Magichalice Class

by Dinfael

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Magichalice

INTRO

Author's Foreword

 

It always seemed to me like most arcane spell casters in D&D were kind of smart and, if not weak, physically lesser than other types of characters. Although sorcerer's definitely evolved the acane spell casters' condition toward a much more spontaneous and wild style, it still felt like there was room for a more versatile arcane spell caster that could have really any type of background and be very strong in a specific domain, that domain being related, if not defined, by their background and the way they acquired their magical powers.


From this concept stemmed the idea of the Magichalice, a very capable spell caster who could also be a warrior, a thief, a chef, or whatever it is that made them human before they were spell casters. In exchange for the incredible power they were gifted, they would always be very specialized, would be limited in the extent of their power manifestations on a daily basis, and the cost of their innate powers would impact their health. With those three guardrails in place, they can never replace a Mage or a Sorcerer while still being powerful arcane casters and answering a need for versatility in the arcane world.


If you have any comments, suggestions, or simply want to share your experience playing this class, feel free to share it on the reddit post or contact me by mail at playsugly@gmail.com ! I sincerely hope you will find this class to be smart and fun to play and wish you the best of luck in your future campaigns.

Magichalice

Magichalices did not choose to be what they are; their talents were bestowed upon them either by birth or through various accidents most often involving errors committed while playing with magic. It could be a natural flow of magic that was disturbed, a failed spell or even the invisible touch of a powerful magic creature. However they turned into what they are today, it was not the result of a voluntary choice and the sudden surge of magic flowing through their body is almost uncontrollable. Following those events, they became channels for magic to go through from other planes to theirs, making them into living fonts of magic, regularly overflowing in catastrophic ways.


Most of the newly made Magichalices die of the consequences of the magic inhabiting their body and very rare are those who are strong enough to tame the wild magic living through them, but those who do become scary sources of magic power worth of legends.

All Natural

Although most practitioners have to learn how to borrow magic’s might through a lifetime of studies or various pacts and teachings, Magichalices encounter the opposite problem; they have to go through a great deal of efforts to learn how to control the unbelievable power they have access to, and failing to do so means they will get hurt, or worse. That process is extremely complex and for a while, Magichalices can only let their magic do as it please, until they are strong enough to curb it to their own will.

The Hunt

As powerful sources of magic, Magichalices make lots of people envious. If it only translates to bare jealousy or even envy for most people, some darker souls have somber plans regarding Magichalices. Capable magic users see them as artifacts of this world they can use to empower their own abilities. As such, most Magichalices try to hide their powers under threat of being hunted by powerful men and beasts that would sacrifice or enslave them to own and profit of their infinite magical resources.

Creating a Magichalice

When you create a Magichalice, think about how your characte acquired the Power Within, and what trials he had to go through to survive it. Check the Magichalice Archetypes to help you define its origin story. Talk to your DM about your character’s past and see if someone or something is aware of their powers, potentially hunting your character. Because of the nature of Magichalices, they can be of any social and cultural background and come from any type of plane or world, no matter the setting, as long as magic exists in it.

Quick Build

You can make a Magichalice quickly by following these suggestions. First, put your strongest ability score in Charisma, followed by constitution. Second, choose the Sage or Soldier background.

Class Features

As a Magichalice, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Magichalice level
  • Hit Points at 1st Level: 8+ your Constitution modifier
  • Hit Points at Higher Levels: 1D8 (or 5) + your Constitution modifier per Magichalice level after 1st

Proficiencies


Because of the nature of the Magichalice, their armor, weapons and tools proficiencies depend upon their Magichalice Archetype. Choose a Magichalice Archetype to know your proficiencies.


  • Saving Throws: Charisma, Constitution
  • Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Persuasion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your acquisition event:

  • (a) a leather armor or (b) any simple weapon
  • (a) a dagger and a longsword or (b) dagger and a light crossbow and a quiver of 20 bolts
Artwork by Dzhovanna Sallama
Magichalice
Level Proficiency Bonus Features Magic Points Cantrips Known Spell Level Known
1st +2 Natural Magic, Acquisition, Magical Surge 2 2 1
2nd +2 Magimorphosis 3 2 1
3rd +2 4 2 2
4th +2 Ability Score Improvement 5 3 2
5th +3 7 3 3
6th +3 Magimorphosis 8 3 3
7th +3 9 3 4
8th +3 Ability Score Improvement 10 3 4
9th +4 11 3 5
10th +4 Magimorphosis 13 4 5
11th +4 14 4 6
12th +4 Ability Score Improvement 15 4 6
13th +5 From The Source 16 4 7
14th +5 Magimorphosis 17 4 7
15th +5 From The Source 19 4 8
16th +5 Ability Score Improvement 20 4 8
17th +6 From The Source 21 5 9
18th +6 Magimorphosis 22 5 9
19th +6 From The Source, Ability Score Improvement 23 5 9
20th +6 Pure Power 25 5 9

Natural Magic

Your whole body and soul are nothing but a wild source of magic. It oozes off of you like water off a fountain, spreading all over you and your environment. As the magic flow goes stronger, it grinds your soul and body bit by bit as soon as you relax your control over it. It is an extenuating process that turns some insane and kill others, but it is said the most powerful Magichalices are able to control it once and for all

The Power Within

Because magic comes naturally and with great power through your body, you can choose to ignore all or part of the material requirements to cast magic spells, you simply find the resources within yourself, but the Power Within is so strong that it consumes your body and soul bit by bit. As such, every time you cast a spell that would normally require material components and you ignore them, you automatically lose a number of hit points equal to the level of the spell cast, and you loose an additional 10 health points per 100 gold pieces of required materials ignored. This damage cannot be reduced by any kind of resistance or protection but it can be absorbed by temporary hit points.

Innate Spells

All magic knowledge is available to you through the Power Within, however, this knowledge is dangerous to seek, as it could destroy your soul to try and go look too deep into the magic source. At Level 1 Magichalice, choose 1 domain of magic available to your character. Your character can cast any spell from the chosen domain within the limits of his Spell Level Known. To cast a spell, spend a number of Magic Points equal to the level of the spell. Magic Points are naturally regenerated after a long rest. Each magic domain is detailed at the end of the class description.


At character Level 10th, choose one more Magichalice Domain to add to your list of known magic domains.

Cantrips

At 1st level, you know 2 cantrips of your choice from your magic domain. You learn additional Magichalice cantrips of your magic domains at higher levels, as shown in the Cantrips Known column of the Magichalice table. To produce a cantrip, a Magichalice must spend 1 Magic Point.

Artwork by Bayard Wu

Natural Magic Ability

Charisma is your natural magic ability for your Magichalice spells, since the power of your magic relies on your ability to subdue the source of magic within you. You use your Charisma whenever a spell refers to your natural magic or spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Magichalice spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Acquisition

Chose an Acquisition Event from the Acquisition Events list in later pages.

Magical Surge

Sometimes, voluntarily or not, Magichalices lose control of the Power Within, magic power then oozes out of them with an astonishing strength, transcending their own self. While in Magical Surge, the hair of the Magichalice self illuminate and various luminous cracks appear on their body. The light emitted this way brightens an area of 10 ft. around the Magichalice.


A Magichalice can enter Magical Surge a number of times equal to their Constitution modifier (minimum 1). The amount of Magical Surges available is restored after each long rest.


While in Magical Surge, a Magichalice gains the following benefits:

  • You have an advantage on Charisma Checks and Constitution saving throws.
  • You add your Charisma modifier to all dice roll as the result of a successful spell cast.
  • You benefit a +2 AC bonus, due to magic deflecting matter approaching your body.
  • You are immune to fear, terror and control effects.

Magical surge lasts for a number of rounds equal to your Magichalice level divided by 2 rounded down (minimum 1) + your Charisma modifier. It ends early if you are knocked unconscious, in which case you also lose a number of hit points equal to the number of rounds of Magical Surge left as a result of the excess magic surging your body without a proper way to escape.

Failed Concentration

Because of how hard it is to control the magic of the Power Within, if the Magichalice has to perfom a Concentration check while being in a state of Magical Surge, if they fail this check, they lose a number of hit points equal to the level of the spell cast.


Artwork by ?

Magimorphosis

The magic flowing through a Magichalice's body inevitably alters it forever. The magic powers penetrate the flesh of the bearer, their blood, organs, and every single cell of their being. By doing so, they either burn them from the inside or their cells fuse with magic and change permanently. These profound alterations of the bearer's body sometimes grant him supernatural powers. At 2nd, 6th, 10th, 14th and 18th level, chose one Magimorphosis from the list below. Each Magimorphosis can only be chosen once.


There is no limit to the number of Magimorphosis effects that can be activated simultaneously, but only one instance of each Magimorphosis effect can be activated simultaneously and per turn. To activate a Magimorphosis effect, spend 1 Magic Point.

Comprehension

Magic is an omniscient source of energy that knows no limits or barriers. It is everywhere in the world, hidden in the smallest and the biggest of things. It is part of the fabric of reality itself. As such, when the Magichalice reaches to the Power Within, it can help them break the barriers of comprehension by exposing the essence of things.


For one minute, the Magichalice can speak, write and read a language of his choice even tough he had no previous knowledge of it. Once this effect ends, the Magichalice does not keep proficiency in that language.

Ease

While other casters make great efforts to manipulate magic, it seems all too easy for Magichalices. So much so that sometimes the simple thought of magic suffice to produce results.


When the Magichalice casts a spell, they can activate this effect to cast it without using any somatic or verbal component.

Empowerment

In some situations, a Magichalice can try drawing a bit more resources from the Power Within. The sudden increase in magical energy will thus empower the spell which becomes slightly uncontrollable but very powerful.


After rolling damage for a spell, the Magichalice can activate this effect to reroll all the damage dice. They must use the new damage result even if it is inferior to the first roll.

Fascinating Presence

Although nobody could really explain what is so peculiar about them, the magical energy flowing through the Magichalice’s body make them look somewhat fascinating. There is a discreet shine, a sense of perfectness in their looks, on their skin, in their eyes… Something that makes observers want to like them and trust them.


For 1 hour, the Charisma modifier of the Magichalice is considered to be one point higher.

Fury

When fury fills the Magichalice’s blood, so does powerful bits of magic, pumped from their heart all the way through their muscles, temporarily granting them exceptional physical strength. The Magichalice’s muscles suddenly seem overly enlarge while cracks form on their skin, softly shining with magical light.


For 1 hour, the Strength modifier of the Magichalice is considered to be one point higher.

Impermeability

The Magichalice's body is saturated with magic power, so much so that any external magic trying to affect them has a hard time doing so, just like water would overflow if you tried to pour it into a glass already full.


When rolling a saving throw against a spell targeting them, the Magichalice can activate this effect to roll with advantage.

Iron Skin

Sometimes, when the Power Within feels like its bearer is under threat, it will try to save itself by preserving the living envelope it inhabits. It will infuse the skin of the bearer with even more magic power in order to make it as strong as iron.


For a number of turns equal to their spell ability modifier, the Magichalice enjoys a +2 AC bonus.

Artwork by Yi Zhen

Mastery

The Magichalice understood the nature of the Power Within and how to take advantage of its innumerable advantages, not only to help with spells, but in their daily life, really. Magichalices who discovered this are able to draw magic from the Power Within to improve their capacities in any situation.


When rolling a skill check, the Magichalice can activate this effect to add +1d4 to the skill check result.

Overflow

The magic oozes from the Magichalice's body uncontrollably, projecting ribbons of colorful magic centered on the heart of the Magichalice, affecting their surroundings. By trying to redirect these external flows, the Magichalice can improve other Magic Users performances, empowering them with more magic energy.


As a reaction, the Magichalice can target one creature they can see or hear within a 60 ft. radius of their position. The target gains advantage on all dice roll to cast a spell or use a magical effect until the start of the Magichalice's next turn.

Reach

The magic power oozing out of the Magichalice’s body is invisible to most people, but the Magichalice becomes conscious of its existence over time. The ribbons of magic flowing out of their body seem inactive most of the time, but if the Magichalice is subtle enough, he can use them as channels for their magic, effectively using the ribbons of magic as their own members.


When casting a spell whose range is touch, the Magichalice can activate this effect to have a range of 30 ft. instead for this spell.

Resources

By focusing very hard on a specific object and reaching to the Power Within, some Magichalices have been seen actually materializing the object of their thoughts.


The Magichalice creates a non magic object with which he is familiar, whose size could fit in the closed fist of a medium sized humanoid and whose value is not higher than 1 gold piece. If used to copy an existing item, anyone watching the object carefully and familiar with the original it tries to copy can make an Intelligence saving throw against the Magichalice's spell DC, if they succeed, they detect it is a copy. For other concerns, the object created is absolutely real.

Regenerating

The Power Within is source of life, sometimes instead of blood, it is magic that flows out of their bearer's wounds, helping them heal at a staggering pace.


Regenerate 1D6 + your spell ability modifier hit points.

Snap Spell

In desperate situations, a Magichalice can try drawing a bit more resources from the Power Within. The sudden increase in power then makes casting a spell as simple as snapping fingers.


When casting a spell that requires 1 action to cast, the Magichalice can spend an additional 1 Magic Point to change the casting time to 1 bonus action instead.

Swiftness

The Power Within feeds the brain of its bearer, improving their neuronal connexions and reaction time. In the eyes of the Magichalice, time seems to go slightly slower than it is for the average person.


Until the start of their next turn, the Magichalice gains an additional reaction action.

From The Source

Starting at level 13th, you can decide to activate this aptitude to regenerate 2 Magic Point when you finish a short rest. The number of Magic Points regenerated this way augments by 1 at level 15th, 17th and 19th, for a total of 5 Magic Points regenerated at level 19th. This aptitude becomes available again after you finish a long rest.

Pure Power

Through their relentless efforts made to conquer the Power Within, the Magichalice has explored the depth of the magical source that inhabits their body. They went where no soul ever went before and witnessed the true nature of magic. The Power Within has no secrets for them anymore and they can bend it to their will, effectively making it a part of themselves just as if it was a natural extension of their body.


The Magichalice is now always considered to be in Magical Surge and as such, benefits of all the effects of Magical Surge permanently, even if they are knocked unconscious. Magical Surge can never inflict damage to them anymore. In addition, the Magichalice cannot age any longer and does not need to eat or drink to survive, due to the Power Within answering all their bodily needs.

Artwork by Aurore Folny

Acquisition Events

Because Magichalices come from various backgrounds and places, they acquired their power through very different circumstances, as such, their past and history is as different as their facial features. The event that marks the bearer of the Power Within's transformation from a regular being to a Magichalice is called The Acquisition. It is a mean to customize your character according to its past and the way they gained their Magichalice powers.

Natural Acquisition

A Natural Magichalice is born as such. Even as an embryo developing in the womb, they had Magichalice powers, be it because their mother was a magic user or they were touched by a spell while in the womb, their powers manifested before they could even step foot in the world.


As a Natural Magichalice, your character gains the following

Armor proficiency: none

Weapons proficiency: dagger, light crossbow, sling, quarterstaff

Equipment and wealth:

  • 1d4 x 10 gold pieces
  • (a) a dagger or (b) a sling with a pouch of 50 metal ball bearings

Gift of Natural Magic

Whenever a Natural Magichalice spends Magic Points, he throws 1D10. On a result of 10, the Magic Points are not spent but the Magichalice takes 1 hit point of damage.

Destructive Acquisition

Destructive Magichalices were magic users with great ambitions. Trying to use powers beyond their control, it turned against them and the whole thing ended in catastrophy, oftentimes destroying and killing everything around them in a hundred feet radius. Destructive Magichalices have a hard time hiding their powers to the world, because the sole event of them turning into Magichalice rarely goes unnoticed.


As a Destructive Magichalice, your character gains the following

Armor proficiency: none

Weapons proficiency: simple weapons

Equipment and wealth:

  • 4d4 x 10 gold pieces
  • (a) scholar’s pack or (b) explorer’s pack

Gift of Destructive Magic

Whenever a Destructive Magichalice rolls damage dice for a Magichalice spell, he can spend a number of additional Magic Points equal to that spell level to maximize all damage dice rolled.

Divine Acquisition

It happens sometimes that superior beings or gods decide to grant powers to some individual, for mysterious reasons. Their gifts can take many shapes and forms, but few are as raw and powerful as the Power Within, and while it is a gift that cannot be taken back, it is also a dangerous one.


As a Divine Magichalice, your character gains the following

Armor proficiency: light and medium armor

Weapons proficiency: Simple Weapons, one martial weapon of your choice

Equipment and wealth:

  • 3d4 x 10 gold pieces
  • (a) a priest's pack or (b) a martial weapon of your choice

Gift of Divine Magic

Whenever a Divine Magichalice casts a spell, he gains advantage on his next skill check using Charisma. This effect is not cumulative and any such effect not spent is automatically lost upon taking a long rest.

Artwork by Lie Setiawan

Energy Acquisition

The world is riddled with energy. It is everywhere, constantly acting, moving, flowing... It has many faces and serves many purpose. Magic, for one, is an energy, it can even be described as the mother energy, as it is capable of creating other types of energy. Energy acquisiton happens when someone acquired the Power Within by being exposed to an intense source of energy, whatever it is, from being exposed to fire, to drowning in water or even surviving an earthquake.


As an Energy Magichalice, your character gains the following

Armor proficiency: Light armor

Weapons proficiency: Simple Weapons

Equipment and wealth:

  • 2d4 x 10 gold pieces
  • (a) an explorer's pack or (b) a dungeoneer's pack

Gift of Energy Magic

Whenever an Energy Magichalice rolls elemental damage, if the dice result is a 1, they reroll that dice. They must take the result of the second roll.

Force Acquisition

In the middle of the battlefield, warriors prove their incredible courage by putting their lives at risk to defend an ideal. Its there, between the screams of pain and the rattling of metal that some rare and peculiar events take place. As fate will it, the time of an eyelash flicker, a sudden and invisible tear in reality opens up in the heart of a warrior fighting for his life, letting the Power Within slide in, settling in forever.


As a Force Magichalice, your character gains the following

Armor proficiency: Light, medium and heavy armor, shields

Weapons proficiency: Simple Weapons, martial weapons

Equipment and wealth:

  • 2d4 x 10 gold pieces
  • One martial weapon of your choice

Gift of Energy Magic

A Force Magichalice can roll with advantage any one roll they make in combat, a number of times equal to their spell ability modifier. They get all uses of this power back after completing a long rest.

Indomitable Acquisition

Indomitable Magichalices were left for dead, be it because of disease, wounds, or other reasons. While their cold body sat in silence waiting to rot, a powerful source of magic, necrotic or else, entered their body and broke loose. By doing so, they acquired the Power Within and it gave them new found life energy.


As an Indomitable Magichalice, your character gains the following

Armor proficiency: none

Weapons proficiency: Simple Weapons, Martial Weapons

Equipment and wealth:

  • 3d4 x 10 gold pieces
  • (a) explorer’s pack or (b) burglar’s pack

Gift of Indomitable Magic

Whenever an Indomitable Magichalice spends Magic Points, he automatically gains twice the same amount to hit points. The Magichalice cannot gain more than his maximum score of hit points this way.

Noble Acquisition

Some noble families have been in power for generations, centuries, without ever losing the grip on their precious possessions and control. Rumor has it most of these families could stay at the top of the food chain thanks to incredible powers running in their blood and passing from one generation to the next since before anyone remembers. Noble Magichalices might have inherited their powers this way, or perhaps they just had more opportunities than the local peon to be exposed to magic.


As a Noble Magichalice, your character gains the following

Armor proficiency: light armor

Weapons proficiency: simple weapons, martial wepons

Equipment and wealth:

  • 5d4 x 10 gold pieces
  • (a) scholar’s pack or (b) explorer’s pack

Gift of Destructive Magic

Noble Magichalices can choose any one skill for which they gain proficiency. Whenever they roll for that skill, they add their Charisma modifier to the result in addition to all regular bonuses.

Artwork by Lie Setiawan

Scar Acquisition

Scar Magichalices received the Power Within from a wound inflicted to them by a powerful magic item during a fight. They survived their wounds and even more, became a Magichalice by absorbing the magic contained in the item that hurt them, breaking the flow of magic and releasing the Power Within.


As a Scar Magichalice, your character gains the following

Armor proficiency: light and medium armor

Weapons proficiency: Simple Weapons, one martial weapon of your choice

Equipment and wealth:

  • 3d4 x 10 gold pieces
  • (a) a battleaxe or (b) a shield

Gift of Scar Magic

Whenever a Scar Magichalice has to make a saving throw due to a magic effect targeting them, they can choose to spend 1 Magic Point to throw with advantage.

Wild Acquisition

Wild Magichalices were once touched by wild magic flowing through their world following hectic patterns. The strong and chaotic magic left an indelible scar on their body and soul, tearing apart the structure of their being in incredible pain until they rose up as a Magichalice.


As a Wild Magichalice, your character gains the following

Armor proficiency: light armor and shields

Weapons proficiency: Simple Weapons

Equipment and wealth:

  • 3d4 x 10 gold pieces
  • (a) dungeoneer’s pack or (b) explorer’s pack

Gift of Wild Magic

Wild Magichalices gain 1 additional Magical Point at level 1st. They gain another one at 10th level and 20th level.

Artwork by Lius Lasahido

SPELLS

Magichalices' Magic

Artwork by Nick Silva

Magichalice Domains

Arrowhead Domain

Cantrips (0 Level)
  • Acid Splash
  • Fire Bolt
  • Sorrel's Minuscule Missile
1st Level
  • Hunter's Mark
  • Magic Missile
  • Sorrel's Leaping Missile
2nd Level
  • Cordon of Arrows
  • Magic Weapon
  • Sorrel's Impact Missile
3rd Level
  • Elemental Weapon
  • Flame Arrow
  • Lightning Arrow
4th Level
  • Freedom of Movement
  • Sorrel's Magic Ballista
  • Swiftbolt
5th Level
  • Conjure Volley
  • Sorrel's Superior Magic Missile
  • Swift Quiver
6th Level
  • Chain Lightning
  • Sorrel's Burst Missile
  • Sorrel's Battering Javelins
7th Level
  • Chain Lightning
  • Power Weapon
  • Sorrel's Savage Shrapnel
8th Level
  • Silver Bullets of Paradise
  • Sorrel's Well of Infinite Lances
9th Level
  • Full Counter
  • Sorrel's Inevitable Impalement
 

Befriender Domain

Cantrips (0 Level)
  • Friends
  • Mending
  • Massage
1st Level
  • Beast Bond
  • Find Familiar
  • Unseen Servant
2nd Level
  • Aid
  • Calm Emotions
  • Zone of Truth
3rd Level
  • Conjure Animal
  • Fool's Speech
  • Spirit Guardians
4th Level
  • Acquire Attendant
  • Find Greater Steed
  • Mordenkainen’s Faithful Hound
5th Level
  • Animate Objects
  • Awaken
  • Contact Other Plane
6th Level
  • Conjure Fey
  • Ijuyr's Symphony
  • Planar Ally
7th Level
  • Conjure Celestial
  • Mordenkainen’s Sword
  • Lifelong Friend
8th Level
  • Control Monster
  • Antipathy / Sympathy
9th Level
  • Army of One
  • Befriend
 

Chronospacer Domain

Cantrips (0 Level)
  • Accelerate / Decelerate
  • Message
  • Momentary Relapse
1st Level
  • Expeditious Retreat
  • Inflict Wounds
  • Sleep
2nd Level
  • Blur
  • Continual Flame
  • Gentle Repose
3rd Level
  • Blink
  • Haste
  • Slow
4th Level
  • Arcane Storage
  • Dimensional Anchor
  • Warping Step
5th Level
  • Far Step
  • Telekinesis
  • Teleportation Circle
6th Level
  • Arcane Gate
  • Disintegrate
  • Rebirth
7th Level
  • Backsight
  • Plane Shift
  • Teleport
8th Level
  • Demiplane
  • Dimensional Lock
9th Level
  • Gate
  • Time Stop

Dark Energy Domain

Cantrips (0 Level)
  • Eldritch Blast
  • Infestation
  • Toll the Dead
1st Level
  • Bane
  • False Life
  • Ray of Sickness
2nd Level
  • Darkness
  • Melf's Acid Arrow
  • Ray of Enfeeblement
3rd Level
  • Animate Dead
  • Feign Death
  • Vampiric Touch
4th Level
  • Blight
  • Evard's Black Tentacles
  • Shadow of Moil
5th Level
  • Contagion
  • Enervation
  • Raise Dead
6th Level
  • Circle of Death
  • Create Undead
  • Magic Jar
7th Level
  • Foul Form
  • Last Laugh
  • Resurrection
8th Level
  • Abi-Dalzim’s Horrid Wilting
  • Clone
9th Level
  • Necropolis
  • True Resurrection
 

Elementalist Domain

Cantrips (0 Level)
  • Chill Touch
  • Fire Bolt
  • Mold Earth
1st Level
  • Absorb Elements
  • Fog Cloud
  • Zephyr Strike
2nd Level
  • Frostfire Bolt
  • Heat Metal
  • Snilloc's Snowball Swarm
3rd Level
  • Call Lightning
  • Tidal Wave
  • Wall of Sand
4th Level
  • Conjure Minor Elementals
  • Enspell
  • Ice Storm
5th Level
  • Conjure Elemental
  • Control Winds
  • Maelstrom
6th Level
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
7th Level
  • Delayed Blast Fireball
  • Fire Storm
8th Level
  • Earthquake
  • Tsunami
9th Level
  • Meteor Swarm
  • Elemental Blood
 

Explorer Domain

Cantrips (0 Level)
  • Create Bonfire
  • Guidance
  • Light
1st Level
  • Feather Fall
  • Jump
  • Longstrider
2nd Level
  • Darkvision
  • Locate Object
  • Spider Climb
3rd Level
  • Create Food and Water
  • Fly
  • Water Breathing
4th Level
  • Find Greater Steed
  • Freedom of Movement
  • Locate Creature
5th Level
  • Far Step
  • Legend Lore
  • Passwall
6th Level
  • Arcane Gate
  • Find the Path
  • True Seeing
7th Level
  • Etherealness
  • Plane Shift
  • Teleport
8th Level
  • Control Weather
  • Telepathy
9th Level
  • Astral Projection
  • Gate

Faker Domain

Cantrips (0 Level)
  • Dancing Lights
  • Minor Illusion
  • Prestidigitation
1st Level
  • Chromatic Orb
  • Disguise Self
  • Silent Image
2nd Level
  • Darkness
  • Invisibility
  • Mirror Image
3rd Level
  • Clairvoyance
  • Hypnotic Pattern
  • Major Image
4th Level
  • Greater Invisibility
  • Hallucinatory Terrain
  • Sickening Radiance
5th Level
  • Dream
  • Mislead
  • Seeming
6th Level
  • Otto's Irresistible Dance
  • Mental Prison
  • Programmed Illusion
7th Level
  • Mirage Arcane
  • Project Image
  • Simulacrum
8th Level
  • Extrasensory Strike
  • Illusory Dragon
9th Level
  • Realusion
  • Self Deceit
 

Font of Life Domain

Cantrips (0 Level)
  • Mending
  • Resistance
  • Spare the Dying
1st Level
  • Cure Wounds
  • Healing Word
  • Detect Poison and Disease
2nd Level
  • Healing Spirit
  • Lesser Restoration
  • Protection from Poison
3rd Level
  • Aura of Vitality
  • Mass Healing Word
  • Revivify
4th Level
  • Aura of Life
  • Death Ward
  • Mordenkainen’s Private Sanctum
5th Level
  • Greater Restoration
  • Mass Cure Wounds
  • Reincarnate
6th Level
  • Globe of Invulnerability
  • Heal
  • Heroes Feast
7th Level
  • Mass Death Ward
  • Regenerate
  • Resurrection
8th Level
  • Holy Aura
  • Healing Rain
9th Level
  • Mass Heal
  • True Resurrection
 

Green Leaf Domain

Cantrips (0 Level)
  • Druidcraft
  • Mold Earth
  • Shillelagh
1st Level
  • Entangle
  • Goodberry
  • Speak with Animals
2nd Level
  • Animal Messenger
  • Barkskin
  • Beast Sense
3rd Level
  • Call Lightning
  • Conjure Animals
  • Speak with Plants
4th Level
  • Conjure Woodland Beings
  • Grasping Vine
  • Guardian of Nature
5th Level
  • Commune with Nature
  • Tree Stride
  • Wrath of Nature
6th Level
  • Druid Grove
  • Transport via Plants
  • Wall of Thorns
7th Level
  • Animate Plants
  • Grove Enroot
  • Whirlwind
8th Level
  • Animal Shapes
  • Eternal Bosquet
9th Level
  • Animal Madness
  • True Polymorph

Metal Fury Domain

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • True Strike
1st Level
  • Armor of Agathys
  • Compelled Duel
  • Ice Knife
2nd Level
  • Cloud of Daggers
  • Enlarge / Reduce
  • Magic Weapon
3rd Level
  • Conjure Barrage
  • Elemental Weapon
  • Haste
4th Level
  • Death Ward
  • Fire Shield
  • Vitriolic Sphere
5th Level
  • Destructive Wave
  • Holy Weapon
  • Steel Wind Strike
6th Level
  • Blade Barrier
  • Primordial Ward
  • Tenser's Transformation
7th Level
  • Power Weapon
  • Mordenkainen's Sword
  • Steel Skin
8th Level
  • Mass Wound Bane
  • Armor of Thorns
9th Level
  • Invulnerability
  • Calamitous Strike
 

Mind Worm Domain

Cantrips (0 Level)
  • Dancing Lights
  • Minor Illusion
  • Vicious Mockery
1st Level
  • Charm Person
  • Command
  • Dissonant Whispers
2nd Level
  • Calm Emotions
  • Crown of Madness
  • Suggestion
3rd Level
  • Catnap
  • Enemies Abound
  • Hypnotic Pattern
4th Level
  • Confusion
  • Charm Monster
  • Phantasmal Killer
5th Level
  • Dominate Person
  • Mislead
  • Modify Memory
6th Level
  • Mass Suggestion
  • Mental Prison
  • Soul Cage
7th Level
  • Divine Word
  • Sequester
  • Simulacrum
8th Level
  • Feeble Mind
  • Maddening Darkness
9th Level
  • Psychic Scream
  • Weird
 

Nail and Hammer Domain

Cantrips (0 Level)
  • Create Bonfire
  • Mage Hand
  • Magic Stone
1st Level
  • Alarm
  • Catapult
  • Sanctuary
2nd Level
  • Arcane Lock
  • Knock
  • Wood Shape
3rd Level
  • Glyph of Warding
  • Leomund's Tiny Hut
  • Meld into Stone
4th Level
  • Fabricate
  • Mordenkainen’s Private Sanctum
  • Stone Shape
5th Level
  • Ironwood
  • Telekinesis
  • Transmute Rock
6th Level
  • Bones of the Earth
  • Forbiddance
  • Move Earth
7th Level
  • Call Guardian
  • Mordenkainen’s Magnificent Mansion
  • Symbol
8th Level
  • Maze
  • Mighty Fortress
9th Level
  • Grand Kingdom
  • Imprisonment

Pale Shadow Domain

Cantrips (0 Level)
  • Control Flames
  • Mage Hand
  • Prestidigitation
1st Level
  • Disguise Self
  • Identify
  • Illusory Script
2nd Level
  • Find Trap
  • Invisibility
  • Pass Without Trace
3rd Level
  • Blink
  • Dispel Magic
  • Hypnotic Pattern
4th Level
  • Dimension Door
  • Greater Invisibility
  • Leomund's Secret Chest
5th Level
  • Cloudkill
  • Passwall
  • Skill Empowerment
6th Level
  • Drawmij's Instant Summons
  • True Seeing
  • Word of Recall
7th Level
  • Foreseeing Shield
  • Lifelike Painting
  • Project Image
8th Level
  • Power Word Forget
  • Telepathy
9th Level
  • Power Word Kill
  • True Polymorph

Artwork by Randy Vargas

Magichalice Spells


Cantrips


Massage

Conjuration


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

Choose a creature you can see within range. Magic, peaceful hands begin to gently and benevolently massage the creature. To the creature, this touch is not invasive, but inherently welcome and relaxing. This spell affects any living creature with regular musculature, including all beasts, humanoids, and giants, but may not affect creatures with unusual morphology, who would never gain any benefit from a massage (DM's discretion).


For the duration, when a Charisma (Persuasion) check is made to convince or persuade the target, it must make a Wisdom saving throw. Any creature that is openly hostile, or has been harmed by you or your associates, automatically succeeds on this saving throw. On a failure, the Charisma (Persuasion) check is made with advantage.


Sorrel's Minuscule Missile

Evocation


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

You create 1d4 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. a dart deals 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.


Any effect which applies to or reacts with the magic missile spell, such as the shield spell, reacts with this spell as if it was magic missile. This spell creates more darts when you reach higher levels. 2d4 at 5th level, 4d4 at 11th level and 6d4 darts at 17th level.



 

Level 1


Sorrel's Leaping Missile

Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You create a small glowing dart of arcane energy that streaks forth from your outstretched fingertip. This dart deals 1d4+1 damage to a target you can see within range. After striking its initial target it leaps and strikes up to 3 more targets that can be no more that 30 feet away from the last target it struck.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its bonus damage increases by +1 and it can strike leap to an additional target per spell slot above 1st.




Level 2


Frostfire Bolt

Evoction


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

A flaming spear of ice bursts forth from your hand, scorching and impaling the target. Make a ranged spell attack against a target creature in range. On a hit, the creature takes 3d6 fire damage and 3d6 cold damage. Targets that are hit by this spell must make a Constitution saving throw or have their speed reduced by 10 feet for 1d4 rounds. The slowing effect of this spell does not stack with itself. This spell ignites flammable objects. __ At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt per spell slot above 2nd. Each bolt can hit different targets, or attack the same target simultaneously. Make separate attack checks for each bolt.


Sorrel's Impact Missile

Evocation


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

You create a missile of greater force to strike your foes down. The missile strikes a creature of your choice that you can see in range. The missile deals 2d10 force damage to its target. A creature struck must make a Constitution saving throw or be pushed back 15 feet.


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



Artwork by Clint Cearley

Level 3


Fool's Speech

Illusion


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a small bone whistle)
  • Duration: 1 Hour

You touch up to eight willing creatures. Creatures affected by this spell gain the ability to speak in a secret language that is incomprehensible gibberish to all other creatures. This language cannot be understood even with magic such as comprehend languages or tongues.




Level 4


Sorrel's Magic Ballista

Evocation


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

You concentrate your arcane energies into one hand, releasing a javelin forward from your palm to a point you can see within range. Each creature within 20 feet of the point of impact must make a Constitution saving throw as the magic javelin smashes into the ground, sending a rush of energy outward. On a failed save, the target takes 7d6 Force damage that counts as slashing for the sake of overcoming resistances, or half as much on a success. A creature under the effects of the Shield spell gets advantage on this roll.


At Higher Levels. When you cast this spell using a higher spell slot, it increases the damage by 1d6 and the radius by 10ft per spell slot above 4th.


Summon Caretaker

Conjuration


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (100 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You gain the service of a caretaker, a celestial, fey, or fiend (your choice) that takes on a humanoid form of your choice between established humanoid societies (e.g.: human, elf, orc, halfling...). Your caretaker appears in an unoccupied space within range and has the statistics of the Commoner creature, to the exception of their Hit Points for which you throw the corresponding dice as well as their inventory, as they appear naked. Your caretaker knows any language you know, plus one bonus language based upon the type of humanoid chosen (Draconic, Dwarven, Elvish, ...).


Your caretaker acts independently of you, but they always obey your commands. In combat, they roll their own initiative and acts on their own turn. A caretaker cannot attack, but they can take other actions as normal.


When the attendant drops to 0 hit points, they disappear, leaving behind no physical form. They reappear after you cast this spell again. While your attendant is within 100 feet of you, you can communicate with them telepathically. Additionally, as an action, you can see through your attendant’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the attendant has. During this time, you are deaf and blind with regard to your own senses.


As an action, you can temporarily dismiss your attendant. They disappear into a pocket dimension where they await your summons. As an action, while they are temporarily dismissed, you can cause them to reappear in any unoccupied space within 30 feet of you.


You can’t have more than one attendant at a time. If you cast this spell while you already have an attendant, you instead cause them to adopt a new form. Choose one of the forms from the above list. Your attendant transforms into the chosen humanoid.


Finally, when you cast a spell with a range of touch, your attendant can deliver the spell as if they had cast the spell. Your attendant must be within 100 feet of you, and they must use their reaction to deliver the spell when you cast it. This does not work if the spell requires an attack roll, as the caretaker cannot attack.


At Higher Levels. When you cast this spell using a higher spell slot, it increases the Hit Dice of the caretaker by 1 (you roll the dice accordingly for their Hit Points) per spell slot above 4th.



Artwork by Valeria Chernichenko

Level 5


Ironwood

Transmutation


  • Casting Time: 2 hours
  • Range: Touch
  • Components: V, S, M (wood weighing as much as the intended item and shaped into the object)
  • Duration: Instantaneous

You touch a wooden object and transform its very matter into a metal like material. Spells that affect metal do not function on ironwood, but spells that affect wood do. Objects created this way are considered as wooden object by Druids. Other than that, ironwood behaves like metal, which mean it does not burn.


Sorrel's Superior Magic Missile

Evocation


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

Five missiles of magical energy dart from your fingertips and strike their targets unerringly as long as the target does not have total cover. Each dart hits a creature of your choice that you can see within range. Each dart deals 1d8+1 force damage to it's target. All the darts strike simultaneously and you can direct them to hit one creature or several. Targets under the effects of the Shield spell take half damage.


At Higher Levels. When you cast this spell using a higher spell slot, it creates an additional dart per spell slot above 5th.




Level 6


Ijuyr's Symphony

Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Variable

A rousing song that heals and invigorates allies. Creatures you choose within a 30 feet radius around you regain 1d6 + your spellcasting modifier hit points per turn. In addition, they can take the Dash action as a bonus action for the duration of the spell. The spell lasts for a number of turns equal to your spell ability modifier.


At Higher Levels. When you cast this spell using a higher spell slot, the healing increases by 1d6 for each spell slot above 6th.


Sorrel's Battering Javelins

Evocation


  • Casting Time: 1 action
  • Range: 360 feet
  • Components: V, S
  • Duration: Instantaneous

You create three massive javelins of magical force. Each javelin hits a creature or object of your choice that you can see within range. Each javelin deals 2d10+10 Force damage to its target and deals siege damage against objects and structures. The javelins all strike simultaneously and you can direct them to hit one creature or several.


At Higher Levels. When you cast this spell using a higher spell slot, you can create an additional javelin per spell slot above 6th.


Sorrel's Burst Missile

Evocation


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

You create two powerful missiles of magical force, which darts from your fingertips and unerringly strikes their designated targets.


Each missile hits a creature or object of your choice that you can see in range. Each Missile deals 3d6+3 Force damage then explodes in a 10-foot radius spherical blast, damaging all nearby enemies, including the original target. Affected creatures within one or more of these blasts must make a single Dexterity saving throw, taking 2d6+2 Force damage per blast on a failed save, or half as much on a successful one. The missiles all strike simultaneously and you can direct them to hit one creature or several. A creature affected by the shield spell takes half damage.


At Higher Levels. When you cast this spell using a higher spell slot, you can create an additional missile for every spell slot above 6th.




Level 7


Animate Plant

Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 4 hours

You imbue inanimate plants with mobility and a semblance of life. You target up to two Huge, four Large or eight Medium or smaller plants. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object similar to the animate objects spell of the appropriate size category. You can command the plants to move or attack with a bonus action. While in combat, the plants act on your initiative.


Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of the entangle spell. This effect lasts the duration, until dispelled or until dismissed with a bonus action. Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.


Artwork by Telthona

Backsight

Spell Type


  • Casting Time: 1 hour
  • Range: 90 feet
  • Components: V, S
  • Duration: 1 hour

You create a dimension bubble which is a copy of the plane you are currently in but 1 hour ago. The bubble dimension is 90 feet in diameter, centered on the caster. You can freely move within that space, according to your movement capacities, for the duration of the spell. During that time, everything that happened in this space in the original plane replays perfectly. Creatures cannot see, hear or affect you and you cannot affect them. You are but a silent watcher.


When the spell finishes, you automatically reappear where you were when casting it, while seemingly no time has passed in your plane of origin, making it look like nothing happened for anyone looking.


At Higher Levels. When you cast this spell using a higher spell slot, the spell duration increases by 1 hour per spell slot above 7th.


Foreseeing Shield

Divination


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a golden wire wrapped around the ear of the target during casting)
  • Duration: 8 hours

Upon casting this spell, the target gains 3 Foreseeing Shields which remain with them for the duration of the spell. When successfully hit by an attack, the target of this spell may use their reaction, expending a Foreseeing Shield in the process, causing the attack to miss instead.


At Higher Levels. When you cast this spell using a spell slot of 9th level, you may instead select up to three creatures within 10 feet of you to benefit from the effects of this spell.


Foul Form

Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (three phalanges from an undead creature, engraved with jewels worth at least 500gp)
  • Duration: 10 minutes

You cause your form to adapt to the evil energies of the multiverse. For the duration, your skin appears to be decaying, you give off a sickening stench and bile and slime ooze from your pores. While in this state, whenever you would take poison or necrotic damage, you take no damage, and instead regain hit points equal to half of the damage you would have taken before resistances and immunities. Any effect that would heal an undead creature also heals you.


You may communicate with undead creatures through rudimentary telepathy and body language, regardless of whether you speak the same language, and undead creatures with 14 or less Intelligence will not automatically attack you unless they are commanded to. Finally, for the duration, you may move freely through oozes and slimes, taking no damage in the process.


The average person will not interact with you in this state; on a failed DC18 Intelligence (Investigation) check, a creature will believe you are undead and will react accordingly.


At Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 1 hour, and with a spell slot of 9th level, it increases to 1 day.


Grove Enroot

Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Leaf of a magical plant)
  • Duration: Concentration, up to 1 hour

This spell transforms each creature (excluding constructs) in a 25ft radius sphere that you can see within range into a new form. An unwilling creature must make a Constitution saving throw. On a failed saving throw, the creature’s legs become stuck and rooted to the ground as they turn into wood. Their skin, hair, nails, etc will turn to bark and branches will grow from the upper part of their body as they turn into a tree, while maintaining most of their original features. They are still aware of their surroundings but have the Petrified condition.


At Higher Levels. Casting this spell at 8th level will increase the spheres radius to 60 feet and the spells duration to 2 hours, while casting it at 9th level will increase the spheres radius to 90 feet and the duration to 4 hours.


Last Laugh

Enchantment


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

Your enemy burst into laughter until it breaks free from your spell or die trying. Choose a humanoid creature you can see within range. It must succeed on a Wisdom saving throw or begin laughing insanely. At the start of each of its turns, the target takes 6d10 psychic damage, is incapacitated and must repeat the saving throw, ending the spell on a success. If the target dies of this spell, its face stays forever locked into a macabre grin.


Lifelike Painting

Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a blank canvas 20x30cm. or bigger)
  • Duration: Concentration, up to 1 hour

This spell may be cast on creatures or objects. Upon casting, the target must make a Wisdom saving throw against your spell DC to resist the spells effects. If the target fails, they are immediately absorbed by the canvas. If the target is inanimate or a willing creature, they don't have to make the saving throw. Upon coming into contact with the canvas, the target seems to liquefy into paint before integrating the canvas as a painting in the artistic style of your choosing. On a successful save, the creature is not affected by the spell and the canvas disintegrates.


A creature restrained by this spell must make another Wisdom saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends and the target comes out of the canvas, intact. If it fails its saves three times, it is turned into a painting of itself for the duration. The successes and failures do not need to be consecutive; keep track of both until the target collects three of a kind. If the canvas is broken while something or someone is trapped in it, the target suffers 10D10 Force damage before coming out of the canvas. If the target is inanimate or a willing creature, they don't have to make the saving throws.


A creature trapped in the canvas receives the Petrified condition. If you maintain your concentration on this spell for the entire possible duration, the creature is turned into a painting permanently or until it is dispelled or you remove the effect. Remove the effect is a simple action.


Lifelong Friend

Enchantment


  • Casting Time: 1 day
  • Range: Touch
  • Components: V, S, M (a gift worth at least 100gp which is not consumed by the spell)
  • Duration: Permanent

Using all your wit, you gather a special gift for someone even more special and imbue it with as much magic and love you can. Once done, the enchantment remains until you gift it to someone. You, as well as anyone to whom it was not gifted intentionally, cannot be affected by the spell even by touching the gift. Only one such spell can be cast simultaneously. If you use this spell to enchant another gift, the spell of the previous gift is automatically dispelled.


Upon offering the gift to a living creature with at least 4 Intelligence or more, the spell activates if the recipient receives it voluntarily. If the recipient refuses the gift, touching it does not activate the spell. Once gifted, the gift's recipient must make a Wisdom saving throw at the start of each of their turn for the next 5 turns. They do so with advantage if they are hostile to the caster at the moment of receiving the gift. Upon cumulating three fails or three successes, the spell ends. The fails and successes do not need to be consecutive, keep note of the target's results until they accumulated three of either fails or successes.


If they failed a total of three times, the target of the gift regards you as a friendly acquaintance. From then on, the relationship continues as if you had always be friends and the target always finds reasons to explain why they were not so friendly before if anyone asks. The relationship can naturally evolve in any possible direction depending on the future interactions between you and the target.


If they succeeded a total of three times, the target knows you tried to charm them and reacts accordingly. In addition, they become immune to this spell for a year.


Power Weapon

Transmutation


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

You touch an existing weapon, imbuing it with massive magic power while its shape is enveloped by pale colored fumes, according to the type of damage you choose between red (fire), blue (ice), yellow (lightning), green (acid), purple (force), black (necrotic) or white (radiant). For the duration, the range of the weapon doubles, it becomes indestructible by non-magical means, it gains 1D10 + 10 additional damage of the chosen type and the ability modifier to use when rolling damage with this weapon is now your spell ability.


In addition, whenever an attack performed with this weapon hits, if the target is no more than one category of size greater than the caster, the target must make a Constitution saving throw. If failed, apply the following effect : Melee attack: the target is knocked prone. Ranged attack: the target is pushed back 15 feet.


At Higher Levels. When you cast this spell using a higher spell slot, the additional damage increases by 1d10 for each spell slot above 7th.


Sorrel's Savage Shrapnel

Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (clear prism worth 25gp that isn't consumed by the spell)
  • Duration: Instantaneous

A bright streak of energy flies from your outstretched hand to a square that you can see within range. Upon impact, this streak bursts into ten glowing lances of magical force that fly unerringly. The lances all strike simultaneously at targets that you designate no farther than 60ft from the center of impact. Each lance deals 10d6 + 10 Force damage to its target. A creature affected by the shield spell takes half damage.


At Higher Levels. When you cast this spell using a higher spell slot, the spell creates two more lances per spell slot above 7th.


Steel Skin

Transmutation


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

You mutter guttural words while applying your palm onto the target's pectorals, their skin then turns into a semblance of steel while retaining most of its natural properties. For the duration, non-magical weapons cannot hurt the target, they also gain 5D10 temporary hit points, resistance to all type of damage, a +10 bonus to AC and they do not need to breath. Finally, their weight is multiplied by 10.




Level 8


Armor of Thorns

Transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a crown of thorns)
  • Duration: 1 hour

By placing the crown of thorns on top of an armor you touch, you transform its whole exterior surface in a scary looking amalgam of black thorns. For the duration, anyone performing a melee attack against the wearer of this armor receives 2D20 Piercing damage before resolving their attack. If their attack hits the wearer of the Armor of Thorns, black thorns meander and try to ensnare the attacker's weapon. The target must make a Dexterity saving throw, if they fail, the armor succesfully ensnare their weapon and starts slowly absorbing it. For the next three turns, the target can try to pull their weapon out of the armor by making a successful Strength saving throw. If they fail or simply let go of the weapon, it is totally absorbed after three turns. Trying to pull the weapon out of the armor is considered as a contact attack for the purpose of dealing this spell damage.


In addition, anyone moving in a radius of 5 feet around the wearer considers terrain as difficult. At the end of the spell, the armor returns to its normal state and all absorbed weapons are definitely lost, unless they are magically summoned by using Drawmij's Instant Summons or other spells and powers with similar effects.


Eternal Bosquet

Conjuration


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (the heart wood of an oak tree at least 100 years old)
  • Duration: Permanent

You create an area inaccessible to anyone but you and your compatriots at the heart of a wilderness. The Eternal Bosquet is equally a place and a representation of the caster’s spirit. Good-aligned casters’ bosquets are bright, with lush grass, immortal trees and populated with good fey and creatures appropriate to the climate and terrain. Evil-aligned casters create bosquets thick with dangerous thorns, dying trees and evil fey creatures.


Once cast, this spell creates a hidden bosquet with a radius of 60 feet. The entrance is usually a tight tangle of vines or thorns or a dense copse of trees. The Eternal Bosquet is only accessible by the caster who created it or those they named or invited. Finding the entrance of an Eternal Bosquet without being invited requires a Intelligence (Investigation) check DC 20. Anyone entering an Eternal Bosquet without permission becomes lost and eventually make their way back to its entrance after 1d4 hours of wandering, but spells that grant true vision cancel this effect altogether. At the center of the bosquet is an enormous central tree that produces fruits year round. The fruits are edible and identical in function to a goodberry. This tree may always be the destination of a tree stride spell you cast regardless of the type of tree you enter or the distance involved. In the area, a spring bubbles and feeds a small pond of drinkable water.


The small grove attracts a number of like-minded fey and other creatures, such as nymphs, dryads, satyrs, and blink dogs. Evil casters may find that their Eternal Bosquet attracts hags and other evil creatures. These creatures are not under the caster’s control, but they recognize the caster’s ownership of their abode and protects the Eternal Bosquet from invaders. The caster may choose to expel any creature as an action, requiring the creature to make a Wisdom saving throw. On a failure, the creature is expelled from the Eternal Bosquet and cannot reenter it for 1 month.


Each subsequent casting may enlarge the Eternal Bosquet by an additional 20 feet. Although an Eternal Bosquet may be any size, it functions as an extra-dimensional space and takes up no space on the Material Plane. Two or more casters may work together, casting the spell to create a larger and more substantial Eternal Bosquet. For each caster involved in the creation of an Eternal Bosquet, another central tree grows and each caster shares an equal claim to the Eternal Bosquet as a whole. When the ownership of an Eternal Bosquet comes into dispute, casters war against each other and the survivors gain control of the entire Eternal Bosquet.


Extrasensory Strike

Evocation


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

You create an infinite amount of sensory illusions assailing all of your enemies senses. All creatures you choose within range must make an Intelligence saving throw, taking 10d8 psychic damage on a failure, or half as much on a success. Creatures that fail the save are also blinded for one hour and may repeat the saving throw each minute to end the effect.


At Higher Levels. When you cast this spell using a spell slot of 9th level, its range doubles.


Healing Rain

Evocation


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

As you start crying for your hurt allies, so does the sky. You create a rain storm in a 30 feet radius centered on you, healing all chosen creatures within the area for 4d8 per turn. Any creatures not chosen must make a Constitution saving throw or take 4d8 radiant damage. They must make this check at the beginning of the caster's turn until they leave the spell area.


At Higher Levels. When you cast this spell using a spell slot of 9th level, its duration doubles and healing and damage both gain an additional 4d8 per turn.


Mass Wound Bane

Transmutation


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

Choose up to twelve creatures of your choice that you can see within range, then choose any damage type. Each target must succeed a Constitution saving throw or be affected by the spell for its duration. Targets that are affected by the spell lose resistance to the chosen damage type if they had it. In addition, every time a target receives damage of the type you chose, the damage dice are automatically maxed.


Power Word Forget

Enchantment


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

You utter a word of power that compels one creature you can see within range to lose a chunk of their memory. The target must make an Intelligence saving throw against your spell DC, if they fail, they permanently lose all memory of one event of your choice that happened within the last 7 days and did not last longer than a day. Otherwise, the spell has no effect.


Silver Bullets of Purification

Evocation


  • Casting Time: 1 action
  • Range: 450 feet
  • Components: V, S, M (8 silver spheres)
  • Duration: Instantaneous

By absorbing and channeling the power around you, you damage enemies or heal allies with eight bullets of silver energy.


When this spell is cast, magical silver light begins to coalesce into the eight silver bullets. Each of these will then rise into the air before crashing down on enemies or allies.


You may choose to have the bullets attack the same target or several. A willing target may choose to let a bullet hit them. The effect of each silver bullet changes depending upon the disposition of the target toward you:


Allies: The target begins to glow with a silvery light as the bullet simmers in their physical form. They recover 6d6 hit points and are cured of one condition or level of exhaustion. Enemies: On hit, the bullet explodes into a brilliant silver light, causing 6d6 points of radiant damage to the target. In addition, the target must make a Constitution saving throw, if failed, they are stunned until the end of their next turn.


At Higher Levels. When cast at 9th level, healing and damage from a silver bullet increases by an additional 4d6.


Sorrel's Well of Infinite Lances

Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small silver disk that isn't consumed by the spell)
  • Duration: Concentration, up to 1 minute

You channel your inner arcane energy into a brilliant display of light that leaves a shimmering 20 feet pool of radiance on the floor on a place of your choice in sight and in range. This pool disappears if you move more than 120 feet away from it. Upon casting this spell, the pool summons ten magic Lances that seek random enemy targets within 120 feet of it. The missiles behave as per the magic missile spell, but dealing 12d8+12 force damage.


As a bonus action on each subsequent turn, you can choose to channel your inner energy on the pool to summon two additional Lances and choose who those lances strike.


At Higher Levels. When you cast this spell using a spell slot of 9th level, the spell creates five more lances.

***********************************************## Class Features As a class_name, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per class_name level
  • Hit Points at 1st Level: something
  • Hit Points at Higher Levels: something_higher

Proficiencies


  • Armor: armor
  • Weapons: weapons
  • Tools: tools

  • Saving Throws: saving_throws
  • Skills: Choose two from skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a item1 or (b) item2


Level 9


Animal Madness

Transmutation


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

Each creature in a 30 feet radius must make a Constitution saving throw or be turned into an animal of the caster's choice for the duration. This transformation is equivalent to that of polymorph.


Army of One

Transmutation


  • Casting Time: 7 days
  • Range: Touch
  • Components: V, S, M (The caster's weight in fine clay, worth at least 1,000 GP, the caster's nail clippings or hair, petrified mandrake root, a gold ingot worth at least 500gp, 2 gallons of fine red wine worth at least 500gp, 50,000gp worth of powdered ruby sprinkled over the clay and a fist-sized ruby worth at least 150,000gp)
  • Duration: Duration

Casting this spell requires that you have access to all of your hit dice, and if you attempt to cast the spell without all of your hit dice, or if the ritual is interrupted, the spell fails. Casting the spell also depletes all of your hit dice, which you regain as normal, upon completion of several long rests. Upon completion of casting, a near perfect duplicate of your body is created. This body remains in a vegetative state for seven days, during which it is vulnerable to all forms of damage, and resistant to all forms of healing.


Once seven days have passed, this duplicate body is awakened, sharing your memories and mental state. The duplicate body also shares a telepathic bond with you which you can use to communicate with and command it, regardless of distance so long as you remain on the same plane of existence. This "Grand Simulacrum" is friendly to you and will obey any and all commands given to it by you and any other creatures you designate, and perform those tasks as intended. The one exception to this is any command that directly translates to harming or killing you, unless they are given by you.


This "Grand Simulacrum" has the same ability scores as you, benefits from all class features, racial features, feats and epic boons that you have and shares all of your proficiencies. It also has a hit point maximum equal to your own hit point maximum. Unlike a normal simulacrum, this "Grand Simulacrum" may also benefit from the effects of spells and items that restore hit points. When you gain a level, you may choose to cast the spell again to allow your "Grand Simulacrum" to also benefit from the level gained, but it can never learn something that you yourself do not know. For example, every feature that you have, your "Grand Simulacrum" can have, but it will never have a feature that you yourself do not have. Unlike a normal simulacrum this duplicate body can regenerate hit points over a long rest, but has no hit dice. It can also regain all spell slots of up to 5th level over a long rest, but spell slots of 6th through 9th level can never be regained.


All spells you know, your "Grand Simulacrum" also knows, and all spells you prepare daily, your "Grand Simulacrum" also prepares. Your "Grand Simulacrum" may not prepare a different list of spells than you do. Your "Grand Simulacrum" may utilize magic items and magical devices, but may only ever attune to one magic item. This does not, however, prevent your "Grand Simulacrum" from utilizing multiple magic items that do not require attunement. Sentient items and artifacts will always reject a bond to a "Grand Simulacrum", however, thus it may never attune to or even wield such items.


Artwork by Eric Deschamps

If utilized in combat, your "Grand Simulacrum" rolls its own initiative and acts on those turns, acting based on your mental commands. If you are ever knocked unconscious, your "Grand Simulacrum" will use all actions available to it to reach your side and protect your unconscious body. If it has access to healing magic or carries healing items on its person, it may instead use its actions to attempt to bring you to consciousness or heal you. Should you ever die, your "Grand Simulacrum" would also die.


Should your "Grand Simulacrum" ever be attacked or put in a position of danger, you are alerted to this, and if it is slain, you also have awareness of its last moments, allowing you to know the identity of any creature that might have killed it.


If your "Grand Simulacrum" enters the area of an antimagic field it takes 3d8 force damage at the beginning of every turn that it remains in the area of effect. This damage may not be reduced in any way. Also note that the dispel magic spell has no effect on your "Grand Simulacrum".


If your "Grand Simulacrum" ever loses a limb other than its head, you may perform an hour long ritual in which you must provide fine clay worth at least 100gp, 1,000gp worth of powdered ruby, a gold ingot worth at least 125gp, and a pint of fine red wine worth at least 30gp. Upon completion of this ritual, your "Grand Simulacrum's" limb is returned to its full function and appears as if it were never lost at all.


If your "Grand Simulacrum" dies, it leaves behind a body that is indistinguishable from your own, and may be detected as a magical facsimile by a creature under the effects of the detect magic spell or a creature with true sight. This body may not be risen by any spell or magic effect, however, as it has no soul. Similarly, Divination spells such as speak with dead have no effect on this corpse. If a spell that would raise the "Grand Simulacrum", revive it, or allow the caster to try to commune with its soul, the caster of such a spell would be made aware that the body is a fake.


If you cast this spell while you already have a simulacrum, it is uplifted to the status of "Grand Simulacrum", but this does not negate the material costs of this spell. If your simulacrum was of a form other than your own, it is also reformed to be your duplicate. If you have a "Grand Simulacrum" active at the time of casting, the spell has no effect other than granting the "Grand Simulacrum" the benefits of any levels you have attained since the last casting of this spell.


If you cast the spell simulacrum while you have a "Grand Simulacrum" active, your "Grand Simulacrum" is destroyed, but you needn't provide the material components for the simulacrum spell so long as your "Grand Simulacrum" is within 5 feet of you, as your "Grand Simulacrum's" body is used as the component cost for the spell.


Any castings of this spell while you have a "Grand Simulacrum" active only requires the 50,000gp worth of powdered ruby to cast.


Finally, this spell may never be cast by a simulacrum or "Grand Simulacrum", nor can a "Grand Simulacrum" cast the simulacrum spell.


Befriend

Enchantment


  • Casting Time: 1 day
  • Range: Touch
  • Components: V, S, M (a gift worth at least 1000gp which is not consumed by the spell)
  • Duration: Permanent

Using all your wit, you gather a special gift for someone even more special and imbue it with as much magic and love you can. Once done, the enchantment remains until you gift it to someone. You, as well as anyone to whom it was not gifted intentionally, cannot be affected by the spell even by touching the gift. Only one such spell can be cast simultaneously. If you use this spell to enchant another gift, the spell of the previous gift is automatically dispelled.


Upon offering the gift to a living creature with at least 4 Intelligence or more, the spell activates if the recipient receives it voluntarily. If the recipient refuses the gift, touching it does not activate the spell. Once gifted, the gift's recipient must make a Wisdom saving throw at the start of each of their turn for the next 5 turns. They do so with advantage if they are hostile to the caster at the moment of receiving the gift. Upon cumulating three fails or three successes, the spell ends. The fails and successes do not need to be consecutive, keep note of the target's results until they accumulated three of either fails or successes.


If they failed a total of three times, the target of the gift regards you as their best friend. From then on, the relationship continues as if you had always be best friends and the target always finds reasons to explain why they were not so friendly before if anyone asks. They will always be honest with you, try to please you and generally show their love and generosity. They will always refuse to harm you even if forced to and go out of their ways to help you if they can, even if it means getting in harms way. This effect can only be dispelled if you voluntarily hurt them or by nothing short of a wish, in which case they suddenly become hostile to you.


If they cumulated three successes, the target knows you tried to charm them and reacts accordingly. In addition, they become immune to this spell for a year.


Calamitous Strike

Evocation


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You utterly obliterate the creature you hit with your attack. Upon spending a reaction while hitting your enemy, instead of dealing normal damage for your attack, your target must make a Constitution saving throw, taking 20d10 damage of your weapon's damage type and 20d10 Force damage on a failed save, or half as much damage on a successful one. This damage bypasses the damage resistances and immunity of any creature.


Counter Harm

Necromancy


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

You look the enemy in the eye, crossing your arms to form a magical barrier that repels any harm that could be done to you. For the duration of the spell, every time you should receive damage from an enemy, you can make a saving throw using your spell ability. If you succeed, a bead of blood comes out of your mouth and shapes into a spiky bolt that flies at high velocity toward the target of your choice in your sight and within range. The target can make a Dexterity saving throw, if they fail, they receive the damage in your place, if they succeed, they only receive half as much (rounded up).


If you fail the saving throw, you only receive half of the damage normally inflicted to you (rounded up).


Elemental Blood

Transmutation


  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (10,000gp worth of jewel dust)
  • Duration: Concentration, permanent

Chose one of fire, acid, cold, and lightning. The creature you kept in touch with during the whole ritual changes form to take the aspect of the element you chose. Whenever the creature hits an enemy in melee, they take 4d6 damage of the chosen damage type. The target of this spell gains resistance to the chosen damage type, if the target already has resistance they instead gain immunity and they are immune to disease and poison


In addition, the target gains these effects based on their element:


Cold: if the temperature surrounding the target is below 0, they regain 1D10 + 5 hit points per minute, they cannot drown and they move five times faster if underwater. Fire: the target consumes wood instead of food and water. They consume one square meter of wood per turn and regain 1D10 hit points upon doing so. Touching the target immediately deals 2d10 of Fire damage to whoever touched them. The target is vulnerable to cold damage and they may only hold their breath for 1 minute. Lightning : the target's speed is doubled at all times and gains +6 to AC. Whenever the target is hit by lightning damage, they absorb it and transfer it to someone else if they hit them during their next turn. However, they take 5d6 damage at the start of their turn if they are in water. Acid: the target deals 2D10 damage per turn to any non-magical material they touch, dissolving almost anything. Every time someone hit them, acid splashes in a 10 feet radius around them and all creatures within the area must make a Dexterity saving throw or take 1D10+6 Acid damage, half as much if successful.


Artwork by Zsolt Kosa

Grand Kingdom

Conjuration


  • Casting Time: 10 hours
  • Range: 10 feet
  • Components: V, S, M (a granite brick, a pouch of rice or wheat grain, a cow's jawbone, a bundle of chicken feathers, a flask of well water and 750,000gp)
  • Duration: Instantaneous

You conjure a portal to a demiplane of existence of your own design. When first cast, you decide whether your demiplane is an extension of Mount Celestia, Pandemonium, or the Feywild. Your demiplane takes up a total of 4 square miles and extends no more than 2 miles vertically (1 mile into the air, 1 mile below the surface of the ground). At any point of your choosing within your demiplane, you create a permanent structure that will be your private home within the demiplane. This home functions in the same manner as a magnificent mansion, except that your servants are celestials, fey or fiends based on the plane upon which your demiplane anchors and that 3 cubes of your home must be devoted to a throne room. Your demiplane can also contain any 4 of the following amenities of your choice:


Farmland You may choose to devote up to 1 square mile of your demiplane to create fertile farmland, which is established upon initial casting. These fields can feed up to 200 people or animals if worked on. They are also required if you wish to build either the Martial Fields or the Stables.


Marketplace You may choose to devote up to 1 square mile of your demiplane to create a marketplace that can house merchants of any sort you desire. These merchants are often extraplanar peddlers who offer rare and valuable wares, but you may not determine what is in their stock or what their prices are. Those traits are determined by your DM.


Arena You may choose to devote up to 1 square mile of your demiplane to create a grand coliseum in which any warrior of your choosing may test their mettle against illusory doubles of any creature of your choice whose CR does not exceed 20.


Grand Gate You may choose to devote up to 1 square mile of your demiplane to create a gateway to its anchor plane. The gate leads to the Court of Pandemonium, The Halls of Mount Celestia, or the Summer Court of the Feywild dependent on the initial choice of anchor plane.


Quarry/Mine You may choose to devote up to 1 square mile of your demiplane to create a quarry in which you can harvest valuable stone or metal. You may select to quarry granite or mine gold from this facility. Monthly, after distributing from trade, you obtain 20 lbs of gold (or 300 lbs of granite) and 500 platinum pieces.


Martial Fields You may choose to devote up to 1 square mile of your demiplane to create training grounds and barracks for a military force. This army consists of 50 Knights and 150 Guards. While not within your demiplane, you may expend a 9th level spell slot and 100,000 gp to conjure your army for 10 minutes. While summoned, your army acts in direct accordance with your wishes and will not perform any actions that you do not explicitly order them to undertake. If any of your soldiers die during this conjuring, they are returned to your demiplane where they will be restored to full health after a month.


Stables You may choose to devote up to 1 square mile of your demiplane to create grand stables in which you can house a vast array of trained beasts. You also create a staff of laborers to tend to your beasts. When you first cast the spell, you may also select up to 3 beasts of CR 2 or lower which inhabit your stables. You may take any single beast from your stables at a time, allowing the beast to follow you. These beasts are friendly to you and your companions and take verbal commands from you at no action cost on your part. While a beast is following you, it rolls its own initiative in combat and it acts on its own initiative. If you do not give the beast any commands, it stays within 30 feet of you and defends itself. Each month that passes, you may select a new beast of CR 2 or lower to add to your stables. After each year that passes, you may select a single beast of CR 5 or lower of your choice to add to your stables.


After the first casting of this spell, subsequent castings of this spell freely teleport you and up to 8 willing creatures of your choice within 5 feet of you, to the throne room in your grand castle within your demiplane. While within your demiplane, you may remain for as long as you desire, but time continues to pass while you remain. You may, at no action cost, banish a creature from your demiplane, shunting them back into the space they inhabited before entering your demiplane. If a creature has been banished, they may not return until you have lifted their banishment.

Waging war

As a note to players and DMs: this part of the spell can get out of hand if you insist on taking control of each individual unit. Please, for the sake of your fellow players, limit this use of the spell to commanding the entire army to act, or at least large groups to act. In general, if you don't know exactly what it is that you want to do with this feature, you should think about it before taking up notable table time.


Artwork by Tyler Edin

Necropolis

Necromancy


  • Casting Time: 2 days
  • Range: 2 miles
  • Components: V, S, M (powdered lich bone, 50,000gp worth of onyx dust and a black sapphire worth 10,000gp)
  • Duration: Permanent

When you cast this spell, all creatures within the spell's area (centered around you) must make a Constitution save or take 4d6 necrotic damage. Within the spell area, all corpses are raised as uncontrolled skeletons or zombies (depending on the state of decay) after at least a minute has passed since death. Creatures that have more than 10 hit dice are instead raised as wights. You immediately die on completion of the spell, to be raised as a lich with the sapphire used for casting as your phylactery.


Realusion

Illusion


  • Casting Time: 1 day
  • Range: Touch
  • Components: V, S, M (miniature model of a place worth at least 10000gp)
  • Duration: 1 year

By mentally outwitting your target, you cast them into an illusory world they cannot escape from. After preparing the spell, the first living creature you touch has to make a Wisdom saving throw against your spell DC. If they fail, their eyes (if they have any) turn white and they enter a catatonic state. As far as their body is concerned, it is considered paralyzed, but their mind is trapped in the miniature model used to cast the spell. From now on, the creature lives in this miniature place as if it was real and to their size, they can move in it and use all their senses, but if they try to produce any magical or supernatural effect, it appears to work in their eyes but is yet just another illusion. They cannot see outside of the miniature space and if the miniature has edges, to the creature living inside, it seems like opposite edges connect to each other, seemingly like an infinite loop.


Only the spell caster can see the target living into the miniature, and the caster can alter the illusory world as they please. Although the target can feel pain, whatever hurts them in the Realusion does not hurt their real physical form, as such, they cannot die of physical wounds. While their mind is trapped in the Realusion, their body keeps functioning normally except it looks paralyzed and their eyes look empty. They keep aging and breathing and still need to eat and drink, which they keep doing mechanically if someone pours food and drinks in their mouth for them.


Every first day of each week during the first month of the spell, the target can make a Wisdom saving throw against your spell DC to escape the Realusion, but the DC augments 2 points for every week passed. If the miniature is broken or the duration of the spell comes to an end, the mind of the target goes back to their body, which might have suffered if not cared for.


If the body of the target died for any reason while their mind was trapped in the Realusion, they are forever trapped in your Realusion without knowing they died, unless the miniature is broken, in which case they return to the real world as a ghost haunting you. The ghost has the same hit points the creature had while living, it never attacks you but keeps pestering and frightening you every night until you get rid of it. The ghost is attached to you and might attack any creature it sees that is friendly to you and spends the night in the same place you do. If you attack it and it survives, it disappears and comes back the following night with full hit points.


If the target succeeds the Wisdom saving throw, the miniature crumbles into dust and nothing happens to them, but they can sense you tried casting a spell onto them.


Self Deceit

Illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: None
  • Duration: Instantaneous

By focusing on your inner self, you trick your mind into thinking everything is all right in the best of worlds. Casting this spells allows to instantly get your hit points back to their max and cure your body from all ailments, including disease, poison and all negative conditions such as but not limited to Paralyzed or Petrified. This spell also dispels up to two curse.


The only condition that cannot be cured by this spell is Charmed, as you are not conscious of being Charmed and thus cannot cure yourself from it.


Sorrel's Inevitable Impalement

Evocation


  • Casting Time: 1 action
  • Range: 1/2 mile
  • Components: V, S
  • Duration: Concentration, up to 1 minute

20 magical ballista bolts surge forth from your outstretched hands. These bolts immediately shoot skyward before arching back down towards their targets. These bolts can be directed to strike one target or several that you can see within range, dealing 10d12 + 10 Force damage per Bolt. These bolts are solid energy and upon striking, they pin their targets to the ground. Targets can make a Strength saving throw to pull themselves free. On a failed save they are prone until the start of their next turn.


If used against an object or structure, ballista bolts inflict 1/2 damage as though it was siege damage. This spell ignores cover and is not affected by the Shield spell.



Practice

Safe

Homebrewing

Thank you for reading through this homebrew class!


I hope it wasn't a waste of your time and you will enjoy playing a Magichalice in your next campaign! If you do so (even for a one-shot) do not hesitate to share your experience playing as a Magichalice either on the reddit or even by mailing me directly!


Cover Art: Dariia Kasimova

This document was made with GM Binder

Artwork

If you are one of the artists featured here and would like to see your artwork removed, please contact me through mail and I will immediately remove your content from this fan-made content!

Spells

Majority of the spells were found on the


D&D Wiki


Some of them were edited, mainly for balance or grammar adjustments. Big thanks to Sorrel for all his magic missiles !


Class written and edited by Dinfael   (playsugly@gmail.com) .

 

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