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by Yorviing

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Yorviing's Arcane Grimoire

Introduction & Forward

Welcome, dear reader, to Yorviing's Arcane Grimoire, a tome holding a large quantity of arcane themed player options for the greatest roleplaying game ever made. Inside these pages, you will find many Arcane Traditions for wizards, multiple spells, magical items, roll tables, backgrounds, and much, much more.

The contents within this book are meant to provide many different homebrew options for a game or campaign. There are subclasses for wizards (and even a few that are not for wizards) to create characters, spells to grant spellcasters and wielders of magic, magical items that can be found, purchased, or gifted to players, roll tables to help flesh out a character's backstory, personality, and worldview, and even setting neutral factions that a Dungeon Master can incorporate into their world or a campaign, either as a preexisting one or as one the players perhaps strive to create or bring back.

Yorviing's Arcane Grimoire, or YAG for short, is meant for both players and DMs to help them in creating more characters and character concepts and to bring more arcane elements into a story or world.

This project has been my biggest focus over the course of the past year, starting in early 2019 and working its way up till now. I have been working to bring this project to life, playtesting, revising and editing as much as I can to present a homebrew compendium worth having.

I had much help along my journey to creating this project, from many helpful homebrewers to communities that provided feedback in various forms. Without them, this project would not exist, and I have all of them to thank for this journey (you can find out more about the ones who helped me in Part 10 of this book).

Yorviing's Arcane Grimoire is dedicated to a few different people.

Firstly, this book is dedicated to my wife Chelsea, without whom I would not have had the encouragement and joy to continue this project when I went through some dark times. I love you, Sweetie Pea.

Second, this book is dedicated to the members of the greatest players I ever had the pleasure of DMing in a homebrew world called 'Yvarra'; Ben, Brandy, Chris, Dan, Kevin, Korrigan, Mallory, Nathan, Shelly, and Tate. We're going back one day.

Third, this book is dedicated to the r/UnearthedArcana subreddit for all of their feedback and support, as well as anyone who follows me on Reddit. Y'all keep on brewing.

Lastly, I do want to preface by saying that while I put a lot of time and energy into the contents of this book, there are certainly going to be things that are not going to be fully balanced and perfect. While I was able to playtest and refine a lot of this book's contents, some things are do slip through the cracks. I am hoping that anyone who playtests anything in this book, from subclasses to spells, let's me know via Reddit any feedack you gather, from positive to constructive criticism.

But, I've been babbling for too long. Without further ado, I hope that all who reads this book finds some enjoyment with its contents, and I wish you all a pleasant gaming experience.


Much love,

Yorviing


P.S. Let's go make some wizards, eh?

Table of Contents

Part 1: Wizard Subclasses

Arcane Tradition: Acoustics

You are a wizard who focuses on the study of sound, and tries to understand the nature of sound waves and vibrations that are present in all things. Followers of this tradition of Acoustics, often called Acousticians or Sound Sages, often prefer spells that can manipulate sound, and believe that all things have a ‘perfect harmony’ that they aim to tune themselves to, and that the incorrect vibrations within the heart or soul can lead to imbalance. Many of these wizards are musicians, avid linguists, or public speakers, but can also be found in unique roles within a military, or trying to mold the earth with the power of sound and vibrations.

Acoustics Features
Wizard Level Feature
2nd Vocal Savant, Discombobulation
6th Echolocation
10th Fine Tuning
14th Piano & Forte

Vocal Savant

Starting at 2nd level, you have became adept at manipulating sound. You learn the thaumaturgy cantrip.

Additionally, whenever you cast a spell of 1st level or higher, you can expend one additional 1st level spell slot to cast the spell without using verbal components.

Discombobulation

Starting at 2nd level, you have learned how to affect a creature’s center of balance by manipulating sound. As an action, choose a number of creatures that you can see within 10 feet of you. If the target can hear you, it must succeed on a Constitution saving throw against your wizard spell save DC or be deafened until the end of your next turn, as you emit a noise that discombobulates it. Each deafened creature's speed drops to 0, and each creature drops any items or objects that it is carrying.

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, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Echolocation

At 6th level, you have learned how to locate creatures via sound. As a bonus action, you can gain blindsight up to 60 feet by attuning to sounds and vibrations. This effect lasts until the beginning of your next turn, and you cannot use this effect while deafened.

You can use this ability a number of times equal to your Intelligence modifier per long rest.
































Fine Tuning

By 10th level, you have attuned to the might of sonic waves. You gain resistance to thunder damage, and you gain immunity to the deafened condition.

Additionally, you add the silence spell to your spellbook, if it is not there already. You can cast silence without expending a spell slot. When you do so, you cast the spell centered on you and it moves with you, though you can still cast spells with verbal components while this spell is active. Casting silence in this way shortens the duration of the spell to 1 minute while maintaining concentration.

Once you cast silence in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Piano & Forte

At 14th level, you have mastered the art of sound manipulation. Whenever you cast a spell of 1st level or higher that deals damage, you can remove or amplify the sound the spell makes.

If you remove the sound, the spell is cast silently.

If you amplify the sound, creatures hit by the spell must make a Constitution saving throw. On a failed save, a creature takes thunder damage equal to your wizard level and is deafened until the end of their next turn, and takes half as much damage on a success. Creatures within 300 feet can hear the spell.

You can use both of these features once per short or long rest.

Arcane Tradition: Arbormancy

There exist a handful of wizards who believe that there exists a fifth element, wood, that stands alongside the traditional elements of fire, air, earth, and water. Known as arbormancers or wood mages, these wizards view wood as embodying warmth, cooperation, and strength, and favor spells that incorporate wood. Many of these wizards study in forests, sometimes working alongside druids or fey.

Arbormancy Features
Wizard Level Feature
2nd Wooden Familiarity, Arborous Magic
6th Forested Strength
10th Wooden Elemental
14th Woodcraft Mastery

Wooden Familiarity

Starting at 2nd level, you have spent a considerable time studying the power of the element of wood. You gain proficiency in woodcarver's tools and you learn the shillelagh cantrip, and it does not count towards the total number of wizard cantrips that you know.

Additionally, whenever you summon a familiar, either by way of the find familiar or Yune's find greater familiar spell, you can choose to have your familiar's type become plant.

Arborous Magic

Beginning at 2nd level, you have unlocked the magic of nature and wood. Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a druid spell, provided that it belongs to the schools of conjuration or transmutation. The spell must be of a level for which you have spell slots.

Any druid spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy druid spells from your spellbook into their own spellbooks. Note: You cannot aquire the healing spirit spell with this feature.

Whenever you cast a druid spell acquired from this feature, your AC increases by 2 until the beginning of your next turn, as magical wooden bark covers you. You cannot gain this benefit while wearing medium or heavy armor or be wielding a shield.

Forested Strength

By 6th level, much like the trees in the forests, you work best when in cooperation with your allies. Whenever you or one or more of your allies within 15 feet of you is subject to an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to grant you or your allies to add your Intelligence modifier to the saving throw.

You can use this ability a number of times per long rest equal to your Intelligence modifier. This range ncreases to 30 feet at 10th level.

Wooden Elemental

At 10th level, you have learned how to summon creatures made of wood and bark to aid you in battle. Over the course of 1 minute, you use several pieces of bark and leaves as the material components to summon either a shambling mound or a wood woad. This summoned creature cooperates with you and your allies with the same rules for conjure elemental. At 14th level, you can use this feature to summon a treant.

Once you have used this feature, you cannot do so again until you finish a long rest.

Woodcraft Mastery

At 14th level, you have a mastery over the element of wood. Whenever you use your Forested Strength feature, you and your allies become covered in a protective layer of bark that provides them with a bonus to their AC equal to your Intelligence modifier until the end of their next turn.

Arcane Tradition:

Arcane Knight

In lands filled with warfare and strife, special wizards known as Arcane Knights rise up to meet the call to battle. Followers of this unique tradition of Arcane Knights focus their studies drawing forth arcane energy to enhance their strength in a special blend of magic called their War Form, that aids them with incredible might and power that can allow them to enter the fray alongside other soldiers and warriors.

Arcane Knight Features
Wizard Level Feature
2nd Combative Savant, War Form
6th Extra Attack
10th Empowered Combat
14th Arcane War Form

Combative Savant

Beginning when you select this tradition at 2nd level, you have become trained in the art of warfare. You gain proficiency in light, medium, and heavy armor, as well as melee martial weapons.

War Form

Starting at 2nd level, you can enter into a magical combative state known as your War Form. It empowers you with incredible defense, might, and strength.

You can use a bonus action to start the War Form, which lasts for 1 minute. It ends early if you are incapacitated or reduced to 0 hit points, or if you don a different set of armor, or wield a different shield or weapon. You can also dismiss your War Form at any time you choose (no action required).

While your War Form is active, you gain the following benefits:

  • Your weapon’s damage type changes to force damage.
  • You gain temporary hit points equal to three times your wizard level.
  • You have advantage on Strength (Athletics) checks.
  • You can add your Intelligence modifier to one damage roll of any wizard cantrip that you cast against a target within 15 feet of you.

You can use this feature twice. You regain all expeded uses of it when you finish a short or long rest.

Magical Warfare

Starting at 6th level, while your War Form is active, when you use your action to cast a cantrip, you can make one melee weapon attack as a bonus action.

Empowered Combat

By 10th level, you have become adept at fighting while casting spells. While you maintain concentration on a spell, once per turn, you can add your Intelligence modifier to your weapon’s damage rolls.

Arcane War Form

By 14th level, you have learned how to infuse arcane energy into your War Form. Whenever you first summon forth your War Form, you can choose one of the following effects. Each effect lasts for the duration of your War Form.

Elemental Armor. You infuse your armor with elemental protection. Choose one of the following: acid, cold, fire, lightning, or thunder. You gain resistance to that damage type.

Arcane Strikes. You infuse your bonded weapon’s strikes with elemental energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Once on each of your turns when you hit a creature with a weapon attack, you can deal an additional 2d8 damage of that damage type to the target.





















Arcane Tradition:

Arcane Marksman

With the ever advancing field of technology within warfare, some wizards have turned to merging weapons with their magical skills. Known as an Arcane Marksman, a wizard of this tradition can imbue special ranged weapons such as crossbows and firearms with spells to take down their foes, and prefer spells that can give them better mobility and tactical advantages, allowing them to be deadly combatants on the battlefield. Found amongst the ranks of soldiers as elite snipers or mage hunters, an Arcane Marksman is a powerful ally to have in times of war.

Arcane Marksman Features
Wizard Level Feature
2nd Arcane Firearm, Marksman Arcana
6th Improved Arcane Firearm
10th Spellslinger
14th Master Marksman

Arcane Firearm

Starting at 2nd level, you have increased your knowledge of ranged weaponry. You gain proficiency in simple and martial ranged weapons. Choose one simple or martial ranged weapon. This weapon is considered your Arcane Firearm, and this weapon can be used as an arcane focus for your spells. You can only have one Arcane Firearm at a time, and over the course of a long rest, you can change your Arcane Firearm to that of another ranged weapon.

In addition, you gain proficiency in the Perception skill and tinker’s tools.

Marksman Arcana

Beginning at 2nd level, you have learned how to make the most out of your Arcane Firearm. Whenever you cast a spell that requires an attack roll through your Arcane Firearm, you can instead use the normal range of the Arcane Firearm for the range of the spell.

At 10th level, you can use the long range of the Arcane Firearm.





















Improved Arcane Firearm

At 6th level, you have learned how to improve upon your Arcane Firearm. Over the course of a long rest, using your tinker’s tools, you can change your Arcane Firearm to obtain one of the following properties. You can change the property applied to your Arcane Firearm over the course of another long rest.

Arcane Scope: You add a special scope or sight to your weapon. Whenever you cast a ranged spell attack through your Arcane Firearm, you add a +2 to the attack roll if the target of the spell is further than 60 feet away from you.

Arcane Silencer: You add a special device that muffles your weapon. Whenever you cast a ranged spell attack through your Arcane Firearm, the spell makes only a subtle noise, and casting the spell through your Arcane Firearm does not give away your position if you are hidden from a creature.

Arcane Repeater: You add a special mechanism to the body of the weapon that can fire off more shots. Whenever you cast a ranged spell attack through your Arcane Firearm, you can use your bonus action to make a normal ranged weapon attack using the weapon’s standard ammunition.

Arcane Barrel/Rest: You add a special mechanism to the body that can hold more ammunition at a time. Whenever you cast a cantrip through your Arcane Firearm that has a single target, you can target one additional creature within the spell’s range, and you split the damage between the two targets.

Magical Gunsmith

By 10th level, you have further improved your Arcane Firearm. You can now have up two different properties from your Improved Arcane Firearm feature on your Arcane Firearm at a time.

Master Marksman

At 14th level, you have learned how to call your shots. As a bonus action, you can choose one target within range of your Arcane Firearm that you can see. Should you hit the target with your next ranged spell attack through your Arcane Firearm, you can deal additional damage of the spell’s damage type equal to your wizard level.

You can use this feature a number of times equal to your Intelligence modifier per long rest.












Arcane Tradition: Astrology

There are wizards who focus their studies on the celestial bodies above, and how their alignment and positioning can influence the beings who live far below them. Called Astrologists or ‘star mages’, these wizards can wield the magics of the heavenly bodies, and are often called upon to read horoscopes or provide knowledge related to the celestial heavens, working as either astronomers, soothsayers, or navigators of the night sky.

Astrology Features

Wizard Level Feature
2nd Astromancy Savant, Astrological Charts
6th Arcane Starlight
10th Heavenly Attunement
14th Constellation Spell

Astromancy Savant

Staring at 2nd level, you have begun your journey into understanding the heavens. You learn how to read, speak, and write Celestial.

Additionally, whenever you make an Intelligence (Nature) check related to stars, constellations, and other celestial bodies, or whenever you make a Wisdom (Survival) check related to navigating by the stars, you are considered proficient in the Nature or Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You also learn the dancing lights cantrip, and you can cast it as a bonus action.

Astrological Charts

Beginning at 2nd level, you can read daily horoscopes for both yourself and others. By spending 10 minutes alone or with another creature, you can read either your own or the other creature’s horoscope for that day. Until the end of the next long rest, you or that creature can use an action to cast the enhance ability spell. Once a creature has used this benefit, they cannot do so again until they finish a long rest.

Arcane Starlight

At 6th level, the light of the stars is yours to command. Whenever you successfully hit a creature with a spell attack roll, or a creature fails a saving throw against a spell you cast, you can use your bonus action to cause the creature to radiate starlight, and the creature is considered to be under the effects of the faerie fire spell until the beginning of your next turn. Once you have used this effect on a creature, that creature is immune to this effect for 24 hours.

You can use this feature a number of times equal to your Intelligence modifier per long rest.






































Heavenly Attunement

By 10th level, you have gained the ability to imitate the strength of heavenly bodies. When you finish a long rest, you can choose one of the following abilities, which lasts until you finish the next long rest:

Sun’s Warmth: You gain resistance to fire damage, and you are immune to the blinded condition.

Moon’s Grace: You gain resistance to cold damage, and you are immune to the charmed condition.

Star’s Brilliance: You gain resistance to radiant damage, and you are immune to the frightened condition.

Planet’s Might: You gain resistance to bludgeoning damage, and you cannot be knocked prone.

Constellation Spell

At 14th level, you can connect others through your spells like stars connected through a constellation. Whenever you cast a spell of 1st level or higher that affects a single target and requires a spell attack roll and successfully hit a target, you can choose to direct the same spell at another target within the spell’s range, using the first target as the starting point for the spell. Roll another spell attack roll. If the spell successfully hits the second target, you can continue to repeat this process up to a number of creatures equal to your Intelligence modifier. If you manage to hit a number of creatures equal to your Intelligence modifier, you regain a spell slot equal to half the level of the spell slot used, rounded up (minimum 1).

Once you have used this feature, you cannot do so again until you finish a long rest.

Arcane Tradition:

Blue Magic

The incredibly rare tradition known as Blue Magic requires a deep understanding of the arcane arts, to the point of being able to understand the mechanics behind a spell within moments of witnessing its casting. ‘Blue Mages’, as followers of this tradition are called, acquire abilities that allow them to learn and prepare spells from nearly any source, and their versatility in power and skill makes them deadly soldiers, efficient guards, and incredible allies.

Blue Magic Features
Wizard Level Feature
2nd Arcane Eyes, Copy Spell
6th Improved Copy Spell
10th Replicating Mage
14th Stolen Magic

Arcane Eyes

Starting at 2nd level, you have gained considerable knowledge about the mechanics of spells, and have a quick eye to notice them. You gain proficiency in the Arcana and Perception skills.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Copy Spell

Beginning when you select this tradition at 2nd level, you have acquired the ability to learn and replicate spells at a moment’s notice. When a spell is cast on you or an ally that you can see within 30 feet of you, you or an ally that you can see within 30 feet of you are targeted by an effect of a spell, or you see or hear another creature cast a spell, you can use your reaction to attempt to learn that spell by making an Intelligence (Arcana) check against a DC of 10 + the level of the spell slot used to cast the spell.

You do not learn the spell if the spell cast against you if it is of a level with which you have no spell slots to cast it. The spell must be of a level that you can cast it, and you must have an available spell slot of the spell's level in order to cast the spell. If the spell cast against you was upcasted, you treat the spell as being at its base spell level. You also cannot use this feature on cantrips.






When you succeed on the check, you learn the spell until the end of your next short rest, at which time you forget the spell. The spell is not added to your spellbook, though the spell is considered a wizard spell for you and is considered prepared, and does not count towards your total number of spells prepared. You can cast the spell as if it were a prepared spell for you, provided that you have the spell slots available to cast it.

You can use this feature successfully twice per long rest.

Improved Copy Spell

At 6th level, your ability to acquire spells has improved. You can now use your Copy Spell feature a number of times per long rest equal to your Intelligence modifier, and you retain knowledge of any spell acquired via this feature until you complete a long rest.

Replicating Mage

By 10th level, you have become a master of learning spells unconventionally. Whenever you use your Copy Spell feature, you can choose to learn the spell permanently. The spell is considered a wizard spell for you, though you can only add it to your spellbook if it is a wizard spell. Otherwise, you learn the spell as if it were a wizard spell you always have prepared, and you can cast it provided that you have available spell slots with which to cast it.

You can learn up to four spells in this manner. If you attempt to use this feature again to learn a fifth spell, your oldest learned spell is forgotten by you.

Stolen Magic

At 14th level, you have learned how to steal a spell away from its caster. Whenever a creature within 60 feet of you that you can see begins to cast a spell, you can use your reaction to force that creature to make an Intelligence saving throw against your wizard spell save DC. On a failed save, the creature loses control over the spell, and the spell slot is expended as if it had been cast by them. You can then immediately cast the spell by using the spell slot the original caster had expended to cast it.

Once you have used this feature, you cannot do so again until you finish a long rest.

Arcane Tradition: Cartomancy

The esoteric tradition of Cartomancy is an approach to magic where followers utilize elements of the existing schools of magic in order to produce unique effects of fortune and trickery. Spells associated with Cartomancy are all cast via the use of playing cards, and often take on the appearance of cards or card suits.

Followers of this tradition, known as ‘card mages’, can divine fate through cards and create unique effects by imbuing cards with magic, though the magic can be beneficial or dangerous, making card mages gamble with the fate of the cards.

Cardcasting Features
Wizard Level Feature
2nd Cartomancy Savant, Cardcasting
6th Cardreader
10th Shuffle & Draw
14th Outdraw

Cartomancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the cartomancy tag into your spellbook is halved.

Additionally, you gain proficiency in the Playing Card Set, and can use one as an arcane focus, and you gain proficiency in the Sleight of Hand skill.

Cardcasting

At 2nd level, you learn how to infuse cards with magic for unique effects, though the cards may not always lean in your favor. Whenever you cast a spell with the cartomancy tag that has a casting time of one action, you can draw one playing card as a bonus action. The card's rank determines the magical effect as shown on the Card Rank Table, and the card's suit determines who the effect can target as shown on the Card Suit Table. The effect takes place immediately, and the card is then put at the bottom of your deck. If you do not have a set of playing cards, you can roll a d4 on the Card Suit Table to determine the card's suit, and a d12 on the Card Rank Table to determine its rank.

You draw one additional card at 6th, 10th, and 14th level, choosing which card takes effect when you do so. Note: If you do not have a deck of 52 cards, you can roll on the tables below to produce the same effects, rolling a d12 and d4, respectively. You would not roll for the Joker card.


















Card Rank Table
Rank Effect
1/Ace The target(s) has advantage on their next attack roll.
2 The target(s) has disadvantage on their next attack roll.
3 The target(s) has advantage on their next saving throw.
4 The target(s) has disadvantage on their next saving throw.
5 The target(s) becomes resistant to the damage type of the last damage it took until the end of their next turn.
6 The target(s) becomes invisible until the start of their next turn.
7 The target(s) has their speed reduced to 0 until the end of their next turn.
8 The target(s) has their speed doubled until the end of their next turn.
9 The target(s) cannot be targeted by an attack until the beginning of its next turn.
10/Jack The target(s) gains a bonus to their AC equal to your Intelligence modifier until the beginning of their next turn.
11/Queen The target(s) gains temporary hit points equal to half your wizard level that last for up to 1 minute.
12/King The target(s) regains one expended spell slot of their lowest spell slot level or 1d10 hit points.
13/Joker Draw another card.
Card Suit Table
Suit Target
Clubs Enemy of your choice within 30 feet of you
Diamonds Ally of your choice within 30 feet of you
Hearts Self
Spades A 10-foot radius centered on a point of your choice within 30 feet of you

Cardreader

At 6th level, you learn how to read the future via cartomancy. Over the course of 1 minute, you can read a creature's fortune using a set of playing cards. At the end of the minute, you draw a card, either at random from a deck of playing cards or by rolling a d12, and the creature is affected by a fortune based on the card's rank for the next hour, as seen on the Fortune Telling table.

Once you use this feature, you can't use it again until you finish a short or long rest.

Fortune Telling Table
Rank Fortune
1/Ace The creature has advantage on Wisdom saving throws.
2 The creature has disadvantage on all Wisdom based skill checks.
3 The creature can reroll a 1 on an attack roll, using the result of the new roll.
4 The creature has disadvantage on saving throws against being charmed.
5 The creature gains temporary hit points equal to your wizard level plus your Intelligence modifier.
6 The creature halves the amount of all healing it receives, such as by a spell, special ability, or potion.
7 The creature has advantage on all Charisma based skill checks.
8 The creature cannot gain advantage on any skill check, ability check, attack roll, or saving throw.
9 The creature cannot suffer disadvantage on any skill check, ability check, attack roll, or saving throw.
10/Jack The creature has advantage on Dexterity saving throws.
11/Queen The creature treats rolls of a 19-20 on attack rolls as critical hits.
12/King The creature treats rolls of a 7 or less on a saving throw as a 1.

Shuffle & Draw

At 10th level, you can redraw your hand. Whenever you use your Cardcasting feature, as part of the same bonus action used to draw cards, you can reshuffle the cards drawn back into your deck, or reroll on the Card Rank and Card Suit tables. You must use cards from the new hand of cards drawn.

Additionally, when you use your Cardcasting feature, you can choose up to two of the cards drawn to take effect at once, and when you use your Cardreader feature, you can draw two cards or roll twice, choosing which card takes effect.

Outdraw

By 14th level, you have become attuned to card magic. Once per long rest, as an action, you can draw five cards from your deck of cards, or roll five times on both the Card Rank and Card Suit tables, as listed in your Cardcasting feature. When you do so, you can choose any number of the cards drawn to immediately take effect.

Arcane Tradition: Chessmaster

For centuries, the game of chess has captivated the minds of players. A favorite game of wizards, a few have learned how to use chess as the basis for magical abilities. Known as chessmasters, these wizards view the battlefield as a chess board, wielding magic and wit to position the field to their advantage. Often found as commanders and military strategists, Chessmasters are powerful allies, favoring spells that can control movement and the flow of battle.

Chessmaster Features
Wizard Level Feature
2nd White & Black, Tactical Magic
6th Staunton Strategy
10th Pattern Recognition
14th Checkmate

White & Black

Beginning at 2nd level, years of playing chess has made you both insightful and tactical. Your proficiency bonus is doubled for any check that uses the chess set. You also gain proficiency in the Insight skill.

Additionally, chess has taught you that you can win whether you are first into the fray or not. Whenever you roll for Initiative, you can choose to add or subract from the roll an amount equal to your Intelligence modifier.

Tactical Magic

Starting at 2nd level, you have learned how to position others as if they were pieces on a chessboard. Once per turn, whenever you cast a spell of 1st level or higher on a willing creature, they can move up to half their movement speed (no action required). Alternatively, if you cast such a spell on an unwilling creature, and you hit the creature with that spells' attack or the creature fails that spell's saving throw, you can forcibly move the creature up to half of their movement speed to an unoccupied space.

Once you affect a creature with this feature, it can't be affected by it again until you finish a long rest.

Staunton Strategy

At 6th level, you have learned how to magically assist your allies by replicating the abilities of chess pieces. You can use your bonus action (or reaction for Protect the King) to activate one of the following effects. Each effect has a range of 30 feet, increasing to 60 feet at 14th level. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain all uses once you finish a long rest. You can only have one effect active at a time.

Pawn Roller. Spectral pawns float near two allies of your choice within range. For the next minute, when a creature one of the allies can see attacks the other, they can use their reaction to impose disadvantage on the attack roll.

Rook’s Charge. A spectral rook floats near an ally within range. Once before the end of its next turn, if the ally moves at least 10 feet straight toward a creature and hits it with a melee weapon attack, the target must make a Strength saving throw against your wizard spell save DC or be knocked prone.




















Tactical Knight. The image of a knight piece floats near an ally within range. The creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Bishop’s Blessing. A spectral bishop piece briefly appears near a number of allies equal to your Intelligence modifier within range. Each creature gains temporary hit points equal to half your wizard level + your Intelligence modifier.

Queen’s Might. The image of a queen piece floats around the wrist of an ally within range. Once before the end of its next turn, when the ally hits a creature with a melee weapon attack, the creature must succeed on a Wisdom saving throw against your wizard spell save DC, or be frightened of your ally until the end of their next turn.

Protect the King. The image of a king piece floats above the head of you or an ally within range. For the next minute, whenever you or your ally is attacked or forced to make a saving throw while within range, you can use your reaction to impose disadvantage on the attack roll or grant the target advantage on their saving throw.

Pattern Recognition

At 10th level, your experience with chess and tactics has allowed you to recognize patterns your opponents make. Whenever you use your Tactical Magic feature on an unwilling creature, you can attempt to deduce its next course of action. Make a Wisdom (Insight) check, contested by the creature's choice of their Charisma (Deception) or Wisdom (Insight). If you succeed, you gain a +3 bonus to your AC and saving throws against effects that creature imposes on you until the start of your next turn.

Checkmate

By 14th level, you have mastered the humiliating finishing move. As an action, you can see every possibility, identify the key target, and finalize their defeat. Choose a creature within 120 feet of you. That creature must make an Intelligence saving throw against your spell save DC to decipher your foolproof plan. On a failure, the target automatically fails the next saving throw you force them to make before the end of your next turn.

Once a creature fails this saving throw, you can't use this feature again until you finish a long rest.

Arcane Tradition: Clocksmith

The arcane tradition of Clocksmithing revolves around the understanding, creation, and application of constructs and robotics. Known as ‘clocksmiths‘, these wizards develop techniques to better understand mechanical creations and their purpose. As you progress, you learn how to conjure forth and interact with constructs and spells cast through mechanical devices.

Clocksmith Features
Wizard Level Feature
2nd Tinkering Savant, Constructed Companion
6th Magical Repair
10th Arcane Cooperation
14th Construct Mastery

Tinkering Savant

Beginning at 2nd level, you have thrown yourself into the study of clockworks and constructs. You learn the mending cantrip and you gain proficiency in tinker’s tools.

Additionally, when you cast the spell find familiar, you can choose to have your familiar have the construct type, and appear to be made of clockwork, gears, and machinery.

Constructed Companion

At 2nd level, your studies into clockworks have yielded you a constructed companion. Over the course of a long rest and using a set of non-magical heavy armor, you create an animated armor as a companion, and it obeys your orders to the best of its ability without hesitation. You determine its actions, decisions, personality, appearance, and so on, though your constructed companion shares the same alignment as you. In combat, the companion acts immediately after you in initiative. If you are incapacitated or absent, your constructed companion acts on its own. This companion has its own statblock (see next page).

If your constructed companion is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain constructed companion if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the constructed companion is beyond recovery, you can build a new one over a long rest, using 50 gp and a new set of heavy armor.


Constructed Companion

Medium construct, unaligned


  • Armor Class The AC of the heavy armor you used to create this construct
  • Hit Points Your wizard level plus your Intelligence modifier, multiplied by 5
  • Speed 25ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 8 (-1) 3 (-4) 1 (-5)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses blindsight 60ft. (Blind beyond this radius), passive Perception 6
  • Languages Can speak, read, and write every language you speak

Might of the Master. +1 to hit, damage, and skill checks. This bonus increases by 1 each time your proficiency bonus increases.

Antimagic Susceptibility. The constructed companion is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the constructed companion must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the constructed companion remains motionless, it is indistinguishable from a normal suit of armor.

Ability Score Improvement. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Actions

Multiattack. The constructed companion makes two melee attacks. (Your constructed companion gains this feature when you reach 6th level)

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Protect Creator. If you are the target of a melee attack and your constructed companion is within 5 feet of the attacker, you can use your reaction to command it to respond, using its reaction to make a melee attack against the attacker.

Magical Repair

By 6th level, whenever you expend a spell slot to cast a spell of 1st level or higher whenever you are within 30 feet of your constructed companion, your constructed companion regains hit points equal to half your wizard level (rounded down).

Arcane Cooperation

At 10th level, you and your companion have learned how to work even closer together. When your constructed companion is within 5 feet of a hostile creature, that creature can't make opportunity attacks against you.

Construct Mastery

By 14th level, you have further improved your constructed companion. Over the course of a short rest, you can transform your constructed companion into a size Large creature. When you do so, it adds your proficiency bonus to its weapon damage rolls. Over the course of a short rest, if your constructed companion is a size Large creature, you can transform it back into a size Medium creatre.

In addition, you may now merge yourself into the body of your companion. While your constructed companion is within 5 feet of you, you can use a bonus action to cause your companion's body to expand and merge around you. This change lasts for 1 minute.

While in this merged state, you gain the following benefits:

  • You share your companion's space and senses.
  • Your constructed companion cannot take actions, and it takes damage instead of you. If your constructed companion is reduced to 0 hit points and there is left over damage, you take the leftover damage.
  • Your AC is equal to your constructed companion's AC.
  • You have advantage on Strength checks and saving throws.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Your reach becomes 10 feet.

When your constructed companion is reduced to 0 hit points, you are ejected to the nearest unoccupied space within 5 feet of your companion and are knocked prone.

Once you have used this feature, you cannot do so again until you finish a long rest.

Arcane Tradition: Concealment

Followers of the tradition of Concealment are wizards who specialize in not being seen, practicing magic in secret places and focusing on hiding their spellcasting from others. These wizards, often called ‘stealth mages’ or ‘silent sages’, combine elements of illusion and transmutation magic with a skill set of stealth and maneuverability, and often work as spies, assassins, or undercover operatives.

Concealment Features
Wizard Level Feature
2nd Clandestine Savant, Quiet Caster
6th Mobile Caster
10th Hidden Spell
14th Stealth Mage

Clandestine Savant

Beginning at 2nd level, you have acquired a wide array of skills. You gain proficiency in two of the following skills: Acrobatics, Deception, Insight, Perception, Sleight of Hand, or Stealth. You also gain proficiency in either the Disguise Kit or Thieves’ Tools.

Quiet Caster

Starting at 2nd level, you have acquired a knack for casting spells silently. Whenever you cast a spell, creatures cannot hear the verbal component of the spell, however, the spell still requires you to recite the verbal components, albeit silently.

Mobile Caster

At 6th level, you’ve become more agile, and you’ve developed a knack of casting spells while moving. Once on each of your turns, when you cast a spell with a casting time of one action, you can use your bonus action to take the Disengage or Hide action.

Hidden Spell

By 10th level, your skills with concealing your presence while casting spells have increased. Casting a spell while hidden doesn't reveal your position.

Additionally, whenever you cast a spell with a casting time of one action while hidden, as part of the casting of the spell, you can cause the spell to appear invisible. If the spell requires an attack roll, you gain advantage on the roll. If the spell requires a target to make a saving throw, the target makes the saving throw at disadvantage.

Stealth Mage

At 14th level, you gain the ability to know when you have been detected. You automatically know when you have been detected, either through a creature's senses or through the use of magic, though you don't necessarily know which.


























Arcane Tradition: Cryomancy

You are a wizard who focuses their study on the magical properties of ice. Known as 'frost mages' or 'ice-benders', these wizards learn how to manipulate ice in ways that other wizards cannot. Many of these wizards begin their studies in taigas and frozen planes, developing their mastery of ice.

Cryomancy Features
Wizard Level Feature
2nd Frigid Savant, Coldbringer
6th Ice Manipulation
10th Freezing Form
14th Frost Mastery

Frigid Savant

Beginning when you select this tradition at 2nd level, you know how to draw upon the power of ice. You may prepare one additional spell per long rest, so long as the spell can deal cold damage, and you learn the shape water cantrip.

Additionally, the gold and time you must spend to copy a spell that can deal cold damage into your spellbook is halved.

Coldbringer

Starting at 2nd level, the chilling strength of ice is always within your grasp. Once per turn when you cast a wizard spell of 1st level or higher, you can use your bonus action to create a hail of ice in a 5-foot radius centered on a point within 30 feet, that lasts until the start of your next turn. This area is considered difficult terrain until the beginning of your next turn, and creatures who begin their turn in this area take cold damage equal to your Intelligence modifier. This effect increases to a 10-foot radius at 10th level.

Additionally, you are considered adapted to cold and extreme cold climates and weather affects.



























Ice Manipulation

At 6th level, you have learned how to wield frost and ice in different ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for the casting with the power of ice. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can infuse a spell with the power of the ice. If you roll damage for the spell when you cast it and the spell deals cold damage, increase the damage against every target by 2d12 cold damage. If the spell can deal damage on more than one turn, it deals this extra cold damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the strength of the spell. If the spell you cast deals cold damage, the cold damage ignores resistance to cold damage and treats immunity to cold damage as resistance.

An additional 3rd-level spell slot can increase the effectiveness of the spell. If the spell you cast deals cold damage and requires a spell attack roll, you have advantage on the spell attack roll. If the spell requires a target to make a saving throw, the target makes the saving throw against the spell at disadvantage.

Freezing Form

By 10th level, you have acclimated to frost. You have advantage on saving throws against spells or creature abilities that deal cold damage, and you ignore difficult terrain caused by snow or ice.

Additionally, your movement speed cannot be reduced as a result of taking cold damage.

Frost Mastery

At 14th level, you have mastered the power of ice. You add the investiture of ice spell to your spellbook, if it is not there already. You can cast investiture of ice without expending a spell slot. When you do so, the spell does not require concentration.

Once you cast investiture of ice in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Arcane Tradition: Dimensionalism

Wizards who follow the tradition of dimensionalism focus on portals, rifts, and teleportation, favoring spells that increase their mobility and teleporting prowess. Known as ‘portaliers’ or ‘rift mages’, these wizards learn spells of teleportation and can eventually trap others within portals that seemingly never end. Many followers of dimensionalism are avid travelers to other planes, and are often nomadic.

Dimensionalism Features
Wizard Level Feature
2nd Portal Savant, Spell Rifts
6th Quick Step
10th Expert Teleporter
14th Dimension Trap

Portal Savant

Beginning at 2nd level, you have acquired considerable knowledge regarding portals, planes, and teleportation. The gold and time you must spend to copy a spell that allows you to teleport yourself or others into your spellbook is halved.

Additionally, whenever you make an Intelligence (Arcana) check when interacting with portals and teleportation, your Proficiency bonus is doubled if it applies to the check.

Spell Rifts

Starting at 2nd level, you have learned how to open up rifts in space through which you can cast your spells. Whenever you cast a wizard spell of 1st level or higher with a duration of Instantaneous, as part of the casting of this spell, you can choose to open up a rift or portal in a 5 foot unoccupied space that you can see within 60 feet of you. You rift or portal can deliver the spell as if it had cast the spell.

When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Quick Step

At 6th level, you know how to move you or your allies in the blink of an eye when in danger. When either you or an ally that you can see within 30 feet of you take damage, you can use your reaction to cause either yourself or your ally to teleport up to 30 feet to an unoccupied space you can see.

Once you use this feature on a creature, you can't use it again until your finish a short or long rest.

Expert Teleporter

By 10th level, you have become adept at teleporting far distances. As an action, you and a number of willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.

Once you have used this feature, you cannot do so again until you finish a long rest.

Dimension Trap

By 14th level, you know how to trap your enemy within a series of rifts and portals. As an action, choose a creature that you can see. That creature must make a Wisdom saving throw or be pulled into a portal that transports the target into another plane. THe creature disappears and hurtles through another plane.

At the beginning of your next turn, the target returns to an unoccupied space of your choice within 60 feet of you and immediately must make another Wisdom saving throw or be pulled back into another portal. This effect continues for 1 minute or until the target succeeds on a saving throw against this ability.

Once you have successfully used this feature, you can't use it again until you finish a long rest.

Arcane Tradition: Doomsayer

The incredibly rare tradition known as Doomsaying involves the art of seeing into the future to witness the ending of one’s self, others, or a kingdom itself. Wizards who follow this tradition are known as doomsayers, and are those who dared to expose themselves to the dreaded knowledge of divining the future to wield the magic of final moments. Some wizards who practice this tradition witness the end and see it as a way of knowing how much time is left to make a difference in the world, while others see it as a true source of power as they know how and when their enemies will crumble into dust.

Doomsayer Features
Wizard Level Feature
2nd Ending’s Aftermath, Finality’s Moments
6th Mortality’s Fear
10th Destruction’s Wrath
14th Doom’s Persistence

Ending’s Aftermath

Beginning when you select this tradition at 2nd level, you have peered into the future and have seen your doom, and have learned how to stop it. When you or an ally within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to make either yourself or your ally drop to 1 hit point instead.

You can't use this feature again until you finish a long rest.

Finality’s Moments

Starting at 2nd level, you have learned how to harness the power released from a creature’s final moments. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you can deal necrotic damage equal to half your wizard level to each creature within 5 feet of a creature who was killed.

Mortality’s Fear

At 6th level, you can call upon the fearful presence of doom to your enemies. Once per turn, whenever a creature fails a saving throw against a spell that you cast of 1st level or higher, that creature becomes frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Destruction’s Wrath

At 10th level, you have learned how to bring forth the destructive power of your spells. Your spell attacks score a critical hit on a roll of 19-20.

Doom’s Persistence

By 14th level, the dread of doom will come, even if you are not there to see it. When you are reduced to 0 hit points but not killed outright, any active spell that you had cast before you were reduced to 0 hit points that has a duration longer than Instantaneous continues as if you are still concentrating on the spell.





















Arcane Tradition: Fleshwarping

The ancient and often forbidden arcane tradition of Fleshwarping is one that involves the magical manipulation of the flesh. Called ‘Fleshwarpers’ or derogatively ‘skin mages’, wizards who follow this tradition prefer spells that change their body and those of others, for better or for worse, and can sometimes be found as doctors, specialized surgeons, or lone practitioners of their craft.

Fleshwarping Features
Wizard Level Feature
2nd Hardened Flesh, Skin Sculptor
6th Skin Alteration
10th Shielded Flesh
14th Derma Mage

Hardened Flesh

By 2nd level, your studies of skin and flesh have granted you medical insight, as well as altering your own body. You gain proficiency in the Medicine skill. In addition, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier.

Skin Sculptor

Beginning at 2nd level, you gain the ability to affect the body of others through your spells. Whenever you successfully hit a single creature that has flesh with a spell of 1st level or higher or if they fail a saving throw against your spell, you can force that creature to make a Constitution saving throw against your wizard spell save DC. On a failed save, the creature’s flesh begins to warp and twist violently, and you can choose which of the following abilities affects the creature. A creature can only be affected by one of these effects at a time, and each of these abilities last until the end of the creature's next turn.





















Skin Bloating: The creature’s flesh begins to expand and become bloated. The creature’s movement speed is reduced by half, and the creature makes Dexterity saving throws at disadvantage.

Skin Shrinking: The creature’s flesh begins drying up and shriveling. The creature suffers a -1 to their AC, and the creature makes Strength saving throws at disadvantage.

Skin Tearing: The creature’s flesh begins to shred into different sections, as if repulsed by the body it is surrounding. The creature takes slashing damage equal to half your wizard level, and the creature has disadvantage on Constitution saving throws for the duration of this ability.

Skin Mending: The creature’s flesh begins to connect together by magical threads, as fingers and toes begin to stick to each other. The creature has disadvantage on checks and saving throws made to hold or interact with items or objects for the duration of this ability.

Skin Alteration

At 6th level, you have learned how to change your body for any occasion. You add the alter self spell into your spellbook, if it is not there already. When you cast alter self, you can cast it as a bonus action, and can have up to two different effects active at the same time.

Additionally, as a bonus action, you can change the appearance of your skin to make you look younger, older, have a different skin color, or transform a part of your body to your liking, such as elongating your ears or shortening your nose.

Shielded Flesh

By 10th level, you have imbued your skin and flesh with magic to protect it. You become immune to any spell or effect that would alter your form that you are unwilling to be effected by.

Derma Mage

At 14th level, transforming flesh has become second nature to you. Whenever you cast a spell that affects multiple creatures, you can use your Skin Sculptor feature on more than one creature.

Arcane Tradition: Generalist

While many wizards focus on mastering a particular school of magic, there are a handful of wizards who want to master as much of the arcane arts as they can. These wizards, often called ‘generalists’, focus on acquiring spells and learning as much as they can regarding the arcane. These wizards learn how to eventually change their prepared spells, cast more spells, and increase their focus with spellcasting.

Generalist Features
Wizard Level Feature
2nd Arcane Repertoire, Regenerative Reservoir
6th Adaptive Spellbook
10th Spell Duet
14th Determined

Arcane Repertoire

Beginning when you select this tradition at 2nd level, your knowledge of magic has increased, as well as your skills at acquiring magic. You gain proficiency in the Arcana skill, and whenever you gain a wizard level, you can increase the number of spells that you add to your spellbook by 1.

Regenerative Reservoir

Starting at 2nd level, you have learned how to replenish your magical reservoir. Once per turn when you reduce one or more creatures to 0 hit points with a spell of 1st level or higher, you can use your bonus action to regain an expended spell slot. The slot you regain must be no greater than half the spell’s level, rounded down (minimum 1st level spell slot).

Adaptive Spellbook

At 6th level, you have learned how to prepare at a moment's notice. As an action, you can swap out any number of your prepared spells for spells you do not have prepared.

Once you have used this feature, you cannot do so again until you finish a long rest.

Spell Duet

By 10th level, you have learned enough about the mechanics behind spells to know how to push your limit with casting them. Whenever you cast a wizard spell of 1st level or higher, as part of the same action, you can cast another wizard spell of the same level or lower, provided that both spells do not require concentration and you have the appropriate spell slot necessary for the second spell.

Once you have used this feature, you cannot do so again until you finish a short or long rest.

Determined Mage

By 14th level, you have become a legendary spellcaster. Whenever you lose concentration on a spell, you can use your reaction to instead maintain your concentration by expending either a spell slot of equal to the spell’s level or a number of spell slots whose total value equals the level of the spell.

Arcane Tradition: Gravity Wielder

The rare tradition of Gravity Wielding is one where wizards explore the universal forces of gravity, focusing on spells andmagic that help to manipulate the cosmic forces that hold and move objects and people Wizards who study this tradition are hard to find, yet when they are encountered, they are usually found either in astronomies, or traversing the planes in order to master their control over all objects within existence.

Gravity Wielder Features
Wizard Level Feature
2nd Gravity Savant, Mighty Retaliation
6th Force Attunement
10th Strengthened Force
14th Gravitational Mastery

Gravity Savant

Starting at 2nd level, the power of gravity has become yours to control. You learn the mage hand cantrip if you do not already know it, and it does not count towards the total number of cantrips that you know. When you cast mage hand, you can choose to have the hand become invisible, and the maximum it can lift, push, or pull is an amount of weight equal to 10 times your Intelligence modifier in pounds. This amount increases to 20 times your Intelligence modifier in pounds at 10th level.

Mighty Retaliation

Beginning at 2nd level, you have learned how to manipulate the gravitational forces around others. When a creature misses you or an ally within 5 feet of your mage hand with an attack, you can use your reaction to force that creature to make a Constitution saving throw against your wizard spell save DC. On a failed save, the creature is either pushed or pulled from you or your ally's location or your mage hand’s location (your choice) by 10 feet. This increases by an additional 10 feet at 6th level (20 feet), 10th level (30 feet), and 14th level (40 feet).

Force Attunement

By 6th level, you have learned to attune your body to gravity. Whenever you fall, you can use your reaction to cast either feather fall or levitate on yourself without expending a wizard spell slot. You can do this a number of times equal to your Intelligence modifier per long rest.

In addition, you have advantage on saving throws against being moved against your will.

Strengthened Force

At 10th level, you have become even more attuned to the power of gravity and force. You gain resistance to force damage, and whenever you cast a spell that deals force damage or bludgeoning damage, you can deal additional force damage equal to your Intelligence modifier to one damage die roll.

Gravitational Mastery

At 14th level, you have learned how to fully control the effects of gravity. You add the spell reverse gravity to your spellbook. If you already know the spell reverse gravity, then you may choose another spell of 7th level or lower on the wizard spell list. When you cast the spell reverse gravity, you may choose to exclude a number of creatures within the affected area equal to your Intelligence modifier to be excluded from the spell’s effects.

In addition, you can use a bonus action to exclude one affected creature from the spell’s effects. You also also considered anchored to the ground whenever reverse gravity is cast against you.



















Arcane Tradition: Haemomancy

The ancient and forbidden tradition of Haemomancy teaches that there is incredible magic that flows within blood, and that those who can tap into this magic can obtain power unlike any other. Called Haemomancers or ‘blood mages’, followers of the tradition of Haemomancy focus on spells that can affect both the blood of others, as well as their own.

Many of these wizards practice their art in secret, fearing those that hunt wielders of blood magic. However, those who possess the talents of Haemomancy can utilize their knowledge and practice of such magic to work as specialized doctors, shamans, or even assassins.

Haemomancy Features
Wizard Level Feature
2nd Sanguine Savant, Blood Rebuke
6th Crimson Harvest
10th Empowered Veins
14th Cruor Lord

Sanguine Savant

By 2nd level, your knowledge of blood gives you insights into anatomy. You gain proficiency in the Medicine skill.

Additionally, you have learned how to use the magic within blood to see into a creature's essence. You can perform a ritual with a vial's worth of a creature's blood over the course of 10 minutes. At the conclusion of the ritual, the blood is consumed and you learn your choice of one of the following pieces of information in a vision:

  • The creature's name and creature type
  • In what manner the creature died, such as disease or poison. If it is not dead, you instead learn this fact.
  • The last minute of the creature's life as perceived by the creature. If it is not dead, you instead learn this fact.
  • The current location of the creature or its corpse (provided that you are on the same plane)
  • What was the last task the creature was doing

Once you have used this feature, you cannot do so again until you finish a short or long rest. You learn one additional piece of information at 6th, 10th, and 14th levels.



















Blood Rebuke

Beginning at 2nd level, you have learned how to draw power from your blood to harm others. When an attacker that you can see hits you with a melee attack, you can use your reaction to cause the attacker to take necrotic damage equal to half your wizard level, as you emit volatile energy from your open wounds.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Crimson Harvest

At 6th level, you can heal your body with blood magic. Once per turn when you damage one or more creatures with a spell of 1st level or higher that deals necrotic damage, you regain hit points equal to your Intelligence modifier (minimum of 1).

Empowered Veins

By 10th level, you have become attuned to the magic in your blood. Your maximum hit points can no longer be reduced. Additionally, you become immune to disease and the poisoned condition, and gain resistance to poison damage.

Cruor Lord

At 14th level, you have mastered the art of blood magic. Whenever you deal damage to a creature with a spell of 1st level or higher, you can use your bonus action to draw some of their blood to you to consume, though creatures that do not have blood are immune to this effect. When you do so, choose one of the following effects. You cannot use this feature again until you finish a long rest.

Blood Resevoir: You consume the life force of the creature. You regain hit points equal to half of the amount of damage dealt to the creature from your spell, and your hit point maximum increases by the same amount. This effect lasts until you finish a long rest.

Bloodshape: You consume the essence of the creature. Until you finish a long rest, you can use your action to change your appearance to be that of the creature for up to 4 hours. Your statistics remain the same, but your size changes to be that of the creature, and you gain any of the creature's special speeds or senses. You have advantage on Charisma checks made to pass yourself off as the creature for the duration.

Blood Defense: You consume the strength of the creature. Until you finish a long rest, you gain one damage resistance or condition immunity that the creature had.

Arcane Tradition: Hexmastery

The ancient and often forbidden arcane art of Hexmastery involves a specialized focus of the enchantment school of magic to creature one deadly and dangerous tradition. Followers of this tradition, known as ‘hex mages’ or ‘curse masters’, learn how to acquire deadly hexes, a special type of magic that can curse and debilitate others. These wizards learn how to acquire more of these hexes, and learn how to make them incredibly efficient.

Hexmastery Features
Wizard Level Feature
2nd Cursed Savant, Book of Curses
6th Distant Casting
10th Heightened Malediction
14th Curse Lord

Cursed Savant

By 2nd level, you know how to identity curses, and have acquired additional hexes and curses of your own. Whenever you make an Intelligence (Arcana) related to curses and hexes, you are considered proficient in the Arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Additionally, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a spell from the cleric or warlock spell list, so long as it belongs to the school of enchantment. The spell must be of a level for which you have spell slots. Any cleric or warlock spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric and warlock spells from your spellbook into their own spellbooks.

Book of Curses

Beginning when you choose this tradition at 2nd level, you can acquire unique magical hexes into your spellbook. These hexes do not require concentration, and any hex that requires a saving target to make a saving throw does so against your wizard spell save DC. A creature affected by a hex cannot be affected by another hex until the effects of the first hex wear off.

Hexes

You learn two hexes of your choice at 2nd level, which are listed in the Hexes List at the end of this subclass. You learn two additional hexes of your choice at 6th, 10th, and 14th level. Each time you learn new hex to add to your Book of Curses, you can also replace one hex you know with a different one.

Distant Casting

At 6th level, you have learned how to curse others from afar. Whenever you cast an enchantment spell of 1st level or higher or use your action to cast one of your hexes, the range of the spell or hex is doubled.

Heightened Malediction

By 10th level, you have become adept at implementing hexes and curses. Whenever you cast one of your hexes that affects only one target, you can affect two targets, provided that they are both within range of the hex.

Curse Lord

At 14th level, your curses and hexes have become legendary for their potency. Other creatures have disadvantage on saving throws against your hexes.

Additionally, you can target creatures within range of your hexes even if you cannot see the target, provided you have seen the target in the last minute and the target is within range.

Hexes List

Soothing Hex

You attempt to quell the anger within another. As an action, choose a creature that you can see within 30 feet of you to make a Charisma saving throw. On a failed save, the creature is calmed, and cannot use its action, bonus action, or reaction to attack another creature until the end of its next turn.

Fragile Hex

You attempt to bring debilitating pain to another. As an action, choose a creature that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, the target’s speed is reduced to 0 until the end of the creature’s next turn, and the target falls prone.

Levitating Hex

You attempt to make a creature float into the air. As an action, choose a creature that you can see within 60 feet of you to make a Strength saving throw. On a failed save, the target begins to float into the air at a rate of 10 feet per round, and the creature cannot use any other form of movement. This effect lasts for 1 minute. The affected creature can repeat the saving throw at the end of each of their turns, ending the effect on a successful save.

Debilitating Hex

You attempt to bring a withering curse upon another creature. As an action, choose a creature that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, the target’s body begins to shrivel and dry out, and until the end of their next turn, whenever the creature makes a saving throw, the creature must subtract an amount equal to your Intelligence modifier from the roll result.

Weakening Hex

You attempt to weaken the protection of another creature. As an action, choose a creature that you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the target’s AC is reduced by 4 until the end of their next turn.

Deadly Hex

You attempt to remove a creature’s ability to regenerate. As an action, choose a creature that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, the creature cannot have any of its hit points restored until the end of its next turn.

Unintelligible Hex

You attempt to curse a creature’s ability to speak. As an action, choose a creature within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature loses its ability to speak clearly. The creature has disadvantage on all Charisma checks and cannot cast spells that include vocal components until the end of its next turn.

Combative Hex

You attempt to curse a creature to fight with itself. As an action, choose a creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, whenever the creature takes the Attack action, the creature takes half the damage dealt. This effect lasts until the end of the creature’s next turn.

Clumsy Hex

You attempt to curse a creature with unstable movement. Choose a creature within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature has disadvantage on Dexterity saving throws until the end of its next turn.

Doomed Hex

You attempt to sow doom for another. Choose a target within 30 feet of you that you can see to make a Dexterity saving throw. On a failed save, blackened energy surrounds the target, and the next attack made against the target is considered a critical hit. This effect lasts until the end of the creature’s next turn, or until it has been attacked once while this hex is active.

Drowning Hex

You attempt to drown a creature in blackened water. Choose a creature within 30 feet of you to make a Constitution saving throw. On a failed save, the creature feels its lungs and mouth suddenly fill with blackened water. The creature begins suffocating, and must spend its next turn trying to cough up the water. This effect lasts until the end of its next turn.

Bloody Hex

You attempt to increase the severity of a creature’s wounds. Choose a creature within 30 feet of you that is below its hit point maximum to make a Constitution saving throw. On a failed save, whenever the creature takes damage, it takes additional damage equal to your Intelligence modifier. This effect lasts until the end of its next turn.














Arcane Tradition: Incarceration

Whenever dangerous creatures, powerful monsters, or infamous criminals need to be hunted down, apprehended and locked away, people often call upon wizards of the tradition of Incarceration. Known as ‘arcane jailers’ or ‘bounty mages’, these wizards combine elements of abjuration and conjuration magic into a specialized skill set consisting of spells and abilities that allow them to track and capture their enemies. Followers of this tradition often work alongside other bounty and monster hunters.

Incarceration Features
Wizard Level Feature
2nd Magical Hunter, Arcane Arrest
6th Lock & Key
10th Capture Mage
14th Master Warden

Magical Hunter

Beginning at 2nd level, your time hunting down, capturing, and interrogating creatures has made you adept at many techniques. You gain proficiency in two of the following skills: Insight, Intimidation, Perception, Persuasion, Stealth, or Survival.

Additionally, whenever you make a check related to tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Arcane Arrest

Starting at 2nd level, you have developed tricks to keep others from getting away. As an action, choose one creature that you can see within 15 feet of you. If the target can see or hear you, it must succeed on a Strength saving throw against your wizard spell save DC, or become wrapped and bound by spectral chains and manacles. The chained creature's speed drops to 0, and the creature is restrained.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. During this time, you can add your Intelligence modifier to the result of any Charisma based skill check you make when interacting with the chained creature. However, the effect ends if you move more than 15 feet away from the creature or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.





















Lock & Key

At 6th level, you know the ins and outs of locks, manacles, and cells. You add the arcane lock and knock spells into your spellbook, if they are not there already, and they are always prepared for you. Whenever you cast these spells, you ignore the material components. Additionally, whenever you cast knock, the spell makes no sound.

Capture Mage

By 10th level, you have become an expert at capturing others. Whenever you cast a spell that grapples, restrains, or reduces the movement speed to 0 of another creature, you have advantage on concentration checks to maintain the spell.

Additionally, creatures under the effects of your Arcane Arrest feature must make a Charisma saving throw against your wizard spell save DC in order to perform any spell or other ability that allows for extradimensional movement, such as teleportation or travelling to another plane of existence.

Master Warden

At 14th level, you have mastered the art of imprisonment. You add the forcecage spell to your spellbook, if it is not there already. You can cast forcecage without using material components. When you do so, you can choose to alter the spell in one of the following ways:

  • You can extend the duration of the spell up to 4 hours.

  • You can double the size and dimensions of the cage or box.

  • You can have chains surround each creature within the cage or box, imposing disadvantage on the creature’s Charisma saving throw to escape the prison.

  • You can infuse magical energy into the prison. Choose one of the following damage types: acid, cold, fire, lightning, or necrotic, or radiant. Whenever a creature fails their Charisma saving throw to escape the prison, the creature takes damage equal to your wizard level of the chosen damage type.

Once you cast forcecage in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Arcane Tradition: Metallurgy

There are those students of magic who study the ways of modifying and controls certain materials and elements. Students of the tradition of Metallurgy are no exception, insisting that metal should be classified in the same category of important elements as those of fire, air, earth, and water. These wizards favor spells that control metal and effect weapons and armor.

Metallurgy Features
Wizard Level Feature
2nd Metal Savant, Steel Shield
6th Metallic Mage
10th Ironblood
14th Magnetic Wizard

Metal Savant

Starting at 2nd level, your study of metals has granted you greater insight and knowledge regarding how work metal. You gain proficiency in either smith’s tools or tinker’s tools. In addition, whenever you make an Intelligence (History) check related to the origin of metalwork or technology, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

You also learn the mold earth cantrip, and it does not count towards the total number of cantrips that you know. When you cast mold earth, you can choose for it to affect metal objects instead, provided that they are not magical. All other aspects of the spell apply.

Steel Shield

By 2nd level, you know to use metal objects to protect you from harm. Whenever you are subjected to an affect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to summon metal shards to float around you, and you instead take no damage if you succeed on the saving throw, and only half damage if you fail. The metal shards drop to the ground after you have completed the saving throw.

You can use this feature a number of times equal to your Intelligence modifier per long rest.

Metallic Mage

By 6th level, you have learned how to manipulate metals around you. You add the heat metal spell to your spellbook, and it counts as a wizard spell for you. Whenever you cast heat metal, you can instead change the property of the metal from heating up to conducting electricity, melting, or becoming covered in metal spikes. When you do so, you can change the damage type of this spell from fire damage to lightning, acid, or piercing damage.

Ironblood

At 10th level, your body has magically attuned to the iron in your blood. You gain immunity to disease and the poisoned condition, and whenever you have your Steel Shield feature active, your AC increases by an amount equal to your Intelligence modifier until the beginning of your next turn.

Magnetic Wizard

At 14th level, you have become a master of metal. You add the spell telekinesis to your spellbook. If you already know it, you may choose another spell to add instead. Whenever you cast telekinesis, the range of the spell for you is doubled when applied to manipulating metal, and creatures wearing either magical and nonmagical metal or are made of metal have disadvantage on their Strength checks made against the spell's effects.

Arcane Tradition: Pathology

The world is full of sickness, plagues, poisons, and illnesses of all kinds. Those who follow the arcane tradition of Pathology know this very well, and choose to focus their studies on gaining knowledge of diseases and poisons, and how to both control their effects. Pathologists of ‘plague mages’, as they are called, favor spells that deal with poison and disease, and are often found working as doctors, medical experimenters, or wielding the strength of diseases for their own personal use.

Pathology Features
Wizard Level Feature
2nd Ill Knowledge, Plague Magic
6th Sanitize & Infect
10th Afflicted Constitution
14th Malady Mastery

Ill Knowledge

By 2nd level, you have gained additional knowledge regarding diseases and plagues. You gain proficiency in the Medicine skill and the Herbalism Kit, and you have advantage on saving throws against diseases.

Plague Magic

Beginning at 2nd level, you have begun your journey into plague magic. Whenever a creature fails a saving throw against a spell that you cast of 1st level or higher that deals either necrotic or poison damage, the creature becomes infected with a temporary disease. Until the end of its next turn, the creature suffers one of the following effects of your choice:

The creature's movement speed is halved.

The creature has disadvantage on Constitution saving throws.

The creature must spend its bonus action retching and coughing, if it has a mouth.

The creature cannot gain temporary hit points.








Sanitize & Infect

At 6th level, you have learned how to both remove and bring disease. You add the lesser restoration and stinking cloud to your spellbook, and lesser restoration is considered a wizard spell for you. When you cast stinking cloud, you can choose to have the spell centered on yourself and move with you for the spell’s duration, and you are immune to the spell’s effects while it is active. The spell also does not require concentration when cast in this way.

Once you cast stinking cloud in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Afflicted Constitution

By 10th level, you have become attuned to the effects of disease. You gain immunity to the poisoned condition and disease.

In addition, you add the contagion spell into your spellbook. When you cast contagion, you can inflict a target with two effects instead of one.

Once you cast contagion in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Malady Mastery

At 14th level, the diseases and poisons you create have become dangerously efficient. Whenever a creature fails a saving throw against one of your spells that deals acid or poison damage or inflicts a disease, the creature’s maximum hit points are reduced by an amount equal to twice your wizard level plus your Intelligence modifier for the next year. A creature can only be affected by this ability once per year, and a creature affected by this ability cannot restore these lost hit points for the duration of the effect, aside from the greater restoration or wish spells.











Arcane Tradition: Philosophy

Your studies focus on trying to understand magic at the most fundamental level; ‘what is the true, philosophical purpose of magic in the world?’ ‘In what ways are magic best suited to serve society, the world, and the universe itself?’ Your pursuit of magical inquiry delves into both the practical use of magic and the esoteric value of it.

Followers of the tradition of Philosophy are wielders of extraordinary magic, and are often found in counsel to magical universities, royal courts, or teaching magic to both rich and common folk alike. However, various worldviews, ethical theories and conclusions can lead philosophers down any moral or occupational path in life.

Philosophy Features
Wizard Level Feature
2nd Magical Logician, Philosophical Inquiry
6th School of Thought
10th Questioning Mind
14th Master Philosopher

Magical Logician

Beginning at 2nd level, you have gained considerable knowledge about magic and debating skills. You gain proficiency in Arcana and Persuasion, and you can use your Intelligence for Persuasion instead of Charisma.

Your philosophical pursuits have also made your mind sharper. You have advantage on Intelligence checks related to solving puzzles and riddles, and on devising strategies for games.

Philosophical Inquiry

Starting at 2nd level, you have learned how to ask questions that render others stunned from the inquiry. As a bonus action, choose a creature that can hear you that shares at least one language with you. That creature must make an Intelligence saving throw against your wizard spell save DC. A creature with an Intelligence of 4 or lower automatically succeeds on this saving throw. On a failed save, the creature must use its action to ponder the question that you asked of them and listen to you speak.

On a subsequent turns, you can use your bonus action to maintain this effect, extending its duration until the end of your next turn. A creature affected by this can repeat the saving throw at the end of their turn, ending the effect. This effect also ends early if the creature takes damage or can no longer hear you.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.


















School of Thought

At 6th level, you have gained knowledge of various schools of thought. At the end of a long rest, you can adhere yourself to a school of philosophical thought that grants you a certain benefit. Choose the benefit from the following options. Once you have adhered to one school, you cannot adhere to another school again until you finish a long rest.

Existentialism. The study of the individual’s free will. You have advantage on saving throws against spells or other magical effects that would force you act against your will, such as hold person or command.

Nihilism. The belief that moral facts cannot exist. Once per long rest, you can cast the protection from evil and good spell on yourself without expending a spell slot.

Skepticism. The practice of questioning or expressing doubt. You have advantage on saving throws against illusions, and you have advantage on Wisdom (Insight) checks.

Stoicism. The practice of self control and endurance. You have advantage on saving throws against being charmed or frightened, and you have advantage on Strength checks and saving throws.

Questioning Mind

By 10th level, your mind has strengthened from your time thinking and debating. You gain resistance to psychic damage.

Additionally, once per long rest, you can reroll one Intelligence, Wisdom and Charisma saving throw. You can reroll once per each saving throw.

Master Philosopher

By 14th level, you have become a legendary philosopher, able to sway anyone to see your reason and logic. When you use your Philosophical Inquiry feature, you can choose to use the abilility as an action, choosing any number of creatures of your choice within a 30 foot radius centered on you that can hear you to make an Intelligence saving throw against the effect, though they do not have to share a language with you.

On a subsequent turns, you can use your action to maintain this effect on each creature affected, extending its duration until the end of your next turn. A creature affected by this can repeat the saving throw at the end of their turn, ending the effect. This effect also ends early on a creature if the creature takes damage or can no longer hear you.

Once you have used your Philosophical Inquiry feature in this way, you cannot do so again until you finish a long rest.

Arcane Tradition: Pyromancy

Pyromancy is the art of creating and controlling flame, channeling the fire within the body to create powerful magic. Pyromancers study the flames they can wield, viewing this fire as an extension of their own selves, either as manifestations of anger, love, passion, or as a holy gift. Preferring spells of flame and ash, some Pyromancers use their knowledge of fire to work as fire breathers or dancers, battlemages in holy armies, blacksmiths, or as sinister arsonists.

Pyromancy Features
Wizard Level Feature
2nd Kindling Savant, Firestarter
6th Arson’s Talents
10th Flamed Skin
14th Immolation Mastery

Kindling Savant

By 2nd level, the gold and time you must spend to copy a spell that can deal fire damage into your spellbook is halved.

Firestarter

Beginning at 2nd level, you have found comfort in knowing that fire is always within your reach. You can prepare one additional spell per long rest, so long as that spell can deal fire damage, and you learn the control flames cantrip, and you can cast it as a bonus action.

Additionally, you have learned how to keep your fires burning. Whenever you cast a spell that deals fire damage to more than one creature, each creature affected by the spell takes fire damage equal to half your wizard level at the start of their next turn, after which the effect ends.

Arson’s Talents

By 6th level, you have become a mighty wielder of flame. Whenever you cast a spell that deals fire damage, you can expend one additional spell slot to enhance the power of the flame, the particular enhancing depending on the spell slot you use.

An additional 1st-level spell slot can increase the spell’s range. The spell’s range then doubles.

An additional 2nd-level spell slot can increase the strength of the spell. Choose one creature targeted by the spell. The fire damage dealt by your fire spell ignores resistance to fire damage and treats immunity to fire damage as resistance.

An additional 3rd-level spell slot can increase the spell’s potency. Each creature within 15 feet of the target of your fire spell must make a Dexterity saving throw, or take fire damage equal to half your wizard level.

Flamed Skin

By 10th level, your body has become attuned to flame, and its warmth is always with you. You have advantage on saving throws against spells or other abilities effects that deal fire damage.

Additionally, if a creature would take no damage due to succeeding on a saving throw against a spell you cast that deals fire damage, they instead take half of the damage instead of none, but suffer no additional effect.

Immolation Mastery

At 14th level, you have become a master of pyromancy. Whenever you cast a spell that deals fire damage, or succeed on a saving throw against a spell that deals fire damage, you can absorb some of the flames of the spell and have it coat your body. If you do so, a creature who enters for the first time on their turn an area within a 15 foot radius of you must make a Constitution saving throw or take fire damage equal to twice your wizard level on a failed save, and half as much on a success. This effect lasts for 1 minute.

Once you have used this feature, you cannot do so again until you finish a long rest.




























Arcane Tradition: Quantumurgy

You are a student of quantumurgy, a rare and dangerous new school of magic that involves spells that manipulate and wield atomic energy and particles. You can affect the molecular structure of creatures and objects, and call upon the untapped power within the smallest parts of the universe. The magic you can wield makes you incredibly powerful, allowing you to bend matter and energy to your will.

Known as quantumurgists or ‘quantum mages’, these wizards can be leading experts regarding physics and the ways in which magic, the Weave, and the universe all interconnect with one another, given their incredible knowledge of mathematical properties and physics. Others seek the raw and unfathomable power that quantumurgy can bring, hoping to master this dangerous and unusual school of magic in order to control its unique power.

Note: This Arcane Tradition uses a new school of magic called 'quantumurgy', the details of which are listed in Part 5 of this compendium.

Quantumurgy Features
Wizard Level Feature
2nd Quantumurgy Savant, Atomic Reconstruction
6th Quantum Leap
10th Atomic Attunement
14th Parallel Spell

Quantumurgy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a quantumurgy spell into your spellbook is halved.




























Atomic Reconstruction

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one object into another. You perform a special atomic procedure on one object that you must touch, transforming it into a different one. The new object must also be nonmagical, and the new object must be in equal mass to the old object. After 1 hour, the object reverts to its original state.

The duration of the change increases to 8 hours at 6th level, 16 hours at 10th level, and 24 hours at 14th level.

Quantum Leap

At 6th level, you have learned how to increase your power by absorbing light. As a bonus action, you can absorb light from a light source within 30 feet of you, ranging from a torch to sunlight. Absorbing light from its source does not affect the brightness of the source. For 1 minute, whenever you cast a quantumurgy spell of 1st level or higher, you add one additional damage die to the spell's damage.

Once you have used this feature, you cannot do so until you finish a long rest.

Attomic Attunement

By 10th level, you have become further attuned to the magic of quantumurgy. You gain resistance to force and radiant damage.

Parallel Spell

By 14th level, your knowledge of possibilities and outcomes has allowed you to choose between them. When you cast a quantumurgy spell of 1st level or higher that targets a single target, and the spell attack misses or the target succeeds on their saving throw against the spell’s effects, you can pull forth from an alternate reality the spell succeeding, and the creature instead fails its saving throw against the spell's effects.

Once you have used this feature, you cannot do so again until you finish a long rest.

Arcane Tradition: Recollection

Wizards who follow the tradition of Recollection believe that powerful magic lies within the memories of all things, from the creatures of the lands to the objects and places of the world. These wizards, known as ‘recollectionists’ or ‘memorists’, study ways of tapping into the power that lies in memories, and learn how to see visions of the past, recall spells and magic, and can even cause others to relive their memories, be they pleasant or foul. One can often find followers of this tradition working as historians, archaeologists, or even as guardians of ancient items and structures lost to time.

Recollection Features
Wizard Level Feature
2nd Recollection Savant, Relive Memories
6th Reminding Spell
10th Thought Impression
14th Esoteric Reminiscence

Recollection Savant

Beginning when you choose this tradition at 2nd level, you have unlocked a way to recall your arcane abilities. You can use this feature to cast a spell from your spellbook that you don't have prepared and that has a casting time of 1 action or 1 bonus action.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Relive Memories

Starting at 2nd level, you have attuned yourself to the memories you have seen, and those you will see. You gain proficiency in the History skill.

Also, as an action, you can touch one living creature, corpse, item, object, or part of a terrain or structure to see its memories. While maintaining touch, you see visions of events that the creature has or had seen or visions of events that took place regarding the item, object, part of a terrain, or structure. These visions can include wispy images of creatures that have interacted with what you are touching, voices of creature or who have spoken near or to what you are touching, or images of what you are touching has seen or what it used to look like. If you choose to not focus on a particular vision, you gain a summary of basic information that transpired related to what you are touching, such as simple weather events, physical depictions of people who interacted with what you are touching, or pieces of events that happened. If you choose to focus on a particular element of the visions, such as a particular person or event, all other visions appear blurred and muffled to you, and you see clearer depositions of the vision you are focusing on.

For every minute you spend maintaining touch, you can see one hour’s worth of visions. This amount increases to days at 6th level, months at 10th level, and years at 14th level.

Reminding Spell

By 6th level, you have learned how to cause a creature to remember a spell that it had cast upon it. As an action, choose a creature that you can see within 30 feet of you. If the creature is unwilling, it must make a Wisdom saving throw against your wizard spell save DC. On a failed save, or if the creature is willing, it experiences one spell of your choice that affected it within the past day. The spell must have been cast by you or a creature that is friendly to you, and you must have seen the creature be affected by the spell in order to choose it. The creature then magically remembers what it experienced under the effects of that spell, and it begins to experience spell’s effects as if it had just been cast on them again. A spell with a duration longer than 1 round lasts until the end of the creature's next turn.

You can use this feature a number of times equal to your Intelligence modifier per long rest.

Thought Impression

At 10th level, your memories and thoughts have become firmly lodged in your mind, and your mind has strengthened even further. You gain resistance to psychic damage, and you can no longer forget any event, conversation, emotion, or experience that you witness, and any experiences that you had forgotten come back to you, and you can remember them with perfect clarity.

Esoteric Reminiscence

At 14th level, you can recall a particular spell that you had seen cast before and cast it as if you know it. Choose one spell that you had seen cast before. You then begin casting the spell using the same action or time of the spell’s casting time, such as an action, bonus action, or one minute. The spell must be of a level that you can cast, though the spell does not have to be on the wizard’s spell list for you to cast it. You can then cast the spell without material components or expending a spell slot, though all other parameters of the spell remain, such as making an attack roll or forcing a creature to make a saving throw.

Once you have used this feature, you cannot do so again until you finish a long rest.













Arcane Tradition:

Soul Sage

You focus your studies on magic that comes from the soul, bringing forth abilities that revolves around drawing out the strength of souls to aid you and to speak with the souls of the departed. A rare tradition to see practiced, most soul sages are often mistaken as necromancers, but that is far from the truth; soul sages rarely focus on bringing a body back to life, but instead choose to speak with souls and spirits, and are often found as shamans, spiritual counselors, or are simply seekers of understanding the afterlife or immortality.

Wizard Level Feature
2nd Spectral Familiarity, Soul Siphon
6th Séance
10th Eldritch Attunement
14th Harvester of Souls

Spectral Familiarity

Starting at 2nd level, the time you have spent with the souls of the departed and other spirits has increased both your familiarity to their presence and communicating with them. Whenever you make a Charisma check when interacting with undead, your Proficiency bonus is doubled if it applies to the check. You also have advantage on saving throws against being charmed or frightened by undead. You also gain proficiency in the Religion skill.

Additionally, when you cast either the find familiar or Yune's find greater familiar spell, your familiar can appear to have a spectral or ghostly appearance.

Soul Siphon

Beginning at 2nd level, you have learned how to drain the souls of the deceased to rejuvenate you and your allies. You have a pool of healing energy that replenishes whenever you acquire souls, and this pool resets to 0 on a long rest. With this pool, you can hold an amount of soul energy equal to your wizard level x 2. This pool of soul energy lasts until you finish a long rest.

Whenever you or an ally within 60 feet of you reduces a creature to 0 hit points, you can use your bonus action or reaction to absorb the soul of the creature, adding an amount of energy to the pool equal to your wizard level.

As a bonus action, you can expend an amount of energy up to the maximum amount remaining in your pool to restore an equal amount of hit points to you or an ally that you touch.

This feature has no effect on constructs or creatures that lack a soul.







































Séance

By 6th level, you have learned how to better consult with the souls of the departed. You add the speak with dead spell to your spellbook, and it is considered a wizard spell for you. You may cast this spell as a ritual spell. When you cast speak with dead, any corpse you speak with views you as an ally, and tries to offer truthful answers to you, though the corpse will consider you and your allies as hostile if either you or one of your allies was the one who killed it.

Eldritch Attunement

At 10th level, the time you have spent with spirits and souls has changed your body. You have resistance to necrotic damage, and you can see out into the Ethereal Plane within 30 feet of you.

Additionally, your time spent with those beyond the grave has made you become accustomed to where they may be. You cannot be surprised by undead.

Harvester of Souls

At 14th level, you have mastered the study of souls. You add the soul cage spell to your spellbook, if it is not there already. Whenever you cast soul cage, you can capture the soul of a celestial, dragon, fey, or fiend in addition to humanoid, and you can use the trapped soul an additional number of times equal to your Intelligence modifier.

In addition, your soul has become strengthened. You have advantage on saving throws against spells that would remove or imprison your soul.

Arcane Tradition: Stormsinger

There are some wizards who understand that, after enough studying and practice, magical power can be harnessed from the raw power of storms. These wizards, known as 'Stormsingers', develop a unique form of magic known as the 'Stormsong', which grants them strength against lightning and thunder, as well as increased speed. Followers of this tradition often find peace and solitude in the presence of mighty tempests and gales, living in areas with where they occur frequently as they continue studying their behavior and perfecting the art of the Stormsong.

Stormsinger Features
Wizard Level Feature
2nd Thunderous Savant, Stormsong
6th Lightning Flash
10th Blitzkrieg
14th Master of the Tempest

Thunderous Savant

Beginning when you choose this tradition at 2nd level, you have begun your studies of storms and stormy magic. You gain proficiency in the Nature skill.

In addition, the gold and time you must spend to copy a spell that can deal lightning or thunder damage is halved.

Stormsong

Starting at 2nd level, you can channel the might of storms through a magical art called a Stormsong, provided you aren’t wearing medium or heavy armor or using a shield. The Stormsong creates rain and streaks of lightning that swirl around you and occupy your space, and it grants you enhanced defenses, movement, and strength.

You can use a bonus action to start the Stormsong, which lasts for 1 minute. It ends early if you are incapacitated, or if you don medium or heavy armor or a shield. You can also dismiss the Stormsong at any time you choose (no action required).

While your Stormsong is active, you gain the following benefits:

  • You gain resistance to lightning and thunder damage.

  • Your voice booms and is audible from 150 feet away

  • Your movement speed increases by 10 feet.

  • Whenever you hit a creature with a weapon attack or spell attack, you can deal extra lightning or thunder damage (your choice) equal to your Intelligence modifier.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Lightning Flash

By 6th level, you have learned how to move as fast as lightning. Whenever you roll for initiative, you can add your Intelligence modifier to the result of the roll. You also add the thunder step spell to your spellbook, if it is not there already. When you cast thunder step, you can cast it as a bonus action, and you can choose for thunder step to deal lightning damage instead of thunder.

Blitzkrieg

At 10th level, you can summon a storm wherever you are. You add the call lightning spell to your spellbook, and it counts as a wizard spell for you. Whenever you cast call lightning while your Stormsong is active, the rain and lightning surrounding you from the Stormsong counts as an existing storm for the purposes of the spell’s increased damage.

Additionally, you can no longer be blinded by lightning or deafened by thunder, and when using your Stormsong, your movement speed is doubled instead of being increased by 10 feet.

Master of the Tempest

At 14th level, you have become as mighty as a storm. While your Stormsong is active, the rain and lightning surrounding you extends out to a 10-foot radius sphere around you. Whenever a hostile creature enters the area for the first time on a turn or starts its turn there, it takes lightning or thunder damage (your choice) equal to half your wizard level.

Arcane Tradition: Tidecaller

Tidecallers are a rare kind of wizard, bravely exploring the vast seas of the world to learn about the magical wonders that lie beneath the waves. They are wizards who master techniques of sailing and maneuvering in water, wielding weapons of the sea, and draw strength from the cold depths of the oceans. Followers of this tradition are usually, found out near or on the seas, aiding ships in smooth sailing and helping to explore uncharted territories, often singing. It is not uncommon to see these wizards befriend some druids or storm sorcerers, or even see Tidecallers commanding ships or fleets themselves.

Tidecaller Features
Wizard Level Feature
2nd Oceanic Explorer, Sea Savant
6th Star Charts
10th Seaworthy
14th Nautical Mastery

Oceanic Explorer

Beginning at 2nd level, you have spent enough time at the sea to know how to navigate through both water and on ships. You gain proficiency in water vehicles and navigator’s tools, and you gain a swimming speed equal to your movement speed, if you do not already have it. You also gain proficiency in either the Investigation or Perception skill.

Sea Savant

By 2nd level, you have become adept at wielding magic related to water and maelstroms. The gold and time you must spend to copy a spell that includes the words water, wave, tidal, and anchor in its name into your spellbook is halved.

Star Charts

By 6th level, you have learned how to use navigational star charts to aid you in your journeys. Over the course of a long rest, you can obtain one of the following benefits. You can only be attuned to one of these constellations at a time. As a bonus action, you can swap out your Star Chart for another. You can use this swap feature a number of times equal to your Intelligence modifier per long rest.

The Northern Star: You cannot become lost, both magically and non magically, and you have advantage on Wisdom (Survival) checks. Additionally, you always know which direction is north.

The Great Turtle: You are always under the effects of the spell mage armor while not wearing armor or wielding a shield. Additionally, your swim speed increases by 30 feet, and you can breathe both air and water.

The Lighthouse: You gain darkvision out to 60, if you already have darkvision it increases by 30 feet, and fog or mist do not impose disadvantage on Wisdom (Perception) checks. Additionally, choose a number of friendly creatures up to your Intelligence modifier. These creature always know your exact location so long as you are both on the same plane of existence.

The Sea Dragon: Whenever you cast a spell that deals cold or lightning damage, you can add your Intelligence modifier to one damage roll.

The Lovely Siren: You have immunity to being charmed and can add your Intelligence modifier to Charisma (Persuasion) checks.

Seaworthy

By 10th level, you have learned how adapt to the weather on the seas. You gain resistance to either cold and lightning damage.

Additionally, years of studying magic out at sea has taught you how to anchor yourself against being moved. When you are subject to either a spell or other effect that would move you or knock you prone, you have advantage on the saving throw to resist the effects.

Nautical Mastery

At 14th level, you have become a true navigator and oceanic sage. Choose one constellation from your Star Charts feature. You gain its benefits permanently. When you gain a level in this class, you can replace your chosen constellation with another one.

Additionally, you can call upon the true might of the sea. You add the tidal wave spell to your spellbook, if it is not there already. You can cast the tidal wave spell without expending a spell slot. When you cast tidal wave in this way, the area can be up to 90 feet long, up to 30 feet wide, and up to 30 feet tall, and creatures who fail their saving throw against this spell take additional bludgeoning damage equal to your wizard level.

Once you cast tidal wave in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.




























Arcane Tradition: Windbringer

Your studies focus on the primordial might of the winds, harnessing the strength of the sky to aid you. Known as Windbringers, wizards who follow this tradition of sky magic feel most at home near or in the open air, and often study weather patterns, creatures of the air, or the Elemental Plane of Air. Windbringers prefer spells that aid their maneuverability and bring the winds down upon their foes.

Windbringer Features
Wizard Level Feature
2nd Sky Speaker, Shielding Air
6th Gale Mage
10th Airborne Prodigy
14th Wind Mastery

Sky Speaker

Starting at 2nd level, you have begun your studies of the sky and air. You learn how to read, write, and speak Auran, and you learn the gust cantrip. When you cast gust, you can cast it as a bonus action, and can affect creatures of size Large or smaller.

Shielding Air

Beginning when you select this tradition at 2nd level, you can use mighty winds to protect you. Whenever you cast a spell of 1st level or higher, you can surround yourself with whirling winds as part of the same action used to cast the spell. Until the beginning of your next turn, ranged weapon attacks made against you have disadvantage on the attack roll.




























Gale Mage

At 6th level, you have learned how to infuse your spells with mighty air. Whenever you cast a spell of 1st level or higher, you can use a bonus action to channel wind through the spell, choosing one of the following effects:

  • If the spell targets one or more hostile creatures, each creature must make a Strength saving throw or be pushed back 15 feet by a mighty gust.
  • If the spell targets you or an ally, you or your ally’s movement speed increases by 10 feet until the end of their next turn. This increases to 20 feet at 14th level.
  • The spell’s range increases by 20 feet.

Airborne Prodigy

By 10th level, you have become attuned to the strength of the winds. You can cast the levitate spell on yourself or a willing creature at will, without expending a spell slot. When you cast levitate in this way, you can move the target in any direction of your choice when you use an action to move it.

Wind Mastery

At 14th level, you have gained mastery over wind. As an action, you can cast the investiture of wind spell on yourself without expending a spell slot. When you cast investiture of wind in this way, while the spell is active, creatures of your choice up to your Intelligence modifier within a 20-foot radius of you also gain a flying speed of 60 feet as long as you maintain concentration on the spell. If you or an ally land before the spell ends, you or your ally take no falling damage and can land on their feet.

Once you cast investiture of wind in this way, you can’t do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Arcane Tradition: Witchcraft

Before the times of prestigious magical institutions and universities, there were those who first discovered the arts of the arcane, in its raw and primal form. These wizards were the herald for a magical tradition known as Witchcraft. The wizards and witches who follow this tradition hone their magical skills through the acquisition of unique magics called Crafts, and later Grand Crafts, as well as learning spells the usual wizard would not be able to. Many who study the tradition of Witchcraft can be seen as either guides and village elders, or as sinister and dark practitioners of the arcane. However, while some places may be more accepting to students of witchcraft, other established universities or regions may have a much more demeaning view of these magical practitioners, even going so far as to hunt them down.

Witchcraft Features
Wizard Level Feature
2nd Witchtongue, Coven Magic, Arcane Grimoire
6th Channeling Purity
10th Coven Familiarity
14th Grand Witch

Witchtongue

Beginning when you select this tradition at 2nd level, you learn Witchtongue, the secret language of witches. 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.

Coven Magic

Beginning at 2nd level, you enter into a Coven, which helps to define what special field of witchcraft you adhere to. Your Coven grants you special abilities, one of which is the acquisition of many spells normally not known to the wizards who follow other magical traditions. Choose one of the following Covens:

Black Magic (focuses on curses, toying with the minds of others, and the dead). Bard & Warlock - enchantment, evocation, necromancy

Green Magic (focuses on aspects of nature, such as the elements, animals, and plantlife). Druid - conjuration, divination, transmutation

White Magic (focuses on healing, medicine, and divine or heavenly qualities of both life and the world). Cleric - abjuration, divination, transmutation

You learn one cantrip of your choice from a Class associated with your Coven. Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a spell from your Coven’s associated class, so long as it belongs to the schools associated with that coven. These spells are known as your Coven spells. The spell must be of a level for which you have spell slots. Any Coven spell you gain from this feature is considered a wizard spell for you, and you can cast them using a wizard spell slot, but other wizards can’t copy Coven spells from your Grimoire into their own spellbooks, and any wizard feature that utilizes a spellbook does not utilize an Arcane Grimoire.

Arcane Grimoire

Beginning when you choose this tradition at 2nd level, you gain an Arcane Grimoire, within which are your Coven Spells as well as magical abilities, called Crafts. This grimoire is separate from your spellbook, and any spell acquired through a Craft is treated as not being written in your spellbook, but in your grimoire, as you would with your Coven Spells. If your Arcane Grimoire becomes lost or destroyed, you can make another one using the same rules as you would for replacing a spellbook.

Crafts

You learn two Crafts of your choice at 2nd level, which are listed in the Crafts List at the end of this subclass. You learn one additional Craft of your choice at 6th, 10th, and 14th level. Each time you gain a wizard level, you can also replace one Craft you know with a different one.

Channeling Purity

At 6th level, you have learned how to cleanse yourself of ill effects. Whenever you expend a spell slot of 1st level or higher to cast a Coven spell, you can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened.

Coven Familiarity

By 10th level, your time spent studying the ways of witchcraft has granted you increased resilience and willpower. You have advantage on Wisdom and Charisma saving throws.

Additionally, your Coven grants you additional benefits when interacting with certain creatures. You can add your Intelligence modifier to the result of any Charisma based skill check you make when interacting with a creature associated with your Coven.

Black Magic. fiends, undead

Green Magic. beasts, fey

White Magic. celestials, good aligned humanoids.

Grand Witch

By 14th level, you have mastered the magic of witchcraft. You learn one Grand Craft of your choice, which are listed in the Grand Crafts List at the end of this subclass, and it is added into your Arcane Grimoire.

Crafts List

The following is the list of Crafts that are available for the Arcane Tradition: Witchcraft.

Ancient Longevity

You suffer none of the frailty of old age, and you can’t be aged magically. Additionally, for every 5 years that pass, your body ages only 1 year.

Arcane Attunement

Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. You gain resistance to that damage type. You can choose this craft one additional time. When you do so, you must choose a different damage type.

Beguiler

You gain proficiency in the Insight skill, and you gain proficiency in your choice of either the Deception or Persuasion skill.

Cauldron

You gain proficiency in the Herbalism Kit and Poisoner’s Kit. Additionally, as an action, you can conjure forth a cauldron with which to create potions and poisons in. This cauldron is summoned for 1 hour. Whenever you use your Herbalism Kit or Poisoner’s Kit to create a potion or poison, you can create one additional potion or poison of the same type. You can use this Craft once per short or long rest.

Faithful Mount

Once per short or long rest, you can cast the spell find steed without expending a spell slot. When you do so, if your mount has an Intelligence of 6 or higher, it gains the ability to speak one language of your choice that you speak.

Hag’s Movement

Your movement speed increases by 5 feet, and you can move along vertical surfaces or upside down on your turn without falling during the move.

Hag’s Stomach

You are immune to the poisoned condition, and you can eat rotten food and tainted water without suffering any penalty.

Nature’s Explorer

You gain proficiency in the Nature skill. Additionally, moving through nonmagical difficult terrain costs you no extra movement, and you can also move through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Night Witch

You gain proficiency in the Stealth skill, and you can see in dim lighting within 60 feet of you as it if we’re bright light, and in darkness as if it were dim light. You can’t discern colors in darkness, only shades of grey.

Pureblood

You gain immunity to disease, and one per short or long rest, you can use your action to touch another creature suffering from a disease, expending a spell slot of your choice to remove the disease from them.


Trusted Companion

You add the find familiar spell into your Arcane Grimoire. When you cast find familiar, your familiar gains additional hit points equal to half your wizard level, and your familiar can read and speak every language that you speak.

Witch’s Sight

You can see through fog, mists, smoke, and similar obscurants without any penalties, and you can see into the Ethereal Plane up to 30 feet.

Grand Grafts List

The following is the list of Grand Crafts that are available for the Arcane Tradition: Witchcraft.

Animal Shape

As an action, you can cast the polymorph spell on yourself without expending a spell slot, though you can only transform into a beast of CR ¼ or lower. When you do so, you are still retain the ability to speak.

Covenous Duality

When you cast a Coven spell from your Arcane Grimoire which targets one creature, you can target two creatures instead.

Craft Knowledge

Choose two Crafts from the Crafts List. You are considered to always know those Crafts, even if your Arcane Grimoire is destroyed or lost.

Hag Ally

By spending one hour in ritual, you can summon either a sea hag, a green hag, or a night hag. In combat, and hag acts and moves as she chooses. The hag is friendly to you and your allies. At the end of one hour, or when the hag is reduced to zero hit points, it vanishes either in a burst of water (sea hag), by melting (green hag), or in a plume of dark smoke (night hag).

Once you have used this feature, you cannot do so again until you finish a long rest.

Sacred Knowledge

You gain resistance to your choice of either necrotic or radiant damage. You also add the dispel evil and good, greater regeneration, and hallow spells into your Arcane Grimoire.

Shielded Mind

You gain resistance to psychic damage, and you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. You can communicate telepathically with creatures within 30 feet of you, provided that you both share at least one language. Creatures can telepathically communicate with you only if you allow it.

Witch’s Flight

You gain a flying speed equal to your base movement speed.

Witch Speech

You are considered to be permanently under the effects of the tongues spell.

Part 2: Bonus Subclasses



















Primal Path:

Path of the Manastorm

The Path of the Manastorm is a path wherein warriors become infused with the magic and fury of a manastorm. These barbarians learn how to attune to magic and wield the might of the arcane in battle.

Thought to have been accidentally discovered during a wild manastorm that occurred a long time ago, the Path of the Manastorm is now sought after by those few who think they can brave the wild power of raw magic and live to harness its strength.

Path of the Manastorm Features
Barbarian Level Feature
3rd Bastion of the Arcane, Fury of the Manastorm
6th Attunement of the Mana
10th Prescene of the Magic
14th Surge of the Manastorm

Bastion of the Arcane

When you choose this path at 3rd level, you have gained an understanding of the arcane. You gain proficiency in the Arcana skill. Additionally, while you are raging, you have resistance to damage from spells.

Fury of the Manastorm

At 3rd level, you can unleash a stormy magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action.

When this effect is activated, all other creatures in your aura take 1d4 force damage each. The damage increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 20th level.




































Attunement of the Mana

Beginning at 6th level, the mana storm inside you grants you further strength. You gain resistance to force damage.

In addition, immediately before you enter your rage, you can cast the dispel magic spell, targeting only yourself, as part of that bonus action. Constitution is your spellcasting ability for this effect.

Presence of the Magic

At 10th level, you can feel the presence of magic. You can cast the detect magic spell, but only as a ritual. When you do so, the spell does not require concentration, the range increases to within 60 feet of you, and you can use your bonus action to see faint auras of magic around creatures and objects, instead of an action.

Surge of the Manastorm

Starting at 14th level, you can unleash the full might of the manastorm. While you are raging, you can use your action to unleash a surge of magical energy within a 30-foot radius centered on you. Each creature within the area, other than you, must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier).

On a failed save, a creature takes force damage equal to your barbarian level on a failed save, or half as much damage on a successful one. If a creature fails this saving throw while concentrating on a spell or magical effect, its concentration is broken.

Martial Archetype: Magus

There exist knights and warriors who have a close connection to the realm of ghosts and spirits. Known as Ghost Knights, these fighters study methods of combining martial prowess with illusion and necromancy magic, with illusion magic providing special abilities and haunting images while necromancy grants the ability to channel dark magic. Combined with this magic, Ghost Knights develop abilities to see and enter the Ethereal Plane, and eventually can become incorporeal themselves.

Magus Features

Fighter Level Feature
3rd Spellcasting, Arcane Armaments
7th Esoteric Knowledge
10th Improved Arcane Armaments
15th Focused Caster
18th Magic Combatant

Spellcasting

When you reach 3rd level, you learn how to compliment your martial capabilities with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Magus Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

Choose two schools of magic. You know three 1st-level wizard spells of your choice, two of which you must choose from the two schools of magic that you selected on the wizard spell list.

The Spells Known column of the Magus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be from one of the two schools of magic that you chose, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from one of the two schools of magic that you chose, unless you're replacing the spell you gained at 8th, 14th, or 20th level.























Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and rigorous practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

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

Arcane Armaments

At 3rd level, you learn to imbue magic into weaponry, shields, and armor.

As a bonus action, you imbue a single weapon, shield, or suit of armor for up to 8 hours.

When you imbue magic into a weapon, while the effect is active, attacks from this weapon deal an additional 1d4 force damage. Should your weapon leave your grip, the magic fades immediately. Magic imbued on a weapon thrown fades directly after the attack is complete. This amount increases to 1d6 at 10th level, and 1d8 at 18th level.

When you imbue magic into a shield or weapon, choose one of the following damage types: acid, cold, fire, force, lightning, or thunder. While the effect is active, you gain resistance to the chosen damage type. Should your shield leave your grip or you take off your armor, the magic fades immediately. You can have two resistances at a time at 10th level.

You can only have up to one item imbued with magic in this way at a time. When you imbue a second item with magic, the magic immediately fades on the first imbued item.

Esoteric Knowledge

At 7th level, you have developed an even stronger understanding of magic. You gain proficiency in the Arcana skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses Arcana. You receive this benefit regardless of the skill proficiency you gain from this feature.

Improved Arcane Armaments

By 10th level, your ability to imbue magic into weapons, shields, and armor has improved. When using your Arcane Armaments feature, you can now have up to two items imbued with magic at a time.

Focused Caster

By 15th level, while you are concentrating on a spell, your concentration can’t be broken as a result of taking damage from a weapon attack.

Magic Combatant

By 18th level, you have mastered the art of casting spells while in the fray of battle. Creatures within 5 feet of you have disadvantage on saving throws against your spells, and you have advantage on spell attack rolls made against targets within 5 feet of you.

Monastic Tradition: Way of the Esoteric Ki

Monks of the Way of the Esoteric Ki are masters of connecting to the power of the Weave via manipulating their ki. They learn how to channel their ki to access arcane magic, granting them the ability to conjure forth mighty creatures and devastate their foes with powerful blasts of energy.

Way of the Esoteric Ki Features

Monk Level Feature
3rd Arcane Knowledge, Ki Casting
6th Replenishing Weave
11th Ultimate Spells
17th Esoteric Being

Arcane Knowledge

When you choose this tradition at 3rd level, you have expanded your knowledge regarding the arcane, and have learned simple magic. You gain proficiency in the Arcana skill if you don’t already have it. You also learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 11th level.

Ki Casting

When you reach 3rd level, you learn how to channel your ki to cast spells.

Spells

The Way of the Esoteric Ki Spellcasting table shows how many spells you have of 1st level or higher that you can cast.

Spells Known of 1st-Level and Higher

Choose two schools of magic. You know three 1st-level wizard spells of your choice, two of which you must choose from the two schools of magic that you selected on the wizard spell list.

The Spells Known column of the Way of the Esoteric Ki Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be from one of the two schools of magic that you chose, and must be of a level which corresponds to the Way of the Esoteric Ki Spellcasting table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

To cast one of these spells, you must expend a number of ki points equal to the spell's level or higher. You use its casting time and other rules, but you don't need to provide material components for it, provided that the material component does not require a gold cost. The spell's level increases by 1 for each additional ki point you spend. 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 six.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from one of the two schools of magic that you chose, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through the discipline of manipulating ki with arcane energy. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Way of the Esoteric Ki Spellcasting Table
Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 2 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Replenishing Weave

Starting at 6th level, you learn how to sense magic around you. You can cast detect magic at will, without expending ki points to do so. Additionally, you gain the ability to draw in a thread of the weave to recover a portion of your ki. As an action, you can regain ki points equal to half your monk level, rounded up. You must finish a long rest before you can use this feature again.

Ultimate Spells

Starting at 11th level, you have learned how to attune to magic to perfectly cast spells. Choose two spells that you have learned via your Ki Casting feature. You can cast both of these spells once per long rest without expending ki points or requiring material components.

Esoteric Being

At 17th level, as an action, you can unleash the power of ki and magic, emitting strands of magic across your entire body. While in this state, you have resistance to all damage and any spell that you cast using your Ki Casting feature has its ki point cost reduced by 1 (minimum of 1). This form lasts for 1 minute or you become incapacitated.

Once you use this feature, you can’t use it again until you finish a long rest.

Sacred Oath:

Oath of Arcana

The Oath of Arcana is as ancient as magic itself, though rare to hell found. The few paladins who swear this oath are sometimes referred to as Battlemages, Magic Knights, or Esotericists. These paladins believe that while magic is a powerful and helpful tool, it can also be used for dangerous reasons, and thus these warriors uphold the belief that a balance must be kept in order to maintain order. Some follow gods such as Mystra, while others train and study with wizards to better learn the ways of the arcane arts. Their armor is often adorned with arcane sigils and symbols, and some who adhere to this oath adopt the symbols of wizards.

Oath of Arcana Features
Paladin Level Feature
3rd Sacred Oath, Channel Divinity
7th Aura of Resilience
15th Mana Regeneration
20th Esoteric Champion

Tenets of Arcana

The tenets of the Oath of Arcana emphasize the understanding of magic, as well as the seeking out of those who would abuse its power.

Understanding. Strive to learn as much as possible about magic, so as to have an understanding of its many forms.

Wielding. Train and practice to perfect the art of wielding magic for yourself, to attune yourself to its power and to know its limits.

Seeking. You have a duty to find those who would abuse the power of magic, and would cause chaos with its capabilities.

Balance. Above all, remember that magic, like many forces in the universe, has a balance, and it is through this balance that order and peace can thrive.

Oath of Arcana Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd identify, magic missile
5th arcanist’s magic aura, mirror image
9th counterspell, dispel magic,
13th arcane eye, mordenkainen’s private sanctum
17th legend lore, wall of force
Channel Divinity

Starting at 3rd level, you gain the following two Channel Divinity options.

Channel Divinity: Student of Esoterics. You can use your Channel Divinity to augment your knowledge of the arcane with magic. As a bonus action, you grant yourself a +5 bonus to Intelligence (Arcana) checks for the next 10 minutes.

Channel Divinity: Magical Bulwark. You can use your Channel Divinity to protect you against magic. When you take damage from a spell or other magical effect from a creature within 15 feet of you, you can use your reaction to halve the damage. Streams of ethereal magic then arcs out from your body, and the creature who damaged your takes force damage equal to 2d10 + your paladin level.

Aura of Resilience

Beginning at 7th level, magic flows so powerfully through you that it forms a unique aura around you. You and friendly creatures within 10 feet of you have advantage on saving throws against spells.

At 18th level, the range of this aura increases to 30 feet.

Mana Regeneration

At 15th level, you gain the ability to draw power from the Weave, replenishing your magical power. You regain either two 1st level spell slots or one 2nd level spell slot if you end your turn in combat with no spell slots remaining and you aren’t incapacitated.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Esoteric Champion

At 20th level, you can assume the form of a magical being, taking on an appearance you choose. For example, your skin and eyes might emit ethereal streams of magic, or you might have small orbs of magical energy float harmlessly around you.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

• You gain resistance to three of the following damage type: acid, cold, fire, force, lightning, and thunder.

• When you cast a spell that has a casting time of 1 action, you can cast that spell without expending a spell slot or material components. You can use this feature three times while in this form.

• When you hit a creature with a weapon or spell attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Ranger Conclave:

Witch Hunter

You are a ranger who has devoted their life to rooting out witches and those who would wield magic for sinister and selfish means. As one who has trained in ways to both track and defend against these abhorrent spellcasters, a Witch Hunter is a master at fighting against witches and their magical techniques.

Witch Hunter Conclave Features

Ranger Level Feature
3rd Witch Hunter Magic, Inquisitor’s Quarry, Bonus Proficiencies, Improved Favored Enemy
7th Experienced Hunter
11th Dispelling Strike
15th Witch Hunter’s Resolve

Witch Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witch Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spell
3rd detect magic
5th mind spike
9th counterspell
13th locate creature
17th hold monster

Inquisitor’s Quarry

Starting at 3rd level, you can mark a target as your main quarry, heightening your abilities against them. You can use a bonus action to designate a creature that you can see within 30 feet of you as your Inquisitor’s Quarry, which lasts for 1 minute. It ends early if the creature dies, you die, or you are incapacitated. Until this effect ends, the following conditions apply:

• You gain a bonus to saving throws against spells from a creature affected by Inquisitor’s Quarry equal to your Wisdom modifier (minimum of 1).

• The first time each turn that you hit the target with a weapon attack, you can force the target to make a Wisdom saving throw. On a failed save, the target has disadvantage on the next spell attack that it makes.

• You cannot be frightened or possessed by the target while you are conscious.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Bonus Proficiencies

At 3rd level, you become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Improved Favored Enemy

Starting at 3rd level, your dedication to hunting witches has given you greater knowledge about their methods. You gain humanoid as additional favored enemy, and it does not count against your total number of favored enemies.

Additionally, are no longer bound to choose between two humanoid races, and can apply this favored enemy to any humanoid that has either the Spellcasting or Pact Magic feature.

Experienced Hunter

By 7th level, your experiences have hardened your will and heightened your awareness. You have advantage on saving throws against being charmed, and you can no longer be surprised.

Additionally, you gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of 1).

Dispelling Strike

At 11th level, you have learned how to render magical effects useless. Once per turn when you hit a creature that is under the effects of a spell or other magical effect with a weapon attack, you can make a Wisdom check. The DC equals 10 + the spell or magical effect’s level. On a successful check, any spell or magical effect affecting the creature ends.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Witch Hunter’s Resolve

At 15th level, your resolve and willpower pushes you to fight on. When a spell or other magical effect reduces you to 0 hit points but does not kill you outright, you can instead drop to a number of hit points equal to your ranger level, and until the end of your next turn, you have advantage on saving throws against spells and other magical effects.

Once you use this feature, you cannot do so again until you finish a long rest.

Part 3: Additional Backgrounds

Combat Medic

You were someone who aided soldiers and the wounded in warfare. Trained as both a doctor and a soldier, you focused on trying to help your allies and innocents to ease their pain. Perhaps you were stationed on the front lines and had to deal with massive casualties. Or, you may have stayed in an outpost or medical center, providing treatment to any wounded who came in.

When you choose this background, work with your DM to determine which military organization you were a part of, how your medical career progressed in the military, and what kind of experiences you had during your time as a combat medic. Was it a standing army or militia? Or was it a private army or mercenary group?

Skill Proficiencies: Medicine, and one of: Investigation, Nature, or Survival

Tool Proficiencies: Healer’s Kit, vehicles (land)

Equipment: A set of common clothes, a military uniform, a healer’s kit, a bottle of sterilizing alcohol, a bottle of clean water, a waterskin, and a small pouch containing 10 gp

Feature: Improvised Medicine

You have a military rank as a combat medic. Soldiers and other members of militaries recognize your skills and value, and they defer to you if they are of a lower rank or are in need of medical assistance. You can usually gain access to friendly military encampments and fortresses where your rank and skills are recognized.

Additionally, you can usually find ways to create makeshift medical supplies, provided that the land or surroundings offer such.

Suggested Characteristics

The life of a combat medic is a grim one. These people often see the true horrors of war, and the harm that it can cause to civilian and soldier alike. As such, many combat medics are quiet people, and their personalities and be drastically altered by their service.

d8 Personality Trait
1 I try to speak softly and assuringly.
2 I am proud of my service and medical talents.
3 When I have moments to myself, I try to focus on pleasant things.
4 I try to not get attached to people too easily.
5 I constantly feel on edge.
6 There is not enough respect shown to medics in warfare.
7 I try everything I can to help people in need.
8 I suffer from terrible nightmares about the things I have seen.
d6 Ideal
1 Medicine. I will use my talents to aid my side. (Any)
2 Aid. I will help anyone, whether it is a civilian, ally, or enemy. (Lawful)
3 Survivability. War is unpredictable, and so you must be at the ready. (Chaotic)
4 Cruel. If you are not on my side, you must suffer. (Evil)
5 Honor. It is my duty to assist in any way that I can. (Good)
6 Grit. I have to do what I can, regardless of any ethical implications. (Neutral)
d6 Bond
1 While treating the wounded, I made friends with an enemy soldier.
2 I lost my best friend to a battle.
3 I once treated the wounds of one of my commanding officers.
4 I aim to keep my family safe and proud.
5 I feel as though I am nothing but a stalling point for death.
6 I won’t let the horrors I see get to me.
d6 Flaw
1 I get scared very easily.
2 I secretly pray to the gods when I am nervous.
3 I try to avoid especially grievous wounds and injuries.
4 I have a hard time trying to relax.
5 I have an addiction.
6 I have difficulty in showing emotion.

Cursed

Before you began your life as an adventurer, it was changed by a single event that caused you to be cursed. You now bear a curse that both magic and medicine alike have yet to lift, and you fear that you may never be rid of it. Because of this event, certain elements have great importance in your life. Choose a terrible event, a curse mark, and a curse breaker from the options below, or roll a 1d10 for each table.

When you choose this background, work with your DM to determine the nature of your curse, how you acquired it, and what kind of effects, both positive and negative, that the curse has upon you. Is it one that has been passed down through your family? Or is it one you acquired during your travels throughout the land?

d10 Terrible Event
1 You angered a local witch after double crossing her.
2 While out exploring, you stumbled upon a magical object. Touching it placed a curse upon you.
3 You and other members of your village performed a ritual that went horribly wrong. You all now bear a curse.
4 An otherworldly being descended upon your city. Those who survived were wracked with a terrible curse.
5 You had your fortune told, and ignored the omens.
6 While fighting an otherworldly or undead creature, you came in contact with them, and they placed a powerful enchantment upon you.
7 Whilst visiting in a vast library or museum, you broke your way into a restricted area, and found a forbidden tome that you proceeded to open.
8 You used to worship a particular god, but then angered them. They have since brought down their wrath upon you.
9 Your curse is hereditary, and was passed onto you without your will or say in the matter. Members of your family have been dealing with this curse for generations.
10 In a state of bitterness and anger, a former lover of yours went to a sorceress and had them place a harmful effect upon you.
d10 Curse Mark
1 Your eyes are an unnatural color, such as purple or red, or appear like cat or reptile eyes.
2 Your body is covered in tattoos consisting of words and phrases in a forgotten language.
3 Your tongue is long and forked.
4 When you bleed, your blood appears black and thick.
5 Your hand has a small, black mark upon it that cannot be removed.
6 Your hair or fur is ashen colored, and cannot be dyed into a new color.
7 Your body is covered in burn marks that you cover in bandages and wraps.
8 When you speak, a second voice seems to follow yours, slightly echoing your words.
9 Your lips, tongue, teeth, eyes, fingers, hands, and feet appear blackened and constantly covered in black ash.
10 Somewhere on your body is a brand mark that appears to be some kind of magical seal.
Breaking the Curse

Having a character that has a curse associated with them can lead to many fun and exciting moments, both for mechanics and for elements of plot and storytelling. However, should a player decide upon having their character have a curse, it is best to work out some degree of understanding regarding not only the nature of the curse and the ways in which it manifests itself, but also having an understanding of how to end the curse or break it.

Players, should you choose this background for a character, work with your DM to discuss how one would go about breaking your curse. Perhaps your character is fully aware of how to break it, yet the means with which to do so are incredibly difficult to obtain. Or, your character may know very little about the curse, and may only have a small clue or hint towards how to break it, or maybe no clue at all.

Curses

A curse can manifest itself in a variety of different ways. Some are cursed with a disease that allows them to transform into different beings, such as lycanthropy or vampirism. Other curses can render one unable to properly use one or more of their senses, may cause one to live an unnaturally long life, or may never allow for someone to ever feel loved again. Talk with your DM about the nature of your character’s curse, and how it will best fit within the confines of your DM’s world and campaign.

To DMs: Some curses are severe, while others are not. If a curse is severe, consider possibly giving your player a small bonus to them to compensate. For example, if a curse blinds the character, perhaps allow them to have advantage on Wisdom (Perception) checks that rely on hearing.

Skill Proficiencies: Arcana, Intimidation

Languages: One exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

Equipment: A memento from a time before you were cursed, a set of traveler’s clothes, a small bag of sage, a quill, an ink pot, a blank journal, a cloak, and a small coin sack of 5 gp

Feature: Cursed Existence

The nature of your curse can change not only your appearance, but how others react to you as well. Your curse may cause others to take pity upon you, offering anything that they can to aid or help you. In doing so, they may give you advice or directions to people who might be able to help you more.

However, your curse may also cause others to fear you, and shut their doors and homes to you, fearing that you may bring your curse upon their family or home.

Suggested Characteristics

Those who are cursed can be varied in terms of their appearances, backgrounds, and professions. How they choose to interact with others, as well as how they handle their curses, can shape their outlook on their lives.

d8 Personality Trait
1 I try to focus on anything but my curse, hoping it will distract me from it.
2 I speak often about my optimism on finding a cure, but secretly I doubt I will ever be rid of this curse.
3 I try my best to hide the effects of my curse, so as to not alarm others.
4 I embrace my curse as just another part of my personality and being. I want to find the cure, but am not sure if I would use it on myself.
5 I have little memory of my life before I received this curse.
6 I long to find a way to remove this curse so that others will not suffer from it.
7 I have little care for the gods.
8 I often put a lot of hope behind every clue I can regarding a cure for this curse.
d6 Ideal
1 Freedom. I long to be free of this curse. (Any).
2 Redemption. It is my fault that I am cursed, thus it is my burden to remove myself of it’s grasp. (Lawful)
3 Revenge. I swear to defeat the one who cursed me, no matter what. (Chaotic)
4 Acceptance. I wish only to be accepted as a normal person, and not to let this curse define me. (Good)
5 Distribution. I will have all who wronged me suffer from this same curse. (Evil)
6 Purity. I long to not only rid myself of my curse, but the curses of others as well. (Good).
d6 Bond
1 Though I journey to rid my curse, I would gladly die for my friends.
2 The gods cruelly manipulate people. I will stand against this.
3 I will free my family from the curse that has haunted us.
4 I can feel the curse tempting me with power every day, but I always deny it.
5 I yearn for companionship, as my curse often drives others away.
6 Having been cursed, I sympathize with those who fall upon terrible times or fortunes of which they have no control over.
d6 Flaw
1 I assume everyone thinks little of me.
2 I jump at even bad gambles for any clue to a cure.
3 When I am in pain, I never confide in others so as to not burden them with my troubles.
4 My curse has a voice that only I can hear. I struggle to not listen to it.
5 I care little for companionships, knowing that I won’t have them for long.
6 I do anything I can to take my mind off of my curse. Anything.

Engineer

Clockwork, machinery, and technology have all played parts of high importance in your life. You have apprenticed and trained to become a skilled engineer, learning how to work with a variety of tools and even vehicles throughout your life. You might have been an inventor whose creations helped out the place you came from, or you may have been someone who worked on constructs or weapons of war.

When you choose this background, work with your DM to determine where and on what you worked on regarding your engineering skills, how far your skills have progressed, and what kind of experiences you have had due to your trade. Were you and engineer who worked on machines of war? Or were you someone who helped to build newer tools and technology for a city?

Skill Proficiencies: History, Investigation

Tool Proficiencies: Tinker’s Tools, vehicles (land)

Equipment: A pouch containing 15 gp, a set of Tinker’s Tools, a small bundle of copper wire, a dozen small gears, a set of protective eyewear, a small hammer, and a set of common clothes

Speciality

During your time as an engineer, you developed the knowledge and skills to focus on a certain type of creation. Roll a d6 or choose from the options in the table below to determine your focus.

d6 Speciality
1 Gunsmith
2 Construct Creator
3 Electrical Engineer
4 War Machinery
5 Gadgetry
6 Vehicles

Feature: Skilled Engineering

You have considerable knowledge regarding engineering. You know much about famous engineers and tinkerers, and what they are famous for. You also always have free room and board in any place where engineers reside, and the individuals in such a settlement might grant you use of their shops or tools.

In addition, you can generally find the materials needed to repair various tools, equipment, or even constructs, and can inspect them to understand exactly what went wrong and how to repair them.

Suggested Characteristics

The life of an engineer means working with a variety of equipment and creations. This has led you to have a different outlook on life based on your work with machines and technology.

d8 Personality Trait
1 I always read any type of manual or instructions regarding a new piece of equipment.
2 I never go anywhere without my trusty tools.
3 I am always fiddling and tinkering with something, looking for new ways to improve it.
4 I like making sure my work station is clean and tidy, and my equipment is clean, in great condition, and tidy.
5 I am constantly fascinated with new developments in technology.
6 I find great companionship in automations and constructs.
7 I tend to think logically, preferring to adhere to schedules and structure.
8 I don’t mind getting myself dirty, so long as I am productive.
d6 Ideal
1 Knowledge. Through technology and my engineering skills, I can acquire fantastic knowledge. (Any).
2 Logic. I tend to favor logic as opposed to my emotions. (Neutral)
3 Innovation. I aim to create new machinery that can benefit the lives of others. (Good)
4 Profit. I see my creations as a viable way to make money, regardless of what my creations can do. (Evil)
5 Power. I aim to show the world how strong my creations can be. (Chaotic)
6 Foresight. I know that civilization would benefit from well conducted research into engineering. (Lawful)
d6 Bond
1 I find relationships with constructs more valuable to me than with people.
2 Knowledge should be shared, and I’m always willing to teach others how things work.
3 My tools were given to me by my instructor. I will use them to make them proud.
4 I find that working on a specific lifelong project distracts me from any pain or sadness I may feel.
5 I will prove myself by way of my creations.
6 It is my duty to serve civilization by making helpful creations.
d6 Flaw
1 If something doesn’t make logical sense to me, I get easily flustered.
2 I focus on fixing anything but myself.
3 If something I make fails or breaks down, I feel incredibly sad or angry about it.
4 I often find myself chatting on and on and on about machinery and what I make.
5 I sometimes forget how loud my work can get.
6 I often scoff at primitive technology.

Exile

Through a series of events, you became an exile to your homeland. Banished and forbidden to ever return, you have set off on a journey to find a new home. It could have been that you committed some terrible act, or were wrongly accused of doing so. Or perhaps it was a mass banishment decreed by a new leadership in your homeland.

When you choose this background, work with your DM to determine what exactly caused you to become an exile, how those events took place, and what the terms of your banishment are. Was it the case that you rightfully deserved to be exiled from your home? Or were you innocent, and wrongfully accused of acts you were told you committed?

Skill Proficiencies: Survival, and one other skill of your choice

Tool Proficiencies: One tool of your choice

Languages: One language from your homeland

Equipment: A walking stick, a set of travelers clothes, one week’s supply of rations, a backpack, a small knife, a tankard, and a small pouch containing 5 gp

Feature: Exiled Life

Whatever your prior standing was in your homeland, you are now an exile. You are able to find refuge with others who are exiled, as well as those who sympathize with your situation. Generally, this means that you can find a place to bed down, recover, and hide from any potential followers or trackers attempting to hunt you down. People from where you hail from are less willing to assist you if it means putting themselves in harms way.

Suggested Characteristics

The life of an exile is a tough one, and is often filled with strife and change. They are unmoored from the only life they have ever known, which could radically change them from the person they used to be.

d8 Personality Trait
1 Though I am exiled, I remember my homeland fondly.
2 I am glad to be gone from the hellish conditions that were plaguing my home.
3 I yearn to one day return to my homeland to prove my innocence.
4 I openly admit to others what caused me to be banished. I am proud of what I did.
5 While I do miss my homeland, I don’t mind learning of and experiencing other lands and cultures.
6 I often cook dishes or read books that were prominent in my homeland.
7 I try to hide why I was exiled, as it brings me great shame.
8 I long to bring both myself and others back to my homeland to live as we once did.
d6 Ideal
1 Revenge. I know I was wrongly accused, and those who accused me will pay. (Chaotic)
2 Return. I want to do all that I can to right make things right again so that I can return home. (Good)
3 Renewal. I will find a new home for myself and others in a place where we can be free. (Lawful)
4 Redemption. I know I was wrong with my actions, yet I will prove that I am worthy of a second chance. (Good)
5 Retribution. I will bring all of the might and power that I can against those who exiled me. (Evil)
6 Retrospection. At the time, I did not know why I was exiled. However, I will try to learn from my actions. (Any)
d6 Bond
1 I take those who were exiled alongside me.
2 I have someone I care deeply about back home.
3 My new friends are who I care about now in my journeys.
4 I found comfort in knowing that there are others in similar predicaments as me.
5 I had a dear friend who was exiled with me. I will learn to at least give them a way to return home.
6 The new rules of my homeland will stop at nothing to hunt down exiles. I will find a way to stop them.
d6 Flaw
1 I am slow to trust anyone after my trials.
2 I often speak too harshly about those who exiled me.
3 I become sad very easily when I think or speak about my home.
4 Even though I know I deserved to be exiled, I still want to take it out on those who banished me.
5 I often belittle other cultures and countries for minor cultural habits.
6 I lash out with anger at anyone who belittles my homeland.

Guardian

You were trained and provisioned to be a guardian to a special place. Whether you were brought up in a family that has always been guardians, or decided to become one out of choice, you are a staunch defender and warrior. Perhaps you guard a temple or sacred site from those who wish to take it. Or, you could have been a member of a royal guard or protected a city from invaders.

When you choose this background, work with your DM to determine what kind of organization you were a part of, how your training was, and what kind of place you swore to protect. Was it an ancient temple dedicated to the gods? Or was it a city which you loved dearly, and would give your life to protect?

Skill Proficiencies: Intimidation, Perception

Languages: Two of your choice

Equipment: A set of common clothes, a set of medium armor, a simple or martial weapon of your choice, a banner, a ring of keys that go to where you are stationed, and a pouch containing 10 gp

Feature: Guardian’s Connections

You have a special position due to your profession as a guardian. Other guardians, regardless of whether or not they work with you or not, recognize your nature as a guardian, and will show their respect. You can also invoke your status as a guardian to gain access to the occasional restricted area, provided that you have not shown yourself to be a threat. Additionally, you can requisition simple equipment from other guardians, so long as they are equipped to do so.

Suggested Characteristics

For those who are guardians, the law and upholding of vows and honor are important, regardless of what, where, or whom you serve. Thus, guardians tend to be those with a firm understanding and respect for rules and structure, while also being people who are strong and brave.

d8 Personality Trait
1 I take great pride in guarding what I have sworn to protect.
2 While I once had a passion for what I guard, it has been a rather dull experience so far.
3 I tend to create little stories in my head to occupy my time.
4 I may adhere to my post with honor and dignity, but I do enjoy a good distraction every now and then.
5 I tend to enjoy the company of those who adhere to the law.
6 Protecting the innocent is the most admirable thing that one can do.
7 I know that the place I defend will play a role of great importance in the events to come.
8 I guard one who is going to change the world.
d6 Ideal
1 Honor. I adhere to the strict rules and requirements of being a guardian. (Lawful)
2 Sacrifice. I will lay down my life if need be for those that I protect. (Good)
3 Power. I know how to wield my position to obtain what I want. (Evil)
4 Determination. I will stop at nothing and will do anything to protect that which I guard. (Chaotic)
5 Defense. I chose this path, and it is one that I swear to uphold the tenets of. (Lawful)
6 Protection. I will defend the one I am told to protect. (Any)
d6 Bond
1 I am the guardian of an heir to a fallen empire. I will restore them to power, but until then I must keep them hidden and safe.
2 My closest friends are the priests and priestesses of the temple I protect.
3 I am the sole surviving guardian of an ancient and forgotten magical structure.
4 An otherworldly entity instructed me with guarding a portal to their realm.
5 I uphold the laws and tenets of the city I have vowed to defend.
6 Through heat and rain and storm, I shall stand as a shield that protects my master.
d6 Flaw
1 Those who break the law are the worst society has to offer, and I show them no pity or remorse.
2 I often find myself wishing for a life of guarding something more worthwhile.
3 I don’t often agree with how my charge acts and thinks, to their continuous consternation.
4 I talk a big game, but deep down I doubt myself constantly.
5 I am secretly scared of dying for my cause.
6 I feel as though I will never be seen as worthy by those I protect, and thus I do anything I can to feel as though I have value.

Heretic

You are one who holds ideas that many have deemed as being both blasphemous and dangerous. As a heretic, your work and what you believe has grabbed the attention of the priests and temples of the gods, and thus many have begun to see you as a threat. Perhaps you believe that the gods are not gods at all, but merely powerful mortal beings. Or, it could be that your methods of worship and interpretations of holy texts are seen as too unorthodox.

When you choose this background, work with your DM to determine the nature of your heresy, how it differs from the established canonical faiths, and how these beliefs have been received by the populace. Is it the case that you are a devout worshipper who is alone in their style of worship? Or are you trying to lead others to see a greater truth?

Skill Proficiencies: Religion, and your choice of either Deception, Intimidation, or Persuasion

Languages: One exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

Equipment: A pouch containing 10 gp, book or scroll or holy text, a tome of notes and theories written by you, a torch, a quill, an ink pot, a small crate, and a set of traveler’s clothes

Feature: Heretical Ideology

The nature of your study and worship has lead you to a conclusion that, to others, is seen as heretical. It might be a great truth about the gods or how a vast system of higher level clergy operate. It could also be that you have found a way to defy the gods, and thus you have become a threat to them. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the general public or to those who maintain high religious power.

Work with your DM to determine the details of your heresy and its impact on the campaign.

Suggested Characteristics

While some may embrace your new theories or changes to a common ideology, many will find your heresies to be dangerous to the public. Thus, heretics have a certain perspective and attitude towards others and the world that reflects these situations.

d8 Personality Trait
1 I believe in what I think with every fiber of my being.
2 I yearn for people to see the truth in what I say.
3 My beliefs are not heresy, but proof that I have been called to serve a higher purpose.
4 I am slow to trust many people.
5 The gods are false, and it is my duty to prove it.
6 Once I get going, it’s hard to get me to stop talking.
7 I see what can change in people, as I have seen what can change in scripture.
8 If I am to change the world, I must pick up my pen and write.
d6 Ideal
1 Enlightenment. I aim to show everyone the truth in what I say and believe. (Lawful)
2 Leadership. I will rally the people behind my rule and revelations of the truth. (Any)
3 Revenge. I will prove my heresies true to as to take down those who doubted me. (Evil)
4 Affirmation. I know the gods to be the highest powers. (Any)
5 Discord. I am to make my heresies cause disruption in the land. (Chaotic)
6 Divinity. I will use my heresies to solidify the role of the gods. (Good)
d6 Bond
1 I worship a god that seeks to overthrow another.
2 A colleague helped me with my theories, though it was not safe for them to do so.
3 A mentor entrusted me with these heresies. Is I’ll honor their trust in me.
4 I am fully alone in my thoughts and beliefs, and yearn for someone to share them with me.
5 I await those who will hear my words.
6 Many of my friends worry for my life given my outspokenness.
d6 Flaw
1 I often jump to conclusions.
2 I sometimes doubt if what I believe is actually the truth.
3 My friends think I’m obsessed with my theories.
4 I think that if someone shows interest in what I think, that must mean they trust me completely.
5 My beliefs are true, regardless of what others may think.
6 I can sometimes cling to those who find my beliefs to be valid.

Occult Detective

You are an investigator, one who studies magic or otherworldly entities and deities. You specialize in finding out the reasons and people behind occult activities, and trying to put a stop to them. Perhaps you were inspired to choose this life because of a terrible past. Or, you may have an innate talent for rooting out the unfamiliar.

When you choose this background, work with your DM to determine what kind of occult investigations you often do, how your skills have developed, and what kinds of occult findings you have discovered. Was it a religious group trying to perform some forbidden ritual? Or is it some type of monster that has been killing the people it has been hiding amongst?

Skill Proficiencies: Investigation, and one from: Arcana, Religion, or Survival

Languages: Two exotic languages (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

Equipment: A vial of holy water, a set of travelers clothes, three wooden stakes, a silver ring, an empty vial, a book discussing local religions and religious movements, and a whip

Feature: Occult Awareness

Though others may have to go through a variety of loops and paperwork to gain access to areas heavy with occult activity, you have an easier time with acquiring access to scenes and places rife with paranormal occurrences, or know of people who can get you into them.

You also have a wealth of knowledge related to obscure or underground religious groups and sects, and have an easier time noticing clues and traces of the occult. Additionally, you are likely to gain special treatment by those who have hired you for their services in tracking foul creatures and other occult signs.

Suggested Characteristics

Many occult detectives and investigators see a lot of strange and frightening things in their lifetimes, from horrible crimes to witnessing creatures from other realms be summoned in places they should not be. As such, to grow old in this profession is seen as incredible, and those that do are often shaped by their experiences into living a hardened and sometimes lonely life.

d8 Personality Trait
1 I take my profession seriously, and hope to rid the world of terrors.
2 While I do enjoy company, I am wary to make lifelong friends, as I have had many end in terrible ways.
3 The gods don’t do enough in the world.
4 I can’t help but inspect every corner of every room at least once. You can never be too sure.
5 I have a small hobby that keeps me sane.
6 I don’t think I could ever have a family. Not after what I have seen.
7 I laugh and taunt my foes when I have the upper hand.
8 Not all I track down are evil. Some are just people trying to experiment with new things.
d6 Ideal
1 Justice. I will bring every monster and dark practitioner of magic to answer to the law. (Good)
2 Tenets. There are strict rules that I must adhere to while working. (Lawful)
3 Temptation. I can be persuaded to look the other way, if provided the right compensation. (Evil)
4 Methodology. I get the job done, anyway I can. (Chaotic)
5 Knowledge. I long to know why most people do the things they do. (Any)
6 Focus. I don’t involve myself in the morality of situations and motivations. I just focus on the job at hand. (Neutral)
d6 Bond
1 It is because of the occult that I no longer have a family.
2 I don’t view all occult practices as bad. I’m just good at tracking them.
3 I picked up a thing or too after having fallen for a member of a secretive religious group.
4 I try to protect the innocent from things beyond their control.
5 I try to show mercy whenever I can.
6 I try not to focus on what happened on a job once its done. If I do, it will wear me down.
d6 Flaw
1 Deep down, I have a lot of things I am afraid of. I just can’t speak of them.
2 I drown myself in drinks and gambling when my mind is heavy.
3 I don’t want to find myself slipping into becoming some of the things I have seen.
4 It’s hard for me to open up to others.
5 I am too confident in my abilities and tracking skills.
6 I want to have a family one day, yet I don’t know if I will live long enough to see that happen.

Prodigy

You are someone with an innate talent and prowess at a particular skill, or even several. Beginning at a young age, others watched as you outshone all of your peers with an incredible display of your talents. You may have been someone blessed at birth, or even prophesied. Or perhaps you were someone who just simply had a knack for a particular skill.

When you choose this background, work with your DM to determine what skills or abilities you are prodigious in, how others have reacted to your talents, and what kind of experiences this life has brought you. Was it that you were a brilliant academic or intellectual? Or was it the case that you had mastered a specific skill or techniques regarding combat?

Skill Proficiencies: Two skills of your choice

Tool Proficiencies: Two tool sets or instruments of your choice

Languages: Two of your choice

Equipment: A set of common clothes, a quill, an inkpot, a blank journal, one tool set of your choice, and a small pouch containing 10 gp

Feature: Prodigious Skill

Your talents and skills mark you as a very special individual. Wherever you go, curious glances are sent your way, and you are often the point of affection, admiration, or even jealousy.

You can use this attention to gain access to people and places that others might not otherwise have, and for your traveling companions. Experts or masters in a field related to your talents will be particularly curious and may even ask you to show off your skills.

Suggested Characteristics

The life of a prodigy is one riddled with success after success, and they are often the talk of the town. Some prodigies have to learn how to deal with the attention they receive, while others acquire confidence and even cockiness with the acknowledgement of their unique abilities.

d8 Personality Trait
1 I like any time that I get to display my talents.
2 While I understand my talents are impressive, I think that I always have room to improve.
3 I try not to draw too much attention to myself. It can be unsettling.
4 My talents are a major part of what defines me.
5 I often find myself trying to focus on things I can’t do well.
6 I like knowing that there are things that I do surprisingly well.
7 I like to sit and listen to others discuss their methods and techniques.
8 I sometimes pretend to mess up to let others have a moment to show their skills.
d6 Ideal
1 Selfish. My talents are special, and I should be treated with respect and great treatment. (Evil).
2 Display. I take any moment to show off. (Chaotic)
3 Divinity. I believe that my skills are a blessing from the gods. (Any)
4 Instructional. I try to use my skills and knowledge to help others. (Good)
5 Humble. I know I have talent, but I try to make a point to not show off (Good)
6 Results. I don’t focus on anything except the outcome. (Neutral)
d6 Bond
1 My parents always tried to show me off and push my limits.
2 I have someone that I tutor and teach about the subject and skill I am
3 I have had to deal with jealous people all my life.
4 I just want to be treated like a normal person.
5 I have quite a few people who are admirers of my skills.
6 I deserve all of the great treatment that people give me.
d6 Flaw
1 I can get very cocky. A lot.
2 Even though I have skill, I always compare myself to others.
3 I wish I could have people notice other aspects of my personality and not just my skills.
4 I see myself as merely an efficient tool.
5 I can’t seem to shake the feeling that I am just being used.
6 I act really confident to hide my doubt.

Revolutionary

You are someone who has felt the spark of revolution within you. You are brave, and know that a change is needed for society to progress. It could be that there is an oligarchy or dictatorship that has your homeland under harsh rule. Or, it could be that the social and political systems of your country are failing to change with the times.

When you choose this background, work with your DM to determine the nature of your revolutionary position, how others are reacting to these views, and what impact your views have had so far. Is it the case that you are one of many, and there is a revolution currently underway? Or is it the case that you are one of the few who think this way, and the road ahead will be a difficult one?

Skill Proficiencies: History, Persuasion

Languages: Two of your choice

Equipment: A set of common clothes, a dagger, a book of history from your homeland, a flag or banner, a small broach or pin bearing an insignia, and a small pouch containing 10 gp

Feature: One of the People

Your connection to other revolutionaries gives you a feel of how the populace, or at least a part of them, are feeling. You can easily find outposts and hidden groups who are a part of or are similar to your revolution and its ideals, and you can pick out the places of underground political activity in a community.

Suggested Characteristics

Those who hold onto and act upon revolutionary ideas are going to face many obstacles in their lives. Even if many feel the same, there are those, particularly those in power, who will try to stop you. This leads many revolutionaries to hold a specific world view.

d8 Personality Trait
1 I often read books about politics and economics.
2 I live life in the moment, knowing that any day could be my last.
3 I actually have no personal quarrel with those in power, but the system has to change.
4 I despise any type of nobility or royalty.
5 I know that there are both good and bad people in every walk of life.
6 If you want to know anything about my homelands culture, I am the one to go to.
7 I am most at home when amongst the common folk.
8 I am joyous with my friends, and harsh to those in power.
d6 Ideal
1 Change. I will try everything I can to bring about a new paradigm in my homeland. (Any)
2 Anarchy. The current system does not work, yet none will. (Chaotic)
3 Defiance. The current leaders do nothing to help those in need. I aim to change that. (Good)
4 Spite. I aim to overthrow the rules of my land purely because I do not like them. (Evil)
5 Catalyst. I know the current system doesn’t work, but I don’t care or know what system will replace it. (Neutral)
6 Revision. I aim to set forth a new system that will help with all who live in my country. (Lawful)
d6 Bond
1 I have a close friend who is a member of a royal family.
2 I am secretly the illegitimate child of one of the leaders.
3 I will live to see change happen, or die trying.
4 I dream of a day where we can all live in peace again, though things must happen before that can be obtained.
5 My family was harmed by the rules of my homeland.
6 I have seen many of my close friends die in service to the cause.
d6 Flaw
1 I secretly doubt that any real change will happen.
2 I am slow to trust any outside of my close circle.
3 I am too trusting of some of the common folk.
4 I am suspicious of every guard, watchman, or noble.
5 I have an addiction.
6 I am quick to action, slow to words.

Witch Doctor

You are a local authority on magic, medicine, nature, or spirits. You are well versed in a variety of fields, and many come to you when they have trouble or need guidance. You may be known as a medicine man or wise woman, or are known simply as a witch doctor. Many may look up to you, while others may fear you and your abilities.

When you choose this background, work with your DM to determine what kind of witch doctor you are, how the local common folk and nobility view you, and what kind of experiences you have had as a witch doctor. Are you someone who communicates often with spirits and animals? Or are you someone who focuses on medicine, magic, and herbology?

Skill Proficiencies: Choose two from Arcana, Medicine, Nature, or Religion,

Tool Proficiencies: Herbalism Kit, Poisoner’s Kit

Languages: One exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

Equipment: A set of common clothes, an herbalism kit, a dozen small bones, a walking stick, a small dagger, a vial of holy water, a small book discussing otherworldly creatures, three scarves, and a black candle

Feature: Witch Knowledge

You occasionally see spirits or visions during your journeys that others cannot see. These spirits and visions can be pleasant, or can be ominous and frightening. Your DM may occasionally use this as a guide, or may tie it into a story or plot. Your DM may also allow you to voluntarily evoke these visions through some mechanic of their choice.

Additionally, you have an excellent knowledge of not only the local territory, but also its terrain and natural resources. You can usually call upon the hospitality of locals, and some may even approach you to employ your services regarding the afterlife, medicine, or nature.

Suggested Characteristics

d8 Personality Trait
1 I like to dress in simple clothing, or even barefoot.
2 If more people focused on the old ways, there would be fewer problems in the world.
3 I take pity on those who fear death and the dead.
4 People are too scared of what they don’t understand.
5 I like knowing that I can help out others in troubling times.
6 When I have to take from nature, I try to give something in return.
7 Those who harm nature or animals without cause are vile.
8 I like to study the arcane as much as I do the divine.
d6 Ideal
1 Nature. Nature does not wait for anyone. (Neutral)
2 Trickery. I often play pranks on others and delight in deception. (Chaotic)
3 Assistance. I try to help out those who come to see me. (Good)
4 Death. Death is not the end, as some make it out to be. (Any)
5 Greed. I only help those who do favors for me or can provide me great compensation. (Evil)
6 Order. I try to work in regards to the natural order and laws of the land. (Lawful)
d6 Bond
1 The one who taught my was a village elder.
2 Animals and the dead are more friends to me than the living are.
3 I speak with spirits as often as I can.
4 I once had a small village work for me and my command.
5 I have many friends in local tribes and villages.
6 For the past few years, I have been in hiding from local witch hunter and authorities.
d6 Flaw
1 I don’t help people unless they have something they can give in return.
2 I am slow to trust people from larger cities.
3 I envy those who never have to deal with spirits.
4 I secretly think that those who cannot use magic are lesser than me.
5 I am secretly afraid of ghosts and undead.
6 I don’t like to share secrets of my trade.

Part 4: Additional Player Options

There are more elements that make up a wizard than just their sheer power of spellcasting. From their academic studies and what they do in their free time, to how they view the purpose of magic throughout the world, wizards are complex individuals with multiple layers to their personalities.

This section of YAG provides optional roll tables for players to help develop aspects of their character. These options are purely for roleplaying elements that can assist with both a DM and a player in regards to fleshing out a character concept or even other wizards throughout a game. You may choose to roll randomly on each of the following tables, or can choose from the options presented in them.

d20 I became a wizard because …
1 I caught the attention of a mighty wizard, who asked me to perform magic for them. I failed to impress them, and thus decided I would do all that I could to make me worthy in their eyes.
2 One of my parents left me with a spellbook before they set off, never to be seen again. I have dedicated myself to learning all that I can and to find them.
3 I watched a group of wizards defend my city from an invading force. I now seek to learn magic to protect others.
4 While looting a room, I stumbled upon a spellbook. Keeping it for myself, I began reading it and became hooked on learning magic.
5 A dying wizard gave me their spellbook to keep out of the hands of those who would abuse it. I vow to keep that promise and to grow strong to protect it.
6 Powerful creatures from another realm opened a portal near me. I became fascinated with extraplanar travel and yearned to know all that I could about magic.
7 As my town was being attacked, I saw a few mages fend off the attack. From then on, I wanted to learn magic to defend myself and others.
8 I witnessed a mysterious magical event that caused a loved one to disappear, and this mystery remains unsolved to this day. I seek the answer to what happened, and to never have it happen again.
9 An infamous mage who ruled the land was removed from power unjustly. I was their child, and seek to right the wrongs done to them and set the record straight.
10 I watched as a wizard spewed forth dragon flame from their mouth. Since then, I have been awestruck by the power and might that wizards hold, and seek to become the greatest of them all.








Additional Class Training

There are many reasons as to why someone would become a wizard. From the allure of wielding powerful magic to the seeking of knowledge both old and new, all wizards have a special driving force that compelled them forward onto the path of mastering magic.

While the subsequent roll tables can help with ideas for more specific aspects of your character, this table is meant to expand the options for Class Trainings for wizards, and is meant to serve as a more general part of the backstory for your wizard.




d20 I became a wizard because …
11 A village elder cursed an outsider from stealing from my village. I became infatuated with the notion of controlling others through magic, and long to do so myself.
12 A terrible tragedy befell myself and my family long ago. I will learn as much as I can to harness magic capable of sending me back to prevent it from ever having happened.
13 I went into town to trade in something for gold, but was given a spellbook instead. Ever since I opened it, I haven’t turned back.
14 A relative of mine wrote in their will that I was to have their spellbook. I have since begun trying to read and learn it’s contents.
15 While out traveling, I bought a mysterious book from a wandering merchant. It turned out to be a spellbook, and I consider this the best purchase I ever made.
16 Everyone in my family has been a wizard. It was expected of me to do the same.
17 I was curious and went knocking on the door of the oldest person in town’s house. They welcomed the company, and I discovered that they were a wizard, and they began to teach me.
18 After having read story after story of great wizards and their triumphs, I decided to seek out everything that I could to become like them.
19 I was part of a raid on a caravan, and amongst the loot I found a spellbook. I didn’t think much of it at first, but then eventually began studying it and soon fell into wanting to learn more.
20 . I’ve always had a knack for magic, and I long to learn as much as I can about the magic that was known to people of the past.

Beginnings

Every wizard can tell you what it was like for them when they first began their foray into practicing magic. Some of them look back fondly on that moment, remembering it as a pivotal moment that started a trend of one accomplishment right after another. Others, however, recall their beginnings much differently, thinking of how they stumbled, failed, or completely embarrassed themselves in front of others. Still, even some recall their first few moments as ordinary and unimpressive. Though all can tell you that while mistakes happen along the way, it is the will and drive to continue on in the hopes of mastering their magical skill.

How was your beginning into the study and casting of magic? Did you impress others with your talent, showing them that you were fully capable of this venture? Or did you fall flat and ruin the moment, knowing then that you would be needing as much guidance as could be spent on you? Or was it just another day for you, without any flare or scrutiny?

d20 Beginning
1 You conjured lightning in your hand, delivering a devastating blow to a would be assailant.
2 Yelling out loud the incantation necessary for a spell, you sneezed halfway through, causing the spell to misfire and almost hit one of your peers.
3 Waving your hand, you created an illusion of a flower blooming in mid air before exploding like a firework, to the awe and cheers of those watching.
4 Spewing forth fire from your mouth, you managed to catch a straw dummy instantly on fire, as well as the grass around it. Then a few trees. Then the side of a stable.
5 In a moment of desperation, lashed out by summoning spectral blades towards those who would have harmed you and your friend. Those attackers are no more.
6 Moved by a moment of passion or adrenaline, you quickly made it look as though your friend had soiled themselves to distract them. It was not your proudest moment.
7 Though every movement and word of your spell was executed flawlessly, no one was paying attention, and when they did, you couldn’t bring yourself to replicated what you had done.
8 You summoned ice to assault another in a practice duel. It hit with such accuracy and power that to this day your colleagues still talk about it, even the one who lost the duel.
9 Up until that point, not a single spell of yours had ever worked. Until that pivotal moment, when you finally managed to cast a successful spell.
10 You cheated at a game meant to test your magical skills by using a spell that was not allowed.






















d20 Beginning
11 You waited for the right moment before casting the perfect spell to get the job done. From that day on, you were the go to person for planning and strategy.
12 The spell you cast managed to do what no other colleague of yours could do at the time. You are still viewed as clever and full of neat tricks up your sleeve.
13 Waving a wand and muttering some words, you managed to call forth fire to warm you and some traveling companions.
14 While trying to help someone with fixing something, your spell ended up making things worse by destroying the area that the person was trying to work in.
15 Someone challenged you to a fight after you talked up how strong you were. You cast a spell that missed completely, and were embarrassed because of it.
16 You tried for weeks to cast your first spell, and when you did, you rejoiced immensely as you saw this as the true beginning of your journey into magic.
17 By using magic, you managed to move some dirt to help a gardener. They seemed thankful, but not incredibly impressed.
18 You helped lift the spirits of children in a war torn land by casting little spell tricks.
19 You summoned forth a familiar, and you keep them close to you no matter wherever you go.
20 You frightened multiple people around you by summoning forth the power of ice.

Universities

Most wizards become members of a magical institution of learning, usually when they are younger. It is here that wizards begin their journey towards mastery of magic. As they begin their studies and courses of magic, young wizards train under a variety of instructors and practitioners of arcane arts, learning under some of the greatest minds of the realm.

Some universities are large and mystical places, being one of the main attractions of a city or even an empire. Others are smaller or more secretive, hidden away underground or on an island shrouded in fog or forest. What is the major thing to note about the university you began your magical training at?

d20 University
1 Your university is as grand as the imperial palace, composed of great halls and towers that pierce the skies.
2 You studied in a small, wooden building far from the reaches of a great empire, where shamans of ancient tribes taught the wizards of the outlands.
3 The place of your study was an ancient tower of unknown origin, but has been instructing magic users for as long as history has been recorded.
4 Hidden in a vast desert, a domed structure sits amongst sands, where only those few who can survive the journey are allowed to enter, and it is here that you studied.
5 You went to study on a special ship that constantly sailed on expeditions, and the lower decks housed special equipment and spaces for practicing magic.
6 You studied in an underground cave system, where dark practitioners of magic accepted only those who could stomach their vile methods and experimentation.
7 You practiced and studied magic in a mysterious old mansion that randomly appeared in front of you one day, and would move to a new location each day.
8 The place you studied magic at was but one of multiple higher level institutions for arcane magical learning, and was housed inside of a castle built by ancient wizards.
9 You trained and studied in a mighty fortress, where wizards honed their abilities alongside soldiers and knights to fight on the frontlines of a great war.
10 You learned magic in a beautiful keep deep within a primordial forest on another plane, where you studied underneath otherworldly creatures and beings.















d20 University
11 Your place of study was on the road, in a cart driven by an old mage who taught you and a few others whenever you would stop in a new area or region.
12 Far in the north amongst glaciers and snowy mountains, a colossal structure lies mostly buried under snow and ice, where a handful of students come to study.
13 On a cliff facing the sea, lies a small castle with a single tower. It is here that you studied underneath a mysterious figure, only accompanied by a handful of others.
14 You studied at the home of the village elder, who often made poultices and potions for the locals. The home was simple, yet cluttered with a variety of books and items. In exchange for helping them out, they taught you the fundamentals of magic.
15 You went to visit a pair of wizards who lived in a cave several miles outside of your town. These wizards lived here, and the caverns stretched deep into the earth, and they forbade you to go past a certain point.
16 At the edge of the world stands a small monastery, wherein a handful of wizards seek to train those they deem worthy. You managed to find this place, and trained within its vast, mysterious halls.
17 You trained outside when you could, as the one who taught you would travel from town to town, and would stop by yours roughly once a month for a few days. Thus, you learned magic outside under the canopy of trees or near a river.
18 Sailing into the air was a majestic sky skip, travelling across the lands. You managed to find a way to join its crew, and the captain’s wizard advisor saw your potential for magic, and you often trained on the deck or belly of the ship.
19 You trained in the woods behind your home, secluded enough that no one would hear what you were doing.
20 You studied magic in the home of a family member, and their home was a large but simple house that had enough room for them to teach you.

Receptions

Regardless of what wizards may think of themselves and of their places of study and magical practice, they still have to face the fact that others outside of their arcane circles of learning will have different views on wizards, and magic, than they do. Sometimes, the public opinion is one that favors wizards, as parents may encourage their children to pursue the study of magic, and even grand spectacles and festivals may be held in honor of great mages. Other times, however, the view might be a harsh and bleak one, wherein the common folk may despise, fear, and may even hunt down those who practice any form of arcane magic.

What was the public’s view and reception of wizards and magical institutions like where you came from? Was it a pleasant and optimistic view, or one where you had to be careful of where and who you interacted with?

d20 Reception
1 Wizards were the greatest people of society where you lived and trained at. To be a great wizards was the goal of many, and those that achieved it were seen as the greatest to walk the earth.
2 While magic was generally seen as being an alright thing to practice, and that wizards were overall good people, many commoners still had reservations about how it worked, though they respected wizards for their dedication to studying it.
3 The common folk rarely even saw magic, much less a wizard who could wield it. Thus, most people viewed magic as little more than a grand wive’s tale, and the idea that there would even be places to study it was generally laughed at as poppycock, and spellcasters as suspicious.
4 Wielders of any kind of magic outside of that granted by the gods or nature was seen as heresy, evil, and was deemed a forbidden and illegal practice. Many wizards from your homeland, despite their power, fell victim to the mob’s torch and pitchfork.
5 Those who had the ability to cast spells and learn magic were the rulers of your homeland, and they ruled justly and well. Through them, magic became more commonplace, and the public met this paradigm with mixed opinions and views.
6 Despite the kings and queens of the realm having great power, true might was held by a few great wizards, who practiced magic in remote areas. The common folk held the saying to ‘Never trust a wizard’, and many took that to heart.
7 Wizards were often found appropriately guilty of many a terrible crime in your homeland, and thus, to even say that you once thought about magic was met with brows raised and sneering looks.
8 The common folk feared magic, but had little say in its common place and practice, as a handful of spellcasters ruled the land with a dark hand. The public, fearing what may happen to them if they disobeyed, let these magic users do what they will.

d20 Reception
9 So you could do magic. So what? So could any kid who could walk. Magic is incredibly common where you were from and has been for centuries. Most people were wizards of some degree anyways, and it was viewed as not that special.
10 Wizards were thought to be mysterious and powerful people, but they were held in great respect by those of your motherland and place of study. Many commoners would make great journeys just for a few minutes of council by learned wizards.
11 Wizards were seen as tricksters, pranksters, and a nuisance. Too often were younger wizards catching fields on fire or tricking the elderly, so the common folk often thought very little of wizards, wishing that they could be left in peace.
12 Powerful wielders of arcane magic once saved your homeland a century ago, but many of them were lost or died in doing so. Since then, the common folk long for the next wizards to arise, to protect them and lead society into a new era of peace.
13 The elder of the village was the only wielder of magic for at least 50 miles, and they were well respected in the community, if albeit considered strange. As such, while some people didn’t understand what magic really was, they didn’t think poorly of those who wanted to learn it.
14 While wielders of magic were not seen as worthless, they were seen as those who weren’t nearly as strong as those who trained on their own and could do things without the help of magic. At least, this is how it works in the land that you come from.
15 Where you came from, people of all types and skill sets came and went quite often, often setting sail or stopping only to stock up on supplies before setting out on their travels. Thus, while there may have not been many wizards in your land, they were used to seeing them.
16 It had been ages since your village had seen a wizard. However, that didn’t stop villagers from coming up with wild stories and fantasies of mighty wizards wielding magic against terrible forces in the world.
17 Wielders of magic were hunted down without mercy or trial, being seen as people who were too easily corrupted by power and temptation. Whether it was a governmental or religious reason for this, you saw many arcane users chased through the streets or hung in the city square.
18 Wizards were seen as the pinnacle of what one should do with magic. Through their years of disciplined and tedious magical learning, wizards displayed level headedness and respect when dealing with magic, and thus they were seen as the greatest examples of practitioners of magic.
19 To be a wizard meant that you had to be rich, at least where you hail from. Given the cost of attending an institution of magical learning, one had to be incredibly wealthy in order to even apply. Thus, wizards were seen as powerful by all, but with jealous or leering eyes by the poorer populations.
20 With their constant mumbling, magical experimenting, and their constant buying of all the good incense, wizards are seen as incredibly annoying by most people. Though sometimes useful, wizards were best seen as left alone.

Colleagues

Whether you liked it or not, the odds were you had colleagues who studied alongside you; from novice wizards to more capable spellcasters, your fellow students of magic and the arcane arts worked to make their own dreams and goals a reality, burying their faces into ancient scrolls and tomes to be the best that they could be.

As with any institution or place of learning, your colleagues and fellow students have their own peculiar aspects to them, as well as views towards what they made of you. Who were your colleagues? What was it about them that made them stand out from other people you had met? How did they act and speak towards you?

d20 Colleagues
1 Your colleagues were incredibly kind and courteous, encouraging both you and each other along with their studies and practice. They thought of you as a sibling, and would help you to the best of their ability.
2 Your colleagues were generally kind, but were a highly competitive bunch, always trying to challenge each other to magical duels or feats of wonder. They viewed you and each other based on how often you won and how skilled you were.
3 Your colleagues were a very bland and boring group of people, which contrasted against the nature of studying magic itself. They were kind but mainly kept to themselves, and you were never exactly sure how they felt about you.
4 Your colleagues were twisted, dangerous people, who sought nothing save for acquiring more power, whatever means necessary. You could tell that they thought little of anyone who did not make it their goal to become the strongest alive.
5 Your colleagues were not the brightest collection of people, and in fact, they were not the most talented or strongest either. They were kind, yet clumsy and often prone to mistakes. They viewed you in admiration, believing you to be the best of them.
6 Your colleagues were creatures and people from other planes, coming from far and wide to train and study at your university. They were hard to pin down collectively, as their personalities varied wildly, though they never looked down upon you.
7 Your colleagues were incredibly numerous, and keeping track of them was incredibly difficult. There was a multitude of eager students, and you made few friends amongst them. They did not think much of you, as you were lost in the masses.
8 Your colleagues were only a handful of people, each having faced terrible and dangerous events in their pasts. They were generally neutral towards you, mainly focusing on improving themselves and diving deep into their studies.
9 Your colleagues were snooty, prudish people who made it known how great and important their studies and magical skills were. They thought very little of you, often looking down their noses at you, viewing you as little more than a lucky novice.
d20 Colleagues
10 Your colleagues were wacky, childish, and often misbehaved individuals and younger than most other practitioners of magic. However, despite what vibe and appearances they gave off, they were all powerful, and viewed you welcomingly.
11 Your colleagues were mean, harsh people, often performing their studies and experiments behind closed doors, accompanied by muffled screams and strange sounds. They cared not for you unless you hindered or helped their studies.
12 Your colleagues were incredibly powerful individuals, and were naturals with magical skill and control. They viewed you as the weakest amongst them, and though not harshly, they did critique your lack of power and magical knowledge.
13 Your colleagues were a group that varied greatly in terms of skill and personality. They viewed you as one of them, albeit with the occasional prank or jest. However, many times you would find that they focused more on gossip than on learning.
14 Your colleagues were a group of often immature and devious individuals. They would focus more on pranking each other and playing games than ever taking any form of magical learning seriously.
15 Your colleagues were people who had lived a long time, a group of individuals who were beginning to study the arcane as part of a new chapter in their lives. They were kind, though incredibly mysterious people.
16 Your colleagues were small in number, and picked up from the street at young ages by a group of secretive magical practitioners. You were among them, and you have never really lived a life outside of this group.
17 Your colleagues were people who never seemed to notice or care for anything outside of your place of study. Apathetic to most things, these people were difficult to read, and you never truly felt as though you were even considered by them.
18 Your colleagues were all soldiers, warriors trained to wield both might and magic to protect the realm. Regardless of whether or not they came from the common folk or nobility, all viewed each other as brothers and sisters in arms.
19 Your colleagues were a small group of people with unique and incredible talents, brought together to develop their magical powers at the last school of magic left in the world. They were all dedicated and fierce people.
20 Your colleagues were powerful, manipulative, and experimental people. They would often study dark secrets, focusing on harnessing raw and unfiltered power in order to become incredible beings of twisted arcane energy.

Instructors

Often studying at centers of magical learning, wizards will usually study underneath either one or a plethora of powerful wielders of magic. Wizards generally begin their studying and honing if their magical abilities at a young age, and those instructors whom they study under and learn from can have a deep impact on how novice wizards progress and learn. These instructors often shape not only the way in which young wizards perfect their magical abilities, but also their worldview, their attitudes towards magic itself, and their desire to learn even more.

If your wizard studying and trained under another caster of magic, who or what was that instructor? Did your instructor leave you with a certain goal to work towards, or did they leave you to your wits and wills, hoping that one day you will follow the path of the righteous, or serve your own wills and desires?

d20 Instructor
1 Your instructor was considered the wisest person in the realm, and people came from far and wide to listen to their advice and knowledge. They hoped that one day, by listening and practicing under them, you would rise up and take their place.
2 Your instructor was one who ultimately cared for you, but was not one to show it. They were often away and rarely spoke with you unless giving you instructions or critiquing your progress, though they watched you grow stronger with great interest.
3 Your instructor was a chatty, sporadic, and clumsy wizard who often kept their home and office incredibly filthy and littered with pages and tomes. However, despite their initial appearance and demeanor, they were rumored to be the hero of an old war.
4 Your instructor was one of your parents, who trained you as an equal amongst your peers. They were cold, distant, and blunt, but made sure that you gave every action and spell that you cast everything that you could.
5 Your instructor was a battle hardened war mage, one who had seen many people fall to both spell and sword. They were calm, yet intimidating and powerful, and focused on training you and others in the ways of magical combat.
6 Your instructor was, despite being incredibly knowledgeable on a variety of subjects, unbearably boring. They often recited passage upon passage in lectures that seemed to drag on for days on end.
7 Your instructor was a being from another plane, and brought with them knowledge and magic that you could have only dreamed of knowing. Their methods were unorthodox to you, but familiar to them, and they focused on magic from their home.
8 Your instructor was a vile, cruel, and deadly individual, who had been expelled from their home long ago for deeds too evil to mention. They focused on making you harness your power, and hoped you would aid them in their revenge.
d20 Instructor
9 Your instructor was kind, but a perfectionist to their core. They would often make you repeat spells until you would almost collapse from exhaustion. They always made a point of speaking carefully and were precise in their choice of words.
10 Your instructor was a dirty, shifty, and unkempt individual who had seen the harsh truth of the world more times than they could count. They cared little for grace and appearance, and focused on making you clever and crafty in order to survive.
11 Your instructor was a creature whose origin you never were able to discover. They were a talking, magical animal, who spoke in a dialect long forgotten by the realm. They often would speak of a time long, long ago, and how times have since changed.
12 Your instructor was a kind, lovely, and cheerful individual who made it their waking goal to see you succeed in every aspect that you could. They were neat and clean, and expected you to be, and would rarely chide you, instead focusing on positivity.
13 Your instructor was the spirit of a long dead mage, bound to an existence of being trapped within an object. Though they can manifest their spirit outside of the object, they cannot cast magic, nor can they move beyond a few feet away from their prison.
14 Your instructor was a person from the future, sent back through time to train someone worthy of a specific task that has to be done in your future. They were mysterious, and their mannerisms and personality reflected a far away time.
15 Your instructor was a spy, someone who trained in a secret practice of combining the arcane with arts of subterfuge and espionage. They were hard on you, but only because they wished for you to succeed and take their place.
16 Your instructor was a strange yet incredibly brilliant philosopher, one who would tutor you not just in the art of magical manipulation, but also in its ethical and moral implications. They trained you by having you question most things in the world.
17 Your instructor was a crazed individual, one who lived just far enough away from civilization that they rarely saw other people. Though they were an odd bird, they were quite skilled at teaching you the ways of the arcane.
18 Your instructor was a collection of talking objects, from books to shelves to mounted animal heads. You trained with them in a forgotten library, and they would often teach you about more than just magic, such as history or linguistics.
19 Your instructor was a famous elementalist, one who focused primarily on the arts of manipulating flame, frost, stone, and wind. They were well known as having once defeating a powerful creature using their techniques.
20 Your instructor was a legendary witch or wizard who many had thought long dead. Hiding away in a remote area, they trained you in learning magic that was both common and forbidden, insisting you must learn as much as you can.

Training

Learning how to understand and subsequently control magic and spells is a feat not many are able to take, and even few master it. As such, training is required in order to practice and learn spells so that accidents and disasters are avoided as much as possible. No matter how they came to study magic, wizards train day in and day out, much like soldiers and craftsmen do.

What was your training like? Did you often over exert yourself, leaving you tired and bruised at the end of the day? Was your training something that came easily to you, and never felt like enough of a challenge? What made your training special, if it even was?

d20 Training
1 Your training was incredibly difficult and involved incredibly long hours of one strenuous exercise after the other, pushing you to your body’s limit every day.
2 Your training involved being presented with one task at the beginning of each week, and you were not able to continue to the next one until you had completed it.
3 Your training was easy to you, while difficult to others. You blew past each test and objective with little to no effort.
4 Your training was difficult to you, though easy to others. You often struggle with each new task, watching as others passed by you with ease.
5 Your training involved dark and gruesome endeavors, things that even most shady folk would squirm and shiver at hearing.
6 Your training was often presented in the form of a riddle or puzzle, and you had to use your spells and knowledge in new, clever ways to progress
7 Your training involved learning the basics of not just magic, but combat strategy, the body, arts, and much more, with the intent being that you were to master everything.
8 Your training revolved around casting one spell at a time over and over again until it came to be like second nature to you, before you would move on to the next spell.
9 Your training had little to do with the actual practical application of magic, focusing moreso on the moral and ethical ramifications of spell use.
10 Your training had you journeying around to various places, seeking out great masters of magic to listen to their wisdom.
















d20 Training
11 Your training often put you into positions to duel and work against your comrades in order to see which of you would emerge victorious.
12 Your training was a bland, dull affair, consisting of writing essays and studying areas of magic that held little to no interest for you.
13 Your training was combined with a sense of urgency, and at times you would feel overwhelmed at the amount of knowledge presented.
14 Your training involved many trips to far off places and lands, learning from a multitude of people who specialized in different magic.
15 Your training was a healthy mixture of theory, use, and practice of the arcane arts. You would never focus on one of these more than the other.
16 Your training felt like it would never end. It was grueling, difficult, and at many times you felt as though you could just give up and walk away.
17 Your training was lonely, as you and your peers each trained separately. You would often find yourself repeating the same spells over and over.
18 Your training always felt as though it was interrupted by something or someone, and thus you never felt as though you received a full training experience.
19 Your training was riddled with luxuries and the greatest things wealth could buy. You had exquisite lodging, ample room, and a welcome environment to study.
20 Your training was purely hands on use and practicality. You rarely considered or even studied theory, and rather would focus on the experience.

Additional Spellbooks

The wizard’s spellbook is the most important item in the wizard’s inventory. While every wizard has a spellbook, the spellbooks themselves can range in design, shape, and quality of material. The list below is meant to present players with additional options for wizard spellbooks in the theme of this compendium.

d20 Spellbook
1 A pristine tome filled with images and information on magic, planets, and other celestial bodies.
2 A weathered tome, filled with both your spells as well as different theories on magic, from its use and application, to how individuals throughout history have viewed its use.
3 A heavy tome that contains thick pages, upon which are symbols, runes, and notes written in a code only who understand.
4 A dusty book with chalk dusted pages that describe magical effects on the body and soul, as well as spells and rituals for contacting the deceased.
5 A series of artistic designs for pictures or tattoos, presented in a sketchbook.
6 A collection of smooth pieces of wood, etched with arcane designs and symbols that are kept in a leather pouch.
7 A rope with a series of intricate, special knots for each spell.
8 A collection of arm, chest, or leg wraps that are bound tight across the body, inscribed with your spells.
9 A deck of tarot cards, upon which are symbols that represent your spells.
10 A bundle of metal or wooden rings or charms, connected to one circular loop, bracelet, or necklace, upon which spells are written on the inner and outer parts of each ring.
d20 Spellbook
11 A series of beads inscribed with spells that are looped onto bracelets, or put in hairstyles such as braids or dreadlocks.
12 A mask, made of wood, metal, or leather, that is adorned in symbols and runes for spells, and is either worn during battle or kept on a strap around the waist.
13 A long scroll, wrapped neatly around a metal or wooden rod, that lists in elaborate font
14 A special device composed of metal and electronics, generally worn around the wrist or is handheld.
15 A collection of scarves, upon which are stitched special designs that signify spells.
16 A bracelet or necklace that contains small dangling items, such as charms, animal teeth, or wooden reeds, which are inscribed with arcane symbology.
17 A collection of small, thin wooden boards inscribed with arcane runes, strung together on a thick rope that dangles from the waist.
18 A large gourd, carried on the back that contains within a collection of thin strips of parchment upon which spells are written.
19 A collection of crystals, each embedded with spells in the form of mystical etchings, that you keep in a special box or bag.
20 A tome forged out of sheets of metal, with the text written in a special ink that carves the writing into the metal itself.

Studies

What is a wizard without their academic pursuits? There is much to be gained and learned from studying magic and its capabilities, ranging from the mundane to the grandiose. Many wizards labor for hours on end to learn something, only to find themselves with more questions with every answer they find. Others spend their entire lives seeking to control or uncover one particular thing, obsessing over obtaining mastery over it.

What is it that your wizard studied, or even continues to study? Is it something simple, but you just lack the ability to do so at the moment? Or, do you focus on putting everything you have behind learning what you believe lies just on the horizon for you?

d20 Study
1 You focus your studies on trying to find some way to become immortal, without becoming or working alongside of a lich.
2 You focus your studies on trying to archive as many pieces of arcane knowledge that you can, in the hopes of keeping it secret and safe.
3 You focus your studies on trying to learn how to become a deity, in the hopes of one day being amongst the gods with their knowledge and powers.
4 Your focus your studies on trying to obtain as much power as you can, gathering an arsenal of spells that can be used to help you maintain power.
5 You focus your studies on trying to bend reality in more permanent ways, so as to shape the world to act in accordance to your will and dreams.
6 You focus your studies on trying to find the best ways to protect those that you love and care for, wanting to defend them against all that would harm them.
7 You focus your studies on trying to create a new school of magic, so that the world can remember you as an important and powerful spellcaster.
8 You focus your studies on learning ways to transform your body, in a way to make you stronger and to preserve your life against all that the world would throw at it.
9 You focus your studies on trying to master the elements, wanting to control fire, earth, wind, water, and lighting.
10 You focus your studies on wanting to learn every spell in existence, seeking out any method that you can in order to become a repository for magical abilities.
11 You focus your studies on wanting to uncover the truth, in whatever way you can, and whatever the truth ends up revealing itself to be.
12 You focus your studies on trying to help people, even if the methods you take are not seen by them to be the best one for them.
13 You focus your studies on trying to understand the structure and nature of what makes a spell a spell.
14 You focus your studies on ways of improving travel, both near and far.
15 You focus your studies on methods of creating new and exciting magical items.
16 You focus your studies on ways of perfecting the body and mind.
17 You focus your studies on trying to answer an age old magical quandary.
18 You focus your studies on developing new and experimental forms of magic.
19 You focus your studies on what constitutes a wielder of magic, and why some can wield more than others.
20 You focus your studies on trying to ascertain the nature of one of the Planes of Existence, and what constitutes a Plane to begin with.

Hobbies

While wizards spend a majority of their time mastering spells and learning about magic, they sometimes hit moments where a question or task presents them with a roadblock. When this happens, wizards often have to take a break from their studies and training in order to clear their head, allowing them to not worry about their work for a while.

What is it that your wizard does for fun? What keeps them grounded and offers them a distraction from the world when things seem too much to handle?

d20 Hobby
1 You like to play chess, loving the strategy of the game.
2 You often paint outside, preferring to paint what you see in the wild.
3 You play an instrument, playing alone so as to have an escape.
4 You have the expensive hobby of buying new clothes, always keeping up with the latest fashion trends.
5 You like to make tea for your friends and host small get togethers.
6 You whittle, making little figurines in the shape of animals or people you see.
7 You enjoy getting tattooed, the pain of the needle drowning out the headache you may have gotten from your studies.
8 You often play with a pet or your familiar, enjoying the outdoors with games.
9 You like to read, whether it be books about fiction or historical figures.
10 You enjoy cooking, preparing excellent meals for yourself or for others.
11 You like to box and fight, believing that the body should be trained as much as your control over spells.
12 You enjoy going to see sideshow performers, maybe even dabbling in some of those performances and skills yourself.
13 You collect books about anything and everything.
14 You enjoy working with machines and getting yourself covered in grime and grease.
15 You like to knit and have made many of your friends scarves.
16 You sometimes graffiti the outside of buildings.
17 You have developed quite a habit of gambling and betting on any and everything.
18 You like to tell jokes, and enjoy making others laugh.
19 You like to read smut and very filthy literature, but make a habit of never letting others read the book.
20 You play pranks on your travelling companions.





Mishap

Throughout a wizard’s life and training, despite the many instances of success and accomplishment, there are bound to be mistakes and accidents that happen. Sometimes, they are minor and have little consequences to them, while other times there are dire ramifications to these accidents.

What was the worst mishap that occurred in your magical studies and practice? Was it something that everyone later laughed at, or was it something that people still hold you accountable for?

d20 Mishap
1 By casting a spell improperly, you managed to catch fire to the buttocks of one of your fellow students.
2 You accidentally summoned a foul demon from the Abyss.
3 The backlash from a spell gone wrong injured only you, but made you lose one of your arms. You have since had it replaced with a magical prosthetic made of wood and metal.
4 You misfired and set some curtains on fire.
5 Pronouncing a spell’s phrase incorrectly resulted in the spell not working. You have not had that issue since.
6 Everyone in the vicinity watched you get propelled backwards into a window after casting a spell.
7 Your mishandling of a spell caused you to become covered in scars, a constant reminder of what happens when magic is misused.
8 Your actions caused another person to permanently lose an eye. You have had a hard time trying to forgive yourself.
9 You electrified an innocent sheep.
10 People still talk about the day you ruined a celebration by pulling a prank on a spokesperson by making it seem like they passed gas very loudly.
11 While reading a spell tome that you should not have had access to, you caused your instructor to turn into a toad for a few minutes.
12 Both you and another novice of the arcane arts dueled one another, resulting in both of you becoming severely injured.
13 You tried using your instructor's wand, and somehow managed to lose it.
14 You once summoned a pig when you meant to summon a sword. It was a really cool pig, in your defense.
15 You accidentally caused someone to have a severe reaction to a poisonous spray you conjured.
16 So what if you had once accidentally let a skeleton run amok in the hallways.
17 You performed a ritual horribly wrong.
18 You tried to make a cake taste better, but ended up mispronouncing the spell’s words, and it tasted much worse.
19 You accidentally ended the life of someone watching you cast a spell.
20 You froze over the door to your room, and had to wait for it to thaw out.

Additional Eccentricities

Wizards study tirelessly to master the different forms of magic. As such, they often become so enamored in their research that they develop small little quirks that embed themselves into the habits and personality of of the wizard. This list below is meant to present players with additional options for wizard ambitions in the theme of this compendium.

d20 Eccentricity
1 You often hum simple melodies or songs when reading or writing.
2 You don’t talk often, but when someone brings up a subject you study or are greatly interested in, it is hard to pull you away from the conversation.
3 You obsess over having the areas in which you work and study neat, organized, and spotless.
4 When struggling to comprehend or solve something, you often will argue with yourself, sometimes even giving one side of this self-argument another name.
5 You often stay up for hours on end when you are thinking or studying. However, once you finally are asleep, you are a prominently sound sleeper and snorer.
6 You keep in your possession some item from the day you first cast a spell or started to study magic, such as a special inkwell or a glove you had burned.
7 You often pace back and forth when trying to learn a new spell, often ignoring where you’re stepping.
8 You practice the somatic components of spells as a daily ritual, usually right after dawn or before dusk.
9 You insist that the verbal components of spells are to be spoken in a language that is most appropriate to that spell, such as speaking in Ignan for fire spells.
10 Changing your familiar’s form at the beginning of each season helps you to better keep track of time.
11 You often make the mistake of mumbling out loud as you think, often in long streams of run on sentences.
12 When learning or studying, you write your notes in a complicated cypher that makes sense to you.
13 You have a habit of eating while going over and studying your spells.
14 You have to have everything as quiet and remote as possible for you to study.
15 When learning or studying arcane theory, you become almost oblivious to the world around you.
16 You insist that every mage or wizard knows as much about theory as they can.
17 You find the resuscitation and studying of spells to be so incredibly boring, so you make little rhymes and tunes to keep you interested.
18 You make many drawings and notes in the margins of your spellbook.
19 You have a habit of switching topics in mid sentence.
20 You always have this feeling that someone is trying to spy on or steal your work.

Additional Ambitions

Most wizards embrace the study of magic in order to accomplish some sort of goal or aspiration. These ambitions can range from being focused on helping out themselves with fame, fortune, or power, or can be centered on helping out their community (or even the world itself) to prosper. This list below is meant to present players with additional options for wizard ambitions in the theme of this compendium.

d20 Ambition
1 You will bend the universe to your will and desire.
2 Your endeavors will bring about a new paradigm in magical theory, application, and discovery.
3 You aim to be a pivotal figure in your specific school of magic.
4 The soul of someone close to you has moved on, with no means of return. You hope to change that.
5 Your aim with magic is artistic in nature, and thus your pursuits are focused on combining magic with art to create a new wave of creativity.
6 The use of magic is directly tied to the balance of both nature and the world, and you will see that balance is maintained.
7 Ancient cultures had an understanding of magic that must be found, preserved, and remembered.
8 True magical understanding rests in gaining deep knowledge from each of the planes of existence.
9 You aim to change the manner in which magic is viewed in society, by both the common folk and mages alike.
10 You will use the knowledge of previous wizards and magical scholars to create new forms of magic, or even new schools.
11 You will establish the greatest center of magical learning the world has ever seen, where all are welcome to learn.
12 By wielding your magic, you will show all of those who mocked and mistreated you how wrong they were.
13 You aim to be famous for magic, using whatever tricks and routes to get there.
14 You will become the strongest wielder of magic that ever lived, or die trying.
15 You wish to create a new school of magic, and new spells that can be learned by all.
16 Magic should be used to rule society. Those who can’t wield it should step aside.
17 You will bring about the death of one or more of the gods.
18 The magic of a long forgotten age will be restored.
19 I wish to combine magic and technology to bring about a new era in history.
20 There is so much misuse of magic. Those who mistreat it must pay for their crimes.

Ideologies

Wizard's often hold a particular ideology regarding the ethical, conceptual, and practical uses of magic. Learning from ancient texts and even fellow students allows for the wizard to be presented with a variety of worldviews and philosophies regarding magic itself. This list below is meant to present players with a new category of player options for wizards, called Ideologies, that can be used to create a more in depth approach to your character’s creation and worldview regarding magic.

d8 Ideology
1 The purpose of magic is to assist the poor, destitute, and helpless, so as to bring into the world goodness and peace. The common folk have little to lose, but much to gain by your aid in assisting them. Whether it be a sense of justice or some divine inspiration, you are where the people are most needed. You are often found in the dirty streets and slums of the cities, alongside the medical tents on the fields of battle, or helping the poor in trying to better their own living conditions. You are thoughtful, kind, and orderly in your approach to magic.
2 To you, the use of magic is tied towards your own will and ambition. You see magic as tool (albeit a powerful one) with which you can enact your desires into reality, whether they be towards good or evil. You are often found training alone a ways away from the morning camp, constantly searching for those who you can test your skills against, or working your way up through the social ladder towards your end goals. You are dedicated, determined, and strong willed in regards to your magical empowering.
3 Magic is as vital to life as breathing, drinking, and resting. For you, magic should be taught to all, so as to harness the incredible strength of the Weave in a manner that would bring people closer together, and make magical skills become as natural as walking or eating. You are often found teaching in a school or university, wandering from town to town giving lectures on magical theory and practice, or being amongst the people as you show them what good magic can do. You are enthusiastic, respectful, and encouraging by nature.
4 The more power that you can acquire, the stronger you will become. Your worldview consists of utilizing every aspect of magic to make you rise above the common folk, and eventually kings and lords, as you believe the right to rule is truly meant for your hands, and your hands alone. For too long have you dealt with the horrors and struggles of the world, and you long to sit at the top, where you are within control. You are often found mingling amidst the courts of royal families, establishing contacts with the dark underbelly of society, or find ways to communicate with powerful creatures from other realms to obtain even more strength. You are selfish, greedy, and strong.
d8 Ideology
5 To have a talent for practicing magic is an incredible thing to have, yet it is also a mighty responsibility. To study magic is to not only memorize incantations and movements, but to understand it’s purpose, time, and place. Those who would abuse the power of magic for themselves have no right to wield it, and thus they must be stripped of all magical talent. You are often found amongst the ranks of witch hunters and seekers of criminal mages, finding ways to implement laws regarding magic, or finding those worthy of magical talent so as to better their skills. You are steadfast, cautious, and old fashioned.
6 Magic equals the right to rule, in your view. Those who have incredible control and versatility to their magical prowess, regardless of who they are or where they come from, should be the ones to help guide and lead society towards a better future, ruling over those who lack the skill and capacity to use magic, though never done so with the use of cruel or demeaning methods. Society needs magic to progress, but not everyone is capable of wielding it. You are often found amidst the political circles of the land, helping to better the conditions of magical universities, or searching the land in order to find the rule that the realm desperately needs. You are contemplative, political, and fair.
7 You long simply to be left to your studies, whether they be alone or with a close group of colleagues. While you care for the general well being of others and the good of society, political and social aspects of the world hold little interest in your eyes. You want to learn, and to keep learning, for as long as you can. This isn’t out of selfishness or greed, however, but rather a simple desire to just learn. You are often found huddled within the confines of an old library, studying within the safety of your own tower or home, or mingling with your fellow academics as you work on experiments and magic. You are hermetic, quiet, and thoughtful.
8 Those who toil away at studying magic within universities and colleges claim to be the intelligent ones, but lo, are they misguided. To you, the true way to learn magic and to hone your skills is with the more direct approach of experiencing the world for what it truly is, and there exists no better teacher than that of experience. You are often found wandering the countryside as you observe magic in the wild, studying how ancient creatures wield magic themselves, or testing your skills in arenas and gauntlets throughout the realm. You are grounded, practical, and open-minded.

Part 5: Spells

Cantrips (0 Level)
  • card toss
  • decompose
  • dim
  • force punch
  • fungal roots
  • gale blast
  • ignited fist
  • lightning strike
  • minor energy blast
  • minor laser
  • particle shield
  • Quinton's runic blast
  • radiant fist
  • serpent tongue
  • shape wood
  • shouting blast
  • thunderpunch
  • vile strike
  • vorthran's eldritch blade
  • water bolt
1st Level
  • ash prison
  • bleeding
  • blood drain
  • bone strike
  • cloud of paper
  • consecrate
  • corrupt food and drink
  • energy blast
  • ethereal claws
  • explosive tag
  • Jojyre's protective seal
  • laser barrage
  • matter wave
  • meld
  • metallic spears
  • Mischa's triple boomerang
  • stitched limbs
  • structural disentanglement
  • terrible affliction
  • wilting curse
  • winter shards
  • witchcurse
2nd Level
  • arboreal hammer
  • arcane gatlings
  • Ash's smokesight
  • blackened whip
  • blade of light
  • bloodletting
  • elemental empowerment
  • Eliot's blackened scythe
  • fiend's trident
  • ghostly shackles
  • grasp of winter
  • Izzy's quantum missile
  • jailor's chain
  • Karl's divine rope
  • lay off
  • minor curse
  • minor illness
  • metal rain
  • mutilate flesh
  • Petrov's defense
  • plague breath
  • quantum computing
  • radiant blade
  • reconstruction
  • Sagittarius’s bow
  • Ser John's dragon punch
  • shadow breath
  • silkstaff
  • skeletal pain
  • soul spear
  • splinter cannon
  • spidersilk whip
  • steam breath
  • steel shot
  • storm spear
  • Torre's attack
  • uncertainty
  • veinblade
  • ventriloquism
  • warrior's assault
  • watery grave
  • witch blades
  • wind glaive
  • wine bomb
3rd Level
  • Alekhine's gun
  • alliance
  • almighty crush
  • animate clockwork
  • arcane disturbance
  • bid
  • blade garden
  • bone shield
  • building cards
  • buttefly wall
  • cacophony
  • carrion cloud
  • chains of Carceri
  • clockwork trap
  • drop anchor
  • flamethrower
  • force blast
  • heavenly rings
  • ironblood
  • iron skeleton
  • light-particle laser
  • magresima
  • Plutarch’s square
  • quantum amplification
  • quantum particle dissimilation
  • scythe winds
  • shielding spirit
  • solar flare
  • spear of xaphedo
  • voice of the gravekeeper
  • Zarant's clockwork fusillade
4th Level
  • Aeran's wall of lightning
  • antimatter surge
  • arcane guardian
  • assimilation
  • astral cannon
  • atomic shield
  • atomic warhead
  • black mark
  • conjure raijū
  • consume soul
  • crimson expulsion
  • dematerialization
  • Faresa's draconic form
  • molecular shredding sphere
  • mudslide
  • Nathaniel's ghost breath
  • Novronian's purple lightning
  • pit of lava
  • quantum cryptography
  • ravaging rain
  • rejuvenating cocoon
  • shellshock
  • skeletal sword dance
  • speak with texts
  • Spencer's hearty pig
  • Steinitz's chessboard
  • summon plants
  • wall of cards
  • wall of plagues
5th Level
  • cloak of illness
  • crystal breath
  • earthen fissure
  • energy barrage
  • firing squad
  • fission
  • garden of bones
  • grave's embrace
  • lesser time stop
  • gravity blast
  • summon construct
  • wall of sound
  • wood shape
6th Level
  • acidic arrow volley
  • create construct
  • dark rune of Garamar
  • gate guardian
  • investiture of acid
  • investiture of energy
  • investiture of lightning
  • investiture of necrosis
  • investiture of poison
  • investiture of radiance
  • investiture of thunder
  • one with the earth
  • one with the wind
  • summon greater caterpillar
  • wall of energy
  • wall of flesh
  • wall of iron
  • wall of wood
7th Level
  • Alice's colossal cannon
  • black lightning
  • manastorm
  • Nivek's grand artillery
  • particle beam
  • salvage ship
  • steal voice
  • superposition
  • Yune's find greater familiar
  • Yune's staff
8th Level
  • atomic particle devastation
  • Kleiber’s arcane tower
  • quantum entrapment
  • red lightning
  • svartureldur
  • Yune's transformation
9th Level
  • black hole
  • charge of the final company
  • descent of blades
  • erase identity
  • Genuine's atomic annihilation
  • six plagues of rashimond
  • Stravard's binding
  • the gate of Obadiah
  • the tome of Aristrahan
  • Yune’s greater demiplane
  • Zalathar's moment of reckoning
  • Zothari's forbidden ritual

The Ninth School of Magic: Quantumurgy

Quantumurgy is a new school of magic, heavily influenced and inspired by mechanics, properties, and theories that are prevalent within quantum physics and quantum mechanics. Many of these spells are inspired by a particular phenomena regarding quantum mechanics, such as quantum tunnelling, and others are inspired by properties regarding atomic and nuclear technology.

This school of magic is meant to serve as a more 'futuristic' style of magic, though while it will be more at home in a sci-fi or futuristic setting or world, it can be used in standard medieval fantasy worlds as well as a newly discovered branch of magic.

When Quantumurgy is implemented in futuristic settings, it can be made to be as common as other forms of magic, such as evocation or transmutation. There may even be a rich tradition of quantum mages that are seen as equals to abjurers or conjurers. Quantumurgy can be seen as a way of understanding the arcane energies that lie at the subatomic levels of the universe and of all things, and thus may lead to both academic and mystic interpretations of how this school of magic is used and studied.

When Quantumurgy is implemented in older, medieval styled settings, this school of magic can be seen as a newly discovered form of magic that wizards have stumbled upon, or can even be ancient, long forgotten magic that otherworldly beings may pass on to those who seek the power that lies in quantumurgy. Perhaps this magic is granted as a special boon to a warlock who has served their patron well. Or, perhaps quantumurgy is a school of magic that has only been discovered by wizards, thus only wizards may have access to these spells.

Currently, these spells are not listed to any particular class aside from wizard. There are two reasons for this. The first is that this school is a more academic school, and thus may suit better for wizards and potentially warlocks. The second reason is so that a DM who uses quantumurgy in their setting or world can have the freedom with how to interpret this school of magic, and how it best works with what they are running.

To DMs, feel free to implement this new school of magic in whatever way you want regarding your campaign or setting. You are even free to change the name of this tradition if the name would not fight right in your world.

This section is dedicated to the new spells that are within the school of quantumurgy, of which there are currently 29, though this list will continue to expand in with future revisions and versions of this school.

Quantumurgy Spells

Cantrips (0 Level)
  • minor energy blast
  • minor laser
  • particle shield
1st Level
  • energy blast
  • laser barrage
  • matter wave
  • structural disentanglement
2nd Level
  • blade of Light
  • Izzy's quantum missile
  • quantum computing
  • uncertainty
3rd Level
  • light-particle laser
  • magresima
  • quantum amplification
  • quantum particle dissimilation
4th Level
  • atomic shield
  • antimatter surge
  • atomic warhead
  • dematerialization
  • molecular shredding sphere
  • quantum cryptography
5th Level
  • fission
6th Level
  • investiture of energy
  • wall of energy
7th Level
  • particle beam
  • superposition
8th Level
  • atomic particle devastation
  • quantum entrapment
9th Level
  • genuine's atomic annihilation

Spell Descriptions

Cantrips

Card Toss

(Available for bard, wizard)

Evocation cantrip (cartomancy)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a playing card)

Duration: Instantaneous


You imbue a playing card with arcane energy before throwing it towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

You can create more than one magically imbued card when you reach higher levels - two cards at 5th level, three cards at 11th level, and four cards at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll for each card.

Decompose

(Available for cleric, druid, sorcerer, and wizard)

Necromancy cantrip(ritual)

Casting Time: 10 minutes

Range: Touch

Components: V, S, M (a corpse that has died within the last day, the stalk from a mushroom, and a worm)

Duration: 5 days


You touch a fresh corpse, placing both the mushroom stalk and worm in its mouth. For the duration, the target decays at double the normal rate, though it is not considered undead.

Within 1 day, mundane mushrooms can be harvested from the corpse, the amount of which are 1d8 per size category, starting at Tiny. These mushrooms are edible so long as the corpse from which they are made did not contain poison or venom within it. Mushrooms harvested from a corpse that contained poison or venom within it are considered poisonous and inedible, though they do not take on the properties of the creature's poison or venom.

Dim

(Available for bard, cleric, sorcerer, warlock, wizard)

Evocation cantrip

Casting Time: 1 action

Range: Touch

Components: V, M (a small, dark colored cloth)

Duration: 1 hour


You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object is surrounded in shadows that turn dim light within 10 feet of the object into darkness, and bright light in the same area to dim light. The shadows completely cover the object. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Force Punch

(Available for sorcerer, wizard)

Evocation cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous


Gravitational energy condenses around your fist as you attempt to strike a creature. Make a melee spell attack against the target. On a hit, the target takes 1d8 force damage, and it must make a Constitution saving throw or be pushed back 10 feet.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Fungal Roots

(Available for druid, wizard)

Conjuration cantrip

Casting Time: 1 action

Range: 15 feet

Components: V, S, M (a small mushroom or other fungus)

Duration: Instantaneous


You conjure forth a large fungus or mushroom with long, thick stalks and roots that emerges from the ground at a point of your choice within range. Each creature within 5 feet of the mushroom must succeed on a Strength saving throw or be knocked prone and then take 1d6 necrotic damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Gale Blast

(Available for druid, sorcerer, wizard)

Evocation cantrip

Casting Time: 1 action

Range: 15-foot cone

Components: V, S

Duration: Instantaneous


Wind gathers in your hand before you send it blasting forth. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Ignited Fist

(Available for cleric, sorcerer, warlock, wizard)

Evocation cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous


Your hand glows white hot as you try to strike a creature. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of wood or if the target is made of wood. On a hit, the target takes 1d8 fire damage, and the area you hit it shines dim light out to 5 feet until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Lightning Strike

(Available for druid, sorcerer, warlock, wizard)

Evocation cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous


Your hand and forearm begin to writhe with blue lightning before channelling it, striking out towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, it takes 1d10 lightning damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17 level (4d10).

Minor Energy Blast

(Available for sorcerer, wizard)

Quantumurgy cantrip

Casting Time: 1 action

Range: Self (15-foot cube)

Components: S

Duration: Instantaneous


You quickly cause the air around you in a 15-foot cube centered on you to glow with bright white light. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Minor Laser

(Available for sorcerer, wizard)

Quantumurgy cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a pinch of grey dust)

Duration: Instantaneous


You fire off a concentrated laser beam. Make a ranged spell attack against the target. On a hit, it takes 1d12 radiant damage damage.

The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Particle Shield

(Available for sorcerer, wizard)

Quantumurgy cantrip

Casting Time: 1 bonus action

Range: Touch

Components: V, S

Duration: 1 round


You move your hands to form a series of hand gestures before the air around a creature that you touch begins to slowly vibrate. Until the beginning of the creature’s next turn, the creature has resistance against force and radiant damage.

Quinton’s Runic Blast

(Available for cleric, sorcerer, warlock, wizard)

Evocation cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous


You raise your hand, and a glowing rune appears in your palm before a blast of energy erupts from it. Make a ranged spell attack against a target within range. On a hit, the creature takes 1d8 radiant damage.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Radiant Fist

(Available for cleric, druid, wizard)

Evocation cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous


You channel divine magic to cause your arms, hands, and eyes to glow brilliant energy, ready to deliver a radianting strike. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 radiant damage. After you make the attack, your arms, hands, and eyes return to normal.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Serpent Tongue

(Available for druid, sorcerer, warlock, wizard)

transmutation cantrip

Casting Time: 1 action

Range: 15 feet

Components: V, S

Duration: Instantaneous


Your tongue transforms into a long serpent that strikes out toward a creature you can see within range. Make a melee spell attack against the target. On a hit, it takes 1d10 bludgeoning damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17 level (4d10).

Shape Wood

(Available for druid, cleric, and wizard)

Transmutation cantrip

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous or 1 hour (see below)


You choose a section of wood that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways.

• If you target a tree, whether rooted or fallen, you can reshape it to form a new shape that benefit you, such as a place to sit, steps for a makeshift ladder, or form a large open container. The wood you shape cannot be removed from its source of origin, however, nor can it be shaped to form something harmful, such as spears or spikes.

• You cause shapes, colors, or both to appear on the wood or bark, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

• If the wood you target is on a tree, whether rooted or fallen, you cause it to become difficult terrain as you reshape the bark and branches to twist in various ways. Alternatively, you can cause a fallen tree or a tangled cluster of trees and branches to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shouting Blast

(Available for bard, sorcerer, warlock, wizard)

Evocation cantrip

Casting Time: 1 action

Range: 15 feet

Components: V

Duration: Instantaneous


You send forth a blast of sonic energy in the form of a shout to a target within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d8 thunder damage, and the target has disadvantage on Wisdom (Perception) checks that rely on hearing until the end of its next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Thunderpunch

(Available for druid, sorcerer, wizard)

Evocation cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous


Thunderous energy surrounds your hand to deliver a blast to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 thunder damage, and the creature is pushed back 5 feet.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Vile Strike

(Available for warlock, wizard)

Transmutation cantrip

Casting Time: 1 action

Range: 5 feet

Components: S

Duration: Instantaneous


The flesh on your hand and forearm twists and blackens in a viscious and grotesque display as you strike at a creature within range. As part of the action used to cast this spell, you must make an unarmed strike attack against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers 1d8 necrotic damage. If the target is not wearing armor and has flesh exposed in the area where you hit it, the target takes an additional 1d8 necrotic damage.

This spell's damage increases when you reach higher levels. At 5th level, the unarmed striked attck deals an extra 1d8 necrotic damage. This damage increases by 1d8 again at 11th level and 17th level.

Vorthran's Eldritch Blade

(Available for warlock, wizard)

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round


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 attack's normal effects, as well as 1d6 force damage, and ghostly images begin to float around it until the start of your next turn. While the ghostly images float around the target, the target has disadvantage on saving throws against being frightened. If the target succeeds on a saving throw against being frightened before the beginning of your next turn, this effect ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 force damage to the target. The damage rolls increase by 1d6 at 11th level and 17th level.

Water Bolt

(Available for druid, sorcerer, wizard)

Evocation cantrip

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous


You shoot of a forceful blast of water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the targed takes 1d10 cold damage. If the target is in water or standing in water, the target takes an additional 1d10.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th lvel (3d10), and 17th level (4d10).

1st Level Spells

Ash Prison

(Available for druid, sorcerer, warlock, wizard)

1st-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a pinch of ash or a piece of charcoal)

Duration: Concentration, up to 1 minute


You summon a cloud of whirling ash around a creature within range. The creature must make a Constitution saving throw. On a failed save, the creature is caught in the whirling ash cloud, and takes 2d6 fire damage and is blinded. At the start of each of its turns, the creature can repeat the saving throw to end the effect, taking 1d6 damage on a failed save and continuing to be blinded. A creature who does not have eyes is immune to the blinded effect. Ranged attacks made against the creature are made at disadvantage, and a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d6 for each slot level above 1st.

Bleeding

(Available for sorcerer, warlock, wizard)

1st-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a vial of blood)

Duration: Concentration, up to 1 minute


You cause a creature to begin bleeding at a higher rate. Make a ranged melee attack against a creature within range. The creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes an additional 1d6 necrotic damage whenever it is hit with another attack.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Blood Drain

(Available for sorcerer, warlock, wizard)

1st-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (the wing of a bat)

Duration: Instantaneous


Pointing at a creature within range, you attempt to open small wounds or use existing ones to drain the creature of blood, who must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage, or half as much on a successful save. On a failed save, you gain temporary hit points equal to the amount of damage the creature takes.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Bone Strike

(Available for sorcerer, warlock)

1st-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 minute


Yours bones grow thick and sharp, protruding through your skin at the knuckles, elbows, shoulders, spine, and knees. For the duration, you can use your spellcasting ability instead of Strength for unarmed attacks, and your unarmed attacks damage die becomes a d8, and they become magical. The spell ends if you cast it again or you end it.

Cloud of Paper

(Available for artificer, sorcerer, wizard)

1st-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (one piece of paper)

Duration: Concentration, up to 1 minute


You summon forth a swarm of origami shapes in a cube 10 feet on each side, centered on a point you choose within range. A creature takes 2d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. If a spell that deals fire damage is cast within the cube, the origami shapes ignite, and any creature within the cube takes 2d4 fire damage.

At Higher Levels: When you cast this spell using a spell slot of of 2nd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Consecrate

(Available for cleric, druid, paladin, ranger, wizard)

1st-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of salt, holy water, or a holy symbol)

Duration: Instantaneous


You whisper holy incantations as you hold the material components in one hand as you attempt to make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 radiant damage as holy flames sheathe the target.

If the target is an undead or fiend, the damage increases by 1d10.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Corrupt Food and Drink

(Available for sorcerer, warlock)

1st-level transmutation (ritual)

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Instantaneous


All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is spoiled and becomes inedible. Water and drinks turn black and thick, and food becomes covered in mold or blackened sludge.

Energy Blast

(Available for sorcerer, wizard)

1st-level quantumurgy

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a pinch of fine grey dust)

Duration: Instantaneous


You transform the grey dust into either a cone, sphere, or cube of white energy between your hands before firing it off at a target within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 force damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Ethereal Claws

(Available for cleric, sorcerer, warlock, wizard)

1st-level necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous


Your forearms and hands become enveloped in translucent, white flames. As an action, choose a creature within range, whom you move your arms towards as if tearing into them. Make a ranged spell attack against the creature. On a hit, the creature takes 2d10 necrotic damage as ghostly claws sail through the air towards them.

If the creature is in the Ethereal Plane and you can see them, the creature can be effected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each spell slot above 1st.

Explosive Tag

(Available for artificer, sorcerer, wizard)

1st-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (one piece of paper, a blank scroll, or a sheet of parchment, and a thrown non-magical weapon)

Duration: Instantaneous


You transform a single piece of paper, scroll, or parchment into a tag that explodes. The tag is attached to a single thrown nonmagical weapon, and then thrown in the direction of the target. The weapon lands underneath the target then explodes. All creatures (including the target) within 5ft of the square, must succeed a Dexterity saving throw, or take 1d6 fire damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every spell slot above 1st.

Jojyre’s Protective Seal

(Available for bard, cleric, druid, paladin, ranger, sorcerer, warlock, wizard)

1st-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of silver dust)

Duration: 10 minutes


You create a faintly glowing protective seal on another creature you touch. For the duration of the spell, the target gains 1d10 temporary hit points, and their AC increases by 1. Once a target is under the effects of this spell, the target cannot benefit from a second casting of this spell until the effects of the first casting wear off or are dispelled.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the target gains 1d10 additional temporary hit points for each slot level above 1st.

Laser Barrage

(Available for sorcerer, wizard)

1st-level quantumurgy

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small metal rod)

Duration: Concentration, up to 1 minute


You fire off a rapid series of six short, white beams towards a target that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 radiant damage. On each of your turns for the spell’s duration, you can use your action to fire off another six white beams towards a target within range.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Matter Wave

(Available for sorcerer, wizard)

1st-level quantumurgy

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous


You unleash a blast of rippling energy in a wave out from you. Each creature in a 15-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage and the creature’s atomic structure is temporarily altered, and the creature’s movement speed is reduced to 0 until the beginning of its next turn. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, nonmagical objects that are completely within the area of effect are also altered at the atomic level, rendering them unable to be moved or used for 1 round.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Meld

(Available for bard, wizard)

1st-level evocation (cartomancy)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (three playing cards)

Duration: Instantaneous


Drawing three cards, you send them hurling towards a target within range. Make a ranged spell attack against the target. Make a separate attack roll for each card. On a hit, the target takes force damage equal to the rank on the card. If you do not have a set of playing cards, roll 1d12 for each card. (If you are using a set of playing cards and draw a joker, you deal no damage for that card).

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of cards you draw increases by 1 for each slot level above 1st.

Metallic Spears

(Available for cleric, sorcerer, warlock, wizard)

1st-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute


You create a small rumble beneath a creature’ feet or in a wall beside a creature, causing six spears made of metal to quickly protrude from the ground to skewer the target. Choose a creature within range that is size Large or smaller. The creature must make a Strength saving throw against your spell save DC. On a fail, the target takes 1d10 piercing damage and is restrained. On a success, the creature takes half damage and is not restrained. The creature can use its action to repeat the saving throw, ending the spell on a success. If the creature fails the saving throw, the creature takes an additional 1d10 piercing damage and remains restrained.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.

Mischa’s Triple Boomerang

(Available for warlock, wizard)

1st-level evocation

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a small pinch of red clay dust)

Duration: Instantaneous


You conjure forth three boomerangs of glowing energy in your empty hand before hurling each at a creature that you can see within range. The boomerangs all strike simultaneously and you can direct them to hit one creature or several. Make a ranged spell attack against each target. On a hit, the target takes 1d8 force damage for each boomerang that hits it.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more boomerang for each slot above 1st.

Stitched Limbs

(Available for sorcerer, wizard)

1st-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (a needle and thread)

Duration: Concentration, up to 1 minute


You transform part of your body to summon forth 1d6 additional limbs that spring out of your flesh. These limbs take a similar appearance to that of your normal limbs, fleshy tentacles, or clawed appendages, and appear to be stitched to you at their base. These limbs are additional arms with hands, and can hold objects like your normal arms and hands can. An additional limb that is holding an item or object cannot make attacks or do anything else, and you can use these limbs to interact with items and objects as a bonus action.

While this spell is active, you can use your action to make an unarmed strike with a number of your limbs of your choice. Make a melee spell attack against a creature. On a hit, the creature takes 1d4 bludgeoning damage for each arm you hit it with.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Structural Disentanglement

(Available for sorcerer, wizard)

1st-level quantumurgy

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of dust)

Duration: 1 minute


You invite your touch with pulsating white energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 force damage, and must make a Constitution saving throw. On a failed save, a wave of atomic energy pulses through the creature, affecting its atomical makeup. For 1 minute, the creature has disadvantage on Constitution checks. A creature can repeat this saving throw at the beginning of each of its turns, ending the effect on a successful save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Terrible Affliction

(Available for cleric, sorcerer, warlock, wizard)

1st-level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (the eye of a toad)

Duration: Concentration, up to 1 minute


You utter words in forbidden language as you point towards one creature within range. That creature must make a Wisdom saving throw or be cursed for the duration of the spell. While cursed, whenever the creature would regain hit points, such as by drinking a potion, being affected by a spell, or through natural regeneration, the creature instead takes 1d10 necrotic damage. The creature can repeat their saving throw at the end of their turn, ending the effect on a success.

A remove curse spell ends this curse early.

At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d10 for each slot level above 1st.

Wilting Curse

(Available for cleric, warlock, and wizard)

1st-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a few pinches of ash)

Duration: 24 hours


Speaking backwards, you inscribe a rune on a flat surface with the ash. Choose one creature within range to make a Wisdom saving throw. On a failed save, the target is cursed for the duration of the spell. While cursed, whenever the target attempts to eat or drink, the food and drink turns to ash in its mouth, and the target takes 1d12 necrotic damage. The target cannot die of starvation or dehydration, though the target is unable to procure any benefits by eating or drinking food, beverages, or potions of any kind. At the end of each hour, the target can repeat this saving throw, ending the effects early on a success.

If you are in possession of a piece of the target's body at the time of this spell's casting, such as a clump of hair, a fingernail, a scale, or body part, the target has disadvantage on its saving throw against this spell's effects.

A remove curse spell ends this curse early, provided that it is cast using a spell slot of the same level or higher at which this spell was cast.

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, and the duration of the spell increases by 24 hours for each slot level above 1st.

Winter Shards

(Available for druid, sorcerer, warlock, and wizard)

1st-level evocation

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (six drops of water, a pinch of salt)

Duration: 1 minute


You transform six drops of water into 2 foot long piercing shards of ice that float in the air before you for the spell's duration. When you cast the spell, and as a bonus action on each of your turns thereafter, you can expend any number of the shards of ice, sending them piercing towards a point or points you choose within range. Each shard deals 1d4 cold damage, and you can direct each shard to pierce one creature or several (maximum of six), though you must make a ranged spell attack for each creature you select.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more shard for each slot above 1st.

Witchcurse

(Available for warlock, wizard)

1st-level necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (an eye of a newt)

Duration: Concentration, up to 1 minute


A blast of screaming, black energy lashes out toward a creature within range, forming a sustained arc of blackened energy between you and the target. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 lightning damage and 1d6 necrotic damage, and the target is cursed. While the target is cursed, you can use your bonus action to deal 1d6 lightning damage and 1d6 necrotic damage to it automatically. This curse ends early if you use your bonus action to do anything else, or if the target has total cover from you. A remove curse spell also ends this curse’s effects.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each damage type for each slot level above 1st.

2nd Level Spells

Arboreal Hammer

(Available for cleric, druid, sorcerer, wizard)

2nd-level transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a twig)

Duration: Concentration, up to 10 minutes


You transform the twig into a two handed maul in your free hand. The maul is made of wood and lasts for the duration. If you let go of the maul, it shatters into shards of wood, but you can use a shard to create another maul as a bonus action.

You can use your action to make a melee spell attack with the wooden maul. On a hit, the target takes 3d6 bludgeoning 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.

Arcane Gatlings

(Available for artificer, wizard)

2nd-level transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (an arrow head, a crossbow bolt, or a bullet)

Duration: Concentration, up to 1 minute


You harness magical energy around both your forearms and hands as the material component transforms your forearms and hands into two Gatling guns, which are shaped to fire either arrows, crossbow bolts, or bullets. These guns last until the spell ends. They count as martial ranged weapons with which you are proficient. They both deal 2d4 piercing damage on a hit, and they have the range (150/300), ammunition, and special properties. For the duration of the spell, you cannot interact with objects and items. In addition, when you use these guns to attack a target, you may make the attack action twice on your turn.

At Higher Levels: When you cast this spell using a 3rd- or 4th- spell slot, the damage increases to 3d4. When you cast it using a 5th- or 6th- level spell slot, the damage increases to 4d4. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d4.

Ash’s Smokesight

(Available for bard, druid, sorcerer, warlock, wizard)

2nd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of ash)

Duration: 4 hours


You touch a willing creature to grant it the ability to see in smoke, natural fog, or steam. For the duration, that creature can see through these out to a range of 60 feet.

Blackened Whip

(Available for bard, sorcerer, warlock, wizard)

2nd-level illusion

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


Performing hand signs, you call forth a whip of solidified shadow in your hand. This magic whip lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 necrotic damage on a hit and has the finesse and reach properties. In addition, whenever you make a Dexterity (Acrobatics) or Strength (Athletics) check while wielding this whip, you have advantage on the check.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the whip to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Blade of Light

(Available for wizard)

2nd-level quantumurgy

Casting Time: 1 bonus action

Range: Self

Components: S, M (A small metal handle, made with a small button or switch and a gem worth 100 gp embedded at one end, preferably handed to you by a small green creature with long pointed ears who lives in a swamp)

Duration: Concentration, up to 1 minute


You press the button or switch on the metal handle as a beam of solidified light particles extends from the gem, forming a longsword made of light in your hand, the color of light ranging from blue, green, or red (though rarely purple. This magic sword lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 2d6 force damage on a hit and has the one handed property. In addition, when you use the sword to attack, you can attack twice, instead of once, whenever you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra attack, that gives you extra attacks.

If you drop the weapon or throw it, you can summon it back into your hand at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6.

Bloodletting

(Available for sorcerer, warlock, wizard)

2nd-level necromancy (ritual)

Casting Time: 1 action

Range: Self or Touch

Components: V, S, M (a small shiv, knife, or dagger and a live leech)

Duration: Concentration, up to 10 minutes


For the duration, you inflict several cuts into your body or another’s before letting the live leech drain the blood. You cure any diseases or poisons that are affecting your body or the creature’s, and for the next hour, you or the creature has advantage on saving throws against diseases and poisons. This spell has no effect on constructs or undead.

Elemental Empowerment

(Available for wizard)

2nd-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


You calm yourself and focus for a brief moment as you concentrate on elements of the arcane. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Until the spell ends, your spell attacks deal an extra 1d6 of the chosen damage type on a hit.

Eliot’s Blackened Scythe

(Available for warlock, wizard)

2nd-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


You extend your hand upwards as a scythe made of black lightning appears in your hand. This magic scythe lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 lightning damage and 1d8 necrotic damage on a hit and has the heavy, reach, and two handed properties. In addition, if you reduce a target to 0 hit points on your turn, you can use your bonus action to make another attack with the scythe.

If you drop the weapon, it dissipates into a burst of black lightning. Thereafter, while the spell persists, you can use a bonus action to cause the scythe to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases by 1d8 of your damage type choice, to a total of 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases by 2d8, each d8 corresponding to a damage type. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8, with 3d8 of one damage type and 2d8 of another.

Fiend’s Trident

(Available for warlock, wizard)

2nd-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a piece of sulfur)

Duration: Concentration, up to 1 minute


Speaking foul words of the Abyss or Nine Hells, you conjure forth a blackened trident in your hand. This magic trident lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse and thrown properties (range 20/60). In addition, when you use the trident to attack a target that is a celestial, you deal an additional 1d8 necrotic damage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the trident to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Ghostly Shackles

(Available for cleric, sorcerer, warlock, wizard)

2nd-level necromancy

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


You gather together wisps of ghostly energy to create a long chain of solidified souls in your hand. This magical chain lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 necrotic damage on a hit and has the finesse and reach properties. In addition, when you use the chain to attack a target that is in the Ethereal Plane, you make the attack roll with advantage.

If you drop the weapon, it vanished into a wisp of white smoke at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the chain to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Grasp of Winter

(Available for cleric, druid, sorcerer, warlock, and wizard)

2nd-level evocation

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (several drops of water)

Duration:


You channel the chilling winds of winter into drops of water before hurling a blast of ice at a creature within range, making a ranged spell attack. On a hit, icy winds erupt around the creature in a white flash, causing them to become trapped in a layer of ice and snow. The creature takes 3d6 cold damage, and the creature's speed is reduced by half for 1 minute. The creature can then make a Constitution saving throw at the end of each of its turns, negating the halved speed on a success.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 3rd.

Izzy’s Quantum Missile

(Available for sorcerer, wizard)

2nd-level quantumurgy

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a 3-inch diameter thin metal circlet)

Duration: Instantaneous


You create a small 6-inch cone of bright, translucent white energy that fires out from you towards a target within range. Make a ranged spell attack against a target that you have seen within the past minute. On a hit, the target takes 5d4 force damage. This energy missile can move around corners and through liquid (wording).

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d4 for each damage type for each slot level above 2nd.

Jailor’s Chain

(Available for cleric, wizard)

2nd-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


Calling upon the magic of Carceri, you conjure forth a length of chain composed of solidified energy in your hand. This magic chain lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 bludgeoning damage on a hit and has the heavy and reach properties. In addition, whenever you successfully hit a target with the chain, you can cause the chain’s length to extend to wrap around the target. The target must make a Strength saving throw, becoming grappled on a failed save. This effect lasts until the creature breaks free, you are reduced to 0 hit points, you attempt to move away from the target.

To break out of the chain, the grappled target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the chain.

If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the chain to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Karl’s Divine Rope

(Available for bard, cleric, sorcerer, warlock, wizard)

2nd-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


You gather glowing radiant energy into a whip in your hand. This magic whip lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 radiant damage on a hit and has the finesse and reach properties. In addition, when you use the whip to attack a target that has an evil alignment, the whip deals an additional 1d8 damage.

If you drop the weapon, it dissipates into golden dust at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the whip to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Lay Off

(Available for bard, wizard)

2nd-level transmutation (cartomancy)

Casting Time: 1 action

Range: 60-feet

Components: V, S, M (a playing card)

Duration: Instantaneous


Drawing a card, you grant an ally a bonus to their next attack’s power. When you draw a card as part of this spell, the rank of the card determines the bonus your ally will receive. If you do not have a set of playing cards, roll 1d12. Choose an ally within range that you can see. The chosen ally gains a bonus to their next damage roll equal to the rank of the card.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of cards you draw increases by 1 for each slot level above 2nd.

Minor Curse

(Available for sorcerer, warlock, wizard)

2nd-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute


You curse a creature to suffer from a minor, harmful effect. Choose a creature within range. The creature must make a Wisdom saving throw against your spell save DC, and creatures who cannot be charmed are immune to this spell. On a failed save, the creature suffers from one of the following effects of your choice for 1 minute:

This Really Itches: The creature suffers from an insatiable itch that covers their entire body. While under this curse, the affected creature must spend its bonus action to scratch at its body. Constructs and undead are immune to this curse.

Um, Say What?: The creature loses the ability to speak clearly, with their words becoming jumbled or out of order. While under this curse, the affected creature has disadvantage on Charisma (Intimidation) and Charisma (Persuasion) checks, and cannot be understood by others, and becomes visibly frustrated when it cannot be understood. Creatures who cannot speak are immune to this curse.

Please Shut Up: The creature loses the ability to be quiet, and cannot speak in anything other than a loud voice or scream. While under this curse, the affected creature has disadvantage on Dexterity (Stealth) checks, is incapable of whispering, and must announce its actions as it is performing them, as if narrating their own life. Creatures who cannot speak are immune to this curse.

Argh, My Eye!: The creature swears that something is in its eye, and whatever it is causes an irritating feeling. While under this curse, the affected creature has disadvantage on Wisdom (Perception) checks that rely on sight, their vision becomes blurry, and they must use a free action to rub at their eye. Creatures without organic eyes or without eyes are immune to this curse.

Who Hurt You?: The creature becomes compelled to tell others about their life and feelings in a either a sad, angry, or melancholy manner (the choice of which is up to the DM). While under this curse, the affected creature must roll 1d6 at the beginning of its turn. On an odd number, the creature begins telling others that can hear it about terrible events that have happened to it throughout its life. On an even number, the creature begins telling others about how it is currently feeling, or how its feelings towards another creature or place. Other creatures have advantage on Wisdom (Insight) checks made against the creature. Creatures who cannot speak are immune to this curse.

Please Love Me: The creature falls maddeningly in love with one creature that it can see within 30 feet of it. While under this curse, the affected creature can not target the creature that it loves with an attack or spell, and must instead choose one other creature that it can see within range of the attack or spell, insisting that this second creature is trying to steal the first creature’s love away from them. Constructs and undead are immune to this curse.

A creature under one of these curses can attempt to break free from it by repeating the Wisdom saving throw against your spell save DC at the end of each of its turns.

Minor Illness

(Available for cleric, sorcerer, warlock)

2nd-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute


You cause a creature to suffer from a minor, harmful illness or medical condition. Choose a creature within range. The creature must make a Constitution saving throw against your spell save DC, and creatures who cannot become ill or sick are immune to this spell, as are constructs and undead. On a failed save, roll 1d6. The creature suffers from the result of the roll for 1 minute:

d6 Result
1 - Achoo!: The creature suffers from a powerful sneezing fit. While under this illness, the affected creature must spend its bonus action to sneeze loudly and powerfully.
2 - S'not My Problem!: The creature begins to have an incredibly runny nose. While under this illness, the affected creature has disadvantage on Charisma checks.
3 - Oh No, a Tummyache?: The creature's stomach begins rumbling and appears bloated. While under this illness, the affected creature views all edible food that it can see as repulsive, and must spend it's action retching and vomiting, spewing forth any objects that were swallowed whole or kept in its mouth.
4 - My Foot's Asleep!: The creature believes and feels as though one of their legs or feet is asleep. While under this illness, the affected creature must spend all of its available movement speed on each of its turns, insisting that they can just walk it off.
5 - Cover Your Mouth!: The creature becomes compelled into a heaving, strong coughing fit. While under this illness, the affected creature has disadvantage on saving throws and checks made to hold their breath, and has disadvantage on Dexterity (Stealth) checks.
6 - I Gotta Fever, Man: The creature becomes affected with an irritating fever and consiously feels cold despite their body temperature warming. While under this illness, the affected creature gains resistance to fire damage and is vulnerable to cold damage.

A creature under one of these illnesses can attempt to break free from it by repeating the Wisdom saving throw against your spell save DC at the end of each of its turns.

Metal Rain

(Available for sorcerer, wizard)

2nd-level conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a few drops of water and a small metal rod)

Duration: 1 minute


You summon a heavy downpour of rain composed of raw metal in a 15 foot radius cylinder within range. This cylinder is 20 feet tall and can go around corners. Creatures within the affected area take 2d6 bludgeoning damage and must make a Constitution saving throw. On a failed save, a creature is deafened by the noise. A creature who fails this save can repeat the saving throw, ending the effect on a success.

For the remainder of the duration of the spell, the metal raindrops cover the ground, making it difficult terrain. This lasts until the spell is dispelled or the spell’s duration ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d6 for each slot level above 2nd.

Mutilate Flesh

(Available for sorcerer, wizard)

2nd-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous


You attempt to distort and transform the flesh of others. Choose a creature within range to make a Constitution saving throw. Creatures without skin are immune to this spell. On a failed save, the creatures skin begins to distort, and the creature takes 2d10 necrotic damage, and their AC decreases by 2 until the beginning of their next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Petrov's Defense

(Available for bard, sorcerer, warlock, wizard)

2nd-level abjuration

Casting Time: 1 reaction

Range: Self

Components: V, S, M (chess pieces of a pawn and a knight)

Duration: Instantaneous


You attempt to mirror the melee attack of an attacking creature. As a reaction to being successfully hit with a melee attack, you form a spectral weapon or version of the spell being used in the attack against you as part of the same reaction. The creature must make an Intelligence saving throw against your spell save DC. On a failed save, both you and the attacking creature take half of the damage of the creature's melee attack.

Plague Breath

(Available for druid, sorcerer, warlock, wizard)

2nd-level transmutation

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S, M (a rat tail, a dead insect, or piece of rotten fruit)

Duration: Instantaneous


You exhale a plume of dark colored fog that is filled with insects, spores, or foul smelling odors in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 3d12 poison damage on a failed save, or half as much on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Quantum Computing

(Available for wizard)

2nd-level quantumurgy

Casting Time: 1 action

Range: Self

Components: V, S, M (a small 1-inch piece of metal with copper inlay)

Duration: Concentration, up to 1 minute


This spell imbues you with a heightened intellect and thinking as your mind unlocks its true computing potential. For the spell’s duration, you have a +10 bonus to all Intelligence based skill checks, and you have advantage on Intelligence saving throws. Additionally, you can use the Search action as a bonus action on each of your turns.

Radiant Blade

(Available for cleric, druid, wizard)

2nd-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a leather strap that fits around the hand, housing a gem worth at least 10 gp that has been submerged in holy water at least once)

Duration: Concentration, up to 1 minute


Gathering radiant light into the gem, you clasp down on to conjure forth a greatsword of solidified golden light in your hand. This magic greatsword lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 2d8 radiant damage on a hit and has the heavy and two handed properties. In addition, when you use the sword to attack a target that is a fiend or undead, you deal an additional 1d8 radiant damage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the greatsword to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Reconstruction

(Available for artificer, wizard)

2nd-level transmutation (ritual)

Casting Time: 1 action

Range: Touch

Components: V, S, M (see below)

Duration: Concentration, up to 10 minutes


This spell repairs a single mechanical device or contraption you touch, such as a broken engine, a clock, a stuck lever, or a metal prosthetic, so long as you have a part of the device to be repaired. As long as the break or malfunction is no larger than 5 feet in any dimension, you repair it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Sagittarius’s Bow

(Available for bard, cleric, druid, sorcerer, warlock, wizard)

2nd-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


Using strands of starlight, you conjure a longbow of solidified glowing energy in your hand. This magic bow lasts until the spell ends. It counts as a simple ranged weapon with which you are proficient. It deals 2d8 radiant damage on a hit, and has the ammunition and two-handed properties (range 150/600). In addition, when you use the bow to attack a target that is in dim light or darkness, each creature within 5 feet of the target must make a Dexterity saving throw or take 1d4 radiant damage, as the arrow explodes like a dying star.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Ser John's Dragon Punch

(Available for sorcerer, wizard)

2nd-level evocation Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small ring engraved with the shape of a dragon)

Duration: Instantaneous


The form of a dragon head and neck appears around your arm and hand before you quickly leap towards a target of your choice within range to deliver a strike to them. When you cast this spell, you can choose to quickly leap up to 60 feet towards the target of your choice, landing in a 5 foot unoccupied space beside the creature. This leap does not provoke attacks of opportunity.

You choose acid, cold, fire, lightning, or poison for the type of dragon and draconic power you create, and then make a melee spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. On a hit, the target must make a Strength saving throw, or be knocked prone until the beginning of their next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Shadow Breath

(Available for sorcerer, warlock, wizard)

2nd-level transmutation

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S, M (a shard of onyx)

Duration: Concentration, up to 1 minute


You touch one willing creature and grant it the power to spew forth shadow energy from its mouth, provided it has one. Until the spell ends, the creature can use an action to exhale blackened shadow energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw is also filled with fear, and becomes frightened of you until the end of their next turn.

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.

Silkstaff

(Available for druid, wizard)

2nd-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a moth caterpillar)

Duration: Concentration, up to 10 minutes


You create a staff made of hardened silk in your free hand. The staff is similar in size and shape to a quarterstaff, and it lasts for the duration. If you let go of the staff, it wilts, but you can conjure the staff again as a bonus action.

You can use your action to make a melee spell attack with the silk staff. On a hit, the target takes 3d6 bludgeoning damage if you wield the staff with one hand, or 4d6 if you wield it with two hands.

If you use this staff to attack a plant, you make the attack with advantage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Skeletal Pain

(Available for sorcerer, warlock)

2nd-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small bag of powdered bones)

Duration: Instantaneous


You send a blast of gaseous energy hurling towards one creature within range that has a skeleton. A target without a skeleton is immune to this spell. Make a ranged spell attack against the target. On a hit, the target is wracked with pain as their bones shake, taking 3d6 necrotic damage.

If the target is an undead with a skeleton, the undead takes no damage. Instead, you can take control of the undead. The undead target must make a Wisdom saving throw against your spell save DC. On a failed save, the energy wraps around the creature, allowing you to force it to move up to its full movement or make a single attack against a creature of your choice within its reach. This effect lasts only for this turn.

Soul Spear

(Available for cleric, sorcerer, warlock, wizard)

2nd-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous


You rip into the soul of a creature within range, extraditing parts of its soul to harm another. As an action, choose a creature that you can see within 30 feet of you, and another that is within 30 feet of the first creature. Both creatures must make a Wisdom saving throw. On a failed save, the first creature takes 3d8 necrotic damage as a part of their soul is pulled from them, hurtling towards the second creature, who takes 2d8 necrotic damage on a failed save.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot above 2nd.

Splinter Cannon

(Available for sorcerer, wizard)

2nd-level transmutation

Casting Time: 1 action

Range: Self (60 feet)

Components: V, S, M (a piece of bark)

Duration: Concentration, up to 1 minute


Your forearm transforms into a large, tree trunk shaped cannon. For the duration, you cannot hold items with this arm. When you cast this spell, and as a bonus action on each of your turns thereafter, you can fire off a sharp wooden projectile at a target within range. Make a ranged spell attack against the target. On a hit, the creature takes 2d8 piercing damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Spidersilk Whip

(Available for druid, ranger, sorcerer, warlock, wizard)

2nd-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (one small spider)

Duration: Concentration, up to 10 minutes


You imbue a small spider with magic, causing it to spew forth a whip made out magical silk. The whip is similar in size and shape to a whip, and it lasts for the duration. If you let go of the whip, it disintegrates, but you can make the spider conjure another silk whip again as a bonus action.

You can use your action to make a melee spell attack with the silk whip. On a hit, the target takes 2d6 acid damage. On a hit, you may choose to force the target to make a strength saving throw against your spell save DC, if they are of size Large or smaller. On a failed save, the target is grappled by the silk whip. A creature can repeat this save at the beginning of each of its turns, or you can choose to end this effect at will.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Steam Breath

(Available for artificer, wizard)

2nd-level evocation

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S, M (a piece of coal and a drop of water)

Duration: Instantaneous


You spew forth a blast of hot steam from your mouth in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d8 fire damage and becomes blinded for 1 minute, and half as much damage on a success. A creature can use their action to repeat the saving throw on their turn, ending the effect on a successful save.

At Higher Levels: When you cast this spell using a spell slot of 3rdd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Steel Shot

(Available for artificer, wizard)

2nd-level conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous


You summon forth a long bolt made out of steel before hurling it at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 piercing damage and is pushed back 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Storm Spear

(Available for druid, sorcerer, wizard)

2nd-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a small metal rod)

Duration: Concentration, up to 1 minute


You summon forth lightning that forms into a spear in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the thrown property (range 20/60). In addition, when you use the spear to attack a target that is in a storm or rain, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Torre's Attack

(Available for sorcerer, warlock, wizard)

2nd-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S, M (chess pieces of a rook and a bishop)

Duration: Concentration, up to 1 minute


Your demeanor becomes extraordinarily calm as your hand is enveloped in pulsating energy in the shape of a rook chess piece. Make a melee spell attack against the target. On a hit, the target takes 1d8 force damage, and its AC is reduced by 1 until the start of its next turn.

For the spell's duration, with each successful hit, you deal an additional 1d8 force damage. This amount resets back to the initial damage amount on a miss.

Uncertainty

(Available for sorcerer, wizard)

2nd-level quantumurgy

Casting Time: 1 action

Range: 60 feet

Components:

Duration: Concentration, up to 1 minute


You attempt to invoke the unique movement of a target at the atomic level. Choose a target within range to make a Constitution saving throw. On a failed save, the target’s form begins to shift rapidly, blurring in a rapid movement. At the beginning of each subsequent turn for the spell’s duration, the target is randomly teleported 30 feet to an unoccupied space in a direction determined by rolling on the following table.

d8 Direction
1 West
2 Northwest
3 North
4 Northeast
5 East
6 Southeast
7 South
8 Southwest

Veinblade

(Available for sorcerer, warlock, wizard)

2nd-level necromancy

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a small sharp object)

Duration: Concentration, up to 1 minute


You cut yourself on the arm or chest to create a sword of solidified blood and iron in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 necrotic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is below its hit point maximum, you regain hit points equal to half of the damage dealt. Constructs and undead are immune to this effect.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Ventriloquism

(Available for bard, sorcerer, warlock, wizard)

2nd-level illusion

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small doll or puppet)

Duration: Concentration, up to 1 minute


You project your voice to make it sound like it is coming from a point you can see within range. For the duration of the spell, you can use a bonus action to change the location your voice is projected from.

If a creature uses its action to examine this projection of your voice, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature instead hears your voice coming from you.

Warrior’s Assault

(Available for paladin, wizard)

2nd-level evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a warhorn)

Duration: Instantaneous


You create three spectral, magical soldiers. Each soldier attempts to strike a creature of your choice that you can see within range. Make a melee spell attack roll against each creature chosen. A spectral soldier deals 2d8 force damage on a hit to its target. You can choose to have the spectral soldiers all hit one creature or several.

Once a spectral soldier has delivered its attack, it fades.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more spectral soldier for each slot above 2nd.

Watery Grave

(Available for druid, sorcerer, wizard)

2nd-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (small fish bones)

Duration: Concentration, up to 1 minute


You summon forth a swirling pool of water in a 10-foot-radius sphere centered on a point within range and lasting for the duration. The water swirls violently, and from within it long, octopus-like tentacles emerge and thrash about.

For the duration of the spell, the area is difficult terrain. Any creature that starts its turn in the area takes 1d6 bludgeoning damage and 1d6 cold damage, and must make a Dexterity saving throw. On a failed save, a creature is grappled by the tentacles.

As a bonus action on your turn, you can command one of the tentacles to lash out towards one creature within the area of the spell or within 5 feet of the area. Make a melee spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage. A creature of size Large or smaller killed by this spell is dragged into the water's depths.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 5 feet for each slot level above 2nd.

Witch Blades

(Available for bard, sorcerer, warlock, wizard)

2nd-level evocation

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S, M (a pinch of grave dirt)

Duration: 1 minute


Tossing the grave dirt into the air, you conjure forth four ethereal weapons made of ghostly flames at four unoccupied spaces within range that lasts for the duration of the spell or until you cast this spell again. When you cast this spell, you can make a melee spell attack against a creature within 5 feet of each conjured weapon. Make a separate melee spell attack for each weapon. On a hit, a target takes 1d4 necrotic damage. If the target is charmed or frightened, the damage increases by 1d4.

As a bonus action on your turn, you can move each weapon up to 10 feet and repeat the attack against a creature within 5 feet of it.

The weapons can take whatever form you choose, such as small daggers, sickles, or scythes.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional weapon for each slot level above 2nd.

Wind Glaive

(Available for druid, sorcerer, wizard)

2nd-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


You channel wind or fog to form into a glaive in your open hand. This magic glaive lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 slashing or bludgeoning damage (your choice) and has the heavy, reach, and two handed properties. In addition, while this spell is active, you can use your bonus action to fly up to 15 feet without provoking opportunity attacks.

If you drop the weapon, it dissipates into white smoke. Thereafter, while the spell persists, you can use a bonus action to cause the glaive to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases by 1d8 of your damage type choice, to a total of 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases by 2d8, each d8 corresponding to a damage type. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8, with 3d8 of one damage type and 2d8 of another.

Wine Bomb

(Available for bard, sorcerer, warlock)

2nd-level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (one bottle of alcohol)

Duration: 1 minute


As an action, you pull out a bottle of alcohol, such as wine or beer, and hurl it at a point on the ground within 30 feet. On impact the bottle explodes and the area in a 10-foot radius around the point is filled with alcoholic fog. When a creature enters this area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save the creature becomes incapacitated as the fumes make the target drunk.

On subsequent turns the creature can repeat the save at the beginning of each of its turns so, ending the effect on a success. Creatures are affected even if they hold their breath. The fog spreads around corners. It persists for 1 minute and then disappears or until a strong wind disperses the fog, ending the effect.

3rd Level Spells

Alekhine's Gun

(Available for bard, sorcerer, warlock, wizard)

3rd-level evocation

Casting Time: 1 action

Range: Self (100-foot line)

Components: V, S, M (chess pieces of two rooks and a queen)

Duration: Instantaneous


You hold the chess pieces in your hand as you send out three spectral pieces of the two rooks and the queen towards a target within range, with the order being rook, rook, queen. Roll separately for each shape. On a hit, the target takes 1d10 force damage for each rook, and 2d10 force damage for a queen. If all three pieces hit the target, the target must make a Strength saving throw against your spell save DC, or be knocked prone and pushed 10 feet back.

Alliance

(Available for bard, wizard)

3rd-level enchantment (cartomancy)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (an ace playing card)

Duration: One round


Holding the card, you choose a target within range that you can see. That target must make a Wisdom saving throw. On a failed save, the target cannot attack or harm you until the end of its next turn.

Almighty Crush

(Available for sorcerer, wizard)

3rd-level transmutation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous


You warp the gravity surrounding two objects of your choice within 120 feet of you, each weighing no more than 100 pounds. As an action, you send these two objects flying through the air towards a point within range. All creatures within each objects line of travel must make a Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage, and is knocked prone until the end of its next turn. On a successful save, a creature takes half damage. Creatures who cannot move make this saving
throw at disadvantage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot above 3rd and the maximum weight of each object increases by 100 pounds.

Animate Clockwork

(Available for artificer, wizard)

3rd-level transmutation

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (A gear, copper wire, and a metal pipe)

Duration: Instantaneous


This spell creates an mechanical construct servant. Your spell transforms the material components with a surge of artificial life and electricity, raising it as a construct creature. The target becomes a animated armor (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any animated armor you made with this spell if it is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional animated armors for each slot above 3rd. Each of the creatures must come from a different set of gears, copper wire, and metal pipes.

Arcane Disturbance

(Available for bard, cleric, sorcerer, wizard)

3rd-level abjuration (ritual)

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 minute


You cause an area to be filled with energy that causes magic to become hindered. A 30-foot cube of rippling, translucent energy forms from a point you choose within range. Spells cast within this this area are made at disadvantage, and creatures within the area that would be effected by some magical property, such as from a trap, a spell, or other magical source, have advantage on saving throws against such effects. Constructs made from spells (such as animate objects) or who are animated (such as animated armor) must make a Constitution saving throw against your spell save DC when entering the affected area, or become inactive until the beginning of their next turn on a failed save.

Bid

(Available for bard, wizard)

3rd-level divination (cartomancy)

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a playing card)

Duration: Instantaneous


Drawing three cards, you announce a declaration that you will attempt before the beginning of your next turn in combat, hoping to accomplish. The declaration must be spoken aloud, and must be made clear to the intent. Any declaration made is interpreted by word of declaration, not by intent of declaration. If a declaration listed below refers to a target, you must declare who the target is, and your choice cannot change once declared.

A declaration can be one of the following:

Reducing a target to 0 hit points.

Successfully hitting a target with a ranged spell attack.

Successfully hitting a target with a melee spell attack.

Casting a spell at a target who then fails a saving throw against the spell.

You do not take any damage during this round of combat.

You can also make a declaration that is not listed in the above examples. If you choose to do so, state your declaration to the DM as precisely as possible.

If your declaration is accomplished, you regain one 1st-level spell slot. If your declaration is not accomplished, you lose one 1st-level spell slot. If you cannot regain or lose a 1st-level spell slot, you instead regain or lose 2d8 hit points.

Blade Garden

(Available for sorcerer, wizard)

3rd-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (two daggers or a handful of sharp pieces of metal)

Duration: Concentration, up to 10 minutes


You summon iron blades from under the ground that constantly swing and move. These blades erupt from the ground in a 20-foot radius centered on a point within range. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d6 slashing damage for every 5 feet it travels.

While maintaining concentration, as a bonus action on each of your turns, you can choose to quickly extend the blades upward up to 15 feet. Creatures within the area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 piercing damage, or half as much on a success.

Bone Shield

(Available for sorcerer, warlock)

3rd-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


You create a shield formed out of solid, durable bone. This magical shield lasts until the spell ends. It counts as a normal shield with which you are proficient. While you have possession of this shield, you gain resistance to non magical slashing, piercing, and bludgeoning damage. If you drop the shield or lose your grip on it, it falls and shatters. Thereafter, while the spell persists, you can use a bonus action to cause the shield to reappear strapped to your arm.

Building Cards

(Available for bard, wizard)

3rd-level transmutation (cartomancy)

Casting Time: 1 action

Range: 15-feet

Components: V, S, M (three playing cards)

Duration: Instantaneous


Drawing three cards, you attempt to extend the time you or one of your allies have in a fight. Choose from one of the following options:

You or an ally of your choice within range gains one additional action during this round of combat.

You or an ally of your choice within range gains one additional bonus action during this round of combat.

You or an ally of your choice within range can move up to their full movement speed during this round of combat.

Regardless of which option is chosen, the effect lasts until the end of the current round in combat. If you choose yourself, you take the additional action, bonus action, or additional movement on your turn. If you choose an ally, that ally takes their action, bonus action, or additional movement on their turn in combat (if they have not gone yet), or immediately after your turn in combat (if they have already gone).

Butterfly Wall

(Available for druid, wizard)

3rd-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a butterfly)

Duration: Concentration, up to 10 minutes.


You summon forth a wall filled with fluttering butterflies on the ground at a point you can see within range. You can make the wall up to 30 feet long, 30 feet high, and 10 feet thick, and the butterfly vanish when the spell ends. It blocks line of sight but not movement. A creature who begins their turn or moves within the wall's space and must spend 3 feet of movement for every 1 foot it moves there and must make a Wisdom saving throw. On a failed save, a creature becomes charmed by the butterflies and their speed is reduced to 0. A creature can repeat the saving throw as an action on their turn, ending the effect on a successful save.

Cacophony

(Available for bard, sorcerer, warlock, wizard)

3rd-level evocation

Casting Time: 1 action

Range: Self (30-foot cone)

Components: V

Duration: Instantaneous


You emit a powerful and loud sound, such as a scream or sang note. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 6d6 thunder damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throws are deafened and incapacitated until the end of their next turn.

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.

Carrion Cloud

(Available for druid, sorcerer, warlock, wizard)

3rd-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a feather and a piece of rotten meat)

Duration: Concentration, up to 1 minute


You call forth a group of vultures that occupy a cube of 10 feet on each side, centered on a point within range. A creature takes 4d8 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there, and must make a Wisdom saving throw. On a failed save, a creature is frightened of the vultures until the end 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.

Chains of Carceri

(Available for cleric, wizard)

3rd-level conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a small link of chain)

Duration: Concentration, up to 1 minute


Glowing mighty chains emerge quickly from the ground in a 30-foot square starting from a point within range. Each creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the chains until the spell ends. A creature restrained by the chains can use its action to make a Strength check against your spell save DC. On a success, it frees itself. On a failed save, a creature takes 2d10 radiant damage.

You can also choose from one of the following creature types when you first cast this spell: celestials, constructs, fey, fiends, or undead. Creatures of the chosen type make their Strength saving throws at disadvantage.

When the spell ends, the chains slink back into the ground.

Clockwork Trap

(Available for artificer, wizard)

3rd-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a handful of gears or a broken pocket watch)

Duration: Concentration, up to 1 hour


You conjure a system of connected gears and machinery at a point of your choice within range. The gears occupy a 20-foot cube from that point for the duration. The gears and machinery are difficult terrain.

Each creature that starts its turn in the gears and machinery or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains caught in the gears or until it breaks free.

A creature restrained by the gears and machinery can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. If it fails, a creature takes 4d8 bludgeoning damage as the gears continue to move against them.

The machinery is powered by magic and electricity, and can become overpowered. Any 5-foot cube of gears and machinery exposed to electricity or lightning conducts it and the gears and machinery begin working faster, dealing 2d4 lightning damage to any creature that starts its turn in the electrical overcharge.

Drop Anchor

(Available for bard, sorcerer, wizard)

3rd-level conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a link of chain)

Duration: Concentration, up to 1 minute


You conjure a series of chains that end in anchors sailing through the air towards a creature within range. The creature must succeed on a Strength saving throw or become wrapped in the chains and anchors. On a failed save, a creature takes 3d8 bludgeoning damage and is restrained for the spell's duration. A creature who succeeds on their saving throw takes half damage and is not restrained. An airborne creature affected by this spell descends to the ground at 60 feet per round until it reaches the ground or the spell ends.

A creature can attempt to break free of the chains and anchors by using its action to make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage. On a success, the spell ends.

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.

Flamethrower

(Available for sorcerer, warlock, wizard)

3rd-level evocation

Casting Time: 1 action

Range: Self (100-foot line)

Components: V, S, M (a piece or charcoal or flint)

Duration: Instantaneous


A blast of engulfing fire erupts from you, forming a line 100 feet and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creatre takes 6d6 fire damage and half as much damage on a successful one. A creature who fails their saving throw also becomes encased in flame, taking 1d6 fire damage at the beginning of their next turn.

The flames ignite flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot above 3rd.

Force Blast

(Available for sorcerer, wizard)

3rd-level conjuration

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S, M (one piece of ammunition or one thrown weapon)

Duration: Instantaneous

You channel force energy into your hands. As an action, you unleash force energy in a 15-foot cone from your hands as you clasp them together. Each creature in that area must make a Strength saving throw. On a failed saving throw, a target takes 3d6 force damage and is pushed 10 feet away from you.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every spell slot above 3rd.

Heavenly Rings

(Available for bard, druid, sorcerer, warlock, wizard)

3rd-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a miniature armillary sphere)

Duration: Concentration, up to 1 minute


You conjure up three 1-inch thick glowing planetary rings around you, that constantly rotate and spin at slow speeds. The rings float around you, occupying space. When a creature enters the area of one of the rings for the first time or starts its turn there, it must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save and is pushed back 10 feet, or half as much damage on a successful one. The outermost ring then dissipates into dust.

As a bonus action on your turn, you can increase or decrease the radius of the outermost ring from you by 5 feet, to a maximum of 15 feet away from you.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can create one additional ring for each slot level above 3rd.

Ironblood

(Available for sorcerer, warlock, wizard)

3rd-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (an iron bracelet worth at least 10 gp)

Duration: Concentration, up to 1 minute


You transform your exposed blood into hardened iron that protects your skin. When you first cast this spell, if you have taken damage, your AC increases by 1, so long as you are not wearing armor or carrying a shield. While this spell is active, once per round when you take damage and successfully maintain concentration on this spell, your blood hardens to grant you an additional +1 to your AC. Each time you must roll to maintain concentration on this spell, you subtract from the roll an amount equal to the AC bonus you have received from this spell, as the blood loss strains the body. When this spell ends, the hardened iron on your body breaks into dust, and your AC returns to normal.

This spell ends if you begin wearing any armor or use a shield.

Iron Skeleton

(Available for sorcerer, wizard)

3rd-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small piece of metal, such as an ingot, a gear, or a knife)

Duration: 1 minute


You throw the piece of metal to a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes 2d6 bludgeoning or piercing damage, your choice. If the creature has a skeleton, the creature must make a Constitution saving throw. On a failed save, the creature’s bones begin to become encased in metal, and the creature’s speed is reduced by half, and whenever the creature moves more than 5 feet, the metal pierces into their body, dealing 1d6 piercing damage. A creature who fails this saving throw also makes saving throws against spells that deal lightning damage at disadvantage.

A creature can use their action to repeat the saving throw, ending the effect on a success.

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.

Light-Particle Laser

(Available for sorcerer, wizard)

3rd-level quantumurgy

Casting Time: 1 action

Range: Self (100-foot line)

Components: V, S, M (a thin metal tube)

Duration: Instantaneous


A powerful beam of blinding, condensed light forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. This line can pass through solid objects up to 1 foot thick. creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw is blinded for up to 1 minute. A creature who is blinded can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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 above 3rd.

Magresima

(Available for sorcerer, wizard)

3rd-level quantumurgy

Casting Time: 1 action

Range: Self

Components: V, S, M (a small magnet)

Duration: Concentration, up to 1 hour


Your eyes become glossed over in black and turquoise colors as you attune yourself to atomic waves. For the duration of the spell or until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions, within 60 feet of you, and you can see through walls and other solid objects and structures up to 5 feet thick within the same distance. All creatures appear to you as blackened outlines with their skeletal and organ structure visible to you.

Plutarch’s Square

(Available for paladin, wizard)

3rd-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


You conjure forth three spectral copies of yourself, with two occupying either side of you in a 5 foot unoccupied space, and one occupying a 5 foot unoccupied space behind you. Each copy moves with you in the same formation and faces away from you. For the spell’s duration, you gain the following benefits:

You cannot be surprised. You have advantage on Wisdom (Perception) checks that rely on sight, and if something is noticed in a direction that a copy is facing when you make the check, your copy speaks and alerts you of what it sees. Creatures cannot gain advantage on an attack roll made against you as a result of flanking. You do not provoke opportunity attacks when moving away from a creature.

Quantum Amplification

(Available for sorcerer, wizard)

3rd-level quantumurgy

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of fine, grey dust)

Duration: 1 minute


You touch a creature, briefly emitting within it a quick pulse of energy before bestowing it with atomic protection. For the duration, the target has advantage on Constitution saving throws, and has resistance to force damage.

Quantum Particle Dissimilation

(Available for sorcerer, wizard)

3rd-level quantumurgy

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous


You call forth bright white energy that completely fills a 5-foot cube centered on a point within range. Each creature in a 5-foot cube centered on that point must make a Constitution saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are obliterated to nothing. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Medium or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 5-foot-cube portion of it. A magic item is unaffected by this spell.

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.

Scythe Winds

(Available for druid, sorcerer, wizard)

3rd-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (four feathers)

Duration: Instantaneous


You transform the winds around you into swirling blades of air. Choose up to four targets you can see within range. Each target must make a Dexterity saving throw. On a failed save, a creature takes 4d10 slashing damage, or half as much on a successful save. A creature who fails their saving throw is also deafened until the end of their next turn, and is pushed back 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Shielding Spirit

(Available for cleric, druid, wizard)

3rd-level abjuration

Casting Time: 1 reaction

Range: Self

Components: V, S, M (a holy symbol)

Duration: Instantaneous


A glowing spectral figure that assumes the form of an angel, beast, or knight appears and protects you. You gain a +3 bonus to AC against the triggering attack. Should the attack miss, as part of the same reaction, the spectral figure strikes out against the attacker. Make a ranged or melee spell attack roll against the attacking target. On a hit, the spectral figure deals 4d8 radiant damage to the target. The spectral figure then disappears.

Solar Flare

(Available for cleric, druid, sorcerer, and wizard)

3rd-level evocation

Casting Time: 1 action

Range: Self (20 foot cube)

Components: V, S

Duration: Instantaneous


Channeling the power of the sun, you unleash a blinding blast of solar energy. Each creature within a 15-foot radius sphere centererd on you must make a Constitution saving throw. A creature takes 2d8 fire damage and 2d8 radiant on a failed save, or half as much damage on a successful one. A creature who fails their saving throw becomes blinded until the beginning of their next turn. Creature who cannot be blinded are immune to this effect, and creatures who with sun sensitivity make the saving throw at disadvantage.

This spell ignites any flammable object within the spell’s range.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 fire and 1d8 radiant damage for each slot level above 4th.

Spear of Xaphedo

(Available for wizard)

3rd-level conjuration

Casting Time: 1 action

Range: Self (90-foot line)

Components: V, S, M (a small piece of wood)

Duration: Instantaneous


You conjure forth a glowing spear in your empty hand. You then hurl the spear in a line of 90 feet long out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 force damage on a failed save, or half as much on a successful one. A creature who fails their saving throw is knocked prone.

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.

Voice of the Gravekeeper

(Available for cleric, warlock, wizard)

3rd-level necromancy (ritual)

Casting Time: 1 action

Range: 10 feet

Components: V, S, M (a small silver trinket, and a stick of incense)

Duration: 10 minutes


You touch a coffin, grave, sarcophagus, or tombstone as your eyes become glossed over. Visions begin pouring into your head, and you receive information about the creature within the coffin, grave, sarcophagus, or under the tombstone. The spell fails if the creature that is an undead.

You learn several pieces of information about the corpse from when it was still alive. For each minute that passes, you learn one piece of information, in the following order:

What creature type it was.

How long the creature has been dead.

How old the creature was when it died.

What the creature's name was, if it had one.

In what manner the creature died, such as by physical trauma or disease.

If the creature was under the effects of a spell or other magical effect when it died.

What the creature experienced through its senses on its last day while alive, presented to you through simple sensory effects, such as suddenly smelling certain scents or seeing blurry, rough outlines of what it saw.

What the creature experienced emotionally on its last day while alive, presented to you in the form of simple emotional states such as brief feelings of anger, fear, or happiness.

What the creature's last 20 words were before it died, if it had the capability of speech.

A clear mental image of the last thing the creature saw before it died, if it had the capability of sight. If not, you can choose the last thing the creature tasted, smelled, touched, or heard.

If you cast this spell again on the same corpse, you learn no new information, but the same information presented to you before.

Zarant's Clockwork Fusillade

(Available for artificer, wizard)

3rd-level transmutation

Casting Time: 1 action

Range: Self (60-foot cone)

Components: V, S, M (at least one gear and a copper wire)

Duration: Instantaneous


You extend your arms and transform gears and copper wires into a mechanical cannon in front of you that bombards creatures within range with your choice of fire, lightning, or piercing rounds. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 fire, lightning, or piercing damage on a failed save, or half as much damage on a successful one. A creature you fails their saving throw is pushed back 10 feet from the force of the bombardment.

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.

4th Level Spells

Aeran’s Wall of Lightning

(Available for druid, sorcerer, wizard)

4th-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a lightning bug)

Duration: Concentration, up to 1 minute


You conjure forth a wall of lightning on a solid surface within range. The lightning can appear in any color of your choice, such as blue, gold, red, or black. You can make the wall up to 50 feet long, 30 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage, or half as much damage on a successful save. Creatures wearing metal armor or are made of metal make their saving throw at disadvantage.

One side of the wall, selected by you when you cast this spell, deals 5d8 lightning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

If you are outdoors in stormy conditions when you cast this spell, the spell borrows strength from the existing storm. Under such conditions, the spell's damage increases by 1d8.

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.

Antimatter Surge

(Available for sorcerer, wizard)

5th-level quantumurgy

Casting Time: 1 action

Range: Self (60-foot cone)

Components: V, S

Duration: Instantaneous


You emit a blast of antimatter energy in a 60-foot cone from you. Each creature must make a Constitution saving throw. A creature takes 7d8 force damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw feels the force of the blast wrack their body at a microscopic level, and the creature becomes stunned until the end of their next turn. If damage from this spell reduces a target to 0 hit points, the target is turned into fine grey dust.

Arcane Guardian

(Available for wizard)

4th-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (an gem inlaid amulet worth 200 gp)

Duration: Concentration, up to 1 minute)


You call upon the Weave to provide you aid in the form of an arcane guardian, a spectral entity that assumes the form of either a beast, a humanoid warrior, or a humanoid mage. This arcane guardian lasts until the spell ends. For the spell’s duration, the arcane guardian moves with you, floating directly above and behind you, though it occupies your space. The arcane guardian provides you with the following benefits:

  • Your AC increases by 2

  • You cannot be surprised

  • Your spell attacks deal an extra 1d6 force damage on a hit

  • Creatures who move within 5 feet of you provoke opportunity attacks from your arcane guardian. Make a melee spell attack roll. On a hit, the arcane guardian deals 2d8 force damage to the target.

Assimilation

(Available for bard, wizard)

4th-level divination (ritual)

Castine Time: 10 minutes

Range: Self

Components: V, S, M (a plant native to the land you are currently in, incense worth at least 150 gp, and a symbol worth at least 10 gp representing the country of your current location)

Duration: 24 hours


Whenever you cast this spell, you learn information about the local culture and land. The spell brings to your mind a brief analysis of the local customs, accent, dialect, beliefs, and behaviors of the local culture. This information might consist of slang words or phrases, what gods or deities are worshipped and why, mannerisms and gestures that the local populace act out or avoid, or the preferred clothing style or choice of food.

If you are a foreigner, you receive a basic but informative list of information. If you are a native to the culture, you gain additional knowledge that you would not have already known. For the spells Duration, you have advantage on Charisma checks to pass yourself off as one of the locals of the country. A suspicious creature can make a Wisdom (Insight) check at disadvantage to ascertain your true nature and identity. On a success, the creature knows you're trying to impersonate a native of the country.

Astral Cannon

(Available for sorcerer, wizard)

4th-level evocation

Casting Time: 1 action

Range: Self (90-foot line)

Components: V, S, M (a small figure of a star, moon, or sun, made of iron)

Duration: Instantaneous


You extend your arm outward with a clenched fist as small glowing rings and stars begin to surround your arm. A beam of celestial star energy blasts out from you forming a line of 90 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d8 force damage and 5d8 radiant damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw is also pushed back 10 feet and is blinded until the beginning of their next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each damage type for every two spell slots used above 4th.

Atomic Shield

(Available for sorcerer, wizard)

4th-level quantumurgy

Casting Time: 1 action

Range: Self

Components: V, S, M (a pinch of fine grey dust)

Duration: Concentration, up to 1 minute


The air around you vibrates and pulses as hundreds of tiny, white spherical particles orbit rapidly around your body for the duration. You can end the spell early by using an action to dismiss it.

For the duration of the spell, ranged weapon attacks against you are made at disadvantage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, a cluster of particles lashes out at the attacking creature. The attacker takes 2d8 force damage from the shield. If damage from this spell reduces a target to 0 hit points, the target is turned into fine grey dust.

Atomic Warhead

(Available for wizard)

4th-level quantumurgy

Casting Time: 1 action

Range: 200 feet

Components: V, S, M (a small 1-inch metal ball, which the spell consumes)

Duration: Instantaneous


You toss a 1-inch metal ball into the air before it streaks towards a point within range, exploding in a blast of bright white atomic energy in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d4 force damage and 5d4 radiant damage and is pushed back 10 feet in a straight line and knocked prone. On a successful save, a creature takes half the initial damage and is not pushed back or knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d4 for each damage type for each slot level above 4th.

Black Mark

(Available for bard, sorcerer, warlock, wizard)

4th-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute


You touch a creature, and that creature must make a Wisdom saving throw. On a failed save, a black circle appears on the creature where you touched them, and the creature becomes cursed with the black mark. While cursed, the following effects occur:

  • The cursed creature has disadvantage on Charisma checks and saving throws, and creatures within a 10-foot radius of the cursed creature have disadvantage on Charisma saving throws.

  • Creatures within a 10-foot radius of the cursed creature must make a Constitution saving throw or use their action to begin retching.

  • The cursed creature's is unable to breathe water, if they could before, and their swim speed is reduced by half.

A remove curse spell cast from a 4th level spell slot or higher ends these effects.

At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 6th 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 6th level or higher grants a duration that doesn't require concentration.

Conjure Raijū

(Available for druid, sorcerer, wizard)

4th-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a flask of rainwater)

Duration: Concentration, up to 1 minute


You conjure forth six wolves cloaked in lightning, each wolf occupying a 5-foot square in unoccupied spaces above you. Whenever a creature begins their turn or moves within a 15-foot radius around you, one of these wolves immediately flies towards the creature. Make a melee spell attack roll for the wolf. On a hit, the creature takes 3d8 lightning damage and it can’t take reactions until the start of its next turn. After a wolf attacks a creature, it vanishes in a flash of light.

If you are outdoors in stormy conditions when you cast this spell, the wolves become highly aggressive, and a wolf has advantage on their attack roll against a creature.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of wolves created increase by two for each slot level above 4th.

Consume Soul

(Available for sorcerer, warlock, wizard)

4th-level necromancy

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Instantaneous


You approach a corpse of a creature who has not been dead for longer than three days. As an action, you open your mouth and pull forth a part of their soul into you, gaining 3d10 temporary hit points. Any creature within 60 feet of you must make a Charisma saving throw, or become frightened of you until the end of their next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the amount of temporary hit points gained increases by 1d10 for each spell slot above 4th.

Crimson Expulsion

(Available for sorcerer, warlock, wizard)

4th-level necromancy

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous


You cause a creature to lose a vast amount of blood. Choose a creature within range to make a Constitution saving throw against your spell save DC. The creature takes 6d8 necrotic damage on a failed save, and half as much on a success as a wound suddenly opens, causing blood to spray out up to 10 feet. Creatures who fail this saving throw also have disadvantage on Constitution saving throws until the end of their next turn. Constructs and undead are immune to this effect.

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.

Dematerialization

(Available for sorcerer, wizard)

4th-level quantumurgy

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous


You deconstruct your body at the atomic level, causing you to disappear in a quick cloud of fine grey dust. You can move up to 100 feet, and you can pass through other creatures and objects as if they were difficult terrain. Doing so does not provoke opportunity attacks against you. If the object you pass through would normally cause damage, such as a wall of fire, you take no damage when passing through it. You take 6d6 force damage if you end your turn inside an object or creature. Once you arrive at an unoccupied space of your choice, you materialize into your normal form.

Faresa’s Draconic Form

(Available for sorcerer, wizard)

4th-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (three hot peppers)

Duration: Concentration, up to 1 minute


Arcane energy surrounds your body in the shape of a dragon, the color of which is your choice when you cast this spell. Until the spell ends, you can’t cast spells, and you gain the following benefits:

• Your AC increases by 2.

• You gain a flying speed of 30 feet.

• When you hit a target with an unarmed strike, that target takes 1d6 slashing damage.

• You have resistance to the damage type associated with your draconic form.

• You gain a breath weapon, the damage type of which corresponds to the color of the draconic energy around you. When you use your breath weapon, each creature in 15-foot area of the exhalation must make a saving throw, the type of which is determined by your draconic energy. A creature takes 4d6 damage on a failed save, or half as much on a successful save.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Molecular Shredding Sphere

(Available for wizard)

4th-level quantumurgy

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a small metal rod)

Duration: Instantaneous


A sphere of blinding, white atomic energy encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature takes 4d12 force damage, or half as much on a successful one. A creature who fails their saving throw becomes stunned until the beginning of their next turn, as their body tries to recover from the molecular tearing it felt. If this damage reduces the target to 0 hit points, 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.

Mudslide

(Available for druid, sorcerer, wizard)

4th-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (A handful of mud)

Duration: Instantaneous


You slam both hands on the ground while facing your enemies, causing a mud wave to explode from the ground in a line that shoots towards them. The line travels 30 feet in the direction you are facing and has a width of 15 feet.

Each creature in the wave must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and is knocked prone on a failed save, and half as much damage on a succesful one and is not knocked prone.

This uprooting of the land turns the wave's area of effect into difficult terrain until the end of your next turn.

Nathaniel’s Ghost Breath

(Available for bard, sorcerer, warlock, wizard)

4th-level transmutation

Casting Time: 1 bonus action

Range: Touch

Components: V, S, M (three ghost peppers)

Duration: Components, up to 1 minute


You touch one willing creature and grant it with the ability to spew forth ethereal wind from its mouth, provided it has one. The exhaling of the wind sounds like the wails of mournful spirits. Until the spell ends, the creature can use an action to exhale energy from the Ethereal Plane in a 30-foot cone. Incorporeal undead make this saving throw at disadvantage. Each creature in that area must make a Dexterity saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Novronian’s Purple Lightning

(Available for sorcerer, wizard)

4th-level evocation

Casting Time: 1 action

Range: Self (20-foot radius)

Components: V, S,

Duration: Instantaneous


You send forth bolts of purple lightning towards creatures of your choice within a 20-foot radius of you. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 5d10 lightning damage, and half as much on a successful save.

A creature who fails their saving throw then becomes frightened of you until the end of their next turn, and whenever the creature moves, the creature takes 1d6 lightning damage for each 5 feet of movement.

Pit of Lava

(Available for druids, sorcerer, wizard)

4th-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a pinch of volcanic ash and a piece of obsidian)

Duration: Concentration, up to 1 minute


You conjure forth a gaping pit of lava within range. You create a dimensional 10-foot-by-10-foot hole with a depth of 10 feet with a 5-foot-deep pool of molten lava at the bottom of the pit. Creatures within the area of effect must make a Dexterity saving throw. On a success, the creature lands 10 feet away from the edge of the lava pit in an unoccupied space. On a failed save, a creature falls into the pit and takes 6d6 fire damage. In addition, flammable non-magical items carried or worn by a creature in the pit are set aflame.

You must conjure this lava pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.

The walls outlying the pit are covered with sharp rocks, and a creature who attempts to climb out of the pit must make a Strength (Athletics) check against your spell save DC, falling back into the pit on a failed save.

When the spell ends, creatures within the pit rise up with the bottom of the pit.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the size of the hole increases by an additional 10-feet-by-10-feet for every two slot levels above 4th.

Quantum Cryptography

(Available for sorcerer, wizard)

4th-level quantumurgy

Casting Time: 1 action

Range: Unlimited

Components: V, S, M (a small 1-inch metal box surrounded in a series of copper wire)

Duration: Instantaneous


You and one other creature of your choice form a special link that allows the two of you to communicate across vast distances. When you first cast this spell, you creature a passcode that only you and the creature with whom you form this link with know. When you send a long message of fifty words or less to a creature with whom you are familiar, the creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

Any creature outside of you and the creature you form this link with who attempts to intercept or hear a message only hears gibberish and nonsense, and the message cannot be deciphered without the passcode.

When you cast this spell, you can create another link with a second creature and create a new passcode. When you do so, the link you have formed with the previous creature is broken. You can send the message across any distance and even to other planes of existence.

Ravaging Rain

(Available for druid, sorcerer, and wizard)

4th-level conjuration

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a few drops of water)

Duration: Concentration, up to 1 minute


A torrent of heavy rainfall hails from the sky in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. The area is considered heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered in water, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone and takes 4d4 bludgeoning damage as rain continues to pelt them, or half as much damage on a success.

Rejuvenating Cocoon

(Available for druid, wizard)

4th-level conjuration(ritual)

Casting Time: 1 action

Range: Touch

Components: V, S, M (five moth caterpillars)

Duration: 10 minutes


You touch a willing creature and have the moth caterpillars move across the creatures body, surrounding it in a silken moth caterpillar cocoon.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target cannot be observed by any outward inspection. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. While inside the cocoon, the target regains 4d6 hit points. This spell has no effect on undead or constructs.

Shellshock

(Available for druid, sorcerer, warlock, wizard)

4th-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a 1-inch metal sphere)

Duration: Instantaneous


A massive bolt of blue lightning strikes the ground at a point you can see within range. Each creature in a 20-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw is also wracked by the experience, and becomes frightened of you for 1 minute.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

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.

Skeletal Sword Dance

(Available for sorcerer, warlock)

4th-level transmutation

Casting Time: 1 action

Range: Self (90 feet)

Components: V, S

Duration: Instantaneous


Long, sharp protruding bones emerge from out of your elbows and palms as you begin to quickly spin around. You hurl yourself into a spinning dance, quickly moving in a straight line to an unoccupied space you can see within range. Each creature within 5 feet of the line you travel must make a Dexterity saving throw, taking 4d10 slashing damage on a failed save, or half as much damage on a successful one.

Speak With Texts

(Available for bard, sorcerer, wizard)

4th-Level divination

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (a blank sheet of parchment, incense worth at least 25 gp, and a piece of glass, and a stack of books, parchment, or scrolls)

Duration: 1 hour


While standing near a single bookshelf, stack of books or scrolls, or other container filled with books, scrolls, or parchment, you can commune with the books or scrolls. You may ask the books or scrolls any question, and the books or scrolls immediately find the most relevant and useful information to you that they can by having the appropriate text glow faintly and float to you, regarding a question that you may ask of it. If you cannot read the written text, a voice emits from the book or scroll that reads it out loud to you in a language that you understand. For the spell’s duration, you have advantage on any History check that you make related to any information provided to you by the bookshelf or stack of books or scrolls.

Spencer's Hearty Pig

(Available for wizard)

4th-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a truffle)

Duration: 1 round


You conjure forth a healthy, beautiful pig at an unoccupied space within range. As soon as the pig is summoned, it begins either speaking or singing. If it speaks, it tells terrible jokes or bad advice. If it sings, it sings off key and off tempo. Each creature within a 20-foot radius of the pig becomes visibly distracted, and has disadvantage on attack rolls and saving throws until the end of your next turn. At the end of your next turn, the pig disappears in a puff of smoke.

The pig is impervious to all damage and cannot be targeted by any spell aside from the dispel magic spell. The pig is also immune to all conditions, cannot perform any other action aside from speaking or singing, and any attempt to convince it that its jokes, advice, or singing is wrong or terrible automatically fail.

Steinitz's Chessboard

(Available for sorcerer, warlock, wizard)

4th-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (chess pieces of a rook and a bishop)

Duration: Concentration, up to 1 minute


A translucent chess board appears on the ground beneath a 40-foot long, 40-foot wide 10-foot high area centered on a point within range. Until the spell ends, dim light fills the area.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is slammed by a 5-foot tall chess piece made of translucent energy, and it must make a Strength saving throw. On a failed save, a creature takes 4d8 force damage and is knocked prone. On a successful save, the creature takes half as much
damage and isn't knocked prone. 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 above 4th.

Summon Plants

(Available for druid, sorcerer, wizard)

4th-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (one leaf or twig per creature summoned)

Duration: Concentration, up to 1 hour


You summon plant creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.

  • One plant creature of challenge rating 2 or lower
  • Two plant creatures of challenge rating 1 or lower
  • Four plant creatures of challenge rating 1/2 or lower
  • Eight plant creatures of challenge rating 1/4 or lower

A summoned creature wilts to nothing when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Wall of Cards

(Available for bard, wizard)

4th-level conjuration (cartomancy)

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a deck of playing cards)

Duration: Concentration, up to 10 minutes


A series of glowing cards forming a wall of cards appears at a point you choose within range. The wall of cards appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. It emits bright light out to 15 feet and dim light for an additional 15 feet. Additionally, creatures and objects can pass through it.

The wall is 1 inch thick and is composed of ten 10-foot-by-15-foot cards. Each card must be contiguous with at least one other card. Alternatively, you can create 10-foot-by-20-foot cards that are 3 inches thick.

If the wall of cards cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice).

Until the spell ends, you can use an action to cause one of the cards to emit a copy of itself, moving it forward before turning to its side and spinning rapidly towards one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 force damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Wall of Plagues

(Available for druid, sorcerer, warlock, wizard)

4th-level conjuration

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (a rodent skull)

Duration: Concentration, up to 1 minute


A wall of thick, dark colored fog emerges from the ground at a point you choose within range. You can make the wall up to 60 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall of dark fog appears, each creature within its area must make a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, and half as much damage on a successful save.

Ranged attacks that would pass through the wall are made at disadvantage, and creatures and objects can still pass through the wall. However, whenever a creature or object passes through the wall, it must make another Constitution saving throw. On a failed save, the creature begins choking and must spend its action that turn fetching and reeling.

A moderate wind (at least 10 miles per hour) disperses the wall after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Cloak of Illness

(Available for druid, sorcerer, warlock, wizard)

5th-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (three dead flies and an onyx worth at least 200 gp)

Duration: Concentration, up to 1 minute


Small insects, vermin, and dark colored fumes surround your body until the spell ends, causing you to become a frightening sight to others. Each creature within 30 feet of you that can see you must make a Wisdom saving throw or become frightened of you for the spell’s duration. A creature who fails their saving throw can repeat it as an action on their turn, ending the effect on a success.

Until the spell ends, you have resistance to poison and acid damage. In addition, whenever a creature within 10 feet of you hits you with an attack, poisonous fumes are breathed in by that creature, dealing it 2d10 poison damage.

Crystal Breath

(Available for druid, sorcerer, wizard)

5th level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a crystal worth at least 100 gp, which the spell consumes)

Duration: Instantaneous


You summon crystals to send towards your foes. As an action, you break the crystal in your hands or on the ground, sending forth a magical blast of shining energy in a 60 foot cone, causing crystals to erupt from the earth. Each creature in the area must make a Dexterity saving throw, against your spell save DC, taking 4d8 piercing damage and 4d8 force damage on a failed save and half as much on a successful one.

Creatures who fail the saving throw also have crystals begin to cover their body, and their speed is reduced by half. A creature can repeat the saving throw at the beginning of each of their turns, ending the effect on a success.

Earthen Fissure

(Available for druid, ranger, sorcerer)

5th-level transmutation

Casting Time 1 action

Range: 60 feet

Components: V, S, M (a handful of dirt, sand, or mud)

Duration: 1 round


The user weaves a hand sign before slamming their hand into the ground to create a fissure in the earth. The fissure can be caused anywhere within 30 feet of you, and us formed in a linear style that is 60 feet long, 20 feet wide, and 20 feet deep. All creatures caught in the fissure’s range must make a Dexterity saving throw against your spell save DC or fall into the fissure and take 4d8 bludgeoning damage on a failed save as the target falls into the fissure. On a successful save, the target is able to dodge the fissure.

The wall of the fissure nearly flat with only narrow footholds, small rock outcroppings, or mangled roots to support someone climbing. Creatures attempting to climb out of the fissure must make a Athletics check against your spell save DC to climb the side of the wall. Creatures who have natural climbing speeds make this check with advantage.

Creatures who are still in the fissure when it closes just make another Dexterity saving throw, taking 4d8 bludgeoning damage on a failed save and half as much on a success as they are pushed out of the closing fissure.

Energy Barrage

(Available for wizard)

5th-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a gem or crystal worth at least 100 gp)

Duration: Instantaneous


You unleash a massive volley of thousands of small streaking bolts of arcane energy soar into the sky, striking the affected area before disappearing in tiny bursts. Choose a point within range. Each creature in a 30-foot radius, 30-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 6d8 force damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw is knocked prone until the beginning of their next turn.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the radius increases by an additional 10 feet for each slot level above 5th.

Firing Squad

(Available for ranger, wizard)

5th-level illusion

Casting Time: 1 action

Range: Self (60-feet)

Components: V, S, M (one simple or martial ranged weapon)

Duration: Instantaneous


Five illusory duplicates of yourself appear with you, occupying your space. While you are wielding a simple or martial ranged weapon, each duplicate of yourself also wields the same weapon. Both you and each of the duplicates can then make a ranged attack against creatures within a 60-foot line originating from you. Roll a ranged weapon attack for both yourself and each duplicate. On a hit, a target takes damage equal to the damage of the ranged weapon you are wielding. When the spell ends, the duplicates fade away.

Garden of Bones

(Available for sorcerer, warlock)

5th-level transmutation

Casting Time: 1 action

Range: Self (40 feet)

Components: V, S, M (a handful of small animal bones, a pinch of salt)

Duration: Instantaneous


You slam a hand holding the material components onto the ground. The ground in a 30-foot radius centered on you shakes as sharpened bones emerge, shooting upward. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels.

As a bonus action on your turn, you can quickly extend sharp bones to pierce a creature within the affected area. The creature must make a Dexterity saving throw or be pinned by the bones, becoming restrained.

Until the spell ends, you can direct the sharpened bones towards another creature in the area to attempt to restrain them as a bonus action on each of your turns. You can affect only one creature like this at a time.

Grave’s Embrace

(Available for sorcerer, warlock, wizard)

5th-level necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a skull or rib bone, a pinch of salt, and a drop of oil)

Duration: Concentration, up to 1 minute


You summon forth a large, spectral form of a humanoid skeleton that includes the ribs, spine, arms, and head. This spectral skeleton is encased in translucent, writhing flames or energy (the color of which is of your choice). Choose a target within range to make a Dexterity saving throw against your spell save DC. On a failed save, the target becomes trapped by the spectral skeleton, either by being held in the skeleton’s hands or being trapped within its rib cage.

While trapped by the skeleton, the target’s movement speed is reduced to 0, and it is immune to attacks made against it from outside of the spectral skeleton. At the beginning of each of its turns, the target takes 4d10 necrotic damage, and its maximum hit points are reduced by an amount equal to one fourth of the damage taken.

At the end of each of its turns, the target can make a Strength saving throw against your spell save DC to try to escape. On a success, it frees itself from the grasp of the spectral skeleton, though the spectral skeleton still remains if the spell is still up. On a failed save, the creature takes an additional 1d10 necrotic damage.

Lesser Time Stop

(Available for sorcerer, wizard)

5th-level transmutation

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 2 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 300 feet from the location where you cast it.

Gravity Blast

(Available for sorcerer, wizard)

5th-level evocation

Casting Time: 1 action

Range: Self (30-foot cube)

Components: V, S

Duration: Instantaneous


Gravitational energy gathers around you before you send forth a powerful blast. Each creature in a 30-foot cube must make a Constitution saving throw. On a failed save, a creature is pushed back 60 feet, and half as much on a successful save. A creature who gets pushed into something, such as another creature or a building, takes 1d10 bludgeoning damage for every 10 feet they are pushed back before hitting that creature or building. A creature who is pushed off of a solid surface begins falling.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 60 feet away from you by the spell's effect.

Summon Construct

(Available for artificer, wizard)

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M (a small metal figurine of a creature, or a handful of iron or steel pieces, or a handful of gears)

Duration: Concentration, up to 1 hour


You call forth an construct servant. Choose an area that fills a 10-foot cube within range. A construct of challenge rating 5 or lower appears in an unoccupied space within 10 feet of it. The construct disappears when it drops to 0 hit points or when the spell ends.

The construct is friendly to you and your companions for the duration. Roll initiative for the construct, 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 construct, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the construct doesn't disappear. Instead, you lose control of the construct, it becomes hostile toward you and your companions, and it might attack. An uncontrolled construct can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the construct's statistics.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Wall of Sound

(Available for bard, sorcerer, warlock, wizard)

5th-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (an instrument a small bell, or a chime)

Duration: Concentration, up to 10 minutes


A translucent wall of sound appears at a point you choose within range. The wall emits a faint humming noise, however should a creature or object touch the wall, the wall bursts into a loud, vibrating noise that lasts for a few seconds after it has been touched. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Whenever a creature or object touches the wall, it must make a Constitution saving throw, or take 6d8 thunder damage on a failed save and half as much on a success. Creatures who fail their saving throws are deafened until the beginning of their next turn.

Nothing can physically pass through the wall. It is immune to all damage though both the dispel magic and silence spells can dispel it.

Wood Shape

(Available for druid, sorcerer, wizard)

5th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a small piece of wood that must be whittled into roughly the desired shape of the wooden object)

Duration: Instantaneous


You touch a wooden object of Large size or smaller or a section of wood no more than 15 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large piece of wood into a weapon, idol, or a small unfurnished hut, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a wooden door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

6th Level Spells

Acidic Arrow Volley

(Available for druid, sorcerer, wizard)

6th-level conjuration

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (one piece of ammunition or one thrown weapon)

Duration: Instantaneous


You toss the piece of nonmagical ammunition or nonmagical thrown weapon into the air and choose a popint within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then litter the ground. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 acid damage on a failed save, or half as much damage on a successful one. The hundreds of ammunition then turn into small pools of acid, making the area become difficult terrain until the beginning of your next turn.

Create Construct

(Available for wizard)

6th-level transmutation

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (a set of heavy armor for each animated armor, a spool of copper wire, and a dozen gears)

Duration: Instantaneous


Choose a set of heavy armor that you have gathered. Each set of heavy armor transforms and animates to become an animated armor under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four animated armors. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over six animated armors. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over eight animated armors, or two helmed horrors.

Dark Rune of Garamar

(Available for warlock, wizard)

6th-level necromancy

Casting Time: 1 action

Range: Self (100-foot line)

Components: V, S, M (a small blade or sharp object)

Duration: Concentration, up to 1 minute


You quickly carve a rune into the palm of your hand. The rune then begins emitting black and red vapor. Extending your hand to expose the palm, you send forth a blast of vile energy, forming a line of 100 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 necrotic damage on a failed save, or half as much on a successful save.

On each of your turns for the duration, you can use your action to fire off another blast of energy from the rune. Each subsequent time you do so, the necrotic damage increases by an additional 1d8, to a maximum of 9d8. However, the pain from the rune begins to take hold. Each time you fire off another blast after the initial one, you take 1d8 necrotic damage. This necrotic damage ignores resistance and immunity, but doesn't force you to make Constitution saving throws to maintain concentration.

Gate Guardian

(Available for wizard)

6th-level transmutation

Casting Time: 1 minute

Range: Touch

Components: V, S, M (an entrance made of wood, stone, metal, or other natural materials)

Duration: Until dispelled


You touch the outer edge of an entrance, such as the edge of a doorway, cave opening, or gate. As you pull your hand away and step back, a creature emerges forth from the edge of the entrance without disturbing the shape or structure of the entrance. This creature is a construct, and is visibly made from the same material it emerged from, and has the statistics from the statblock below. The size of the creature is determined by the size of the entrance it is made from, as shown on the following chart:

Entrance Size Creature Size
5 feet by 5 feet Small or Medium
10 feet by 10 feet Large
15 feet by 15 feet Huge
20 feet by 20 feet Gargantuan

This creature disappears when it drops to 0 hit points or is dispelled, and it is friendly to you and your companions for the duration. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself and the entrance it was created from hostile creatures but otherwise takes no action.

When the creature is first summoned, the entrance it is created from is designated as its focal point. For the duration of the spell, the creature cannot move more than 60 feet away from the entrance.

Investiture of Acid

(Available for druid, sorcerer, warlock, wizard)

6th level transmutation

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

Acid coats your entire body, emitting steam from the acid. The acid doesn’t harm you. Until the spell ends, you gain the following benefits.

  • You are immune to acid damage and have resistance to poison damage.

  • You can move across difficult terrain created by acid or swamps without spending extra movement.

  • The ground in a 10-foot radius around you is covered in acid and is difficult terrain for creatures other than you. The radius moves with you.

  • You can use your action to create a blasting line of acid 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one.

Investiture of Energy

(Available for sorcerer, wizard)

6th-level quantumurgy

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes


Both your body and the air around you vibrates and pulses with invisible atomic energy that lasts for the spell’s duration. These vibrations and pulsing waves don’t harm you. Until the spell ends, you gain the following benefits.

  • You are immune to force damage.

  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d8 force damage.

  • You can use your action to create a blast wave of pulsing white energy in a 30-foot cube centered on you. Other creatures in the area must make a Constitution saving throw or be stunned until the end of their next turn, and be pushed out of the cube in a straight line to the nearest unoccupied space outside of the cube.

Investiture of Lightning

(Available for druid, sorcerer, warlock, wizard)

6th level transmutation

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

Lightning whirls around you, originating from your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The lightning doesn’t harm you. Until the spell ends, you gain the following benefits.

  • You have resistance to lightning damage.

  • Your movement speed increases by 10 feet.

  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 lightning damage. If you are outdoors in stormy conditions when you cast this spell, the spell's damage increases by 1d10.

  • You can use your action to create a 15-foot cone of bright lightning extending from the lightning surrounding you in a direction you choose. Each creature in the cone must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is blinded until the start of your next turn.

Investiture of Necrosis

(Available for cleric, sorcerer, warlock, wizard)

6th level transmutation

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

Smoky tendrils of black vapor coat your entire body. Until the spell ends, you gain the following benefits.

  • You are immune to necrotic damage and have resistance to cold damage.

  • You have immunity against being frightened.

  • Your hit point maximum cannot be reduced.

  • You can use your action to create a blasting line of necrotic energy 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one.

Investiture of Poison

(Available for druid, sorcerer, warlock, wizard)

6th level transmutation

Casting Time: 1 Action

Range: Self

Components: V, S

Range: oncentration, up to 10 minutes

Both your body and the air around you becomes filled with poisonous vapor for the spell’s duration. Until the spell ends, you gain the following benefits.

  • You are immune to poison damage and have resistance to acid damage.

  • You are immune to the poisoned condition.

  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d12 poison damage.

  • You can use your action to create a burst of poisonous gas in a 15-foot radius sphere centered on you. Other creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 4d12 poison damage and is poisoned until the end of their next turn. On a successful save, a creature takes only half damage.

Investiture of Radiance

(Available for cleric, sorcerer, warlock, wizard)

6th level transmutation

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

Glowing golden energy radiates around you, originating from your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. Until the spell ends, you gain the following benefits.

  • You are immune to radiant damage and have resistance to necrotic damage.

  • You are immune to the blinded condition.

  • You can use your action to create a 30-foot line of bright radiant energy in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is blinded until the start of your next turn.

Investiture of Thunder

(Available for druid, sorcerer, warlock, wizard)

6th level transmutation

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

Until the spell ends, the air surrounding you reverberates with thunderous energy, and you gain the following benefits:

  • Melee weapon attacks made against you have disadvantage on the attack roll.

  • You are immune to the deafened condition.

  • You have resistance to thunder damage.

  • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 thunder damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is deafened until the start of your next turn.

One With the Earth

(Available for druid, sorcerer, wizard)

6th-level divination

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V, S, M (a rare gem, geode, or mineral worth at least 100 gp, and thread)

Duration: Concentration, up to 1 minute


You cast your senses out to the stone beneath you, attuning to the pulse and feel of the earth as stone and rock begin to emerge from underneath your skin. For the duration of the spell, you gain tremorsense within a 30-foot radius sphere. You are also considered resistant to bludgeoning, slashing, and piercing damage, and you cannot be knocked prone and are immune to the petrified condition.

One With the Wind

(Available for druid, sorcerer, wizard)

6th-level divination (ritual)

Casting Time: 10 minutes

Range: Self (5-mile radius)

Components: V, S, M (a dozen feathers from either an eagle, a falcon, or a hawk, incense worth at least 100 gp, and thread)

Duration: Concentration, up to 1 hour


You cast your senses out to the wilds, attuning to the ebb and flow of the wind. If you are not in an outdoor area, or in an interior area with no significant natural winds when you cast this spell, it fails.

For the spell's duration, you are blind and deaf with regard to your own senses, instead perceiving the world through the winds within range. You can see, hear, smell, taste, or feel everything that is outside, such as plants, animals and other creatures, and have advantage on Wisdom (Perception) checks to detect anything within the spell's range, but everything beyond it appears as pale white mist.

Summon Greater Caterpillar

(Available for druid, wizard)

6th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M (three empty cocoons)

Duration: Concentration, up to 1 hour


You summon a massive caterpillar that appears in an unoccupied space that you can see within range. The caterpillar disappears when it drops to 0 hit points or when the spell ends.

The caterpillar is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the caterpillar, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the caterpillar doesn't disappear. Instead, you lose control of the caterpillar, and it becomes hostile toward you and your companions, and it might attack. An uncontrolled caterpillar can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the caterpillar’s statistics.

At Higher Levels: When you cast this spell using a 9th level spell slot, you can summon an additional massive caterpillar.

Wall of Energy

(Available for sorcerer, wizard)

6th-level quantumurgy

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (a lodestone)

Duration: Concentration, up to 10 minutes


An invisible wall of pulsating energy conjures into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 20 feet, or you can shape a flat surface made up of ten 20-foot-by-20-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side), and must make a Constitution saving throw. On a failed save, a target takes 8d6 force damage, or half as much on a successful save.

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. If a creature casts the disintegrate spell or a quantumurgy spell that deals force damage against the wall, you must make a Constitution saving throw for the wall, ignoring any advantage or disadvantage you might have on the roll. On a failed save, the wall vanished. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.


Massive Caterpillar

Gargantuan beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 182
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 7 (-2) 22 (+6) 124(+2) 8 (-1) 4 (-3)

  • Constitution Saving Throw + 9
  • Wisdom Saving Throw + 4

  • Damage Immunities Acid, Poison
  • Condition Immunities Poisoned
  • Senses blindsight 30ft., passive Perception 8
  • Languages Common, Sylvan, Terran
  • Challenge 13

Caterpillar Climb. The massive caterpillar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The massive caterpillar makes two attacks: one with its bite, one with its slam

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 20 (3d6 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 10 (3d6) poison damage. If the 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.

Slam. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 5 (4d6 +6) bludgeoning damage.

Wall of Flesh

(Available for sorcerer, wizard)

6th-level necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a piece of flesh and a finger bone)

Duration: Concentration, up to 10 minutes


A nonmagical wall of flesh, faces, and limbs conjures into existence at a point you choose within range. Each face in the wall constantly moans or screams in pain. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot sections of flesh and meat. Each section must be contiguous with at least on other panel, stitched together. Alternatively, you can create 10-foot-by-20-foot sections that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). The inner part of the wall is smoothed skin, while the outer part of the wall consists of moving arms, lets, and faces embedded into the wall. If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing ground. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each section to create supports.

The wall is an object made of flesh that can be damaged and thus breached. Each section has AC 14 and 40 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to tear from each other at the DM's discretion.

Whenever a creature begins their turn or moves within 10 feet of the outer part of the wall, that creature must make a Dexterity saving throw. On a failed save, the wall grabs the creature, and the creature is restrained. A creature can use their action to repeat the saving throw, ending the effect on a success. While a creature is restrained, you can use your bonus action to cause the hands or faces in the wall to hit or bite into the creature, dealing 3d8 bludgeoning and 3d8 piercing damage.

If a creature with flesh dies from an attack made by the wall, that creature’s body is absorbed and added into the wall.

Wall of Iron

(Available for sorcerer, warlock, wizard)

6th-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a piece of iron ore or a handful of iron pieces)

Duration: Concentration, up to 10 minutes


A nonmagical wall of wrought iron emerges into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it emerges, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. the wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 17 and 50 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it, and the metal rusts and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Wall of Wood

(Available for druid, sorcerer, wizard)

6th-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a handful of pieces of bark)

Duration: Concentration, up to 10 minutes


You create a wall of strong, durable, moving trunks of wood adorned in thick branches, leaves, and roots. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and is 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 bludgeoning damage, or half as much damage on a successful save.

A creature can move through the wall, albeit sloly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 blugeoning damage on a failed save, or half as much on a successful save.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

7th Level Spells

Alice's Colossal Cannon

(Available for wizard)

7th-level conjuration

Casting Time: 1 action

Range: 500 feet

Components: V, S, M (a handful of flammable powder and a piece of flint)

Duration: Instantaneous


You conjure forth a massive cannon in a 15-foot-by-15-foot cube in an unoccupied area that you can see. The cannon is visibly magical, and ethereal streaks of arcane energy weave around it. The cannon then emits a low, audible hum that reverberates throughout the ground extending 15 feet from the cannon. Choose one damage type from acid, cold, fire, lightning, poison, or thunder. A blast of the appropriate damage type forming a line of 500 feet and 15 feet wide fires out from the cannon’s barrel. Each creature in the line must make a Dexterity saving throw. A creature takes 12d6 damage on a failed save, or half as much on a successful one. Creatures who fail their saving throw are also pushed back 30 feet.

The type of damage also affects the area. Fire and lightning ignite flammable objects in the area that aren’t being worn or carried. Cold covers objects in the area in a layer of frost. Acid and poison cover objects in the area a layer of acidic and poisonous liquid. Thunder makes objects in the area that aren’t being worn or carried fly back 60 feet.

This spell deals double damage against structures.

Black Lightning

(Available for sorcerer, warlock, wizard)

7th-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a small metal rod)

Duration: Instantaneous


A dreaded storm composed of haunting black lightning appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. Creatures wearing metal armor or are made of metal make this saving throw at disadvantage. It takes 3d10 lightning damage and 3d10 necrotic on a failed save, or half as much damage on a successful one. A creature who fails their saving throw becomes cloaked in black lightning, causing them to be stunned until the beginning of their next turn.

The lightning damages objects in the area and ignites flammable objects that aren't being worn or carried.

Manastorm

(Available for wizard)

7th-level evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (

Duration: Concentration, up to 10 minutes


A massive 15 foot tall purple and blue storm filled with pink and golden lightning appears and swirls in a 40-foot radius centered on a point you can see within range. The point must be centered 15-feet from the ground.

Until the spell ends, the area within and below the manastorm is considered difficult terrain, and any creature that starts its turn there or moves through the affected area must succeed on a Strength saving throw. A creature takes 10d8 force damage on a failed save, or half as much damage on a successful one. If a creature attempts to cast a spell while within the affected area, that creature must succeed on an Arcana check against your spell save DC. On a failed save, the spell withers, and the spell slot is expended as if it had been cast.

Nivek’s Grand Artillery

(Available for wizard)

7th-level conjuration

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (four 3-inch hollow iron tubes, each inlaid with silver worth at least 1,000 gp a piece)

Duration: Concentration, up to 10 minutes


Using the iron tubes, you conjure forth four huge cannons, each emerging from the ground in four locations you choose within range. The area of each cannon consists of a 20-foot cube, which you can arrange as you wish. Each cannon fires a blast forming a line of 1,000 feet long and 10 feet wide blasts out from the cannon’s barrel in a direction you choose. You can choose a different direction for each cannon. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one.

On subsequent turns, you can use your action to maintain this effect, firing any number of the cannons once as part of the same action. As a bonus action on each of your turns, you can turn each cannon to face a new direction, though you cannot move the cannons from where they were summoned. However, the effect ends if you move more than 20 feet away from at least one of the cannons.

These cannon blasts deal double damage to objects and structures. The blast from each cannon damages objects in the area and ignites flammable objects that aren't being worn or carried.

Particle Beam

(Available for sorcerer, wizard)

7th-level quantumurgy

Casting Time: 1 action

Range: Self (90-foot line)

Components: V, S, M (a pinch of dust and a 1-inch sphere made of polished metal)

Duration: Instantaneous


A beam of white condensed light that emits a low noise forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 10d6 force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are obliterated to nothing. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Medium or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 5-foot-cube portion of it. A magic item is unaffected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot above 7th.

Salvage Ship

(Available for wizard)

7th-level transmutation

Casting Time: See below

Range: 2 miles

Components: V, S, M (the wreckage of a ship, which the spell consumes)

Duration: Instantaneous


You send stands of magical energy towards the remains of a shipwreck. The ship and any pieces of the ship, such as parts of the hull, sails, masts, railing, and more begin to float to the surface, if it is submerged in water, otherwise the ship and pieces of the ship begin reconstructing themselves together. During this rebuilding, rotten or destroyed wood transforms into new wood, and torn sails repair themselves. This spell repairs any containers, ropes, or windows that are necessary for the ship’s travel and functionality, though this spell does not restore any cargo that the ship was carrying at the time it was shipwrecked.

The time necessary to cast this spell depends on the size of the ship.

Size Duration
Raft 1 minute
Rowboat 1 minute
Keelboat 10 minutes
Longship 1 hour
Sailing ship 2 hours
Warship 3 hours
Galleon 4 hours

At the end of the spell’s duration, the ship rests either on the surface of a body of water or on a beach, and the ship is perfectly intact. A ship restored through this spell cannot be dispelled back into a shipwreck, though the ship can be destroyed or damaged by normal means. Any magical effects that were on the ship at the time of its shipwreck are also not restored.

Steal Voice

(Available for bard, sorcerer, warlock, wizard)

7th-level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small box and a gem worth at least 100 gp)

Duration: 1 hour


You attempt to steal the voice of another creature. Choose a creature within range to make a Wisdom saving throw. On a failed save, the creature loses their voice, which becomes trapped within a box. A creature who succeeds on their save is immune to this spell for 1 hour, and a creature who cannot make vocal sounds or speak is immune to this spell.

You can only have one voice stored in the box at a time. The box has an AC of 16 and 10 hit points.

While the creature is affected by this spell, the creature cannot speak or cast spells that require a verbal component.

Whenever you speak, you can choose to open the box and mimic the voice within. A creature that hears you speak with this voice can tell you are not the original speaker with a successful Wisdom (Insight) check opposed by your spell save DC. A creature has advantage on their check if they can see you.

A creature affected by this spell can repeat the saving throw at the end of their turn. On a successful save, the creature is able to retrieve their voice back. Alternatively, a creature can attempt to take or break the box. If the box is opened or destroyed, the creature affected by this spell immediately gains their voice back.

Superposition

(Available for sorcerer, wizard)

7th-level quantumurgy

Casting Time: 1 action

Range: Self

Components: V, S, M (a handful of fine grey dust and a gem worth at least 1000 gp, which the spell consumes)

Duration: 1 hour


You create three duplicates of yourself that appear in your space. Each duplicate is a creature, partially real and formed from energy and pulsating matter, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as you, however, your hit points are divided amongst yourself and each duplicate, and both you and each duplicate have a fourth of your hit point maximum. Additionally, each duplicate is formed with minor equipment, that being any nonmagical clothing or armor, as well as one nonmagical weapon, such as a quarterstaff or dagger. Otherwise, each duplicate uses all of your statistics. You can use your action to dismiss the illusory duplicates. The spell ends when all three duplicates are destroyed or the duration ends.

Each duplicate is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. You and each duplicate share your spell slots and spell list. For example, if a duplicate expends a 1st level spell slot, you and each other duplicate treat this as each of you having expended the spell slot.

The duplicate lasts until it drops to 0 hit points, at which point it bursts into dust. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

Yune’s Find Greater Familiar

(Available for wizard)

7th-level conjuration (ritual)

Casting Time: 1 hour

Range: 30 feet

Components: V, S, M (500 gp worth of charcoal, incense, and herbs that must be consumed by fire in a silver or golden brazier)

Duration: Instantaneous


You gain the service of a familiar, a spirit that takes on the form of a beast of CR 5 or lower. The familiar appears in an unoccupied space within range, and the familiar has the statistics of the chosen form, though it is considered a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, the familiar rolls its own initiative and acts on its own. A familiar can attack and take other actions as normal.

The familiar also gains the following benefits: the familiar's Intelligence score increases to 14, if it is lower, the familiar gains a name of its choice, and the familiar is able to speak and read every language that the caster is able to speak, read, and write. The familiar cannot write unless it has the appendages to do so. The familiar gains a basic personality, and its consciousness is always summoned into the new form whenever this spell is cast. The familiar can also interact with objects in a manner that makes logical sense to its form.

The familiar is also able to attune to one magic item at a time, and this item appears and disappears with it when it is summoned or dismissed. If you dismiss your familiar forever, the item is returned to you.

When the familiar drops to 0 hit points, it disappears in a puff of smoke, leaving behind no physical form, and it reappears after you cast this spell again. While your familiar is on the same plane of existence as you, you can communicate with it telepathically. Additionally, 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.

As an action, you can temporarily dismiss your familiar, with the familiar disappearing into a pocket dimension where it awaits you to summon it. Alternatively, you can dismiss it forever. While it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than on familiar at any given time. If you have a familiar already by means of the find familiar spell, you must dismiss the familiar granted by the find familiar spell. You can only have the familiar from find familiar or from this spell active at a time, and you cannot have both. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms of a beast of CR 5 or lower. The familiar then transforms into the new chosen form.

Finally, when you cast a spell with a range of touch or a spell with a range of 30 feet or less, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 150 feet of you to do so, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll, and if the spell requires a saving throw, you use your spell save DC for the spell.

Yune’s Staff

(Available for wizard)

7th-level transformation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a 1 foot rod made of a rare treated wood, inlaid with silver or golden runic inscriptions worth 200 gp)

Duration: Concentration, up to 1 minute


You transform the wooden rod into a mighty staff that pulses with magical energy in your hand. This magic quarterstaff lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d10 force damage on a hit and has the versatile properties, and the staff deals an extra 1d10 force damage on when wielded with two hands. In addition, for the spell’s duration, while the staff is in your hand your movement speed and jump height are doubled, and you can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

If you drop the weapon, it vanishes at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the wooden rod to reappear in your hand before growing back into a full quarterstaff.

8th Level Spells

Atomic Particle Devastation

(Available for wizard)

8th-level quantumurgy

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a handful of grey dust and a small metal ring worn on one hand)

Duration: Instantaneous


Incredible white light flashes as atomic energy gathers in a 60-foot cube centered on a point you choose within range. Each creature in that cube must make a Constitution saving throw. On a failed save, a creature takes 14d6 force damage. On a successful save, it takes half as much damage.

If damage from this spell reduces a target to 0 hit points, the target and all of its nonmagical equipment and clothing that it is wearing and carrying are turned into fine grey dust.

Kleiber’s Arcane Tower

(Available for wizard)

8th-level conjuration (ritual)

Casting Time: 10 minutes

Range: 60 feet

Components: V, S, M (an ornate key made of bone, crystal, ivory, metal, or wood)

Duration: 24 hours


You conjure a nine-story tower made of crystal, ivory, stone, wood, or similar suitably sturdy materials. This spell immediately fails if there is not enough room for the tower. The tower can be round, square, or triangular in shape. Each level of the tower is 10 feet tall and has an area of up to 90 square feet. Access between the different floors and levels can consist of a simple ladder and hatch, a stairwell, or small teleportation circles that lead to the room of your choice. Each level takes one of the following forms, chosen by you when you cast the spell:

A master bedroom with a bed, chairs, chest, personal bathtub and wash station, and magical fireplace that never goes out.

A study with desks, books, bookshelves, parchments, ink, ink pens, quills, and other academic instruments.

A dining space with a table, chairs, magical fireplace, containers, and cooking utensils.

A kitchen space with an oven, table, stools, cooking utensils, and raw ingredients, such as spices, herbs, vegetables, fruit, and grains that replenish upon the next casting of this spell.

A lounge with couches, armchairs, side tables and footstools.

A washroom with toilets, wash tubs, a magical brazier, and sauna benches.

An observatory with a telescope, maps of the night sky, and other astronomical instruments.

An indoor garden, filled with common ingredients and plants, a table with an alchemy set and Alchemist’s Supplies, a small fountain or stream, small glowing crystals throughout the garden, and several small woodland beasts or insects that live in the garden. A bedroom filled with up to six beds and chests, a wardrobe, and a fire place.

A storage cellar filled with wine racks of simple wines, crates, barrels, and plain chests.

An open roof with a small table, chairs, and a brazier or large crystal that constantly emits a warm light within a 20-foot radius from the center of the roof.

The layout of the rooms can take any order that you wish, however the rooftop always remains the highest. The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. Any equipment or objects that were taken into the tower can be left safely within the tower’s rooms, and remain in the place they were left until the next casting of this spell. Objects left within the tower that were not conjured within the tower as part of the casting of this spell can be safely taken out of the tower.

When you first cast this spell, you and creatures of your choice can enter the tower and a 20-foot-radius area outside of the tower. All other creatures and objects are barred from passing through it. By means of this spell, the tower can be hidden away, safe from detection for the duration. When you cast the spell, you can choose to have the tower become invisible to creature you do not allow inside, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by the divination of spells. You always know the exact location of the tower, and you can never be barred from entering your own tower.

You can set a condition for a creature to find and locate the tower. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include a specific password or phrase that must be said. You can change the password needed to see and enter the tower by spending 10 minutes in meditation within the tower.

While you are within the tower, if you cast the unseen servant, tiny servant, or animate objects spell, you can choose to have the beige you create become permanent, so long as they remain within the tower. You can have only one of these spells remain permanent within the tower at a time, and they appear along with the tower when you cast this spell to summon the tower again. Each servant you create can move freely within the tower and the 20-foot radius surrounding the tower. For the unseen servant spell, you can choose to have it become seen and take a form of your choice. It’s Intelligence becomes 10, and it can speak, read, and write each language that you know. It gains a simple personality, such as cheerful, gloomy, lethargic, energetic, or playful.

You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. When the tower becomes permanent, you can choose to keep the tower under the effects of being hidden away permanently, or can choose to have this feature become activated on your command.

Quantum Entrapment

(Available for sorcerer, wizard)

8th-level quantumurgy

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a pinch of fine grey dust and a small 1-inch circle of glass)

Duration: Concentration, up to 10 minutes


You cause the air around a creature that you can see within range to pulse and vibrate rapidly before watching them quickly shrink down to the microscopic level, causing them to enter into a subatomic realm. The target remains there for the duration or until it can escape.

While in the subatomic realm, the creature sees atoms and other microscopic matter float by them. A creature in this state is immune to all attacks and spells, and attempts made to locate them via divination spells fail.

The target can use its action to attempt to break free of the spell and escape. When it does so, it makes a DC 20 Constitution check. If it succeeds, it escapes, and the spell ends. If the creature fails, it takes 8d8 force damage, as it is bludgeoned by atomic matter.

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Red Lightning

(Available for sorcerer, warlock, wizard)

8th-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a metal ring embedded with a ruby worth at least 5,000 gp)

Duration: Instantaneous


You summon forth from above a massive bolt of crackling red lightning to strike an area within range. Each creature within in a 30-foot sphere of the point of impact must make a Constitution saving throw. Water elementals make this saving throw with disadvantage. A creature takes 12d8 lightning damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw takes 2d8 lightning damage at the beginning of each of their turns for the next minute. A creature can repeat their saving throw, ending this effect on a successful save.

The lightning ignites flammable objects in the area that aren't being worn or carried.

Svartureldur

(Available for wizard)

8th-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: 1 minute


Your eyes briefly flash with bright red light before cold, black flames silently wreath around one creature you can see within range. The target must make a Wisdom saving throw. It takes 6d8 fire damage and 6d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is cursed and also burns for the spell's duration. The curse causes the burning target‘s speed to be reduced to 0, and the creature must spend its each of its subsequent turns writhing in pain. At the end of each of its turns, the target repeats the saving throw. It takes 2d8 fire damage and 2d8 necrotic damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through both magical and nonmagical means. A remove curse spell cast with a spell slot of 7th level or higher ends this effect.

If damage from this spell reduces a target to 0 hit points, the target is turned to blackened ash.

Yune’s Transformation

(Available for wizard)

8th-level transformation

Casting Time: 1 action

Range: Self

Components: V, S, M (a drop of your own blood)

Duration: Concentration, up to 10 minutes


You infuse your body with magical strength from the Weave itself, granting you incredible speed and strength. Until the spell ends, you can’t cast spells, and you gain the following benefits:

  • Your eyes glow brightly in a color of your choice.

  • You gain 100 temporary hit points. If any of these remain when the spell ends, they are lost.

  • Your AC increases by 2.

  • You have advantage on attack rolls that you make with unarmed attacks.

  • When you hit a target with an unarmed melee attack, that target takes an extra 4d12 damage of one of the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. You may only use one damage type for the spell’s duration.

  • Your movement speed increases by 30.

  • Your jump height is tripled.

  • You have proficiency in Dexterity and Constitution saving throws.

  • Whenever you first cast this spell, the area in a 15-foot radius around you cracks and splinters, making it difficult terrain for 1 hour.

  • Your attacks deal double damage to objects and structures.

  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 18 Constitution saving throw or suffer one level of exhaustion.

9th Level Spells

Black Hole

(Available for sorcerer, wizard)

9th-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a lead or iron ball)

Duration: Concentration, up to 1 minute


A black hole of powerful gravitational energy fills a 15-foot sphere on ground that you can see within range. For the duration, the pulsating energy of the black hole turns the ground within a 60-foot radius area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 12d8 force damage and be restrained by the gravitational pull until the spell ends, and the creature is pulled 30 feet towards the black hole. A creature that starts its turn in the area and is already restrained by the gravitational pull takes 6d8 force damage, and is pulled 30 feet towards the black hole.

A creature restrained by the gravitational pull can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

If a creature is pulled to within 5 feet of the black hole, it must make another Strength saving throw or become pulled into the Astral Plane until the spell ends.

Charge of the Final Company

(Available for wizard)

9th-level conjuration

Casting Time: 1 action

Range: Special (see below)

Components: V, S, M (a gem inlaid warhorn that is worth at least 2500 gp)

Duration: Instantaneous


You emit a battle cry through the warhorn, as 100 spectral humanoid soldiers appear in an unoccupied 50-foot-by-50-foot square area that you can see. These soldiers appear armed and ready for combat, and speak only when you address them.

When this company is summoned, you then order them to charge forward up to 100 feet. Each creature or object in the charging company’s path must make a Strength saving throw. On a failed save, a target takes 14d6 force damage, or half as much on a successful one, as the company attacks . A creature who fails their saving throw is knocked prone until the beginning of their next turn.

The company damages objects in the area

Descent of Blades

(Available for wizard)

9th-level conjuration

Casting Time: 1 action

Range: 400 feet

Components: V, S, M (a dagger and a piece of cotton)

Duration: Instantaneous


You conjure forth hundreds of swords, spears, daggers, pikes, and other sharp weaponry to descend towards the ground in a 30-foot-radius, 100-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 20d6 piercing damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw is also knocked prone by the downpour of weaponry. The weapons are considered magical for the purpose of overcoming resistance and immunity.

The weapons stick out of the ground and structures, turning the area of effect into difficult terrain until cleared.

Erase Identity

(Available for warlock, wizard)

9th-level enchantment

Casting Time: 1 action

Range: Touch

Components: V, S, M (a blank sheet of parchment)

Duration: Until dispelled


You place your hand on a creature's head, uttering words in an ancient language. The creature you touch must make a Wisdom saving throw. On a failed save, the creature's memories begin to drain from it over the course of 1 minute.

After a minute has passed, you let go of the creature, who then suffers from the following effects:

  • The creature forgets its own name, if it had one.

  • The creature forgets all personal memories, but retains all of its common knowledge, such as how to walk, eat, and speak Common.

  • The creature fails to recognize that it has any class features, special abilities, skill proficiencies, or any magical equipment attuned to it, and thus will not make any use of these features unless it relearns how to use them.

For 24 hours after this spell has been cast, the creature has disadvantage on Wisdom (Insight) checks, and all Charisma based skill checks made against it are made at advantage. After this time, the creature is free to make decisions and actions, as well as filling in the gaps in its mind, on its own based on the information presented to them.

Examples of ways in which a creature can be while under the effects of this spell might be that the creature swaps to an opposing side in a war, proceeds to follow and serve another creature, or begin to believe that their life has a new purpose. If the creature had any class features or special abilities, the creature can learn to use them again if taught how to do so.

A remove curse or greater restoration spell cast on the target using a 9th level spell slot restores the creature's lost memories.

Genuine’s Atomic Annihilation

(Available for sorcerer, wizard)

9th-level quantumurgy

Casting Time: 1 action

Range: 1 mile

Components: V, S, M (a handful of dust)

Duration: Instantaneous


You summon forth pulsating atomic energy in an 80-foot cube within range. Each target within the affected area must succeed on a Constitution saving throw. On a failed save, a target takes 40d6 force damage on a failed save, or half as much damage on a successful one.

If this damage reduces the target to 0 hit points, its atomic structure collapses and it is disintegrated. A disintegrated creature and everything it is wearing and carrying, even magic items of rarity Rare or lower, are obliterated and nothing remains of them. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically obliterates a nonmagical object or creation of magical force within the affected area. If a target is only partially occupying the affected area, only the section of the target within the area of the spell is affected by the spell’s effects. A magic item of rarity Very Rare or higher is unaffected by this spell, but loses its magical properties for 1d6 days.

The physical stress of casting this spell weakens you. After you finish casting this spell, you must make a DC 22 Constitution saving throw. On a failed save, you gain two levels of exhaustion, or only one level of exhaustion on a successful one. This exhaustion can’t be reduced or prevented in any way. The exhaustion lasts for 2d6 days.

Six Plagues of Rashimond

(Available for druid, sorcerer, wizard)

9th-level conjuration

Casting Time: 1 action

Range: Sight

Components: V, S, M (twelve rat tails, a vial of sewage water, and a vial of blood)

Duration: Concentration, up to 1 minute


You summon forth a mighty series of six mighty plagues, centered on a point you can see and spreading to a radius of 360 feet. Dark green and black clouds fill the air, foul smells of decay and disease sail in the wind, and a low droning sound can be heard omnipresently. Each creature under the clouds (no more than 5,000 feet beneath the clouds) when they appear must make a Constitution saving throw. On a failed save, a creature takes 2d6 poison damage and becomes poisoned for 5 minutes. This is considered the first plague, the Plague of Black Poison.

Each round you maintain concentration on this spell, you conjure forth a different plague on your turn.

Round 2-3, Second Plague: Plague of Dreaded Rats: Thousands of rats swarm the ground, climbing and tearing at anything in their path. Each creature and object in the rat swarm’s path take 1d6 piercing damage.

Round 4-5, Third Plague: Plague of Stone Toads: Toads and frogs rain down from the clouds. Each creature must make a Wisdom saving throw or become frightened of you until the end of their next turn.

Round 6-7, Fourth Plague: Plague of Green Lightning: You summon forth six bolts of green lightning from the grounds to strike six creatures or objects of your choice beneath the clouds. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Constitution saving throw. The creature takes 4d6 lightning damage and 4d6 acid damage on failed save, and half as much on a success. A creature who fails their saving throw takes 1d6 acid damage at the start of their next turn for the remainder of the spell’s duration.

Round 8-9, Fifth Plague: Plague of Blackened Veins: Boils and blackened vein-like marks begin to appear on exposed flesh of creatures under the clouds. A creature under the clouds must make a Constitution saving throw against this disease. The creature takes 1d6 acid damage and 1d6 necrotic damage on a failed save, and half as much on a success. A creature who fails their saving throw has disadvantage on Charisma checks for the remainder of the spell’s duration.

Round 10, Sixth Plague: Plague of Bloody Locusts: Hundreds of thousands of blood covered locusts swarm in the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature takes 4d6 piercing damage. Ranged weapon attacks in the area are impossible. This swarm of bloody locusts count as a severe distraction for the purposes of maintaining concentration on spells. Finally, the swarms of locusts eat into any exposed crops, wood, cloth, or fabrics in the area.

Stravard's Binding

(Available for cleric, warlock, wizard)

9th-level enchantment (ritual)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a body part from the target of the spell, such as a strand of hair, a piece of skin, a nail, or blood, which is consumed, a bowl, and incense worth at least 25 gb, which is consumed)

Duration: Until dispelled


Mixing the material components into a bowl, you set them on fire while uttering a string of arcane words as you attempt to bind a creature to a location so that it is cursed to never leave. While the material compnents are burning, choose a target as well as a location. The target must be within range, though the location does not have to, provided that you have been to that location before and can form a clear picture of it in your mind. The target must make a Wisdom saving throw or be cursed, permanently bound to the location of your choice.

While the target is cursed and bound to the location, the target can act and move around freely within an area of your choice between either a minimum of a 10-foot radius and a maximum of a 200-foot radius of the point the creature is target is bound to, the range of this radius being chosen at the casting of this spell. If the target attempts to move further than the set radius, the target is immediately pulled back by magic until within the bound radius.

Additionally, the target is unable to perform spells or other abilities or be affected by spell or other abilities that would enable the target to teleport or use any other means of extraplanar or planar travel.

A remove curse spell cast on the target using a 9th level spell slot ends this curse.

The Gate of Obadiah

(Available for wizard)

9th-level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (an ornate and intricate padlock worth at least 2500 gp and an ornate corresponding key worth at least 2500 gp)

Duration: Concentration, up to 4 hours


You conjure forth a gate barricaded with chains, locks, and arcane seals. The gate either emerges from the ground, appears in a flash of light, or appears to emerge from a wall. The gate can appear as you wish, either as made of ornate wood, appearing as a prison cell door, or as a wrought iron gate, however the gate is 20 feet wide, 40 feet tall, and 5 feet deep, and appears dark within the gate should you look through it.

By turning the key into the padlock, you unbind the chains, locks, and arcane seals covering the front of the gate, and a deep rumbling sound is heard from within the gate itself.

You summon forth a creature of challenge rating 10 that emerges from the gate, which then disappears in a similar fashion as to how it was summoned. The creature disappears when it drops to 0 hit points or when the spell ends, at which point the gate re-emerges and draws the creature back within it before disappearing again.

The creature, regardless of its type, alignment, or intelligence, is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.

You have advantage on concentration checks to maintain this spell if either or both the key and padlock were made from or within a plane of existence where the summoned creature originates from, such as the Feywild or the Abyss. If your concentration is broken, the creature doesn't disappear. Instead, you lose control of the creature, it becomes hostile toward you and your companions, and the creature regards all creatures that it can see as a threat. An uncontrolled creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the creature's statistics.

The Tome of Aristrahan

(Available for wizard)

9th-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a book bound in precious crystals, leather, metals, or wood and treated with oils worth at least 20,000 gp)

Duration: Until dispelled


By means of this spell, you can bind a single creature into a prepared book, sustaining it in suspended animation and filling the book with its experience and knowledge that presents itself in a language of your choice. The tome’s weight varies, as the tome has one page for every day of the bound subject’s life. The cover and binding transform to reflect the subject’s appearance, interests, and tastes. Every thought and memory, including those the target may have forgotten long ago, are perfectly transcribed within the enchanted pages, penned in incredible detail in both the language that the creature was thinking or speaking in when the event occurred and a language of your choice. If a memory includes dialogue in a language the subject didn’t understand, that dialogue is written in the language it was spoken in. Any alterations to a subject’s memories, such as by a spell or other magical effect, are presented in their true nature as well as an annotated section describing in detail the nature of the alteration.

Spells that modify or remove text have no effect on the contents of this book, save for effects granted by means of the wish spell.

A creature imprisoned by this spell automatically fails any saving throws against effects to change its memories or the text in the page.

A target bound by this spell can be freed only by means of the miracle or wish spell, or by uttering a special phrase that you assign to the book. This phrase can be in any language, and must be under twenty five words long. This spell makes the imprisoning tome supernaturally durable (AC 28, 10 hp per HD the imprisoned creature had). Destroying the tome immediately slays the creature imprisoned within, and all memories the creature had are lost.

Yune’s Greater Demiplane

(Available for wizard)

9th-level conjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 15,000 gp, which the spell consumes)

Duration: Until dispelled


You create an ethereal door on a flat solid surface that you can see within range. The door is large enough to allow Large creatures to pass through unhindered. When opened, the door leads to a demiplane. The demiplane can be up to a 1 mile diameter sphere, within which the appearance can be decided by the caster. You choose the weather, terrain, flora, fauna, and any kind of lodging and structures that occupies the demiplane. Creatures can live within the demiplane, provided they have the food and supplies to do so.

Crops and other flora can grow like normal, and the caster can choose to allow seasons to change, or to have only one season. While you can create only simple animals and plants when you first cast this spell. However, you can plant crops and other flora from outside of this demiplane within it, and it can grow. You can also bring in outside fauna and other creatures to reside within this plane as well.

By means of this spell, this demiplane can be hidden away, safe from detection for the duration. The demiplane can't be targeted by divination spells or perceived through scrying sensors created by the divination of spells. Additionally, you, and any creature of your choice can learn the password to get into the demiplane.

When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, as well as the password set by the casting of this spell by another creature, you can have the ethereal door connect to its demiplane instead.

This spell can only be dispelled by the caster, or by means of the wish spell.

Zalathar’s Moment of Reckoning

(Available for druids, wizards)

9th-level conjuration

Casting Time: 1 action

Range: 1 mile

Components: V, S, M (a small stone carving of a purple worm, which is consumed)

Duration: Instantaneous


Uttering a phrase of arcane words, you hold aloft the stone carving as it crumbles in your hands. At the moment it crumbles, gigantic worms made of stone and earth, each with a gaping mouth filled with row upon row of massive sharp teeth emerge out of the ground at six different points you can see within range. Each creature in a 20-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 14d6 bludgeoning damage and 14d6 piercing damage on a failed save, or half as much damage on a successful one.

Creatures of size Large or smaller who are reduced to 0 hit points by the above damage are swallowed by the massive stone worms, along with any non-magical structures in the affected area. The massive stone worms retreat back into the earth at the end of the spell, and become massive piles of stone, rock, and earth.

Creatures and structures swallowed by the stone worms are buried amongst the rubble, other swallowed creatures and structures, and the remnants of the stone worms in areas from which they emerged.

Zothari’s Forbidden Ritual

(Available for warlock, wizards)

9th-level transmutation (ritual)

Casting Time: 1 hour

Range: Special (See below)

Components: V, S, M (at least one soul of a sapient, humanoid mortal being and a small knife)

Duration: 1 hour, (Special, see below)


Considered to be one of the most taboo spells ever created, this spell grants longevity, youth, and power to those who use it. By having the body of a mortal humanoid creature who is unconscious as a sacrifice, you attempt to draw their life force and soul into yourself. While performing this ritual, you carve a small circular ring into your flesh, chanting a vile arcane phrase. Until this spell is complete, you are unable to cast any other spell, and cannot be affected by any other spell, or this spell ends.

After 1 hour, if the sacrifice has not woken up, it’s soul leaves it’s body and is absorbed into your own. The creature’s soul cannot be retrieved by any means save for the wish spell, and you gain the following benefits:

Your Constitution score increases by 2, to a maximum of 24, and you have advantage on Constitution saving throws.

You cannot be aged magically, and your lifespan is increased by 100 years. You also appear youthful and beautiful.

For every soul you absorb, your lifespan increases by an additional 100 years. When a soul is retrieved by means of the wish spell, you automatically lose all benefits granted by this spell, and your lifespan decreases by 100 years for every soul retrieved. If all souls absorbed by you are retrieved, you immediately die, crumbling into dust and ash, and your soul is destroyed.

Part 6: Magic Items

Arcane magic has been used in the creation of many wondrous and powerful items throughout history, from unique weapons to versatile trinkets and wares. The following items are magical items to be used in any game, campaign, one shot, or other adventure you wish to run.

Amulet of Garamar

Rarity: Rare

Requires Attunement

Your Intelligence score is 19 while you wear this amulet. It has no effect on you if your Intelligence is already 19 or higher without it.

Additionally, you gain resistance to necrotic damage.

Armor of the Battlemage

Rarity: Legendary

Requires Attunement by a Sorcerer, Warlock, or Wizard

This set of light armor is elegantly made from rare and exotic metals and leather, and is covered in arcane symbols. Once attuned, the armor will magically adjust to fit the wearer perfectly. This armor grants defensive and mobility properties.

You gain the following benefits while wearing this set of armor:

Your AC becomes 17 if it is not already.

You have advantage on saving throws against spells and other magical effects.

You gain resistance to force damage.

Your movement speed increase by 20 feet. If you have wings, the armor adjust to accommodate your wings.

Bracelet of School Mastery

Rarity: Uncommon

Requires Attunement by a Wizard

While wearing this bracelet, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells that belong to one of the nine schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, quantumurgy, and transmutation.

Cloak of the Autumn Witch

Rarity: Very Rare

Requires Attunement

This long, thick cloak is lukewarm to the touch and is adorned with numerous fallen leaves, in shades and hues of orange, brown, red, and yellow.

While wearing this cloak, the wearer gains proficiency in the Nature and Survival skills.

In addition, the cloak grants the wearer resistance to necrotic damage.

Dreadnight

Rarity: Very Rare

Requires Attunement

This quarter staff is wrapped in a strange, exotic leather that is cool to the touch. The leather straps along the staff are marked with an inscription in Elvish that reads ‘Within the heart lies shadow’.

When you hit with an attack using this magic quarterstaff, the target takes an extra 1d6 necrotic damage. In addition, while you hold the staff, you have resistance to necrotic damage and you have advantage on Dexterity (Stealth) checks made while in dim light or darkness.

While attuned to this staff, you gain darkvision up to 60 feet, and you can see through both magical and non magical darkness. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Eyes of The Eternal Bloodline v 1.0

Rarity: Artifact

Requires Attunement by someone with 16 Constitution and 16 Intelligence

The Eyes of the Eternal Bloodline are a mystical and magical set of eyes. Spoken of in legends and myths, the Eyes are the result of ancient magical secrets brought to life. Some view the Eyes as a sacred relic, the appearance of which signal the sign of a new dawn. Others fear the Eyes, seeing them as bringing nothing but chaos and downfall.

These eyes can appear in whatever design the DM chooses. However, if there are multiple sets of the Eyes of the Eternal Bloodline in a world or setting, all sets of the Eyes appear the same.

To attune to the eye, you must meet the requirements, both mentally and physicall, and either perform one of the following: awaken the Eyes to replace your own, or gouge out your own eyes and press the Eyes of the Eternal Bloodline into the empty sockets. The Eyes plant themselves into your head and remain there until you die. Once in place, the Eyes transform into a design and shape of the DM’s choice.

While you have these eyes and are attuned to them, you can use your action to activate the eyes, and your eyes shift from their normal appearance to that of the eyes. You gain the following benefits for 1 minute:

  • You gain truesight up to 30 feet.
  • You have advantage on saving throws against being blinded.
  • You can use an action to see as if you were wearing a Ring of X-ray Vision. You can end this effect as a bonus action.

The eyes have 6 charges. You can use an action to expend 1 or more charges to cast one of the following spells (DC 18) from it, and each spell requires only the vocal component of the spell and that you can see the target: charm person (1 charge), dissonant whispers (1 charge), enthrall (2 charges), catnap (3 charges), compulsion (4 charges), and dominate person (5 charges), and mass suggestion (6 charges). The eyes regain 1d6 charges daily at dawn.

Each time you cast a spell using the eyes, you must roll a d20. On a 5 or lower, you are wracked with pain, taking 1d10 necrotic damage. This damage ignores resistance and immunity.

When the minute passes, you can use a bonus action to strain your body, attempting to prolong this effect. Make a DC 20 Constitution saving throw. On a failed save, you take one level of exhaustion, and 2d10 necrotic damage, as blood begins to seep from your eyes. This damage ignores resistance and immunity. On a successful save, you can maintain this benefit for an additional minute.


Special Notes to DMs Regarding 'The Eyes of the Eternal Bloodline'

The Eyes of the Eternal Bloodline can appear in multiple different forms in a world. For example, you could have these eyes appear as an incredibly rare item, of which there are only one set of these eyes in the world. Or, perhaps, you could grant these eyes to a PC based on their backstory. While it would be cautioned to not give access to these eyes right away to a PC, these eyes could be ‘awakened’ after the PC completes a specific task or ritual, and thus these eyes could have been their eyes all along.
Below are a two examples of ways one could implement these eyes into a world or setting.
These eyes are only held by people of a specific clan or bloodline. They are awakened only after someone has performed a series of tasks, and meets a level requirement.
There could be a prophecy of one who has these eyes, either by awakening them or finding them. This prophecy could be one tied to a new era in society, or a sense of doom and dread.

Eyes of the Reader

Rarity: Uncommon

Requires Attunement

These crystal lenses fit over the eyes. While wearing them, you can read all writing.

Gem of the Protective Tree

Rarity: Very Rare

This tiny object looks like a 2-inch oak tree encased in amber.

Protective Tree: You must be outdoors to use this token. You can use an action to place the Amber encased tiny tree on an unoccupied space on the ground. The gem breaks, and in its place a magical oak tree springs into existence, the branches of which contain small glowing crystals. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. While under the radius of the branches, you and creatures of your choice can benefit from the effects of the leomund’s tiny hut spell. The glowing crystals on the tree only appear when underneath the tree. On the outside, the tree appears like a normal tree. At the end of 8 hours, the tree reverts back into the gem, and the gem repairs itself around it.

Gentleman’s Rapier

Rarity: Rare

Requires Attunement

This finely made handkerchief gives off a faint scent of lavender and vanilla. While attuned to this handkerchief, you create a simple command word. As a bonus action, you can speak the handkerchief’s command word to change the handkerchief into a magical rapier.

While wielding the rapier, you are considered proficient in wielding it, and you have a +1 bonus to attack and damage rolls made with this weapon. You can speak the command word to change it back into a handkerchief (no action required).

Handwraps of Yune

Rarity: Rare

Requires Attunement by a Bard, Sorcerer, Warlock, or Wizard

While wearing these handwraps, you gain resistance to lightning damage, and you have a +1 to attack and damage rolls made while wielding a quarterstaff. You also learn the shocking grasp cantrip.

Hat of Yotham

Rarity: Uncommon

Requires Attunement by a Sorcerer, Warlock, or Wizard

This hat is an overly large and wide brimmed hat that is a darker color, such as dark green, red, blue, or grey. While wearing this hat, you have advantage on Wisdom (Perception) checks. These effects end if the hat is removed. You also can see through fog, mist, smoke, and other similar obscurants without penalty.

Mask of the Plague Doctor

Rarity: Very Rare

Requires Attunement

This mask has round protective lenses for the eyes, and included a section near the nose in which pleasant smelling herbs and dried plants are placed. While you wear it, you have advantage on Intelligence (Medicine) checks, and you are immune to the poisoned condition and have immunity to poison damage. Additionally, you can breath smoke and other noxious fumes without penalty.

Nakano’s Tarot Cards

Rarity: Uncommon

Requires Attunement

This magical deck of tarot cards contains 52 cards, each in beautiful designs and well made. It is considered as a playing card set. While attuned to these cards, you can add your proficiency bonus to ability checks you make to play a game that involves tarot cards with this deck.

In addition, this deck of tarot cards has 3 charges, and it regains 1d3 expended charges daily at dawn. While using this deck of tarot cards, you can spend up to one minute laying out the cards to expend 1 of its charges to cast the spell augury.

Pouch of Exquisite Components

Rarity: Uncommon

Requires Attunement by a Wizard

This component pouch keeps your material components fresh and in perfect condition. While using this component pouch, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

Ring of Rotted Wood

Rarity: Very Rare

Requires Attunement

This ring feels incredibly cold to the touch, regardless of the surrounding environment. It is made of deadwood that has been tempered in black flames.

While you are attuned to this ring and wearing it, no matter how much you eat, drink and food turns to ash in your mouth. This ring provides nourishment to you, nonetheless, though your appearance becomes more gaunt and pale over time, and your lips and tongue become dried and covered in ash. You don’t suffer levels of exhaustion from starvation or dehydration, and you are immune to disease and the poisoned condition.

Additionally, this ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing this ring, you can use an action to expend 1 of its charges to cast one of the following spells:

inflict wounds

false life

ray of sickness

Ring of Twilight

Rarity: Rare

Requires Attunement

This ring feels cool to the touch, regardless of the surrounding environment. While you are attuned to this ring and wearing it, you no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activities, such as keeping watch.

Additionally, your eyes slowly become catlike, and you gain darkvision out to 120 feet, and you can see through magical darkness up to 60 feet.

Staff of Flesh

Rarity: Rare

Requires Attunement

This slender staff is made of a unique wood whose bark feels like flesh. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class, provided you are not wearing armor.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff: inflict wounds (1 charge) or alter self (2 charges). No components are required.

The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff withers and is destroyed.

Staff of the Blackened Storm

Rarity: Rare

Requires Attunement

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: witchcurse (1 charge), wall of lightning (4 charges), thunder step (2 charges), thunderwave (1 charge), lightning bolt (3 charges), or black lightning (7 charges).

You can also use an action to cast the lightning strike cantrip from the staff without using any charges.

Any spell cast through this staff that contains lightning in the spell changes the lightning’s color to black.

Staff of the Three Toads

Rarity: Uncommon

Requires Attunement by a Druid, Warlock, or Wizard

You can use an action to speak this staff's command word and send three small blasts of dark green energy from the staff towards three points on the ground within 10 feet of you. Each blast then turns into smoke, revealing a giant toad (see the MM for statistics) under your control and each act on its own initiative count. By using a bonus action to speak the command word again, you can dispel a toad, turning it into dark green smoke.

On your turn, you can mentally command each giant toad if it is within 60 feet of you and you aren't incapacitated. You decide what actions the giant toads take and where they move during their next turn, or you can issue each giant toad a general command, such as to attack your enemies or guard a location.

If a giant toad is reduced to 0 hit points, it dies and vanished in a puff of dark green smoke. If each giant toad is reduced to 0 hit points, the staff then loses its power for 1d8 days.

The Mask of Mist

Rarity: Rare

This mask is made of silver, and while wearing it, your eyes appear to be covered in light grey smoke. While wearing it, you can use it to cast the misty step spell as an action. This property of the mask can't be used again until the next dawn.

When you disappear, you leave behind a cloud of grey smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Tome of the Ascendant Wizard

Rarity: Very Rare

Requires Attunement by a Wizard

This thick tome is bound by leather from a creature of unknown origin, and has the design of a simple star on the front covered in vines.

If you attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to regain one expended spell slot of your choice. Once used, this property of the tome can't be used again until the next dawn.

While attuned to the book, you gain the following benefits:

  • You always know which direction is north.
  • You know the names of every constellation, star, and other heavenly bodies in the night sky.
  • You have advantage on any Intelligence (History) or Intelligence (Nature) checks made related to astrology, astronomy, and different culture's attitudes and beliefs related to stars and other heavenly bodies.

Tome of the Elements

Rarity: Very Rare

This book contains knowledge and descriptions of beings from the various Elemental Planes, as well as descriptions of the elements themselves, and its words are infused with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents, you permanently gain resistance to two of the following: acid, cold, fire, lightning, or thunder damage. The tome then loses its magic, but regains it in a century.

Tome of the Traveling Wizard

Rarity: Uncommon

Requires Attunement by a Wizard

This thick leather-bound volume has a circle composed of arcane runes on the front cover. The pages of the time are blank and pristine.

If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can prepare two additional spells per long rest.

Additionally, the tome can’t be damaged by fire or immersion in water, and the spellbook doesn't deteriorate with age.

Whip of the Mystic Sage

Rarity: Rare

This magical whip is bound in leather and a strange, vibrant amber colored thread that makes the whip feel warm to the touch. When you roll a 20 with this magic weapon, the target takes an extra 1d8 force damage. Additionally, the whip has the following properties:

Reach: This weapon adds 10 feet to your reach when you attack with it.

Special: When making an attack with this whip, you can use your Intelligence, Wisdom, or Charisma modifier for the attack and damage rolls.

Yoland’s Grimoire

Rarity: Artifact

Requires attunement by a creature who can cast at least 7th-level spells

An ancient text filled with numerous accounts on almost every area and field of magic, the mythical book ‘Yoland’s Grimoire’ is sought after by many wizards and other spellcasters alike, and has been the goal of many a failed expedition, adventure, or quest. The book's author, the great wizard sage Yoland of Athria, filled the pages with accounts of every definitive account of magic that he could find, from divine powers to arcane spells.

Fearing the true power of his work, the ancient wizard Yoland imbued the pages of the time with powerful magic. Since then, Yoland’s Grimoire rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its repertoire of magical understand can be read by another. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the text it offers to anyone aside from those ‘with the blood of Yoland’.

A heavy clasp, wrought to look like thorny vines, keeps the book's contents secure. Only a creature who can cast spells of at least 7th-level or higher that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. A creature that tries to read from the book who cannot cast any spell of 7th-level or higher takes 24d6 force damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears and is destroyed, leaving its possessions behind.

Benefits granted by Yoland’s Grimoire last only as long as you maintain the ability to cast spells of 7th-level or higher. If you lose the ability to cast spells, you lose all the benefits granted by the book.

Yoland’s Grimoire has the following properties:

Random Properties:

• 2 minor beneficial properties

• 2 major beneficial properties

Wizardly Spells: After you spend the appropriate amount of time reading and studying the book, you gain proficiency in the Arcana skill, and your proficiency bonus is doubled for any ability check you make that uses this skill.

Additionally, you learn two cantrips of your choices from the wizard spell list, and you learn one 1st-level spell and one 2nd-level spell from the wizard spell list. These spells are always known or prepared for you. Intelligence is your spellcasting ability for these spells.

Increased Intelligence: After you spend the requisite amount of time reading and studying the book, your Intelligence score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.

Esoteric Magic: Once you've read and studied the book, any spell slot you expend to cast a bard, sorcerer, warlock, or wizard spell counts as a spell slot of one level higher.

Arcane Aura: Once you've read and studied the book, you gain an aura of arcane power. The aura gives you advantage on any Intelligence based skill check. In addition, you have resistance against the damage of spells..

Destroying the Grimoire: It is rumored that Yoland’s Grimoire can't be destroyed as by any being in the universe, even deities, unless they ‘possess the blood of Yoland’.

Zolias Chester, the Traveling Home of the Wizard

Rarity: Legendary

The creation of the ancient gnome wizard Tobias Funderslip Escataronund Pufflebirth Ringadingding-Ringaroo-Ringadingdingityding Silverhair Shallywobble, or Toby as his friends called him, Zolias Chester the Traveling Home of the Wizard is a chest that can magically transform into a moving home, able to walk, swim, fly, and even teleport to random and exotic places.

This item first appears to be a Small wooden and metal chest weighing 100 pounds. The chest has a hidden mechanism used to open it, which can be found with a successful DC 20 Intelligence (Investigation) check. Using the hidden mechanism unlocks the chest, and the chest grows to become a size Large object that appears in the form of a makeshift house, with a small stone tower, moss growing on the sides, several windows, several iron chimneys, a set of eight mechanical legs all around the home, and a magically extending stone staircase that descends from the door to the ground. The chest home then opens a small set of double wooden doors above the front door to reveal a long, mechanical neck and head, who can speak and has an Intelligence of 18 and can see in darkness and dim light out to 120 feet, and introduces itself as Zolias Chester.

Zolias Chester

The DM has full control over Zolias Chester’s personality, attitudes, and mannerisms, and Zolias Chester can speak and read any language that the current owner of the chest home knows. Only those who have the appropriate password and provide it to the head may enter the home, and the password is set by the owner of the home, of which there can only be one at a time. The owner of the home is determined by the chest home to be whoever’s name is written on a magical deed stored by the home. Zolias Chester always knows who is the current owner, and always knows the exact location of the owner, provided they are not hidden away by magical means.

Interior

Once inside, the home appears to be larger on the inside than on the outside, and the home contains a default number of seven rooms. The rooms are as follows:

  • A bedroom with a bed, chairs, three chests, a magical fireplace, and a set of dressers
  • A study with desks, books, bookshelves, parchments, ink, and ink pens
  • A dining space with a table, chairs, a magical fireplace, containers, and cooking utensils, and enough food to provide nourishment for up to 10 creatures over the course of two weeks
  • A lounge with couches, armchairs, footstools, and a small dresser filled with various games, such as card games or board games
  • A washroom with toilets, washtubs, a magical brazier, and a steam sauna complete with benches
  • A room for experimentation filled with standard alchemical equipment, books, a magical fireplace, candles, two tables, chairs, and a tall mirror
  • A living room/front room complete with couches, chairs, a magical fireplace, rug, and table
  • A small piloting room with a table, a high backed chair, and a large half-dome window

The interior of the chest home is warm and dry, regardless of conditions outside. Any equipment or furnishings within the chest home can be removed from it, and as such any new equipment or furnishings can be added to it.

Piloting Room

A small front room acts as the piloting room for the home, in which sits a high backed chair and a large table complete with levers and other arcane apparatus, and a half-dome glass window. The levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the chest home transforms to accommodate different terrains and surroundings.

The half-dome glass window in the piloting room enables those in the room to see through smoke, fog, mist, murky waters, and other obscuring hindrances. Additionally, those in the piloting room who look through the half-dome glass window can see out into dim light and darkness up to 120 feet.

While inside the home, a creature can pull a lever in the piloting home to make the home appear as a normal chest from the outside. While in this state, the chest home cannot move unless reverted back into a home, and the DC to find the hidden mechanism increases by 1 for every creature inside the chest home.

Zolias Chester, the Traveling Home of the Wizard Statistics

The Zolias Chester, the Traveling Home of the Wizard is a Large object with the following statistics:


Armor Class: 20

Hit Points: 200

Speed: 40 ft., swim 40 ft., flying 40 ft. (or 0 ft. for all three if the legs, tail and fins, or wings aren't extended)

Damage Immunities: poison, psychic

Condition Immunitites: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Special: The chest home is immune to any spell or effect that would alter its form.

Special: The chest home has advantage on Saving Throws against Spells and other magical Effects.


To be used as a vehicle, the chest home requires one pilot. While the chest home’s chest opening entrance is closed, the chest home is airtight and watertight. The chest home provides enough air for up to 72 hours of breathing, divided by the number of breathing creatures inside.

The chest home floats on water. It can also go underwater to a depth of 900 feet. Below that, the chest home takes 2d6 bludgeoning damage per minute from pressure.

A creature in the chest home can use an action to move as many as two of the chest home’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Zolias Chest, the Traveling Home of the Wizard’s table.

Zolias Chester, the Traveling Home of the Wizard Levers:
Lever Direction, Effect
1 Up: Legs, tail, and fins extend, allowing the chest home to walk and swim.
1 Down: Legs, tail, and fins retract, reducing the chest home’s speed to 0 and making it unable to benefit from bonuses to speed.
2 Up: Wings extend, allowing the chest home to fly.
2 Down: Wings retract, reducing the chest home’s flying speed to 0.
3 Up: The chest home randomly teleports to a new location as if by the teleportation circle spell. Note: Chester counts as knowing the location of any place he has been to for the purposes of the spell.
3 Down: The chest home teleports back to the previous location visited by using this level Up.
4 Up: The chest home creates a new room in the form of a small tower. The room is unfurnished and empty.
4 Down: The chest home removed the new room. Any equipment and furnishings in the room when retracted remain there when the room is extended again, though they can only be retrieved by going into the room again. Any creatures in the room when the room is retracted and forcibly moved to the living room/front room, though they take no damage.
5 Up: The chest home covers the outside with an invincible cloaking magic, making the chest home appear on the outside as of under the effects of the greater invisibility spell. While in this state, the chest home can move, but creating a new room or opening an outside door ends the effect.
5 Down: The chest home’s invisibility is turned off.
6 Up: The chest home walks, swims, or flies forward.
6 Down: The chest home walks, swims, or flies backward.
7 Up: The chest home turns 90 degrees left.
7 Down: The chest home turns 90 degrees right.
8 Up: The chest home becomes hidden away from divination magic for 24 hours.
8 Down: The chest home ends the hidden away effect from divination magic.
9 Up: The chest home gains a burst in its movement speed, doubling its movement speed for 10 minutes.
9 Down: The chest home anchors itself to the ground and the outer materials harden, increasing the chest home’s AC by 5.
10 Up: The front door unseals and opens.
10 Down: The front door closes and seals.

Part 7: Feats

Botanist

You have studied the secrets of botany and are an expert in its craft and application, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You gain proficiency with the Herbalism Kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

  • As an action, you can identify one plant within 5 feet of you, as if you had tasted it. You must see the plant for this benefit to work. You learn what kind of plant it is, and what types of properties it has, such as if it is used for medical purposes or is edible.

Poisoner

You have studied the secrets of poison crafting and are an expert in its use, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You gain proficiency with the Poisoner’s Kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

  • As an action, you can identify one poison within 5 feet of you, as if you had tasted it. You must see the poison for this benefit to work. You learn what kind of poison it is, and what types of properties it has, such as how quickly it’s effects take hold, and if there is a cure for the poison, and how to make it.

Battlemage

Prerequisite: The ability to cast at least one spell

You have mastered techniques of fighting and wielding magic at close range, gaining the following benefits:

  • Your spellcasting ability increases by 1, to a maximum of 20.

  • When a creature within 5 feet of you casts a spell, you can use your reaction to cast a cantrip against that creature.

  • You have advantage on attack rolls against creatures within 5 feet of you who are concentrating on a spell.

Familiar Adept

Prerequisite: the ability to cast one spell

You have learned how to allow your familiar to gain higher forms of communication, gaining the following benefits:

  • You learn the find familiar spell, or add it to your spellbook, if it is not there already.

  • Your familiar gains the ability to speak and read every language that you know, though it cannot write.

  • Your familiar’s Intelligence score increases to 12.

  • You can communicate with your familiar while it is within 500 feet of you.

Masterful Teacher

Prerequisite: Intelligence score of 13

You can spend 10 minutes teaching or assisting your companions in problem solving and logic, increasing their skills as reasoning. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains a bonus equal to your Intelligence modifier to the first Intelligence based skill roll they make within the next minute. A creature can't benefit from this feat again until it has finished a short or long rest.

Witchblood

You have the blood of witches running through your veins, granting you the following benefits:

  • Your Charisma increases by 1, to a maximum of 20.

  • You gain proficiency in one of the following skills: Deception, Intimidation, or Persuasion.

  • You gain one Invocation on the warlock Invocation’s list, provided you meet any prerequisites or requirements.

You can retake this feat only once again.

Part 8: Optional Familiars


Badger

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 1
  • Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 1 (-5) 12 (+1) 5 (-3)

  • Intimidation +3 Survival +3
  • Senses Darkvision 30 ft., passive Perception 11
  • Languages ——
  • Challenge 0

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Butterfly

Tiny beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 14 (+2) 1 (-5) 14 (+2) 8(-1)

  • Senses darkvision 30 ft., passive Perception 12
  • Languages ——
  • Challenge 0

Flyby. The butterfly doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Fox

Tiny beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 1
  • Speed 35 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 1 (-5) 14 (+2) 3 (-4)

  • Perception +4, Stealth + 3
  • Senses Darkvision 30 ft., passive Perception 12
  • Languages ——
  • Challenge 0

Keen Sense. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Hedgehog

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 1
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 10 (+0) 1 (-5) 14 (+2) 3 (-4)

  • Perception +3
  • Senses Tremorsense 5 ft., passive Perception 12
  • Languages ——
  • Challenge 0

Actions

Needles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Hound

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 1
  • Speed 35 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 1 (-5) 12 (+1) 10 (+0)

  • Athletics +3 Perception + 3
  • Senses Darkvision 30 ft., passive Perception 10
  • Languages ——
  • Challenge 0

Keen Senses. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Hummingbird

Tiny beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 1
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 8 (-1) 1 (-5) 13 (+1) 6 (-2)

  • Perception +3 Stealth +4
  • Senses passive Perception 11
  • Languages ——
  • Challenge 0

Keen Sight. The hummingbird has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Koala

Tiny beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 1
  • Speed 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 1 (-5) 11 (+0) 10 (+0)

  • Athletics +3
  • Senses passive Perception 10
  • Languages ——
  • Challenge 0

Keen Climber The koala has advantage on Dexterity (Acrobatics) checks that rely on climbing.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


Monkey

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 1
  • Speed 30 ft., climb 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (+0) 4 (-3) 10 (+0) 4 (-3)

  • Acrobatics +3 Sleight of Hand +4
  • Senses passive Perception 10
  • Languages ——
  • Challenge 0

Nimble Escape. The monkey can take the Disengage, Dodge, or Dash action as a bonus action on each of its turns.

Actions

Paw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.


Moth

Tiny beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 11
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 14 (+2) 1 (-5) 16 (+3) 6(-2)

  • Skills Stealth +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages ——
  • Challenge 0

Camouflage. The moth has advantage on Dexterity (Stealth) checks that rely on sight

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Rabbit

Tiny beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 1
  • Speed 35 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 7 (-2) 1 (-5) 13 (+1) 3 (-4)

  • Perception + 4 Stealth +3
  • Senses passive Perception 10
  • Languages ——
  • Challenge 0

Keen Hearing. The rabbit has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.


Teacup Pig

Tiny beast, lawful neutral

  • Armor Class 13
  • Hit Points 1
  • Speed 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 6 (-2)

  • Skills Nature +4, Survival +4
  • Senses Passive Perception 12
  • Languages Pig
  • Challenge 0

Keen Smell. The teacup pig has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Headbutt. Melee Weapon attack: +3 to hit, reach 5 feet, one creature. Hit: 1 bludgeoning damage.


Turtle

Tiny beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 1
  • Speed 10 ft., swim 40 feet

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 1 (-5) 8 (-1) 3 (-4)

  • Senses passive Perception 10
  • Languages ——
  • Challenge 0

Hold Breath. The turtle can hold its breath for 1 hour.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Part 9: Factions

The Ovriel Academy

Of all the wonders I have seen in my life, none have struck me with a sense of awe more than that of the Ovriel Academy. The first time I laid my eyes upon its multitude of spires, its grand halls, and the rooms upon rooms where all manner of magical experimentation and learning was taking place, my breath was taken away from me. Never has there been an institution so dedicated to the discovery and learning of all things magical. From its lowest levels to its highest towers, students of the arcane were toiling away over ancient tomes, beakers filled with strange liquids and gases, and inscribing spells and sigils upon all manner of materials. My guide, the dear Elistra Alixandre, as part of my tour of the grand keep, took me through a maze of hallways and corridors to a large lecture hall deep underground, where we sat in earnest and wonder at a presentation in which an old orcish wizard displayed his findings on the works of the Yune, the greatest wizard in the land. After which, Elistra showed me a room where students were learning how to summon corpses. Corpses! I was told that no magic is off limits in the Academy to study, so long as it follows particular guidelines. I was amazed at the level of variety and splendid magics that I saw there, and am eagerly looking forward to the day where I can return as a student myself.

-Frederick Tomunil, author of the 'Olean Manuscript'



The Ovriel Academy is considered by many to be the greatest institution of magical learning ever created. Adhering to a progressive ideology of 'any magical learning is good magical learning', the Academy has been the home of many of the world's greatest wizards. Within its walls of old and weathered stone, students can study and practice any school or form of magic, with only a small number of restrictions which must be adhered to.

The Academy's acceptance of magic of all kinds and origins has led to the creation of incredible and influential works of arcane understanding and theory. From works that discussed the finer elements of wielding the power of fire, to a series of documented experiments detailing the methods of how to obtain extensive knowledge of the future, the students, instructors, and alumni of the Academy are heralded as being the mightiest wizards and scholars of the arcane alive.

However, while the Academy's tolerance for a variety of magic is unprecedented in the world of arcane academics, there are those that see this form of progressive thinking and experimentation as going too far, or perhaps being too dangerous. Critics of the Academy state that allowing for the practice of dark arts such as necromancy or even 'fleshwarping' in addition to the classical instruction of spells of a destructive or manipulative nature allows for the harboring of twisted and potentially dangerous individuals to only grow stronger and more powerful. The Academy, however, has continued to deny this, stating that it is precisely this form of open tolerance towards magic that will prevent the improper use and execution of dangerous magic.

Within the Academy

With the ability to study any form of magic within the halls of the Ovriel Academy, students are able to pursue their dreams of mastering, and potentially even discovering, many forms of magic. Sometimes, the sheer number of available lectures and courses can be overwhelming to new and prospective students. However, many are able to navigate their way to attending and studying in a majority of their chosen subjects.

Below are a handful of sample courses that can be used within the Ovriel Academy. These examples will give a basic description of the course, its major focus, the style of work to be performed in the course, and a list of a few of the Arcane Traditions found in this compendium that can be paired well with the course.

Magic & Technology. This course will provide an overview of the unification and application of magic when combined with the tools and creations of technology. Students are expected to develop a clear understanding of both the arcane arts and technological works, and be able to demonstrate an understanding of theory, application, and successful execution. Examples of Arcane Traditions that can be associated with this course: AT: Clocksmith, AT, Metallurgy, AT: Quantumurgy.

On Arcane Warfare. This course is dedicated to the understanding and developing of techniques wherein magic and spellcasting are combined with elements of warfare, such as combat expertise, an understanding of military tactics, and defensive maneuvers. Students will be instructed in both the theory and practical execution of magical warfare, and are expected to maintain a dedicated schedule composed of physical training and exercise alongside the knowledge of warfare. Examples of Arcane Traditions that can be associated with this course: AT: Arcane Knight, AT: Arcane Marksman, AT: Incarceration.

The Dark Arts: This course is focused on the understanding and replication of spells, spellcraft, and arcane arts that are often attributed with taboo and dangerous practices. Students are required to have a firm understanding of the nature of magics such as enchantment, necromancy, and curses, their application, worldviews and cultural views on these magics, and a dedication to learning how to wield these types of magic. Examples of Arcane Traditions that can be associated with this course: AT: Fleshwarping, AT: Haemomancy, AT: Hexmastery.

Naturae Arcana. This course focuses on utilizing elements of nature, such as the elements themselves, or even aspects of nature (such as flora and fauna), in conjunction with arcane spellcasting. Students in this course will learn how to develop control of and empowering forces of nature, from organic material to the summoning and manipulation of primal and natural forces. Examples of Arcane Traditions that can be associated with this course: AT: Arbormancy, AT: Astrology, AT: Windbringer.

Magical Theory and the Soul. This course will provide an arena wherein students are asked to discuss and study various theories related to the mind, the soul, magic, and the ideologies that drive them and contribute to the overarching body of works related to these fields. Students are expected to develop a thesis or theory related to one or more of these fields, as well as be able to demonstrate spellcasting and abilities that convey this understanding. Examples of Arcane Traditions that can be associated with this course: AT: Philosophy, AT: Recollection, AT: Soul Sage.

Experimental Development. This course is dedicated to allowing for students to create or study forms of magic that are considered new, experimental, or untraditional. Students are expected to utilize their creativity and dedication to perfect and/or develop styles and applications of magic, and be able to demonstrate their usefulness, their general application, the philosophies backing these new forms of magic, and the general and specific applications of these magics. Examples of Arcane Traditions that can be associated with this course: AT: Chessmaster, AT: Cartomancy, AT: Gravity Wielder.

Goals of the Ovriel Academy

As many of the student and faculty of the Ovriel Academy will tell you, the two most important goals of the Academy are the following: the development, experimentation, and understanding of magic, and the preservation of theories, documetation, and works of its students and faculty members for the Academy's use and for generations of spellcasters to come.

The Rules of the Ovriel Academy

While a particular course at the Academy may have a set of specific rules and regulations regarding what the course is dedicated towards, as well as allowing the study and practice of many forms of magic, the Ovriel Academy as an institution does have a set of rules that all students and faculty members must abide by, or risk being permanently expelled and dismissed by the Academy.

The rules of the Ovriel Academy, known as the Academy Tenets, are as follows:

Academy Tenets
  1. No member of the Academy may steal from, murder, kill, or harm another member or non-member of the Academy.
  2. No member shall subject another member to any form of experimentation or spell without the other's explicit consent, documented in writing, and supervised by a senior member.
  3. No member shall use their studies or abilities to cause harm to the Academy, both in its structure or populace.
  4. All members must publish their findings, studies, and other works with the Academy Library for use by future generations.
  5. No member shall steal, trade, or give away items or equipment owned by the Academy.
  6. No member shall subject a person or group of persons not belonging to the Academy to any form of experimentation or spell without the person or group of person's explicit consent, documented in writing, and supervised by a senior member.
  7. No member, aside from those permitted by the Council of Academics, shall enter Room 34.

Academy Character

Alignment: Any alignment, provided you follow the Academy Tenets

Suggest Races: Any race

Suggested Classes: Bard, sorcerer, warlock, wizard

You might enjoy playing a character who belongs to the Ovriel Academy if one or more of the following sentences are true:

  • You enjoy playing a character who is a studious individual and pursues knowledge.

  • You want to play a character with ties to institutions of magical learning, or magical academia.

  • You like the idea of a character who is focused on learning and acquiring various forms of magic.

Joining the Academy

You may have been someone who was born and raised in a family whose members have been students or even faculty at the Ovriel Academy for generations. Or, you may be someone who is the first in your family to attend an institution of magical learning, or even school at all. Whatever the case may be, the Ovriel Academy welcomes many applicants within their halls, provided that they maintain adherence to the Academy Tenets.

Application Process

The process for applying to become a member of the Ovriel Academy is a rather extensive one. The Academyonly accepts new applicants once a year, and the struggle to become an Academy Student is a difficult game. Applicants have been known to take the examinations multiple times and still not be selected, and these instances are all too common. In fact, some individuals may have waited years or even decades before they were even accepted into the Academy. Combining the rigorous examinations with the sheer quantity at which people apply at the acceptance times for new student, and the entire process can make or break an individual depending on how the examinations go.

Prospective students must first be able to pass a series of examinations, each one focusing on evaluating a different aspect of the prospect. These examinations are done in the order presented below, and should complete each examination, then they are admitted into the Ovriel Academy as an Academy Student.

The first examination is a form of interview by recruiters of the Academy, wherein the prospective student is asked a lengthy series of questions regarding the arcane arts. These questions can range from understanding the elements to knowledge regarding the history of magic.

After completing the first examination, the prospect must undergo the second examination, which involves a demonstration of their magical capabilities. These demonstrations can take the form of tests of being able to display control over raw, elemental power, conjuring an item, or any other area of magic. Typically, the tests are based on the prospects area of focus within magic, which not only shows off what magics the prospect excels at, but also can help the Academy recruiters understand what courses and paths the prospect would take once they become an Academy Student.

Once the second examination is complete, the Academy recruiters take the information gathered and hold a meeting wherein all of the recruiters discuss and compare the different notes gathered from the applicants. After careful consideration and discussion, the recruiters arrive at a final conclusion of who is to go through the last demonstration of magical understanding and use.

When this process is finished, all of the those permitted to attend the final examination are brought forth to a special building located just outside of the Academy's grounds to participate in the event known as the Trial of Judgment. Once everyone has been gathered, the Academy recruiters run everyone through a series of obstacle courses and trials meant to challenge not only one's ability to wield magic, but their capability to use critical thinking and to think on the spot for solutions for a problem before them.

Those that are able to make it past all of the challenges at the Trial of Judgment are then accepted as Academy Students, and can then begin taking courses and be underway on their journeys to uncovering all that they can about magic.

Trial of Judgment Challenges

The Trial of Judgment can offer a variety of obstacles and problems to an applicant, and each year the trials can change. Below is a list of sample trials and challenges that could be used in a Trial of Judgment.

You can roll a d8 or choose from the options in the Trial of Judgment Challenges table to determine which challenges your character had to overcome in order to become an official Academy Student.

Trial of Judgment Challenges
d8 Trial
1 You had to overcome a dangerous obstacle course designed to judge how well you can assess situations in a battle.
2 You had to find and locate a particular object within a vast and complicated maze, returning outside of it once you had retrieved it.
3 You had to fight against your fellow applicants in a fight where you could wound, but not outright kill, the other applicants.
4 You had to be able to produce magical effects related to at least four different schools of magic at various levels.
5 You had to team up with some of your fellow applicants in order to defeat a monster or beast.
6 You had to demonstrate what you could do with magic, as well as without magic when you were suddenly thrust into an anti-magic zone.
7 You were tasked with trying to solve a puzzle wherein the answer was in using your skills with magic.
8 You had to display as many of your skills with magic as you were able to in front of hundreds of people, displaying control and style.

Background: Academy Student

You are a student of a major institution of magical learning, studying a variety of magics under the supervision of expert spellcasters and teachers of the arcane. You are ambitious and studious, often spending your time pouring over dusty tomes, practicing the art of spellcasting, and training both your mind and body to become a mighty student of magic.

As a part of being a student at a prestigious learning institution, you dedicate your time and energy towards learning as much as you can, and being able to show what you know by recitation, application, and other displays of your knowledge.

Skill Proficiencies: Arcana, and any one skill of your choice

Tool Proficiencies: None

Languages: One common language of your choice, and one exotic language of your choice

Equipment: A cloak, a bag containing 10 gp, two books dedicated to fields of magic you study, a candle, quill, inkpot, blank parchment, and a staff.

Feature: Academic Access

As a student at an institution of learning, you understand what it is like to devote your life towards theory and discovery, as well as knowing who to go to for answers related to questions of an academic nature. You and your adventuring companions can expect to have an audience with lower level students and faculty members regarding questions and theories on a particular subject, from magic to history. You (but only you) can also request to speak with an expert in that field, provided that there is an expert at your institution of learning, or can request access to otherwise prohibited or ancient studying material, such as ancient tomes or items, provided that you take care of any items you request and you observe them while under the supervision of a senior member.

You also can expect to receive food, shelter, and other assistance from your colleagues at your academy or university, provided that you ask for assistance that is not life threatening and you remain in good standing with the academy or university.

Academy Student Spells

Prerequisite: Spellcasting or Pact Magic class feature

For you, your GM may rule that you can acquire a small extended list of spells based on your area of focus and the type of magic that it pertains to. For example, if you are a student that practices magic related to a particular school of magic, your GM may grant you an extended spell list of additional spells that involves that particular school of magic. Should your GM grant you an extended spell list, the spells in said list are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Below is an example of an extended spell list that your GM may use or allow for a character. The below extended spell list is for a character that practices ‘magic in warfare’ or 'battle magic'.

Academy Student Spells (Example)
Spell Level Spells
Cantrip blade ward, sword burst
1st absorb elements, mage armor
2nd magic weapon, mirror image
3rd haste, protection from energy
4th fire shield, resilient sphere
5th skill empowerment, steel wind strike

Should your GM grant you an extended spell list, your magic can vary in terms of its appearance. Some students might chagne the appearance of their spells to reflect the nature of what they primarily study when casting their spells. Others might prefer to cast their spells while speaking in a particular language, or in a certain style that is popular amongst their fellow academics. Still, others might try to develop a style and flavor unique to them and them alone, perhaps even setting off a new trend or style.

Suggested Characteristics

Students are as varied as they come, with many developing different habits, ambitions, and world views throughout their academic careers. Some students may take a more laidback approach when it comes to their studies, preferring to study and live freely, knowing that they can pick up their academic work just as easily as they can put it down. Others tend to gravitate towards almost extreme means, dedicating every waking moment of their lives in the pursuit of knowledge and understanding.

Personality Traits
d6 Personality Trait
1 I often over explain and use long words to appear intelligent and impressive.
2 I spend every moment of my time reading or writing something related to my studies.
3 I always pleasure every opportunity to explain or discuss my studies and research.
4 I thrive for intellectual stimulus and challenges that make me think.
5 I always view every alternative before making a decision or lending input.
6 I always get a second opinion on a topic, just to be sure.
Ideals
d6 Ideals
1 Analyze. I must see to it that I always stick to the logical answers to problems. (Lawful)
2 Might. Magic is a powerful and creative tool. I will use it to serve my own ends. (Evil).
3 Absolutism. It does not mater how I obtain the information I need for my studies, only that I obtain it. (Chaotic)
4 Benevolence. I strive to learn all that I can in order to improve the conditions of the world. (Good)
5 Tool. I see magic as a tool, a means to an end. I put no stock in stigmas or dogma related to magic. (Neutral)
6 Specialize. I prefer to only focus on those areas that interest me. Leave other subjects to other people. (Any)
Bonds
d6 Bonds
1 I cherish the relationships I have with all of my fellow academics.
2 I mentor underneath a well respected senior member of the academy. I hope to one day take their position.
3 I have better relationships with the faculty members than I do with my peers.
4 I love my academy and will do anything to improve it and defend it.
5 I tutor a new student, and hope that my teaching makes them successful.
6 I have a rival student who I must surpass in every way that I can.
Flaws
d6 Flaws
1 I have a habit of talking over people.
2 I often speak without fully thinking about what it is I am going to say first.
3 I have a tendency to not organize my research and materials.
4 I tend to overthink even the smallest of matters.
5 I cannot pass up an opportunity to demonstrate my skills and knowledge on a subject I specialize in.
6 I have a habit of correcting everything, from spelling errors to grammatical issues.

Contacts

The members of the Ovriel Academy work closely with their peers and mentors in order to develop new theories and obtain magical understanding. While not every individual will get along fairly well with others, many stick together in some form or another, knowing that everyone has their own set of skills and areas of expertise.

Roll a d8 on the Academy Contacts table to determine the nature of your contact.

Academy Contacts
d8 Contact
1 One of my contacts is someone who can usually grant me access to otherwise private or restricted research materials.
2 My mentor is a legend within their line of expertise. I can rely on them for anything about that topic.
3 I am good friends with the keeper of our academy's plants and herbs. I often go to them for ingredients.
4 One of my siblings is also in the same courses as I am. We study and work together.
5 I know the head of the academy well, for it is they who vouched for me when I applied.
6 A member of my academy is more brilliant in the field of my studies than I am. I go to them often with questions.
7 I oversee some of the newer students, who will do anything for me so long as I put in a good word for them.
8 Our academy's chefs treat me like one of them own, and I can always turn to them on a bad day.

How Do I Fit In?

As a member of an academy of magical learning, you are always encouraged to pursue your research and studies, provided that your endeavors never stray from the Academy Tenets, as failure to comply with them can mean your expulsion from the academy, and thus being separated from your research.

Your academy expects for you to uphold the high standards of their institution, as well as to continue to provide scholarly works and materials for your peers as well as future students. You might have to make sure that your research is properly cataloged if the library is busy, or you might even have to venture out for more research or research materials.

Or, if you are in great standing with the higher ups at your academy, they may even send you out on a special task beyond the academy's walls. Perhaps you are sent out to retrieve an incredibly rare tome of arcane secrets that has been lost for years. Or, perhaps, you might be sent as an advisor to a noble or king who is in need of academic or arcane expertise.

An Academy Student Party

A group of Academy adventurers can have many reasons for setting out on a journey. Many academics pursue knowledge that is simply outside the boundaries of the academy's libraries, and thus must go searching for the answers to the questions they have. Others seek not answers, but questions, and thrive in the outside world, finding new mysteries around every corner.

While mostly magic users (bards, sorcerers, warlocks, and wizards), some academies will have members who take up studies (fighters, monks, paladins) who also yearn for knowledge related to magic, history, and other ideologies and worldviews that they would have not been presented with elsewhere.

Another route that can be taken with an all academy student party is by taking a look at the Plot Hooks section of this faction. By using one of these, or by possibly combining multiple options in that table, a party of all coven members can have a series of tasks that can span over the course of several sessions or can last the entire length of a campaign. Work with your DM regarding some potential routes that an all coven party can be approached with.

Enemies and Allies

Despite the relatively peaceful life of most academics and students, one is bound to develop not only close relationships and companions, but rivals or envious enemies, from students who help and contribute to your research, to those who look upon your work with jealousy or hatred.

Below are two sample lists of enemies and allies that your academy stuent character may have. You can roll a d6 for each table, or choose from the options in the Academy Student Enemies Options table and Academy Studet Allies Options table to determine your character’s specific foes and friends.

d6 Enemy
1 Your former best friend took credit for research that you did yourself, and you aim to set things right.
2 You angered one of the faculty members, who goes out of their way to see you get into trouble.
3 During an experiment gone wrong, you accidentally harmed another student. They have never forgiven you, and they now seek your downfall.
4 The students at a rival academy have been pranking your institution, and many see their actions as more than just a petty rivalry.
5 One of your peers is jealous of the attention that your work and research has received, and is now trying their best to turn all eyes towards them.
6 A new student took something that you said to them in passing very harshly, and now is actively trying to make matters worse in any way that they can.
d6 Ally
1 The first instructor that you had became an almost parent-like figure to you.
2 You are in an intimate relationship with one of your fellow students.
3 Your colleagues all adore you, and do anything they can to help you in your research and studies.
4 You made fast friends out of the workers who work for the academy, such as the cooks and the groundskeepers.
5 Someone who was struggling at first during their initial week at the academy is now in debt to you for looking out for them.
6 One of your peers was in danger during an experiment, and you managed to save them from certain death.

Plot Hooks

An academy for magical learning can provide a great number of plot hooks and other story elements for a campaign. Below is a sample list of plot hooks that may be included into your campaign. Your GM may choose one of the following options on their own, or you can work out one of these with your GM should you choose to have your character be tied to one of these. You can roll a d8, or choose from the options in the Academy Plot Hooks table to determine a plot to use for story elements.

d8 Plot Hook
1 With the advancement of great civilizations and the rise of technology, the covens must unite together to decide their fate in the future of the world.
2 A witch coven has recently assumed power of a nearby land. Some of the populace have enjoyed the change in leadership, while others have been whispering of rebellion.
3 The sole survivor of the massacre of a coven has come to another for shelter and refuge. They spoke of a brutal witch hunt.
4 An ancient nature spirit is dying, and has tasked a coven with helping it find a cure to their ailment.
5 A traitor to a witch coven has found a way to curse the members of their former coven. The First Witch of that coven has sent out witches to find them and put an end to their suffering.
6 An ancient and terrible entity threatens everything in the land. Someone has approached the coven for assistance in taking down this terrible threat.
7 A coven has been acting rashly, and their new leader has threatened to disregard and even change the Code of Covens forever.
8 Witch covens have been migrating as the land is dying. Many witches are trying to hide and survive amongst cities and towns, hoping to live without being discovered.

Witch Covens

After a four day journey into the heart of the ancient Yorn Forest, my companion Alain and I finally came upon a clearing that lay nestled between mighty great-pines that shot upwards into the sky hundreds of feet above us. There, we saw who we were hoping to meet; a witch, adorned in furs and dark grey cloaks. Her right hand gripped a long quarterstaff, upon which feathers and bones hung from a jagged crystal tip. Her hair, thick and wild like that of the mane of a black lion, obscured much of her face, though through that darkened canopy I could see her eyes. The two haunting yellow eyes shone curiously bright, and as the first few drops of rain began to fall from the sky, her left hand emerged from within her cloak, beckoning us into the heart of the forest. “Come,” she began, “let me show you what the world has forgotten.”

-Tulin Briarstorm, Historian of the Academy of
Arameus-Sol in Ironvale



Witch Covens are a mysterious and ancient part of history. Many live in wild remote areas, practicing ancient and taboo magic deep within darkened woods or haunted deserts. Others live just beyond the edge of civilization, close enough to offer their services to those who seek it while at the same time far enough away to maintain a life of peace. A witch coven may be harsh and cruel to outsiders, tricking them into terrible curses or misfortune should they not be careful of their dealings and wording. Some covens, however, are more generous and kind, serving as a voice of wisdom and council to small villages and hamlets.

Despite this drastic variety of covens, all witches adhere to two basic principles, which some covens refer to as the Rule of Two: the acquiring and protecting of ancient magic and magical secrets, and the Code of Covens. To the former, all witch covens maintain a connection to special magic, and make sure that it does not fall into the wrong hands. The magic that a coven can hold and protect can be as varied as the covens themselves, though all covens protect their secrets from all outsiders, and occasionally from other covens as well. To the latter, all witch covens work together under a set of ancient laws known as the Code of Covens. It is through these laws that witches have each other’s backs in times of peace or peril.

Yet, even with their mystical abilities and ancient knowledge, all witches know that the world can be as dangerous as it can be peaceful. Witches exist in a constant state of in between do to the nature of an outsiders view on them. Cultures with strong ties to magic or nature may have a more respectful and favorable view on witches, valuing their knowledge, wisdom, and combined powers of nature and the arcane. While on the other hand, some civilizations and cultures may view witches, regardless of their coven’s practices, as heretics and bad omens, and may even lead crusades, inquisitions, or witch hunts to purge the land from what they view as an impurity.

Inside the Covens

With so many different covens, it does not take a very scrutinous eye to see that there is no unified leader amongst the lot of them. The only unifying tie that all covens share are the unanimous upholding of the Rule of Two. Some covens keep to themselves, while others will communicate openly between other sister covens. Occasionally, there are instances where all witch covens gather together for a common goal. Such a goal could be uniting to fight against a zealous inquisition, or because of a rare magical event, such as a Bloodmoon or the sprouting of an ancient tree.

Below are a handful of sample covens that can be used within a world. These examples will give a basic description of the coven, their style of magic, and their general attitudes.

Coven of Lies. The Coven of Lies is one of the most feared covens in the land. Witches who belong to this coven often summon great spiders to aid them in battle, and are known for their use of deadly poisons. What makes them dangerous, however, is their ability to move stealthily and to be patient. Many witches in this coven use spiders to spy upon others, seeing through the eyes of a spider while it sits patiently in the webs in the corners of dark rooms or forests.

Coven of Might. The Coven of Might lives up to their namesake by training in the art of combat and acquiring power through whatever means necessary. These witches will often hone their skills in weaponry, and may even don armor in warfare. Their greatest strength, however, comes from their ability to draw allies to their cause and to have others work alongside of them. Great minotaur and mighty beasts will follow these witches to achieve whatever goal they are after.

Coven of Oak. The Coven of Oak is one that practices what is known as ‘green magic’, a type of magic that controls and wields the magical strength of nature itself. Often one of the more peaceful covens, witches within this group tend to wild areas of nature and help protect it. They get along more easily with druids than some other witch covens may, and they are known to be guardians of ancient natural sites, such as mighty old trees or an oasis within a vast desert.

Coven of Light. The Coven of Light is one of the more recognized covens, and favorably so. Many of these witches will offer their services to heal and help others with their ailments, wounds, or other aspects of their lives. They are often the coven that will live the closest to civilization, and in some cases small hamlets will even spring up around their settlements to protect them in exchange for their aid. These witches are sometimes known as ‘good witches’ or ‘witch-doctors’.

Coven of Seas. The Coven of Seas is one of the more nomadic covens, and they travel either on the oceans or journey up the lengths of coasts as the seasons change. They are practitioners of ancient oceanic magic, often using salt, seaweed, and shells in their rituals and spellcasting. They can be as unpredictable as the sea itself, offering aid and guidance through rivers or stormy seas, or can be malevolent deceivers, guiding many a would be voyage to their doom amongst the depths.

Goals of Witch Covens

The sheer amount of covens that exist, as well as their different views on the world and magic, means that different philosophies and ideologies are present amongst witchdom. Thus, it is very rare to see all witch covens work towards a specific goal. Rather, each coven’s immediate desires, goals, and needs can differ drastically from one another. Some covens seek nothing more than to help or be left alone to study magic, whereas some covens seek domination and control of others.

Witch Coven Lairs

The homes and lairs that witch covens reside within are infamous for the mystical properties and ancient magical secrets. Some witch covens homes, referred to as coven lairs, are hidden deep into the wilds and require incredible skill and tracking abilities for all non-witches to find them. Others are nestled within the remains of ancient sites and battlefields, with witches living in haunted and dangerous places.

To the right are a handful of sample coven lairs that can be used within a world. These examples will give a basic description of the coven, their style of magic, and their general attitudes. You can roll a d10 or choose from the options in the Coven Lair Options table to determine your the lair of your coven. To GMs, you may roll on this table or choose from the options below to choose coven lairs for other covens.


A Note to GMs

The lair of a witch coven are usually steeped in ancient witch magic. One great way to represent this type of magic is to use the options listed in Volo's Guide to Monsters for Hag Lair Actions (VGM pg. 59).

The nature of a witch coven greatly influences the type of magic that a lair can have. For example, a witch coven that focuses on 'green magic' or protecting nature may use a lair action for a green hag.

For coven witch or witch characters, they have special benefits when it comes to a witch coven lair. If a player plays a character who is a coven witch or witch class, they automatically succeed on any check or saving throw related to a coven lair action from the witch coven lair they come from. Coven witches or witch class characters have advantage on checks or saving throws related to witch coven lair actions for witch coven lairs they do not come from.

Coven Lair Options
d10 Coven Lair
1 Your coven's lair lies deep within a dangerous desert, built in a lonely oasis.
2 Your coven's lair rests on the remains of an ancient burial ground, and many witches of your coven live within the skulls of giant remains.
3 Your coven's lair sits amongst the peaks of mist covered mountains, composed of a series of stone towers emerging from the mountain.
4 Your coven's lair is a series of huts that stand upon stilts above the sludge-like water of a monster filled swamp.
5 Your coven's lair is nestled amongst massive primordial trees as a collection of huts and nest-like homes wrapping around the giant tree trunks.
6 Your coven's lair occupies the ruins of a long forgotten city or temple built within excellent view of the moon.
7 Your coven's lair is a series of underground cavernous chambers and caves that run deep under the base of a mountain range.
8 Your coven's lair rests far to the north amongst the chilling winds of a barren frozen wasteland.
9 Your coven's lair is built upon the remains of an old, massive battleground where the ghosts of the fallen soldiers haunt the fields at night.
10 Your coven's lair is a single area of multiple huts and hovels clustered and built densely together on the coast of a vast ocean.
Hags & Witches

Some witch covens live with and work alongside hags, while others do not. The attitude of a witch coven can determine whether or not they consider hags to be allies, enemies, or neutral parties.

Coven Character

Alignment: Any alignment, though you usually share something in common with your Coven

Suggest Races: Bugbear, Elf, Goliath, Human, though any race can work

Suggested Classes: Cleric, druid, ranger, sorcerer, warlock, wizard

You might enjoy playing a character who belongs to a Witch Coven if one or more of the following sentences are true:

  • You enjoy playing a character who is an outsider to civilized lands.

  • You want to play a character with ties to ancient magic and powerful witches.

  • You like the idea of a character who is complex, being viewed in various extreme ways by other people.

Joining a Coven

You may have been someone who was born and raised in a coven, with a family history of coven members stretching back generations. Or, you may have been someone exiled from your home or forced to flee as a refugee. Whatever the case may be, a coven will view you with respect and honor so long as you show the same back, and can prove yourself to be a capable and worthy member of a coven.

While most, if not all, witches will look after their own and side with another coven over any other faction, covens are unique in that they can drastically differ from one another in style, goals, and practices. When you become a member of a coven, you join a specific coven. You can roll a d8 or choose from the options in the Coven Options table to determine your characters specific coven allegiance.

Coven Options
d8 Coven
1 Your coven focuses primarily on protecting nature and wildlife. Your coven may have many animals that work alongside you and your fellow witches.
2 Your coven focuses primarily on helping others in times of trouble. Your coven may have their haven be easy to journey to, or may have its members travel to towns.
3 Your coven focuses primarily on dark and forbidden magic. Your coven may study the ways of enchantment or necromancy, or may summon fiends or undead.
4 Your coven focuses primarily on journeying to different sacred sites. Your coven may adhere to visions and prophecy, and may make pilgrimages to special places.
5 Your coven focuses primarily on offering services, both good and bad, to local villagers. Your coven may have had mixed experiences with locals, and thus treat each person differently.
6 Your coven focuses primarily on sacrifice and ancient rituals. Your coven may be trying to obtain forbidden power or access long forgotten magical abilities.
7 Your coven focuses primarily on hunting witch hunters, as well as traitors and exiles of covens. Your coven may have experienced recent tragedy, or may have been dealing with troublesome outsiders for generations.
8 Your coven focuses primarily on communicating with and helping beings from another Plane of Existence. Your coven may have once helped an otherworldy being return to their home, or may be trying to bring creatures from another Plane into your world.

Sacred Rites

When you are born into a covenor not, you are not considered a witch until you reach adulthood and you have completed the Sacred Rites, special rituals or tasks that must be performed to become a witch of a coven. Below is a sample of rites or rituals that your coven may use to initiate members. You can roll a d8 or choose from the options in the Sacred Rites Options table to determine your character’s specific rituals that they must or have already performed.

Sacred Rites
d8 Sacred Rite
1 Sacrifice. You must perform a sacrifice of an adult animal or person, devour its heart, and bath in their blood for 1 hour under a full moon.
2 Retribution. You must find a witch hunter, traitor, or exile and put an end to them, and bring back their head to place at the feet of your coven’s First Witch.
3 Protection. You must protect an animal from being hunted, and if necessary, offer forth an adult animal in exchange.
4 Curse. You must accept a curse that your coven’s members all bear, such as lycanthropy or vampirism. You must live on your own for a month while you grow accustomed to it.
5 Combat. You must prove yourself in bloody combat, either by protecting the coven or fighting a mighty creature.
6 Benevolence. Over the course of a month, you must provide good services for a hamlet or village without hesitation or accepting anything in exchange.
7 Pilgrimage. You must make a journey through the lands to a specific site alone, praying at the site and bringing forth something from there to show as proof.
8 Possession. While surrounded by your coven’s members under a new moon, you must allow yourself to become possessed by a spirit for 4 hours, and must endure throughout the entirety of the time.

Witchtongue

Just like druids have their own secret language, witches also share a special language that all witches learn. It is a heavily guarded language, and for an outsider to learn or know it is considered to be either a hefty and worthy gift or an incredible anomaly. It is rarely written down save for special circumstances, such as notating the history of a coven or for communication from one coven to another.

It is a language that is very beautiful, yet eerie and strange. There are many harsher vocal sounds, and words are often longer and contain multiple syllables. There are also two peculiar sounds that can be heard within the language. The first is a ‘hr’, which sounds akin to pronouncing an r with an h sound in front of it, and the second being a ‘hl’, which sounds similar to ‘hil’, with a heavy and breathy h sound. These two sounds give the language a very breathy and almost haunting quality to it. It is sometimes referred to as ‘the Old Speech’ by coven members or as ‘black tongue’ or ‘wicked tongue’ by those who wish to demean the language.

Witch Laws

With such a variety of covens and witches that exist, there are bound to be differences from coven to coven. As such, covens adhere two different sets of rules: a Coven’s Laws and a Code of Covens. A Coven’s Laws are always five rules that a coven sets for themselves. They may differ drastically, though the one rule they must abide by is the following: no rule on a Coven’s Laws can go against a law set in the ancient Code of Covens. They are sometimes known as a coven’s Five Laws. Your DM has final say on what a specific coven’s Coven’s Laws are.

The Code of Covens is a set of witch laws that all covens must adhere to and cannot refuse, should they be exiled or branded a traitor, the greatest insult a witch can give. It is a simple set of ancient laws passed down for centuries from the days of the first witches. They are sometimes known as the Witch Laws, the Ancient Words, or the Seven Tenets. The Code of Covens laws are below:

The Code of Covens
  • No witch shall steal from another witch.
  • No witch shall kill another witch, save for traitors or the exiled.
  • No witch shall betray another witch or coven, nor shall they reveal a coven in hiding to an outside force.
  • No witch shall refuse the plight of another coven should the latter be in need of aid or danger.
  • All witches must respect and revere nature.
  • All witches must take responsibility for their own actions.
  • All witches, regardless of their views, must respect the ways and practices of another coven.

Witches who break one of the laws set by the Code of Covens are known as traitors or exiles. These witches are stripped of all gifts and titles they held, and are forbidden to speak to another coven. These traitors and exiled are distinguished by a special mark called the Traitor’s Mark, a magical black scar that is magically branded on the hand, arm, forehead, or neck. Through ancient magic, these marks cannot be removed save for a remove curse spell that is cast at the same time of day with a 8th or 9th level spell slot over the course of seven days, after which point the bearer must submerge themselves in a bath of salt water for 8 hours.

Witch Quirks

Given their deep connection to ancient magic, as well as the variety of covens that exist, it is no wonder that witches have peculiar traits to them. Many witches, either at birth of upon completion of a Sacred Rite, often have some minor quirk that distinguishes them from the common folk. These quirks can range from the minor to the extreme, from bodily changes to their presence itself. Below is a sample of quirks that your witch character may have. You can roll a d12 or choose from the options in the Witch Quirk Options table to determine your character’s specific quirks.

d8 Witch Quirk
1 The pupils in your eyes are slits, either vertical or horizontal.
2 It is hard to make out exactly why, but the area around you appears dimmer than around others.
3 You have fangs and long, sharp fingernails or claws.
4 Parts of your body, particularly your joints, have become covered in scales, fur, or feathers.
5 Your hair is wild and unruly, and appears to move as if always in a breeze.
6 The fur, scales, or skin on your hands, ears, feet, and lips appear blackened, or have a permanent dark green or red color to them.
7 Your limbs have lengthened an extra inch or two.
8 You have a captivating and undeniable beauty to you that some find hard to look away from.
9 You constantly smell like fallen rain, mid-morning dew, fresh herbs, incense, or the ashes of a fire.
10 Your voice sounds both elderly and youthful at the same time.
11 Small critters, such as beetles or spiders, can be seen crawling over you from time to time, appearing from within your cloak or hair.
12 Though you breathe, it often appears to others as if you are not.

Background: Coven Witch

You are a witch, a member of a coven that lives out in the wilds. You are wise and knowledgeable regarding aspects of nature, plants, magic, and a multitude of obscure arcane arts. You often dwell within nature’s deep forests, elaborate caves, sun scorched deserts, or frigid taiga along with your fellow coven witches.

As a part of being a member of a coven, you work towards the greater good and the goals of the coven itself. You trade magical secrets with your fellow members, and will sometimes venture off to help with some task your coven needs. Some covens will keep generally to themselves and work towards helping nature, while others will play a more active role in relation to some community, whether that is to harm it or to aid it.

Skill Proficiencies: Any two skills of your choice

Tool Proficiencies: Choose one from Alchemist Supplies, Herbalism Kit, Poisoner’s Kit, or Woodcarver’s Tools

Languages: Witchtongue, and one language of your choice

Equipment: An athame, a cloak, a small pouch of local herbs, a sickle or wooden staff, a waterskin, and the fur of an animal.

Feature: Witch’s Wisdom

You are a practitioner of ancient, obscure magic crafts. As such, most people have mixed opinions of you and your skills, and some may seek you out for aid or guidance. If so, you can receive a small fee from them in exchange for your services (the fee is determined by the DM). Services that one may ask of you can range wildly, from questions regarding how best to tend to their fields, whether to place or remove a curse on someone else, or for homeopathic medical aid. Your DM can assist you in determining the nature of other meetings you may have with others.

You also know a set of secret codes, runes, and symbols that you can use to identify other witches, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These witches never risk their lives for you, though they will assist you in what you ask so long as they are not in danger.

Witch Coven Spells

Prerequisite: Spellcasting or Pact Magic class feature

For you, your DM may rule that you can acquire a small extended list of spells based on your coven and the type of magic that it practices. For example, if your coven practices dark arts and forbidden magic, your DM may grant you an extended spell list of additional spells that involves enchantment or necromancy. Or, if your coven focuses on wielding the power of nature, your DM may grant you an extended spell list of additional spells that involve spells from the druid spell list. Should your DM grant you an extended spell list, the spells in said list are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Below is an example of an extended spell list that your DM may use or allow for a character. The below extended spell list is for a character that practices ‘green magic’ or nature wielding magic.

Witch Coven Spells (Example)
Spell Level Spells
Cantrip druidcraft, thorn whip
1st entangle, speak with animals
2nd beast sense, moonbeam
3rd conjure animals, plant growth
4th dominate beast, guardian of nature
5th druid grove, tree stride

Should your GM grant you an extended spell list, your magic can vary in terms of its appearance. Some witches call forth mangled roots and dark colored vapor when casting their spells. Others conjure ethereal shapes of animals, and others imbue their spells with warming, golden lights. The style of your magic is usually influenced by the nature of your coven.

Suggested Characteristics

Witches are, as a whole, a varied lot of individuals. Their personalities and mannerisms can differ drastically from one to another, even within a coven. Many witches believe in being themselves, though many witches are mindful of both themselves and their surroundings, and know when and where it is best to reveal their true personalities. Given that many people may either be seeking them out for either assistance or to hunt them down, witches are careful of who they reveal themselves around.

Personality Traits
d6 Personality Trait
1 I often find more meaningful friendships in animals than I do people outside of my coven.
2 You can insult me all you want to, but don’t you dare insult my coven.
3 I laugh at those who try to constantly stay clean and are afraid to get dirty.
4 The only rules that I truly adhere to are the unspoken laws of nature and the rules of my coven.
5 I begin every morning with a small ritual that keeps me calm and clears my head.
6 I believe that the wilds will ultimately reclaim civilization. In time.
Ideals
d6 Ideals
1 Coven. I would do anything for my coven. (Any)
2 Nature. Living amongst the native flora and wildlife is the true way to live. (Neutral).
3 Ancestors. We must strive to emulate our ancestors and make them proud. (Any)
4 Pride. Only those who understand the old magics can understand true power. (Evil)
5 Independence. My coven and I will do whatever it takes to maintain our way of life. (Chaotic)
6 Openness. I am willing to show the ways of my coven to those who are willing to learn and respect them. (Good)
Bonds
d6 Bonds
1 Many of the members of my coven wish to keep our ways secret to others. I aim to change that.
2 My coven has been at odds with many other covens.
3 I am often finding myself doubting the leadership of my coven.
4 The leader of my coven has been training me to eventually take over as the coven elder.
5 I love my coven with every fiber of my being. I will protect them till my dying breath.
6 I had to leave my old coven behind to join a new one. The events that lead to this are … complicated.
Flaws
d6 Flaws
1 I have a habit of being suspicious of most people.
2 Having seen how some of my fellow witches are treated, I am either too open or too harsh with many people I encounter.
3 I can often come across as frightening even when I am not trying to be.
4 When I see an animal being harmed that was not defending itself, I can become quite angered.
5 I sometimes have a habit of speaking what I really want to say in Witchtongue.
6 I feel compelled to curse those who have done me or my friends wrong.

Contacts

The members of Witch Covens depend on each other for survival, companionship, and aid. Each coven faces many different encounters, from friendly ones composed of spirits, beasts, or people looking for guidance or wisdom, to dangerous moments of chase and fighting from witch hunters and inquisitions.

Roll twice on the Coven Contacts table (for an ally and a rival) and once on the Non-Coven Contacts table.

Coven Contacts
d8 Contact
1 One of my parents was a famous coven leader for many years.
2 My coven’s eldest member has recently took me under their wing to train me in ancient magic.
3 Our coven harbors an outsider, causing some within the coven to question the decision.
4 Several covens, including mine, once allied ourselves with some druids in a war several years ago. I feel deeply in love with one of those druids.
5 I have quite a few friends amongst many covens.
6 A member of my coven recently suffered a great loss, and blames our coven in their grief.
7 The previous leader of my coven was exiled after a miserable failure.
8 One of my siblings betrayed our coven. I now journey to find them.
Non-Coven Contacts
d8 Contact
1 A nearby city has recently declared a witch hunt upon the nearby covens.
2 My coven has had to migrate for better land and safety, and have joined forces with a nomadic tribe.
3 War looms on the horizon after my coven’s elder witnessed an outsider slay one of her children.
4 While my coven warns against making friends with non-witches and non-druids, I have recently met a great friend from a nearby village.
5 My coven recently came into contact with a great forest spirit.
6 The actions of one of my fellow witches has brought the anger of a nearby town upon us.
7 My coven, in a move that proved to be controversial amongst my fellow coven members, recently tended to the wounds of a group of soldiers who fought in a battle nearby.
8 Several covens, including mine, have been recently helping a nearby settlement rebuild after a terrible event.

How Do I Fit In?

As a member of a coven, you have two major things to keep in mind at all times: the Rule of Two and your coven’s own set of rules and tenets. You are free to disagree with anything from either of these two things, but be warned as the consequences for acting upon them can have dire ramifications.

Your coven may ask you to perform a certain assignment or task, the nature of which often depending on the type of coven you are a member of. For example, if you belong to a coven whose members are practitioners of dark arts, they may send you out to acquire obscure and exotic materials for a powerful ritual.

Or, if your coven is more open to outsiders, for example, your coven may task you with trying to aid the people of a nearby hamlet in rebuilding after a terrible tragedy. You might even be sent to travel with a group of adventurers in search of a missing member or your coven, or to spy upon the civilized world.

A Coven Party

A group of Coven adventurers can have many reasons for journeying. Many covens send members into cities to spy upon the local lords who are suspicious of witches. Others are sent to find a missing witch or to aid another coven through terrible times. Others may be the sole remaining members of their coven, and as such may want revenge or a new life.

While mostly magic users (druids, sorcerers, warlocks, wizards), some covens will have members who take up arms (barbarians, fighters, rangers) who serve as body guards and support to spellcasters. Many tasks that covens tackle take place in the wilds, though they occasionally venture into more civilized territory.

Another route that can be taken with an all coven party is by taking a look at the Plot Hooks section of this faction. By using one of these, or by possibly combining multiple options in that table, a party of all coven members can have a series of tasks that can span over the course of several sessions or can last the entire length of a campaign. Work with your DM regarding some potential routes that an all coven party can be approached with.

Enemies and Allies

The life of a witch is seldom a mundane one. From the lowly commoner who seeks your guidance regarding his crops or love life, to the zealous actions of a nearby witch hunter’s guild, a witch has much to keep an eye out for in the world.

Below are two sample lists of enemies and allies that your witch character may have. You can roll a d6 for each table, or choose from the options in the Witch Enemies Options table and Witch Allies Options table to determine your character’s specific foes and friends.

d6 Enemy
1 The leader of a local guild of witch hunters blames you for a tragedy that has befallen his city.
2 You angered a local villager, who aims to report you to the local authorities.
3 The local wildlife is dwindling and crops are having difficulty in growing. The locals have deemed it to be the result of witchcraft.
4 The clerics of a local church have recently initiated an inquisition against all of witchdom.
5 Either you or one of your coven’s members broke off a controversial relationship with an outsider. The outsider has not taken it well.
6 A local king trusted a witch with a task. After the witch failed, all witches were to be brought in for justice.
d6 Ally
1 The First Witch of a nearby coven owes you a debt after you aided them with a task.
2 You have a cousin that is a member of another coven of witches some distance away.
3 Your coven made a special pact with an otherworldly entity, who helps your coven in times of need.
4 Your father is an old warrior and defender of the coven, and trains you in ways to defend yourself.
5 A member of a nearby village trusts you after you helped them with an issue that had been plaguing them for a long time.
6 A local nature spirit was in danger until you saved it, and it now tries to assist you when you come through the area.

Plot Hooks

A witch coven can provide a great number of plot hooks and other story elements for a campaign. Below is a sample list of plot hooks that may be included into your campaign. Your GM may choose one of the following options on their own, or you can work out one of these with your GM should you choose to have your character be tied to one of these. You can roll a d8, or choose from the options in the Witch Coven Plot Hooks table to determine a plot to use for story elements.

d8 Plot Hook
1 Someone stole a valuable item from the academy vaults. You are tasked with finding them and returning the item.
2 A new king in the land where your academy is based out of has sought to find a way to close down the academy for good.
3 One of the faculty members has recently taken up the position as the headmaster to the academy, and with their new role has introduced new rules and regulations that has caused the rest of the academy to go into a state of panic and paranoia.
4 A member of a nearby royal family has called upon the academy to send for battle mages and magical warriors to aid their armies.
5 A recent string of students have been discovered murdered in cold blood. Someone has to put a stop to this madness.
6 An ancient item, recently brought back from an academy funded expedition, has been heralded as a fantastic find. Yet, since it has arrived, strange events keep happening near it.
7 A team of academy researchers left on an expedition and were slated to have come back a month ago. Now, you are sent with finding out what has happened.
8 A powerful and horrible magical event happened just recently, and now everyone in the academy is working around the clock to find out anything they can about this event, hoping to stop it from happening again and to reverse what has been done.

Part 10: Final Notes

& Special Thanks

Acknowledgements

I would like to give a shoutout to both Homebrewery and GMBinder for allowing me to create this content on here. Absolutely fantastic programs!

Special Thanks & Shoutouts

I want to take this section to give a shoutout to all of the people who have helped me throughout this process, either by providing feedback, encouragement, or both: Chelsea, Ben, Brandy, Kevin, Korrigan, Tate, Dan, Shelly, Nathan, Mallory, Jared, Dylan, BladeBotEU, BunnygeonMaster, Novronian, Aughts, Jaek, GenuineBelieverer, SargeBriar, VampireBagel/Marceline, Ashley, Izzy, NorthScorpion, Ovion, Proph, Dalganoth, Alice the Alhoon, TheArenaGuy, Interkin, Arctr, Azza, big C, Thindlaw, ItsMaybelline, InxSinon, Staub, Xaphedo, Xenken, Big Bawdy Tatter Jack, Coworker, ChromosomeChorus, Mkirshnikov, Rob Nocte, KajaGrae, Janahwhamme, Polonius, NASA, Gray, DrGoo282, and Steve Rion

Art Credits

All of the art presented in this compendium, from the cover art to any designs throughout, are all creations from me, Yorviing. All art is original.

My Info

If you like my work, you can find me on Reddit at u/Yorviing, and you can find me on Patreon at Yorviing

How to Provide Feedback

If you would like to provide any form of feedback related to any of the content presented in this compendium, please feel free to personally message me on Reddit!

Future Updates & Plans

In the near future (hopefully with enough support both encouragingly and financially), I hope to continue to make more content for 5th edition in the form of one weekly post, as well as some more projects that will take the form of compendiums (did someone say open seas, witches, blood, divinity, otherwordly beings, and more?), as well as continue to branch out into other areas of focus for me, such as painting, creating music, writing, and working on my own custom ttrpg, Iron Realms.

I will also be periodically updating Yorviing's Arcane Grimoire from here on out until I manage to find a way to get this project pubished in a physical copy format, and I promise that with each update/revision I make, I will be revising content as well as presenting more content to use and playtest!

And as always, I hope you, dear reader, find joy and lots of fun with the content presented here in YAG/'Yorviing's Arcane Grimoire.

Until next time, and with much love,

Yorviing

This artwork is by Yorviing

 

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