Soulcaster Class

by Hollowed Kingdoms

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Soulcaster

A firefly meditates in her home, gathering her Soul around her and bringing it into material form. She lets it wash over her, healing her broken wing. As she flutters sheepishly, she feels her confidence rise as she flies for the first time since her injury.
A solitary Mantis scribbles furiously on her parchment. Her last two incantations took her home and her pride when they failed, but this time she would not be denied. As she focuses her Soul forth, a sickening bolt of darkness emanates out, destroying the hillside. She is pleased.
A wizened Cicada of many years chants in his tower, as his Bee apprentice follows clumsily behind. He pauses briefly to correct his technique, rejoining his master in their endeavor. As their verses crescendo, the two leave their physical bodies and enter a world of dreaming, disjoint but similar to their own, and proceed to wander.
A Soulcaster takes many forms, holds many goals, and learns many things in their lifetime. A singular constant that guides them is the need to push the boundaries of what is and is not possible. To pull forth their Soul from their innermost being, give it shape, and use it for their own ends. A Soulcaster both seeks knowledge, exudes curiosity and can be found wherever the mysteries of the world choose to hide themselves.

Spiritual Knowledge Seekers

All Soulcasters are alike in but one way: they are all very different. The Soul varies heavily with every user, and no two Soulcasters wield it in the same way. While each may quest for knowledge and power, their motivations are strictly their own. Each Soulcaster quests for knowledge in their own way, for their own reasons. You should consider carefully what motivates your Soulcaster, as well as how far they are willing to go to achieve their goals and desires.

Soulcaster
Level Proficiency Bonus Soul Charges Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Soul Manipulation, Spellcasting 2 2
2nd +2 2 Soulcaster Focus, Soul Techniques 2 3
3rd +2 2 Soul Recovery 2 4 2
4th +2 3 Ability Score Increase 3 4 3
5th +3 3 Soulcaster Focus Feature 3 4 3 2
6th +3 3 Soul Totem 3 4 3 3
7th +3 4 / 3 4 3 3 1
8th +3 4 Ability Score Increase, Soul Technique 3 4 3 3 2
9th +4 4 / 3 4 3 3 3 1
10th +4 5 Soulcaster Focus Feature 4 4 3 3 3 2
11th +4 5 / 4 4 3 3 3 2 1
12th +4 5 Ability Score Increase 4 4 3 3 3 2 1
13th +5 6 / 4 4 3 3 3 2 1 1
14th +5 6 Soulcaster Focus Feature, Soul Technique 4 4 3 3 3 2 1 1
15th +5 6 / 4 4 3 3 3 2 1 1 1
16th +5 7 Ability Score Increase 5 4 3 3 3 2 1 1 1
17th +6 7 / 5 4 3 3 3 2 1 1 1 1
18th +6 7 Greater Soul Manipulation 5 4 3 3 3 3 1 1 1 1
19th +6 8 Ability Score Increase 5 4 3 3 3 3 2 1 1 1
20th +6 8 Soul Mastery 5 4 3 3 3 3 2 2 1 1

Class Features

As a Soulcaster, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Battle Axes, Flails, Morning Stars, Tridents, Warhammers, War Picks, and Whips
  • Tools: Alchemist's Supplies

  • Saving Throws: Intelligence and Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature or Survival

Equipment

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

  • (a) A Quarterstaff or (b) A Whip
  • (a) A Priest's Pack or (b) A Scholar's Pack
  • (a) An Arcane Focus or (b) A Component Pouch
  • (a) Scale Mail or (b) Leather Armor
  • A Talisman, Totem or other spiritual token

Soul Manipulation

At first level, you learn to harness your Soul for your own needs. At 1st level, you gain a number of Soul Charges as described in the Soulcaster Table. As an action, you can expend a number of Soul Charges to roll that same number of Soulcaster Hit Dice. Roll the dice, adding your CON modifier to each of them. You regain that amount of health. The Hit Dice are considered expended and must be regained as normal. You cannot use a number of Hit Dice greater than those you already have. You can use this aspect of this feature a number of times equal to your WIS modifier per short or long rest.

Spellcasting

Wielding the mysterious aspect of Soul, you can use Soulcaster spells. See Spells Rules for the general rules of spellcasting and the Spells Listing at the end of this class for the Soulcaster spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the Soulcaster Spell List. You learn additional Soulcaster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Soulcaster table.

Preparing and Casting Spells

The Soulcaster table shows how many spell slots you have to cast your Soulcaster spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Soulcaster spells that are available for you to cast, choosing from the Soulcaster spell list. When you do so, choose a number of Soulcaster spells equal to your Wisdom modifier + your Soulcaster level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Soulcaster spells requires time spent meditating and researching for at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Soulcaster spells. The power of your spells comes from your connection to your inner Soul. You use your Wisdom whenever a Soulcaster spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Soulcaster spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a Soulcaster spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus or a component pouch (see the Adventuring Gear section) as a spellcasting focus for your Soulcaster spells. With the approval of your Game Master, a snail’s shell or other unique item will also suffice.

Soulcaster Focus

At 2nd level, you develop affinity for certain forms of their Soul, as detailed at later in this class: The Dreamwalker, which strides across the line between the physical world and the spiritual; The Lifeblood Shaman, which focuses on healing magics to aid others; Finally, the Void Master, which wields a dark power to destroy foes. Your choice determines abilities attained when you gain levels in this class.
You gain additional features at 5th, 10th and 14th level.

Soul Techniques

At 2nd Level, you gain a number of Techniques that utilize your Soul Charges. These Techniques harness your Soul in ways that defy logic. When you gain the feature, you learn 2 Soul Techniques as listed below, and additional ones at levels 5, 8 and 14. Additionally, when you gain a Soulcaster Level, you can exchange one technique with another one. Some options are restricted by subclass or Soulcaster level. The options are listed below:

Armored Soul

As a bonus action, you can expend a Soul Charge. Select STR, DEX, or CON. The next time you would make a Saving Throw of the selected type, you can make that throw at advantage. This effect lasts until it is used or the start of your next turn.

Curse of the Hollow

As a bonus action, you can expend 1 Soul Charge. You cast the Hex Spell without expending a spell slot. While the spell remains active, you cannot use this feature again.

Dark Vessel

Prerequisite: Level 8 Void Master
When you would be reduced to 0 Hit Points while you have Soul Charges, you can expend all of your remaining Soul Charges. Instead of falling unconscious, you become a floating shadow. While in this form, you cannot take actions, bonus actions or reactions, and you cannot speak. You can levitate with a flying speed equal to 20 ft. While in this state, you are immune to all damage. This form lasts a number of rounds equal to the number of charges expended. When this feature ends, you fall to the ground and begin making death saving throws as normal. If you regain Hit Points at any time while this feature, it ends, and you regain consciousness. You can only use this feature once per long rest.

Desolate Dive

Prerequisite: Level 8
As an action, you can expend 2 Soul Charges and rocket forward up to 30ft, slamming into the ground. All enemies within 10 ft of you of size large or smaller must make a STR saving throw vs. your Soulcaster Spell Save DC, falling prone on a failure.

Dream Nail

Prerequisite: Dreamwalker
As a Bonus action, you can expend a Soul Charge to make a Melee Spell Attack. On a hit, you deal 2D8 Radiant Damage to the opposing creature. Additionally, as you gain insight into their thoughts, a creature hit by this effect makes its next attack against you at disadvantage.

Dream Shield

Prerequisite: Level 5 Dreamwalker
As a reaction, you can expend 1 Soul Charge to cast Shield without expending a spell slot. This effect is not affected by spells such as Counterspell or Anti Magic Field. Once you use this technique, you cannot use it again until 2 of your turns pass.

Dreamer's Gaze

Prerequisite: Level 8 Dreamwalker
As an action, and by expending 2 Soul Charges, you gain the ability to see through solid objects within 120ft. All inorganic objects become a pale, transparent ghost of their prior forms which you can see through. Creatures witnessed in this way appear as White masses. The general size and dimensions can be discerned, but details are difficult to make out.

Eyes of the Void

Prerequisite: Void Master
As a bonus action, you can expend a Soul Charge. You gain Darkvision up to 60ft. If you already possess Darkvision, it extends by that amount. While active, you can see through magical darkness. This effect lasts for 10 minutes.

Howling Wraiths

Prerequisite: Level 5
As an action, you can expend a Soul Charge to expel a terrifying howl to frighten enemies. Any creature of your choice within 30ft of you must make a WIS saving throw vs. your Soulcaster Spell Save DC. Creatures that fail become frightened of you for 1 minute. A creature affected by this effect can repeat the saving throw at the end of its turns. A creature that succeeds its initial saving throw is unaffected by this Technique for the next 24 hours.

Lifeblood Cocoon

Prerequisite: Lifeblood Shaman
As a reaction, whenever you are hit with an attack or fail a saving throw for an effect that deals damage, you can expend 2 Soul Charges to gain Temporary HP equal to 2 x your Soulcaster Level. This Temporary HP lasts until your next turn, at which point it is reduced to 0. Once you use this Technique, you can’t use it again until you roll initiative again.

Monarch Wings

As an action, you can expend a Soul Charge. You cast the Jump Spell on yourself without expending a spell slot.

Sequestering Soul

Prerequisite: Level 14 Dreamwalker
As an action, you can expend a number of Soul Charges of your choice. You can transport a number of creatures, including you equal to the charges expended, to a demi plane. While there, you cannot be seen by or interact with creatures not on the demi plane. You cannot cast spells while on this demi plane. This effect can last for up to a minute, after which point you return to where you left from. You can choose to return up to 500ft from where you left.

Sparking Strike

Prerequisite: Level 5 Lifeblood Shaman
You can expend 2 Soul Charges as an action to cast Elemental Weapon without expending a spell slot. You must choose Lightning damage. This effect is not affected by spells such as Counterspell or Anti Magic Field.

Soul Catcher

Prerequisite: Level 5
When you make a melee weapon attack, you can make the attack with a -5 to the roll. On a successful hit, you regain 2 Soul Charges instead of 1.

Soul Shielding

As a bonus action, you can expend a Soul Charge. Select INT, WIS, or CHA. The next time you would make a Saving Throw of the selected type, you can make that throw at advantage. This effect lasts until it is used or the start of your next turn.

Soul Transmutation

Prerequisite: Level 5
As an action, you can expend a number of Soul Charges equal to a number of Spell Slot Levels you have expended, regaining the expended slots (i.e. 2 could be one 2nd level spell slot or two 1st level spell slots). The slots regained can only be for spell levels you are able to cast and cannot be for any level higher than 5th. You can only use this Technique once per short or long rest.

Spirit Summoning

Prerequisite: Level 8
As an action, you can target one creature making Death Saving Throws (but that is not dead) within 120 ft of you. By expending 3 Soul Charges, the creature is transported next to you to an adjacent space and is immediately stabilized (you do not need to roll). Once you use this technique, you cannot do so again until you complete a Short or Long Rest.

Soul Twister

Prerequisite: Level 14
As an action, you can expend 4 Soul Charges. All creatures of your choice within 60ft of you must make a DEX saving throw. On a failure, a creature takes 6 D6 Damage, the type depending on your Soulcaster Focus: Dreamwalkers deal Radiant, Lifeblood Shamans deal Lightning, and Void Masters deal Necrotic. Creatures that succeed on the saving throw take half damage.

Tainted Spirit

Prerequisite: Level 14
You can bring forth tainted Soul to control your enemies. As an action, you can expend 4 Soul Charges. You exude a foul tainture in a 30 ft area around you. Every Humanoid creature of your choice must make a WIS saving throw. Creatures with an INT of 10 or less make the save at Disadvantage. Any remains of dead humanoids in range are also affected and immediately fail, rising as a Skeleton or Zombie, as appropriate. All creatures who fail are covered with the taint and fall under your control. They can receive simple commands and must obey them to the best of their capabilities while under the effects of this ability. This lasts for 24 hours, with all creatures affected falling unconscious or inert, as appropriate. If you use this ability again before the time ends, you reassert control over creatures you have already affected so long as they are within 100 ft of you when you do. A creature that succeeds its saving throw is immune to this effect for 24 hours or until it dies.

Uumuu's Burst

Prerequisite: Level 14 Lifeblood Shaman
As an action, you can expend 3 Soul Charges. Every creature within 60 ft of you of your choice must make a DEX saving throw. Creatures that fail the save take Lightning Damage equal to your total Temporary HP, or half as much on a successful save. Your Temporary HP is reduced to 0.

Vengeful Spirit

As an action, you can fire a large mass of violent Soul at your enemies by expending a number of Soul Charges. When you do, you can make a Ranged Spell Attack against an enemy within 60 ft. On a hit, you deal force damage equal to a number of D10’s equal to the Soul charges you expended (i.e. 2 charges deals 2d10 Force damage). Additionally, on a hit, you may force the target to make a STR saving throw, pushing them back 5ft per charge expended on a failure.

Void Given Form

Prerequisite: Level 14 Void Master
As an action, you can expend 4 Soul Charges. Make a melee spell attack against every creature of your choice within 30 ft of you, dealing 6d8 Necrotic damage on a hit.

Void Nail

Prerequisite: Level 5 Void Master
As a bonus action, you can expend 2 Soul Charges. You cast the Shadowblade spell without expending a spell slot. This effect is not affected by spells such as Counterspell or Anti Magic Field.

Soul Recovery

At 3rd level, you gain the ability to recover your soul more easily. Whenever you hit an enemy with a Melee Weapon attack, you can regain 1 Soul Charge. You can only recover one charge per turn, and you cannot exceed your maximum number of charges in this way.
Additionally, whenever you roll a Natural 20 on a for a skill check, attack roll or saving throw, you can regain 1 Soul Charge, but never more than your maximum.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Soul Totem

At 6th level, you gain the ability to form your Soul into something powerful and tangent. You can expend one Soul Charge and spend time crafting a small totem for yourself. This process takes an hour and reduces your max charges by 1. The totem is a tiny object and can take any form you find appealing, within the direction of your Game Master. When you craft this Totem, designate one of the 6 Ability Scores. While this Totem is on your person, you can add 1 to any ability check or saving throw that uses the selected ability score. As an action, you can destroy the totem. The Totem is rendered useless, and the Soul Charge returns to you.
The decision is made when you create the Totem and cannot be changed during the Totems Life. You can only create one Totem per Long Rest. If you die, the Totem is rendered inert.

Greater Soul Manipulation

At 18th level, you have gained a great insight into how to mold Soul to your Whims. You can spend a minute performing a ritual in which you meditate and gather your Soul. Once you complete it, you can swap which Soul Techniques you have prepared with any you meet the prerequisites for. You can do this a number of times per long rest equal to your WIS modifier.

Soul Mastery

At 20th level, your ability to wield and control your Soul is unrivaled. When you roll initiative, if able, you gain 1 Soul Charge, and additionally, you can gain 1 Soul Charge at the start of each of your turns. Additionally, whenever you would expend a Soul Charge for any reason, you can instead expend Spell Slots (where 1 level 2 slot equals 2 charges, etc) equal to or greater than the required number of charges for the ability.

Soulcaster Focus

Dreamwalker

Some Soulcasters find their path in life walking the line between the material and the ethereal. The Dreams of the world flow through the world like water, and a Dreamwalker is uniquely skilled in navigating them. They see what cannot be seen, hear what cannot be heard and use their connection to influence the world around them to suit their needs. A Dreamwalker brings the physical and metaphysical together in a way few others can.

Expanded Spell List

When you gain levels in this subclass, you learn new Soulcaster spells as listed on the following table. These spells are always prepared, do not count against your number of spells known, and are considered to be Soulcaster spells.

Level Spells Added
1st Bless, Guiding Bolt
3rd Invisibility, Misty Step
5th Counterspell, Speak with Dead
7th Banishment, Sickening Radiance
9th Dream, Far Step

Radiant Soul

At 2nd Level, your time in the Dream Realm has given you a level of Radiant power. You learn the Word of Radiance cantrip. This is treated as a Soulcaster spell for you and does not count against the number of cantrips known. Additionally, you have advantage on Saving Throws against being Charmed.

Dream Essence

At 5th level, your time in the Dreaming Realm has given you a deal of resistance to its effects. You gain resistance to both Radiant and Psychic damage, and you are now immune to being charmed.

Dream Veil

At 10th level, you gain insight in how to discern spirits and dreams beyond the reality others are bound to. When you gain this level, you learn how to speak with the recently departed. Whenever you encounter a corpse of a sentient creature, as an action, you can pull the spirit back to the living world for a brief moment. You can cast Speak with Dead on the corpse without expending a Spell Slot. When you receive your answers, the spirit departs back beyond the veil and cannot be affected by this feature again.
You can use this feature a number of times equal to your WIS modifier, regaining all uses after completing a Long Rest.

Rebuke of Nightmares

At 14th level, you gain a light from the Dream Realm that repels any who would dare to strike at you. As an action, you can summon a group of Fallen Champions to defend you. The Dream Warriors float around you and take appearances based on fallen heroes. They shed Bright light for 60ft and dim light at an additional 60ft. This light shines even through magical darkness. Your AC increases by 2, and whenever you are hit by an attack by an enemy within 30 ft of you, the Dream Warriors attack. Make a Melee Spell Attack against the enemy. On a hit, you can expend a Soul Charge. You deal 2D12s of Radiant Damage.
This feature lasts for 1 minute. You can only use this ability once per long rest.

Lifeblood Shaman

A Lifeblood Shaman possesses a unique, symbiotic relationship with the Soul. It flows freely through them to embrace the world, bolstering their lifeforce in return. When a Soulcaster embraces the power of Lifeblood, they embrace vitality and freedom. With its power coursing through them, there is little they can’t accomplish.

Expanded Spell List

When you gain levels in this subclass, you learn new Soulcaster spells as listed on the following table. These spells are always prepared, do not count against your number of spells known, and are considered to be Soulcaster spells.

Level Spells Added
1st Heroism, Witch Bolt
3rd Aid, Enhance Ability
5th Call Lightning, Thunder Step
7th Aura of Life, Storm Sphere
9th Antilife Shell, Mass Cure Wounds

Lifeblood Heart

When you reach level 2, you learn how to harness the energizing power of Lifeblood. As an action, you gain Temporary HP equal to your Soulcaster Level + your WIS modifier. You can use this ability a number of times equal to your WIS modifier, regaining all uses after finishing a long rest.

Lumafly Spark

At 5th Level, Your Lifeblood helps to protect you, taking the form of sparking Lumaflies. While you have temporary HP, you have resistance to Lightning and Thunder Damage, and any creature that hits you with a melee attack takes Lightning damage equal to your Proficiency Bonus.

Lifeblood Transfusion

At 8th level, whenever you would gain new Temporary HP via an ability from the Lifeblood Shaman Focus, you can expend a Soul Charge. You can increase the Temporary HP you gain by an amount equal to half (rounded up) of your current Temporary HP.

Lifeblood Core

At 10th level, you are able to share your Lifeblood with others. When you use your Lifeblood Heart Ability, you can choose a number of creatures within 15ft, up to your WIS modifier, and have them gain Temporary HP equal to your WIS modifier.

Joni's Blessing

A gift for those who embrace the Lifeblood, you are blessed with an ever-flowing fountain of the energy when you reach 14th level. Whenever you begin a turn in which you do not have Temporary HP, you gain Temporary HP equal to your WIS modifier.

Void Master

Within the depths of one's Soul exists a great power; a Dark power. The Void is present in all beings, but only those strong enough to survive its alure can wield its strength. A Void Master takes the darkness and molds it to their whim, increasing the power of their Soul to unimaginable heights. The Void does not love or hate, it does not judge or forgive, it only consumes. A true Void Master knows this and eagerly provides the feast.

Expanded Spell List

When you gain levels in this subclass, you learn new Soulcaster spells as listed on the following table. These spells are always prepared, do not count against your number of spells known, and are considered to be Soulcaster spells.

Level Spells Added
1st Arms of Hadar, Hex
3rd Darkness, Shadow Blade
5th Bestow Curse, Hunger of Hadar
7th Evard's Black Tentacles, Shadow of Moil
9th Contagion, Ennervation

Void Soul

At 2nd level you gain the ability to unleash the Void trapped within you. As a bonus action, you can cloak yourself in an inky black visage with protruding tendrils of shadow. While active, any Soulcaster spell you cast that deals damage deals extra necrotic damage equal to your WIS modifier.
Additionally, whenever you would move out of an enemies threat area (regardless of if this provokes an opportunity attack) you can use your reaction to make a melee Spell attack against that creature. This attack deals 1 d10 Slashing or Necrotic Damage (your choice) and restores a Soul Charge on a successful hit. You cannot gain more Soul Charges than your maximum in this way.
This feature lasts for a minute, after which you revert to your normal form. Once you use this feature, you cannot use it again until you complete a short or long rest. You can expend 4 Soul Charges to activate the ability after you’ve used it.

Void Guard

At 6th Level, you gain a strong defense against the powers you wield. You gain resistance to Necrotic and Slashing Damage, and you are immune to being frightened.

Improved Void Soul

At level 10, when you activate your Void Soul feature, you now gain a flying speed equal to your Walking Speed. If you are flying when the feature ends, you fall to the ground. Additionally, whenever you cast a spell that deals damage, you can reroll any damage dice you roll. You must keep the new roll.

Void Heart

At 14th level, you can empower the entirety of your Soul with the power of Void. When you activate the Void Soul feature, you can choose to expend a number of your remaining Void Charges (min of 1). When you enter the form, a number of black tendrils made of dark energy erupt from the ground around your body equal to the Soul Charges you expend. Each one takes up a 5 x 5ft are and cannot be summoned more than 10 ft away from you. You can choose a number of creatures within 60 ft of a tendril, up to the number of tendrils you create. The Tendrils immediately attack, forcing every targeted creature to make a DEX saving throw. On a failure, they take 3d10 Necrotic damage and, any creature size Large or smaller is restrained. A creature restrained by this effect can make a STR or DEX saving throw at the end of its turn to escape the effect. Once a Tendril misses or the target escapes, the tendril dissipates harmlessly.
Any tendrils that do not target an enemy envelop you and increase the extra necrotic damage of your spells by 2 per tendril returned.
You can only use this feature once per long rest.

Game Credit

This Class was inspired by the game Hollow Knight by Team Cherry. A labor of love made solely for entertainment purposes and not-for-profit. No copyright infringement is intended.

Designed by: Nick
Art by: MEBI

Soulcaster Spell List

Cantrips
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Friends
  • Guidance
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Resistance
  • Spare the Dying
  • Thaumaturgy
  • Infestation (Xan)
  • Magic Stone (Xan)
  • Toll the Dead (Xan)
  • Mind Sliver (TCE)
  • Sapping Sting (EGW)
1st Level
  • Bane
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Dissonant Whispers
  • Fairie Fire
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Hex
  • Inflict Wounds
  • Jump
  • Ray Sickness
  • Silent Image
  • Sleep
  • Thunderwave
  • Catapult (Xan)
  • Cause Fear (Xan)
  • Earth Tremor (Xan)
  • Tasha's Caustic Brew (TCS)
2nd Level
  • Blindness/Deafness
  • Enhance Ability
  • Heat Metal
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Locate Object
  • Maximillian's Earthen Grasp
  • Melf's Acid Arrow
  • Pass Without Trace
  • Protection from Poison
  • Shatter
  • Spider Climb
  • Suggestion
  • Dust Devil (Xan)
  • Earthbind (Xan)
  • Mind Spike (Xan)
  • Tasha's Mind Whip (TCE)
3rd Level
  • Dispel Magic
  • Fear
  • Fly
  • Gaseous Form
  • Haste
  • Major Image
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Stinking Cloud
  • Tongues
  • Vampiric Touch
  • Erupting Earth (Xan)
  • Wall of Sand (Xan)
  • Spirit Shroud (TCE)
  • Pulse Wave (EGW)
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Death Ward
  • Dominate Beast
  • Giant Insect
  • Greater Invisibility
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Stoneskin
  • Vitriolic Sphere
  • Sickening Radiance (Xan)
5th Level
  • Creation
  • Dominate Person
  • Greater Restoration
  • Hold Monster
  • Insect Plague
  • Mass Cure Wounds
  • Raise Dead
  • Scrying
  • Skill Empowerment
  • Wall of Stone
  • Synaptic Static (Xan)
  • Wall of Light (Xan)
6th Level
  • Circle of Death
  • Eyebite
  • Find the Path
  • Forbiddance
  • Globe of Invulnerability
  • Guards and Wards
  • Harm
  • Heal
  • True Seeing
  • Bones of the Earth (Xan)
  • Soul Cage (Xan)
7th Level
  • Etherealness
  • Finger of Death
  • Force Cage
  • Mirage Arcane
  • Plane Shift
  • Regeneration
  • Resurrection
  • Crown of Stars (Xan)
  • Power Word Pain (Xan)
  • Tether Essence (EGW)
8th Level
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Maddening Darkness
  • Mind Blank
  • Power Word Stun
  • Earthquake
  • Dark Star (EGW)
9th Level
  • Astral Projection
  • Foresight
  • Power Word Heal
  • Power Word Kill
  • True Resurrection
  • Psychic Scream (Xan)
Source Notes

No note - Player's Handbook
(Xan) - Xanathar's Guide to Everything
(TCE) - Tasha's Cauldron of Everything
(EGW) - Explorer's Guide to Wildmont

 

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