#### Primal Instincts
At 1st level, the instincts of the monstrosity leak into your soul.
You gain proficiency in two of the following: Animal Handeling, Nature, or Survival and you can easily notice signs that a creature has claimed its territory.
#### Monstrous Strength
At 1st level the awesome strength of the monstrosity-within seeps into your muscles. Your unarmed strikes deal your Channeling Die + your Strength Modifier bludgeoning damage. Further, when you use your Channel Harm option you may use a bonus action to attempt to shove the creature.
Later, when you gain your Accursed Cloak, while your Cloak is active your muscles fill out and you appear to grow several inches. Your skin temporarily takes on superficial features of the Monstrosity within changing color and texture or growing course hair or rough scales. While you channel the Monstrosity a wild musk saturates the air around you.
#### Unleashed Kinetics
Beginning at 6th level while your Accursed Cloak is active when you successfully shove a creature you may choose to push the target back twice the normal amount or knock it back and make it fall prone. Additionally your unarmed strikes are considered magical for overcoming resistances and deal double damage to objects and structures.
#### Legendary Vigor
Starting at 11th level your life force begins to mimic the density of the life force of the monster you contain, you appear continuously in peak health. You become immune to non-magical diseases. At 11th level, increase your maximum hit points by 11, and again by 1 every time you gain another Incarcerer level.
#### Epic Rampage
Starting at 15th level you can momentarily release the nigh-unstoppable fury of the Mosterousity sealed within you. While your Accursed Cloak is active your body takes on even more features appearing like a monstrous hybrid. And when you take the attack action while your cloak is active you may make 3 attacks.
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#### The Monster Made Flesh
At 20th Level mortal and monster may blur and by their merging emerge as something even more fearsome. For a short while you can release the full potential of the Monstrosity within you. You and your sealed entity make work in harmony or you may forcibly wield its powers for yourself. Once per long rest you gain one of the following features, depending on your relationship with your Sealed Entity.
***Harmony.*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits:
* Your creature type is now Monstrosity
* All of your Manifestations are considered active
* You become one size larger and you gain advantage to shove or grapple creatures smaller than you.
***Domination.*** While your Accursed Cloak is active you may use your action to transform into a Monstrosity of CR 16 or lower, as if transformed by the polymorph spell. While transformed you roll a d20 for your Corruption feature at the beginning of each of your turns.
### The Ancestral Arbor
Massive Trees appear in the legends of many peoples, sometimes benevolently cradling the worlds in their bows, sometimes malevolently draining all life from the earth. The seasons of fate have made you the ancient tree’s new garden. You may be the bed from which the seed of a new world tree might grow, or a goddess could be using you to steal away the greatest of all plants, or you might have been selected by your tribe for the honor of being grafted into its canopy. Sprouts of the Ancestral Arbor grow in you now, sending its vivacious nectar to transform and empower you. If you can resist being tangled in its tectonic purpose, you will grow into its vast power.
#### Arboreal Extended Spell List
The Ancestral Arbor lets you choose from an expanded list of spells when you learn an Incarcerer spell. The following spells are added to the Incarcerer spell list for you.
| Level | Spells |
|:---:|:---:|
| 1 | Cure Wounds, Entangle, Sanctuary |
| 2 | Barkskin, Calm Emotions, Spike Growth |
| 3 | Plant Growth, Speak with Plants, Stinking Cloud |
| 4 |
Dominate Beast, Malignant Growth
I, Mass Warding Bond
I |
| 5 | Commune with Nature, Hold Monster, Mass Cure Wounds |
#### Heartwood of Millenia
At 1st level, the untold eons the Ancestral Arbor has seen begin to seep into your bones.
You gain proficiency in two of the following: Medicine, Nature, and Survival. You also gain the *Druidcraft* cantrip.
#### Canopy’s reach
At 1st level, your arms and legs grow unusually long increasing your reach by 5 feet.
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Additionally, you may choose to make the damage you deal with your Channel Harm feature poison damage.
When you gain your Accursed Cloak, while it is active your blood thickens and becomes sweet like sap, your skin turns rough almost like bark, and your hair takes on the appearance of leaves and vines. As you channel your entity a perfume of flowers and pollen surrounds you.
#### Nourishing Fruit
Beginning at 6th level you can draw on the energy of nature all around you and concentrate it into energizing produce. While your Accursed Cloak is active you may use an action and spend one hit die to produce a piece of sweet ripe fruit, as part of this action you may eat the fruit or give it to another creature within 5 ft. A creature may use a bonus action to eat one of these fruits. A creature that eats a fruit either recovers from the *charmed* or *frightened* condition or one non-magical disease or regains HP equal to the average result (rounded up) of the hit die spent plus your constitution modifier. Any of these fruits that remain when you complete a long rest become useless and rotten.
Additionally, when you complete a short rest in a place with loose soil, water, and sunlight you regain 1 hit die.
#### Xyloid Hide
Starting at 11th level, if you did not move on your turn, until the start of your next turn each time you take damage you may roll your channeling die and reduce the damage taken by the result (no action required).
While your Accursed Cloak is active your skin creaks and snaps as you move and when you are cut your woody flesh does not bleed.
#### Peaceful Glen
Beginning at 15th you produce the Arbor’s secret defense, a potent cloud of soporous pollen. While your Accursed Cloak is active creatures of your choice that are not a construct or undead that begin their turn within 30 ft must make a Constitution Saving Throw, on a failure a creature can not take reactions and reduces its movement speed by half. A creature that fails by 10 or more falls *unconscious* until the beginning of your next turn.
#### Sprouting Chaos
At 20th Level your body has adapted enough to contain the enormous life energy of the Ancestral Arbor. For brief moments let the full power of your Sealed Entity flow through you. You and your sealed entity make work in harmony or you may forcibly wield its powers for yourself. Once per long rest you gain one of the following, depending on your relationship with your Entity.
***Harmony:*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits:
* Your creature type is now Plant
* All of your Manifestations are considered active
* At the beginning of your turn you regain 5 hit points, unless you took fire or cold damage since the end of your last turn.
***Domination:*** While your Accursed Cloak is active you may use your action to transform into a Plant of CR 16 or lower, as if transformed by the *polymorph* spell. While transformed you roll a d20 for your Corruption feature at the beginning of each of your turns.
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## Manifestations
If an manifestation has prerequisites, you must
meet them to gain it. You can learn the manifestation at the
same time that you meet its prerequisites. Unless otherwise stated, if a manifestation
would have you make a choice, make that choice when you gain the
Manifestation, not when you activate it. You may change your decision when you
gain an Incarcerer level.
#### Absorb Ire
*3rd-level Manifestation*
Choose a damage type. When you take damage of that type you may reduce the damage you would take by an amount equal to the result of a roll of your Channeling Die plus half your Incarcerer level (rounded up). If you would reduce the damage to less than 0 you may use your reaction to regain HP equal to the remaining difference.
#### A Path to Return
*1st-level manifestation*
You may add your proficiency bonus to death saving throws.
#### Adamant Cloak
*2nd-level manifestation*
While your Accursed Cloak is active any critical hit against you becomes a normal hit.
#### Acquisition Sense
*1st-level manifestation*
You have advantage on Wisdom(perception), Intellegence(investigation), or Wisdome(survival) checks made to search for a specific item, treasure, or creature.
#### Ancient Memory
*3nd-level manifestation*
You may cast Legend Lore without expending a spell slot or material components. After the spell ends you must immediately make a DC 20 Constitution Saving throw. On a failed save you gain a level of exhaustion. You may not cast this spell this way again before completing a long rest.
#### Armored Cloak
*1st-level manifestation*
While your Accursed Cloak is active and you are not wearing medium or heavy armor you gain a +2 bonus to your AC.
#### Augmented Skill
*5th-level manifestation*
When you activate this manifestation choose a skill, until you complete a long rest double your proficiency bonus for that skill.
#### Awakened Titan
*4th-level manifestation*
You may gain the benefits of a long rest during a short rest, your next long rest takes twice as long and you may not gain the benefits of a short rest until you complete a long rest.
#### Baleful Energy
*3rd-level manifestation*
Choose a damage type from fire, cold, thunder, poison, acid, psychic, force, radiant, or necrotic. When you deal damage of that type ignore resistances.
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#### Brute Magic
*1st-level manifestation*
You gain the *Eldritch Edge*
I and *Perseverance*
I cantrips
#### Chaos Armor
*3rd-level manifestation*
While your Accursed Cloak is active when a creature attacks you they make the attack roll with disadvantage. When you take damage this effect ends. On your turn you may use your bonus action to reactivate this effect.
#### Command the Winds
*4th-level manifestation*
You learn the
*Turbulent Air*I spell (this does not count toward spells know), and may cast it once per long rest with out spending a spell slot. You may cast it as part of the same action you use to activate your Accursed Cloak.
#### Compel Answers
*4th-level manifestation, Prerequisite: Converse*
Once per long rest you may use an action to force your Sealed Entity to answer your questions. For one minute your Entity will answer up to three questions correctly and truthfully. They must be yes or no questions. Some questions might be unknown to the entity in which case it will admit as much. In cases where a one word answer may be misleading or contrary to the entity's goals the GM might offer a short phrase or impression instead.
#### Converse
*1st-level manifestation*
You can either force your Sealed Entity to speak to you for at least 1 minute or stop your entity from speaking to you for up to an hour. You may do this a number of times equal to your proficiency bonus. While speaking with your Entity it remains true to its nature and goals, it may be honest, deceitful, vague, belligerent, helpful, or manipulative.
#### Death Burst
*1st level manifestation*
Choose a damage type. When your Accursed Cloak ends due to being reduced to 0 HP you may choose to expend and roll any number of hit dice. All creatures within 15ft must make a Dexterity saving throw or take damage of the chosen type equal to the result of your roll, creatures take half damage on a successful save.
#### Demonic Smite
*2nd-level manifestation*
When you deal necrotic or fire damage you may increase the damage dealt by 1d6. Additionally, when you would deal radiant damage you may choose to deal necrotic or fire damage instead.
#### Disrupt Life
*1st-level manifestation*
You may use an action to force each non-undead creature within 10 feet to make a Constitution Saving throw or take 2d4 necrotic damage and they have disadvantage on all Constitution and Death Saving Throws until the end of your next turn.
\pagebreakNum
#### Dread gaze
*2nd-level manifestation*
You may add your Constitution modifier to any Wisdom(perception) checks and your Passive Perception.
#### Earthen Eyes
*1st-level manifestation*
When you activate your Accursed Cloak you may choose to become blind, if you do you gain Tremor Sense out to 30ft.
#### Earthglide
*5th-level manifestation, Prerequisite: Revelation of the Earth*
While your Accursed Cloak is active you gain 5 ft of Burrowing Speed and you can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.
#### Elemental Mastery
*1st-level manifestation*
Choose a *kenisis* cantrip, while this Manifestation is active you may cast it at will.
#### Elusive Cloak
*1st-level manifestation*
When you activate your Accursed Cloak you may Disengage as part of the same bonus action. While your Accursed Cloak is active you may take the Disengage action as a bonus action.
#### Enhanced Awareness
*1st-level manifestation*
You gain proficiency in Insight and Perception.
#### Empowered Authority
*1st-level manifestation*
You have advantage on Charisma(Persuasion) or Charisma(Intimidation) Ability checks.
#### Energy Resistance
*3rd-level manifestation*
When you activate this manifestation, choose a type of damage: fire, cold, thunder, lightning, acid, poison, necrotic, or radiant, you are resistant to the chosen damage.
#### Enthralling Presence
*2nd-level manifestation*
While your Accursed Cloak is active creatures within 15ft. of you have disadvantage on Wisdom(Perception) checks to perceive any other creature beside you. Creatures affected by this may make a Wisdom Saving Throw at the end of their turn, ending the effect on a success. A creature that succeeds their saving throw is immune to this effect for 24 hours.
#### Essential Form
*3rd-level manifestation*
While your Accursed Cloak is active, you may use an action to become made of pure essence, for 10 minutes you shed bright light up to 60 feet away and dim light to 120 feet and you gain the effects of *Gaseous Form*. Additionally, choose a damage type from fire, cold, lightning, thunder, acid, poison, force, necrotic, or radiant, the first time you pass through a creature they take damage of that type equal to your Proficiency Bonus. You may use a bonus action to end these effects.
You may not use this again until you finish a long rest.
\columnbreak
#### Establish Dominion
*3rd-level manifestation*
You learn the *Magic Circle* spell (this does not count towards spells known) and may cast it once per long rest as an action with out spending a spell slot or material components.
#### Exceptional Control
*2nd-level manifestation*
When you use an effect that would force multiple creatures to make a Dexterity Saving Throw instead you may make a ranged spell attack against a single creature within 60 feet on a hit they suffer the effects as if they failed the saving throw.
#### Expanded Magic, Lesser
*1st-level manifestation*
You learn an additional 1st-level spell from your entity's extended spell list. Once per long rest you may cast it or another 1st level spell that you know on the extended spell list with out expending a spell slot.
#### Expanded Magic, Greater
*2nd-level manifestation*
You learn an additional 2nd-level spell from your entity's extended spell list. Once per long rest you may cast it or another 2nd-level spell that you know on the extended spell list with out expending a spell slot.
#### Expanded Magic, Legendary
*3rd-level manifestation*
You learn an additional 3rd-level spell from your entity's extended spell list. Once per long rest you may cast it or another 3rd level spell that you know on the extended spell list with out expending a spell slot.
#### Expanded Magic, Epic
*4th-level manifestation*
You learn an additional 4th-level spell from your entity's extended spell list. Once per long rest you may cast it or another 4th level spell that you know on the extended spell list with out expending a spell slot.
#### Expanded Magic, Mythic
*5th-level manifestation*
You learn an additional 5th-level spell from your entity's extended spell list. Once per long rest you may cast it or another 5th level spell that you know on the extended spell list with out expending a spell slot.
#### Extra Limbs
*1st-level manifestation*
While your Accursed Cloak is active you grow two prehensile tentacles. They are not suited for delicate or dexterous work but can be used to grapple additional creatures or hold some objects.
#### False Appearance
*2nd-level manifestation*
Choose an inanimate object that matches your size (like a medium tree or stone statue). While your Accursed Cloak is active when you are not moving you are indistinguishable from that object. Another creature may attempt to discern your true nature by making a Intelligence(Investigation) check, DC equals 5 plus your Passive Deception (calculated like Passive Perception).
\pagebreakNum
#### Fearful Aura
*1st-level manifestation*
While your Accursed Cloak is active you may use an action to force all creatures within 15 feet of you to make a Wisdom Saving Throw or become frightened of you. Creatures may attempt the Saving Throw again at the end of their turn to end the effect. A creature that succeeds the saving throw is immune to this effect for 24 hours.
#### Fearless
*1st-level manifestation*
You have advantage on checks and saving throws to resist the frightened condition.
#### Greater Radiance
*2nd-level manifestation*
When you deal radiant or fire damage, you may deal an additional radiant or fire damage equal to your Constitution Modifier.
#### Greater Revelation of Scale
*4rd-level manifestation, Prerequisite: Revelation of Scale*
When you activate your Accursed Cloak you may increase your size category again by 1; while you are enlarged your AC decreases by 1 and once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 2d6 damage.
#### Hellish Resilience
*2nd-level manifestation*
You are resistant to fire and necrotic damage.
#### Hellish Step
*3rd-level manifestation*
While your Accursed Cloak is active you may use a bonus action to teleport to a location you can see within 30 feet. Creatures within 5 feet of your destination take fire damage equal to your Constitution Modifier.
#### Imposing Affect
*1st-level manifestation*
You can learn the *Thaumaturgy* cantrip and may cast it as a bonus action.
#### Impossible Reach
*2nd-level manifestation*
While your Accursed Cloak is active your reach increases by 5 feet.
#### Impossible Strength
*2nd-level manifestation*
You count as one size class larger when calculating how much you can carry and you gain proficiency with Strength Saving Throws.
#### Increased Range
*4th-level manifestation*
If a ranged weapon, spell, or feature has a range, double that range.
#### Infused Weapon
*3rd-level manifestation*
Choose a damage type from, acid, cold, fire, lightning, poison, thunder, force, radiant, or necrotic. When you activated this manifestation you infuse a weapon you can touch with your Entity's energy. Until you complete a long rest the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
If you infuse the same weapon every day for three months it permanently becomes an uncommon magic weapon with the same effects.
#### Innate Manifestation
*1st-level manifestation*
You gain 1 cantrip from any Spell list.
#### Instant Regret
*3rd-level manifestation*
While your Accursed Cloak is active when a creature within 15 feet deals damage to you, you may use your reaction to force them to make a Wisdom Saving Throw, if they fail they become *charmed* or *frightened* by you, your choice. They may reattempt the saving throw again whenever they take damage to break free of the effect. A creature that succeeds on the saving throw is immune to this effect for 24 hours.
#### Intensified Element
*1st-level manifestation*
Choose a damage type from: Acid, Cold, Fire, Lightning, Poison, and Thunder. When you deal that damage you may deal additional damage equal to your Charisma modifier.
#### Invested Element
*5th-level manifestation*
Choose an Form-of-Element
K spell, once per long rest, when you activate your Accursed Cloak you may spent a spell slot of 4th level or higher to gain the effects of that spell.
#### Lesser Magic
*1st-level manifestation*
You gain the *Mage Hand* and *Prestidigitation* cantrips.
#### Light Through the Cracks
*1st-level manifestation*
You can gain the *Dancing Lights* and *Light* cantrips. Additionally you learn *Faerie Fire,* which does not count toward your number of spells known, and you may cast it once with out spending a spell slot before you complete a long rest.
#### Loathsome Fangs, Claws, Horns
*3rd-level manifestation*
While your Accursed Cloak is active, any Natural Weapons you possess gain a +1 bonus to attack and damage rolls and count as magical for the purposes of overcoming resistances.
#### Loyal Servant
*2nd-level manifestation*
When you activate this manifestation you summon a familiar to your service, as if by the *Find Familiar* spell. In addition to the normal options, your familiar may be a tiny CR 1 or less creature of the same type as your Seal Entity's 20th level transformation feature. If you have an Archwizard Sealed Entity your familiar's type may be beast or construct. While this manifestation is not active the familiar remains in its pocket dimension and will not heed you.
>To expand the options available for Loyal Servant, tiny CR 1 creatures of several types have been included in the appendices as an option or template for custom creatures.
\pagebreakNum
#### Malignant Hate
*2nd-level manifestation*
Choose a creature type. When you take the attack action and do damage to a creature of that type you deal an additional 1d6 damage.
#### Manifest Natural Weapons
*1st-level manifestation*
While your Accursed Cloak is active you grow horns, claws, and fangs that may be used as a natural weapon, they deal 1d4 + Strength bludgeoning, slashing or piercing damage as appropriate.
#### Mind to Mind
*1st-level manifestation*
You can telepathically speak to creatures within 15 feet of you. They understand you as long as they can speak a language, even if you do not speak in a language they understand. They may respond to you, but you only understand them if they think in a language you understand.
#### Monstrous Eyes
*2nd-level manifestation*
While your Accursed Cloak is active your eyes glow with a baleful light, and you can see normally in darkness, both magical and non magical, to a distance of 60 feet.
#### Ordained Events
*4th-level manifestation*
While your Accursed Cloak is active you may add a d4 to any ability check, attack roll, or saving throw of you or another creature within 30 feet. Once you do so, you may not use this again until the beginning of your next turn.
#### Natural Domain
*3rd-level manifestation*
Choose an environment. While you are in that environment you may hide even if you would otherwise be unable to. Additionally when you make a Nature, Stealth, or Survival check in that environment treat any roll 9 or lower as if it were a 10.
#### Otherworldly Charm
*1st-level manifestation*
You can learn the *Friends* cantrip, when the effect ends other creatures do not necessarily become hostile to you, but they do learn of your nature as an Incareror and the type of entity sealed with in you.
#### Otherworldly Leap
*1nd-level manifestation*
While your Accursed Cloak is active, triple you jump distance.
#### Overchannel Magic
*3rd-level manifestation*
While your Accursed Cloak is active, when you deal damage to a creature using an Incarcerer Spell you may apply your Channel Harm feature to the damage.
#### Private Sanctum
*4th-level manifestation*
You learn the *Private Sanctum* spell, which does not count towards your number of spells known. Once per long rest you may cast it with out expending a spell slot.
#### Personal Reference Frame
*2nd level manifestation*
While your Accursed Cloak is active you gain a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down on ceilings while keeping your hands free.
#### Phase Step
*3rd-level manifestation*
While your Accursed Cloak is active, once per turn you may expend any amount of movement to teleport an equal distance to a space that you can see.
#### Power of the Crowd
*4th-level manifestation*
When you use your Channel Vigor feature, you gain 5 additional temporary hit points for every friendly creature or creature charmed by you with in 10ft.
#### Protean Form
*2nd-level manifestation*
While your Accursed Cloak is active you may use your action to transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t become quadrupedal, for instance. You can use your action to change your appearance in this way again.
#### Quick Cloak
*1st-level manifestation*
When you activate your Accursed Cloak you may Dash as part of the same bonus action. While your Accursed Cloak is active you may Dash as a bonus action.
#### Radiant Form
*3rd-level manifestation*
While your Accursed Cloak is active you shed bright light for 10 feet and dim light for an additional 10 feet. Any magical darkness created by a spell of a level less than or equal to your Proficiency Bonus that the bright light touches is dispelled. If you already shed light, increase its range by 10 ft.
#### Resplendent Body
*2nd-level manifestation*
While your Accursed Cloak is active you gain resistance to radiant and necrotic damage.
#### Resonant Somnolence
*5th-level manifestation*
When you activate this manifestation choose an emotion, impression, or message of up to 10 words. All creatures with in 10 miles that sleep while this manifestation is active find their dreams resonating with your chosen message.
You may spend 10 minutes influencing the behavior of a random sleeping creature in range. The roll a d20, if the result is 6 or greater a random creature will attempt to complete a simple, one sentence task you give it, as long as it doesn't believe the task will cause them harm, if the result is a 1, a random creature will attempt to complete a simple task your sealed entity gives it.
#### Restorative Channeling
*3rd-level manifestation*
When you expend and roll hit dice during a short rest you regain the maximum result.
\pagebreakNum
#### Revelation of the Deep
*2nd-level manifestation*
While your Accursed Cloak is active you gain a swimming speed of 30 feet and you can breath water.
#### Revelation of the Earth
*2st-level manifestation*
While your Accursed Cloak is active you gain a burrowing speed of 15 feet.
#### Revelation of Scale
*2nd-level manifestation*
When you activate your Accursed Cloak you may increase your size category by 1; while you are enlarged, once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage.
#### Revelation of the Sky
*3nd-level manifestation*
While your Accursed Cloak is active you gain a flying speed of 30 feet.
#### Savagery
*1st-level manifestation*
When you take the attack action and use natural weapons you may make another attack with your natural weapons as a bonus action.
#### Sealed Recognition
*1st-level manifestation*
You can cast the Identify spell once per long rest without expending a spell slot or material component.
#### Secondary Expression
*3rd-level manifestation*
When you use would force a creature to make Dexterity saving throw you may choose to force them to make a Constitution Saving Throw, instead, and vis-versa.
#### Sense Magic
*2nd-level manifestation*
You can cast *Detect Magic* at will, without expending a spell slot or material components.
#### Shadow of Evil
*2nd-level manifestation*
While your Accursed Cloak is active if you are in dim light or darkness you may use a bonus action to become invisible until you move, make an attack, or dismiss your Accursed Cloak.
#### Siege Monster
*1st-level manifestation*
While your Accursed Cloak is active you deal double damage against objects and structures.
#### Silver Tongue
*5th-manifestation*
While your Accursed Cloak is active, when you make a Charisma ability check you may choose to replace the number you roll with 10. Additionally if you are affected by a magical effect that would determine if you are truthful you may attempt to lie, roll a d20, on a 10 or higher the effect indicates you are being truthful, no matter what you say.
#### Sonorous Voice
*1st-level manifestation*
When you make a Charisma ability check with advantage you may choose to reroll one of the dice.
#### Soul Reaver
*5th-level manifestation*
While your Accursed Cloak is active your fiendish aura condenses around one of your natural weapons or a weapon you touch. The weapon now has +2 to attack and damage rolls. Additionally if you land a critical hit and use your Channel Harm feature against a creature with 50 or less hit points you tear the soul from its flesh, killing it instantly. If the target is undead, a construct, or has no soul instead you deal an additional 8d6 necrotic damage.
#### Soul Sight
*2nd-level manifestation*
While your Accursed Cloak you can see souls within 30ft.
#### Soothing Light
*3nd-level manifestation*
While your Accursed Cloak is active when a non hostile creature within 30 feet of you regains hit points they regain an additional d8 hit points.
#### Speak in Tongues
*1st-level manifestation*
While your Accursed Cloak is active you can speak and understand any language.
#### Spell of the Archwizard, Lesser
*1st-level manifestation, Prerequisite: Archwizard Sealed Entity*
Choose a 1st or 2nd level spell from the wizard spell list, it counts as an Incarcerer spell for you but does not count towards your spells known. You may cast it once with out spending a spell slot.
#### Spell of the Archwizard, Greater
*2nd-level manifestation, Prerequisite: Archwizard Sealed Entity*
Choose a 2nd or 3th level spell from the wizard spell list, it counts as an Incarcerer spell for you but does not count towards your spells known. You may cast it once with out spending a spell slot.
#### Spell of the Archwizard, Legendary
*3rd-level manifestation, Prerequisite: Archwizard Sealed Entity*
Choose a 4th or 5th level spell from the wizard spell list, it counts as an Incarcerer spell for you but does not count towards your spells known. You may cast it once with out spending a spell slot.
#### Spell of the Archwizard, Epic
*4th-level manifestation, Prerequisite: Archwizard Sealed Entity, Legendary Spell of the Archwizard*
Choose a 6th or 7th level spell from the wizard spell list, it counts as an Incarcerer spell for you but does not count towards your spells known. You may cast it once with out spending a spell slot.
#### Spell of the Archwizard, Mythic
*5th-level manifestation, Prerequisite: Archwizard Sealed Entity, Epic Spell of the Archwizard*
Choose a 7th or 8th level spell from the wizard spell list, it counts as an Incarcerer spell for you but does not count towards your spells known. You may cast it once with out spending a spell slot.
\pagebreakNum
#### Strange Flesh
*1st-level manifestation*
While your Accursed Cloak is active your body along with any equipment you are wearing or carrying becomes strangely pliable. You can move through a space as narrow as 1 inch without squeezing.
Additionally you may expend 5ft. of movement to escape from non-magical bindings or shackles.
#### Stronger Mind
*2nd-level manifestation*
You gain resistance to psychic damage and proficiency with Intelligence Saving Throws.
#### Thick Skin
*3rd-level manifestation*
You are resistant to non-magical bludgeoning, piercing, and slashing damage.
#### Weighty Presence
*2nd-level manifestation*
While your Accursed Cloak is active creatures within 15 feet of you must expend twice their normal movement to move towards or away from you.
#### Wild Bells
*3rd-level manifestation*
While your Accursed Cloak is active, strange sounds like ethereal bells, quite wails, or ominous chanting can be heard within 120 feet of you. When a creature rolls to resist the *charmed* or *frightened* condition you may use your reaction roll your Channeling Die, and subtract the result from their roll, potentially causing them to fail. You may choose to do this after the creature rolls, but before the result is declared.
#### Uncanny Grasp
*1st-level manifestation*
While your Accursed Cloak is active you do not expend extra movement when moving while grappled to 1 other creature. *(If you are playing with the One D&D playtest you do not gain the *Slowed* Condition when you move while grappled to another creature.)*
#### Uncommon Vitality
*2nd-level manifestation*
Increase you Hit Point maximum by an amount equal to twice your level.
#### Undaunted Generalissimo
*4rd-level manifestation*
Choose a creature type (aberration, beast, celestial, construct, dragon, fey, fiend, monstrosity, or undead), while your Accursed Cloak is active, at the beginning of your turn, friendly creatures of that type within 10 feet that have 1 or more hit points regain a number of hit points equal to your charisma modifier.
#### Unnatural Celerity
*1st-level manifestation*
While your Accursed Cloak is active your movement increases by 10 ft.
\columnbreak
#### Void Wake
*4th-level manifestation*
While your Accursed Cloak is active all of your movement speeds are 15ft and the space with in 20 feet of you becomes warped and dangerous. Other creatures treat the area as difficult terrain and partially obscured, and when another creature moves into or with in the area they take 2d4 necrotic damage for every 5 feet they move.
#### Weird Power, Lesser
*1st-level manifestation*
You learn a 1st-level spell from another Sealed Entity's Expanded Spell list. You may cast it once per long rest with out expending a spell slot.
#### Weird Power, Greater
*2nd-level manifestation*
You learn a 2nd-level spell from another Sealed Entity's Expanded Spell list. You may cast it once per long rest with out expending a spell slot.
#### Weird Power, Legendary
*3rd-level manifestation*
You learn a 3rd-level spell from another Sealed Entity's Expanded Spell list. You may cast it once per long rest with out expending a spell slot.
#### Weird Power, Epic
*4th-level manifestation*
You learn a 4th-level spell from another Sealed Entity's Expanded Spell list. You may cast it once per long rest with out expending a spell slot.
#### Weird Power, Mythic
*5th-level manifestation*
You learn a 5th-level spell from another Sealed Entity's Expanded Spell list. You may cast it once per long rest with out expending a spell slot.
#### World Devourer
*5th-level manifestation*
Any nonmagical item that you consume is permanently destroyed, only a *Wish* spell can bring it back. If you attempt to digest a magical item it takes 8 hours and you must make a Constitution check with DC equal to 10 + 5 times the object rarity, i.e. 15 for common, 20 for uncommon, etc. If you succeed the object is destroyed. If you fail you regurgitate the magical item and take acid damage equal to the DC of the check. You can not destroy Artifacts this way.
\pagebreakNum
### Corruption Symptoms
|1d20|Symptom|
|:-:|:-:|
| 1 | Normal temperatures become uncomfortable you must wear more or less clothing than most. You become immune to the effects of either hot or cold weather.
| 2 | Strange and obvious markings appear on your body
| 3 | Your eyes change color and become highly reflective in the dark
| 4 | Your voice changes and become uncomfortable to listen to. Any Charisma(persuasion) ability checks are made with disadvantage while any Charisma(intimidation) checks are made with advantage
| 5 | All of your wound heals with obvious scars made of different looking flesh. When you expend hit dice reroll any die that have the minimum or maximum result.
| 6 | Your tastes or habits change
| 7 | You become obsessed with acquiring or destroying all of something
| 8 | You become allergic to a mundane material and can not touch it with out becoming very uncomfortable. While touching such a material you make all ability checks at disadvantage.
| 9 | Pieces of your body become discolored
| 10 | Certain topics of conversation make you feel sick
| 11 | Peculiar and unsettling smells fills the air near you
| 12 | Strange and disturbing nightmares fill your sleep. When you regain hit dice after a long rest you regain 1 fewer hit die than normal
| 13 | One of your senses becomes preternaturally sharp, you gain advantage on Wisdom(perception) checks when using that sense, but you can become overwhelmed by that sense. When you experience something that would overload that sense you must make a Constitution saving throw or become stunned until the end of your next turn.
| 14 | Scales/Plates/Fur/Feathers/Strange Markings/Twisted Flesh appears around your body
| 15 | You remember an event that never happened to you or happened to someone else
| 16 | You irrationally believe a particular creature to be a friend or foe
| 17 | You muter strange things in your sleep and will sometimes sleep walk
| 18 | You feel an emotion (fear, joy, anger, sadness) more often than normal and at inappropriate times
| 19 | Strange protrusions or weak appendages begin growing out of your body
| 20 | Some physical aspects of your Accursed Cloak remain, even if it isn't active.
### Greater Corruption Symptoms
For every 5 Corruption Symptoms the Incarcerer has you may give the Incarcerer one of the following symptoms of Deeper Corruption.
|1d6 | Symptom |
|:-:|:-:|
| 1 | When the Incarcerer rolls a d20 for their Corruption feature, the GM may take an action if the result is a 1 or a 2
| 2 | The Sealed Entity programs the Incarcerer to respond to certain conditions. Declare a condition and an action, whenever the condition is met the Incarcerer must make a wisdom saving throw or carry out the declared action
| 3 | The Seal Entity enforces a taboo upon the Incarcerer making it impossible for them to discuss a particular topic or fact
| 4 | When the Incarcerer deactivates their Accursed Cloak they must also roll a d20 for their Corruption feature.
| 5 | When the Sealed Entity prepares an action as part of the Incarcerer's Corruption feature, the action may be carried out if the condition is met within 1 week.
| 6 | Change one of the Incarcerers bonds, flaws, or ideals to match the Sealed Entity's
### Purify Corruption
The corroding effects drawing too heavily on your sealed entity can linger for a long time. Some symptoms may never fade away. But by abstaining from using its power, deep relaxation, and any number of purification rituals you can try to purge the corruption from your body. While others may be crafting, recuperating, or plying their trade, during your downtime you might attempt to purify yourself.
After at least three days of downtime spent recuperating, and spending at least 50gp for bespoke rituals, purifying incense, holy waters, cleansing baths, or something similar, you may make a DC 15 Constitution saving throw. On a successful save you may remove a Corruption Symptom that is not a Greater Corruption Symptom. You gain a +1 bonus to the roll for every additional day of downtime or 10 gp you spend before making the saving throw.
Regardless of the result, going about these purifying activities can draw attention. Roll a d8, on a 1 a complication occurs according to the GM's discretion.
Removing a Greater Corruption Symptom is the same but takes a minimum of 3 weeks and 500 gp. You gain a +1 bonus for every additional week of downtime or 100 gold spent before making the saving throw.
\pagebreakNum
# Incarcerer Spell List
##### 1st Level
- Arctic BreathK
- Burning Hands
- Bane
- Disquieting MurmursI
- Inflict Wounds
- Nauseating PoisonK
- Lightning TendrilK
- SlapshotI
- Shattering StompI
- Stone FistK
- Thunderwave
- Water BlastK
⠀⠀⠀
##### 2nd Level
- Cold SnapK
- CrackleK
- Darkness
- Dazzling SpheresI
- Gale BoltK
- Hold Person
- Hurricane SlashK
- Magic Weapon
- Shatter
- Seeking OrbK
- Star DustK
- Vicious VaporsK
##### 3rd Level
- Aether LanceK
- ElectrocuteK
- Fireball
- Flash FreezeK
- Haste
- Lightning Bolt
- Magnite BurstI
- Prismatic ChargeI
- PsyshockI
- Monstrous RoarI
- Sonic SprintI
- Thunder PulseK
- Vorpal StrikeI
- Vortex BlastK
##### 4th Level
- Aero BarrageK
- Blight
- Control Water
- Dominate Beast
- Force BladeK
- Freedom of Movement
- GeyserK
- Ice Storm
- Orbital StonesK
- Poison PuffK
- SuffocateK
- Wall of Fire
##### 5th Level
- Antilife Shell
- Aether StormK
- Aether GeyserI
- Ars FerrumI
- Commune
- Cone of Cold
- Aura ForceI
- FissureK
- Flame Strike
- Sky BurstK
- Sonic RaveI
- Sonic ShriekK
- TornadoK
Spells marked with a
K are from [Kibbles' Generic Spells](https://www.gmbinder.com/share/-MW5r6wBJTW_lOU6gLyU "Kibbles' Generic Spells")
Spells marked with a
I are found in
Appendix C at the end of this document
\pagebreakNum
# Appendices
## Appendix A: Unleashed Forms
A CR 16 fey and a lesser Tarrasque creature have been provided here for the Domination transformation of the Archfey Sealed Entity and the Ageless Tarrasque.
___
___
> ## The Summer Queen
>*Medium fey, chaotic neutral*
> ___
> - **Armor Class** 18
> - **Hit Points** 165 (22d8+66)
> - **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|20 (+5)|16 (+3)|14 (+2)|18 (+4)|20 (+5)|
>___
> - **Saving Throws** Dex +10, Wis +9, Cha +10
> - **Skills** Perception, Nature, Insight, Intimidation
> - **Damage Resistances** Bludgeoning, piercing, and slashing from non magical attacks, Fire
> - **Condition Immunities** Charmed
> - **Senses** Darkvision 60ft, Passive Perception 20
> - **Languages** Common, Elvish, Sylvan, Telepathy (60ft)
> - **Challenge** 16(15,000exp)
> ___
>**Fey Step.** As a bonus action, the Summer Queen can teleport up to 30 feet to an unoccupied space it can see.
>
>**Magic Resistance.** The Summer Queen has advantage on saving throws against spells and other magical effects.
>
>**Spellcasting.** The Summer Queen’s spellcasting ability is Charisma (spell save DC 18, +12 to hit with spell attacks). The Summer Queen has the following spells prepared:
>
>At-Will: *Druidcraft, Produce Flame, Friends*
>
>4/day each: *Command, Charm Person, Detect Thoughts, Faerie Fire, Healing Word, Phantasmal Force*
>
>3/day each: *Daylight, Flame Blade, Heat Metal, Wall of Fire*
>
>1/day each: *Conjure fey, Sunbeam, Firestorm*
>
>**Bonded Blade.** As an action or a bonus action, the Summer Queen can summon or dismiss the long sword Summer Storm from an extraplanar pocket.
>
> ### Actions
>
> ***Multiattack.*** he Summer Queen makes two weapon attacks
>
> ***Summer Storm.*** *Melee magic weapon attack:* +12 to hit, reach 5 ft., one target: *Hit:* 15(2d8 + 7) slashing damage plus 4(1d8) fire damage or 17(2d10 + 7) slashing damage plus 4(1d8) fire damage if used with two hands.
>
> ***Longbow.*** *Ranged Weapon Attack:* +10 to hit, range 150/600 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.
>
> ***Dazzling Light (Recharge 5-6).*** Bright sheets of light and heat suddenly feel the area around the Summer Queen. A creature that is within 20 feet and can see must succeed on a DC 18 Wisdom saving throw or take 1d8 fire damage and become *incompasitated* until the end of their next turn.
\pagebreakNum
___
___
> ## Lesser Tarrasque
>*Huge monstrosity (titan), unaligned*
> ___
> - **Armor Class** 20 (Natrual Armor)
> - **Hit Points** 380 (33d10+198)
> - **Speed** 35 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|11 (+0)|22 (+6)|3 (-4)|10 (+0)|11 (+0)|
>___
> - **Saving Throws** Int +1, Wis +5, Cha +5
> - **Damage Resistances** Fire, Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
> - **Condition Immunities** Charmed, Frightened, Paralyzed, Poisoned
> - **Senses** Blindsight 120 ft., passive Perception 10
> - **Challenge** 16(15,000exp)
> ___
>
>***Magic Resistance.*** The tarrasque has advantage on saving throws against spells and other magical effects.
>
>***Reflective Carapace.*** Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
>
>***Siege Monster.*** The tarrasque deals double damage to objects and structures.
>
> ### Actions
> ***Multiattack.*** The tarrasque can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claws, one with its horns or with its tail. It can use its Swallow instead of its bite.
>
>***Bite.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (2d12 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target
>
>***Claw.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (2d8 + 6) slashing damage.
>
>***Horns.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (2d10 + 6) piercing damage.
>
>***Tail.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: (4d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone
>
>***Frightful Presence.*** Each creature of the tarrasque's choice within 60 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.
>
>***Swallow.*** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 28 (8d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 30 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
\pagebreakNum
___
___
> ## Wonder Tree
>*Gargantuan Plant(Titan), Generally Neutral*
> ___
> - **Armor Class** 20(Natural Armor)
> - **Hit Points** 172(16d10+112)
> - **Speed** 10 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|6 (-2)|25 (+7)|12 (+1)|18 (+4)|14 (+2)|
>___
> - ***Wardens of the Arbor.*** The first time the Wonder Tree drops below 90 HP it immediately summons 2 Treants, which are friendly to the Wonder Tree and take their turn on initiative count 10.
> - ***False Appearance.*** When the Wonder Tree remains motionless, it are indistinguishable from a massive ancient tree.
> - ***Immutable Form.*** The Wonder Tree is immune to any spell or effect that would alter its form.
> - ***Regeneration.*** At the beginning of The Wonder Tree's turn if it has 1 or more hit points it regains 25 hit points. The Wonder Tree does not regenerate if it has taken any cold damage since the end of its last turn.
> - ***Spreading Roots.*** If the Wonder Tree has spent 0 movement, until the end of its next turn, the ground in a 10 ft radius around it is difficult terrain. Each creature that starts its turn in that area must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn.
> - ***Siege Monster.*** The Wonder Tree deals double damage to objects and structures.
> ### Actions
> - ***Multiattack.*** The Wonder Tree makes 2 Slam attacks and then uses either Grasping Roots or Energy Drain
> - ***Slam.*** Melee Weapon Attack: +12. Reach: 15 ft., Hit: 22 (3d10 + 5) bludgeoning damage.
> - ***Grasping Roots.*** Creatures of the Wonder Tree's choice within 10 feet must make a DC 19 Saving Throw or they become grappled by the Wonder Tree.
> - ***Energy Drain.*** All creatures grappled by the Wonder Tree must make a DC 16 Constitution Saving throw, taking 9 (1d10 + 4) necrotic damage on a failed save and half as much on a successful save. The Wonder Tree then regains 4 hit points for every creature it has grappled.
> - ***Bestow Life.*** The Wonder Tree reduces its HP by any amount, then creatures of the Wonder Tree's choice regain HP equal to that amount split evenly between the chosen creatures.
> ### Reactions
> - ***Gushing Sap.*** When the Wonder Tree takes bludgeoning, piercing, or slashing damage it may use its reaction to force 1 creature within 10 feet to succeed on a DC 16 Dexterity Saving Throw or become Incapacitated by a mass of sticky sap. An Incapacitated creature may use its action to reattempt the saving throw to escape.
> ### Legendary Actions
> The Wonder Tree can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
> - ***Branch.*** The Wonder Tree makes a Slam attack
> - ***Vines.*** A creature within 60 feet must make a DC 19 Dexterity Saving throw or be pulled 30 feet toward the Wonder Tree.
\pagebreakNum
## Appendix B: Loyal Servants
Stat blocks for several Tiny CR 1 creatures have been included as options for the Loyal Servant Manifestation. These may also be used as extended familiar option for other characters. A warlock with a Celestial Patron may find themselve provided with an Urvan assistant while the Great Old One may send a Yk'thy to support their dreambound servant.
___
___
> ## Urvan
>*Tiny celestial, lawful good*
> ___
> - **Armor Class** 12
> - **Hit Points** 10 (3d4 + 3)
> - **Speed** 30
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|15 (+2)|13 (+1)|13 (+1)|12 (+1)|14 (+2)|
>___
> - **Skills** Insight +3, Persuasion +4, Religion (+3) Stealth +4
> - **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Damage Immunities** poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 120 ft., passive Perception 11
> - **Languages** Celestial, Common
> - **Challenge** 1 (200 XP)
> ___
>
> ***Shapechanger.*** The Urvan can use its action to polymorph into a beast form that resembles a dove (speed 10 ft., fly 40 ft.), a cat (30ft., climb 30ft.), a fish (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
>
>***Magic Resistance.*** The Urvan has advantage on saving throws against spells and other magical effects.
> ___
> ### Actions
>
> ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5, one target. *Hit:* 4 (1d4+2) bludgeoning damage, and the target must succeed on a DC 11 Intelligence saving throw or take 2(1d4) psychic damage and become *charmed* by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
>
>***Flair(1/Day).*** One creature of the Urvan's choice within 20 ft of it must succeed on a DC 11 Wisdom saving throw or be *blinded* for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the Urvan is within line of sight, ending the effect on itself on a success.
>
>***Invisibility.*** The Urvan magically turns invisible until it attacks or uses Flair, or until its concentration ends (as if concentrating on a spell). Any equipment the Urvan wears or carries is invisible with it
> >##### Variant: Urvan Familiar
> >Mortal spellcasters interested in extraplanar familiars find Urvan easy to summon and eager to serve. The Urvan plays the part of deferential assistant. It serves its summoner well, but tries to inspire them to greater and greater acts of kindness and gentleness. Such Urvan have the following trait.
> >
> >***Familiar.*** The Urvan can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the Urvan senses as long as they are within 1 mile of each other. While the Urvan is within 10 ft of its master, the master shares the Urvan's Maic Resistance trait. At any time and for any reason, the Urvan can end its service as a familiar, ending the telepathic bond.
\pagebreakNum
___
___
> ## Yk'thy
>*Tiny Aberration, Chaotic Evil*
> ___
> - **Armor Class** 11
> - **Hit Points** 13 (3d4+6)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|13 (+1)|15 (+2)|10 (+0)|10 (+0)|6 (-2)|
>___
> - **Skills** skills
> - **Damage Immunities** Psychic
> - **Condition Immunities** charmed, frightened
> - **Senses** Blindsense 15ft, Mindsight 120ft., passive Perception 10,
> - **Languages** Deep Speech, Telepathy 120ft.
> - **Challenge** 1 (200 XP)
> ___
>***Mindsight.*** The Yk'thy is blind and must rely on its hearing, unless there is a creature within range of its telepathy. The Yk'thy can uses the senses of any creature within range of its telepathy.
> ___
>
> ##### Actions
> ***Rift Warp.*** The Yk'thy teleports to a space that it can sense with its blindsense or mindsight within 60ft. Creatures withing 5ft. of the space it left and the space it teleported to must make a DC 10 Intelligence saveing throw or take 5(2d4) psychic damage. If the Yk'thy is grappled to another creature, they are teleported with the Yk'thy and must make both saving throws.
>
>
> ***Tentacle.*** *Melee Weapon Attack:* +3 to hit, Reach 5ft., one target. *Hit* 6 (2d4+1) Bludgeoning damage, and the creature is grappled, escape DC 10.
>
> ***Psychic Scream (recharge 5-6).*** The Yk'thy lets loose a disorienting screech that scrambles the mind. All creatures within 30ft. must make a DC 10 Intelligence saving throw or take 5 (2d4) psychic damage, if they fail by 5 or more they are also stunned until the end of the Yk'thy's next turn.
> >##### Variant: Yk'thy Familiar
> >Mortal spellcasters interested in extraplanar familiars find Yk'thy easy to summon and easy to control. The Yk'thy plays the part of living tool. It serves its summoner to the letter. Such Yk'thy have the following trait.
> >
> >***Familiar.*** The Yk'thy can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the Yk'thy senses as long as they are within 1 mile of each other. While the Yk'thy is within 10 ft of its master, the master shares the Yk'thy's mindsight. At any time and for any reason, the Yk'thy can end its service as a familiar, ending the telepathic bond.
\pagebreakNum
___
> ## Ariel
>*Tiny Fey, Chaotic Neutral*
> ___
> - **Armor Class** 13
> - **Hit Points** 7 (3d4)
> - **Speed** fly 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|16 (+3)|10 (+0)|8 (-1)|12 (+1)|14 (+2)|
>___
> - **Saving Throws** Wis +3
> - **Skills** Nature +3, Perception +3, Stealth +5
> - **Damage Vulnerabilities** poison, bludgeoning, piercing, and slashing damage from iron weapons
> - **Condition Immunities** charmed, restrained
> - **Senses** passive Perception 11
> - **Languages** —
> - **Challenge** 1 (200 XP)
> ___
> ***Gaseous Form.*** While in this form an Ariel gains all the affects of the *gasious form* spell.
>
> ***Breeze Step.*** If an Ariel moves in the same direction of a breeze or stiff wind they may move 2 additional feet for every foot of movement spent.
>
> ***Innate Spellcasting.*** The Ariel's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells:
At will: druidcraft, aerokinesis
I
>
>1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, gust of wind
>
>Magic Resistance. The Ariel has advantage on saving throws against spells and other magical effects.
> ___
>
> ##### Actions
> ***Superior Invisibility.*** The Ariel magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.
>
> ***Vapor Form*** An Ariel may use its action to transform into it Gaseous Form or regular forms.
___
> ## Spectral Cat
>*Tiny Undead, Chaotic Evil*
> ___
> - **Armor Class** 14
> - **Hit Points** 7 (3d4)
> - **Speed** 40ft., fly 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1 (-5)|18 (+4)|10 (+0)|3 (-4)|12 (+1)|8 (-1)|
>___
> - **Saving Throws** Wis +3
> - **Skills** Perception +3, Stealth +6
> - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Damage Immunities** poison
> - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
> - **Senses** passive Perception 13
> - **Languages** —
> - **Challenge** 1 (200 XP)
> ___
> ***Incorporeal Movement.*** The spectral cat can move through other creatures and objects as if they were difficult terrain. It takes 4 (1d8) force damage if it ends its turn inside an object.
>
> ***Sunlight Sensitivity.*** While in sunlight, the spectral cat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
> ___
>
> ##### Actions
> ***Life Drain.*** Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (3d4) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
\pagebreakNum
# Appendix C: New Spells
### Additional Cantrips
#### Aerokinesis
*Transmutation cantrip*
___
- **Classes:** Druid, Sorcerer, Wizard
- **Casting Time:** 1 Action
- **Range:** 30 feet (15-foot cube)
- **Components:** S
- **Duration:** Instantaneous, conc. 1 minute, or 1 hour
___
You can influence the air in a 10-foot cube that you can see within range. You may impose one of the following effects:
* You can alter the natural flow of moving air by up to 5 miles per hour causing it to speed up, slow down, reverse or stop.
* Create a breeze of 5 miles per hour that blows about loose items like leaves, cloths, hair, smoke, and dust as you direct it. These effects may last up to an hour.
* In environments with enough moisture you may cause a light mist to form, which you can shape into rough shapes and figures. These maintain their form for a while but disperse after 1 hour. If you concentrate on this spell you may cause these sculptures to animate at your direction. Creatures within these mists are considered partially obscured. These mists are dispersed after 1 hour or with a moderate or stronger wind (10 miles an hour or more)
* Create a momentary gust of moderate wind to blow one object that is not carried and weighs less than ten pounds 5 feet in a direction of your choice.
* Increase or decrease the temperature of the air by up to 10 degrees.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous, non-concentration effects active at a time. You may cause any of the persistent effects to end as an action.
The size of the area you can affect increases by 5 feet when you reach 5th level (15-foot cube), 11th level (20-foot cube), and 17th level (25-foot cube).
#### Eldritch Edge
*Evocation cantrip*
___
- **Classes:** Ranger, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 Action
- **Range:** 5 feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You strike out with an weapon of crackling magical energy. Make a melee spell attack against a creature in range. On a hit the target takes 1d10+1 force damage.
The spell last long enough to make more than one attack when you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can attack the same target or different ones.
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#### Geokinesis
*Transmutation cantrip*
___
- **Classes:** Druid, Sorcerer, Wizard
- **Casting Time:** 1 Action
- **Range:** 30 feet
- **Components:** S
- **Duration:** Instantaneous, conc. 1 minute, or 1 hour
___
You can influence the dirt, sand, gravel, stone in a 5-foot cube that you can see within range. You may impose one of the following effects:
* You may cause all the soil, sand, and loose gravel in the target area to either harmlessly move, collecting itself in a pile, up to 5 feet away, or violently disperse. Creatures within 5ft of the target area must make a Dexterity saving throw or take 1 point of piercing damage.
* You may cause the earth to coalesce and form simple shapes or rough sculptures. These maintain their form for a while but fall apart after 1 hour. If you concentrate on this spell you may cause these sculptures to animate at your direction, but they are not solid enough to cause damage.
* You can cause 1 cubic foot of solid stone to break apart into gravel.
* You pact together loose soil or sand causing it to become solid like unfired clay.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous, non-concentration effects active at a time. You may cause any of the persistent effects to end with an action.
The size of the area you can affect increases by 5 feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
#### Hydrokinesis
*Transmutation cantrip*
___
- **Classes:** Druid, Sorcerer, Wizard
- **Casting Time:** 1 Action
- **Range:** 30 feet (5-foot cube)
- **Components:** S
- **Duration:** Instantaneous, conc. 1 minute, or 1 hour
___
You can influence the water in a 5-foot cube that you can see within range. You may impose one of the following effects:
* You can alter the flow of moving water causing it to speed up, slow down, reverse or stop. These effects may last up to an hour.
* You may cause still or slow-moving water to move up to 5 feet away, in any direction other than up. These effects may last up to an hour.
* You can cause the waters to coalesce and form simple shapes or rough forms. These maintain their form for a while but fall apart after 1 hour. If you concentrate on this spell you may cause these sculptures to animate at your direction, but they are not solid enough to cause damage.
\pagebreakNum
* You may cause change the water’s phase from solid ice to liquid water or vice versa, or from liquid water to water vapor. These effects may last up to an hour before the water returns to its natural form.
* You may change the water’s color and clarity. These effects may last up to an hour.
* You may change the water’s surface tension. A creature in the affected water must make a Strength saving throw or their movement is decreased by 10 until the end of their next turn.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous, non-concentration effects active at a time. You may cause any of the persistent effects to end with an action.
The size of the area you can affect increases by 5 feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
#### Perseverance
*Necromancy cantrip*
___
- **Classes:** Cleric, Ranger, Sorcerer, Warlock
- **Casting Time:** 1 reaction which you take to taking bludgeoning, piercing, or slashing damage
- **Range:** Self
- **Components:** S
- **Duration:** Instantaneous
___
You let loose a cry to help you power through the pain. If you are not rendered unconscious or incapacitated by the triggering damage, you gain 1 temporary hit point.
When you reach higher levels the number of temporary hit points you gain increases, 2 temporary hit points at 5th level, 3 at 11th level, and 4 at 17th level.
#### Pyrokinesis
*Transmutation cantrip*
___
- **Classes:** Druid, Sorcerer, Wizard
- **Casting Time:** 1 Action
- **Range:** 30 feet (5-foot cube)
- **Components:** S
- **Duration:** Instantaneous, conc. 1 minute, or 1 hour
___
You can influence the nonmagical flame in a 5-foot cube that you can see within range. You may impose one of the following effects:
* You may extinguish the fire or bring forth a flame from dry kindling, a smoking wick, hot coal, or glowing ember.
* You may cause the fire to be smokeless or double the amount of smoke it releases, further you can choose the direction and shape of the smoke, as long as there is no wind greater than 5 miles per hour. These effects may last up to an hour.
* You may change the color, intensity, and size of the flame as long as it remains in the original area. These effects may last up to an hour.
* You can make the flame seem cool to the touch, or cause it to become so hot all creatures within 5 feet must make a Constitution saving throw or take 1 point of fire damage.
* You may separate some of the flames and hold them in your hands or cause them to float within 5 feet of you. While you maintain concentration on this spell, the flame does not need fuel to continue to burn. You may use a bonus action to end concentration and fling the fire, make a ranged spell attack against a creature or object in range, on a hit the target takes 1d4 fire damage.
* You may cause the flames to twist to display images. These maintain their form for a while but fall apart after 1 hour. If you concentrate on this spell you may cause these sculptures to animate at your direction, but they are not solid enough to cause damage
If you cast this spell multiple times, you can have no more than two of its non-instantaneous, non-concentration effects active at a time. You may cause any of the persistent effects to end with an action.
The size of the area you can affect increases by 5 feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
#### Mind Blow
*Divination cantrip*
___
- **Classes:** Warlock, Wizard
- **Casting Time:** 1 Action
- **Range:** 30 feet
- **Components:** V
- **Duration:** Instantaneous
___
You overwhelm a creature within range with an invasive emotion, vision, or revelation. The target must make an Intelligence saving throw or take 1d6 psychic damage and be unable to take reactions until the end of their next turn. Creatures that must make a concentration check because of this spell must make it with disadvantage.
The number of creatures you can affect with this spell increases by 2 when you reach 5th level(3), 11th level(5), and 17th level(7).
#### Ripple Pulse
*Evocation Cantrip*
___
- **Classes:** Cleric, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 reaction, which you take to hitting a creature with either weapon or spell attack multiple times on a single turn
- **Range:** Self(15 foot cube)
- **Components:** V, S
- **Duration:** Instantaneous
___
You repurpose the residual energy from your attacks and emit a shockwave magical force. All creatures within range must make a strength saving throw or take 1d6 force damage and are knocked prone, taking half damage on a successful save.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)
\pagebreakNum
#### Temper Mettle
*Transmutation Cantrip*
___
- **Classes:** Bard
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Components:** S, V
- **Duration:** 1 round
___
You reach out and ward a creature you can touch from imminent harm. Until the beginning of your next turn the next time that creature takes bludgeoning, piercing, or slashing damage, reduce the damage taken by 3.
The damage reduction increases when you reach higher levels, 6 at 5th level, 9 at 11th level, and 12 at 17th level.
#### Thunder Clash
*Evocation Cantrip*
___
- **Classes:** Cleric, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 reaction, which you take to hitting a creature with weapon or spell attack multiple times on a single turn
- **Range:** Self(5 foot radius)
- **Components:** V, S
- **Duration:** Instantaneous
___
You amplify the sound of your attacks, releasing a powerful shockwave. All creatures within range must make a strength saving throw or take 1d6 thunder damage and are pushed 5ft away from you and the spell emits a thunderous boom audible out to 100ft.
The distance creatures are knocked back by this spell increases by 5ft when you reach 5th level(10ft), 11th level(15ft), and 17th level(20ft)
#### Umbrakinesis
*Transmutation cantrip*
___
- **Classes:** Druid, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 Action
- **Range:** 30 feet (15-foot cube)
- **Components:** S
- **Duration:** Instantaneous, conc. 1 minute, or 1 hour
___
You can influence the shadows in a 5-foot cube that you can see within range. You may impose one of the following effects:
* You may darken shadows in the area, causing dim light to become darkness and natural darkness to become magical darkness that dark vision can not pierce. The shadows return to normal after 1 hour.
* You may cause natural shadows to move independently of a light source or the objects casting them.
* You may create new shadows that appear to be cast by nothing.
* You may cause the shadows to present images like a shadow play.
* You may cause the shadows to lift out of the ground forming rough figures and shapes, even simple objects. These creations are immaterial, dissolve with even the lightest pressure, and must remain connected to a natural shadow by at least a thread. If you maintain concentration on this spell you may cause the shadows to animate at your direction.
If you cast this spell multiple times you can have no more than two of its non-instantaneous, non-concentration effects active at a time. You may cause any of the persistent effects to end as an action.
The size of the area you can affect increases by 5 feet when you reach 5th level (15-foot cube), 11th level (20-foot cube), and 17th level (25-foot cube).
### Additional Leveled Spells
#### Aether Geyser
*5th-level Conjuration, Combo*
___
- **Classes:** Cleric, Incarcerer, Paladin, Ranger, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 reaction, which you take to hitting a creature with a weapon or spell attack multiple times on a single turn
- **Range:** Self
- **Components:** S, V, M(Three chain links)
- **Duration:** Instantaneous
___
You use your momentum to briefly shatter the barrier between the material and the ethereal planes. Make a melee spell attack against a creature within reach. On a hit a geyser of magical energy engulfs them dealing 6d10 radiant damage.
***At Higher Levels.*** If you cast this spell with a spell slot of 6th level or higher, increase the damage by 1d10 for each slot level above 5th.
#### Ars Ferrum
*5th-level Conjuration*
___
- **Classes:** Bard, Incarcerer, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 Action
- **Range:** Self
- **Components:** V, S, M(a melee weapon worth at least 1sp)
- **Duration:** Instantaneous
___
You flourish the weapon used in the casting then make up to 6 melee spell attacks, on a hit a target takes 1d10 force damage. If at least 1 of those attacks hits, you may continue making melee spell attacks until you make 6 more attacks or an attack misses.
If you make at least 8 attacks with this spell you may make 1 additional attack, on a hit the target takes an additional 8d10 force damage.
#### Aura Force
*5th-level Abjuration*
___
- **Classes:** Cleric, Incarcerer, Paladin, Sorcerer, Wizard
- **Casting Time:** 1 Action
- **Range:** Self(30-foot radius)
- **Components:** V
- **Duration:** Instantaneous
___
Your awesome presence condenses around you, heavy enough to crack the ground beneath you. Loose soil, small rocks, and unattended objects less than 10 pounds float up into the air, then fall. Creatures within a 30 foot radius must make a Strength or Charisma saving throw (their choice), or take 5d8 thunder damage and 5d8 force damage and be knocked back 10 feet or fall prone(your choice), only half damage if they succeed.
\pagebreakNum
#### Buoyant Zone
*3rd-level Transmutation*
___
- **Classes:** Bard, Warlock, Wizard
- **Casting Time: ** 1 action
- **Range:** 90 feet
- **Components:** S, V, M(Soap bubbles)
- **Duration:** Concentration, up to 1 minute
___
Creatures and objects within a 30 foot cube anchored at a point within range begin to float around, as if they weighed nothing at all. Creatures that move into this space, or bein their turn there, must make an Dexterity(acrobatics) check or walking speed becomes 0. Creatures in this area can not fall prone, and if they were prone when this spell is cast they immediately rise from prone. Weapon attacks made by creature in the effected area are made with disadvantage.
#### Brilliant Beacon
*4th-level Evocation*
___
- **Classes:** Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** S, M(candle and bone ash)
- **Duration:** Concentration, up to 10 minute
___
You create a brilliant orb of colored light at a point you can see within range. The orb sheds bright light for 1 mile, and dim light for 1 mile beyond that. Unobstructed, the orb is visible up to 5 miles away. Creatures within 120 feet of the orb make all Wisdom(perception) checks that rely on sight with disadvantage. Creatures within 60 feet must avert their eyes or make a Constitution saving throw, becoming *blinded* until the beginning of their next turn.
If there is an area of magical darkness created by a spell of 2nd level or lower within 60ft of the orb, the spell that created the darkness is dispelled.
#### Conjure Weapon
*2nd-level Conjuration*
___
- **Classes:** Warlock, Wizard
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S,V
- **Duration:** 1 minute
___
You conjure up a copy of a nonmagical weapon you have seen or studied. When the spell ends the conjured weapon dissolves away.
A creature may make a perception check against your spell save DC to determine that the weapon is merely a conjured magical construction.
***At Higher Levels.*** If you cast this using a slot of 4th-level or higher the weapon gains a +1 bonus to hit and damage and is considered magical for the purpose of overcoming resistances. If you cast this using a spell slot of 6th-level or higher you may create a copy of a rare or lesser magical weapon that you have seen or studied. If you cast this using a spell slot of 8th level or higher you may create a copy of a very rare or lesser magical weapon that you have seen or studied. When a copy of a weapon dissolves any effects associated with it end.
#### Color out of Space
*4-level Conjuration*
___
- **Classes:** Warlock, Wizard
- **Casting Time:** 1 action (ritual)
- **Range:** 60 feet
- **Components:** S, V, M (a stone that fell from the sky)
- **Duration:** 10 minutes
___
At a point within range, you summon up an object of whirling ethereal light and color surrounding an impossibly black kernel, called a Xenochromatic. The Xenochromatic has an AC of 18 and 2hp and emits a cloud of glowing gas that saturates the air within 30 feet of it. This smoke extends around corners and is unmoved by winds less than 30 mph. The glowing smoke heavily obscures the area and kills all mundane plantlife it touches, leaving behind naught but dust. At the end of your turn, all non-aberration creatures within the smoke must make a charisma saving throw or take 2d6 necrotic damage and reduce their charisma by 1d4, taking half damage on a successful save. A creature dies and turns to dust if its charisma is reduced to 0, otherwise, the reduction lasts until it completes a long rest.
On your turn, you may use a bonus action to move the Xenochromatic up to 30ft.
A creature that destroys the Xenochromatic gains a temporary boost to its Charisma equal to half the charisma damage the Xenochromatic caused, this bonus last until it completes a short or long rest. A creature can make a DC 20 arcana check to identify or intuit this effect. If this spell continues for its full duration it violently disappears, and for a year nothing will grow where the Xenochromatics smoke touched
#### Beguile
*5th-level Enchantment*
___
- **Classes:** Bard, Sorcerer, Warlock
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S, V
- **Duration:** Concentration, up to 10 minutes
___
You attempt to overwhelm a creature in range with your presence. The target must make a Wisdom Saving Throw or become *charmed* until the spell ends or you or your allies do something harmful to them. A creature charmed like this is friendly toward you. When the spell ends the creature makes an Intelligence saving throw, if it succeeds it becomes aware that it was magically charmed by you. If it fails it does not recognize that it was magically charmed and will take whatever you said to it to heart, like it came from an important or dear friend. A creature that remains charmed by you for a full 10 minutes and fails the Intelligence saving throw will pursue a course of action you described to it to the best of its ability for the next 8 hours.
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher you may target an additional for each slot level used above 5th.
\pagebreakNum
#### Blade Tree
*5th-level Transmutation*
___
- **Classes:** Cleric, Warlock
- **Casting Time:** 1 Action
- **Range:** Self
- **Components:** S, V, M(a metallic weapon worth at least 2sp, which is consumed)
- **Duration:** Instantaneous
___
You plant your blade into a creature, and it suddenly grows into a twisting, forked, and serrated tree made of metal piercing through your targets flesh. Make a melee spell attack, on a hit the target takes 5d10 piercing damage, 5d10 slashing damage, and is restrained. A restrained creature may use an action to make an Strength(athletics) check against your spell save DC to escape.
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher increase both the piercing and slashing damage by 1d10 for each slot level above 5th.
#### Chronostutter
*2nd-level Transmutation*
___
- **Classes:** Wizard
- **Casting Time:** 1 Action
- **Range:** 60 feet
- **Components:** V, M(a broken watch or cracked hourglass)
- **Duration:** Instantaneous
___
You cause time to flicker around a creature with in range. The target creature must make a Charisma saving throw, if it fails the save that creature now shares your initiative and takes its turn after yours, if it has already had a turn this round it is *incapacitated* until the beginning of your next turn. A creature my choose to willingly fail this roll.
#### Corrupt Essence
*5th-level Necromancy*
___
- **Classes:** Wizard
- **Casting Time:** 1 Action (ritual)
- **Range:** 30 feet
- **Components:** S, V, M(a ruby worth at least 50 gp that you have held under your tongue while you sleep)
- **Duration:** Concentration up to 1 minute
___
A shard of blood-red light flashes from you and embeds itself in your target, forming a connection for sickly green lightning to begin filling them with the horrific energies of undeath. When you cast this spell make a ranged spell attack, dealing 4d6 piercing damage and 4d6 necrotic damage.
While you concentrate on this spell you may use your action to make an ability check using your spellcasting ability contested by their Constitution check. If you win the target suffers 6d6 necrotic damage.
A target killed by this spell rises as a Zombie at the beginning of their next turn. A zombie will move towards and attack the nearest creature during their turn.
If you target an undead creature with this spell, they regain hit points equal to half the necrotic damage they would have taken instead.
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher all necrotic damage this spell does increases by 1d6 for every slot level above 5th.
#### Draconic Echoes
*4th-level Evocation*
___
- **Classes:** Sorcerer
- **Casting Time:** 1 Bonus Action
- **Range:** Selt
- **Components:** S
- **Duration:** 1 hour
___
Visions of the legendary dragons who’s influence echoes through the multiverse hover around you. For the duration you gain a +2 bonus to melee weapon attacks. The first melee weapon attack you hit with deals an additional 1d8 of each of acid, cold, fire, lightning and poison damage, then the spell ends.
#### Dazzling Spheres
*2nd-level Conjuration, Combo*
___
- **Classes:** Bard, Cleric, Incarcerer, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 reaction, which you take to hitting a creature with a weapon or spell attack
- **Range:** Self
- **Components:** S, M( clear quartz crystal)
- **Duration:** Instantaneous
___
Dazzling spheres of white light burst from you and hang in the air for a moment. Creatures within 5ft of you, must make a wisdom saving throw or they are *charmed* by you until the end of their turn.
#### Devilish Delight
*2nd-level Illusion*
___
- **Classes:** Warlock, Wizard
- **Casting Time:** 10 minutes (ritual)
- **Range:** 30 feet
- **Components:** S, M(an unwashed plate)
- **Duration:** Instantaneous
___
You set out a feast of illusory food, or disguise a meal already set before you, for up to 5 people. Creatures that eat this apparently bountiful spread believe that they have just had one of the best meals they have ever had. Illusory food provides no nutritional benefits, while disguised food tastes like what it appears to be, even if it is spoiled or poisoned. Anyone who eats this food must make a Wisdom saving throw or they become charmed by you for 24 hours, they may reattempt the saving throw if you or one of your allies makes a hostile move towards them. Creatures charmed in this way crave another taste of your food and may behave differently to convince you to give them more.
A creature may attempt an Intelligence(Investigation) Check to realize that the feast before them is an illusion.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the number of people that may partake in your feast increases by 5 for each slot level above 2nd.
\pagebreakNum
#### Dire-Beast
*1st-level Transmutation*
___
- **Classes:** Druid, Ranger
- **Casting Time:** 1 Bonus Action (ritual)
- **Range:** Touch
- **Components:** S, V, M(a fossil fragment)
- **Duration:** 1 minutes
___
The fangs, claws, horns, tentacles, or pseudopods of a creature you touch grow larger fueled by primevil energies. Increase the side of one of the damage die of the attacks made by that creature using a natural weapon.
#### Disquieting Murmurs
*1st-level Evocation*
___
- **Classes:** Bard, Druid, Incarcerer, Sorcerer, Wizard
- **Casting Time:** 1 action
- **Range:** 15 feet
- **Components:** V
- **Duration:** Instantaneous
___
You whisper strange words and sounds that strike to the mind's primal root. Creatures of your choice within range must make a Wisdom saving throw or they must use their reaction to move up to their speed until they are out of range. If a creature ends their movement and they are still in range they take 2d8 psychic damage.
#### Doubt
*3rd-level Enchantment*
___
- **Classes:** Bard, Sorcerer, Warlock, Wizard
- **Casting Time: ** 1 action
- **Range:** 5 feet*
- **Components:** V
- **Duration:** Concentration, up to 24 hours
___
You whisper poisonous words into the ear of a creature in range, seeding doubt in their mind about a single person, creature, institution, or fact. You may target any creature you have a telepathic connection with, but the spell ends when that link is severed.
The target must make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened or charmed. On a failed save doubt takes root in the creature’s mind and they become frightened of the entity you cast dispursions on and charmed by you. Each time the target takes damage it can repeat the saving throw, ending the effect on itself on a success.
At the beninng of an affected creatures turn and they can see the target of doubt, roll a d10, on a 1 the affected creature must attack the target or flee.
If a creature remains under these effects for a full 24 hours, the effects become permanent until the dispelled or removed by magic.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher you may target an additional creature for every slot level above 3rd.
\columnbreak
#### Elemental Immunity
*4th-level Transmutation*
___
- **Classes:** Cleric, Paladin
- **Casting Time:** 1 Action
- **Range:** Touch
- **Components:** V, S, M (a small doll)
- **Duration:** Concentration, up to 1 minute
___
Choose either acid, cold, fire, lightning, poison, or thunder damage. You grant one creature you can touch immunity to the chosen damage type.
#### Evoker’s Orb
*3rd-level Evocation*
___
- **Classes:** Cleric, Sorcerer, Wizard
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M(A glass marble)
- **Duration:** Conc. 1 minute
___
Choose on type of damage from acid, cold, fire, lightning, poison or thunder; you summon an orb of raw elemental energy matching the chosen type. The orb sheds bright light for 30 feet and dim light for 30 feet beyond that. When this spell is cast you gain access to a pool of 7d6, when a spell or magical effect in range deals the chosen damage type you may expend and roll one d6, adding the result to the damage dealth. Alternatively you may use your reaction to roll a d6 and reduce the damage dealt, instead, if you do so regain one of die in your pool. You may not gain more dice in your pool that it had when cast.
When this spell ends, or you dismiss it with a bonus action, you regain a spell slot equal to half of the dice left in your pool rounded down.
Another spell caster may attempt to gain control over your orb with a successful Spellcasting ability check against your spell save DC. On a success you end your concentration on this spell and they begin concentrating on it, gaining its benefits instead; if they fail regain one die in your pool.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher you pool starts with 2 additional d6 for each slot level used above 3rd.
#### Extraordinary Geometry
*3rd-level Transmutation*
___
- **Classes:** Warlock, Wizard
- **Casting Time:** 1 action
- **Range:** 60ft.
- **Components:** S, V, M (a measuring ruler, which is consumed)
- **Duration:** 10 minutes
___
You slightly rotate the spacetime of 30ft radius sphere, centered on a point you can see in range, causing normal geometry to break and become non-euclidian. Parallel lines can intersect and creatures can be swallowed whole by acute angles that act obtuse.
\pagebreakNum
Other non-aberration creatures in that area must spend twice their normal movement and take 2d6 slashing damage for every 5 feet they move. Creatures outside the area have disadvantage on attacks made against creatures inside the area and vis-versa. On your turn, while you are inside the area, you may use your bonus action to Hide, even if you would not otherwise be able to hide as you step into the folds of extruded spacetime.
***At Higher Levels.*** When you cast this spell using a spell slot of n+1th level or higher, increase the diameter of the affected area by 10 feet for each slot level above N.
#### Ferric Wardens
*4th-level Abjuration*
___
- **Classes:** Cleric, Wizard
- **Casting Time:** 1 Action
- **Range:** 60 feet
- **Components:** S, V, M(4 miniature iron shields worth at least 8gp)
- **Duration:** Concentration, up to 1 minute
___
You enchant and enlarge a set of toy shields. For the duration you can individually command 4 floating shields to protect up to 4 creatures in range. A creature gains a +1 bonus to their AC for each shield assigned to them. If a creature has 2 or more shields assigned to them they gain advantage on dexterity saving throws. A creature that has more than 3 shields assigned to them, including any shield they may already have, makes all attack rolls with disadvantage.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher you create 1 additional shield for every slot level above 4th.
#### Flash Step
*5th-level Transmutation*
___
- **Classes:** Bard, Paladin, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** S, V
- **Duration:** Concentration, up to 1 minutes
___
Until this spell ends one creature you touch has its movement speed doubled. Additionally, during their turn, the creature may use a bonus action to expend any amount of movement and teleport an equal amount to an unoccupied space it can see.
#### Geiger’s Sickening Gaze
*1st-level Necromancy*
___
- **Classes:** Sorcerer, Warlock, Wizard
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** M (a chip of phosphorescent material)
- **Duration:** Instantaneous
___
A barely visible blue beam of radiation streaks from one of your eyes. Make a ranged spell attack against a creature within range. On a hit the target takes 2d6 poison damage and must make a Constitution saving throw. On a failed save the creature takes an additional 1d6 necrotic damage and becomes poisoned until the end of their next turn.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, in crease both poison and necrotic damage by 1d6 for each slot level above 1st.
#### Grim Hymn
*4th-level Necromancy*
___
- **Classes:** Bard, Cleric, Warlock
- **Casting Time:** 1 Action
- **Range:** 60 feet
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
Your eyes and hair turn pitch black as you sing a haunting incantation. Just hearing it is enough to weaken the bonds between body and soul. You can not voluntaraly end your concentration on this spell, unless you use your action to make a charisma saving throw and succeed. For the duration you can not take actions, bonus actions, or reactions, other than attempting to end this spell. At the end of your turn all creatures in range that can hear you, including yourself, must make a constitution saving throw or gain one level of exhausion. When other creatures that can hear you begins their turn within range they must reattempt the saving throw, gaining another level of exhaustion on a failed save.
Any levels of exhaustion cause by this spell go away when this spell ends.
#### Headwaters
*4th-level Evocation*
___
- **Classes:** Cleric, Druid
- **Casting Time: ** 1 action
- **Range:** 120 feet
- **Components:** S, M(a stone that weighs at least 5 pounds, which is consumed)
- **Duration:** Concentration, up to 1 minute
___
You break the stone and tear open a small rift to the elemental plane of water, releasing a sudden flood. All creatures in a 60 foot cone must make a Strength saving throw or take 8d6 bludgeoning damage and are moved to the far edge of the cone, taking half damage on a successful save.
While you maintain concentration the cone this spell effects increases by 10 feet at the beginning of your turn. The area is difficult terrain, and creatures that start their turn in the affected area must reattempt the saving throw or they take 1d6 bludgeoning damage and are moved to the nearest edge of the cone.
When this spell ends, most of the water evaporates. The rift remains as a permanent rift to the elemental plane of water, releasing a trickle of water, it is almost indistinguishable from a natural, if implausible, spring.
\pagebreakNum
#### Hell Forged Chains
*5th-level Conjuration*
___
- **Classes:** Sorcerer, Warlock, Wizard
- **Casting Time:** 1 action
- **Range:** Self (10 feet)
- **Components:** S, V, M (a bracelet of rusted iron)
- **Duration:** Concentration, up to 1 minute
___
Torturous animated chains burst forth from your skin and form a shroud around you. As part of casting this spell you make a ranged spell attack with one end of your chain against a creature within 10 feet, dealing 4d8 slashing damage on a hit, and the target must make a Strength saving throw or become grappled. Until this grapple ends the creature is restrained and takes 1d8 piercing damage at the start of their turn. You may not have more than 2 creatures grappled this way.
And when you take the attack action you may replace any of the attack with an attack by your chain. If you attack with your chain while grappling two creatures you end one of the grapples.
#### Hymn of Power
*5th-level Enchantment*
___
- **Classes:** Bard, Cleric, Paladin
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V
- **Duration:** Concentration, up to 10 minutes
___
You begin a holy chant that fills your allies with divine power. When you cast this spell choose the type of hymn that you encant. You may use a bonus action to change the type of hymn.
* ***Protection.*** All friendly creatures within range may add 1d4 to saving throws made against spells and other magical effects. Additionally, if an affected creature succeeds on a saving throw and would take half damage, they take one-quarter of the damage instead.
* ***Invigoration.*** All friendly creatures that begin their turn within range increase their movement speed by 10 feet, additionally they may remove one level of exhaustion at the beginning of their turn.
* ***Aid.*** All friendly creatures that begin their turn within range regain 1 hp. Additionally, friendly creatures within range may roll and add 1d4 to an attack roll, damage roll, or ability check.
\columnbreak
#### Igniting Gaze
*5th-level Transmutation*
___
- **Classes:** Cleric, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** S
- **Duration:** Concentration, up to 1 minutes
___
Your destructive attention causes one creature or object you can see within range to ignite with a cursed flame. The target makes a Charisma saving throw. It takes 6d6 fire damage on a failed save or half as much damage on a successful one. On a failed save the creature continues burning for the spell’s duration. At the end of their turn, a burning creature must repeat the saving throw, taking 3d6 fire damage on a failed save, or extinguishing the flames on a successful one.
On your turn you may use your action to target your gaze at the same or a different creature or object, forcing them to make the initial saving throw; a creature that is already burning automatically fails the saving throw.
These magical flames can’t be extinguished by nonmagical means. If you can not see a burning creature or if it has full cover the flames are extinguished.
If damage from this spell kills a target. The target is turned to ash.
#### Impulse
*1st-level Transmutation*
___
- **Classes:** Bard, Druid, Ranger, Sorcerer, Wizard
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** S, V
- **Duration:** Instantaneous
___
An object that you can touch that is small or tiny that weighs 50 pounds or less, accelerates suddenly. You may choose one of the following paths for the object to take:
* **Arch.** Creatures, objects, and structures within 5 feet of a point within 90 ft must make a Dexterity saving throw or take 1d4 bludgeoning damage for every 5 pounds the object weighed.
* **Line.** Creatures, objects, and structures along a 60-foot-long 1-foot wide line must make a Dexterity saving throw or take 1d4 bludgeoning damage for every 5 pounds the object weighed.
Regardless of the path chosen, the object also takes the damage.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of the object increases by 50 pounds for each slot level above 1st. Additionally higher slot levels increase the size of the object you may use and the area of effect: using a 3rd level or higher slot you may use a medium-size object which affects either a circle with a 20-foot diameter circle or a 60 by 5-foot line, using a 5th level or higher slot you may use a large-size object which affects either a circle with a 30-foot diameter circle or a 60 by 10-foot line.
\pagebreakNum
#### Increase Mass
*1st-level Transmutation, Dueling*
___
- **Classes:** Druid, Sorcerer, Wizard
- **Casting Time:** 1 action or 1 reaction which you take when you would be forced to make a Strength saving throw
- **Range:** Touch
- **Components:** S,V
- **Duration:** 1 minute
___
For the duration the mass of a creature or object you can touch quadruples. It gains advantage on Strength saving throws and resistance to bludgeoning damage, including against the triggering effect. If the new weight exceeds its carrying capacity it is considered encumbered.
Additionally, if it makes a melee weapon attack against a prone or grappled target, on a hit it deals an additional 1d6 bludgeoning damage.
You may use a bonus action to end this spell’s effects.
***At Higher Levels.*** If you cast this using a 3rd- or 4th- level spell slot the effects last for 1 hour. If you cast this using a spell slot of 5th-level or higher the effects last for 24 hours.
#### Jinx
*1st-level Enchantment*
___
- **Classes:** Warlock
- **Casting Time:** 1 bonus action
- **Range:** 60 feet
- **Components:** V
- **Duration:** 1 minute
___
You place a minor curse on a creature you can see within range. When the cursed creature makes an attack or ability check you may roll a d20, before the result of the action is announced you may choose to substitute its roll with yours. If this changes a success into a failure the curse fades away and the spell ends.
Casting *remove curse* on the target ends this spell early.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd or 4th level, the spell lasts for up to 8 hours. When you use a spell slot of 5th level or higher, the spell lasts for up to 24 hours.
#### Jovian Weight
*4th-level Transmutation*
___
- **Classes:** Cleric, Paladin, Wizard
- **Casting Time:** 1 Action
- **Range:** 60 ft
- **Components:** S, V, M(a crown of laurels)
- **Duration:** Concentration, upto 10 minutes
___
All other creatures in range feel themselves pulled down by the suddenly intensified gravity. All creatures in range must make a Strength Saving throw and use their full movement to rise from being prone. All small or larger creatures must spend 2 feet of movement for every foot they use. All medium or larger creatures take 1d6 bludgeoning damage for every 5 feet they move. A large or larger creature takes 1d6 bludgeoning damage at the beginning of their turn. Huge and larger creatures immediately fall prone and take an additional 1d6 damage at the beginning of their turn and when moving.
#### Light Cannon
*5th-level Evocation*
___
- **Classes:** Cleric, Sorcerer
- **Casting Time: ** 1 action
- **Range:** 60 feet
- **Components:** S, V, M(a Ruby worth at least 500gp)
- **Duration:** Instantaneous
___
You release a beam of brilliant radiance. All creatures within a 60 foot long, 10 foot wide line must make a Dexterity saving throw or take 8d8 radiant damage, or half as much on a successful save. All flammable objects in that area that are not being worn or carried ignite.
#### Living Cable
*3rd-level Transmutation*
___
- **Classes:** Ranger, Sorcerer
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** S,V, M(a length or metal wire or cable)
- **Duration:** concentration up to 1 hour
___
You magically animate a length of metal wire or cable, which uses the
Animated Cable stat block. The Animated Cable is friendly toward you and obays your commands (no action required), it shares your initiative count but takes its turnimmediatly after yours. If you give it no instruction it moves toward you as much as possible and takes its Guard on you if possible.
***At Higher Levels.*** If you use a slot level above 3rd the AC and HP of the Living Cable increase, as specified in its stat block.
#### Magnetic Field
*1st-level Transfiguration*
___
- **Classes:** Bard, Paladin, Sorcerer, Wizard
- **Casting Time:** 1 action
- **Range:** 15 feet
- **Components:** M (a load stone)
- **Duration:** Concentration, up to 1 minute
___
Creatures with in range wearing or carrying metal must expend twice their normal movement to move away from you.
Small metallic objects in range that are not being worn or carried are pulled toward you.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, increase the range of this spell by 5 feet for each slot level above 1st.
\pagebreak
___
___
> ## Animated Cable
>*Small Construct*
> ___
> - **Armor Class** 13 + level of the spell
> - **Hit Points** 30 + 10 for each spell level above 3rd
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (-4)|16 (+3)|10 (+0)|8 (-1)|8 (-1)|5(-3)|
>___
> - **Damage Resistances** poison
> - **Condition Immunities** charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
> - **Senses** passive Perception 9
> ___
> ### Actions
> ***Trip.*** The cable stretches out and attempts to pull the legs out from under the creatures around it. All creatures of your choice within 15 feet of the cable must make a dexterity saving throw out fall prone.
>
> ***Bind.*** The cable leaps out and coils around a large or smaller creature within 30 feet of it. The creature must make a strength or dexterity (their choice) or become *restrained.* A restrained creature may reattempt the saving throw on their turn to break free.
>
>***Constrict.*** A creature bound by the animated cable must make a Constitution dabbing throw out take 4d8 bludgeoning damage, taking half as much on a successful save.
>
>***Drag.*** The cable pulls a large or smaller creature it has bound upto thirty feet towards it.
>
>***Retrieve.*** The cable latches on to a medium or smaller object and pulls it towards itself. If the object is being worn out carried, the creature may make a strength saving to keep a hold of them object.
>
>***Zip line.*** The cable moves a willing creature withing 30 feet of it to another point within 30 feet of the cable.
>
>***Guard.*** The animated cable wraps itself around a willing creature with in 5ft., the next attack made against that creature is made with disadvantage.
___
#### Magnite Burst
*3rd-level Transmutatuion, Combo*
___
- **Classes:** Incarcerer, Ranger, Sorcerer, Warlock, Wizard
- **Casting Time:** 1 reaction, which you take to hitting a creature with either a weapon or spell attack multiple times on a single turn
- **Range:** Self(30 foot radius sphere)
- **Components:** S, M(An iron sphere)
- **Duration:** Instantaneous
___
You change gravity, drawing in nearby creatures and then expelling them again. All creatures within range suddenly fall toward you. If they move more than 10 feet they take 1d6 bludgeoning damage per 10 feet they move as falling damage, then all creatures within 10 feet make a strength saving throw, they take 1d6 force damage and are shoved back 10 feet on a failure, and no damage on a success.
If a creature has something to hold on to they may make a strength saving throw to avoid falling.
#### Malignant Growth
*4th-level Necromancy*
___
- **Classes:** Druid, Warlock, Wizard
- **Casting Time:** 1 Action
- **Range:** Touch
- **Components:** S, V, M(a chip of phosphorescent material)
- **Duration:** Concentration, up to 10 minutes
___
Your touch causes a parasitic growth to begin feeding on a creatures life force. Make a melee spell attack against a creature in range. On a hit the creature is poisoned and remains so for the duration of the spell.
On your turn you may use a bonus action to incite the growth to spread, the poisoned creature must make a Constitution saving throw, on a failed save you may choose to reduce the creatures current and maximum HP by 1d10 + your spell casting modifier, or decrease one of their ability scores by 1d4.
The lost HP or ability scores do not return until it completes a long rest after the growth has been removed by a medicine check again your Spell Save DC or a *greater restoration* or similar magic.
#### Momentary Rampage
*5th-level Enchantment*
___
- **Classes:** Bard, Cleric, Paladin
- **Casting Time:** 1 Bonus Action
- **Range:** Touch
- **Components:** V, S, M
- **Duration:** 1 Round
___
A creature you touch becomes filled with fury and rage, pushing them past their limits. Until the beginning of your next turn, if that creature takes the attack action they may make two more attacks than they normally would. If they do until the beginning of your next turn attack that target them are made with advantage.
\pagebreak
#### Monstrous Roar
*3rd-level Evocation*
___
- **Classes:** Bard, Druid, Incarcerer
- **Casting Time:** 1 action
- **Range:** self(30-foot cone)
- **Components:** V
- **Duration:** Instantaneous
___
You let out a forceful roar. All creatures within a 30-foot cone in front of you must make a Strength saving throw or take 4d6 thunder damage and then they are knocked back to the far end of the cone, taking 1d6 bludgeoning damage for every 10 feet traveled. If they succeed on the saving throw they are not moved and only take half the thunder damage.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, increase the size of the cone by 10 feet for each slot level above 3rd.
#### Mystic Forge
*3rd-Level Transmutation, Ritual*
___
- **Classes:** Cleric, Wizard
- **Casting Time:** 10 Minutes
- **Range:** Special
- **Components:** S, V, M(a container worth at least 2sp, full of coals)
- **Duration:** 8 Hours
___
You cause the flames in container used in this spell to burn white hot, but they will only harm what you permit it to harm. For the spells duration, ability checks that use Blacksmiths tools are made with advantage. Creatures within 30 feet of the forge ignor the effects of extremely hot and cold weather and regain an additional level of exhaustion if they complete a long rest inside that range.
If the contents of the forge are dumped out onto a creature of you choice, that creature must make a Dexterity saving throw or take 8d12 fire damage, then the spell ends. Creatures of your choice that enter a container or chamber effected by this spell take 4d12 fire damage when they enter and at the beginning of their turn. Otherwise the flames are harmless and do not spread.
#### Oculus Noir
*5th-level Enchantment*
___
- **Classes:** Bard, Cleric, Warlock
- **Casting Time:** 1 Action
- **Range:** 120 feet
- **Components:** S, V, M(fish scales)
- **Duration:** 1 hour
___
This spell steals the sight from creatures of your choice. Roll 4d4; the total times ten is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious and blind creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell becomes blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, roll an additional d4 for each slot level above 5th.
#### Psyche Shock
*3rd-level Enchantment*
___
- **Classes:** Incarcerer, Warlock, Wizard
- **Casting Time:** 1 Action
- **Range:** 30 feet
- **Components:** V
- **Duration:** Instantaneous
___
You assault the very identity of a creature in range. The target must make an Intelligence saving throw or take 4d8 psychic damage and is *stunned* until the start of their next turn, only taking half as much damage on a successful save.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
#### Righteous Banner
*3rd-level Enchantment*
___
- **Classes:** Paladin
- **Casting Time:** 1 action
- **Range:** 5 feet
- **Components:** S, V, M(a strip of undyed cloth)
- **Duration:** 1 minute
___
You summon a standard emblazoned with the sigil of the power you serve, all who gaze upon it are filled with awe and terror.
Your righteous banner sheds bright light for 10 ft and dim light for an additional 10 ft and must be carried with two hands or planted in the ground with a bonus action. When planted, your standard has an AC of 14 and 5 hp. Creatures of your choice within your standards light deals an additional 1d4 radiant damage when they hit with a weapon attack. Each hostile creature that your standard’s light touches deals 1d4 less damage when they hit with a weapon attack.
If you are forced to drop your standard, or if it is destroyed each hostile creature within 20ft of where the standard stood makes its next attack with advantage. All creatures that can see your banner are aware of this effect.
#### Riptide Spirit
*3rd-level Conjuration*
___
- **Classes:** Druid, Sorcerer
- **Casting Time:** 1 bonus action
- **Range:** 90 feel
- **Components:** S, V, M(a cup of clean water)
- **Duration:** 10 minutes
___
You conjure a minor elemental spirit called a Riptide. When you cast this spell, and on furture turns as a bonus action, you may verbally command it to move up to 30 feet. The Riptide can move through large and smaller creatures. The first creature that the Riptide moves through, each turn must make a strength saving throw or they take 1d8 bludgeoning damage and are dragged 10 feet in a direction of the riptides movement. If the creature is submerged in water it is moved 20ft instead.
If the Riptide moves beyond this spells range it collapse into ordinary water and the spell ends.
\pagebreakNum
#### Rust Touch
*4th-level Transmutation*
___
- **Classes:** Druid, Warlock, Wizard
- **Casting Time:** 1 Bonus Action
- **Range:** 5 feet
- **Components:** S, V, M(a shot of salt water and an insect’s antenna)
- **Duration:** Concentration, up to 1 minute
___
For the duration any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non magical ammunition made of metal that hits you is destroyed after dealing damage.
Additionally you may use a bonus action to corrode one nonmagical metal object within 5 feet. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid the your rusting magic.
If the target object is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
#### Shadows of the City
*3rd-level Illusion*
___
- **Classes:** Warlock, Wizard
- **Casting Time:** 1 action
- **Range:** 120ft.
- **Components:** S, M (a cobblestone extracted from a busy road)
- **Duration:** Conc. upto 1 minute
___
You cause a shadow of the yet-unwoken City of R’lyeh to overlap with reality over a 30ft radius sphere centered on a point within range. The area is dimly lit, regardless of its prior illumination. Hostile non-aberrations treat it as difficult terrain. Within the area 3 Shadows emerge, they are friendly to you and take their turn after yours. You may give them instructions telepathically, (no action required). These Shadows cannot move outside of the area and at the beginning of your turn, if there are less than 3 Shadows, a new Shadow appears. Your GM has the stats for these Shadows.
***At Higher Levels.*** When you cast this spell using a spell slot of n+1th level or higher, increase the diameter of the affected area by 10 feet for each slot level above N.
#### Shadow Force
*4th-level Evocation*
___
- **Classes:** Sorcerer, Warlock
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S, M (A nugget of gold, covered in ink)
- **Duration:** 1 round
___
You step through a shadow into the ethereal plane. At the beginning of your next turn you return next to a creature within 120ft of the space you left, it must make a Charisma saving throw or take 8d8 necrotic damage and be transported to the ethereal plane for 1 round, taking half damage on a successful save.
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher increase the damage dealt by 1d8 for each slot level used above 5th.
#### Shattering Stomp
*1st-level Evocation*
___
- **Classes:** Bard, Druid, Incarcerer, Sorcerer, Wizard
- **Casting Time:** 1 action
- **Range:** 10 feet
- **Components:** S,V
- **Duration:** Instantaneous
___
You stomp the ground, causing it to shudder and crack. All grounded creatures in range must make a Dexterity saving throw or take 1d6 bludgeoning damage and fall prone.
If any creature fails the saving throw, the area in range becomes difficult terrain until it can be cleared. It takes 1 minute of work to clear a 5 by 5 foot area.
Structures and non-magical objects that aren’t being worn and structures in range also take damage.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, increase the range of this spell by 5 feet for each slot level above 1st.
#### Smackdown
*2nd-level Evocation*
___
- **Classes:** Bard, Cleric, Druid, Ranger
- **Casting Time:** 1 action
- **Range:** 60ft
- **Components:** S, V
- **Duration:** Instantaneous
___
Make a ranged spell attack against a creature in range, on a hit the creature takes 3d6 force damage and falls prone.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you may make an additional attack for every second slot level spent, i.e. 4th, 2 attacks, 6th: 3 attacks, 8th: 4 attacks
#### Spike Cannon
*2nd-level Evocation*
___
- **Classes:** Druid, Ranger, Wizard
- **Casting Time:** 1 Action
- **Range:** 15 feet
- **Components:** M(several nails or quills)
- **Duration:** Instantaneous
___
You shoot out a quick barrage of spikes. All creatures within a 15 foot long, 5 foot wide line must make a Dexterity saving throw or take 5d6 piercing damage, taking half damage on a successful save.
***At Higher Levels.*** When you cast this using a spell slot of 3rd level or above increase the damage dealt by 2d6 for each slot level above 2nd.
\pagebreakNum
#### Soot and Cinders
*4th-level Evocation*
___
- **Classes:** Warlock
- **Casting Time:** 1 action
- **Range:** Self (10 feet)
- **Components:** S, V, M (a splinter of bassalt worth 100 gp)
- **Duration:** Concentration, up to 1 minute
___
A cloud of burning ash and smoke descends around you, heavily obscuring everything in a 10-foot-radius, 20-foot-tall cylinder around you, though your vision remains unhindered. The cylinder moves with you and spreads around corners. The cloud lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Creatures of your choice that start their turn in the area, or the first time they move within this range, must make a Constitution saving throw or take 2d6 fire damage and 2d6 poison damage, taking either the fire or the poison damage on a successful save, their choice.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher you may increase the range of this spell by 5 feet for every slot level above 4th.
#### Sonic Rave
*5th-level Transmutation*
___
- **Classes:** Incarcerer, Ranger, Paladin, Sorcerer, Warlock
- **Casting Time:** 1 Action
- **Range:** Self
- **Components:** V, S, M(a weapon worth at least 1 sp)
- **Duration:** Concentration, up to 1 minute
___
You flourish the weapon used in casting the spell then launch yourself in a straight line up to 30 ft without provoking attacks of opportunity. All creatures within 10 feet must make a constitution saving throw or take dealing 3d10 thunder damage, or half as much damage on a successful one.
For the duration you may use your action to use this effect again. If you end your turn without using this effect the spell ends.
**At Higher Levels.** If you cast this spell with a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
#### Sonic Sprint
*3rd-level Transmutation*
___
- **Classes:** Bard, Incarcerer, Ranger, Sorcerer
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S
- **Duration:** Instantaneous
___
When you cast this you may move in a straight line up to twice your movement speed, momentarily breaking the sound barrier. Every creature that you passed within 5 feet of must make a Constitution saving throw or take 1d10 thunder damage. The boom of your movement can be heard up to 300 hundred feet away.
When you move you can take along 1 willing or grappled creature.
\columnbreak
#### Turbulent Air
*4th-level Transmutation*
___
- **Classes:** Druid, Incarcerer, Sorcerer, Wizard
- **Casting Time:** 1 Action
- **Range:** 300 feet (50-foot cube)
- **Components:** S,V, M (a hand-held fan)
- **Duration:** 1 minute
___
You cause the air within a 50-foot cube to become wild and turbulent. Flying creatures must spend 2 feet of movement for every 1 foot they move through the cube. All creatures that begin their turn in the cube or move into the area must make a Strength saving throw or are moved 10 feet in a direction of your choice.
In the area gasses and vapors are dispersed, candles, touches, and unprotected flames are extinguished and protected flames dance wildly, reducing their illumination by 50 percent.
As a bonus action on your turn, you may move the cube of affected air up to 100 ft. During the spell’s duration, you may also use a bonus action to suspend or restart its effects.
***At Higher Levels.*** If you cast this spell with a spell slot of 5th level or higher, the size of the cube increases by 10 feet for each slot level above 4th.
#### Voltaic Vigor
*5th-level Transmutation*
___
- **Classes:** Sorcerer
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** S, V, M (a sealed vessel full of vinegar and a zinc and a copper rod each worth at least 2 sp)
- **Duration:** Concentration, upto 1 minute
___
A willing creature you touch transforms into pure electricity. Until the spell ends its movement speed and jump distances are tripled and its movement does not provoke attacks of opportunity, it is immune to lightning damage and weapon attacks targeting it are made with disadvantage. It gains advantage on Dexterity Saving Throws and disadvantage on strength saving throws. And it gains an additional action on each of its turns; that action can be used only to take the Search, Dash, or Use an Object action.
Further, weapon attacks by creatures transformed in this way deal an additional 2d8 lightning damage.
When the spell ends, the target can't move or take actions until after its next turn, as its body recovers from the transfiguration.
\pagebreakNum
#### Wild Flesh
*1st-level Transmutation*
___
- **Classes:** Warlock, Wizard
- **Casting Time:** 1 action
- **Range:** 30ft.
- **Components:** S, M (a crimson cape)
- **Duration:** Concentration, up to 1 minutes
___
Your flesh writhes and flows, suddenly lashing out at a creature within range. The target must make a dexterity saving throw or be dragged 10 feet towards you. A creature that is dragged to within 5 feet of you is grappled and restrained by you. A creature may use an action to escape by making a Strength check against your spell save DC.
For this spell’s duration, your Unarmed Strikes have a Reach of 10ft, and you may attempt to grapple creatures up to two sizes larger than you.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher the initial effect may target an additional creature for every slot level above 1st, and you may maintain these grapples even if you would not normally have the number of limbs needed.
# Appendix D: Change Log
##### The Future
* Fixing the Index Page Numbers
* Updating the spells here with the final versions from IDBN's Other Grimiors of Legendary Magics
##### 2.3
* One D&D side bars
* The Ancestral Arbor Subclass
* Limited Usage of Accursed Cloak as corruption wasn't a sufficient balancing factor
* To compensate for the increased Spell Slot usage Overdraft has been moved forward
* An Aura of Courage like effect is now put in place of Overdraft at 10th level
* Removed Multiclassing Proficiencies
* Uncommon Vitality and Weird Power series of Manifestations added
##### 2.2.2.2
* Added the Awesome Monstrosity Subclass (focused on Shove and HP)
* Added New spells to replace non-OGL spells, many.
* Swapped in the Ancient Dragon's spell list nondetection for wind wall
* Replaced a spell in Aberration Spell list with compulsion
* In Archangel spell list removed Protection from evil and good and spirit guardians, added Banishment and Divination
* In the Lich spell list replaced a spell with Contagion
* Slight nerf to Searing Brilliance
* Swapped around names of Spell of the Archwizard, Epic, Legendary, Mythic. Just because I like the ordering of Legendary, Epic, Mythic
* Added the Expanded Magic Series of Manifestations
* Decreased the level of the Control the Winds Manifestation
* Buffed several primordial Mantels
* Hard nerf to Aberration's maddening form
* Restricted Dragon's 6th level feature to while Accursed Cloak is active, to make it more in line with other subclasses.
##### 2.2.2.1
* The Tarrasque's bite attack is now magical starting at 6th level
* Removed references to Corruption Score in Over Channel and Compel Answers
* Added that Restoration spells can remove Corruption Symptoms
* Added the Purify Corruption Downtime activity
##### 2.2.2
* Altered how corruption works, removed Corruption Ability Score
* Added Linked Index
* Added Manifestation and Subclass Features alphabetical list
* Command the Winds manifestation made OGL compliant
* Turbulent Air spell added
* Added Resonant Somnolence, Void Wake, and Silver Tongue manifestations
##### 2.2.1
* Added New Spells and Cantrips
* Altered how corruption works and removed the Corrupt Action tables
##### 2.2.0
* Added the Primordial Sealed Entity
* Private Sanctum and Loyal Servant Manifestations added
* Reformatted Corrupt Action Tables
* Loathsome Teeth, Claws, Horns Manifestation added
* Folded Pillars of the Worlds into Beyond Mortal Ken
* Created new 18th level feature: Recurrent Channeling
* You can now replace learning a spell with gaining a manifestation and vice versa.
* Phase Step move to 3rd level
* Expanded Spell List with spells from Kibbles Generic Elemental Spells
* Added Tiny CR 1 creatures as additional Familiar options
* Manifestation Levels Adjusted
* Overdraft moved to level 10
\pagebreakNum
Manifestations by Level
1st-level Manifestation
2nd-level Manifestation
3rd-level Manifestation
4th-level Manifestation
5th-level Manifestation
\pagebreakNum
\pagebreakNum
# Linked Index