Orana's Expanded Spellbook

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Credits


Lead Designer: Ryan Rose


  • Managing Editor: Ryan Rose
  • Content Development: Shiloh Berscheid, Miles Dávila, Rob Gunningham, Jake Hilton, Ryan Rose
  • Editing: Shiloh Berscheid, Miles Dávila
  • Graphic Design: Brennan Sisson

  • Art Director: Jake Hilton
  • Cover Illustration: Francisco Miyara
  • Interior Illustration: Adam Paquette, Andrew Robinson, Aurore Folny, Billy Christian, Caio Monteiro, Campbell White, Caroline Gariba, Chris Rallis, Donato Giancola, Eelis Kyttanen, Heonhwa Choe, James Paick, Jason Kang, Jason Rainville, Johannes Voss, Kieran Yanner, Lie Setiawan, Magali Villeneuve, Mathias Kollros, Min Yum, Noah Bradley, Randy Gallegos, Ryan Pancoast, Scott Murphy, Slawomir Maniak, Suzanne Helmigh, Svetlin Velinov

  • Benefactors: Brooke B, Castreek, Ive/Ivy, KennedyBud, Paul Eachus, Shrike, SortaKindaCoolGuy, Vitaminbean, UnknqwnShepherd
  • Sponsors: Bellaco, Cao, Kanbaru

Disclaimer: This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

Introduction

Greetings, reader. I'm surprised but elated to be doing this once again. As you may know, my name is Orana, and over the years, I've collected notes from across the multiverse, even when my wife would have much preferred I had been running. This book contains notes on some of the more fascinating discoveries I've made about that which nearly captures my heart as much as Myria does: magic. The following pages are full of things that could have killed me, but also more than one that kept me alive.

Many of the wizard spells I encounter, I already have tucked into my spellbook or on a scroll earmarked for future copying. But the joy of magic is those that defy my arcane understandings. Those of the clerics and the druids, the paladins and the rangers. In my travels, I've come to know more than one who has explained how their spells function, so kind as to let me include them within these pages. Others have been even more magnanimous; it is from them that I have learned of specific styles of spellcasting like that of the arcane tradition of spycraft or that of sorcerers whose very bodies mimic others. I have seen mages bend shadows and discovered items so marvelously magical I was tempted to steal. All of these and more are chronicled within. And here now we arrive at what I must insist is the end of my excited ramblings. I can only hope this, and the contents of the book itself, provide some use to you.

Spells

In the following sections, you will find a brief description of each spell that I have observed and compiled, and my best estimation as to whom it is available. For the full analysis of the spell, please continue further into this compendium.

Cantrips (0 level)

Assess. Learn a target's weight, dimensions, speed, etc.
Beguile. Distract a creature to affect its perceptiveness.
Covenant. Make a bargain, deal, or verbal contract.
Gather Mist. Create a small cloud of mist you can animate.
Haptic Feedback. Hamper a creature's charm and

presence with unsettling sensations.
Keepsake. Protect a trinket or heirloom.
Magic Parchment. Summon a piece of enchanted

parchment that can record voices and remember text.
Metamorphose. Adjust minor details of your appearance.
Phantom Daggers. Harm others with illusory copies of a

thrown dagger.
Rekindle Malice. Momentarily animate dead matter to

continuously hurt your foe.
Stroke of Lunacy. Drive a creature to lash out at its allies.
Transfer Lore. Transfer a page of text to another.
Transfusion. Drain a creature's life to bolster your own.
Watcher's Ward. Mark an ally with a protective symbol.
Wind Scythe. Slash ropes, nets, and enemies with wind.

1st Level

Bejewel. You force a creature to retch up jewels, unable to

speak or use verbal components.
Broadcast Thoughts. You project painfully loud thoughts.
Chilling Smite. Slow an enemy with the power of cold.
Echolocate. Gain the ability to see without sight.
Elude. Become invisible to a single creature.
Greenscreen. Protect another with vines and branches.
Hinder. Trick a creature with a false wound.
Kinetic Ward. A protective ward against physical harm.
Life Tap. Siphon out life, and turn it into a poison.
Spring. Force an enemy or allow an ally to make a rapid

strike at the beginning of combat.
Surveillance. Spy through walls, or within sealed objects.

2nd Level

Blood-curdling Screech. Release a terrifying scream.
Characterize. Use illusion to swap the appearances and

voices of two creatures.
Death Grip. Temporarily animate a corpse to grapple and

crush your foes.
Envenomed Smite. Strike an enemy with a toxic blow.
Gale Strike. Imbue your weapon with a slicing wind blast.
Inner Warrior. Bless a creature with martial skill.
Orana's Hidden Ear. Link your sense of hearing to an

object, allowing you to hear from a great distance.
Orana's Sudden Enclosure. Prepare a trap ahead of time

that confines a creature until it breaks free.
Resonance Burst. Create glass spheres that unleash

elemental chaos upon shattering.
Shunt. Throw an enemy into something or someone.
Stone Spires. Impale your foes on spikes of rock.
Wild Bow. Grow a bow of nature that fires moonlight.
Withering Spike. Shrivel others and destroy plants with a

spike of negative energy.

3rd Level

Aura of Candor. Confound shapechangers and invisible

foes with a pure sound.
Balderdash. Obscure speech and text with illusion magic.
Blessing of Speed. Hasten the speed of your allies.
Concussive Blast. Overwhelm a foe with a blast of sound.
Dancing Marion. Puppeteer a creature on your turns.
Embolden. Counter fear, and strengthen a friend's mind.
Fabricate Doubt. Make a creature magically

untrustworthy to others, labeling them as a liar.
Force Collar. Shackle a creature with inescapable chains.
Ray of Lethargy. Sap a foe of energy, rendering it too

weary to move with any urgency.
Seeking Strike. Fire or throw a weapon, its projectile

magically homing towards an enemy you specify.
Toxicity. You render a creature immune to poison, and

grant it the ability to spread it to those who harm it.
Wail of Dolor. Respond to pain with a violent shout.

4th Level

Aura of Unity. Bind you and those around you together,

merging your senses and working in unison to fight.
Create Undead Beast. Animate a deceased animal.
Elemental Sunder. Erase a creature's resistances and

immunities to elemental damage.
Empty Orchestra. Create a spectral orchestra to weave

magical music.
Hounds of the Huntsman. Summon wolf spirits to fight

alongside you, and hunt your enemies.
Icicle Spear. Imbue your weapon with ice, and use it to

freeze your enemies in place.
Planar Chains. Stop extradimensional travel. around you.
Rubberize. Make an ally rubbery and springy for a time.
Vex. Draw the attention and anger of those around you.
Walking Woods. Force plants to move as you see fit.

5th Level

Absorb Spell. Stop an incoming spell, absorbing its energy.
Acid Rain. Acidic fluid falls in a large area.
Conduct Chorus. You cause a group of creatures to sing in

unison, its volume harming enemies around them.
Earth Walk. You allow a creature to burrow through rock

and stone, and ignore earth based difficult terrain.
Frozen Dominion. You freeze the ground, immobilizing

creatures and chilling them painfully.
Ranger's Mark. A more powerful hunter's mark spell.
Soul Smite. Link your soul to an enemy's with a

tremendous blow of your weapon.
Thirsting Oasis. Create an illusory oasis that compels

creatures to drink from it.
Transmogrify. Utterly distort a creature's body with a

horrific curse.
Wring Out. Remove the moisture from a creature's body.
Zealot's Refusal. You place a blessing upon yourself that

turns near death into a powerful boon.

6th Level

Create Undead Horde. Animate a horde of zombies.
Deadline. A deadly ray of withering energy that pierces

terrain and ages creatures.
Divine Facade. You conjure an illusory avatar of your

domain from your mind, creating a terrible force.
Power Word Wait. You automatically disable a creature's

ability to move.
Scarlet Cloak. You avert death, leveraging your

vulnerability into a weapon.
Smother. You suffocate a creature, stealing its breath.
Ultimatum. You bind a spell to a creature, which unleashes

if it ever acts against your ultimatum.

7th Level

Cosmic Canvas. You sculpt the sky as if a painting.
Create Geysers. Geysers erupt where you choose.
Crystalskin. You grant a creature improved AC and

immunity to nonmagical physical damage.
Greater Telepathic Bond. You create a powerful

telepathic connection between many creatures.
Museum of the Bards. A glorious museum, its exhibits

inspire awe and invigorate the observer.

Sanguine Storm. Siphoning the blood of your enemies,

you convert it into a storming torrent of toxin.
Seed of Genesis. You release primordial energy from the

beginning of creation.
Thunderhead. A deafening storm blasts those within it.

8th Level

Eldritch Altar. An eldritch lair of your own design forms,

affording you protection and the ability to scry.
Legion's Assault. You summon an enormous swarm of

weapons that harry a creature or object.
Nyctinastic Bloom. A colossal flower and seeds grow,

guarding you and allowing you to teleport.
Power Word Repel. You automatically render a creature

unable to harmfully interact with the area around you.
Rigor Mortis. You petrify undead around you.
Ruin. You render legendary creatures mundane and

mundane creatures meaningless.
Thunderous Calamity. An incredible blast of sonic power.

9th Level

Elemental Vortex. A cyclone of chaotic elements erupts,

inflicting destruction.
Giant of Self. You create a titanic illusion of yourself to

terrorize and destroy.
Hammer of the Gods. A divine beam of light suffuses an

area, in preparation to erupt with unparalleled force.
Mass Modify Memory. You rewrite the memories of

creatures within 1 mile of you.
Primordial Rainforest. You birth a rainforest, its power

ancient and yours to control.
Reanimation. A dead creature rises in undeath, under your

complete control.

Soul Smite

Bard Spells

The following spells are added to the bard spell list.

Cantrips (0 level)

Assess
Beguile
Haptic feedback
Stroke of lunacy
Transfer lore

1st Level

Bejewel
Broadcast thoughts
Elude
Hinder
Spring
Surveillance

2nd Level

Blood-curdling screech
Characterize
Inner warrior
Orana's sudden enclosure
Resonance burst
Shunt

3rd Level

Balderdash
Concussive blast
Dancing marion
Embolden

Fabricate doubt
Wail of dolor

4th Level

Empty orchestra
Vex

5th Level

Conduct chorus

6th Level

Power word wait
Ultimatum

7th Level

Cosmic canvas
Museum of the bards
Seed of genesis

8th Level

Power word repel
Ruin
Thunderous calamity

9th Level

Giant of self
Mass modify memory

Cleric Spells

The following spells are added to the cleric spell list.

Cantrips (0 level)

Haptic feedback
Keepsake
Transfer lore
Watcher's ward

1st Level

Hinder
Spring

2nd Level

Inner warrior
Withering spike

3rd Level

Aura of candor
Blessing of speed
Embolden

4th Level

Create undead beast
Elemental sunder

5th Level

Zealot's refusal

6th Level

Create undead horde
Divine facade
Ultimatum

7th Level

Sanguine storm
Seed of genesis
Thunderhead

8th Level

Rigor mortis
Ruin

9th Level

Hammer of the gods
Reanimation

Druid Spells

The following spells are added to the druid spell list.

Cantrips (0 level)

Gather mist
Stroke of lunacy
Wild scythe

1st Level

Echolocate
Greenscreen
Kinetic ward
Life tap

2nd Level

Stone spires
Wild bow

3rd Level

Toxicity
Wail of dolor

4th Level

Create undead beast
Elemental sunder
Walking woods

5th Level

Acid rain
Earth walk
Frozen dominion
Thirsting oasis

6th Level

Deadline
Smother

7th Level

Create geyser
Crystalskin
Seed of genesis
Thunderhead

8th Level

Nyctintastic bloom
Thunderous calamity

9th Level

Elemental vortex
Primordial forest

Paladin Spells

The following spells are added to the paladin spell list.

1st Level

Chilling smite

2nd Level

Envenomed smite
Inner warrior

3rd Level

Aura of candor


Blessing of speed
Embolden

4th Level

Aura of unity

5th Level

Soul smite
Zealot's refusal

Ranger Spells

The following spells are added to the ranger spell list.

1st Level

Echolocate
Life tap

2nd Level

Gale strike
Resonance burst
Stone spires
Wild bow



3rd Level

Seeking strike
Toxicity

4th Level

Elemental sunder
Hounds of the huntsman
Icicle spear

5th Level

Earth walk
Ranger's mark

Sorcerer Spells

The following spells are added to the sorcerer spell list.

Cantrips (O level)

Assess
Metamorphose
Phantom daggers
Wind scythe

1st Level

Broadcast thoughts
Elude
Kinetic ward
Surveillance

2nd Level

Characterize
Death grip
Resonance burst
Shunt
Stone spires
Withering spike

3rd Level

Concussive blast
Fabricate doubt
Force collar
Ray of lethargy
Wail of dolor

4th Level

Elemental sunder


Planar chains
Rubberize

5th Level

Absorb spell
Acid rain
Frozen dominion
Wring out

6th Level

Power word wait
Scarlet cloak
Smother

7th Level

Cosmic canvas
Crystalskin
Sanguine storm
Thunderhead

8th Level

Legion's assault
Power word repel
Thunderous calamity

9th Level

Elemental vortex
Giant of self

Warlock Spells

The following spells are added to the warlock spell list.

Cantrips (O level)

Assess
Covenant
Phantom daggers
Rekindle malice
Transfer lore
Transfusion

1st Level

Broadcast thoughts
Elude
Kinetic ward

2nd Level

Blood-curdling screech
Characterize
Death grip
Shunt

Withering spike

3rd Level

Dancing marion
Fabricate doubt
Force collar
Ray of lethargy

4th Level

Planar chains
Vex

5th Level

Transmogrify
Wring out

6th Level

Create undead horde
Power word wait
Scarlet cloak
Smother
Ultimatum

7th Level

Sanguine storm
Seed of genesis

8th Level

Eldritch altar
Power word repel

9th Level

Giant of self
Reanimation

Wizard Spells

The following spells are added to the wizard spell list.

Cantrips (0 level)

Assess
Haptic feedback
Keepsake
Magic parchment
Phantom daggers
Rekindle malice
Transfer lore
Transfusion
Wind scythe

1st Level

Bejewel
Broadcast thoughts
Elude
Hinder
Kinetic ward
Spring
Surveillance

2nd Level

Death grip
Orana's hidden ear
Orana's sudden enclosure
Shunt
Stone spires
Withering spike

3rd Level

Balderdash
Concussive blast
Dancing marion
Fabricate doubt
Force collar
Ray of lethargy

4th Level

Create undead beast
Planar chains
Rubberize

5th Level

Acid rain
Frozen dominion
Thirsting oasis

6th Level

Create undead horde
Deadline
Smother
Ultimatum

7th Level

Cosmic canvas
Crystalskin
Greater telepathic bond
Sanguine storm
Thunderhead

8th Level

Legion's assault
Thunderous calamity

9th Level

Elemental vortex
Giant of self
Mass modify memory
Reanimation

Inner Warrior

Absorb Spell

5th-level Abjuration


  • Casting Time: 1 reaction, which you take when you are forced to make a saving throw against a spell or are hit with a spell attack
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer

You attempt to absorb a spell and bind it within your body. If the spell is 5th-level or lower, the spell has no effect on you, and for the next minute, you can deal additional force damage when you hit with a spell attack equal to the twice the level of the triggering spell. If the spell is of 6th-level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell has no effect on you, and for the next minute, you can deal additional force damage when you hit with a spell attack equal to twice the level of the triggering spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell is absorbed if its level is less than or equal to the level of the spell slot you used.

Acid Rain

5th-level Evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a vial of acid, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

A torrent of acidic rain begins to fall in a 30-foot-radius, 50-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. A creature takes 6d8 acid damage on a failed save, or half as much damage on a successful one.

 Nonmagical objects that aren’t being worn or carried within the area take twice as much damage, and if it would reduce them to 0 hit points they dissolve.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acid damage increases by 1d8 for each slot level above 5th.

Assess

Divination cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (five glass beads)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You focus intently on one creature, one object, or collection of objects that can fit within a 5-foot cube (such as a bag of marbles or a pile of coins) that you can see within range. You learn one of the following facts:

  • You learn an individual target's weight, or the total combined weight of a collection of objects.
  • You measure one dimension of the target: its height, width, depth, or perimeter.
  • You learn the number of pieces the target is composed of, or the number of objects or creatures the target is holding.
  • You learn the target's speed if it has moved since the start of its last turn.
  • You learn what substance the object is composed of, provided you have a basic knowledge of the substance. For example, the spell can't inform you that a sword is adamantine if you have never encountered or studied the metal before. If you have no knowledge of the substance, the spell fails.

Absorb Spell

Aura of Candor

3rd-level Divination


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a candle)
  • Duration: 1 minute
  • Classes: Cleric, Paladin

For the duration, floating candles fills a 30-foot area around you. When a creature other than you enters the spell's area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, an affected creature takes 3d12 psychic damage, instantly reverts to its original form, and any effect causing it to be invisible ends. On a successful save, a creature takes half as much damage and isn't revealed.

A creature is immune to this effect if it isn't invisible, a shapechanger, or disguised by magic.

Aura of Unity

4th-level Divination


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

Unifying energy radiates from you in an aura with a 30-foot radius, creating a bond between you and the minds of others. Until the spell ends, the aura moves with you, centered on you. Each friendly creature in the aura (including you) can see and hear through the senses of any other friendly creature in the aura. If a friendly creature within the aura makes an attack against a creature it can see and at least one other friendly creature in the aura can also see it, it makes the attack with advantage.

Balderdash

3rd-level Illusion (ritual)


  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M (A small bone whistle)
  • Duration: 1 hour or until dispelled (see description)
  • Classes: Bard, Wizard

You touch up to eight willing creatures. You and each creature affected by this spell gain the ability to speak in a secret language that is heard as incomprehensible gibberish to all other creatures for the duration. This language can't be understood by a creature unaffected by the spell, even with other magic such as comprehend languages or tongues.

When you cast this spell while within 10 feet of a written message of 50 words or less that you can see, you can choose for it to become permanently unreadable by any creature except for you, one creature you name when you cast the spell, and any creature named in the message.

 This message remains indecipherable even to spells as above, although the dispel magic spell will remove the encryption. This message may be written on any medium you wish, and you don't have to be the original writer of the message to obscure its true meaning.

Beguile

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a scrap of scorched cloth)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

For the duration, one creature of your choice you can see has disadvantage on Wisdom (Insight) and Wisdom (Perception) checks it makes against you. When the spell ends, the creature makes a Wisdom saving throw. On a successful save, it realizes you used magic to distract it, and might become hostile to you.

Bejewel

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a sapphire worth at least 25 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

A creature you can see within range must succeed on a Constitution saving throw or begin to spew jewels from its gullet. For the duration, the target can't speak or cast spells with verbal components, and it can use either an action or a bonus action on its turn, but not both.

At the end of each of its turns, the target can repeat its saving throw, ending the spell on a success.

Jewels of various sizes pour from the target's mouth each round. Jewels created by this spell are cold to the touch, are noticeably magical in nature, and disappear at the end of the spell's duration.

Blessing of Speed

3rd-level Abjuration


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

This spell bestows energy and unbridled movement. Choose any number of creatures within range. For the duration, each target has advantage on Dexterity saving throws, has its speed increase by 10 feet, and its movement is unaffected by difficult terrain.

Blood-Curdling Screech

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Warlock

You rip your vocal cords as you scream with violent fervor. Each creature that can hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you and deafened until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 5 feet for each level above 2nd.

Broadcast Thoughts

1st-level Enchantment


  • Casting Time: 1 bonus action
  • Range: Special
  • Components: M (a tiny prism)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Warlock, Wizard

You increase your mental patterns' amplitude, such that other creatures can hear you think. For the duration, you can telepathically communicate with any creature you can see within 30 feet of you.

When you cast this spell, and as a bonus action on each of your turns for the spell's duration, you can force each creature within 10, 20, or 30 feet of you (your choice each time you take this bonus action) to make an Intelligence saving throw as you assail it with mental noise.

A creature that fails its saving throw takes 1d6 psychic damage and 1d6 thunder damage. A creature that can read your mind, such as one concentrating on the detect thoughts spell, has disadvantage on its saving throw, and takes all of the spell's damage as thunder damage.


 If a creature forces you to make an ability check or saving throw against having your mind read, it automatically takes damage as if it had failed its save against this spell, regardless of its distance from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the thunder damage and psychic damage each increase by 1d6 per level of the slot above 1st.

Characterize

2nd-level Illusion (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a ball of clay)
  • Duration: 1 hour
  • Classes: Bard, Sorcerer, Warlock

Choose two different creatures within range that you can see (one of these creatures can include you); each target must have the same basic arrangement of body parts as the other, and both creatures must be the same size. For the spell's duration, the first creature’s physical appearance and the sound of its voice become that of the second target, and the second target's appearance and voice become the same as the first target’s. An unwilling target can make a Charisma saving throw to resist the identity swap. On a successful save, that creature doesn’t have its appearance or voice changed.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern if one of the targets is disguised, a creature can use its action to inspect the target’s appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Characterize

Chilling Smite

1st-level Evocation


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

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 2d6 cold damage. Additionally, if the target is a creature, it must make a Constitution saving throw or have its movement speed halved for the spell's duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Concussive Blast

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Bard, Sorcerer, Wizard

You project a deadly wave of sound towards a creature within range. The target must make a Constitution saving throw. On a failure, the target takes 4d10 thunder damage and is stunned until the end of your next turn. On a success, the target takes half as much damage and is not stunned.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Conduct Chorus

5th-level Enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a conductor's baton worth 10 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

You wave your baton in a series of staccato movements. Each creature in a 30-foot-cube within range must make a Wisdom saving throw or be restrained and compelled to sing. While it sings, it is unable to speak or cast spells that require verbal components. If it doesn't have vocal cords, it makes its best attempt to make noise. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

When a hostile creature enters the area within 60 feet of an affected creature for the first time on a turn, or starts its turn there and can hear it, it must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage for each creature it hears (to a maximum of 6d6). On a successful save, the creature takes half as much damage.

Cosmic Canvas

7th-level Illusion


  • Casting Time: 1 minute
  • Range: Self (10-mile radius)
  • Components: V, S
  • Duration: Concentration, up to 8 hours
  • Classes: Bard, Sorcerer, Warlock

You cast an illusion across the sky itself. For the duration, you can produce the following effects within range:

Malleable Firmament. As a bonus action, you change various aspects like the color of the sky, lighting, cloud cover, phase(s) of the moon, and/or the positions, presence, or absence of heavenly bodies. Attempts to navigate using the sky as guidance are made at advantage for any creatures you choose within the spell's area. You can also can cause creatures you choose to have disadvantage on checks to navigate using the sky within the spell's area; if a creature becomes lost while suffering disadvantage this way, you choose the direction it travels for the first mile after becoming lost. You don't need to see a creature or know its location to target it with this effect.

Phantasmagoria. As an action, you cause the sky in a 100-foot-radius area you choose within range to quickly change between night, day, and a series of other appearances you choose. Each creature within that area must make a Wisdom saving throw or be incapacitated for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on a success; once a creature is no longer incapacitated by this spell, it is immune to this effect for 24 hours.

True Sky. As an action, you change the sky to a condition such as dusk, midday, a new moon, or an eclipse. The illusion is so realistic that it triggers effects or properties within the spell's area that would activate at a certain time of day or at during a certain celestial event (such as a magic item regaining charges at dawn, or a werewolf transforming on the night of the full moon). You can't use this effect again until you cast cosmic canvas again.

While the caster concentrates on it, this spell can't end by any means short of a wish. Including the caster in the area of an antimagic field will suspend the effect.

Covenant

Enchantment cantrip


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: S, M (a drop of your own blood)
  • Duration: Instantaneous
  • Classes: Warlock

You and a willing creature that can see and hear you within range enter into a magical agreement. The agreement can be one-sided, an equal exchange, or anything in between. Until the agreement is completed, both parties are marked with a symbol of your choice. Either party knows if the other fulfills their side of the agreement, and when both sides of the agreement are fulfilled the spell ends. The spell also ends early if you cast this spell again, or if a creature willingly breaches its side of the agreement. If a creature ends the spell or has another creature end the spell before it fulfills its side of the agreement, or if it willingly breaches its side of the agreement, the mark brands its flesh with a permanent scar until healed by magic.

Create Geysers

7th-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a piece of obsidian and a drop of water)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid

You cause the earth below to shudder with impending destruction. When you cast the spell, choose a point on the ground you can see within range. A powerful geyser of boiling water erupts centered on that point in the form of a 10-foot-radius, 60-foot-high cylinder. Each creature within that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and 3d6 bludgeoning damage, and it is hurled up to 30 feet into the air. On a successful save, they take half as much damage, and aren't hurled. Additionally, the ground in the area becomes difficult terrain until cleared. On each of your turns until the spell ends, you can use your action to create a geyser in this way again, targeting the same point or a different one.

If you are within an area with volcanic activity present when you cast this spell, the spell's fire and bludgeoning damage both increase by 1d6.

Create Undead Beast

4th-level Necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a beast’s skull with a necromantic symbol drawn on it in blood)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Wizard

Choose the corpse of a beast that has been dead for no longer than 10 days, and is of challenge rating 3 or lower. Your spell raises the beast as a zombified version of what it once was that is under your control, returning with all of its hit points. When a beast is raised by this spell, its type becomes Undead, it gains darkvision out to 60 feet, it gains immunity to poison, and it gains a zombie’s Undead Fortitude trait (the GM has the creatures' game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature follows it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating of a beast you can raise is increased by 1 for each slot level above 4th.

Create Undead Beast

Create Undead Horde

6th-level Necromancy


  • Casting Time: 10 minutes
  • Range: 20 feet
  • Components: V, S, M (a vial of blood, a pound of flesh, and a handful of bone dust)
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard

This spell creates a shambling army of undead. Choose a pile of Medium or Small humanoid corpses that fill a 15-foot cube. Your spell imbues the corpses with a twisted semblance of life, raising them as a Horde of Zombies.

On each of your turns, you can use a bonus action to mentally command any horde you made with this spell if the horde is within 60 feet of you (if you control multiple hordes, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the horde will take and where it will move during its next turn, or you can issue a general command, such as to assault a castle entrance or city gate. If you issue no commands, the horde only defends itself against hostile creatures. Once given an order, the horde continues to follow it until its task is complete.

The horde is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the horde for another 24 hours, you must cast this spell on the horde again before the current 24-hour period ends.

At Higher Levels. When you cast this spell using a spell slot of 8th-level or higher, you can animate or reassert control over one additional horde.

Crystalskin

7th-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 300 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Sorcerer, Wizard

You touch a willing creature. For the duration, the target’s skin becomes crystalline in appearance and structure, and the target’s AC can’t be less than 20, regardless of what armor it is wearing. The target is also immune to nonmagical bludgeoning, piercing, and slashing damage.

Dancing Marion

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small puppet)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Warlock, Wizard

A creature of your choice that you can see within range must make a Wisdom saving throw or be puppeted by invisible strings. When you cast this spell, and as an action on subsequent turns, you can move a puppeted creature up to its movement speed to a point you can see. If it ends this movement within 5 feet of a creature, that creature can use its reaction to make a melee attack against the target. The target can repeat its saving throw at the end of each of its turns, ending the spell on a success.



Horde of Zombies

Huge horde of Medium Undead, Typically Neutral Evil


  • Armor Class 8
  • Hit Points 104 (11d12 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all the languages it spoke in life but can't speak
  • Challenge 4 (1,100 XP)
    Proficiency Bonus +2

Dead Weight. A prone creature within the horde's space can't stand up until it leaves its space, and a dying creature makes its death saving throws with disadvantage.

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium zombie. The horde can use its action to consume a single humanoid corpse within its reach and regain 4 hit points, but it otherwise can't regain hit points or gain temporary hit points.

Siege Monster. The horde deals double damage to objects and structures.

Actions

Slams. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d10) bludgeoning damage, or 11 (2d10) bludgeoning damage if the horde has half of hits points or fewer, and if the target is a Huge or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Deadline

6th-level Necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (amber dust and fossil bonemeal worth 100 gp)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You fire a 1-inch-wide, 60-foot-long beam of senescent energy that pierces through creatures, objects, and structures alike at untraceable speed. An object or structure pierced by the beam has its AC permanently reduced by 4 if it is inorganic. If it is organic, the point pierced by the beam and the object or structure's material within 1 foot of the beam decays and ages until it is brittle enough to break by a light touch.

A creature pierced by the beam must make a Constitution saving throw. It takes 10d8 necrotic damage and instantly ages 2d4 x 10 years on a failed save; if this damage would reduce a creature to 0 hit points, it falls unconscious and is stable instead of dying, and it ages an additional year for each point of damage it took in excess of its current hit points. On a successful save, a creature takes half as much damage and isn't aged.

The aging can be reversed with the greater restoration spell or more powerful magic, but only if it is cast within 24 hours of failing the saving throw. After that time, only a wish spell can reverse the effect.

Death Grip

2nd-level Necromancy


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

Choose the corpse of a humanoid you can see within range. You momentarily animate the corpse, and it leaps to within 5 feet of a creature of your choice you can see within 30 feet of it. The creature must succeed on a Strength saving throw or take 2d8 bludgeoning damage and be grappled by the corpse. A creature grappled in this way takes 1d8 bludgeoning damage at the start of each of your turns, as the corpse's grip tightens. A creature more than one size larger than the corpse automatically succeeds on the saving throw.

A creature can use its action to make a Strength check against your spell save DC, freeing itself or another creature from the grapple on a success. If a creature succeeds on the initial save, or escapes from the grapple, the spell ends for the creature and the corpse falls lifeless once again. The spell also ends for a creature if the corpse is within the area of an effect that would turn undead, if the corpse is destroyed, or if a creature targets the corpse with a gentle repose spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional corpse for each slot level above 2nd. The corpses must be within 30 feet of each other, and can't grapple the same creature.

Divine Facade

6th-level Illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an item to represent your faith)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric

You picture a representation of your divine domain in your mind, such as that of deity's avatar, a powerful creature aligned with the domain, or a physical manifestation of the domain, creating an Illusion of that representation in an unoccupied space that you can see within range. You choose its size, up to Huge, and the Illusion lasts for the spells duration and occupies its space, as if it were a creature.

When the Illusion appears, any creatures of your choice that can see it must succeed on a Wisdom saving throw or become frightened of it for the duration of the spell. If a creature frightened by the facade ends its turn in a location without line of sight to the Illusion, it can repeat the saving throw, ending the frightened condition on itself on a success.

A hostile creature that moves to a space within 10 feet of the Illusion for the first time on its turn must succeed on a Dexterity saving throw. It makes this saving throw at disadvantage if it is frightened. The creature takes 8d10 psychic damage on a failed save, or half as much on a successful one.

Though the Illusion is tangible, attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the Illusion can determine that it is an Illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the creature can see through it and has advantage on saving throws against its damaging effect.

Earth Walk

5th-level Transmutation


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

You touch a creature. Until the spell ends, the target gains a burrowing speed equal to its walking speed, and difficult terrain made of earth or stone doesn't cost it extra movement. The creature can burrow through unworked earth and stone, and it doesn't disturb the material it moves through while burrowing. If the target is burrowed when the spell ends, it is immediately shunted to the nearest unoccupied space it can occupy, and it takes bludgeoning damage equal to twice the number of feet it travels to reach that space.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.

Echolocate

1st-level Transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bat's wing)
  • Duration: 10 minutes
  • Classes: Druid, Ranger

You touch a willing creature and grant it the ability to see without vision. For the duration, that creature has blindsight out to a range of 10 feet.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the range increases to 30 feet. When you cast it using a 5th-level or higher spell slot, the range increases to 60 feet.

Eldritch Altar

8th-level Conjuration


  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M (a drop of blood from each creature that would enter the location)
  • Duration: 24 hours
  • Classes: Warlock

You raise walls into existence on flat ground you can see within range. You can shape these walls as you wish, creating a temple, altar, chamber, or a similar structure. The structure must fit within a 120-foot cube, but you decide its layout and appearance, decorated inside as you see fit.

 The structure must have at least one entrance, taking the form of a door or gateway, and a space of your choice no smaller than a 5-foot cube on the ground within the structure must be occupied by a reflective surface, such as a bowl of water, a mirror, or a crystal ball. The spell creates this surface, and you choose its appearance.

Any creature whose blood was used as the material component for the spell's casting can enter the structure freely. While inside the structure, the creature automatically succeeds on ability checks and saving throws made against Illusions, and gains truesight out to a range of 60 feet. When a creature whose blood was not used as the material component for the spell's casting attempts to enter the structure, either through its entrance or via teleportation or extraplanar means, it takes 1d10 force damage and is teleported to an unoccupied but harmless space on the ground up to 15 feet away from the structure.

Additionally, you can spend 10 minutes concentrating on the reflective surface within the structure. If you do so, you can cast the scrying spell, without expending a spell slot or requiring material components. When you cast the spell in this way, the target you choose can be on any plane of existence. If the spell succeeds, the reflective surface displays anything you can see via the spell's sensor. When the spell ends, a creature targeted by the spell learns it was being watched, but not your identity.

Once you use the reflective surface to scry, it shatters, and the structure vanishes as the spell ends. The spell also ends if the structure is targeted by a wish spell, disintegrate spell, or similar magic. The walls of the structure have 150 hit points and are immune to poison and psychic damage.

Eldritch Altar

Elemental Sunder

4th-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a geode worth 25 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid, Ranger, Sorcerer, Wizard

Choose one creature you can see within range. The creature must make a Constitution saving throw. On a failure, for the duration, the creature loses any of its resistances to acid, cold, fire, lightning, and thunder damage, or if it has immunity to those damage types, you can instead choose to have its immunity become resistance. On a success, for the duration, the creature loses resistance to your choice of acid, cold, fire, lightning, or thunder damage. If a creature is not resistant to the chosen damage type, you learn this, but you can't choose a different damage type.

Elemental Vortex

9th-level Conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You summon a vortex of energy from the Elemental Chaos in the form of a 30-foot-radius, 150-foot-tall cylinder centered on a point within range. This column spreads around corners. Each creature in the area must make a Constitution saving throw as elements of the Chaos whip around them. On a failed save, a creature takes 8d6 cold damage, 8d6 fire damage, 8d6 lightning damage, and 8d6 bludgeoning damage and is hurled 60 feet in a random direction. On a successful save, a creature takes half as much damage and is not hurled.

Nonmagical objects in the area that aren't being worn or carried are pulled into the vortex and disintegrated.

Elude

1st-level Illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (brown and green paint)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

Choose a creature that you can see within range. For the duration, you are invisible to that creature. The spell ends if
       you attack or cast a spell.

Elemental Vortex

Embolden

3rd-level Abjuration


  • Casting Time: 1 reaction, which you take when a creature within range that you can see or hear becomes frightened
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Paladin

You call out, reassuring the target of its strength and heroism. The creature is no longer frightened and has advantage on Wisdom saving throws until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you may target an additional frightened creature for each slot level after 3rd.

Empty Orchestra

4th-level Illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a wooden baton)
  • Duration: 10 minutes
  • Classes: Bard

You summon a spectral ensemble of floating instruments that fit within a 20-foot cube centered on a point within range. When you cast the spell, and as an action for its duration, you can cause the instruments to play music of your choice, or stop. You can even have the music follow a creature's lead if they dance, sing, or play an instrument within 20 feet of the ensemble. A creature that is present for the ensemble's performance for the full duration gains 2d10 temporary hit points. Each time the orchestra begins playing music, you can choose one of the options below. The effect lasts until the ensemble stops playing.

Captivating Aria. Hostile creatures within 20 feet of the ensemble that can hear it have disadvantage on saving throws to avoid being charmed. If a hostile creature starts its turn in this area and is charmed, it must make a Wisdom saving throw if it can hear it. On a failure, it moves up to its speed towards the orchestra if it can and ends its turn.

Jubilant Waltz. Friendly creatures within 20 feet of the ensemble that can hear it have their speed doubled, and their movement doesn't provoke opportunity attacks.

Sorrowful Dirge. Hostile creatures within 20 feet of the ensemble that can hear it have disadvantage on saving throws to avoid being frightened. If a hostile creature starts its turn in this area and is frightened, it must make a Wisdom saving throw if it can hear it. On a failure, it falls prone if it can and ends its turn.

Envenomed Smite

2nd-level Evocation


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

The next time you hit a creature with a weapon attack before this spell ends, the weapon drips with a noxious poison, and the attack deals an extra 3d6 poison damage to the target. Additionally, the target must make a Constitution saving throw or become poisoned until the spell ends.

Fabricate Doubt

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Sorcerer, Warlock, Wizard

Choose a creature you can see within range. The target must make a Wisdom saving throw or be suffused with an aura of untrustworthiness for the duration. A creature that can't speak or otherwise intelligibly communicate automatically succeeds on its save. Until the spell ends, any idea or statement a suffused creature says, pantomimes, or otherwise attempts to relate to others is perceived as a lie, any question it poses (verbally or otherwise) is viewed as dishonest or cynical, it has disadvantage on Charisma checks, and magic that would determine whether it is telling the truth indicates that it is lying, regardless of the candor of its statements.

Force Collar

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a few links of chain)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You conjure a semi-translucent chain that flies and wraps around a creature of your choice within range. The target must make a Strength saving throw. On a failed save, the target takes 5d8 force damage and is restrained. On a successful save, the target takes half as much damage and is grappled.

A creature restrained or grappled by the chain can use its action make a Strength check against your spell save DC. On a success, it loosens the chains, becoming grappled instead of restrained, or becoming free instead of grappled. A creature grappled by the chains can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself.

Frozen Dominion

5th-level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a handful of permafrost)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer, Wizard

Choose a point on the ground you can see within range. A layer of frost settles on the ground within 50 feet of that point, turning it into difficult terrain for the spell's duration.

When the frost appears, each creature standing in the area must succeed on a Dexterity saving throw or have its speed become 0 as the ice freezes it in place for the spell's duration. A creature frozen in place in this way takes 3d8 cold damage at the start of each of its turns, and can use its action to make a Strength check against your spell save DC. On a success, it frees itself. A creature that enters the area or ends its turn there must succeed on a Dexterity saving throw or fall prone.

At Higher Levels. When you cast this spell with a spell slot of 7th level or higher, a creature that fails its initial saving throw is restrained instead of having its speed reduced to 0. When you cast this spell with a 9th level spell slot, a creature that fails its initial saving throw is petrified instead of having its speed reduced to 0.

Gale Strike

2nd-level Evocation


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

You wreathe your weapon in violent winds. The next time you hit a creature with a weapon attack before this spell ends, the target, and each creature within a 15-foot cone directly behind that creature, takes 2d6 slashing damage and is pushed 5 feet away from you. The spell then ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Gather Mist

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of glass)
  • Duration: Concentration, 1 minute
  • Classes: Druid

You draw moisture from the air into the form of a cloud of mist that fits within a 5-foot cube in an unoccupied space you can see within range. The area within the mist is heavily obscured, and while it remains you can use your action to cause the mist to form into simple shapes and animate at your direction. The mist lasts for the duration, until disturbed by a Small or larger creature's movement, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Giant of Self

9th-level Illusion


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (three small mirrors and a statue of the caster worth 2,500 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

You point forward and create a three-dimensional projection of an enormous version of yourself within range. The projection fills a 100-foot cube and is immune to all damage and conditions. Each creature that can see the projection must immediately make an Intelligence saving throw or be frightened of it for the duration. A creature that knows this projection is an Illusion automatically succeeds on this saving throw.

On your turn, you can mentally command the projection to move up to 100 feet in any direction (no action required). You can also see through your projection's eyes whenever you close your own, and you can channel your voice through the projection when you speak. When you do so, your voice booms up to ten times as loud as normal, and originates from your projection instead of yourself unless you choose to speak normally. The projection can mimic any movements you make, and can interact with objects as if it were physically present. The projection can lift, carry, and drag up to 25,000 pounds.

As an action, you can cause your projection to touch a nonmagical object or structure within 30 feet of it. A portion of the target that fits within a 30-foot cube is destroyed.

Greater Telepathic Bond

7th-level Divination (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S M (three eggs from different kinds of creatures)
  • Duration: 24 hours
  • Classes: Wizard

You forge a telepathic link among up to twelve willing creatures of your choice within range, psychically linking each creature to all the others for the duration. A creature with an Intelligence score of 2 or less isn't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond, whether or not they have a common language. The communication is possible over any distance on the same plane of existence; however, the link is greatly weakened between planes: a creature that is part of the link can only send a short message of 25 words or less between planes. Once a creature has sent this message, it can't send another message between planes this way until the spell is cast on it again.

Greenscreen

1st-level Abjuration


  • Casting Time: 1 reaction, which you take when a creature you can see within range other than you is targeted with an attack
  • Range: 30 feet
  • Components: V, S, M (an acorn)
  • Duration: Instantaneous
  • Classes: Druid

You surround a creature with a thicket of vines or branches to intercept an assault. Until the end of the current turn, attack rolls against the creature have disadvantage, possibly causing the triggering attack to miss. The thicket withers to the ground at the end of the turn.

Haptic Feedback

Illusion cantrip


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

A creature that you can see within range must make an Intelligence saving throw. On a failed save, the creature experiences unsettling sensations, such as ants walking on its arms, or a finger running up its spine. The creature has disadvantage on any Charisma checks it makes for the duration. At any time before the spell ends (no action required), you can deal 1d6 psychic damage to the target, then the spell immediately ends. You can't deal this damage if you're incapacitated.

At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Hammer of the Gods

9th-level Evocation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a golden, gem-encrusted hammer worth 5,000 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric

Choose a point on the ground within range. A 90-foot radius cylinder of bright light appears centered on that point, stretching upwards without end. This light is sunlight, and any spell that creates darkness within it is dispelled. Hostile creatures that start their turn in the area, or enter it for the first time on a turn, must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one.

As an action, you can dismiss the spell in a spectacle of divine wrath. Each creature within the area is knocked prone, and must make a Constitution saving throw. On a failed save, a creature takes 15d10 radiant damage, or half as much damage on a successful one. Structures, and nonmagical objects that aren't being worn or carried within the area instead take 150 radiant damage. A creature, object, or structure reduced to 0 hit points by this damage is destroyed, vanishing in a flash of light.

Hinder

1st-level Enchantment


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

You target a creature within range and convince it that it has suffered a terrible wound. The target must succeed on a Wisdom saving throw or any speed it has can be no higher than 5 feet for the duration.

Hammer of the Gods

Hounds of the Huntsman

4th-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a silver whistle)
  • Duration: Concentration, up to 8 hours
  • Classes: Ranger

You summon six spectral hounds in unoccupied spaces within range. Each hound uses the statistics of a wolf, except it has a speed of 60 feet, resistance to nonmagical bludgeoning, piercing, and slashing damage, and a bonus to its Wisdom (Perception) checks equal to your spellcasting ability modifier. Each hound is considered Fey, and it disappears when it drops to 0 hit points or when the spell ends.

The hounds are friendly to you and your companions. They take their turns in the initiative order immediately after yours, and they do so as a group. They obey any commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

While a hound is on the same plane of existence as you, you always know its location relative to you, and you can communicate with it or any number of the hounds telepathically. The hounds can telepathically communicate simple emotions and concepts back to you. Additionally, as an action, you can see through a hound's eyes and hear what it hears until you choose not to (no action required), or until you use your action to choose a different hound. During this time, you are deaf and blind with regard to your own senses.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 24 hours and doesn't require concentration.

Icicle Spear

4th-level Evocation


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

You cause water to condensate and freeze around your weapon in a razor-sharp mass of ice. For the duration, your melee attacks with the icy weapon deal an additional 1d6 cold damage and 1d6 piercing damage; when a creature takes this cold damage, it can't take reactions and its speed is halved until the end of its next turn.

You can use your action to launch the ice as a ranged weapon attack (range 30/60), using the same properties and damage die as your weapon; whether you hit or miss, the area around the point it struck flash-freezes, and the spell ends. Each creature within 10 feet of your attack's target must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and is petrified in a block of ice until the end of its next turn. On a successful save, a creature takes half damage and isn't petrified.

Inner Warrior

2nd-level Enchantment


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

The fighting spirit of a willing creature you touch is brought forth. Until the spell ends, the creature gains proficiency in all simple and martial weapons, and once per turn when it makes a weapon attack, it can add your spellcasting ability modifier to the attack and damage roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature for each slot level above 2nd.

Kinetic Ward

1st-level Abjuration


  • Casting Time: 1 reaction, which you take when you take bludgeoning, piercing, or slashing damage
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Sorcerer, Warlock, Wizard

You store some of the momentum and vibrations imparted into you, preparing to release them for your next melee attack. You have resistance to the triggering damage until the end of the current turn. Also, the first time you hit with a melee attack on your next turn, your attack deals an additional 1d6 damage, and the spell ends.

Keepsake

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled
  • Classes: Cleric, Wizard

You touch a nonmagical Small or smaller object and ward it from destruction. For the duration, any damage the object takes is halved. While you're holding the affected object, you can't be forced to drop it by any means, and a creature attempting to take it from you must first succeed on a Strength ability check against your spell save DC. Finally, you always know the object's location, provided you are both on the same place of existence. The spell ends early if you cast it again.

Legion’s Assault

8th-level Conjuration


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

You surround a creature or object you can see within range with dozens of floating weapons, that move through the air with masterful precision. The target must make a Dexterity saving throw, taking 5d8 bludgeoning damage, 5d8 piercing damage, and 5d8 slashing damage on a failed save, or half as much damage on a successful one. Regardless of the result, the target is grappled until it frees itself. A creature grappled by the weapons can make a Strength (Athletics) check against your spell save DC. On a success, it frees itself and the weapons disappear. On a failure, it takes 1d8 slashing damage and 1d8 piercing damage. An object targeted by this spell automatically fails the saving throw, and the spell deals double damage to structures that are Large or larger.

Life Tap

1st-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an empty vial worth 1 gp)
  • Duration: Instantaneous
  • Classes: Druid, Ranger

You touch a creature that is not an Undead or a Construct, pulling the life from within it. Make a melee spell attack. On a hit, the creature takes 2d6 necrotic damage, and the vial is filled with Life Tap Poison, which lasts for 1 hour before becoming water.

Life Tap Poison can be applied to a piercing or slashing weapon as an action. The next time that weapon hits a creature while the poison remains potent, the creature takes 2d6 poison damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the necrotic and poison damage each increase by 1d6 for each slot level above 2nd.

Magic Parchment

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of leather)
  • Duration: 1 hour
  • Classes: Wizard

You conjure a single sheet of blank parchment into your hand, which remains for the spell's duration or until it takes any damage. The parchment also vanishes if you dismiss it as an action, or if you cast this spell again.

As an action while holding the parchment, you can have it begin recording the voices of any creature within 10 feet of it. When you do so, you can instead specify the individuals it can record. Ink magically appears on the parchment, documenting anything that can be written that is said aloud. The recording stops when the parchment is full, or if you use your action to stop it. When you cast this spell again, you can have it return any piece of parchment you have conjured before instead of a blank piece of parchment. The returned parchment contains any information written previously, and appears undamaged if it was destroyed. Attempts to copy spells onto the parchment or to create a spell scroll using it fail.

Mass Modify Memory

9th-level Enchantment


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a crystal ball worth 5,000 gp)
  • Duration: Special
  • Classes: Bard, Wizard

You attempt to reshape the memories of creatures within range. Each creature of your choice must make a Wisdom saving throw. A creature has advantage on the saving throw if you are fighting it or its allies. On a failure, the creature is charmed and incapacitated. A charmed creature is unaware of its surroundings and the passage of time. If a charmed creature takes damage or is targeted by a spell, this spell ends for it and its memory is unaffected.

You can telepathically affect a target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes, provided the creature understands at least one language. You can choose to implant a reshaping of the same event for each target over the course of 1 minute, or a different event for each target over the course of 1 hour. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. A creature's mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.

Only a wish spell cast on the target restores the creature's true memory.

Metamorphose

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 hour
  • Classes: Sorcerer

You change one physical characteristic of your body, such as your height, a facial feature, hair length or color, or the sound of your voice. Your statistics remain the same, as well as your basic shape. If you cast this spell multiple times, you can have up to three characteristics changed at a time, and you can dismiss any or all of these changes as an action.

Museum of the Bards

7th-level Conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, M (a drop of paint, a piece of marble, and a sheet of music written with ink worth 25 gp)
  • Duration: 24 hours
  • Classes: Bard

You create a door to a demiplanar museum in a space within range. The museum lasts for the duration. You make all decisions about the museum's appearance, and you can designate up to 10 creatures, including yourself, who can enter the museum.

When you make the museum, you can create any floor plan you like, but the space can't exceed 12 rooms, each of which must fit within a 20-foot cube. Each room is decorated as you choose, containing art pieces, statues, music, or illusory performances of your choice. It contains sufficient food for each creature, which is delivered by invisible servants carrying trays throughout the museum, and beautiful music plays in each room, excluding those with musical performances.

A creature who spends at least 1 hour in the museum gains 2d10 temporary hit points as it leaves the museum. Additionally, while in the museum, you can use your bonus action to grant a creature within 60 feet of you two d10s. While the creature remains in the museum, it can roll both d10s and add the result of the higher die to an ability check, attack roll, or saving throw. The d10s are then expended and the targeted creature can't be targeted by this bonus action until you cast this spell again.

When the spell ends, any creatures inside the demiplane are expelled into the open spaces nearest to the entrance.

Nyctinastic Bloom

8th-level Transmutation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Druid

A magnificent 15-foot-radius flower blooms at your feet, sprouting Small floating seedlings in the air. Choose up to five unoccupied spaces within 15 feet of the flower. A floating seedling forms in each and hovers there for the spell's duration. If a hostile creature enters a space within 20 feet of a seedling, it must immediately make a Dexterity saving throw or take 3d10 piercing damage and be pulled until it is within 5 feet of the seedling.

As a bonus action while you are standing on the flower, you can cause its petals to curl up and surround you and up to five other willing creatures of your choice that can fit within the flower. Any other creatures on the flower are shunted to the nearest unoccupied space outside its area. Choose a point on the ground within 150 feet of you that you have seen within the last minute. The flower disappears into the ground below you, and reappears in the chosen space. If the flower can't fit in the chosen space, this movement instead fails, and it reblooms at its previous destination. Any seedlings are brought with the flower, reforming in unoccupied spaces of your choice within 15 feet of the flower.

For the duration of this spell, you can teleport in this way again as a bonus action, reblooming the flower and seedlings each time.

At Higher Levels. When you cast this spell using a spell slot of 9th-level, the damage increases by 1d10.

Orana’s Hidden Ear

2nd-level Divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a wooden carving of your ear)
  • Duration: Concentration, up to 1 hour
  • Classes: Wizard

You touch a Tiny object, such as a coin or rock. For the duration of the spell, as long as you are within 150 feet of it, you mentally hear all sounds from the object, as if you were in its place, and the contents of spells that transmit words, such as message or sending, which originate or terminate within 30 feet of the ear.

As an action, you can deafen your own sense of hearing and have advantage on all Wisdom (Perception) checks to hear through the ear.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the duration is 8 hours. If you use a spell slot of 4th-level or higher, the duration is 24 hours. If you use a spell slot of 5th-level or higher, the duration is 10 days. If you use a 6th-level spell slot, the spell lasts until it is dispelled. Using a spell slot of 4th level or higher grants a duration that doesn't require concentration.

Orana's Sudden Enclosure

2nd-level Abjuration (ritual)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: S, M (a stick of chalk or an inkpot and amethyst dust worth 50 gp, both of which the spell consumes)
  • Duration: 8 hours
  • Classes: Bard, Wizard

As you cast this spell, you draw a 5-foot-wide glyph on the ground, wall, or other surface. A Small or larger creature that enters the glyph's space (if it is on the ground) or touches it (if it is on another surface) must succeed on a Charisma saving throw or be sealed within the glyph for 10 minutes. The glyph doesn't activate while it is covered, such as by fabric or parchment.

A sealed creature has total cover from all attacks and effects, and it is incapacitated, though it can perceive the area around it as if it was standing in the glyph's space.

After each minute the creature is sealed within the glyph, it can make a Charisma saving throw to break the seal, reappearing in the glyph's space or the nearest unoccupied space on a success. The creature is also released if the seal is destroyed, such as by making an attack against the surface it was drawn upon.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration of the spell increases to 24 hours, when you cast this spell using a spell slot of 5th level or higher the spell lasts until it is dispelled.

Phantom Daggers

Illusion cantrip


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, M (a dagger)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You create an illusory outline of a dagger around the one used as the material component of the spell. As part of the action used to cast this spell, you must make a ranged attack with a dagger against one creature within the spell’s range, otherwise, the spell fails. On a hit, the target suffers the attack’s normal effects and must make an Intelligence saving throw. On a failure, it believes two more daggers are following in the wake of the original, taking 2d4 psychic damage as the phantom daggers strike it.

The spell creates more than two phantom daggers when you reach higher levels: three (3d4) at 5th level, four (4d4) at 11th level, and five (5d4) at 17th level.

Planar Chains

4th-level Abjuration (ritual)


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (a link of chain)
  • Duration: 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

You create ethereal chains that bind you and all nearby creatures within 60 feet to your current plane of existence. Each creature in this area can't move or travel using teleportation or by extradimensional or interplanar means.

You can dismiss the spell as an action.

Phantom Daggers

Power Word Repel

8th-level Abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You speak a word of power that repels the influence and very existence of one creature you can see within range. If the target has 150 hit points or fewer, it can't willingly move in a direction of your choice, it can't target a creature, object, or structure in that direction with an attack or effect, and can't include such a creature, object, or structure in the area of any effect or spell. In addition, it is immediately flung 150 feet in the direction opposite of your chosen direction.

A repelled creature can make a Charisma saving throw at the end of each of its turns. On a successful save, the spell's effect ends on it.

Power Word Wait

6th-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

You speak a word of power that causes a creature's body to slow down. If the target has 150 hit points or fewer, its speed is reduced to 0, it can't benefit from any bonuses to its speed, and it can't take reactions. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

A target suffering this effect can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.

Primordial Rainforest

9th-level Transmutation


  • Casting Time: 1 action or 8 hours
  • Range: 150 feet
  • Components: V, S, M (a primordial seed worth 2,500 gp, which is consumed)
  • Duration: Special
  • Classes: Druid

You plant this seed in the ground within range. There are two possible uses for this spell, granting immediate or long-term benefits.

If you cast this spell using 1 action, a rainforest sprouts from the seed, filling a 150-foot cube for 10 minutes, or until you lose concentration. Structures and nonmagical objects in the area are immediately overgrown and ruined, nonmagical bright light in the area becomes dim light as it is blocked from hundreds of angles, and nonmagical fire is snuffed out by a rain that doesn't cease.

 You can exclude one or more areas of any size within the spell's area from being affected.

A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. In addition, as a bonus action on your turn, you can do any of the following while you remain in the rainforest for the duration:

  • Extend your senses into the forest to learn the location of every creature in the area. Creatures that are hidden from Divination are immune to this effect.
  • Direct a vine within the spell's area to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Alternatively, you can choose for the creature to instead be restrained by the vine until the start of your next turn.
  • Use 5 feet of movement to enter a tree and, as part of the move used to enter the tree, either pass into another tree within the spell's area or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

If you cast this spell over 8 hours, the rainforest fills a 1-mile cube, it gains all of its immediate benefits, and it can't be dispelled except by a wish spell. While within the forest, you can use an action to expend a spell slot of 5th-level or higher and reawaken the forest. For 10 minutes, or until you lose concentration, you gain the benefits of the spell as if you had cast it with a casting time of 1 action.

Ranger's Mark

5th-level Divination


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

You choose a creature you can see within range and mystically mark it as your true quarry. Until the spell ends, you have advantage on attack rolls against the creature, your attacks deal an extra 3d10 damage to it, and you know its location while you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

Ray of Lethargy

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

A pink ray of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 necrotic damage and must make a Constitution saving throw. On a failure, the target's speed can't exceed 10 feet.

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

Reanimation

9th-level Necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a crown of black iron studded with gems, worth at least 1,000 gp per Hit Die of the target, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard

You reanimate a dead creature you touch, placing the crown used as the component for this spell on its head and gifting it with life beyond death. If its soul is free, the creature can make a Charisma saving throw, stopping the reanimation on a success. If it fails its saving throw, or if its soul isn't free, the creature returns to life with all its hit points, but without its soul. When reanimated this way, the creature is an Undead, and its mental ability scores become 6. The creature also gains immunity to poison and exhaustion, and doesn't need air, food, drink, or sleep. If you die, the creature dies and the spell ends.

The spell cures all normal diseases afflicting the creature when it died, closes all mortal wounds, and restores any missing body parts.

  The creature is under your control, and you can use a bonus action on each of your turns to mentally command it if it is on the same plane of existence as you. If you give no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If you already have a creature under your control from this spell, you must make a DC 15 Charisma saving throw. The DC increases by 5 for each creature you have controlled beyond the first. On a failure, the spell fails, and you die instantly as your soul is ripped from your body. Nothing short of a wish spell or divine intervention can prevent it.

The soul of a reanimated creature can't be truly resurrected until its reanimated corpse dies.

Rekindle Malice

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a tiny disembodied arm, piece of bone, or other piece of dead life matter, which is consumed)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You animate the spell's material component with malice, causing it to spring to life and immediately dart towards a creature of your choice that you can see within 30 feet of you. The creature must succeed on a Dexterity saving throw, or take 1d6 necrotic damage and have the object latch onto or embed itself in it. For the duration, the creature takes 1d6 necrotic damage at the start of each of its turns. The target, or a creature within 5 feet of it, can use its action to remove the object, ending the spell. If the creature succeeds on its saving throw or the spell ends, the object falls lifeless to the ground in the target's space.

This spell's initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Ray of Lethargy

Resonance Burst

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (two or more glass orbs each worth at least 5 gp)
  • Duration: 8 hours
  • Classes: Bard, Ranger, Sorcerer, Wizard

You touch the glass orbs and imbue them with elemental magic. You or another creature can make a ranged spell attack with one of the orbs by throwing it or hurling it with a sling. If thrown, an orb has a range of 60 feet. If someone else attacks with an orb, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the orb smashes and explodes with a burst of sound that can be heard up to 200 feet away. The target and each creature within 10 feet of the point that the orb smashed must succeed on a Constitution saving throw or take 3d6 thunder damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of glass orbs that can be affected increases by two for each slot level above 2nd.

Rigor Mortis

8th-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous or special
  • Classes: Cleric

You raise your holy symbol and utter a divine word. All Undead within range must succeed on a Constitution saving throw or be petrified. A petrified creature can repeat its saving throw at the end of its turn, ending the effect on a success. If a creature fails its saving throw against the spell three times, the petrified condition becomes permanent and can only be ended with a greater restoration or similar magic.

Rubberize

4th-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a spring)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Wizard

You touch a willing creature and turn its body rubbery and springy. For the spell's duration, the creature takes no damage from falling, its jump distance is tripled, and whenever the creature is hit with a weapon attack, it can choose to be pushed up to 10 feet away from the attacker. Additionally, if the attack was a melee weapon attack, the attacker must make a Dexterity saving throw as the weapon springs back towards it. On a failed save, it takes damage equal to the weapon's damage dice, or half as much damage on a successful one. This damage is the same type dealt by the weapon.

Ruin

8th-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a skull encrusted with gems with a total worth of at least 200 gp per Hit Die of the target)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric

A creature of your choice that you can see within range must succeed on a Charisma saving throw or be ruined until the spell ends. A ruined creature can't use legendary resistances (including against this spell's initial saving throw), can't take legendary actions, has disadvantage on all attack rolls and saving throws, and can't gain advantage on attack rolls and saving throws.

Sanguine Storm

7th-level Necromancy


  • Casting Time: 1 action
  • Range: Self (100-foot cube)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You coax the essence from the living to drench the surrounding area. Each creature within a 100-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic and 4d8 slashing damage as its blood is torn from its body. A creature that doesn't have blood, such as an Elemental, Construct, or Undead, is immune to this damage. The blood then coalesces at the top of the cube, whirling and churning in midair streams and crimson clouds. If no creature took damage when you cast this spell, it fails and immediately ends.

You unleash the blood as a torrent upon the spell's area, sickening your enemies within and interfering with the transmission of positive energy. Each creature you choose that starts its turn within the cube is poisoned and can't regain hit points until the spell ends. A creature that is outside the spell's area can make a Charisma saving throw at the end of each of its turns to end the spell's effects on it.

When the spell ends, all the collected blood drops to the ground; each creature inside the spell's area drops prone, and flames, both nonmagical and those created by a spell of 5th-level or lower, are extinguished within the spell's area.

Scarlet Cloak

6th-level Abjuration


  • Casting Time: 1 reaction, which you take when you are hit with an attack that would reduce you to 0 hit points
  • Range: Self
  • Components: V, S, M (a ruby worth at least 100 gp, which the spell consumes)
  • Duration: 1 minute
  • Classes: Sorcerer, Warlock

You break a ruby within your hand and a cloak of red tears surrounds your body, steeling you for combat. You drop to 1 hit point instead and gain temporary hit points equal to 4d12 + your spellcasting ability modifier for the duration. Until the spell ends, you have advantage on attack rolls you make, and when you roll for damage, you can roll one additional damage die and add it to the result. The spell ends early if you ever have more than 1 hit point.

Seed of Genesis

7th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (two spheres made of crystal: one containing the essence of the Astral Plane and the other the essence of the Elemental Chaos, worth a total of 5000 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Druid, Warlock

You call forth a droplet of the energy that created the multiverse, capable of returning any living or nonliving entity around it to the primordial components that brought it into being. As part of casting this spell, and as an action on each of your turns for the duration, you can cause the droplet to release a pulse of nascent energy in every direction.

 Each creature of your choice within 30 feet of you that doesn't have total cover from you must make a Constitution and Charisma saving throw. A creature that fails its Constitution saving throw takes 5d6 acid damage and 5d6 radiant damage as its body is suffused with life yet torn apart into its basic components, or half as much damage on a success. A creature that fails its Charisma saving throw is frightened by you until the end of your next turn.

You can also reduce any nonmagical objects that aren't being worn or carried or any structure that is completely within the pulse's area to dust. Any creature behind or inside the object or structure still gains the benefit of total cover against the pulse that destroyed it.

Seeking Strike

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous
  • Classes: Ranger

You throw a weapon or fire a piece of ammunition and verbally declare a creature that you can see or have seen in the past minute. If the target is within the missile's range and there is a path wide enough for it to travel to the target, it flies toward the target, moving around corners. The target must make a Dexterity saving throw. On a failed save, it takes the missile's normal damage plus an extra 6d8 damage of the same type and you learn the target's location. On a successful save, the target takes half as much damage, you don't learn its location, and the missile stops and falls.

Seed of Genesis

Shunt

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

Choose a Medium or smaller creature that you can see within range, other than yourself. The target must make a Strength saving throw or be thrown 30 feet in a direction of your choice and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature you choose can be one size larger for each slot level above 2nd.

Smother

6th-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a lead crystal bottle worth at least 500 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard

You control and draw the air from one creature you can see within range. For the spell's duration, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, the target can't breathe or speak until the spell ends, and it begins to suffocate. Each time the creature succeeds on its Constitution saving throw, it regains an additional turn to breathe before it falls unconscious. Once a creature succeeds on its Constitution saving throw three times, the spell ends. If a creature is reduced to 0 hit points while suffering the effects of this spell, it dies instantly.

The spell fails if you cast it on a creature that doesn't need to breathe.

Soul Smite

5th-level Enchantment


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

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon surges with your very essence, and the attack does an extra 4d6 psychic damage and 4d6 force damage to the target. Additionally, you implant a fragment of your soul within the creature that remains for 30 days, until the creature dies, or until you cast this spell again. During this time, the creature can't have advantage on attack rolls against you, it can't be hidden from you, and you always know its location, even if you aren't on the same plane of existence.

A remove curse spell of 5th level or higher also removes the soul fragment.

Spring

1st-level Enchantment


  • Casting Time: 1 reaction, which you take when you roll initiative
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Wizard

Choose a creature you can see within range that is wielding a melee weapon. That creature makes one attack with that weapon against a creature of your choice that you can see. An unwilling creature must make a Wisdom saving throw to avoid the effect.

Stone Spires

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger, Sorcerer, Wizard

You cause the earth beneath a place on the ground you can see within range to instantly compact and shoot up in the form of a spike of sharp rock. The spike has a diameter of 5 feet at its base, and a height of up to 10 feet. The ground where the spike appears must be wide enough for its diameter. The spike has AC 5 and 20 hit points.

If the spike is created under a creature, it must succeed on a Dexterity saving throw or take 3d6 slashing damage. A creature that fails its save by 5 or more takes that damage as piercing damage instead, and is grappled and lifted by the spire's point, held aloft at its peak. The creature can use its action on its turn to automatically escape the grapple.

For the spell's duration, you can use your action to create a new spike on the ground you can see within range.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's damage increases by 1d8 for each slot level above 2nd, and you don't need to see the ground you target with the spell.

Stroke of Lunacy

Enchantment cantrip


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

You briefly overwhelm the mind of a hostile creature you can see within range, forcing it to lash out. The creature must succeed on a Wisdom saving throw or use its reaction to make a single melee weapon attack against another creature you choose within its reach.

Surveillance

1st-level Divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a focus worth at least 10 gp, either a glass cup for hearing or a silver pin for seeing)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Wizard

You touch an object or surface and create an invisible sensor on the side opposite of where you touch. The spell can penetrate up to 5 feet of most materials, but fails to penetrate lead. If you cast the spell on a hollow object, such as a wooden crate, iron chest, or stone sarcophagus, you can create the sensor within the object. The sensor remains in place for the duration, but becomes dormant if you aren't touching the initial spot.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. While seeing through the sensor, you have darkvision out to a range of 10 feet. As your action, you can switch between seeing and hearing.

  A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about an inch in diameter.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the thickness of material the spell can penetrate increases by 10 feet for each slot level above 1st.

Thirsting Oasis

5th-level Illusion


  • Casting Time: 1 minute
  • Range: 150 feet
  • Components: V, S, M (a bag of sand, a shard of glass,
    and a pocket watch on a string)
  • Duration: 1 hour
  • Classes: Druid, Wizard

You make the terrain in a 100-foot cube appear as an oasis with sand, palm trees, and a fresh water source, which can be no greater than a 20-foot-radius, 10-foot-deep cylinder. A creature who starts its turn in the area or enters it for the first time must make an Intelligence saving throw. A creature that needs to drink and has not had anything to drink in the last 24 hours has disadvantage on its save. On a failure, the creature is charmed for the duration. While charmed in this way, the creature must use its movement to move toward the water source, and its action can only be used to attempt to drink from the water. A creature who fails this save can make another save at the end of each of its turns. If it has taken damage since the end of its last turn, it has advantage on this saving throw. On a successful save, a creature is unaffected and becomes immune to the effects of this spell for 24 hours.

A creature with truesight can see through the Illusion to the terrain's true form and automatically succeeds on its save.

Thunderhead

7th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pair of butterfly wings, a vial of water, and a pinch of sand)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid, Sorcerer, Wizard

A cloud of forking lightning and cacophonous thunder fills a 30-foot-radius, 40-foot-high cylinder centered on a point you can see within range. The cloud spreads around corners and remains for the duration. Its area is heavily obscured and difficult terrain, and creatures are deafened while within the cloud.

When the cloud appears, each creature in its area must make a Dexterity saving throw. A creature takes 5d6 lightning damage and 5d6 thunder damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on its turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each damage type increases by 1d6 for each slot level above 7th.

Surveillance

Thunderous Calamity

8th-level Evocation


  • Casting Time: 1 action
  • Range: Self (90-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Druid, Sorcerer, Wizard

Several immense waves of thunderous force explode out from you. Each creature in a 90-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 10d8 thunder damage, is deafened for 10 minutes, and is pushed 60 feet away from you. On a successful save, the creature takes half as much damage, is deafened for only 1 minute, and is pushed 30 feet.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 60 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 1 mile.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the size of the cube increases to 120 feet, and creatures that fail the saving throw and unsecured objects are pushed 90 feet away from you.

Toxicity

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of poison)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

You touch a willing creature. Until the spell ends, the target is immune to poison damage and the poisoned condition, and the target’s skin drips with noxious poison. If a creature touches the target or hits the target with an attack while within 5 feet of it, the creature takes 2d6 poison damage. A creature can only take this damage once per turn.

Transfer Lore

Transmutation cantrip


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: 24 hours
  • Classes: Bard, Cleric, Warlock, Wizard

You touch a page of text, stealing its contents into your mind. The page becomes blank over the course of 1 minute. The contents can be simply text, a drawing, or a combination of both, but can't be from a spellbook or spell scroll. At any point during the duration of this spell, you can feed the contents you stole onto a blank page of the same or larger size than the page the contents originated from. This spell then ends. If this spell ends and you haven't transferred the contents onto a page, the contents reappear on the page you stole them from over the course of 1 minute.

Transfusion

Necromancy cantrip


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

You siphon the life essence from a creature you touch, attempting to transfuse it to yourself. Make a melee spell attack against the creature. On a hit, the target takes 1d8 necrotic damage and you gain temporary hit points equal to half the damage dealt (minimum of 1), which last until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Transmogrify

5th-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a warped mirror)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock

You attempt to horrifically contort the body of a creature you can see within range. The target must succeed on a Constitution saving throw or become cursed for the duration of the spell. Constructs, Oozes, and creatures without a physical body are unaffected. When you cast this spell, choose the nature of the curse from the following options.

  • You fuse the creature's body into a single writhing mass. While cursed, the target is restrained.
  • You cover the creature's eyes and ears with pustulent tumors. While cursed, the target is blinded and deafened.
  • You bloat the creature with vitriolic toxins. While cursed, the creature is poisoned, its speed is halved, and if it is reduced to 0 hit points, it explodes, destroying its body and killing it instantly. A creature within 15 feet of the target when it explodes must make a Dexterity saving throw, taking 7d6 acid damage on a failed save, or half as much damage on a successful one.
  • You twist the creature's visage into a disgusting sight to behold. While cursed, any creature that starts its turn within 20 feet of the target, or enters within 20 feet of it for the first time and can see it, must succeed on a Wisdom saving throw or be frightened of the target until the spell ends. A creature can repeat its saving throw if it ends its turn out of line of sight to the target, becoming no longer frightened on a success.

Additionally, while cursed, the target takes 3d6 slashing damage at the start of each of its turns as the magic tears and twists its form. A remove curse spell of 5th level or higher cast on the target ends the spell.

Ultimatum

6th-level Abjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a sundial carved from corundum worth at least 1,500 gp)
  • Duration: 30 days
  • Classes: Bard, Cleric, Warlock, Wizard

You bind a creature to action, its fate resting on its choice. Choose a creature you can see within range when you finish casting this spell. Then choose a spell that you can cast that is 5th level or lower, has a casting time of 1 action or 1 bonus action, affects one or more creatures, and doesn't require an attack roll.

You cast that spell, called the bound spell, as part of casting ultimatum, expending spell slots for both, but the bound spell doesn’t come into effect. Instead, it takes effect, targeting the creature upon which ultimatum is cast, when the target either takes a certain action or fails to take a certain action in a circumstance you describe when you cast the two spells. For example, an ultimatum cast with confusion might stipulate that confusion comes into effect if the target ever speaks of a certain subject.

The bound spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then ultimatum ends. The target makes its saving throw against the spell, if any, at the time the circumstance occurs.

The bound spell takes effect only on the target of this spell, even if it could normally target more than one creature. You can only have one bound spell active at a time. If you cast this spell again, the effect of any other ultimatum spell you have cast ends on its target. A remove curse spell will also end the effect on the target.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bound spell can be one level higher for each slot level above 6th.

Vex

4th-level Enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a whistle)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Warlock

You become the source of great ire for those around you. Each creature within range that can see or hear you must make a Wisdom saving throw. An ally automatically succeeds on this saving throw. A creature that fails this saving throw becomes hostile to you for the duration. If the creature was already hostile to you, it instead becomes driven to inflict physical harm upon you, and must use all of its movement on each of its turns to move within reach of you, taking the Dash action if necessary. The only other actions it can take are to attack you as best it can, or escape from an effect preventing it from moving toward you. The spell ends for a creature if it ends its turn unable to see or hear you.

Wail of Dolor

3rd-level Transmutation


  • Casting Time: 1 reaction, which you take when you take damage
  • Range: Self (30-foot line)
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Druid, Sorcerer

You amplify your voice and let out a scream or shout when you feel pain, directing and focusing it into a 30-foot-long, 10-foot-wide line in a direction of your choice. Each creature within the line must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and is pushed away from you. On a successful save, the creature takes half as much damage and isn't pushed. Unsecured objects that are completely within the spell's area are also pushed 30 feet from you. Regardless of whether a creature succeeds or fails its saving throw, it is deafened until the end of its next turn.

This spell's power increases when you are in more pain. If the triggering damage was equal to or greater than half your hit point maximum, or was at least 40 damage, the line is instead 60 feet long, the distance creatures and objects are pushed by the spell is doubled, and the spell deals an additional 1d8 thunder damage.

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. The damage instead increases by
 2d8 per level of the spell slot above 3rd if the triggering
   damage was equal to or greater than half your hit
      point maximum, or was at least 40 damage.

Wail of Dolor

Walking Woods

4th-level Transmutation (ritual)


  • Casting Time: 1 action or 1 minute
  • Range: 60 feet
  • Components: V, S
  • Duration: Special
  • Classes: Druid

This spell allows you manipulate plants into moving at your direction. There are two possible uses for the spell, granting either immediate or long term benefits.

If you cast this spell using 1 action, choose a point within range. Each plant you choose within 20 feet of that point immediately moves to an unoccupied space of your choice within the spell's range. You can also target any Plant creatures you can see within range with this spell, forcing them to make a Wisdom saving throw. On a failed save, a creature must immediately use its reaction, if it can, to move up to its speed in a direction of your choice. The creature doesn't move into obviously dangerous ground, such as a fire or a pit.

If you cast this spell over 1 minute, you gain sustained control of each plant within the spell's range for 1 hour, requiring concentration. When you cast the spell, and as an action on each of your turns for its duration, you can move all plant-life within the spell's range to an unoccupied space a distance away from the plant equal to or less then the spell's range.

A plant can only move to a space capable of sustaining it, such as an area of earth for a tree. A plant's movement doesn't have enough force to cause damage, and if a creature would be surrounded on all sides by plants as a result, it can make a Dexterity saving throw. On a success, it is harmlessly pushed to the nearest unoccupied space outside of the enclosing plants.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases by 30 feet for each slot level above 3rd.

Watcher's Ward

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 hour
  • Classes: Cleric

You touch a willing creature other than yourself and mark it with a faintly glowing symbol that lasts for the duration. The symbol also disappears if you or the marked creature dismiss it as an action, or if you cast this spell again. You choose the symbol's appearance, as well as if it is visible to others. While the marked creature is on the same plane of existence as you, you know the direction to it and whether it has at least 1 hit point. Once during the spell's duration, when you cast a spell with a range of touch, you can target the creature even if it isn't within your reach. The creature must be on the same plane of existence as you. The spell then ends.

Wild Bow

2nd-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a branch or staff made of wood)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

The component for this spell grows into a bow that fits perfectly in your hand, and it lasts until the spell ends. It is a simple ranged weapon (range 80/320) with which you are proficient, and when you pull back its draw, an arrow of moonlight appears on the string. These magical arrows deal 2d8 radiant damage on a hit. In addition, when you use this bow to attack a target that is using foliage or wood for any amount of cover, including full cover, it does not gain the benefits of cover from your attacks.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Wind Scythe

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

A spinning blade of wind speeds out of your hand towards a creature or object within range, gaining speed as it moves. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage. If the target is more than 20 feet away from you, it instead takes 1d10 slashing damage. Easily cut objects that are hit by this spell or within its path, such as ropes or nets, are instantly severed.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10).

Withering Spike

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small shard of bone)
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You launch a spike imbued with negative energy, which dries and shrivels flesh, at a creature you can see within range. Make a ranged spell attack against the creature. On a hit, the creature takes 2d4 piercing damage and 4d4 necrotic damage, and its speed is reduced by 20 feet until the end of your next turn. If you hit a Plant creature, water elemental, or a similar creature (at the GM's discretion), you deal the maximum amount of necrotic damage instead of rolling.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 2d4 for each slot level above 2nd.

Wring Out

5th-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a sponge or dishrag)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock

You raise your hand at one creature you can see within range and clench your fist tightly, forcing it to make a Constitution saving throw. An Ooze, water elemental, or similar creature (at the GM's discretion) has disadvantage on its save, though the spell fails if the target is a Construct, Undead, or other creature devoid of fluids.

On a failed save, the creature's blood (or other vital liquid) bursts from it. The target then gains a level of exhaustion, takes necrotic damage equal to four rolls of its largest Hit Die, and then loses that many hit dice. If the target fails the saving throw by 5 or more, it instead gains two levels of exhaustion, or three levels if it has no remaining hit dice. On a successful save, it takes half as much damage and doesn't gain a level of exhaustion.

Zealot's Refusal

5th-level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a diamond worth at least 250 gp)
  • Duration: 8 Hours
  • Classes: Cleric, Paladin

You meditate on the importance of your life and infuse yourself with a measure of protection
against death.

 The first time you would drop to 0 hit points as a result of taking damage, the material component of the spell explodes in divine energy and is consumed. You are restored to 25 hit points. In addition, you and each creature of your choice within 30 feet of you that you can see regains 1d8 hit points and can add 1d4 to attack rolls, ability checks, and saving throws until the end of your next turn. If the spell is still in effect when you are subjected to an effect that would kill you instantly without dealing damage, that effect is instead negated as the diamond explodes. In addition, you and each creature of your choice within 30 feet of you that you can see regains 1d8 hit points and can add 1d4 to attack rolls, ability checks, and saving throws until the end of your next turn, and the spell ends.

Also, zealot's refusal ends on you if its material component is ever not on your person.

Subclass Options

At 1st level, a cleric chooses a Divine Domain, a sorcerer chooses a Sorcerous Origin, and a warlock chooses an Otherworldly Patron. At 2nd level, a druid chooses a Druid Circle and a wizard chooses an Arcane Tradition. Finally, at 3rd level, a bard chooses a Bard College, a fighter chooses a Martial Archetype, a paladin chooses a Sacred Oath, and a rogue chooses a Roguish Archetype. This section offers the Motion Domain and the Music Domain for the cleric, the Blight Hand and the Mimetic Bloodline for the sorcerer, the Seer Otherworldly Patron and the Sentient Spellbook Otherworldly Patron for the warlock, the Circle of Caverns and the Circle of Veins for the druid, the Ritualism Arcane Tradition and the Spycraft Arcane Tradition for the wizard, the College of Puppetry and the College of Sirens for the bard, the Sonorant-At-Arms Achetype for the fighter, the Oath of Sophistication for the paladin, Polis Sweeper Archetype for the ranger, and the Grave Robber
Archetype for the rogue, expanding their options
for those choices.

Wring Out

Bard: College of Puppetry

Bards of the College of Puppetry are master manipulators, individuals who revel in the subtlety of their art. While other bards might enjoy the applause of their audiences or the respect of their peers, these puppeteers enjoy being the guiding hand, the shadow behind the curtain.

Bards of this college gather like others, but typically only to hold grand competitions or induct new members into their illustrious numbers. Each bard will play a performance, hoping to establish themselves as a master puppeteer. Joint performances are not unheard of, but they are rare, a result of their solitary mindsets.

Their goals are varied, but they often involve pushing and pulling the right people into the right places at the right times. Carefully orchestrated, their masterpiece is perfect only when no one is even aware of its existence. Whether the result be the upheaval of an age or a simple heist, the delight is in the craft itself.

College of Puppetry Spells

3rd-level College of Puppetry feature

You learn additional spells when you reach certain levels in this class, as shown on the College of Puppetry Spells table. Each of these spells counts as a bard spell for you, but doesn't count against the number of bard spells you know.

College of Puppetry Spells
Bard Level Spells
3rd springOES, suggestion
5th dancing marionOES
7th compulsion
9th dominate person

Puppetry

3rd-level College of Puppetry feature

Your skill with puppetry transcends the physical. You can add your proficiency bonus to ability checks you make that involve puppets, and you learn the stroke of lunacyOES cantrip. If you already know it, you instead learn one bard cantrip of your choice.

Also, when a hostile creature within 30 feet of you that you can see fails its saving throw against one of your
spells, you can expend a use of your Bardic Inspira-
tion to make it your puppet. The effect lasts until
the spell ends, until 1 minute passes, or until the
creature is further than 60 feet away from you.
Translucent strings connect its limbs to yours
for the duration, and whenever the creature
makes an attack roll or ability check, you can
use your reaction to roll a Bardic Inspiration
die and apply the result to the roll as a
penalty or bonus. You don't expend a use
of your Bardic Inspiration when you roll
the die in this way.

Manipulate

6th-level College of Puppetry feature

When a creature fails its saving throw against one of your bard spells or features, you learn its surface thoughts as if by the detect thoughts spell until the end of your next turn. Additionally, as an action, choose a creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw against your spell save DC or be convinced one of the following is true (your choice each time you use this feature):

  • Someone just called out to it, using its name if it has one. You choose the general intent of the message, and the sound originates from a location of your choice within 30 feet of the creature, even behind an object or structure.
  • Something just touched it. You choose the sensation, although it must be harmless.
  • Something just moved. The visual phenomenon is too fast to make out detail, and it must fit within a 5 foot cube. It appears at a location of your choice that you can see within 30 feet of the creature, or the closest location to it that the creature can see.

A creature that succeeds on its saving throw against this feature is immune to its effects for 24 hours. A creature that fails its saving throw against this feature has disadvantage on subsequent saving throws it makes against it for the next minute.

Pull The Strings

14th-level College of Puppetry feature

When you use your Bardic Inspiration feature, you can puppeteer a creature to your or its benefit. Either the target of your Bardic Inspiration or a creature you can see under the effects of one of your spells immediately uses its reaction to move up to its speed and make a single weapon attack or cast a cantrip. You choose the target of the attack or cantrip, although you can't force a creature to harm itself. An unwilling creature can make a Wisdom saving throw against your spell save DC to avoid this effect, and the creature doesn't move into obviously dangerous ground, such as a fire or a pit.

A College of Puppetry bard
pulls a minotaur's strings.

Bard: College of Sirens

The song of the sea bewitches and mesmerizes. Its waves provide melody; its storms play torment upon its travelers. Bards of the College of Sirens harness the ancient wisdom of the seas and spin it into performances that captivate. They specialize in shanties and hypnotic stories of beauty and violence, charm and fear, depths and shallows.

College of Sirens Spells

3rd-level College of Sirens feature

You learn additional spells when you reach certain levels in this class, as shown on the College of Sirens Spells table. Each of these spells counts as a bard spell for you, but doesn't count against the number of bard spells you know.

College of Sirens Spells
Bard Level Spells
3rd echolocateOES, characterizeOES
5th wail of dolorOES
7th vexOES
9th mislead

Aquatic Acoustician

3rd-level College of Sirens feature

You gain proficiency with hand crossbows, nets, and tridents.

Additionally, you gain the following benefits while submerged in water:

  • You can cast spells with verbal components, and doing so doesn't cause you to begin choking or suffocating or to lose your breath.
  • Music and sounds you create, such as with musical instruments or your voice, are not distorted by passing through water.
  • Your proficiency bonus is doubled for Dexterity (Acrobatics) and Charisma (Performance) checks.

Siren's Song

3rd-level College of Sirens feature

You learn to replicate the hypnotic temptation of the sea. As a bonus action, you can expend one use of your Bardic Inspiration and choose a creature that can hear you within 60 feet of you to gain your choice of effect. This range is doubled if both you and the creature are submerged.

Call of the Sea. Roll your Bardic Inspiration die. The target gains a swimming speed equal to its walking speed and ignores the detriments of underwater visibility for a number of hours equal to your roll.

Siren's Charm. The target must make a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. While charmed in this way, the creature must use its movement to move toward you. If you damage the creature or that movement would take it through obviously dangerous terrain, like lava or off a cliff, it must make an additional Wisdom saving throw. On a success, the creature is no longer charmed and is immune to this feature for 24 hours.

Secrets of the Deep

6th-level College of Sirens feature

You learn the water breathing spell if you don't already know it, and it counts as a bard spell for you, but it doesn't count against the number of bard spells you know.

Siren's Echo

6th-level College of Sirens feature

When you use your action to cast a spell of 1st-level or higher that has a verbal component, you can choose a creature within 30 feet of you that can hear you. That creature immediately use its reaction to cast the same spell, even if it doesn't know it or have it prepared, provided it can expend a spell slot of the spell's level or higher and provide the spell's components. The triggering spell is considered to be on the creature's spell list for this casting.

Once you use this feature, you can't do so again until you finish a long rest.

Shipwreck

14th-level College of Sirens feature

You can convince even the most careful creatures to throw themselves against the rocks. When you force any number of creatures to make an Intelligence, Wisdom, or Charisma saving throw, you can expend one use of your Bardic Inspiration. Roll the Bardic Inspiration die and subtract the number rolled from each creature's saving throw.

A bard of the College of
Sirens uses mislead to
confuse an enemy.

Cleric: Motion Domain

The act of motion is performed by all living things, one of the base signs of life itself, and it has many manifestations. The gods of motion inspire their followers to recognize how all motion can cause further motion in other creatures or objects, to see how all is connected through even the smallest actions.

Many of these clerics never stop moving, by means of constant traveling and sometimes being incapable of sitting still. While others are careful with their movements, only being in motion when they believe they understand what impacts their movement will have.

Motion Domain Spells
Cleric Level Spells
1st longstrider, springOES
3rd shuntOES, hold person
5th blessing of speedOES, ray of lethargy
7th compulsion, freedom of movement
9th earth walkOES, hold monster

Bonus Proficiencies

1st-level Motion Domain feature

You gain proficiency with martial weapons and heavy armor. You also become proficient in your choice of Acrobatics or Athletics.

Inertia

1st-level Motion Domain feature

Your speed increases by 10 feet. In addition, if you move only in a straight line on your turn, you can take the Dash action as a bonus action, but this extra movement can only be used to continue to move in that straight line.

Channel Divinity: Mass and Acceleration

2nd-level Motion Domain feature

You can use your Channel Divinity to grace a creature with a blessing of forceful motion.

As an action, you can present your holy symbol and choose a willing creature that can see or hear you within 30 feet of you. That creature's weight is multiplied by 10, and it is launched to an unoccupied space of your choice within 120 feet of it, so long as there is a clear path of travel to the space. Each other creature within 10 feet of the chosen space must make a Constitution saving throw as a the creature's
  force disperses and its weight returns to normal. A
  creature takes force damage equal to 3d6 + your cleric
      level on a failed saving throw, and half as
  much damage on a successful one.

 Action and Reaction

6th-level Motion Domain feature

You can re-balance the forces applied upon creatures near you. As an action, you can choose a number of creatures up to your proficiency bonus that can see or hear you within 30 feet of you to have their speed halved for 1 minute. For each creature that has its speed reduced, you can choose a creature that can see or hear you within 30 feet of you to have its speed doubled for 1 minute.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

8th-level Motion Domain feature

You gain the ability to infuse your weapon strikes with the force of your motion. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Unstoppable Force and Immovable Object

17th-level Motion Domain feature

You are both the unstoppable force and the immovable object, gaining the following benefits:

  • Your speed can't be reduced in any way, and no terrain or any other effect can cost additional feet of movement for you to move through it.
  • You can't be moved against your will.

Additionally, as a bonus action, you can give each creature of your choice that can see or hear you within 30 feet of you the benefits above for 1 hour or until you end the effect as a bonus action.

Once you give a creature this benefit, you can't do so again until you finish a long rest.

A Cleric of Motion's magic speeds their allies into battle.

Cleric: Music Domain

Music is a staple of cultures and civilizations across the multiverse, a rhythm and melody that brings joy, sorrow, and every emotion in between. The gods of music—including Lugh, Apollo, Dionysus, Bes, and Balder—value the range of impacts music has on all creatures, even those that don't or can't recognize the mathematics, order, and science that establish its songs.

Many of these gods also recognize the importance of discordance within the domain. They understand that music isn't and shouldn't always be pleasing, that in cacophony there is meaning and in that meaning emotion. Clerics of the music domain spread this message, sometimes in hymns, and other times in chaotic rabble.

Music Domain Spells
Cleric Level Spells
1st echolocateOES, thunderwave
2nd Orana's hidden earOES, shatter
3rd concussive blastOES, mass healing word
4th confusion, empty orchestraOES
5th conduct chorusOES, dominate person

Bonus Proficiencies

1st-level Music Domain feature

You gain proficiency with the Performance skill and two instruments of your choice. In addition, you can use either or both of these instruments as holy symbols.

Ambient Music

1st-level Music Domain feature

You learn to invigorate your allies with ambient music. Over the course of 10 minutes, which can be accomplished over a short or long rest, you can create magical sounds that linger in the minds of friendly creatures who can hear you for the duration. The ambient music lingers for a number of hours equal to half your cleric level (rounded up), and while it lingers, the creature's movement is unaffected by difficult terrain, it can travel at a fast pace without suffering a penalty to its passive Perception, it has advan-
tage on saving throws to avoid exhaustion, and
it can add a d4 to saving throws it makes that
use an ability score of your choice.

Once you use this feature, you can't do so
again until you finish a long rest.

Channel Divinity: Divine Sound

2nd-level Music Domain feature

You can Channel Divinity to fill the air around you with a divine sound. As a bonus action, you can sing, play a musical instrument, or make some other sound. Each creature of your choice within 30 feet of you that can hear the sound gains one of the following benefits of your choice:

Dance. The creature can immediately use its reaction to move up to half its speed without provoking opportunity attacks, and it has advantage on Dexterity (Acrobatics) checks until the end of its next turn.

Hype Up. The creature gains advantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn.

Relax. The creature gains temporary hit points equal to your Wisdom modifier + half your cleric level.

Amplifier

6th-level Music Domain feature

When you or a creature within 30 feet of you casts a spell with a verbal component that has a range of 5 feet or greater, you can magically amplify the casting, doubling the range of the spell (no action required).

Additionally, when a creature you can see makes a saving throw against a spell of 1st-level or higher that deals thunder damage, you can use your reaction to amplify the sound in its ears, imposing disadvantage on its saving throw.

Potent Spellcasting

8th-level Music Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Soundpiece of the Gods

17th-level Music Domain feature

The words and sounds of creation move through you. Any spell with "power word" in its name is added to the cleric
      spell list for you, you always have them
      prepared, and they don't count against your
     number of spells prepared.

      Additionally, while a creature benefits from
      your Ambient Music, it can't be frightened, and
     any effect causing it to be frightened is
      suppressed.

Wood Elf Cleric
of Music

Druid: Circle of Caverns

Druids of the Circle of Caverns focus on maintaining the balance of the underground. It may not be as at risk as the forests above, but there is a delicate balance to all nature, even that which is not often seen. These druids typically move through the hidden tunnels and passages below, and may not even reveal themselves unless they feel the need to take action. When they do reveal themselves they bring with them the earthen power of the underground world of stone.

Emissary of Darkness

2nd-level Circle of Caverns feature

You gain darkvision out to a range of 60 feet, and you retain your darkvision even in beast form. If you already have darkvision in your normal or beast form, its range instead increases by 30 feet.

In addition, you gain proficiency in the Stealth skill, and you can take the Hide action as a bonus action while in dim light or darkness. While you are in a beast form, you add your proficiency bonus to Dexterity (Stealth) checks you make, even if the beast form you take is already proficient.

Earthen Form

2nd-level Circle of Caverns feature

The beasts you assume the form of are reinforced with the power of the underground. When you use your Wild Shape, your new form is coated in a shell of rock, and you gain temporary hit points equal to your Wisdom modifier plus twice your Druid level. The temporary hit points fade when your Wild Shape ends, or if you use your Wild Shape again.

While you have these temporary hit points, you gain the following benefits:

  • You gain tremorsense out to a range of 15 feet.
  • Moving through nonmagical difficult terrain costs you no extra movement.

Strength of Stone

6th-level Circle of Caverns feature

Your bestial transformations are further filled with subterranean might. While you are in your beast form, your weapon attacks count as magical, and you gain a bonus to attack rolls you make with them equal to your proficiency bonus. You can also use your spell save DC in place of the DC of the beast's abilities.

Additionally, when you hit a creature with a weapon attack, you can expend a spell slot to deal an extra 1d6 bludgeoning damage to the target, plus
another 1d6 per level of the spell
slot, as well as inflict one of the
following effects:

Dust Cloud. The creature must succeed on a Dexterity saving throw against your spell save DC or have disadvantage on Wisdom (Perception) checks until the end of its next turn.

Quake. The creature must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Rock Blast. The creature must succeed on a Strength saving throw against your spell save DC or be pushed up to 10 feet away from you.

Underground Guide

10th-level Circle of Caverns feature

You are adept in finding your way through even the darkest depths. While you are underground, you can't be surprised, and you can cast commune with nature as a ritual, even if you don't have it prepared. When you cast the spell in this way, you can use the spell's normal 3 mile radius, you know what beasts live within the area, and for the next 8 hours you can speak with any beast that lives within the area as if you shared a language.

Once you cast commune with nature in this way, you can't do so again until you finish a short or long rest.

Embodiment of Caverns

14th-level Circle of Caverns feature

The full power of the underground now strengthens your beast forms. When you expend a spell slot as part of your Strength of Stone, you gain temporary hit points equal to the additional damage dealt. If you already have temporary hit points from Earthen Form, you increase the number of temporary hit points you have by the same amount. These temporary hit points count as being granted by your Earthen Form feature.

In addition, while you have temporary hit points from your Earthen Form you gain the following additional benefits:

  • You can’t be blinded or petrified and you are immune to poison and disease.
  • You gain resistance to nonmagical bludgeoning, piercing and slashing damage.
  • Your tremorsense extends to range of 30 feet.

A Druid of the Circle of Caverns
barrels forward in Earthen Form.
There where the veins meet.

Druid: Circle of Veins

Druids of the Circle of Veins hold the belief that the worlds of the Material Plane, and indeed all planes, are alive. They can discern the channels through which the lifeblood of the planet flows, the natural magic that suffuses all life. These druids appreciate both the scale of these flowing reservoirs and the awe-inspiring, if untamable, power they house. Although many druids and rangers draw from this energy in the ages-old spells that harness it predictably, druids of the Veins embrace its wild nature and utilize it to defend ley crossings from being defiled or destroyed.

Veiled Awareness

2nd-level Circle of Veins feature

When you choose this circle at 2nd level, you gain a sense for the energies of the lands. You always know the distance to the nearest Fey Crossing or a planar portal, provided one exists within 1 mile of you.

Primal Permutation

2nd-level Circle of Veins feature

You can draw on your magic even while in beast form, albeit without knowledge of its result. When you use your Wild Shape, you gain the following benefits:

  • You can add your Wisdom modifier (minimum of 1) to the attack and damage rolls you make in beast form.
  • You can immediately cast a spell of 1st-level or higher with a casting time of 1 action or 1 bonus action as part of the action used to assume the beast form, or you can choose to cast a spell once while in your beast form. You ignore the components of spells you cast this way, except for spells with a material component that have a listed cost.
  • Any time you cast a spell while in beast form, roll a 1d8 and gain the corresponding benefit listed in the Permutations table, found at the end of this circle option. You can only have one benefit at a time, and the benefit disappears when you revert to your normal form.
Permutations
d8 Effect
1 Whirling winds or waters, rumbling earth, or grasping vines surround you in a sphere with a radius of 5 feet per level of the spell. A creature moving through the area, except those you choose, must spend 2 feet of movement for every 1 foot it moves.
2 You gain darkvision out to 20 feet per level of the spell, or if you already have darkvision, its range increases by the same distance. Magical darkness doesn't impede this darkvision.
3 Your AC increases by 1 per level of the spell.
4 Choose one ability score. You have a bonus to ability checks and saving throws using the chosen ability equal to the level of the spell.
5 You can use a bonus action on each of your turns to teleport up to 5 feet per level of the spell to an unoccupied space you can see.
6 You gain a burrowing speed equal to 10 feet per level of the spell, or any burrowing speed you have increases by the same distance.
7 You gain a flying speed equal to 10 feet per level of the spell, or any flying speed you have increases by the same distance.
8 You regain an expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

Unruly Harmony

6th-level Circle of Veins feature

As a bonus action on each of your turns while in your beast form, you can make a single melee weapon attack using your form's natural weapon.

You can also roll 2d4 instead of 1d8 when you use your Primal Permutation, taking either the result of one of the d4s or their combined total as the number to roll on the table.

Flowing Comprehension

10th-level Circle of Veins feature

You can use the coursing power beneath the earth to guide you. You always have the commune with nature spell prepared, it doesn't count against the number of spells you can prepare, and you don't have to see a space or creature within 30 feet of you for the purposes of targeting it with a spell.

Additionally, when you take the form of a beast using your Wild Shape, its current and maximum hit points increase by five times your druid level.

Primal Channeling

14th-level Circle of Veins feature

Each time you finish a long rest, you can choose one result of 1–7 from the Primal Permutations table. You constantly gain that option's benefit, even while outside of a beast form. If you enter your beast form and would roll that benefit, you can choose the result instead of rolling. The benefit is treated as if you activated the permutation using a 3rd-level spell.

Fighter: Sonorant-At-Arms

An archetypal warrior-skald weaves the virtuosity with weapons common to all fighters with magical command. Sonorants-at-Arms infuse the very sounds of combat with the powers commanded by bards. Their musical talents extend to and magical, primarily that of mental manipulation: a Sonorants-at-Arms' songs bolster their allies and bind the psyches of those that would oppose them.

Combat Symphony

3rd-level Sonorant-at-Arms feature

You can use bludgeoning weapons as percussion instruments and crossbows and bows as string instruments with which you are proficient.

Additionally, with each swing or thrust, you manipulate air currents; with each strike, blocked or not, you cause lasting vibrations through your opponents. When you make a weapon attack against a creature, that creature has disadvantage on ability checks relying on hearing until the end of your next turn, whether you hit or not. At 10th level, that creature is deafened to any sounds you choose instead.

Spellcasting

3rd-level Sonorant-at-Arms feature

You augment your martial prowess with bardic magic.

Cantrips

You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip at 10th level.

Spell Slots

The Sonorant-at-Arms Spellcasting table shows how many spell slots you have to cast your bard 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.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the bard spell list.

The Spells Known column of the Sonorant-at-Arms Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you project your spells through dramtic flair in comabat. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Sonorant-at-Arms Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
16th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Muddling March

7th-level Sonorant-at-Arms feature

At the start of each of your turns, choose the Dash, Disengage, Help, Hide, or Dodge action. Any creature that starts its turn within a number of feet of you equal to 5 times your proficiency bonus, or enters a space within that range, gains no benefit from that action until the start of your next turn. A creature that can't hear sound created by a spell you cast, or a creature you choose, is immune to this effect.

Moreover, when you take the Attack action, you can cast one of your bard cantrips in place of one of your attacks.

Sound of Silence

10th-level Sonorant-at-Arms feature

When you target one or more creatures with a spell that requires a saving throw, you can affect any number of those creatures with your Combat Symphony.

Additionally, when you use your Combat Symphony on a creature under the effect of your Muddling March, that creature can't cast spells with verbal components.

Emboldening March

15th-level Sonorant-at-Arms feature

When you choose a type of action for your Muddling March, each creature of your choice within the same range that you exempted from its effect can take that action as a bonus action on its turn.

Once you use this feature, you can't do so again until you finish a short or long rest.

Magical Stamina

18th-level Sonorant-at-Arms feature

You grant magical longevity to yourself and your allies. When you use your Second Wind, each creature you choose within 5 feet of you, including yourself, regains one expended 1st-level spell slot. If only you gain this benefit, you can instead regain a 2nd-level spell slot.

Paladin: Oath of Sophistication

The Oath of Sophistication binds paladins to protect the value of high society, material possessions, and once-in-a-life-time opportunities. Though they are often called vain, sometimes even by other paladins, these paladins are not necessarily obsessed with their place in the things they protect. They recognize the importance of high society's continuation and the means by which it can be made available to all.

More than perhaps any other oath, the oath of sophistication encourages its paladins to be charitable, critical of wasted opportunity, and careful with their words and intentions.

Tenets of Sophistication

Though the exact words and strictures of the Oath of Sophistication vary, paladins of this oath share these tenets.

Charitable. No matter their station in life, others can always benefit from help. Be ever willing to lend aid to those who need it.

Charming. To be sophisticated is to charm.

Decisive. Opportunities and experience flit through life often but once. Be ready to embrace the unexpected.

Intentional. Sophistication begets observation. Speak and act always as if someone watches.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Sophistication Spells
Paladin Level Spells
3rd charm person, comprehend languages
5th enthrall, Orana's hidden earOES
9th emboldenOES, sending
13th private sanctum, vexOES
17th conduct chorusOES, seeming

Channel Divinity

3rd-level Oath of Sophistication feature

You gain the following two Channel Divinity options.

Charitable Donation. When a creature you can see within 30 feet takes damage, you can Channel Divinity as a reaction to draw power from your Lay on Hands pool to restore a number of hit points to that creature. If this would reduce your pool to 0 hit points, you immediately regain 5.

Sophisticated Grace. As a bonus action, you can use your Channel Divinity to move with refined elegance. For the next 10 minutes, you suffer no penalties to Dexterity (Stealth) checks as a result of wearing armor, you can add your Charisma modifier to Dexterity (Acrobatics) checks and your Dexterity modifier to Charisma (Performance) checks made to dance or move gracefully, and you have advantage on ability checks and saving throws to avoid being knocked prone.

Aura of Opportunity

7th-level Oath of Sophistication feature

You emit an aura of opportunity while you aren’t incapacitated. Any ally that ends its turn within 10 feet of you can use its reaction to make an opportunity attack whenever a creature enters its reach before the start of its next turn.

At 18th level, the range of this aura increases to 30 feet.

Intentional Speaker

15th-level Oath of Sophistication feature

If your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

Perfect Partygoer

20th-level Oath of Sophistication feature

You become the life of the party. As an action, transform into the most idyllic and fashionable member of your society, gaining the following benefits for 1 minute:

  • You can use a bonus action to cause a creature within 30 feet of you to regain 20 hit points.
  • If you end your turn without dealing damage to a creature, you can add your Charisma modifier to your AC until the start of your next turn for attacks it makes against you.
  • You emanate an aura of peace in a 30-foot radius. The first time an enemy creature enters the aura or starts its turn there, the creature must succeed on a a Wisdom saving throw or become charmed by you for 1 minute or until it takes any damage.

Once you use this feature, you can't do so again until you finish a long rest.

Ranger: Polis Sweeper

Protecting the boundary between the settled areas of the world and the wilds requires watchers from both sides of the palisade. Polis sweepers consider cities to be ecosystems all their own, with food chains to respect and imbalances to correct. They listen to the city's whispers to find their way and will cut out parts of it that are killing the whole - whether that means offing a corrupt official or burning an abandoned building that's a den for plague rats.

Polis Sweeper Magic

3rd-level Polis Sweeper feature

You learn an additional spell when you reach certain levels in this class, as shown in the Polis Sweper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Polis Sweeper Spells
Ranger Level Spells
3rd eludeOES, message
5th Orana's hidden earOES
9th fabricate doubtOES
13th arcane eye
17th passwall

Incept Conspiracy

3rd-level Polis Sweeper feature

Over the course of one minute, you can choose up to three willing creatures within 5 feet of you, making you and each of those creatures conspirators. On your turn while a conspirator is within 5 feet of you (no action required), you can use subtle magics to monitor and imperil a creature you can see within 30 feet of you: your mark.

Until you use this feature again, each conspirator gains the benefits of your Favored Enemy against the mark. Once per turn, when a conspirator hits the mark with an attack, it can force the mark to suffer one of the following effects. Conspirators can't force a mark to suffer the same effect twice in a row during the same round in combat.

  • The attack puts it off-kilter. It has disadvantage on the next attack roll it makes before the end of its next turn.
  • The attack dazes the creature, which can't take reactions until the end of its next turn.
  • The attack hits a vulnerable area, dealing an additional 1d4 damage. This damage increases to 1d6 at 6th level and 1d8 at 14th level.

You can choose a mark twice, regaining expended uses when you finish a short or long rest.

Streetwise

3rd-level Polis Sweeper feature

You have an ear to the pulse of the city, and can even hear what it has to say. Your Natural Explorer feature's benefits also apply within cities and other similar settlements, and urban areas count as favored terrain for you.

 Over the course of 1 minute, you can touch a road, street, or alleyway to learn basic facts about happenings in its area or creatures that walked on it, both within the last 7 days. A path you commune with this way has an Intelligence of 5 but can't relay any visual information to you.

Back of My Head

7th-level Polis Sweeper feature

You can add your proficiency bonus to initiative rolls, and you can choose a mark while a conspirator is up to 15 feet from you. A conspirator other than you that was surprised is no longer surprised when you choose a mark.

Lethal Scheme

11th-level Polis Sweeper feature

Once per turn, when a conspirator misses the mark with an attack, the mark provokes an opportunity attack from one other conspirator of your choice. This attack can be a ranged weapon attack.

Lost in the Crowd

15th-level Polis Sweeper feature

When a creature you can see attacks a conspirator or forces it to make a saving throw, you can use your reaction to take the Hide action. When you attempt to hide in this way, you become invisible to the creature until the start of your next turn, and if you successfully hide from it, it must choose a new target or lose the attack or effect.

Optional Ranger Features

If you're using the Favored Foe or Deft Explorer features presented in Tasha's Cauldron of Everything, you still gain the benefits of Favored Enemy and Natural Explorer as listed in this subclass even if you normally don't qualify for features based on them.

A Polis Sweeper lies in wait as they investigate a corrupt noble.

Rogue: Grave Robber

Some rogues burgle tombs and graves to abscond with the jewels and riches within, but the archetypal grave robber plunders far more morbid treasures. These rogues learn the secrets of life and death, past and future, stealing them away for purposes both magical and mortal.

Spellcasting

3rd-level Grave Robber feature

You gain the ability to cast spells.

Cantrips. You learn the thaumaturgy cantrip and two other cantrips of your choice from the cleric spell list. You learn one additional cleric cantrip of your choice at 10th level.

Spell Slots. The Grave Robber Spellcasting table shows how many spell slots you have to cast your 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.

Spells Known of 1st Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and necromancy spells on the cleric spell list.

The Spells Known column of the Grave Robber Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or necromancy spell of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or necromancy spell, unless you're
replacing the spell you gained at 3rd, 8th,
14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for you cleric spells, since you cast spells by calling upon secrets pulled from spirits and stolen from the outer planes. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and you know the spell.

Grave Robber Spellcasting
Rogue
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
16th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

A Grave Robber inspects a corpse he may soon impersonate.

Voice of the Grave

3rd-level Grave Robber feature

Your voice channels haunting secrets. When you cast thaumaturgy, you gain the following additional benefits:

  • When you cause your voice to boom louder, you can choose for it to originate from anywhere within the spell's range.
  • Sounds you create within range last for up to 1 minute rather than instantaneously, and you can use your bonus action to alter the sounds you make.
  • The verbal component for the spell can be any word, so long as it is spoken at a whisper, that you can choose to be heard as a whisper by anyone within the spell's range.

Additionally, when you use your action to cast thaumaturgy to create an audible effect, you have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks you make until the end of your next turn.

Hidden Rituals

9th-level Grave Robber feature

You learn to cast spells in dead languages and with forgotten gestures. When you begin casting a cleric spell, you can make a Charisma (Stealth) check as a part of the casting, which is contested by a creature's passive Perception. A creature whose passive Perception is lower than your check doesn't recognize that you are casting a spell, even if the spell has components the creature would normally see or hear.

Impersonate Corpse

13th-level Grave Robber feature

Your familiarity with corpses allows you to magically become them. Over the course of a short rest or long rest, which you take within 5 feet of a humanoid corpse, you can conduct a ritual to take on the identity of the deceased. While you impersonate the corpse, you gain the following benefits:

  • Your size, height, weight, facial features, voice, hair length, coloration, and distinguishing characteristics match that of the deceased. If the creature is missing limbs or a head, yours becomes invisible, as to appear as if you lack the appendage.
  • You learn the creature's thoughts and all the details from its last 24 hours of life.
  • You gain resistance to poison and necrotic damage, and you are immune to disease.
  • The first time you hit a creature who knew the deceased with a weapon attack, you gain the benefits of your Sneak Attack even if you do not have advantage or an ally within 5 feet, but not if you have disadvantage on the attack.

Your impersonation lasts for 8 hours and ends early if you die or you choose for it to (no action required). Once you impersonate a corpse with this feature, you can't do so again with that same corpse.

Steal from Death

17th-level Grave Robber feature

You learn to rob even death of its prize. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to make a Charisma (Sleight of Hand) check to steal your soul back into your body. If the result of your check is equal to or greater than the damage  taken, you return to consciousness with a number of hit
  points equal to your rogue level, and you have resist-
   ance to all damage until the end of your next turn.

    Before you make your check, you can choose to
    expend an available spell slot to bolster it (no
     action required). When you do so, you add a bonus
    to your check equal to 10 times the spell's level, and
    you regain an equal number of additional hit points
    if you succeed.

A Grave Robber magically detects doomshades over the corpse.

Sorcerer: Blight Hand

Your innate magic is a magical rot, a sort of disease that befouled a place so deeply that it seeped into the land and spread to those born within it. Most often, this corruption stems from workings of intense necromancy practiced in the wilderness, where such magic could infect the plants and animals that people subsisted on without their knowledge. But it is also known to reside deep within the earth, occasionally manifesting alongside plagues and natural blights, infecting children that reside near such affected areas. Whatever the cause, the darker side of nature works through you, spreading rot and undeath by your hand.

Blight Spells

1st-level Blight Hand feature

You learn additional spells when you reach certain levels in this class, as shown in the Blight Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Conjuration or Necromancy spell from the druid or wizard spell list.

Blight Spells
Sorcerer Level Spells
1st entangle, life tapOES
3rd death gripOES, withering spikeOES
5th animate dead, toxicityOES
7th blight, create undead beastOES
9th contagion, wring outOES

Borne of Rot and Ruin

1st-level Blight Hand feature

The natural necromantic energy that fills your heart protects you against its touch and allows you to affect the natural world in unnatural ways. You are immune to disease, and you have advantage on saving throws against poison.

Additionally, you learn the druidcraft cantrip, which counts as a sorcerer cantrip for you but doesn't count against your number of sorcerer cantrips known. When you cast druidcraft, you choose from the following additional effects:

  • You can instantly make a flower wilt, a seed pod rot, or a leaf age and fall as if in autumn.
  • You can create a swarm of Tiny harmless insects. The effect must fit in a 5-foot cube.
  • You can cause a bowl, plate, or skewer of food to instantly rot and attract bugs.

Rotcaller

1st-level Blight Hand feature

You draw death from the land. As an action, you can touch the ground and pull dead plant matter from deep within it, creating a twig blight in the nearest unoccupied space. A twig blight created in this way is an Undead instead of a Plant, it has a number of hit points equal to 3 + twice your sorcerer level, and it gains a bonus to attack rolls, saving throws, and damage rolls equal to your proficiency bonus.

As a bonus action, you can mentally command it and any other Undead under your control. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, until it drops to 0 hit points, or until you die, at which points it withers and dies. Your GM has its statistics.

At 10th level, you can create a vine blight in this way. It is an Undead instead of a Plant, it has a number of hit points equal to three times your sorcerer level, and it gains a bonus to attack rolls, saving throws, and damage rolls equal to your proficiency bonus + your Charisma modifier.

Once you create a creature with this feature, you can't do so again until you finish a long rest.

Dessicator

6th-level Blight Hand feature

Like roots, you can absorb some of the negative energy around you. When you cast a spell of 1st-level or higher that deals necrotic damage, you can expend a number of sorcery points equal to 1 + the spell's level to regain hit points equal to half the damage dealt to one target of the spell. Alternatively, if you have any Undead creatures under your control within 60 feet of you, you can instead choose for one of those Undead to regain the same amount.

Death's Stride

14th-level Blight Hand feature

Moving through nonmagical difficult terrain costs you no extra movement.

Additionally, as a bonus action, you can cause undead vines and branches to grow from your limbs, reaching out of you like deathly tentacles, for 1 minute or until you choose for them to disappear (no action required). While they remain, you gain the following benefits:

  • Your reach extends by 10 feet.
  • You gain the benefits of the spider climb spell, and you can walk using your vines and branches instead of your feet.
  • You can hover up to 15 feet above your vines and branches.
  • You can lift and move an Undead creature under your control and within your reach regardless of its weight.

Heart Root

18th-level Blight Hand feature

You are immune to necrotic damage and poison.

Additionally, as a bonus action, you can siphon the undeath from an Undead you created or control within 60 feet of you. When you do so, you regain a number of hit points up to the total remaining hit points of the Undead. An Undead reduced to 0 by this feature immediately disintegrates.

Sorcerer: Mimetic Bloodline

Although often overlooked as a weak species native to grimy dungeons, mimics can sometimes attain enough power to speak the common tongue. In doing so, they develop the ability to convince passersby that they are in fact useful assets to bring along. In the event that a mimic takes a liking to a particular adventurer, they may bond with that humanoid as their host, assuming the role of the adventurer's clothing and gear.

Your ancestor became so close to their mimic, that it was forever bonded with their bloodline. The power of its mimicry has awakened within you, changing your shape and form.

Mimetic Spells

1st-level Mimetic Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown in the Mimetic Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Enchantment or a Transmutation spell from the sorcerer, warlock, or wizard spell list.

Mimetic Spells
Sorcerer Level Spells
1st disguise self, kinetic wardOES
3rd alter self, characterizeOES
5th aura of candorOES, nondetection
7th rubberizeOES, polymorph
9th seeming, transmogrifyOES

Shapechanger

1st-level Mimetic Bloodline feature

You have the innate ability to transform parts of your body. You gain the metamorphose cantrip if you don't already know it, and it has the following additional benefits for you:

  • When you change a characteristic of your body, you can instead have a part of it take the appearance of a piece of an object. For instance, you could have your leg resemble a table leg, or your hand appear as the head of a hammer. If you cast this spell three times consecutively to resemble parts of the same object, your body transforms into a perfect recreation of that object until the spell ends, albeit the same size as your normal form. While transformed in this way, you retain all your normal statistics as well as the ability to speak, but your ability to move or take actions is limited by the capabilities of the object. You can end the effect at any time (no action required), and while you are motionless a creature can discern you are not an object by succeeding on an Intelligence (Investigation) check against your spell save DC.
  • When you change a characteristic of your body, you can also shrink or grow in size, from Medium to Small, or Small to Medium.
  • When you would change a characteristic of your body, you can instead transform one of your appendages into a blunt protrusion, quickly attacking with it. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d12 bludgeoning damage. The appendage then returns to normal.

Pseudopodial Adhesion

6th-level Mimetic Bloodline feature

You have developed pseudopods, viscous and sticky protrusions that you can use to your advantage, both defensively and offensively. You can use these pseudopods to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Additionally, when you hit a creature you can see with a spell attack, you can choose for one of your pseudopods to reach out and grapple the creature if it is within 30 feet of you. You can't move more than 30 feet away from a creature you have grappled in this way, unless you choose to drag it. The creature can break the grapple by making a successful Strength check against your spell save DC as an action. You can have up to two creatures grappled in this way, though while you are grappling in this way you can't use your pseudopods to move.

When a creature starts its turn while being grappled by one of your pseudopods, you can choose to spend up to 5 sorcery points to crush it as a reaction. For each sorcery point you spend, the creature takes 1d10 bludgeoning damage.

Perfect Falsity

14th-level Mimetic Bloodline feature

When you use your Shapechanger feature to appear as an object and remain motionless, you are indistinguishable from an ordinary object.

Intelligence (Investigation) checks made against spells you cast are made with disadvantage.

Additionally, when you cast the metamorphose spell, you can choose to gain a 30 foot flying, swimming, or walking speed. If you already have the chosen speed, it instead increases by 30 feet. The benefit lasts until the spell ends, or until you use this feature to choose the same or a different benefit.

True Mimicry

18th-level Mimetic Bloodline feature

You learn the true polymorph spell, which counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know. For you, true polymorph doesn't require concentration and automatically lasts until dispelled. If you cast this spell on an unwilling creature, it has disadvantage on its save.

If you cast this spell on yourself, you can choose to retain any of your ability scores or statistics, no matter the form. Additionally, you can always speak, no matter the form, as your voice resonates outwards from within it.

Warlock: The Seer

Your patron is a being that sees into what is meant to be unseen and beyond, a creature that sees through time and, perhaps, into different realms. Usually, these entities are entirely mysterious, able to avoid detection and understanding, as they can always see the attempts coming and avoid them.

This being’s motivations and plans will often be impossible to fully understand until they come to fruition, as they act to set up the pieces to reach a specific future that they can see. Those who make pacts with these mystifying patrons often wish to gain the knowledge needed to forge their own fate or to change a destiny they don’t wish to be dealt.

Expanded Spell List

1st-level Seer feature

The Seer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Seer Expanded Spells
Spell Level Spells
1st guiding bolt, surveillanceOES
2nd augury, moonbeam
3rd aura of candorOES, clairvoyance
4th aura of unityOES, divination
5th commune, legend lore

Future Spell

1st-level Seer feature

Your patron allows your mind to access magic from an alternative future. You learn a spell that is on your Expanded Spells List that is of a level you can cast, called your Future Spell. You know that spell, it doesn't count against the number of spells you know, and you can cast it as a ritual if it has the ritual tag.

Additionally, when you gain a level in this class, you can choose one of the spells from your Expanded Spell List and replace your Future Spell with it, so long as it is of a level you can cast.

Gifted Sight

1st-level Seer feature

You gain the ability to view glimpses of possible futures and partially manifest them in your timeline. You have a pool of d4s that you can spend to aid you and your allies. The number of dice in the pool equals 1 + your warlock level.

When you or a friendly creature that you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d4, adding the number rolled to the result by spending a die from the pool. You can choose to use this feature after the creature makes its roll, but before the GM determines if it succeeds or fails.

Your pool regains all expended dice when you finish a long rest.

Alter Fate

6th-level Seer feature

You can look at potential futures and alter fate’s current course to hinder your enemies. When a creature you can see within 30 feet of you makes an attack roll against you, but before the result is announced, you can use your reaction to roll 2d4. The creature gains a penalty to its roll equal to the result, and it is marked by fate for 1 minute. While marked in this way, you can roll 2d4 instead of 1d4 when using your Gifted Sight feature to aid a creature making an attack roll or ability check against it.

Once you use this reaction, you can't do so again until you finish a short or long rest.

Allseer’s Mind

10th-level Seer feature

Your gift of sight reveals what is hidden to you. You are always under the effects of the see invisibility spell unless you choose not to be, you are immune to being blinded, and you can't be surprised while you are conscious.

Impeccable Foresight

14th-level Seer feature

You are able to activate your power and see the immediate future. As an action, you can give yourself this foresight for 1 minute. For the duration, you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls made against you for the duration.

 Once you use this feature, you can't use it again until
     you finish a long rest.

The avatar of a potential Seer Patron.

Warlock: The Sentient Spellbook

There are many ways to animate and awaken that which is insentient or insapient: wish spells, spells that animate, and more esoteric means. In the case of spellbooks, there is even the possibility that the gathering of so much magic into one item can alter its reality, giving it life.

Regardless of how your patron was created, you have formed a pact with a living spellbook. The being's motivations may be as varied as the spells within its pages, or as straightforward as a simple desire for the knowledge or means to free other objects from insentient boredom.

Expanded Spell List

The Sentient Spellbook lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Sentient Spellbook Expanded Spells
Spell Level Spells
1st identify, magic missile
2nd arcanist's magic aura, magic mouth
3rd balderdashOES, glyph of warding
4th divination, private sanctum
5th animate objects, telepathic bond

Bonus Cantrips

1st-level Sentient Spellbook feature

You learn the magic parchmentOES and transfer loreOES cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Additionally, when you make a Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) check utilizing information that was gathered by one of these cantrips, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).

Scripted Arcanum

1st-level Sentient Spellbook feature

Your patron reveals the secrets of written magic. You gain proficiency in the Arcana skill if you don't already have it. In addition, when you use a spell scroll, the written spell is always considered on the warlock spell list for you. If you use a spell scroll to cast a spell of a higher level than you can normally cast, you add your proficiency bonus to the check made to do so.

You can also script magic into your body, much like a living spellbook yourself. Over the course of a long rest, you can script a magical glyph or string of arcane equations onto the surface of your body or a piece of parchment. When you do so, choose a warlock spell that you know. While the script remains, you can cast that spell at its lowest level once without expending a spell slot or material components, causing the script to burn away.

You can only have one spell written in this way at a time. When you reach 10th level, you can script a second spell, but it must be of 3rd-level or lower.

Compendium of Expectations

6th-level Sentient Spellbook feature

Your patron has shared knowledge of spells and their effects. When you make a saving throw against a spell, you can roll a d6 and add the result to your roll.

Give Life

10th-level Sentient Spellbook feature

You learn the awaken spell. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without requiring material components or expending a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, you can target a Small or smaller object. When you do so, the object becomes a creature that uses the Awakened Object stat block, or another stat block of the GM's choosing.

A warlock of a sentient spellbook hefts their Book of Shadows.

Objectify

14th-level Sentient Spellbook feature

As an action, you can choose a creature you can see within 60 feet. The target must make an Intelligence saving throw as its mind is rewritten with a history of immobile, insentient existence. On a failure, a creature takes 8d10 psychic damage, and until the end of your next turn, its speed becomes 0 and it believes its shape, weight, and composition to be that of an object of your choice. On a success, a creature takes half as much damage, and until the end of your next turn, its movement speed is halved and it has disadvantage on Strength and Dexterity checks.

Once you use this feature, you can't do so again until you finish a long rest.

Expanded Mystic Arcanum

At your GM's discretion, you can choose from an expanded list of spells for your Mystic Arcanum. The following spells are added to the warlock spell list for characters with the Sentient Spellbook patron.

Spell Level Spells
6th contingency, guards and wards
7th greater telepathic bondOES, symbol
8th mind blank, ruinOES
9th wish


Awakened Object

Small or smaller Construct, Any Alignment


  • Armor Class 13
  • Hit Points 17 (5d6)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 10 (+0) 10 (+0) 6 (-2)

  • Damage Resistances psychic
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages One language known by its creator
  • Challenge 1/4 (50 XP)
    Proficiency Bonus +2

False Appearance. While the object remains motionless and isn't flying, it is indistinguishable from a normal version of that object.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

A warlock using transfer lore
to pour stolen knowledge into
their Book of Shadows.

Wizard: Ritualism

Rituals are near and dear to the heart of many wizards, but to none so much as those that follow the arcane tradition of ritualism. Often called ritualists or rites, wizards of ritualism make it their mission to not only collect the secrets of all ritual magics but to expand the bounds of magic, transforming other spells into rituals in order to become the most efficient wizards they can be.

As adventurers, they consider themselves like multi-tools, often the most prepared to deal with an unexpected situation. On the fields of battle, they use their efficiency to exploit the expectations of their enemies, keeping more of their power in hand for opportunities of battle than the wizards of other traditions.

Ritual Savant

2nd-level Ritualism feature

You can copy a wizard spell with the ritual tag into your spellbook in ten minutes instead of the time it would normally take to transcribe it.

Additionally, you can copy any spell with the ritual tag into your spellbook. When you do so, it becomes a wizard spell for you.

Rite of Efficiency

2nd-level Ritualism feature

You learn a special rite that transforms spells into tools that can be wielded to greater use. Over the course of a long rest, you can choose a spell of 5th-level or lower from your spellbook that has a casting time of 1 action to become a Rite Spell. Your Rite Spell gains the ritual tag until you complete a long rest.

At 6th level, you can choose two Rite Spells over the course of a long rest. At 14th level, you can choose three.

Ritual Resistance

6th-level Ritualism feature

You bind strengthening magics into your spells as you elongate their casting. When you cast a spell that targets you or a friendly creature as a ritual, you can grant the target a bonus to AC equal to your Intelligence modifier (minimum of +1) and resistance to a damage type of your choice for the duration of the spell.

Once you use this feature, you can't do so again until you finish a short or long rest.

Invaluable Ceremonies

10th-level Ritualism feature

Your knowledge of rituals allows you to exploit their esoteric nature. You can cast a spell with the ritual tag over the course of 1 hour, instead of 10 minutes. When you do so, any material component that would be consumed by the spell is instead maintained, unless it would be consumed to create the spell's effect such as in instant summons.

Additionally, when you cast a spell as a ritual, you can choose to disguise its casting by incorporating mundane practices. When you do so, you appear to performing a mundane task using the ritual's material component, such as writing in a book in the case of illusory script, rather than casting a spell. A creature who wishes to determine what you're doing must spend 1 minute observing you before making an Intelligence (Arcana) check contested by your spell save DC. On a failure, the creature believes you were doing the mundane task, even when the effect of the spell resolves. Further, any creature who is not aware that you are spellcasting and if forced to make as saving throw as a result of your ritual does so with disadvantage.

Unrivaled Efficiency

14th-level Ritualism feature

You can cast a spell as a ritual in one-tenth the amount of time normally required.

Additionally, when you choose your Rite Spells, one of your choices can be of 7th level or lower.

Two Ritualism Wizards coordinate an unprecedented rite.

Wizard: Spycraft

Wizards of this tradition focus on magic that allows them to achieve very specific goals; primarily reconnaissance, theft, and sabotage. They use powerful illusions to hide their machinations, as well as Divination magic that lets them gather information unseen and unheard. They make excellent spymasters, working either for themselves or as court wizards for a higher authority that needs their services. Some wizards even use their talents against others of their kind, weaving webs of intrigue that afford them opportunities to steal others' arcane discoveries.

Spycraft Savant

2nd-level Spycraft feature

The time and gold you must spend to copy a spell with the spycraft tag into your spellbook is halved.

Arcane Espionage

2nd-level Spycraft feature

Your magic improves your subtlety. You gain proficiency in the Deception and Stealth skills.

Additionally, you can weave defenses and further subtlety into your deception. While you are invisible, your true form is concealed by Illusion or Transmutation magic, or you are concentrating on a spell with the spycraft spell tag, your proficiency bonus is doubled for any ability check you make that uses Deception or Stealth, and you gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

Identity Swap

6th-level Spycraft feature

You add the characterizeOES spell to your spellbook if it is not there already, it counts as a wizard spell for you, and it gains the spycraft tag. You can cast characterizeOES without expending a spell slot. When you do so, you can target only yourself and another willing creature. While you and the target are affected by this casting of characterizeOES, the disguise does not appear magical to divination spells.

Once you cast characterizeoes in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Cross-Examination

10th-level Spycraft feature

Your spells loosen the tongues of your enemies. When you cast a wizard spell of 1st-level or higher that requires a saving throw, choose one of the creatures that failed its save; it can't speak a deliberate lie for the spell's duration and knows this fact. If the spell has the spycraft tag, it is instead unaware of its compelled truth.

Additionally, you always know when you are targeted by or are being perceived by a Divination spell. When a creature casts a Divination spell that would perceive, reveal, or otherwise affect you, you can use your reaction to perceive the creature for the duration of the spell, as if by the scrying spell or see invisibility spell; doing so does not blind or deafen you to your own senses. If you succeed on the saving throw against the spell, you can also provide the creature false information about what it would perceive as part of the same reaction, which it believes.

Silent Casting

14th-level Spycraft feature

You can cast spells without drawing attention to yourself. When you cast a spell with the spycraft tag, you can cast it without verbal or somatic components.

Spycraft Spells

The following spells gain the spycraft tag.

Cantrips

assessoes
haptic feedbackoes
keepsakeoes
mage hand
magic parchmentoes
message
transfer loreoes

1st

alarm
charm person
comprehend languages
detect magic
disguise self
eludeoes
fog cloud
illusory script
sleep
surveillanceoes

2nd

alter self
arcane lock
arcanist's magic aura
broadcast thoughtsoes
detect thoughts
invisibility
knock
locate object
Orana's hidden earoes
suggestion

3rd

balderdashoes
clairvoyance
fabricate doubtoes
nondetection
sending
tongues

4th

arcane eye
confusion
dimension door
greater invisibility
locate creature
secret chest

5th

dominate person
legend lore
mislead
modify memory
passwall
scrying
seeming
telepathic bond

6th

contingency
mass suggestion
programmed illusion
smotheroes
true seeing
ultimatumoes

7th

etherealness
greater telepathic bondoes
project image
sequester

8th

clone
feeblemind
mind blank

9th

imprisonment
foresight
mass modify memoryoes
shapechange

Other Options

As I've journeyed, I've chronicled fascinating items, which bestow unto spellcasters incredible abilities. I've seen magicians whose abilities surpass that which should be possible. Some such abilities, items, and feats which allow them such magic are chronicled within this chapter.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a bard, cleric, druid, sorcerer, warlock, and wizard.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your GM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Alternative Performer

1st-level bard feature

Choose any set of artisan's tools or gaming set. You gain proficiency with your choice if you didn't already have it, and you can use it as a spellcasting focus for your bard spells.

Minor Miracle

2nd-level cleric feature, which replaces the Channel Divinity: Turn Undead and Destroy Undead features

By expending a use of your Channel Divinity, you can cast one of your 1st-level domain spells without expending a spell slot. You can cast higher level spells as you reach certain levels in this class, increasing to 2nd-level or lower at 8th level, 3rd-level or lower at 14th level, and 4th-level or lower at 20th level.

Also, at 5th level, whenever you cast a cleric spell or expend a use of your Channel Divinity, you can create a magical effect as if by the thaumaturgy cantrip.

Once you cast a spell in this way, you can't cast that spell using this feature again until you finish a long rest.

Druidic

1st-level druid feature, which modifies the Druidic feature

You know the druidcraft cantrip, which doesn't count against your number of cantrips known, and you know Druidic, the secret language of druids. You can speak the lang-
uage and use it to leave hidden messages. You and
others who know this language automatically spot
such a message. Others spot the message’s presence
with a successful DC 15 Wisdom (Perception) check but
can’t decipher it without magic.

When you cast a druid spell with a verbal component, you can choose to speak the component in Druidic. When you do so, you can create a magical effect, as if by the druidcraft spell as a part of the spell's casting.

Spellbond

11th-level sorcerer feature

You can bond with a fragment of your magic with greater prowess. Choose a sorcerer spell you know. The spell you choose can't be higher than 5th level. When you cast that spell, you can use your Font of Magic feature as part of the same action. Also, when you use a Metamagic option on that spell, you can do so without spending any sorcery points.

When you finish a long rest, you can choose to swap this feature's benefits to another sorcerer spell you know of 5th level or lower.

Once you use this feature on a Metamagic option, you can't do so again until you finish a long rest. You can use it twice between rests beginning at 20th level.

Occult Agent

1st-level warlock feature

As an action, you can transform your body to better represent your patron to others. For the next 10 minutes, or until you choose to end it (no action required), your appearance changes to match the source of your powers. For example, if your patron is a Fiend, you might grow horns or a pointed tail. Regardless of the transformation, your statistics remain the same. While transformed in this way, you add your proficiency bonus to Charisma checks you make to act as a representative of your patron. If you already add your proficiency bonus to the check, your proficiency bonus is instead doubled for the check.

Once you use this feature, you can't use it again until you finish a long rest. Beginning at 11th level, you can use this feature at will (no action required).

Mage's Major

5th-level wizard feature

Choose a school of magic. You add your proficiency bonus to ability checks you make to ascertain information about that school of magic, as well as spells, objects, or magical effects associated with it. If you already add your proficiency bonus to the check, your proficiency bonus is instead doubled for the check.

Additionally, when you see or hear a creature within 60 feet of you begin casting a spell with verbal or somatic components, you learn that spell's school of magic.

A warlock of an Undead hefts its pact weapon, transformed as an occult agent.

Magic Items

The following items are available for GMs to introduce into any campaign and are presented in alphabetical order.

Acoustic Anklet

Wondrous item, uncommon

When you slip this multi-ringed bangle past your foot, its faint jingle resonates around you. As an action, you can cast the echolocateOES spell on yourself as a 3rd-level spell. Once used, this property can't be used again until the next dawn.

Additionally, while wearing this anklet, you can't be tracked via sound except by magical means.

Boots of Burrowing

Wondrous item, rare

While you wear these boots, you can use a bonus action to cast the earth walkOES spell on yourself. Once used, this property of the boots can't be used again until the next dawn.

Dagger of Sacrifice

Weapon (dagger), very rare (requires attunement by a warlock)

This dagger drips blood at all times while unsheathed, vanishing mere moments after hitting the ground. While holding the dagger, you can cast the eldritch altarOES spell. If the dagger has ever drawn blood from a creature, you can provide a drop of that creature's blood for the casting of the spell. Additionally, when you cast the scrying spell targeting a creature while within the structure created by the spell, you can reach out to help or harm it. Once during the spell's duration, you can cast a single spell that targets the creature as if you were in the sensor's space. Once used, the dagger can't be used to cast eldritch altarOES again until the sun next sets.

Epitaph of Malice

Wondrous item, rare (requires attunement by a wizard)

Bound with rotten, rune-carved leather, this hefty tome inexplicably has gravestones where a normal book would have pages. When found, the book contains the following spells: create undead beastOES, create undead hordeOES, death gripOES, ray of lethargyOES, sanguine stormOES, and withering spikeOES. It functions as a spellbook for you.

While you are holding the epitaph, you can use it as a spellcasting focus for your wizard spells, and you know the chill touch, rekindle maliceOES, and transfusionOES cantrips if you don't already know them.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the Necromancy school.
  • As an action, you can bury the book in dirt and expend 1 charge. While it remains buried, you know the location of every corpse within 300 feet of it.

Pauldrons of Patrol
Sword of Knighting
Dagger of Sacrifice

Legion’s Banner

Staff, legendary (requires attunement by a cleric or paladin)

An intricately decorated standard, its banner bears the symbol of a long-forgotten army atop a carved metal staff.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class and saving throws.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Bearer of Honor. While holding this staff, you can use an action you can fill yourself and all other creatures of your choice within 100 feet of you with the legion’s honor for 1 minute. During this time, affected creatures are immune to the charmed and frightened condition. Once you use this property, you can't use it again until the next dawn unless you spend 5 charges to use it again.

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: aid (2 charges), aura of unityOES (4 charges), beacon of hope (3 charges), blade barrier (6 charges), bless (1 charge), flame strike (5 charges), heroism (1 charge), inner warriorOES (2 charges), or spirit guardians (3 charges).

Recall the Legion. While holding this staff, you can use an action to call upon the legionaries of old, casting the legion’s assaultOES spell. Once you use this property, you can't use it again until the next dawn unless you spend 8 charges to cast it.

Maculate Mala

Wondrous item, rare (requires attunement by a monk)

This set of prayer beads is dingy and vile: any soap that touches it goes rancid, and water used to rinse it turns brackish and foetid. While attuned to this item, you gain a +1 bonus to your AC.

The mala has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn.

Besmirch. As an action, you can touch the beads to an object that fits in a 10-foot cube and expend 1 charge. That item becomes revoltingly unclean, and its apparent value in gold pieces is reduced to one-tenth of its original state. A prestidigitation spell fails to clean an item soiled this way, as does any nonmagical method of cleaning, but a remove curse spell instantly purges the filth.

Pollute. When you take the Attack action, you can forgo one of your attacks to attempt to mire the target in sludge and refuse; you expend 3 charges and cast the ray of lethargyOES spell targeting one creature within your reach. The spell uses your ki save DC when cast this way, and you make an unarmed strike to hit with the spell instead of a ranged spell attack.

Pauldrons of Patrol

Wondrous item, rare (requires attunement)

As part of the process of attuning to this item, you affix this set of mirrored shoulder-plates to an item of medium or heavy armor, or you replace the armor's pauldrons if it already has them. When you move with them on, their light clank seems to rub the tiredness from your eyes.

While attuned, you have a +1 bonus to AC, and you can't fall unconscious against your will while you have at least 1 hit point. Additionally, lightly obscured areas don't impose disadvantage on Wisdom checks you make to locate or track creatures, and if you would automatically fail such a check as a result of it being heavily obscured by darkness, smoke, or fog, you instead have disadvantage.

You can also cast aura of unityOES once as an action while wearing the armor. The spell doesn't require concentration for you when cast this way. The armor regains the ability to cast the spell at the stroke of midnight.

Spellslinger's Bandolier

Wondrous item, uncommon (requires attunement by a wizard)

While wearing this bandolier, you can add your Intelligence modifier to the damage rolls of your spell attacks, and you can draw or stow two wands when you would normally be able to draw or stow only one.

Sword of Knighting

Weapon (any sword), rare (requires attunement by a spellcaster)

The delicate nature of this sword hints at its ceremonial purpose. When you cast a spell of 1st level or higher that targets friendly creatures while wielding the sword, you can choose to give those creatures a number of temporary hit points equal to your spellcasting ability modifier.

Additionally, as an action, you can touch a creature other than yourself with the sword and cast the inner warriorOES spell. When you cast the spell in this way, it doesn't require concentration, and has a duration of 1 hour. Also, until the spell ends, you have resistance to all damage while you are within 10 feet of the spell's target. Each time you take damage while you have this resistance, the target also takes the same amount of damage. Once used, this property of the sword can't be used again until the next dawn.

Totalizing Torc

Wondrous item, common (requires attunement)

This hard-metal neckwear is adorned with a plethora of beads that don't shift unless moved by hand. By moving the beads around and thinking on calculations, an attuned creature can cast assessOES as an action or bonus action.

Feats

This section introduces a collection of arcane feats that allow you to further your spellcasting prowess.

Brutal Casting

Prerequisite: The ability to cast at least one spell


You have practiced techniques that help you to empower your attacks with certain spells, gaining the following benefits:

  • When you score a critical hit with a spell attack, you can roll one of the spell’s damage dice one additional time and add it to the extra damage of the critical hit.
  • When you cast a spell of 1st level or higher that requires you to make a spell attack, your spell attack scores a critical hit on a roll of 19 or 20.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Hexer

Prerequisite: The ability to cast at least one spell


You have practiced the art of inflicting grievous curses, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the hinderOES spell and another 1st-level Enchantment spell of your choice from any spell list. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
  • When a spell you cast that has a duration of 1 minute or longer imposes a saving throw on a creature, you can choose for that creature to make the save with disadvantage. Once you use this ability, you must finish a short or long rest before you can use it again.

Shadow Mage

Prerequisite: The ability to cast at least one spell


You have practiced manipulating areas of dim light and darkness with your spells, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When you cast a spell that targets an area, you can extinguish any non-magical light sources within that area.
  • As an action, you can wreathe your space in magical darkness until the end of your next turn.

Spell Versatility

Prerequisite: Spellcasting or Pact Magic feature


The breadth of your aptitude for magic expands, allowing you greater flexibility. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • The number of spells you can prepare increases by 2. If you don't prepare spells, you instead learn two spells of your choice from the spell list mentioned in your Spellcasting or Pact Magic feature, which don't count against the number of spells you know. The spells must be of a level you can normally learn.
  • When you complete a short rest, you can choose one of the spells you have prepared and replace it with a different spell from the same list. Alternatively, when you complete a long rest, you can choose one of the spells you know and replace it with another spell from the same list. A spell you learn or prepare in this way must be of a level you can normally learn or prepare.

Warrior Mage

Prerequisite: the ability to cast at least one spell


You've trained to defend yourself even while casting spells, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • You gain proficiency with shields and your choice of a martial weapon that does not have the two-handed property, and you can use that weapon as a spellcasting focus for your spells.

Wind Touched

Your exposure to the Elemental Plane of Air has surrounded your magical presence with whirling winds, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the wind scytheOES cantrip, which for you has a range of 120 feet. The spell's spellcasting ability is the ability increased by this feat.
  • You learn the gale strikeOES and expeditious retreat spells. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spell's spellcasting ability is the ability increased by this feat.