Fate/Lost Continuum - A fanmade game based on D&D 5e

by Kodakzing

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Fate/Lost Continuum

Preface

Fate/Lost Continuum is a tabletop roleplaying game created using the core rules from D&D 5e. Nothing else from 5e (races, classes, monsters, etc.) is used in this document. Additional tweaks and additions have also been made to the core rules to further immerse the Nasuverse into the 5e ruleset. These changes can be found further in the handbook.


The purpose of this game is to recreate a “Holy Grail War” from the Fate series by Kinoko Nasu as a PvP TTRPG. I do not personally believe 5e is the best suited system for this, but I value its accessibility for newcomers highly.


Keep in mind while reading that this document assumes you are familiar with the core rules of 5e as well as the Fate series. Fate/Lost Continuum was created by Kodakzing with a lot of help from some amazing friends.


To everyone reading this who has been there from the beginning, before this handbook even existed, my heart goes out to you. What started as a one-page list of abilities and die rolls in an 8 person discord server has turned into something that has brought people together.


I never would have imagined this game would grow like it did, and I have nobody but you to thank for that. I love you guys, thanks for sticking with it for as long as you have. May we have many great Grail Wars in the future together.


-Koda

Chapter 0: Tweaks to the System

Despite using the ruleset for D&D 5th Edition, Fate/Lost Continuum uses a different Character Sheet. A character's stats, equipment, spell ability, armor class, and hit point values are all changed. Races and Skills are removed entirely.


Player Characters, known as Magi, also do not level up in the traditional sense. Instead, Magi distribute 6 Class Levels during character creation. Beyond that, there is no form of "levelling up" or "experience points".


Stat Parameters


As stated, the game does not use the player statistics from 5e. Instead, Magi and Servants have 5 stat parameters.


Strength (STR): Works as STR does in 5e. Primary skill for melee weapon use.


Agility (AGL): Works as DEX does in 5e. Determines AC and serves as the primary skill for ranged weapon use.


Endurance (END): Works similar to CON in 5e. Determines maximum hit points.


Mana (MNA): Essentially a combination of INT, WIS, and CHA from 5e. Primary skill for spellcasting.


Luck (LCK): You add your LCK score as a bonus to every saving throw (even LCK saving throws).


Each Master has 12 stat points to distribute among these 5 stat parameters. Each individual parameter cannot be leveled higher than 5.


Instead of dividing the score by 2 as with 5e ability scores, your stat parameters are already acting as modifiers themselves.


Conditions


No conditions are removed from 5e, some have been added however.


Bleeding: Creature takes 5 slashing damage at the end of each of their turns. The creature may repeat an END saving throw with a DC determined by the source of the condition at the end of each of their turns.


Bloodied: A creature becomes bloodied when they are reduced below 50% of their maximum hit points. The condition itself does nothing, but there are other abilities that play off of creatures being bloodied.


Charmed: Creature rolls all attacks made at charmer with disadvantage. If the creature forces the charmer to make a saving throw, the charmer rolls the save with advantage.


Slowed: Creature has their movement speed halved and has disadvantage on all AGL checks and saving throws.



Spells and Spell Slots


All spells still share the same casting rules and still consume a spell slot. However, spells cast by Magi do not have a spell level. Instead all spells are considered the same level. The amount of spell slots a Magi has is determined by his class.


Wealth


Instead of tracking individual coins, Fate/Lost Continuum uses wealth points. Each Magi starts with an amount of wealth points determined by their background.


Vendors on the map offer their goods in exchange for an amount of wealth points. Menial things such as basic dwelling or food are covered automatically without consuming any resources.


Instead of your class granting you starting equipment like in 5e, you purchase all of your equipment using the wealth granted to you by your background. All items and their cost are detailed in the Items and Equipment section.


Proficiency


Instead of a traditional proficiency bonus, Fate/Lost Continuum uses a proficiency system that encourages specialization.


If you use a weapon or spell that you are not proficient with, you roll to attack with it at disadvantage. If the spell is a saving throw instead, targets roll the save with advantage when you are not proficient with it. If you cast a spell that buffs a creature, the duration is divided by 2, and any effects it grants are also divided by 2 (rounded down) if applicable.


You only gain proficiencies listed under your chosen Background and Main Class.

Resting


With the changes made to the 5e character system, resting works a bit differently. Short rests do not exist. As a Magi, your magic circuits offer you enough to forgo such half-measures.


You may spend 8 hours to take a long rest (referred to as simply "rest" from here on). Doing so refills expended spell slots, ability uses, and regenerates your hit points to their maximum. Resting will also cleanse you of certain negative effects that state they last until after your next rest.

Chapter 1: Playing the Game


Though it shares core rules with D&D 5th Edition, Fate/Lost Continuum has wildly different gameplay while outside of combat.


Game Structure


Fate/Lost Continuum has 7 players, but as it is a player vs player game, you will begin the game alone. In the beginning the game is a one-on-one between each player and a GM.


All 7 players look over a map before starting. The GM gives you a place on the map where you begin. Your place on the map and all further information the GM gives you is private. No other players know where anyone else is without taking initiative to seek them out. Each player has a private channel with the GM where such information is given. This private channel is where most of the game will take place as the GM communicates to you either in-character as your summoned Servant, or as a narrator informing you of things you discover during the war.


As you explore the map and run in to other players or notable characters, additional channels will be opened up for you to communicate with them. Depending on your goals (and your Servants) you can make powerful allies, or deadly enemies.


Flow of Time


The game progresses in phases which are measured using in-game time. There are 3 phases: Day, Evening, and Night. Each phase is 8 hours in-game.


Actions Out of Combat


After all players are given which phase the game is beginning in (Day, Evening, or Night) and a starting location, the game begins.


You are now in control of your Magi and can do anything you want. Certain actions (scouting the map, preparing a ritual spell or bounded field, resting) take 8 hours to perform. If you choose to do something that takes 8 hours, this will be all you can do until the GM announces the game has progressed into the next phase.


Games of Fate/Lost Continuum are meant to take place over several real life days, meaning not all players need to be active for someone to submit an action. If there is a battle between players, only the relevant parties need to be available.

Exploring the Map


While you are out of combat, you can move to a different location on the map. The ground you can cover is limited by your character’s speed. For every 10 feet of speed the character has, they can move 1 space on the map. In the case that the Master and Servant have a different speed, the highest is used.


You regain your movement allowance at the start of the next 8 hour phase. Keep in mind that moving through the world takes time, so if you had planned to move somewhere and then perform an action that takes 8 hours, you would not have the time to do so in the same phase.


Scouting


Scouting is your means of finding others during the game. While Servants and Masters can sense one another innately, their range on that is limited. When you move to a different map area, you can choose to instead spend 8 hours to scout that area. Scouting requires a LCK skill check that is rolled vs the other characters’ Scout DC (10 + LCK). If your scout check is successful, you learn of the characters existence in the map area chosen.


Now you get to choose whether or not to engage. You are given no other information on the enemy other than their appearance. If you choose to engage, the enemy will become alerted of your presence and a combat encounter will begin at the start of the next 8 hour phase.


Or perhaps you would prefer to make friends instead of enemies. In that case, you can choose to instead make contact with the character you have found. If they respond in kind, a channel of communication will be opened between the both of you.


When moving through multiple areas of the map, you can choose to scout each one as you pass through them. Only a single LCK skill check is made, and the roll suffers a stacking -2 penalty subsequently for each area after the first. If the Master and Servant have different LCK parameters, the highest is used.


If your scouting revealed a vendor or other NPC of importance, you may converse or trade with them at the start of the next 8 hour phase. This will not consume any time during the next phase.

Escaping from Combat

When a fight begins to look grim, running away may be the best option. Most enemies will not simply allow you to escape however. A successful escape from combat requires you to succeed in a Skill Challenge.


Skill Challenges are ways to utilize your multitude of skills in a non-combat scenario, originally from D&D 4th edition. During these you will be making different skill checks, which will vary depending on the nature of the scenario and the environment you’re in. You may have to run across rooftops (AGL checks), blend in with crowds (LCK checks), take advantage of magic (MNA checks), etc.


Certain skills or abilities you have may be used to gain advantage or other bonuses on these checks i.e “I cast a spell to raise my speed as I run” or “I use my class feature to blind my pursuers as we merge with a crowd”. Magi need to be creative with their skill set if they want to survive the Grail War. Use anything and everything at your disposal to get an edge and stay alive.


In this same vein, your enemies may have skills of their own which give you a hard time in your getaway. During each of your skill checks, your enemy will have an opportunity to try to use one of their own abilities to inhibit you i.e “I attempt to hit them with a ranged attack to slow them down”.


Once the context of your escape and the types of skill checks are determined, you will need to make 3 skill checks. If you succeed on 2 out of these 3, you successfully elude your enemies and escape from the combat scenario. If you fail 2 out of 3, or critically fail a single check, your pursuers will manage to catch up, restarting the combat scenario with the same initiative.


If multiple creatures are trying to escape together, they may choose who is making each skill check. A Servant with high AGL likely has a better chance leaping from building to building than their Master would, so they would be able to make the AGL check in place of their Master.


Once you are caught by your enemies, you will be unable to attempt escape again during the encounter.

The Holy Grail

The goal every Master has is, of course, obtaining the Holy Grail. The grail's physical form is held by an overseer during the war, ideally granted to the last man standing. However, the Holy Grail may have different plans.


The True Grail is an entity all on its own, able to manifest itself anywhere it pleases. It may decide to appear floating above the final two fighters during their battle, reminding them what is on the line.

Making a Wish

Should you claim your prize as the victor of the Holy Grail War, there is only one thing left to do. All that's left is having your wish granted by the tremendous magical power of the Holy Grail.


To make a wish, you must use an action while in contact with the grail. Doing so will transport you to a pocket dimension within the grail itself, a field of white flowers as far as the eye can see. Inside the grail resides its original creator, Justeaze von Einzbern. She will be the one with whom you speak about your wish for the grail.


Multiple creatures can exist, or even battle, within the pocket dimension. Justeaze will not intervene, she is merely there to grant the victor their wish.

Shops and Vendors

Among the map there are certain businessmen. Other Magi who are aware of the Holy Grail War and seek to profit from the participants. If you happen to stumble across one of them, whether they operate from a magic shop disguised as a fruit stand, or sell firearms from the back of a black van with tinted windows, they will do business with you.


Most vendors offer magical items known as Mystic Codes to those who offer them the right amount of wealth points. Some may offer non-magical items such as firearms or other weaponry. A shops inventory will vary depending on the owner, there is really no telling what you may be able to get your hands on during a war.


While most Magi vendors will be hidden, they are easier to locate while scouting than enemy Magi will be. They are hiding from the public, not from potential customers after all. Normal, non-magical vendors may be located as well, depending on the map. These vendors are accessible without needing to scout or expend time, but offer a much less impressive inventory of wares.


Anytime you scout, you may instead choose to seek a Magi vendor. Doing so expends 8 hours, but no roll is needed to locate them.

Acquiring a Vehicle

You can buy a vehicle with wealth when you create your character from the Items and Equipment section. However, you can also purchase one from certain vendors during the game, or steal one depending on the map you're playing on. To steal a vehicle, you make two AGL skill checks. The first is simply a Hide check, the next is to steal the vehicle. If you are caught stealing a vehicle, a public bounty will be placed on your head.


Driving a vehicle grants you bonuses to scouting. You gain a +2 bonus to all scout rolls while manning a vehicle, and when scouting multiple areas the penalty is reduced to -1.

Player Bounties

Your actions are not without consequences just because you are fighting in a Holy Grail War. If you are witnessed committing crimes in broad daylight, a public bounty will be issued for you. The police will be out looking for you, making covert travel much more difficult. If you are caught committing complete atrocities, such as mass murder using spellcraft or the power of your Servant, the military may even get involved.


If the Holy Church is overseeing the war, they will issue a church bounty. This means the overseer contacts all other Masters, temporarily pauses the war, and neutralizing you becomes their top priority. The church will award the Masters who stop you with Command Seals.


Chapter 2: Summoning a Servant

A war will only go a few phases, if any, before all Magi have summoned their Servants. In most cases, your Servant will fight alongside you in your pursuit of the Holy Grail.


The Summoning Ritual


You prepare yourself to be in peak condition to ensure your Servant is summoned as powerful as you can make them. You construct a magic circle on the ground, chanting the incantation to call forth your heroic spirit.


This process is considered a ritual spell that takes 10 minutes. Despite it being a relatively quick process, the ritual will leave you drained. You will be unable to leave the map area in which you summoned your Servant until you have rested.


There is a way to alter the ritual to summon a particular class of Servant: Berserker. A class of mad warriors who will give even the strongest of Magi trouble controlling their rage. If you are confident in your ability to hold the reins of a such a beast, inform your GM during your ritual you will be attempting to summon Berserker.


Your GM will instruct you to roll a d10. If you are the only Magi in the war attempting to purposely summon Berserker, you will automatically succeed. However, if other Magi in this war are also trying to summon Berserker, the Magi who has a higher result on their roll will be the one to succeed. Your GM will not inform you on the result of your roll, though I imagine if you do succeed, the answer will be quite obvious once your Servant has materialized.


Stat Parameter Drain


There is a reason Berserker is the class that you are able to manipulate into appearing by choice. Though they are given great strength for being put into the class of the mad warrior, they are also very demanding of their Master's mana supply. If you lack the magical energy to fuel the Servant's rage, you will be sapped of physical strength.


At the start of each of the Berserkers turns in combat, their Master loses 5 hit points. This damage is unmitigatable. Certain Berserkers can disable their Madness Enhancement skills, which would bypass this health drain.


Extremely powerful Servants, even outside of the Berserker class, also require large amounts of magical energy to operate at full capacity. When you summon one of these powerful Servants, they will have certain skills and abilities sealed away due to their magical energy consumption. Additionally, they suffer a demerit to their Stat Parameters due to this reason.


You may temporarily unleash these Servant's full strength at any time, but at the start of each of their turns while unleashed you lose 5 hit points and gain a level of exhaustion.


Soul Consumption


Servants require the magical energy provided from their Master to remain materialized in the world. Though, if you find your own magical energy is not enough to satiate your Servant, and you are suffering from stat parameter drain, there are ways to alleviate this struggle.


Murdering the living and allowing your Servant to consume their souls is one such way. Though this is a highly dubious process due to the attention it will draw to you and your Servant, it can be an alternative you turn to in your time of need.


As a Magi and Servant, your ability to take the lives of civilians is unquestioned. There won't be any combat involved here. Instead, while out of combat, you may spend 8 hours in a single map area harvesting souls. After doing so, any stat parameter drain you have will be negated for 24 hours.


Soul consumption can also be a way to strengthen your Servant, even if you are already providing them with enough magical energy. After 8 hours of harvesting souls, your Servant will also gain temporary hit points equal to 20 + their END modifier.


Keep in mind, killing innocents as a Magi is extremely divisive. If other Magi are made aware of such acts, they will have a reason to come after you. If the Church is made aware, they will issue a bounty to other participating Masters.

Noble Phantasms

A Servant's Noble Phantasm is a special ability they possess that embodies a part of their legend. Many Servants have multiple Noble Phantasms. As they are usually abilities with immense power, they will also require an immense amount of magical energy.


A Servant will have the magical energy themselves to fuel a single Noble Phantasm release every 24 hours. Multiple uses of a Noble Phantasm require magical energy from the Master. To do this, the Master must make a MNA skill check with a DC given by the GM.


If the skill check is successful, the Noble Phantasm is successfully released and the DC is raised by 2 until the end of the Master's next rest. If the skill check is not successful, the Noble Phantasm is still released, but the Master becomes incapacitated. If the result of the skill check is a critical failure, the Noble Phantasm is not released, and the Master is killed.

Servant Status

You can freely read the status of your own Servant simply by picturing it in your mind. You will learn their stat parameters and class skills as soon as they are summoned, but personal skills and Noble Phantasms are not revealed unless the Servant themselves allow it or you witness the ability yourself. You may also view the statuses of enemy Servants you can see by using an action on your turn. The same rules apply for what is revealed to you on their status sheet.


Pseudo-Servants

There are some Servants who cannot be summoned with a physical form. In this case, they will seek to possess their Master's body during the summoning ritual. When a Master becomes a vessel for a Heroic Spirit, they are known as a Pseudo-Servant.


Playing as a Pseudo-Servant is different than playing as a traditional Master/Servant duo. You as a Master become greatly empowered due to the Heroic Spirit, gaining their abilities as a Servant on top of whatever abilities you already had as a Magi.


Your Stat Parameters are replaced with the Servant's, but you may choose a single stat and increase it by a single rank to represent your previous parameters.


Instead of the GM controlling the Servant in combat, you share control of yourself as a Pseudo-Servant. Normally, you will be in full control. However, there may be times where the Heroic Spirit decides they need to step in, and the GM will take over.


Sharing your body with a Heroic Spirit can be tricky. Perhaps they will seek to override your will and parade around with your body, stifling your attempts to act or speak. This is why you may attempt to detract the amount of input they have on your body by forcing them to make a MNA saving throw. If they fail, you will assume control until the end of your next turn. The Heroic Spirit can do the same.


With the use of a Command Seal you can obtain full control over your body for 8 hours.


Becoming a Pseudo-Servant is a complicated process, which is why it is an extreme rarity. Some Heroic Spirits who need a human vessel may even ask beforehand if you are willing to become a Pseudo-Servant, materializing with a random vessel if you are not.

Chapter 3: Being a Magi


As a Master you are a Magi that has made a contract with a Servant to participate in the Holy Grail War. All Magi have innate magical abilities, regardless of their skill with spellcraft.

Geas

Magi are pragmatic creatures. The word "trust" means nothing to them. That is why when they ally, they must have a good reason to believe they will not be betrayed. That is where a Geas arrangement comes in.


Geas

Enchantment


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Until the terms of the agreement are resolved.

You touch a willing creature and recite a clause, such as "You will not wilfully harm me or my Servant until the end of this Holy Grail War." This clause must have a resolution, it cannot bind the target forever. After the target creature has agreed to the terms of the clause, they become cursed by a Geas that prevents them from going against the agreement. If the target attempts to take an action that would go against the terms of the clause, they are forced to make a MNA save with a DC equal to 10 + the caster's Spell Save DC. On a failure, the target becomes stunned until the start of their next turn.

Self-Geas Scroll

There is a stronger version of the Geas ritual, a spell that conjures a physical contract. This version works both ways, binding two or more Magi to abide by a written agreement. As such, the curses efficacy is increased greatly.

Self-Geas Scroll

Conjuration


  • Casting Time: 1 minute
  • Range: N/A
  • Components: V, S
  • Duration: Instantaneous

You conjure a scroll and quill. As a part of casting this spell, you must write a clause or agreement on this scroll using the quill. The agreement does not need a resolution, it may be absolute and bind the targets forever. After the clause has been agreed upon, up to 6 willing creatures may sign using the quill to bind their magical energy to the scroll. This will inflict a curse upon all parties who signed, enforcing the agreement. If you attempt to take an action that would infringe upon the written terms, you are forced to make a DC30 MNA saving throw. On a failure, you instantly fall unconscious as your magic circuits go haywire. If you possess a magic crest, it is destroyed. You will remain unconscious in a comatose state for 24 hours. When you awaken, you will be unable to use any magical abilities you formerly possessed. There is no way to break this curse once you have signed, a Self-Geas Scroll will bind you even after death. This is not a spell that should be taken lightly.

Command Seals

Command Seals are granted to a Magi when he has been chosen by the Holy Grail to fight as a Master. They are extremely powerful, single-use spells that materialize on the body of the Master as a physical marking. They are extremely powerful, similar in strength to sorcery. As their name suggests, the primary use of Command Seals is temporarily commanding the obedience of your summoned Servant.


You begin the game with 3 Command Seals.

Command Seal

Sorcery


  • Casting Time: 1 action
  • Range: N/A
  • Components: V, S, M (a Command Seal)
  • Duration: Instantaneous

As a part of casting this spell you must speak a command to your Servant. If your Servant is unwilling, they are forced to make a MNA saving throw with a DC equal to 20 + your MNA modifier. On a failure, the Servant will carry out the command to the best of their abilities.


Another use for Command Seals is temporarily granting your Servant a power boost. Command Seals are extremely large releases of magical energy. Granting your Servant this energy can allow them to perform far beyond their normal limits.


Command Buff

Sorcery


  • Casting Time: 1 reaction
  • Range: N/A
  • Components: V, S, M (a Command Seal)
  • Duration: Instantaneous

As a part of casting this spell you must speak a command to your Servant chosen from the list below. This spell follows the same rules as a Command Seal.


Deliver this next blow with all of your might! - Your Servant's next attack roll gains a +10 bonus to hit and damage rolls. If your Servant's attack forces a saving throw instead, the save DC is increased by 5.


Heal your wounds! - Your Servant gains an amount of temporary hit points equal to 50 + your MNA modifier. If the Servant is incapacitated, they are revived with 1 hit point.


Unleash your Noble Phantasm! - Your Servant immediately releases their Noble Phantasm using the energy provided by the Command Seal. This does not count against their single Noble Phantasm release every 24 hours nor does it force you to make a saving throw.


There will be times where a traditional Command Seal takes too much time and requires too much thought. Extreme situations Magi will often find themselves in that will force them to use even their most valuable limited abilities in order to survive.

Reflexive Command

Sorcery


  • Casting Time: 1 reaction
  • Range: N/A
  • Components: V, S, M (a Command Seal)
  • Duration: Instantaneous

As a part of casting this spell you must speak a command to your Servant chosen from the list below.


Come! - Your Servant will teleport to your location, no matter where they are located. They appear in an unoccupied space within 10 feet of you. If you use this in reaction to being targeted with an attack, your Servant may intercept the attack and become the new target.


Brace yourself! - Your Servant gains immunity to the next instance of damage they take and resistance to all other damage until the start of their next turn.


Run! - Your Servant can immediately move up to double their movement speed in any direction.


Creature Types

Magi are complex in their nature and origin, especially those with enough screws loose to pursue the Holy Grail. Not all magi are human. Some, in their pursuit for the Root, find ways to escape the human condition. A magi’s creature type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game possess traits that effect specific types of creatures differently i.e Black Keys dealing additional damage to Undead.


You will encounter beings who aren't magi with varying creature types, as well. Your summoned Servant being a spirit rather than a human, for instance.

Human

Unless you chose otherwise, this is your creature type as a magi. Humans are rarely, if ever effected differently due to their typing.

Spirit

A spirit is a being created by spellcraft. They possess no gameplay changes innately, but are commonly named by dispelling effects and such.

Undead

Beings who once lived, risen again after death through Necromancy or other occult means. Known as "heresies" to the Holy Church, who hunt and destroy any dangerous undead without question.


Undead creatures possess the following innate traits.

  • They cannot be healed, instead forced to rely on regeneration effects
  • They cannot be revived by Revivify or similar resurrection effects
  • They cannot learn or cast Sacrament spells, even through spell scrolls

Beast

A beast can mean either an animal, typically one being used as a familiar or battle companion, or a magi that is transformed into a feral and monstrous form.


Beasts have no innate traits, and very few spells or features name them outright. However, any mention of shapechangers or shifters is likely in reference to Beast Magi.

Construct

Constructs are unique in that they are fully physical beings, despite being made using refined and ancient magecraft or alchemy. Homunculi are usually the only sentient constructs, while golems and puppets are no more than tools able to move when commanded or controlled..


Constructs have an immunity to all creature type changes. A construct is a construct only, in all circumstances. When a construct magi chooses to adopt an additional creature type via their choice of background, class, sorcery trait, etc. their type does not change. Instead, all of their stat parameters are reduced by 1 (this can take them into the negative).


Demon

The legions of hell. Monsters beyond any magi's understanding, as much as they seem to meddle and prod at them like simple familiars. Some Servants as well as magi who draw their powers or bloodline from demonic forces make up this type.


A creature who has the demon type is considered evil. This supercedes any form of alignment or a character's morality.


Servant

You know what a Servant is by now and I don't feel the need to reiterate this time. A good rule of thumb, however: every Servant is a spirit, but not every spirit is a Servant.


You may find all the information you could ever want on Servants here

Part 4: Creating Your Magi

This is when the fun begins. It is time to create your own Magi with a unique skill set.

Backgrounds

Backgrounds are a lot more impactful here than in 5e. They can almost be considered a secondary class. Your Background as a Magi infers a lot about your skills and abilities, as well as your social standing and possible alliances. Your Background also grants you proficiencies, as well as how many wealth points you begin with.

Proficiencies

Your completed Magi will have proficiencies from both your Background as well as your Main Class. If you would gain the same proficiency from two different sources, you may instead choose a different proficiency of the same kind (spell or weapon).


Association Magi

You are a member of the main branch of the Mage’s Association: the Clock Tower. Whatever your lineage or heritage is as a magi, it takes a backseat to your duties as an association member. You are trained as a “jack of all trades” style magi who has an aptitude for understanding all types of thaumaturgy.

Proficiencies

Simple Weapons, 2 spell types of your choice.


Special Proficiency: Cantrips. You are considered proficient with all cantrips, except Sacraments. You learn one additional cantrip of your choice.

Wealth

As an Association Magi you have 8 wealth points.

Parting Gift

You gain 5 wealth that can only be used towards Mystic Codes or Mystic Eyes.


Your Work is Elementary

You gain a bonus to all Saving Throws made vs spells from a spell type you are proficient with (i.e Abjuration, Conjuration, etc). This bonus is equal to half your MNA modifier (rounded up).


Fundamental Studies

Your Spell Save DC is increased by 1. You gain 2 additional Spells Known.


Church Monk

You are a zealot of the Catholic Church. You are trained in the art of healing magecraft as well as to hunt heresies such as vampires and demons. Becoming a monk means receiving training in the thaumaturgical theory of sacraments, the holy miracles of God.

Proficiencies

Simple Weapons, Complex Melee Weapons, Sacrament-type Spells.

Wealth

As a Church Monk you have 8 wealth points.

Heretic Hunter

Every successful spell or attack made at a demon, undead, or spirit target deals an additional 1d8 radiant damage. If the spell forces a save, these targets roll at disadvantage.


Divine Healing

You have a pool of healing power that is restored when you finish a rest. Your pool can restore 25 hit points in total. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.


Sacred Rites

You learn the spell Baptism Sacrament, even if your class does not grant you spell slots. You may cast it once per rest without expending any spell slots, though additional casts will require you to expend a spell slot.

Baptism Sacrament

Sacrament


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You channel holy energy within yourself before releasing it in a wave around you, assailing all manner of heresy nearby with hallowed, flaming chains. All creatures within 20 feet of you who possess the type of demon, undead, or spirit are forced to make a MNA saving throw. On a failure, these creatures take 4d6 radiant damage and have their movement speed reduced to 0 for the spell duration. Targets who fail the save may repeat the saving throw at the end of each of their turns.


On a success, these creatures instead take 2d6 radiant damage. Servants automatically pass this saving throw, unless they are of a demonic or otherwise heretical nature.

You may also use this feature to instead deploy a Field of Hallowed Ground as an action, as if using the Deploy Field spell.

Freelance Magi

You belong to no group in particular, despite possessing the ability to use thaumaturgy and the knowledge of its existence. Freelancers often use modern weaponry, which is looked down upon by Association Magi or other Magi in high standing such as Family Heirs. You are well versed in stealth tactics, as well as an extremely taboo ritual of retrieving Magic Crests from fallen Magi.

Proficiencies

You are proficient with Simple Weapons, Complex Ranged Weapons, and have 2 additional proficiencies of your choice.

Wealth

As a Freelance Magi you have 7 wealth points.

Dead Drop

You begin the game with one Complex ranged weapon of your choice, one firearm attachment of your choice, and one consumable item or special ammunition of your choice.

A Particular Set of Skills

You have a +1 bonus to all ranged attack rolls, which is doubled if the ranged weapon is a burst fire or automatic firearm. Additionally, you gain the Mage Slayer feat.

Intelligence Network

You make use of a pair of remote controlled, camera mounted drones (using the same rules as the Find Familiar cantrip). These drones add your MNA + LCK modifiers to their scout rolls, and will remain active indefinitely unless they are destroyed. As they are non-magical, the drones bypass detection from both Detect Magic as well as Bounded Field alarms.

Homunculus

You are a homunculus, a being created using magic. You may be a longstanding Einzbern family magi, or just a discarded test subject of the Association. Regardless of your origin, being a homunculus grants you regenerative abilities as well as vastly increased magic circuit capacity.

Proficiencies

Simple Weapons, 1 Spell Type proficiency of your choice.

Wealth

As a Homunculus, you have 6 wealth points.

Sentient Creation

Your type is now Construct.

Regeneration

While you are conscious, you regain 5 hit points at the start of each of your turns.

Superior Circuits

You gain a +2 bonus your MNA Stat Parameter. This feature may take it over 5.

Mana Battery

When you summon a powerful Servant that requires high amounts of magical energy, their Stat Parameter Drain is decreased by 1 level.

Magus Family Heir

You have inherited the secrets of your families studies. All of the hard work of the generations before you, their fruit you now bear. The genre of thaumaturgy your family practiced is left up to you. You gain access to a Magic Crest implanted with the spells of your forefathers. Heirs of prestigious families are held in extremely high regard.

Proficiencies

Simple Weapons. Choose 1 spell type that your magi lineage focused on and gain proficiency in it.

Wealth

As a Magus Family Heir you have 10 wealth points

Magic Crest

You know 3 spells of the spell type you chose as your family’s focus. These spells do not count against your spells known for your class.


Choose 1 of these 3 spells, making it your Signature Spell. If your Signature Spell deals damage, it deals an additional die of damage. You may cast your Signature Spell once per combat encounter without expending a spell slot.


You add your MNA modifier to your Death Saves. The first time you die, your crest will keep your body clinging to life. You will remain in unconscious stasis for 24 hours. If you have not received healing by the end of this period, you die.

Naturally Gifted

You add your MNA modifier to the damage rolls of all spells you cast. If a single spell has multiple damage rolls (such as Scorching Ray), this bonus is only applied to a single one.

Secret of Lineage

Spells cast from your Magic Crest have a +2 bonus to their Save DC.

Martial Adept

Despite possessing knowledge of thaumaturgy or even fraternizing with spellcrafters, you yourself have a different focus. You are trained in martial arts to the point that you can stand toe to toe with spellcasters and magi in battle with naught but your physical prowess. Most Magi walking this path study Reinforcement or Projection to further enhance their physical combat.

Proficiencies

Simple Weapons, Complex Weapons.

Wealth

As a Martial Adept you have 8 wealth points.

Steady Hand

Your unarmed strikes deal 1d4 bludgeoning damage and you may attack with them using either STR or AGL. Additionally, you have a +2 bonus to all melee attack rolls.

Breathing and Walking

Your body remains in a state of harmony, allowing you to combat spells to some degree. You have a +2 bonus to all saving throws vs spells or spell-like effects. When you are targeted by a spell, you may use your reaction to gain resistance to any damage it deals. You may only take this reaction once per rest.

Martial Maneuvers

You can perform feats of strength or agility in combat known as maneuvers. You learn 3 maneuvers of your choice from the list below. You have 4 maneuver die (d6s) which are expended when you use them and regained on rests. Many maneuvers enhance your attacks in some way. You may only use one manevuer per attack.


Some of your maneuvers require your target to make a saving throw. Your maneuver Save DC is 12 + STR or AGL (your choice).


Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one maneuver die. That creature can immediately use its reaction to make one weapon attack, adding the maneuver die to the attack's damage roll.


Disarming Strike. When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the maneuver die to the attack's damage roll, and the target must make a STR saving throw. On a failed save, it drops the object you choose. The object lands at its feet.


Distracting Strike. When you hit a creature with a weapon attack, you can expend one maneuver die to distract the creature, giving your allies an opening. You add the maneuver die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.


Evasive Footwork. When you move, you can expend one maneuver die, rolling the die and adding the number rolled to your AC until you stop moving.


Feinting Attack. You may expend a maneuver die as a bonus action when you make a melee attack to gain advantage on the attack roll. If that attack hits, add your manevuer die to the damage roll.


Goading Attack. When you hit a creature with a weapon attack, you can expend one maneuver die to goad the target into attacking you. You add the manveuver die to the attack's damage roll, and the target must make a STR saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.


Lunging Attack. When you make a melee attack on your turn you may expend a maneuver die to increase the range of that attack by 5 feet. If you hit, you add the maneuver die to the attack's damage roll.


Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one maneuver die to maneuver one of your comrades into a more advantageous position. You add the maneuver die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.


Menacing Attack. When you hit a creature with a weapon attack, you can expend one maneuver die to frighten the target. You add the maneuver die to the attack's damage roll, and the target must make a STR saving throw. On a failed save, it is frightened of you until the end of your next turn.


Parry. When a creature damages you with a melee attack, you may expend a maneuver die as a reaction to reduce the attack's damage by the amount rolled + your AGL modifier.


Precision Attack. When you make a weapon attack roll against a creature, you can expend one maneuver die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.


Pushing Attack. When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to drive the target back. You add the maneuver die to the attack's damage roll, and if the target is Large or smaller, it must make a STR saving throw. On a failed save, you push the target up to 15 feet away from you.


Rally. On your turn, you can use a bonus action and expend one maneuver die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your STR or AGL modifier (your choice).


Riposte. When a creature misses you with a melee attack, you may expend a maneuver die as a reaction to immediately make a melee attack at them. If you hit, you add the maneuver die to the attack's damage roll.


Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one maneuver die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your maneuver die. The damage is of the same type dealt by the original attack.


Trip Attack. You may expend a maneuver die when you make a successful weapon attack, forcing the target to make a STR saving throw if they are Large or smaller. On a failure, the target falls prone. You add the maneuver die roll to your attack damage.

Seal Designation Enforcer

A Sealing Designation is an edict handed down by the Mage's Association targeting specific magi. Magi with special bloodline abilities that need to be protected, heretical magi who have gone against the Association's wishes, they both become prey for the Sealing Designation Enforcer; a member of the Association who is dispatched to imprison the former while executing the latter. You are trained in manhunting, the collection of important thaumaturgical resources, and the masking of any magical presence.

Proficiencies

You are proficient with Simple Weapons and have 3 additional proficiencies of your choice. You also start with a set of Manacles.

Wealth

As a Seal Designation Enforcer you have 9 wealth points.

Sealing Designation

You have been sent to participate in the war with a special directive: investigating all enemy magi. Defeating other magi in combat will grant you wealth as you report back to the Association with information.


When you defeat an enemy Master in combat, you gain an amount of wealth equal to the amount they were granted from their background. If the enemy Master was the target of a bounty from the Association or Church, you also gain the remaining Command Seals in their possession, adding them to the total amount you possess for your current Servant.

Spell Tracking

You add your MNA modifier to all Scout checks.


When scouting an area, you learn if there was any thaumaturgy used in the area in the past 24 hours. If there was, you learn where it originated from and in what direction the source has moved on the map.


You may also use this feature to expend 1 wealth anytime you scout a map area, expanding your search to all adjacent map areas as well with no penalty.

Suppress Thaumaturgy

You gain access to a special Bounded Field that can be deployed instantly. You may only use this ability once per rest.

Field of Suppression

Bounded Field


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch the ground, causing a Bounded Field to surround you in a 120ft. area. All magical energy in this area is suppressed, unable to be sensed even by other magi. The main use of this spell is to mask the confrontations of magi from the public.


You may also use this spell to touch an incapacitated or unconscious creature, concentrating the suppression onto them and making them unable to use any thaumaturgy (cast spells or use magical effects) until the spell ends.

Unknown

Your existence in the war is likely a mistake. You are a civilian caught up in a war between mages, someone with loose ties at best to the world of magic. That doesn’t stop you. You’ve sworn to see this through. It’s fun to root for the underdog, and this time, that’s you. You are this war’s biggest wildcard.


(Choosing this background completely changes how your character functions. It is much worse than just choosing a different background and playing normally. If this doesn’t sway you from choosing Unknown, welcome to hard mode.)

Proficiencies

Simple Weapons

Wealth

You have 1 wealth.

Competent Reflexes

Your nimbleness and quick reactions are probably the only reason you’re still alive. You have advantage on AGL saving throws and skill checks.

Limitless Potential

Unlike every other character, you do not start the game with 6 class levels. Instead, you start with a single level and gain an additional level every 24 hours that you’re still alive, up to a maximum of 10. You also gain a new proficiency with a weapon or spell type of your choice every 24 hours, up to a maximum of 3.

Unfathomable Luck

You add your LCK modifier to all skill checks you make. Additionally, once per rest you may reroll any of your own die rolls. You must take the new result.

Classes

Your class, like in 5e, is where most of your strength and abilities will come from. Unlike 5e, Fate/Lost Continuum has a sharper focus on multiclassing. It is likely you will have levels in multiple different classes. Experiment and find combinations that work well together.

Class Levels

Each Magi has 6 class levels. You may split these levels between any amount of classes. Each level grants different features from the respective class. Attaining a higher level in a class grants stronger features.

Feats and Traits

You may also use class levels to gain Feats, Sorcery Traits, and Mystic Eyes detailed in the Feats and Traits section. Feats and Mystic Eyes may also be purchased with wealth instead of class levels.

Main Class

If you have split your class levels between multiple classes, the class you have the highest level in becomes your Main Class. If you have multiple classes you have the highest level in, you may choose between those classes for your Main Class. You only gain the proficiencies listed on the class if it is your Main Class.

Spell Slots and Spells Known

Certain classes are marked as "Spellcasters". For each level you have in a Spellcaster class, you gain 1 spell slot. You may only have spells known if you have at least one spell slot. You have an amount of spells known equal to your Spellcaster class levels. If your Main Class is a Spellcaster, you learn 2 cantrips.

Spell Save DC

All Magi have a spell save DC of 10 + MNA.

Hit Points

Each Magi has an amount of maximum hit points equal to 50 + (END x 5).

Armor Class

Each Magi has a base AC of 10 + AGL.

Aeromancer

Magi who control the flow of the air around them. Wind elementalists capable of flight, blowing enemies away, and molding invisible barriers out of air. Floating above the battlefield and staring down at it like a chess board, Aeromancers are natural strategists who set the pace of any combat they take part in.

Spellcaster

This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known.

Proficiencies

You gain proficiency in Evocation type spells, and 1 additional spell type of your choice.

Tempest

Starting at 1st level, you gain charges of Tempest. Tempest is a class resource you may spend to perform certain feats you will gain with further levels in Aeromancer. You have one charge of Tempest for each level you have in Aeromancer.


You may expend a charge of Tempest as a bonus action and choose a creature you can see within 60 feet, forcing them to make a STR saving throw. On a failure, you cause a gust of wind to blow that creature in a direction of your choice up to 20 feet. If the creature is moved into an object, they take 2d8 bludgeoning damage.

Enhance Velocity

Starting at 2nd level you can expend a charge of Tempest when you cast a spell. If the spell deals damage, it deals an additional 1d8 bludgeoning damage and forces targets to make a STR saving throw vs being knocked prone.


If the spell deals no damage, you may instead use the energy to blast yourself up to 20 feet in a direction of your choice. You can do this before or after the spell is cast.

Acolyte of Wind

Starting at 3rd level you gain a flight speed of 30 feet. While you are flying, you are constantly under the effects of the spell Warding Wind.

Redirection

Starting at 4th level when you or a creature within 60 feet is the target of a ranged attack, you may use your reaction and expend a charge of Tempest to take control of the projectile. You choose a new target for the ranged attack using the same attack roll. The attack deals an additional 1d8 force damage.

Enchanting Winds

Starting at 5th level your flight speed is increased to 60 feet.


You may touch a creature as an action, granting them a flight speed of 30 feet and reducing your own to 30 feet as well. This ally also gains the effects of Warding Wind. They are not impaired by the negative effects of this spell.

Hurricane

Starting at 5th level you regain a charge of Tempest at the start of each of your turns.

Alchemist

Creator magi who bend physical matter into other shapes and forms. Altering the material makeup of objects, Alchemists are able to create powerful scrolls and potions for us in combat. Their own personal combat prowess may be lackluster, however, they are powerful assets to a squad; or alone with their magical constructs.

Proficiencies

This class grants a special scroll proficiency, allowing you to cast spells from scrolls as if you were proficient with the spell. The Spell Save DC for your scrolls is 14, and the spell attack bonus is +4.

Scroll Creation

Starting at 1st level you gain the ability to create a scroll containing a spell of your choice from the Spellcraft section using your action. You may only use this feature once per rest. When you create a new scroll, any scrolls you possess that you created previously will turn to ash as if they were used.

Magnum Opus

Starting at 1st level, if your main class is Alchemist, you begin the game with a single Mystic Code of your choice. This feature ignores the Mystic Code's requirements.

Scroll Editing

Starting at 2nd level you learn to enhance simple spell scrolls and increase the contained spells efficacy. Any time you create a scroll using your Scroll Creation feature, you may upgrade it choosing from one of the options listed below.

  • If the spell deals damage, it gains a +5 bonus to its damage roll.
  • If the spell forces a saving throw, its DC is increased by 2.
  • If the spell requires an attack roll, you gain a +3 bonus to hit when you cast it.
  • The spell within the scroll can be cast twice before the scroll turns to ash.
  • The spell within the scroll ignores resistance and treats immunity as resistance.
  • If the spell deals elemental damage, you may choose a different elemental damage type for it.

Superior Creations

Starting at 3rd level you may create a potion of your choice from the Equipment section using your action. You may only use this feature once per rest. When you create a new potion, any potions you possess that you created previously are destroyed.


Additionally, your Scroll Creation feature now creates three scrolls each containing spells of your choice, instead of just one.

Conjured Elemental

Starting at 3rd level a tiny elemental familiar joins your cause. It floats above your shoulder, enchanting your attacks. The elemental cannot be targeted in combat. Choose an elemental damage type other than Force or Psychic. The first time you deal damage on your turn, you deal an additional 1d8 damage of the chosen type.


Additionally, you may command your elemental familiar to enchant a different creature you can see as a bonus action. The elemental familiar will remain at the chosen creature’s side until you recall it as a bonus action.

Alchemist's Stone

Starting at 4th level you gain an Alchemist's Stone, a powerful artifact that projects a magical aura enchanting the creature holding it and all nearby allies. Choose an effect from the list below for your stone to possess. You may switch the effect to a different one using your action.

  • You and all allies within 20 feet of you regain 5 hit points at the start of your turn.
  • You and all allies within 20 feet of you gain a d6 inspiration die at the start of each of your turns. The inspiration die can be rolled and added to any attack roll or saving throw you make, but you may only have a single one from the same source at any given time.
  • You and all allies within 20 feet of you gain resistance to acid, cold, fire, lightning, necrotic, radiant, and thunder damage.
  • You and all allies within 20 feet of you gain immunity to being charmed and frightened and rolls saving throws made against other mental interference with advantage.

Should your Alchemist's Stone be lost or destroyed, you may spend 8 hours creating a new one.

Golemancy

Starting at 5th level you gain the ability to turn your Alchemist's Stone into a large battle-golem using your action. The golem appears in an unoccupied space within 20 feet of you, forming around your stone which now acts as it's core. Your golem continues to hold the Alchemist Stone's aura, but it's radius is reduced to 10 feet and the effect cannot be swapped while the stone is acting as the golem's core. When the golem is reduced to 0 hit points, it crumbles and leaves the Alchemist's Stone behind where it was slain. You may only use this feature once per rest.


Golem

Large Construct


  • Armor Class 16
  • Hit Points 50
  • Speed 20 ft.

STR AGL END MNA LCK
5 0 5 2 0

  • Damage Resistances Non-magical slashing, piercing, and bludgeoning
  • Condition Immunities Paralyzed, Petrified, Poisoned

Abilities

  • Carrying Capacity. A single creature may mount the golem's shoulder, needing to expend 15 feet of movement to do so. While mounted, the creature cannot be targeted by melee attackers from the ground.
  • Mobile Cover The golem's large frame provides 3/4ths cover to all creatures standing directly behind it.

Actions

Titan Fist. Melee attack: +8 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage. Enemies hit must succeed a DC15 STR saving throw or be knocked prone.

Astromancer

Spiritual magi who use astrology in all forms of their magecraft. Astromancers are often called Soothsayers as they possess the ability to catch glimpses of future events. Seen as a lesser school of palm readers and fortune tellers by most, Astromancers refute these claims and take great pride in their studies.

Spellcaster

This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known.

Proficiencies

You gain proficiency in Divination spells and 1 additional spell type of your choice.

It Has Been Foretold

Starting at 1st level glimpses of the future begin to press on your awareness. When you finish a rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or skill check made by you or a creature that you can see with one of these foretelling rolls.


You can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a rest, you lose any unused foretelling rolls.


When you replace the roll of an enemy, they must make a LCK saving throw against your Spell Save DC. On a success, their roll is not changed. This still consumes your foretelling roll.

Clairvoyance

You have foreseen a great calamity, and you will not be caught unawares. Starting at 2nd level the first saving throw fail in each combat is made a success. Additionally, you cannot be surprised while you are conscious.

Eye of the Mind

Starting at 3rd level you gain truesight in a 60 foot radius and gain an additional reaction on each of your turns. Additionally, you roll three d20s for your foretelling rolls instead of two.

Guided by the Stars

Starting at 3rd level you learn a single Divination spell of your choice. You may cast this spell once per rest without consuming a spell slot.

Church Executor

A group of church monks dedicated to hunting greater evil. Exorcists who carry specialty weapons blessed with the capability of slaying heretics. Being an Executor means you have undergone extreme training that tests both your body and your faith. You are mankind’s weapon. Though your methods are brutal, your piety is unquestionable.

Proficiencies

You gain proficiency in Complex weapons and Sacrament type spells.

Holy Arsenal

The Church provides all of it's Executors with Black Keys and a Blessed Frock.


Starting at 1st level you have 10 Black Keys and gain 5 more for each level you have in Church Executor beyond the 1st. Your Blessed Frock is a piece of worn equipment that grants you resistance to all non-magical slashing, piercing, and bludgeoning damage.

Conviction

Starting at 2nd level you gain access to Conviction points. You use Conviction points to fuel various feats of extreme physical prowess. You have an amount of Conviction points equal to the amount of levels you have in Church Executor. If your creature type is Demon or Vampire, your Conviction points are permanently sealed. Conviction points are consumed when they are used and regained on rests.


Flurry

Immediately after taking the attack action on your turn, you can spend 1 Conviction point to make 2 unarmed strikes or ranged Black Key attacks as a bonus action.

Enhanced Reflexes

You can spend 1 Conviction point to take the dodge, disengage, or dash action as a bonus action.

Second Wind

You can spend 1 Conviction point as a bonus action to regain hit points equal to 1d12 + the amount of levels you have in Church Executor.


Additionally, your unarmed strikes deal 1d4 bludgeoning damage. You can use STR or AGL for the attack and damage rolls of your unarmed strikes.

Extreme Speed

Starting at 3rd level you gain +10 movement speed. You can use your reaction to deflect ranged weapon attacks that hit you. When you do so, the damage you take from the attack is reduced by 1d10 + STR/AGL.


When you take the attack action on your turn using an unarmed strike or a Black Key, you can make one unarmed strike as a bonus action.

God's Will

Starting at 4th level you learn 2 Sacrament type spells of your choice. You can cast these spells using Conviction points instead of spell slots. The Spell Save DC for your Sacraments is 12 + STR or AGL (your choice).


Additionally, the damage of your unarmed strikes is increased to 1d6.

Extra Attack

Starting at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Starting at 5th level when you are subjected to an effect that allows you to make an AGL saving throw to take only half damage, you instead take no damage if you succeed, and only half if you fail.

Ethermancer

Magi who manipulate the Imaginary Element known as Hollow. They can create a “negative space” that exists outside of the material realm. Using Hollow, you can temporarily exit the material realm and enter it again at a different location. Using this trick you can transport yourself, your allies, and perform different feats to disrupt your enemies.

Spellcaster

This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known.

Proficiencies

You gain proficiency in Abjuration and Conjuration type spells.

Ethereal Jaunt

Starting at 1st level you learn how to use the ability Ethereal Jaunt.


As a bonus action, you exit the material realm momentarily before reappearing in an unoccupied space you can see within 30 feet.


You may also use Ethereal Jaunt on allies and other willing creatures, allowing them to choose the location they teleport to themselves.


You can use Ethereal Jaunt an amount of times equal to your MNA mod per rest.

From the Void

Starting at 2nd level you learn to weave Hollow as you cast Abjuration and Conjuration spells.


When you cast an Abjuration spell, you shroud yourself in Hollow before sending it outwards in an explosive blast of shadow. All creatures within 10 feet of you take 2d8 necrotic damage and are knocked backwards 10 feet.


When you cast a Conjuration spell, you may create a tendril of Hollow in an unoccupied space within 5 feet of you. The tendril will automatically lash out at any enemies that enter a space within 10 feet of it or start their turn within 10 feet of it, making a melee spell attack using your MNA modifier. The tendril deals necrotic damage equal to 2d6 + your MNA modifier on a hit. The tendril has 15 AC and 10 HP.

Touko Travel

Starting at 3rd level you learn the ability to charge an area with Hollow to transport a group of creatures over a large distance.


As a bonus action, you may choose a 10x10 foot area within 60 feet of you that can see and begin charging a teleportation glyph.

At the start of your next turn, the glyph stabilizes and is ready for use. You may activate it as a free action during your turn or at the end of another creature's turn. When you activate it, you must choose a map area as a destination. All creatures standing on the glyph when you activate it are taken to that map area instantly.


You may only use Touko Travel once per rest.

Dimensional Shift

Starting at 3rd level you add your MNA modifier to all AGL skill checks and saving throws.


Additionally, you learn the ability to completely overload an area with Hollow during combat, repositioning all combatants as you please.


As an action, you cause the ground in a 120 foot circle centered on you to morph into Hollow before sucking all creatures in this area beneath it. You may then choose to relocate all targets into a space of your choice within the area. This includes your summoned tendrils. Unwilling creatures must succeed a STR saving throw against your Spell Save DC if they wish to avoid being teleported.


This ability has a recharge of 5-6. You automatically regain the expended use of it upon entering combat.

Geomancer

Magi who bend the earth to their will. Stone benders able to conjure shields and walls made of rock to defend them. Geomancers are defensive fighters and prefer to drag fights out and outlive their opponents.

Spellcaster

This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known.

Proficiencies

You gain proficiency in Evocation type spells.

Stone Aegis

Starting at 1st level you begin the game with temporary hit points equal to 10 + your END mod. You regain these temporary hit points at the end of each rest. While you have temporary hit points, you gain a +1 bonus to your AC.

Rapid Casting (Earth)

Starting at 2nd level when you use your action to cast a spell, you can use your bonus action to cast a cantrip or a second spell as long as the second spell is Evocation and creates a wall or otherwise alters terrain.


While you have temporary hit points, your Stone Aegis feature is upgraded to grant you +2 AC.

Eruption

Starting at 3rd level the first time you are reduced to 0 hit points, you are instead set to 1 hit point. When this feature is triggered, the ground around you in a 20 foot area quakes. All creatures within 20 feet of you are thrown to the edge of this area, which becomes difficult terrain.


This feature can only be used once per rest.

Impervious Stone

Starting at 3rd level you gain temporary hit points equal to your END mod each time you cast a spell.


While you have temporary hit points, your Stone Aegis feature is upgraded to grant you +3 AC.

Jagged Rocks

Starting at 4th level when take damage from a melee attack while you have any amount of temporary hit points, the attacker takes piercing damage equal to 1d8 + your END mod.


When you take damage to only your temporary hit points, you succeed rolls related to concentration automatically.

Type Earth

Starting at 5th level, whenever you gain temporary hit points they stack, up to an amount equal to your maximum hit points. anytime you gain temporary hit points, Earthen Armor activates. Earthen Armor remains active for 1 minute, or until your temporary hit points are reduced to 0. While Earthen Armor is active, you gain the following features:

  • Your AC is set to 18. You cannot gain bonuses to AC from Stat Parameters, spells or abilities that you cast yourself, or equipment.
  • You gain resistance to all damage. This resistance does not stack with other forms of resistance.
  • You add half of your END modifier (rounded down) to all saving throws (including END saving throws).
  • You are immune to difficult terrain.

Hydromancer

Magi with a focus on controlling others. Despite their name, Hydromancers have very little to do with actual water. The element of Water is related to flows, forms, cycles, combinations, and manipulations. The Matou clan of magi used the manipulation origin of their elemental affinity for water to create the Command Seals.

Spellcaster

This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known.

Proficiencies

You gain proficiency in Enchantment spells.

Obey the Call

Starting at 1st level when a creature successfully passes a saving throw you force them to make with an enchantment spell or your Divert Aggression/Taste of Your Own Medicine features, they take 4d6 psychic damage.

Divert Aggression

Starting at 2nd level when a creature you can see within 60 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attacks range. The attacker must make a MNA saving throw against your spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.


On a successful save, you can't use this ability on the attacker again until this feature recharges against them (recharge 5-6 per target).


You must choose to use this ability before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

Control the Flow

Starting at 2nd level you can choose to take a 20 or a 1 for your intiative roll instead of rolling. You may choose to change an allies initiative roll instead of your own in this way, but only before they have rolled initiative.

Master of Manipulation

Starting at 3rd level, anytime you cast an Enchantment type spell or use a charm or similar effect that only targets a single creature, you instead choose an area you can see within 120 feet of you. All creatures within 10 feet of that area become targets of the effect.

Taste of Your Own Medicine

Starting at 3rd level, you can transfer any and all debuffs or debilitations from yourself to another creature. As an action, you force a single creature you can see within 60 feet to make a MNA saving throw. On a failure, all negative effects currently afflicting you are removed, afflicting the enemy instead. If the enemy succeeds, you remain afflicted with these debuffs.


This skill recharges on a roll of 5-6.

Necromancer

Heretic magi who control the powers of death. Necromancers can use dead bodies to boost their magical ability, conjure undead allies, gather information, and curse enemies. Those who practice Necromancy are not considered outright evil, but all magi know them to be shifty. Meddling in the affairs of life and death is taboo in the world of magi.

Spellcaster

This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known.

Proficiencies

You gain proficiency in Necromancy spells.

Overlord

Starting at 1st level your connection with death allows you to call forth undead minions. Anytime you cast a Necromancy spell, a skeleton appears from the ground in an unoccupied space within 10 feet of you. The skeletons obey your verbal commands. If no command is given, the skeleton will stand guard and defend itself. Your skeletons are slain when they are reduced to 0 hit points, otherwise they disappear at the start of your next rest.


Skeleton

Medium Undead


  • Armor Class 13
  • Hit Points 15
  • Speed 30 ft.

STR AGL END MNA LCK
0 2 2 2 0

  • Damage Immunities Poison
  • Condition Immunities Poisoned

Abilities

  • Loyal Minion. If a skeleton's summoner is targeted with a melee attack while the skeleton is within 5 ft. of them, the skeleton may use its reaction to become the new target of the attack.

Actions

Scratch. Melee attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 slashing damage.

Necromancer Adept

Starting at 2nd level you learn a single Necromancy spell of your choice. You may cast this spell once per rest without consuming a spell slot.

Mortal Coil

Starting at 3rd level you learn to bend the life forces of your summoned skeletons to aid you. You may target a skeleton you have summoned and reduce it to 0 hit points using your bonus action. Doing so grants you a boon, chosen from the list below.

  • You make a ranged spell attack originating from the skeleton at a single target within 60 feet. On a hit, the target takes 3d6 necrotic damage.
  • You force a single target you can see within 60 feet of the skeleton to make a MNA saving throw against your Spell Save DC. On a failure, the target becomes frightened of you. Targets may repeat this save at the end of each of their turns.
  • You gain 10 temporary hit points.

Dreadlord

Starting at 4th level, two skeletons are automatically summoned at the end of each of your rests.


Additionally, you begin the game with two skeletons.

Echo of Death

Starting at 5th level you learn to bend the life forces of even fallen enemies. Once per rest, when you or your skeletons slay an enemy, you may temporarily bind their soul into your service as a wraith. Wraiths have the creature type Spirit, roll their own initiative once summoned, and obey your verbal commands.


Enemy Magi, Servants, or other notable creatures retain their abilities as wraiths, but have their maximum hit points reduced by half, rounded down. They regain all expended uses of spells, features, abilities, etc. Servant wraiths cannot utilize Noble Phantasm true name attacks. Random NPC humanoids simply become skeletons instead.


Your wraith is slain when it reaches 0 hit points, otherwise it will remain by your side until you dismiss it. Only one wraith originating from Echo of Death can be in your service at a time.


You may use your Mortal Coil feature to target your wraith. Doing so grants you all three options at once.

Necrophage

Starting at 5th level you learn to transfer the life force of the undead bound to your service to yourself when you are in mortal danger. While you are incapacitated and have at least one skeleton, you may sacrifice ALL skeletons to revive yourself with half of your maximum hit points rounded down on your turn. Alternatively, you may choose a summoned wraith instead.


Your creature type becomes Undead.

Projection Magi

Magi who can create objects and weapons using the magical energy in their bodies. Projection is a niche type of magecraft that is often used in combination with other types, if at all. Most magi scoff at Projection, seeing it as inferior to Reinforcement. Why invest so heavily in the creation of flimsy, hollow objects when you can merely enhance already existing ones? Projection Magi typically have a unique circumstance that makes their creations special.

Proficiencies

You gain proficiency in Complex Weapons.

Projection

Starting at 1st level you can create any Simple or Complex weapon as a bonus action. The weapon appears in your hands. Weapons you create using this feature gain a +1 magic bonus. You can only have an amount of projections equal to your level in Projection Magi at any given time. Projections will remain until dismissed as a free action.

Flash Projections

Starting at 1st level you can overcharge your projections with magical energy, granting them highly increased power at the cost of instability. Flash Projections can only be used once before they shatter to pieces. You can create any number of Flash Projections.


Some Flash Projections require creatures to make a saving throw. Your Save DC for these saving throws is 12 + STR or AGL (your choice). You learn one Flash Projection at 1st level.

Instant Defense

When you are the target of an incoming weapon attack, you can use your reaction to project a shield that grants you +3 AC versus that attack. The shield shatters after receiving the blow.

Flash Projections Cont.

Starting at 2nd level you learn additional Flash Projections.

Blade Overcharge

You can project a giant greatsword and attack with a wide arcing sweep using your bonus action. All creatures within 10 feet of you are forced to make an AGL saving throw. On a failure, targets take 3d6 slashing damage and are knocked prone. Targets take half as much damage and are not knocked prone on a successful save. The sword shatters after the attack.

Immense Projectile

You can project any weapon and make a ranged weapon attack with it using your action. The weapon gains an attack roll bonus equal to your STR or AGL mod, whichever is higher. The weapon shatters after the making contact with the target.

Flash Detonation

Starting at 3rd level, when your Flash Projections or Onslaught projections shatter all creatures other than you within 5 feet of the weapon take 2d6 force damage.

Onslaught

Starting at 4th level the magic bonus for your projections is increased to +2. Additionally, once per turn when you take the attack action, you can project any single weapon (that does not have the Two-Handed property) in your offhand and immediately make an attack with it. You must have a free hand to use this feature. The weapon shatters after the attack.

Trace On

Starting at 5th level you begin to fully understand a weapon on a molecular level just by looking at it. You can create any Mystic Code or Noble Phantasm you have seen using your Projection ability. You cannot replicate Divine Constructs using this method.


For a Servant’s Noble Phantasm, it must be a weapon. You can use the weapon’s True Name Attack if you have learned the name of the Noble Phantasm. If you use a True Name Attack, the Noble Phantasm crumbles afterwards.


For a Mystic Code, it must be a weapon. Mystic Codes projected using this feature ignore attunement rules.


You can only use this ability once per rest. You can only have a single projection using this feature at a time.

Pyromancer

Magi who harness the immense destructive capabilities fire. Pyromancers burn not only their opponents, but the entire battlefield on which they are fighting to ash with their prolific and uncontrollable flames. Pyromancers are held in high regard, not only is it the most difficult elemental magecraft to handle, but being born with an affinity to fire is a rarity.

Spellcaster

This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known.

Proficiencies

You gain proficiency in Evocation spells.

Combustion

Starting at 1st level when you cast an Evocation type spell that deals fire damage, you can use your bonus action to let slip a large wave of additional flame. All creatures in a 10 foot cone in front of you are forced to make an AGL saving throw, taking 3d6 fire damage on a failure or half as much on a success.

Pyromania

Starting at 2nd level all spells you cast that deal fire damage deal an additional 1d6 fire damage.


When you are in contact with or under the effects of a bounded field, you may spend an action destroying it. You burn away the bounded field and it ceases to function.

Nurturing Flame

Starting at 3rd level you and your allies gain temporary hit points equal to 10 + your Pyromancer level at the end of each rest.


Additionally, when you hit a creature with an amount of fire damage higher than their Spell Save DC, this ends any concentration they are under.

Fuel the Fire

Starting at 3rd level you gain resistance to fire damage. Additionally, the first Evocation type spell that deals fire damage you cast in each encounter does not consume a spell slot.

World On Fire

Starting at 4th level, you may use your action to cause the battlefield to erupt in flames in an aura around you. All creatures within 30 feet of you take 5 fire damage at the start of their turns. While active, your fire spells have their damage die increased by one tier. Being dealt cold damage ends this effect. Otherwise, it acts like a concentration spell with a duration of 1 minute. This recharges after a rest.

Inflammable

Starting at 5th level you gain immunity to fire damage.

Pyroblast

Starting at 5th level when you cast a spell that deals fire damage, you may choose to spend an additional spell slot. The bonus from Pyromania increases to 4d6. Casting a spell in this way causes it to ignore fire resistance and treat fire immunity as fire resistance. Pyroblast Spells cannot be counterspelled.

Reinforcement Magi

Magi who funnel magical energy into objects, creatures, or themselves to enhance their strength and effectiveness. Reinforcement is a rudimentary school of magecraft normally taught to all beginners. Though it is easy and useful to grasp only the basics, Magi who fully dedicate themselves to Reinforcement unlock its true potential.

Proficiencies

You gain proficiency in Complex weapons.

Reinforcement

Starting at 1st level you gain a number of Reinforcement Points equal to the amount of levels you have in Reinforcement Magi. These points are used for multiple features in this class. Reinforcement Points are expended when they are used and regained at the end of rests.

Fists of Steel

Starting at 1st Level, your unarmed strikes deal 1d4+MNA damage. When you take the attack action on your turn, you may use your bonus action to make an unarmed strike.

Unbound Potential

Starting at 2nd Level, your fists become magical for overcoming resistances. You may spend a reinforcement point to temporarily enhance your combat ability. Until the start of your next turn, you gain a bonus to your attack rolls equal to your AGL mod, halved (rounded down).

This skill further upgrades at 4th level, instead granting a bonus equal to your AGL mod.

Reinforce Body

Starting at 3rd Level, after rigorous reinforcement training your magic circuits hum with this energy automatically, making your body extremely resilient. Your AC is equal to 12 + AGL.

Overcharge

Starting at 3rd Level, you can overcharge your magic circuits at will. When you do so, choose whether it affects your arms or legs. This costs the user no action. These effects last until the start of your next turn.

Overcharged Arms
Reinforcement Points Damage
1 d6
2 d8
3 d10
Overcharged legs
Reinforcement Points Speed Bonus
1 10 feet
2 20 feet
3 30 feet

Enhanced Leap

Starting at 4th level, as a reaction to being the target of a ranged attack you may spend 1 reinforcement point to jump to an unoccupied space within 5 feet of the attacker as long as they are within your movement range. You may spend additional reinforcement points to enhance your movement range during this time as well, as shown on the overcharge table.

Extra Attack

Starting at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bladeworks

Starting at 5th Level, you regain a Reinforcement Point at the start of each of your turns. Additionally, you may spend a reinforcement point as a bonus action to make two unarmed strikes.

Items and Equipment

In this section you will find your items, weapons, and Mystic Codes. When creating your character, this is the section where you will spend your wealth points, as well as the Catalysts section. All items in this section have a listed cost. Mystic Codes may have requirements other than wealth.

Ammunition

All simple weapons with the Ammunition property come with 30 ammo, complex weapons come with 60. Additional ammunition must be purchased from vendors once the game has begun. Some vendors sell specialty ammo such as incendiary rounds or poisoned arrows.

Weapons List

Simple Melee Weapons
Name Cost Damage Properties
Club 1 1d4 bludgeoning Light
Dagger 1 1d4 piercing Finesse, light, thrown (range 20/60)
Greatclub 1 1d8 bludgeoning Two-handed
Handaxe 1 1d6 slashing Light, thrown (range 20/60)
Javelin 1 1d6 piercing Thrown (range 30/120)
Light hammer 1 1d4 bludgeoning Light, thrown (range 20/60)
Mace 1 1d6 bludgeoning
Quarterstaff 1 1d6 bludgeoning Versatile (1d8)
Sickle 1 1d4 slashing Light
Spear 1 1d6 piercing Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Name Cost Damage Properties
Crossbow, light 1 1d8 piercing Ammunition (range 80/320), loading, two-handed
Dart 1 1d4 piercing Finesse, thrown (range 20/60)
Shortbow 1 1d6 piercing Ammunition (range 80/320), two-handed
Sling 1 1d4 bludgeoning Ammunition (range 30/120)
Pistol 1 1d6 piercing Ammunition (range 60/320), loading(6), light
Complex Melee Weapons
Name Cost Damage Properties
Battleaxe 2 1d8 slashing Versatile (1d10)
Flail 2 1d8 bludgeoning
Glaive 2 1d10 slashing Heavy, reach, two-handed
Greataxe 2 1d12 slashing Heavy, two-handed
Greatsword 2 2d6 slashing Heavy, two-handed
Halberd 2 1d10 slashing Heavy, reach, two-handed
Lance 2 1d12 piercing Reach, special
Longsword 2 1d8 slashing Versatile (1d10)
Maul 2 2d6 bludgeoning Heavy, two-handed
Morningstar 2 1d8 piercing
Pike 2 1d10 piercing Heavy, reach, two-handed
Rapier 2 1d8 piercing Finesse
Scimitar 2 1d6 slashing Finesse, light
Shortsword 2 1d6 piercing Finesse, light
Trident 2 1d6 piercing Thrown (range 20/60), versatile (1d8)
War pick 2 1d8 piercing
Warhammer 2 1d8 bludgeoning Versatile (1d10)
Whip 2 1d4 slashing Finesse, reach
Black Key 2 1d8 piercing Finesse, light, thrown (range 20/60), special

Black Keys

The unique weapons of the Holy Church Executors. These weapons are considered magical for overcoming resistances.


Special: Black Keys gain a +5 bonus to attack and damage rolls if the target is a vampire or demon. You can draw up to 3 Black Keys in one hand using the same action. When you are wielding 3 in the same hand, the damage type is replaced with slashing and the damage die becomes 2d6.

Vehicles

Name Cost Passengers Speed
Motorcycle 2 None 90ft.
Automobile 3 3 60ft.

Firearm Properties

Some more advanced firearms have properties that are not in D&D 5e, such as Automatic and Burst Fire. Save DCs for your firearm attacks are 12 + your AGL mod. Special ammunition may not be used in combination with Automatic or Burst Fire attacks.

Automatic

Automatic firearms can make a separate attack that releases a salvo of bullets per pull of the trigger. As an action, you can force any creatures of your choice in a 25-foot square centered on a point within your firearm's maximum range to make an AGL saving throw, taking the gun's automatic damage (listed in parenthesis) on a failed save, and half that damage on a success. This action subtracts 10 rounds from your gun. You can use this action only if you have the ammunition available to do so. Firearms with the automatic property always expend six ammunition per attack.

Burst Fire

Burst fire firearms are able to make a special attack that releases a stream of multiple bullets. As an action, you can force up to 6 creatures of your choice in a 15-foot square centered on a point within your gun's maximum range to make an AGL saving throw, taking your gun's burst fire damage (listed in parenthesis) on a failed save, and half that damage on a success. This action subtracts 6 rounds from your gun. You can use this action only if you have the ammunition available to do so. Additionally, guns with the burst fire property always expend three ammunition per attack.

Scatter

Firearms with the scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you hit a creature with a firearm that has the scatter property, creatures within 5 feet of the target take scatter damage if the attack would hit them. The original target and the attacker do not take this damage.

Loading

Most firearms allow for more than one piece of ammunition to be loaded into them at once. The amount of ammo you can load into the gun at one time is listed in parenthesis.

Special Weapon Properties

Weapons with the special property have their unique feature explained below.

Lance

You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Double Barrel Shotgun

When you within 5 feet of a creature and hit them with a weapon attack you deal an additional 1d8 damage.

Net

A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 STR check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Complex Ranged Weapons
Name Cost Damage Properties
Crossbow, hand 2 1d6 piercing Ammunition (range 30/120), light, loading
Crossbow, heavy 2 1d10 piercing Ammunition (range 100/400), heavy, loading, two-handed
Longbow 2 1d8 piercing Ammunition (range 150/600), heavy, two-handed
Net 2 - Special, thrown (range 5/15)
Heavy Pistol 2 1d8 bludgeoning Ammunition (range 60/320), loading(6)
Automatic Pistol 2 2d4 piercing Ammunition (range 40/120) light, loading(24), automatic(6d4)
Burst Pistol 2 1d8 piercing Ammunition (range 30/90) light, loading(24), burst fire(3d8)
Rifle 2 1d12 piercing Ammunition (range 90/300) two-handed, loading(6)
Combat Rifle 2 1d12 piercing Ammunition (range 90/300) two-handed, loading(24), burst fire(3d12)
Automatic Rifle 2 2d6 piercing Ammunition (range 90/300) two-handed, loading(30), automatic(6d6)
Sawn-Off Shotgun 2 2d4 bludgeoning Ammunition (range 20/40), loading(4), scatter(1d4)
Shotgun 2 1d12 bludgeoning Ammunition (range 30/60), two-handed, loading(6), scatter(1d6)
Double Barrel Shotgun 2 2d6 bludgeoning Ammunition (range 90/300),two-handed, loading, scatter(1d8), special

Firearm Attachments

You can attach equipment to guns and crossbows that grant slight benefits such as scopes, laser sights, bayonets, etc. You can place or remove attachments as an action during your turn. Attachment placement is different for guns and crossbows as listed below.

Firearm Attachment Placements
Crossbow Top, Bottom
Gun Top, Bottom, Sides (2), Barrel
Attachments
Name Cost Placement Properties
Red Dot Sight 1 Top +1 to all damage rolls at creatures within 30 feet.
Scope 1 Top Increases the normal and maximum range of the firearm by 30 feet. Does not affect shotguns.
Foregrip 1 Bottom You are immune to being disarmed if you have a free hand to hold the foregrip. Does not affect pistols.
Bipod 1 Bottom/Barrel +1 to attack rolls while prone or behind half-cover.
Bayonet 1 Barrel Allows you to make melee attacks with the firearm (1d6 slashing/piercing).
Laser Sight 1 Bottom, Sides You can use a bonus action to mark a creature with the beam allowing you to reroll 1s and 2s on all damage rolls made with the firearm at the creature until the end of your turn.
Flashlight 1 Bottom, Sides Adds a flashlight that can be turned on and off using a bonus action. It sheds bright light in a 30 foot cone and dim light for 30 feet beyond that.
Tight Choke Barrel 1 Barrel Adds your AGL modifier to your firearm's scatter damage.
Wide Choke Barrel 1 Barrel The range for your firearm's scatter damage becomes 10 feet in a radius around the original target.
Compensator 1 Barrel Adds your AGL modifier to your firearm's automatic and burst fire damage.

Armor

Primarily worn by martial fighters, armor protects the body from physical blows. Heavier armor will provide greater protection but restrict movement, so choose your defense carefully.

Armor
Name Cost Requirements Properties
Light Armor 2 N/A Increases base AC to 11.
Medium Armor 2 2 STR Increases base AC to 14. You only gain a maximum of 2 AC from your AGL modifier. You have a -1 penalty to all AGL skills checks and saving throws.
Heavy Armor 3 5 STR Increases base AC to 18. You gain no AC from your AGL modifier. You have a -2 penalty to all AGL skill checks and saving throws.
Shield 2 N/A Grants +1 AC while wielded in a free hand.

You may wear armor without meeting the requirements, but the AGL penalties are doubled if this is the case.

Potions and Consumables

Below you will find all potions usable by Alchemists or unique consumable items sold by vendors.

Arrows/Bolts (30)

Ammunition, 1 wealth

Bullets (60)

Ammuntion, 1 wealth

Special Ammo: Explosive (5)

Ammunition, 1 wealth


Bullets that explode on impact dealing an additional 1d8 bludgeoning damage to targets hit and all creatures within 5 feet of the target.

Special Ammo: Incendiary (10)

Ammunition, 1 wealth


Bullets that ignite targets hit dealing an additional 1d6 fire damage.

Special Ammo: Poison (10)

Ammunition, 1 wealth


Arrows/Bolts coated in potent poison dealing an additional 1d6 poison damage and forcing targets to succeed a DC13 END saving throw or become Poisoned until the end of their next rest.

Special Ammo: Tranquilizer (2)

Ammunition, 1 wealth


Arrows/Bolts that inject the target with a paralyzing agent forcing them to succeed a DC15 END saving throw or become paralyzed. Targets may repeat this save at the end of each of their turns.

Anti-toxin

Consumable, 1 wealth


When consumed removes the Poisoned condition.

Caltrops

Consumable, 1 wealth


A single bag of 20 caltrops. As an action, you can spread them to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 AGL saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, they are Slowed.

Holy Water Flask (5)

Consumable, 1 wealth


As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an Improvised Weapon. If the target is a vampire or demon they take 4d6 radiant damage and cannot regain hit points until the end of the encounter.

Hunting Trap

Consumable, 1 wealth


When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 AGL saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (5 feet). A creature can use its action to make a DC 13 STR check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Manacles

Consumable, 1 wealth


These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 AGL check. Breaking them requires a successful DC 20 STR check. Each set of manacles comes with one key. Manacles have 15 Hit Points.

Oil Flask (5)

Consumable, 1 wealth


As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged Attack against a target creature or object, treating the oil as an Improvised Weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Rope

Consumable, 1 wealth


50 feet of rope. Lengths of rope have 2 hit points and can be burst with a DC17 STR check.

Potion of Charisma

Potion, 1 wealth


When consumed, grants the user the charisma of a leader capable of leading armies into battle. Until the end of your next rest, when you enter combat you and all allies gain 10 temporary hit points and a d8 inspiration die that can be rolled and added to any attack roll or saving throw.

Potion of Growth

Potion, 1 wealth


When you drink this potion your size is increased by one category - from Medium to Large, for example. You gain advantage on all STR checks and saving throws. Your weapons also grow to match your new size, and all attacks made with them deal an additional 1d4 damage. These effects last until the end of the next encounter or until you fall unconscious.

Potion of Guts

Potion, 1 wealth


When you drink this potion you gain the conviction to pick yourself up from a mortal blow. The first time you are reduced to 0 hit points, you are instead set to 1 hit point. This effect can only happen once, and only lasts until the end of your next rest.

Potion of Healing

Potion, 1 wealth


When you drink this potion you regain 4d6+6 hit points.

Potion of Intuition

Potion, 1 wealth


When you drink this potion you gain an extremely refined combat sense. You gain +2 AC vs ranged attacks, +2 to all attack rolls. These effects last until the end of the next encounter or until you fall unconscious.

Potion of Invisibility

Potion, 1 wealth


When you drink this potion you become invisible and are unable to be sensed by magic of any kind for 1 hour. This effect ends early if you cast a spell or make an attack.

Potion of Rage

Potion, 1 wealth


When you drink this potion your blood boils with rage, enhancing your martial prowess while clouding your mind. You gain the following effects until the end of the next encounter.

  • You gain a +2 bonus to melee damage rolls.
  • You make all melee attacks with advantage, but all attacks made at you are also made with advantage.
  • You gain resistance to non-magical slashing, piercing, and bludgeoning damage.

Potion of Speed

Potion, 1 wealth


When you drink this potion you gain superhuman speed. Your movement speed is doubled and you do not provoke opportunity attacks, and roll all checks made to escape combat with advantage. This effect lasts until the end of the next encounter.

Potion of Resistance

Potion, 1 wealth


When you drink this potion you gain resistance to all damage except Force and Psychic. This effect lasts until the end of the next encounter.

Potion of Thorns

Potion, 1 wealth


When you drink this potion your magic circuits flare, lashing out at your attackers. Anytime a creature deals damage to you, they take 1d6 piercing damage. This effect lasts until the end of the next encounter.

Potion of Wraith Walk

Potion, 1 wealth


When you drink this potion you become ethereal, granting you the ability to walk through walls, obstacles, and other solid objects. You also gain a climbing speed and burrowing speed equal to your movement speed for 1 minute. Moving through a solid object counts as difficult terrain. You are immune to environmental damage such as spreading fire or terrain spells such as Wall of Thorns. If you are inside a solid object when this effect ends, you are violently thrown towards the nearest open space, taking 5d6 bludgeoning damage.

Mystic Codes

Specialty equipment and magical items made to assist Magi beyond what physical training and magecraft are capable of. Mystic Codes require attunement. You become automatically attuned with a Mystic Code when you equip it. You may only be attuned to a single worn Mystic Code (equipment/consumable) and a single held Mystic Code (weapon) at any given time.

Amulet of Attunement

Mystic Code, 4 wealth


A small silver necklace with a blue gem embedded in its center. This Mystic Code does not need to be attuned. While wearing it, the user can maintain concentration on two spells at the same time. The user makes saving throws to keep concentration as if concentrating on a single spell.

Azoth Blade

Mystic Code, 3 wealth, Requirements: Magus Family Heir


A ceremonial dagger used as a focus for casting spells. The blade has three charges that can be expended when the user casts a spell, effect, or ability. Damaging spells deal an additional 1d10 damage of the same type for each charge expended. Spells that force saving throws have the Save DC raised by 1 for each charge expended. If the spell is both damaging and forces a save, you may choose which aspect is enhanced. You can regain the blade's expended charges by granting it spell slots using an action on your turn. It will regain one charge for each spell slot used. It starts with 3 charges and regains all charges at the end of each rest. The blade can be used as a normal dagger in melee combat.

Band of the Forsaker

Mystic Code, 3 wealth


A steel binding that goes around the users wrist. Once this band is equipped it cannot be unequipped by any means. While wearing the band, the user gains resistance to all damage dealt by spells or other magical effects. The band also seals the users own magic circuits, making them permanently unable to cast spells.

Book of the False Attendant

Mystic Code, 2 wealth


A tome capable of transferring the contract formed between a Servant and their Master. The owner of the tome can temporarily end their contract with their Servant, granting ownership of the contract to anyone that wields this tome. The original Master loses their Command Seals. The wielder of the tome acting as a stand-in Master instead can use their action to issue commands to the Servant, who will be forced to make a DC17 MNA saving throw taking 6d8 necrotic damage and becoming paralyzed until the end of their next turn on a failure. This save is only made if the Servant disobeys the command, or if an impossible command that only the power of a Command Seal could actualize is issued. If this tome is destroyed, the original Master regains their contract made with the Servant as well as their Command Seals.

Crown of Storms

Mystic Code, 5 wealth, Requirements: Main Class Aeromancer


An ivory crown bearing the strength of a raging storm. While wearing the crown, you may expend any amount of Tempest as an action, causing a tornado to appear in an area you can see within 60 feet. The tornados' size and power is based on the amount of Tempest expended. At 1 Tempest expended it is 10x10 ft., deals 3d6 thunder damage, and lasts for 1 round. It grows 5x5ft., deals an additional 1d6 damage, and lasts an additional round for each point expended after 1. You may move the tornado up 10 feet in any direction using your bonus action on your turn. Targets caught in the tornado as it appears, or creatures that end their turn within it, or creatures it passes through while moving are forced to make a STR saving throw vs. your Spell Save DC. Targets are knocked prone on a failure, and take half as much damage and are not knocked prone on a success.


All structures the tornado passes through are destroyed, making the area they occupied difficult terrain. Any projectiles that must pass through the tornado are automatically affected by your Redirection feature.

Cursebreaker

Mystic Code, 5 wealth, Requirements: Main Class Necromancer


A double-barrel shotgun capable of firing rounds made of human fingers. They pierce their targets and inflict them with a curse. While loading this shotgun you may choose to sacrifice a skeleton using your Mortal Coil to curse the ammunition of your next shot. Choose a curse effect from below. The scatter damage of the gun is unaffected by the chosen curse.

  • Targets damaged by your attack are forced to succeed a MNA saving throw against your Spell Save DC. Targets that fail have a portion of their soul ripped out, which you then gain as a surge of magical energy. The target has a -2 penalty to all rolls until the end of your next turn, and you regain 2d8 hit points.
  • The shot deals an additional 2d6 necrotic damage.
  • Targets damaged by your attack are forced to succeed a MNA saving throw against your Spell Save DC. Targets that fail become vulnerable to one type of elemental damage you choose. The next attack made at them is made with advantage. These effects last until the end of your next turn.

Enchanted Blueprint

Mystic Code, 2 wealth, Requirements: Main Class Projection


Simple, magical instructions provided to create a specialized weapon to your liking. You may utilize this blueprint anytime you use your Projection feature, allowing you to add or a remove a single keyword from any weapon of your choice. You may not attach a ranged weapon keyword, such as Full-Auto or Scatter, to a melee weapon. Adding the Two-Handed keyword to a weapon increases its damage die size by 1.

Energized Gauntlets

Mystic Code, 3 wealth, Requirements: At Least One Spell Slot


A pair of large steel gauntlets that fits over the users hands. The gauntlets serve as a spellcasting focus, allowing the user to cast spells through them. All spells cast using the gauntlets have their damage type replaced with lightning damage. Unarmed strikes made with the gauntlets deal an additional 1d6 lightning damage. While wielding the gauntlets, the user may expend a spell slot and use their reaction when they take damage to teleport to a new location within 60 feet that they can see. All creatures within 5 feet of the new location take 3d6 lightning damage.

Ferrystone

Mystic Code, 1 wealth


A shiny, silver, translucent orb. This is a consumable Mystic Code possessing similar qualities to a magical gem. While you possess the Ferrystone, you may use it to mark the map location you are currently in as a free action. At any point later on, you may activate the Ferrystone using your action, instantly teleporting you to the point you marked. The Ferrystone is consumed after teleportation.

Gamaliel

Mystic Code, 4 wealth, Requirements: 5 STR


A large tower shield with a string-instrument motif and a pointed spearhead on the bottom. This weapon is a Divine Construct lance, granting it a +1 magic bonus to its attack and damage rolls. While wielding it, the user gains +2 AC.


As a reaction while wielding Gamaliel, when the user is targeted with an AoE effect, they may plant the shield's spearhead into the ground and strum Gamaliel's strings to project a barrier. This barrier provides the user and all creatures within 5 feet of them 3/4ths cover against the triggering AoE effect.

Gem-Tipped Staff

Mystic Code, 4 wealth, Requirements: Mineralogy (Sandor's)


A staff tipped with a large gemstone. This staff acts as a spellcasting focus for Gem Magi, as the large gemstone is an Empty Gem that can be made into a Magical Gem. What differentiates the staff from a mere Empty Gem holder is that it can be reused, meaning once the Magical Gem inside the staff is used, it will revert back into an Empty Gem instead of being destroyed. Additionally, the gem will automatically draw magical energy into itself while the user is resting, storing a single spell slot inside of it at the end of each rest, up to 3. You begin the war with this staff filled. These spell slots can only be used to turn the large gemstone inside the staff into a Magical Gem.

Hiltless

Mystic Code, 4 wealth.


An eastern longsword with no hilt. Instead, the user grips the bottom of the blade wrapped in bloodied linen. When you hit a weapon attack with hiltless, you heal for the amount of damage dealt by the attack. You store charges equal to half this amount. At the start of your next turn you expend all the charges, and you take damage equal to the amount of damage dealt. You cannot reduce yourself to 0 hit points through these means.

Holy Shroud of Magdalene

Mystic Code, 3 wealth, Requirements: Female, Church Monk/Main Class Church Executor


A long, red, scarf-like shroud adorned over the users shoulders. As an action, the user may bind a single Male target within 60 feet of her, forcing the target to make a DC17 STR saving throw at disadvantage. On a failure, the target becomes restrained. The target can repeat this saving throw at disadvantage at the end of each of their turns. The user can forcefully drag the target to any location within 60 feet on subsequent turns using her bonus action. If the target passes the save or otherwise frees itself, the shroud cannot be used against them until the end of the users next rest.

Mechanical Bracers

Mystic Code, 4 wealth, Requirements: Main Class Reinforcement


A pair of metallic mitts that tightly grip the user's hands and forearms. You may apply any effect that would apply to your fists to a melee weapon.

When using Overcharge on your arms, you instead feed these reinforcement points into your bracers. The next time you hit a weapon attack your bracers release all the stored energy, dealing an additional 1d8 for each point stored.

Mystic Eye Killers

Mystic Code, 2 wealth


Glasses created with enchanted lenses that nullify the effects of Mystic Eyes. If the wearer possesses their own Mystic Eyes, they are sealed while this item is equipped. The user is immune to the targeted effects of enemy Mystic Eyes while wearing these glasses. The user rolls any saving throws made from non-targeted Mystic Eye effects, or effects originating from Mystic Eyes with advantage.

Origin Rounds

Mystic Code, 4 wealth, Requirements: Complex Weapon Proficiency


A special Mystic Code taking the form of a limited amount of ammunition. The user gains 5 origin rounds that can be loaded into any firearm. Origin rounds deal the damage of a normal bullet, but any targets hit have their magic circuits severed and rebinded, causing them to go haywire. If the target is a spellcaster, they take an additional 3d6 necrotic damage and become permanently Slowed. Any time they cast a spell after being hit with an origin round, they are forced to make a DC15 MNA saving throw, taking 3d6 necrotic damage and expending the spell slot without casting the spell on a failure. Targets that have passed the save become immune to Origin Rounds until the end of their next rest. Targets that fail become immune to the effects of subsequent Origin Rounds.

Planar Sash

Mystic Code, 5 wealth, Requirements: Main Class Ethermancer


A black sash that sparkles like a galaxy and moves as if the wind is forever blowing. While wearing this sash somewhere on your body, your Ethereal Jaunt feature is sealed and replaced with Void Warp.


Void Warp. Anytime you take the Attack action, cast a spell, or take damage, you are forcibly pulled from the material plane and teleported to an unoccupied space of your choice that you can see within 15 feet. All creatures within 5 feet of the area you reappear at take 1d6 necrotic damage. You may choose whether you teleport before or after casting a spell or making an attack, but you must teleport at least 5 feet.

Pocket Dragon

Mystic Code, 5 wealth.


A small pseudo-dragon familiar. When you choose this Mystic Code, pick an elemental damage type. This will be the element your Pocket Dragon utilizes for it's abilities. While Pocket Dragon is mounted on your shoulder, it grants you the following.

  • You gain resistance to the elemental damage type of the Pocket Dragon.
  • You may command the Pocket Dragon to make a breath attack using your bonus action. All creatures in a 15-foot cone in front of you are forced to make a DC15 AGL saving throw, taking 3d6 damage of the Pocket Dragon's elemental type on a failure or half as much on a success. This breath attack has a recharge of 5-6.

You may command your Pocket Dragon to dismount from your shoulder as a free action on your turn. While it is unmounted, it has a flight speed of 20 feet. It may scout on its own, using your LCK modifier. In combat, the Pocket Dragon has 10 hit points and 12 AC. You may command it to take the Help action using your bonus action. Should your Pocket Dragon die, it will return to you at the end of your next rest.

Salamander Skin Glove

Mystic Code, 3 wealth


A brown leather glove that can be worn by someone unskilled in magecraft, granting them limited Pyromancy abilities. The glove has 5 charges and regains 1d4 charges at the end of each rest. The user can expend the charges by snapping their fingers to cast the following spells. The Spell Save DC for spells cast with the glove is 15.

  • 1 Charge. Mana Burn
  • 2 Charges. Greater Combustion
  • 3 Charges. Scorching Ray

Sandor's Pestilence

Mystic Code, 3 wealth


A battered heavy crossbow with a scope attachment. Any ammunition loaded into this crossbow becomes poison bolts. Additionally, the wielder of the crossbow gains resistance to poison damage and immunity to the Poisoned condition.

Seventh Holy Scripture

Mystic Code, 5 wealth, Requirements: Main Class Church Executor, 5 STR


A conceptual weapon, one of the most powerful artifacts the Holy Church possesses. An extremely large, heavy, metal stake-driver. Created to prevent immortal beings from reincarnating, this weapon is the ultimate bane to constructs, vampires, demons, and spirits, causing them to become unable to regain hit points until the end of their next rest after taking damage from it. Additionally, if a vampire, demon, or spirit is reduced to 0 hit points by the weapon, they die instantly.


Heavy, Two-Handed, 2d8 bludgeoning damage. This weapon has a +1 magic bonus.


Each time you make a successful melee attack using this weapon, you gain a stack of Conscription, up to 3. You may expend stacks of Conscription in the following ways:

  • You may expend 1 stack instead of making one of your attacks using the Attack action, revealing a large stake to pierce your target. This attack deals 3d8 piercing damage.
  • You may expend 3 stacks as a bonus action, spreading golden pages around you in a 10 ft. area. You and all allies in this area regain 20 hit points. Any undead, spirits, vampires, or demons are unable to enter this area. If they are already in this area, they are thrown to the edge of it, becoming prone and taking 5d8 radiant damage. This area remains for 3 rounds, unless targeted with a magical effect that would destroy it.

Starmine

Mystic Code, 4 wealth.


A longbow made of elegantly twisted black metal. The bow automatically creates ammunition with each shot, which deal force damage and are considered magical for overcoming resistances. When you use your action to cast a spell, you may make a single attack using Starmine as a bonus action. Anytime you make an attack using Starmine, you may expend a single spell slot to make the attack deal an additional 3d8 force damage. You must expend this spell slot before you know if the attack will hit or not.

Swords of the Stars

Mystic Code, 5 wealth, Requirements: Main Class Astromancer


Twin scimitars with the 12 signs of the zodiac engraved on the blades. You may use your MNA modifier for the attack and damage rolls of these swords. While wielding these swords, you are always under the effects of the Foresight spell. When you land a successful attack using these weapons, you may expend a foretelling roll to cause the attack to deal an additional 3d6 force damage.

Volumen Hydrargyrum

Mystic Code, 5 wealth, Requirements: Main Class Hydromancer


A small glass vial filled with enchanted silver mercury. As a bonus action, the user may speak the command phrase: "Boil, my blood." to conjure the mercury from the vial, taking the form of a sphere that occupies a space within 5 feet of the user. The mercury becomes a creature in its own right commanded by the user on their turn.


Marrow of the Moon Spirit

Medium Mystic Code


  • Armor Class 18
  • Hit Points 45
  • Speed remains within 5 feet of the user

STR AGL END MNA LCK
5 0 0 0 0

  • Damage Resistances Nonmagical slashing, piercing, and bludgeoning.
  • Condition Immunities All

Actions

Volumen will automatically act as it sees fit. It may perform a single action at the start or the end of its user's turn.


  • Stab. Melee attack: +5 to hit, reach 10 ft., one target. Hit: 1d8+5 piercing damage.
  • Defend. The mercury automatically morphs around the target when they are attacked, becoming the new target of all attacks made at the target until the start of their next turn. Attacks that nullify magic bypass this defense.
  • Detect. The mercury spreads itself into a large web spanning a 120 foot area surrounding the user. All hidden creatures in this area are revealed to the user.

The user can return the mercury to the vial as an action. The mercury regains all lost hit points at the end of the users rest, but if it reaches 0 hit points it will remain lost until the user spends 8 hours out of combat to replenish it.

Worn Scabbard

Mystic Code, 5 wealth, Requirements: 5 AGL


An extremely worn and unsuspecting wooden sheathe containing an eastern longsword with a red tassel attached to the bottom of the hilt. The sword may not be unsheathed normally.


Anytime you make an attack with this sword, you instead perform a Blade Flash. Spells that buff weaponry have no effect on this weapon.


Blade Flash. A melee attack with a reach of 60 feet. Your AGL mod is added to the attack and damage rolls of this attack. On a hit, the attack deals 1d10 slashing damage. Blade Flash ignores armor and magical benefits to AC.

Feats and Traits

Abilities representing physical prowess, powers originating from magical lineage, and Mystic Eyes proving one was born genetically gifted. In this section you will find abilities to further personalize your Magi beyond what a Class offers. Each Feat, Sorcery Trait, and pair of Mystic Eyes can be 'bought' using one Class Level. You may have more than one Feat, but only one Sorcery Trait and one pair of Mystic Eyes.

Feats

A feat represents a talent or area of expertise that grants the character special capabilities. Feats are primarily physical traits, but there are some that affect the character's magical abilities.

Bow Expert

Training cost: 3 wealth or 1 Class Level


You have mastered firing bows and can make shots other would find impossible. You gain the following benefits:

  • Attacking at long range or point blank doesn't impose disadvantage on your bow or crossbow attack rolls.
  • Your bow and crossbow attacks ignore half-cover and three-quarters cover.
  • Before you make an attack using a bow or crossbow, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
  • You ignore the loading quality of crossbows.

Charger

Training cost: 2 wealth or 1 Class Level


If you move at least 10 feet in a straight line towards your target immediately before taking a melee attack, you either gain a +5 bonus to the attacks damage roll or force the target to make a contested STR check, becoming prone on a failure.

Dauntless

Training cost: 5 wealth or 1 Class Level. Requirements: 3 END or higher


You never give up in the face of defeat, granting you the following benefits:

  • At the start of your turn, if you are bloodied, you gain a d8 inspiration die that can be rolled and added to any attack roll or saving throw. You may only have one inspiration die from this feature at any given time.
  • When you take damage that would reduce you to 0 hit points, you can use your reaction to bolster your willpower. You gain temporary hit points equal to 1d10 + your END modifier, which will take as much of the triggering damage as possible. You may only use this feature once per rest.

Dual Wielder

Training cost: 2 wealth or 1 Class Level


You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You may add your ability modifier to damage rolls made with off-hand weapons.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Martial Initiate

Training cost: 3 wealth or 1 Class Level.


You've either begun your training as a melee combatant, or are a weathered warrior brushing up on their skills. You gain 2 maneuver die learn 2 maneuvers listed in the Martial Adept background.


If your background is Martial Adept, you instead learn 1 additional maneuver and your maneuver die size increases to 1d8.

Great Weapon Master

Training cost: 4 wealth or 1 Class Level


You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

Historian

Training cost: 3 wealth or 1 Class Level


Becoming a history major is finally going to be worthwhile. You gain the following benefits:

  • You may roll a True Name Discernment (LCK) check when you see a Servant for the first time.
  • When a Servant that you can see uses their Noble Phantasm True Name Attack, you may roll a True Name Discernment check with advantage.
  • When you correctly guess the Servant's True Name, you gain a +3 bonus to all saving throws they force upon you. Additionally, you learn of any weaknesses the Servant has.

The DC for True Name Discernment checks is 16. Discerning a Servant's True Name with this feature reveals their Noble Phantasm and it's abilities to you as if they revealed it to you themselves. If a Servant has multiple Noble Phantasms, you learn the one of the lowest rank first, and may roll to learn additional Noble Phantasms at the start of each subsequent turn in combat with them.

Inspiring Leader

Training cost: 4 wealth or 1 Class Level


You gain the charisma to move men into battle with fire in their eyes. Once per rest when you enter combat, you and all allies gain 10 temporary hit points and a d8 inspiration die that can be rolled and added to any attack roll or saving throw.

Mage Slayer

Training cost: 4 wealth or 1 Class Level


You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within reach of your weapon casts a spell, you can use your reaction to make a weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, they have disadvantage on the saving throw to maintain concentration.
  • You have advantage on saving throws made against spells cast within 10 feet of you.

Magic Initiate

Training cost: 3 wealth or 1 Class Level


You have begun walking the path of a magi capable of spellcraft. You gain a single spell type proficiency of your choice. Additionally, you gain 2 spells known, 2 spell slots, and learn a cantrip of your choice.

Mobile

Training cost: 3 wealth or 1 Class Level


You are exceptionally speedy and agile. You gain the following benefits:

  • You gain +10 movement speed.
  • When you take the Dash action you are immune to difficult terrain until the end of your turn.
  • When you make a melee attack against a creature, you do not provoke opportunity attacks from that creature until the end of your turn whether the attack hit or not.

Pistol Expert

Training cost: 4 wealth or 1 Class Level


You know your way around a handgun. You gain the following benefits:

  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a pistol you are holding.
  • You can use a pistols automatic or burst fire attacks using your bonus action.
  • You do not suffer disadvantage on ranged pistol attacks when you are within 5 ft. of the target.

Polearm Master

Training cost: 4 wealth or 1 Class Level


You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you make an Attack with only a polearm or quarterstaff, you can use a bonus action to make an attack with the opposite end of the weapon. The weapon's damage die for this attack is 1d6, and the attack deals bludgeoning damage.
  • When you are holding a polearm or quarterstaff, enemies provoke opportunity attacks from you when they enter your reach.
  • When you successfully hit an enemy with an opportunity attack using a polearm, your target's movement speed is reduced to 0 until the end of their turn.

Run and Gun

Training cost: 5 wealth or 1 Class Level


First one in, last one out. You excel at getting up close and personal with firearms. You gain the following benefits:

  • On your turn, when you score a critical hit with a firearm or reduce a creature to 0 hit points with one, you can make one ranged weapon attack as a bonus action.
  • When you are using a gun with the scatter property, the scatter damage is dealt to the original target as well.
  • You do not suffer disadvantage on ranged firearm attacks when you are within 5 ft. of the target.

Elemental Adept

Training cost: 3 wealth or 1 Class Level


You have mastered one magical element in particular, increasing the efficacy of spells that utilize this element. When you choose this feat, choose a single elemental damage type. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

War Caster

Training cost: 4 wealth or 1 Class Level


You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on END saving throws made to maintain concentration.
  • When a hostile creature's movement provokes an opportunity attack from you, you can instead use your reaction to cast a spell at the creature. The spell must have a casting time of 1 action and only target one creature.
  • You can perform the somatic components for spells even while carrying a weapon or other object in your hands.

Sorcery Traits

Magical traits passed down through lineages of magi. Sorcery Traits are prized possessions of magi families, often moreso than their crest. Though normally passed down genetically, there are rare cases of magi with a weak or complete lack of lineage possessing a Sorcery Trait.

Demon Blood

Magi whose ancestors were of a heretic clan may possess this woeful trait: the blood of a demon. Your type becomes demon. As a bonus action once per rest, you can excite your demon blood. You gain the following benefits for 1 minute or until you are incapacitated:

  • When you take the Attack action on your turn, you make two attacks instead of just one. This effect stacks with Extra Attack, granting you three attacks instead if applicable.
  • You roll all STR, AGL, and MNA checks and saving throws with advantage.
  • You gain a +3 bonus to the damage of all melee attacks.

When you activate this ability, all creatures within 60 feet of you that can see you are forced to make a DC15 MNA saving throw, becoming frightened of you on a failure. Targets may repeat this save at the end of each of their turns. When this ability wears off, you gain 3 levels of exhaustion. You may spend 8 hours out of combat consuming the souls of humans as a Servant would. Doing so grants you no benefits other than ridding yourself of the exhaustion granted by this ability.

Mana Transference

Some magi can serve as a conduit for magical energy, pulling it from others to power their own spells or granting a portion of their own to allies. As an action you can touch a willing or helpless(restrained, paralyzed, unconscious, etc.) creature. You may choose to grant them your own unexpended spell slots. For each spell slot given, they may replenish one of their own expended spell slots, regain 15 hit points, or replenish the use of a once per rest ability. You may also take their spell slots, granting you the same benefits. The creature must succeed a contested MNA check or have their magical energy siphoned.

Spellweaving

Some magi are born with a better grasp on spellcraft than others, called Spellweavers. Spellweavers gain the ability to alter all spells they cast, as a part of the casting action. They can do this a number of times equal to their MNA modifier each rest.

  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. When you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can cast a second spell with any cast time using your bonus action. This costs 3 of your Spellweaving MNA allowance instead of just 1.
  • Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can target a second creature in range with a copy of the same spell.
  • Sculpt Spell. When you cast a spell that deals damage in an area, you may change the damage type to a different elemental damage type of your choice. Additionally, allied creatures become immune to the damage from the spell.
  • Eruptive Spell. When you cast a spell that deals damage to a single target, all targets within 5 feet also the same damage.
  • Volatile Spell. When you cast a spell that deals damage, you add your MNA modifier to spells damage. If a single spell has multiple damage rolls (such as Scorching Ray), this bonus is only applied to a single one. This costs 2 of your Spellweaving MNA allowance instead of just 1.

Runic Inheritor

Runes are a thaumaturgical theory long lost to time, though there are a scant few modern magi who are able to practice it. Typically runic casters have a strong Celtic bloodline. Anytime you cast a spell, you can freely morph that spell into a rune embedded on a weapon or your own fists.


Once per turn when you make a weapon attack, you may cast a spell as part of making the attack, attaching the spell as a rune to your weapon (or ammunition, in the case of a ranged attack). If the spell requires an attack roll, its damage and effects are automatically added to the weapon attack on a hit. The damage of the spell is reduced by a single die if applicable. If the spell forces a saving throw, it is cast at the target hit by the attack first and foremost. If it is an AoE attack, it will detonate using the target of the attack as its point of origin. The Save DC is reduced by 2, and the damage of the spell is lowered by a single die if applicable.

Spiritual Surgery

You are able to use healing magecraft to the best of its abilities, mending wounds normally impossible to heal without the use of sorcery. You have a pool of healing power that is restored when you finish a rest. Your pool can restore 25 hit points in total. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. If you already possess a pool of healing, this amount is added to that pool. Anytime you cast a spell that causes a creature to regain hit points, they regain an additional 2d6 hit points. Additionally, your healing will cleanse targets of all physical debilitations.

Time Manipulation

The ability to create a Bounded Field within your own body to slow the flow of time around you, allowing you to move and react with superhuman speed. You may activate this ability as a free action once per round, speaking the command words "Time Alter". Each time you do, choose a tier of the ability from below.

  • Double Accel: Your movement speed is increased by 20 feet. You gain a +2 AC bonus. You gain a +2 bonus to attack and damage rolls.
  • Triple Accel: Your movement speed is increased by 40 feet. You gain a +4 AC bonus. You gain a +4 bonus to attack and damage rolls. You may take an additional action this turn. If you take the Attack action, it is limited to one attack. You may activate Triple Accel at the end of another creatures turn using your reaction to immediately take your turn.
  • Square Accel: Your movement speed is increased by 60 feet. You gain a +5 AC bonus. Your attacks automatically hit and deal +5 damage. You may take an additional action on this turn. You may cast an additional spell on this turn. You may activate Square Accel as a reaction to immediately take your turn at any time.

These bonuses last until the start of your next turn. Excessive use of this ability takes a heavy toll on your body. You may activate Double Accel once per encounter without accruing any detriments. Otherwise, you take 5 necrotic damage afterwards. Triple Accel causes you to take 10 necrotic damage and makes you unable to move or take actions until the start of your next turn. Square Accel causes you to take 20 necrotic damage and makes you stunned until after the end of your next turn. If you Square Accel more than once in a single encounter, you die once it ends. Necrotic damage taken from Time Manipulation cannot be reduced or negated by any means.

Void

The ultimate mental state. One is nothing, thus invincible. This ability is learned instead of inherited, an extreme rarity for a sorcery trait. Monks, swordsmen, and magi alike strive for a lifetime to reach this mental state of nirvana. You are immune to all mental interference, and you are immune to the effects of exhaustion. Additionally, when you fail a saving throw, you may instead choose to pass. You may only use this feature once per rest.

Mystic Eyes

Magi are born with Mystic Eyes in extremely rare cases. They are caused by a mutation in one's magic circuits in their eyes, granting them abilities similar to spellcraft. They are the sign of a high class magus, as they are powerful and easy to conceal.

Mystic Eyes of Enchantment

Rail Zeppelin Cost: 4 wealth or 1 Class Level


As an action, you force single creature within 60 feet of you that you can see to make a DC17 MNA saving throw. On a failure, they become charmed by you. Creatures charmed in this way cannot inflict harm on you. Targets may repeat this saving throw at the end of each of their turns. This ability has a recharge of 5-6.

Mystic Eyes of Distortion

Rail Zeppelin Cost: 4 wealth or 1 Class Level


As an action, choose a point you can see and distort space-time in a 20 foot radius around that space. All creatures who start their turn within this vortex or move within it must make a DC17 STR saving throw, taking 4d8 force damage and being sucked 10 feet towards that chosen point on a failure. Creatures take half damage and are not pulled in on a success. Ranged attacks within this space miss automatically. This field lasts for 3 rounds, or until dispersed. You may only use this ability once per rest.

Mystic Eyes of Binding

Rail Zeppelin Cost: 4 wealth or 1 Class Level


As an action, you force single creature within 60 feet of you that you can see to make a DC17 MNA saving throw vs becoming stunned. They may repeat this saving throw at the end of each of their turns. You can use this ability once per rest.

Mystic Eyes of Compulsion

Rail Zeppelin Cost: 4 wealth or 1 Class Level


As an action, you force single creature within 60 feet of you that you can see to make a DC17 MNA saving throw. On a failure, you may speak a single command to the target (similar to a Command Seal). For 3 rounds, they will obey this command to the best of their abilities You may only use this ability once per rest.

Mystic Eyes of Premonition

Rail Zeppelin Cost: 4 wealth or 1 Class Level


You start with 3 charges of Premonition. When you are subject to a saving throw or weapon attack, you may use a charge of Premonition to pass the effect. You may also use charges of Premonition to make a weapon attack you miss, hit. You refill these charges at the end of your rest.

Mystic Eyes of Sensation

Rail Zeppelin Cost: 4 wealth or 1 Class Level


You have truesight in a range of 60 feet around you. You cannot be surprised. You automatically read the statuses of other Masters and Servants without needing to use an action.

Mystic Eyes of Usurpation

Rail Zeppelin Cost: 4 wealth or 1 Class Level


As an action, you force single creature within 60 feet of you that you can see to make a DC17 MNA saving throw. On a failure, the target becomes blinded until the end of their next turn. If they possess Mystic Eyes of their own, you may activate them against their will at a target of your choice if applicable. Blinded Creatures repeat the saving throw at the end of their turns. The target becomes unable to use their Mystic Eyes themselves until the end of their next rest. This ability recharges on a rest.

Mystic Eyes of Duplication

Rail Zeppelin Cost: 4 wealth or 1 Class Level


When you see a spell cast or a Mystic Eye ability used, you may choose to activate your Mystic Eyes and immediately cast it yourself. You may also choose to store it for later use. You may use this stored ability at the same cost as the original user, or once per rest if you lack spell slots. You may only have a single ability stored at a time, storing a new one will replace the previous. You may store up to 3 different abilities per rest.

Mystic Eyes of Life Perception

Rail Zeppelin Cost: 4 wealth or 1 Class Level


Creatures damaged by your melee attacks have a portion of their life force sapped. The first time they are struck, they must succeed a DC17 END saving throw or have any healing effects negated. This curse lasts until the end of their next rest. Additionally, your melee attacks ignore temporary hit points, dealing damage straight to the target's hit points.

Spellcraft

This is the section for cantrips, spells, and Bounded Fields. Spells are separated into the eight schools of thaumaturgy: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Sacraments, the manner of spellcraft used by the Holy Church, are also included as their own school.

Cantrips

A cantrip is a spell-like effect that can be cast at-will without expending any spell slots.

Acid Splash

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on an AGL saving throw or take 1d12 acid damage.

Burning Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S
  • Duration: Instantaneous

As part of casting this spell you make a melee attack at a creature within 5 feet. On a hit, the target takes an additional 1d8 fire damage from the attack. You may choose a second creature within 10 feet of you causing the flames to leap at them from your first target, causing the second creature to take 1d8 fire damage as well.

Chill Touch

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d10 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead or vampire target, it also has disadvantage on attack rolls against you until the end of your next turn.

Find Familiar

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 8 hours

You conjure a small creature capable of flight in the palm of your hand. This creature obeys verbal commands and will scout nearby areas as you choose. The creature has a flight speed of 30 feet and no other statistics. It uses your MNA modifier to scout.

Fire Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

Frostbite

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make an END saving throw. On a failed save, the target takes 1d10 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Gandr

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You fire a red and black bolt of curse wrought energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage and rolls a d4, subtracting the result from their next attack roll or saving throw.

Infestation

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on an END saving throw, or it takes 1d10 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Message

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Primal Savagery

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 2d6 acid damage. After you make the attack, your teeth or fingernails return to normal.

Resistance

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Sacred Flame

Sacrament cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on an AGL saving throw or take 1d12 radiant damage. The target gains no benefit from cover for this saving throw.

Shocking Grasp

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 2d6 lightning damage, and it can’t take reactions until the start of its next turn.

Sword Burst

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on an AGL saving throw or take 2d6 force damage.

Thunderous Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S
  • Duration: 1 round

As part of casting this spell you make a melee attack at a creature within 5 feet. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d12 thunder damage, and the spell ends.

Thunderclap

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S
  • Duration: Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make an END saving throw. On a failed save, the creature takes 2d6 thunder damage.

Virtue

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your MNA modifier. The temporary hit points are lost when the spell ends.

Word of Radiance

Sacrament cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on an END saving throw or take 1d12 radiant damage.

Spells

Distortion Field

Abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by a spell.
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You distort the air around you to form a protective force, shielding you from attacks. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and a +5 bonus to AGL saving throws vs spells or similar effects.

Deploy Field

Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a point and instantly manifest a Bounded Field of your choice originating from that point. When casting a Bounded Field using this spell, the fields maximum radius is 60 feet.

Threefold Barrier

Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

A personal bounded field comprised of a multi-layered forcefield. When you cast this spell, you gain 3 charges of Threefold Barrier. Each charge you possess grants you +1 AC and magical damage resistance (any non-slashing, piercing, or bludgeoning damage you take is reduced by 1d4 for each charge you possess). Each time you take damage, you lose a charge of Threefold Barrier. You regain a single charge of Threefold Barrier at the start of each of your turns while the spell is active.

Counterspell

Abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell, its spell fails and has no effect. The target may respond by using their reaction to expend an additional spell slot, forcing you both to make a contested MNA check. If you succeed, the spell fails. If the target succeeds, the spell is cast normally.

Dispel Magic

Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Choose one creature, object, or magical effect within range. Creature targets may make a contested MNA check to attempt to negate this spell. For creatures and objects, all spells, enchantments, or other magical effects currently active on them automatically end. Magical effects such as bounded fields or concentration spells are automatically ended.

Flaring Burst

Abjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

When you cast this spell a massive blast of energy is let loose from you. All creatures within 10 feet of you are forced to make a STR saving throw, being knocked backwards 10 feet and taking 2d6 force damage on a failure. Targets that succeed take half damage and are not knocked backwards.


You may cast this spell while you are grappled or restrained, doing so frees you from those conditions.

Restoration

Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

  • Any single condition affecting the target
  • Any reduction of the target's stat parameters
  • Any effect reducing the target's hit point maximum

This spell has no effect on the "Stat Drain" debilitation that afflicts some Servants after summoning.

Mind Blank

Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

Until the spell ends, one willing creature you touch is immune to psychic damage and rolls saving throws against all mental interference with advantage.

Warding Bond

Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, you both gain a +1 bonus to AC and saving throws. One of you gains resistance to all damage (you may choose between yourself and your target). Each time the creature with resistance takes damage, the other bonded creature takes the same amount of damage.


The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Black Tentacles

Conjuration


  • Casting Time: 1 action
  • Range: 90 range
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.


When a creature enters the affected area for the first time on a turn or ends its turn there, the creature must succeed on an AGL saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that ends its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.


A creature restrained by the tentacles or an unrestrained creature that wishes to free them can use its action to make a STR or AGL skill check (its choice) against your spell save DC. On a success, the target is freed.

Call Lightning

Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).


When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make an AGL saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.


If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

Cosmos Blade

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a sword-shaped rift in space and time that floats on its own. Upon casting the spell, you may make a single melee spell attack at a target within 5 feet of the blade, dealing 3d8 force damage on a hit.


So long as the spell remains active, you may use your bonus action on subsequent turns to move the blade up to 30 feet and make another melee spell attack with it.

Conjure Greater Familiar

Conjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S
  • Duration: 8 hours

You call forth a more powerful familiar than the creatures summoned with the Find Familiar spell. A Medium quadruped creature of your choice, such as a hound, appears in an unoccupied space within range. The familiar disappears when it reaches 0 hit points or when the spell ends. You may have an amount of familiars summoned using this spell equal to your MNA modifier at one time.


The creature is friendly to you and your companions for the duration. Roll initiative for the creature in combat, 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 creature, it defends itself from hostile creatures but otherwise takes no actions.


Greater Familiar

Medium Beast


  • Armor Class 13
  • Hit Points 15 + Caster's MNA mod
  • Speed 30 feet

STR AGL END MNA LCK
1 2 1 0 1

  • Keen Hearing and Smell. The familiar has a +5 bonus to all scout checks.

Actions

Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC13 STR saving throw or be knocked prone.


Conjure Shadowling

Conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Until dispelled

You conjure a single shadowling in an unoccupied space within range. It obeys your verbal commands and rolls its own initiative in combat. Your shadowling remains summoned until it is defeated or you dispell it using your action. You may only have an amount of shadowlings summoned equal to your MNA modifier at any given time.


Shadowling

Medium Wraith


  • Armor Class 11
  • Hit Points 15 + Caster's MNA mod
  • Speed 60 feet

STR AGL END MNA LCK
0 4 1 4 1

  • Immaterial Form The shadowling can freely pass through solid walls and other objects.

Actions

Lifedrain Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) necrotic damage. The target must succeed on a DC 14 END saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a rest. The target dies if this effect reduces its hit point maximum to 0.

Shadowbolt Ranged spell attack: +4 to hit, range 60/120, one target. Hit: (1d8+2) necrotic damage.


Demonic Rift

Conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Until dispelled

You create a demonic portal in a space within range, allowing a demon to spawn from it. Only a single demon can be summoned at a time using this spell. The summoned demon takes its turn in combat on initiative count 20 and remains until defeated or dispelled. When you cast this spell you must roll a d4 to determine which demon heeds your call.

  1. Imp
  2. Hellhound
  3. Succubus
  4. Raging Demon

Imp

Small Demon


  • Armor Class 10
  • Hit Points 5 + Caster's MNA mod
  • Speed flying, 20 feet

STR AGL END MNA LCK
0 1 0 3 0

  • Infernal Lackey When the imp's summoner uses its action to make an attack or cast a spell, they may use their bonus action to command the imp to firebolt at a target within range.

Actions

Firebolt Ranged spell attack: +3 to hit, range 60/120, one target. Hit: (1d10+1) fire damage.



Hellhound

Medium Demon


  • Armor Class 14
  • Hit Points 20 + Caster's MNA mod
  • Speed 30 feet

STR AGL END MNA LCK
2 4 2 0 0

  • Rip and Tear When the Hellhound uses its bite on a prone target it deals an additional 2d6 piercing damage.

Actions

Bite Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) piercing damage + (1d6) fire damage. Targets must succeed a DC14 STR saving throw or be knocked prone.



Succubus

Medium Demon


  • Armor Class 14
  • Hit Points 25 + Caster's MNA mod
  • Speed flying (hover), 30 feet

STR AGL END MNA LCK
0 5 3 4 0

  • Lustful Gaze When summoned, all creatures within 60 feet of the succubus are forced to make a DC14 MNA saving throw or become charmed by the succubus. Charmed targets may repeat this save at the end of each of their turns.

Actions

Thorned Whip Melee weapon attack: +5 to hit, reach 15 ft., one target. Hit: (2d6 + 2) piercing damage. Targets must succeed a DC15 END saving throw or begin bleeding. Bleeding targets may repeat this save at the end of each of their turns.

Seduction The succubus forces a single target creature it can see within 60 feet to make a DC14 MNA save vs becoming charmed. If the target is already charmed and fails this save, they take 3d6 psychic damage.


Cloudkill

Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.


When a creature enters the spell's area for the first time on a turn or ends its turn there, that creature must make an END saving throw. The creature takes 5d6 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.


Raging Demon

Large Demon


  • Armor Class 17
  • Hit Points 60 + Caster's MNA mod
  • Speed 30 feet

STR AGL END MNA LCK
7 3 10 0 0

  • Infernal Rage The Raging Demon always attacks the nearest creature on each of its turns.
  • Magic Resistance The Raging Demon rolls all saving throws made against spells or spell-like effects with a +3 bonus.
  • Untamable The Raging Demon obeys no commands, even those made by its summoner. It cannot be dispelled normally. To dispell the Raging Demon, the summoner must succeed a DC18 MNA skill check.

Actions

Multiattack. The Raging Demon makes two claw attacks on each of its turns.

Claw Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage + (1d6) fire damage.


Guardian of Faith

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes.

Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with a holy cross.


Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on an AGL saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Ethereal Tether

Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a single creature within range, then choose an object, structure, area, or other creature within 15 feet of the original target. An ethereal chain appears between the target and the chosen tether location, preventing them from moving more than 15 feet away from it. If the target attempts to move more than 15 feet from the tether location, they are forced to make a STR saving throw, taking 4d6 force damage and stopping their movement on a failure. If the tether location is another creature, that creature also takes 4d6 force damage. On a success, targets take half damage and successfully break the tether.

Sleet Storm

Conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured (creatures inside are blind beyond a 5-foot radius), and exposed flames in the area are doused.


The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or ends its turn there, it must make an AGL saving throw. On a failed save, it takes 2d6 cold damage and falls prone.


If a creature is concentrating in the spell's area, the creature must make a successful END saving throw against your spell save DC or lose concentration.

Thorns

Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until dispelled

You create a patch of tough, pliable, tangled brush bristling with needle-sharp thorns. The patch appears within range on a solid surface and lasts for the duration. The patch is 20x20 feet and considered difficult terrain.


When the patch appears, each creature within its area must make an AGL saving throw. On a failed save, a creature takes 3d8 piercing damage, or half as much damage on a successful save.


The first time a creature enters the patch on a turn or ends its turn there, the creature must make an AGL saving throw. It takes 2d6 slashing damage on a failed save, or half as much damage on a successful one.

Astral Projection

Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Until dispelled

As part of casting this spell you become unconscious. For the spell's duration, you leave your body behind and become a wraith-type spirit. As a spirit you cannot take or deal damage, or cast spells (you may still use Command Seals, however). You treat walls and other solid objects as difficult terrain and may pass through them at will. If you end your turn inside a solid object you are pushed out of it harmlessly to the nearest unoccupied space.


You are tethered to your physical body by a thread-sized chord normally invisible. Creatures with truesight can see the chord and attack it. The chord has 10 AC and 10 HP. If it is severed, you die instantly.


You may end the spell and return to your physical body, wherever it may be, as an action on your turn.

Clairvoyance

Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

When casting this spell you must picture a creature you have seen before in your mind. You learn that creature's current map location.

Detect Magic

Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. You may expend a spell slot to cast this spell when you scout, granting your scout check a +5 bonus against Spellcasters and extending it to all adjacent map areas.

Empty Fist

Divination


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You let loose a mighty strike bathed in golden light with your hand, exposing an enemy’s weak points. Make a melee spell attack at a target in range. On a hit the target takes 4d6 radiant damage and suffers a -2 AC penalty for 3 turns. Casting this spell ends the effects of any concentration spell you are concentrating on.


Targets can only suffer a maximum penalty of -2 AC from this spell. Subsequent casts on the same target will not increase the penalty, instead refreshing the penalty’s duration.

Foresight

Divination


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 3 rounds.

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has a +3 bonus to attack rolls, ability checks, and saving throws. Additionally, targets can use their reaction when they are targeted with an attack to force the attack roll to be made at disadvantage.


This spell immediately ends if you cast it again before its duration ends.

Hunter's Mark

Divination


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: 24 hours

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon or spell attack, you have advantage on any Scout checks you make to find it, and you have advantage on any skill checks made to chase your target if they are attempting to escape you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Mental Battlefield

Divination


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 60-foot aura centered on you that exerts constant mental pressure on enemy spellcasters. All creatures other than you inside the aura struggle to maintain concentration on their spells.


Creatures that are concentrating on a spell while inside of this aura (including when it is cast) are forced to make a contested MNA skill check against you, losing concentration on the spell on a failure. They must make this skill check at the start of each of their turns while inside the aura and concentrating on a spell. Anytime a creature attempts to cast a concentration spell within this aura, they must also make this contested skill check, or the spell fails and the slot is consumed.

Retaliation

Divination


  • Casting Time: 1 reaction in response to being targeted with an attack
  • Range: Self (10-foot radius)
  • Components: S
  • Duration: Instantaneous

You channel a large amount of magical energy to enhance your focus, forcing a single melee, ranged, or spell attack made at you to be made with disadvantage. You then release the channeled energy into a blinding burst of light, forcing all enemies within 10 feet of you to succeed an END save or become blinded until the end of their next turn.

Sap Knowledge

Divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You invade the mind of a creature within range, grasping their face and going deep into their memories. You force the target to make a MNA saving throw, being forcibly probed on a failure. You learn the creature’s name, abilities, skills, and weaknesses if any. Whenever you enter combat with this creature, you gain a +2 bonus to all saving throws forced by them. The creature becomes aware this spell was cast on them if they pass the saving throw.

Bane

Enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Up to three creatures of your choice that you can see within range must make MNA saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d6 and subtract the number rolled from the attack roll or saving throw. Affected creatures repeat the saving throw at the start of their turns.

Bless

Enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d6 and add the number rolled to the attack roll or saving throw.

Bodily Affliction

Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You target a single creature you can see within 30 feet and force them to make a saving throw using a Stat Parameter of their choosing from STR, AGL, or MNA. On a failure, the target takes 3d8 psychic damage and has the chosen Stat Parameter reduced to by 2 for 3 turns.

Calm Emotions

Enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours.

You touch a creature and force them to make a MNA saving throw. The target may choose to fail this saving throw if it wishes. If the target fails, it is mystically calmed.


You remove any effect causing a target to be charmed or frightened. Mind-altering effects such as Madness Enhancement or Mental Pollution are temporarily suppressed, resuming once the spell ends.

Mindless Rage

Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You target a single creature you can see within range, channeling emotions of anger and hatred inside of them. The target must make a MNA saving throw, becoming enraged on a failure. Enraged creatures lash out and attack the nearest creature using all of their might on each of their turns. Enraged Servants cannot use their Noble Phantasm true name attacks. Enraged targets may repeat this saving throw at the end of each of their turns.


Creatures with Madness Enhancement are immune to this effect.

Charm Creature

Enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You attempt to charm a creature you can see within range. It must make a MNA saving throw, becoming charmed on a failure. Charmed targets may repeat this save at the end of each of their turns.

Confusion

Enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a MNA saving throw when you cast this spell or be affected by it.


An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Hold Creature

Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a MNA saving throw or be restrained for the duration. At the end of each of its turns, the target can make another MNA saving throw. On a success, the spell ends on the target.

Invade Circuits

Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You make a ranged spell attack against a single creature within 60 feet, causing wispy tendrils to appear from your hand surging towards their body. On a hit, targets take 2d6 necrotic damage and have a portion of their magic circuits compromised by you.


If the target is a Spellcaster, you learn the target’s known spells as well as the amount of usable spell slots they currently have. The next time the target casts a spell, you may replace it with any other spell known by them. If the spell includes you as a target, you may make yourself untargetable by it.


If the target is not a spellcaster, the next time they make a melee or ranged weapon attack their circuits flare, causing them to take 2d6 necrotic damage and forcing the attack roll to be made at disadvantage.

Pandemic

Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 15-foot aura centered on a creature you can see, turning them into a dangerous catalyst allergic to magical signatures. While there are at least 2 creatures inside of the aura, all creatures within it are afflicted with the poisoned condition. The target may make an END saving throw at the end of each of their turns, dispelling the aura on a success.

Modify Memory

Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You attempt to reshape another creature's memories. One creature that you can see must make a MNA saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.


While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.


You must speak to the target to describe how its memories are affected. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

Suggestion

Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 8 hours.

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.


The target must make a MNA saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.


You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a person give their wallet to the first beggar they meet. If the condition isn't met before the spell expires, the activity isn't performed.


If you or any of your companions damage the target, the spell ends.

Blade Barrier

Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 30 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 30 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.


When a creature enters the wall's area for the first time on a turn or ends its turn there, the creature must make an AGL saving throw. On a failed save, the creature takes 3d8 slashing damage. On a successful save, the creature takes half as much damage.

Greater Combustion

Evocation


  • Casting Time: 1 acton
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You fire forth a sea of flames. All creatures in a 15 foot cone in front of you are forced to make an AGL saving throw, taking 5d6 fire damage on a failure or half as much on a success.

Cone of Cold

Evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make an END saving throw. A creature takes 3d8 cold damage and becomes slowed on a failed save, or half as much damage and are not slowed on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Slowed creatures remain slowed for 3 rounds.

Cold Snap

Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You snap your fingers, forcing a target within range to make a STR saving throw. Targets that fail take 2d8 cold damage and have their movement speed reduced to 0 as their lower body becomes frozen and fused to the ground. Targets may repeat this saving throw at the end of each of their turns.

Contingency

Evocation


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: 48 hours

Choose a spell that you can cast that can target you. You cast that spell--called the contingent spell--as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with Distortion Field might stipulate that Distortion Field only comes into effect when you are going to be hit with an attack.


The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. You can use only one contingency spell at a time.


If you cast this spell again, the effect of another contingency spell on you ends.

Elemental Shield

Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

When you cast this spell, choose an element (acid, cold, fire, lightning, or thunder). The chosen element wreathes your entire body as a shield, granting you immunity to all damage of the same type.


In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts. The attacker takes 2d8 damage of the chosen elemental type.

Hellish Rebuke

Evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make an AGL saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.

Elemental Wall

Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell choose an element (acid, cold, fire, lightning, or thunder). A massive wall that is 60 feet long, 20 feet high, and 1 foot thick appears in a space of your choosing within range. You may orient the wall as you desire when casting this spell.


When the wall appears, each creature within its area must make an AGL saving throw, taking 3d8 damage of the chosen elemental type on a failure or half as much on a success. This saving throw must also be made to willingly pass through the wall or if a creature ends it's turn inside of the wall. The wall has additional effects depending on the element chosen.


  • Acid: All creatures that fail the saving throw have their AC gained from armor reduced by 2 until their next rest.

  • Cold: All creatures that fail the saving throw are slowed. Targets may repeat this saving throw at the end of each of their turns in an attempt to shrug the slow effect off.

  • Fire: The damage dealt by the wall is increased to 4d8.

  • Lightning: The wall emits static, dealing 2d6 lightning damage to all creatures that enter or end their turn in a space within 5 feet of the wall.

  • Thunder: All creatures that fail the saving throw are thrown backwards 10 feet and knocked prone. The wall constantly emits a thunderous boom, defeaning all creatures within 60 feet of it.

Fireball

Evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a AGL saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.


The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Mana Burn

Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You point at a creature you can see within 60 feet. That creature is forced to make a MNA saving throw, bursting into flames as their circuits are overcharged on a failure. Any flammable objects on their person burn away. The creature takes 1d10 fire damage initially, as well as additional fire damage at the start of each oftheir turns equal to their MNA modifier. Targets can use their action to put out the flames, ending this effect. Other effects that douse active flames will also end their suffering. Creatures with 0 MNA automatically pass this saving throw.

Moonbeam

Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.


When a creature enters the spell's area for the first time on a turn or ends its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a END saving throw. It takes 3d8 radiant damage on a failed save, or half as much damage on a successful one.


Constructs, demons, and vampires make this saving throw with disadvantage.


On each of your turns after you cast this spell, you can use an action to move the beam 30 feet in any direction.

Scorching Ray

Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.


Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Shatter

Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make an END saving throw. Targets take 3d8 thunder damage on a failed save, or half as much damage on a successful one. Constructs have disadvantage on this saving throw.


When a target fails the saving throw against this spell, choose a single non-magical piece of equipment they possess. The chosen equipment is rendered useless until the targets next rest.

Wind Wall

Evocation


  • Casting Time: 1 action (or 1 reaction in response to being targeted with a ranged attack)
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 20 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 appears, each creature within its area must make a STR saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.


The strong wind keeps fog, smoke, and other gases at bay. Arrows, bullets, and other worldly projectiles launched at targets behind the wall are deflected upward and automatically miss. The area the wall occupies is considered difficult terrain. Creatures cannot willingly pass through the wall without making a successful STR skill check vs your spell save DC.


Using this spell as a reaction creates the wall 5 feet in front of you.

Wall of Stone

Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A nonmagical wall of solid stone springs 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 appears, 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 an AGL 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 is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM'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.

Warding Wind

Evocation


  • Casting Time: 1 action
  • Range: Self (10 ft. radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Blur

Illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Disguise Creature

Illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

You can make yourself or another creature you touch look different, including their equipment and clothing. The disguise will remain active until the spell ends or until you use an action to dismiss the spell. While disguised, your scout DC is increased by 5 and you cannot be tracked by divination spells such as Clairvoyance. Creatures with truesight will see through your disguise. Creatures without truesight must use an action to make a MNA skill check against your spell save DC to discern that the disguise is an illusion.

Fear

Illusion


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a MNA saving throw or drop whatever it is holding and become frightened for the duration.


While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a MNA saving throw. On a successful save, the spell ends for that creature.

Hallucinatory Terrain

Illusion


  • Casting Time: 10 minutes
  • Range: 300 feet
  • Components: V, S
  • Duration: 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.


The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt a MNA skill check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Hypnotic Pattern

Illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a MNA saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.


The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Nondetection

Illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A creature you touch is shrouded in a thick, black fog for the duration of the spell. If the creature is in combat or enters combat while the spell is active, it becomes stealthed.


While stealthed, you may move up to 30 feet at the end of each other creature's turn. Once positioned, you may launch an attack from stealth at the end of any other creature's turn. Attacks launched from stealth are made with advantage. If the creature you attack is not immune to being surprised, you continue your turn after the attack is made and roll initiative afterwords. Otherwise, you roll initiative after the attack is made.


Additionally, the creature cannot be detected by magical means other than a Servant's detection aura, which still will not pinpoint their exact location. If the creature deals or takes damage, the spell ends.

Magic Aura

Illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or imbue a creature/object with an aura similar to that of a Servant. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mirror Image

Illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.


Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.


If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.


A duplicate's AC equals 10 + your AGL modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.


A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Otherworldly Chorus

Illusion


  • Casting Time: 1 bonus action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. You choose the exact type of theme, but must choose a style from the list below.


Peaceful Tune: Anytime a creature in the spell’s radius attempts to make an attack, they must succeed a MNA saving throw or else the attack will fail.


Battle Theme: Creatures in the spell’s radius, both ally and enemy, gain a d8 inspiration at the start of their turn during a battle that they may add to any attack roll of saving throw they make. Only a single inspiration die can be held from this spell at a time.


Soothing Melody: Up to three creatures of your choice within the spell’s radius regain 2d4 hit points at the start of each of their turns so long as they can hear the music. Incapacitated creatures cannot receive this healing.

Phantasmal Killer

Illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a MNA saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a MNA saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

Vertigo

Illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause thin, purple, nausea-inducing haze to erupt in a 20-foot radius centered on a point of your choice within range. Whenever a creature enters the area for the first time or ends their turn in it, they are forced to make an END saving throw. On a failure, the creature moves 5 feet in a random direction, falls prone, and can take no further actions until the start of it's next turn.

Banshee's Wail

Necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V
  • Duration: Instantaneous

You let out an ear piercing shriek, forcing all creatures that can hear you within 60 feet to make an END saving throw. On a failed save, targets take 4d6 necrotic damage and become frightened of you. On a success, targets take only half damage and are not frightened. Frightened targets may repeat this saving throw at the end of each of their turns.


Demons, undead, and vampires roll this saving throw with advantage.

Blight

Necromancy


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make an END saving throw. The target takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead, vampires, or constructs.

Commune with Dead

Necromancy


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

This spell must be cast in a graveyard or while nearby at least one dead body. You call out to the spirit of the deceased, gaining knowledge of the land from them. You learn if anyone has passed through the area, what time they did so, their names, their appearances, and any abilities they used while in the area. You also learn of any battling that took place in the area or areas adjacent, as well as the participants and any abilities they used in the battle.

Grave Wounds

Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You twist and corrupt the soul of a target creature within range, plaguing them with sickness and disease. You force the target to make an END saving throw, taking 2d6 damage and becoming poisoned, or taking 2d6 damage and becoming slowed on a failure. Targets that are bloodied suffer both effects, taking 4d6 damage and becoming both slowed and poisoned on a failure. Infected targets may repeat this saving throw at the end of each of their turns.

Ray of Enfeeblement

Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage and becomes afflicted by the spell. Afflicted creatures take 1d8 necrotic damage at the start of each of their turns and deal only half damage with weapon and spell attacks until the spell ends.


At the end of each of the target's turns, it can make an END saving throw against the spell. On a success, the spell ends.

Raise Dead

Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (A corpse)
  • Duration: Instantaneous

You must touch a dead body as part of casting this spell, causing it to rise as an undead that obeys your verbal commands. The undead remains until defeated. You may only have a number of undead summoned equal to your MNA modifier at any given time.


Living Corpse

Medium Undead


  • Armor Class 10
  • Hit Points 10 + Caster's MNA mod
  • Speed 30 feet

STR AGL END MNA LCK
3 0 1 0 1

  • Decomposed Form Creatures that successfully hit the Living Corpse with melee attacks are forced to make a DC14 END saving throw vs becoming poisoned. Poisoned creatures may repeat this save at the end of each of their turns.
  • Post-Mortem Discharge When the Living Corpse is reduced to 0 hit points, it violently explodes into a fleeting cloud of poison. All creatures within 5 feet of the Living Corpse when this happens take 2d6 poison damage.

Actions

Slam. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.


Toll for the Dead

Necromancy


  • Casting Time: 1 bonus action
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose up to 5 undead creatures that you can see within 60 feet. All targets gain a +3 bonus to their damage rolls while the spell is active. When casting this spell, choose a single undead creature you command that is a target. That creature can immediately move up to 20 feet and make a single melee weapon attack at a target within their range before or after this movement.


You can repeat this command to cause allied undead to attack using your bonus action on subsequent turns while this spell is active.

Vampiric Touch

Necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. Creatures reduced to 0 hit points by this spell have their creature type changed to vampire.

Veil of Shadows

Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You may cast this spell targeting yourself or an undead ally within 30 feet.


You cause flame-like shadows to wreathe the target’s body until the spell ends, causing them to become heavily obscured to others. The shadows turn dim light within 10 feet of the target into darkness, and bright light in the same area to dim light.


Until the spell ends, the target has resistance to radiant damage. In addition, whenever a creature within 10 feet of the target hits them with an attack, the shadows lash out at that creature, dealing 2d8 necrotic damage.

Chain Blade

Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a weapon)
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a swirling mass of onyx chains appears at the point of impact, and the target must succeed on a STR saving throw or be restrained by the magical chains until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the chains disappear.


While restrained by this spell, the target takes 1d6 bludgeoning damage at the start of each of its turns. A creature restrained by the chains or one that can touch the creature can use its action to make a STR check against your spell save DC. On a success, the target is freed.

Night Eye

Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature gains the following benefits while in dim light or darkness.


Darkvision out to a range of 60 feet. This darkvision grants the creature the ability to see through even magical darkness.


+3 bonus to scout checks


Immunity to being blinded

Magic Blow

Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You channel magical energy into your fists, ready to deliver a concussive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 3d10 force damage, is pushed 10 feet away from you, and knocked prone. After you make the attack, your fists return to normal.

Flesh to Stone

Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make an END saving throw. On a failed save, it is slowed as its flesh begins to harden. On a successful save, the creature isn't affected.


A creature slowed by this spell must make an END saving throw at the end of its next turn. On a failed save it becomes petrified. On a successful save, the creature is no longer slowed.


Petrified creatures may make a DC18 STR skill check at the end of each of their turns, freeing themselves on a success.


If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.


If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Fly

Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

Enhance Movement

Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it has advantage on AGL saving throws, it is immune to difficult terrain, immune to the prone condition, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Elemental Infusion

Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You infuse a held ranged weapon that requires ammunition. The next attack made with the infused weapon deals an additional 2d6 damage of a chosen type (acid, cold, fire, lightning, necrotic, radiant, or thunder) and does not consume normal ammunition.

Vanishing Blade

Transmutation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You close your eyes, expanding your senses and reflexes in a visible sphere of influence in a 15 foot radius around you. While concentrating on this spell, your melee range with all weapons is extended to this 15 foot radius. Additionally, you may make a single weapon attack as a free action against any creature that enters this sphere for the first time on their turn as well as any creature that ends their turn inside the sphere.

Regenerate

Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You touch a creature and stimulate its natural healing ability. The target regains 3d6 hit points. For the duration of the spell, the target regains 5 hit points at the start of each of its turns while it is conscious.


The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 30 seconds. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Slow

Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You alter time around up to three creatures of your choice in a 40-foot cube within range. Each target must succeed on a MNA saving throw or be affected by this spell for the duration.


An affected target is slowed and suffers a -2 penalty to AGL.


If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.


A creature affected by this spell makes another MNA saving throw at the end of its turn. On a successful save, the effect ends for it.

Zephyr Strike

Transmutation


  • Casting Time: 1 bonus action
  • Range: Range
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.


Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your movement speed increases by 30 feet until the end of that turn.

Blessed Weapon

Sacrament


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The weapon deals an additional 1d8 radiant damage on a hit.

Beacon of Hope

Sacrament


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose up to three creatures within range. For the duration, each target gains a +3 bonus to all saving throws and death saving throws, and regains 5 hit points at the start of each of their turns. Demons and vampires gain no benefits from this spell.

Death Ward

Sacrament


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until end of next rest

You touch a creature and grant it a measure of protection from death.


The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.


If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Holy Flash

Sacrament


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Up to three creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius. In addition, when a vampire, demon, or spirit hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on an END saving throw or take 2d8 radiant damage and become blinded. Blinded targets may repeat this save at the end of each of their turns.

Protection of Faith

Sacrament


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, constructs, demons, elementals, spirits, undead, and vampires.


The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Sanctuary

Sacrament


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a MNA saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.


If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. Warding an incapacitated creature puts them in a temporary stasis, stabilizing them while the spell is active.

Cure Wounds

Sacrament


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature you touch regains a number of hit points equal to 5d8. This spell has no effect on undead, vampires, or constructs.

Divine Sacrifice

Sacrament


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature, transferring your magical energy into them at the cost of yourself. You may sacrifice any amount of your own hit points, granting them to your target instead. Excess hit points provided are gained as temporary hit points. Temporary hit points cannot be sacrificed.

Prayer of Healing

Sacrament


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A single target creature within range regains 2d6 hit points.

Revivify

Sacrament


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a target dead body within range that died no more than 8 hours ago. It is returned to life with 1 hit point. This spell cannot restore missing body parts. Once a creature has been returned to life by this spell, it will not revive them again.

Bounded Fields

Active radiuses of magical energy that provide the area they cover with a constant magical effect. You can have an amount of active bounded fields equal to your MNA modifier, but you cannot have their areas overlap unless stated otherwise in the spell itself. You can use an action on your turn to dispell any bounded field you have created.

Variable Deployment

When you create a Bounded Field, you may choose how large its radius is. You may spend 1 minute creating a field that has a 30 foot radius, 10 minutes creating a field that has a 60, 90, or 120 foot radius, or 8 hours creating a field that encompasses the entire map area the field is created in.

Field of Alarm

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and cause the field to appear. You will become magically alerted when a creature enters or exits the area of the bounded field. This bounded field can be layered over other existing bounded fields.

Field of Darkness

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and manifest a cloud of shadows that hangs over the area as magical darkness. This area is considered Nighttime, and all creatures inside are Blinded. Magical light can pierce this darkness, but only in the space the light occupies.

Field of Death

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and manifest a field of sickening purple radiance. All undead and vampire creatures inside the field have +1 AC and are resistant to radiant damage. Creatures of all other types are forced to make an END saving throw end of each turn inside the field, taking 5 necrotic damage on a failure.

Field of Duel Grounds

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and manifest the field around you. Choose two creatures that are not allies with each other. All attacks made at those two creatures are made at disadvantage until the field ends. The two creatures can still attack each other as normal.

Field of Rejuvenation

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and manifest a fluorescent aura of green light. Choose any number of creatures. All creatures you choose within this zone regain 1d6 hit points at the start of each of their turns. Undead, demons, vampires, and constructs cannot regain hit points from this field.

Field of Privacy

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and manifest a bounded field surrounding the area. The area protects you and all creatures inside from divination spells and similar magic. Sensors created by magic cannot enter the fields perimeter nor see within it. Familiars and other magical creatures used to gather information cannot enter the field nor see within it. Sounds made within the field cannot be heard by creatures outside of it.

Field of Rupture

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and cause the ground beneath you to become jagged and uneven. The entire area of this field is considered difficult terrain.


Once per turn you may target a single creature that you can see inside the field and force them to make a STR saving throw using your action. On a failure, the ground beneath the target becomes a sinkhole and they fall prone, taking 3d6 bludgeoning damage.

Field of Truth

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and manifest a bounded field surrounding the area. A creature that enters the field for the first time must make a LCK saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Field of Prevention

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and manifest a bounded field surrounding the area. Creatures other than you cannot willingly enter or exit the perimeter of the field without passing a MNA saving throw. You can choose to have the creature pass this saving throw automatically. The perimeter of the field is surrounded by a thick fog, preventing creatures within from seeing outside, and vice versa.

Field of Hallowed Ground

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and infuse an area around it with holy power. The spell fails if the radius includes an area already under the effect of a bounded field. The affected area is subject to the following effects.


First, constructs, demons, elementals, spirits, undead, and vampires can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.


Second, you can bind an extra effect to the area. You choose a type of creature or up to 6 creatures you can see, those creatures become affected by the extra effect. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a LCK saving throw. On a success, the creature ignores the extra effect until it leaves the area.


Courage. Affected creatures can't be frightened while in the area.


Daylight. Bright light fills the area. Magical darkness can't extinguish the light.


Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Field of Weather

Bounded Field


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You touch a point and manifest a bounded field surrounding the area. When you create this field, you choose the type of weather. You may spend an action on your turn changing the weather.


Sunny. Expunge darkness, it’s considered Daytime. Fire damage dealt in this field deals an additional die of damage.


Moonlight. Expunge light, it’s considered Nighttime. The first Necromancy spell you cast within the field expends no spell slot once per rest.


Foggy. Gain +5 to your scout DC. Creatures attempting to escape combat roll checks at advantage.


Overcast. Divination spells fail on cast. Creatures have disadvantage when discerning Illusion spells and other deception.

 

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