Table of Contents (rough outline)
Chapter 1: Flavor and World
World Description
Day to day life
Chapter 2: Character Options
Races
- Keen folk (reflavor gnomes?)
- Human
- Oglodi (human variant?)
- Centaur
- Troll
- Drow
- Ursine
- Tabaxi? (like phantom lancer)
- Slithereen
- Skywrath? (could reflavor aarakokra)
Classes (If any)
Subclasses
Class | Dota 2 Subclass |
---|---|
Artificer | Techies? |
Barbarian | Path of the Red Mist |
Bard | Gladiator? (Mars style) |
Cleric | |
Druid | Circle of Nature (NP/Treant) |
Fighter | Bronze Legion |
Monk | Way of the Antimage |
Paladin | Oath of the Hidden Ones |
Ranger | |
Rogue | Sisters of the Veil |
Sorcerer | Void Bloodline |
Warlock | |
Wizard | The Invoker |
Backgrounds (If any)
Chapter 3:
How to create adventures?
Chapter 4:
Items (There's plenty)
- Neutral Items?
- Consumables
- Weapons
- Armor
- Wondrous
Chapter 5:
NPCs/Monsters
- Satyr Neutrals
- Redmist Warrior
- Mogul Khan (Axe)
- Mireska Sunbreeze (Dark Willow)
- Lanaya/Templar Assassins
Chapter 6:
Spells
Next Planned Updates:
Kunkka and Tidehunter stat blocks
More Items
More Spells
2022-07-23: Added several new magic items, added Biomancer's Sisters of the Veil Rogue and associated feats and items.
2021-07-05: Added new spells from video (chain frost, corrosive skin, frost arrows, poison attack, purification, shockwave)
2021-06-13: Added New items from video (blight stone, eul's scepter of divinity, infused raindrop, orb of vemon, skull basher, shadow amulet, tranquil boots)
2021-04-20: Added Hidden Temple NPCs
2021-03-14: Cleaned up visuals for Oath of the Hidden Ones
Update History:
Chapter 2: Character Options
Races
Re-flavored races
Official race | DOTA 2 race | Tweaks |
---|---|---|
Human | Human | - |
Centaur | Centaur | - |
Half-orc | Troll | - |
Tiefling | Lesser demon | - |
Aarakocra | Skywrath | - |
Orc | Ogre | - |
Kenku | Ravenhook | - |
Tabaxi | Azwraith's race (no official name) | - |
Firbolg | Treant | Change creature type to plant and maybe size to large |
Warforged | Automaton (like the Brass Herald) | - |
Reborn (UA) | Undead | - |
Bugbear | Ursine | - |
Kalashtar | Zealot Scarab | Change creature type to beast |
Rabbitfolk (UA) | Hoodwink's race (no official name) | - |
Tortle | Donté's race (no official name) | Discard the Hold Breath trait and allow the Claws to have finesse |
Triton | Meranth | Add subraces |
Gnome | Keen Folk | Few to no changes |
Human | Oglodi | Mostly flavor changes |
Subclasses
Path of the Red Mist
The tactics of the Red Mist horde are some of the most vicious out there. So brutal are the Red Mist that generals must take care that their neck not be severed by a subordinate looking for a promotion.
Berserker's Call
3rd-level Path of the RedMist feature
Starting at 3rd level, your rage is so forceful, it calls creatures to fight you. When you enter your rage, and on each of your turns as a bonus action, you may force a creature within 30 feet of you to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, that creature has disadvantage on attack rolls made against creatures other than you until the end of your next turn.
6th-level Path of the Red Mist feature
At 6th level, your thirst for battle is infectious, and those around you feel some of your same rage. When a creature within 10 feet of you makes a weapon attack, you can use your reaction to force that creature to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier); a creature can choose to fail this saving throw if it wishes. On a failed save, that attack is made with advantage and all attacks made against that creature have advantage until the end of your next turn.
10th-level Path of the Red Mist feature
Beginning at 10th level, whenever you are hit with a melee weapon attack, you may use your reaction to deal 2d6 of your choice of bludgeoning, slashing, or piercing damage to any number of creatures within 5 feet of you.
14th-level Path of the Red Mist feature
At 14th level, you are more potent against creatures that are injured. Once per turn, when you hit with a melee weapon attack against a creature that is below half its hit point maximum, your attack deals an additional 1d12 damage of the weapon's type.
Designed by u/KelsierHathsin Image from Nicolay Zbyranyk, Nik Artist 89 on youtube
Credits
Rogue
The Rogue class recieves a subclass and new exclusive feats in this section.
Roguish Archetype
At 3rd level, a rogue gains the Roguish Archetype feature, which offers you a choice of a subclass. The following option is available to you when making this choice: the Sister of the Veil.
Sister of the Veil
Through a process of divination, children are selected for upbringing by the Sisters of the Veil, an order that considers assassination a sacred part of the natural order. The Veiled Sisters identify targets through meditation and oracular utterances. They accept no contracts, and never seem to pursue targets for political or mercenary reasons. Their killings bear no relation to any recognizable agenda, and can seem to be completely random: A figure of great power is no more likely to be eliminated than a peasant or a well digger. Whatever pattern the killings may contain, it is known only to them. They treat their victims as sacrifices, and death at their hand is considered an honor.
Assassin's List
3rd-level Sister of the Veil feature
Each sister has a list of targets given to her by visions from the veiled oracles. The list initially has 4 names on it (decided by the DM) that stay in the list until the named creature dies, and each time you gain a level in this class, another name appears, but you can not gain more levels in this class if the list has 5 names or more.
When you make an ability check to help you find or reach one of your targets, you can roll your sneak attack dice and add the result to the roll. You can use this ability twice for each target, for example, after you roll this bonus twice while trying to find or reach a specific target, you can't do so again for that target.
Stifling Dagger
3rd-level Sister of the Veil feature
When you make a ranged attack using a thrown weapon that you are proficient with, the attack's range is increased by 10 feet.
Additionally, after you hit to a creature with a ranged attack using a thrown weapon, you gain advantade on your next melee weapon attack against that creature until the end of your next turn, and the creature's walking speed is reduced in half for that same duration.
Veiled Phantom
9th-level Sister of the Veil feature
You learn the Blur, Invisibility and Misty Step spells and can use this feature a number of times equal to your proficiency bonus to cast one of these spells on yourself without requiring spell slots or material components. You regain all expended uses when you finish a long rest.
When you reach 13th level in this class, you also learn Nondetection, and on 17th level you learn Greater Invisibility.
Fan of Knifes
13th-level Sister of the Veil feature
As an action, you can perform a special attack. Choose a number of targets up to the amount of sneak attack dice you have, you make a separate ranged attack using thrown weapons against each target. As part of the same action, you can draw any amount of thrown weapons you need to make each attack.
You can deal sneak attack damage to all targets you hit, but it is halfed if you don't have advantage on the attack roll.
Once you use this feature, you can't do so again until you finish a long rest.
Assassin's Shadow
17th-level Sister of the Veil feature
Your communion with the Phantom Veil has become strong enough to let your spirit live on, long after your body has rot. If you die while you still have names on your list, you come back to life 1d3 days later as an assasin's shadow, even if you're already one.
As an assassin's shadow, you gain the following properties:
-
Your creature type is undead, you don't eat, drink, breathe or sleep, and you can finish a long rest in 4 hours if you spend that time in an immobile meditative state.
-
You can move through difficult terrain as if movingly through regular terrain, and you can move through creatures and solid objects as if moving through difficult terrain. If you end your turn inside an object or creature, you are pushed to the nearest unoccupied space and take 1d10 force damage.
-
You can't wear or carry any equipment. Your AC is 20 and when you make an attack, you can create a spectral version of a weapon that you are proficient with as part of the attack, this weapon vanishes after one minute.
-
No new names can appear in your list, and if your it has no names on it, your shadow starts to vanish into the afterlife and you die at the next dawn.
If you are subjected to an effect that brings you back to life, you lose these properties.
Feats
Shuriken Tosser
Prerequisite: Rogue of at least 1st level
-
You gain proficiency with the Great Shuriken if you don't already have it.
-
When you deal sneak attack damage to a creature on a ranged attack using a Great Shuriken, you can force it to make a strength saving throw or fall prone. The DC of the save equals the result of your attack roll.
-
When you score a critical hit on a ranged attack using a Great Shuriken, the weapon bounces to another target, make another ranged attack with the same weapon from the position of the first target.
Jasper Cirle Training
Prerequisite: Rogue of at least 1st level
The Jasper Circle offers many skills valuable to assassins and thieves.
-
You gain proficiency in one skill of your choice between Acrobatics, Sleight of Hand, and Stealth. Alternativelly you may choose to gain proficiency with a poisoners kit.
-
When you would deal sneak attack damage to a creature with a melee attack, you can instead choose to steal one object that you can see being caried by the target (but not in its hands), the object must weight no more that the total rolled in your sneak attack dice (in pounds) and you must have one free hand.
Equipment
Weapons
Name | Cost | Damage | Weight | Properties | Type |
---|---|---|---|---|---|
Hand Glaive | 15 gp | 1d4 slashing | 3 lb | Light, finesse | Simple |
Great Shuriken | 10 gp | 1d6 slashing | 3 lb | Finesse, thrown (20/60) | Martial |
Adventuring Gear
Item | Cost | Weight |
---|---|---|
Smoke bomb | 25 gp | 1 lb |
Sleeping dart | 400 gp | 1/4 lb |
Smoke bomb. A smoke bomb can be used as ammunition for a sling. Alternatively, a creature can throw the smoke bomb up to a range of 20 feet as an action. When the bomb hits a solid surface, it creates a 15 feet radius smoke screen that heavily obscures the area, the radius of the smoke screen lowers by 5 feet each round as the smoke dissipates.
Sleeping dart. This dart can be used as ammunition for a blowgun or thrown as a regular dart and is filled with a potent paralyzing poison, called sleeping jasper.
Sleeping Jasper (Injury): This poison is generally made by the Jasper Cirle to aid in assassinations and kidnappings. A creature subjected to this poison becomes poisoned for 10 minutes, or half as much if its resistant to poison, if it is conscious it must succeed on a DC 14 constitution saving throw when first poisoned and at the end of each minute of the poison's duration or fall unconscious, on a success the creature stays conscious. The creature regains consciousness if it takes damage.
Magic Items
Blink dagger
Weapon (dagger), rare (requires attunement)
This dagger has 3 charges. While you're within 60 feet of it, you can use a charge as a bonus action to teleport to an unocupied space closest to the dagger, it then teleports to your hand. The dagger regains 1d3 expended charges daily at dawn.
Phase boots
Wondrous item, uncommon (requires attunement)
You can activate this boots as a bonus action. When you do so, until the end of your turn you have resistance to bludgeoning, slashing and piercing damage from nonmagical sources, you can move through difficult terrain as if moving through regular terrain, and you can move through creatures and solid objects as if moving through difficult terrain. If you end your turn inside an object or creature, you are harmlesly pushed to the nearest unoccupied space.
You can use this twice, and it regains all expended uses daily at dawn.
Shadow blade
Wondrous item, very rare (requires attunement)
This scimitar hilt seems to be missing a blade, but an attuned creature can use a bonus action to cast Shadow blade from it once. When the spell is cast this way, the sword doesn't have the thrown property, but it's duration is increased to 8 hours and the wielder is invisible while on dim light or darkness.
If the creature attacks, casts a spell or enters an area of bright light, the invisibility ends, it must use an action to become invisible again. And if the weapon is further than 5 feet from the caster, the spell ends.
Once this item has been used, it can't be used again until the next dusk.
Desolator
Weapon (sickle), rare
The strike of this sickle causes immense debilitating pain. A creature hit by an attack using this weapon must succeed on a DC 14 constitution saving throw or be unable to add its dexterity modifier to its AC and have disadvantage on dexterity checks and saving throws until the end of the attacker's next turn.
Chapter 4: Items
There's no shortage of items in Dota! I plan on adding as many items as I possibly can, though I'm nowhere near as familiar with the neutral items or the other new ones from last year, so we'll see if I come up with anything for those.
Abyssal Blade
Weapon (longsword), very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic sword.
When you hit a creature with this weapon, as a bonus action, you can force that creature to make a DC 13 Constitution saving throw. On a failed save, that creature is paralyzed until the end of your next turn. The sword can't be used this way again until the next dawn.
The lost blade of the Commander of the Abyss, this edge cuts into an enemy's soul.
Aegis of the Immortal
Wondrous, artifact (requires attunement), consumable
While attuned to this magical crest, death is only temporary. When you go to 0 Hit Points, you are instead brought back to life. Your Hit Points are set to their maximum value, and you automatically gain the effects of a long rest.
The Aegis of the Immortal is consumed.
The Immortal was said to own a shield that protected him from death itself.
Aeon Disk
Wondrous item, very rare (requires attunement)
When you take damage from a hostile creature, if your hit points would go below half your hit point maximum (rounded down), you can use your reaction to make the Aeon Disk trigger and you cast Otiluke's Resilient Sphere targeted on yourself. Once the Aeon Disk has been used, it cannot be used again until the next dawn.
A powerful artifact long ago smuggled out of the Ivory Incubarium. Or so many believe.
Aether Lens
Wondrous item, uncommon (requires attunement by a spellcaster)
While attuned, when you cast a spell that has a range of 5 feet or greater, that spell's range is extended by 30ft. When you cast a spell with a range of touch, it instead has a range of 10ft.
Polished with the incantation of his final breath, the gift of a dying mage to his sickly son.
Aghanim's Scepter
Wondrous item, legendary
This is a short description of the item.
The scepter of a wizard with demigod-like powers.
Aghanim's Shard
Wondrous item, very rare
This is a short description of the item.
With origins known only to a single wizard, fragments of this impossible crystal are nearly as coveted as the renowned scepter itself.
Arcane Boots
Wondrous item, uncommon
This is a short description of the item.
Magi equipped with these boots are valued in battle.
Armlet of Mordiggian
Wondrous item, rare (requires attunement)
While attuned, you can activate the Armlet of Mordiggian as a bonus action on your turn. While active, your Strength score increases by 4 (to a maximum of 24) and your AC increases by 1. At the end of each of your turns, you take 2d4 necrotic damage. This damage cannot be reduced or prevented, but you can't be reduced below 1 hit point this way. You can deactivate the Armlet as an action on a subsequent turn.
Weapon of choice among brutes, the bearer sacrifices his life energy to gain immense strength and power.
Assault Cuirass
Armor (heavy), rare
While you wear the Assault Cuirass, once per day when you make an initiative roll, choose any number creatures within 30ft. of you to be allies or enemies. For the next minute, the creatures you chose as allies gain the effects of the Bless spell and creatures you chose as enemies gain the effects of the Bane spell with no save required. This ability recharges at dawn.
Forged in the depths of the nether reaches, this hellish mail provides an army with increased fervor during battle.
Band of Elvenskin (NEEDS DESIGN)
Wondrous item, common
This is a short description of the item.
A tensile fabric often used for its light weight and ease of movement.
Battlefury (NEEDS DESIGN)
Weapon (greataxe), rare
Whenever you hit a creature with this magic weapon, you may deal half the damage dealt to another creature within 5ft. of that creature.
The bearer of this mighty axe gains the ability to cut down swaths of enemies at once.
Belt of Strength (NEEDS DESIGN)
Wondrous item, common
This is a short description of the item.
A valued accessory for improving vitality.
Black King Bar (NEEDS DESIGN)
Wondrous item, very rare
This is a short description of the item.
A powerful staff imbued with the strength of giants.
Blade of Alacrity (NEEDS DESIGN)
Wondrous item, very rare
This is a short description of the item.
A long blade imbued with time magic.
Blademail
Armor (medium or heavy), rare
This armor has 4 charges. When you are hit with a melee weapon attack while you are attuned to this magical armor, you can use your reaction to expend 1 of its charges and cause the attacker to take damage equal to the damage you took from the attack.
The armor regains 1d4 expended charges daily at dawn. If you expend the armor's last charge, roll a d20. On a 1, the blades on the armor twist and bend and are destroyed.
A razor-sharp coat of mail, it is the choice of selfless martyrs in combat.
Blades of Attack
Wondrous, common
While wearing these brass knuckles, whenever you make an unarmed strike attack, you may deal slashing damage instead of bludgeoning damage.
The damage of these small, concealable blades should not be underestimated.
Blight Stone
Wondrous, uncommon (requires attunement)
While attuned to this magical stone, when you hit a creature with a weapon attack, you can force them to make a DC 14 Constitution saving throw. On a failed save, that creature's AC is reduced by 1 for the next hour. Recharges at dawn.
An unnerving stone unearthed beneath the Fields of Endless Carnage.
Blink Dagger
Wondrous, uncommon (requires attunement)
Blink dagger basic stuff
The fabled dagger used by the fastest assassin ever to walk the lands.
Blink Dagger, Arcane
Wondrous, uncommon (requires attunement)
Magicc blink dagger stuff
A revitalizing tool to help bear the weight of arcane expenditure.
Blink Dagger, Overwhelming
Wondrous, uncommon (requires attunement)
Strength blink dagger stuff
A horrifying dagger forged in the chaos maw and nigh untouchable by mortal hands.
Blink Dagger, Swift
Wondrous, uncommon (requires attunement)
Agility blink dagger stuff
A cunning blade able to anticipate and enable its bearer's movements.
Cloak (of Magic Warding)
Wondrous, uncommon
While attuned, when you take damage from a spell or magical effect, you can use your reaction to a roll a d4. Reduce the damage by the amount rolled. Recharges at dawn.
A cunning blade able to anticipate and enable its bearer's movements.
Crystalys
Weapon (any sword), rare (requires attunement)
Weapon attacks made with this magic weapon score a critical hit on a roll of 19 or 20.
A blade forged from rare crystals, it seeks weak points in enemy armor.
Dragon Lance
Weapon (lance), rare
This magical lance seems to reach farther than would be possible. As a bonus action on your turn, you can focus on a creature you can see within 20 ft. The Dragon Lance's reach becomes 20ft. against that creature until end of turn. Recharges at dawn.
The forward charge of the wyvern host grants no quarter.
Dust of Appearance
Wondrous item, rare
This small pouch of magical dust contains 1d4 + 1 pinches of dust and will reveal any invisible creatures or objects within a 30ft. radius when you use it. Once a creature or object has been revealed this way, they remain revealed for the next 5 minutes.
One may hide visage, but never volume.
Enchanted Mango
Wondrous item, common, consumable
When eaten as an action by a creature that could cast a 1st level spell, this magical mango restores a 1st level spell slot.
The bittersweet flavors of Jidi Isle are irresistible to amphibians.
Eul's Scepter of Divinity
Staff, rare (requires attunement)
The staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed.
While holding this staff, you can use an action to expend a charge from the staff to choose a Large or smaller creature within 60ft. of you. That creature makes a DC 14 Strength saving throw. On a failed save, that target is caught in a 10ft. tall mini cyclone until the end of your next turn. While in the cyclone, the creature's speed is reduced to 0 and attacks made by the creature and against the creature have disadvantage.
A mysterious scepter passed down through the ages, its disruptive winds can be used for good or evil.
Faerie Fire
Wondrous item, uncommon, consumable
You can throw this small glowing flower at an area with 60ft. of you to cast the Faerie Fire spell (save DC 13) at that location.
The ethereal flames from the ever-burning ruins of Kindertree ignite across realities.
Fluffy Hat
Wondrous, common (requires attunement)
While attuned to this magical hat, your hit point maximum is increased by 1.
Fine and functional foppery for the fashion-forward fighter.
Gauntlets of Strength
Wondrous, common
Your carrying capacity is increased by 3 times your Strength score while you wear these gloves.
Studded leather gloves that add brute strength.
Ghost Scepter
Staff, rare (requires attunement)
While attuned to this magical staff, when you are hit by a melee weapon attack, you can expend your reaction to cast the etherealness spell, but the spell ends at the end of your next turn. (You still take damage from the first hit). Recharges at dawn.
Imbues the wielder with a ghostly presence, allowing them to evade physical damage.
Glimmer Cape
Wondrous item, rare
You may activate this magical cloak by using an action to speak the magic word. Once activated, you will become invisible until the end of your next turn. Recharges at dawn.
The stolen cape of a master illusionist.
Infused Raindrop
Wondrous, uncommon
This raindrop shaped gem has 6 charges. When you take damage from a magical effect or spell, a charge is automatically expended, preventing 5 of that damage.
When all the charges are expended, the Raindrop becomes a nonmagical gem.
Elemental protection from magical assaults.
Kaya
Weapon (shortsword), very rare (requires attunement by a spellcaster)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
While you are attuned to this magic weapon, you can expend a spell slot as a bonus action. For the next 10 minutes, when you attack with this weapon, you can use your spellcasting modifier, instead of Strength or Dexerity, for the attack and damage rolls.
Rumored to have been commissioned by a wizard of ages past.
Mantle of Intelligence
Wondrous, common (requires attunement)
Your Intelligence score is 11 while you wear this mantle. It has no effect on you if your Intelligence is 11 or higher without it.
A beautiful sapphire mantle worn by generations of queens.
Mithral Hammer
Weapon (any heavy), common
Mithral is a light metal. A weapon made from mithral weighs one tenth its normal weight and can't be considered a heavy weapon.
A hammer forged of pure mithral.
Orb of Venom
Wondrous, uncommon
This small orb is filled with a pale green venom with enough to coat three slashing or piercing weapons or up to nine pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Every dawn, the orb is replenished with more venom.
Envenoms your veapon with the venom of a venomous viper.
Orchid Malevolence
Wand, rare (requires attunement by a spellcaster)
This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the silence spell centered on a creature from it. This silence spell only affects the creature you targeted, and only lasts for 1 minute.
The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
A garnet rod constructed from the essence of a fire demon.
Phase Boots
Wondrous item, uncommon
While you wear these boots, you can activate them as a bonus action. While the boots are active, your walking speed increases by 5ft. and you may walk through any creature (this movement can still provoke opportunity attacks) . If you end your turn inside another creature, you take 1d10 force damage. Lasts for 1 minute. Recharges at dawn.
Boots that allow the wearer to travel between the aether.
Quelling Blade
Weapon (handaxe), common
A handaxe (1d6) that grants the wielder proficiency in Strength (Athletics) checks to chop down trees.
The axe of a fallen gnome, it allows you to effectively maneuver the forest.
Rod of Atos
Wand, uncommon
As an action, you can target a creature you can see within 60ft. of you. That creature makes a DC 12 Constitution saving throw. On a failed save, that creature's speed is reduced to 0 until the end of their next turn. Recharges at dawn.
Atos, the Lord of Blight, has his essence stored in this deceptively simple wand.
Sage's Mask
Wondrous, common (requires attunement)
While attuned to this mask, you can use it as your spellcasting focus.
A mask commonly used by mages and warlocks for various rituals.
Sange the Backseeker (NEED REDESIGN)
Weapon (shortsword), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic sword.
When you deal damage to a creature with Sange, you may have that creature make a DC 13 Constitution saving throw. On a failed save, that creature gets one level of exhaustion.
Sange is one of the two legendary Moonblades. It's said if you wield both, they will unveil additional power.
Shadow Amulet
Wondrous, rare (requires attunement)
While attuned to this magical amulet, you can use an action to turn yourself invisible. For as long as you don't move, attack, or cast a spell, you and anything you are wearing or carrying become invisible.
A small talisman that clouds the senses of one's enemies when held perfectly still.
Skull Basher
Weapon (maul), very rare (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you score a critical hit with this magical weapon, the target must make a DC 14 Constitution saving throw. On a failed save, the target is stunned until the end of your next turn.
A feared weapon in the right hands, this maul's ability to shatter the defenses of its opponents should not be underestimated.
Soul Ring
Wondrous, rare (requires attunement by a Spellcaster)
While attuned, as an action, you can roll and expend any number of your unused hit dice, and lose HP equal to the total rolled. You regain one expended spell slot level equal to the hit dice expended, up to 5th level.
A ring that feeds on the souls of those who wear it.
Staff of Wizardry
Staff, common
While holding the staff you appear more wizardly. As an action you can make an illusion of: a long, gray beard; a tall, pointy, blue hat; or faintly glowing stars on your clothes. You can only have one illusion going at a time. You can dismiss any of the illusions as an action.
A staff of magical powers passed down from the eldest mages.
Tranquil Boots
Wondrous, uncommon
During a short rest, when you expend a hit die to regain hit points, you can reroll that die if it's a 1 or a 2. You must use the new roll.
While they increase the longevity of the wearer, this boot is not particularly reliable.
Wind Lace
Wondrous item, uncommon
While your boots are laced up with these magical shoelaces, your walking speed is increased by 5ft..
Hasten to battle on wind-touched heels.
Yasha the Quickblade (NEED REDESIGN)
Weapon (shortsword), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic sword.
While attuned, you can activate Yasha. While active, your walking speed increases by 10ft. Lasts 10 minutes. Recharges at dawn.
As the one of the legendary Moonblades, Yasha is regarded as the swiftest weapon ever created.
In development
Divine Rapier
Weapon (rapier), artifact (requires attunement)
Divine Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon. Additionally, This Divine Rapier can't roll a 1 for damage. If you would roll a 1 on a damage die for this weapon or a smite spell cast from it, instead reroll that die until it's not a 1.
Eager Power. You can attune to this rapier as a bonus action instead of over a short or long rest. Unattuning from it is unaffected. A creature attuned to this weapon is proficient with it.
No Help Needed. The Divine Rapier dilutes magic potions within 10 feet of it, rendering them nonmagical.
Fearless. While attuned to this rapier, you are immune to being frightened.
Additionally, whenever you unsheathe this blade, there is no running until the battle is won. While you can see a creature that is hostile to you, you feel compelled to defeat it. If you attempt to run away before all hostile creatures are defeated (dead, or incapacitated), you must first succeed on a DC 20 Wisdom saving throw, or else you feel compelled to continue the battle until you win. If you unsheathe this blade and there are no foes to slay, you must succeed on a DC 20 Wisdom saving throw or attack the nearest creature to you.
If a creature's saving throw is successful, that creature is immune to the rapier's Fearless influence for the next hour.
Spells. The rapier has 20 charges and regains 2d8 + 8 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rapier retains its +3 bonus to attack and damage rolls but loses all other properties. On a 20, the rapier regains 1d8 + 4 charges.
While holding this rapier, you can use a bonus action to expend 1 or more of its charges to cast one of the following spells from it, using your Charisma modifier for the spell save DC and spell attack bonus: searing smite (1 charge), thunderous smite (1 charge), wrathful smite (1 charge), branding smite (2 charges), blinding smite (3 charge), staggering smite (4 charges), banishing smite (5 charges).
Sentience. The Divine Rapier is a sentient neutral good weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak speak, read and understand Common, and can communicate with its wielder telepathically. Its voice is inquiring and clear. While you are attuned it to, The Divine Rapier also understands every language you know.
Personality. The Divine Rapier can be incredibly persuasive but it never directly commands you to never back down from a fight. The Divine Rapier was originally created by a wish spell cast by a Djinni summoned by Dagult Neverember. Neverember wished for "a tool to defeat my enemies", but the rapier doesn't know who Dagult's enemies are, so whoever the wielder is fighting at the time may as well be his enemies. The Divine Rapier can be very simple and one track minded at times.
Daedalus
Weapon (light ballista), very rare (requires attunement)
This weapon requires Str 15 to wield properly.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon scores a critical hit on a roll of 19 or 20 and deals 2d8 piercing damage on a hit.
When you roll a 1 on an attack roll with this weapon, it misfires. Roll the damage as normal and you take that damage instead.
A weapon of incredible power that is difficult for even the strongest of warriors to control.
Light Ballista
Weapon (light ballista), heavy, two-handed, special
This martial weapon requires Str 15 for a creature to be proficient.
This weapon deals 2d8 piercing damage on a hit.
Chapter 5: NPCs
Mireska Sunbreeze
Medium fey, chaotic neutral
- Armor Class 17 (Natural Armor)
- Hit Points 91-140 (14d8 + 28)
- Speed 30ft., fly 30ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 15 (+2) 12 (+1) 16 (+3)
- Saving Throws Int +5, Wis +4
- Skills History +5, Insight +4, Perception +4
- Damage Resistances poison
- Condition Immunities charmed
- Senses darkvision 60ft., passive Perception 14
- Languages Common, Elvish, Primordial, Sylvan
- Challenge 7 (2,900 XP)
Fey Instincts. Mireska has advantage on Wisdom saving throws.
Innate Spellcasting. Mireska's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Mireska can innately cast the following spells:
At will: charm person, detect magic, hold person
3/day each: blink, fear, plant growth
1/day each: dominate person, modify memory
Actions
Multiattack. Mireska makes two dagger attacks.
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft. or range 20/60ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Terrorize (Once per long rest). Mireska releases Jex upon a 15ft. diameter area that she can see within 100ft. of her. Each creature she chooses in that area must make a DC 17 Wisdom saving throw. On a failed save, they are frightened of Mireska for 1 minute. A creature frightened by this feature can repeat their saving throw at the end of each of their turns.
Bedlam (Recharge 5-6). Mireska releases Jex in a 10ft. diameter area around her. Any creature that enters this area or starts its turn within this area takes 7 (2d6) psychic damage. This effect lasts until the start of Mireska's next turn.
Reactions
Misty Escape (Recharge 5-6). In response to taking damage, Mireska turns invisible and teleports up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn of until she attacks, makes a damage roll, or casts a spell.
Lanaya
Medium human, lawful neutral
- Armor Class 18
- Hit Points 104-160(16d8 + 32)
- Speed 40ft.
STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 14 (+2) 14 (+2) 18 (+4) 13 (+1)
- Saving Throws Dex, +7, Wis +7
- Skills Acrobatics +7, Perception +7, Stealth +7
- Condition Immunities charmed, disease, poison
- Senses passive Perception 18
- Languages Common and any two others
- Challenge 8 (3,900 XP)
Evasion. If Lanaya is subjected to an effect that allows her to make Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Psi Blades. Lanaya's unarmed strikes are magical and count as psychic damage.
Mind Temple. Lanaya has advantage on wisdom saving throws against spells.
Unarmored Defense. While Lanaya is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. Lanaya makes four unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) psychic damage. On a hit, this damage is also dealt to all creatures in a 15ft. cone behind the target.
Meld. For as long as she doesn't move, Lanaya becomes invisible. If she breaks this invisibility by making an attack, that attack deals an additional 4d6 bludgeoning damage on a hit and the target is stunned unless they succeed on a DC 15 Constitution saving throw.
Reactions
Refraction (3/day). If Lanaya would be hit with a weapon attack, she can create a psionic barrier to prevent that damage. (This does not break invisibility.)
Lanaya is the most elite of the Templar Assassins. Through her unwavering allegiance to her hidden masters, she has been granted many powerful abilities. In exchange for her relentless and unquestioning loyalty, much has been revealed to her about the mysteries of the universe, though there is always more to learn.
Templar Assassin
Medium human, lawful neutral
- Armor Class 15
- Hit Points 49-81(9d8 + 9)
- Speed 35ft.
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 12 (+1) 13 (+1 15 (+2) 11 (+0)
- Skills Acrobatics +5, Perception +4, Stealth +5
- Senses passive Perception 14
- Languages any one language (usually Common)
- Challenge 2 (300 XP)
Psi Blades. The templar assassin's unarmed strikes are magical and count as psychic damage.
Unarmored Defense. While the templar assassin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The templar assassin makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) psychic damage. On a hit, this damage is also dealt to all creatures in a 15ft. cone behind the target.
Inai, the Void Spirit
Medium elemental, lawful neutral
- Armor Class 21 (natural armor)
- Hit Points 150-220(20d8 + 60)
- Speed 50ft.
STR DEX CON INT WIS CHA 16 (+3) 24 (+7) 16 (+3) 20 (+5) 25 (+7) 21 (+5)
- Saving Throws Dex +12, Int +10, Wis +12
- Skills Arcana +10, Perception +12 Stealth +15
- Condition Immunities charmed, disease, exhaustion, frightened, poison
- Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Senses Truesight 60ft., passive Perception 22
- Languages All
- Challenge 15 (15,000 XP)
Astral Weapons. Inai's weapon attacks are magical. When Inai hits with any weapon, the weapon deals an extra 2d8 psychic damage (included in the attack).
Evasion. If Inai is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Magic Resistance. Inai has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Inai makes three double-bladed sword attacks.
Double-Bladed Sword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 9 (2d8) psychic damage.
Astral Step (Recharge 5-6). Inai chooses a spot he can see within 30ft. of him. He tears a rift through the astral plane to appear at the chosen spot, making double-bladed sword attacks against all enemies along the path.
Reactions
Resonant Pulse (Recharge 5-6). Whenever Inai takes damage, he can wrap himself in a protective shield, that dissipates at the end of his next turn. He gains 15 temporary hit points, which take as much of the triggering damage as possible.
Inai, the Void Spirit, as known as The Hidden Ones is master of the Hidden Temple. His goals are truely enigmatic and unknown, though he does reveal some of the mysteries to the most devout of his followers.
Redmist Warrior
Medium oglodi, chaotic neutral
- Armor Class 14 (natural armor)
- Hit Points 67-99(9d8 + 27)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 17 (+3) 9 (-1) 10 (+0) 11 (+0)
- Skill Athletics +5
- Senses passive perception 9
- Languages Common, Oglodi
- Challenge 4 (1,100 XP)
Reckless. At the start of its turn, the warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. The warrior makes two melee attacks with its greataxe.
Greataxe. Melee Weapon Attack: +5, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Reactions
Counterhelix. When the warrior is hit with a melee weapon attack, it can immediately make a greataxe attack against the creature that hit it.
Sorla Khan
(or Mogul Khan/Axe)
Medium oglodi, chaotic neutral
- Armor Class 17 (natural armor)
- Hit Points 142-195(15d8 + 75)
- Speed 40ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 20 (+5) 12 (+1) 10 (+0) 13 (+1)
- Saving Throw Str +7, Con +8
- Skill Athletics +7, Perception +3
- Senses passive perception 13
- Languages Common, Oglodi
- Challenge 8 (1,100 XP)
Reckless. At the start of his turn, the redmist warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Culling Blade. When Sorla Khan hits a creature with a weapon attack, the creature takes an extra 1d12 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Actions
Multiattack. Sorla Khan makes three melee attacks with her greataxe.
Greataxe. Melee Weapon Attack: +7, reach 5ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Berserker's Call (Recharge 5-6). Sorla Khan lets out a battlecry that distracts enemies nearby. Each creature that she can see within 30ft. of her must make a DC 16 Wisdom saving throw. Until the end of her next turn, each creature that failed the save has disadvantage on attacks made on creatures other than her. In addition, Sorla has resistance to bludgeoning, piercing, and slashing damage for the duration.
Reactions
Counterhelix. Whenever Sorla Khan is hit with a melee weapon attack, she can immediately make a greataxe attack against the creature that hit her.
Traxex
Medium elf, chaotic neutral
- Armor Class 17 (studded leather)
- Hit Points 84-130(13d8+26)
- Speed 40ft.
STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 14 (+2) 14 (+2) 16 (+3) 10 (+0)
- Saving Throws Dex +9, Int +6, Wis +7
- Skills Initiative +7, Perception +7, Stealth +9
- Damage Resistances fire (from Frost Brand Longbow)
- Senses darkvision 90ft., passive Perception 17
- Languages Common, Elven, Troll
- Challenge 7 (2,900 XP)
Dread Ambusher. At the start of Traxex's first turn of each combat, her walking speed increases by 10 feet, which lasts until the end of that turn. If she takes the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Stalker's Flurry. Once on each of Traxex's turns when she misses with a weapon attack, she can make another weapon attack as part of the same action.
Innate Spellcasting. Traxex's innate spellcasting ability is Wisdom. She can innately cast the following spells (spell save DC 15), requiring no material components:
At will:disguise self, speak with animals
Spellcasting. Traxex is a 5th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). She regains her expended spell slots when she finishes a long rest. She knows the following ranger spells:
- 1st level (4 slots): alarm, cure wounds, detect poison and disease, hunter's mark
- 2nd level (3 slots): lesser restoration, pass without trace, silence
- 3rd level (3 slots): ice arrows^, wind wall
^new spell
Actions
Multiattack. Traxex makes two attacks with her longbow.
Frost Brand Longbow. Ranged Weapon Attack: +8 to hit, reach 150/600ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 3 (1d6) cold damage.
Lyralei
Medium elf, chaotic good
- Armor Class 16 (studded leather)
- Hit Points 60-99(11d8+11)
- Speed 30ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 12 (+1) 14 (+2) 18 (+4) 12 (+1)
- Saving Throws Dex +7, Wis +7
- Skills Insight +7, Perception +7, Stealth +7
- Senses darkvision 60ft., passive Perception 17
- Languages Common, Elven
- Challenge 6 (2,900 XP)
Combat Maneuvers (3 charges/long rest). Lyralei has learned a few maneuvers that help her in combat. She can only use a maneuver once each turn.
Shackleshot. When Lyralei hits a creature with a weapon attack, she can expend a combat maneuver charge to attempt to shackle the creature. The creature makes a DC 15 Dexterity saving throw. On a failed save, that creature's movespeed is reduced to 0 they succeed on a DC 13 Strength (Athletics) check to break the shackle.
Windrun. Lyralei can expend a combat maneuver charge to increase her movespeed by 30ft. and all opportunity attacks against her are made with disadvantage until the beginning of her next turn.
Focus Fire. Lyralei can expend a combat maneuver charge to make an additional attack against a creature she already attacked this turn.
Actions
Multiattack. Lyralei makes two attacks with Flowersong.
Flowersong. Ranged Weapon Attack: +6 to hit, reach 150/600ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Flowersong (1/day). Cast lightning bolt (DC 13)
Vrogros, the Underlord
Large fiend (demon), neutral evil
- Armor Class 19 (natural armor)
- Hit Points 216-288 (16d10 + 128)
- Speed 40ft.
STR DEX CON INT WIS CHA 28 (+9) 15 (+2) 26 (+8) 23 (+6) 18 (+4) 22 (+6)
- Saving Throws Str +15, Con +14, Wis +10, Cha +12
- Skills History +12, Perception +10
- Damage Resistances cold, lighting; bludegoning, piercing, and slashing from nonmagical weapons
- Damage Immunities fire, poison
- Condition Immunities charmed, poisoned
- Senses darkvision 120ft., passive Perception 20
- Languages Abyssal, Common
- Challenge 19 (22,000 XP)
Legendary Resistance (3/Day). If Madella fails a saving throw, she can choose to succeed instead.
Demonic Weapons. Vrogros' weapon attacks are magical.
Atrophy Aura. Vrogros' mere presence saps the vitality from those around him. All creatures within 10ft. of Vrogros deal only half damage with weapon attacks that use Strength.
Innate Spellcasting. Vrogros' spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requireing no material components:
- At will: firebolt (flavored green), summon lesser demon
- 3/day each: dispel good and evil, fireball, summon greater demon
- 1/day each: fire storm, gate
Magic Resistance. Vrogros has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Vrogros makes two Abyssal Blade attacks.
Runic Abyssal Blade. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 23 (4d6 + 9) slashing damage. When a creature is hit with this blade, they make a DC 20 Constitution saving throw. On a failure, that creature
Terrorize (Once per long rest). Mireska releases Jex upon a 15ft. diameter area that she can see within 100ft. of her. Each creature she chooses in that area must make a DC 17 Wisdom saving throw. On a failed save, they are frightened of Mireska for 1 minute. A creature frightened by this feature can repeat their saving throw at the end of each of their turns.
Legendary Actions
Vrgros can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Madella regains spent legendary actions at the start of her turn.
Cantrip. Mireska casts a cantrip.
Move. Mireska moves up to her speed without provoking opportunity attacks.
Dagger. Mireska makes a dagger attack.
Death Throes, explodes on death
Firestorm
Pit of Malice
Teleport
Satyr Tormentor
Large fey, chaotic neutral
- Armor Class 11 (natural armor)
- Hit Points 58-99 (9d10 + 9)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+1) 9 (-1) 10 (+0) 12 (+1)
- Skills Athletics +5, Survival +2
- Senses passive Perception 10
- Languages Common, Elvish, Sylvan
- Challenge 3 (700 XP)
Magic Resistance. The satyr tormentor has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The satyr tormentor's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit). The satyr tormentor's can innately cast the following spells, requiring no material components:
At will: druidcraft, thorn whip
1/day each: longstrider, thunderwave (at 3rd level)
Unholy Aura. The satyr tormentor and any creatures it chooses that it can see within 30ft. of it regain 3 (1d4 + 1) hit points at the start of its turn. The satyr dies only if it starts its turn with 0 hit points.
Actions
Multiattack. The satyr tormentor makes two attacks: one with its ram and one with its greatclub.
Thornwhip Combo. The satyr tormentor makes two attacks: one with its thorn whip and one with its ram.
Ram. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Greatclub. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Satyr Mindstealer
Medium fey, chaotic neutral
- Armor Class 14 (leather armor)
- Hit Points 31-56 (7d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 16 (+3)
- Skills Deception +5, Perception +2
- Senses passive Perception 12
- Languages Common, Elvish, Sylvan
- Challenge 3 (700 XP)
Magic Resistance. The satyr mindstealer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The satyr mindstealer's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit). The satyr mindstealer can innately cast the following spells, requiring no material components:
At will: druidcraft, primal savagery
1/day each: enemies abound, suggestion
3/day: charm person, command
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Satyr Trickster
Small fey, chaotic neutral
- Armor Class 13 (16 with mage armor)
- Hit Points 21-36 (6d6)
- Speed 25ft.
STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 10 (+0) 12 (+1) 11 (+1) 16 (+3)
- Skills Perception +2, Persuasion +5
- Senses passive Perception 12
- Languages Common, Elvish, Sylvan
- Challenge 3 (700 XP)
Magic Resistance. The satyr mindstealer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The satyr banisher's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit). The satyr banisher can innately cast the following spells, requiring no material components:
At will: druidcraft, detect magic, shillelagh
1/day each: blindness/deafness, enlarge/reduce, mage armor, slow (with 3 targets)
3/day each: dispel magic
Actions
Ram. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 4 (2d4 - 1) bludgeoning damage.
Quarterstaff. Melee Weapon Attack: +1 to hit (+5 to hit with shillelagh), reach 5ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, 3 (1d8 - 1) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.
Tidehunter
Large levanth, neutral evil
- Armor Class 18 (Kraken Shell)
- Hit Points 117-180(14d10 + 40)
- Speed 30ft., swimming 40ft.
STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 18 (+4) 13 (+1) 14 (+2) 9 (-1)
- Saving Throws Str +9, Con +7
- Skills Athletics +9
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses passive Perception 12
- Languages Common, Meranth
- Challenge 7 (00 XP)
Kraken Shell. Tidehunter's hard shell gives him an AC of 18 and grants him resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.
Actions
Multiattack. Tidehunter makes two attacks with his anchor, or makes a gush attack and an anchor attack.
Anchor. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
Gush. Ranged spell attack: +7 to hit, reach 20ft. Hit: 9 (1d10 + 4) cold damage. On a hit, Tidehunter has advantage on the next attack made this turn against that creature.
Ravage (Recharge 5-6). Tidehunter summons the tentacled fury of his kraken ancestors. Every creature within 30ft. of him must make a DC 15 Dexterity saving throw. Each creature that failed takes 10 (3d6) bludgeoning damage and is grappled until the end of Tidehunter's next turn. On a success, those creatures take half damage and aren't grappled.
Chapter 6: Spells
Cold Embrace
2nd-level abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 Round
- Classes: Cleric, Druid
With this spell, you can shield a willing creature within range in ice for the duration. While encased in ice, the creature has immunity to bludgeoning, piercing, and slashing damage and regains 2d6 hit points at the beginning of its turn. The creature is incapacitated for the duration.
At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 round for each slot level above 2nd.
Fatal Bonds
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock, Wizard
You bind together the fate of up to four creatures of your choice in a 20-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
Whenever an affected creature is hit with a weapon or spell attack, the other creatures bound to it take half that damage (rounded down).
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
At Higher Levels When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Frostbite
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 Round
- Classes: Sorcerer, Wizard
Choose one creature you can see within range. It must succeed on a Strength saving throw as ice forms around it. On a failed save, the creature takes 2d6 cold damage and its speed is reduced to 0 until the end of your next turn.
On a successful save, the creature takes half as much damage and doesn't have its speed reduced.
At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Nether Swap
3rd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
You point at a creature within range. That creature must succeed on a Charisma saving throw or be swapped positions with you instantly.
Magnetic Field
4th-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius sphere)
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock, Wizard
Creates a spherical distortion field that makes it difficult for projectiles to pass through.
This magical sphere causes ranged weapon attacks made from outside the sphere to have disadvantage to target anyone inside the sphere. While you are in the sphere, when you take the attack action on your turn, you can make an additional attack as a bonus action.
Soul Rip
5th-level necromancy
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S
- Duration: Instantaneous
- Classes: Warlock
You manipulate the life force around you to heal an ally or harm an enemy.
All creatures you can see within 20 feet of you must make a Constitution saving throw. A creature takes 4d4 necrotic damage on a failed save, or half as much damage on a successful one. Then a creature that you can see within 20 feet of you either regains hit points equal to the total damage dealt this way, or takes necrotic damage equal to the total damage dealt this way.
At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Chain Frost
1st-level evocation
- Casting Time: 1 action
- Range: 30 ft.
- Components: V, S, M (a holly twig
- with berries)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Wizard
You release a swirling orb of freezing energy that bounces from creature to creature. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d8 cold damage.
Additionally, on each of your turns for the duration, you can use your bonus action to make a ranged spell attack against another creature within 30 feet of the orb. On a miss, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
Corrosive Skin
4th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a bit of snakeskin)
- Duration: 10 minutes
- Classes: Wizard
Your skin erupts into a green scaly appearance with a putrid smell, and you gain resistance to acid and poison damage for the duration. You can end the spell early by using an action to dismiss it.
Whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d6 poison damage or acid damage, your choice.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Frost Arrows
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
You touch a quiver contain arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes and extra 1d4 cold damage, and their speed is halved until the start of your next turn. The spell's magic ends on a piece when it hits or misses, and the spell ends when ten pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Poison Attack
Evocation cantrip
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: S, M (a melee weapon
- worth at least 1 sp)
- Duration: 1 Round
- Classes: Artificer, Sorcerer, Warlock, Wizard
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and them must make a Constitution saving throw. On a failed save, the target takes an additional 1d6 poison damage and is poisoned until the end of your next turn.
This spell's poison damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Purification
3rd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Paladin
A creature of your choice that you can see within range regains hit points equal to 2d6 + your spellcasting ability modifier. Then each creature within 5 feet of the target must succeed on a Constitution saving throw or take radiant damage equal to the hit points gained.
At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd.
Shockwave
1st-level evocation
- Casting Time: 1 action
- Range: 30 ft.
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Druid, Sorcerer, Wizard
A line of blue energy bursts forth in a 30 foot line in front of you. Each creature caught in the line of energy must make a Dexterity saving throw. On a failed save, a creature takes 2d6 lightning damage and is pulled 10 feet toward you. On a successful save, the creature takes half as much damage and isn't pulled.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Credits
Created by u/KelsierHathsin
Way of the Antimage, Sister of the Veil Roguish Archetype, and Oath of the Hidden Ones created by Biomancer
All images are from Dota 2, ©Valve