SHARE WITH THEM, BUT INSTEAD OF VALUING LAW AND ORDER, ORCS REVEL IN CHAOS AND DESTRUCTION. ORCS SMASH THINGS, EAT PEOPLE, AND LOVE THE BLOOD OF THEIR ENEMIES AND LOVE THE FRIENDS. ORC LANGUAGE ALSO HAS NO LOWERCASE LETTERS, IF IT WASN'T OBVIOUS.

IN SOME WORLDS, ORCS ARE GREEN. IN 5TH EDITION BOOKS THEY ARE MOSTLY GRAY. IN THIS WORLD, ORCS CAN BE BOTH COLORS BECAUSE THAT IS FUN. ALSO BLUE, I GUESS, BECAUSE THE ONE IN MONSTERS OF THE MULTIVERSE IS FUCKING BLUE.

ORC SEX

ORCS HAVE ONE SEX, ORC. ORCS REPRODUCE SIMILAR TO FREE-LIVING FLATWORMS, IN THAT THEY FIGHT TO SEE WHO IS MAN ORC AND WHO IS WOMAN ORC. THIS IS BIG PART OF ORC WEDDING TRADITION. ANCIENT ORC PROVERB SAYS "TO LEARN MORE, CHECK OUT THE WIKIPEDIA PAGES FOR 'TRAUMATIC INSEMINATION' AND 'PENIS FENCING'." OTHER PEOPLE THINK ORC WOULD TREAT WOMEN DIFFERENTLY BECAUSE THEY 'LOSE' SEX BATTLE. ORC CALLS YOU SEXIST, WHEN ORC FIGHT ORC, THERE IS NO LOSER. BOTH GET STRONGER, SHOW OF LOVE, NO LOSERS. EVEN IF THERE WERE LOSERS, LOSING ONE FIGHT IS NOTHING. ORC SOCIETY BANS SEXISM UNDER PENALTY OF HIT ON HEAD WITH HAMMER.

Races from Other Planes

Eladrin and Aysiir

On the Feywild, the two primary types of elves are the Eladrin and the Aysiir.

Eladrin can trace their lineage back to one of the fey courts, be it an archfey or other noble advisor. Those staying on the Feywild are similar to the high elves of the material plane (pricks). Many of them leave to adventure across other planes, and there is a small island of only eladrin found on Vrokver.

Oh, and they're also tall. If you roll height as listed in Tome of Foes (4'6" + 2d12) add a foot. Also add 20 pounds to the base weight to balance this.

Unlike the eladrin who trace their lineage to the fey courts, aysiir are the common folk of the Feywild. High and wood elves descended from aysiir who made their homes on the material plane.

Aysiir are known for their pastel colored hair and pale, almost glittery skin. They typically stand a few inches taller than wood and high elves, but still much shorter than eladrin. They also have longer ears than other elves, and their ears move on their own to express emotion, like a cat or dog.

Feywild Halfling

Feywild halflings are, as the name implies, halflings from the Feywild. They are commonly found living among fairies and pixies, causing some to believe they evolved from fairies. They are set apart from other halflings by their elven ears, tiny wings, and glittery hair and skin. When they run, they can hover a bit off the ground, leaving a train of illusory glitter.

Firbolg

Firbolg are the biggest humanoids, bigger than even storm goliaths. They are similar to goliaths in that they can trace their lineage back to giants, but their giants are the Feywild giants, who were eventually cursed and cast out from the Feywild. Those giants then became the first fomorians.

Firbolgs love peace, nature, pot, and friendship. In the chaotic world of the Feywild, firbolgs are always a welcome sight to adventurers.

Firbolg tieflings are almost unheard of, as are aasimar and genasi. Shifters, however, are much more common among them. If you are a fan of the Critical Role interpretation of firbolg as being cow-like, consider a beasthide shifter with a firbolg mortal half for a similar appearance.

Giff

Giff arrived from a mysterious world on a flying ship. The ship crashed into one of the tallest buildings on Sigil, and the giff inside were questioned as to their origins. They spoke many languages, but none of them were understood by anyone, even with magical intervention. Eventually, they were able to communicate with drawings that they came from another world completely different from this one, and have no clue where they are or how they got here. The gith allowed them to stay in the city after they shared their advanced techniques in building firearms. After generations, the giff are quite sparse but known for their love of making things explode. The building their ship crashed into did not fall, as the ship wasn't big enough to knock it down, however the building repaired around the crashed ship, giving it a recognizable outline on the Sigil skyline.


Githyanki

Githyanki are the race that runs the biggest city in the multiverse. After their lich-queen was slain by The Lady of Pain, the gith admired her superior power and agreed to serve her instead. Now, gith almost all live in either Sigil or near a portal there. Almost all government jobs are held by gith, including law enforcement. They also make up a large portion of private security. They are known for being fierce warlords, although some become normal members of society, making money in ways other than violence.

Infernal Goblin

Infernal goblins, also known as hoblins, are a distinct race from half-goblin tieflings. While tieflings can come about from pacts and fiend blood, hoblins are a natural evolution of goblins from The Nine Hells. They look like goblins but a little bit shorter and wider, and also red. They are rarely found outside of the lower planes.

They combine the typical goblin naming convention of two random common words with tiefling virtue names, being given the first word of their name at random by their parents and choosing the second word once they reach adulthood.

Shadar-Kai

Shadar-kai are the gloomy elves of the Shadowfell, and the servants of The Raven Queen. She provides them with safety from the horrors of the Shadowfell, and they serve her in her realm or spread her word elsewhere.

Gravekeepers

Every major city has a graveyard dedicated to The Raven Queen. People who don't have a religious affiliation or can't afford another gravesite are buried there. A shadar-kai watches over the graves to keep necromancers out, but does not much else aside from dig holes and kill necromancers. They are gifted with immortality, never aging as long as they stay within her graveyard.

Special Races

Githzerai

Githzerai used to be found across the multiverse. Around 4,500 years ago, almost all of them went missing. Githzerai can still be found on occasion, but questioning them regarding where they came from yields no (true) answers.

Hexblood

Hexbloods come about from dealings with hags. While most are created by a hag using the deal to alter the person against their will, some come about in other ways. Sometimes someone will make a deal with a hag, know of their tricky ways, and use their superior power to intimidate them into going through with the deal properly. Even despite this, deals witch alter someones physical form will usually result in a hexblood even if the hag didn't intend for it to. Others willingly undergo this transformation, and many hags accept this, as this can allow them to test new magic and potions on the willing test subject.






















































Hybrid Genasi

Hybrid genasi typically come from two genasi parents, although they can come from the same methods as standard genasi, such as exposure to dangerous elemental magic. Their personalities are usually influenced by their genie heritage, and can lead to some very exaggerated personality traits. Despite this, many hybrid genasi find themselves drawn to positions of leadership.

Kenku

After the destruction of their utopian flying city in the plane of air, the few kenku who survived have been scattered across the multiverse with no place to call their own. After a decade of trying to survive in some of the harsher places, only 25 are left alive.

Reborn

Reborn are rare to see, and are typically the result of a failed resurrection. Resurrection magic done with cheaper components might sometimes be someone's only option, but it can cause complications. Some reborn can be created by normal people spending excessive amounts of time exposed to high levels of necromancy magic, such as the Shadowfell or The Emptiness. Reborn can be created in other ways, as listed in their source book, but they always have at least one real person as the base of the reborn, giving them at least one soul.

Vampire Kin

Vampire kin are up there with clockwork elves and kenku as one of the rarest naturally occurring races. You may think they should be more common, since vampires are sexy to us real people, but to people who live in a world with vampires, the idea of a blood-sucking undead that kills you is quite terrifying.

Vampire kin can come in many varieties. Dhampir are the children of a vampire and a mortal. A lesser vampire is a vampire who is weaker than most others. A near death encounter with a vampiric mist could leave a mortal corrupted beyond healing.

Custom Lineage

"Custom lineage isn't a race!" I know, but that doesn't matter. I still have some things to say about it. It's whatever you want it to be, and because of that, I want to suggest a few ways you could use it to get your ideas going. Each will include either a skill or darkvision, a feat, and a background feature.

  • Half-elf half-orc: darkvision, savage attacker, elvish heritage
  • Far realm entity (in humanoid form): darkvision, telekinetic, dark gift
  • Variant changeling: deception, imposter, false noble
  • Literal shifter: survival, animal form, simple mimicry
  • Chaos genasi: darkvision, gift of the chromatic dragon, do not ask for this one. you do not want to explode.
  • Goblin Wizard blessed by The Traveler: darkvision, eldritch adept (hands of creation), Rockford university arcana major

Random Facts I Have Nowhere Else To Put

These are jokes that became real, pointless facts, and whatever else I felt like making known.

  • Dwarves invented bacon cheese fries.
  • Sigil is square instead of round, and is "like if New York City was the size of Ohio".
  • The outer planes run on modern (2008) technology.
  • Foreskin doesn't exist.
  • Toilets don't exist, or need to. Humanoids are evolved enough to not waste anything they consume.
  • There is only one dragon on the continent of Panren, a bronze dragon near Stormcrest. The rest died.
  • Graystone Metalworks is a continent-wide chain of average, boring blacksmith shops. They make weapons and tools, but never take custom orders. They drive many smaller blacksmiths out of business.
  • Nobody has ever been homophobic, ever.
  • Elves (not drow) don't quite 'get' the concept of gender playing a role in attraction, due to societal norms.
  • Transphobia exists, but only in drow society because Lolth is a bitch and gives me terf vibes. Actually, other Underdark douchebags like Duergar too.
  • Donny's is a breakfast chain open 24/8 known across the continent for being "good enough, I guess."
  • Also, here's the calendar. You should probably pick a birthday.
  • Florus inhale carbon dioxide and exhale oxygen. If one is in an airtight space, such as a Bag of Holding, with a Medium or Small creature that breathes normally, they can support each other indefinitely.
  • Spiders are monstrosities as well as beasts (hybrid nature), and can only be found in the Underdark. I hate them and they are banished for their sins.
lore that was added because people rolled the wheel

4a. Adjusted Races

Abyssal Tiefling Traits

After appearing in one Unearthed Arcana and never again, I miss the randomness they had with their spells and wanted to expand on it.

Suggested Ability Score Increase. Your Constitution score increases by 2 and your Luck score increased by 1.

Age. Abyssal tieflings have a mostly random lifespan, ranging between 40 and 300 years.

Size. Your size is Medium or Small, depending on your mortal heritage. You choose the size when you select this race.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.

Abyssal Resistance. You have resistance to one type of damage. Whenever you finish a long rest, roll on the damage table below. You have resistance to that type of damage until you finish your next long rest. If you already resist that damage type due to a class feature, feat, or something other than a magic item, you can roll again and use the new roll.

d8 Damage Type
1 acid
2 cold
3 fire
4 force
d8 Damage Type
5 lightning
6 poison
7 psychic
8 thunder

    Abyssal Arcana. Each time you finish a long rest, you gain the ability to cast a cantrip and spells randomly determined from the random spell charts found in chapter 14. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.

You can cast a spell gained from this trait once without expending a spell slot. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. You can also cast these spells using any spell slots you have of the appropriate level. These spells don't require material components when you cast them.

At the end of each long rest, you lose the cantrip and spells previously granted by this feature, even if you did not cast them. You replace those cantrip and spells by rolling for new ones on the random spell charts. Roll separately for each cantrip and spell.

Constitution, Intelligence, Wisdom, Charisma, or Luck is your spellcasting ability for these spells (choose the ability when you select this race).

    Ever-Changing Form. Roll on the following random traits table. You gain that trait until you finish 1d8 long rests, at which point you roll again and replace the previous trait with the new one. These traits physically manifest in a way of your choice, such as growing gills and fins if you roll a 1, or enlarged horns if you roll a 7.

d12 Trait
1 Child of the Sea. You have a swimming speed equal to your walking speed, and you can breathe air and water.
2 Fleet of Foot. Your base walking speed increases to 35 feet.
3 Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
4 Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
5 Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
6 Deathless Nature. You don't need to breathe.
7 Natural Weapons. Your horns, tail, or claws become natural weapons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier damage of the same type as your current Abyssal Resistance, instead of the bludgeoning damage normal for an unarmed strike.
8 Fey Hover. When you take the dash or disengage action, you ignore difficult terrain until the end of your turn, as you hover a few inches above the ground.
9 Superior Darkvision. Your darkvision has a radius of 120 feet.
10 Desert Born. You are naturally adapted to hot and cold climates.
11 Reach to the Blaze. As an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
12 Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Common and Abyssal.

Dark Elf (Drow) Traits

Good Drow weren't really common until this edition, and Baldur's Gate 3 decided to add the lore that the evil ones have red eyes, and I like that, so I'm stealing that. Drow who are sworn to Lolth have red eyes forever, even if they leave her cult (Minthara and Sorn) while Seldarine Drow can have any eye color, with purple being the most common.

Suggested Ability Score Increase. Your Charisma score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Extra Languages. You can speak, read, and write Undercommon.

Lolth-Sworn

Drow are terrifyingly evil, even down to their biology. Just trust me, don't read up on Chad-zak, worst mistake of my life.

Drow Magic. You know the actual spiders cantrip. When you reach 3rd level, you can cast the cause fear spell as a 2nd-level spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can also cast the web spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Drow Weapon Training. You have proficiency in shortswords, rapiers, hand crossbows, and whips.

Seldarine

Drow who have been freed from the cult of Lolth turn to one of the Seldarine gods, or Eilistraee who isn't part of the Seldarine but is still a good elf god.

Seldarine Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can also cast the moonbeam spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Seldarine Weapon Training. You have proficiency in scimitars, katanas, pistols, and revolvers.

Dragonborn Traits

Dragonborn have new options based on new dragon types, plus some other bonuses.

Suggested Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.

    Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. Due to dragons not dying of old age dragonborn can often live for around 400 years.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw (DC 8 + your Constitution or Charisma modifier + your proficiency bonus), the type of which is determined by your draconic ancestry. A creature takes 2d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.

You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Amethyst Force 15 ft. cone (Str. save)
Black Acid 15 ft. cone (Dex. save)
Blue Lightning 15 ft. cone (Con. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Cobalt Fire 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Crystal, Gray Radiant 15 ft. cone (Con. save)
Deep Psychic 15 ft. cone (Wis. save)
Emerald Psychic 15 ft. cone (Int. save)
Green, Steel Poison 15 ft. cone (Con. save)
Gold, Red Fire 15 ft. cone (Dex. save)
Lunar,
Sea Serpent,
Silver, White
Cold 15 ft. cone (Con. save)
Moonstone Radiant 5 by 30 ft. line (Dex. save)
Purple Fire 5 by 30 ft. line (Con. save)
Sapphire Thunder 15 ft. cone (Con. save)
Shadow Necrotic 15 ft. cone (Dex. save)
Solar Radiant 5 by 30 ft. line (Con. save)
Time Force 15 ft. cone (Con. save)
Topaz Necrotic 15 ft. cone (Con. save)
Turtle Fire 15 ft. cone (Con. save)

    Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Draconic Magic. You know one of the following cantrips of your choice: dragon ray, draconic blade, light, or thaumaturgy. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you select this race). Unlike other racial spells, you still require material components for dragon ray and draconic blade, although you always have access to the components for at least your damage type.

Some dragonborn take to collecting scales of other types of dragon and dragonborn and having them added to their body. Doing so requires 10 gp worth of magical medicine and an hour long ritual, and it removes one of your scales (painfully) to add another in its spot. Or you could just keep the different scales in a bag like a normal person.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Ghostwise Halfling Traits

Ghostwise halflings have the following traits in common, in addition to the traits they share with other halflings.

Suggested Ability Score Increase. Your Luck score increases by 1.

Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature can understand you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Darkvision. Accustomed to life in the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Extra Language. You can speak, read, and write Undercommon.

Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Suggested Ability Score Increase. Your Constitution score increases by 1.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Your heritage may impact this, as someone who is a genasi with an elf parent may live past 500 years.

Size. Genasi are as varied as their mortal parents. Your size is Medium or Small. You choose the size when you select this race.

Speed. Your base walking speed is 30 feet.

Darkvision. Due to your elemental heritage, you can see in dim light within 60 feet 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.

Languages. You can speak, read, and write Common and Primordial.

Subrace. Four major subraces of genasi are found among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces or one of the cooler ones that I made.

Air Genasi

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Suggested Ability Score Increase. Your Dexterity score increases by 2.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind. Your base walking speed increases by 5 feet. When you take the dash or disengage action, you ignore difficult terrain until the end of your turn, as you hover a few inches above the ground.

In addition, your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Djinn Legacy. You know the gust cantrip. When you reach 3rd level, you can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Earth Genasi

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

Suggested Ability Score Increase. Your Strength score increases by 2.

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.

One with Stone. You have a climbing speed of 25 feet.

Dao Legacy. You know the mold earth cantrip. When you reach 3rd level, you can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Fire Genasi

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

Suggested Ability Score Increase. Your Intelligence score increases by 2.

Reach to the Blaze. As an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Fire Resistance. You have resistance to fire damage.

Inner Flame. As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. You can also dim this light as a bonus action, reducing the bright light to a 10-foot radius and dim light for an additional 10 feet, or just dim light out to a 5-foot radius. This light lasts for 1 hour, or until you extinguish it as a bonus action. You give off heat, similarly to sitting around a campfire, to creatures within your bright light.

Efreet Legacy. You know the control flames cantrip. When you reach 3rd level, you can cast the Aganazzar's scorcher spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

Suggested Ability Score Increase. Your Wisdom score increases by 2.

Amphibious. You can breathe air and water.

Acid Resistance. You have resistance to acid damage.

Call to the Wave. You have a swimming speed equal to your walking speed plus 5.

Marid Legacy. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water as a 3rd level spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a short or long rest. You can also cast this spell using any spell slots you have.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Githzerai Traits

The githzerai have been missing for over four thousand years. While the githyanki still roam Sigil and the astral plane, the githzerai are almost never seen. When they do come into contact with other humanoids they are very secretive about their home and life.

Suggested Ability Score Increase. Your Wisdom score increases by 2.

Darkvision. You can see in dim light within 60 feet 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 green.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Mental Discipline. You have advantage on saving throws against the charmed, frightened, and poisoned conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds and bodies.

Githzerai Psionics. You know one cantrip. When you reach 3rd level, you can cast a 1st level spell at 2nd level spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast a 2nd level spell spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race). When you cast them with this trait, they don't require components.

The spells you know are determined by your area of training. Choose one of the following psionic traditions for your githzerai.

Offensive Psionics. mind sliver, dissonant whispers, Tasha's mind whip

Defensive Psionics. resistance, shield, blur

Utility Psionics. message, comprehend languages, detect thoughts

Geokenisis. mold earth, earth tremor, Maximilian's earthen grasp

Telekinesis. mage hand (the hand is invisible), catapult, levitate

Manipulation. friends, command, suggestion


Goblin Traits

Goblins are here and only changed a tiny bit. The main reason they are here is to allow for subraces in the next chapter.

Suggested Ability Score Increase. Your Luck score increases by 2.

Age. Goblins reach adulthood at age 8 and can live up to 60 years. They often die young, but, like rabbits, they have a way to counteract this.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 90 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. You can see in dim light within 60 feet 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.

Fury of the Small. When you damage a creature or object with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level plus the number of size categories larger than you it is, and the type of damage is determined by your subrace.

After you use this trait, you can’t use it again until you finish a short or long rest.

Gift of Creation. Due to a mystical connection with your creator, you have proficiency with one of the following artisan's tools of your choice: Smith's tools, alchemist's supplies, or tinker's tools. When you make an ability check using any of these tools, you can use your Luck modifier in place of your Intelligence modifier.

Languages. You can speak, read, and write Common and Goblin.

Subrace. There are three types of goblins: surface, mind, and infernal. Choose one of those subraces. Or else.

Surface Goblins

Surface goblins are the most common type of goblin. They are known for their unusual names, creativity, and love of adventure.

Suggested Ability Score Increase. Your Dexterity score increases by 1.

Built for Destruction. Your Fury of the Small feature deals thunder damage.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Yeet of Foot. Your base walking speed increases to 30 feet.

Goliath Traits

After the One D&D playtest gave goliaths different options for different giant types, I had to revise what I did to include these awesome new subraces.

Suggested Ability Score Increase. Your Strength score increases by 3.

Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Giant's Weapons. You have proficiency with greatclubs, rocks, slings, and long slings.

Hybrid Nature. You have two creature types: humanoid and giant. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, read, and write Common and Giant.

Subrace. A few goliaths can trace their lineage back to a specific type of giant. Most cannot, and are simply known as "goliaths". Choose the following subrace, or one from the next chapter:

Standard Goliath

The average goliath in Zular falls into this category, having a lineage somewhere between stone and frost goliaths.

Natural Athlete. You have proficiency in the Athletics skill.

High in the Clouds You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.

Giant's Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

High Elf Traits

High elves have two sub-subraces in my world, since I felt like it. They're pretty self-explanatory. Despite being reprinted, the normal high elf is unchanged.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Pursuit of Knowledge

    Suggested Ability Score Increase. Your Intelligence score increases by 1.

Wizard Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it.

Extra Language. You can speak, read, and write one extra language of your choosing.

Pursuit of Beauty

    Suggested Ability Score Increase. Your Charisma score increases by 1.

Bard Cantrip. You know one cantrip of your choice from the bard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it.

Artist. You gain proficiency in either a musical instrument or one of the following types of artisan's tools: calligrapher's supplies, glassblower's tools, jeweler's tools, painter's supplies, or weaver's tools.

Hobgoblin Traits

Hobgoblins are one of the major races in Vrokver, although they are almost unheard of in Panren.

Suggested Ability Score Increase. Your Dexterity, Constitution, and Intelligence scores each increase by 1.

Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Martial Training. You have proficiency with pistols, muskets, two more weapons of your choice, and with light armor.

Tactical Training. You have proficiency in one of the following skills of your choice: Athletics, Arcana, History, Insight, or Intimidation.

Magical Training. You know one cantrip of your choice. The cantrip must either be from the wizard spell list or deal damage. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

Saving Face. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 60 feet of you (maximum bonus of +5).

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common, Goblin, and one other language of your choice.

Human Traits

It’s hard to make generalizations about humans, but your human character has these traits.

Ability Score Increase. Your Luck score increases by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Human Versatility. You have proficiency in one skill and one tool of your choice.

Languages. You can speak, read, and write Common and one extra language of your choice.

Subrace. Aside from nox humans, the other 'subraces' are just types of training. Pick one.

Common Human

You are a jack of all trades, but master of none.

Ability Score Increase. Each of your ability scores each increase by 1.

Basic Combat Training. You have proficiency in light armor, one simple weapon, and one martial weapon of your choice.

Extra Language. You can speak, read, and write one extra language of your choosing.

Variant Human

You are a jack of one trade, master of that one.

Ability Score Increase. Two of your ability scores each increase by 1, or one ability score increases by 2.

Feat. You gain one feat of your choice.

Infernal Tiefling Traits

Tieflings are humanoids influenced by an entity from The Nine Hells. They can come about in many different ways.

Suggested Ability Score Increase. Your Charisma score increases by 2, and one ability score of your choice increases by 1.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Size. Tieflings, like other 'modified' races, are as varied as their mortal parent. Your size is Medium or Small. You choose the size when you select this race.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.

    Infernal Connection. You have an infernal connection. Choose one of the seven deadly sins or archdevils from the Infernal Connections table. Your Devil's Magic and damage resistance are determined by the connection type, as shown in the table.

Hellish Resistance. You have resistance to the damage type associated with your infernal connection.

Devil's Magic. You can cast the thaumaturgy cantrip, along with another cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level or 3rd-level spell.

You can cast a spell gained from this trait once without expending a spell slot, and regain the ability to do so when you finish a long rest (*or a short rest, for spells with the ritual tag). You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. You can also cast these spells using any spell slots you have of the appropriate level. These spells don't require material components when you cast them.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Languages. You can speak, read, and write Common and Infernal.

Infernal Connection Damage Resistance 1st level 3rd level 5th level
 Deadly Sins
     Lust fire sextidigitation grease alter self
     Gluttony poison resistance goodberry create food and water
     Greed fire mage hand distort value* Jim's glowing coin
     Sloth fire sapping sting unseen servant* ray of enfeeblement
     Wrath fire ignite burning hands flame blade
     Envy fire mage hand puppet theft
     Pride fire vicious mockery heroism enthrall
 Archdevils
     Asmodeus fire produce flame hellish rebuke darkness
     Baalzebul poison infestation ray of sickness crown of madness
     Dispater fire message disguise self detect thoughts
     Fierna fire friends charm person suggestion
     Glasya fire minor illusion disguise self invisibility
     Levistus cold ray of frost armor of Agathys Rime's binding ice
     Mammon fire mage hand Tenser's floating disc* arcane lock
     Mephistopheles cold mage hand magic missile web
     Zariel fire green-flame blade searing smite branding smite
 Former Archdevils
     Bel fire spellblade sense weakness hold person
     Belial fire control flames command flaming sphere
     Geryon cold primal savagery (revised) inflict poison Snilloc's snowball swarm
     Moloch poison lightning lure cause fear Aganazzar's scorcher

Mountain Dwarf Traits

Mountain dwarves are found almost exclusively in Zular. Dwarves in other cities, such as Rockford or Stormcrest, are mostly hill dwarves.

Suggested Ability Score Increase. Your Strength score increases by 1.

Dwarven Combat Training, Part 2. You have proficiency with light and medium armor and with longswords and war picks. If you are already proficient in medium armor and martial weapons, your Strength score increases by 1.

Mountain Born. You’re acclimated to high altitude, up to 15,000 feet. You’re also naturally adapted to cold climates.

Shadar-kai Traits

Shadar-kai have the following traits in common, in addition to the traits they share with other elves.

Suggested Ability Score Increase. Your Strength score increases by 1.

Protection from Necromancy. You have resistance to necrotic damage and advantage on saving throws against spells from the school of necromancy.

Gravedigging. You have proficiency in monk's spades, as detailed with the Path of Harmony at chapter 6. You can also cast the gentle repose spell as a ritual with this trait, requiring no material components.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you select this race).

Yuan-ti Pureblood Traits

If you're going to play a yuan-ti, look at the tables in Volo's Guide to Monsters on pages 97 and 98.

Suggested Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.

Age. Purebloods reach adulthood around 12 years old and live for 80 to 120 years.

Size. Purebloods match humans in average size and weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet 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.

Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Emotionless. Your lack of emotions grants you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself.

Serpent Fangs. Your mouth might not have the reach of a lizardfolk's, but it is still just as deadly. You can bite a creature that is grappled or charmed by you, incapacitated, or restrained, or that is restraining you. Make an unarmed strike against the target. You can use your Strength or Constitution for this attack roll. If you hit, you deal piercing damage equal to 1d4 + your Strength or Constitution modifier.

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Poison Immunity. You are immune to poison damage and the poisoned condition.

Yuan-ti Psionics. You know the friends cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require components.

Languages. You can speak, read, and write Common, Yuan-ti, and your choice of either Draconic or Abyssal.

Subrace. Yuan-ti purebloods have sexual dimorphism so major it gives them different racial abilities. Choose one of the following sexes, which doesn't have to match your character's gender. Yuan-ti society is surprisingly progressive when it comes to gender. You wouldn't expect that from an Underdark race.

Male

Male yuan-ti lack the venom of their female counterparts. Instead, they are raised to improve their innate psionics to the point of telepathy.

Suggested Ability Score Increase. Your Charisma score increases by 1.



































Awakened Mind. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language, or if the creature is a snake. You can speak telepathically in this way to one creature at a time.

Female

Female yuan-ti posess large venom sacs, known to people on reddit as "snitties". They can spit this venom from their fangs, like some real snakes can. That still doesn't feel like something that's real, but it is.

Suggested Ability Score Increase. Your Constitution score increases by 1.

Venom Spray. You have the ability to spit venom at enemies, which functions identically to the poison spray cantrip despite not being magic (and thus not requiring components). The saving throw DC equals 8 + your Constitution modifier + your proficiency bonus.

Venomous Bite. Your bite attack deals an additional 1d6 poison damage. This damage die increases when you reach certain levels: 5th level (1d8), 11th level (1d10), and 17th level (1d12). If this poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

4b. New Races

Aquatic Gnome (Delphrem)

Aquatic gnomes have the following traits in common, in addition to the traits they share with other gnomes.

Suggested Ability Score Increase. Your Strength score increases by 1.

Amphibious. You can breathe air and water.

Hydrodynamic Frame. You have a swim speed of 35 feet, and you have advantage on Strength (Athletics) checks made to swim in difficult currents.

Delphrem Magic. You know the shape water cantrip. Who cares what your spellcasting ability for this spell.

Extra Language. You can speak, read, and write Aquan.

Doppelganger Traits

Doppelgangers are the unusual ancestor to changelings. Their origins are unknown and their thought processes are somewhat alien.

Compared to a changeling, you lose out on 2 skills, 2 ability points, and 2 languages but gain darkvision, charm immunity, and at-will detect thoughts.

Ability Score Increase. Your Dexterity score increases by 1.

Age. Doppelgangers mature at the same rate as humans but live a few years longer.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet 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.

Shapechanger. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die. You are considered a shapechanger for the purposes of spells and abilities such as moonbeam.

Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Charm Immunity. You are immune to the charmed condition.

Read Thoughts. When you reach 3rd level, you can use your action to read the surface thoughts of one creature within 60 feet of you. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts, as long as your concentration isn't broken (as if concentrating on a spell).

Languages. You can speak, read, and write Common.

Feywild Halfling

Feywild halflings, sometimes called feylings, have the following traits, in addition to the traits they share with other halflings.

Suggested Ability Score Increase. Your Luck score increases by 1.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fey Hover. When you take the dash or disengage action, you ignore difficult terrain until the end of your turn, as you hover a few inches above the ground.

Extra Language. You can speak, read, and write Sylvan.

Florus

Partially humanoid and partially plant, florus are a peculiar byproduct of evolution and magical interference.

Suggested Ability Score Increase. Your Constitution score increases by 1.

Age. Florus reach adulthood in under a year, and typically live around 20 years.

Size. Florus are about the same size and shape as humans and elves, but weigh more despite not looking any larger. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Hybrid Nature. You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.

Outdoorsy. You have proficiency in the Survival skill.

Photosynthesis. You cannot eat. Instead, you absorb nutrients from sunlight. If you spend at least 1 hour in direct sunlight, you don't need to do so again for 24 hours. If you finish a short rest in direct sunlight, you regain hit points equal to your proficiency bonus and are cured of all diseases.

Natural Stride. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Plant Camouflage. You have advantage on Dexterity (Stealth) checks to hide in any terrain with ample obscuring vegetation.

Berries. When you finish a long rest, you grow a number of berries equal to your level + your Constitution modifier. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and they last until you finish your next long rest.

You don't produce berries in this way unless you consume sunlight plus an additional gallon of water the day before.

Speak with Plants. You have the ability to communicate in a limited manner with Plants and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Natural Spellcasting. You know the druidcraft spell. Constitution is your spellcasting ability for this spell. When you cast it with this trait, it doesn't require verbal components.

    Languages. You can speak, read, and write Common.

Subrace. The type of plant you are most similar to determines your subrace. Choose one of these subraces.

Flower (Fragrant)

If a race ever rivaled elves in terms of fruitiness, it would be flower people, obviously. Their pleasant aroma can soothe and charm others.

Suggested Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.

Fleet of Root. Your base walking speed increases to 30 feet.

Flower Power. You can cast charm person with this trait. Starting at 3rd level, you can cast the calm emotions spell with this trait. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. When you cast them with this trait, they don't require verbal components.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Flower (Thorny)

Also flower people, but pointy instead of smelly.

Suggested Ability Score Increase. Your Dexterity score increases by 2.

Fleet of Root. Your base walking speed increases to 30 feet.

Flower Power. You know the thorn whip cantrip. When you reach 3rd level, you can cast either the entangle or ensnaring strike spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have. When you cast them with this trait, they don't require verbal components.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Tree

Tree florus are much taller than other subraces, always standing over 6 feet tall and having tough bark-like skin.

Suggested Ability Score Increase. Your Strength score increases by 2.

Bark. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hard as Wood. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Giantkin Goliath Subraces

Cloud Goliath

Cloud giants are proud tricksters, known for their greed, deceit, and magic, and their goliath kin are often the same.

Cloud Giant Skill. You have proficiency in the Deception skill and forgery kits.






















































Silver Tongue. You know the friends cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you select this race).

Cloud’s Jaunt. As a bonus action, you magically teleport up to 30 feet to an unoccupied space you can see.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fire Goliath

These goliaths typically find a home on the battlefield or in the forge.

Fire Giant Skill. You have proficiency in the Intimidation skill and smith's tools.

Fire Resistance. You have resistance to fire damage.

Fire’s Burn. When you hit a target with an attack roll, you can also deal 1d12 fire damage to that target.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fomorian Goliath

Fomorian goliaths share the same curse as true fomorians, and usually make home in the underdark.

Fomorian Skill. You have proficiency in the Stealth skill.

Darkvision. You can see in dim light within 60 feet 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.

Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

           Bearer of the Curse. As an action, you can use a

       magical curse known only as the Evil Eye on a creature

       within 60 feet of you. The target must succeed on a

       Charisma saving throw (DC = 8 + your proficiency

        bonus + your Constitution or Wisdom modifier) or

       take 1d6 psychic damage.

           The ability’s damage increases when you reach 5th

       level (2d6), 11th level (3d6), and 17th level (4d6).

           Curse of the Evil Eye. When a creature fails its

        saving throw against your Evil Eye, you can cause it to

        have disadvantage on attack rolls and reduce its speed

        by half until the start of your next turn.

           You can use this trait a number of times equal

        to your proficiency bonus, and you regain all expended

        uses when you finish a long rest.

        Frost Goliath

           Frost giant goliaths are skilled hunters and survivalists,

       typically found on the outskirts of societies.

           Frost Giant Skill. You have proficiency in the

        Survival skill and leatherworker's tools.

           Cold Resistance. You have resistance to cold

       damage.

           Frost’s Chill. When you hit a target with an attack

       roll and deal damage to it, you can also deal 2d4 cold

       damage to that target and reduce its speed by 15 feet

       until the start of your next turn.

           You can use this trait a number of times equal to

       your proficiency bonus, and you regain all expended

       uses when you finish a long rest.

        Hill Goliath

           Goliaths connected to hill giants are easy to pick out

       from other goliaths. They're not exactly the brightest of

       all humanoids, quite the opposite, but they sure as hell

       can eat. They have mouths large enough to fit an entire

       cantaloupe.

           Feral Senses. You have proficiency in the

       Perception skill.

           Bite. Your massive face is a natural weapon, which

       you can use to make unarmed strikes. If you hit with it,

       you deal piercing damage equal to 1d6 + your Strength

       modifier, instead of the bludgeoning damage normal

       for an unarmed strike. In addition, you can consume

       anything, including poisons, without any negative

       effects.

    Hill’s Hunger. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you regain hit points equal to your Constitution modifier (minimum of 1).

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Stone Goliath

Goliaths descendant from stone giants are skilled crafters, often found living among actual stone giants.

Stone Giant Skill. You have proficiency in the Athletics skill and mason's tools.

Darkvision. You can see in dim light within 60 feet 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.

Stone’s Tumble. When you hit a Large or smaller creature with an attack roll and deal damage to it, you can knock that target prone.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Storm Goliath

Storm giant goliaths are the tallest of all goliaths, known for their quiet and wise heroism.

Storm Giant Skill. You have proficiency in the Arcana skill and one type of artisan's tools of your choice.

Sea Dweller. You have a swimming speed equal to your walking speed, and you can breathe air and water.

Storm’s Thunder. When you take damage from a creature within 60 feet of you, you can use your reaction to deal 1d8 thunder damage to that creature.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hybrid Genasi

Hybrid genasi can come about, but the most common and simple way is to have two different genasi parents. Because of this, only a few dozen of each are found across the multiverse. If you are one of these special people, choose one of these subraces.

Ash Genasi

As an ash genasi, you combine the changing moods of air genasi with the changing moods of fire genasi. You are impossible to predict, more so than any other race. Getting on your bad side does not end well for most people.

Most ash genasi either have smog forming around their hair as small clouds or soot falling from their hair when they walk or shake their head. Like magma genasi, their skin is usually gray, but unlike them, ash genasi have skin from a light steely gray to pitch black. Their hair is often black or dark brown and always dusty. Their eyes are light colors like light gray and blue.

Suggested Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1.

Smokevision. Smoke, mist, fog, gas, and ash have no effect on your vision or breathing.

Lightweight. You weigh shockingly little, usually less than 70 pounds. Being so light grants you the following benefits if you aren't wearing medium or heavy armor:

  • Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

  • When you fall, you descend at a rate of 15 feet per round and take no damage from falling. In addition, if you aren't incapacitated, you can move up to 1 foot horizontally for every 1 foot you descend in the air. Moving 2 feet horizontally in this way costs 1 foot of movement. Once you glide 30 feet in this way, you can't do so again until the start of your next turn.

  • If a spell or effect forces you to move, such as a thunderwave spell, you can choose to be pushed twice the normal distance. If the spell doesn't push you on a successful save and you succeed, you can choose to be pushed while still taking the reduced damage.

Ember's Legacy. You know the extinguish cantrip. When you reach 3rd level, you can cast the pyrotechnics spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Ice Genasi

As an ice genasi, you have inherited the free spirit of a water genasi and the the shifting mood of an air genasi. You are unpredictable and hard to pin down, always on the move.

Ice genasi have skin tones including snow white, icy light blue, and light gray shades around the other two. Their hair comes in similar shades to their skin, but the skin and hair of an ice genasi rarely match up. Some have snow permanently in their hair or frost covering their skin. They are always cold to the touch, and a rare few even exhale mist all the time, similarly to how other races would in the winter.

Suggested Ability Score Increase. Your Dexterity and Wisdom scores each increase by 1.

Mask of the Arctic. You can attempt to hide even when you are only lightly obscured by fog, falling snow, mist, and other natural arctic phenomena.

Cold Resistance. You have resistance to cold damage.

Icewalker. You ignore difficult terrain made of ice and snow, and you ignore effects of slippery surfaces that would knock you prone, such as the grease spell. You can also walk on snow without sinking in.

Frigid Legacy. You know the shape water cantrip. When you reach 3rd level, you can cast the Rime's binding ice spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Magma Genasi

As a magma genasi, you are powerful, cunning, and proud of these traits (whether you actually possess them). While not many genasi are evil, most evil genasi are magma, as the cruel nature of their dao blood combined with the volatile mood of the efteet cause them to resort to violence more often than communication.

Magma genasi have skin the color of stone, usually shades of dark gray. Their skin cracks like stone, either as they grow or from injury, revealing light from within. Their skin can contain various gemstones and other rare earth materials. Their hair is usually black or dark red with embers forming at the tips.

Suggested Ability Score Increase. Your Strength and Intelligence scores each increase by 1.

Lava Walk. You can walk across lava and magma as if it were solid ground. To do so, you must concentrate as if you were concentrating on a spell. You take no damage from walking on lava or magma, but you still take damage if you are submerged in it.

Fire Resistance. You have resistance to fire damage.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Molten Legacy. You know the mending cantrip. When you reach 3rd level, you can cast the heat metal spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Mud Genasi

As a mud genasi, you are slow and patient, prefering to stand your ground as opposed to fleeing. You are often territorial, valuing your home and possessions more than anything.

Mud Genasi appear to be normal humans that are covered in mud. Their hair, skin, and clothing are all colored a similar shade of brown. While their clothing can be washed, it rarely stays clean. Their skin has a texture that feels similar to mud, not similar to being covered in mud.

Suggested Ability Score Increase. Your Strength and Wisdom scores each increase by 1.

Muddy Maneuvers. You ignore difficult terrain caused by bogs, marshes, swamps, and otherwise muddy or slimy terrain. You have advantage on Strength (Athletics) checks made to initiate a grapple.

Ground Type. You have resistance to lightning damage and immunity to disease.

Heavy Body. Your base walking speed decreases to 25 feet. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Swamp's Legacy. You know the mold earth cantrip. When you reach 3rd level, you can cast the enlarge/reduce spell once with this trait targeting only yourself, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Kuo-Toa

Kuo-toa dwell in underdark rivers and lakes, and are known for harsh theocracy, creating gods, and general insanity.

Suggested Ability Score Increase. Your Strength, Constitution, and Wisdom scores each increase by 1.

Age. Kuo-Toa typically live for around 60 years, although those directly involved with the creation of a god live about twice as long.

Size. Kuo-Toa average around 5 feet tall and around 160 points. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet 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.

Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Ocean Man. You have a swimming speed equal to your walking speed, and you can breathe air and water.

Slippery. You have advantage on ability checks and saving throws made to escape being grappled or restrained.

Divine Spark. You know one cantrip of your choice from the cleric or paladin spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

Additionally, you are proficient in the Religion skill and have resistance to radiant damage.

Otherworldly Perception. Starting at 3rd level, you can cast the see invisibility spell with this trait, without requiring components. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.

Constitution is your spellcasting ability for when you cast see invisibility with this trait.

Languages. You can speak, read, and write Common, Undercommon, and Celestial.

Mind Goblin

mind goblin dis dick

Suggested Ability Score Increase. Your Intelligence score increases by 1.

Fury of the Psionic. Your Fury of the Small feature deals psychic damage.

Psionic Shield. You have advantage on all Intelligence saving throws.

Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Extra Language. You can speak, read, and write Deep Speech.

Mushroom Florus

While they are considered a subrace of florus in lore, they have enough different traits mechanically to warrant a separate race listing for gameplay purposes.

Suggested Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Florus reach adulthood in under a year, and typically live around 20 years.

Size. Florus are about the same size and shape as humans and elves, but weigh more despite not looking any larger. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Hybrid Nature. You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.

Darkvision. You can see in dim light within 60 feet 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.

Decay. You cannot eat with your mouth. Instead, you absorb nutrients from from dead plants and creatures. If you spend at least 1 hour absorbing nutrients from a dead plant, beast, humanoid, or monstrosity, you don't need to do so again for 24 hours, and you regain hit points equal to your proficiency bonus.

Outdoorsy. You have proficiency in the Survival skill.

Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Speak with Plants. You have the ability to communicate in a limited manner with Plants and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Touch of Death. You know the destructive spores cantrip. When you reach 3rd level, you can cast the inflict poison spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the vampiric touch spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have.

Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).

Languages. You can speak, read, and write Common.

Nox Human

Nox humans are found in the Underdark. While other races have adapted to the darkness, nox humans were unable to make this change due to their biology. They learned to feel their way through the dark and sense movements in the ground to detect other creatures.

Ability Score Increase. Two of your ability scores each increase by 1.

































Tremorsense. You have tremorsense out to a range of 30 feet. You can sense vibrations in the ground in that radius, meaning creatures that don't move can't be detected by your tremorsense. You are only able to use this sense while standing still and focusing on the ground around you. If you move, voluntarily or involuntarily, you can't use your tremorsense until the end of your next turn.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Extra Language. You can speak, read, and write Undercommon.

Shadowfolk Traits

Shadowfolk are the native inhabitants of the shadowfell. Their hair and skin are often pitch black, although shades of gray are not uncommon. Their eyes come in various bright colors, from yellow and light purple to lime green and red. Lightweight and agile, they can walk without making a sound while shrouded in darkness. Due to their natural abilities, many shadowfolk are nocturnal. As a member of this race, you have the following traits:

Suggested Ability Score Increase. Your Dexterity score increases by 3.

Age. Shadowfolk mature quickly, reaching adulthood after around 10 years. While most races that mature quickly have short lifespans, shadowfolk can live for up to 450 years if the shadowfell doesn't claim them early.




































Size. Adult shadowfolk vary greatly, with some below 5 feet tall while others approach 8 feet in height, with no one height more common than another. Weight varies based on height, but they are more slender than humans and elves, weighing between 70 and 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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 the same color as your eyes.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Necrotic Resistance. You have resistance to necrotic damage.

Shadowfell Stealth. You have proficiency in the Stealth skill. When you make a Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check. When you reach 17th level, the die increases to a d6.




































When you reach 3rd level, you can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have.

Intelligence, Wisdom, Charisma, or Luck is your spellcasting ability for this spell (choose the ability when you select this race).

Languages. You can speak, read, and write Common.

Sylvan Elf (Aysiir)

Aysiir are the primary type of humanoid found on the Feywild, and are typically the least dickish of all elves. Their ears move based on their emotion, similarly to some animals. This makes them the best elf subrace.

Suggested Ability Score Increase. Your Luck score increases by 1.

Fey Weapon Training. You have proficiency with the scimitar, shortsword, katana, sickle, shortbow, and longbow.

Fey Hover. When you take the dash or disengage action, you ignore difficult terrain until the end of your turn, as you hover a few inches above the ground.

Extra Language. You can speak, read, and write Sylvan.

Vampire Kin

Vampire kin can come from many different sources. Some are called dhampir and are unrelated to traditional vampires, and others have true vampirism, but their body has rejected the majority of the curse. Roll on the table below, or make up something more creative. The first eight entries are copied from Van Richten's Guide to Ravenloft but I made the rest. You can make your own, too.

Vampiric Origin
d12 Origin
1 You are the reincarnation of an ancestor who was a vampiric tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
3 You survived being attacked by a vampire but were forever changed.
4 A parasite lives inside you. You indulge its hunger.
5 Tragedy interrupted your transformation into an immortal.
6 You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.
7 One of your parents was a vampire.
8 A radical experiment changed your body, making you reliant on others for vital fluids.
9 You are a vampire, although your vampiric ability is far weaker than average. Luckily, your weaknesses are also less intense.
10 A vampiric mist nearly killed you. You managed to avoid death, as instead of killing you, the mist was absorbed into you.
11 You were a vampire spawn. Your leader was slain, and over time you have returned to a partially alive state.
12 You were buried in the coffin a vampire used to live in and was slain in. You rose from the dead a few days later.

Ability Score Increase. Your Strength, Dexterity, Constitution, and Charisma scores each increase by 1.

Age. Lesser vampires reach adulthood at the same rate as their mortal parent, but stop aging after that point. Those that become vampires later in life stop aging from that point.

Size. Vampires are as varied as their mortal parents. Your size is Medium or Small. You choose the size when you select this race.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet 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.

Vampiric Resistance. You have resistance to necrotic damage, you are immune to disease, and you don't need to breathe.

75

    Natural Armor. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Blood Thirst. You can drain blood and life energy from a willing creature, or one that is grappled or charmed by you, incapacitated, or restrained, or that is restraining you. Make an unarmed strike against the target. You can use your Strength or Constitution for this attack roll. If you hit, you deal piercing damage equal to your Constitution modifier (or 1, if the creature is willing and you're gentle).

If the creature has blood, you also deal 1d6 necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If the target is a beast, dragon, giant, or humanoid, you regain hit points equal to that amount. The reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.

The necrotic damage die increases when you reach certain levels: 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Vampiric Charm. You have proficiency in the Persuasion skill, and you have advantage on Deception checks made to convince someone you aren't a vampire.

Vampire Magic. You can cast charm person with this trait. Starting at 3rd level, you can cast the spider climb spell (targeting yourself only) with this trait. Starting at 5th level, you can also cast the gaseous form spell (targeting yourself only) with it. When you reach 7th level, you can cast the vampiric touch spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, Charisma, or Luck is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.

Vampiric Weaknesses. Your undead heritage bestows the following flaws on you:

  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Sunlight Hypersensitivity. While in direct sunlight, you are considered to be in an area of extreme heat, as described in chapter 5 of the Dungeon Master’s Guide. If you are in sunlight and extreme heat at the same time, you make saving throws against extreme heat with disadvantage. Failing this saving throw deals radiant damage equal to twice your level to you, in addition to exhaustion.
  • Running Water. You have disadvantage on Athletics checks made to swim.
  • Lesser Forbiddance. You can't enter a house without an invitation from someone inside of it. If no occupants are currently inside the residence, or they are dead, you can enter.
  • Partial Undeath. You are a humanoid, not an undead (because imagine how many features would fuck you over), but spells and abilities that detect creature type detect you as an undead. Healing spells that do not work on undead restore only half as many hit points to you (rounded up). You are also considered an undead for the spells negative energy flood, sunbeam, and sunburst, and for holy water. Being healed less sucks, if only you had the ability to infinitely heal yourself.

Languages. You can speak, read, and write Common and two extra languages of your choice.

Yugoloth Tiefling Traits

Yugoloth Tieflings rarely look like their infernal or abyssal counterparts. Usually, their defining traits are similar to those of the yugoloth they were spawned from.

Suggested Ability Score Increase. Your Charisma score increases by 1.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Size. Yugoloth tieflings vary in size based on subrace. Your size is Medium, although you may want to check the height and weight tables at the end of this section.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your fiendish heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.

Live for yourself.  You have advantage on saving throws to avoid or end the charmed condition on yourself.

Yugoloth Teleport. You can use your bonus action to magically teleport up to 30 feet to an unoccupied space you can see.

After you use this trait, you can’t use it again until you finish a short or long rest.

Languages. You can speak, read, and write Common, Infernal, and Abyssal.

Subrace. Whatever bargain, curse, or other occurrence caused you to become a tiefling grants you spells based on the type of yugoloth. Choose one of these subraces.

Arcanaloth

Arcanaloth tieflings typically look similar to jackalwere shifters, with a tail and jackal ears. Some look closer to arcanaloths, even rarely to the point of looking simply like a smaller arcanaloth.

Suggested Ability Score Increase. Your Intelligence score increases by 2.

Shapechanger Affinity. Arcanaloths are known to frequently change their form, and this may extend to you. If you take the Imposter feat, alter self is replaced with heat metal for your Arcanaloth Magic feature.

    Arcanaloth Magic. You can cast magic missile with this trait. Starting at 3rd level, you can cast the alter self spell with this trait. Starting at 5th level, you can also cast the tongues spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Baernaloth

Finally, another yugoloth, I don't have to have canoloth tieflings exist to have the reincarnate table at an even 10!

Suggested Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.

Baernaloth Magic. You can cast inflict poison with this trait. Starting at 3rd level, you can cast the phantasmal force spell with this trait. Starting at 5th level, you can also cast the enemies abound spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Dhergoloth

Dhergoloth tieflings almost always have green skin and chitin plates over parts of their body. Some have red, insectoid eyes and, vary rarely, a dhergoloth tiefling may have an extra limb.

Suggested Ability Score Increase. Your Strength and Constitution scores each increase by 1.

Dhergoloth Magic. You can cast sleep with this trait. Starting at 3rd level, you can cast the darkness spell with this trait. Starting at 5th level, you can also cast the fear spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Hydroloth

Just thinking of how to describe these are making me sick to my stomach.

Suggested Ability Score Increase. Your Dexterity score increases by 2.

Aquatic Build. You have a swimming speed equal to your walking speed, and you can breathe air and water.

Hydroloth Magic. Starting at 3rd level, you can cast the crown of madness spell with this trait. Starting at 5th level, you can also cast the wall of water spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Merrenoloth

God, I fucking love merrenoloths. They're so fucking cool.

Suggested Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1.

Ferryman. You have proficiency in water vehicles and navigator's tools. You can also use an oar as a weapon. It is considered a simple weapon that you have proficiency with, it has the two-handed and finesse properties, and it deals 2d4 slashing damage on a hit.

Merrenoloth Magic. Starting at 3rd level, you can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Mezzoloth

Played in a campaign with a mezzoloth. He was a goblin at the start, long story. He also gave off antimagic, was twice the size of a normal mezzoloth, owned two castles, and had a 24 foot penis.

Suggested Ability Score Increase. Your Strength and Luck scores each increase by 1.

Mezzoloth Magic. You can cast ray of sickness with this trait. Starting at 3rd level, you can cast the darkness spell with this trait. Starting at 5th level, you can also cast the dispel magic spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Nycaloth

Nycaloth tieflings are almost always big, green, spiky and have massive ears. Most have small wings, not big enough for flight but just enough to slow a fall.

Suggested Ability Score Increase. Your Strength and Charisma scores each increase by 1.

Nycaloth Magic. You can cast feather fall with this trait. Starting at 3rd level, you can cast the mirror image spell with this trait. Starting at 5th level, you can also cast the dispel magic spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Oinoloth

Oinoloth tieflings, or at least the lucky ones, have curled horns, claws, and pale skin. Unfortunately, very few are this lucky and most end up looking closer to an actual oinoloth.

Suggested Ability Score Increase. Your Constitution score increases by 2.

Oinoloth Magic. You can cast inflict wounds with this trait. Starting at 3rd level, you can cast the lesser restoration spell with this trait. Starting at 5th level, you can also cast the stinking cloud spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Ultroloth

Ultroloth tieflings always have gray skin, and most have no hair, large eyes, no nose, and a long head. A rare few also have no mouth, but are still able to talk and eat. Even they don't know how.

Suggested Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.

Ultroloth Magic. You can cast charm person with this trait. Starting at 3rd level, you can cast the detect thoughts spell with this trait. Starting at 5th level, you can also cast the clairvoyance spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

    Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Yagnoloth

Yagnoloth tieflings have long, finned ears, multiple small horns, and one arm larger than the other.

Suggested Ability Score Increase. Your Strength and Constitution scores each increase by 1.

Yagnoloth Magic. You can cast witch bolt with this trait. Starting at 3rd level, you can cast the suggestion spell with this trait. Starting at 5th level, you can also cast the vampiric touch spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Random Height and Weight
Race Base
Height
Height
Modifier
⠀⠀ Base
Weight
Weight
Modifier
Doppleganger 4'10" +1d4 120 lbs x (1d4)
Florus 4'7" +2d10 120 lbs x (2d6)
Florus, Tree 6' +2d8 220 lbs x (2d10)
Kuo-Toa 4'6" +2d6 110 lbs x (2d6)
Shadowfolk 4'4" +2d20 60 lbs x (1d4)
Elf, Sylvan 4'8" +2d10 100 lbs x (1d4)
Arcanaloth Tiefling 4'6" +2d10 90 lbs x (1d4)
Baernaloth Tiefling 5'8" +2d10 140 lbs x (1d6)
Dhergoloth Tiefling 4'4" +2d6 110 lbs x (2d4)
Hydroloth Tiefling 4'5" +2d6 130 lbs x (2d6)
Merrenoloth Tiefling 4'9" +2d10 110 lbs x (2d4)
Mezzoloth Tiefling 4' +2d6 100 lbs x (2d6)
Nycaloth Tiefling 5'4" +2d12 175 lbs x (2d8)
Oinoloth Tiefling 4'10" +2d10 120 lbs x (2d6)
Ultroloth Tiefling 4'10" +2d10 115 lbs x (2d4)
Yangoloth Tiefling 5'8" +2d10 190 lbs x (2d8)

5. Custom Background

Not every backstory lines up with an official background. Trust me, I've played characters like that. Even then, the background might not give you the correct skills. Folk hero seems like a good background for a farmer who took up adventuring, but you might want Athletics instead of Animal Handling if you worked with heavy lifting and not with animals. You might also find a background that gives you exactly what you want but doesn't fit the character. To solve all those problems and more, here is the Custom Background. Provided is the template, along with some examples.

Skill Proficiencies: Two skills of your choice

Tool Proficiencies: Two tools of your choice, two languages of your choice, or one of each. If your race grants you weapon or armor proficiencies and you already have all of them from your class, you can take a third tool or language.

Equipment: A set of clothes of your choice, a hat, a map of the continent you are from, a belt pouch containing 5 gp, and your choice of 30 gp and one trinket, 15 gp and two trinkets, or three trinkets (found in chapter 16)

Custom Feature

Once you submit your backstory to me, I'll give you two minor features that, unlike normal background features, have a small mechanical benefit. The old background features, while no longer on your character sheet, can still be used as part of your backstory. You don't need the charlatan background feature to have a second identity.

Alternatively, you can take a Dark Gift instead of both features. You can find those later in this document.

Custom Background Examples

Here are some examples of backgrounds made with this template, along with features. You can take one of the features from one of these if you want.

Grave Robber

    Skill Proficiencies: Choose two from among Athletics, Deception, Investigation, Medicine, or Stealth

Tool Proficiencies: Thieves' tools, one language of your choice

Equipment: A set of clothes of your choice, a map of the continent you are from, a shovel, a backpack, a bag of 1,000 ball bearings, two trinkets you found while robbing graves, and a belt pouch containing 15 gp

Feature 1: You have advantage on Investigation and Medicine checks made to determine a corpse's cause and time of death and History, Religion, and Survival checks made regarding graveyards, cemeteries, and tombs.

Feature 2: When you roll an Investigation check to loot a corpse, you can use your Wisdom modifier in place of Intelligence, and you add a d6 to the roll.

Bartender

    Skill Proficiencies: Insight, choose one from among Performance, Persuasion, or Sleight of Hand

Tool Proficiencies: Brewer's supplies, Thieves' Cant

Equipment: A set of clothes of your choice, a map of the continent you are from, brewer's supplies, a bottle of fine wine, 20 gallons of ale, a trinket, and a belt pouch containing 1 gp

Feature 1: When you make any ability check against a drunk or otherwise poisoned creature, you can add 1d8 to the roll.

Feature 2: While poisoned, you do not suffer disadvantage on ability checks that use Strength, Constitution, Charisma, or Luck.

Historian

    Skill Proficiencies: History, choose one from among Arcana, Investigation, Nature, or Religion

Tool Proficiencies: Two languages of your choice

Equipment: A set of clothes of your choice, a map of the continent you are from, a book of your choice, a trinket, and a belt pouch containing 10 gp,

Feature 1: If you make an Arcana, History, Medicine, Nature, or Religion check while you have a book applicable to the subject, you can spend 1 minute searching the book for information. If you do so, you add both your Intelligence and Wisdom modifiers to it.

Feature 2: You automatically succeed on Investigation checks made to find books in libraries and book stores, due to your mastery over the Dewey Decimal System.

Anarchist

    Skill Proficiencies: Stealth, choose one from among Athletics, Perception, or Sleight of Hand

Tool Proficiencies: Thieves' tools, poisoner's Kit

Equipment: A set of clothes of your choice, a map of the continent you are from, a crowbar, a Refilling Match Pack (chapter 13), 20 flasks of oil, 50 feet of hempen rope, a trinket, and a belt pouch containing 10 gp

Feature 1: Your attacks deal double damage to objects and structures.

Feature 2: Due to your defiant nature, you have advantage on saving throws against being charmed.

Cult Leader

    Skill Proficiencies: Performance, Religion

Tool Proficiencies: Two languages of your choice

Equipment: A set of clothes of your choice, a map of the continent you are from, a holy symbol, a priest's pack, 4 pitchers of common wine, 10 loaves of bread, a trinket, and a belt pouch containing 10 gp,

Feature 1: You know the thaumaturgy cantrip. Charisma is your spellcasting ability for it.

Feature 2: When you make a Religion check involving knowledge of cults or an Insight check towards a cultist, you add a d4 to the check.



































More Example Features

Here are some more background features you can take a look at.

  • You are a pyromaniac: Taking fire damage cannot break your concentration on a spell. You are also immune to the mindfire disease caused by the contagion spell.
  • You spent some time in the jungle or desert: You’re acclimated to hot climates.
  • You are a big tough guy who harasses people: You can add your Strength modifier to any Intimidation check made against a creature who you are grappling or is prone. If the creature is both grappled by you and prone, you have advantage on the check.
  • You believe you are the chosen one: Whenever you use the Lucky Breaks part of the Luck ability, you can add 1d6 to the roll.
  • You are a common laborer: You add your Proficiency Bonus to your Strength score when determining your carrying capacity and the weight you can push, drag, or lift.
  • You are a college student: You know the prestidigitation, magic handwriting, or druidcraft cantrip. Intelligence is your spellcasting ability for it.
  • You studied the blade: You gain proficiency with one weapon of your choice.



































  • You are a musician: Whenever you make an ability check using a musical instrument you have proficiency with, you can use your Charisma modifier in place of Dexterity. You can also add 1d4 to the check.
  • You lived in the Feywild or Underdark: You know the dancing lights cantrip. Wisdom is your spellcasting ability for it.
  • You spent your life impersonating nobility. You have advantage on Charisma (Deception) checks made to convince people you are a noble, government official, or someone else important.
  • You have a dumptruck ass: You have resistance to bludgeoning damage from falling. You do not gain this benefit if something causes you to not land prone.
  • You are a tiefling, genasi, or some other planetouched race with an elvish mortal half: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
  • Same as above but halfling: You have advantage on saving throws you make to avoid or end the frightened condition on yourself.
  • Same as above but dwarven: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
  • You were trained to master the element of surprise: Once per combat, when you hit a surprised creature with an attack, its initiative is reduced by 1d6.
  • You lived in the mountains but aren't a goliath or mountain dwarf: You’re acclimated to cold climates and high altitude, including elevations above 10,000 feet.
  • Some kind of psionic event left you with a "loud brain": You can speak telepathically to any creature within 5 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. Creatures with telepathy within 5 feet of you may occasionally hear your thoughts unintentionally.
  • You have a good relationship with your therapist: You are immune to madness.
  • You learned how to mimic sounds You can mimic simple sounds you have heard, such as wordless whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check (DC 8 + your proficiency bonus). You cannot mimic specific voices, and cannot speak words with this ability.
  • You are a druid with a strange affinity for the occult, a wizard who knows a divine spell, or something similar: You gain access to one spell not normally available to your class and approved by the DM. It is added to your class's spell list. It does count against your spells known.
  • You host a minor symbiont. You are bound to an alien entity. It's part of your body and can't be removed. Your symbiont possesses a minor supernatural ability, which it can use on your behalf. Choose a cantrip on the list for ruinbound dwarves in Exploring Eberron or one approved by the DM. As long as your personal symbiont is fully exposed, you can cast that cantrip. You can choose to conceal the symbiont, but you can only cast the cantrip you gain with this trait while it's exposed. Constitution is your spellcasting ability for it.
  • You are a burnt out former gifted kit who still retains knowledge of one of your interests: Choose one Intelligence or Wisdom skill or one tool. You can use your Luck, instead of Intelligence or Wisdom, for skill checks using that skill or tool.
  • You are very, very cute: When you make a Persuasion or Deception check, you can roll a d4 and add it to the total. When you make an Intimidation check, you subtract your Charisma modifier and a d4 from the roll instead of adding it.
  • Do Not Ask For This One. You Do Not Want To Explode. When you die, you explode. Each creature within 15 feet of your corpse must make a Dexterity saving throw (DC 10 + proficiency bonus + your Constitution modifier). Roll a number of d12s equal to your proficiency bonus and a number of d10s equal to your Constitution modifier. A creature takes fire damage equal to the total rolled on the d12s plus thunder damage equal to the number rolled on the d10s plus force damage equal to your level plus your proficiency bonus on a failed save, or half as much damage on a successful one (The DM may select different damage types if they fit better).

Dark Gift

Instead of two background features, you can pick one Dark Gift from Van Richten's. Some of them are changed, as shown below. Every one of them, however, has the following change: You do not benefit from the Determination feature.

  • Mist Walker: The Mist Traveler feature will never come up, so instead, mist, smoke, fog, gas, and ash have no effect on your vision or breathing.
  • Touch of Death: You are vulnerable to radiant damage.
  • Watchers. You are proficient with the Perception skill.

6. Class & Subclasses

Elementalist

I am bad at writing descriptive fluff, I apologize. This class was made for myself, for a character concept I had for a sorcerer without charisma. Not every sorcerer has enough control over their magic to wield the power of raw magic carefully. Elementalists are raw conduits for elemental chaos, barely in control of their magic. Many live in seclusion or limit their spellcasting to avoid potentially causing unintended harm with wild magic surges.

Meta Stuff

I know a Constitution caster is hard to balance due to how Constitution isn't meant to be a primary score for any class. The concept was one I really enjoyed so I tried to balance it out with the spell list only consisting of spells at least somewhat linked to one of the four elements. I also made wild magic surges more common and added self damage as a chance instead of a surge. Those should hopefully help balance the class better than just swapping a sorcerer's spellcasting ability to Constitution. This class is not designed for one level dips from barbarian, it is meant to be a stand alone class. I did not want to ban multiclassing for elementalists, but there are restrictions detailed below.

Quick Build

You can make an elementalist quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the haunted one background. Third, choose the frostbolt cantrip. Third, dump Charisma as hard as you can. That's why you're not a sorcerer, right? That's the point of the class, anyway.


Multiclassing and the Elementalist

I would prefer if you didn't.

Ability Score Minimum. As a multiclass character, you must have at least a Constitution score of 17 and a Luck score of 13 to take a level in this class, or to take a level in another class if you are already an elementalist.

Proficiencies Gained. If elementalist isn't your initial class, here are the proficiencies you gain when you take your first level as an elementalist: none, fuck you.

Spell Slots. Add your level in the elementalist class to the appropriate levels from other classes to determine your available spell slots.

Class Features

As an elementalist, you gain the following class features:

Hit Points

Hit Dice: 1d6 per elementalist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per elementalist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hoopaks, long slings, tridents
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Arcana, History, Investigation, Nature, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a hoopak and 20 smooth stones, or (b) any simple weapon
  • (a) an explorer's pack, or (b) a scholar's pack
  • (a) an arcane focus, or (b) a druidic focus
  • padded armor

Spellcasting

1st-level elementalist feature
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with a deadly connection to elemental chaos you can barely control. This font of magic, whatever its origin, fuels your spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and two pages ahead for the elementalist spell list.

Cantrips

You know one cantrip of your choice from the elementalist spell list. You learn additional elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the elementalist table.

When you gain a level in this class, you can replace one of the elementalist cantrips you know with another cantrip from the elementalist spell list.

Spell Slots

The elementalist table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

The Elementalist
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Sorcery
Points
Features Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Elemental Magic,
Uncontrollable Chaos
1 2
2nd +2 2 Font of Magic 1 3
3rd +2 3 Metamagic 1 4 2
4th +2 4 Ability Score Improvement 2 4 3
5th +3 5 Elemental Adaptation 2 4 3 2
6th +3 6 Elemental Resistance 2 4 3 3
7th +3 7 Elemental Adaptation 2 4 3 3 1
8th +3 8 Ability Score Improvement 2 4 3 3 2
9th +4 9 Elemental Adaptation 2 4 3 3 3 1
10th +4 10 Metamagic 3 4 3 3 3 2
11th +4 11 Elemental Resistance 3 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 3 4 3 3 3 2 1
13th +5 13 Elemental Adaptation 3 4 3 3 3 2 1 1
14th +5 14 Controlled Chaos 3 4 3 3 3 2 1 1
15th +5 15 Elemental Resistance 3 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 17 Metamagic 4 4 3 3 3 2 1 1 1 1
18th +6 18 Spell Bombardment 4 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 25 Metamagic, Elemental Resistance 10 4 3 3 3 3 2 2 1 1

Preparing Spells of 1st Level and Higher

You prepare the list of elementalist spells that are available for you to cast, choosing from the elementalist spell list. When you do so, choose a number of elementalist spells equal to your Constitution modifier + half your elementalist level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level elementalist, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell thunderwave, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of elementalist spells requires time spent manipulating the elemental chaos within you: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Constitution is your spellcasting ability for your elementalist spells. Your magic comes from your body's connection to elemental chaos. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a elementalist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Ritual Casting

You can cast an elementalist spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane or druidic focus (see chapter 7) as a spellcasting focus for your elementalist spells.

Elemental Magic

1st-level elementalist feature
You learn the control flames, gust, mold earth, and shape water cantrips, which count as elementalist cantrips for you. In addition, you can speak, read, and write Primordial.

Uncontrollable Chaos

1st-level elementalist feature
Your spellcasting can unleash surges of untamed magic. Immediately after you cast an elementalist spell of 1st level or higher or roll a 1 on a saving throw against a spell that targets only you, roll a d8. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Font of Magic

2nd-level elementalist feature
You tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Even though you're not a sorcerer technically, you pretty much are.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the elementalist table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Converting a Spell Slot to Sorcery Points. As a bonus action, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Metamagic

3rd-level elementalist feature
You gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice from the sorcerer list. You gain another one at 10th and 17th level, and three at 20th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Ability Score Improvement

4th-level elementalist feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

85

Elemental Adaptation

5th-level elementalist feature
You gain one adaptation based on your connection to elemental chaos. Select one of the options below. You can select additional adaptations at 7th, 9th, and 13th level.

Fire – As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Earth – You gain a climbing speed equal to your walking speed.

Air – You can hold your breath indefinitely.

Water – You gain a swimming speed equal to your walking speed.

Elemental Resistance

6th-level elementalist feature
You have resistance to cold, fire, lightning, or thunder damage (your choice).

You can select another damage type from this list at 11th, 15th, and 20th level.

Controlled Chaos

14th-level elementalist feature
Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. In addition, instead of rolling a d8 to determine if you roll on the table, you can choose instead to roll a d4 or d12. You make this choice each time you cast a spell of 1st level or higher.

Spell Bombardment

18th-level elementalist feature
When you roll damage for a spell and roll the lowest possible number on any of the dice, you can treat it as if you had rolled the highest possible number on that die instead.

Elementalist Spells

Cantrips (0 Level)
  • booming blade
  • blade ward (revised)
  • create bonfire
  • extinguish
  • fire bolt
  • frostbolt
  • frostbite
  • green-flame blade
  • gust barrier
  • ice shard
  • ignite
  • laser point
  • lightning beam
  • lightning lure
  • magic stone
  • mending
  • prestidigitation
  • produce flame
  • quaking earth
  • ray of frost
  • shocking grasp
  • sonic boom
  • static bolt
  • thunderclap
  • thunderblast
  • true strike (revised)
  • water spray
1st Level
  • absorb elements
  • armor of Agathys
  • burning hands
  • chaos bolt
  • chromatic orb
  • create or destroy water
  • earth tremor
  • feather fall
  • fog cloud
  • freezing smite
  • ice knife
  • searing smite
  • static infusion
  • thunderous smite
  • thunderwave
  • witch bolt
2nd Level
  • Aganazzar’s scorcher
  • air bubble
  • continual flame
  • dust devil
  • earthbind
  • electric current
  • flame blade
  • flaming sphere
  • gust of wind
  • heat metal
  • levitate
  • Maximilian’s earthen grasp
  • pyrotechnics
  • Rime's binding ice
  • scorching ray
  • skywrite
  • Snilloc’s snowball swarm
  • warding wind
  • zap dash
3rd Level
  • Ashardalon's stride
  • call lightning
  • cube of water
  • elemental weapon
  • erupting earth
  • fireball
  • flame arrows
  • fly
  • freedom of the waves
  • gaseous form
  • lightning arrow
  • lightning bolt
  • meld into stone
  • Melf’s minute meteors
  • protection from energy
  • shifting sands
  • sleet storm
  • thunder step
  • tidal wave
  • wall of sand
  • wall of water
  • water breathing
  • water walk
  • whiteout
  • wind wall
4th Level
  • arcane eruption
  • conjure minor elementals
  • control water
  • elemental bane
  • fire shield
  • Galder’s speedy courier
  • ice storm
  • stone shape
  • stoneskin
  • storm sphere
  • summon elemental
  • wall of fire
  • watery sphere
5th Level
  • cone of cold
  • conjure elemental
  • control winds
  • freedom of the winds
  • immolation
  • maelstrom
  • passwall
  • steam eruption
  • transmute rock
  • wall of stone
6th Level
  • bones of the earth
  • chain lightning
  • flesh to stone
  • investiture of flame
  • investiture of ice
  • investiture of stone
  • investiture of wind
  • move earth
  • Otiluke’s freezing sphere
  • primordial ward
  • wall of ice
  • wind walk
7th Level
  • delayed blast fireball
  • fire storm
  • whirlwind
8th Level
  • control weather
  • earthquake
  • incendiary cloud
  • tsunami
9th Level
  • grand fireball
  • grand lightning bolt
  • grand whiteout
  • invulnerability
  • storm of vengeance

Subclasses

Barbarian: Path of the Battlerager (Revised)

Battlerager is known as one of the worst officially published subclasses, which makes me sad. Thematically it's really cool, but the mechanics fall short due to locking you into armor that's pretty mid. Instead, you can now make any armor into your spiked armor, and make attacks with it with your normal attack action. I also added heavy armor proficiency to go with the dwarvish theme.

Spiked Armorsmith

3rd-level Path of the Battlerager feature
You gain proficiency in heavy armor, smith's tools, and leatherworker's tools. While wearing heavy armor, you are considered to be wearing medium armor for the purpose of other class features, such as Rage.

You can add spikes to a suit of armor over the course of a long rest, provided you have smith's tools (if the armor is metal) or leatherworker's tools (if the armor is not metal). Doing so costs 25gp, or 250gp if the armor is magical.

While you are wearing spiked armor, you can use your armor spikes as a simple melee weapon, which deals 1d4 piercing damage on a hit. You use your Strength modifier for the attack and damage rolls. If your armor is magical and provides a bonus to your Armor Class, you add the same bonus to attack and damage rolls with the spiked armor.

Spiked Armor Fighting

3rd-level Path of the Battlerager feature
While raging, you can use a bonus action to make an attack with your spiked armor.

Additionally, when you successfully grapple a creature, the target takes piercing damage equal to a roll of your rage damage bonus die. At the start of each of your turns, you can deal the same damage to one creature grappled by you if you are raging.

Reckless Abandon

6th-level Path of the Battlerager feature
When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier or Proficiency Bonus (whichever is higher). They vanish if any of them are left when your rage ends.

Battlerager Charge

10th-level Path of the Battlerager feature
You can take the Dash action as a bonus action.

Spiked Retribution

14th-level Path of the Battlerager feature
When a creature within 5 feet of you hits you with a melee attack while you are raging, the attacker takes piercing damage equal to a roll of your rage damage bonus die if you aren't incapacitated and are wearing spiked armor.

Barbarian: Path of the Depths (Revised)

This subclass originally was just going to have two simple changes noted and then I would move on from there. That was until I learned that the crossover this was printed in has since been removed from D&D Beyond. While it can be found elsewhere on the internet, I figured I would just put it here with the few small changes I made.

Update: I may have gotten a bit carried away and made more changes than I first planned, but I had fun and you will too if you play it.

Gift of the Drowned Ones

3rd-level Path of the Depths feature
You gain a swimming speed equal to your walking speed and can breathe underwater. You also know the shape water cantrip. Constitution is your spellcasting ability for it.

Dredge Line

3rd-level Path of the Depths feature
You manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.

As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you. A Huge or larger creature makes this save with advantage.

Ghostwater Dive

6th-level Path of the Depths feature
While raging, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action.

When you reach 14th level, you can use this feature even when you aren't raging.

Manifestations of the Deep

10th-level Path of the Depths feature
You have resistance to cold damage. You can also manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list. When you reach 14th level, each manifestation improves.

Eyes of the Deep. You gain the ability to use echolocation. You have blindsight with a range of 30 feet as long as you aren't deafened. This increases to 60 feet at 14th level.

Arms of the Deep. While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your Dredge Line ability, you can attempt a grapple with your other appendage as part of the same bonus action. At 14th level, the range of your Dredge Line increases to 30 feet, and it can pull creatures up to 25 feet.































Heart of the Deep. When you enter a rage, you gain temporary hit points equal to 1d16 + your barbarian level. You add your Constitution modifier and proficiency bonus to this roll at 14th level.

Soul of the Deep. You are now immune to all effects that would cause you to be charmed or frightened. At 14th level you have resistance to psychic damage.

Armor of the Deep. Your skin hardens, increasing your Armor Class by 1. This increases to 2 at 14th level.

Depth Charge

14th-level Path of the Depths feature
When you use your Ghostwater Dive ability, you can choose to appear with a wave of tidal force. When you appear, all creatures within 10 feet of you must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

Barbarian: Path of Harmony

While, on the surface, monks and barbarians seem like opposites, some embody both the ferocity of the barbarian and the wisdom and ki of a monk. Barbarians who wish to enlighten themselves sometimes seek out training with monks, while others are taken in by monks after the destruction of their home. Regardless of how they became acquainted with monks, they have learned and trained with them. Despite fighting differently than a monk, a barbarian can still harness their inner ki and the ki of those around them to great benefit.






























Way of the Monk

3rd-level Path of Harmony feature
Your training with monks has taught you the basics of martial arts. When you use your Unarmored Defense feature, you can use your Wisdom modifier in place of your Dexterity modifier. You also gain a climbing speed equal to your walking speed.

In addition, if you are raging and not wielding a shield, you can take the dash or disengage action as a bonus action.

Surge of Ki

3rd-level Path of Harmony feature
When you enter rage, your spirit is set ablaze and ki flares from within you. Creatures you select within 30 feet of you gain temporary hit points equal to half your barbarian level + your Constitution or Wisdom modifier (your choice). These hit points last until your rage ends. In addition, while raging, your body shines bright light in a 5-foot radius and dim light for an additional 10 feet.

Unstoppable Ki

6th-level Path of Harmony feature
You are immune to the stunned, paralyzed, and petrified conditions.

Enlightenment

10th-level Path of Harmony feature
Your have learned to focus your ki more powerfully now, and can channel it through others as well to replicate some monk features. You can cast the following spells, without expending a spell slot: feather fall, mass cure wounds, tongues, water walk. You can cast each of these spells once, and you regain the ability to do so when you finish a long rest. Constitution or Wisdom (your choice) is your spellcasting ability for these spells.

In addition, while a creature has temporary hit points granted by your Surge of Ki, it is immune to being stunned or paralyzed.

Stunning Strike

14th-level Path of Harmony feature
You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee attack, you can attempt a stunning strike. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution or Wisdom modifier) or be stunned until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bard: College of Mimes


Mime Magic

3rd-level College of Mimes feature
You learn additional spells when you reach certain levels in this class, as shown in the Mime Spells table. Each spell counts as a bard spell for you, but it doesn't count against the number of bard spells you know. You can only cast these spells using your Mime Spellcasting feature.

Mime Spells
Bard Level Spells
3rd Jim's magic missile, Tenser's floating disc
4th forcequake, silence
5th Leomund's tiny hut, pulse wave
7th Otiluke's resilient sphere
9th wall of force
13th forcecage

Mime Initiate

3rd-level College of Mimes feature
You gain the following minor benefits to help with the flavor of the subclass:

  • You know the arcane shot cantrip. It counts as a bard cantrip for you, but it doesn't count against your number of cantrips known. When you cast it, it does not require material components.
  • Your Bardic Inspiration feature doesn't require you to make sound if the target can see you.
Monk's Spades
Name Cost Damage Weight Properties
Light Spade 10gp 1d6 slashing 5 lbs versatile (1d8), finesse
Shaolin Spade 15gp 1d12 slashing 9 lbs two-handed, heavy

Fighters, monks, and barbarians of the Path of Harmony gain proficiency in these weapons. The Shaolin Spade is considered a monk weapon despite its properties, but you cannot use your Dexterity modifier instead of your Strength modifier for attacks with it due to the heavy property.

The Shaolin spade, also known as the monk's spade, is a tool and a weapon used by some monks. It functions as both a shovel and a weapon, giving it more utility than most weapons. Due to its weight, many monks train with it to build strength. Lighter versions of the weapon can also exist, being more accessible for monks who prefer a lightweight weapon and have no plans to build upper body strength.

  • Spells you gain from your race or feats don't require verbal components, but they do require somatic components if they didn't already.
  • If your character ever speaks a single word you're playing this subclass so wrong I'll throw something at you. I can't force you to roleplay your character in a specific way, but I literally designed this so you never have to speak. Why would you pick this just to end up playing a character who talks. Telepathy too, that counts. Just be a mime.

Mime Spellcasting

3rd-level College of Mimes feature
When you cast a bard spell, you can choose to mime the spell. When you mime a spell, it gains the following benefits:

  • The spell does not require verbal components, unless the spell literally cannot function if you don't speak, such as command or suggestion. Spells like vicious mockery and dissonant whispers can function without speaking and are thus fine.
  • The spell does not require material components that lack a cost and aren't consumed by the spell or royalty components.
  • The spell does not create any visual effects or sounds, unless the spell creates illusions, causes obscurement, alters a creature's form, summons creatures, or summons objects that can be attacked, such as Bigby's hand. Spectral objects that can't be attacked, like mage hand or Mordenkainen's sword are invisible, but it doesn't provide advantage on attacks with them.
  • The spell requires somatic components if it didn't already, and you must have both hands free to provide them.

Mime and Dash

6th-level College of Mimes feature
When you use your action to cast a spell using your Mime Spellcasting feature, you can take the dash action as a bonus action.

You also gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals force or bludgeoning damage, and the bonus equals your Charisma modifier (minimum of +1).






























Cleric: Fear Domain

Gods of fear and their clerics use fear to control the masses, gaining a following of those too scared to fight back and those who wish to learn this magic for themselves. Gods and clerics of the fear domain are almost never good.

Domain Spells

1st-level Fear Domain feature
You gain domain spells at the cleric levels listed in the Fear Domain Spells table. See the Divine Domain class feature for how domain spells work.

Fear Domain Spells
Cleric Level Spells
1st cause fear, dissonant whispers
3rd blindness/deafness, darkness
5th enemies abound, fear
7th phantasmal killer, shadow of moil
9th dream, enervation

Mime Power

14th-level College of Mimes feature
You can cast one of your Mime Spells without expending a spell slot. You regain the ability to do so when you finish a long rest. If you can think of a better feature, please let me know.

Additionally, you gain resistance to force and bludgeoning damage.






























Bonus Cantrip

1st-level Fear Domain feature
You gain the thaumaturgy cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know. If you already know it, you instead learn one cantrip of your choice. The cantrip must be from the enchantment, illusion, or necromancy school of magic. For you, the cantrip counts as cleric cantrip.

Regardless of the cantrip you selected, you can cast the thaumaturgy cantrip without components.

Fear of the Lord

1st-level Fear Domain feature
You gain proficiency in the Intimidation skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Athletics, Deception, Insight, Stealth.

Your proficiency bonus is doubled for any ability check you make that uses Intimidation. You receive this benefit regardless of the skill proficiency you gain from this feature.

When you cast the thaumaturgy cantrip, you have advantage on Intimidation checks made for the duration of the spell.

Channel Divinity: Frightful Presence

2nd-level Fear Domain feature
You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

No Hope

6th-level Fear Domain feature
Creatures frightened of you cannot benefit from advantage.

No Fear

6th-level Fear Domain feature
You are immune to being frightened.

Potent Spellcasting

8th-level Fear Domain feature
You add your Wisdom modifier to the damage you deal or temporary hit points you grant with any cleric cantrip.

Channel Divinity: No Exception

17th-level Fear Domain feature
When a creature succeeds on a saving throw against one of your spells or features that causes it to be frightened, or it has immunity to the frightened condition, you can use your Channel Divinity to cause it to fail the saving throw, even if it would normally be immune. This feature has no affect on constructs.

No Escape

17th-level Fear Domain feature
Creatures who are frightened of you have their speed halved and have disadvantage on saving throws.

Cleric: Frost Domain

Gods associated with the Frost Domain, such as Auril or Ulutiu, typically have few clerics outside of arctic climates. Most of their worshipers hail from those frigid places, and they worship one of these gods to aid them in their travels and life in such a harsh climate.

Domain Spells

1st-level Frost Domain feature
You gain domain spells at the cleric levels listed in the Frost Domain Spells table. See the Divine Domain class feature for how domain spells work.

Frost Domain Spells
Cleric Level Spells
1st armor of Agathys, ice knife
3rd Rime's binding ice, Snilloc's snowball swarm
5th sleet storm, whiteout
7th fire shield (chill shield only), ice storm
9th cone of cold, control winds
































Bonus Cantrips

1st-level Frost Domain feature
You gain bonus cantrips at the cleric levels listed in the Bonus Cantrips table. They count as cleric cantrips for you, but they don't count against your number of cantrips known.

Bonus Cantrips
Cleric Level Cantrip
1st ray of frost
2nd extinguish
6th frostbite
8th frostbolt
17th ice shard

Ice God's Protection

1st-level Frost Domain feature
You are considered naturally adapted to cold climates. At 6th level, you gain resistance to cold damage. At 17th level, you gain immunity to cold damage.

Channel Divinity: Slippery Ice

2nd-level Frost Domain feature
When you roll cold damage, you can use your Channel Divinity to cause each creature who took the damage to take additional bludgeoning damage equal to your cleric level plus your Wisdom modifier and fall prone.

Frostburn

6th-level Frost Domain feature
Cold damage you deal ignores resistance to cold damage. Additionally, you have immunity to cold damage dealt by your own spells and features.

Potent Spellcasting

8th-level Frost Domain feature
You add your Wisdom modifier to the damage you deal or temporary hit points you grant with any cleric cantrip.

Arctic Retribution

17th-level Frost Domain feature
Whenever a creature you see deals damage to you, you can use your reaction to cast a cantrip that targets only that creature.

Cleric: Inferno Domain

Despite seeming similar to clerics of the Light and Forge domains, clerics of the Inferno domain are more focused on the devastating power of fire to destroy. Clerics of the Inferno domain are often allied with the more destructive members of the Tempest domain, as both focus on decimation by a force of nature. Gods of the Inferno domain in other worlds include Garyx, Kossuth, Talos, and Utu.

Mechanically, the inferno domain is tempest but with a different spell list. No fireball, same reason tempest doesn't get lightning bolt.

Domain Spells

1st-level Inferno Domain feature
You gain domain spells at the cleric levels listed in the Inferno Domain Spells table. See the Divine Domain class feature for how domain spells work.

Inferno Domain Spells
Cleric Level Spells
1st burning hands, searing smite
3rd Aganazzar's scorcher, continual flame
5th blinding smite, Melf's minute meteors
7th fire shield (warm shield only), wall of fire
9th immolation, wall of light

Bonus Proficiencies

1st-level Inferno Domain feature
You gain proficiency with martial weapons, and heavy armor.

Wrath of the Inferno

1st-level Inferno Domain feature
You can rebuke attackers with divine flames. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 fire or radiant damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Ablaze Strike

6th-level Inferno Domain feature
When you deal fire damage to a Large or smaller creature, you can also pull it up to 10 feet closer to you.

Potent Spellcasting

8th-level Inferno Domain feature
You add your Wisdom modifier to the damage you deal or temporary hit points you grant with any cleric cantrip.

Rising Flame

17th-level Inferno Domain feature
You have a flying speed of 25 feet.

Cleric: Luck Domain

While most people would use a test of skill to prove their ability, clerics of the luck domain value chance above all else. They use their divine magic to give good and bad luck to others, leveraging fate to their advantage. For these clerics, games of chance and gambling are forms of worship, and cheating at these games is disrespectful towards their god.

Domain Spells

1st-level Luck Domain feature
You gain domain spells at the cleric levels listed in the Luck Domain Spells table. See the Divine Domain class feature for how domain spells work.

Luck Domain Spells
Cleric Level Spells
1st chaos bolt, Jim's magic missile
3rd mirror image, Nathair's mischief
5th blink, metronome
7th arcane eruption, confusion
9th reincarnate, skill empowerment

Bonus Proficiency

1st-level Luck Domain feature
You gain proficiency with martial weapons and all gaming sets. You can use a gaming set as a spellcasting focus for your spells.

Cantrip Roulette

1st-level Luck Domain feature
Whenever you learn a cantrip from this class, you can choose instead to gain a roulette cantrip slot. You can also choose roulette cantrip slots when you gain additional cantrips. For example, if you start with thaumaturgy and two roulette cantrip slots, you can learn sacred flame at 4th level and gain another roulette cantrip slot at 10th level. Whenever you gain a level in this class, you can replace a cleric cantrip you know with a roulette cantrip slot, or vice versa.

Whenever you finish a long rest, you roll once on the Random Spell Chart (found in chapter 14) for cantrips for each roulette cantrip slot you have. Regardless of the cantrip you get, it counts as a cleric cantrip for you. When you finish a long rest, all of your roulette cantrip slots are replaced with new rolls. If you roll a number of a cantrip you already know, reroll the dice.

Daily Wager

1st-level Luck Domain feature
Whenever you prepare spells at the end of a long rest, you can forgo selecting some of your spells to instead gain random spells. You can randomize a number of your prepared spells equal to or less than your Wisdom modifier + your Luck modifier. When you choose to gain these random spells, you roll on a Random Spell Chart of your choice (found in chapter 14) for each of them. You can only roll on a chart that you have a spell slot for. If the spell is one of your Domain Spells or a spell you already know from another source, reroll the dice.

Channel Divinity: Summon Trinket

2nd-level Luck Domain feature
As a bonus action, you can use your Channel Divinity to summon a gaming set or a random trinket (found in chapter 16) in your hand. The item functions as a spellcasting focus for you, and it disappears after 8 hours, when you use this feature again, or if it takes any damage.

While holding the item, you can use an action to dismiss the trinket. When you do so, you can choose one spell you have prepared from your Daily Wager feature and replace it with a randomly determined spell of the same level.

Channel Divinity: Wild Magic Surge

2nd-level Luck Domain feature
When you cast a spell, you can use your Channel Divinity to cause a Wild Magic Surge. Roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Divine Strike Damage Type

5th-level Luck Domain feature
When you cast the divine strike cantrip, roll a d10 to determine the damage type each time you cast it. When you reach 17th level, you add this d10 do the damage dealt.

d10 Damage Type
1 acid
2 cold
3 fire
4 force
5 lightning
d10 Damage Type
6 necrotic
7 poison
8 psychic
9 radiant
10 thunder

The House Always Wins

6th-level Luck Domain feature
Whenever you make an attack roll, ability check, or saving throw with both advantage and disadvantage, you can choose to ignore all sources of disadvantage on that roll. When you do so, you add your Luck modifier to the roll.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Additionally, your attacks score a critical hit on a roll of 7 or 20.

Potent Spellcasting

8th-level Time Domain feature
You add your Wisdom modifier to the damage you deal or temporary hit points you grant with any cleric cantrip.

Craps

10th-level Luck Domain feature
Whenever you use your Divine Intervention feature, you can roll 2d6 instead of percentile dice. You succeed on a roll of 7.

Hot Streak

17th-level Luck Domain feature
You can use your Daily Wager feature with as many of your spells as you like. When you randomly roll for a prepared spell or roulette cantrip at the end of a long rest, you can roll twice for each slot and choose either roll.

In addition, whenever you deal damage with a cleric spell of 1st level or higher, you can roll on the Divine Strike Damage Type table, changing the spell's damage type and adding the d10 to the damage dealt.

Cleric: Time Domain

You understand mechanical hands are the ruler of everything.

Domain Spells

1st-level Time Domain feature
You gain domain spells at the cleric levels listed in the Time Domain Spells table. See the Divine Domain class feature for how domain spells work.

Time Domain Spells
Cleric Level Spells
1st gift of alacrity, longstrider
3rd fortune's favor (revised), hold person
5th slow, wall of sand
7th banishment, divination
9th hold monster, temporal shunt

Bonus Proficiency

1st-level Time Domain feature
You gain proficiency with heavy armor. You can also use a timepiece, such as a watch or hourglass, as a spellcasting focus for your spells.

Bonus Cantrips

1st-level Time Domain feature
You learn the soul accelerate and mold earth cantrips. They counts as cleric cantrips for you, but they don't count against your number of cantrips known.

Channel Divinity: Borrowed Time

2nd-level Time Domain feature
You can use your Channel Divinity to move at double speed for a short time by stealing that time from your future self. At the end of your turn you can use your Channel Divinity to immediately take an additional turn. After that turn, you cannot move or take actions or reactions until the end of your next turn.

You cannot use this Channel Divinity more than once per minute.

Future Sight

6th-level Time Domain feature
You are always under the effect of the gift of Alacrity spell. You are also immune to paralysis and the effects of the spells slow, temporal shunt, and time ravage, you cannot be magically aged, and you can see (but not act) while under the effect of the time stop (revised) spell.

Potent Spellcasting

8th-level Time Domain feature
You add your Wisdom modifier to the damage you deal or temporary hit points you grant with any cleric cantrip.

Roar of Time

17th-level Time Domain feature
You can use an action to channel your god's raw power to banish a creature within 30 feet of you into the future. The target takes force damage equal to twice your cleric level and must make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature disappears as you banish it to the future. After 2d4 minutes, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Once you use this feature, you can't do so again until you finish a short or long rest.

Channel Divinity: Move in Stopped Time

17th-level Time Domain feature
If you start your turn while under the effect of the time stop (revised) spell, you can expend two uses of your Channel Divinity to be unaffected by the spell until the start of your next turn.

Cleric: Heretic

Just as a paladin can break an oath, clerics can be banished from their holy order for crimes against their god. Heretics are rare and often lie about their past, as they are shunned by even churches of unrelated gods. They draw their power from arcane forces, and the defiance of their own soul.

Divine Strike Damage Type: force, psychic

Godless Spells

1st-level Heretic feature
You gain domain spells at the cleric levels listed in the Godless Spells table. See the Divine Domain class feature for how domain spells work.

Godless Spells
Cleric Level Spells
1st hex, protection from evil and good
3rd blur, shadow blade
5th magic circle, ruination
7th banishment, freedom of movement
9th dimension lock, hallow
15th remove divine curse

Bonus Proficiencies

1st-level Heretic feature
You gain proficiency with martial weapons and heavy armor.

Bonus Cantrip

1st-level Heretic feature
You know the resistance cantrip. It doesn't count against your number of cantrips known. You can cast it as normal, and you can also cast it as a bonus action and without requiring concentration. You can cast the spell this way a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.

94

Channel Divinity: Heretic's Will

2nd-level Heretic feature
You can use your Channel Divinity to invest your presence with the warding power of your soul. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Wisdom modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Defense Against Divinity

6th-level Heretic feature
You have resistance to radiant damage and advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature under the effect of your Heretic's Will succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Potent Spellcasting

8th-level Heretic feature
You add your Wisdom modifier to the damage you deal or temporary hit points you grant with any cleric cantrip.

Divine Defiance

17th-level Heretic feature
Your resolve can foil the strongest magic, even the curses of gods. At the start of your turn, you can choose to end all spells, conditions, and curses of your choice on yourself. You also regain 66 hit points.

Once you use this feature, you can't do so again until you finish a long rest.

Druid: Circle of the Earth (Land Revised)

When 5e was first birthed into our hands, it was this or moon. These days, spellcasting druids outnumber wild shape focused subclasses 6-1, and land has fallen off. With a situational feature at 6th level and a useless one at 14th, they could use a few tweaks. Additionally, they get 1st level spells and a better selection of damage cantrips. Hope you enjoy.

The old spell lists have some choices I don't entirely get. Why does grassland get invisibility? But since the odd additions are usually mechanically cool, I didn't remove a spell from a pre-existing list unless you could prepare it as a normal druid spell.

Natural Recovery

2nd-level Circle of the Earth feature
You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

    For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Harness Natural Power

2nd-level Circle of the Earth feature
You can expend a use of your Wild Shape to fuel your spells. As a bonus action, you touch your spellcasting focus, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Circle Spells

2nd-level Circle of the Earth feature
Your mystical connection to the world infuses you with the ability to cast certain spells. Now, and at 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to a biome, element, or plane of your choice. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Biomes

Arctic
Druid Level Circle Spells
2st armor of Agathys, frost fingers, ray of frost
3rd hold person, Rime's binding ice
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold
Cave
Druid Level Circle Spells
2st alarm, earth tremor, quaking earth
3rd darkvision, Maximilian's earthen grasp
5th meld into stone, ruination
7th stone shape, stoneskin
9th passwall, transmute rock
Coast
Druid Level Circle Spells
2st create or destroy water, fog cloud, water spray
3rd mirror image, misty step
5th shifting sands, wall of sand
7th control water, watery sphere
9th far step, maelstrom
Desert
Druid Level Circle Spells
2st color spray, minor illusion, silent image
3rd blur, silence
5th create food and water, major image
7th blight, hallucinatory terrain
9th mislead, wall of stone
Forest
Druid Level Circle Spells
2st destructive spores, entangle, witch bolt
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Grassland
Druid Level Circle Spells
2st longstrider, guiding bolt, sacred flame
3rd invisibility, skywrite
5th daylight, haste
7th divination, freedom of movement
9th dawn, dream
Jungle
Druid Level Circle Spells
2st entangle, infestation, snare
3rd barkskin, protection from poison
5th Leomund's tiny hut, plant growth
7th giant insect, grasping vine
9th insect plague, wrath of nature
Mountain
Druid Level Circle Spells
2st earth tremor, feather fall, lightning beam
3rd spider climb, zap dash
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th control winds, passwall
Ocean
Druid Level Circle Spells
2st arms of Hadar, entangle, water spray
3rd air bubble, spirit vines
5th tidal wave, water breathing
7th control water, Evard's black tentacles
9th control winds, maelstrom
Swamp
Druid Level Circle Spells
2st detect poison and disease, noxious gas,
Tasha's caustic brew
3rd darkness, Melf's acid arrow
5th speak with dead, stinking cloud
7th freedom of movement, locate creature
9th cloukill, transmute rock
Underdark
Druid Level Circle Spells
2st actual spiders, faerie fire, ray of sickness
3rd spider climb, web
5th gaseous form, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, insect plague

Elements

Air
Druid Level Circle Spells
2st feather fall, gust, thunderwave
3rd gust of wind, warding wind
5th fly, wind wall
7th storm sphere, summon elemental
9th control winds, steel wind strike
Earth
Druid Level Circle Spells
2st earth tremor, mold earth, shield of faith
3rd earthbind, Maximilian's earthen grasp
5th erupting earth, meld into stone
7th stone shape, stoneskin
9th transmute rock, wall of stone
Fire
Druid Level Circle Spells
2st burning hands, control flames, searing smite
3rd Aganazzar's scorcher, flame blade
5th Ashardalon's stride, flame arrows
7th fire shield, wall of fire
9th flame strike, immolation
Water
Druid Level Circle Spells
2st create or destroy water, grease, shape water
3rd misty step, Snilloc's snowball swarm
5th tidal wave, wall of water
7th control water, watery sphere
9th cone of cold, maelstrom

Inner Planes

Feywild
Druid Level Circle Spells
2st animal friendship, charm person,
vicious mockery
3rd enthrall, theft
5th fast friends, plant growth
7th charm monster, conjure woodland beings
9th modify memory, wrath of nature
Shadowfell
Druid Level Circle Spells
2st false life, inflict wounds, shadow bolt
3rd crown of madness, darkness
5th feign death, summon shadowspawn
7th blight, brainrot
9th circle of death, negative energy flood

Potent Cantrip

6th-level Circle of the Earth feature
You add your Wisdom modifier to the damage you deal or temporary hit points you grant with any druid cantrip.

You also learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.

Land's Stride

6th-level Circle of the Earth feature
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Nature's Ward

10th-level Circle of the Earth feature
You have resistance to cold and fire damage, and you are immune to poison and disease.

The Circle of Life

14th-level Circle of the Earth feature
When you finish a long rest, you can realign your connection to the world. When you do so, you replace the spell list you picked for the Circle Spells feature with a different one of your choice.

Nature's Sanctuary

14th-level Circle of the Earth feature
Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast, elemental, fey, or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. Additionally, you cannot be charmed or frightened by these creatures.

The creature is aware of this effect before it makes its attack against you.

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Fighter: Banneret (Revised)

One by one I added buffs in that section at the start of the book until there were enough to rewrite the whole thing here. Man, like half of the SCAG subclasses were kinda bad. Luckily, that's what I'm here for. Now you can do much more support as the support fighter. Well, mostly healing, but that's what people think when they think of support.

Rallying Cry

3rd-level Banneret feature
You learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose a number of creatures within 60 feet of you up to 2 + your Charisma modifier. Each one regains hit points equal to your Charisma modifier + your fighter level, provided that the creature can see or hear you.

Royal Envoy

7th-level Banneret feature
You gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one skill of your choice.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Warlord's Rally

7th-level Banneret feature
You and your allies gain temporary hit points whenever you finish a short or long rest. Choose a number of creatures you can see at the end of the rest up to 2 + your Charisma modifier. You and those creatures each gain temporary hit points equal to half your fighter level + your Charisma modifier.

Inspiring Surge

10th-level Banneret feature
When you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can move up to half its speed without provoking opportunity attacks and make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Third Wind

10th-level Banneret feature
You can use your Second Wind twice before a rest.

Bulwark

15th-level Banneret feature
You can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. It also adds your Charisma modifier to the roll.

Improved Inspiring Surge

18th-level Banneret feature
When you use your Inspiring Surge, you can target two creatures, rather than one. The attacks caused by your Inspiring Surge add your Charisma modifier to the attack and damage rolls.

Monk: Way of the Four Elements (Revised)

This might be a bit of overkill. All options are cheaper, and you get a lot more options.

Disciple of the Elements

3rd-level Way of the Four Elements feature
You learn ki-fueled disciplines that harness the power of the four elements. Most disciplines require you to spend ki points each time you use it.

You know the Elemental Attunement discipline and three other elemental disciplines of your choice. You learn two additional elemental disciplines of your choice at 6th, one at 11th level, and seven at 17th level.

Whenever you gain a level in this class, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you only need to provide somatic components for it. The spells are considered ki, and nonmagical similarly to psionics.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 7 at 17th level.

Spells and Ki Points
Monk Levels Maximum Ki Points for a Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 10

Elemental Overcharge

11th-level Way of the Four Elements feature
When you use an Elemental Discipline that deals damage, you can add your Wisdom modifier to one damage roll of that ability or spell.

Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.

Elemental Attunement. You learn the control flames, gust, mold earth, and shape water cantrips.

Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 15 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and it also deals an extra 1d6 fire damage.

Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.

Strike of Unbroken Air. You can create a wave of compressed air that strikes like a mighty blade. As an action, you can spend 1 ki point and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 slashing damage, plus an extra 1d12 thunder damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

Water Whip. You can spend 1 ki point as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d12 cold damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

Replicate Cantrip. Using this discipline, you replicate a particular cantrip. You can learn this discipline multiple times; each time you do so, choose a cantrip to replicate, picking from the elementalist spell list.

Replicate Spell. Using this discipline, you replicate a particular spell. You can learn this discipline multiple times; each time you do so, choose a spell to replicate, picking from the Replicable Spells tables below. A table's title tells you the level you must be in the class to choose a discipline from the table.

Replicable Spells (3rd-Level Monk)
Spell Base Ki Cost
burning hands 1
earth tremor 1
fog cloud 1
freezing smite 1
frost fingers 1
gust of wind 1
ice knife 1
searing smite 1
static infusion 1
thunderous smite 1
thunderwave 1
Replicable Spells (6th-Level Monk)
Spell Base Ki Cost
Aganazzar's scorcher 2
create or destroy water 0
dust devil 2
earthbind 2
flaming sphere 2
hold person 2
levitate 2
Maximilian's earthen grasp 2
Rime's binding ice 2
scorching ray 2
shatter 2
skywrite 1
Snilloc's snowball swarm 2
warding wind 2
zap dash 2
Replicable Spells (11th-Level Monk)
Spell Base Ki Cost
Ashardalon's stride 3
control water 3
elemental weapon 3
erupting earth 3
fireball 3
flame arrows 3
fly 3
gaseous form 2
lightning arrow 3
lightning bolt 3
meld into stone 2
shifting sands 3
sleet storm 3
stone shape 3
thunder step 3
tidal wave 4
wall of water 3
whiteout 3
wind wall 3
Replicable Spells (17th-Level Monk)
Spell Base Ki Cost
bones of the earth 8
cone of cold 5
control winds 4
investiture of flame 8
investiture of ice 8
investiture of stone 8
investiture of wind 8
maelstrom 5
move earth 7
passwall 4
stoneskin 4
summon elemental 7
transmute rock 5
wall of fire 4
wall of ice 8
wall of stone 5
wind walk 7

Monk: Way of the Soul (Sun Soul Revised)

Another cool subclass that would be a lot cooler if it was good, or at least decent. This used to have a few simple fixed in the patch notes part of the book, but after getting an idea (changing damage types) I decided to make it its own section.

Soul Type

3rd-level Way of the Soul feature
When you gain this feature, choose a type of soul from the table below. The soul type determines the damage type of all of your features from this subclass. It also offers a suggested name for your subclass, such as Way of the Sun Soul, as Way of the Soul is pretty generic. You can name it whatever you want, these are just ideas.

You also learn a cantrip, also shown in the table. Wisdom is your spellcasting for it. If you're lucky, you'll get a choice between two. If you willingly pick poison, you can guidance too since the worst damage type can have the best cantrip because I love you. You can ask for a different cantrip, but I might say no.

While possible, changing this choice is very difficult, and may require you to go on a quest, join a religion, or something similar.

Soul Type
Ideas For
Subclass Name
Damage Type Cantrip
Toxic Soul, Ooze-Touched acid shape water
Frigid Soul cold shape water
Blazing Soul, Infernal Soul fire control flames or produce flame
Arcane Soul force prestidigitation
Storm Soul lightning gust or lightning lure
Unholy Soul necrotic judge the dying
Plagued Soul poison destructive spores AND guidance
Mind psychic friends or message
Sun Soul radiant dancing lights or light
Sonic Soul thunder sonic boom or thaumaturgy
Aquatic Soul bludgeoning shape water or water spray
Stone Soul, Geomancy piercing magic stone or mold earth
Wind Soul slashing gust

Soul Bolt

3rd-level Way of the Soul feature
Starting when you choose this tradition at 3rd level, you can hurl bolts of energy from your hands.

You gain a new attack option that you can use whenever you would make an unarmed strike. The special attack is a ranged spell attack with a normal range of 60 feet and a long range of 120 feet. You are proficient with it, and you add your Dexterity or Wisdom modifier to its attack and damage rolls (your choice). Its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Arc Strike

6th-level Way of the Soul feature
You gain the ability to channel your ki into waves of energy. You can use a bonus action to unleash waves of energy in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw against your ki save DC, taking 1d6 damage on a failed save, or half as much damage on a successful one.

You can spend ki points to increase the damage. Each ki point you spend increases the damage by 1d6. The maximum number of ki points that you can spend on this feature equals half your monk level.

Energy Burst

11th-level Way of the Soul feature
You gain the ability to create an orb of energy that erupts into a devastating explosion. As an action, you create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of energy for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must make a Constitution saving throw against your ki save DC, taking damage equal to 2d6 plus your Wisdom modifier on a failed save, or half as much damage on a successful one. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

I wanted to make this use martial arts dice instead of d6s plus Wisdom modifier, but a level 20 monk having 6 casts of 8d12 super fireballs seemed a bit much. 8d6+5 is much more reasonable, sadly.

Soul Shield

17th-level Way of the Soul feature
You become wreathed in a luminous aura fueled by your soul. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. This light is soullight, and functions as both sunlight and moonlight.

If a creature within 30 feet of you hits you with an attack while this light shines, you can use your reaction to deal damage to the creature. The damage equals two rolls of your Martial Arts die.

Paladin: Oath of the Shroud

Paladins of the Oath of the Shroud work from the shadows to eliminate threats to the material plane. There are very few members of this group, and almost nobody outside of the group knows it exists. I would add more information but what I have put so far is already too much information. To avoid spoilers, I'll say that you can't find them. They find you.

Tenets of the Shroud

The tenets of this oath are a secret.

Oath Spells

3rd-level Oath of the Shroud feature
You gain oath spells at the paladin levels listed in the Oath of the Shroud Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Shroud Spells
Paladin Level Spells
3rd Aundair's silent sanctum,
hunter's mark, veil of dusk
5th invisibility, pass without trace
9th nondetection, sending
13th freedom of movement, greater invisibility
17th modify memory, swift quiver

Channel Divinity

3rd-level Oath of the Shroud feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Shadow Smites. As an action, you can touch one ranged weapon and use your Channel Divinity to enchant it with the ability to command shadows to attack with it. This enchantment lasts for a number of hours equal to your your proficiency bonus or until the weapon is further than 10 feet from you. When you hit a creature with this weapon, you can expend one spell slot to deal psychic damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if you are hidden from the target, to a maximum of 6d6.

Shadow Jaunt. When you are in dim light or darkness, as a bonus action you can use your Channel Divinity to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on attack rolls until the start of your next turn.

Shrouded

3rd-level Oath of the Shroud feature
You gain proficiency in the Stealth skill, and you add double your proficiency bonus to checks you make with it. In addition, you may replace the Fighting Style you gained at 2nd level with the Archery Fighting Style.

Shroud Aura

7th-level Oath of the Shroud feature
You can use a bonus action to emanate a shadowy aura, which lasts until you dismiss it or fall unconscious. This aura, while invisible, makes creatures harder to notice within it. The aura extends up to 10 feet from you in every direction, but not through total cover. As a bonus action, you can cause this aura's size to change within its limit or you can dismiss it.

The aura lightly obscures its area. Creatures with truesight or blindsight ignore this effect. Additionally, you and friendly creatures within the aura have resistance to necrotic damage and ignore the effects of lightly obscured areas.

At 18th level, the maximum range of this aura increases to 30 feet.


Mind's Speech

15th-level Oath of the Shroud feature
You are able to communicate without making a sound. You can communicate telepathically with any creature you can see within 90 feet of you. You don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language or be telepathic itself. You also do not need to provide verbal components for any paladin spell you cast.

In addition, when you cast the sending spell targeting a fellow member of this oath, you do so without expending a spell slot.

One With Shadow

20th-level Oath of the Shroud feature
As an action, you vanish into thin air, becoming one with the shadows around you. For 1 minute, you gain the following benefits:

  • You are invisible. Any ammunition you fire from a ranged weapon remains invisible as long as you do.
  • You can use your Channel Divinity options without expending use of it.
  • You are immune to one damage type of your choice.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Rogue: Maverick

These rogues go by many names and follow many walks of life. Sheriffs, vigilantes, bounty hunters, and outlaws can all fall into this archetype. Regardless of profession or morals, these rogues can draw and fire a gun in the blink of an eye. They fight face-to-face rather than sneak up on unsuspecting targets, as a sort of code of honor.

Bonus Proficiencies

3rd-level Maverick feature
You gain proficiency in the Survival skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Insight, Intimidation, or Persuasion.

Your proficiency bonus is doubled for any ability check you make that uses Survival. You receive this benefit regardless of the skill proficiency you gain from this feature.

You also gain proficiency with martial weapons and with land vehicles.

Quick Draw

3rd-level Maverick feature
You have a bonus to initiative rolls equal to half your Rogue level (rounded up). Once per turn, you can draw or stow a weapon without consuming your object interaction for the turn.

You also have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet and isn't surprised.

Trusty Steed

9th-level Maverick feature
When you finish a short or long rest, you can choose to acquire a mount. You can do so by taming a wild animal, stealing one, or however you want to nonmagically gain a horse or similar animal. You can only have one steed from this feature of the find steed (revised) spell at a time. Once you do so, you can't do so until you finish a long rest.

The steed is an ally to you, and it can understand simple commands in one language of your choice. See this creature's game statistics in the trusty steed stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's species appearance; your choice has no effect on its game statistics.

You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

In combat, it shares your initiative count, and it functions as a controlled mount (as defined in the rules on mounted combat). If you are incapacitated, it takes its turn immediately after yours and acts independently, focusing on avoiding danger.


Trusty Steed

Large beast, unaligned


  • Armor Class 12
  • Hit Points 12 x PB (the steed has a number of Hit Dice [d10s] equal to your PB)
  • Speed 60 ft.

STR DEX CON INT WIS CHA LCK
18 (+4) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 5 (-3) 15 (+2)

  • Condition Immunities charmed, frightened
  • Senses passive Perception 11
  • Languages Understands simple commands in one language you speak
  • Challenge -         Proficiency Bonus equals your bonus

Actions

Hooves. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 1d12 + PB bludgeoning damage.

High Noon

13th-level Maverick feature
You gain an additional Special Attack:

High Noon. On the first round of combat, if you hit a creature who isn't surprised with an initiative more than 10 lower than yours with a ranged attack, the attack is a critical hit, and you can perform a quick draw attack. To determine the extra damage, roll a number of d10s equal to half your Rogue level (rounded up), add the dice together, and add your proficiency bonus.






















































Fastest Gun in the West

17th-level Maverick feature
When you roll initiative, you can forgo rolling the d20 to get a 20 on the die. If you are first in initiative, attacks against you have disadvantage and you make attack rolls, ability checks, and saving throws with advantage for the first round of combat.

Sorcerer: Draconic Bloodline (Revised)

If you read the section on dragonborn earlier, you know how dragon blood works. Because of that, I tweaked the subclass to remove redundant options.

Restriction—Dragonborn Only

If you have a dragon ancestor, you are a dragonborn. Dragon blood will never run thin. Some of the features specifically relate to your Draconic Ancestry racial trait.

Dragon Speaker

1st-level Draconic Bloodline feature
Whenever you make a Wisdom (Insight) check or any Charisma check when interacting with dragons and dragonborn, you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. For the purpose of this ability, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns, as well as dracoliches and shadow dragons.

Draconic Resilience

1st-level Draconic Bloodline feature
Your scales harden. While you aren't wearing armor, you can calculate your AC as 12 + your Constitution modifier. You can use a shield and still gain this benefit. This increases to 13 + your Constitution modifier at level 6.

Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Dragon Talons

1st-level Draconic Bloodline feature
You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Elemental Affinity

6th-level Draconic Bloodline feature
When you cast a spell that deals damage of the type associated with your Draconic Ancestry or the dragon ray spell, or you use your Breath Weapon, you can add your Charisma modifier to one damage roll of that spell.

Additionally, you are immune to the frightened condition.

Dragon Wings

14th-level Draconic Bloodline feature
You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action. They last until you dismiss them as a bonus action.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Awakening

18th-level Draconic Bloodline feature
You can channel the dread presence of your dragon ancestor. As an action, you can draw on this power for 1 minute. It ends early if you fall unconscious, if you die, or if you dismiss it as a bonus action:

  • You are immune to damage of the type associated with your draconic ancestry.
  • Your claws gain a bonus to attack and damage rolls equal to your Charisma modifier, and deal an extra 2d4 slashing damage on a hit.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Each hostile creature that starts its turn within 60 feet of you must succeed on a Wisdom saving throw or be frightened until this aura ends. A creature that succeeds on this saving throw is immune to this aura for 24 hours.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Sorcerer: Fey Magic

You have a connection to the Feywild, for one reason or another. Consider rolling on the Feywild Gifts table from the fey wanderer ranger subclass. Fey magic manifests differently for everyone, but it is still most common among races native to the Feywild.

Fey creatures will recognize your connection to them and will rarely try to trick you. They often consider you one of their own, and will treat you as such.

Feywild Spells

1st-level Fey Magic feature
You learn additional spells when you reach certain levels in this class, as shown on the Fey Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell.

Fey Magic
Sorcerer Level Spells
1st faerie fire, silent image, vicious mockery
3rd misty step, suggestion
5th major image, summon fey
7th conjure woodland beings, greater invisibility
9th dominate person, mislead
11th conjure fey

Otherworldly Glamor

1st-level Fey Magic feature
Your connection to the chaotic magic of the fey makes attacks that would hit you sometimes miss instead. Your Armor Class can't be lower than 13 + your Luck modifier.

Fey Speaker

1st-level Fey Magic feature
Whenever you make a Wisdom (Insight) check or any Charisma check when interacting with fey, elves, or feywild races, you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

You learn to speak, read, and write Sylvan, or one other language of your choice if you already know Sylvan.

Fey Power

6th-level Fey Magic feature
When you cast a spell that deals poison or psychic damage, you can add your Charisma modifier to one damage roll of that spell.

Beguiling Defenses

6th-level Fey Magic feature
You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your sorcerer spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Subtle Magic

14th-level Fey Magic feature
When you cast a divination, enchantment, or illusion spell, it does not require verbal components. The spell requires somatic components, even if it didn't before.

Archfey Presence

14th-level Fey Magic feature
As an action, you can cause each creature of your choice within 15 feet of you to make a Charisma saving throw against your sorcerer spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Misty Passage

18th-level Fey Magic feature
You can cast misty step at will, without expending a spell slot.

Sorcerer: Infernal Bloodline

Since Draconic Bloodline was restricted to dragonborn for lore reasons, here's another option for infernal tieflings. You can pick this with other races, but you wanted to play a non-dragonborn draconic sorcerer so you were probably going to play a tiefling anyway.

Devil Speaker

1st-level Infernal Bloodline feature
Whenever you make a Wisdom (Insight) check or any Charisma check when interacting with fiends or tieflings, you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

You learn to speak, read, and write Infernal, or one other language of your choice if you already know Infernal.

Infernal Hide

1st-level Infernal Bloodline feature
Your skin becomes thick and leathery, without visually changing. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Elemental Affinity

6th-level Infernal Bloodline feature
When you cast a spell that deals cold, fire, or poison damage, you can add your Charisma modifier to one damage roll of that spell.

Additionally, you have resistance to one of the following damage types of your choice: cold, fire, lightning, poison.

Infernal Wings

14th-level Infernal Bloodline feature
You gain the ability to sprout a pair of devil wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action. They last until you dismiss them as a bonus action.

    You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Archdevil Awakening

18th-level Infernal Bloodline feature
You can channel the dread presence of your infernal ancestor, causing those around you to become awestruck or frightened. As an action, you can draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Sorcerer: Natural Soul

Similar to a divine sorcerer, a natural sorcerer manifests a different class of magic than other sorcerers. By drawing on the power of the nature, plant life, and natural world, natural soul sorcerers can manipulate plants, alter the earth, and heal allies.

Natural Magic

1st-level Natural Soul feature
Your link to nature allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

You also learn the druidcraft and entangle spells. They count as sorcerer spells for you, and don't count against your number of spells known. If you already know either these spells, you instead learn one druid or sorcerer spell of your choice of the same level.

Knowledge of the World

1st-level Natural Soul feature
You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

You also have the ability to communicate in a limited manner with Plants and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on Charisma checks you make to influence them. If you already have this ability, you instead learn to speak, read, and write Sylvan.

Empowered Healing

6th-level Natural Soul feature
Whenever you or an ally within 5 feet of you or a creature you summoned rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You then add your Charisma modifier to the total.

Dampen Elements

14th-level Natural Soul feature
When you or a creature within 30 feet of you, or 5 feet of a creature you summoned, takes acid, cold, fire, force, lightning, poison, or thunder damage, you can use your reaction to grant resistance to yourself, any creatures you have summoned, and the target (if applicable) against that type of damage until the start of your next turn.

Earthly Recovery

18th-level Natural Soul feature
You gain the ability to overcome grievous injuries by drawing on the power of the world around you. As an action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum plus your level. Any missing limbs you have also regrow, and you are cured of any poisons or diseases.

Once you use this feature, you can't use it again until you finish a long rest.

Sorcerer: Thoughtform Manifestor

Thoughtform manifestors are sorcerers who project their will onto the multiverse in a specific way: manifesting spirits out of raw willpower. These spirits can take many forms and perform a variety of tasks. Yeah, they do a lot of killing, but you can use them for other things too. They can do scouting, do your laundry, and smarter ones can provide information on the world.

Some thoughtform manifestors don't even take any damage spells, and just let the spirits handle combat. You could do this, it's literally the reason I made the fortify summon spell. Just sit back and let your summons do the fighting, it's a great character concept I wish I could play.

Mainfest Thoughtform

1st-level Thoughtform Manifestor feature
You learn additional spells when you reach certain levels in this class, as shown on the Mainfest Thoughtform table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Mainfest Thoughtform
Sorcerer Level Spells
1st find familiar (revised), unseen servant
3rd flock of familiars, summon beast
5th summon fey, summon shadowspawn, summon undead, summon warrior spirit
7th spirit of death, summon aberration, summon construct, summon elemental
9th summon celestial, summon draconic spirit
11th summon fiend

When you cast these spells, they don't require material components.

Durable Spirit

1st-level Thoughtform Manifestor feature
When you cast a spell from your Manifest Thoughtform feature, the summoned creature has temporary hit points equal to twice your sorcerer level and is immune to the charmed condition.

Reclaim Spirit Energy

1st-level Thoughtform Manifestor feature
When a creature summoned by one of your Manifest Thoughtform spells is reduced to 0 hit points, you regain hit points equal to twice the spell's level. When you reach 14th level, you also regain 1 sorcery point.

Metaconjurer

6th-level Thoughtform Manifestor feature
Whenever you use Metamagic on a spell from your Manifest Thoughtform feature, you can reduce the sorcery points spent by 1 (minimum 0).

Versatile Utility

6th-level Thoughtform Manifestor feature
When you cast a spell from your Manifest Thoughtform feature, the summoned creature has proficiency in two skills of your choice. They also have the ability to speak any language they can understand, provided the creature has an Intelligence score above 6.

Additionally, when you cast fortify summon, you can select an additional benefit. This increases to 2 at 18th level.

Powerful Summons

14th-level Thoughtform Manifestor feature
Any spell slot you expend to cast a spell from your Manifest Thoughtform feature counts as a spell slot of 1 level higher. This increases to 2 levels higher at 18th level.

Spirit Form

18th-level Thoughtform Manifestor feature
Your ability to manifest spirits has taken over your body, making your body a spirit itself. You have resistance to cold, necrotic, and poison damage.

Additionally, you and any creatures you summon have a flying speed of 10 feet and you can hover. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

Warlock: The Dragon

Like the inferno domain, this is another subclass that was made by taking a preexisting one and tweaking it a bit. In this case, I took the genie, took away the pocket dimension and replaced it with eventual flight and blindsight.

Expanded Spell List

1st-level Dragon feature
The Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The Dragon Expanded Spells table shows the dragon spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind.

Bonus Super Cantrip

1st-level Dragon feature
You learn the dragon ray cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

This spell improves once you reach certain levels in this class. Once you reach 6th level, you add your Charisma modifier to the damage it deals on a failed save. Once you reach 10th level, the spell's damage dice increase to d10s. Once you reach 14th level, you can roll two dice for your Dragon's Fury feature and add them both to this spell. All of this, and still less damage than eldritch blast.

107
Standard Dragon Expanded Spells
Spell
Lvl
Dragon
Spells
Black
Dragon
Spells
Blue
Dragon
Spells
Bronze
Dragon
Spells
Cobalt
Dragon
Spells
Copper
Dragon
Spells
Gold
Dragon
Spells
Green
Dragon
Spells
Purple
Dragon
Spells
Red
Dragon
Spells
Silver
Dragon
Spells
Steel
Dragon
Spells
White
Dragon
Spells
1st chromatic
orb
fog
cloud
create or
destroy
water
speak with
animals
create or
destroy
water
Tasha's
hideous
laughter
cure
wounds
ray of
sickness
color spray burning
hands
identify heroism hunter's
mark
2nd dragon's
breath
Melf's
acid
arrow
electric
current
beast
sense
see
invisibility
lesser
restoration
detect
thoughts
zone of
truth
scorching
ray
heat
metal
calm
emotions
zone of
truth
Snilloc's
snowball
swarm
3rd protection
from energy
plant
growth
wall of
sand
tidal
wave
sending sludge
wave
slow stinking
cloud
daylight erupting
earth
whiteout crusader's
mantle
sleet
storm
4th Leomund's
secret chest
vitriolic
sphere
arcane
eye
storm
sphere
locate
creature
stone
shape
greater
invisibility
dominate
beast
stone shape wall
of fire
ice storm fabricate locate
creature
5th legend
lore
insect
plague
wall of
stone
control
winds
Rary's
telepathic
bond
transmute
rock
commune cloudkill flame strike dominate
person
creation cloudkill cone
of cold
6th - - - - Otto's irresistible dance - - - sunbeam - - heroes' feast -
7th draconic
transformation
- - - - - - - - - - - -
8th illusory
dragon
- - - - - - - - - - - -
Additional Dragon Expanded Spells
Spell
Lvl
Amethyst
Dragon
Spells
Crystal
Dragon
Spells
Emerald
Dragon
Spells
Sapphire
Dragon
Spells
Topaz
Dragon
Spells
Deep
Dragon
Spells
Moonstone
Dragon
Spells
Lunar
Dragon
Spells
Solar
Dragon
Spells
Bahamut
(Platinum)
Spells
Tiamat
Spells
Time
Dragon
Spells
1st magnify gravity command silent image dissonant whispers inflict wounds dissonant whispers faerie fire frost fingers color spray cure wounds ray of sickness gift of alacrity
2nd forcequake lesser restoration detect thoughts darkvision blindness/
deafness
protection from poison calm emotions moonbeam blindness/
deafness
prayer of healing scorching ray fortune's favor (revised)
3rd blink clairvoyance clairvoyance meld into stone water breathing slow revivify whiteout solar flare mass healing word lightning bolt slow
4th gravity sinkhole divination greater invisibility stone shape control water phantasmal killer greater invisibility stone shape gravity sinkhole guardian of faith vitriolic sphere divination
5th telekinesis greater restoration seeming telekinesis antilife shell passwall dawn passwall dawn mass cure wounds cone of cold temporal shunt
6th gravity fissure sunbeam - - - - druid grove - - Fizban's platinum shield - contingency
7th reverse gravity - - - - - - - - - - sequester
8th - - - - - - - - sunburst - - reality break
9th - - - - - - - - - Power Word: Heal - time stop (revised)

































Dragon's Fury

1st-level Dragon feature
Once during each of your turns when you hit with an attack roll or the dragon ray spell, you can deal 1d4 extra damage to the target. The type of this damage is determined by your patron: acid (black, copper), cold (silver, white, lunar), fire (cobalt, blue, purple, red), force (amethyst, Tiamat) lightning (blue, bronze), necrotic (topaz), poison (green, steel), psychic (emerald, deep) radiant (crystal, moonstone, solar, Bahamut), or thunder (sapphire).

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and to 1d12 at 20th level.

Dragon Speaker

1st-level Dragon feature
Whenever you make a Wisdom (Insight) check or any Charisma check when interacting with dragons and dragonborn, you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. For the purpose of this ability, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns, as well as dracoliches and shadow dragons.

Additionally, you can speak, read, and write Draconic.

Dragon's Resilience

6th-level Dragon feature
You are immune to the frightened condition.

       You also now have resistance to a damage type

   determined by your patron's kind: acid (black, copper),

   cold (silver, white, lunar), fire (cobalt, blue, purple, red),

   force (amethyst, Tiamat) lightning (blue, bronze), necrotic

   (topaz), poison (deep, green, steel), psychic (emerald),

   radiant (crystal, moonstone, solar, Bahamut), or thunder

   (sapphire).

     Draconic Gift

       10th-level Dragon feature
       You age at a slower rate. For every 10 years that pass,

   your body ages only 1 year, and you are immune to

   being magically aged.

       You also gain blindsight with a range of 15 feet. Within

   that range, you can effectively see anything that isn't

   behind total cover, even if you're blinded or in darkness.

   Moreover, you can see an invisible creature within that

   range, unless the creature successfully hides from you.

   You have advantage on Wisdom (Perception) checks.

     Dragon Wings

       14th-level Dragon feature
You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action. They last until you dismiss them as a bonus action.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Warlock: The Endless Storm

Your patron is a creature of either elemental air or otherwise connected to storms and similar natural phenomena. Your patron may be a royal djinni, a storm giant, or an elder tempest.

Expanded Spell List

1st-level Endless Storm feature
The Endless Storm lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Endless Storm Expanded Spells
Spell Level Spells
Cantrip lightning beam, shocking grasp,
static bolt, thunderblast
1st feather fall, thunderwave
2nd gust of wind, levitate
3rd call lightning, sleet storm
4th ice storm, storm sphere
5th cone of cold, control winds
6th chain lightning, wind walk
7th whirlwind
8th control weather
9th storm of vengeance

Bonus Cantrips

1st-level Endless Storm feature
You learn the gust and sonic boom cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Stormsweep

1st-level Endless Storm feature
You learn to use gusts of wind to reposition enemies and allies. As a bonus action, you cause winds to swirl around one Large or smaller creature within 30 feet of you. The creature must succeed on a Strength saving throw against your warlock spell save DC (a creature can choose to fail this saving throw if it wishes) or be moved 5 feet in a direction you choose. If that movement causes the target to move to a space without solid ground (such as being pushed off of a wall or over water), it has advantage on its saving throw.

Lightning Rod

10th-level Endless Storm feature
You gain resistance to the damage type you are linked to for your Tempestuous Link and immunity to the deafened condition. If you take lightning damage, lightning arcs from you to up to 3 creatures of your choice within 10 feet of you. Those creatures take lightning damage equal to half your warlock level, rounded down.

Tempest Elder

14th-level Endless Storm feature
Your Tempestuous Link always applies to all three damage types. In addition, when you successfully push a creature using Stormsweep, you can cause it to take bludgeoning damage equal to your Charisma modifier.

Warlock: The Immortal (Undying Revised)

The Undead patron feels like an abandonment of The Undying. Newer content rarely buffs older content, but I'm still sad to see it go. With The Undead being a patron about fear, necrotic damage, and other spooky shit, I figured my redo at The Undying should focus on restoring health and being hard to kill, with the undead theme removed to make it distinct and usable for any immortal patron. It's the most different of my revisions, but I'm quite happy with it. If you care to support your allies, you can prioritize Constitution over Charisma, take the Tough and Fey Touched (compelled duel) feats and replace a paladin or barbarian as the party's frontline tank. You could still play as a normal eldritch blaster, trading damage bonuses and utility for staying power, but that sounds less fun to me.

Expanded Spell List

1st-level Immortal feature
The Immortal lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Immortal Expanded Spells
Spell Level Spells
cantrip resistance, virtue
1st false life, sanctuary
2nd blur, protection from poison
3rd protection from energy, survival instinct
4th aura of life, death ward
5th antilife shell, raise dead
6th primordial ward
7th resurrection
8th clone
9th invulnerability

Hard to Kill

1st-level Immortal feature
Your patron bestows some blessings on you, making you harder to damage and kill. You gain the following benefits:

  • Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
  • You gain proficiency with medium armor.
  • You are immune to disease.
  • You learn the blade ward (revised) and judge the dying cantrips. They count as warlock cantrips for you, but don't count against your number of cantrips known.

Rapid Regeneration

1st-level Immortal feature
When you use your action to cast a cantrip targeting only yourself, you can use a bonus action to expend a warlock spell slot to regain 1d6 hit points per level of the spell slot expended.

This feature's healing increases when you reach certain levels in this class: to 1d8 at 6th level, 1d10 at 14th level, and 1d12 at 20th level. Additionally, once you reach 14th level, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Defy Death

6th-level Immortal feature
You can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d12 + your warlock level when you succeed on a death saving throw, when you stabilize a creature with judge the dying, or when you raise a creature from the dead.

Once you use this feature, you can't use it again until you finish a short or long rest.





















Lesser
Immortality

6th-level Immortal feature
You don't need to eat, drink,
breathe, or sleep. To gain the
benefits of a long rest, you can
spend all 8 hours doing light activity,
such as reading, keeping watch, or casting
cantrips. You also age at a slower rate. For
every 10 years that pass, your body ages only
1 year, and you are immune to being magically aged.

Versatile Resilience

10th-level Immortal feature
You can choose one damage type other than bludgeoning, piercing, or slashing when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.

You are also immune to the petrified condition.

Indestructible Life

14th-level Immortal feature
At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. Any of your severed body members (fingers, legs, tails, and so on), if any, are restored after 10 minutes.

As an action, you can lose 25 hit points to cause one of your limbs to fall off. I don't know why you'd want to, but it's a neat party trick and it regrows.

Immortal

14th-level Immortal feature
You patron allows you to partake in the true secret of immortality. Your age is changed to any age of your choice, and you then stop aging. You suffer no downsides from your selected age and you cannot be aged magically.




































Warlock: The Sun

You have made your pact with a powerful entity known to most people as The Sun. Yes, that sun.

Expanded Spell List

1st-level Sun feature
The Sun lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Sun Expanded Spells
Spell Level Spells
1st color spray, guiding bolt
2nd blindness/deafness, flaming sphere
3rd daylight, solar flare
4th fire shield, wall of fire
5th dawn, flame strike
6th sunbeam
7th fire storm, prismatic spray
8th sunburst

Spark of Sunlight

1st-level Sun feature
Your patron bestows upon you gifts to help you while in the dark. You learn the light cantrip. You can cast it as a bonus action and it doesn't count against your number of cantrips known. When you cast it, you can target a creature or an object. When you illuminate an object or creature with light you can see an outline of it if it is within 120 feet of you and hidden from you, such as behind a wall or under the effect of an invisibility spell.

You also know the solar beam cantrip, which is like eldritch blast but special for you.

Beacon of Radiance

1st-level Sun feature
Slight radiance flows through your body, modifying your senses. You gain darkvision out to a range of 60 feet, and your body sheds dim light for 5 feet if you don't have most of your skin covered.

Sun's Curse

6th-level Sun feature
You learn to weaken a target's resilience to the light of day. As an action, choose one creature you can see within 60 feet. The target must succeed on a Constitution saving throw against your warlock spell save DC. On a failed save the target suffers disadvantage on attack rolls and Wisdom (Perception) checks while in the area of a daylight spell or direct sunlight (natural or magical). Whenever a cursed target takes radiant damage, the damage is increased by 1d6.

If you attempt to curse a creature while you already have one cursed, the curse ends on the original target. The target can repeat the saving throw at the end of each of its turns, ending it on a successful save. If the target is in nonmagical sunlight it makes its saves against this feature with disadvantage.

This feature can be used for invocations that require a warlock feature that curses, such as Relentless Hex and Maddening Hex.

Child of The Sun

10th-level Sun feature
Your experience with sunlight and radiance has caused you to build up an immunity to some of its effects. You are immune to radiant damage, the blinded condition, and the effects of extreme heat. When you would take radiant damage, you instead gain temporary hit points equal to half the damage it would have done normally. If you have the Sunlight Sensitivity racial feature, it no longer applies to you.

Sun Beam

14th-level Sun feature
You gain the ability to pull a beam of energy directly from the sun to destroy a point you specify. As an action, you utter a prayer to the sun and mark a 5 foot radius area on the ground within 30 feet of you for destruction. 3 rounds later, on your turn, the beam arrives and strikes the location in a cylinder infinitely tall. Any creature hit by the beam must succeed on a Dexterity saving throw against your warlock spell save DC or take 12d12 radiant damage and 6d6 fire damage. This damage ignores resistance or immunity to radiant damage, including your own. A creature is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine yellow dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates any part of a nonmagical object or a creation of magical force within the beam. A magic item is unaffected by this ability.

You must finish a long rest before you can use this feature again.

Warlock: The Unknown

You have made the unwise decision to form a pact with a being you know nothing about. It spoke to you in your dreams or in the darkest alleyways, keeping itself hidden from you.

Expanded Spell List

1st-level ??? feature
Your patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Unknown Expanded Spells
Spell Level Spells
1st chaos bolt, dissonant whispers
2nd blindness/deafness, pass without trace
3rd nondetection, phantom steed
4th arcane eruption, greater invisibility
5th creation, temporal shunt
8th dark star, reality break
Who is your Patron?

While you do not know much about your patron, your DM should know who it is. It may be a creature you choose, or you may allow your DM to pick it. Your patron may also communicate with you under a vague name such as "A Friend" or "The Nightmare". It might also assume a form while it communicates with you, whether in your dreams or otherwise. This form wouldn't be its true form, but a humanoid form taken to make you feel less afraid. Consider these and other characteristics about your patron when selecting this subclass.

Bonus Proficiency

1st-level ??? feature
You gain proficiency in the Stealth skill.

Blind Spot

1st-level ??? feature
As an action, you can attempt to blur the mind of one creature within 120 feet of you that you have seen within the past minute, preventing you from being seen by them. The creature must succeed on a Wisdom saving throw against your warlock spell save DC. If it can see you when you use this ability, it has advantage on the saving throw. On a failed save, you are invisible to the target until the end of your next turn. Regardless of if the target succeeds or fails, you can take the dash, disengage, or hide action as a bonus action on the same turn you use this ability.

Slip into the Void

6th-level ??? feature
You can take refuge in an unknown place your patron calls "the void", keeping you safe from harm. As a bonus action, you disappear from your current space and enter the void. While in the void, you are blinded and unable to move, as you feel you are constantly falling. You can still cast spells targeting only yourself while there. At the end of your next turn, you appear in a space you choose within 90 feet of where you last were.

Once you use this feature, you can't use it again until you finish a short or long rest.

Protection of Shade

10th-level ??? feature
You learn to avoid harm while by blurring yourself partially into the void. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it, becoming translucent and blurry. You must use this feature before you know the outcome of the attack roll.

Fear of the Unknown

14th-level ??? feature
You can ask your patron to show its true form to a creature you can see within 60 feet, attempting to shatter its mind. The creature must succeed on a Wisdom saving throw against your warlock spell save DC. On a failed save, the target takes 5d12 psychic damage and must roll on the Short-Term Madness chart (DMG p.258), suffering the effect until the end of your next turn. On a success, it takes half the damage and suffers no madness. A creature that is immune to the frightened condition automatically succeeds on its saving throw.

Once you use this feature, you can't use it again until you finish a short or long rest. The target retains no memory of the true form of your patron afterwards.

Pact Boons

When you choose your Pact Boon feature, the following additional options are also available to you.

Pact of the Chain (Revised)

You gain proficiency with the chain whip, flail, meteor hammer, and spiked chain. You can use your Charisma, instead of Strength, for the attack and damage rolls of these weapons. Additionally, you can use any length of chain as a spellcasting focus for your warlock spells.

Additionally, you learn the pact familiar cantrip. It counts as a warlock cantrip for you, but does not count against your number of cantrips known.

Pact of the Talisman (Revised)

Your patron gives you an amulet, a talisman that can aid the wearer. This can take the appearance of any tiny object. You can use it as a spellcasting focus for your spells. At the start of each of your turns, the talisman grants its wearer the effect of the guidance spell.

Additionally, while you are wearing no armor, not wielding a shield, and wearing or holding your talisman, your AC equals 10 + your Charisma modifier + your Luck modifier. Other creatures wearing your talisman do not gain this benefit.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash 2d6 days after you die.

No Pact Boon

When offered a special gift from your patron, you declined, content with the magic you already had. The number of warlock spell slots and Eldritch Invocations you have each increase by 1.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new options for that feature, in addition to the options in the Player’s Handbook, Xanax's Guide to the Galaxy, and Tasha's Cauldron of Everything.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Aspect of the Hermit

Prerequisite: 9th level
You can cast spirit vines at will, without expending a spell slot or material components.

Aspect of the Sun

Prerequisite: The Sun patron
When you cast a warlock spell that deals fire damage, you can deal radiant damage instead of fire. If you take the Pact of the Blade boon, your pact weapon can deal radiant damage instead of bludgeoning, piercing, or slashing damage. If you take the Pact of the Chain boon, your familiar's attacks can deal radiant damage instead of its normal damage type.

Blessing of the Size Queen

Prerequisite: 12th level
You can cast enlarge/reduce at will, without expending a spell slot or material components.

Bounty of a Hundred Lives

Prerequisite: 5th level, Pact of the Talisman feature
You can now attune to up to four, rather than three, magic items at a time.

Crossroads

Prerequisite: Pact of the Talisman feature
Your pact talisman takes the form of an instrument of your choice. You are proficient with the instrument, you add double your proficiency bonus to ability checks made with it, and you can use your Charisma plus Luck modifiers for the ability check, instead of Dexterity. Creatures other than you automatically fail ability checks made using the instrument.

You can use the instrument as a magic club. When you attack with it you can use your Luck, instead of Strength or Dexterity, for the attack and damage rolls made with it.

While you hold the instrument, you are proficient with the Performance skill. You also can cast the booming blade cantrip while holding your instrument. It counts as a warlock cantrip for you.


Dust to Dust

Prerequisite: 15th level
You can cast ruination at will, without expending a spell slot.

Eldritch Barrier

You gain proficiency with shields.

Eldritch Cocaine

Prerequisite: 5th level
You can cast haste once as a bonus action without expending a spell slot or requiring components. You can't do so again until you finish a long rest.

Extra Cantrip

Prerequisite: Pact of the Tome
Your Book of Shadows now contains four cantrips, instead of three. When you finish a long rest, you can swap the cantrip you gained from this invocation out for another one.

Far Touch

Prerequisite: 15th level, Pact of the Chain feature
The level prerequisite means this won't break the game, right?
You can communicate with your familiar even if it is on another plane of existence.

Additionally, your familiar doesn't need to be within 120 feet of you to deliver touch spells.

Gift of Two Minds

Prerequisite: 5th level
You can use your bonus action to touch a willing humanoid and allow it to perceive through your senses until the end of its next turn. As long as the creature is on the same plane of existence as you, it can use its bonus action on subsequent turns to maintain this connection, extending the duration until the end of its next turn. While perceiving through your senses, it benefits from any special senses possessed by you, and it is blinded and deafened to its own surroundings.

Glimpse into the Future

Prerequisite: 15th level
When you finish a short or long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretelling roll. You must choose to do so before the roll. When you finish a short or long rest, you lose the foretelling roll.

Hands of Creation

You can use your bonus action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

Hexer (UA)

Prerequisite: hex spell
When you cast hex, its range is 600 feet, and you have advantage on any Constitution saving throw you make to maintain your concentration on the spell.

Improved Telepathy

Prerequisite: The Great Old One patron
Your telepathy's range increases to 120 feet. In addition, you can communicate with creatures you cannot see as long as you know of the creature. The message fails to work if the creature is not within range, although you are not aware if the message was received or not.

Intellectual Superiority

Prerequisite: no Variant Ability Score
As an action, you can use the power of just how smart you are to overwhelm a creature you can see within 15 feet of you. You make an Intelligence check contested by the target's Intelligence check. If you succeed, the target takes psychic damage equal to 1d12 plus your Intelligence modifier. If you succeed by 10 or more and the damage reduces it to 0 hit points, its head explodes.

This invocation's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Investment of the Chain Master (Revised)

Prerequisite: Pact of the Chain
When you cast pact familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar's attacks gain a +1 bonus to attack and damage rolls.
  • The familiar gains a flying, climbing, or swimming speed of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action on its turn. When it does so, you don't need to use your reaction to command it again. Hey, you might have a pretty good reaction but no good bonus actions.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
  • Your familiar doesn't need to eat, drink, breathe, or sleep.

Overpowering Will

Prerequisite: Pact of the Blade feature
You can turn a sentient magic weapon into your pact weapon as long as its Charisma score is equal to or lower than your Warlock level, or it willingly agrees.

Beginning at 13th level, you can turn an artifact into your pact weapon. Sentient artifacts still follow the previous rule.

Protection of the Talisman (Revised)

Prerequisite: Pact of the Talisman feature, 12th level
At the start of each of your turns, the talisman grants its wearer the effect of the resistance spell.

Ranzesk's Chosen

Prerequisite: 18th level
You can cast metronome at will, without expending a spell slot.

Second Pact Weapon

Prerequisite: Pact of the Blade feature
You gain a second pact weapon. You can summon it as part of the same action as you summon your other one, if you have one hand free for each weapon. You can also transform a second magic weapon into this second pact weapon.

When you engage in two-weapon fighting using both of your pact weapons, you gain the benefit of the Two-Weapon Fighting Fighting style.

Secret Compartment

Prerequisite: 7th level
You can cast wristpocket at will, without expending a spell slot.

Skilled Pactkeeper

Replaces Beguiling Influence
You gain proficiency in two skills and one tool of your choice.

Skills for Dummies

Prerequisite: Pact of the Tome feature
Whenever you finish a short or long rest, you can choose one skill, tool, or weapon proficiency that you lack and gain it, as your Book of Shadows flashes yellow and contains information on how even an absolute troglodyte could use the skill or tool. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Step Between the Planes

Prerequisite: 18th level
You can cast misty step at will, without expending a spell slot.

Talisman of Violence

Prerequisite: Pact of the Talisman feature, 12th level
At the start of each of your turns, the talisman grants its wearer the effect of the guided strike spell.

Telepathy

You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Text of the Unknown

Prerequisite: Pact of the Tome feature
When you finish a short or long rest, roll on one of the Random Spell Charts found in chapter 14. You can choose what chart you roll on, but it must be for a level equal to or lower than your warlock spell slots. The spell you roll is added to your spells known and is considered a warlock spell for you. You can cast it once, expending a spell slot as usual. If you take a short or long rest without casting it, it fades from your mind and is replaced by a new spell at the end of the rest.

If you already know the spell you roll, reroll the dice.

Vampiric Walk

Prerequisite: 9th level
You can cast spider climb on yourself at will, without expending a spell slot or material components.

Wavemother's Blessing

Prerequisite: 7th level
You can cast create or destroy water at will, without expending a spell slot or requiring components. You also learn the shape water cantrip, which counts as warlock cantrip for you, but it doesn't count against your number of cantrips known.

Warlock: Pactbreaker

Most pactbreaker warlocks are being hunted. Patrons rarely let warlocks betray them and live to tell the tale. Pactbreaker warlocks have what magic remains from their pact, but the powers of their patron are gone. From studying the occult, these warlocks are able to use what magic they have left to detect potential threats and defend against them. Being a pactbreaker is a dangerous life, and most either try to hide and be forgotten or find a new patron to hide behind.

Expanded Spell List

1st-level pactbreaker feature
Your study of the occult lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Pactbreaker Expanded Spells
Spell Level Spells
1st fog cloud, shield of faith
2nd augury, see invisibility
3rd nondetection, protection from energy
4th locate creature, Otiluke's resilient sphere
5th dispel evil and good, hallow

Occultist's Sense

1st-level pactbreaker feature
As a bonus action, you can open your awareness to detect nearby extraplanar (or otherwise threatening) creatures. Until the end of your next turn, you know the location of any aberration, celestial, dragon, elemental, fey, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarobitch, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to your Charisma modifier. When you finish a short or long rest, you regain all expended uses.

Divination Ward

6th-level pactbreaker feature
You also learn the nondetection spell. It doesn't count against the number of warlock spells you know, and you can cast it without components.

Additional Invocation

6th-level pactbreaker feature
You learn one additional Eldritch Invocation of your choice.

Two Steps Ahead

10th-level pactbreaker feature
By predicting what threats will come your way, sent by your former patron or otherwise, you are able to ward yourself against them. You can choose one damage type other than bludgeoning, piercing, or slashing when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.

You also gain proficiency with Intelligence saving throws.

Otherworldly Defiance

14th-level pactbreaker feature
When you are forced to make a saving throw, you can choose to do so with advantage. You choose before you roll, and you add your Charisma modifier to the total.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend a warlock spell slot to use this feature again.

7. Gear

Weapons


Simple Melee Weapons

Name Cost Damage Weight Properties
  Unarmed Strike - 1 bludgeoning - Light
  Bardiche 5 gp 1d6 slashing 3 lb. Polearm, versatile (1d8)
  Clawed Gauntlet 10 gp 1d6 slashing 3 lb. Light
  Club 1 sp 1d4 bludgeoning 2 lb. Finesse, light, versatile (1d6)
  Dagger 2 gp 1d4 piercing 1 lb. Bladed, finesse, light, thrown (range 20/60)
  Gauntlet 5 gp 1d4 bludgeoning 2 lb. Light
  Greatclub 2 sp 2d4 bludgeoning 10 lb. Two-handed
  Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
  Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
  Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
  Mace 5 gp 1d6 bludgeoning 4 lb.
  Naginata 5 gp 2d4 slashing 4 lb. Polearm, two-handed
  Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Polearm, versatile (1d8)
  Rock - 1d3 bludgeoning 1 lb. Thrown (range 20/60)
  Sickle 1 gp 1d4 slashing 2 lb. Finesse, light
  Simple Spear 1 gp 1d6 piercing 3 lb. Polearm, thrown (range 20/60), versatile (1d8)
  Sledgehammer 2 gp 1d9 bludgeoning 10 lb. Heavy, two-handed
  Spiked Club 5 gp 1d3 bludgeoning 2 lb. Bonus damage (1d3 piercing)
  Woodcutter's Axe 5 gp 1d9 slashing 12 lb. Heavy, two-handed

Simple Ranged Weapons

Name Cost Damage Weight Properties
  Boomerang 1 gp 1d4 bludgeoning 1/2 lb. Special, thrown (range 60/120)
  Dart, Shuriken 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
  Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
  Repeating Crossbow 150 gp 1d8 piercing 5 lb. Ammunition (range 40/160), jam,
slow reload (6 shots), two-handed
  Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
  Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)
  Slingshot 2 gp 1d5 bludgeoning 1/4 lb. Ammunition (range 50/200), jam, two-handed

Martial Melee Weapons

Name Cost Damage Weight Properties
  Arming Sword, Gladius 20 gp 2d4 piercing 3 lb. Bladed
  Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
  Chain Whip 40 gp 1d5 slashing 9 lb. Reach, versatile (2d4)
  Double-Bladed Axe 180 gp 1d8 slashing 8 lb. Double, two-handed
  Double-Bladed Dagger 160 gp 1d3 piercing 2 lb. Bladed, double, finesse
  Double-Bladed Scimitar 200 gp 2d4 slashing 6 lb. Double, two-handed
  Double-Bladed Spear 180 gp 2d4 piercing 6 lb. Double, two-handed
  Double-Bladed Sword 250 gp 2d4 slashing 6 lb. Bladed, double, two-handed
  Flail, Spiked Warhammer 15 gp 1d4 bludgeoning 3 lb. Bonus damage (1d4 piercing)
  Glaive, Billhook 15 gp 1d10 slashing 6 lb. Heavy, polearm, reach, two-handed
  Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
  Greathammer 25 gp 1d10 bludgeoning 11 lb. Heavy, polearm, reach, two-handed
  Greatsword 60 gp 2d6 slashing 5 lb. Bladed, heavy, two-handed
  Halberd 35 gp 1d10 slashing 6 lb. Bladed, heavy, polearm, reach, two-handed
  Hooked Shortspear 10 gp 1d4 piercing 2 lb. Finesse, light, special
  Hoopak 5 gp 1d8 piercing 2 lb. Ammunition (range 40/160), finesse,
polearm, special, two-handed
  Katana 15 gp 1d7 slashing 3 lb. Versatile (1d11)
  Lance 10 gp 1d12 piercing 6 lb. Heavy, reach, special
  Longsword, Falchion 30 gp 1d8 slashing 4 lb. Bladed, versatile (1d10)
  Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
  Meteor Hammer 40 gp 1d5 bludgeoning 10 lb. Reach, versatile (2d4)
  Morningstar, Heavy Mace 15 gp 1d4 piercing 6 lb. Bonus damage (1d4 bludgeoning)
  Mega Morningstar 30 gp 1d6 piercing 11 lb. Bonus damage (1d6 bludgeoning), heavy, two-handed
  Pike, Greatspear, Roncone 8 gp 1d10 piercing 18 lb. Heavy, polearm, reach, two-handed
  Rapier 25 gp 1d8 piercing 3 lb. Finesse
  Scimitar, Cutlass,
    Sabre, Khopesh,
    Dao, Wakizashi
15 gp 1d6 slashing 2 lb. Light, finesse
  Shortsword, Katar 10 gp 1d6 piercing 2 lb. Light, finesse
  Spiked Chain 40 gp 1d5 piercing 9 lb. Reach, versatile (2d4)
  Tetsubo, Beat Stick 10 gp 1d12 bludgeoning 9 lb. Heavy, two-handed
  Tomahawk 5 gp 2d3 slashing 2 lb. Light, thrown (range 30/120)
  Trident, Partisan 5 gp 1d8 piercing 4 lb. Polearm, thrown (range 20/60), versatile (1d10)
  Warhammer, Chui 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
  War pick 5 gp 1d8 piercing 2 lb. Special, versatile (1d10)
  War Scythe 10 gp 2d4 slashing 5 lb. Polearm, reach, two-handed
  Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
  Zweihander, Fauchard 50 gp 1d10 slashing 6 lb. Bladed, heavy, polearm, reach, two-handed

Martial Ranged Weapons

Name Cost Damage Weight Properties
  Acid Vial 25 gp 2d6 acid 1 lb. Thrown (range 20)
  Alchemist's Fire 50 gp 1 fire 1 lb. Special, thrown (range 20)
  Blowgun 5 gp 1 piercing 1 lb. Ammunition (range 25/100), loading, special
  Chakram 5 gp 1d6 slashing 1 lb. Finesse, thrown (range 50/150)
  Hand Crossbow 65 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
  Heavy Crossbow 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy,
loading, two-handed
  Holy Water 25 gp 2d6 radiant 1 lb. Special, thrown (range 20)
  Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
  Long Sling 2 gp 1d8 bludgeoning 1/2 lb. Ammunition (range 60/240), finesse, loading, two-handed
  Musket 500 gp 1d12 piercing 10 lb. Ammunition (range 40/160), jam, loading, two-handed
  Scoped Musket 1,100 gp 1d12 piercing 11 lb. Ammunition (range 200), jam, loading, two-handed
  Net 1 gp 3 lb. Special, thrown (range 5/15)
  Oversized Longbow 125 gp 2d6 piercing 10 lb. Ammunition (range 100/400), heavy, special, two-handed
  Pistol 350 gp 1d10 piercing 3 lb. Ammunition (range 30/120), jam, loading
  Revolver 800 gp 2d6 piercing 3 lb. Ammunition (range 40/160), jam, slow reload (6 shots)

Ammunition

Name Cost Weight Weapons
  Arrow 5 cp 0.8 oz. Bows
  Bullet 3 sp 1.4 oz. Firearms
  Bolt 5 cp 1.2 oz. Crossbows
  Needle 2 cp 0.32 oz. Blowgun
  Smooth Stone 1 lp 1.2 oz. Slings

Weapon Properties

The following weapon properties are added to the list found in the Player's Handbook.

Bladed. Weapons with this property can be used to deal piercing or slashing damage.

Bonus Damage. The weapon deals additional damage, as listed with this property. You add you ability modifier to the main damage, not this damage.

Double. If you attack with a double-bladed weapon as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 of the same type of damage on a hit (1d3 for dagger), instead of 2d4 or 1d8 or whatever.

Jam. If you roll a 1 on an attack with this weapon, the weapon jams (or breaks). Repairing the weapon takes a minute and can be completed by anybody proficient in the weapon. Masterwork and magic weapons do not jam.

Polearm. These weapons can be used with the Polearm Master feat.

Slow Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action.

Special Weapons

Weapons with special rules are described here.

Alchemist's Fire. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Blowgun. Applying poison to blowgun darts allows you to coat 5 pieces of ammunition with one vial of poison, instead of the usual 3.

Boomerang. On a miss, a boomerang returns to the thrower's hand.

Holy Water. Creatures other than fiends and undeads do not take damage from holy water.

Hooked Shortspear. On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus (if the wielder is proficient with the weapon).

     Hoopak. When you make a melee attack with this weapon, you ignore its ammunition property. You can use the hoopak as a martial ranged weapon. If you do, it uses the ammunition property, uses smooth stones, and deals 1d6 bludgeoning damage on a hit.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

A magical net adds twice its bonus to its DC and AC, and it adds five times its bonus to its health. It also gains resistance to nonmagical slashing damage. For example, a +3 net would have a +3 bonus to hit, require a DC 16 Strength check to escape, and has to take 20 magical slashing damage to be destroyed, with an AC of 16.

Oversized Longbow. This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder's Strength modifier. The weapon's attack bonus is calculated with Dexterity, as normal.

War Pick. A war pick deals an extra 1d8 piercing damage to structures and constructs made out of stone.

Weapon Upgrades

By spending a hefty amount of coin, you can purchase a special weapon with one of the following options.

Silver (PHB). Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Adamantine (XGtE). Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.

Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

Masterwork. Masterwork weapons, which I totally didn't steal from pathfinder, provide a +1 bonus to attack rolls made with them. A masterwork weapon costs 175 gp more than the normal version.

Electrum. Electrum is purple. It also ignores resistance to damage from nonmagical weapons that aren't adamantine or silver (but not immunity). An electrum weapon costs 200 gp more than the normal version.

Cobalt. Cobalt is hard to work with but conducts fire magic well. When you roll fire damage for an attack using a cobalt weapon, you can roll dice of 1 size higher. A cobalt weapon costs 300 gp more than the normal version.

Mithral. This weapon is made of mithral, a very lightweight metal, reducing its weight by half. If the weapon had the heavy property, the mithral version does not. If the weapon had the finesse property, it also gains the light property. If the weapon was neither heavy nor finesse, it gains the finesse property. A mithral weapon also counts as silver for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. A mithral weapon costs 400 gp more than the normal version.

Currency

Metal Coin Value Coin Value (Gold) Ingot Value Coin Value
(Uniform Sigil Dollars)
  Lead (lp) 0.2 cp 0.002 gp 1 sp -
  Copper (cp) 5 lp 0.01 gp 5 sp
  Silver (sp) 10 cp 0.1 gp 5 gp $1
  Cobalt* 2 sp 0.2 gp 10 gp $2
  Electrum* 5 sp 0.5 gp 25 gp $5
  Gold (gp) 10 sp 1 gp 50 gp $10
  Anteon 5 gp 5 gp 250 gp $50
  Platinum (pp) 10 gp 10 gp 500 gp $100
  Mithral 50 gp 50 gp 2,500 gp $500
  Adamantine (ap) 100 gp 100 gp 5,000 gp $1,000
  Starmetal* 2 ap 200 gp 10,000 gp $2,000
  Blacksteel* 5 ap 500 gp 25,000 gp $5,000

* Not commonly used for coins

Additional Adventuring Gear

Item Cost Weight
  Arcane Spear 10 gp 4 lb.
  Bicycle 75 gp 35 lb.
  Book of Matches 1 gp -
  Combat Wand 25 gp 1 lb.
  Dynamite Bundle 40 gp 5 lb.
  Big Firework 7 gp 1 lb.
  Small Firework 5 sp 1/2 lb.
  Lucky Coin 1 sp -
  Pocket Watch 100 gp 1/4 lb.
  Postage Stamp 4 sp -
  Thermometer 20 gp 1/4 lb.
  Typewriter 500 gp 20 lb.

    Arcane Spear. An arcane spear can be a spear with a gemstone tip, a shaft with arcane runes, or simply a normal staff with a spear head. It functions as both a staff and a simple spear.

Bicycle. A creature proficient in land vehicles can use a bicycle to travel over flat road at a base movement speed of 45 feet.

Book of Matches. This tiny container holds 20 matches. Using it to light a candle -- or anything else with abundant, exposed fuel -- takes an action.

Combat Wand. A combat wand is a rare, made to order custom item that looks exactly like a normal metal wand. It functions as both a wand and a dagger, although it lacks the bladed property.

Dynamite. Dynamite is an explosive typically used in mining. As an action, you can light and throw this bundle up to 20 feet. At the end of your turn, each creature in a 10-foot-radius sphere centered on the dynamite must make a DC 14 Constitution saving throw. A creature takes 3d6 thunder damage and 1d10 fire damage on a failed save, or half as much damage on a successful one. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Big Firework. As an action you can light the rocket to send it flying to a point up to 300 feet away. Make a ranged attack against a creature or object, treating the firework as an improvised weapon. On a hit, the target takes 1d8 thunder damage. Hit or miss, the projectile then explodes. The target and each creature within 5 feet of it must make a DC 12 Constitution saving throw. A target takes 2d4 fire damage on a failed save, or half as much damage on a successful one.

Small Firework. As an action you can light the rocket to send it flying to a point up to 200 feet away. Make a ranged attack against a creature or object, treating the firework as an improvised weapon. On a hit, the target takes 1d3 thunder damage. Hit or miss, the projectile then explodes. The target and each creature within 5 feet of it must make a DC 10 Constitution saving throw. A target takes 1 fire damage on a failed save.

The fire ignites flammable objects in the area that aren't being worn or carried.

Lucky Coin. A lucky coin is used by some people to make decisions. It is a wooden coin with a six-sided die carved into one side and a playing card into the other. Since the coins in this world typically don't have designs on them, thats what people do.

Spellcasting Foci

Name Cost Weight
Arcane Focus
     Orb 20 gp 3 lb.
     Rod 10 gp 2 lb.
Artisan's Tools Varies Varies
  Book of Shadows - 3 lb.
Chain
     Chain, 1 foot 5 sp 1 lb.
     Chain, 10 feet 5 gp 10 lb.
     Chain Whip 40 gp 9 lb.
     Meteor Hammer 40 gp 10 lb.
     Spiked Chain 40 gp 9 lb.
Druidic Focus
     Sprig of mistletoe 1 gp -
     Totem 1 gp -
Druidic and Arcane Focus
     Crystal 10 gp 1 lb.
     Staff 5 gp 4 lb.
     Wand 10 gp 1 lb.
Gaming Set Varies -
Holy Symbol
     Amulet 5 gp 1 lb.
Name Cost Weight
     Emblem 5 gp -
     Reliquary 5 gp 2 lb.
Musical Instrument Varies Varies
  Pact Talisman - Varies
  Spellbook 50 gp 3 lb.
  Star Map - -
Spiritual Focus
     Candle 1 cp -
     Crystal ball 20 gp 3 lb.
     Skull - 2 lb.
     Spirit board 3 sp 2 lb.
     Tarokka deck 1 gp -
Timepiece
     Hourglass 25 gp 1 lb.
     Pocket watch 100 gp 1/4 lb.
  Thieves' Tools 25 gp 1 lb.
Weapon Varies Varies
Your blood - -
     Poisoner's ring 10 gp -
     Vial 1 gp -
     Just blood 1 necrotic and
an open wound
-

Spellcasting Focus Users

The following is a list compiling all the spellcasting focuses from the Player's Handbook, plus some extra options from subclasses such as Spirits Bard. Distribution has also been increased, and some items not previously usable as a focus, such as an hourglass, are also on here.

Arcane Focus. Bard, Arcana Cleric, Elementalist, Eldritch Knight Fighter, Watchers Paladin, Arcane Trickster Rogue, Sorcerer, Warlock, Wizard.

Artisan's Tools. Artificer, Creation Bard. An artificer can also use thieves' tools. A forge cleric can use smith's tools.

Book of Shadows. Pact of the Tome Warlock

Chain. Pact of the Chain Warlock

Druidic Focus. Nature Cleric, Druid, Elementalist, Ancients Paladin, Ranger, Natural Sorcerer

Druific and Arcane Focus. Anyone who can use an arcane focus and/or a druidic focus. duh

Gaming Set. Luck Cleric. A war wizard can use a chess piece.

Holy Symbol. Cleric, Paladin, Dark Petitioner Rogue, Divine Soul Sorcerer, Celestial Warlock. A stars druid can use a holy symbol of the god of stars. A warlock can use a holy symbol if your patron is a god and the holy symbol is theirs.

Musical Instrument. Bard, Cleric of Erzulie

Pact Talisman. Pact of the Talisman Warlock

Spellbook. Wizard

Spiritual Focus. Spirits Bard, Dark Petitioner Rogue. A light cleric can use a candle. A death cleric, undead warlock, or necromancy wizard can use a skull. A knowledge cleric or divination wizard can use a spirit board or tarokka deck.

Star Map. Stars Druid

Timepiece. Time Cleric, Chronurgy Wizard

Weapon. Valor Bard, War Cleric. A battlesmith artificer can use a magic weapon. A swords bard or bladesinger wizard can use a melee weapon. An eldritch knight can use a bonded weapon from the Weapon Bond feature.

Your Blood. Profane Soul Blood Hunter, Blood Cleric, Sorcerer

Drugs

Congratulations to my wife Skyler for winning the image submission contest, with a total of 36 images submitted that made it in the book. The prize for first place was one thing added into the book of the winner's choice, including having me make a spell, subclass, or lore. Skyler, however, simply chose "drugs".

The purpose of these drugs are to add fun to the world, NOT to make you stronger in combat or anything. Some drugs have minor benefits, not every drug has any. This isn't Fallout, drugs aren't for minmaxers.

Some drugs list a complication chance. Whenever you use this drug, you roll a d100 and add your Luck modifier. If the total is equal to or less than the chance listed, you suffer the complications.

Creatures with resistance to poison damage and/or advantage on saving throws against being poisoned require twice as much of a drug to gain the affects.

The lesser restoration spell or any other effect that removes poison ends the effects of the drugs.

Alcohol

4 cp+, complication chance 10%
Alcohol is a classic, and is mostly just here as an example. You know what it does, you know what it is, I just needed to test out the template with something easy.

Nicer booze costs more than 4 copper, but that's the cheapest shit.

You become poisoned once you drink a number of drinks equal to your Constitution modifier. Once you exceed that number, you become poisoned for 1d4 hours. If you exceed that number, you roll for complications.

If you have a number of drinks equal to twice your Constitution modifier, you have a +1 bonus to your Strength score and a -1 penalty to Dexterity, Intelligence, Wisdom, and Charisma.

Complications: You take 1d3 poison damage and fall unconscious for 1d6 hours. When you wake up, you forget most of what happened previously, and you have the poisoned condition for 2d4 hours.

Ethereal Haze

30 gp, complication chance 2%
Ethereal haze is a drug made by combining the leaves of a plant called etheroot and paper made from waterwood. Etheroot is a rare plant found scattered across the Ethereal plane. It cannot be grown on any other plane, and even on the Ethereal plane it doesn't always grow successfully. Waterwood is a gray-barked tree that grows underwater on the Feywild. Under the bark, the tree's wood is a translucent teal color. Waterwood trees can be grown on other planes with the proper care.

Rolling the leaves of etheroot in a small piece of waterwood paper creates one dose of ethereal haze. Smoking it produces mist instead of smoke, and it causes the smoker to have strange hallucinations. After 3d8 minutes, the drug begins to take effect, poisoning the smoker and halving their speed. The hallucinations then begin. These hallucinations are strange and likely related to something deep in the smoker's psyche, like those caused by other psychedelics. The difference is that ethereal haze reaches into the Ethereal plane to bring the hallucinations to reality as misty illusions. Anyone can see these illusions.

While under the effect of etheroot, you can see into the Ethereal plane within 15 feet of you.

The hallucinations last for 1d4 + 2 hours. Once they end, you gain a level of exhaustion.

Complications: The user must succeed on a DC 11 Charisma saving throw when the drug ends. On a failed save, the smoker fades away with the illusions, being sent to the Ethereal plane.

When rolling for complications, if you roll over 100, you may receive a visitor only visible to you.

Marijuana

5 sp+, complication chance 25%
You know what this is and what it does. It's like alcohol but it smells like shit.

You are poisoned for 1d3 hours. Spending more money can get you better shit, which can leave you high for longer.

Price may be more expensive in colder climate areas.

Complications: You freak out and get bad anxiety.

Opium

1 gp, complication chance 15%
Opium is a multi-use recreational drug and type of medicine. While a painkiller and tranquilizer, it can also be used to treat nervous disorders, insomnia, and bronchitis. Hell, this is a 1850s themed setting, they'll prescribe you opium if they diagnose you with Woman.

You are poisoned for 1d3 + 1 hours. While you are poisoned, you are unable to see your current hit points, and you have advantage on saving throws against being frightened.

Complications: Nausea, dizziness, vomiting.

Torpe (by Skyler)

20 gp, complication chance 4%
Torpe is a concoction that is distilled from boiling a rare type of ginger root found in deep caves together with nettles that are typically used as topical painkillers picked from the Shadowfell.

If reduced down properly, the resulting liquid can be injected into the bloodstream for near immediate, although temporary, relief from all emotions, good and bad alike. The drug takes 1d4 rounds to take effect, with an additional d4 for every size above medium, and lasts 2d4 hours before the numbness begins to wear off. Over time, the user builds up a resistance to the drug, requiring higher doses for the same effect.

Complications: The user loses the ability to feel any and all emotions permanently.

Liquid Amnesia

150 gp, complication chance 0+%
Liquid amnesia is a concoction comprised of a dozen plants from around the Shadowfell, with a few material plane and Feywild plants. When ground into liquid, they take a deep blue-green hue and faintly bubble. A dose is around 4 fluid ounces.

Liquid amnesia is a simple drug to use. You drink it, and think about a specific memory over and over. After a few minutes of that, the drug lulls you to sleep. You wake up 3d12+15 hours later without the memory.

Elves are typically unable to sleep, so the drug will just wear off without causing anything. This can be countered by certain magical items that allow elves to sleep.

If someone wakes you up before you would naturally wake up, the drug fails to take effect, and you roll for complications with a 10% chance.

Regardless of what happens, you suffer a -2 penalty to Intelligence and a -1 penalty to Wisdom for 2d4 days.

Complications: The user forgets the wrong memory, potentially losing major life events, family members, or how to perform certain tasks. Make a DC 6 Luck saving throw. On a failed save, the specific memory lost also causes you to lose a skill or tool proficiency of the DM's choice. If you fail by 5 or more, your Intelligence or Wisdom score instead decreases by 1 permanently.

Each time you use liquid amnesia after the first, the chance for a complication increases by 5%. If you roll a 1 or lower while the complication chance is at least 15%, there are other, more severe complications.

8. Additional Features

Feats

Animal Form

You can use your action to magically assume the shape of a beast. You select the beast form when you gain this feat, which cannot be changed. The beast must have a challenge rating of 0, be Medium or smaller, and it cannot have a flying speed.

You can revert to your normal form by using an action on your turn. You automatically revert if you drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, proficiency bonus, and Intelligence, Wisdom, Charisma, and Luck scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast, concentrate, or take actions as part of spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
  • You retain the benefit of any features from your class or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

If you have levels in the Druid class, the following benefits of your Wild Shape carry over to this feat:

  • You retain the benefit of any features from your race and can use them if the new form is physically capable of doing so.
  • Transforming doesn't break your concentration on a spell you've already cast or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • If you have at least 12 levels in the Druid class, you can select a beast that has a challenge rating of 1/4 or lower, be Large or smaller, and it can have a flying speed. If you have this feat when you reach 12th level in the Druid class, you can replace your beast form with a new one, using the new restrictions.

Anime Protagonist

I mostly just made this because I felt like it would be funny. Swing a katana like it was lightweight, trip and cause the new girl to fall with you, grow a harem, and even launch an energy attack from your weapon or hand like Gokuball himself!

  • Increase your Dexterity, Charisma, or Luck by 1, to a maximum of 20.
  • You gain proficiency with longswords and katanas. For you, they have the finesse property and are considered monk weapons (if applicable).
  • When you are knocked prone, you can use your reaction to force a creature within 5 feet of you to make a Luck saving throw (DC 8 + your Luck modifier + your proficiency bonus) or also fall prone.
  • You add your Luck modifier to Charisma (Performance) checks made to seduce.
  • As an action, you can force a creature within 30 feet of you to make a Constitution or Dexterity saving throw (DC 8 + your Dexterity, Constitution, Charisma, or Luck modifier + your proficiency bonus) or take 1d10 damage. You choose the damage type, saving throw type, and ability score when you gain this feat. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

Blessing of the Sun

The sun has blessed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, Charisma, or Luck by 1, to a maximum of 20.
  • You learn the light cantrip. If you already know the cantrip from another source, you can cast it as a bonus action.
  • You also learn the color spray spell. You can cast this spell without expending a spell slot. When you cast it in this way, it is cast at a level equal to your proficiency bonus. Once you cast this spell in this way, you can't do so again until you finish a short or long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is the ability increased by this feat.
  • Any spell slot you expend to cast color spray counts as a spell slot of two levels higher.
  • You can use a holy symbol of the sun as a spellcasting focus for any of your spells.


Bloody Mess

You don't take hostages. You've mastered hitting weak points to ensure your damage always kills. You gain the following benefits:

  • Your attacks score a critical hit on a roll of 19 or 20.
  • When you reduce a creature to 0 hit points, you can choose to instantly kill it. Doing so usually results in the loss of a limb, if the creature has limbs.
  • When you score a critical hit, you deal additional damage equal to your level plus your Luck modifier. If you kill a creature with a critical hit, most of its body is dismembered. Explosively.
  • As a bonus action, you can kill a creature with 0 hit points within 5 feet of you.

Born to the Saddle

Prerequisite: 4th level, proficiency with Animal Handling
You want to fight from a horse without playing the cavalier fighter subclass. You gain the following benefits:

  • You have advantage on saving throws made to avoid falling off your mount.
  • If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
  • If you are a cavalier fighter, you already have the first 3 features. Because of that, Increase one ability score of your choice by 1, to a maximum of 20.
  • While mounted, your attacks with a lance do not have disadvantage against creatures within 5 feet of you.
  • You can cast the find steed (revised) spell, requiring no spell slot, and you must finish a long rest before you can cast it this way again. Intelligence, Wisdom, Charisma, or Luck is your spellcasting ability for this spell (choose the ability when you select this feat). If you have spell slots of 2nd level or higher, you can cast this spell with them.

Dual Wielder (Revised)

Prerequisite: Two-weapon fighting style
Trust me, this is gonna be epic.

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. If both weapons are magical (uncommon or higher) this bonus increases to +2.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • Once per turn, you can make a special attack using both weapons at once. Make an attack roll with one of the weapons, as normal. If the weapons have different attack bonuses, use the one with the lower attack bonus. On a hit, you roll the damage dice of both weapons and add them together, along with any other bonuses each weapon has. You only add your Strength modifier (or Dexterity, if both weapons are finesse) once to this special attack. If you're still confused, click here.

Double Trouble

Prerequisite: Proficiency in martial weapons
You have honed your skills with double bladed weapons. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • While wielding a double-bladed weapon with two hands, you gain +1 AC.
  • A double-bladed scimitar or double-bladed sword has the finesse property when you wield it.
  • A double-bladed spear or double-bladed axe has the thrown (20/60) property when you wield it.
  • A double-bladed dagger deals 1d4 damage with both hits when you wield it.

Elemental Awakening

Prerequisite: Genasi
You have honed your elemental abilities. You gain the following benefits:

  • You learn the detect evil and good spell, and you can cast it at will.
  • You can cast one spell based on your subrace at its lowest level, as shown in the chart below. You must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell with them.
  • You learn one cantrip of your choice from the list for your subrace, as shown in the chart below. When you cast this cantrip, you can add your Constitution modifier to one damage roll (or other roll) of the spell.
  • Your spellcasting ability for all these spells is the same one you chose for your Legacy feature.
Subrace Spell Cantrip Choices
Air fly any cantrip that deals lightning or thunder damage
Earth erupting earth blade ward (revised), quaking earth, resistance, or virtue
Fire Ashardalon's stride any cantrip that deals fire damage
Water tidal wave water spray
Ice sleet storm any cantrip that deals cold damage
Magma Melf's minute meteors ignite, fire bolt, light or produce flame
Ash stinking cloud any cantrip that deals poison damage
Mud plant growth acid splash, destructive spores, infestation, or thorn whip

Exalted Aasimar

Prerequisite: Aasimar, level 19
Your divine heritage has been fully realized, granting you the following benefits:

  • You have two creature types: humanoid and celestial. You can be affected by a game effect if it works on either of your creature types. This is a major downside, but you picked the feat with the 6th level spell
  • When you use your action to activate your Radiant Soul, Radiant Consumption, or Necrotic Shroud, you can use a bonus action to cast Tasha's otherworldly guise (Upper Planes only) without requiring components. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you select this feat). [If you are a Protector Aasimar, the flying speed is redundant. To make up for this, your fly speed becomes a hover speed for the duration of the spell.]
  • Taking damage or being incapacitated can't break your concentration on Tasha's otherworldly guise. The spell only ends early if you end your Radiant Soul, Radiant Consumption, or Necrotic Shroud.

Feral Bite

Prerequisite: Vampire kin or Yuan-ti Pureblood

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • (Vampire kin) When you attack with your Blood Thirst ability, you can regain hit points from any creature's blood, even the gross ones.
  • (Yuan-ti pureblood) Your bite attack uses a d8 as the damage die.
  • You add your Constitution modifier to the necrotic (vampire kin), poison (female yuan-ti) or piercing (male) damage your bite deals.
  • Your bite ignores resistance to piercing damage.
  • Your bite gains the finesse property.

Flight

Prerequisite: 14th level
You gain a flying speed equal to your walking speed.

Frost of Levistus

Prerequisite: Tiefling, Ice, Air, or Water Genasi, or Silver or White Dragonborn
You learn to call on hellfrost to serve your commands. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • When you roll cold damage for a spell you cast, you can reroll any roll of 1 on the cold damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals cold damage, you can cause frost to wreathe you until the end of your next turn. While the frost is present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 cold damage and its speed is reduced by 10 feet until the end of your next turn.

Giant Touched

Your exposure to the ancient runic magic of giants has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the enlarge/reduce spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration, graviturgy, or transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Grappler (Revised)

Prerequisite: Proficiency with Athletics
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • When you take the Attack action on your turn, you can attempt to grapple a creature as a bonus action.
  • Your speed isn't reduced when grappling a creature of your size or smaller.
  • When you use your action to successfully break free of a grapple or a creature fails in an attempt to grapple you, you can use your reaction to attempt to grapple that creature. You make the Athletics check with advantage.

Greater Shapeshifter

Prerequisite: Changeling or Doppleganger
Hey, remember the cool abilities changelings got back in Unearthed Arcana? Well, here they are, plus one more.

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature that can see you. A creature who knows you are a shapechanger is unaffected by this ability.
  • You gain proficiency with one tool of your choice. Define a persona associated with that proficiency: establish the name, race, sex, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.
  • You can use your Shapechanger feature as a bonus action.

Gunslinger

Prerequisite: Proficiency with hand crossbows or pistols
Thanks to extensive practice with the one handed ranged weapons, you gain the following benefits:

  • You ignore the loading quality of hand crossbows and pistols with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
  • You can reload a hand crossbow or pistol while holding a shield in your other hand.

Healer (Revised)

Prerequisite: Proficiency with Medicine
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • As an action. you can spend two uses of a healer's kit to tend to a creature and restore hit points to it equal to 1d6 + your proficiency bonus + your level. The healing increases by one die size when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12). The creature can't regain hit points from this feature again until it finishes a short or long rest.
  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • Your proficiency bonus is doubled for any ability check you make that uses Medicine.

Holy Healer

Prerequisite: Aasimar
"She believed he was a holy healer who would heal her son."

  • Increase your Intelligence, Wisdom, Charisma, or Luck by 1, to a maximum of 20.
  • You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is the ability increased by this feat.
  • You can expend use of your Healing Hands feature to instead cast cure wounds without expending a spell slot. When you cast it in this way, it is cast at a level equal to your proficiency bonus. Additionally, you can also end one disease or one of the following conditions affecting the creature: blinded, charmed, deafened, paralyzed, poisoned, or stunned.

Imposter

Prerequisite: Proficiency with Arcana
You have learned to magically sculpt your flesh like clay. You gain the following benefits:

  • You can cast alter self at will, without expending a spell slot. Constitution is your spellcasting ability for this spell. When you cast it, it requires no components.
  • When you cast alter self and choose the Natural Weapons option of the spell, your natural weapons gain the finesse property, and you can make one attack with the natural weapons as a bonus action on the same turn.
  • If you have this feat and the Eldritch Invocation Master of Myriad Forms, you can cast alter self as a bonus action and can select all of the three options at once.

Magic Initiate (Revised)

Prerequisite: Proficiency with nature (if selecting druid or ranger), religion (if selecting cleric or ranger), performance (if selecting bard), or arcana (if selecting another class or a school)
Choose a class: artificer, bard, cleric, druid, elementalist, paladin, ranger, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. Alternatively, choose one school of magic. You learn two cantrips of your choice from that school of magic, regardless of class list.

In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Your spellcasting ability for these spells is Intelligence, Wisdom, Charisma, or Luck (choose when you select this feat).

You can select this feat twice. If you select it a second time, you must choose a class if you selected a school of magic the first time, or vice versa.


Imaginary Friend

Medium undead, any alignment


  • Armor Class 12
  • Hit Points 5 + PB + your level
  • Speed 0 ft., fly 15 ft. (hover)

STR DEX CON INT WIS CHA LCK
1 (-5) 14 (+2) 14 (+2) 8 (-1) 11 (+0) 12 (+1) 7 (-2)

  • Skills Insight +0 plus PB, Stealth +2 plus PB x 2
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak but can't speak
  • Proficiency Bonus (PB) equals your bonus

Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
You also add your proficiency bonus to any saving throw that the spirit makes.

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Invisibility. The spirit is invisible to creatures other than its summoner.

Limited Telepathy. The spirit can magically communicate simple ideas, emotions, and images telepathically with its summoner while it is within 10 feet of it.

Regeneration. The spirit regains 1 hit point at the start of its turn if it has at least 1 hit point.

Actions

Ghostly Touch. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: PB necrotic damage.

Incorporeal Touch (PB/day). One tiny object the spirit is holding gains the spirit's Incorporeal Movement ability until the end of its next turn.

Teleport. The spirit magically teleports, without bringing any items it is carrying, to an unoccupied space within 5 feet of its summoner.

































Imaginary Friend

When you finish a long rest, you can magically summon an invisible entity that is bound to you. It appears in an unoccupied space of your choice within 5 feet of you. The spirit is invisible to all creatures other than you.

The spirit is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Imaginary Friend stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the spirit; your choice has no effect on its game statistics.

While within 100 feet of the spirit, you can send telepathic messages to it. While it is within 10 feet of you, it can communicate simple ideas, emotions, and images with you.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action to verbally or telepathically command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit remains until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. If the spirit ends its turn more than 100 feet away from you, it is reduced to 0 hit points.

Occult Initiate

Prerequisite: 8th level, varies
You have made a pact of an otherworldly being without becoming a full warlock. You gain the benefits of one Pact Boon option of your choice from the warlock class. Your spellcasting ability for the boon is Intelligence, Wisdom, or Charisma (choose when you select this feat). If you already have a Pact Boon, the one you choose must be different. You cannot take any Eldritch Invocations using this Pact Boon as a prerequisite.

Some pact boons have an additional prerequisite in addition to the one listed above:

  • Blade. Proficiency with medium armor and martial weapons
  • Chain. Ability to cast find familiar

Pack Tactics

Prerequisite: 8th level, Wisdom 13 or higher
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Plot Armor

Prerequisite: Luck 13 or higher
You are favored by the gods and destined for greatness. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You add your Luck modifier to death saving throws.
  • You can only suffer 1 failed death save per turn.
  • Your Armor Class can't be less than 9 + your proficiency bonus + your Luck modifier, regardless of what kind of armor you are wearing.
  • If you would die due to failed death saves, you stabilize instead. You immediately are set to 5 levels of exhaustion, and you cannot use this feature until 4d20 days have passed. The DM makes this roll in secret.

Psionic Awakening

Prerequisite: Intelligence 13 or higher
You manifest a small amount of psionic power, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn one 1st-level spell and one 2nd-level spell of your choice. The spells must be from the following lists. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. These spells don't require components.
  • 1st level spells: catapult, cause fear, charm person, command, compelled duel, comprehend languages, dissonant whispers, Fury's chorus, magnify gravity, sanctuary, sense emotion, sense weakness, sleep, Tasha's hideous laughter
  • 2nd level spells: calm emotions, crown of madness, detect thoughts, enthrall, forceful query, forcequake, gift of gab, hold person, immovable object, levitate, mind spike, phantasmal force, see invisibility, suggestion, Tasha's mind whip, zone of truth

Spider Walk

Prerequisite: Vampire kin, 8th level
When you cast spider climb using your Vampire Magic trait, it doesn't require concentration and it lasts 24 hours.

Additionally, you learn one of the following cantrips of your choice: actual spiders, Aundair's silent sanctum, chill touch, friends, or thaumaturgy.
Your spellcasting ability
for it is the same as
your Vampire
Magic trait.

Shadowmancy

Prerequisite: Shadowfolk

  • You learn the darkness, invisibility, and shadow blade spells. You can cast each of these spells without expending a spell slot. Once you cast any of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, Charisma, or Luck is your spellcasting ability for this spell (choose the ability when you select this feat).
  • When you cast any of these spells or pass without trace, you can do so without verbal components.

Strongarm

Prerequisite: Strength 13 or higher
You have mastered the fine art of grabbing people and moving them around. As a bonus action you can perform one of the following maneuvers on a willing Medium or Small creature within 5 feet of you:

  • Draw Back. You move 5 feet away from the target and the target is moved into your previous space.
  • Pivot. You move 10 feet in a straight line towards the target, passing through its space and ending on the opposite side of it that you started on.
  • Reposition. You move the target 10 feet in a straight line towards you, passing through your space and ending on the opposite side of you that it started on.
  • Shove. You push the target up to 10 feet away from you.
  • Swap. You and the target swap places.

None of this movement provokes opportunity attacks.

Superior Tail

Prerequisite: Strength, Dexterity, and Intelligence 12 or higher, a tail
This is just the loxodon's trunk trait but on a tail, because I don't use every race from every world. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Your tail is a natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning, piercing, or slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. When you take this feat, you and the DM select the damage type based on your race.
  • You can grasp things with your tail. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your tail can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
  • As a bonus action, you can use your tail to interact with one object or feature of the environment (in layman's terms, a second free object interaction).

Taunt

As an action, you can unleash a string of provoking words at a creature within 15 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + twice your proficiency bonus.

You can also use this feature as a bonus action, targeting a creature within 60 feet of you. You can use this feature as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Throat Goat

on god, that thrussy can chug

  • Increase your Constitution or Charisma by 1, to a maximum of 20.
  • You can drink a potion as a bonus action.
  • You gain proficiency with blowguns. When you attack with a blowgun, you can use your Constitution modifier, instead of Dexterity, for the attack and damage rolls.
  • You ignore the loading property of blowguns.
  • You can hold your breath twice as long.
  • You have advantage on ability checks involving your throat? I don't know, Sky suggested something more specific than that but I'd rather not type it here.

True Immortality

Prerequisite: 19th level in one of the following: alchemist artificer, druid, monk, ancients paladin, draconic sorcerer, necromancy wizard, or transmutation wizard.
Your previous lifespan extending feature, if you had one, is enhanced to true immortality. You gain the following benefits:

  • Increase your Constitution, Wisdom, or Luck by 1, to a maximum of 20.
  • Your age is changed to any age of your choice, and you then stop aging.
  • You suffer no downsides from your selected age.
  • You cannot be aged magically.
  • You are immune to disease and the petrified condition.

Unlimited Breath Weapon

Prerequisite: Dragonborn (not Fizban's, mine)
Your breath weapon grows in power, granting you the following benefits:

  • When you use your Breath Weapon, you can choose to do so without expending a use of it. If you do so, you roll one less die when rolling the damage, and you roll d6s instead of d8s.
  • When you take the Attack action on your turn, you can replace one of your attacks with a use of your breath weapon. When you do so, you don't expend a use of it, and it deals 1d8 damage, regardless of your level.
  • When you do expend a use of your breath weapon, you add your Constitution or Charisma modifier (your choice) to the damage roll, and you roll d10s instead of d8s.

Vampiric Shapechanger

Prerequisite: Vampire Kin, 11th level
You gain the benefits of the Animal Form feat, but your animal form is a bat (despite the restrictions against flying beasts).

Veteran Gunner

Prerequisite: Proficiency with martial weapons
Once I saw the One D&D playtest made guns considered martial weapons instead of their own category, I added the same change to my book. The Gunner feat became much less useful, however. So that feat still exists for people who wanted the proficiency, but if you have martial weapons already and were going to take Gunner, this feat gives you some other benefits.

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You ignore the loading and jam property of all weapons.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • Once per turn, you can draw or stow a weapon without consuming your object interaction for the turn.
  • You can unjam a firearm as an action.

Fighting Styles

When you choose a fighting style, the following style is added to your list of options, as long as your class is listed with it.

Arcane Warrior

Fighter
You learn two cantrips of your choice from the wizard spell list. They count as wizard spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

Eldritch Warrior

Blood Hunter
You learn two cantrips of your choice from the warlock spell list. They count as warlock spells for you, and your Hemocraft ability is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the warlock spell list.

Juggernaut

Bard, Blood Hunter, Ranger
You gain proficiency with heavy armor and shields. While wearing heavy armor, you have advantage on ability checks and saving throws against effects that would knock you prone or move you without dealing damage, such as the gust spell or a shove attempt.

Additional Magical Secrets

Bard
You learn two cantrips of your choice. They count as bard spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

Shamanistic Warrior

Barbarian
You learn two cantrips of your choice from the druid and/or elementalist spell lists. They count as druid spells for you, and Constitution or Wisdom is your spellcasting ability for them (your choice). Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid or elementalist spell list.

Duelist

Bard, Fighter
The fighting style called Dueling should really be called Sword and Board. This is for a real duelist. One handed weapon and no shield.
When you attack using a weapon with one hand and have no weapon or shield in your other hand, you gain a +1 bonus to the attack and damage rolls and you gain a +1 bonus to your Armor Class until the start of your next turn.

Versatile Weapon Fighting

Barbarian, Bard, Blood Hunter, Fighter, Paladin, Ranger
When you use a versatile weapon with one hand, you have a +1 bonus to the attack roll. When you use a versatile weapon with two hands, you have a +1 bonus to the damage roll.

In addition, you can use your bonus action to don or doff a shield.

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a player. These features can be selected separately from one another; you can use some, all, or none of them.

If you take a feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it.

Improved Cantrip Savant

5th level maverick artificer feature, which replaces Cantrip Savant
You gain one of the following benefits of your choice. You gain another at 9th level, and the third at 15th level.

  • When casting an artificer cantrip, you gain a +1 bonus to attack rolls and to your artificer spell save DC. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.
  • Whenever you cast an artificer cantrip, you gain a bonus to one roll of the spell. That roll must grant temporary hit points or be a damage roll, and the bonus equals your Intelligence modifier (minimum of +1).
  • When a creature succeeds on a saving throw against your cantrip or your cantrip's attack misses, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Additionally, as an action, you can replace an artificer cantrip you know with a different cantrip from the artificer spell list or your Breakthrough spell list. Once you use this feature, you can't use it again until you finish a long rest.

Martial Health

1st level barbarian, blood hunter, fighter, and monk feature, which replaces Hit Points
As a class without spellcasting, you can take more of a beating than a spellcaster. Your hit die size increases, as shown below. Rogues used to get this, but instead got more sneak attack damage.

Barbarian Hit Points

Hit Dice: 1d16 per barbarian level
Hit Points at 1st Level: 16 + your Constitution modifier
Hit Points at Higher Levels: 1d16 (or 9) + your Constitution modifier per barbarian level after 1st
Note: Unlike the other martial classes, there isn't an easy way to calculate your health. You'll have to do it manually. You're a big boy, you can handle the math. I assume you don't have any d16s, however I have a few and you can borrow one.

Blood Hunter and Fighter Hit Points

Hit Dice: 1d12 per blood hunter or fighter level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per blood hunter or fighter level after 1st
Note: If you are using 5ehp.com, set your class to barbarian.

Monk Hit Points

Hit Dice: 1d10 per monk level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st
Note: If you are using 5ehp.com, set your class to fighter.

More Things

11th level barbarian, blood hunter, fighter, monk, and rogue feature
You can attune to up to four magic items at once.

Variant Rage

1st level barbarian feature, which replaces Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength and Constitution checks and Strength saving throws.
  • When you make a weapon attack, you can deal 1d4 extra damage to the target. The type of this damage is the same as the weapon attack. If your Primal Path is listed in the following chart, you can choose to instead have this extra damage be that type (you choose when you gain this feature, and it cannot be changed). This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 9th level, 1d8 at 13th level, 1d10 at 17th level, and to 1d12 at 20th level.
  • You have resistance to bludgeoning, force, piercing, and slashing damage.
  • Whenever you make an ability check using one of the following skills, you can make it as a Constitution check even if it normally uses a different ability: Acrobatics, Athletics, Intimidation, Perception, Stealth, or Survival.
  • Your carrying capacity and the amount you can push, drag, and lift is doubled.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 10 minutes. It ends early if you are knocked unconscious or if your turn ends and you haven't done one of the following:

  • Attacked or dealt damage to a creature, object, or structure
  • Taken damage
  • Attempted to grapple or shove
  • Used a bonus action to extend it

You can also end your rage on your turn (no action required).

You can use this ability twice, and you regain all expended uses when you finish a long rest. You may rage 3 times at 3rd level, 4 at 6th, 5 at 12th, and 6 at 17th. When you finish a short rest, you regain one expended use of this feature.

Rage Damage Type
Primal Path Damage Type
Ancestral Guardian force
Storm Herald (Desert) fire
Storm Herald (Sea) lightning
Storm Herald (Tundra) cold
Wild Magic depends on your Wild Surge
necrotic (1), force (2-5),
piercing (7), radiant (6, 8)
Zealot same as your Divine Fury

Fighting Style

7th level barbarian feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Blind Fighting (TCoE), Dueling, Great Weapon Fighting, Interception (TCoE), Protection, Shamanistic Warrior (PPC), Two-Weapon Fighting, Unarmed Fighting (TCoE), Versatile Weapon Fighting (PPC)

Critical Specialist

9th level barbarian feature
You can roll one additional damage die when determining the extra damage for a critical hit with an attack. Your attacks also score a critical hit on a roll of 19-20.

Additionally, you can roll your rage damage die in place of the weapon's normal damage dice when you score a critical hit.

This increases to two additional dice and 18-20 at 13th level and three additional dice and 17-20 at 17th level.

Ultimate Inspiration

20th level bard feature
Whenever a creature rolls one of your bardic inspiration dice, it can treat a d12 roll of 1 as a 12.

Improved Potent Spellcasting

8th level cleric feature, which replaces the Potent Cantrip and Divine Strike features
You add your Wisdom modifier to the damage you deal or temporary hit points you grant with any cleric cantrip.

Druidic

1st level nature cleric and ranger and 3rd level ancients paladin feature, which is identical to the druid feature
You know Druidic, the secret language of druids (and you guys, too. they're cool letting you into their club). You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Harness Natural Power

2nd level dreams druid feature
You can expend a use of your Wild Shape to fuel your spells. As a bonus action, you touch your spellcasting focus, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Superior Restoration

1st level monk feature
Whenever you finish a long rest, you regain all of your expended monk hit dice.

Joe Joe Aventure

1st level monk feature, which replaces Unarmored Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier (Ignoring belts of giant strength, sorry) + your Wisdom modifier. You can also use your Strength in place of your Dexterity for the Deflect Missiles feature.

Despite the name of the feature, feel free to take it while not playing an astral monk. A lot of people like the flavor of a Strength based monk, and Path of Harmony might not be your cup of tea. If you are an astral monk, consider Variant Mental Score for Charisma for the actual Jojo feel.

Nimble Leap

2nd level monk and 3rd level thief rogue feature
You can use your Dexterity (or Wisdom, if you're an astral monk) in place of Strength when determining your jump height and distance if you have a running start.

Martial Arts Master

20th level monk feature
Your martial arts die becomes a d12. Whenever you roll a martial arts die, you can treat a d12 roll of 1 as a 12.

Shadow Arts Plus

3nd level shadow monk feature, which replaces the Shadow Arts feature
You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, silence, or silent image. Additionally, you gain the extinguish, minor illusion, and shadow bolt cantrips if you don't already know them. Wisdom is your spellcasting ability for these spells. None of these spells require verbal or material components for you.

When you reach 6th level, you can spend 2 ki points to cast blindness/deafness or disguise self or 3 ki points to cast nondetection or pass without trace.

When you reach 11th level, you can spend 4 ki points to cast major image or shadow blade.

Paladin Cantrips

2nd level paladin feature
You know one cantrip of your choice from the paladin spell list (found in chapter 10a of this document). At levels 4, 7, 10, 14, and 18, you learn additional paladin cantrips of your choice.

When you gain a level in this class, you can replace one of the paladin cantrips you know with another cantrip from the paladin spell list.

Unholy Smite

2nd level paladin feature, which replaces the Divine Smite feature
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial or good-aligned humanoid, to a maximum of 6d8.

If you know the divine strike spell, its damage type is necrotic for you.

Channel Divinity: Restore Health

2nd level paladin feature, which replaces the Harness Divine Power feature
As a bonus action, you can use your Channel Divinity to restore points to your Lay on Hands equal to twice your paladin level.

Improved Unholy Smite

11th level paladin feature, which replaces the Improved Divine Smite feature
Whenever you hit a creature with a weapon attack, the creature takes an extra 1d8 necrotic damage.

Ranger Cantrips

2nd level ranger feature
You know two cantrips of your choice from the ranger spell list (found in chapter 10a of this document). At levels 4, 7, 10, 14, and 18, you learn additional ranger cantrips of your choice.

When you gain a level in this class, you can replace one of the ranger cantrips you know with another cantrip from the ranger spell list.



































Special Attacks

1st level rogue feature, which replaces the Sneak Attack feature
Once per turn, you can perform a special attack against one creature you hit with a weapon to deal more damage. The attack must use a ranged weapon, or a melee weapon without the heavy property. If you have disadvantage on the attack roll, you cannot use a special attack. Otherwise, you can use any special attack you meet the requirements for. This extra damage is the same as the weapon's damage type, unless otherwise stated.

Flank Attack. If another enemy of the target is within 5 feet of the target and that enemy isn't incapacitated, you can perform a flank attack. To determine the extra damage, roll a number of d6s equal to half your Rogue level (rounded up) and add the dice together.

Sneak Attack. If you have advantage on the attack roll, you can perform a sneak attack. To determine the extra damage, roll a number of d8s equal to half your Rogue level (rounded up), add the dice together, and add your proficiency bonus.

Sandman Attack. If you hit an unconscious creature within 5 feet of you with a melee attack, you can attempt to instantly kill it. To determine the extra damage, roll a number of d12s equal to half your Rogue level (rounded up), add the dice together, and add your proficiency bonus The attack is also a critical hit because the target is unconscious, but you probably already knew that.




































Poison Attack (level 5). The attack deals some extra damage, and is mostly a fallback so you don't feel useless if you can't sneak attack. The attack deals an extra 1d10 poison damage. The damage increases by 1d10 when you reach 11th level (2d10) and 17th level (3d10). This attack is not considered a sneak attack for the purposes of features such as Wails from the Grave, although the other attack options are.

Rakish Audacity (Swashbuckler Only). If you are within 5 feet of the target and no other creatures are within 5 feet of you, you can perform a duelist attack. To determine the extra damage, roll a number of d6s equal to half your Rogue level (rounded up), add the dice together, and add your proficiency bonus.

Insightful Fighting (Inquisitive Only). If you have successfully marked a creature with your Insightful Fighting, you deal damage as if you had advantage. To determine the extra damage, roll a number of d8s equal to half your Rogue level (rounded up), add the dice together, and add your proficiency bonus.

Greater Assassinate (Level 9) (Assassin Only). If you hit a creature that is surprised, the attack is a critical hit, and you can perform a surprise attack. To determine the extra damage, roll a number of d10s equal to half your Rogue level (rounded up), add the dice together, and add your proficiency bonus.

Variant Spell List

3rd level eldritch knight fighter and arcane trickster rogue feature
Instead of using the wizard spell list with school restrictions, you can instead use a unique spell list found later in this document. The list has most of the spells from the wizard list of the schools you can access, but it replaces access to every wizard spell sometimes with consistent access to a wider list, including some spells not even avaliable to wizards.

Imbuing Touch

2nd level sorcerer feature, which returns from Unearthed Arcana
As an action, you can touch one nonmagical weapon and spend 1 sorcery point to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Sorcerer Supreme

20th level sorcerer feature
You know all metamagic options, all sorcerer cantrips, and your number of sorcery points increases by 5.

If you have the Metamagic Adept feat, this feature may seem partially redundant. Because of that, the number of additional sorcery points granted by this feature increases to 8 for you, for a total of 30.

Very Very Frightening

6th level storm sorcerer feature
At 6th level, when you use a metamagic option on a spell that deals damage, you can change the damage type to lightning or thunder.

Wild Magic Blast

6th level wild magic sorcerer feature
You can cast chaos bolt as a 1st level spell at will, without expending a spell slot.

At 11th level you can cast it as a 2nd level spell and at 17th as 3rd level.

Spell Bombardment (but good)

18th level wild magic sorcerer feature
When you roll damage for a spell and roll the lowest possible number on any of the dice, you can treat it as if you had rolled the highest possible number on that die instead.

Preparing Cantrips

1st level wizard feature, which replaces Cantrip Formulas
When you gain this feature, instead of learning 3 wizard cantrips, you add 5 wizard cantrips to your spellbook. You gain an additional cantrip in your spellbook at levels 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20. You can also copy cantrip spell scrolls into your spellbook, with the cost and time of a 2nd level spell.

When you prepare wizard spells at the end of a long rest, you also prepare 4 cantrips from your spellbook. You can prepare 5 cantrips at 4th level, 6 cantrips at 7th level, 7 at 10th level, 8 at 14th level, and 9 at 18th level.

Charmer's Defense

2nd level enchantment wizard feature
While you are wearing no armor and not wielding a shield, your AC equals 13 + your Charisma modifier.

Expanded Master Transmuter

14th level transmutation wizard feature, which replaces Master Transmuter
You can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot, requiring material components, or needing to have the spell in your spellbook.

Greater Restore Life. You cast the resurrection spell on a creature you touch with the transmuter's stone, without needing to have the spell in your spellbook. You must expend a spell slot and provide material components, as normal.

Restore Youth. You touch the transmuter's stone to a willing creature, and that creature's age is reduced by 3d10 years, to a minimum of 13 years. The creature can't be targeted by this ability again until 15 years pass.

Unpetrify. You end the petrified condition on a creature you touch with the transmuter's stone.

Restore Limbs. You cast the regenerate spell on a creature you touch with the transmuter's stone, without expending a spell slot, requiring material components, or needing to have the spell in your spellbook.

Change Appearance. You change your appearance and your voice. You determine the specifics of the changes, including your apparent age, coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You must adopt a form that has the same basic arrangement of limbs that you have.

You can also touch the transmuter's stone to a willing humanoid, allowing it to change its appearance instead.

Variant Mental Score

ask your DM and have a good reason
WARNING: By taking this optional class feature, you lose the ability to multiclass. Player discretion is advised.

Did you know back in the early days of 5e playtest, warlocks were Intelligence casters. While I agree with this for some patrons (great old one), I get why they went with Charisma in the end. Sometimes, however, people want to use a different mental ability score for a class. If you want to, you can, as long as you either choose one of the following pre-approved options or put up a good fight for why your idea makes sense.

Luck isn't a mental stat, but I allow it ONLY for drunken master. No others. It's also not a physical stat, but it's closer to a mental stat because things like Wild Shape and Lyle's Body Swap keep your Luck. It's a soul stat.

Constitution also isn't a mental stat, but for some subclasses I allow swapping off of it, but never to it. Why do rune knights get to dump the mental stats but not psi warriors? They should have been Wisdom based from day one.

Class/ Subclass Old Ability New Ability
Aberrant Mind Charisma Intelligence
Arcane Archer Intelligence Wisdom
Astral Self Wisdom Charisma
Cobalt Soul Wisdom Intelligence
Drunken Master Wisdom Luck
Knowledge Wisdom Intelligence
Mind Wisdom Intelligence
Rune Knight Constitution Wisdom /
Intelligence
Soul Wisdom Charisma
Trickery Wisdom Charisma
Warlock Charisma Intelligence
Watchers Charisma Wisdom
137

9. Spells

Level Spell School Conc. Ritual Class
Cantrip Arcane Jinx Abjuration No - Bard, Arcana Cleric, Sorcerer, Warlock, Wizard
Cantrip Arcane Shot Evocation No - Artificer, Mimes Bard
Cantrip Blade Ward (Revised) Abjuration No - All
Cantrip Blood Bolt Necromancy No - Blood Cleric, Sorcerer, Warlock, Necromancy Wizard
Cantrip Destructive Spores Necromancy Yes - Druid, Sorcerer, Warlock, Wizard
Cantrip Divine Strike Evocation No - Cleric, Paladin
Cantrip Draconic Blade Evocation No - Drakewarden Ranger, Sorcerer, Warlock, Wizard
Cantrip Dragon Ray Evocation No - Land Druid, Drakewarden Ranger,
Sorcerer, Dragon Warlock, Wizard
Cantrip Extinguish Transmutation No - All
Cantrip Final Blow Necromancy No - Cleric, Spores Druid, Oathbreaker Paladin, Radiation Sorcerer, Warlock, Wizard
Cantrip Fortify Summon Conjuration No - Druid, Thoughtform Manifestor Sorcerer, Wizard
Cantrip Frostbolt Evocation No - Artificer, Land Druid, Elementalist, Sorcerer, Warlock, Wizard
Cantrip Gravity Well Graviturgy No - Artificer, Mimes Bard, Aberrant Mind Sorcerer, Wizard
Cantrip Guided Strike Divination Yes - Artificer, Swords Bard, Cleric, Paladin,
Ranger, Dark Petitioner Rogue
Cantrip Ice Shard Conjuration No - Artificer, Elementalist, Sorcerer, Wizard
Cantrip Ignite Evocation Yes - Artificer, Inferno Cleric, Druid, Elementalist,
Sorcerer, Warlock, Wizard
Cantrip Illusory Spiders Illusion No - Warlock, Wizard
Cantrip Actual Spiders Conjuration No - Druid, Conjuration Wizard
Cantrip Judge The Dying Necromancy No - Artificer, Whispers Bard, Cleric, Druid,
Paladin, Dark Petitioner Rogue, Warlock, Wizard
Cantrip Laser Point Evocation No - Artificer, Inferno Cleric, Light Cleric, Wildfire Druid,
Elementalist, Sorcerer, Wizard
Cantrip Lightning Beam Evocation No - Artificer, Land Druid, Elementalist,
Sorcerer, Endless Storm Warlock, Wizard
Cantrip Mage Tether Evocation No - Artificer, Mimes Bard, Sorcerer, Warlock, Wizard
Cantrip Magic Handwriting Transmutation No - Artificer, Bard, Arcana Cleric, Knowledge Cleric, Wizard
Cantrip Mind Trick Enchantment No - Bard, Mind Cleric, Arcane Trickster Rogue,
Sorcerer, Warlock, Enchantment Wizard
Cantrip Mirage Step Illusion No - Bard, Trickery Cleric, Sorcerer, Warlock, Wizard
Cantrip Needle Spray Conjuration No - Artificer, Druid, Sorcerer, Warlock, Wizard
Cantrip Noxious Gas Conjuration No - Artificer, Druid, Swarmkeeper Ranger,
Sorcerer, Warlock, Wizard
Cantrip Pact Familiar Conjuration No - Pact of the Chain Warlock
Cantrip Primal Savagery (Revised) Transmutation No - Druid, Sorcerer
Cantrip Quaking Earth Transmutation No - Druid, Elementalist, Sorcerer, Wizard
Cantrip Shadow Bolt Conjuration No - Cleric, Shadow Monk, Oathbreaker Paladin,
Sorcerer, Warlock, Wizard
Level Spell School Conc. Ritual Class
Cantrip Solar Beam Conjuration No - Sun Warlock
Cantrip Sonic Boom Evocation No - Artificer, Bard, Tempest Cleric, Land Druid, Elementalist,
Sorcerer, Endless Storm Warlock, Wizard
Cantrip Soul Accelerate Chronurgy No - Time Cleric, Wizard
Cantrip Spellblade Evocation No - Artificer, Mimes Bard, Sorcerer, Warlock, Wizard
Cantrip Static Bolt Evocation No - Artificer, Elementalist, Sorcerer, Endless Storm Warlock, Wizard
Cantrip Telekinetic Launch Graviturgy No - Sorcerer, Wizard
Cantrip Thunderblast Evocation No - Artificer, Land Druid, Elementalist, Sorcerer, Endless Storm Warlock, Wizard
Cantrip Toxic Vortex Conjuration No - Artificer, Druid, Swarmkeeper Ranger, Sorcerer, Warlock, Wizard
Cantrip True Strike (Revised) Divination No - All
Cantrip Virtue (UA) Abjuration No - Artificer, Bard, Cleric, Eldritch Knight Fighter,
Paladin, Celestial Warlock, Immortal Warlock, Abjuration Wizard
Cantrip Water Spray Conjuration No - Nature Cleric, Druid, Elementalist, Open Sea Paladin,
Sorcerer, Marid Genie Warlock, Fathomless Warlock, Wizard
Cantrip Wounding Shot Transmutation No - Artificer
1st Animate Familiar Necromancy No Yes Alchemist Artificer, Radiation Sorcerer, Necromancy Wizard
1st Bottle Rocket Evocation No No Artificer
1st Find Familiar (Revised) Conjuration No Yes Druid, Ranger, Wizard
1st Freezing Smite Evocation Yes No Elementalist, Four Elements Monk, Paladin, Ranger, Hexblade Warlock
1st Grayscale Necromancy No No -
1st Inflict Poison Necromancy Yes No Artificer, Death Cleric, Druid, Sorcerer, Warlock, Wizard
1st Sense Weakness Divination No Yes Ranger, Warlock
1st Static Infusion Transmutation No No Artificer, Trickery Cleric, Elementalist, Four Elements Monk,
Sorcerer, Ghost in the Machine Warlock, Wizard
2nd Divulge Flesh Transmutation Yes No Paladin, Ranger, Sorcerer, Wizard
2nd Electric Current Evocation No No Artificer, Elementalist, Sorcerer, Blue Dragon Warlock,
Ghost in the Machine Warlock, Wizard
2nd Find Steed (Revised) Conjuration No No Eldritch Knight Fighter, Paladin, Ranger
2nd Forceful Query Enchantment No No Paladin
2nd Forcequake Graviturgy No No Artificer, Mimes Bard, Aberrant Mind Sorcerer,
Amethyst Dragon Warlock, Great Old One Warlock, Wizard
2nd Fortune's Favor (Revised) Chronurgy No No Bard, Luck Cleric, Time Cleric,
Arcane Trickster Rogue, Sorcerer, Wizard
2nd Repulsor (BG3) Graviturgy No No Artificer, Sorcerer, Warlock, Wizard
2nd Spirit Vines Divination No No Spirits Bard, Nature Cleric, Druid, Ranger, Sorcerer, Wizard
2nd Theft Conjuration No Yes Bard, Trickery Cleric, Arcane Trickster Rogue, Infernal Bloodline, Warlock, Wizard
2nd Transposition Conjuration No No Sorcerer, Warlock, Wizard
2nd Your Eternal Reward Illusion No No Bard, Trickery Cleric, Sorcerer, Warlock, Wizard
2nd Zap Dash Transmutation No No Elementalist, Four Elements Monk, Ranger,
Sorcerer, Warlock, Wizard
3rd Cube of Water Conjuration No No Cleric, Druid, Elementalist, Open Sea Paladin, Ranger, Sorcerer, Fathomless Warlock, Marid Warlock
Level Spell School Conc. Ritual Class
3rd Evilball Evocation No No Oathbreaker Paladin, Sorcerer, Warlock, Wizard
3rd Heal Block Enchantment Yes No Cleric, Paladin, Warlock
3rd Metronome Evocation Maybe No Artificer, Bard, Luck Cleric, Sorcerer
3rd Minify Transmutation No Yes Artificer, Bard, Sorcerer, Wizard
3rd Ruination Chronurgy No No Artificer, Heretic Cleric, Druid, Sorcerer, Warlock
3rd Shifting Sands Transmutation No No Druid, Elementalist, Four Elements Monk, Ranger, Dao Genie Warlock, Wizard
3rd Sludge Wave Evocation No No Alchemist Artificer, Sorcerer, Copper Dragon Warlock, Wizard
3rd Snap Attunement Enchantment Yes No Artificer, Arcana Cleric, Arcane Trickster, Sorcerer, Wizard
3rd Solar Flare Conjuration No No Solar Dragon Warlock, Sun Warlock
3rd Stage Fright (BG3) Enchantment No No Bard, Fear Cleric
3rd Survival Instinct (BG3) Abjuration No No Artificer, Ranger, Immortal Warlock
3rd Toxic Necromancy Yes No Artificer, Death Cleric, Druid, Sorcerer, Warlock, Wizard
3rd Warping Smite Conjuration Yes No Battle Smith Artificer, Paladin,
Horizon Walker Ranger, Hexblade Warlock
3rd Whiteout Evocation No No Artillerist Artificer, Elementalist, Four Elements Monk, Sorcerer,
Lunar and Silver Dragon Warlock, Marid Genie Warlock, Wizard
4th Arcane Eruption (UA) Evocation No No Luck Cleric, Elementalist, Sorcerer
4th Brainrot Necromancy Yes No Death Cleric, Mind Cleric, Druid, Radiation Sorcerer, Wizard
4th Curse of Judgment Necromancy Yes No -
4th Mirror Shield (GH:LoE) Abjuration No No Artificer, Sorcerer, Abjuration Wizard
4th Power Word: Fall Enchantment No No Bard, Sorcerer, Warlock, Wizard
4th Volatile Shield (BG3) Abjuration No No Artificer, Sorcerer, Wizard
4th Ward of Adamantine Abjuration No No Artificer, Creation Bard, Forge Cleric, Clockwork
Soul Sorcerer, Paxelzoyce Warlock, Wizard
4th Witch's Curse Enchantment No No Druid, Warlock, Wizard
5th Apparition Conjuration No No Sorcerer, Warlock, Wizard
5th Dethrone (BG3) Necromancy No No -
5th Dimension Lock Abjuration Yes No Artificer, Heretic Cleric, Paladin,
Horizon Walker Ranger, Warlock, Wizard
5th Ocular Eruption Necromancy Yes No Alchemist Artificer, Blood Cleric, Radiation
Sorcerer, Warlock, Wizard
5th Steam Eruption Evocation No No Druid, Elementalist, Open Sea Paladin, Sorcerer, Warlock, Wizard
6th Mass Enlarge and Reduce Transmutation Yes No Bard, Druid, Sorcerer, Wizard
6th Sonic Shriek Evocation No No Sorcerer, Fathomless Warlock, Wizard
7th Destroy Soul Necromancy No No -
7th Wall of Meat Conjuration Yes No Warlock, Wizard
8th Assimilate Necromancy No No Blood Cleric, Death Cleric, Sorcerer, Warlock, Wizard
8th Curriculum of Strategy:
Artistry of War (BG3)
Evocation No No Wizard
8th Mass Greater Invisibility Illusion Yes No Bard, Sorcerer, Warlock, Wizard
8th Mass Modify Memory Enchantment Yes No Bard, Trickery Cleric, Warlock, Wizard
8th Mind Sanctuary Enchantment No No Mind Cleric, Sorcerer
Level Spell School Conc. Ritual Class
8th Remove Divine Curse Abjuration No No Heretic Cleric, Warlock, Abjuration Wizard
9th Grand Evilball Evocation No No Sorcerer, Warlock, Wizard
9th Grand Fireball Evocation No No Elementalist, Sorcerer, Wizard
9th Grand Lightning Bolt Evocation No No Elementalist, Sorcerer, Wizard
9th Grand Sludge Wave Evocation No No Sorcerer, Wizard
9th Grand Whiteout Evocation No No Elementalist, Sorcerer, Wizard
9th Time Stop (Revised) Chronurgy No No Time Cleric, Sorcerer, Wizard

Artificer Spells

Cantrips (0 Level)
  • arcane shot
  • blade ward (revised)
  • extinguish
  • frostbolt
  • gravity well
  • guided strike
  • ice shard
  • ignite
  • judge the dying
  • laser point
  • lightning beam
  • mage tether
  • magic handwriting
  • needle spray
  • noxious gas
  • sonic boom
  • spellblade
  • static bolt
  • thunderblast
  • toxic vortex
  • true strike (revised)
  • virtue
  • wounding shot
1st Level
  • bottle rocket
  • inflict poison
  • static infusion
2nd Level
  • electric current
  • forcequake
  • repulsor
3rd Level
  • metronome
  • minify
  • ruination
  • snap attunement
  • survival instinct
  • toxic
4th Level
  • mirror shield
  • volatile shield
  • ward of adamantine
5th Level
  • dimension lock

Bard Spells

Cantrips (0 Level)
  • arcane jinx
  • blade ward (revised)
  • extinguish
  • magic handwriting
  • mind trick
  • mirage step
  • sonic boom
  • true strike (revised)
  • virtue
2nd Level
  • fortune's favor (revised)
  • theft
  • your eternal reward
3rd Level
  • minify
  • stage fright
4th Level
  • Power Word: Fall
6th Level
  • mass enlarge and reduce
8th Level
  • mass greater invisibility
  • mass modify memory

Cleric Spells

Cantrips (0 Level)
  • blade ward (revised)
  • divine strike
  • extinguish
  • final blow
  • guided strike
  • judge the dying
  • shadow bolt
  • true strike (revised)
  • virtue
3rd Level
  • cube of water

Druid Spells

Cantrips (0 Level)
  • actual spiders
  • blade ward (revised)
  • destructive spores
  • extinguish
  • fortify summon
  • ignite
  • judge the dying
  • needle spray
  • noxious gas
  • primal savagery (revised)
  • quaking earth
  • toxic vortex
  • true strike (revised)
  • virtue
  • water spray
1st Level
  • find familiar (revised)
  • inflict poison
2nd Level
  • spirit vines
3rd Level
  • cube of water
  • ruination
  • shifting sands
  • toxic
4th Level
  • brainrot
  • witch's curse
5th Level
  • steam eruption
6th Level
  • mass enlarge and reduce

Paladin Spells

Cantrips (0 Level)
  • blade ward (revised)
  • divine strike
  • extinguish
  • guided strike
  • judge the dying
  • true strike (revised)
  • virtue
1st Level
  • freezing smite
2nd Level
  • divulge flesh
  • find steed (revised)
  • forceful query
3rd Level
  • warping smite
5th Level
  • dimension lock

Ranger Spells

Cantrips (0 Level)
  • blade ward (revised)
  • extinguish
  • guided strike
  • true strike (revised)
1st Level
  • find familiar (revised)
  • freezing smite
  • sense weakness
2nd Level
  • divulge flesh
  • find steed (revised)
  • spirit vines
  • zap dash
3rd Level
  • cube of water
  • shifting sands
  • survival instinct

Sorcerer Spells

Cantrips (0 Level)
  • arcane jinx
  • blade ward (revised)
  • blood bolt
  • destructive spores
  • draconic blade
  • dragon ray
  • extinguish
  • frostbolt
  • ice shard
  • ignite
  • laser point
  • lightning beam
  • mage tether
  • mind trick
  • mirage step
  • needle spray
  • noxious gas
  • primal savagery (revised)
  • quaking earth
  • shadow bolt
  • sonic boom
  • spellblade
  • static bolt
  • telekinetic launch
  • thunderblast
  • toxic vortex
  • true strike (revised)
  • water spray
1st Level
  • inflict poison
  • static infusion
2nd Level
  • divulge flesh
  • electric current
  • fortune's favor (revised)
  • repulsor
  • spirit vines
  • transposition
  • your eternal reward
  • zap dash
3rd Level
  • cube of water
  • evilball
  • minify
  • ruination
  • sludge wave
  • snap attunement
  • toxic
  • whiteout
4th Level
  • mirror shield
  • metronome
  • arcane eruption
  • Power Word: Fall
  • volatile shield
5th Level
  • apparition
  • steam eruption
6th Level
  • mass enlarge and reduce
  • sonic shriek
8th Level
  • assimilate
  • mass greater invisibility
9th Level
  • grand evilball
  • grand fireball
  • grand lightning bolt
  • grand sludge wave
  • grand whiteout
  • time stop (revised)

Warlock Spells

Cantrips (0 Level)
  • arcane jinx
  • blade ward (revised)
  • blood bolt
  • destructive spores
  • draconic blade
  • extinguish
  • final blow
  • frostbolt
  • ignite
  • illusory spiders
  • judge the dying
  • mage tether
  • mind trick
  • mirage step
  • needle spray
  • shadow bolt
  • spellblade
  • toxic vortex
  • true strike (revised)
























1st Level
  • inflict poison
  • sense weakness
2nd Level
  • repulsor
  • theft
  • transposition
  • your eternal reward
  • zap dash
3rd Level
  • evilball
  • ruination
  • toxic
4th Level
  • Power Word: Fall
  • witch's curse
5th Level
  • apparition
  • dimension lock
  • ocular eruption
  • steam eruption
7th Level
  • wall of meat
8th Level
  • assimilate
  • mass greater invisibility
  • mass modify memory
  • mind sanctuary
  • remove divine curse




























9th Level
  • grand evilball

Wizard Spells

Cantrips (0 Level)
  • arcane jinx
  • blade ward (revised)
  • destructive spores
  • draconic blade
  • dragon ray
  • extinguish
  • final blow
  • fortify summon
  • frostbolt
  • gravity well
  • ice shard
  • ignite
  • illusory spiders
  • judge the dying
  • laser point
  • lightning beam
  • mage tether
  • magic handwriting
  • mirage step
  • needle spray
  • noxious gas
  • quaking earth
  • shadow bolt
  • sonic boom
  • soul accelerate
  • spellblade
  • static bolt
  • telekinetic launch
  • thunderblast
  • toxic vortex
  • true strike (revised)
  • water spray
1st Level
  • find familiar (revised)
  • inflict poison
  • static infusion
2nd Level
  • divulge flesh
  • electric current
  • forcequake
  • fortune's favor (revised)
  • repulsor
  • spirit vines
  • theft
  • transposition
  • your eternal reward
  • zap dash
3rd Level
  • evilball
  • minify
  • shifting sands
  • sludge wave
  • snap attunement
  • toxic
  • whiteout
4th Level
  • brainrot
  • Power Word: Fall
  • volatile shield
  • ward of adamantine
  • witch's curse
5th Level
  • apparition
  • dimension lock
  • ocular eruption
  • steam eruption
6th Level
  • mass enlarge and reduce
  • sonic shriek
7th Level
  • wall of meat
8th Level
  • assimilate
  • Curriculum of Strategy: Artistry of War
  • mass greater invisibility
  • mass modify memory
9th Level
  • grand evilball
  • grand fireball
  • grand lightning bolt
  • grand sludge wave
  • grand whiteout
  • time stop (revised)

Event Only

Cantrips (0 Level)
  • pact familiar
  • solar beam
1st Level
  • animate familiar
  • grayscale
3rd Level
  • solar flare
4th Level
  • curse of judgment
5th Level
  • dethrone
7th Level
  • destroy soul

Spells listed as "Event Only" are either subclass exclusive (animate familiar) or ancient spells lost to history (grayscale). These spells are not eligible for feats such as Shadow Touched or Magic Initiate.





Animate Familiar

1st level necromancy (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: S, M (a tiny black onyx stone worth at least 10 gp, which the spell consumes)
  • Duration: Instantaneous

You animate the corpse of a tiny creature of your choice within range. Alternatively, you animate a part of a creature, such as the hand of a humanoid. This creature uses the Undead Familiar stat block. If you already have a familiar from a spell, that familiar dies; you don’t get a second familiar.

Whenever you cast the spell, choose the familiar’s environment: Air, Land, or Water. Your choice determines certain traits in the stat block.

The familiar is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you), but the familiar can’t attack unless you use your reaction on its turn to command it to do so. If you don’t issue any commands, the familiar takes the dodge action and uses its move to avoid danger.

    If the familiar is reduced to 0 hit points, it dies and returns to being an inanimate corpse.

As an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, use the higher level wherever the spell’s level appears in the stat block.

Apparition

5th level conjuration


  • Casting Time: 1 action
  • Range: 150 miles
  • Components: S
  • Duration: Instantaneous

You teleport yourself from your current location to any other spot within range, creating a large column of smoke at the point you left and the point you teleported to. The smoke is white if you are good or neutral, and black if you are evil. You arrive at exactly the spot desired. It can be either a place you can see or a place you have been before.

If you have taken damage since the start of your last turn, the spell fails.

You can also teleport one Medium or smaller willing creature you touch when you cast this spell. Any items you are wearing are transported with you, but any items you are holding are left behind.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 6d6 force damage, and you instead teleport to the nearest unoccupied spaces. Additionally, you must succeed on a DC5 Luck saving throw or lose an arm or leg.


Arcane Eruption

4th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Churning magical energy explodes in a 20-foot radius sphere centered on a point you choose within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 + 4d6 damage. On a successful save, a creature takes half as much damage.

Choose one of those d8s. The number rolled on that die determines a condition that’s applied to each creature that failed the save, as shown in the Arcane Eruption table. A creature has the condition until the end of your next turn. The number rolled on the other d8 determines the damage type, also shown in the table. If you roll the same number on both d8s, you regain 1 expended sorcery point.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


Undead Familiar

Tiny undead, any alignment


  • Armor Class 9 + 2 (land only) + the spell's level (natural armor)
  • Hit Points 3 + 3 per spell level (the familiar has a number of Hit Dice [d4s] equal to the spell’s level)
  • Speed 25 ft., Climb 25 ft. (Land only), fly 25 ft. (Air only), Swim 25 ft. (Water only)

STR DEX CON INT WIS CHA LCK
4 (-3) 12 (+1) 12 (+1) 5 (-3) 10 (+0) 4 (-3) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands the languages you speak but can't speak, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Unusual Nature. The familiar doesn't require air, food, drink, or sleep.

Actions

Attack. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 + the spell’s level necrotic damage.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.



Arcane Eruption

d8 Condition
1 frightened
2 charmed
3 prone
4 incapacitated
5 poisoned
6 deafened
7 blinded
8 restrained
d8 Damage Type
1 acid
2 cold
3 fire
4 force
5 lightning
6 poison
7 psychic
8 thunder

Arcane Jinx

Abjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You curse a creature that you can see within range, causing its connection to the weave to become unstable. The first time the cursed creature casts a spell before the start of your next turn, it must succeed on a Constitution saving throw or take 1d6 force damage and its spellcasting ability modifier is treated as 1 lower for the spell, thus reducing its spell attack bonus, spell save DC, and potentially damage.

The spell’s damage increases by 1d6 and the spellcasting ability modifier is reduced more when you reach 5th level (2d6 and 1d2), 11th level (3d6 and 1d3), and 17th level (4d6 and 1d4).

Arcane Shot

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet (180 with disadvantage)
  • Components: S, M (a ranged weapon worth at least 10 gp)
  • Duration: Instantaneous

You launch an arrow, bolt, or other projectile from your weapon made of pure arcane energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.

This spell ignores the Tools Required feature of artificers, meaning you only need the ranged weapon and not also tools.

    The spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Assimilate

8th level necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

You drain the life and spirit from one creature within range to restore your vitality. The target must make a Constitution saving throw. Constructs and undeads aren't effected by this spell. The target takes 11d10 necrotic damage on a failed save, or half as much on a successful one. This damage ignores temporary hit points, and you regain hit points equal to the damage dealt.

The target dies if this damage reduces it to 0 hit points, as its body is absorbed into yours. Anything the creature was wearing or carrying is left in a pile within 5 feet of you. If you kill a creature with this spell, your age is reduced by a number of months equal to the creature's number of hit dice (to a minimum of 13 years old).

Blade Ward (Revised)

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage, and you gain a +1 bonus to your AC. Additionally, any critical hit against you becomes a normal hit.

The bonus to your AC increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).

Blood Bolt

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a projectile from your own blood before launching it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. The target's hit point maximum is reduced by an amount equal to half the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Hit or miss, you lose 2 hit points.

The spell’s damage increases by 2d8 and its hit point cost increases by 2 when you reach 5th level (4d8 and 4), 11th level (6d8 and 6), and 17th level (8d8 and 8).

146

Bottle Rocket

1st level conjuration


  • Casting Time: 1 action
  • Range: 240 feet
  • Components: S
  • Duration: Instantaneous

You launch an explosive projectile at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 thunder damage. Hit or miss, the projectile then explodes. The target and each creature within 5 feet of it must make a Constitution saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites flammable objects in the area that aren't being worn or carried, and the explosion can be heard up to 300 feet away.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st.

Brainrot

4th level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to 1 minute

You rot the brain of a creature within range. The target must succeed on a Constitution saving throw or take 3d4 acid damage and be diseased for the duration. While diseased, the target's proficiency bonus becomes zero. At the end of each of the target's turns before the spell ends, the target must succeed on a Constitution saving throw or take 3d4 acid damage. On a successful save, the spell ends.

This spell has no effect on constructs, elementals, oozes, undead, or anything else without a brain.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Curriculum of Strategy: Artistry of War

8th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You summon the apparitions of six master strategists. Each apparition hits a creature of your choice that you can see within range. An apparition deals 2d6 + 6 force damage to its target. The apparition all strike simultaneously, and you can direct them to hit one creature or several.

Once you cast this spell, you can't cast it again until you finish a short or long rest.

At Higher Levels. When you cast this spell using a spell slot of 9th level, you roll the damage dice twice and use the higher result.

Cube of Water

3rd level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a copy of the page of the Player's Handbook detailing the rules for underwater combat)
  • Duration: 10 minutes

You fill a 25 foot cube within range with clear, clean water for the duration. The water ignores gravity and any attempts to move or drain the area.

At Higher Levels. When you cast this using a spell slot of 4th level or higher, you can create an additional cube for each slot level above 3rd.

Curse of Judgment

4th-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You place a curse on a creature that you can see within range, marking it for judgment. Until the spell ends, you gain the following benefits:

  • Any attack roll you make against the cursed creature has advantage if you can see it, and the cursed creature can't benefit from being invisible against you. The target glows with an orange light, only visible to you.
  • While the target is cursed, your attacks and spells deal an extra 1d12 radiant damage to the target.
  • If the target is reduced to 0 hit points while cursed by this spell, the creature and everything it is wearing and carrying, except magic items, dissipate into a small swarm of spectral, orange butterflies. The creature cannot be restored to life.

The spell ends if you attack any other creature or if you cast a spell that targets a hostile creature other than the target. A remove divine curse spell ends this effect.

Destroy Soul

7th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (any assorted gemstones worth a total of 150 ap, which the spell consumes)
  • Duration: Instantaneous

You touch the corpse a creature that has died within the last hour. You destroy the creature's soul, preventing it from being raised from the dead by any means short of divine intervention.

A creature whose soul is bound to an item, such as a lich, cannot have their corpse targeted by this spell. Targeting the item, however, destroys it along with any souls trapped inside.

Destructive Spores

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 8 hours

You plant invisible spores on one creature you touch. The creature must succeed on a Constitution saving throw or be affected by this spell. These spores cause no harm to the creature until you use your action to activate them. To do so, you must be within 300 feet of the target. The creature takes 1d8 necrotic damage and 1d8 poison damage. This spell has no effect on undead or constructs.

The spores harmlessly dissipate if the spell ends early. If the creature succeeds on its saving throw against this spell, you can't use this spell on that creature again until you finish a short or long rest.

The spell’s damages each increase by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Dethrone

5th level necromancy


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

You shred a foe's very essence by pulling on strands of the Weave. The target must make a DC 18 Constitution saving throw. The target takes 10d6 + 10 necrotic damage on a failed save, or half as much damage on a successful one.

A creature reduced to 0 hit points by this spell dies, as its soul and body are shredded.

Once you cast this spell, you can't cast it again until you finish a short or long rest.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 10 for each slot level above 5th.

Dimension Lock

5th level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, M (a part of a canoloth,
    such as a tongue or vial of blood)
  • Duration: Concentration, up to 1 hour

Gray, spectral locks appear to orbit around you in your space, blocking teleportation and dimensional travel and providing you with half cover. You invoke a warding aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you.

For the duration, creatures cannot teleport to or from a space within range. Any attempt to do so is wasted. If a creature's teleportation attempt is blocked by this aura, the locks surrounding you, the creature that attempted to teleport, and the location it attempted to teleport to briefly flash red.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the aura increases by 30 feet for each slot level above 5th.

Divine Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet (if you make a melee attack) or 150 feet (if you make a ranged attack)
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee or ranged attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects, and a holy ward surrounds the creature, hindering its power. The next damage roll the target makes before the start of your next turn is reduced by 1d4.

At 5th level, the attack deals an extra 1d8 damage to the target, and the damage penalty increases to 1d6. The damage increases by 1d8 and the damage penalty increases by one die size at 11th level (2d8 and 1d8) and 17th level (3d8 and 1d10). This damage type is determined by your god, as listed in Chapter 3. If there are multiple options, you can select each time you cast this spell. If you are a paladin without a god, the damage type is radiant.

Divulge Flesh

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You attempt to revert a creature within range to its true form. This spell effects creatures who change shape nonmagically (changelings, lycanthropes), magically (dragons, night hags), or via the alter self spell. This spell, however, cannot dispel any other spells, such as shapechange and polymorph.

If the target is in its true form, the spell fails. Otherwise, if the target's shape is changed by an ability, the target must succeed on a Charisma saving throw. On a failed save it instantly reverts to its original form and can't assume a different form for a number of rounds equal to your spellcasting ability modifier. Afterwards, it can attempt to change its shape. When it does, it must repeat the saving throw. On a failed save, the ability fails. On a successful save, the spell ends.

If the target is instead under the effect of the alter self spell, it must succeed on a saving throw using its spellcasting ability. On a failed save, the spell is dispelled, and the target cannot cast the spell again for the duration.

Dragon Ray

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a scale from a dragon or
    dragonborn associated with the damage type
    you select worth at least 1 gp)
  • Duration: Instantaneous

You launch a beam of draconic energy at a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage (depending on the material component).

If you collect one scale from each type of dragon, the spell instead deals 1d12 damage. A list of all required dragon scales for this benefit can be found with the reincarnate table in chapter 12 for dragonborn.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Draconic Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon and a scale from a dragon or dragonborn associated with the damage type you select worth at least 1 gp)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects, and takes an additional 1d3 acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage (depending on the material component).

If you collect one scale from each type of dragon, the spell instead deals 1d12 damage. A list of all required dragon scales for this benefit can be found with the reincarnate table in chapter 12 for dragonborn.

At 5th level, the bonus damage increases to 1d10. The damage increases by one die at 11th level (2d10 and 2d12) and 17th level (3d10 and 3d12).

Electric Current

2nd level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Lightning flies from your body into up to 4 creatures of your choice that you can see within range. Lightning then arcs between the targeted creatures, using them to conduct and amplify its power. Each target must make a Constitution saving throw. For each creature who fails its save, every creature you targeted takes 1d8 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target 2 additional creatures for each slot level above 2nd.





















Extinguish

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You choose a source of light that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways, depending on the source of light:

  • If the light comes from nonmagical fire or magical fire created by a cantrip, you extinguish the flames within the cube.
  • If the light is created by a cantrip, the spell that created the light is dispelled. At 11th level, you can target a willing Medium or smaller creature within range instead of a 5-foot cube. You affect it in one of the following ways:
  • You end the effects of the faerie fire, guiding bolt, ignite, or searing smite spell on the target.
  • If the target is ignited by a nonmagical source of fire or one created by a cantrip or 1st level spell, you extinguish the flames.

Evilball

3rd level evilcation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (candy taken from a baby)
  • Duration: Instantaneous

A miasma of purple and black evil energy erupts from a point within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 6d6 + 6 necrotic damage on a failed save, or half as much damage on a successful one.

The evil spreads around corners. Creatures under the effect of the protection from evil and good spell automatically succeed on the saving throw, and creatures under the effect of dispel evil and good take no damage from this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Final Blow

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Strings of dark energy fly from your fingertips into a Small or larger corpse within range, allowing you to animate it for a brief time, controlling it like a puppet. Make a melee spell attack against a creature within 5 feet of the corpse, or within 10 feet of the corpse if it is huge or larger. If the attack hits, the creature takes 1d6 bludgeoning, piercing, or slashing damage (your choice) and 1d10 necrotic damage.

The spell’s damages each increase by one die when you reach 5th level (2d6 and 2d10), 11th level (3d6 and 3d10), and 17th level (4d6 and 4d10).

Find Familiar (Revised)

1st level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You gain the service of an otherworldly spirit, which manifests as a little animal in an unoccupied space of your choice within range. This creature uses one of the Familiar stat blocks found in Chapter 11. If you already have a familiar from a spell, that familiar transforms into the new one but retains its memories; you don’t get a second familiar.

Whenever you cast the spell, choose the familiar’s creature type: Aberration, Celestial, Elemental, Fey, or Fiend. Also choose a damage type for its attack, based on its creature type, as shown in the following table. You also choose the stat block the creature uses based on the type of animal form you selected: insect (spider, centepede), climbing (cat, lizard), small (dog, sheep, this means Small as in size category, so, big for a familiar), bird (owl, bat), flying insect (bee, fly), or aquatic (octopus, frog). The forms listed are examples, but you can pick any animal form.

Creature Type Damage Types
aberration acid, cold, psychic
celestial radiant
elemental cold, fire, force, lightning, thunder
fey psychic
fiend fire, necrotic, poison

The familiar is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you), but the familiar can’t attack unless you use your reaction on its turn to command it to do so. If you don’t issue any commands, the familiar takes the dodge action and uses its move to avoid danger.

The familiar disappears if it drops to 0 Hit Points or if you die. If you cast this spell again, you decide whether you summon the familiar that disappeared or a different one.

As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

As an action while it is within 120 feet of you, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, use the higher level wherever the spell’s level appears in the stat block.

Additionally, when you use a spell slot of 3rd level or higher, the familiar gains a skill proficiency or damage resistance of your choice. You can request two of these bonuses at 7th level. If the spell slot you use is 5th level or higher, it gains a +2 bonus to all stats.

150

Find Steed (Revised)

2nd level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You gain the service of an otherworldly being, which manifests as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, your steed is replaced by the new one.

The steed resembles a Large or Medium, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the familiar’s creature type: Aberration, Celestial, Fey, Fiend or Undead. Also choose a damage type for its attack, based on its creature type, as shown in the following table.

Creature Type Damage Types
aberration acid, cold, psychic
celestial radiant
fey psychic
fiend fire, necrotic, poison
undead necrotic

The steed is an ally to you and your companions. In combat, it shares your initiative count, and it functions as a controlled mount (as defined in the rules on mounted combat). If you are incapacitated, it takes its turn immediately after yours and acts independently, focusing on guarding you.

The steed disappears if it drops to 0 Hit Points, if you dismiss it as a bonus action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.

Forceful Query

2nd level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Asserting your divine authority, you ask a question of one creature that can see and hear you. The question must be phrased so that it can be answered with a yes or no, otherwise the spell fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this spell if it is immune to being charmed.


Otherworldly Steed

Large or Medium aberration, celestial, fey, fiend, or undead, any alignment


  • Armor Class 10 + the spell's level (natural armor)
  • Hit Points 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)
  • Speed 60 ft., fly 60 ft. (4th level spell or higher)

STR DEX CON INT WIS CHA LCK
18 (+4) 12 (+1) 14 (+2) 7 (-2) 13 (+1) 8 (-1) 9 (-1)

  • Damage Resistances. Same as its attack damage
  • Damage Immunities. poison (Undead only)
  • Condition Immunities charmed, exhaustion (Undead only), poisoned (Undead only)
  • Senses passive Perception 11
  • Languages Understands common but can't speak, telepathy 1 mile (only between you and the steed)
  • Challenge -         Proficiency Bonus equals your bonus

Life Bond (Aberration, Celestial, Fey, and Fiend only). When you regain hit points via magic, the steed regains the same number of hit points.

Life Drain (Undead only). When the steed hits with an Otherworldly Maul attack, it regains hit points equal to half the damage dealt.

Actions

Otherworldly Maul. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell’s level damage.

Bonus Actions

Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away.

Fell Glare (Fiend Only; Recharges after a Long Rest). The steed targets one creature it can perceive up to 60 feet away. The target must succeed on a Wisdom saving throw against your spell save DC or be frightened until the end of your next turn.

Healing Touch (Celestial Only; Recharges after a Long Rest). The steed touches another creature and restores a number of Hit Points to it equal to 2d8 + the spell’s level.

Reactions

Maddening Pulse (Aberration Only; Recharges after a Long Rest). When a creature the steed can see makes a saving throw, it can expend one of its hit dice and subtract the number rolled from the saving throw.

Forcequake

2nd level graviturgy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause the gravity in a 10-foot cube centered on a point you can see within range to rapidly fluctuate, while also causing the ground to tremor. Each creature in the cube when you cast the spell must make a Strength saving throw. On a failed save, a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.

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.

Fortify Summon

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S
  • Duration: 1 round

You strengthen the magic binding a creature you have summoned to you. Choose one creature summoned by a conjuration spell you are currently concentrating on. The creature gains one of the following benefits of your choice until the start of your next turn:

  • The creature has advantage on attack rolls.
  • The creature gains temporary hit points equal to 1d6 plus the level of the spell slot used to summon the creature.
  • The first time the creature hits with an attack before the spell ends, the attack deals an additional 1d6 force damage.
  • The creature's speeds increase by 15 feet.
  • When the creature makes a saving throw, it gains a bonus to the roll equal to your spellcasting ability modifier.
  • The damage from its attacks is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

You select multiple benefits you reach 5th level (2), 11th level (3), and 17th level (4). Additionally, the bonus damage and temporary hit points each increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Fortune's Favor (Revised)

2nd level chronurgy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a white pearl worth at least 50 gp, which the spell consumes)
  • Duration: 1 hour

You impart latent luck to yourself or one willing creature you can see within range. The creature's Luck score increases by 2 for the duration (to a minimum of 12).

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.

Freezing Smite

1st level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, the attack deals an extra 2d6 cold damage to the target. Additionally, if the target is Large or smaller, it must succeed on a Constitution saving throw or have its speed is reduced to 0 until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st.

Frostbolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of snow at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Grand Evilball

9th level evilcation


  • Casting Time: 1 action
  • Range: 666 feet
  • Components: V, S, M (a blacksteel plated staff, wand, or gauntlet worth at least 1,000 gp)
  • Duration: Instantaneous

A massive rift of Shadowfell energy erupts from a point you choose within range. Each creature in a 60-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 26d6 + 6 necrotic damage and 3d12 force damage on a failed save, or half as much on a successful one.

This damage ignores resistance to necrotic damage. A creature reduced to 0 hit points by this spell is killed, becoming a withered and decayed corpse.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Grand Fireball

9th level evocation


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S, M (a gem laden ornate copper staff, wand, or gauntlet worth at least 1,000 gp)
  • Duration: Instantaneous

A massive, blindingly bright streak flashes from your hand to a point you choose within range and then erupts with a deafeningly low roar into a massive explosion of flame. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 28d6 fire damage and 5d12 force damage and is knocked prone. On a successful save, the creature takes half damage, but suffers no other effect.

This damage ignores resistance to fire damage. A creature is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine, glowing red dust.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Grand Lightning Bolt

9th level evocation


  • Casting Time: 1 action
  • Range: Self (1000-foot line)
  • Components: V, S, M (a gem laden ornate gold staff, wand, or gauntlet worth at least 1,000 gp)
  • Duration: Instantaneous

A huge stroke of lightning forming a line 1000 feet long and 20 feet wide instantly blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 28d6 lightning damage and 5d12 force damage and can't take reactions until the end of your next turn. On a successful save, the creature takes half damage, but suffers no other effect.

This damage ignores resistance to lightning damage. A creature is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine, glowing yellow dust.

The lightning ignites flammable objects in the area that aren't being worn or carried, and nonmagical electronics within the area are completely destroyed.

Grand Sludge Wave

9th level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (a gem laden ornate titanium staff, wand, or gauntlet worth at least 1,000 gp)
  • Duration: Instantaneous

A geyser of acid forms under your feet, raising you up into the air before erupting out from you and placing you back down. Each creature within range, other than you, must make on a Dexterity saving throw. On a failed save, a creature takes 40d4 acid damage and 5d12 force damage and is pushed 20 feet away from you and knocked prone. On a successful save, the creature takes half as much damage and isn't pushed.

This damage ignores resistance to acid damage. A creature is melted if this damage leaves it with 0 hit points. A melted creature and everything it is wearing and carrying, except magic items, are reduced to a pile of glowing green goo.

The acid melts corrodible objects in the area that aren't being worn or carried.

Grand Whiteout

9th level evocation


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S, M (a gem laden ornate steel staff, wand, or gauntlet worth at least 1,000 gp)
  • Duration: 1 round

You summon a windstorm of snow and Absolute Zero temperatures in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 22d8 cold damage and 5d12 force damage and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

This damage ignores resistance to cold damage. A creature reduced to 0 hit points by this spell is killed, becoming a frozen statue until it thaws.

The cylinder spreads around corners, and its area is heavily obscured until the start of your next turn.

Gravity Well

Graviturgy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You cause gravity to strengthen around one creature within range. The target must succeed on a Strength saving throw or take 1d6 force damage and have its speed reduced by 10 feet until the start of your next turn. If the target has a fly speed, it is reduced to 0 until the start of your next turn. An airborne target takes no damage from this spell, but still suffers the other effects, including potential fall damage.

The spell’s damage increases by 1d6 and its range increases by 15 feet when you reach 5th level (2d6, 45 feet), 11th level (3d6, 60 feet), and 17th level (4d6, 75 feet).

Grayscale

1st level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You draw the color and life out of a creature within range, accompanied by a violin sound, damaging its soul in the process. The creature must make a Charisma saving throw. It takes 1d10 necrotic damage and 1d12 force damage on a failed save, or half as much damage on a successful one. On a failed save the creature and anything it is wearing or carrying loses all color for one hour. If the creature fails the save by 7 or more or is reduced to 0 hit points by it the effect lasts until dispelled.

A creature reduced to 0 hit points by this spell dies as its soul is ripped from its body.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d10 for each spell slot level above 1st.

Guided Strike

Divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one attack roll of its choice. It can roll the die before or after making the attack roll. The spell then ends.

Heal Block

3rd-level enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (an item that has previously been used as part of a necromantic ritual, or an item that has been previously used as the material component of a necromancy spell)
  • Duration: Concentration, up to 1 minute

You place an unholy curse on a creature that you can see within range, represented by dull gray sparks of failed healing magic. For the duration, the target is unable to regain hit points or gain temporary hit points. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends on the target.

    At Higher Levels. 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. The creatures must be within 30 feet of each other when you target them.

Ice Shard

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a shard of ice at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 piercing damage and 1d6 cold damage.

The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.

154

Ignite

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You snap your fingers and cause a creature within range to catch on fire. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d4 fire damage. On a successful save, the spell ends.

If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Illusory Spiders

Illusion cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

Spiders appear to fly from your hands onto a creature within range. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and be unable to take reactions until the start of its next turn. Creatures that can't be frightened are immune to this spell.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Actual Spiders

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

Spiders fly from your hands onto a creature within range. The target must succeed on a Constitution saving throw or take 1d10 poison damage and be unable to take reactions until the end of its next turn.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Inflict Poison

1st level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create an intoxicating poison inside one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Constitution saving throw or become poisoned until the spell ends. While poisoned by this spell, the target's speed is reduced by 10 feet. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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. The creatures must be within 30 feet of each other when you target them.

Judge the Dying

Necromancy cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

"This started as a campaign injoke from a game I played in as a spell called kill the dying, but I have sense combined it with spare the dying because both on their own were kinda ass." -Me, the DM

You touch a living creature that has 0 hit points. The creature either becomes stable or dies (your choice). This spell has no effect on undead or constructs.

Laser Point

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S
  • Duration: Instantaneous

A beam of burning light 30 feet long and less than an inch wide emanates from your finger in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or take 1d4 fire damage. If the beam hits a mirror, it is reflected from that point and continues as normal.

Alternatively, you can use this spell to carve designs into metal, wood, or stone, similarly to how a beholder uses its disintegration beam to do so.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Lightning Beam

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a thin beam of lightning towards one creature or object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage.

The attack scores a critical hit on a roll of 19 or 20. If the attack roll scores a critical hit, the bolt does 2d12 lightning damage instead of the 2d8 lightning damage that you would normally get on a critical hit.

The spell's damage increases by one die when you reach 5th level (2d8 or 4d12), 11th level (3d8 or 6d12), and 17th level (4d8 or 8d12).

Mage Tether

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You shoot a string-like beam of energy from your hand towards a creature within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 1d4 force damage, and if the creature is Large or smaller, you can pull the creature up to 15 feet closer to you.

Alternatively, you can target a Medium or smaller object or willing creature within range. You pull it up to 15 feet closer to you without making an attack or dealing damage.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Magic Handwriting

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 1 inch
  • Components: S
  • Duration: Special

You wave your hand over a surface within range and cause text to magically appear on it. The text appears as normal black ink in your handwriting, and can be up to 4 words. If the surface you cast the spell on would normally not be able to hold ink from a pen, such as brick or stone, the text fades after 1 hour. If the surface would normally hold ink from a pen, such as paper or wood, the writing becomes nonmagical ink and doesn't fade.

If you have proficiency with painter's tools, you can use this spell to make simple sketch drawings. Sketching a full page drawing takes 10 castings.

When you reach 5th level, you can write in different colors, and you can make detailed artwork if you are proficient with painter's tools.

Mass Enlarge and Reduce

6th level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pound of powdered iron)
  • Duration: Concentration, up to 1 minute

You cause all creatures within range to grow larger or smaller for the duration. You can enlarge all creatures, reduce all creatures, or pick individually for each creature. If a target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect on it.

Everything each creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d6 extra damage. This increases to 1d10 against a creature reduced by this spell or enlarge/reduce.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d6 less damage (this can't reduce the damage below 1). This increases to 1d10 against a creature enlarged by this spell or enlarge/reduce.

Mass Greater Invisibility

8th level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Up to twelve creatures of your choice that you can see within range become invisible until the spell ends. Anything the targets are wearing or carrying is invisible as long as it is on a target's person.

156

Mass Modify Memory

8th level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to reshape other creatures' memories. Up to twelve creature that you can see must make a Wisdom saving throw (the targets can choose to fail). If you are fighting a creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends for all targets, and nobody's memories are modified.

While this charm lasts, you can affect the targets' memory of an event that they experienced within the last 48 hours and that lasted no more than 30 minutes. You can permanently eliminate all memory of the event, allow the targets 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.

The creatures' memories are all altered to be the same memory, although from each person's point of view. For example, you could change the memory of an elf and a human to make them believe the human killed someone while they were at a bar earlier. The elf will remember witnessing the event, and the human will remember killing the other person.

You must speak to the targets to describe how their memories are affected, and each target must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in 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 spell cast on the target restores the creature's true memory.

Metronome

3rd level evocation


  • Casting Time: 1 action
  • Range: ???
  • Components: S
  • Duration: ???

Waggling a finger, you somehow create the effect of a random spell. Roll on the Random Spell Charts in chapter 14. The spell keeps this spell's casting time and components, but is otherwise the new spell. Spells lower than 5th level are cast at 5th level, and cantrips are cast at 17th level. If you have movement left, you can move before the new spell is cast.

At Higher Levels. When you cast this spell using a spell slot of 4th level higher, the spell is cast 2 levels higher than the spell slot used.

Minify

3rd level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

You touch a Huge or smaller object that isn't being worn or carried and shrink it for the duration. The smallest you can make an object with this spell is three inches on its longest axis or one inch on its shortest.

You can end the spell early by using an action while touching the item. You can also designate a phrase that, when spoken as an action while touching the item, also ends the spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. If you use a spell slot of 5th level, the duration is 8 hours. If you use a spell slot of 6th level, the duration is 24 hours. If you use a spell slot of 7th level, the duration is 1 week. If you use a 8th level spell slot, the spell lasts until it is dispelled.

Mirage Step

Illusion cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

For a brief moment, you turn invisible at the same time that an illusory double of you appears where you are standing. The double then moves 5 feet in a direction of your choice. If the illusory double moves out of a hostile creature's reach, the creature must make an Intelligence saving throw. On a failed save, the creature wastes its reaction making an opportunity attack against the illusion.

While the illusion moves, you can move up to 5 feet as part of the action used to cast this spell without expending any movement.

Once you and the illusion finish moving, it vanishes and you become visible.

The illusion moves an additional 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

Mind Sanctuary

8th level enchantment


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute

For the duration, you can use actions and bonus actions interchangeably.

Mind Trick

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: 1 round

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn.

Mirror Shield

4th level abjuration


  • Casting Time: 1 reaction, which you take when you are targeted by a spell
  • Range: Self
  • Components: V, S, M (a polished marble of starmetal worth at least 150 gp)
  • Duration: Instantaneous

This spell is actually a modified version of a spell called magic mirror from the book Grim Hollow: Lairs of Etharis. The book has a few spells I am neutral on and a few I dislike. The only one I really wanted in my world was this one, and I was going to change it anyway. -Me, the DM

A momentary bubble of iridescent energy shimmers in the air between you and the caster of the triggering spell. The spell is redirected to a creature of your choice that you can see within 60 feet. If the spell is 3rd level or lower, you are no longer a target of the spell and the chosen creature is instead. If the spell is 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you are no longer a target of the spell and the chosen creature is instead. On a failed check, you remain the target of the triggering spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell is reflected if its level is less than the level of the spell slot you used.

Needle Spray

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You extend your hand toward a creature you can see within range and project thorns or needles from your palm. The creature must succeed on a Dexterity saving throw or take 1d12 piercing damage.

You can also blast sand or blades for slashing damage, if you'd like.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).































Noxious Gas

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You summon poisonous gas around a creature within range. The target must succeed on a Constitution saving throw or take 1d10 poison damage and become diseased for 1 minute. A diseased or poisoned creature makes this save with disadvantage. The disease caused by this spell has no effect other than coughing and itching.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Ocular Eruption

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of eyeballs)
  • Duration: Concentration, up to 10 minutes

You invoke a sick mockery of evolution within a creature you touch. The creature must succeed on a Constitution saving throw or be affected by this spell. This spell has no effect on undead, oozes, constructs, and other creatures without eyes.

The target's skin begins to grow eyes rapidly, which last for the duration. While covered in eyes, the creature has advantage on Wisdom (Perception) checks and disadvantage on Charisma checks, and its speed is reduced by 10 feet.

    Additionally, the first time each turn the affected target takes acid, piercing, or slashing damage, the target takes an extra 2d8 necrotic damage and must succeed on a Constitution saving throw or be blinded until the end of the current turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two creatures. You can upcast further for more creatures, but you would need to be able to touch more than 2 creatures somehow.

Pact Familiar

Conjuration Cantrip


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: S, M (a length of chain)
  • Duration: Instantaneous

You summon an unearthly entity to serve you. It manifests in an unoccupied space of your choice within range. This creature uses one of the Pact Familiar stat blocks found in Chapter 11 (too many to fit here, sorry). If you already have a familiar from a spell, that familiar transforms into the new one but retains its memories; you don’t get a second familiar.

Whenever you cast the spell, choose the familiar’s creature type: aberration (morphing blob), celestial (bird), construct (mechanical animal), dragon (pseudodragon), elemental (mephit, pet rock) fey (pixie or sprite), fiend (quasit), humanoid, or undead (shadow or skull). This choice affects the familiar’s default appearance and it determines which of the stat blocks it uses, which uses your proficiency bonus (PB) in several places. You can also use one of the more specific stat blocks found after those, like the imp or allay.

The familiar is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you), but the familiar can’t attack unless you use your reaction on its turn to command it to do so. If you don’t issue any commands, the familiar takes the dodge action and uses its move to avoid danger.

The familiar disappears if it drops to 0 Hit Points or if you die. If you cast this spell again, you decide whether you summon the familiar that disappeared or a different one.

As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

As an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Starting when you reach 5th level as a warlock, you can communicate telepathically with your familiar as long as you two are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice.

Power Word: Fall

4th level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You speak a word of power that causes a creature within range to fall prone. Until the start of your next turn, it cannot end the prone condition by any means.

This spell ignores immunity to the prone condition

Primal Savagery (Revised)

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You channel primal magic to cause your teeth, fingernails, horns, or tail to sharpen, ready to deliver an attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 piercing or slashing damage (your choice). After you make the attack, you return to normal.

When you reach 5th level this spell deals an additional 1d12 acid, necrotic, or poison damage (your choice). This increases to 2d12 at 11th level. At 17th level, the piercing or slashing damage increases to 2d10.

Quaking Earth

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self (15-foot line)
  • Components: V, S
  • Duration: Instantaneous

You cause jagged rocks to momentarily rise from the ground in a line 15 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Remove Divine Curse

8th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (the heart of a heretic, which the spell consumes)
  • Duration: Instantaneous

At your touch, all curses affecting one creature or object end, including curses made by deities, artifacts, and other curses too powerful for remove curse.

If the object is a cursed magic item, its curse is removed.

Repulsor

2nd level graviturgy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Instantaneous

A blast of psychic energy erupts from you and repells all creatures and objects within 30 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 force damage and is pushed 20 feet away from you. On a successful save, the creature takes half damage, but suffers no other effect. Objects within the area are pushed 20 feet away from you but take no damage.

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.

Ruination

3rd-level chronurgy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a huge or smaller nonmagical object that isn't being worn or carried, and rapidly invoke the powers of decay, rot, erosion, and rust. The object takes 50 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 50 for each slot level above 3rd.

Sense Weakness

1st-level divination (ritual)


  • Casting Time: 1 bonus action
  • Range: 150 feet
  • Components: V or S
  • Duration: 1 round

Choose any number of creatures within range. You instantly learn which of the targets has the lowest current hit points. Your attacks against the target have advantage and score a critical hit on a roll of 19-20 until the end of your next turn.

You also learn if the target has any damage vulnerabilities, but not what they are.

Shadow Bolt

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You blast an arrow made of wisps of shadow material from the Shadowfell at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage.

If the target has any temporary hit points, the damage ignores them and instead damages the target's normal hit points. The target then loses temporary hit points equal to your spellcasting ability modifier.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shifting Sands

3rd level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 round

Your body's structure becomes that of a cloud of sand. While you appear the same, you can pass through creatures and weapons without any issue. You gain the following benefits until the start of your next turn:

  • You gain a fly speed of 50 feet and can hover.
  • You can move through another creature's space, but you cannot end your turn there. If you move through a creature's space, that creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.
  • You are immune all damage except acid, cold, necrotic, and psychic, as well as the grappled, prone and restrained conditions.
  • You can move through any space that a grain of sand can and do so without squeezing. Passing through a space smaller than 1 inch in diameter costs 5 feet of movement for every 1 foot you move.

Sludge Wave

3rd level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot lines)
  • Components: V, S
  • Duration: Instantaneous

Three waves of corrosive acid flow out from you, each forming a line 30 feet long and 5 feet wide in a direction you choose. Each creature in a line must succeed on a Dexterity saving throw. A creature takes 10d4 acid damage on a failed save, or half as much on a successful one. A creature in the area of more than one line is affected only once.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. If you cast this spell using a spell slot of 5th level or higher, you create one additional line in addition to the increased damage.

Snap Attunement

3rd level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You target an uncommon or common magic item you can see within range and attempt to break a creature's attunement to it. If no creature is attuned to it, the spell fails. If a creature is attuned to the item, it must succeed on a Charisma saving throw or become unattuned from the item. A creature who succeeds on its saving throw is immune to this spell for 24 hours.

If you target a sentient magic item, both the item and the creature attuned to it make the saving throw. The attunement is only broken if both saving throws fail.

    If the item has a curse preventing a creature from willingly ending its attunement to the item, it makes the saving throw with advantage.

A creature under the effect of protection from evil and good, intellect fortress, nondetection, dispel evil and good, or mind blank automatically succeeds on the saving throw. This spell cannot target a magic item that is disguised as nonmagical by Nystul's magic aura.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can break a creature's attunement to a magic item of one tier higher for each spell slot above 3rd

Rarity Spell Slot Required
uncommon 3rd
rare 4th
very rare 5th
legendary 6th
artifact 8th

Solar Beam

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a solar crystal or a dispersive prism)
  • Duration: Instantaneous

A beam of sunlight streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage and 1d4 fire damage.

This spell is considered Eldritch Blast for the purpose of Eldritch Invocations.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Solar Flare

3rd level conjuration


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S, M (a solar crystal or a dispersive prism)
  • Duration: Instantaneous

Tendrils of sunlight erupt from you and batter all creatures within 20 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d8 radiant damage and 2d6 fire damage. The target is also knocked prone, and is blinded and can't take reactions until the end of its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

A creature with the Sunlight Sensitivity trait or is cursed by the Sun's Curse feature makes this save with disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d6 and the fire damage increases by 1d4 for each slot level above 3rd.

Sonic Boom

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V or S
  • Duration: Instantaneous

You clap your hands, scream, or strum an instrument, sending orange shock waves towards one creature or object that you can see within range. The target must succeed on a Constitution saving throw or take 2d3 thunder damage and be pushed up to 5 feet away from you.

The spell’s damage increases by 2d3 when you reach 5th level (4d3), 11th level (6d3), and 17th level (8d3).

Sonic Shriek

6th level evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S
  • Duration: Instantaneous

You blast a wave of sonic energy from your soul in a 10-foot-wide, 100-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 11d8 thunder damage and is deafened. On a successful save, it takes half as much damage and isn't deafened by this spell. The spell emits a thunderous shriek audible out to 100 feet from the line.

This spell passes through walls and can damage creatures behind full cover. The spell is stopped by at least 3 inches of cloth.

This spell and its damage ignore the effects of the silence spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.

Soul Accelerate

Chronurgy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a device that tells time, such as a pocketwatch or an hourglass)
  • Duration: Instantaneous

You point at one creature you can see within range, and the sound of a ticking clock fills the air around it for a moment as you accelerate time to wither the target's soul. The target must succeed on a Wisdom saving throw or take 1d4 necrotic damage. If the target has been damaged by this spell within the past minute, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d4 or 2d12), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12).

Spellblade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You create a translucent, spectral weapon in your hand and swing it at a creature or object within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 force damage, or 1d10 force damage if you perform the somatic components with both hands. If you have a magical spellcasting focus which applies a bonus to the spell's attack roll, you apply the same bonus to the damage roll.

You can swing the weapon more than once when you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can direct the attacks at the same target or at different ones. Make a separate attack roll for each swing.

Spirit Vines

2nd level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (The Hermit tarot card)
  • Duration: 10 minutes

Spectral vines (or tentacles, I guess) appear to grow from your wrists and lash out at your command. Until the spell ends, you gain the following benefits:

  • You have a reach of 10 feet. You can use this extended reach to interact with objects, make melee spell attacks, deliver touch spells, and grapple targets.
  • You can use your spellcasting ability instead of Strength for determining how much weight you can push or drag.
  • You can use your spellcasting ability modifier, instead of any other ability score modifier, for any Athletics and Sleight of Hand checks.
  • These vines are considered a natural weapon, which you can use to make unarmed strikes. You add your spellcasting ability modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with the vines. It deals 3d4 force damage on a hit, and has a reach of 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours, and your reach instead becomes 15 feet.

Stage Fright

3rd level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 minute

You inflict a fear of failure on a group of creatures. Each creature of your choice in a 20-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls for the duration. It also takes 2d6 psychic damage whenever it misses an attack.

If an affected creature successfully hits with an attack roll, the spell ends early for that creature.

Static Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a balloon or sock)
  • Duration: Instantaneous

You focus your static energy into a concentrated bolt that arcs from you to a creature or object within range. Make a ranged spell attack against the target. If the attack hits, the target takes 1d6 lightning damage. If you have moved your full movement speed on this turn before casting this spell, it instead takes 1d12 lightning damage.

The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.

Static Infusion

1st level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 hour

You infuse a medium or smaller object you touch with static electricity. A creature who touches the object must make a Constitution saving throw. A creature takes 2d12 lightning damage on a failed save, or half as much damage on a successful one. Once the spell is triggered, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. In addition, when you cast this spell using a spell slot of 4th level or higher, the spell has a duration of 8 hours and can be triggered twice before ending.

Steam Eruption

5th level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cube)
  • Components: S
  • Duration: Instantaneous

You summon a massive blast of hissing, scalding steam in front of you. Each creature in a 30-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and isn't deafened. Being underwater doesn't grant resistance against this damage.

The steam spreads around corners. Any water in the area is also turned into steam and instantly evaporated.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Survival Instinct

3rd level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

The first time the target drops to 0 hit points as a result of taking damage, the target regains 3d4 hit points instead of falling unconscious, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 3d4 for each slot level above 3rd.

Telekinetic Launch

Graviturgy cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

Choose one object weighing around 1 to 5 pounds within range that isn't being worn or carried. The object lifts a few feet up, then flies in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 1d8 nonmagical bludgeoning or piercing damage (DM's choice).

Magic items launched deal magical damage, which rarely matters since this isn't an attack.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Theft

2nd level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You teleport a nonmagical object you can see within range into your hand. You can target a magic item, but only if you are attuned to it. This object can be no larger than 2 feet on a side and weigh no more than 10 pounds, although it can be behind total cover. If the object is being worn or carried by a creature, the creature must make a Charisma saving throw. On a successful save, the spell fails.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by 15 feet, the weight limit increases by 5 pounds, and the maximum size increases by half a foot for each slot level above 2nd. Additionally, when you cast it with a spell slot of 6th level or higher, you can target a magical object that is not held by a creature attuned to it.

Thunderblast

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a shockwave that can be heard up to 100 feet away towards one creature or object that you can see within range. The target must succeed on a Dexterity saving throw or take 1 thunder damage. Being closer to the target deals more damage: If the target is within 25 feet of you, it instead takes 1d4 thunder damage; 20 feet, 1d6 thunder damage; 15 feet, 1d8 thunder damage; 10 feet, 1d10 thunder damage; 5 feet, 1d12 thunder damage.

The spell's damage increases by one die when you reach 5th level (2 dice), 11th level (3 dice), and 17th level (4 dice).

Time Stop (Revised)

9th level chronurgy


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 4 turns in a row, during which you can use actions and move as normal. You gain the following benefits while time is stopped:

  • Any attack you make automatically hits and is a critical hit.
  • Any contested ability checks you make against creatures automatically succeed, such as grappling, shoving, or pickpocketing.
  • You have a fly speed equal to your walking speed and can hover.
  • You have advantage on all saving throws and resistance to all damage.
  • You ignore the limitation on casting multiple spells of 1st level or higher on the same turn.

Anything you do that affects other creatures, such as dealing damage or casting a spell on them, does not take effect until the spell ends. Once the spell ends, all effects take place simultaneously. If any of the effects require a Dexterity saving throw, the creatures automatically fail.

This spell cannot end early.

Toxic

3rd level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You inflict a creature with a deadly poison that rapidly increases in intensity. The target must make a Constitution saving throw. On a failed save, the target becomes poisoned for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Constitution saving throw or take 5 poison damage. On a successful save, the spell ends.

Whenever the target takes damage from this spell, the poison intensifies, and the spell's damage increases by 5 for the duration.

At Higher Levels. 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. The creatures must be within 30 feet of each other when you target them.

Toxic Vortex

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a small whirlwind of poisonous gas in a 5-foot radius sphere centered on a point you choose within range. Each creature within the sphere must succeed on a Constitution saving throw or take 1d6 poison damage.

The spell’s poison damage increases by 1d6 when you reach 5th level (2d6), and 17th level (3d6). At 11th level, the whirlwind increases in power, dealing an additional 1d8 slashing damage on a failed saving throw.

Transposition

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (identical anteon rings worth at least 25 gp each, which you and the target must be wearing)
  • Duration: Instantaneous

You and a creature within range both teleport, swapping places.

True Strike (Revised)

Divination cantrip


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. You gain advantage on your next attack roll against the target before the spell ends. The attack also deals additional force damage equal to 1d6 + your spellcasting ability modifier.

    If you make a melee attack, the attack ignores half cover and three-quarters cover. If you make a ranged attack your attack has a normal range of 150 feet for this attack.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Volatile Shield

4th level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 hour

You conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points. If these temporary hit points are lost due to incoming damage, the shield bursts, and each creature of your choice within 30 feet of the shield must succeed on an Intelligence saving throw or be stunned until the end of its next turn.

Virtue

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains 1d6 temporary hit points. The temporary hit points are lost at the end of your next turn.

The spell’s temporary hit points increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

157

Wall of Meat

7th level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (meat)
  • Duration: Concentration, up to 10 minutes

"I made this spell because I cast it in my middle school church in a dream." -Me, the DM

You create a wall of solid flesh covered in arms, tentacles, or other limbs on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Strength saving throw. On a failed save, the target takes 5d10 bludgeoning damage and is restrained for the spell's duration. A creature is subject to the same effect when it moves within 5 feet of the wall for the first time on a turn or ends its turn there. A creature that starts its turn in the area and is already restrained by the limbs takes 5d10 bludgeoning damage. A creature restrained by the limbs can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

The wall is an object that can be damaged and thus breached. It has AC 11 and 35 hit points per 10-foot section, and it is immune to psychic damage. Reducing a 10-foot section of wall to 0 hit points destroys it and releases any creatures restrained by that section of the wall.

Ward of Adamantine

4th-level abjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (an adamantine coin worth, well, 100 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a Small or Tiny nonmagical object and place a permanent ward on it. The item becomes a common magic item, becoming as durable as any other magic item.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target a Medium object, and a Large object with a spell slot of 8th level or higher.

Warping Smite

3rd level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon distorts the target's location in space, and the attack deals an extra 3d8 force damage to the target. Additionally, the target must succeed on a Charisma saving throw or be teleported up to 30 feet to an unoccupied space you can see.

Water Spray

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You spray water at a point within range. The water disappears after 1 minute or when you cast this spell again. Choose one of the following options.

Spray. You spray a small, piss-like stream of water at the target. This water is enough to extinguish a flame or annoy a creature.

Cold. You launch a frigid stream of water at the target. If you target a creature, it must succeed on a Constitution saving throw or take 1d6 cold damage.

Jet. You launch a small, high power jet of water at the target. If you target a Tiny object, it is pushed up to 20 feet away from you. If you target a creature, make a ranged spell attack against the target. On a hit, it takes 1d6 bludgeoning damage.

Scald. You launch a boiling stream of water at the target. If you target a creature, it must succeed on a Dexterity saving throw or take 1d6 fire damage.

Geyser. You launch a large geyser of water at the target. If you target a Small or smaller object, it is pushed up to 10 feet away from you. If you target a Medium or smaller creature, it must succeed on a Strength saving throw or be pushed up to 5 feet away from you and knocked prone.

Holy. You spray holy water at the target. If you target a fiend or undead, it must succeed on a Dexterity saving throw or take 1d6 radiant damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Witch's Curse

4th level enchantment


  • Casting Time: 10 minutes
  • Range: 1000 feet
  • Components: V, S, M (a piece of the targeted creature, along with herbs and spices worth 50 gp, all of which must be consumed by brewing them in a metal cauldron)
  • Duration: Until dispelled

You bestow a minor but permanent curse on a creature within range. The creature must succeed on a Charisma saving throw or become cursed. When you cast this spell, choose the nature of the curse. The curse cannot impact dice rolls or gameplay mechanics (that is for bestow curse). Some examples of curses can include:

  • The creature is unable to speak a word (and any synonym of the word) of your choice.
  • The creature loses the ability to taste or smell.
  • The creature cannot see colors.
  • The creature's appearance changes slightly in a way of your choice.
  • The creature experiences nightmares every night, waking up multiple times.
  • An elf you target loses the ability to trance and instead gains the ability to sleep.
  • Seeing a specific creature or object, creature, or color causes the target to become nauseous or anxious.

Whiteout

3rd level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (the scale of a silver or white dragon)
  • Duration: 1 round

You summon a frigid windstorm in a 15-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. A target takes 6d8 cold damage on a failed save, or half as much damage on a successful one.

The cylinder spreads around corners, and its area is lightly obscured until the start of your next turn.

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.

Wounding Shot

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and if the target is healed before the start of your next turn, the healing is reduced by 1d6, as the healing fails to perfectly close the wound.

At 5th level, the ranged attack deals an extra 1d8 necrotic damage to the target, and the reduction to the target's healing increases to 1d8. The damage increases by 1d8 and the healing is reduced by a further die size at 11th level (2d8 and 1d10) and 17th level (3d8 and 1d12).

Your Eternal Reward

2nd level illusion


  • Casting Time: 1 reaction, which you take when you reduce a humanoid or humanoid-shaped creature to 0 hit points with a melee attack
  • Range: Self
  • Components: S
  • Duration: 1 hour

You cause the creature you hit to die, magically removing any sounds your weapon or the creature would make. The creature's corpse then turns invisible for the duration, and it cannot make any sounds until the spell ends.

Additionally, an illusion cloaks you, causing you to look identical to the creature you just killed. The spell disguises your physical appearance as well as clothing, armor, weapons, and equipment. Your voice is also concealed by illusion to match the creature you killed.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
































To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. Additionally, if you cast this spell using a spell slot of 5th level or higher, the corpse is transported to a pocket dimension instead of becoming invisible, reappearing when the spell ends in the same space.

Zap Dash

2nd level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a hexagonal white gemstone)
  • Duration: Instantaneous

You charge forward at lightning speeds, momentarily becoming incorporeal as you blitz through anyone and anything in your path. You move up to 30 feet in a straight line, ignoring any creatures or nonmagical barriers in your path. When you end your movement, any creature in a space you passed through must make a Dexterity saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much on a successful one.

If you end your movement inside of a creature or object, you are ejected to the nearest unoccupied space, and you take 1d10 force damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d8 for each slot level above 2nd, and the distance you can move increases by 10 feet for each slot level above 2nd.

10a. Expanded Spell Lists

Tasha's added some stuff like this. This is a replacement for it, as they did some things I didn't like (letting aura of vitality on full casters) and missed some spells I wanted. Ignore the expanded spell lists found in Tasha's and use these instead. For the artificer list, these are added to the list in Tasha's. Xanathar's, Fizban's, Acquisitions Inc, and other added spells are only added to new lists, never revoked, so I didn't include them.

Artificer Spells

Cantrips (0 Level)
  • control flames
  • gust
  • gust barrier
  • mold earth
  • produce flame
  • shape water
1st Level
  • burning hands
  • concussive burst
  • distort value
  • elevated sight
  • frost fingers
  • hail of thorns
  • magnify gravity
  • searing smite
  • shield
  • Tenser's floating disc
  • unseen servant
  • witch bolt
2nd Level
  • cordon of arrows
  • immovable object
  • knock
  • shatter
  • warp sense
3rd Level
  • find the path
  • Galder's tower
  • life transference
  • Leomund's tiny hut
  • pulse wave
  • thunder step
  • wind wall
4th Level
  • death ward
  • gate seal
  • gravity sinkhole
5th Level
  • immolation
  • Mordenkainen's sword
  • teleportation circle

Bard Spells

Cantrips (0 Level)
  • booming blade
  • sapping sting
  • sword burst
1st Level
  • cause fear
  • color spray
  • command
  • compelled duel
  • sense emotion
2nd Level
  • aid
  • alter self
  • arcane lock
  • continual flame
  • enlarge/reduce
  • Jim's glowing coin
  • mind spike
  • mirror image
  • rope trick
  • web
  • wristpocket
3rd Level
  • Galder's tower
  • incite greed
  • intellect fortress
  • mass healing word
  • revivify
  • slow
  • tiny servant
4th Level
  • fabricate
  • Galder's speedy courier
  • phantasmal killer
5th Level
  • creation
  • Rary's telepathic bond
6th Level
  • heroes' feast
  • mental prison
  • scatter
  • Tenser's transformation
7th Level
  • Power Word: Pain
  • prismatic spray
  • tether essence
  • weird
8th Level
  • antipathy/sympathy
  • demiplane
  • maze
9th Level
  • prismatic wall

Cleric Spells

Cantrips (0 Level)
  • infestation
  • produce flame
  • sapping sting
1st Level
  • cause fear
  • mage armor
2nd Level
  • darkness
  • ray of enfeeblement
  • warding wind
3rd Level
  • spirit shroud
  • speak with plants
4th Level
  • aura of life
  • aura of purity
5th Level
  • dream
  • skill empowerment
  • summon celestial
  • wall of light
6th Level
  • Drawmij's instant summons
  • guards and wards
  • sunbeam
7th Level
  • tether essence
8th Level
  • sunburst
9th Level
  • Power Word: Heal
  • storm of vengeance
  • time ravage

Druid Spells

Cantrips (0 Level)
  • acid splash
  • dancing lights
  • green-flame blade
  • lightning lure
1st Level
  • ceremony
  • feather fall
  • frost fingers
  • protection from evil and good
2nd Level
  • alter self
  • augury
  • continual flame
  • enlarge/reduce
  • gentle repose
  • prayer of healing
  • Rime's binding ice
  • Snilloc's snowball swarm
  • spider climb
  • summon beast
  • web
3rd Level
  • elemental weapon
  • fly
  • mass healing word
  • revivify
  • speak with dead
  • summon fey
  • thunder step
  • wall of sand
4th Level
  • aura of purity
  • divination
  • fire shield
  • Galder's speedy courier
  • summon elemental
5th Level
  • cone of cold
  • dawn
  • immolation
6th Level
  • flesh to stone
  • harm
7th Level
  • symbol
8th Level
  • Abi-Dalzim's horrid wilting
  • incendiary cloud
9th Level
  • mass polymorph

Paladin Spells

Cantrips (0 Level)
  • light
  • resistance
  • thaumaturgy
1st Level
  • cause fear
2nd Level
  • gentle repose
  • prayer of healing
  • warding bond
3rd Level
  • beacon of hope
  • life transference
  • motivational speech
  • spirit shroud
5th Level
  • dawn
  • flame strike
  • hallow
  • Mordenkainen's sword
  • summon celestial

Ranger Spells

Cantrips (0 Level)
  • control flames
  • dancing lights
  • druidcraft
  • gust
  • gust barrier
  • mending
  • mold earth
  • resistance
  • shape water
1st Level
  • comprehend languages
  • entangle
  • gift of alacrity
  • healing word
  • searing smite
  • veil of dusk
2nd Level
  • aid
  • alter self
  • branding smite
  • earthbind
  • enhance ability
  • find steed (revised)
  • gust of wind
  • magic weapon
  • spider climb
  • summon beast
  • warding wind
3rd Level
  • blinding smite
  • dispel magic
  • elemental weapon
  • find the path
  • Leomund's tiny hut
  • meld into stone
  • revivify
  • summon fey
  • tongues
4th Level
  • death ward
  • dominate beast
  • giant insect
  • Mordenkainen's faithful hound
  • shape plants
  • summon elemental
5th Level
  • awaken
  • greater restoration
  • reincarnate
  • skill empowerment

Sorcerer Spells

Cantrips (0 Level)
  • mind sliver
  • produce flame
  • sapping sting
  • Traveler's enigma
1st Level
  • animal friendship
  • cause fear
  • command
  • frost fingers
  • grease
  • Jim's magic missile
  • sense emotion
  • speak with animals
  • Tasha's caustic brew
2nd Level
  • flame blade
  • flaming sphere
  • fortune's favor
  • magic weapon
  • Melf's acid arrow
  • Tasha's mind whip
3rd Level
  • call lightning
  • elemental weapon
  • fast friends
  • intellect fortress
  • Shadow's echo
  • vampiric touch
4th Level
  • elemental bane
  • fire shield
  • Otiluke's resilient sphere
  • summon elemental
5th Level
  • Bigby's hand
  • dream
  • geas
  • negative energy flood
  • wall of force
6th Level
  • bones of the earth
  • flesh to stone
  • Otiluke's freezing sphere
  • Tasha's otherworldly guise
  • wall of ice
8th Level
  • control weather
  • demiplane
  • glibness
  • illusory dragon
9th Level
  • blade of disaster
  • invulnerability
  • storm of vengeance

Warlock Spells

Cantrips (0 Level)
  • message
  • mind sliver
  • thaumaturgy
  • sapping sting
1st Level
  • detect magic
  • Jim's magic missile
  • magic missile
2nd Level
  • Aganazzar's scorcher
  • knock
3rd Level
  • fast friends
  • intellect fortress
  • life transference
  • spirit shroud
  • summon fey
  • summon shadowspawn
  • summon undead
4th Level
  • Evard's black tentacles
  • summon aberration
5th Level
  • commune
  • immolation
  • mislead
  • modify memory
  • planar binding
  • teleportation circle
6th Level
  • create homunculus
  • harm
  • magic jar
  • programmed illusion
  • summon fiend
  • Tasha's otherworldly guise
7th Level
  • project image
  • teleport
  • weird
8th Level
  • Abi-Dalzim's horrid wilting
  • antimagic field
9th Level
  • blade of disaster
  • gate
  • shapechange
  • time ravage

Wizard Spells

Cantrips (0 Level)
  • mind sliver
  • sapping sting
1st Level
  • gift of alacrity
  • magnify gravity
  • Tasha's caustic brew
2nd Level
  • augury
  • enhance ability
  • immovable object
  • Tasha's mind whip
  • wristpocket
3rd Level
  • intellect fortress
  • pulse wave
  • speak with dead
  • spirit shroud
  • summon fey
  • summon shadowspawn
  • summon undead
  • wind wall
4th Level
  • divination
  • giant insect
  • gravity sinkhole
  • summon aberration
  • summon construct
  • summon elemental
5th Level
  • temporal shunt
6th Level
  • blade barrier
  • forbiddance
  • gravity fissure
  • planar ally
  • summon fiend
  • Tasha's otherworldly guise
7th Level
  • tether essence
8th Level
  • dark star
  • reality break
9th Level
  • blade of disaster
  • ravenous void
  • time ravage

10b. Expanded Spell Lists: Subclass

These spells are only added to that subclass's spell list, not added to a list of spells always prepared. This is more meant to expand options and give some subclasses more flavor, but I made sure to avoid giving strong subclasses spells that would make them too strong when combined with class features, like Tempest cleric with *lightning bolt*. God, imagine that. There are a few subclasses that were plenty powerful on their own, but a little variety never hurts. Like the genie warlocks, base warlock gets a pitiful number of elemental spells, and while genie is already one of the best patrons, it's just some more fun options for flavor. The spells are sorted by Level first.

Artificer

Alchemist
  • chill touch
  • infestation
  • animate familiar
  • armor of Agathys
  • inflict wounds
  • barkskin
  • dragon's breath
  • Rime's binding ice
  • Snilloc's snowball swarm
  • animate dead
  • feathered reach
  • feign death
  • sludge wave
  • stinking cloud
  • summon undead
  • vampiric touch
  • vitriolic sphere
  • awaken
  • contagion
  • danse macabre
  • enervation
  • mass cure wounds
  • negative energy flood
  • ocular eruption
  • reincarnate
Artillerist
  • whiteout
Armorer
  • armor of Agathys
  • Jim's magic missile
  • mage armor
  • barkskin
Battle Smith
  • warping smite
  • steel wind strike

Bard

Mimes
  • force blast
  • gravity well
  • mage tether
  • spellblade
  • magic missile
  • magnify gravity
  • mage armor
  • gravity fissure
  • blade of disaster
Creation
  • ward of adamantine
Spirits
  • healing spirit
  • spirit vines
  • spirit guardians
  • spirit shroud
  • spirit of death
  • soul cage
Swords
  • guided strike
  • flame blade
  • shadow blade
  • steel wind strike
  • blade barrier
  • blade of disaster
Valor
  • magic weapon
  • elemental weapon
  • steel wind strike
Whispers
  • judge the dying
  • shadow blade
  • shadow of moil

Cleric

Arcana
  • arcane jinx
  • arcane shot
  • force blast
  • magic handwriting
  • prestidigitation
  • Jim's magic missile
  • arcane lock
  • magic mouth
  • counterspell
  • snap attunement
  • arcane gate
  • magic jar

Yes, this is just every spell with arcane or magic in the name. Look at their domain spells, I'm just finishing what WoTC sarted.

Blood
  • blood bolt
  • vampiric touch
  • dominate beast
  • enervation
  • ocular eruption
  • assimilate
  • dominate monster
Death
  • inflict poison
  • summon undead
  • toxic
  • brainrot
  • spirit of death
  • circle of death
  • danse macabre
  • enervation
  • negative energy flood
  • finger of death
  • assimilate
Fear
  • stage fright
  • summon shadowspawn
  • eyebite
  • weird
  • maddening darkness
Forge
  • control flames
  • magecraft
  • cloud of daggers
  • stone shape
  • ward of adamantine
  • incendiary cloud
Frost
  • shape water
  • frost fingers
  • investiture of ice
  • Otiluke's freezing sphere
  • wall of ice
Grave
  • circle of death
  • enervation
Inferno
  • control flames
  • ignite
  • laser point
  • investiture of flame
  • incendiary cloud
Knowledge
  • magic handwriting
  • comprehend languages
  • mind spike
Life
  • air bubble
Light
  • control flames
  • laser point
  • color spray
  • Aganazzar's scorcher
  • pyrotechnics
  • immolation
  • Jallarzi's storm of radiance
  • investiture of flame
Luck
  • Jim's glowing coin
  • fortune's favor (revised)
  • spray of cards
Mind
  • mind sliver
  • mind trick
  • vicious mockery
  • mind spike
  • Tasha's mind whip
  • brainrot
  • Raulothim's psychic lance
  • synaptic static
  • feeblemind
  • mind blank
  • mind sanctuary
  • psychic scream
Nature
  • control flames
  • druidcraft
  • gust
  • gust barrier
  • mold earth
  • shape water
  • water spray
  • ensnaring strike
  • entangle
  • spiny shield
  • air bubble
  • summon beast
  • spirit vines
  • conjure animals
  • guardian of nature
  • awaken
  • commune with nature
  • wrath of nature
  • druid grove
  • transport via plants
  • wall of thorns
  • animal shapes
Peace
  • sense emotion
Tempest
  • gust
  • gust barrier
  • lightning lure
  • sonic boom
  • thunderclap
  • wind wall
  • storm sphere
  • control winds
  • freedom of the winds
  • investiture of wind
  • wind walk
Time
  • sequester
  • time stop (revised)
Trickery
  • friends
  • minor illusion
  • mirage step
  • distort value
  • silent image
  • static infusion
  • blur
  • Nathair's mischief
  • theft
  • phantasmal force
  • wristpocket
  • your eternal reward
  • major image
  • charm monster
  • phantasmal killer
  • mislead
  • seeming
  • programmed illusion
  • project image
  • weird
  • dominate monster
  • mass modify memory
War
  • summon warrior spirit
Heretic
  • nondetection
  • mind blank

Druid

Dreams
  • misty step
  • Nathair's mischief
  • dream
  • far step
Land
  • booming blade
  • dragon ray
  • fire bolt
  • frostbolt
  • lightning beam
  • ray of frost
  • sacred flame
  • shocking grasp
  • sonic boom
  • thunderblast
Spores
  • final blow
  • ray of sickness
  • summon undead
  • danse macabre
  • create undead
Stars
  • clairvoyance
  • commune
  • contact other plane
  • dream
Wildfire
  • laser point
  • Aganazzar's scorcher
  • Ashardalon's stride

Fighter

Eldritch Knight
  • resistance
  • false life
  • thunderous smite
  • magic weapon
  • protection from poison
  • elemental weapon
  • flame arrows
  • lightning arrow

Paladin

Ancients
  • thorn whip
  • entangle
  • speak with plants
  • grasping vine
  • shape plants
  • awaken
Oathbreaker
  • shadow bolt
  • evilball
  • summon undead
  • circle of death
  • danse macabre
  • negative energy flood
Open Sea
  • gust
  • shape water
  • fog cloud
  • find the path
  • tidal wave
  • wall of water
  • wind wall
  • divination
  • control winds
  • steam eruption
Redemption
  • ray of enfeeblement
Shroud
  • expeditious retreat
  • darkness
  • shadow blade
  • silence
  • phantom steed
Watchers
  • gate seal

Ranger

Drakewarden
  • draconic blade
  • dragon ray
  • chromatic orb
  • dragon's breath
  • fear
  • summon draconic spirit
Fey Wanderer
  • Nathair's mischief
  • charm monster
  • far step
Gloom Stalker
  • darkness
  • shadow of moil
Horizon Walker
  • warp sense
  • warping smite
  • dimension door
  • banishing smite
  • dimension lock
  • dispel evil and good
  • far step
Monster Slayer
  • moonbeam
Swarmkeeper
  • wall of sand

Rogue

Arcane Trickster
  • mind trick
  • vicious mockery
  • gift of alacrity
  • wrathful smite
  • veil of dusk
  • silence
  • theft
  • wristpocket
  • shadow of moil
Dark Petitioner
  • extinguish
  • guidance
  • guided strike
  • judge the dying
  • hex
  • veil of dusk
  • shadow blade
  • shadow of moil

Sorcerer

Aberrant Mind
  • gravity well
  • magnify gravity
  • forcequake
  • pulse wave
  • grasping vine
  • gravity sinkhole
  • gravity fissure
  • dark star
  • maddening darkness
  • reality break
  • ravenous void
Clockwork Soul
  • immovable object
  • fabricate
  • ward of adamantine
  • sequester
  • temporal shunt
  • time ravage
Draconic
  • thaumaturgy
Infernal
  • thaumaturgy
  • hellish rebuke
  • theft
  • infernal calling
  • summon fiend
Sea
  • control water
Shadow
  • phantom steed
  • summon shadowspawn
  • shadow of moil
Storm
  • wind wall
  • control water
  • wind walk

Warlock

Archfey
  • dancing lights
  • moonbeam
  • Nathair's mischief
Celestial
  • virtue
  • ceremony
  • mass cure wounds
  • summon celestial
  • raise dead
  • heal
  • conjure celestial
  • divine word
  • regenerate
  • Power Word: Heal
Endless Storm
  • Rime's binding ice
  • warding wind
  • freedom of the waves
  • freedom of the winds
Fathomless
  • shape water
  • water spray
  • air bubble
  • cube of water
  • tidal wave
  • wall of water
  • water breathing
  • water walk
  • Devourer's teeth
  • grasping vine
  • watery sphere
  • commune with nature
  • maelstrom
  • sonic shriek
  • tsunami
Fiend
  • control flames
  • laser point
  • produce flame
  • continual flame
  • delayed blast fireball
  • fire storm
Genie - Dao
  • mold earth
  • earth tremor
  • dust devil
  • shifting sands
  • transmute rock
  • bones of the earth
  • move earth
  • earthquake
Genie - Djinni
  • gust
  • sonic boom
  • thunderblast
  • air bubble
  • warding wind
  • control winds
  • freedom of the winds
  • wind walk
  • whirlwind
Genie - Efreeti
  • control flames
  • fire bolt
  • laser point
  • produce flame
  • continual flame
  • flame arrows
  • delayed blast fireball
  • fire storm
Genie - Marid
  • shape water
  • water spray
  • create or destroy water
  • frost fingers
  • ice knife
  • Rime's binding ice
  • Snilloc's snowball swarm
  • cube of water
  • freedom of the waves
  • tidal wave
  • wall of water
  • water breathing
  • whiteout
  • watery sphere
  • maelstrom
  • wall of ice
  • tsunami
Great Old One
  • gravity well
  • magnify gravity
  • wrathful smite
  • forcequake
  • pulse wave
  • grasping vine
  • gravity sinkhole
  • geas
  • gravity fissure
  • dark star
  • reality break
  • telepathy
  • ravenous void
Hexblade
  • freezing smite
  • magic weapon
  • flame arrows
  • warping smite
  • steel wind strike
  • blade barrier
Undead
  • inflict wounds

Wizard

Abjuration
  • resistance
  • virtue
  • protection from poison
  • mirror shield
  • hallow
  • primordial ward
  • remove divine curse
Bladesinging
  • enthrall
  • elemental weapon
Chronurgy
  • word of recall
Conjuration
  • actual spiders
  • summon beast
  • conjure animals
  • create food and water
  • conjure woodland beings
  • summon celestial
  • conjure fey
  • conjure celestial
Divination
  • detect evil and good
  • detect poison and disease
  • find traps
  • find the path
  • commune
  • commune with nature
Enchantment
  • mind trick
  • vicious mockery
  • animal friendship
  • command
  • calm emotions
  • enthrall
  • zone of truth
  • compulsion
  • dominate beast
  • glibness
Evocation
  • sacred flame
  • chaos bolt
  • fire storm
Necromancy
  • blood bolt
  • animate familiar
  • inflict wounds
  • Keeper's vault
  • revivify
  • contagion
  • raise dead
  • reincarnate
  • harm
  • resurrection
  • true resurrection
Transmutation
  • Traveler's enigma
  • purify food and drink
  • barkskin
  • silence
  • meld into stone
  • water walk
  • animal shapes

10c. Full Spell Lists

I combined the normal spell lists, the spells from less popular other books, the spells I made, and the expanded spell lists I made. Two classes won't share the same page to make it better to print. I also included things like invocations. Hopefully this makes everything easier.


Artificer Spells

Cantrips (0 Level)
  • acid splash
  • arcane shot
  • Aundair's silent sanctum
  • blade ward (revised)
  • booming blade
  • control flames
  • create bonfire
  • dancing lights
  • extinguish
  • fire bolt
  • force blast
  • frostbolt
  • frostbite
  • gravity well
  • green-flame blade
  • guidance
  • guided strike
  • gust
  • gust barrier
  • ice shard
  • ignite
  • judge the dying
  • laser point
  • light
  • lightning beam
  • lightning lure
  • mage hand
  • mage tether
  • magecraft
  • magic handwriting
  • magic stone
  • mending
  • message
  • mold earth
  • needle spray
  • noxious gas
  • poison spray
  • prestidigitation
  • produce flame
  • ray of frost
  • resistance
  • shape water
  • shocking grasp
  • sonic boom
  • spellblade
  • static bolt
  • sword burst
  • thorn whip
  • thunderclap
  • thunderblast
  • toxic vortex
  • Traveler's enigma
  • true strike (revised)
  • virtue
  • wounding shot
1st Level
  • absorb elements
  • alarm
  • bottle rocket
  • burning hands
  • catapult
  • concussive burst
  • cure wounds
  • detect magic
  • disguise self
  • distort value
  • elevated sight
  • expeditious retreat
  • faerie fire
  • false life
  • feather fall
  • frost fingers
  • grease
  • hail of thorns
  • identify
  • inflict poison
  • jump
  • longstrider
  • magnify gravity
  • purify food and drink
  • sanctuary
  • searing smite
  • shield
  • snare
  • static infusion
  • Tenser's floating disc
  • Tasha's caustic brew
  • unseen servant
  • witch bolt
2nd Level
  • aid
  • air bubble
  • alter self
  • arcane lock
  • blur
  • continual flame
  • cordon of arrows
  • darkvision
  • electric current
  • enhance ability
  • enlarge/reduce
  • forcequake
  • heat metal
  • immovable object
  • invisibility
  • Keeper's vault
  • knock
  • lesser restoration
  • levitate
  • magic mouth
  • magic weapon
  • Mockery's snare
  • protection from poison
  • pyrotechnics
  • repulsor
  • rope trick
  • see invisibility
  • shatter
  • skywrite
  • spider climb
  • warp sense
  • web
3rd Level
  • Ashardalon's stride
  • blink
  • catnap
  • create food and water
  • dispel magic
  • elemental weapon
  • find the path
  • flame arrows
  • fly
  • Galder's tower
  • glyph of warding
  • haste
  • intellect fortress
  • life transference
  • linked glyphs
  • Leomund's tiny hut
  • metronome
  • minify
  • protection from energy
  • pulse wave
  • revivify
  • ruination
  • snap attunement
  • survival instinct
  • thunder step
  • tiny servant
  • toxic
  • water breathing
  • water walk
  • wind wall
4th Level
  • arcane eye
  • death ward
  • elemental bane
  • fabricate
  • freedom of movement
  • gate seal
  • gravity sinkhole
  • Leomund's secret chest
  • mirror shield
  • Mordenkainen's faithful hound
  • Mordenkainen's private sanctum
  • Otiluke's resilient sphere
  • stone shape
  • stoneskin
  • summon construct
  • volatile shield
  • ward of adamantine
5th Level
  • animate objects
  • Bigby's hand
  • creation
  • dimension lock
  • greater restoration
  • immolation
  • Mordenkainen's sword
  • skill empowerment
  • teleportation circle
  • transmute rock
  • wall of stone

Artificer Infusions

Level 2
  • Armor of Magical Strength
  • Enhanced Arcane Focus
  • Enhanced Defense
  • Enhanced Weapon
  • Healing Salve
  • Homunculus Servant
  • Mind Sharpener
  • Repeating Shot
  • Resistance Breaker
  • Returning Weapon
  • Silent Weapon
Level 4
  • Many-Handed Pouch
Level 6
  • Bane Weapon
  • Boots of the Winding Path
  • Fortify Defense
  • Quiver of Energy
  • Radiant Weapon
  • Repulsion Shield
  • Resistant Armor
  • Spell-Refuling Ring
Level 10
  • Helm of Awareness
Level 14
  • Arcane Propulsion Armor

Replicate Magic Item

Level 2
  • ANY COMMON MAGIC ITEM
  • Alchemy jug (standard, blue, orange)
  • Bag of holding
  • Barrier tattoo (small)
  • Cap of water breathing
  • Cleansing stone
  • Echo stone
  • Eyes of minute seeing
  • Flying hammer
  • Goggles of night
  • Icicle staff
  • Portal compass
  • Ring of the orator
  • Rope of climbing
  • Sending stones
  • Wand of magic detection
  • Wand of secrets
  • Wraps of unarmed prowess +1
Level 6
  • Boots of elvenkind
  • Cantrip wand
  • Cloak of elvenkind
  • Cloak of the manta ray
  • Emerald pen
  • Eyes of charming
  • Glamored studded leather
  • Gliding umbrella
  • Gloves of storing
  • Gloves of thievery
  • Insignia of claws
  • Lantern of revealing
  • Pipes of haunting
  • Ring of water walking
Level 10
  • Barrier tattoo (medium)
  • Boots of striding and springing
  • Boots of the winterlands
  • Bracers of archery
  • Brooch of shielding
  • Cloak of protection
  • Coiling grasp tattoo
  • Eyes of the eagle
  • Folding boat
  • Gauntlets of ogre power
  • Gloves of missile snaring
  • Gloves of swimming and climbing
  • Hat of disguise
  • Headband of intellect
  • Medallion of thoughts
  • Necklace of adaptation
  • Periapt of wound closure
  • Pipes of the sewers
  • Quiver of Ehlonna
  • Ring of jumping
  • Ring of mind shielding
  • Ring of protection
  • Shield of reflection
  • Slippers of spider climbing
  • Stone of good luck
  • Ventilating lungs
  • Winged boots
  • Wraps of unarmed prowess +2
Level 14
  • Aereni mask
  • Amulet of health
  • Arcane propulsion arm
  • Belt of hill giant strength
  • Boots of levitation
  • Boots of speed
  • Bracers of defense
  • Cloak of the bat
  • Dimensional shackles
  • Gem of seeing
  • Helm of telepathy
  • Horn of blasting
  • Orb of Vulnerability
  • Red card
  • Ring of free action
  • Ring of the ram
  • Ring of x-ray vision
  • Twisting Vines Tattoo

Bard Spells

Cantrips (0 Level)
  • arcane jinx
  • Aundair's silent sanctum
  • blade ward (revised)
  • booming blade
  • dancing lights
  • extinguish
  • friends
  • gust barrier
  • light
  • mage hand
  • magecraft
  • magic handwriting
  • mending
  • message
  • mind trick
  • minor illusion
  • mirage step
  • prestidigitation
  • sapping sting
  • sonic boom
  • sword burst
  • thunderclap
  • Traveler's enigma
  • true strike (revised)
  • vicious mockery
  • virtue
1st Level
  • animal friendship
  • bane
  • cause fear
  • charm person
  • color spray
  • command
  • compelled duel
  • comprehend languages
  • cure wounds
  • detect magic
  • disguise self
  • dissonant whispers
  • distort value
  • earth tremor
  • faerie fire
  • feather fall
  • Fury's chorus
  • healing word
  • heroism
  • identify
  • illusory script
  • longstrider
  • puppet
  • sense emotion
  • silent image
  • sleep
  • speak with animals
  • Tasha's hideous laughter
  • thunderwave
  • unseen servant
2nd Level
  • aid
  • alter self
  • animal messenger
  • arcane lock
  • blindness/deafness
  • calm emotions
  • cloud of daggers
  • continual flame
  • crown of madness
  • detect thoughts
  • enhance ability
  • enlarge/reduce
  • enthrall
  • fortune's favor (revised)
  • gift of gab
  • heat metal
  • hold person
  • invisibility
  • Jim's glowing coin
  • Keeper's vault
  • knock
  • lesser restoration
  • locate animals or plants
  • locate object
  • magic mouth
  • mind spike
  • mirror image
  • Nathair's mischief
  • phantasmal force
  • pyrotechnics
  • rope trick
  • see invisibility
  • shatter
  • silence
  • skywrite
  • spray of cards
  • suggestion
  • theft
  • warding wind
  • web
  • wristpocket
  • your eternal reward
  • zone of truth
3rd Level
  • antagonize
  • bestow curse
  • catnap
  • clairvoyance
  • dispel magic
  • enemies abound
  • fast friends
  • fear
  • feign death
  • find the path
  • Galder's tower
  • glyph of warding
  • hypnotic pattern
  • incite greed
  • intellect fortress
  • Leomund's tiny hut
  • linked glyphs
  • major image
  • mass healing word
  • minify
  • motivational speech
  • nondetection
  • plant growth
  • revivify
  • sending
  • Shadow's echo
  • slow
  • speak with dead
  • speak with plants
  • stage fright
  • stinking cloud
  • tiny servant
  • tongues
4th Level
  • charm monster
  • compulsion
  • confusion
  • dimension door
  • fabricate
  • freedom of movement
  • Galder's speedy courier
  • greater invisibility
  • hallucinatory terrain
  • locate creature
  • phantasmal killer
  • polymorph
  • Power Word: Fall
  • Raulothim's psychic lance
  • shape plants
5th Level
  • animate objects
  • awaken
  • creation
  • dominate person
  • dream
  • geas
  • greater restoration
  • hold monster
  • legend lore
  • mass cure wounds
  • mislead
  • modify memory
  • Mordenkainen's sword
  • planar binding
  • raise dead
  • Rary's telepathic bond
  • scrying
  • seeming
  • skill empowerment
  • synaptic static
  • teleportation circle
  • Yolande's regal presence
6th Level
  • eyebite
  • guards and wards
  • heroes' feast
  • mass enlarge and reduce
  • mass suggestion
  • mental prison
  • Otto's irresistible dance
  • programmed illusion
  • scatter
  • Tenser's transformation
  • true seeing
7th Level
  • etherealness
  • forcecage
  • mirage arcane
  • Mordenkainen's magnificent mansion
  • Power Word: Fortify
  • Power Word: Pain
  • prismatic spray
  • project image
  • regenerate
  • resurrection
  • symbol
  • tether essence
  • teleport
  • weird
8th Level
  • antipathy/sympathy
  • demiplane
  • dominate monster
  • feeblemind
  • glibness
  • mass greater invisibility
  • mass modify memory
  • maze
  • mind blank
  • Power Word: Stun
9th Level
  • foresight
  • mass polymorph
  • Power Word: Heal
  • Power Word: Kill
  • prismatic wall
  • psychic scream
  • true polymorph

Cleric Spells

Cantrips (0 Level)
  • blade ward (revised)
  • divine strike
  • extinguish
  • final blow
  • guidance
  • guided strike
  • infestation
  • judge the dying
  • light
  • mending
  • produce flame
  • resistance
  • sacred flame
  • sapping sting
  • shadow bolt
  • thaumaturgy
  • toll the dead
  • Traveler's enigma
  • true strike (revised)
  • virtue
  • word of radiance
1st Level
  • bane
  • bless
  • cause fear
  • ceremony
  • command
  • create or destroy water
  • cure wounds
  • detect evil and good
  • detect magic
  • detect poison and disease
  • elevated sight
  • Fury's chorus
  • guiding bolt
  • healing word
  • inflict wounds
  • mage armor
  • protection from evil and good
  • purify food and drink
  • sanctuary
  • shield of faith
2nd Level
  • aid
  • augury
  • blindness/deafness
  • calm emotions
  • continual flame
  • darkness
  • enhance ability
  • find traps
  • gentle repose
  • hold person
  • Keeper's vault
  • lesser restoration
  • locate object
  • Mockery's snare
  • prayer of healing
  • protection from poison
  • ray of enfeeblement
  • silence
  • spiritual weapon
  • warding bond
  • warding wind
  • zone of truth
3rd Level
  • animate dead
  • beacon of hope
  • bestow curse
  • clairvoyance
  • create food and water
  • cube of water
  • daylight
  • dispel magic
  • fast friends
  • feign death
  • find the path
  • glyph of warding
  • heal block
  • incite greed
  • life transference
  • linked glyphs
  • magic circle
  • mass healing word
  • meld into stone
  • motivational speech
  • protection from energy
  • remove curse
  • revivify
  • sending
  • Shadow's echo
  • spirit shroud
  • speak with dead
  • speak with plants
  • spirit guardians
  • tongues
  • water walk
4th Level
  • aura of life
  • aura of purity
  • banishment
  • control water
  • death ward
  • Devourer's teeth
  • divination
  • freedom of movement
  • guardian of faith
  • locate creature
  • shape plants
  • stone shape
5th Level
  • commune
  • contagion
  • dawn
  • dispel evil and good
  • dream
  • flame strike
  • geas
  • greater restoration
  • hallow
  • holy weapon
  • insect plague
  • legend lore
  • mass cure wounds
  • planar binding
  • raise dead
  • scrying
  • skill empowerment
  • summon celestial
  • wall of light
6th Level
  • blade barrier
  • create undead
  • Drawmij's instant summons
  • forbiddance
  • guards and wards
  • harm
  • heal
  • heroes' feast
  • planar ally
  • sunbeam
  • true seeing
  • word of recall
7th Level
  • conjure celestial
  • divine word
  • etherealness
  • fire storm
  • plane shift
  • Power Word: Fortify
  • regenerate
  • resurrection
  • symbol
  • temple of the gods
  • tether essence
8th Level
  • antimagic field
  • control weather
  • earthquake
  • holy aura
  • sunburst
9th Level
  • astral projection
  • gate
  • mass heal
  • Power Word: Heal
  • storm of vengeance
  • time ravage
  • true resurrection

Druid Spells

Cantrips (0 Level)
  • acid splash
  • actual spiders
  • blade ward (revised)
  • control flames
  • create bonfire
  • dancing lights
  • destructive spores
  • druidcraft
  • extinguish
  • fortify summon
  • frostbite
  • green-flame blade
  • guidance
  • gust
  • gust barrier
  • ignite
  • infestation
  • judge the dying
  • lightning lure
  • magic stone
  • mending
  • mold earth
  • needle spray
  • noxious gas
  • poison spray
  • primal savagery (revised)
  • produce flame
  • quaking earth
  • resistance
  • shape water
  • shillelagh
  • thorn whip
  • thunderclap
  • toxic vortex
  • true strike (revised)
  • virtue
  • water spray
1st Level
  • absorb elements
  • animal friendship
  • beast bond
  • ceremony
  • charm person
  • create or destroy water
  • cure wounds
  • detect magic
  • detect poison and disease
  • earth tremor
  • elevated sight
  • entangle
  • faerie fire
  • feather fall
  • find familiar (revised)
  • fog cloud
  • frost fingers
  • goodberry
  • healing word
  • ice knife
  • inflict poison
  • jump
  • longstrider
  • protection from evil and good
  • purify food and drink
  • snare
  • speak with animals
  • spiny shield
  • thunderwave
  • veil of dusk
2nd Level
  • air bubble
  • alter self
  • animal messenger
  • augury
  • barkskin
  • beast sense
  • continual flame
  • darkvision
  • dust devil
  • earthbind
  • enhance ability
  • enlarge/reduce
  • find traps
  • flame blade
  • flaming sphere
  • gentle repose
  • gust of wind
  • healing spirit
  • heat metal
  • hold person
  • lesser restoration
  • locate animals or plants
  • locate object
  • moonbeam
  • pass without trace
  • prayer of healing
  • protection from poison
  • Rime's binding ice
  • skywrite
  • Snilloc's snowball swarm
  • spider climb
  • spike growth
  • spirit vines
  • summon beast
  • warding wind
  • web
3rd Level
  • call lightning
  • conjure animals
  • cube of water
  • daylight
  • dispel magic
  • elemental weapon
  • erupting earth
  • feathered reach
  • feign death
  • find the path
  • flame arrows
  • fly
  • freedom of the waves
  • mass healing word
  • meld into stone
  • plant growth
  • protection from energy
  • revivify
  • ruination
  • shifting sands
  • sleet storm
  • speak with dead
  • speak with plants
  • summon fey
  • tidal wave
  • thunder step
  • toxic
  • wall of sand
  • wall of water
  • water breathing
  • water walk
  • wind wall
4th Level
  • aura of purity
  • blight
  • brainrot
  • charm monster
  • confusion
  • conjure minor elementals
  • conjure woodland beings
  • control water
  • Devourer's teeth
  • divination
  • dominate beast
  • elemental bane
  • fire shield
  • freedom of movement
  • Galder's speedy courier
  • giant insect
  • grasping vine
  • guardian of nature
  • hallucinatory terrain
  • ice storm
  • locate creature
  • polymorph
  • shape plants
  • stone shape
  • stoneskin
  • summon elemental
  • wall of fire
  • watery sphere
  • witch's curse
5th Level
  • antilife shell
  • awaken
  • commune with nature
  • cone of cold
  • conjure elemental
  • contagion
  • control winds
  • dawn
  • freedom of the winds
  • geas greater restoration
  • immolation
  • insect plague
  • maelstrom
  • mass cure wounds
  • planar binding
  • reincarnate
  • scrying
  • steam eruption
  • summon draconic spirit
  • transmute rock
  • tree stride
  • wall of stone
  • wrath of nature
6th Level
  • bones of the earth
  • conjure fey
  • druid grove
  • flesh to stone
  • harm
  • heal
  • heroes' feast
  • investiture of flame
  • investiture of ice
  • investiture of stone
  • investiture of wind
  • mass enlarge and reduce
  • move earth
  • primordial ward
  • sunbeam
  • transport via plants
  • wall of thorns
  • wind walk
7th Level
  • draconic transformation
  • fire storm
  • mirage arcane
  • plane shift
  • regenerate
  • reverse gravity
  • symbol
  • whirlwind
8th Level
  • Abi-Dalzim's horrid wilting
  • animal shapes
  • antipathy/sympathy
  • control weather
  • earthquake
  • feeblemind
  • incendiary cloud
  • sunburst
  • tsunami
9th Level
  • foresight
  • mass polymorph
  • shapechange
  • storm of vengeance
  • true resurrection

Standard Eldritch Knight Spells

These spells are the ones that can be taken at any level.

Cantrips (0 Level)
  • acid splash
  • Aundair's silent sanctum
  • arcane jinx
  • blade ward (revised)
  • booming blade
  • chill touch
  • control flames
  • create bonfire
  • dancing lights
  • destructive spores
  • draconic blade
  • dragon ray
  • extinguish
  • final blow
  • fire bolt
  • force blast
  • fortify summon
  • friends
  • frostbolt
  • frostbite
  • gravity well
  • green-flame blade
  • gust
  • gust barrier
  • ice shard
  • ignite
  • illusory spiders
  • infestation
  • judge the dying
  • laser point
  • light
  • lightning beam
  • lightning lure
  • mage hand
  • mage tether
  • magecraft
  • magic handwriting
  • mending
  • message
  • mind sliver
  • minor illusion
  • mirage step
  • mold earth
  • needle spray
  • noxious gas
  • poison spray
  • prestidigitation
  • quaking earth
  • ray of frost
  • resistance
  • sapping sting
  • shadow bolt
  • shape water
  • shocking grasp
  • sonic boom
  • soul accelerate
  • spellblade
  • static bolt
  • sword burst
  • telekinetic launch
  • thunderclap
  • thunderblast
  • toll the dead
  • toxic vortex
  • true strike (revised)
  • water spray
1st Level
  • absorb elements
  • alarm
  • burning hands
  • chromatic orb
  • concussive burst
  • earth tremor
  • false life
  • frost fingers
  • Jim's magic missile
  • mage armor
  • magic missile
  • protection from evil and good
  • shield
  • snare
  • spiny shield
  • Tasha's caustic brew
  • thunderous smite
  • thunderwave
  • witch bolt
2nd Level
  • Aganazzar's scorcher
  • arcane lock
  • continual flame
  • darkness
  • electric current
  • gust of wind
  • magic weapon
  • Melf's acid arrow
  • protection from poison
  • Rime's binding ice
  • scorching ray
  • shatter
  • Snilloc's snowball swarm
  • warding wind
3rd Level
  • counterspell
  • dispel magic
  • elemental weapon
  • evilball
  • fireball
  • flame arrows
  • glyph of warding
  • intellect fortress
  • Leomund's tiny hut
  • lightning arrow
  • lightning bolt
  • linked glyphs
  • magic circle
  • Melf's minute meteors
  • nondetection
  • protection from energy
  • remove curse
  • sludge wave
  • wall of sand
  • wall of water
  • whiteout
4th Level
  • banishment
  • fire shield
  • gate seal
  • ice storm
  • Mordenkainen's private sanctum
  • Otiluke's relsilient sphere
  • sickening radiance
  • stoneskin
  • storm sphere
  • vitriolic sphere
  • volatile shield
  • wall of fire
  • ward of adamantine

Variant Eldritch Knight Spells

If you use my optional class feature, you use this spell list instead of the wizard list. You can take these spells at any level, regardless of school.

Cantrips (0 Level)
  • acid splash
  • arcane jinx
  • blade ward (revised)
  • blood bolt
  • booming blade
  • create bonfire
  • draconic blade
  • dragon ray
  • eldritch blast
  • fire bolt
  • force blast
  • frostbolt
  • frostbite
  • green-flame blade
  • guided strike
  • gust barrier
  • ice shard
  • ignite
  • laser point
  • light
  • lightning beam
  • lightning lure
  • mage hand
  • mage tether
  • magic stone
  • mending
  • needle spray
  • noxious gas
  • poison spray
  • prestidigitation
  • primal savagery
  • produce flame
  • quaking earth
  • ray of frost
  • resistance
  • sapping sting
  • shocking grasp
  • sonic boom
  • spellblade
  • static bolt
  • sword burst
  • thorn whip
  • thunderclap
  • thunderblast
  • toxic vortex
  • true strike (revised)
  • virtue
1st Level
  • absorb elements
  • armor of Agathys
  • burning hands
  • chromatic orb
  • compelled duel
  • concussive burst
  • earth tremor
  • ensnaring strike
  • exprditious retreat
  • false life
  • freezing smite
  • frost fingers
  • hail of thorns
  • heroism
  • ice knife
  • Jim's magic missile
  • jump
  • longstrider
  • mage armor
  • magic missile
  • protection from evil and good
  • searing smite
  • sense weakness
  • shield
  • spiny shield
  • Tasha's caustic brew
  • thunderous smite
  • thunderwave
  • witch bolt
2nd Level
  • Aganazzar's scorcher
  • aid
  • blur
  • cloud of daggers
  • darkness
  • earthbind
  • electric current
  • enhance ability
  • enlarge/reduce
  • find steed (revised)
  • flame blade
  • flaming sphere
  • gust of wind
  • hold person
  • magic weapon
  • Maximilian's earthen grasp
  • Melf's acid arrow
  • mirror image
  • misty step
  • protection from poison
  • ray of enfeeblement
  • Rime's binding ice
  • scorching ray
  • shadow blade
  • shatter
  • Snilloc's snowball swarm
  • spiritual weapon
  • warding bond
  • warding wind
3rd Level
  • Ashardalon's stride
  • blinding smite
  • conjure barrage
  • counterspell
  • dispel magic
  • elemental weapon
  • evilball
  • fireball
  • flame arrows
  • haste
  • intellect fortress
  • lightning arrow
  • lightning bolt
  • Melf's minute meteors
  • phantom steed
  • protection from energy
  • pulse wave
  • sludge wave
  • thunder step
  • tidal wave
  • vampiric touch
  • wall of sand
  • wall of water
  • warping smite
  • whiteout
  • wind wall
4th Level
  • death ward
  • elemental bane
  • fire shield
  • freedom of movement
  • ice storm
  • mirror shield
  • Otiluke's relsilient sphere
  • sickening radiance
  • stoneskin
  • storm sphere
  • vitriolic sphere
  • volatile shield
  • wall of fire

Paladin Spells

Cantrips (0 Level)
  • blade ward (revised)
  • divine strike
  • extinguish
  • guided strike
  • judge the dying
  • light
  • resistance
  • thaumaturgy
  • true strike (revised)
  • virtue
1st Level
  • bless
  • cause fear
  • ceremony
  • command
  • compelled duel
  • cure wounds
  • detect evil and good
  • detect magic
  • detect poison and disease
  • divine favor
  • freezing smite
  • heroism
  • protection from evil and good
  • purify food and drink
  • searing smite
  • shield of faith
  • thunderous smite
  • wrathful smite
2nd Level
  • aid
  • branding smite
  • divulge flesh
  • find steed (revised)
  • forceful query
  • gentle repose
  • lesser restoration
  • locate object
  • magic weapon
  • prayer of healing
  • protection from poison
  • warding bond
  • zone of truth
3rd Level
  • aura of vitality
  • beacon of hope
  • blinding smite
  • create food and water
  • crusader's mantle
  • daylight
  • dispel magic
  • elemental weapon
  • heal block
  • life transference
  • magic circle
  • motivational speech
  • remove curse
  • revivify
  • spirit shroud
  • warping smite
4th Level
  • aura of life
  • aura of purity
  • banishment
  • death ward
  • locate creature
  • staggering smite
5th Level
  • banishing smite
  • circle of power
  • dawn
  • destructive wave
  • dimension lock
  • dispel evil and good
  • flame strike
  • geas
  • hallow
  • holy weapon
  • Mordenkainen's sword
  • raise dead
  • summon celestial

Ranger Spells

Cantrips (0 Level)
  • blade ward (revised)
  • control flames
  • dancing lights
  • druidcraft
  • extinguish
  • guided strike
  • gust
  • gust barrier
  • mending
  • mold earth
  • resistance
  • shape water
  • true strike (revised)
1st Level
  • absorb elements
  • alarm
  • animal friendship
  • beast bond
  • comprehend languages
  • cure wounds
  • detect magic
  • detect poison and disease
  • elevated sight
  • ensnaring strike
  • entangle
  • find familiar (revised)
  • fog cloud
  • freezing smite
  • gift of alacrity
  • goodberry
  • hail of thorns
  • healing word
  • hunter's mark
  • jump
  • longstrider
  • searing smite
  • sense weakness
  • snare
  • speak with animals
  • spiny shield
  • veil of dusk
  • zephyr strike
2nd Level
  • aid
  • air bubble
  • alter self
  • ambush prey
  • animal messenger
  • barkskin
  • beast sense
  • branding smite
  • cordon of arrows
  • darkvision
  • divulge flesh
  • earthbind
  • enhance ability
  • find steed (revised)
  • find traps
  • gust of wind
  • healing spirit
  • lesser restoration
  • locate animals or plants
  • locate object
  • magic weapon
  • Mockery's snare
  • pass without trace
  • protection from poison
  • silence
  • spider climb
  • spike growth
  • spirit vines
  • summon beast
  • warding wind
  • zap dash
3rd Level
  • Ashardalon's stride
  • blinding smite
  • conjure animals
  • conjure barrage
  • cube of water
  • daylight
  • dispel magic
  • elemental weapon
  • feathered reach
  • find the path
  • flame arrows
  • freedom of the waves
  • Leomund's tiny hut
  • lightning arrow
  • meld into stone
  • nondetection
  • plant growth
  • protection from energy
  • revivify
  • shifting sands
  • speak with plants
  • summon fey
  • survival instinct
  • tongues
  • water breathing
  • water walk
  • wind wall
4th Level
  • conjure woodland beings
  • death ward
  • dominate beast
  • freedom of movement
  • giant insect
  • grasping vine
  • guardian of nature
  • locate creature
  • Mordenkainen's faithful hound
  • shape plants
  • stoneskin
  • summon elemental
5th Level
  • awaken
  • commune with nature
  • conjure volley
  • freedom of the winds
  • greater restoration
  • reincarnate
  • skill empowerment
  • steel wind strike
  • swift quiver
  • tree stride
  • wrath of nature

Standard Arcane Trickster Spells

These spells are the ones that can be taken at any level.

Cantrips (0 Level)
  • acid splash
  • Aundair's silent sanctum
  • arcane jinx
  • blade ward (revised)
  • booming blade
  • chill touch
  • control flames
  • create bonfire
  • dancing lights
  • destructive spores
  • draconic blade
  • dragon ray
  • extinguish
  • final blow
  • fire bolt
  • force blast
  • fortify summon
  • friends
  • frostbolt
  • frostbite
  • gravity well
  • green-flame blade
  • gust
  • gust barrier
  • ice shard
  • ignite
  • illusory spiders
  • infestation
  • judge the dying
  • laser point
  • light
  • lightning beam
  • lightning lure
  • mage tether
  • magecraft
  • magic handwriting
  • mending
  • message
  • mind sliver
  • mind trick
  • minor illusion
  • mirage step
  • mold earth
  • needle spray
  • noxious gas
  • poison spray
  • prestidigitation
  • quaking earth
  • ray of frost
  • resistance
  • sapping sting
  • shadow bolt
  • shape water
  • shocking grasp
  • sonic boom
  • soul accelerate
  • spellblade
  • static bolt
  • sword burst
  • telekinetic launch
  • thunderclap
  • thunderblast
  • toll the dead
  • toxic vortex
  • true strike (revised)
  • vicious mockery
  • water spray
1st Level
  • charm person
  • color spray
  • disguise self
  • distort value
  • gift of alacrity
  • illusory script
  • puppet
  • silent image
  • sleep
  • Tasha's hideous laughter
  • veil of dusk
  • wrathful smite
2nd Level
  • blur
  • crown of madness
  • gift of gab
  • invisibility
  • Jim's glowing coin
  • magic mouth
  • mirror image
  • Nathair's mischief
  • Nystul's magic aura
  • phantasmal force
  • shadow blade
  • silence
  • suggestion
  • Tasha's mind whip
  • theft
  • wristpocket
  • your eternal reward
3rd Level
  • antagonize
  • catnap
  • enemies abound
  • fast friends
  • fear
  • hypnotic pattern
  • incite greed
  • major image
  • phantom steed
  • snap attunement
4th Level
  • charm monster
  • confusion
  • greater invisibility
  • hallucinatory terrain
  • phantasmal killer
  • Power Word: Fall
  • Raulothim's psychic lance
  • shadow of moil
  • witch's curse

Variant Arcane Trickster Spells

If you use my optional class feature, you use this spell list instead of the wizard list. You can take these spells at any level, regardless of school.

Cantrips (0 Level)
  • Aundair's silent sanctum
  • blade ward (revised)
  • booming blade
  • control flames
  • dancing lights
  • destructive spores
  • draconic blade
  • friends
  • green-flame blade
  • gust
  • ignite
  • illusory spiders
  • light
  • magecraft
  • magic handwriting
  • mending
  • message
  • mind sliver
  • mind trick
  • minor illusion
  • mirage step
  • mold earth
  • poison spray
  • prestidigitation
  • sapping sting
  • shape water
  • sonic boom
  • telekinetic launch
  • toxic vortex
  • true strike (revised)
  • vicious mockery
1st Level
  • charm person
  • color spray
  • disguise self
  • distort value
  • gift of alacrity
  • illusory script
  • mage armor
  • puppet
  • silent image
  • sleep
  • snare
  • Tasha's hideous laughter
  • veil of dusk
  • wrathful smite
2nd Level
  • alter self
  • blur
  • calm emotions
  • crown of madness
  • detect thoughts
  • enthrall
  • find traps
  • fortune's favor (revised)
  • gift of gab
  • hold person
  • invisibility
  • Jim's glowing coin
  • knock
  • magic mouth
  • mirror image
  • Nathair's mischief
  • Nystul's magic aura
  • phantasmal force
  • shadow blade
  • silence
  • suggestion
  • Tasha's mind whip
  • theft
  • wristpocket
  • your eternal reward
3rd Level
  • antagonize
  • catnap
  • enemies abound
  • fast friends
  • fear
  • hypnotic pattern
  • incite greed
  • major image
  • phantom steed
  • stage fright
  • snap attunement
4th Level
  • charm monster
  • compulsion
  • confusion
  • greater invisibility
  • hallucinatory terrain
  • mirror shield
  • phantasmal killer
  • Power Word: Fall
  • Raulothim's psychic lance
  • shadow of moil
  • witch's curse

Standard Dark Petitioner Spells

Cantrips (0 Level)
  • dancing lights
  • extinguish
  • friends
  • guidance
  • guided strike
  • judge the dying
  • message
  • resistance
  • thaumaturgy
  • Traveler's enigma
  • true strike (revised)
1st Level
  • bane
  • bless
  • cause fear
  • ceremony
  • command
  • create or destroy water
  • cure wounds
  • detect evil and good
  • detect magic
  • detect poison and disease
  • elevated sight
  • Fury's chorus
  • guiding bolt
  • healing word
  • hex
  • inflict wounds
  • protection from evil and good
  • purify food and drink
  • sanctuary
  • shield of faith
  • veil of dusk
2nd Level
  • aid
  • augury
  • blindness/deafness
  • calm emotions
  • continual flame
  • darkness
  • enhance ability
  • find traps
  • gentle repose
  • hold person
  • Keeper's vault
  • lesser restoration
  • locate object
  • Mockery's snare
  • prayer of healing
  • protection from poison
  • ray of enfeeblement
  • shadow blade
  • silence
  • spiritual weapon
  • warding bond
  • warding wind
  • zone of truth
3rd Level
  • animate dead
  • beacon of hope
  • bestow curse
  • clairvoyance
  • create food and water
  • cube of water
  • daylight
  • dispel magic
  • fast friends
  • feign death
  • find the path
  • glyph of warding
  • heal block
  • incite greed
  • life transference
  • linked glyphs
  • magic circle
  • mass healing word
  • meld into stone
  • motivational speech
  • protection from energy
  • remove curse
  • revivify
  • sending
  • Shadow's echo
  • spirit shroud
  • speak with dead
  • speak with plants
  • spirit guardians
  • tongues
  • water walk
4th Level
  • aura of life
  • aura of purity
  • banishment
  • control water
  • death ward
  • Devourer's teeth
  • divination
  • freedom of movement
  • guardian of faith
  • locate creature
  • shadow of moil
  • shape plants
  • stone shape

Variant Dark Petitioner Spells

Cantrips (0 Level)
  • dancing lights
  • extinguish
  • friends
  • guidance
  • guided strike
  • judge the dying
  • message
  • resistance
  • thaumaturgy
  • Traveler's enigma
  • true strike (revised)
1st Level
  • bane
  • bless
  • cause fear
  • command
  • cure wounds
  • detect evil and good
  • detect magic
  • detect poison and disease
  • divine favor
  • elevated sight
  • Fury's chorus
  • guiding bolt
  • healing word
  • hex
  • illusory script
  • inflict wounds
  • protection from evil and good
  • puppet
  • sanctuary
  • sense weakness
  • shield of faith
  • veil of dusk
2nd Level
  • aid
  • augury
  • blindness/deafness
  • calm emotions
  • crown of madness
  • darkness
  • enhance ability
  • find traps
  • hold person
  • Keeper's vault
  • knock
  • lesser restoration
  • locate object
  • Mockery's snare
  • prayer of healing
  • protection from poison
  • ray of enfeeblement
  • shadow blade
  • silence
  • spiritual weapon
  • warding bond
  • zone of truth
3rd Level
  • animate dead
  • antagonize
  • bestow curse
  • clairvoyance
  • daylight
  • dispel magic
  • fear
  • feign death
  • find the path
  • heal block
  • incite greed
  • life transference
  • mass healing word
  • meld into stone
  • protection from energy
  • remove curse
  • revivify
  • sending
  • Shadow's echo
  • spirit shroud
  • speak with dead
  • speak with plants
  • spirit guardians
  • summon shadowspawn
  • tongues
4th Level
  • banishment
  • blight
  • death ward
  • Devourer's teeth
  • divination
  • freedom of movement
  • guardian of faith
  • locate creature
  • shadow of moil
  • shape plants
  • stone shape
  • witch's curse

Sorcerer Spells

Cantrips (0 Level)
  • acid splash
  • arcane jinx
  • Aundair's silent sanctum
  • blade ward (revised)
  • blood bolt
  • booming blade
  • chill touch
  • control flames
  • create bonfire
  • dancing lights
  • destructive spores
  • draconic blade
  • dragon ray
  • extinguish
  • fire bolt
  • force blast
  • friends
  • frostbolt
  • frostbite
  • green-flame blade
  • gust
  • gust barrier
  • ice shard
  • ignite
  • infestation
  • laser point
  • light
  • lightning beam
  • lightning lure
  • mage hand
  • mage tether
  • mending
  • message
  • mind sliver
  • mind trick
  • minor illusion
  • mirage step
  • mold earth
  • needle spray
  • noxious gas
  • poison spray
  • prestidigitation
  • primal savagery (revised)
  • produce flame
  • quaking earth
  • ray of frost
  • sapping sting
  • shadow bolt
  • shape water
  • shocking grasp
  • sonic boom
  • sorcerous burst
  • spellblade
  • static bolt
  • sword burst
  • telekinetic launch
  • thunderclap
  • thunderblast
  • toxic vortex
  • Traveler's enigma
  • true strike (revised)
  • water spray
1st Level
  • absorb elements
  • animal friendship
  • burning hands
  • catapult
  • cause fear
  • chaos bolt
  • charm person
  • chromatic orb
  • color spray
  • command
  • comprehend languages
  • concussive burst
  • detect magic
  • disguise self
  • distort value
  • earth tremor
  • expeditious retreat
  • false life
  • feather fall
  • fog cloud
  • frost fingers
  • grease
  • ice knife
  • inflict poison
  • Jim's magic missile
  • jump
  • mage armor
  • magic missile
  • ray of sickness
  • sense emotion
  • shield
  • silent image
  • sleep
  • speak with animals
  • spiny shield
  • static infusion
  • Tasha's caustic brew
  • thunderwave
  • witch bolt
2nd Level
  • Aganazzar's scorcher
  • air bubble
  • alter self
  • blindness/deafness
  • blur
  • cloud of daggers
  • crown of madness
  • darkness
  • darkvision
  • detect thoughts
  • divulge flesh
  • dragon's breath
  • dust devil
  • earthbind
  • electric current
  • enhance ability
  • enlarge/reduce
  • flame blade
  • flaming sphere
  • fortune's favor (revised)
  • gust of wind
  • hold person
  • invisibility
  • knock
  • levitate
  • magic weapon
  • Maximilian's earthen grasp
  • Melf's acid arrow
  • mind spike
  • mirror image
  • misty step
  • Nathair's mischief
  • phantasmal force
  • pyrotechnics
  • repulsor
  • Rime's binding ice
  • scorching ray
  • see invisibility
  • shadow blade
  • shatter
  • Snilloc's snowball swarm
  • spider climb
  • spirit vines
  • spray of cards
  • suggestion
  • Tasha's mind whip
  • transposition
  • warding wind
  • warp sense
  • web
  • your eternal reward
  • zap dash
3rd Level
  • antagonize
  • Ashardalon's stride
  • blink
  • call lightning
  • catnap
  • clairvoyance
  • counterspell
  • cube of water
  • daylight
  • dispel magic
  • elemental weapon
  • enemies abound
  • erupting earth
  • evilball
  • fast friends
  • fear
  • fireball
  • flame arrows
  • fly
  • freedom of the waves
  • gaseous form
  • haste
  • hypnotic pattern
  • intellect fortress
  • lightning bolt
  • major image
  • Melf's minute meteors
  • metronome
  • minify
  • protection from energy
  • ruination
  • Shadow's echo
  • sleet storm
  • slow
  • sludge wave
  • snap attunement
  • stinking cloud
  • summon warrior spirit
  • thunder step
  • tidal wave
  • tongues
  • toxic
  • vampiric touch
  • wall of water
  • water breathing
  • water walk
  • whiteout
4th Level
  • arcane eruption
  • banishment
  • blight
  • charm monster
  • confusion
  • Devourer's teeth
  • dimension door
  • dominate beast
  • elemental bane
  • fire shield
  • gate seal
  • greater invisibility
  • ice storm
  • mirror shield
  • Otiluke's resilient sphere
  • polymorph
  • Power Word: Fall
  • Raulothim's psychic lance
  • sickening radiance
  • spirit of death
  • stoneskin
  • storm sphere
  • summon elemental
  • vitriolic sphere
  • volatile shield
  • wall of fire
  • watery sphere
5th Level
  • animate objects
  • apparition
  • arcane gate
  • Bigby's hand
  • circle of death
  • cloudkill
  • cone of cold
  • control winds
  • creation
  • dominate person
  • dream
  • enervation
  • far step
  • freedom of the winds
  • geas
  • hold monster
  • immolation
  • insect plague
  • negative energy flood
  • seeming
  • skill empowerment
  • steam eruption
  • summon draconic spirit
  • synaptic static
  • telekinesis
  • teleportation circle
  • wall of force
  • wall of light
  • wall of stone
6th Level
  • bones of the earth
  • chain lightning
  • disintegrate
  • eyebite
  • Fizban's platinum shield
  • flesh to stone
  • globe of invulnerability
  • investiture of flame
  • investiture of ice
  • investiture of stone
  • investiture of wind
  • mass enlarge and reduce
  • mass suggestion
  • mental prison
  • move earth
  • Otiluke's freezing sphere
  • scatter
  • sonic shriek
  • sunbeam
  • Tasha's otherworldly guise
  • true seeing
  • wall of ice
7th Level
  • delayed blast fireball
  • draconic transformation
  • etherealness
  • finger of death
  • fire storm
  • plane shift
  • Power Word: Pain
  • prismatic spray
  • reverse gravity
  • teleport
  • whirlwind
8th Level
  • Abi-Dalzim's horrid wilting
  • assimilate
  • control weather
  • demiplane
  • dominate monster
  • earthquake
  • glibness
  • illusory dragon
  • incendiary cloud
  • mass greater invisibility
  • mind sanctuary
  • Power Word: Stun
  • sunburst
9th Level
  • blade of disaster
  • gate
  • grand evilball
  • grand fireball
  • grand lightning bolt
  • grand sludge wave
  • grand whiteout
  • invulnerability
  • mass polymorph
  • meteor swarm
  • Power Word: Kill
  • psychic scream
  • time stop (revised)
  • storm of vengeance
  • wish

Metamagic

  • Blood Debt
  • Careful Spell
  • Defiled Gift
  • Distant Spell
  • Doomed Twin
  • Empowered Spell
  • Extended Spell
  • Heightened Spell
  • Quickened Spell
  • Reverse Speech
  • Seeking Spell
  • Shadow's Toll
  • Subtle Spell
  • Transmuted Spell
  • Twinned Spell

Warlock Spells

Cantrips (0 Level)
  • arcane jinx
  • blade ward (revised)
  • blood bolt
  • booming blade
  • chill touch
  • create bonfire
  • destructive spores
  • draconic blade
  • eldritch blast
  • extinguish
  • final blow
  • friends
  • frostbolt
  • frostbite
  • green-flame blade
  • ignite
  • illusory spiders
  • infestation
  • judge the dying
  • lightning lure
  • mage hand
  • mage tether
  • magic stone
  • message
  • mind sliver
  • mind trick
  • minor illusion
  • mirage step
  • needle spray
  • poison spray
  • prestidigitation
  • sapping sting
  • shadow bolt
  • spellblade
  • sword burst
  • thaumaturgy
  • thunderclap
  • toll the dead
  • toxic vortex
  • true strike (revised)
1st Level
  • armor of Agathys
  • arms of Hadar
  • cause fear
  • charm person
  • comprehend languages
  • detect magic
  • distort value
  • elevated sight
  • expeditious retreat
  • Fury's chorus
  • hellish rebuke
  • hex
  • illusory script
  • inflict poison
  • Jim's magic missile
  • magic missile
  • protection from evil and good
  • puppet
  • sense emotion
  • sense weakness
  • unseen servant
  • veil of dusk
  • witch bolt
2nd Level
  • Aganazzar's scorcher
  • cloud of daggers
  • crown of madness
  • darkness
  • earthbind
  • enthrall
  • flock of familiars
  • hold person
  • invisibility
  • Keeper's vault
  • knock
  • mind spike
  • mirror image
  • misty step
  • Mockery's snare
  • ray of enfeeblement
  • repulsor
  • shadow blade
  • shatter
  • spider climb
  • spray of cards
  • suggestion
  • theft
  • transposition
  • warp sense
  • your eternal reward
  • zap dash
3rd Level
  • antagonize
  • counterspell
  • dispel magic
  • enemies abound
  • evilball
  • fast friends
  • fear
  • fly
  • gaseous form
  • heal block
  • hunger of Hadar
  • hypnotic pattern
  • incite greed
  • intellect fortress
  • life transference
  • magic circle
  • major image
  • remove curse
  • ruination
  • Shadow's echo
  • spirit shroud
  • summon fey
  • summon lesser demons
  • summon shadowspawn
  • summon undead
  • summon warrior spirit
  • thunder step
  • tongues
  • toxic
  • vampiric touch
4th Level
  • banishment
  • blight
  • charm monster
  • dimension door
  • elemental bane
  • Evard's black tentacles
  • Galder's speedy courier
  • gate seal
  • hallucinatory terrain
  • Power Word: Fall
  • Raulothim's psychic lance
  • shadow of moil
  • sickening radiance
  • spirit of death
  • summon aberration
  • summon greater demon
  • witch's curse
5th Level
  • apparition
  • arcane gate
  • circle of death
  • commune
  • contact other plane
  • danse macabre
  • dimension lock
  • dream
  • enervation
  • far step
  • hold monster
  • immolation
  • infernal calling
  • Jallarzi's storm of radiance
  • mislead
  • modify memory
  • negative energy flood
  • ocular eruption
  • planar binding
  • scrying
  • steam eruption
  • synaptic static
  • teleportation circle
  • wall of light
6th Level
  • conjure fey
  • create homunculus
  • create undead
  • eyebite
  • flesh to stone
  • harm
  • investiture of flame
  • investiture of ice
  • investiture of stone
  • investiture of wind
  • magic jar
  • mass suggestion
  • mental prison
  • programmed illusion
  • scatter
  • soul cage
  • summon fiend
  • Tasha's bubbling cauldron
  • Tasha's otherworldly guise
  • true seeing
7th Level
  • etherealness
  • finger of death
  • forcecage
  • plane shift
  • Power Word: Pain
  • project image
  • teleport
  • wall of meat
  • weird
8th Level
  • Abi-Dalzim's horrid wilting
  • antimagic field
  • assimilate
  • demiplane
  • dominate monster
  • feeblemind
  • glibness
  • maddening darkness
  • mass greater invisibility
  • mass modify memory
  • Power Word: Stun
  • remove divine curse
9th Level
  • astral projection
  • blade of disaster
  • foresight
  • gate
  • grand evilball
  • imprisonment
  • Power Word: Kill
  • psychic scream
  • shapechange
  • time ravage
  • true polymorph

Eldritch Invocations

Level 2
  • Agonizing Blast
  • Armor of Shadows
  • Aspect of the Sun
  • Beast Speech
  • Devil's Sight
  • Eldritch Barrier
  • Eldritch Mind
  • Eldritch Sight
  • Eldritch Spear
  • Eyes of the Rune Keeper
  • Fiendish Vigor
  • Grasp of Hadar
  • Hands of Creation
  • Hexer
  • Improved Telepathy
  • Intellectual Superiority
  • Lance of Lethargy
  • Mask of Many Faces
  • Misty Visions
  • Repelling Blast
  • Skilled Pactkeeper
  • Telepathy
  • Thief of Five Fates
Level 3
  • Aspect of the Moon
  • Book of Ancient Secrets
  • Crossroads
  • Extra Cantrip
  • Gift of the Ever-Living Ones
  • Improved Pact Weapon
  • Investment of the Chain Master
  • Overpowering Will
  • Rebuke of the Talisman
  • Second Pact Weapon
  • Skills for Dummies
  • Text of the Unknown
Level 5
  • Bounty of a Hundred Lives
  • Cloak of Flies
  • Eldritch Cocaine
  • Eldritch Smite
  • Far Scribe
  • Gaze of Two Minds
  • Gift of the Depths
  • Gift of Two Minds
  • Maddening Hex
  • Mire the Mind
  • One with Shadows
  • Sign of Ill Omen
  • Thirsting Blade
  • Tomb of Levistus
  • Undying Servitude
Level 7
  • Bewitching Whispers
  • Dreadful Word
  • Ghostly Gaze
  • Otherworldly Leap
  • Relentless Hex
  • Sculptor of Flesh
  • Secret Compartment
  • Trickster's Escape
  • Wavemother's Blessing
Level 9
  • Ascendant Step
  • Aspect of the Hermit
  • Gift of the Protectors
  • Master of Myriad Forms
  • Minions of Chaos
  • Vampiric Walk
  • Whispers of the Grave
Level 12
  • Blessing of the Size Queen
  • Bond of the Talisman
  • Lifedrinker
  • Protection of the Talisman
  • Talisman of Violence
Level 15
  • Chains of Carceri
  • Dust to Dust
  • Far Touch
  • Glimpse into the Future
  • Shroud of Shadow
  • Visions of Distant Realms
  • Witch Sight
Level 18
  • Ranzesk's Chosen
  • Shroud of Ulban
  • Step Between the Planes

Pact Boons

  • Blade
  • Chain
  • Talisman
  • Tome
  • No Pact Boon

Wizard Spells

Cantrips (0 Level)
  • acid splash
  • arcane jinx
  • Aundair's silent sanctum
  • blade ward (revised)
  • booming blade
  • chill touch
  • control flames
  • create bonfire
  • dancing lights
  • destructive spores
  • draconic blade
  • dragon ray
  • extinguish
  • final blow
  • fire bolt
  • force blast
  • fortify summon
  • friends
  • frostbolt
  • frostbite
  • gravity well
  • green-flame blade
  • gust
  • gust barrier
  • ice shard
  • ignite
  • illusory spiders
  • infestation
  • judge the dying
  • laser point
  • light
  • lightning beam
  • lightning lure
  • mage hand
  • mage tether
  • magecraft
  • magic handwriting
  • mending
  • message
  • mind sliver
  • minor illusion
  • mirage step
  • mold earth
  • needle spray
  • noxious gas
  • poison spray
  • prestidigitation
  • quaking earth
  • ray of frost
  • sapping sting
  • shadow bolt
  • shape water
  • shocking grasp
  • sonic boom
  • soul accelerate
  • spellblade
  • static bolt
  • sword burst
  • telekinetic launch
  • thunderclap
  • thunderblast
  • toll the dead
  • toxic vortex
  • true strike (revised)
  • water spray
1st Level
  • absorb elements
  • alarm
  • burning hands
  • catapult
  • cause fear
  • charm person
  • chromatic orb
  • color spray
  • comprehend languages
  • concussive burst
  • detect magic
  • disguise self
  • distort value
  • earth tremor
  • elevated sight
  • expeditious retreat
  • false life
  • feather fall
  • find familiar (revised)
  • fog cloud
  • frost fingers
  • gift of alacrity
  • grease
  • ice knife
  • identify
  • illusory script
  • inflict poison
  • Jim's magic missile
  • jump
  • longstrider
  • mage armor
  • magic missile
  • magnify gravity
  • protection from evil and good
  • puppet
  • ray of sickness
  • sense emotion
  • shield
  • silent image
  • sleep
  • snare
  • spiny shield
  • static infusion
  • Tasha's caustic brew
  • Tasha's hideous laughter
  • Tenser's floating disc
  • thunderwave
  • unseen servant
  • witch bolt
2nd Level
  • Aganazzar's scorcher
  • air bubble
  • alter self
  • arcane lock
  • augury
  • blindness/deafness
  • blur
  • cloud of daggers
  • continual flame
  • crown of madness
  • darkness
  • darkvision
  • detect thoughts
  • divulge flesh
  • dragon's breath
  • dust devil
  • earthbind
  • electric current
  • enhance ability
  • enlarge/reduce
  • flaming sphere
  • flock of familiars
  • forcequake
  • fortune's favor (revised)
  • gentle repose
  • gift of gab
  • gust of wind
  • hold person
  • immovable object
  • invisibility
  • Jim's glowing coin
  • knock
  • levitate
  • locate object
  • magic mouth
  • magic weapon
  • Maximilian's earthen grasp
  • Melf's acid arrow
  • mind spike
  • mirror image
  • misty step
  • Nathair's mischief
  • Nystul's magic aura
  • phantasmal force
  • pyrotechnics
  • ray of enfeeblement
  • repulsor
  • Rime's binding ice
  • rope trick
  • scorching ray
  • see invisibility
  • shadow blade
  • shatter
  • skywrite
  • Snilloc's snowball swarm
  • spider climb
  • spirit vines
  • spray of cards
  • suggestion
  • Tasha's mind whip
  • theft
  • transposition
  • warding wind
  • warp sense
  • web
  • wristpocket
  • your eternal reward
  • zap dash
3rd Level
  • animate dead
  • antagonize
  • Ashardalon's stride
  • bestow curse
  • blink
  • catnap
  • clairvoyance
  • counterspell
  • dispel magic
  • enemies abound
  • erupting earth
  • evilball
  • fast friends
  • fear
  • feign death
  • fireball
  • flame arrows
  • fly
  • Galder's tower
  • gaseous form
  • glyph of warding
  • haste
  • hypnotic pattern
  • incite greed
  • intellect fortress
  • Leomund's tiny hut
  • life transference
  • lightning bolt
  • linked glyphs
  • magic circle
  • major image
  • Melf's minute meteors
  • minify
  • nondetection
  • phantom steed
  • protection from energy
  • pulse wave
  • remove curse
  • sending
  • shifting sands
  • sleet storm
  • slow
  • sludge wave
  • snap attunement
  • speak with dead
  • spirit shroud
  • stinking cloud
  • summon fey
  • summon lesser demons
  • summon shadowspawn
  • summon undead
  • summon warrior spirit
  • thunder step
  • tidal wave
  • tiny servant
  • tongues
  • toxic
  • vampiric touch
  • wall of sand
  • wall of water
  • water breathing
  • wind wall
  • whiteout
4th Level
  • arcane eye
  • banishment
  • blight
  • brainrot
  • charm monster
  • confusion
  • conjure minor elementals
  • control water
  • dimension door
  • divination
  • elemental bane
  • Evard's black tentacles
  • fabricate
  • fire shield
  • Galder's speedy courier
  • gate seal
  • giant insect
  • gravity sinkhole
  • greater invisibility
  • hallucinatory terrain
  • ice storm
  • Leomund's secret chest
  • locate creature
  • Mordenkainen's faithful hound
  • Mordenkainen's private sanctum
  • Otiluke's relsilient sphere
  • phantasmal killer
  • polymorph
  • Power Word: Fall
  • Raulothim's psychic lance
  • sickening radiance
  • spirit of death
  • stone shape
  • stoneskin
  • storm sphere
  • summon aberration
  • summon construct
  • summon elemental
  • summon greater demon
  • vitriolic sphere
  • volatile shield
  • wall of fire
  • ward of adamantine
  • watery sphere
  • witch's curse
5th Level
  • animate objects
  • apparition
  • arcane gate
  • Bigby's hand
  • circle of death
  • cloudkill
  • cone of cold
  • conjure elemental
  • contact other plane
  • control winds
  • creation
  • danse macabre
  • dawn
  • dimension lock
  • dominate person
  • dream
  • enervation
  • far step
  • geas
  • hold monster
  • immolation
  • infernal calling
  • Jallarzi's storm of radiance
  • legend lore
  • mislead
  • modify memory
  • Mordenkainen's sword
  • negative energy flood
  • ocular eruption
  • passwall
  • planar binding
  • Rary's telepathic bond
  • scrying
  • seeming
  • skill empowerment
  • steam eruption
  • steel wind strike
  • summon draconic spirit
  • synaptic static
  • telekinesis
  • teleportation circle
  • temporal shunt
  • transmute rock
  • wall of force
  • wall of light
  • wall of stone
  • Yolande's regal presence
6th Level
  • blade barrier
  • chain lightning
  • contingency
  • create homunculus
  • create undead
  • disintegrate
  • Drawmij's instant summons
  • eyebite
  • Fizban's platinum shield
  • flesh to stone
  • forbiddance
  • globe of invulnerability
  • gravity fissure
  • guards and wards
  • investiture of flame
  • investiture of ice
  • investiture of stone
  • investiture of wind
  • magic jar
  • mass enlarge and reduce
  • mass suggestion
  • mental prison
  • move earth
  • Otiluke's freezing sphere
  • Otto's irresistible dance
  • planar ally
  • programmed illusion
  • scatter
  • sonic shriek
  • soul cage
  • summon fiend
  • sunbeam
  • Tasha's bubbling cauldron
  • Tasha's otherworldly guise
  • Tenser's transformation
  • true seeing
  • wall of ice
7th Level
  • delayed blast fireball
  • draconic transformation
  • etherealness
  • finger of death
  • forcecage
  • mirage arcane
  • Mordenkainen's magnificent mansion
  • plane shift
  • Power Word: Pain
  • prismatic spray
  • project image
  • reverse gravity
  • sequester
  • simulacrum
  • symbol
  • teleport
  • tether essence
  • wall of meat
  • weird
  • whirlwind
8th Level
  • Abi-Dalzim's horrid wilting
  • antimagic field
  • antipathy/sympathy
  • assimilate
  • Curriculum of Strategy: Artistry of War
  • clone
  • control weather
  • dark star
  • demiplane
  • dominate monster
  • feeblemind
  • illusory dragon
  • incendiary cloud
  • maddening darkness
  • mass greater invisibility
  • mass modify memory
  • maze
  • mighty fortress
  • mind blank
  • Power Word: Stun
  • reality break
  • sunburst
  • telepathy
9th Level
  • astral projection
  • blade of disaster
  • foresight
  • gate
  • grand evilball
  • grand fireball
  • grand lightning bolt
  • grand sludge wave
  • grand whiteout
  • imprisonment
  • invulnerability
  • mass polymorph
  • meteor swarm
  • Power Word: Kill
  • prismatic wall
  • psychic scream
  • ravenous void
  • shapechange
  • time ravage
  • time stop (revised)
  • true polymorph
  • wish

11. Summonable Monsters



Snowdamned

Medium undead, neutral evil


  • Armor Class 6
  • Hit Points 45 (6d8 + 18)
  • Speed 15 ft.

STR DEX CON INT WIS CHA LCK
12 (+1) 3 (-4) 17 (+3) 4 (-3) 6 (-2) 5 (-3) 1 (-5)

  • Damage Vulnerabilities acid, bludgeoning, fire, force, lightning, radiant, slashing, thunder
  • Damage Resistances necrotic, piercing, psychic
  • Damage Immunities cold, poison
  • Condition Immunities blinded, deafened, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages understands the languages it spoke in life but can't speak
  • Challenge 1/4 (50 XP)

Unusual Nature. The snowman doesn't require air, food, drink, or sleep.

Elemental Demise. If the snowdamned dies, its body melts into a puddle of water, leaving behind only equipment the snowdamned was wearing or carrying.

False Appearance. While the snowdamned remains motionless, it is indistinguishable from an ordinary snowman. If the snowdamned is motionless and prone it is indistinguishable from a pile of snow.

Hybrid Nature. The snowdamned has two creature types: elemental and undead. It can be affected by a game effect if it works on either of its creature types, such as Turn Undead or conjure minor elementals.

Water Susceptibility. For every 5 ft. the snowdamned moves in water, or for every gallon of water splashed on it, it takes 2d4 acid damage.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) cold damage.

Magic Snowball. Ranged Spell Attack: +5 to hit, range 20/60 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 3 (1d6) cold damage.

195

Sandman

Medium elemental, chaotic evil


  • Armor Class 11
  • Hit Points 82 (11d8+33)
  • Speed 25 ft., burrow 20 ft.

STR DEX CON INT WIS CHA LCK
16 (+3) 13 (+1) 17 (+3) 12 (+1) 10 (+0) 11 (+0) 3 (-4)

  • Skills Perception +2, Stealth +5
  • Damage Immunities poison
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  • Languages Abyssal, Terran
  • Challenge 2 (450 XP)

Earth Glide. The sandman can burrow through nonmagical, unworked earth and stone. While doing so, the sandman doesn't disturb the material it moves through.

Elemental Demise. If the sandman dies, its body disintegrates into sand, leaving behind only equipment the sandman was wearing or carrying.

Innate Spellcasting. The sandman's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

1/day each: dust devil, Maximilian's earthen grasp, pass without trace, shifting sands

Stone Camouflage. The sandman has advantage on Dexterity (Stealth) checks made to hide in sandy or dusty terrain.

Sunlight Sensitivity. While in sunlight, the sandman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unusual Nature. The sandman doesn't require air, food, drink, or sleep.

Actions

Disintegrating Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) force damage. If this damage reduces the target to 0 hit points, it must succeed on a DC 8 Luck saving throw or suffer the effects of the disintegrate spell.

Disintegrate but Worse. The sandman shoots a thin green beam of energy at a creature or object within 60 feet of itself. A creature targeted by this beam must make a DC 11 Dexterity saving throw. On a failed save, the target takes 7 (1d6 + 4) force damage. If this damage reduces the target to 0 hit points, it must succeed on a DC 8 Luck saving throw or suffer the effects of the disintegrate spell.

196

Pinhead

Medium undead, unaligned


  • Armor Class 10
  • Hit Points 33 (6d8 + 6)
  • Speed 35 ft.

STR DEX CON INT WIS CHA LCK
14 (+2) 11 (+0) 13 (+1) 2 (-4) 5 (-3) 2 (-4) 9 (-1)

  • Skills Survival +1
  • Damage Vulnerabilities radiant
  • Damage Resistances necrotic, poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 7
  • Languages
  • Challenge 1/2 (100 XP)

Innate Spellcasting (2/Day). The spade can innately cast locate creature, requiring no components. Its innate spellcasting ability is Wisdom.

Unusual Nature. The undead doesn't require air, food, or drink.

Actions

Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.




















Shovel

Medium undead, neutral


  • Armor Class 13
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA LCK
11 (+0) 16 (+3) 12 (+1) 9 (-1) 16 (+3) 6 (-2) 15 (+2)

  • Skills Arcana +1
  • Damage Resistances necrotic, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common
  • Challenge 2 (450 XP)

Advanced Pack Tactics. The shovel has advantage on an attack roll against a creature if at least one of the shovel's allies is within 5 ft. of the creature and the ally isn't incapacitated. If two or more allies are within 5 ft. of the creature, its attacks score a critical hit on a roll of 18-20.

Innate Spellcasting. The shovel's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: message, shadow bolt, thaumaturgy
1/day each: blindness/deafness, chaos bolt, wrathful smite

Unusual Nature. The undead doesn't require air, food, drink, or sleep.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage plus 4 (1d8) necrotic damage.


Allay

Tiny celestial, unaligned


  • Armor Class 14
  • Hit Points 28 (8d4 + 8)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA LCK
15 (+2) 18 (+4) 13 (+1) 4 (-3) 12 (+1) 10 (+0) 19 (+4)

  • Skills Acrobatics +6, Investigation +1
  • Condition Immunities blinded, charmed, deafened, exhaustion, paralyzed, petrified, stunned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 0 (0 XP)

Beast of Burden. The allay is considered to be a Small creature for the purpose of determining its carrying capacity. The allay cannot carry creatures.

Illumination. The allay sheds bright light in a 5-foot radius and dim light in an additional 10 ft.

Frightened Escape. The allay can take the Dash, Disengage or Hide action as a bonus action on each of its turns if it is either below half its maximum hit points or frightened.

Regeneration. The allay regains 5 hit points at the start of its turn if it has at least 1 hit point.

Unusual Nature. The allay doesn't require air, food, drink, or sleep.


Flaming Crocodile

Large elemental, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA LCK
15 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 13 (+1) 12 (+1)

  • Saving Throws Con +3
  • Skills Stealth +2
  • Damage Immunities fire, poison
  • Senses passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Innate Spellcasting. The flaming crocodile's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no components:

At will: create bonfire, control flames, ignite
1/day each: Aganazzar's scorcher, pyrotechnics

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (2d4) fire damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target

Death Roll. A creature grappled by the crocodile takes 9 (2d8) bludgeoning damage plus 7 (2d6) fire damage.


Little Guy

Tiny aberration, unaligned


  • Armor Class 11
  • Hit Points 4 (3d4 - 3)
  • Speed 25 ft.

STR DEX CON INT WIS CHA LCK
3 (-4) 13 (+1) 8 (-1) 5 (-3) 9 (-1) 3 (-4) 33 (+11)

  • Skills Investigation +1, Perception +3, Sleight of Hand +5, Stealth +5
  • Senses darkvision 120 ft., passive Perception 13
  • Languages telepathy 60 ft. (only little guys)
  • Challenge 0 (10 XP)

Limited Magic Immunity. The Little Guy can't be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Familiars


Climbing Familiar

Tiny aberration, celestial, elemental, fey or fiend, any alignment (examples: cat, lizard)


  • Armor Class 12 + the spell's level (natural armor)
  • Hit Points 1 + 2 per spell level (the familiar has a number of Hit Dice [d4s] equal to the spell’s level)
  • Speed 30 ft., Climb 30 ft.

STR DEX CON INT WIS CHA LCK
3 (-4) 14 (+2) 10 (+0) 7 (-2) 13 (+1) 6 (-2) 11 (+0)

  • Skills Perception +1 plus PB, Stealth +2 plus PB
  • Damage Resistances. Same as its attack damage
  • Senses darkvision 60 ft., passive Perception 11 + PB
  • Languages Understands the languages you speak but can't speak, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Actions

Attack. Melee Spell Attack: 1 + PB to hit, reach 5 ft., one target. Hit: the spell’s level damage.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Insect Familiar

Tiny aberration, celestial, elemental, fey or fiend, any alignment (examples: spider, scorpion, probably just spider honestly)


  • Armor Class 13 + the spell's level
  • Hit Points 1 + 1 per spell level (the familiar has a number of Hit Dice [d4s] equal to the spell’s level)
  • Speed 20 ft., Climb 20 ft.

STR DEX CON INT WIS CHA LCK
1 (-5) 16 (+3) 9 (-1) 7 (-2) 13 (+1) 6 (-2) 5 (-3)

  • Skills Perception +1 plus PB, Stealth +3 plus PB x 2
  • Damage Resistances. Same as its attack damage
  • Senses darkvision 60 ft., passive Perception 11 + PB
  • Languages Understands the languages you speak but can't speak, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Bug. The familiar takes no fall damage.

Sticky Climb. The familiar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The familiar ignores movement restrictions caused by webbing.

Actions

Attack. Melee Spell Attack: 1 + PB to hit, reach 5 ft., one target. Hit: the spell’s level damage.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Small Animal Familiar

Small aberration, celestial, elemental, fey or fiend, any alignment (examples: dog, sheep, pig, fawn)


  • Armor Class 12 + the spell's level (natural armor)
  • Hit Points 2 + 3 per spell level (the familiar has a number of Hit Dice [d4s] equal to the spell’s level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA LCK
6 (-2) 14 (+2) 13 (+1) 7 (-2) 14 (+2) 6 (-2) 10 (+0)

  • Skills Perception +2 plus PB
  • Damage Resistances. Same as its attack damage
  • Senses passive Perception 12 + PB
  • Languages Understands the languages you speak but can't speak, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Keen Hearing and Smell. The familiar has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Attack. Melee Spell Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 1 + the spell’s level damage.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Bird Familiar

Tiny aberration, celestial, elemental, fey or fiend, any alignment (example: hawk, bat, owl)


  • Armor Class 10 + the spell's level (natural armor)
  • Hit Points 1 + 2 per spell level (the familiar has a number of Hit Dice [d4s] equal to the spell’s level)
  • Speed 10 ft., fly 40 ft. (Air only)

STR DEX CON INT WIS CHA LCK
3 (-4) 15 (+2) 10 (+0) 7 (-2) 13 (+1) 6 (-2) 10 (+0)

  • Skills Perception +1 plus PB
  • Damage Resistances. Same as its attack damage
  • Senses darkvision 60 ft., passive Perception 11 + PB
  • Languages Understands the languages you speak but can't speak, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Actions

Attack. Melee Spell Attack: 1 + PB to hit, reach 5 ft., one target. Hit: the spell’s level damage.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Flying Insect Familiar

Tiny aberration, celestial, elemental, fey or fiend, any alignment (examples: bee, moth, fly)


  • Armor Class 17 + the spell's level
  • Hit Points 1
  • Speed 15 ft., Fly 30 ft.

STR DEX CON INT WIS CHA LCK
1 (-5) 25 (+7) 9 (-1) 7 (-2) 13 (+1) 6 (-2) 5 (-3)

  • Skills Perception +1 plus PB
  • Damage Resistances. Same as its attack damage
  • Senses passive Perception 11 + PB
  • Languages Understands the languages you speak but can't speak, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Bug. The familiar takes no fall damage.

Actions

Attack. Melee Spell Attack: 1 + PB to hit, reach 5 ft., one target. Hit: the spell’s level damage.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Aquatic Familiar

Tiny or Small aberration, celestial, elemental, fey or fiend, any alignment (example: frog, octopus, seahorse)


  • Armor Class 11 + the spell's level (natural armor)
  • Hit Points 1 + 2 per spell level (the familiar has a number of Hit Dice [d4s] equal to the spell’s level)
  • Speed 20 ft., Swim 30 ft.

STR DEX CON INT WIS CHA LCK
3 (-4) 12 (+1) 10 (+0) 7 (-2) 13 (+1) 6 (-2) 10 (+0)

  • Skills Perception +1 plus PB
  • Damage Resistances. Same as its attack damage
  • Senses darkvision 60 ft., passive Perception 11 + PB
  • Languages Understands the languages you speak but can't speak, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Amphibious. The familiar can breathe air and water.

Actions

Attack. Melee Spell Attack: 1 + PB to hit, reach 5 ft., one target. Hit: the spell’s level damage.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.

Chain Familiars


Aberration Pact Familiar

Tiny aberration (shapechanger), any alignment


  • Armor Class 8 + your spellcasting ability modifier (natural armor)
  • Hit Points 5 + 2 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA LCK
2 (-4) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 8 (-1) 2 (-4)

  • Damage Resistances acid, cold, psychic
  • Condition Immunities charmed, exhaustion, frightened, prone
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Deep Speech, telepathy 120 ft.
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Amorphous Form. The familiar can move through a space as narrow as 1 inch wide without squeezing.

Unusual Nature. The familiar doesn't require air or sleep.

False Appearance (Object Form Only). If a creature hasn't observed the familiar move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the familiar is animate.

Actions

Attack. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: PB acid damage plus 3 (1d6) psychic damage.

Shapechange. The familiar polymorphs into an object or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Invisibility. The familiar magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Celestial Pact Familiar

Tiny celestial, any alignment


  • Armor Class 10 + your spellcasting ability modifier (natural armor)
  • Hit Points 3 + 2 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA LCK
4 (-3) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 14 (+2) 10 (+0)

  • Damage Immunities radiant
  • Condition Immunities charmed, exhaustion
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Celestial, Common, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Variable Illumination. While visible, the familiar sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The familiar can alter the radius as a bonus action.

Actions

Radiant Mote. Ranged Spell Attack: your spell attack modifier to hit, reach 30/60 ft., one target. Hit: 1d4 + PB radiant damage.

Invisibility. The familiar magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it, and it loses its Variable Illumination trait while invisible.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Construct Pact Familiar

Small construct, any alignment


  • Armor Class 13 + your spellcasting ability modifier (natural armor)
  • Hit Points 6 + 4 per warlock level (the familiar has a number of Hit Dice [d6s] equal to your warlock level)
  • Speed 20 ft.

STR DEX CON INT WIS CHA LCK
10 (+0) 10 (+0) 12 (+1) 5 (-3) 10 (+0) 1 (-5) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, exhaustion, frightened, petrified, poisoned, unconscious
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Understands the languages you speak but can't speak, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Axiomatic Mind. The familiar can't be compelled to act in a manner contrary to its instructions.

Death Burst. When the familiar is reduced to 0 hit points, it explodes in a burst of shrapnel. Each creature within 5 ft. of it must make a Dexterity saving throw against your spell save DC, taking 9 (2d8) piercing damage on a failed save, or half as much damage on a successful one.

Immutable Form. The familiar is immune to any spell or effect that would alter its form.

Unusual Nature. The familiar doesn't require air, food, drink, or sleep.

Actions

Attack. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 4 + PB force damage.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Dragon Pact Familiar

Tiny dragon, any alignment


  • Armor Class 11 + your spellcasting ability modifier (natural armor)
  • Hit Points 6 + 3 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA LCK
6 (-2) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

  • Damage Immunities determined by the familiar's draconic essence trait
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 10ft., darkvision 120 ft., passive Perception 12
  • Languages Understands Common and Draconic but can't speak, telepathy 120 ft. (full telepathy only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Draconic Essence. When you summon the familiar, choose a damage type other than bludgeoning, piercing, or slashing. The chosen type determines the familiar's damage immunity and the damage of its attack.

Keen Senses. The familiar has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Limited Telepathy. The familiar can magically communicate simple ideas, emotions, and images telepathically with any creature within 120 feet of it that can understand a language.

Actions

Bite. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB damage of the type determined by its Draconic Essence.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Elemental Pact Familiar

Tiny elemental, any alignment


  • Armor Class 11 + your spellcasting ability modifier (natural armor)
  • Hit Points 5 + 2 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 30 ft., fly 30 ft. (hover), swim 30 ft. (water only)

STR DEX CON INT WIS CHA LCK
8 (-1) 15 (+2) 16 (+3) 8 (-1) 12 (+1) 14 (+2) 8 (-1)

  • Damage Resistances lightning and thunder (Air only), acid and cold (Water only)
  • Damage Immunities fire (Fire only), poison (Earth only)
  • Condition Immunities charmed, exhaustion, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Primordial, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Elemental Essence. When you summon the familiar, choose Air, Earth, Fire, or Water. The chosen type determines the familiar's damage resistances or immunities and the damage of its attack.

Amorphous Form. The familiar can move through a space as narrow as 1 inch wide without squeezing.

Unusual Nature. The familiar doesn't require air, food, drink, or sleep.

Actions

Slam. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 3 + PB thunder (Air only), force (Earth and Water only) or fire (Fire only) damage.

Invisibility. The familiar magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Fey Pact Familiar

Tiny fey, any alignment


  • Armor Class 10 + your spellcasting ability modifier (natural armor)
  • Hit Points 5 + 2 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA LCK
4 (-3) 16 (+3) 12 (+1) 9 (-1) 14 (+2) 15 (+2) 16 (+3)

  • Condition Immunities charmed, exhaustion
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Elvish, Sylvan, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Actions

Prank. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB psychic damage.

Heart Sight. The familiar touches a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw against your spell save DC, the familiar also knows the creature's alignment.

Invisibility. The familiar magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.

Bonus Actions

Fey Step (Recharges after a Short or Long Rest). The familiar teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Fiend Pact Familiar

Tiny fiend, any alignment


  • Armor Class 10 + your spellcasting ability modifier (natural armor)
  • Hit Points 5 + 2 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA LCK
5 (-3) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 10 (+0)

  • Damage Resistances cold
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Devil's Sight. Magical darkness doesn't impede the familiar's darkvision.

Actions

Sting. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: PB force damage plus 4 (1d8) poison damage.

Invisibility. The familiar magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Humanoid Pact Familiar

Medium or small humanoid, any alignment


  • Armor Class 10 + your spellcasting ability modifier (natural armor)
  • Hit Points 5 + 2 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA LCK
12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)

  • Condition Immunities charmed, exhaustion
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Common, one other language determined by its race, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Racial Bonuses. The familiar gains the benefits of one race of your choice, other than Ability Score Increases. For these benefits, the familiar is considered to be level 1.

Actions

Eldritch Weapon. Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 1d6 + PB force damage.

Invisibility. The familiar magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Undead Pact Familiar

Tiny undead, any alignment


  • Armor Class 9 + your spellcasting ability modifier (natural armor)
  • Hit Points 5 + 2 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA LCK
6 (-2) 12 (+1) 15 (+2) 7 (-2) 10 (+0) 8 (-1) 4 (-3)

  • Damage Resistances cold, necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Unusual Nature. The familiar doesn't require air, food, drink, or sleep.

Actions

Slam. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB necrotic damage.

Invisibility. The familiar magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Pact Allay

Tiny celestial, unaligned


  • Armor Class 10 + your spellcasting ability modifier (natural armor)
  • Hit Points 10 + 4 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA LCK
15 (+2) 18 (+4) 13 (+1) 4 (-3) 12 (+1) 10 (-0) 19 (+4)

  • Skills Investigation -3 plus PB
  • Condition Immunities blinded, charmed, deafened, exhaustion, paralyzed, petrified, stunned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Beast of Burden. The allay is considered to be a Small creature for the purpose of determining its carrying capacity. The allay cannot carry creatures.

Illumination. The allay sheds bright light in a 5-foot radius and dim light in an additional 10 ft.

Familiar's Defense. The allay is immune to damage dealt by its summoner.

Regeneration. The allay regains PB hit points at the start of its turn if it has at least 1 hit point.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Pact Gazer

Tiny aberration, any alignment


  • Armor Class 9 + your spellcasting ability modifier (natural armor)
  • Hit Points 4 + 2 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA LCK
4 (-3) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 8 (-1) 6 (-2)

  • Condition Immunities charmed, exhaustion, prone
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Understands the languages you speak but can't speak, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Frost Ray. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d4 + PB cold damage.

Telekinetic Ray. The gazer casts mage hand without requiring components. The hand is invisible, and the spell ends at the end of the current turn.

Invisibility. The familiar magically turns invisible until it attacks, casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.


Pact Imp

Tiny fiend (devil, shapechanger), any alignment


  • Armor Class 10 + your spellcasting ability modifier (natural armor)
  • Hit Points 3 + 2 per warlock level (the familiar has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA LCK
5 (-3) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 10 (+0)

  • Damage Resistances cold
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common, telepathy 120 ft. (only between you and the familiar)
  • Challenge -         Proficiency Bonus equals your bonus

Eldritch Bond. You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight. Magical darkness doesn't impede the familiar's darkvision.

Actions

Sting. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: PB force damage plus 4 (1d6) poison damage.

Invisibility. The familiar magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you.

12. Magic Items

Magic items are fun. Everybody likes them, but it's sometimes hard to award them. That's why I sometimes give you money instead. If you'd like to buy magic items, consult the rules for finding and buying magic items found in Xanathar's Guide to Everything. Instead of using the tables found there, I use a modified version found below. Prices are assigned based on power level relative to other items of the same rarity.

Rarity Price
Common 20 gp - 100 gp
Common Consumable 10 gp - 50 gp
Uncommon 100 gp - 600 gp
Uncommon Consumable 50 gp - 300 gp
Rare 1,000gp - 10,000 gp
Rare Consumable 500gp - 5,000 gp
Very Rare 20,000 gp - 50,000 gp
Very Rare Consumable 10,000 gp - 25,000 gp
Legendary 100,000 gp - 1,000,000 gp
Legendary Consumable 50,000 gp - 500,000 gp
Gloves of Storing 400 gp
Potion of Healing (2d4+4) 50 gp
Potion of Greater Healing (4d4+8) 100 gp
Potion of Pretty Good Healing (6d6+12) 500 gp
Potion of Superior Healing (8d8+16) 1,000 gp
Potion of Supreme Healing (10d10+20) 5,000 gp
Potion of Ultimate Healing (12d12+24) 10,000 gp
Potion of Advantage 250 gp
Tier 1 Weapon 300 gp + weapon cost
+2 weapon 6,000 gp + weapon cost x10
+3 weapon 30,000 gp + weapon cost x50
+4 weapon 300,000 gp + weapon cost x100

Also, know this beforehand, but if I label something as 'artifact' that doesn't indicate it is stronger than a legendary item. It just means it is one of a kind, has some deep history, and is probably connected to a god. There probably aren't any in this book, but keep a heads up.

Arcane Shield Strap

Wondrous item, common, 55 gp
This leather shield strap can be attached to any shield in place of its normal one. Each one comes with a matching small string of leather from the same creature, usually a blink dog. When the small string of leather is tied to a weapon, summoning that weapon (such as by the eldritch knight's Weapon Bond or the warlock's Pact of the Blade) also summons the shield to your other hand, and it is automatically donned.

Bag of Holding

Wondrous item
Bags of Holding now come in many different sizes! The traditional bag of holding is still used on the material plane, while the other sizes are typically only seen on Sigil. The Sigil bags overall weigh less due to increased magical knowledge.

Size Bag Weight Mouth Size
(diamater)
Weight Limit Volume Limit Rarity Cost
Classic 15 lbs. 2 ft. 500 lbs. 64 ft³ uncommon 350 gp
Coin Purse 1/2 lb. 2 in. 100 lbs. 5,000 coins common 40 gp
Sigil Standard 5 lbs. 1 ft. 500 lbs. 64 ft³ uncommon $4,000
Greater 10 lbs. 2 ft. 2,000 lbs. 512 ft³ rare $10,000
Greatest 15 lbs. 3 ft. 10,000 lbs. 2048 ft³ rare $30,000
Limitless 10 lbs. 3 ft. legendary $1,000,000

Barrier Shield

Shield, uncommon (requires attunement by a good-aligned creature), 250 gp
While you hold this shield creatures of your choice within 10 feet of you receive half cover, as an arcane ward surrounds them similarly to the shield of faith spell. You gain no bonus to your Armor Class from this shield.

Blacksteel Weapon

Weapon, between very rare and legendary, 50,000 gp
This weapon is made of the rarest material in the multiverse. Lighter than mithral, stronger than adamantine, and also innately magical. You have a +3 bonus to attack and damage rolls made with this weapon, which has the light, finesse, and thrown (30/120) properties It also loses the heavy property if it had it. If the weapon already had the thrown property, its short range increases by 30 feet, and its long range increases by 120 feet.

Boof Stick

Weapon, very rare, 20,000 gp
While holding the stick, you can use an action to attack a creature you can see within 5 feet of you. Make a melee attack (attack bonus = your Proficiency bonus x 2). On a hit, the stick deals 1 bludgeoning damage and the creature must succeed on a DC 16 Strength saving throw or be knocked back 100 feet and fall prone.

Butterfly Knife

Weapon (dagger), very rare (requires attunement), 30,000 gp
You have a +1 bonus to attack and damage rolls made with this magic weapon which scores a critical hit on a roll of 19 or 20. This dagger also lacks the thrown property.
A creature slain by this weapon turns to illusory butterflies that vanish after a few seconds, leaving behind nothing other than any magic items it was carrying.

Cantrip Wand

Wand, between common and uncommon (requires attunement), 70 gp - 120 gp
While attuned to this wand and holding it, you can cast the cantrip associated with the wand at its lowest level. The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.

This spell requires any verbal or somatic components it normally requires, despite magic items normally not requiring any components. Listen, I didn't know either, I've been playing since 2017 and learned this in 2024. Its a rule I'm honestly attempted to do away with.

Charm of Annihilation

Wondrous item, uncommon (requires attunement), 300 gp
When you reduce a creature to 0 hit points with damage from a spell while wearing this charm, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

Cold Iron Weapon

Weapon (any), rare, 5,000 gp
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a fey with it, the fey takes an extra 1d12 acid damage.

Dao Dao

Weapon (scimitar), rare (requires attunement), 6,000 gp
You have a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to it you are proficient in scimitars and you can cast earth tremor (save DC 15) and mold earth at will. If you already know the mold earth cantrip you can cast it as a bonus action.

Deep One's Tentacle

Weapon (whip), rare (requires attunement), 8,000 gp
You have a +2 bonus to attack and damage rolls made with this magic whip, which deals an extra 1d4 psychic damage on a hit. Whenever you make an attack roll with this weapon without advantage or disadvantage, roll 2d20 for the attack roll. If both are even or both are odd, you have disadvantage on that attack roll. If one is even and one is odd you have advantage instead.

Double Wand

Wand, very rare (requires attunement by a spellcaster), 35,000 gp
While holding this wand. whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. If the cantrip deals damage, this casting of it is cast as if you were a 1st level spellcaster.

Duelist's Handgun

Weapon (revolver), uncommon (requires attunement), 1,500 gp
If this weapon is loaded when you roll for initiative, you can use your reaction to make one attack with it before the first turn of combat.

Energy of the 5th Hour

Potion, legendary, 400,000 gp
As a bonus action, you can drink this potion to gain the benefits of a long rest and remove all levels of exaustion.

Flying Hammer

Weapon (light hammer), uncommon, 350 gp
You have a +1 bonus to ranged attack rolls and all damage rolls made with this magic weapon, which also has the finesse property. Attacking at long range with this weapon does not impose disadvantage on the attack roll.

Gliding Umbrella

Wondrous item, uncommon (requires attunement), 400 gp
When you fall and are holding the umbrella and are not incapacitated, you don't take fall damage and can move horizontally 4 feet for every 1 foot you fall. In addition, you fall at a speed of 5 feet per round.

Gold Weapon

Weapon (any), common, 850 gp
Weapons made of gold seem impractical compared to mithral or adamantine, but by casting ward of adamantine on it, it can be used as a practical weapon. Obviously, a weapon made entirely of gold with a 4th level spell that costs 100 gp is going to cost a lot more than a normal common item. It's closer to a special material like in Chapter 7, but with a spell cast on it.

When you attack with a gold weapon, you use your Luck, in place of Strength or Dexterity, for the attack and damage rolls.

Halo of the Pacafist

Wondrous item, uncommon (requires attunement), 600 gp
This halo hovers 2 inches above your head while you are attuned to it. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals + your proficiency bonus. While the spell is active the halo sheds dim light in a 5-foot radius.

If you cause the sanctuary spell (from any source) to end early while attuned to this item, you take 1d8 psychic damage and 1d12 radiant damage.

Hellfire Wand

Wand, very rare (requires attunement), 35,000 gp
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +3 bonus to one fire damage roll of the spell. Spells you cast that deal fire damage are treated as dealing necrotic damage if the target has resistance or immunity to fire damage but not immunity to necrotic damage.

Holy Sling

Weapon (sling), uncommon, 350 gp
You have a +1 bonus to attack and damage rolls made with this magic sling. This weapon deals radiant damage instead of bludgeoning damage and does not require ammunition. If you hit an evil creature with this weapon it takes an extra 1d4 radiant damage. If you hit a good creature with this weapon it takes no damage.

Icicle Staff

Staff, uncommon (requires attunement), 400 gp
This staff can be used as a magical quarterstaff. When the head is submerged in water you can use a bonus action to cause the water to freeze around the head of the staff, causing ice to take the form or a spear head, battleaxe blade, or warhammer head. Regardless of which weapon you select, the staff is now considered to be that weapon.

When using the spear, battleaxe, or warhammer you have a +1 bonus to attack rolls made with this magic weapon, which deals 1d6 (versatile 1d8) bludgeoning, piercing, or slashing damage depending on the weapon you selected plus 1d4 cold damage. If the weapon is placed into an open flame or you take fire damage, it reverts to a quarterstaff.

While a spear, battleaxe, or warhammer, the weapon also functions as a Cantrip Wand of ice shard.

Icon of Ranzesk

Wondrous item, rare (requires attunement), 7,777 gp
Your Luck score is 19 while you wear this amulet. It has no effect on you if your Luck is already 19 or higher without it.

Instigator

Weapon (dagger), uncommon, 400 gp
When you hit a creature that is not missing any hit points with this weapon, the attack deals an additional 5d4 force damage.

Light Ball

Wondrous item, common, 35 gp
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light spell.

Shield of Reflection

Shield, rare, 5,000 gp
If you roll a 20 on a saving throw against a line spell or a creature rolls a 1 when attacking you with a spell that requires a ranged attack roll, you can use your reaction to be unaffected by the spell. If you do so, the effect is reflected towards a creature or point you choose. You use the caster's attack bonus if you reflect an attack.

Mystic Stone

Wondrous item, psionic item, rarity varies (requires attunement)
A mystic stone is a perfectly spherical stone 9 inches in diameter. When you attune to it the stone disappears and becomes a part of your spirit. If you end your attunement to it or die the stone reforms at your feet. If any effect from the stone requires a saving throw, the save DC is 8 + your proficiency bonus + your Intelligence modifier.

Barrier (Very Rare), 40,000 gp. While attuned to this mystic stone and not wearing armor your Armor Class is 18. You can use a shield and still gain this benefit.

Blade (Uncommon), 450 gp. While you are attuned to this mystic stone you can use a bonus action to create an invisible dagger of psionic energy in your hand. If you summon this dagger a second time, the first one disappears. When you attack with this weapon, you use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. You also have a +1 bonus to attack and damage rolls made with this dagger, which deals 1d4 force damage and 1d3 psychic damage on a hit.

Telepathy (Uncommon), 550 gp. While attuned to this mystic stone you can speak telepathically to any creature you can see within 10 plus three times your Intelligence score feet of you.

Slam (Uncommon), 400 gp. This mystic stone has 5 charges. As a bonus action, you can expend 1 charge to force a creature you can see to make a Strength saving throw or fall prone. When you finish a long rest the stone regains all of its charges.

Seeking (Rare), 8,000 gp. You can cast find the path at will while attuned to this mystic stone. Intelligence is your psionic ability for this spell.

Telekinesis (Very Rare), 40,000 gp. You can cast telekinesis at will while attuned to this mystic stone. Intelligence is your psionic ability for this spell.

    Truth (rare), 7,000 gp. This mystic stone has 6 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts, divulge flesh, forceful inquiry, or zone of truth spell from it. The item regains 1d6 expended charges daily at dawn. Intelligence is your psionic ability for these spells.

While you are concentrating on any of these spells, whether cast from the amulet or from another source, you have advantage on Insight checks.

Orb of Vulnerability

Wondrous item, very rare, 30,000 gp
While holding this orb, you can use an action to speak its command word and cause it to radiate an aura of chaos magic. When you activate the orb, and at the start of each of your turns for the next minute, each creature within 30 feet of the orb that is not holding an Orb of Vulnerability gains vulnerability to a random damage type until the start of your next turn.

d10 Damage Type
1 acid
2 cold
3 fire
4 force
5 lightning
d10 Damage Type
6 necrotic
7 poison
8 psychic
9 radiant
10 thunder

Plant Charm

Wondrous item, rare (requires attunement), 1,000 gp
The charm has 9 charges. While holding it, you can use an action to expend 2 or more of its charges to cast one of the following spells from it: locate animals or plants (plants only) (2 charges), speak with plants (3 charges), or awaken (9 charges, destroys the charm).

The charm regains 1d4 expended charges daily at dawn. If the charm is buried in dirt when it would regain charges, it regains an additional 1d4 charges.

Potion of Light

Potion, common, 10 gp
Drinking this potions causes your eyes to emit light identically to a bullseye lantern. This lasts for 6 hours, although you can extend the duration by 6 hours by drinking 1 pint of oil.

Potion of Transformation (Lesser)

Potion, uncommon, 100 gp
When you drink this potion, you change one minor aspect of your appearance. You can change your eye or hair color, adjust your height by up to 3 inches, gain or remove a scar, change the shape of your ears, teeth, or tail, or something of similar inconsequentialness. Your clothing and equipment aren't changed by this potion, duh.

After changing, the changes are no longer considered magical and cannot be reverted by dispel magic.


Potion of Transformation (Greater)

Potion, rare, 2,000 gp
When you drink this potion, you change your entire appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this potion, duh.

After changing, the changes are no longer considered magical and cannot be reverted by dispel magic.

Reckless Wrecker

Weapon (war pick or any martial weapon that deals bludgeoning damage), rare, 8,000 gp
When you make an attack with this weapon with advantage, it deals an additional 1d8 damage.

When you hit an object with this weapon, any damage dice you roll becomes d12s.

Red Card

Wondrous item, rare, 5,500 gp
This item has 6 charges and regains 1d4+1 charges daily at dawn. If a creature hits you with a melee attack while you are holding this card, you can use your reaction to expend 1 charge and force the creature to make a DC 15 Strength saving throw. A creature is pushed 20 feet away from you on a failed save, or half as much on a successful one.

Refilling Match Pack

Wondrous item, common, 20 gp
This matchbox can hold up to 20 nonmagcial matches in it. It regains 1d6+1 matches daily at dawn if it has enough space.

Ring of Confidence

Ring, common (requires attunement), 100 gp
Just imagine him in his underwear.

This ring causes you to see through the clothes of other creatures. While wearing it, Charisma checks you make cannot suffer from disadvantage or any penalties to the roll, including a negative Charisma modifier. Magical clothes blocks this ring's effects and negates its benefits.

Curse. After wearing this ring for 3 weeks, you become used to its effects, making you act awkward whenever you attempt to talk to someone who is clothed. You have disadvantage on Charisma checks against creatures wearing magical clothes or while not attuned to the ring. After not wearing the ring for 2 weeks, you return to normal.

Ring of Determination

Ring, uncommon, 500 gp
If you miss an attack while wearing this ring, you gain a +1 bonus to the next attack roll you make. If that attack also misses, you gain a +2 bonus to the next attack roll you make, and so on. If you hit a creature with an attack your bonus granted by this ring resets.

Ring of Visibility

Ring, uncommon (requires attunement), 400 gp
This appears to be a ring of invisibility, and an identify spell reveals it to be such. The ring has 3 charges and regains 1d3 charges daily at dawn. While wearing it, you can expend 1 charge as an action to cast the see invisibility spell.

Curse. Once you attune to this cursed ring, you can't remove it unless you are targeted by the remove curse spell or similar magic, although you can still end your attunement to it. While wearing the ring you are immune to the invisible condition.

Self Destruct Button

Wondrous item, rare, 1,500 gp
Roll damage and new stats at the same time.

As an action, you can press this button. Doing so immediately kills you and destroys the button. When you do so, the button casts fireball (Save DC 17) as a 19th level spell centered on your corpse. NPCs can't press this button. Go, make a dramatic sacrifice. Don't pussy out and lie to get someone else to press it.

Self-Warding Necklace

Wondrous item, very rare (requires attunement by a spellcaster), 50,000 gp
While wearing this amulet you have immunity to damage from spells you cast.

Shield of Lationis

Shield, rare (requires attunement), 8,000 gp
While wielding the shield, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal damage to that creature equal to 1d12 plus your proficiency bonus. The damage is the same type the creature dealt to you.

Spacey Staff

Staff, rare (requires attunement by a spellcaster), 7,000 gp
This staff is made of a lightweight midnight blue metal with inlaid stars made of starmetal and a large star shaped gem on the end. If you're a spellcaster, you can use this item as a spellcasting focus.

When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +3 bonus to one cold or radiant damage roll of the spell.

If you're holding the staff when you take cold or radiant damage, you can use your reaction to reduce the damage by 1d10 (to a minimum of 0).

While holding this staff you can use an action to cast divine strike (cold damage only) or shooting stars using your spellcasting ability and level.

Staff of Illumination

Staff, uncommon or rare (requires attunement), 250 gp / 7,000 gp
While you are holding this staff, you can use a bonus action to launch an orb of light in a direction you choose. The orb sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The orb immediately travels 20 feet in the direction you chose, and another 20 feet at the start of each of your turns. If the orb hits a wall, it stops moving.

The orbs of light disappear after 1 hour, or until you dismiss them (no action required). You can have up to five orbs active at a time. Trying to create a sixth causes the oldest orb to disappear.

Additionally, you can use the staff to cast the light spell, but you can only target the staff. While under the effect of this spell, the staff deals an additional 1d3 radiant damage on a hit.

The rare version of this staff has a +1 bonus to attack and damage rolls, and deals 2d4 radiant damage while under the effect of the light spell. It also creates orbs that give off twice as much light, can last for 8 hours, and can create up to twenty orbs.

Super Happy Sword :)

Weapon (shortsword), uncommon, 275 gp
Swinging this pink sword leaves behind a trail of rainbows and bubbles. You have a +1 bonus to attack and damage rolls made with this magic weapon. If you roll a 1 on an attack roll with this weapon, you and the target both gain 2d8 temporary hit points.

If you reduce a creature to 0 hit points with this weapon it instantly dies and is sent to hell regardless of its alignment or any gods it worshiped.

Superior Ring of Jumping

Wondrous item, rare (requires attunement), 2,000 gp
You are always under the effect of the jump spell while you wear this ring. After you jump you can use a bonus action at any point in the jump to make a 'standing long jump' without needing to touch the ground and without expending movement. Your movement while making this double jump does not provoke opportunity attacks.

Tier 1 Weapon

Weapon (any), uncommon
Baby's first magic item now comes in 4 different flavors!

Balanced. +1 to attack and damage rolls

Reliable. +1d4 to attack rolls, -1 to damage rolls

Violent. -1 to attack rolls, +1d4 to damage rolls

Lucky. Critical hit on 19 or 20.

Titan Armor

Weapon (plate), very rare (requires attunement), 25,000 gp
While wearing this armor, your size increases to Large. Everything you are carrying and wearing also increases in size. Your weapons deal an additional die of damage, as is normal for large creatures.

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic.

Tempest Hammer

Weapon (any hammer), rare (requires attunement), 9,000 gp
This magic weapon deals an extra 1d12 thunder damage to any creature it hits. If you hit a construct, object, or structure with it it instead takes an extra 12 thunder damage.

Token of Attraction

Wondrous item, common, 30 gp
As an action while holding this magnetic token, you can speak its command word to cause it to magically attach to the center of your back. You can speak the command word again to cause the token to fall off. While the token is attached to your back, you can attach a metal weapon you are holding to it, allowing it to function the same as a sheath on your back, but for any type of metal weapon.

These are seen commonly among dwarf shield warriors to hold their axes and hammers, elvish riflemen, and adventurers see owning one as a rite of passage. If you reach level 5 without one, you either don't use weapons or are a failure of an adventurer. Loser

Token of Bad Luck

Wondrous item, very rare, 16,666 gp
Creatures within 10 feet of this token have disadvantage on saving throws.

Twisting Vines Tattoo

Tattoo, rare (requires attunement by a spellcaster), 3,500 gp
Produced by a special needle, this magic tattoo has the design of purple, thorny vines.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Spirit Vines As an action, you can use the tattoo to cast the spirit vines spell.



































Vorpal Sword

Weapon (any that deals slashing damage), legendary, 800,000 gp / 5,000,000 gp
Vorpal swords come in two colors: red and purple. The original vorpal sword was made by the craftsman of the four heroes of legend. That one is purple, as are all authentic ones. He kept the secrets to making it a family secret, which has lasted for nearly 5,000 years. Red vorpal swords were made by legendary artificers attempting to replicate the work of the best. They succeeded in making a very sharp sword, but nowhere near as powerful as a real one. An alloy of blacksteel and adamantine is used as the base for a vorpal sword. Normally, this dilutes the lightness of the blacksteel, but the purple swords somehow retain the weight of blacksteel. Aside from the color, you can notice a purple vorpal sword by the sound it makes: when unsheathed, it cuts the wind, making a sound like it was being swung while held still.

Red

You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals an additional 2d8 slashing damage on a hit. In addition, the weapon ignores resistance to slashing damage. This weapon deals critical hits to objects and structures. A creature reduced to 0 hit points by this Weapon instantly dies.

When you roll a 20 on your attack roll with this weapon, the target takes an extra 10d8+10 slashing damage.



































Purple

You gain a +4 bonus to attack and damage rolls made with this magic weapon, which deals an additional 3d10 slashing damage on a hit and has the light, finesse, and thrown (30/120) properties. It also loses the heavy property if it had it. In addition, the weapon ignores resistance and immunity to slashing damage. This weapon instantly cuts through any object, structure, or creation of magical force it is swung against. A creature reduced to 0 hit points by this Weapon instantly dies.

When you roll a 20 on your attack roll with this weapon, the target takes an extra 15d10+15 slashing damage.

Blue

You gain a +5 bonus to attack and damage rolls made with this magic weapon, which deals an additional 4d12 slashing damage on a hit and has the light, finesse, and thrown (100/400) properties. It also loses the heavy property if it had it. In addition, the weapon ignores resistance and immunity to slashing damage. This weapon instantly cuts through any object, structure, or creation of magical force it is swung against. A creature reduced to 0 hit points by this Weapon instantly dies.

This weapon scores a critical hit on a roll of 19 or 20. When you roll a 19 or 20 on your attack roll with this weapon, the target takes an extra 20d12+20 slashing damage.

Warlord's Flagpole

Weapon (pike), uncommon or very rare, 450 gp / 30,000 gp
This pike has a flag hanging from it, although the flag is permanently dyed red from blood. While holding this pike you can use an action to cast crusader's mantle. The spell doesn't require concentration and ends at the end of your next turn. The very rare version of this item has a +2 bonus to attack and damage rolls. It also has the spells bless and aura of life, which can be cast in the same one-round way as crusader's mantle.

Wild Magic Gem

Wondrous item, uncommon, 170 gp
When you cast a spell while holding this gem, you can use your reaction to cause a Wild Magic Surge. Once you do so, you can't do so again until the next dawn. This gem takes a different shape and color every time you look at it.

Items with Adjusted Rarities

Increase

Common to Uncommon
  • cleansing stone
Uncommon to Rare
  • broom of flying
  • helm of telepathy
Rare to Very Rare
  • cloak of displacement
  • helm of teleportation
  • potion of invulnerability
Very Rare to Legendary
  • cauldron of rebirth
  • illusionist's bracers
Legendary to Artifact
  • deck of many things
  • moonblade
  • sword of answering
  • tome of the stilled tongue
Multiple, all increased by 1
  • all-purpose tool
  • amulet of the devout
  • arcane grimoire
  • bloodwell vial
  • moon sickle
  • rhythm-maker's drum
  • rod of the pact keeper

Decrease

Uncommon to Nonmagical
  • adamantine armor
  • mithral armor
Uncommon to Common
  • glamerweave
Rare to Uncommon
  • elixir of health
  • ioun stone, awareness
  • ioun stone, protection
  • ioun stone, sustenance
  • potion of diminution
  • potion of mind control (beast)
  • potion of mind reading
  • ring of feather falling
  • ring of protection
  • vicious weapon
Very Rare to Rare
  • arcane propulsion arm
  • hammer of runic focus
  • hunter's coat
  • potion of flying
  • potion of invisibility
  • potion of possibility
  • sword of sharpness
Legendary to Very Rare
  • apparatus of Kwalish
  • sovereign glue
  • universal solvent

Artifact Properties

These are revised versions of the random property tables for artifacts, as found in the DMG around page 219. If you gain a property that allows you to cast a spell, it uses the same spell save DC as any spells the artifact can otherwise cast. If it has none, it instead uses your spell save DC. If you aren't a spellcaster, it uses your Charisma or Luck score (whichever is higher).

If something says DM's choice, I will pick whichever fits the artifact thematically. The Hand of Vecna would give Arcana as the proficiency or necrotic as the resistance, for example. If I can't think, I will roll something random.

All of these started with "While attuned to the artifact," but I cut that out to save space because it was getting repetitive.

Minor Beneficial

d30 Property
1 Skilled: You gain proficiency in one skill of the DM's choice.
2 Vaccinated: You are immune to disease and have advantage on saving throws against being poisoned.
3 Oblivious: You can't be charmed or frightened.
4 Resistant: You have resistance against one damage type of the DM's choice.
5 Cantrip: You can cast one cantrip (chosen by the DM) from it.
6 1st Level: You can cast one 1st-level spell (chosen by the DM) from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
7 2nd Level: As 6 above, except the spell is 2nd level.
8 3rd Level: As 6 above, except the spell is 3rd level.
9 Armored: You gain a +1 bonus to Armor Class.
10 Fast: Your walking speed increases by 10 feet.
11 Healthy: Your hit point maximum increases by 10.
12 Flawless: None of your ability scores can be below 12.
13 Nightvision: You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
14 Creator: You gain the benefits of the Hands of Creation Eldritch Invocation.
15 Photosynthetic: You can absorb nutrients from sunlight instead of eating. If you spend at least 1 hour in direct sunlight, you don't need to eat for 24 hours. If you finish a short rest in direct sunlight, you regain hit points equal to your proficiency bonus. You also only need to drink half as much as a normal humanoid.
16 Cushioned: You don't take damage from falling.
17 Persistent: You need to fail 7 death saving throws to die instead of 3.
d30 Property
18 Friendship: When you use your action to use one of the artifact's properties, you can take the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
19 Adamantine: Any critical hit against you becomes a normal hit.
20 Divine: You know when you hear a lie.
21 Alert: You have advantage on initiative rolls and cannot be surprised, provided you aren't incapacitated.
22 Vocal: You can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
23 Countermagic: Choose one spell. You are unaffected by that spell, similarly to a helmed horror's Spell Immunity.
24 Returning: If you die, your corpse disappears after 1d6 rounds. After 2d4 hours, you reappear at full health within 10 feet of the artifact. Once you are resurrected in this way, this property is replaced with a Minor Detrimental Property.
25 Agile: You have a climbing speed equal to your walking speed.
26 Recharging: When you take a long rest, any magic item within 10 feet of you that rolls dice to regain charges (potentially including the artifact) rolls the dice twice and uses the higher roll.
27 Lucky: You gain a +1 bonus to attack rolls, ability checks, and saving throws.
28 Critical: Your attacks score a critical hit on a roll of 19-20.
29 Healer: As an action, you cause yourself or a creature you touch to regrow a lost appendage or organ, such as an arm, a foot, or an eye. Once you use this ability, you can't do so again until you finish 1d4 long rests.
30 Blessed Fate: You gain a major benefit instead of a minor one.

Major Beneficial

d30 Property
1 Talented: One of your ability scores (DM's choice) increases by 3.
2 Regenerative: You regain 1d6 hit points at the start of your turn if you have at least 1 hit point.
3 Violent: When you hit with a weapon attack, the target takes an extra 1d6 damage of the weapon's type.
d30 Property
4 4th Level: You can cast one 4th-level spell (chosen by the DM) from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
5 5th Level: As 4 above, except the spell is 5th level.
6 6th Level: As 4 above, except the spell is 6th level.
7 7th Level: As 4 above, except the spell is 7th level.
8 Unstoppable You can't be blinded, charmed, deafened, frightened, paralyzed, petrified, or stunned.
9 Incorporeal: You have a flying speed of 10 feet, you can hover and you can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or an object.
10 Lingual: You understand all spoken languages, and any creature that can understand a language can understand what you say.
11 Immune: You have immunity against one damage type of the DM's choice.
12 Warded: You have advantage on saving throws against spells.
13 Legendary: None of your ability scores can be below 15.
14 Immortal: You stop aging. You are immune to any effect that would age you, and you can't die from old age. You also don't need to eat, breathe, drink, or sleep, and are immune to exhaustion.
15 Magical: You can cast one 1st-level spell (chosen by the DM) from it at will.
16 Godsight: You have truesight and blindsight, both with a range of 10 feet. Your blindsight allows you to use this truesight even when blinded.
17 Trickster: Spells you cast don't require verbal or somatic components.
18 Harmonious: The artifact doesn't count against the number of magic items you can attune to.
19 Titanic: You can use your action to grow to Large size, along with everything you are wearing or carrying. This transformation lasts until you use your action to end it.
20 Vengeful: Whenever a creature hits you with an attack, that creature takes 5 damage of a type chosen by the DM.
21 Savant: Your Proficiency Bonus increases by 1.
22 Valuable: You and creatures you choose can use the artifact in place of any costly material components that aren't consumed by the spell.
23 Warlord: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
24 Greater Healthy: Your hit point maximum increases by 30.
d30 Property
25 Winged: You have a flying speed equal to your walking speed.
26 Reliable: You treat any roll of a 9 or lower as a 10 for ability checks made with one skill of the DM's choice.
27 Servant: You gain the service of a Tiny or Small otherworldly being of the DM's choice with a CR of 1 or lower, such as an imp or gazer. It functions as a familiar summoned by the find familiar spell. You can cast find familiar at will, as an action, and without requiring components. When you do so, you can only summon this otherworldly being. The familiar's proficiency bonus is increased to match yours.
28 Imposing: As a bonus action, you can brandish the artifact to exude frightful presence. Each creature of your choice that is within 120 feet of you and aware of you must make a Wisdom saving throw. A creature that fails becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this ability a number of times equal to your proficiency bonus, you can't use it again until you finish a long rest.
29 Weave-Attuned: While attuned to the artifact, any spell slot you expend to cast a spell counts as a spell slot of one level higher.
30 Epic: You gain an Epic Boon of the DM's choice.

Minor Detrimental

d30 Property
1 Destructive: The first time you touch a gem or piece of jewelry while, the value of the gem or jewelry is reduced by half.
2 Blind: You are blinded when you are more than 10 feet away from the artifact.
3 Sickly: You have disadvantage on saving throws against poison.
4 Warcraft: You emit a sour stench noticeable from up to 10 feet away, and you have disadvantage on Constitution checks.
5 Unholy: All holy water within 10 feet of you is destroyed.
6 Weakness: You are physically ill and subtract a d4 from any ability check or saving throw that uses Strength or Constitution.
7 Inflation: Your weight increases by 3d6 × 5 pounds, and you have disadvantage on Dexterity checks.
8 Deaf: You are deafened when you are more than 10 feet away from the artifact.
9 Emaciated: Your weight drops by 2d4 × 5 pounds, and you have disadvantage on Strength checks.
10 Scentless: You can't smell or taste.
d30 Property
11 Shadowed: Nonmagical flames are extinguished within 30 feet of you.
12 Snoring: Other creatures can't take short or long rests while within 300 feet of you.
13 Prey: Beasts within 30 feet of you are hostile toward you.
14 Withering: You deal 1d6 necrotic damage to any plant you touch that isn't a creature.
15 Gluttonous: You must eat and drink six times the normal amount each day.
16 Flawed: Your flaw is amplified in a way determined by the DM.
17 Wild: Each time you use an action to use one of the artifact's properties, there is a 5 percent chance a wild magic surge occurs.
18 Vulnerable: You have vulnerability to one uncommon damage type of the DM's choice. (acid, cold, force, lightning, psychic, radiant, thunder)
19 Failure: You automatically fail any ability check made with one skill of the DM's choice.
20 Cursed: You have disadvantage on death saving throws and saving throws against being cursed.
21 Gambling: When you first attune to the artifact, you gain the effect of a random card from the Deck of Many Things, a Sinister Potion, and a wild magic surge. You'll probably get at least one negative thing.
22 Linguistic: You forget all languages you know and instead learn an equal number of languages of the DM's choice.
23 Unfortunate: A random NPC with less than 50 hit points that you like dies.
24 Stutter: You have disadvantage on Charisma checks.
25 Aloof: You have disadvantage on Wisdom checks.
26 Dumbass: You have disadvantage on Intelligence checks.
27 Unhealthy: Your Hit Dice are all reduced by one die size, lowering your hit point maximum in turn.
28 Limp: Your walking speed is reduced by 10 feet.
29 Lesser Insane: When you become attuned to the artifact, you gain a form of indefinite madness.
30 Terrible Fate: Unfortunately, you gain a major detriment instead of a minor one.

Major Detrimental

d30 Property
1 Spellplagued: You have disadvantage on saving throws against spells.
2 Shrunken: Your size decreases to Tiny and you have disadvantage on Constitution saving throws made to maintain concentration. Anything you are wearing or carrying at the time is also shrunk.
3 Intoxicated. You are poisoned.
4 Unpredictable: You determine your alignment daily at dawn by rolling a d10. If you roll a 10, your alignment is unaffected for the day.
5 Assigned: When you first attune to the artifact, it gives you a quest determined by the DM. You must complete this quest as if affected by the geas spell. Once you complete the quest, you are no longer affected by this property. If you fail to complete the quest within 30 days, you die.
6 Possessed: The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact's properties, there is a 5 percent chance that the life force tries to leave the artifact and enter your body. If you fail a DC 18 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding life force is banished back to the item using magic such as the dispel evil and good spell.
7 Diluted: The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical.
8 Powerful Aura: Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of the artifact.
9 Illiterate: The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical. It also makes you unable to read or write.
10 Frog: The artifact imprisons a death slaad. Each time you use one of the artifact's properties as an action, the slaad has a 10 percent chance of escaping, whereupon it appears within 15 feet of you and attacks you.
11 Hostile: Creatures of a particular type other than humanoid (as chosen by the DM) are always hostile toward you.
12 Vampiric: Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.
13 Greater Insane: When you become attuned to the artifact, you gain a form of long-term madness.
14 Brainmelt: You take 8d12 psychic damage when you become attuned to the artifact.
15 Traitorous: Before you can become attuned to the artifact, you must kill a creature of your alignment.
d30 Property
16 Regressed: When you become attuned to the artifact, two of your ability scores are reduced by 1d4 at random. A greater restoration spell cast at 7th level restores an ability to normal.
17 Ancient: Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight under the DM's control that is sworn to protect the artifact.
18 Muted: You lose the ability to speak.
19 Hunted: Each time you use an action to use one of the artifact's properties, there is a 5 percent chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an empyrean. Once it obtains the artifact, the avatar vanishes.
20 Rebalanced: Your lowest ability score and second highest ability score are swapped. Your second lowest and middle ability scores are also swapped.
21 Defeatist: You have disadvantage on attack rolls, ability checks, and saving throws while below half your hit point maximum.
22 Dumped: Your lowest ability score is reduced to 1.
23 Challenge: Before you can attune to the artifact, you must accept its challenge. When you decide to start the challenge, a creature with a CR equal to your level appears in an unoccupied space within 30 feet of you. The creature is hostile to you. Once you reduce the creature to 0 hit points, it vanishes and you become attuned to the item. If any of your allies attempt to influence the duel, the creature disappears and you must attempt it again. If the creature reduces you to 0 hit points, it disappears and you cannot attempt this challenge again for 1 year.
24 Offering: Before you can attune to the artifact, you must offer a very rare or legendary (non-consumable) magic item to it. This destroys the offered item.
25 Undeath: If you die while attuned to the artifact, you cannot be resurrected and instead rise as a revenant after 1d4 rounds. The revenant uses your stats, but with the abilities of a revenant added, aside from Rejuvenation. This also restores your hit points to their maximum and any abilities regained on a long rest are regained. You are hostile towards the rest of the party. Once slain, you can be resurrected as normal.
26 Perfectionist: When you fail an attack roll, ability check, or saving throw, you take 1d4 psychic damage.
27 Greater Vulnerable: You have vulnerability to one common damage type of the DM's choice. (bludgeoning, fire, necrotic, piercing, poison, slashing)
d30 Property
28 Diseased: You are diseased by one of the diseases mentioned in the contagion spell. Roll a d6 to determine which disease.
29 Spongebob: Whenever you take fall damage, you explode. The explosion is identical to the fireball spell (DC 16), and you automatically fail your saving throw.
30 Do No Harm: Any damage roll you make is halved.

Artifact Property History

Ranzesk's Luckblade: 1 Major Positive, 1 Major Negative

Naerin: Violent, Ancient



Lyle's Hat from Another World: 1 Minor Positive, 1 Minor Negative

Solfaris: 1st Level (mage armor), Gluttonous



+1 shield: 1 Minor Positive

Volk: Healthy

13. Reincarnate Tables

After taking a poll from players, a reincarnate table weighted towards common races, like the official one, is less fun than one where rare races have a similar chance to pop up. Only races that occur naturally are here, so no hexblood or fallen aasimar. If you roll a race with an asterisk, roll on the Mortal Heritage table to determine what race your mortal half is (this has no affect on your stats, other than size).

d100 Race
1-3 aasimar ¹*
4-6 bugbear
7-9 changeling
10-12 cho'l
13-15 doppleganger
16-18 dragonborn ²
19-21 dwarf ³
22-24 elf ⁴
25-27 firbolg
28-30 florus ⁵
31-33 genasi ⁶*
34-36 gith ⁷
37-39 gnome ⁸
40-42 goblin ⁹
43-45 goliath ¹⁰
46-48 half-cho'l
49-51 half-elf
52-54 half-orc
55-57 halfling ¹¹
58-60 hobgoblin
61-63 human ¹²
64-66 kenku
67-69 kuo-toa
70-72 lizardfolk
73-75 orc
76-78 shadowfolk
79-81 shifter ¹³*
82 starchild
83-85 tabaxi
86-88 tiefling ¹⁴*
89-91 tortle
92-94 triton
95-97 vampire kin *
98-100 yuan-ti pureblood
1. Aasimar Subrace
d4 Subrace
1 court
2 protector
3 scourge
4 seeker
2. Draconic Ancestry
d100 Dragon
1-4 amethyst
5-8 black
9-12 blue
13-16 bronze
17-20 cobalt
21-24 copper
25-28 crystal
29-32 deep
33-36 emerald
37-40 gray
41-44 green
45-48 gold
49-51 lunar
52-55 moonstone
56-59 purple
60-63 red
64-67 sapphire
68-70 sea serpent
71-75 silver
76-79 shadow
80-82 solar
83-86 steel
87-89 time
90-93 topaz
94-96 turtle
97-100 white
3. Dwarf Subrace
d4 Subrace
1 Arcadian
2 Duergar
3 hill
4 mountain
4. Elf Subrace
d8 Subrace
1 Aysiir
2 clockwork
3 Drow
4 Eladrin
5 high
6 sea
7 Shadar-kai
8 wood
Drow Subsubrace
d4 Subrace
1-2 Lolth-sworn
3-4 Seldarine
5. Florus Subrace
d10 Subrace
1-2 cactus
3-4 fragrant flower
5-6 thorny flower
7-8 mushroom
9-10 tree
6. Genasi Subrace
d8 Subrace
1 air
2 ash
3 earth
4 fire
5 ice
6 magma
7 mud
8 water
7. Gith Subrace
d4 Subrace
1-2 Githyanki
3-4 Githzerai
8. Gnome Subrace
d4 Subrace
1 Delphrem
2 Svirfneblin
3 forest
4 rock
9. Goblin Subrace
d6 Subrace
1-2 infernal
3-4 mind
5-6 surface
10. Goliath Subrace
d8 Subrace
1 standard
2 cloud
3 fire
4 fomorian
5 frost
6 hill
7 stone
8 storm
11. Halfling Subrace
d4 Subrace
1 Ghostwise
2 Feywild
3 lightfoot
4 stout
12. Human Subrace
d4 Subrace
1-2 common
3-4 nox
13. Shifter Subrace
d10 Subrace
1-2 beasthide
3-4 cliffwalk
5-6 longtooth
7-8 swiftstride
9-10 wildhunt
14. Tiefling Subrace
d6 Subrace
1-2 abyssal
3-4 infernal
5-6 yugoloth
Infernal Tiefling Subsubrace

If you roll a deadly sin tiefling, I may change it from the one you rolled to whichever fits your character best. Only if one really fits tho.

d20 Subrace
1 lust
2 gluttony
3 greed
4 sloth
5 wrath
6 envy
7 pride
8 Asmodeus
9 Baalzebul
10 Dispater
11 Fierna
12 Glasya
13 Levistus
14 Mammon
15 Mephistopheles
16 Zariel
17 Bel
18 Belial
19 Geryon
20 Moloch
Yugoloth Tiefling Subsubrace
d10 Subrace
1 arcanaloth
2 baernaloth
3 dhergoloth
4 hydroloth
5 merrenoloth
6 mezzoloth
7 nycaloth
8 oinoloth
9 ultroloth
10 yagnoloth
* Mortal Heritage
d100 Other Half
1-2 bugbear
3-4 cho'l
5-6 dwarf
7-8 elf
9-10 firbolg
11-12 giff
13 gith
14-15 gnome
16-17 goblin
18-19 goliath
20-21 halfling
22-23 hobgoblin
24-88 human
89 kenku
90 kuo-toa
91 lizardfolk
92-93 orc
94-95 shadowfolk
96-97 tabaxi
98 tortle
99-100 triton

14. Wild Magic Surge

d100 Effect
1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2 Your magic stabilizes for 24 hours, preventing you from causing Wild Magic Surges for that time.
3 For the next 10 minutes, you can see any invisible creature if you have line of sight to it.
4 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
5 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet if you, then disappears 10 minutes later.
6 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 hour.
7 You cast fireball as a 3rd-level spell centered on yourself.
8 You cast magic missile as a 4th-level spell.
9 Your height increases by 1d12 inches.
10 Your height decreases by 1d12 inches.
11 You cast confusion centered on yourself.
12 You cast grease centered on yourself.
13 For the next minute, you regain 5 hit points at the start of each of your turns.
14 All creatures within 60 feet of you (other than you) regain hit points equal to your level. If the creature is hostile towards you it also gains the same amount as temporary hit points.
15 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
16 Your hair falls out but grows back after 2d6 days. A lesser restoration spell causes it to grow immediately.
17 You have advantage on Constitution saving throws made to maintain concentration for the next hour.
18 If you are concentrating on a spell, the spell ends and you take force damage equal to four times the spell's level. If you are not concentrating on a spell, nothing happens.
19 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
20 Creatures have advantage on saving throws against the next spell you cast in the next hour that involves a saving throw.
d100 Effect
21 Your skin turns a random vibrant color chosen by the DM. A remove curse spell ends this effect.
22 You cast remove curse on yourself. If you are not cursed, nothing happens.
23 An eye appears on your forehead for the next 10 minutes. During that time, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight.
24 You can telepathically communicate with creatures within 120 feet of you for the next hour.
25 For the next minute, all of your cantrips with a casting time of 1 action have a casting time of 1 bonus action.
26 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
27 You teleport up to 150 feet to a random unoccupied space.
28 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
30 Maximize the damage of the next damaging spell you cast within the next minute.
31 Minimize the damage of the next damaging spell you cast within the next hour.
32 Your age increases by 1d12 years.
33 Your age decreases by 1d12 years.
34 You gain 2d10 temporary hit points.
35 The nearest hostile creature gains 2d10 temporary hit points.
36 For the next minute you can teleport instead of walking. You are still limited by your walking speed.
37 For the next minute your walking speed becomes 10 feet.
38 You cast levitate on yourself
39 You cast fly on a random creature within 60 feet of you.
40 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
41 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
42 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC.
d100 Effect
43 A red spectral target hovers near you for the next minute, granting you a -2 penalty to AC against ranged attacks.
44 You are immune to being intoxicated by alcohol for the next 5d6 days.
45 A random ally within 60 feet of you becomes poisoned for 1d4 hours.
46 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
47 You cast ignite on yourself and every creature within range.
48 You regain your lowest level expended spell slot.
49 One spell you know is randomly replaced with another spell from the same spell list of the same level. The spell fades from your memory and is replaced with the original spell once you finish a long rest.
50 For the next hour, you must shout when you speak.
51 For the next hour, your spells do not require verbal components.
52 You cast darkness centered on yourself.
53 You cast warding wind.
54 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
55 You take 4d10 lightning damage. Creatures within 5 feet of you take 1d6 thunder damage.
56 You are frightened of the nearest creature until the end of your next turn.
57 You cast cause fear as a 2nd-level spell.
58 You gain resistance to all damage for the next minute.
59 You have disadvantage on saving throws against spells for the next minute. A remove curse spell ends this early.
60 For the next minute, you radiate an aura of magic instability. Creatures within 60 feet of you are also subject to the Elementalist's Wild Magic Surge feature. A lesser restoration spell ends this early.
61 The spell that triggered this surge is treated as if it were cast 2 levels higher. If the spell that triggered this surge is a cantrip or you triggered it in a way other than casting a spell, you gain 1d12 temporary hit points.
62 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
63 You glow bright light in a 120-foot radius for the next minute. You and any creature within 30 feet of you is blinded as long as it remains within 30 feet of you.
d100 Effect
64 All holy water within 1 mile of you becomes acid and all acid within 1 mile of you becomes holy water.
65 Illusory butterflies and flower petals flutter in the air within 10 feet of you. You can cause this effect to end or begin again as an action. You retain this ability until dispel magic is cast on you or you enter an antimagic field.
66 You are surrounded by faint, ethereal music which can be heard up to 15 feet away from you. A remove curse spell ends this.
67 You can take one additional action immediately.
68 You forget how to speak Common for 10d10 hours.
69 You are stunned until the start of your next turn, believing something awesome or sexual just happened.
70 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage.
71 Each creature within 30 feet of you regains 1d10 hit points. You take necrotic damage equal to the sum of the hit points restored. This damage cannot drop you below 1 hit point.
72 You cast mirror image.
73 You cast sleep at a level equal to your highest level spell slot centered on yourself. Regardless of hit points, the spell targets you first. If you are put to sleep it targets other creatures normally.
74 A random animal within 1 mile regards you as its owner and lifelong friend.
75 A random humanoid within 1 mile regards you as its enemy and vows to kill you on sight.
76 You become invisible for the next minute. During that time other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
77 You think you are invisible for the next 10 minutes, or until someone proves you wrong.
78 If you die within the next minute, you immediately come back to life as if by the resurrection spell.
79 Make a Charisma saving throw against your spell save DC. On a failed save your begin changing into a different race determined by the reincarnate spell. If you roll the race you currently are, your saving throw becomes a success. You are paralyzed until the end of your next turn.
80 Your size category increases by 1 for the next 5d6 rounds. If you roll the maximum on that roll it lasts until dispelled.
81 Your size category decreases by 1 for the next 5d6 rounds. If you roll the maximum on that roll it lasts until dispelled.
d100 Effect
82 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
83 You and all creatures within 30 feet of you gain immunity to bludgeoning damage for the next minute.
84 You regain all expended sorcery points. If you have none, you regain one expended use of a feature which recharges on a short rest, such as wild shape or second wind.
85 You lose 1d8 sorcery points.
86 You cast find familiar. If there is a suitable beast corpse within 10 feet of you, you instead cast animate familiar.
87 You cast enemies abound targeting yourself.
88 You cast heroism targeting yourself. You also gain a d6 of Bardic Inspiration.
89 The next creature to deal piercing or slashing damage to you gains temporary hit points equal to the damage dealt.
90 You cast create food and water.
91 Minimize the healing of the next healing spell cast on you.
92 The DM casts vicious mockery at your character, using your spell save DC and level.
93 You gain a random hat or other piece of headwear (75%) or a random trinket (25%).
94 You gain the effect of drinking a Philter of Love.
95 You gain proficiency in one random skill. If you roll this again, you lose the proficiency.
96 The next magic item that you touch for the first time attunes to you immediately if it requires attunement.
97 Your spellcasting focus breaks and you take 3d6 force damage. If you did not use one for this spell, you instead take 3d12 force damage. If your spellcasting focus is magical, you take 3d4 force damage and it is not broken.
98 You immediately learn one random cantrip, which counts as an elementalist spell for you. If you roll this again, you forget the cantrip.
99 Something even weirder than normal happens. Roll again on this d10,000 wild magic surge table. Warning: there is a non-zero chance this kills you.
100 1 adamantine coin appears in your hand. :)

15. Random Spell Charts

Spell Level
d10 Spell Level
1 1st level
2 2nd level
3 3rd level
4 4th level
5 5th level
6 6th level
7 7th level
8 8th level
9 9th level
10 cantrip
Cantrip
d100 Cantrip
1 acid splash
2 actual spiders
3 arcane jinx
4 arcane shot
5 Aundair's silent sanctum
6 blade ward (revised)
7 blood bolt
8 booming blade
9 chill touch
10 control flames
11 create bonfire
12 dancing lights
13 destructive spores
14 divine strike
15 draconic blade
16 dragon ray
17 druidcraft
18 eldritch blast
19 extinguish
20 final blow
21 fire bolt
22 force blast
23 fortify summon
24 friends
25 frostbite
d100 Cantrip
26 frostbolt
27 gravity well
28 green-flame blade
29 guidance
30 guided strike
31 gust
32 gust barrier
33 ice shard
34 ignite
35 illusory spiders
36 infestation
37 judge the dying
38 laser point
39 light
40 lightning beam
41 lightning lure
42 mage hand
43 mage tether
44 magecraft
45 magic handwriting
46 magic stone
47 mending
48 message
49 mind sliver
50 mind trick
51 minor illusion
52 mirage step
53 mold earth
54 needle spray
55 noxious gas
56 pact familiar
57 poison spray
58 prestidigitation
59 primal savagery (revised)
60 produce flame
61 quaking earth
62 ray of frost
63 resistance
64 sacred flame
d100 Cantrip
65 sapping sting
66 shadow bolt
67 shape water
68 shillelagh
69 shocking grasp
70 solar beam
71 sonic boom
72 sorcerous burst
73 soul accelerate
74 spellblade
75 static bolt
76 sword burst
77 telekinetic launch
78 thaumaturgy
79 thorn whip
80 thunderclap
81 thunderblast
82 toll the dead
83 toxic vortex
84 Traveler's enigma
85 true strike (revised)
86 vicious mockery
87 virtue
88 water spray
89 word of radiance
90 wounding shot
91-100 reroll
1st Level
d100 Spell
1 absorb elements
2 alarm
3 animal friendship
4 animate familiar
5 armor of Agathys
6 arms of Hadar
7 bane
8 beast bond
9 bless
10 bottle rocket
11 burning hands
12 catapult
d100 Spell
13 cause fear
14 ceremony
15 chaos bolt
16 charm person
17 chromatic orb
18 color spray
19 command
20 compelled duel
21 comprehend languages
22 concussive burst
23 create or destroy water
24 cure wounds
25 detect evil and good
26 detect magic
27 detect poison and disease
28 disguise self
29 dissonant whispers
30 distort value
31 divine favor
32 earth tremor
33 elevated sight
34 ensnaring strike
35 entangle
36 expeditious retreat
37 faerie fire
38 false life
39 feather fall
40 find familiar (revised)
41 fog cloud
42 freezing smite
43 frost fingers
44 Fury's chorus
45 gift of alacrity
46 goodberry
47 grayscale
48 grease
49 guiding bolt
50 hail of thorns
51 healing word
52 hellish rebuke
53 heroism
d100 Spell
54 hex
55 hunter's mark
56 ice knife
57 identify
58 illusory script
59 inflict poison
60 inflict wounds
61 Jim's magic missile
62 jump
63 longstrider
64 mage armor
65 magic missile
66 magnify gravity
67 protection from evil and good
68 puppet
69 purify food and drink
70 ray of sickness
71 sanctuary
72 searing smite
73 sense emotion
74 sense weakness
75 shield
76 shield of faith
77 silent image
78 sleep
79 snare
80 speak with animals
81 spiny shield
82 static infusion
83 Tasha's caustic brew
84 Tasha's hideous laughter
85 Tenser's floating disc
86 thunderous smite
87 thunderwave
88 unseen servant
89 veil of dusk
90 witch bolt
91 wrathful smite
92 zephyr strike
93-100 reroll
2nd Level
d100 Spell
1 Aganazzar's scorcher
2 aid
3 air bubble
4 alter self
5 ambush prey
6 animal messenger
7 arcane lock
8 augury
9 barkskin
10 beast sense
11 blindness/deafness
12 blur
13 branding smite
14 calm emotions
15 cloud of daggers
16 continual flame
17 cordon of arrows
18 crown of madness
19 darkness
20 darkvision
21 detect thoughts
22 divulge flesh
23 dragon's breath
24 dust devil
25 earthbind
26 electric current
27 enhance ability
28 enlarge/reduce
29 enthrall
30 find steed (revised)
31 find traps
32 flame blade
33 flaming sphere
34 flock of familiars
35 forceful query
36 forcequake
37 fortune's favor (revised)
38 gentle repose
39 gift of gab
d100 Spell
40 gust of wind
41 healing spirit
42 heat metal
43 hold person
44 immovable object
45 invisibility
46 Jim's glowing coin
47 Keeper's vault
48 knock
49 lesser restoration
50 levitate
51 locate animals or plants
52 locate object
53 magic mouth
54 magic weapon
55 Maximilian's earthen grasp
56 Melf's acid arrow
57 mind spike
58 mirror image
59 misty step
60 Mockery's snare
61 moonbeam
62 Nathair's mischief
63 Nystul's magic aura
64 pass without trace
65 phantasmal force
66 prayer of healing
67 protection from poison
68 pyrotechnics
69 ray of enfeeblement
70 repulsor
71 Rime's binding ice
72 rope trick
73 scorching ray
74 see invisibility
75 shadow blade
76 shatter
77 silence
78 skywrite
79 Snilloc's snowball swarm
80 spider climb
d100 Spell
81 spike growth
82 spirit vines
83 spiritual weapon
84 spray of cards
85 suggestion
86 summon beast
87 Tasha's mind whip
88 theft
89 transposition
90 warding bond
91 warding wind
92 warp sense
93 web
94 wristpocket
95 your eternal reward
96 zap dash
97 zone of truth
98-100 reroll
3rd Level
d100 Spell
1 animate dead
2 antagonize
3 Ashardalon's stride
4 aura of vitality
5 beacon of hope
6 bestow curse
7 blinding smite
8 blink
9 call lightning
10 catnap
11 clairvoyance
12 conjure animals
13 conjure barrage
14 counterspell
15 create food and water
16 crusader's mantle
17 cube of water
18 daylight
19 dispel magic
20 elemental weapon
21 enemies abound
d100 Spell
22 erupting earth
23 evilball
24 fast friends
25 fear
26 feathered reach
27 feign death
28 find the path
29 fireball
30 flame arrows
31 fly
32 freedom of the waves
33 Galder's tower
34 gaseous form
35 glyph of warding
36 haste
37 heal block
38 hunger of Hadar
39 hypnotic pattern
40 incite greed
41 intellect fortress
42 Leomund's tiny hut
43 life transference
44 lightning arrow
45 lightning bolt
46 linked glyphs
47 magic circle
48 major image
49 mass healing word
50 meld into stone
51 Melf's minute meteors
52 metronome
53 minify
54 motivational speech
55 nondetection
56 phantom steed
57 plant growth
58 protection from energy
59 pulse wave
60 remove curse
61 revivify
62 ruination
d100 Spell
63 sending
64 Shadow's echo
65 shifting sands
66 sleet storm
67 slow
68 sludge wave
69 snap attunement
71 solar flare
72 speak with dead
73 speak with plants
74 spirit guardians
75 spirit shroud
76 stage fright
77 stinking cloud
78 summon fey
79 summon lesser demons
80 summon shadowspawn
81 summon undead
82 summon warrior spirit
83 survival instinct
84 thunder step
85 tidal wave
86 tiny servant
70 tongues
87 toxic
88 vampiric touch
89 wall of sand
90 wall of water
91 warping smite
92 water breathing
93 water walk
94 whiteout
95 wind wall
96-100 reroll

Rolling a d60

Rolling a d60 is as easy as rolling a d100. Instead of rolling two d10s, one for the first digit and one for the last, you instead roll a d6 for the first digit and a d10 for the last digit. This can work for other rolls, such as a d80 or a d200.

4th Level
d80 Spell
1 arcane eruption
2 arcane eye
3 aura of life
4 aura of purity
5 banishment
6 blight
7 brainrot
8 charm monster
9 compulsion
10 confusion
11 conjure minor elementals
12 conjure woodland beings
13 control water
14 curse of judgment
15 death ward
16 Devourer's teeth
17 dimension door
18 divination
19 dominate beast
20 elemental bane
21 Evard's black tentacles
22 fabricate
23 fire shield
24 freedom of movement
25 Galder's speedy courier
26 gate seal
27 giant insect
28 grasping vine
29 gravity sinkhole
30 greater invisibility
31 guardian of faith
32 guardian of nature
33 hallucinatory terrain
34 ice storm
35 Leomund's secret chest
36 locate creature
37 mirror shield
38 Mordenkainen's faithful hound
39 Mordenkainen's private sanctum
d80 Spell
40 Otiluke's resilient sphere
41 phantasmal killer
42 polymorph
43 Power Word: Fall
44 Raulothim's psychic lance
45 shadow of moil
46 shape plants
47 sickening radiance
48 spirit of death
49 staggering smite
50 stone shape
51 stoneskin
52 storm sphere
53 summon aberration
54 summon construct
55 summon elemental
56 summon greater demon
57 vitriolic sphere
58 volatile shield
59 wall of fire
60 ward of adamantine
61 watery sphere
62 witch's curse
63-80 reroll
5th Level
d80 Spell
1 animate objects
2 antilife shell
3 apparition
4 arcane gate
5 awaken
6 banishing smite
7 Bigby's hand
8 circle of death
9 circle of power
10 cloudkill
11 commune
12 commune with nature
13 cone of cold
14 conjure elemental
15 conjure volley
d80 Spell
16 contact other plane
17 contagion
18 control winds
19 creation
20 danse macabre
21 dawn
22 destructive wave
23 dethrone
24 dimension lock
25 dispel evil and good
26 dominate person
27 dream
28 enervation
29 far step
30 flame strike
31 freedom of the winds
32 geas
33 greater restoration
34 hallow
35 hold monster
36 holy weapon
37 immolation
38 infernal calling
39 insect plague
40 Jallarzi's storm of radiance
41 legend lore
42 maelstrom
43 mass cure wounds
44 mislead
45 modify memory
46 Mordenkainen's sword
47 negative energy flood
48 ocular eruption
49 passwall
50 planar binding
51 raise dead
52 Rary's telepathic bond
53 reincarnate
54 scrying
55 seeming
56 skill empowerment
d80 Spell
57 steam eruption
58 steel wind strike
59 summon celestial
60 summon draconic spirit
61 swift quiver
62 synaptic static
63 telekinesis
64 teleportation circle
65 temporal shunt
66 transmute rock
67 tree stride
68 wall of force
69 wall of light
70 wall of stone
71 wrath of nature
72 Yolande's regal presence
73-80 reroll
6th Level
d100 Spell
1-2 blade barrier
3-4 bones of the earth
5-6 chain lightning
7-8 conjure fey
9-10 contingency
11-12 create homunculus
13-14 create undead
15-16 disintegrate
17-18 Drawmij's instant summons
19-20 druid grove
21-22 eyebite
23-24 Fizban's platinum shield
25-26 flesh to stone
27-28 forbiddance
29-30 globe of invulnerability
31-32 gravity fissure
33-34 guards and wards
35-36 harm
37-38 heal
39-40 heroes' feast
41-42 investiture of flame
43-44 investiture of ice
d100 Spell
45-46 investiture of stone
47-48 investiture of wind
49-50 magic jar
51-52 mass enlarge and reduce
53-54 mass suggestion
55-56 mental prison
57-58 move earth
59-60 Otiluke's freezing sphere
61-62 Otto's irresistible dance
63-64 planar ally
65-66 primordial ward
67-68 programmed illusion
69-70 scatter
71-72 sonic shriek
73-74 soul cage
75-76 summon fiend
77-78 sunbeam
79-80 Tasha's bubbling cauldron
81-82 Tasha's otherworldly guise
83-84 Tenser's transformation
85-86 transport via plants
87-88 true seeing
89-90 wall of ice
91-92 wall of thorns
93-94 wind walk
95-96 word of recall
97-100 reroll
7th Level
d60 Spell
1-2 conjure celestial
3-4 delayed blast fireball
5-6 destroy soul
7-8 divine word
9-10 draconic transformation
11-12 etherealness
13-14 finger of death
15-16 fire storm
17-18 forcecage
19-20 mirage arcane
21-22 Mordenkainen's magnificent mansion
23-24 plane shift
25-26 Power Word: Fortify
27-28 Power Word: Pain
29-30 prismatic spray
31-32 project image
33-34 regenerate
35-36 resurrection
37-38 reverse gravity
39-40 sequester
41-42 simulacrum
43-44 symbol
45-46 teleport
47-48 temple of the gods
49-50 tether essence
51-52 wall of meat
53-54 weird
55-56 whirlwind
57-60 reroll
8th Level
d60 Spell
1-2 Abi-Dalzim's horrid wilting
3-4 animal shapes
5-6 antimagic field
7-8 antipathy/sympathy
9-10 assimilate
11-12 Curriculum of Strategy: Artistry of War
13-14 clone
15-16 control weather
17-18 dark star
19-20 demiplane
21-22 dominate monster
23-24 earthquake
25-26 feeblemind
27-28 glibness
29-30 holy aura
31-32 illusory dragon
33-34 incendiary cloud
35-36 maddening darkness
37-38 mass greater invisibility
39-40 mass modify memory
41-42 maze
43-44 mighty fortress
45-46 mind blank
47-48 mind sanctuary
49-50 Power Word: Stun
51-52 reality break
53-54 remove divine curse
55-56 sunburst
57-58 telepathy
59-60 tsunami
9th Level
d60 Spell
1-2 astral projection
3-4 blade of disaster
5-6 foresight
7-8 gate
9-10 grand fireball
11-12 grand lightning bolt
13-14 grand sludge wave
15-16 grand whiteout
17-18 imprisonment
19-20 invulnerability
21-22 mass heal
23-24 mass polymorph
25-26 meteor swarm
27-28 Power Word: Heal
29-30 Power Word: Kill
31-32 prismatic wall
33-34 psychic scream
35-36 ravenous void
37-38 shapechange
39-40 storm of vengeance
41-42 time ravage
43-44 time stop (revised)
45-46 true polymorph
47-48 true resurrection
49-50 wish
51-60 reroll

16. Trinkets

The trinkets on this table include the tables in official books, plus a few of my own. Feel free to take one at character creation. If you are a halfling, your trinket could be your lucky charm.

d1000 Trinket
1 A petrified potato that resembles someone important to you (EE 3)
2 A business card for someone who shares your name
3 A brass ring that never tarnishes (PHB 5)
4 A twenty-sided die that only rolls the number 4 (AI 57)
5 A fragment of a beautiful song, written as musical notes on two pieces of parchment (PHB 71)
6 The eye of a cleric, preserved in a liquid-filled jar. When an undead creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless. (VGtM 1)
7 A six-sided die that sometimes rolls a seven (AI 79)
8 A single hoop earring made of a porous red stone (EE 91)
9 A small egg-shaped piece of polished bone (ERftLW Ar7)
10 A finger that's taken root in a small pot (VRGtR 58)
11 A tattered, burlap mask with a crooked smile painted on it (VRGtR 85)
12 A rusted iron coin, depicting a dwarf lord and the worlds "Five Rex Undra" (ERftLW F2)
13 A die that rolls lower (usually) when bad things will happen. Once rolled, it rolls the same number for the rest of the day
14 A small prism carved from ice that doesn't melt (ERftLW F1)
15 A compass that always points towards your mother (Garrett)
16 A boomerang that flies too slowly to be used as a weapon
17 A DIY acupuncture kit (AI 6)
18 A fireproof cigar
19 A small piece of solidified smoke (AI 78)
20 Saltshaker shaped like a wizard's tower (WBtW 10)
21 A stone with a small hole in it
22 A pair of breeches that always smells faintly of honey (AI 20)
d1000 Trinket
23 Severed chicken's foot attached to a leather cord (WBtW 75)
24 An inkwell that makes one a little nauseous when staring at it (VRGtR 43)
25 Copper coin with a smiling satyr's face on one side and a satyr's skull on the other (WBtW 74)
26 A taxidermied elf ear
27 A toolbox containing the remains of a dangerous but broken clockwork arachnid (VRGtR 59)
28 A canteen filled with a foul smelling orange mud (EE 85)
29 An opaque potion vial
30 A mushroom the size of an umbrella
31 A tiny clockwork figurine of a dancer that's missing a gear and doesn't work (VRGtR 48)
32 An arrowhead carved from seasalt (EE 92)
33 Crystal orb that allows an elf who holds it to sleep (WBtW 11)
34 A water damaged drawing of a naked goblin (Sky)
35 Piece of orange parchment folded to look like a knight astride a unicorn (WBtW 46)
36 A book of poetry written by undead elves (ERftLW Ae8)
37 A dented brass compass with a red needle (SCoC L3)
38 A petrified troll finger (AI 63)
39 A recipe book for cooking with mushrooms (AI 25)
40 Three weighted dice that always roll low (AI 2)
41 An amulet filled with liquid that churns, freezes, or boils to match it's wearer's mood (EE 41)
42 A single dried flower (Sky)
43 A canopic jar with a lid sculpted like a goat (VRGtR 73)
44 A top hat that is sized for a tiny creature but won't fall off of someone's head regardless of size
45 A smoldering pebble of coal that, while always hot, doesn't burn skin, fur, scales, or clothing (SatO W4)
46 A pouch made of flesh, with a sinew drawstring (VRGtR 46)
47 Pendant that shows the phases of the moon (WBtW 12)
48 A rose gold feather that smells like vanilla and functions as a pen with unlimited pink ink
d1000 Trinket
49 A small sea conch with the words "From the beginning" painted on the lip (EE 8)
50 A shrunken head
51 A soft feather that falls like a stone when dropped (EE 51)
52 A deck of cards with 52 jokers
53 A hatched chimera egg (AI 88)
54 Tinted glasses so dark that they can't be seen through (WBtW 47)
55 An engraved battered copper coin flips itself if placed heads-down. (ExE Do6)
56 A charred chisel with an unfamiliar symbol stamped into its base (EE 84)
57 A 1-inch cube, each side painted a different color (PHB 68)
58 Sprig of rosemary wrapped with ribbon at one end (WBtW 85)
59 A large brass coin with no markings or images on it (EE 68)
60 A stylish silver pin that references a famous series of novels about warlocks (SCoC S5)
61 A seal which imprints a mysterious, unknown coat of arms into hard rock (EE 10)
62 A set of fine clothes which turn invisible at random times and for random intervals if worn, but only for everyone BUT the wearer (Josh)
63 A fountain pen that continuously inserts grammatical and spelling errors into whatever is written with it (Josh)
64 A square apple
65 A Ring of Three Wishes with no wishes left
66 A note in thieves cant suggesting treason
67 A tiny crossbow that shoots toothpicks (+Dex to hit, 15/25, 1 piercing (no modifiers))
68 An indecipherable treasure map (PHB 57)
69 A velvet blindfold (AI 53)
70 A mummified goblin hand (PHB 1)
71 A waterskin full of marinara sauce
72 A torn cape that's too small for you
73 A battered locket that contains an animated image of a dwarf. It's possible it's sentient and understands what you say—but probably not. (ExE S7)
74 A gold coin in the shape of a star
75 Twenty-nine silver caltrops
76 A black executioner's hood (VRGtR 45)
77 A foam finger with lettering in gith (AI 38)
d1000 Trinket
78 A stone from a burial cairn with a tiny Dwarvish rune carved into it (IDRotF 21)
79 A small supple disk that displays weird moving symbols when placed over either eye (LLoK 67)
80 An expedition log with missing pages and a pressed flower used as a bookmark (IDRotF 41)
81 An electrum coin with your face on one side (VRGtR 98)
82 Half of a floorplan for a temple, castle, or some other structure (PHB 82)
83 A gold monocle frame without the lens (PHB 67)
84 A bronze fingertrap sculpted with roaring tigers (VRGtR 67)
85 A frog who follows you for an unknown reason
86 A knife that belonged to a relative (PHB 32)
87 A silver spoon with an 'M' engraved on the handle (PHB 49)
88 A bucket with a hole in it. The hole does not prevent it from holding water
89 A glass jar containing lard with a label that reads, "Griffon Grease" (PHB 98)
90 An old doll made from a dark, dense wood and missing a hand and a foot (VRGtR 44)
91 A tiny, silver whistle that makes a sound only dogs and elves can hear
92 A green drinking horn taken from a very large bull (AI 86)
93 A diagram for a new war lute (AI 93)
94 A crystal knob from a door (PHB 69)
95 A warm, fist-sized egg case (VRGtR 88)
96 A small golden pyramid inscribed with elven symbols and about the size of a walnut (MToF 3)
97 The hilt of an ancient dagger. The pommel is inscribed with the word "chot" and the image of an eye. (ExE Dh2)
98 A palm-sized stone with a hole in it, through which can be heard a constantly whispering wind (EE 73)
99 A locket of hair that is rumored to have come from a famed fire genasi (EE 53)
100 A vest with one hundred tiny pockets (PHB 36)
101 A signed copy of a book a friend wrote
102 An iron holy symbol devoted to an unknown god (PHB 87)
103 A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking (PHB 30)
104 A necklace with a small, rusted iron anchor (EE 70)
105 A colorful assortment of small candles (NA)
d1000 Trinket
106 A rough stone eye pulled from a petrified creature (EE 22)
107 A ring made of a anteon. On the inside is a name etched in Auran (EE 80)
108 A potted plant that grows hair instead of leaves (AI 83)
109 A glass eye with a live worm inside (VRGtR 79)
110 A tiny piece of meteorite from a crater
111 A rank insignia from a lost legionnaire (PHB 42)
112 A hilt from a broken sword (PHB 58)
113 An eel-like symbiont that wraps around your wrist like a bracelet, reducing the effects of motion sickness and hangovers. (ExE S6)
114 A nonfunctional immovable rod (AI 5)
115 An earring with a secret compartment containing a tiny ball of guano and sulfur
116 A bottle of invisible ink that can only be read at sunset (VRGtR 10)
117 An organic pen made of a leathery substance, with a talon as the nib. It generates ink as you write—which seems to be made of blood. (ExE S12)
118 An old chess piece made from glass (PHB 6)
119 A rectangular metal device with two tiny metal cups on one end that throws sparks when wet (PHB 34)
120 A deep blue piece of flint, that when struck with steel produces not a spark but a drop of water (EE 16)
121 Toy unicorn made of wood, painted with bright colors (WBtW 29)
122 A small wooden figurine of a yawning walrus, painted in red and black (IDRotF 1)
123 Locket with a picture of your mentor and an inscription you can't read (SatO P1)
124 A foot-long, egg-shaped object made from stitched leather (LLoK 3)
125 A hand mirror backed with a bronze depiction of a medusa (VRGtR 25)
126 A fabric doll bearing an angry expression (IDRotF 69)
127 An orange chef's hat
128 A sunburst amulet with a red stone at the center (VRGtR 100)
129 A small whistle, that when blown, whispers a name of a person or place unknown to you, instead of the whistle sound (EE 24)
130 A bright green feather (PHB 15)
d1000 Trinket
131 A cup and ball toy; when you successfully catch the ball in the cup, you feel a momentary surge of joy (ERftLW S8)
132 A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light (MToF 2)
133 A mummified raven claw (VRGtR 40)
134 A gnomish clockwork device, with a removable lid and a soft, moist, rubbery interior that moves when something is inserted
135 Tinted glass monocle that makes things look green (WBtW 62)
136 A large nut on a bolt; they have both been twisted and stripped to the point where they cannot be separated (Alan)
137 A rock that complains when shaken
138 A plush cow from the harvest festival
139 A blank masquerade mask (VRGtR 78)
140 Fragment of a bronze blade covered in verdigris (SatO P5)
141 A miniature cannon that actually fires (Dex-2 to hit, 15/30, 1 force) (AI 45)
142 A diary written in a language you don't know (PHB 4)
143 A scale replica of The World Clock on Mechanus
144 A brass orb etched with strange runes (PHB 23)
145 A petrified mouse (PHB 95)
146 A bracelet woven from mistletoe (AI 30)
147 A mind flayer tadpole trapped in a block of resin
148 A fist-sized cog, covered in barnacles (EE 98)
149 A rabbit's foot (PHB 59)
150 A note in your own hand that you don't remember writing (AI 93)
151 A damaged spoon with the tip so chipped it looks more like a spork (NA)
152 An item you already have is autographed by a solar
153 A hexagonal metal disk engraved with a Dwarven word that means "play." When you hold it and speak that word, it loudly plays an ancient marching tune that can be heard up to 60 feet away. (ExE S11)
154 A telescope that shows the inside of a small demon's house. It is aware when it is being observed and regularly shouts rude things and/or flashes the viewer out of spite (Josh)
155 A single, bright red gallosh that inexplicably fits perfectly anyone who attempts to wear it. (Josh)
156 A switch used to discipline you as a child (club, -1 damage) (VRGtR 32)
d1000 Trinket
157 A small sheet of an unknown material containing an image of an elf more realistic than any painting (Sky)
158 A bumpy glass wand that makes any spell cast using it smell bad
159 A shark fang necklace
160 A sack that doubles the weight of anything put into it (Josh)
161 Tiny wooden sylph figurehead from a model ship (WBtW 43)
162 A silver lapel pin of a finely detailed gorgon's head with ruby eyes (ERftLW M5)
163 A rectangle of black glass that displays indecipherable arcane runes when you swipe your finger across it (LLoK 47)
164 A sickly crow with clipped wings. The only sound it can make is to roar like a lion. (VGtM 4)
165 A soft bowl that can be flattened into a plate
166 A small leather journal contains a poem, story, or piece of music by a beloved creator—written after they died. (ExE Do5)
167 A memory that isn't yours
168 Red cap that droops down to one's shoulders when worn (WBtW 54)
169 Wooden mouse figurine that squeaks when held (WBtW 59)
170 An angry shirt. It growls loudly if buttoned incorrectly or stained (Josh)
171 A copper egg that, if one's name is written on it, can always be produced by reaching into any opaque container and grabbing it. This effect is not bound by distance or plane (Josh)
172 A key to a door on an outer plane
173 An assortment of 12 marbles with unusual weights and densities. The lightest one falls as slowly at an inch per second, and the heaviest one feels as heavy as a bowling ball (Josh)
174 A rope necklace from which dangles four mummified elf fingers (PHB 9)
175 A bar of soap that can remove any stain (LLoK 59)
176 An adamantine key of ancient design. (ExE S5)
177 Wooden top with four sides, each bearing the image of child enjoying a different season (WBtW 57)
178 A helmet with special compartments for elf ears
179 A coupon that can replace the material component for Galder's speedy courier
180 A ring that allows the wearer to harmlessly remove their finger as if unscrewed from a socket, and reattach at will (Josh)
d1000 Trinket
181 A miniature hand sculpted from clay
182 A ring sized for a toe that, when worn, makes you not need to blink.
183 A black metal cylinder that dictates the history of an unknown plant or animal species when held (LLoK 5)
184 Tiny, unfurnished dollhouse sized for a pixie child (WBtW 86)
185 A bronze gauntlet set with many slots, and which violently expels any object pressed into those slots (LLoK 23)
186 A stone that emits a single endless sigh (VRGtR 51)
187 Nunchaku sized for a pixie or sprite (WBtW 73)
188 A white, sequined glove sized for a human (PHB 35)
189 A stamp collection (AI 77)
190 A hat that threatens you if you try to take it off
191 A bloodstained dreamcatcher made from fishing line, gold wire, and snowy owlbear feathers (IDRotF 81)
192 Fur coated manacles (Sky)
193 A sphere of polished crystal; when you hold it in your palm, you feel that it knows you and understands you (ERftLW S7)
194 A pair of rings with skulls instead of gemstones. If someone wearing one of them dies, the other shakes for a week then turns to ash
195 A stone smoking pipe that never needs lighting (EE 23)
196 A piece of tentacle from an unknown creature
197 A single clown shoe (Sky)
198 A dead scarab beetle the size of your hand (PHB 51)
199 An infinite inkwell (AI 50)
200 Lightning in a bottle
201 A bronze pentacle with an etching of a rat's head in its center (PHB 80)
202 A purple handkerchief embroidered with the name of a powerful archmage (PHB 81)
203 A frost-covered silver locket that's frozen shut (EE 9)
204 A tiny handheld device that projects a glowing dot onto whatever you point it at (LLoK 87)
205 A flag from a ship lost at sea (VRGtR 35)
206 A magnifying glass that makes objects appear smaller
207 A spinning top with an image of one of the four elements on each side (EE 90)
d1000 Trinket
208 A pitcher-sized, opalescent snail shell that occasionally, inexplicably shudders or tips over (VRGtR 60)
209 A gold coin framed with platinum (Sky)
210 A dagger-sized shark tooth (VRGtR 57)
211 A fist sized rock that "beats" like a heart (EE 25)
212 A lovely drop earing with a small seashell (NA)
213 An ornate scabbard that fits no blade you have found so far (PHB 78)
214 A pipe that emits green smoke (AI 10)
215 A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form (MToF 8)
216 A small brass flute adorned with silver wire that is always faintly sounding (EE 71)
217 Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it (WBtW 27)
218 A ceramic figure of a cat with too many eyes (VRGtR 96)
219 A wooden puzzle cube covered in elemental symbols (EE 78)
220 Pinwheel whirligig that spins even when there's no wind (WBtW 77)
221 A rag doll in the likeness of an owlbear (EE 31)
222 A small whale tooth etched with an image of waves crashing upon a beach (EE 44)
223 An owl figurine carved from whalebone (IDRotF 45)
224 An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases (LLoK 33)
225 Earmuffs with cat ears on the top
226 A postcard from a place called "Waterbowls" (AI 76)
227 A sheet with two eyeholes cut in it (VRGtR 80)
228 A bar of soap that smells like the sea (Sky)
229 A small flask of naturally carbonated water from the ocean on the feywild (AI 98)
230 A star chart labeled in an unknown script (LLoK 45)
231 A possessed pair of marbles. When separated, they will attempt to roll back together, regardless of distance
232 A glass jar containing the preserved corpse of an unfamiliar aquatic creature (EE 232)
233 The deed and title to an abandoned windmill and three acres of tillable land that you've never been able to find (AI 16)
d1000 Trinket
234 A stuffed toy sings softly when it's placed in darkness. (ExE Do3)
235 A small notebook that causes anything written in it to disappear after 1 hour (MToF 1)
236 A music box that plays a different song each time you wind it up (Sky)
237 A small vial of black sand that glows slightly in the moonlight (EE 43)
238 A glass cup that can only be filled half way no matter how much liquid is poured into it (EE 4)
239 A will-o'-wisp in a magic lantern that keeps it from leaving. It refuses to light up unless fed life as described in its stat block
240 A yellow gemstone that glows dimly when a storm is nearby (EE 83)
241 A monodrone's dagger
242 A piece of crystal that faintly glows in the moonlight (PHB 2)
243 A mechanical metal puppy that playfully follows you around when activated (LLoK 55)
244 A bag containing forty-seven humanoid teeth, one of which is rotten (PHB 26)
245 An eye patch embroidered with a holy symbol (VRGtR 91)
246 A small, finely polished geode whose crystals slowly fade between every color of the spectrum (EE 21)
247 A slide whistle that, instead of making whistling noises, speaks out the word "ARBITRARY" in a random voice each time (Josh)
248 A dirty figurine of a triceratops that can't be cleaned (AI 54)
249 An iron box with four locks on it. The label on the top says "Russet Mold"
250 A book of adventures for children (AI 41)
251 A large, red hooded robe sized for a goliath
252 A picture you drew as a child of your imaginary friend (VRGtR 1)
253 A box of edible (yet still functional) matches. They taste of cinnamon (Josh)
254 A switchblade you can control with your mind
255 A branch that has been struck by lightning
256 A sheath for a dagger that moans when a weapon is placed inside of it (Josh)
257 A glass jar with a dried-up sea leprechaun
258 A chess piece fashioned to look like fire myrmidon (EE 89)
259 A magically preserved human foot. It hops precisely 4 times a day at exact intervals. (Josh)
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260 A whistle made from gold-colored wood (PHB 50)
261 A full sized wooden barrel that weighs one pound
262 A broken wooden wagon wheel (Sky)
263 A collection of teeth (AI 84)
264 A locked book
265 An eyepatch made of obsidian and a black leather cord (EE 99)
266 A handheld tube that sucks in dust when squeezed and captures it in a detachable compartment (LLoK 13)
267 Gossamer shawl that glows faintly in moonlight (WBtW 22)
268 A mourning veil trimmed in black lace (VRGtR 83)
269 A reeeeeaally cool stick (Other Josh)
270 A bracelet made of silvered fish hooks (EE 81)
271 An old contract marked "Void" (AI 36)
272 A mirror that makes you appear more beautiful when you tap your reflection (LLoK 53)
273 A jar of peaches (Sky)
274 A clockwork device that beats like a heart (VRGtR 77)
275 A large transparent gem that, when gripped tightly, whispers in Terran (EE 48)
276 A spinning top carved with four faces: happy, sad, wrathful, and dead (VRGtR 4)
277 A white top hat
278 A journal filled with poetry hand-written in Ignan (EE 82)
279 A single caltrop made from bone (PHB 66)
280 7 ball bearings made of flesh
281 An odd pair of comfortable shoes made from supple, multicolored material (LLoK 51)
282 Child's parasol covered in moss and leaves (WBtW 78)
283 A pen writes a specific message when dipped in ink and left untouched. (ExE Do4)
284 A jar of pickled ghouls' tongues (VRGtR 22)
285 A hat that, when worn, turns itself and your hair invisible
286 An unreasonable amount of pocket lint (AI 66)
287 A broken pendant of a silver dragon that's always cold to the touch (VRGtR 41)
288 Sheet of music that goblins find upsetting when they hear it played or sung (WBtW 17)
289 A small, clay model of a ziggurat
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290 A tiny chest carved to look like it has numerous feet on the bottom (PHB 45)
291 An old scratched monocle which shows an underwater landscape whenever someone looks through it (EE 38)
292 A leather coat sized for an orc. The label sticked inside says it is made of halfling leather
293 An ornate, wax-sealed crimson envelope that resists all attempts to open it (VRGtR 82)
294 A battered steel locket depicts two images—one is someone who has died, and the other, someone who's about to die. (ExE Do7)
295 A spool containing 2 feet of invisible thread
296 A gold coin minted in an unknown land (PHB 3)
297 An ornate razor, which only cuts in freezing cold temperature (EE 66)
298 A multicolored stone disk (PHB 24)
299 The upper half of a jester's hat with the bells cut off
300 A scorched wand handle
301 A pearl necklace that turns red under the full moon (VRGtR 68)
302 A book titled Conversational Giant (AI 72)
303 A ripped cloth sail with a symbol you don't recognize (IDRotF 25)
304 Silver fork with the outer tines bent sideways (WBtW 25)
305 A plague doctor's mask (VRGtR 70)
306 A small painting that depicts a placid field. Just after midnight each day, the painting changes to depict the following day's weather. (VGtM 10)
307 Candlestick whose candlelight looks like a tiny, dancing fairy made of fire (WBtW 88)
308 12 tail spikes from a manticore
309 A bit of folded cloth that, when unfolded, turns into a stylish cap (PHB 83)
310 A broken prosthetic arm
311 A dozen flyers for a local gnome food place (AI 67)
312 A teacup from a child's tea set, stained with blood (VRGtR 16)
313 A keychain from a place known as "Detroit"
314 Clothes stolen from a scarecrow (VRGtR 3)
315 A whistle that, when bown into, makes the sound of someone screaming
316 A pocket watch that runs backward for an hour every midnight (VRGtR 8)
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317 An empty silver snuffbox bearing an inscription on the surface that says "dreams" (PHB 86)
318 A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips (PHB 6)
319 A golden compass that points toward the nearest portal to the Feywild within 10 miles (MToF 5)
320 A mirror that only shows the back of your head (EE 5)
321 A conch shell which is always damp and constantly drips saltwater (EE 17)
322 A book filled with writing that only appears when the book is held underwater (EE 51)
323 A glass eye (PHB 60/AI 11/ERftLW M4)
324 A cane topped with a stylized golden bulldog (AI 92)
325 A piece of petrified wood carved into the shape of a seashell (EE 77)
326 Cookie cutter shaped like a unicorn (WBtW 1)
327 A moist coral figurine of a lamprey with arms, legs, and a bipedal stance (VRGtR 66)
328 A used (and thus nonmagical) noble knife from the "cartographer's" guild (AI 55)
329 A large egg with the number 329 painted on it
330 Chess piece shaped like a dancing satyr wearing a bishop's hat and clutching a gnarled staff (WBtW 9)
331 A little black book that records your dreams, and yours alone, when you sleep (VRGtR 17)
332 A handheld flag of Stormcrest
333 A nightcap that, when worn, gives you pleasant dreams (PHB 65)
334 A scrap of a newspaper with your name on it
335 A purple worm toy (AI 48)
336 A small pigeon in a cage (AI 37)
337 The wooden hand of a notorious pirate (VRGtR 23)
338 A pair of scrimshaw cufflinks with an image of a fisherman on a boat engraved on them (IDRotF 5)
339 A metal urn containing the ashes of a hero (PHB 100)
340 A black wooden die with 1's on all the faces (VRGtR 55)
341 A small purse that screams loudly when opened (AI 18)
342 A mosaic tile with a multicolored, glazed surface (PHB 94)
343 A mislabeled map of the outer planes, including a 10th layer of hell known as "Disneyland"
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344 A cylindrical jar containing a pickled crustacean of unknown origin (LLoK 7)
345 A winter coat stolen from a dying soldier (VRGtR 9)
346 A left-hand gauntlet (AI 80)
347 A pipe that blows bubbles (PHB 19)
348 A tea kettle that heats itself when filled with water (EE 37)
349 A leather choker with leech-like mouths on the inside. While attached to your throat, it amplifies your voice to three times its normal volume. (ExE S8)
350 A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls 1d6 happy memories from the life of a long dead elf lord. (VGtM 5)
351 The collar of your childhood pet, Nutmeg (AI 23)
352 Collection of baby teeth in a tiny wooden box (WBtW 353)
353 A figurine of a polar bear made of ice that never melts (IDRotF 85)
354 A vial of perfume, the scent of which only certain creatures can detect (VRGtR 50)
355 An ancient arrow of elven design (PHB 90)
356 A small wooden box filled with a strange red clay (EE 69)
357 A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it (PHB 8)
358 A small jewelry box made from the shell of a turtle (EE 88)
359 A fan that, when unfolded, shows a sleeping cat (PHB 74)
360 Tiny book of fairytales (WBtW 91)
361 A walking cane with an iron ferrule that strikes sparks on stone (VRGtR 34)
362 A cloudy chunk of glass that is said to hold a spark of breath from a blue dragon (EE 57)
363 An ornate brooch of dwarven design (PHB 92)
364 A tin whistle that makes beautiful colors and patterns magically appear when it's played (ERftLW M2)
365 A pocketwatch with the numbers in the wrong order. When opened, the hands point towards the correct number.
366 An hourglass in which the sands pour upward instead of downward (EE 45)
367 A glass pendant with a hole in the center that a mild breeze always blows out of (EE 46)
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368 A large, well-worn copper coin. One side bears the profile of a stern female hobgoblin, the other shows six intertwined crowns. (ExE Dh1)
369 A wooden toy sword that functions as a club or torch
370 A tiny mechanical crab or spider that moves about when it's not being observed (PHB 97)
371 A lock that opens when blood is dripped in its keyhole (VRGtR 2)
372 The centerpiece of a priceless chandelier (AI 12)
373 A wig from someone executed by beheading (VRGtR 6)
374 A scrimshaw-handled ink pen with black runic designs along its length (IDRotF 53)
375 A miniature brass horn, silent when played, but fills the air with the scent of warm and exotic spices (EE 59)
376 Tiny electrum whistle that only Fey can hear (WBtW 14)
377 A small collapsible silver cup that perspires constantly when opened (EE 64)
378 Nails from the coffin of a murderer (VRGtR 29)
379 A wand of wonder that allows you to cast only mending (AI 29)
380 Tiny clockwork dragonfly that slowly beats its wings (but can't fly) when wound up (WBtW 28)
381 A rusty metal pipe which has an odor of blood coming from inside the pipe
382 A glass eyeball that looks about of its own accordance, and can roll around (EE 13)
383 An eight-legged underdark creature trapped in a jar
384 A black box, 3 feet on each side. Anyone who opens it finds a set of three wooden, articulated figures that are modeled after three members of the adventuring party. If the figures are stood on the ground, they act out insulting parodies of their duplicates' recent actions. (VGtM 7)
385 A small glass bottle full of white liquid labeled "Clown Milk" that can't be opened (Sky)
386 10 skull shaped bricks of charcoal
387 Tiny duskwood coffin containing the ashes of a troll (WBtW 20)
388 Iron needle with an eye that refuses to let thread pass through it (WBtW 66)
389 1-inch-square painting of a sleeping elf (WBtW 31)
390 A 1-ounce block made from an unknown material (PHB 11)
391 A handheld device that solves any math problem you input using its buttons (LLoK 93)
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392 A flute that plays two octaves lower than it should
393 A small toy boat made with a walnut shell, toothpick, and piece of cloth (EE 33)
394 A lady's coin purse containing two sharp fangs (EE 7)
395 A tiny cage with no door (PHB 55)
396 Empty vial with corked ends at the top and bottom (WBtW 51)
397 A handheld device containing a glowing green gem that darkens when no oxygen is present (LLoK 1)
398 Wind chimes that glow when the wind blows (EE 35)
399 A lit match in a jar. The match has been burning for as long as you've had it, at least months.
400 Tiny pair of sharp, iron scissors (WBtW 8)
401 Set of false wooden teeth (WBtW 90)
402 A necklace formed of the interlinked holy symbols of a dozen deities (VRGtR 18)
403 Tiny wooden lute with cat hairs for strings (WBtW 65)
404 Nothing
405 An expertly carved sword hilt with the blade snapped cleanly off (AI 100)
406 Two yew rings linked together (WBtW 2)
407 A pair of dentures carved out of a frost giant's tooth. They audibly chatter. (Josh)
408 A long taper candle with a melting point lower than average (Sky)
409 A sealed envelope made of red leather that you haven't been able to open. It smells of campfire (EE 52)
410 A small box filled with different-sized buttons (PHB 53)
411 Wooden jigsaw puzzle piece as big as a saucer, with a painted image of a jug on it (WBTW 15)
412 Blueprints for a "crossbow that shoots swords"
413 A glass orb with a jellyfish inside
414 Spool of glistening silver thread (WBtW 16)
415 A marionette puppet in your likeness
416 A one-eyed little fish inside a spherical vial, much bigger than the vial's neck. He has a cunning look (EE 29)
417 A small portrait of a dog
418 A pointed hat that glows in the dark (AI 58)
419 A squishy cactus (AI 52)
420 A glass pipe that reeks of skunk odor
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421 One big tooth the size of an apple (Josh)
422 A thin cloth choker that makes your neck invisible
423 A fine cane with a secret compartment (AI 13)
424 A compass that always points to Rockford (EE 1)
425 A pair of tiny, handmade mittens
426 Painted wooden key whose teeth change configuration every day at dawn (WBtW 4)
427 A tiny anvil and smith's hammer (AI 4)
428 A 1-pound egg with a bright red shell (PHB 18)
429 A scorpion's barb engraved with a single Elvish letter (ERftLW X2)
430 An eye-sized blue pearl that floats in salt water (EE 60)
431 A talking bracelet that speaks only to correct your grammar (LLoK 57)
432 A sprig of herbs from your family's garden (AI 94)
433 A cameo with the profile's face scratched away (VRGtR 14)
434 A candle that can't be lit (PHB 54)
435 The petrified cocoon of an unknown insect (LLoK 21)
436 A glass vial filled with nail clippings (PHB 33)
437 A small piece of painted wood with your name on it
438 A silver teardrop earring made from a real teardrop (PHB 72)
439 A living graft of what you believe to be the World Tree (AI 33)
440 A tiny, broken clockwork Harpy (EE 96)
441 A large bottle of Red Larch Ale that can't be opened (AI 91)
442 A talking wand that tells you the name of any plant you point it at (LLoK 83)
443 A quill that rotates through all the colors of the rainbow (AI 56)
444 A "The Four Heroes" lunchbox (AI 39)
445 A deck of cards themed after the Deck of Many Things
446 A small music box made of brass. It features a pair of tiny automatons that resemble Azer working at a forge (EE 75)
447 Dentures with mismatched, sharpened teeth (VRGtR 87)
448 A collapsible pocket sundial that accurately tells time when exposed to any light source (Josh)
449 A locket containing the smeared image of an eyeless figure (VRGtR 72)
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450 A stone painted and chiseled to look like a loaf of bread
451 A set of silverware used by a king for his last meal (VRGtR 12)
452 A romance chapbook written in Undercommon titled "Just one Layer of Gray" (EE 95)
453 The deed to someplace called Tergeron Manor (VRGtR 81)
454 A vial of greasy black liquid labeled "Frying Pan Antidote"
455 A small glass jar containing an immortal firefly (AI 61)
456 A heavy iron key bearing the name of a ship long lost to the sea (EE 87)
457 A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again (MToF 4)
458 A locket that's bigger on the outside than the inside (AI 82)
459 Lyle Sinclair's business card (AI 68)
460 A shark tooth covered in tiny etched words from a lost language (EE 67)
461 An alabaster mask (PHB 63)
462 A mug fashioned from the skull of someone else's enemy (AI 60)
463 A sheet of paper with a circle of unknown arcane sigils
464 A soot-stained sock in which a nugget of coal magically appears each day at dawn (WBtW 26)
465 A charred, half-melted pewter clasp that glows as if smoldering but releases no heat (EE 18)
466 Silver hand mirror with a nymph-shaped handle (WBtW 3)
467 A swatch of silvery fur that's cold to the touch, possibly from a winter wolf (ERftLW F4)
468 A marble that rolls uphill (AI 70)
469 A spyglass that always shows the world suffering a terrible storm (VRGtR 13)
470 A dried flower; if it's placed in water, it blooms (ERftLW Ae2)
471 A pint glass engraved with a picture of a keg robot (AI 43)
472 A preserved finger with purple flesh and four joints (ERftLW K7)
473 Paper wasp nest in a jar (WBtW 84)
474 A meat cleaver that bounces off of still living flesh
475 A six-sided crystal die; when you roll it, you feel a surge of emotion for six seconds (ERftLW S3)
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476 A small pocket mirror that slowly fogs over while held (EE 34)
477 A tiny ball of putty; if you set it down, it begins to slowly crawl around (ERftLW K2)
478 A seashell that, when pressed to the ear, speaks in flowing rhymes (AI 24)
479 A pressed flower with vivid green petals; when you smell it, you hear eerie music (ERftLW K1)
480 A bouquet of funerary flowers that always looks and smells fresh (VRGtR 31)
481 An unbreakable sealed jar of glowing water that hums when shaken (EE 20)
482 A starfish that breathes air
483 A puzzle cube with a half inch square central compartment
484 One expired coupon for "A Free Cornerstone" (AI 26)
485 A clear marble that slowly rolls toward the nearest source of running water (EE 63)
486 The deed for a parcel of land in a realm unknown to you (PHB 10)
487 A key to the family crypt (VRGtR 30)
488 Delicate silver cameo with pictures of twin children opposite one another (WBtW 5)
489 Opalescent conch shell that laughs when you hold it to your ear (WBtW 38)
490 A leather pouch filled with various finger bones of unknown provenance (AI 22)
491 A scrap of cloth from an old banner (PHB 41)
492 A cameo with the silhouette of an unknown species (ERftLW K6)
493 A journal that has been heavily redacted (VRGtR 93)
494 A sealed vial filled with faintly luminescent blue mist (ERftLW S4)
495 A small wooden statuette of a smug halfling (PHB 22)
496 A wolf's head wrought in silver that is also a whistle (VRGtR 37)
497 An arrow that used to be a +4 arrow of undead slaying (AI 47)
498 A scrimshaw carving of a sahuagin (ERftLW X8)
499 A stuffed owlbear toy (AI 7)
500 A single gauntlet inscribed with a fire motif and an unfamiliar name in Ignan (EE 28)
501 A silver skull the size of a coin (PHB 62)
502 A small, clay square with an unknown rune etched into one side (EE 36)
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503 A faceless doll made of driftwood (EE 86)
504 A crystal disk engraved with a labyrinthine pattern (ERftLW S5)
505 An empty wine bottle bearing a pretty label that says, "The Wizard of Wines Winery, Red Dragon Crush, 331422-W" (PHB 93)
506 A brass hair pin in the shape of a sword, nicked and worn with age. (ExE Dh5)
507 A user's manual for an apparatus of Kwalish (AI 73)
508 A copper coin so big you could use it as a dinner plate (ERftLW X3)
509 The tiny skull of a rabbit that whispers scathing insults when nobody is looking (EE 30)
510 A shield with a naked half-elf woman painted on it, meant to distract opponents
511 A small iron key with a frayed blue and gold cord tied to it (IDRotF 9)
512 A scrimshaw pepper shaker etched with the letter W (IDRotF 61)
513 An ebony locket; when it's opened, an elven voice whispers "Always" (ERftLW Ae3)
514 A glass orb filled with water, in which swims a clockwork goldfish (PHB 48)
515 A pocket mirror that, instead of a reflection, shows a person in the same fashion as the scrying spell. You haven't been able to figure out the identity of the person the mirror was made to spy on
516 A tattered scarf with the Panren Post Office logo (AI 34)
517 A small wooden doll that when held brings back fond memories (EE 11)
518 A crumpled paper ticket bearing the words "admit none" (VRGtR 97)
519 A schematic that shows the inner workings of an impossibly complex device (LLoK 49)
520 A small locked box that quietly hums a lovely melody at night, but you always forget it in the morning (VRGtR 42)
521 A music box that plays nursery rhymes (AI 81)
522 A tub containing one serving of disgusting but nutritious goop that refills itself slowly over the course of one week (LLoK 63)
523 A pair of rose-tinted glasses with glittery frames (SCoC P1)
524 A lepidopterist's box filled with dead moths with skull-like patterns on their wings (VRGtR 21)
525 A leather bag full of tiny, humanoid skulls. It smells faintly of cloves (Josh)
526 A receipt of deposit at a bank in a far-flung city (PHB 84)
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527 A jack-o'-lantern made from a small, pale gourd (VRGtR 74)
528 A pouch of ashes. When a pinch is thrown on the ground, it forms a specific word or symbol. (ExE Do8)
529 A small, severed tentacle preserved in alcohol (AI 96)
530 A haunted diary. After writing in it, the diary will respond with a comment 6 hours later. It doesn't answer questions, just gives snarky comments on your stories
531 A small mirror that shows a much older version of the viewer (VRGtR 38)
532 An unusual heraldic cloak pin that emits a short musical fanfare when tapped (LLoK 11)
533 A paper talisman with smudged ink (VRGtR 71)
534 A small glass bird that when set down near water dips its head in as if to get a drink (EE 6)
535 Wooden spoon with a hole in the center (WBtW 83)
536 A fossil of a fish with humanoid features (VRGtR 69)
537 Music box that plays a sprightly tune you remember from your childhood (WBtW 100)
538 A small mirror that reflects things as incorrectly as possible while still visibly meant to be a reflection of its surroundings. (Josh)
539 A tiara encrusted with fake gemstones (Sky)
540 A ring of keys for forgotten locks (VRGtR 28)
541 A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript of every conversation that took place over the course of a year, three years ago, in a nearby village. (VGtM 9)
542 A pyramid of sticky black incense that smells very bad (PHB 64)
543 An old, wooden-handled ice pick stained with blood that won't wash off (IDRotF 65)
544 A blanket with strings sewn on to be used as a cape
545 A potted mushroom
546 A needle that never bends (PHB 91)
547 A small, nine pointed star made of iron
548 A casket containing one hundred tasteless blue pills that produce no discernible effect when swallowed (LLoK 35)
549 A pair of eight-sided dice carved from ice that doesn't melt (ERftLW F3)
550 A playing card that, when shuffled into a deck, always appears on top of the deck once cut (Josh)
d1000 Trinket
551 A music box that plays by itself whenever someone holding it dances (VRGtR 451)
552 A miniature set of sturdy mason's tools designed for the use of a small creature. The tools are in perfect condition; an enchantment repels the effects of age and minor damage. (ExE Dh4)
553 Golden pendant charm shaped like a leprechaun (WBtW 6)
554 An enormous scale, perhaps from a dragon (PHB 14)
555 A small puzzle box made of brass, that is slightly warm to the touch (EE 56)
556 A glass orb that replicates yesterday's weather inside itself (EE 14)
557 A stack of small pieces of parchment, each enchanted to stick to whatever surface it's pressed against and peel off easily (SCoC S6)
558 A shrunken gremishka head that twitches when anyone casts magic nearby (VRGtR 99)
559 A set of bone pipes (PHB 75)
560 A journal in Common, written by someone in a world similar to but not quite the same as your own (LLoK 61)
561 A bead that suppresses your hearing when secreted inside either ear, causing you to be deafened (LLoK 31)
562 A potted plant that grows different fruit on every branch (AI 40)
563 An invitation to a party where a murder happened (PHB 79)
564 Bleached cranium rat skull with colored glass beads in its eye sockets (SatO P2)
565 A finger bone inscribed with an unknown sigil (ERftLW Ae5)
566 A woodcut of a wolf devouring its own hind leg (VRGtR 64)
567 A bronze oil lamp which is rumored to have once held a genie (EE 27)
568 A perfectly smooth, round stone the size of a human's fist. If placed on the ground, it rolls 20 feet per round toward the nearest source of fresh water. (VGtM 3)
569 A fish (pike) who cannot die, but still feels pain from suffocation
570 A hammer with a claw on both sides
571 A walnut with a face drawn on it (AI 97)
572 An eyepatch made of obsidian and a black leather cord (EE 100)
573 An image of an elf warrior engraved on a giant's tooth (ERftLW X4)
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574 A tuning fork made from a dark metal which glows with a pale, white light during thunderstorms (EE 61)
575 A small illustrated book of gnomish myths that has pages missing (IDRotF 13)
576 A feather that sheds dim light in a 5-foot radius (SatO W5)
577 A black wooden pipe that creates puffs of smoke that look like skulls (VRGtR 49)
578 An old divination card bearing your likeness (PHB 16)
579 A snow globe that doesn't need to be shaken (IDRotF 89)
580 A statuette of a dragon carved from black bone (ERftLW Ar2)
581 A book that tells the story of a legendary hero's rise and fall, with the last chapter missing (PHB 88)
582 A band embroidered with the symbol of Zular (AI 51)
583 Tiny dreamcatcher (WBtW 98)
584 A steel rod that cannot be broken or melted
585 A delicate glass ball painted with snowflakes, capped by a metal loop with a tiny hook attached to it (IDRotF 37)
586 A piece of sea glass shaped like a unicorn's horn (IDRotF 93)
587 A single page from a giant wizard's spellbook, bearing an incomplete spell (ERftLW X5)
588 The necklace of a sibling who died on the day you were born (VRGtR 5)
589 A preserved insect; you've never seen another like it (ERftLW K10)
590 A headband that makes your hair grow quickly (1" per day)
591 A glass jar containing a weird bit of flesh floating in pickling fluid (PHB 20)
592 A dragon's bony talon hanging from a plain leather necklace (PHB 28)
593 Goggles that literally tint everything rose colored (AI 28)
594 A very fancy red scarf and matching handkerchief (AI 46)
595 Wax candle that roars and crackles like a bonfire while lit (WBtW 40)
596 A deep-crow-feather quill (AI 19)
597 A dark blue scarf that gets lighter in shade the higher the altitude of the wearer (IDRotF 97)
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598 A set of dice with elemental symbols and primordial runes instead of pips or numbers (EE 40)
599 A small cloth doll skewered with needles (PHB 12)
600 A pair of glasses that renders the wearer blind beyond 30ft. (Josh)
601 A coin whose minting date always shows three years in the future (AI 85)
602 Teacup made from a varnished mushroom cap that magically keeps its liquid contents lukewarm (WBtW 35)
603 An ornamental chalice that floats in place when let go of
604 8-inch-long glass ant figurine (WBtW 48)
605 A tiny stirge encased in amber (AI 90)
606 Tasseled wine charm shaped like a sprite (WBtW 94)
607 A small conch shell covered in black crystal (EE 74)
608 Bar of soap that smells like something memorable from your childhood (WBtW 45)
609 An odd, silver tuning fork for a specific note between notes
610 An Ulu knife with a scrimshaw handle (IDRotF 29)
611 A black pirate flag adorned with a dragon's skull and crossbones (PHB 96)
612 A metal mechanical puzzle with no apparent solution (LLoK 37)
613 A pair of old socks (PHB 29)
614 A black bird-shaped mask, trimmed with glowing green thread (SCoC W1)
615 Flint and steel that, when used to start a fire, creates a random colored flame (EE 54)
616 A ball of speckled brown fur that appears to be alive (LLoK 95)
617 A locket containing two portraits. When you close the locket, they fade from your memory. Taking notes on their features results in gibberish
618 Black executioner's hood sized for a pixie or sprite (WBtW 63)
619 A small comb made of blue coral (EE 104)
620 A tiny metal disc with spiky edges (Sky)
621 A cup that hums when filled with water (AI 59)
622 An ink well made of flesh and bone that refills itself with blood
623 A tiara capped with a crystal that crackles with harmless lightning (SCoC P5)
624 A key carved from ice that doesn't melt (ERftLW F7)
d1000 Trinket
625 A cylinder of mist that holds your hair perfectly in shape when sprayed onto your head (LLoK 81)
626 A stone with a word in infernal carved into it. The word changes at midnight daily. Roll on the tiefling virtue names table (XGtE 180)
627 A damaged scrimshaw cameo depicting a merfolk (IDRotF 17)
628 Wooden magnifying glass missing its lens (WBtW 79)
629 Tiny sundial that casts a shadow only in moonlight (WBtW 67)
630 A finger that rotates clockwise when placed on a flat surface
631 A copper ring with "mine" engraved on the inside (VRGtR 89)
632 A box that plays an illusory message in an unknown language when opened (LLoK 25)
633 Notebook that shows what's written on it only when held upside down (WBtW 56)
634 An old key (PHB 56)
635 The leathery, preserved head of a dwarf. Anyone who holds its 5-foot-long beard can see through its eyes. (VGtM 2)
636 A tiny desk set with large, colorful buttons, each of which plays a discordant musical fanfare when pressed (LLoK 69)
637 A fishing hook sized for a shark
638 One leg of a pair of pants (Sky)
639 Pair of green leprechaun boots tied together by their laces (WBtW 52)
640 A rag doll with two red dots on its neck (VRGtR 52)
641 An abacus with small bones and skulls instead of beads
642 DIY lobotomy kit
643 A blank piece of wet parchment that never seems to dry (EE 55)
644 Barbell sized for a pixie or sprite (WBtW 99)
645 A burned doll whose eyes follow you around the room (AI 49)
646 Piano key carved from a satyr's horn (WBtW 64)
647 A novel in elvish detailing a half-elf's capture by the drow. Rated XXX for content
648 A coin that always lands on its edge (AI 15)
649 Broken holy symbol of a forgotten god (SatO P6)
650 A piece of driftwood shaped like a penis
651 A beautiful silver tin that, when opened, emits the smell of rotting fish (IDRotF 77)
d1000 Trinket
652 Old invitation to a banquet in the Summer Court, written in ink on vellum in Sylvan (WBtW 21)
653 A shard of colorful glass (Sky)
654 An hourglass filled with blue sand (NA)
655 A sheet of parchment upon which is drawn a complex mechanical contraption (PHB 77)
656 Sprite's skull covered in ink fingerprints (WBtW 24)
657 A teardrop pendant made from polished shell; when you hold it, you see the image of a young man (ERftLW S2)
658 A tankard stolen from The Cozy Camper (AI 95)
659 A deck of tarot cards. The star card is a small sheet of engraved platinum
660 A portable beehive (AI 27)
661 A diary with seven missing pages (PHB 85)
662 A small book containing pressed and dried botanical samples (AI 87)
663 Empty bag labeled "Candy" (WBtW 61)
664 A drinking cup, that randomly fills with fresh or salt water. Refilling once emptied (EE 15)
665 A dozen cartons of drinkable sausage
666 The talisman of a deceased devil
667 A dead sprite inside a clear glass bottle (PHB 46)
668 A clockwork finch that flaps its wings in the presence of a breeze (EE 19)
669 Juice that makes you cum extremely hard
670 A hag's diary
671 A longsword that can be folded down in 1 minute and hidden in your pocket (AI 32)
672 Blueprints in gnomish for a device known as a "Mommy Milker"
673 A broken dagger with a wavy blade and a serpentine hilt (SCoC L6)
674 A gemstone that looks like a lump of coal when examined by anyone but you (PHB 40)
675 A small pouch containing a half eaten stale cracker (Sky)
676 A tiny silver bell without a clapper (PHB 43)
677 Potted daffodil that sways when near a source of music (WBtW 41)
678 Rotten ogre's tooth with the Elvish glyph for "moon" etched into it (WBtW 18)
679 A tiny silver icon of a raven (PHB 25)
680 Cloth hand wraps belonging to an ancient swordmaster
d1000 Trinket
681 Scribbled notes on something known as "Deep Root Disease" caused by a plant called "Nature's Mockery"
682 Silvered pinecone (WBtW 69)
683 A brass disk bearing the silhouette of a black dragon (ERftLW Ar6)
684 A paper fan that won't produce a breeze no matter how hard it's waved (EE 2)
685 Two toy soldiers, one with a missing head (PHB 52)
686 Flask of spectral glowworms that change color to reflect the mood of the flask's holder (WBtW 70)
687 A green ribbon designed to be worn as a choker (VRGtR 86)
688 A small lead ingot that has a strange thumbprint pressed into it and whispers when held tightly (SatO W2)
689 Tiny hourglass without sand in it (WBtW 50)
690 Tuning fork that sounds the tone for the F key (WBtW 72)
691 A floppy quarterstaff or spear that becomes usable for 3d6 minutes after you spend an action to stroke it
692 A letter written by Mayor Twenntees (AI 14)
693 A necklace with a large nose-shaped pendant. When worn it provides the wearer with immunity to sneezing
694 A child's doll of a dragon, woven from leather cords (ERftLW Ar4)
695 A small packet filled with pink dust (PHB 70)
696 A black leather mask designed to cover the lower face of a small humanoid, depicting the mouth of a snarling wolf. (ExE Dh6)
697 A haunted chess set. When set up, it plays against you
698 A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a famous historical professor (SCoC Q4)
699 A rod tipped with a blunt metal pincer whose grip can be adjusted by turning a screw (LLoK 75)
700 The desiccated body of a small eight-legged black lizard (EE 32)
701 Tiny pumpkin-shaped cauldron carved out of bog oak (WBtW 44)
702 A dog collar sized for a humanoid. The tag is too scratched to see the name.
703 A shot glass that changes the color of any liquid poured into it to bright blue (Josh)
d1000 Trinket
704 An animated map of a mysterious city that appears to be tracking the movements of five creatures (LLoK 79)
705 A bronze mask with an unsettling smile
706 Two strips of cloth-like material, each coated with a soft, hair-like fuzz on one side (LLoK 41)
707 A mitten large enough to wear as a hat
708 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body (PHB 99)
709 A complicated crystal board game that you don't know how to play (LLoK 97)
710 A small clay fish
711 Rucksack in which one potato magically appears each day at dawn (WBtW 92)
712 Glass slipper, missing its mate (WBtW 97)
713 A sheet of parchment embossed with tactile lettering, glowing red (SCoC L5)
714 An arrow made out of bone
715 A dial that can be twisted to slowly click back to its origin, whereupon it emits a loud ringing noise (LLoK 17)
716 Shoes with teeth on the bottom
717 Rock that floats and is small enough to hide in your closed fist (WBtW 36)
718 A skull shaped like a pumpkin
719 A pumpkin shaped like a skull
720 A small silver spinning top that, when spun, endlessly spins until interrupted (MToF 6/LLoK 39)
721 A one-armed Priscilla Sinclair doll (Apocalypse Maul accessory missing) (AI 21)
722 A small crystal snowglobe that, when shaken, seems to form silhouettes of dancing forms (EE 49)
723 A set of rabbit bones (SCoC W2)
724 A birdcage into which small birds fly but once inside never eat or leave (VRGtR 20)
725 A metal tea infuser (Sky)
726 A fake, yet real looking gun
727 A glass ampoule containing a neon green fluid (VRGtR 90)
728 Half of a map (AI 64)
729 The other half of a map (AI 65)
730 A silly plushie of a blonde shifter. When squeezed, it makes strange noises like "burenyuu"
731 Pouch of seeds that smell like home (WBtW 81)
d1000 Trinket
732 A wineskin that refills when interred with a dead person for a night (VRGtR 11)
733 Stuffed oni doll with a creepy smile and one missing eye (WBtW 60)
734 The shell of an egg painted with scenes of human misery in disturbing detail (PHB 73)
735 Two lodestone spheres that chime when they attract each other (SatO W3)
736 brick (Sky)
737 A rose carved from coral (EE 39)
738 A perfect skipping stone (AI 1)
739 A heart shaped riverstone (Sky)
740 A small portrait of you as a child, alongside your identically dressed twin (VRGtR 62)
741 The eye of a basilisk in a crystal box (AI 75)
742 Pallid leather gloves crafted with ivory fingernails (VRGtR 26)
743 A menu from Big Daddy Donaar's Yum Yum Hut (AI 17)
744 Vitrified eye of a displacer beast (WBtW 19)
745 A single high-heeled, iron shoe (VRGtR 75)
746 An hourglass that tells time with falling mist instead of sand (EE 65)
747 Tiny wooden box containing a croquet set sized for pixies or sprites (WBtW 7)
748 The unopened letter to you from your dying father (VRGtR 7)
749 A frying pan made of gold
750 A small vial that is always filled with the smell of autumn wind (EE 62)
751 A stained clown nose (Sky)
752 Smoking pipe made from a tree root (WBtW 53)
753 A red and black kenku feather (EE 72)
754 Glossy mushroom with a red, bell-shaped cap that jingles when shook (WBtW 80)
755 A ring made from a chain link that, once donned, won't come off without pulling painfully hard (SatO W6)
756 An ivory whale statuette (EE 97)
757 A vial of cat whiskers (Sky)
758 Mask that helps you remember your dreams if you wear it while you sleep (WBtW 55)
759 Wooden apple painted blue (WBtW 71)
760 A metal bracelet that displays the number of steps you've taken since your last long rest (LLoK 85)
761 A pyrite crown
d1000 Trinket
762 A mason jar containing a harmless but agitated, animate ooze (VRGtR 54)
763 A blue tetrahedron that, when tapped twice, projects a recording of an old mathematics lecture (SCoC Q5)
764 A small metal cylinder filled with something that has gith writing on it
765 A simple wire pyramid that preserves any foodstuffs it is placed over (LLoK 43)
766 8-ounce, glass wine bottle that magically reassembles itself 1 minute after being broken (WBtW 42)
767 A wooden stake coated in ash that can't be removed
768 A tiny sketch portrait of a goblin (PHB 38)
769 A large glass rectangle that displays a storm of black and white patterns when you press a button on its underside (LLoK 99)
770 A small, weightless stone block (PHB 37)
771 A jar containing an unidentifiable, sweet, sticky substance (IDRotF 33)
772 A silver pocket watch with thirteen hours marked on the face (VRGtR 63)
773 A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) (PHB 47)
774 Wooden pan flute that attracts harmless local fauna when played (WBtW 68)
775 Thimble that helps you daydream when worn (WBtW 32)
776 Piece of parchment bearing a child's drawing of an oni (WBtW 49)
777 An ornate lucky coin, made of gold and anteon
778 A rod that causes you to forget the last five minutes when you press a button near its tip (LLoK 27)
779 A scarab-like creature, the size of a small gold coin. If you attach it to your neck, it telepathically projects eerie music into your mind. (ExE S2)
780 An ice cube that never melts (AI 99)
781 A piece of parchment listing a command word for a powerful magic item (AI 71)
782 A straitjacket covered in charcoal runes (VRGtR 84)
783 A rubber rat
784 A small thumb-button storage cylinder that releases a useless iron key when pressed (LLoK 9)
785 A tiny gnome-crafted music box that plays a song you dimly remember from your childhood (PHB 21)
d1000 Trinket
786 A locket with a picture of the late Jim Darkmagic (AI 3)
787 Weak magnetic wand (WBtW 95)
788 A porcelain doll's head that always seems to be looking at you (VRGtR 36)
789 A metal cage the size of a plum, which contains a little illusory copy of the person who last held it. The copy rattles the bars and gibbers in a high pitched voice (Josh)
790 A potion bottle containing a sinister red potion.
791 A hovering, apple-sized orb of metal that follows you around (LLoK 19)
792 A model hypercube carved from green crystal, showcasing the fourth dimension (SCoC Q3)
793 A hand mirror periodically shows the reflection of a particular dead person or an event from their memories. (ExE Do1)
794 A wand that allows you to shoot eyeballs at something within 30 feet of you as an action. The eyeballs vanish at the end of your next turn
795 A cameo carved in the likeness of a hideous person (PHB 61)
796 A canteen that makes any liquid drunk from it taste sweet (SCoC S3)
797 A silvered hunting trap
798 A tiny skull carved from dark wood (ERftLW Ae4)
799 A pair of thick knee-high waders, stained with muck and moss (SCoC W3)
800 A child's portrait with "born" written on the back, along with next year's date (VRGtR 56)
801 A dagger with a matching sheath. The sheath appears to be sized for a longsword, but only fits the paired dagger.
802 A pair of tinted spectacles that reduce the glare of the sun when worn (LLoK 71)
803 An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights winking on its surface, before settling to the ground nearby. (VGtM 8)
804 A small jar of water labeled "Girl Bath Water"
805 A rock that causes any hair it touches to fall out
806 A battered helmet with a transparent orange visor that flips into place when donned (LLoK 77)
807 A music box that, when wound, will repeat everything the winder spoke out loud in the time that it was wound back to. It has a hard limit at 30 seconds. (Josh)
808 An iridescent quill (SCoC P6)
809 Dice made from the knuckles of a notorious charlatan (VRGtR 27)
d1000 Trinket
810 A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong (MToF 7)
811 A bronzewood ring inscribed with the Elvish word for "hope" (ERftLW Ae1)
812 A bedroll that rolls and unrolls when verbally commanded to
813 A map made of concentric circles that can be rotated around the page (SCoC L1)
814 Tiny bottle filled with rainwater collected from the Feywild (WBtW 37)
815 The head of a broken statue that houses the consciousness of a snarky sage (SCoC L4)
816 A brooch made from a small insect encased in amber (IDRotF 57)
817 A hexagonal playing card of unfamiliar design, bearing the number 5 and the image of a dwarven woman in heavy armor. (ExE S3)
818 A four-sided die carved with strange markings (ERftLW K5)
819 Evil socks (Josh)
820 A battered brass mug that chills any liquid placed inside, but with a hole punched through the bottom. (ExE S9)
821 An 8-fingered glove made out of silk. It has "RR" embroidered by the wrist in pink lace. (Josh)
822 A fuzzy, brightly colored worm on a string
823 A sun hat with a two foot brim
824 150 gp in debt
825 A monocle shows the last thing seen by its previous owner before they died. (ExE Do2)
826 A wooden boomerang that, no matter the force it is thrown with, always lands exactly 10 feet away from the thrower. (Josh)
827 Spectacle frames in the shape of butterfly wings (WBtW 89)
828 A magically preserved human foot. It hops precisely 4 times a day at exact intervals. (Josh)
829 A box of fake matches. Any attempt to strike the matches causes the user to emit thunderously loud flatulence. (Josh)
830 A rectangular piece of glass that displays a twelve-digit countdown on its surface (LLoK 89)
831 A collar of black leather with adamantine spikes, sized to fit the neck of a large creature. (ExE Dh3)
832 Tiny beehive wig made for sprites or pixies (WBtW 58)
833 A pair of silver glasses that, when looking through them, makes the world look like it is always snowing
d1000 Trinket
834 A lantern with a black candle that never runs out and that burns with green flame (VRGtR 15)
835 A snowball; it doesn't melt and can't be compressed into ice (ERftLW F5)
836 A blue knit hat that looks a bit like a bottle folding in on itself (SCoC Q2)
837 A pink, knitted hat made to look like a cow's udders
838 A four-leaf clover pressed inside a book discussing manners and etiquette (PHB 76)
839 A round bread roll cut so that someone could spread butter on both halves without ever lifting the knife (SCoC Q6)
840 Pixie's winter jacket lined with fox fur (WBtW 93)
841 A pair of nearly indestructible socks, woven from a clever form of adamantine mesh. (ExE Dh12)
842 A knife that whispers to the humanoid with the lowest Wisdom score within 30 feet of it
843 Ball-and-cup toy that plays a short, victorious jingle whenever the ball lands in the cup (WBtW 23)
844 A forged permission slip granting access to the special archives of Rockford University's libraries (SCoC S4)
845 Fake Three-Dragon Ante card depicting a faerie dragon (WBtW 34)
846 A polished crystal sphere; when you clutch it in your fist, a telepathic voice recites a story in your mind (ERftLW S1)
847 A tiger mask that, when worn, makes you nervous around other people and dulls positive emotions
848 A set of living thieves' tools, with flexible tentacles instead of steel picks. (ExE S4)
849 A set of flashcards detailing different colloquialisms and their meanings (SCoC S2)
850 A signed headshot of famous bard Halser Honorheart (AI 74)
851 A leather pouch filled with tiny draconic teeth (ERftLW Ar9)
852 A small silver bell that makes a sound like quiet, distant thunder when it's struck (EE 42)
853 A ball of flesh, covered in skin and some hair (amorphus globosus)
854 Half of a palm-sized geode that pulses dimly with purple light (EE 50)
855 A leather-bound collection of elvish poetry called Shards of the Light (ERftLW S6)
856 A deck of 54 playing cards, including the prince of hearts and the 11 of clubs
857 A noose that feels heavier than it should (VRGtR 19)
d1000 Trinket
858 A perfectly preserved eye; if you set it down, it rotates to follow your movement (ERftLW K8)
859 The scale of a time dragon
860 A glass orb filled with moving smoke (PHB 17)
861 A little miniature garden gnome keychain (Sky)
862 A small, worn book of children's nursery rhymes (VRGtR 39)
863 An inflatable bedroll made from an unknown material, and which slowly deflates when used (LLoK 73)
864 A spoon the size of a shovel
865 A Lyle Sinclair action figure with detachable spear and silly hat (AI 42)
866 A slimy green tentacle, which occasionally wriggles (SCoC W4)
867 A palm-sized cylinder that emits a harmless ray of glowing blue light when squeezed (LLoK 29)
868 A needle that causes no pain when pushed through flesh
869 A book with a lockbox instead of pages (Sky)
870 A preserved eye of an unknown creature; the iris still expands and contracts. (ExE S10)
871 An empty glass vial that smells of perfume when opened (PHB 39)
872 A crude chalice made of coal (EE 58)
873 A candle made from a severed hand (VRGtR 76)
874 A black leather notebook filled with half-finished poems (SCoC S1)
875 A small journal made from preserved leaves (ERftLW Ae7)
876 A cloak pin made of iron in the shape of two hammers joined by a semicircular haft (ERftLW M9)
877 Torn parchment with half a rebus painted on it (SatO P3)
878 A cheeseburger that never spoils (Sky)
879 Paintbrush made entirely of ceramic—even the bristles (WBtW 87)
880 An ornate but empty reliquary made of silver and fractured glass (VRGtR 95)
881 A bracelet that magically changes size to be just slightly too big for the wearer. (Josh)
882 A perpetually warm disk of dark iron (ERftLW K3)
883 An apple sized skull that inexplicably weighs 10lbs when directly held, but is virtually weightless when carried in a container. (Josh)
884 A ventriloquist dummy made in the likeness of Vlaakith, the now deceased lich queen. (Josh)
d1000 Trinket
885 A single Sending Stone
886 A small journal with leathery pages; any words you write in it slowly disappear (ERftLW K4)
887 A small succulent in a dodecahedral clay pot (SCoC Q1)
888 An eight-sided bone die inscribed with Goblin numerals. (ExE Dh8)
889 100-sided die the size of a plum, cut from coal (WBtW 96)
890 A bone fragment with brass inlaid runes (ERftLW Ar8)
891 A map made of concentric circles that can be rotated around the page (SCoC L2)
892 A urn with the ashes of a dead relative (VRGtR 24)
893 A quartet of hovering water motes in a vial (SCoC P3)
894 A wizard's hat and matching robe. They use illusion magic to make you appear to have big naturals
895 A fake mustache made from gnome facial hair (AI 62)
896 A wooden dinosaur toy that has movable legs (ERftLW M10)
897 A filing box exactly 3 inches bigger on the inside than on the outside. (Josh)
898 A sealed jar of honey with a date over 2000 years old written on it (Alan)
899 A scintillating disk of unknown material (LLoK 15)
900 A thermos that turns any liquid poured inside into a black ichor, but changes no other properties of that liquid. (Josh)
901 A coffee bean the size of a loaf of bread
902 A sewing box that smells of old wood and has three spools of blue thread inside (IDRotF 49)
903 A set of wind chimes made from seashells (IDRotF 73)
904 A stalker
905 A sealed bottle labeled "Gender Fluid" which contains a chunky red liquid
906 A dragon's tooth, engraved with an unknown sigil (ERftLW Ar3)
907 A worg's tooth dipped in bronze. (ExE Dh11)
908 A helmet that glows red when the wearer thinks racist thoughts
909 A coupon for "one free abortion" with an address in Feycross
910 A glove with a mouth-like design stitched on the palm (VRGtR 94)
d1000 Trinket
911 Wooden blocks for a child. If they are stacked, a command word can cause them to collapse on their own.
912 A rusted iron coin. The word muut is inscribed on one side, and atcha on the other. (ExE Dh10)
913 A plush toy that's shaped kind of like a cat, but smells like a dog (Sky)
914 A small box; when opened, you alone hear screaming (ERftLW K9)
915 A harpy's feather
916 A fountain pen with an internal ink well and your name engraved on it
917 A spring-loaded toy with a missing crank (VRGtR 53)
918 An ivory flute which produces no sound (ERftLW Ae6)
919 A pocket watch that is counting down to a date sometime in the next 80 years. It seems to randomly speed up or slow down. (Josh)
920 The logbook of an ice-breaking ship called The Haifisch (VRGtR 61)
921 A toolbox full of hundreds of dice of various sizes, colors, and materials
922 A small, well-worn adamantine flask. If you pour any sort of dairy product into it, it immediately evaporates. (ExE Dh9)
923 A plain cloth doll about a foot tall. By attuning to it (like a magic item), it takes on your appearance and follows you around
924 A single large seed that's warm to the touch (ERftLW Ar10)
925 A box containing a torn-up letter (AI 53)
926 A dominatrix outfit made to the scale of a pixie or sprite. (Josh)
927 A seemingly mundane gold piece. Anyone who touches it gains the unshakable belief that this is the very first gold coin minted by humanity. (VGtM 6)
928 A plushie of a bunny who is also a strawberry
929 A six-inch-tall mechanical marmoset in need of minor repairs (ERftLW M7)
930 A drawing you made as a child of your family. There is an additional family member nobody in your family remembers but you
931 A dagger carved from a dragon's talon (ERftLW Ar5)
932 A jar completely filled with spiders
933 A tiny white dragon sculpted from ice that doesn't melt (ERftLW F6)
d1000 Trinket
934 A board of unknown material that can be folded from a rigid 3 foot by 2 foot rectangle to a pocket sized object. You can draw on it with your index finger, and erase with any cloth
935 Three canopic jars filled with rusted gears and metal scrap
936 Vial of viscous liquid labeled "Fomorian spit. Do not drink!" (WBtW 39)
937 A small handmirror which only reflects inanimate objects (EE 12)
938 A painting of what a fomorian may have looked like before the curse
939 A badge for something known as a "Cthonaut"
940 A shard of obsidian that always feels warm to the touch (PHB 27)
941 A cigar filled with catnip
942 A hand crossbow modified to shoot fist-sized rocks (1d4 bludgeoning)
943 A giant sport ball (AI 44)
944 A plushie made to look like you
945 An ancient compass-like tool points unerringly toward a location on Panren. (ExE S1)
946 A blob of translucent purple clay that changes shape on its own to whatever you think it to be
947 A stoppered glass bottle that, when opened, plays a brassy orchestral piece (SCoC P2)
948 A punched ticket for a voyage from Valenville to Stormcrest (ERftLW X2)
949 A mechanical canary inside a gnomish lamp (PHB 44)
950 A wooden box about the size of a thick tome. While the lid is closed, time does not pass inside the box.
951 An instruction manual for activating a mysterious, world-destroying device (LLoK 65)
952 A dictionary describing every fetish, ever
953 A pierced black dragon scale on a cord (ERftLW Ar1)
954 A mithral armband in the shape of a serpent; the snake's short fangs pierce the skin of its wearer. (ExE Dh7)
955 A witch's hat that, when worn, makes you unable to taste or smell.
956 A wearable badge that displays the wearer's thoughts as text
957 A gold foil rose
958 A notebook containing waterproof paper (SCoC W5)
959 A vial of dragon blood (PHB 89)
d1000 Trinket
960 A necklace of five small vials, each filled with luminescent white liquid (SCoC W6)
961 A single scale from a white dragon (ERftLW F8)
962 A small book titled Feersome Beests of Penren (ERftLW X7)
963 An eye in a jar, suspended in green fluid. It blinks.
964 A tiny copper coin with a face carved into it. It is too small to be used as currency.
965 A wand that fails to cast spells, and instead just creates sparks or a puff of smoke
966 Large iron fingernail (WBtW 13)
967 A jet black blanket that prevents a creature under it from dreaming
968 A monocle that can be used as a telescope (ERftLW M6)
969 Someone else's underwear
970 Pumpkin cupcake that magically regenerates itself in its paper cup each day at dawn (WBtW 33)
971 A shield made of a rare translucent teal wood found only on the Feywild
972 A piece from a jigsaw puzzle (NA)
973 A bandolier of watercolor paints (SCoC P4)
974 Petrified robin's egg (WBtW 82)
975 A slightly used red bandit mask (AI 89)
976 Bracelet of twisted razorvine stems (SatO P4)
977 A small stone cube that acts as a magnet when placed against another stone (EE 79)
978 A pair of bronze scissors in the shape of a pair of leaping dolphins (EE 26)
979 A locked, unbreakable, wooden box labeled "The Left Testicle of Vecna"
980 A severed big toe with a nail that continues to grow (VRGtR 92)
981 A curved claw from an unknown beast that small children are always frightened of (AI 72)
982 A tiny vial pendant filled with a drop of honey that glows faintly (SatO W1)
983 A declaration of war against a nation no one has ever heard of (AI 9)
984 A silver badge in the shape of a five-pointed star (PHB 31)
985 A taxidermied giant rat
986 A tiny spool of black thread that never runs out (VRGtR 47)
987 A translation page for a cypher you and a friend made as children
988 A metal necklace with three yellow crystals hanging from it
d1000 Trinket
989 A planchette etched with raven skulls (VRGtR 65)
990 A pin back button with the word CUNT on it (Sky)
991 A wall chart of mysterious formulae arranged into a color-coded grid (LLoK 91)
992 A small medallion made of silver, depicting a tower with an eye at the top of it and other smaller eyes embedded in the sides (ERftLW M8)
993 A lock of hair from a changeling (AI 69)
994 A lead-lined hat
995 An old band shirt that requires you to name 5 of their songs before putting it on. Complains about new music while worn. (Garrett)
996 Seven small beads of sandstone on a string, all different colors (EE 94)
997 A scrap of parchment, part of a map of Stormcrest (ERftLW X6)
998 Pixie plushie that sings when you squeeze it (WBtW 30)
999 tooth from an unknown beast (PHB 13)
1000 A sword with a blade made of glass

Language Table

This isn't even mentioned in the table of contents lmao. Do not use this as a reference for other campaigns, I have changed things like abyssal used to use infernal script which is lame. This is mostly a reference for me.

Language Script Dialects
Abyssal Abyssal Gnoll
Batrachian Goblin Bullywug, Grung, Slaad
Celestial Celestial Sphinx
Cho'l Cho'l Giff
Common Common
Deep Speech Qualith
Draconic Draconic
Druidic Druidic
Dwarvish Dwarvish
Elvish Elvish
Giant Dwarvish
Gith Tir'su Githyanki, Githzerai
Gnomish Dwarvish
Goblin Goblin
Halfling Common
Infernal Infernal
Modron -
Orc Orc
Primordial Dwarvish Auran, Aquan,
Ignan, Terran
Sahuagin Abyssal
Starchild Starchild
Sylvan Elvish
Tabaxi Cho'l
Thieves' Cant any
Undercommon Elvish
Yuan-ti Draconic

Image Credits

Most of these images were not ethically sourced. I do not care, this is a personal project for like 10 people that will make zero dollars. Normally I am against things like AI images and art thieft but I don't care in this case. It isn't for profit and so few people will see this book that it doesn't matter.

Images are listed in order of appearance. Descriptions are obviously not what the artist named the image, but how I describe it describing what's on the page.

  • Lyle Sinclair watches the aurora on a roof in Zular - Víctor Rodríguez / victorsickman on ArtStation [cover] (This is the one ethical image in this document, as I commissioned it.)
  • Updated character sheet - Me (and WoTC) [page 29]
  • Map of Panren - Me using Inkarnate [page 31]
  • Tarrasque - Magic the Gathering [page 32]
  • Rockford harbor - JC Jongwon Park [page 34]
  • Valenville - JungHoon.L [page 35]
  • Bayia Floats - Trent Kaniuga [page 36]
  • An abstract depiction of Father Time by a cleric of Erzulie - AI [page 37]
  • Cleric of Erzulie - Warhammer Fantasy [page 38]
  • Summer adventure - Robert Koh [page 39]
  • Ship at the will of Aldrea - Vienna Evans [page 40]
  • Winter forest - Henrik Karppinen [page 42]
  • Thyrkoth's orders - artdeepmind [page 43]
  • Apocolypse - Dretchretch [page 44]
  • Sandman - carved by cataphiles in the Paris catacombs [page 45]
  • Goblin with elf ancestry - RoninDude [page 49]
  • Goblin - Pathfinder [page 49]
  • Goblin with hobgoblin ancestry - Wizards of the Coast [page 49]
  • Goblin with gnome ancestry - Maxa-Postrophe [page 49]
  • Goblin - Wizards of the Coast [page 49]
  • Delphrem on his trusty steed - gzwanenburg [page 50]
  • Florus - AI [page 51]
  • Nox human elementalist - ilensar [page 53]
  • Cho'l - AI [page 54]
  • Super cute Feywild halfling - feyspeaker [page 55]
  • Clockwork elf paladin - AI [page 56]
  • Githzerai monk - Wizards of the Coast [page 62]
  • Human with a knife - Magic the Gathering [page 64]
  • Shadar-kai archer and human thief - Steven Shan [page 66]
  • Yuan-ti and some snakes - Magic the Gathering [page 67]
  • Florus druid holding Big Man - Gracjana Zielinskav [page 69]
  • Frost goliath - Francell Garrote [page 70]
  • Mushroom florus - AI [page 73]
  • The Shadowfell - BlackSalander [page 74]
  • Dhampir panty-soaker - an artist we were unable to locate [page 75]
  • The best piece of art in the entire book - Travis Schluter [page 80]
  • Elementalist masters all four elements at once - Thepastart [page 85]
  • Ki warrior weilding a polearm - Diablo 3 [page 88]
  • Backstage - Derpixon [page 90] (Fun fact, I actually cosplayed the mask guy from Mime and Dash in 2021)
  • Hill dwarf frost cleric ventures into the mountains - ArtDeepMind [page 91]
  • Elf time cleric begins to stop time - shizen1102 [page 94]
  • Druid of the Shadowfell - Igor Krstic [page 97]
  • Shroud paladin - The best source I could find was from a deleted Reddit account [page 102]
  • A maverick gets the quick draw on a dragon - SolDevia [page 103]
  • Tiefling infernal sorcerer - Shade-of-Stars [page 105]
  • Thoughtform manifestor reclaims spirit energy from his tulpa wife (she used to be alive) (he will immediately resummon her) - Magic the Gathering [page 107]
  • Warlock of the storm (or maybe a blue dragon, who knows for sure) - Jackson Tjota [page 109]
  • The unmatched power of the sun - Magic the Gathering [page 111]
  • A prize from the devil - The Griffon's Saddlebag [page 114]
  • Elf blademaster - Radwan Zaahira [page 126]
  • The other hat man - Benadryl [page 129]
  • Human psion raises rubble for an attack - Gwent [page 130]
  • Half-orc arcane trickster sneak attacks a guard - Magic the Gathering [page 135]
  • Half-elf arctic soul monk freezes an innocent knight - Magic the Gathering [page 137]
  • Unearthing a scroll of the ancient, forgotten, illegal spell grayscale - Magic the Gathering [page 143]
  • Spell sniper's arcane shot - Privateer Press [page 146]
  • Harnessing the draconic power within a single red scale - Chris Rahn [page 149]
  • Wizard summons a cat familiar identical to his actual cat - Magic the Gathering [page 150]
  • Ice shards - Diablo 4 [page 154]
  • Mass greater invisibility - Mateusz Komorowski [page 156]
  • The victim of a radioactive sorcerer - Magic the Gathering [page 158]
  • Necromancer conjures a sickening fart tornado - laccerado [page 164]
  • Victim of whiteout - AI [page 166]
  • Snowdamned - unknown [page 195]
  • Sandman - wait, wasn't he also earlier in the book? [page 196]
  • Three pinheads and their summoner - American Horror Story [page 197]
  • Girls night out - unknown [page 197]
  • Allay - Minecraft [page 198]
  • Flaming croc - unknown [page 198]
  • Plant Charm - Olga Drebas [page 212]
  • Heir to one of the few Purple Vorpal Swords - Magic the Gathering but I made the sword purple [page 215]

??. Joke Spells

Don't tell anybody about what you found here! Well, you scrolled to the bottom. And you kept going. Thanks for that, means a decent bit to me. Since you did, here are the spells I made as a joke for various reasons. You shouldn't take the spells, but if you want, you can.

Dick Size Calculation

Stop asking for this, fuck you.

([2d6 or 1d12] + 1/2 your Con mod, rounded down + your Luck mod)% of height


Level Spell School Conc. Ritual Class
Cantrip Aw Shucks Cornomancy No - All
Cantrip Beam with no Effects Magic No - All
Cantrip Cum Bolt Conjuration No - Artificer, Bard, Sorcerer, Warlock, Wizard
Cantrip Flash Trick Illusion No - All
Cantrip Gay Laser Enchantment No - Artificer, Bard, Fey Wanderer Ranger, Warlock, High Elf racial cantrip, Wood Elf Magic feat, Tiefling racial cantrip (replaces any)
Cantrip Pocket Sand Conjuration No - Artificer, Satire Bard, Druid, Elementalist, Arcane Trickster Rogue, Warlock
Cantrip Sextidigitation Conjuration No - All
Cantrip Thundercrap Shitting your Pants No - Artificer, Satire Bard, Druid, Sorcerer, Wizard
Cantrip Transmute Bread to Toast Transmutation No - Artificer, Druid, Sorcerer, Wizard
1st Cone of Bees Conjuration No No Satire Bard, Druid, Swarmkeeper Ranger, Sorcerer, Wizard
1st Grabby Hands Enchantment Yes No Bard
1st Testicular Torsion Transmutation Yes No Bard, Sorcerer, Wizard
3rd Curse of Big Boobs Transmutation Yes No Alchemist Artificer, Bard, Sorcerer, Wizard
3rd Dementia Door Conjuration No No Bard, Sorcerer, Warlock, Wizard
3rd Sexy Fireball Enchantment No No Bard, Sorcerer, Enchantment Wizard
3rd Small your Dick Transmutation No No Alchemist Artificer, Bard, Cleric, Wizard
4th Super Brain Hemorrhage Transmutation No No Satire Bard, Warlock, Wizard
5th Cone of Wasps Conjuration No No Satire Bard, Druid, Swarmkeeper Ranger, Sorcerer, Wizard
5th Conjure Cum Elemental Conjuration Yes No Bard, Conjuration Wizard
5th Smokepowder Barrel Barrelmancy No No All
6th The Pharaoh's Curse Necromancy No No Cleric, Warlock
8th Runepowder Barrel Barrelmancy No No All
9th Grand Sexy Fireball Enchantment No No Sorcerer
???

Aw Shucks

Cornomancy cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (An ear of corn, which the spell (somewhat) consumes)
  • Duration: Instantaneous

You touch an ear of corn. All of the kernels fall off of the ear. This spell has no effect on undead or constructs.

Beam with no Effects

Magic cantrip


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a beam at a creature within range. Make a ranged spell attack against the target.

Cone of Bees

1st level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a honey dipper)
  • Duration: Instantaneous

A blast of bees erupts from your hands. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 1d8 piercing damage and 2d6 poison damage on a failed save, or half as much damage on a successful one. A creature allergic to bees makes this save with disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d8 for each slot level above 1st.

Cone of Wasps

5th level conjuration


  • Casting Time: 1 action
  • Range: Self (45-foot cone)
  • Components: V, S, M (sugar)
  • Duration: Instantaneous

A blast of wasps erupts from your hands. Each creature in a 45-foot cone must make a Constitution saving throw. A creature takes 4d8 piercing damage and 4d10 poison damage on a failed save, or half as much damage on a successful one. A creature allergic to wasps makes this save with disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the piercing damage increases by 1d8 for each slot level above 5th.

Conjure Cum Elemental

5th level conjuration


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (cum, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You call forth an elemental abomination. Choose an area of cum within range. A cum elemental appears in an unoccupied space within 10 feet of it. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes horny toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

The elemental's statistics are right there, dumbass.

Cum Bolt

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes

You ejaculate on a creature within range. The target must succeed on a Dexterity saving throw or be covered in cum for the duration. A creature immune to the restrained condition automatically succeeds on its saving throw. A creature can be affected by multiple instances of this spell at a time.

The target suffers a penalty to any attack roll, ability check, or saving throw that uses Strength, Dexterity, or Charisma. This penalty is equal to the number of instances of this spell the target is being effected by minus the target's Strength modifier (minimum of 0), unless it is negative. Its speed is also reduced by a number of feet equal to 5 times this penalty. If this reduces its speed to 0, it is restrained.

If the penalty exceeds the target's Strength score, it is unable to breathe.

As an action, the target can make a Strength check. On a successful check, it removes one instance of this spell, plus an additional instance for every 2 numbers above the DC it rolled.

???

Cum Elemental

Large elemental, horny as fuck man, like a freak man


  • Armor Class 16 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA LCK
17 (+3) 10 (+0) 17 (+3) 5 (-3) 9 (-1) 12 (+1) -6 (-9)

  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities acid, poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive perception 9
  • Languages Primordial
  • Challenge 5 (1800 XP)

Sticky Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage and its speed is reduced by 10 feet until the end of its next turn. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d6) acid damage and its speed is reduced by 10 feet until the end of its next turn.

Good Girls Swallow. A creature within 5 feet of the elemental can use an action to cast absorb elements on the elemental to consume it. Doing so deals 30 necrotic damage to it, plus an extra 10 necrotic damage for each slot level above 1st.

Actions

Multiattack. The elemental makes two slam attacks.

Thrust. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage

Climax (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Strength saving throw. On a failure, a target takes 12 (2d8 + 3) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 12 (2d8 + 3) bludgeoning damage, and 4 (1d8) psychic damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 13 Strength check and succeeding.

Curse of Big Boobs

3rd level transmutation


  • Casting Time: 1 action
  • Range: Grope
  • Components: V, S, M (a bra above G cup)
  • Duration: Concentration, up to 1 minute

You touch a humanoid or humanoid-shaped living flesh creature, and that creature must succeed on a Constitution saving throw or become cursed with massive mommy milkers for the duration of the spell. A shapechanger makes this save with advantage, although while cursed they are unable to remove the boobs by changing shape (they can change how the boobs look if they change their race tho). While cursed in this way, the target's speed is halved, it has advantage on Charisma (Performance) checks made to seduce, and it takes a −2 penalty to AC and Dexterity saving throws.

When you first curse the creature, and again whenever the creature takes the dash action or makes an attack, it must succeed on a Strength saving throw or fall prone. It cannot be forced to make this saving throw more than once per turn. If it fails the save by 10 or more, it is restrained by the sheer weight of its massive dohoonkabhankoloos. A creature restrained by its own fat rack can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

A remove curse spell ends this effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Dementia Door

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V
  • Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one Medium or smaller willing creature who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

After you cast the spell, you and any creature you teleported lose all memory of the past minute and are incapacitated until the end of your next turn.

???

Flash Trick

Illusion cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You cause your clothes to become invisible for 3 seconds.

Gay Laser

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a rainbow colored beam of energy at a creature within range. If you are straight, the spell fails. The target must succeed on a Charisma saving throw or take 1d6 psychic damage and subtract 1d4 from the next attack roll, ability check, or saving throw it makes before the end of your next turn, as its mind is distracted by gay thoughts of gay sex.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Grabby Hands

1st level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You act pouty, seductive, cutsey, or however you want, as you attempt to grapple a humanoid or humanoid-adjacent creature within range using nothing but your charm. If the target can see or hear you, it must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. The charmed creature is also grappled and incapacitated.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, if the creature takes damage, or if you use your action to do anything else. Additionally, the charmed target can make a Charisma saving throw at the end of each of its turns, ending the spell on a success.

Pocket Sand

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You throw sand into the eyes of a creature within range. Make a ranged spell attack against the target. On a hit, the target must succeed on a Constitution saving throw or be blinded until the start of your next turn. Creatures without eyes or with covered eyes are immune to this spell.

Runepowder Barrel

8th level barrelmancy


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: S, M (500 gp, which the spell consumes)
  • Duration: 1 minute

You conjure an explosive barrel from your pocket at a point within range. The barrel weighs 30 pounds, has 1 hit point, and is immune to psychic and poison damage. If the barrel takes damage, it explodes.

When the barrel explodes, each creature within 60 feet of it must make a Dexterity saving throw. A creature takes 10d8 + 40 force damage on a failed save, or half as much on a successful one. Regardless of the saving throw, the creatures are pushed 15 feet away from the explosion.

Objects in the explosion area take 20d8 + 40 force damage and are knocked back 20 feet.

If the barrel hasn't exploded when the spell ends, it disappears.

Sextidigitation

Conjuration cantrip


  • Casting Time: 1 boner action
  • Range: 10 feet
  • Components: S
  • Duration: Up to 1 hour

This spell is a minor magical trick that horny spellcasters use for sex. You create one of the following magical effects within range:

  • You unbutton or unzip one piece of a creature's clothes. An unwilling creature can make a Charisma saving throw. On a successful save, you cannot target it with this spell again for 1 hour.
  • You lubricate a Tiny object or part of a creature for 1 hour.
  • You create a spectral sex toy that can fit in your hand that lasts for 1 hour.
  • You create a spectral rope up to 10 feet long. You can cast this spell again while touching the rope to cause it be cut at that point.
  • You bind and restrain a willing creature with spectral bindings for 1 hour.
  • You target a mage hand within range and extend its duration to 10 minutes, however the spell ends early if it moves more than 10 feet from where it was when you targeted it with this spell. A creature can have up to 3 mage hands at a time as long as they are all within 10 feet of each other and all targeted by this spell.
  • You instantly light or snuff out a candle, a torch, or a small campfire. You can also cause the flames to dim or change color or temperature for 1 hour.
  • You instantaneously clean a part of an object or creature no larger than 1 cubic foot.
  • You cause a creature to be unable to get pregnant or get someone else pregnant for 1 hour.
  • A creature you choose within range must succeed on a Constitution saving throw or be aroused.

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.

???

    The number of non-instantaneous effects created by the spell you can have active at a time increases at 5th level (4), 11th level (5), and 17th level (10).

Sexy Fireball

3rd level enchantment


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: 1 round

A gooey white glob ejaculates from your pointing finger (or other body part) to a point you choose within range and then blossoms with a loud moan into a pleasantly warm explosion of pink flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d12 fire damage, 3d8 psychic damage, and is charmed by you until the end of your next turn. On a successful save, it takes half as much damage and isn't aroused by this spell

The damage can't reduce the target's hit points below 1. A creature who fails its save has any nonmagical flammable clothes it is wearing disintegrated. The fire spreads around corners.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the psychic damage increases by 1d10 for each slot level above 3rd.

Grand Sexy Fireball

9th level enchantment


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S, M (a gem laden ornate sex toy worth at least 1000 gp)
  • Duration: 1 minute

Dozens of gooey white globs ejaculate from your pointing finger (or other body parts) to a point you choose within range and then blossom with multiple loud moans into dozens of pleasantly warm explosions of pink flame. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d100 fire damage, 20d8 psychic damage, and is charmed by you for the duration. On a successful save, the creature takes half damage and is not charmed.

A charmed creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.

The damage can't reduce the target's hit points below 1. A creature who fails its save has any nonmagical clothes it is wearing disintegrated and any armor or magical clothing it is wearing teleported to an unoccupied space within 5 feet of it. The fire spreads around corners.

Small Your Dick

3rd level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until dispelled

makes dick small

Smokepowder Barrel

5th level barrelmancy


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: S, M (100 gp, which the spell consumes)
  • Duration: 1 minute

You conjure an explosive barrel from your pocket at a point within range. The barrel weighs 50 pounds, has 1 hit point, and is immune to psychic and poison damage. If the barrel takes damage, it explodes.

When the barrel explodes, each creature within 20 feet of it must make a Dexterity saving throw. A creature takes 4d4 + 18 force damage and 2d6 fire damage on a failed save, or half as much on a successful one. Regardless of the saving throw, the creatures also take 2d6 force damage and are pushed 15 feet away from the explosion.

The area of the explosion remains on fire until extinguished. A creature that starts its turn in the fire takes 1d4 fire damage.

Objects in the explosion area take 8d4 + 2d6 + 18 force damage and 2d6 fire damage and are knocked back 20 feet.

If the barrel hasn't exploded when the spell ends, it disappears.

Super Brain Hemorrhage

4th level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

"Wizard who got tired of fighting and casts fucked up unethical spells like “super brain hemorrhage” to end them faster" -Tumblr user guitarbeard

You do something that is probably pretty illegal to a creature of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 5d10 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage and isn't stunned. This spell has no effect on undead or constructs.

A creature reduced to 0 hit points by this spell dies of a super brain hemorrhage.

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.

???

Testicular Torsion

1st level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a scrotum hair tied in a knot)
  • Duration: Concentration, up to 1 minute

You twist the balls of a creature within range, causing it extreme pain. The target must succeed on a Constitution saving throw. On a failed save, the target takes 1 testicular damage, and whenever the target makes an attack roll, ability check, or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll, ability check, or saving throw. Its speed is also halved for the duration.

The spell fails if the target has no testicles. If the spell fails, you are made aware of why it failed.

A creature reduced to 0 hit points by this spell dies, because that's fucking hilarious.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the damage increases by 68.

The Pharaoh's Curse

6th level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (the slab)
  • Duration: Until dispelled

You bestow The Pharaoh's Curse upon a creature within range. The target must succeed on a Charisma saving throw or begin to cough up sand and be cursed with mummy rot.

A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can make a Constitution saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. While suffocating, this music plays.

Even if the creature manages to stop coughing up sand, it is still cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. It also harmlessly coughs up small amounts of sand (not enough to incapacitate it like earlier). If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. This part of the curse lasts until removed by the remove curse spell or other magic.

Thundercrap

Shitting your Pants cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S
  • Duration: Instantaneous

You shit your pants, creating a sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d3 thunder damage and 1d4 poison damage.

The spell’s damages each increase by one die when you reach 5th level (2d3 and 2d4), 11th level (3d3 and 3d4), and 17th level (4d3 and 4d4).

Transmute Bread to Toast

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Take a wild fucking guess.

???

??. Joke Magic Items

I would do anything for my favorite player who is also my wife. Skyler wanted a womb tattoo magic item, so i did that. Unlike the joke spells, I do hate some of these.

Elemental Gem, White Quartz

Wondrous item, uncommon, 250 gp

This gem contains a mote of elemental energy. When you use an action to break the gem, a cum elemental is summoned as if you had cast the conjure cum elemental spell, and the gem's magic is lost.

Elemental Essence Shard (Cum)

Wondrous item, rare (requires attunement by a sorcerer), 6,969 gp

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:

Property. One target of the spell that you can see has its speed halved until the start of your next turn.

Womb Tattoo

Tattoo but also Wondrous item, common, 35 gp

Produced by a special dildo, this magic tattoo contains a sigil in a design of the creator's choice (typically infernal), wrought on your skin by a magic dildo. To use the tattoo, you must hold the dildo against your skin and speak the command word. The dildo turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, it remains until you speak the command word again, at which point the tattoo returns to dildo form inside of you.

While the tattoo is on you, being cummed in causes the tattoo to glow for 1 hour, shedding dim light in a 5 foot radius. You also regain 1 hit point.

While in dildo form, it can be used as a magical improvised weapon, which deals 1d3 bludgeoning damage on a hit.

Symbiotic Strap

Wondrous item, common, 20 gp
Normally symbiotic items require attunement, but this one doesn't, so I don't have to add anything about that locking you out of unattuning. I don't need to write anything here, you know how it would work, Skyler.

Oil of Twerkov

Potion, rare, 6,969 gp
After drinking this oil, you gain the ability to throw it back for 1 hour. For the duration, you can use your reaction to deflect any ranged attack you are hit by. When you do so, the damage you take from the attack is reduced by 1d100 + your Luck score.

If you reduce the damage to 0, you deflect the attack back at the attacker. Make a new attack roll, using the attacker's attack bonus and damage dice.

???