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\pagebreak #### Credits ___ **Lead Designer:** Ryan Rose ___ - **Managing Editor:** Ryan Rose - **Content Development:** Shiloh Berscheid, Miles Dávila, Rob Gunningham, Jake Hilton, Ryan Rose - **Editing:** Miles Dávila - **Graphic Design:** Brennan Sisson ___ - **Art Director:** Jake Hilton - **Cover Illustration:** Francisco Miyara - **Interior Illustration:** Adam Paquette, Andrew Robinson, Billy Christian, Campbell White, Donato Giancola, Eelis Kyttanen, James Paick, Jason Kang, Jason Rainville, Johannes Voss, Kieran Yanner, Lie Setiawan, Mathias Kollros, Noah Bradley, Randy Gallegos, Scott Murphy, Slawomir Maniak, Suzanne Helmigh, Svetlin Velinov ___ *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.* #### Benefactors And a special thanks to our Diviner tier patrons! Your continued support is and always will be invaluable! - KennedyBud - VeryGreatFrog \columnbreak ## Table of Contents
- ### [
2
Introduction
](#p3) - ### [
2
Spells
](#p3) - [
2
Spells by Level
](#p3) - [
4
Spells by Class
](#p5) - [
6
Spells Starting with A
](#p7) - [
7
Spells Starting with B
](#p8) - [
8
Spells Starting with C
](#p9) - [
11
Spells Starting with D
](#p12) - [
12
Spells Starting with E
](#p13) - [
15
Spells Starting with F
](#p16) - [
16
Spells Starting with G
](#p17) - [
17
Spells Starting with H
](#p18) - [
18
Spells Starting with I
](#p19) - [
18
Spells Starting with K
](#p19) - [
19
Spells Starting with L
](#p20) - [
19
Spells Starting with M
](#p20) - [
20
Spells Starting with N
](#p21) - [
20
Spells Starting with O
](#p21) - [
21
Spells Starting with P
](#p22) - [
22
Spells Starting with R
](#p23) - [
24
Spells Starting with S
](#p25) - [
27
Spells Starting with T
](#p28) - [
29
Spells Starting with U
](#p30) - [
29
Spells Starting with V
](#p30) - [
29
Spells Starting with W
](#p30) - [
31
Spells Starting with Z
](#p32) - ### [
31
Subclass Options
](#p32) - [
32
Bard: College of Puppetry
](#p33) - [
33
Cleric: Music Domain
](#p34) - [
34
Druid: Circle of Veins
](#p35) - [
35
Sorcerer: Mimetic Bloodline
](#p36) - [
36
Warlock: The Sentient Spellbook
](#p37) - [
38
Wizard: Spycraft Arcane Tradition
](#p39) - ### [
39
Other Options
](#p40) - #### [
39
Magic Items
](#p40) - #### [
41
Feats
](#p42) - [
41
Brutal Casting
](#p342) - [
41
Hexer
](#p42) - [
41
Shadow Mage
](#p42) - [
41
Spell Versatility
](#p42) - [
41
Warrior Mage
](#p42) - [
41
Wind Touched
](#p42)
\pagebreakNum ## 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. \columnbreak ### 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 Scream**. 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. \pagebreakNum ### 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.
\columnbreak
**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
\pagebreakNum ### 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 scream*
*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*
\columnbreak ### 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*
\pagebreakNum ### 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 scream*
*Characterize*
*Death grip*
*Shunt*
\columnbreak *Withering spike*
##### 3rd Level *Dancing marion*
*Fabricate doubt*
*Force collar*
*Ray of lethargy*
##### 4th Level *Planar chains*
*Vex*
##### 5th Level *Transmogrify*
*Wring out*
\columnbreak
##### 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*
\columnbreak
##### 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
\pagebreakNum #### 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 the 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. \columnbreak 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
\pagebreakNum #### 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. \columnbreak 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. \pagebreakNum
#### Blood-Curdling Screech *2nd-level Necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (15-feet 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. \columnbreak
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
\pagebreakNum
#### 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. \columnbreak
#### 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. \pagebreakNum #### 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. \columnbreak #### 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
\pagebreakNum #### 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. \pagebreakNum #### Deadline *6th-level Necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** V, S, M (amber dust and fossil bonemeal worth 100gp) - **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. \pagebreakNum
#### 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. \columnbreak
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
\pagebreakNum
\columnbreak #### 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
\pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum
#### 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). \columnbreak
#### 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
\pagebreakNum #### 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. \columnbreak #### 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, it can add your spellcasting ability modifier to attack and damage rolls it makes with weapons. ***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. \pagebreakNum #### 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak #### 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
\pagebreakNum #### 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. \columnbreak 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. \pagebreakNum #### 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. \columnbreak 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 (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 make 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
\pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum
#### 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. \columnbreak
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
\pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum
#### Surveillance *1st-level Divination* ___ - **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. \columnbreak 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
\pagebreakNum #### 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 them, 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. \columnbreak #### 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. \pagebreakNum #### Ultimatum *6th-level Divination* ___ - **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. \columnbreak #### 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
\pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak 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 Throughout the multiverse, there exists a number of unique spellcasters, many of whom introduced me to the very spells I've chronicled here. 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. This section offers the Music Domain for the cleric, the Mimetic Bloodline for the sorcerer, the Sentient Spellbook Otherworldly Patron for the warlock, the Circle of Veins for the druid, the Spycraft Arcane Tradition for the wizard, and the College of Puppetry for the bard, expanding their options for those choices.
Wring Out
\pagebreakNum ### 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 | *spring^OES^*, *suggestion* | | 5th | *dancing marion^OES^* | | 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 lunacy^OES^* 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. \columnbreak #### 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.
\pagebreakNum ### 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 | *echolocate
*OES*
, thunderwave* | | 2nd | *Orana's hidden ear
*OES*
, shatter* | | 3rd | *concussive blast
*OES*
, mass healing word* | | 4th | *confusion, empty orchestra
*OES*
* | | 5th | *conduct chorus
*OES*
, 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. \columnbreak #### 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
\pagebreakNum ### 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. Many of these druids feel equally at home in towns and cities with proximity to these lines as any field or forest, and sense the flow of primal magic through all creatures of their world. Members of this circle become adventurers to oppose forces that threaten the magical balance of their world, to map the network that crisscrosses the world, or even to learn how to subsume themselves with the life of their plane and live long to protect it. These druids may wander long but follow a path only they can perceive. #### 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. \columnbreak #### 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. ##### 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. | \pagebreakNum ### 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 ward^OES^* | | 3rd | *alter self, characterize^OES^* | | 5th | *aura of candor^OES^, nondetection* | | 7th | *rubberize^OES^, polymorph* | | 9th | *seeming, transmogrify^OES^* | #### 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. \columnbreak - 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. \pagebreakNum ### 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 | *balderdash
*OES*
, glyph of warding* | | 4th | *divination, private sanctum* | | 5th | *animate objects, telepathic bond* | #### Bonus Cantrips *1st-level Sentient Spellbook feature*
You learn the *magic parchment*
*OES*
and *transfer lore*
*OES*
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). \columnbreak #### 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.
\pagebreakNum
#### 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 bond
*OES*
, symbol* | > | 8th | *mind blank, ruin
*OES*
* | > | 9th | *wish* | \columnbreak
___ > ## 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.
\pagebreakNum ### 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 *characterize^oes^* 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 *characterize^oes^* 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 *characterize^oes^*, the disguise does not appear magical to divination spells. Once you cast *characterize^oes^* 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 *assess^oes^*
*haptic feedback^oes^*
*keepsake^oes^*
*mage hand*
*magic parchment^oes^*
*message*
*transfer lore^oes^*
##### 1st *alarm*
*charm person*
*comprehend languages*
*detect magic*
*disguise self*
*elude^oes^*
*fog cloud*
*illusory script*
*sleep*
*surveillance^oes^*
##### 2nd *alter self*
*arcane lock*
*arcanist's magic aura*
*broadcast thoughts^oes^*
*detect thoughts*
*invisibility*
*knock*
*locate object*
*Orana's hidden ear^oes^*
*suggestion*
##### 3rd *balderdash^oes^*
*clairvoyance*
*fabricate doubt^oes^*
*nondetection*
*sending*
*tongues*
\columnbreak ##### 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*
*smother^oes^*
*true seeing*
*ultimatum^oes^*
##### 7th *etherealness*
*greater telepathic bond^oes^*
*project image*
*sequester*
##### 8th *clone*
*feeblemind*
*mind blank*
##### 9th *imprisonment*
*foresight*
*mass modify memory^oes^*
*shapechange*
\pagebreakNum
## 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 items and some of the means by which they achieve these feats are chronicled within this chapter. ### 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 *echolocate^OES^* 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 walk^OES^* spell on yourself. Once used, this property of the boots can't be used again until the next dawn. \columnbreak
#### 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 altar^OES^* 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 altar^OES^* 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 beast^OES^*, *create undead horde^OES^*, *death grip^OES^*, *ray of lethargy^OES^*, *sanguine storm^OES^*, and *withering spike^OES^*. 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 malice^OES^*, and *transfusion^OES^* 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
\pagebreakNum #### 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 regain 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 unity^OES^* (4 charges), *beacon of hope* (3 charges), *blade barrier* (6 charges), *bless* (1 charge), *flame strike* (5 charges), *heroism* (1 charge), *inner warrior^OES^* (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 assault^oes^* 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 have 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 forego one of your attacks to attempt to mire the target in sludge and refuse; you expend 3 charges and cast the *ray of lethargy^OES^* 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. \columnbreak #### 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 unity^OES^* 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 warrior^OES^* 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 *assess^OES^* as an action or bonus action. \pagebreakNum ### 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 *hinder^OES^* 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. \columnbreak #### 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 scythe* 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 strike* 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 spells' spellcasting ability is the ability increased by this feat.