F.O. Dread's Grimoire of Everything

by Haen

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F.O. Dread's Guide to Everything

Table of Contents

New Class Features
Barbarian
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Advanced Weapon Rules
Weapon Properties
Rare Weapons
Fighting Styles
Armor
Expanded Spellcasting
Monk Spell List
New Spells
Expanded Spell Lists
Rewrites of Bad Spells
Global Buff to Tasha Summons
Variant Rules
Free Feats
Initiative Acceleration
Fixes to Homebrew Classes
Blood Hunter
Death Knight
Exploration
Exploration in the Woods
Exploration Actions
Woodland Terrain
Site of Slaughter
Natural Obstacle
Monstrous Lair
Malefic Aura
The Woods and the Mists
Feats
Bestiary
Orc Black Knight
Vampire Brute
Dryad Priestess
Forest Crawler
Abhorrent Maw
Outer Voice
Bagman
Big Displacer Beast
Akikage
Backwards Man
Crimson Bones
Mist Elemental
Dread Cobra
Shade Tyrant
NPCs

Introduction

Finally, an individual wise enough to pick up the right resources! For many years have I battled the forces of falseness, the banes of truth, the paragons of miscalculation. I have seen countless theories put to the test, some passing and becoming accepted as truth while others are burned in the searing light of mathematics. The eldritch forces of the demon lord Arr'Thrae'Di'Ziggs sent forth legions of incompetent Vengeance Paladins, rushing to the front lines even as my skeletons gunned them down.
I witnessed the armies of Spores Druids whacking with polearms and casting shillelagh in an attempt to show their power, and laughed as a lone Shepherd Druid massacred them all in his sleep. I saw into the darkness with Devil's Sight and was not impressed. Only real strength matters in a world like ours, only the genuinely mighty will be left standing when the dragon is slain and the dungeon yields its treasure.

What You Will Find In This Book

This book contains new content such as:

  • Additional class features made in an attempt to balance out the power of classes
  • A rework of the weapon system so that there is a point to picking something other than a crossbow
  • Rewritten versions of some of the many terrible and bad spells in 5th edition
  • New feats
  • Fixes to homebrew classes
  • Rules for exploration in the Svalich Woods in Curse of Strahd
  • A bestiary with new monsters

I always wanted to write a guide to something...

PART 1

New Class Features

Artificer

Artificer
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
1st 2 2
2nd 2 3
3rd 2 4 2
4th 2 4 2
5th 2 4 3
6th 2 4 3 2
7th 2 4 3 2
8th 2 4 3 3 1
9th 3 4 3 3 1
10th 3 4 3 3 2
11th 3 4 3 3 2 1
12th 3 4 3 3 3 1
13th 3 4 3 3 3 2
14th 4 4 3 3 3 2 1
15th 4 4 3 3 3 2 1
16th 4 4 3 3 3 2 1
17th 4 4 3 3 3 2 1 1
18th 4 4 3 3 3 2 1 1
19th 4 4 3 3 3 2 1 1
20th 4 4 3 3 3 2 1 1

The table above replaces the Artificer class's normal spellcasting progression. Instead of adding half your artificer levels when determining your spell slots as a multiclassed character, add two-thirds(rounded up).

Barbarian

Level Proficiency Bonus Features Rages Rage Damage Bonus Barbaric Strategies Rage Powers Known
1st +2 Rage, Unarmored Defense 2 +4 - 4
2nd +2 Reckless Attack, Danger Sense, Barbaric Strategies 2 +4 2 4
3rd +2 Primal Path, Improved Critical 3 +4 2 5
4th +2 Ability Score Improvement 3 +4 2 5
5th +3 Extra Attack, Fast Movement 3 +4 3 6
6th +3 Path feature, Ability Score Improvement 4 +4 3 6
7th +3 Feral Instinct, Remarkable Athlete 4 +4 4 7
8th +3 Ability Score Improvement 4 +4 4 7
9th +4 Brutal Critical(2 dice), Brutish Durability 4 +6 5 8
10th +4 Path feature, Ability Score Improvement, Fighting Style 4 +6 5 8
11th +4 Relentless Rage 4 +6 5 9
12th +4 Ability Score Improvement 4 +6 6 9
13th +5 Brutal Critical (3 dice) 4 +6 6 10
14th +5 Path feature 5 +6 6 10
15th +5 Persistent Rage, Superior Critical 5 +6 7 11
16th +5 Ability Score Improvement 5 +6 7 11
17th +6 Brutal Critical (4 dice) 6 +8 7 12
18th +6 Indomitable Might, Survivor 6 +8 8 12
19th +6 Ability Score Improvement 6 +8 8 13
20th +6 Primal Champion 8 +8 8 13

New and Changed Features

RAGE

By harnessing your anger, you are able to perform feats most people would consider impossible. You have a number of Rages, as shown in the Barbarian class table above, and can expend them to activate Rage Powers(see below). You regain all expended Rages upon completing a short or long rest.

RECKLESS ATTACK

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength until the start of your next turn, but attack rolls against you have advantage until your next turn.

Starting at 9th level, if you use this feature and the lower d20 roll would also be sufficient to hit, the attack is automatically a critical hit.

BARBARIC STRATEGIES

Finally at 2nd level, you gain two abilities that exemplify your brutal tactics, and gain more as you level up. Choose from the options listed below. Level prerequisites refer to your barbarian level. Each time you level up in this class, you can replace one strategy with another for which you qualify.

IMPROVED CRITICAL

Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, when you score a hit against a creature with a melee weapon attack, you gain a +2 bonus to Wisdom saving throws against effects caused by it until the start of your next turn.

REMARKABLE ATHLETE

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

BRUTISH DURABILITY

Beginning at 9th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

FIGHTING STYLE

At 10th level, you can choose an option from the fighter's Fighting Style class feature.

RELENTLESS RAGE

At 11th level, your mastery of your rage becomes even greater. Whenever you would roll initiative and have no Rage remaining, you regain one Rage.

Additionally, if you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

If you run out of analog barbarian, just switch to electric. Problem solved.

Level 2 Strategies

Assisted Strike

Prerequisite: None
When an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a short or long rest.

Beastly Resilience

Prerequisite: None
You have advantage on Constitution saving throws.

Berserker Training

Prerequisite: None
You gain proficiency in Athletics and Intimidation, and your proficiency bonus is doubled for these two skills.

Fighting Techniques

Prerequisite: None
You know one fighting style of your choice from the Fighter class.

Cyclone Swing

Prerequisite: None
When you miss with a weapon attack and are wielding two or more weapons, you can immediately repeat the attack with another weapon you are wielding(no action required). You can only do so once per round.

Mighty Jump

Prerequisite: None
The distance you can jump is doubled, and you do not provoke opportunity attacks if you leave a hostile creature’s reach while jumping.

Reckless Firepower

Prerequisite: None
You can use your Reckless Attack feature on ranged attack rolls you make with thrown weapons, provided you are within 30 feet of the target and the attack roll includes your Strength modifier.

Level 5 Strategies

Arcing Strike

Prerequisite: 5th level
When you take the Attack action, you can replace one attack with a sweeping blow. All creatures of your choice within 5 feet of you must make a Dexterity saving throw(DC is equal to 8 + your proficiency bonus + your Strength modifier) or take damage equal to the weapon's damage die + your Strength modifier.

Armored Efficiency

Prerequisite: 5th level
If you are wearing light armor, damage you take is reduced by 2. If you are wearing medium armor, damage you take is reduced by 3. If you are wearing no armor, damage you take is reduced by 1.

Brutal Shove

Prerequisite: 5th level
When you hit a creature with a melee weapon attack, if you moved at least 20 feet towards it before making the attack, you can force it to make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, it is pushed back a number of feet equal to half your Strength score.

Healing Surge

Prerequisite: 5th level
As a bonus action, you can regain hit points equal to three times your barbarian level. Once you use this feature twice, you cannot do so again until you complete a long rest.

Inspiring Surge

Prerequisite: 5th level
When you expend Rage, choose any number of allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your barbarian level (rounded down) + your Constitution modifier (minimum of 1).

Quickened Rage

Prerequisite: 5th level
When you would use a Rage Power as an action, you can expend one additional Rage to instead use it as a bonus action. When you would use a Rage Power as a bonus action, you can expend one additional Rage to instead use it without any action required. You can only use this feature once per turn.

Thrown Weapon Master

Prerequisite: 5th level
When you take the Attack action and make a ranged attack with a thrown weapon you are proficient with, you can make one additional ranged attack with a thrown weapon as a bonus action.

Additionally, when you throw a weapon with which you are proficient, you can benefit from your class features that only apply to melee weapon attacks, such as Rage or Reckless Attack.

Any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

Additionally, when you are wielding a melee weapon with which you are proficient, it gains the thrown property (range 20/60).

Unarmored Defender

Prerequisite: 5th level
While you are benefitting from Unarmored Defense, when an attack hits you, you can use your reaction to reduce the damage by 1d10+ your barbarian level.

Level 7 Strategies

Blind Rage

Prerequisite: 7th level
While you have a Rage Power active, you have blindsight to a range of 30 feet, and advantage on Wisdom(Perception) checks.

Guardian Strategy

Prerequisite: 7th level
When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

Strategic Superiority

Prerequisite: 7th level
You learn two maneuvers from among those known to the Fighter class, and gain two superiority dice, which are d6s, to use them with, as per the Combat Superiority feature.

Unarmored Master

Prerequisite: 7th level, Unarmored Defender
When you use your Unarmored Defender feature and reduce an attack's damage to 0, if the attacker is within your reach you may immediately make one weapon attack against it as part of the same reaction.

Wrathful Blow

Prerequisite: 7th level
When you make a melee weapon attack, you can choose to gain a +2 bonus to the attack and damage roll. You can do this a number of times equal to your proficiency bonus, and regain all expended uses of this feature upon completing a long rest.

Level 12 Strategies

Brutal Strikes

Prerequisite: 12th level
Your melee weapon attacks each deal one extra die of damage.

Grapple Master

Prerequisite: 12th level
You can grapple creatures two sizes larger than you, instead of one.

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

Total Annihilation

Prerequisite: 12th level
If you reduce a creature to 0 hit points with a melee weapon attack on your turn, you may make one additional attack against another creature within your reach(no action required). You cannot move before performing this additional attack.

Toxin Resistance

Prerequisite: 12th level
You gain advantage on saving throws against poison and disease, and resistance to poison damage. If you would already have advantage on saving throws against poison and disease, you instead get immunity to poison and disease, and if you would have resistance to poison damage, you instead gain immunity.

Level 15 Strategies

Wave of Devastation

Prerequisite: 15th level
Whenever you use a Rage Power, the next hit you score before the end of your next turn is a devastating blow. All creatures of your choice within 5 feet of the target that would have been hit by the attack roll take force damage equal to your Strength modifier.

Terrifying Rage

Prerequisite: 15th level
When you activate a Rage Power, all enemies within 15 feet of you must make a Wisdom saving throw(DC = 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the start of your next turn.

Warded Mind

Prerequisite: 15th level
You gain a +3 bonus to all Wisdom saving throws.

Rage Powers

At level 1, you know 4 Rage Powers of your choice, and you learn more as you level up. Whenever you gain a level in this class, you can choose to replace one Rage Power with a different Rage Power that you qualify for.

Each Rage Power has the following description:
Activation: How long it takes for a Rage Power to activate - typically an action or bonus action.
Rage Cost: How many Rages need to be expended to activate a Rage Power.
Effect: The effects of the Rage Power.
Augment: Sometimes expending additional Rages triggers additional effects.
While a Rage Power is active, you cannot cast or concentrate on spells, and the effects of any Rage Powers affecting you end if you are incapacitated or killed.

Fury of the Marauder

Activation: 1 bonus action
Rage Cost: 1
Effect: For the next minute, or until you are incapacitated or killed, you have resistance to bludgeoning, piercing and slashing damage and can add your Rage Damage Bonus to all weapon damage rolls you make that use Strength. While this effect is active, you cannot cast or concentrate on spells.
Augment: If you expend 2 Rages, all bludgeoning, piercing and slashing damage you take is also reduced by 3(to a minimum of 1) and your speed increases by 10 feet.

Devastating Charge

Activation: 1 bonus action
Rage Cost: 1
Effect: You can immediately move up to your speed and make two melee weapon attacks with advantage against a creature of your choice within reach. On a hit, they each deal additional damage equal to your Rage Damage Bonus.
Augment: If you expend 2 Rages, each Large or smaller creature hit by an attack you make before the end of your turn must make a DC 15 Strength saving throw or be knocked prone.

Heroic Resilience

Activation: 1 reaction, which you take when you take damage
Rage Cost: 1
Effect: Until the start of your next turn, you have resistance to the triggering damage type.
Augment: If you expend 2 Rages and the damage type was fire, lightning, thunder, acid or cold, your next hit with a melee weapon deals 2d10 + your Rage Damage Bonus additional damage.

Crushing Leap

Activation: 1 bonus action
Rage Cost: 1
Effect: You can immediately jump a number of feet up to twice your Strength score. Any creatures within 5 feet of you when you land take bludgeoning damage equal to your Strength modifier + your Rage Damage Bonus.
Augment: If you expend 2 Rages, the damage is inflicted to all creatures within 10 feet of you and increases by 2.

Great Slash

Activation: 1 bonus action
Rage Cost: 2
Effect: You must be using a weapon that deals slashing damage to use this Rage Power. All hostile creatures within 10 feet of you must make a Dexterity saving throw(save DC = 8 + your proficiency bonus + your Strength modifier). On a failed saving throw, a creature takes 3d6 + your Rage Damage Bonus slashing damage and can either move or take an action on its turn, not both. On a successful save, the creature suffers half as much damage and no additional effects.
This counts as taking the Attack action and attacking with the weapon for all purposes, such as the Polearm Master feat.
Augment: If you expend 3 Rages, the damage increases to 5d6 + your Rage Damage Bonus.

Fatal Smash

Activation: 1 bonus action
Rage Cost: 2
Effect: You must be using a weapon that deals bludgeoning damage to use this Rage Power. The first time you hit a creature with a weapon that deals bludgeoning damage on your turn, it takes an additional 4d6 + your Rage Damage Bonus bludgeoning damage. If this damage would reduce the creature to hit points not exceeding twice your Barbarian level, it instead drops to zero hit points. If it would roll death saving throws, one is automatically failed.
This counts as taking the Attack action and attacking with the weapon for all purposes, such as the Polearm Master feat.
Augment: If you expend 3 Rages, the damage increases to 7d6 + your Rage Damage Bonus.

Overwhelming Penetration

Activation: 1 action
Rage Cost: 2
Effect: You must be using a melee weapon that deals piercing damage to use this Rage Power. As part of the Attack action, you can forgo one attack to immediately make one melee weapon attack with a weapon that deals piercing damage against every creature of your choice in a line 5 feet long and 10 feet wide. When you do so, you gain a +6 bonus to the attack roll, and on a hit they each take additional damage equal to 2d6 + your Rage Damage Bonus.
This counts as taking the Attack action and attacking with the weapon for all purposes, such as the Polearm Master feat.
Augment: If you expend 3 Rages, the attack bonus increases to +8.

Haste

Activation: 1 action
Rage Cost: 2
Effect: For 1 minute, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Challenging Aura

Activation: 1 bonus action
Rage Cost: 3
Effect: You let out a battle cry, attempting to force your enemies to face you in combat. For 1 minute, any creature that comes within 20 feet of you has its speed halved. Additionally, the first time a creature enters this area on a turn or starts its turn there, it must make a Wisdom saving throw(DC = 8 + your proficiency bonus + your Strength modifier), becoming frightened of you until the start of its next turn on a failed save.
Augment: If you expend 4 Rages, creatures that fail the saving throw also take 2d6 psychic damage.

Unwavering Will

Activation: 1 bonus action
Rage Cost: 3
Effect: For 1 minute, you gain immunity to psychic damage and a +4 bonus to Intelligence, Wisdom and Charisma saving throws.
Augment: If you expend 4 Rages, the bonus increases to +5.

Hammering Blow

Activation: Special
Rage Cost: 3
Effect: Upon hitting a Huge or smaller creature, you can use this power to unleash the fury of your strike in a 20-foot cone. Every creature in the area that is Huge or smaller takes 4d6 bludgeoning damage and must make a Strength saving throw(DC = 8 + your proficiency bonus + your Strength modifier) or be pushed back 20 feet and knocked prone. On a successful save, they are pushed back but not knocked prone. A creature that collides with another creature or object does not get pushed back further and they both take 3d6 bludgeoning damage.
Augment: If you expend 4 Rages, the save DC increases by 4.

Skull-Splitting Blow

Activation: Special
Rage Cost: 3
Effect: Upon scoring a critical hit with a melee weapon attack, you can use this power to deal an additional 6d6 damage of the weapon's type and, if it is a Large or smaller creature, cause it to become paralyzed until the end of your next turn.
Augment: If you expend 4 Rages, you can immediately make another attack against the target(no action required).

Avatar of Defenestration

Activation: 1 bonus action
Rage Cost: 3
Effect: For 1 minute, your Strength score increases by 4, as does your maximum for it, and you gain advantage on Strength checks and Strength saving throws. Additionally, you can use one of your attacks to throw a creature you are grappling into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier + your Rage Damage Bonus and falls prone.
Augment: If you expend 4 Rages, the distance to which you can throw increases to 40 feet.

Annihilating Blow

Activation: 1 action
Rage Cost: 4
Effect: Make one melee weapon attack against a target within reach. On a hit, your weapon strikes with overwhelming force. The attack is automatically a critical hit, and the target becomes paralyzed for 1 minute. On a miss, you deal damage of the same type as the weapon equal to four times your Rage Damage Bonus. Regardless of whether you hit or miss, you have advantage on all attacks until the end of the combat and the next five hits you score are critical hits and ignore all resistances and immunities.
Augment: If you expend 5 Rages, hitting with the attack also causes the target to lose one Legendary Resistance, if it has any.

Grand Obliteration

Activation: 1 action
Rage Cost: 4
Effect: You must be using a weapon that deals bludgeoning damage to use this Rage Power. You slam the ground with your weapon with overwhelming force, forcing all creatures within 30 feet of you to make a Constitution saving throw(DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they take 10d8 bludgeoning damage and are stunned until the end of their next turn. On a success, they take half as much damage and are not stunned.
Augment: If you expend 5 Rages, creatures that fail their save by 5 or more take an additional 4d8 damage and are knocked prone as well.

Slash of Doom

Activation: 1 bonus action
Rage Cost: 4
Effect: You must be using a weapon that deals slashing damage to use this Rage Power. Roll 22d6; that is how much damage you inflict in total. Choose how that damage is divided between creatures of your choice within your reach.
Augment: If you expend 5 Rages, for each roll of 6 another d6 is rolled and added to the total.

Pierce the Mighty

Activation: 1 bonus action
Rage Cost: 4
Effect: You must be using a weapon that deals piercing damage to use this Rage Power. For 10 minutes, you gain a +4 bonus to all attack rolls, subtract 4 from every instance of damage you take, add your Rage Damage Bonus to all damage rolls you make that include your Strength modifier.
Augment: If you expend 5 Rages, the first two bonuses increase from 4 to 6.

Embodiment of Rage

Activation: 1 bonus action
Rage Cost: 5
Effect: You endow yourself with endurance and martial prowess fueled by unbelievable might. For 10 minutes, you can't cast spells, and you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the power ends, they are lost.
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You have proficiency with all armor, shields, simple weapons, and martial weapons.
  • You have proficiency in Strength and Constitution saving throws. If you already have proficiency in them, you have proficiency in Dexterity saving throws too.
  • You can attack thrice, instead of twice, when you take the Attack action on your turn.

Immediately after the power ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Augment: If you expend 6 Rages, the temporary hit points increase to 65 and the bonus damage increases to 3d12.

Nightmare Howl

Activation: 1 action
Rage Cost: 5
Effect: You unleash a chilling scream in a 60-foot cone. All creatures of your choice within the area must make a Wisdom saving throw(DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 10d10 psychic damage and is incapacitated for 1 minute or until it takes damage.

Titan's Bane

Activation: 1 bonus action
Rage Cost: 5
Effect: You focus your efforts on killing the biggest enemies. For 1 minute, any hit you score against a creature at least two sizes larger than you is an automatic critical hit, and deals an extra 2d6 damage of the same type as the weapon. Additionally, for every two critical hits you score during a turn, you can immediately make one additional attack with the weapon(no action required).

Exploit Vulnerability

Activation: 1 bonus action
Rage Cost: 5
Effect: For 1 minute, whenever you deal damage to a creature vulnerable to that damage type, the damage is tripled rather than doubled.
Augment: If you expend 6 Rages, the damage is instead quadrupled.

God-Killing Blow

Activation: 1 action
Rage Cost: 6
Effect: You make one devastating melee weapon attack against a target within your reach. The attack hits automatically and is a critical hit, and deals 100 additional damage. If the target is reduced to half its hit point maximum or less, it loses all uses of Legendary Resistance and cannot regain hit points for 2d6 rounds.

Invulnerability

Activation: 1 reaction, when you take damage
Rage Cost: 6
Effect: For the next minute, you are immune to all damage.

Wave of Slaughter

Activation: 1 action
Rage Cost: 6
Effect: You swing your weapon in a wide arc, forcing every enemy within 10 feet of you to make a Dexterity saving throw(DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes the weapon's normal damage plus 10d6 damage of the weapon's type and suffers one of the effects below(your choice) depending on its current hit points:

  • 100 or more: incapacitated
  • 75 or more: stunned
  • 50 or more: paralyzed
  • 49 or less: killed instantly

On a successful save, the target takes half the damage and suffers the effects as though it had 25 hit points more.

Primal Evolution

Activation: 1 bonus action
Rage Cost: 6
Effect: For 1 hour, you transform into any beast or monstrosity of your choice. The creature's CR cannot exceed your level. Your features, hit points and all other abilities are replaced with the creature's statistics(excluding class features, if any), but you retain your alignment and personality. You can end this transformation at any moment on your turn(no action required). If you are reduced to 0 hit points, any excess damage carries over to your normal form. You are not knocked unconscious unless the damage would reduce you to 0 hit points too.

Deathless Hero

Activation: 1 bonus action
Rage Cost: 6
Effect: For 1 minute, you push yourself to the limit of what your flesh can achieve. At the start of each of your turns, you gain 20 temporary hit points and can make three weapon attacks as a bonus action on each of your turns. Additionally, you gain resistance to four damage types of your choice until the effect ends.

A wise man once said, if your martials aren't working you just need to turn them into the right dragon. Well, there's no dragon on the list here, but those Ravnica folks have gators.

Path of the Berserker Revised

Frenzy

Starting at 3rd level, you learn the Marauder's Frenzy Rage Power, which does not count towards your maximum Rage Powers known. Additionally, you gain access to the subclass-specific Rage Powers below and can learn them.

Marauder's Frenzy

Activation: 1 bonus action
Rage Cost: 1
Effect: For the next minute, you have resistance to bludgeoning, piercing and slashing damage and can add your Rage Damage Bonus to all weapon damage rolls you make that use Strength, as well as advantage on Strength checks and Strength saving throws.
Additionally, you can make one weapon attack as a bonus action on each of your turns.
Augment: If you expend 2 Rages, all bludgeoning, piercing and slashing damage you take is also reduced by 3(to a minimum of 1), you can make one weapon attack as a reaction on each of your turns and your speed increases by 10 feet.

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened.

Intimidating Presence

Beginning at 10th level, you can use an action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use a bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make two melee weapon attacks against that creature.

Blocked Mind

Activation: 1 reaction, when you would fail an Intelligence, Wisdom or Charisma saving throw
Rage Cost: 1
Effect: You can reroll the saving throw.
Augment: If you expend 3 Rages, you instead immediately succeed on the saving throw.

Instill Dread

Activation: Special
Rage Cost: 2
Effect: When you would use Intimidating Presence, you can use this power to increase the DC by 4.
Augment: If you expend 3 Rages, the DC is instead increased by 5.

Path of the Totem Warrior Revised

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense, and speak with animals spells, but only as rituals, as described in chapter 10. You can also cast beast bond at will.

Totem Spirit

At 3rd level, you gain the Marauder's Totem Rage Power which does not count against your maximum Rage Powers known. Choose one animal spirit to embody - Bear, Eagle, Elk, Tiger or Wolf. Your selection grants you additional features as detailed in the power's description. You also gain access to the subclass-specific Rage Powers below and can learn them.

Marauder's Totem

Activation: 1 bonus action
Rage Cost: 1
Effect: For the next minute, you have resistance to bludgeoning, piercing and slashing damage and can add your Rage Damage Bonus to all weapon damage rolls you make that use Strength. Additionally, you gain an additional benefit depending on your choice of animal spirit:

  • Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
  • Eagle. While you're raging and aren't wearing heavy armor, your movement does not provoke opportunity attacks and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
  • Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet and you gain a +4 bonus to ability checks made to shove a target. The spirit of the elk makes you extraordinarily swift.
  • Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance, and when you move at least 20 feet towards a creature before hitting it with a melee weapon attack while raging you can force it to make a Strength saving throw(DC = 8 + your bonus to attacks with the weapon) or be knocked prone. The spirit of the tiger empowers your leaps.
  • Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Augment: If you expend 2 Rages, all bludgeoning, piercing and slashing damage you take is also reduced by 3(to a minimum of 1) and your speed increases by 10 feet. If you expend 3 Rages, you can choose a second spirit animal(you can choose a different one each time you use this Rage Power).

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your Strength score is doubled for the purposes of carrying capacity, and you have advantage on Strength checks made to push, pull, lift, or break objects. Additionally, you count as one size larger when trying to grapple or shove a creature.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, you gain darkvision with a range of 300 feet.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. Additionally, when you roll initiative, you and up to ten other creatures increase their movement speed by 15 feet until the end of your next turn.

Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.

Wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
At 14th level, your connection to the spirits increases, allowing you to cast spirit guardians at a level equal to your proficiency bonus without requiring a spell slot or components. When you cast it in this way, you can maintain concentration on it even while a Rage Power is active. You can cast it thrice, and regain all expended uses upon completing a long rest.

Totemic Attunement

At 14th level, your choice of spirit animal gives you an additional benefit.

Bear. While your Marauder's Totem is active, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Eagle. While your Marauder's Totem is active, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk. While your Marauder's Totem is active, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger. Once per turn while your Marauder's Totem is active, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.

Wolf. While your Marauder's Totem is active, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.

Call the Pack

Activation: 1 action
Rage Cost: 4
Effect: You summon 3d6 beasts of CR 1/2 or lower of your choice, which appear in unoccupied spaces of your choice that you can see within 60 feet of you and follow your commands(no action required). They act on your initiative, taking their turns after you. The beasts are considered fey, and disappear after 1 minute or upon dropping to 0 hit points.
Augment: If you expend 5 Rages, you instead summon 3d8 beasts.

Totem of the Dinosaur

Activation: 1 bonus action
Rage Cost: 1
Effect: For 1 minute, your speed is doubled and you have advantage on the first attack you make each turn.

Totem of the Tarrasque

Activation: 1 bonus action
Rage Cost: 6
Effect: For 1 minute, your damage against objects and structures is doubled, you gain immunity to three damage types of your choice, and your size increases to Gargantuan. Your equipment increases in size with you.
Designer's commentary: Let there be no doubt that this was intended to work with oversized weapon rules.

Path of the Zealot

Divine Fury

Starting at 3rd level, you learn the Marauder's Crusade Rage Power which does not count towards your maximum Rage Powers known. Additionally, you gain access to the subclass-specific Rage Powers below and can learn them.

Marauder's Crusade

Activation: 1 bonus action
Rage Cost: 1
Effect: For the next minute, you have resistance to bludgeoning, piercing, slashing, radiant and necrotic damage and can add your Rage Damage Bonus to all weapon damage rolls you make that use Strength, as well as advantage on Strength checks and Strength saving throws.
Additionally, once per turn, when you hit with a weapon attack, you can deal additional damage equal to 2d6 + half your barbarian level. The damage is radiant or necrotic(your choice when you gain this feature).
Augment: If you expend 2 Rages, all bludgeoning, piercing and slashing damage you take is also reduced by 3(to a minimum of 1) and your speed increases by 10 feet.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead or true resurrection, has the effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Additionally, you can cast guidance and sacred flame, and can do so even while a Rage Power is active. Constitution is your spellcasting ability for these spells.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while your Marauder's Crusade is active, you can reroll it, and you can use either roll. You can use this ability only once per Marauder's Frenzy.

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While your Marauder's Crusade is active, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.

Divine Shield

Activation: 1 bonus action
Rage Cost: 3
Effect: Until the end of your next turn, all creatures of your choice within 10 feet of you gain a +4 bonus to all saving throws.
Augment: If you expend 5 Rages, the range is doubled to 20 feet.

Blood of a Demigod

Activation: 1 bonus action
Rage Cost: 2
Effect: All conditions affecting you immediately end.

Blast of Radiance

Activation: 1 action
Rage Cost: 5
Effect: You immediately cast the sunburst spell, using Strength as your spellcasting ability.

Path of the Beast

Form of the Beast

At 3rd level, you learn the Form of the Beast Rage Power, which does not count towards your maximum Rage Powers known.

Form of the Beast

Activation: 1 bonus action
Rage Cost: 1
Effect: For the next minute, you have resistance to bludgeoning, piercing and slashing damage and can add your Rage Damage Bonus to all weapon damage rolls you make that use Strength, as well as advantage on Strength checks and Strength saving throws.
Additionally, you gain a natural weapon of your choice. You may choose a different one each time you use this power. It counts as a simple melee weapon for you.

  • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
  • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled until the start of your next turn, potentially causing the attack to miss you.
    Augment: If you expend 2 Rages, all bludgeoning, piercing and slashing damage you take is also reduced by 3(to a minimum of 1) and your speed increases by 10 feet.
Bestial Soul

At 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
Infectious Fury

At 10th level, when you hit a creature with your natural weapons while your Form of the Beast is active, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

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

Call the Hunt

At level 14, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your Form of the Beast, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).

You gain 5 temporary hit points for each creature that accepts this feature. Until the Form of the Beast ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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

Path of the Storm Herald

Storm Aura

At 3rd level, you learn the Marauder's Storm Rage Power, which does not count against your maximum Rage Powers known.

Marauder's Storm

Activation: 1 bonus action
Rage Cost: 1
Effect: For the next minute, you have resistance to bludgeoning, piercing and slashing damage and can add your Rage Damage Bonus to all weapon damage rolls you make that use Strength, as well as advantage on Strength checks and Strength saving throws.
Additionally, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover, and activates at the end of each of your turns.

Choose desert, forest, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

  • Desert. When this effect is activated, all other creatures in your aura take fire damage equal to twice your proficiency bonus each.
  • Forest. When this effect is activated, each creature of your choice within the aura can ignore the effects of difficult terrain on its movement until the start of your next turn.
  • Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
  • Tundra. When this effect is activated, each creature of your choice in your aura gains a number of temporary hit points equal to your proficiency bonus, as icy spirits inure it to suffering.

Augment: If you expend 2 Rages, all bludgeoning, piercing and slashing damage you take is also reduced by 3(to a minimum of 1) and your speed increases by 10 feet.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Forest. You gain advantage on saving throws against effects that would cause you to be restrained or incapacitated.

Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Marauder's Storm aura.

If you chose Forest, each creature of your choice within the aura instead gains advantage on saving throws against effects that would cause them to be restrained or incapacitated.

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.

Forest. When a creature misses you with a weapon attack, you can use your reaction to force it to make a Strength saving throw. On a failed save, the creature becomes restrained until the end of your next turn as vines wrap around it.

Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

Tundra. Whenever the effect of your aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Path of the Battlerager

Battlerager Armor

When you choose this path at 3rd level, you gain the Marauder's Spikes Rage Power, which does not count towards your maximum Rage Powers known. You also gain access to the subclass-specific powers below and can learn them.

Marauder's Spikes

Activation: 1 bonus action
Rage Cost: 1
Effect: For the next minute, you have resistance to bludgeoning, piercing and slashing damage and can add your Rage Damage Bonus to all weapon damage rolls you make that use Strength, as well as advantage on Strength checks and Strength saving throws.

Additionally, if you are hit by a melee attack while wearing spiked armor, the attacker takes 1d4 + your Rage Damage Bonus piercing damage.

Augment: If you expend 2 Rages, all bludgeoning, piercing and slashing damage you take is also reduced by 3(to a minimum of 1) and your speed increases by 10 feet.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while a Rage Power is active, you also gain temporary hit points equal to half your barbarian level. They vanish if any of them are left when your rage ends.

Battlerager Charge

Beginning at 10th level, your movement speed increases by 20 feet. Additionally, when you move at least 20 feet before attacking a creature, the first successful melee weapon attack you make on the same turn deals additional damage equal to twice your proficiency bonus.

Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d10 piercing damage if you have a Rage Power active, aren't incapacitated, and are wearing spiked armor.

Crush Them!

Activation: 1 action
Rage Cost: 1
Effect: You must be grappling a creature at the start of your turn to use this power. You immediately move up to your speed, dragging the creature with you, then slam it either into the ground or into a nearby surface like a wall. The creature takes 2d6 bludgeoning damage, plus 1d6 bludgeoning damage for every 10 feet you move.
Augment: If you expend 3 Rages, your speed is doubled for this move.

Spiked Charge

Activation: 1 action
Rage Cost: 1
Effect: You must be wearing spiked armor to use this power. You charge at the enemy, moving up to your speed in a straight line. You can move through the spaces of creatures of your size or smaller, and each creature within 5 feet of you at any point during your move must make a Dexterity saving throw(DC = 8 + your proficiency bonus + your Strength modifier), taking 3d6 piercing damage on a failed save or half as much on a successful one.
Augment: If you expend 2 Rages, your speed is doubled for this move.

Spinning Slash

Activation: 1 bonus action
Rage Cost: 1
Effect: You must be wearing spiked armor to use this power. You can make three weapon attacks with your spiked armor, treating it as an improvised weapon you are proficient in. You add your Rage Damage Bonus to the damage each attack deals.

Path of Wild Magic

Wild Surge

The magical energy roiling inside you sometimes erupts from you. When you activate a Rage Power that lasts 1 round or longer, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

d8 Magical Effect
1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2 You teleport up to 30 feet to an unoccupied space you can see. Until the Rage Power ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until the Rage Power ends, you can use this effect again, summoning another spirit, once on each of your turns(no action required).
4 Magic infuses one weapon of your choice that you are holding. Until the Rage Power ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before the Rage Power ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until the Rage Power ends, you are surrounded by multi colored, protective lights, granting you and allies within 10 feet +1 to AC.
7 Flowers and vines temporarily grow around you. Until the Rage Power ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until the Rage Power ends, you can use this effect again on each of your turns as a bonus action.
Magic Awareness

At 6th level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

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

Bolstering Magic

You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

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

Unstable Backlash

Starting at 10th level, when you are imperiled while you rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while one of your Rage Powers is active, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled, replacing the current effect. You can choose to have the original Wild Magic effect remain instead.

Controlled Surge

Starting at 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Cleric

Death Domain

Death Domain Spells
Level Spells
1st cause fear, false life
3rd blood drain, death beam
5th animate dead, fear
7th blight, find greater steed
9th circle of death, danse macabre
Bonus Proficiency

Starting at 1st level when you choose this domain, you gain proficiency with martial weapons and heavy armor.

Reaper

Also at 1st level, you can specialize in one style of combat of your choice, becoming adept at using your spellcasting or adding weapon training to your capabilities. Choose one of the following features:

Underworld Magic

You learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. At 17th level, when you cast a necromancy spell of 5th level or lower that normally targets only one creature, you can instead target two creatures within range and within 5 feet of each other.

Nightmare Blade

As part of a short or long rest, you can spend 1 hour infusing a simple or martial weapon with your essence, forging a connection with the item. Until you end the connection as a bonus action, or until you use this feature again, you gain the following benefits:

  • Your hit point maximum is reduced by an amount equal to half your level.
  • If you would drop to 0 hit points as a result of taking damage, or you are subjected to an effect that kills you outright, you can choose to end this feature's effect and instead drop to 1 hit point, or negate the effect that would have killed you. You must have your weapon on your person to use this effect. Once you use this feature, you cannot do so again until you finish a long rest.
  • You can use your Wisdom modifier in place of Strength or Dexterity for the weapon's attack and damage rolls.

Grave Beast

You gain fangs or claws(your choice), which feature prominently on your body. You gain proficiency in Intimidation, and your proficiency bonus is doubled for checks you make using this skill.

Your fangs or claws are natural weapons, which you can use to make a special attack.

  • When you make an attack with your claws, do not make an attack roll. Instead, the target takes necrotic damage equal to your Wisdom modifier.
  • Your bite uses your Constitution modifier for the attack and damage rolls. On a hit, it deals 2d6 + your Constitution modifier necrotic damage. Every time you miss with an attack using your bite, increase the die size by one step(from 2d6 to 2d8, 2d8 to 2d10, 2d10 to 2d12), to a maximum of 2d12. This resets to 2d6 when you hit with the bite, or when you roll initiative.
Channel Divinity: Touch of Death

Starting at 2nd level, you can use your Channel Divinity to destroy another creature's life force by touch.

When you hit a creature with a melee attack, you can expend a use of your Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage. Additionally, whenever you deal necrotic damage, add your Wisdom modifier to the necrotic damage dealt.

Extra Attack

Also at 6th level, you can make two weapon attacks instead of one when you take the Attack action on your turn.

Dark Empowerment

At 8th level, you gain one of the following features(your choice).

Divine Strike

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

Potent Spellcasting

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

Mastery of Death

At 17th level, you have achieved the pinnacle of your craft. Choose any two necromancy spells, one of 1st level and one 2nd-level. You can cast both of them at will, without requiring a spell slot or components. When you do so, they are considered to be cast at 2nd level.

Arcana Domain

Arcana Domain Spells
Level Spells
1st find familiar, magic missile
3rd magic mouth, magic weapon
5th counterspell, fireball
7th arcane eye, summon elemental
9th Bigby's hand, teleportation circle
Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and your proficiency bonus is doubled when you make checks with it. Additionally, you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Wizarding Prodigy

Also at 1st level, you are a talented scholar. Your Intelligence score increases by 4, to a maximum of 14, unless it was already higher, in which case it increases by 1.

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.

Arcane Banishment
Cleric level Banishes Creatures of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
20th 5 or lower
Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip or domain spell.

Arcane Mastery

At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Ocean Domain

Ocean Domain Spells
Cleric Level Spells
1st create or destroy water, armor of agathys
3rd tidal wave, wall of water
5th fly, lightning bolt
7th cone of cold, steel wind strike
9th bigby's hand, transmute rock
Bonus Proficiencies

When you choose this domain at 1st level you gain proficiency with martial weapons and heavy armor. In addition, you learn the shape water cantrip, which counts as a cleric cantrip for you.

Swimmer

Also at 1st level, you gain a swimming speed equal to your walking speed. If you already have a swimming speed, it is increased by 10 feet.

Wrath of the Sea

Lastly at 1st level, you can cause your enemies to be slammed down as if hit by waves. As an action, you can conjure ethereal waves in a 10-foot cube you can see within 60 feet. Creatures within the area must make a Strength saving throw against your spell save DC or be knocked prone. You can use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after a long rest.

Channel Divinity: Swirling Grasp

Starting at 2nd level, you can use your Channel Divinity to conjure a mass of swirling water to attack your enemies. As an action, you present your holy symbol and cause water particles to coalesce to a point within 30 feet of you into a Medium force. As a bonus action on your turn, you can move it up to 15 feet and make a melee spell attack against a creature within 5 feet of it. On a hit, the creature takes 2d6 bludgeoning damage and is grappled, with an escape DC equal to your spell save DC. While grappled, the creature is also restrained.

Channel Divinity: Call the Waves

At 6th level, you can use your Channel Divinity to summon primordial waters from beneath the earth.

As an action, you present your holy symbol and waves start to flow around you to a 30-foot radius for 1 minute. This area is considered difficult terrain for creatures without a swimming speed. If you use your Wrath of the Sea feature, it is a 15-foot cube instead of a 10-foot one as long as at least half of the area is within the radius of this feature.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Empowered Grasp

At 17th level, your Channel Divinities become more powerful. Your Swirling Grasp now creates two Large forces, both of which can be controlled with the same bonus action, and your Call the Waves has a 40-foot radius.

Life Domain

Life Domain Spells
Level Spells
1st bless, goodberry
3rd aid, healing spirit
5th aura of vitality, revivify
7th death ward, guardian of faith
9th circle of power, Rary's telepathic bond
Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Variant: Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

This version doesn't work with lifeberry. While I have nothing against it, and am indeed a fan of it in vanilla 5e, I aim to hopefully make the rest of the healing options in this game good enough that it won't be the only based option for the job anymore. When that happens, it will be pointless from a design standpoint to leave its monopoly on hit point restoration unchanged.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level plus your Wisdom modifier. Choose any creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to twice the spell's level.

Divine Protector

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action or cast a cantrip or a spell that restores hit points, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to 1+ your Wisdom modifier (a minimum of twice). You regain all expended uses when you finish a short or long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Once per combat, when you score a critical hit with an attack or a creature rolls a 1 on the d20 on the saving throw against your spell, your magic explodes in a surge of revitalizing energy and causes every creature of your choice within 30 feet of you to regain hit points equal to your level.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Order Domain

Order Domain Spells
Level Spells
1st command, silvery barbs
3rd shatter, suggestion
5th daylight, dispel magic
7th banishment, Raulothim's psychic lance
9th commune, conjure celestial
Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice), and your proficiency bonus is doubled for any ability checks that use this skill.

Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose a number of allies up to half your proficiency bonus who can make the attack.

Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others. Whenever you cast the command spell, it is treated as cast with a spell slot 1 higher than the one you used. Additionally, if an enemy attempts to prevent you from casting command, for example by using counterspell, and fails to do so, you can choose for it to be affected by the spell too. If you do so, it makes its saving throw with disadvantage.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

A creature that takes this damage is cursed. The next time one of your allies hits the cursed creature with an attack, the target takes the psychic damage again, and the curse ends. You can curse a creature in this way only once per turn.

Avatar of Order

At 17th level, you can impose your will on the universe itself, forcing order to spring into existence.

As a bonus action, you can unleash the power of order. Until the end of your next turn, you cannot roll less than a 10 on the d20 when making an attack roll, ability check or saving throw. You can use this ability once, and regain all expended uses when you finish a short or long rest.

Tempest Domain

Tempest Domain Spells
Level Spells
1st fog cloud, thunderwave
3rd shatter, silence
5th lightning bolt, sleet storm
7th investiture of wind, investiture of ice
9th crown of stars, draconic transformation
Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. On a failed save, it is also unable to take reactions until the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of using the result of the roll.

Thunderbolt Strike

At 6th level, when you deal lightning or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Stormborn

At 17th level, you have a flying speed equal to your current walking speed, or twice your current walking speed whenever you are not underground or indoors.

Trickery Domain

Trickery Domain Spells
Level Spells
1st disguise self, mirror image
3rd invisibility, pass without trace
5th blink, major image
7th dimension door, polymorph
9th seeming, modify memory
Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Know Your Own Tricks

Also at 1st level, you gain truesight to a range of 10 feet.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell, although this effect does not prevent you from concentrating on a spell at the same time). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Cloak of Shadows

Starting at 6th level, you can slip into the shadows around you. As an action, you can become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 poison damage to the target. When you reach 14th level, the extra damage increases to 3d8.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

War Domain

War Domain Spells
Level Spells
1st cause fear, shield of faith
3rd shatter, spiritual weapon
5th crusader's mantle, tiny servant
7th freedom of movement, Mordenkainen's faithful hound
9th Mordenkainen's sword, wall of stone
Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Fighting Style

Also at 1st level, you gain one fighting style chosen from those available to the fighter or paladin class.

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you or an ally within 30 feet makes an attack roll, you can use your Channel Divinity to grant a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. If the result of the attack roll exceeds the target's AC, take note of the amount by which it beat the AC. Every subsequent time the affected ally makes an attack roll while this number exceeds zero and misses, add the minimum number required to make the attack hit and subtract it from this number. If there are insufficient points in this pool left to let the attack hit, the effect ends.

Extra Attack

At 6th level, you can make two weapon attacks instead of one when you take the Attack action on your turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Errata to Forge Domain

Forge Domain Spells
Level Spells
1st identify, protection from energy
3rd heat metal, magic weapon
5th Melf's minute meteors, Tenser's transformation
7th fabricate, wall of fire
9th animate objects, creation

Errata to Light Domain

Light Domain Spells
Level Spells
1st burning hands, faerie fire
3rd aid, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th dawn, scrying
Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to a number of d10s equal to your proficiency bonus + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Nature Domain Errata

Nature Domain Spells
Level Spells
1st animal friendship, speak with animals
3rd grasping vine, spike growth
5th plant growth, speak with plants
7th giant insect, insect plague
9th tree stride, wrath of nature

Druid

Circle of the Moon

Combat Wild Shape

You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, you gain one additional use of Wild Shape, and when you use your Wild Shape feature, your new form gains temporary hit points equal to your druid level.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as half your druid level, rounded down.

Primal Strikes

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn, and you gain advantage on the first melee attack you make on each of your turns.. Additionally, when you take the Multiattack action on your turn, you can make one additional weapon attack as a bonus action.

Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. At 15th level, you can also choose to turn into an air elemental myrmidon, an earth elemental myrmidon, a fire elemental myrmidon, or a water elemental myrmidon.

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will, and when you do so it does not require concentration for you. Additionally, you can change your creature type to beast or monstrosity as a bonus action. As a bonus action, you can revert to your original creature type.

Circle of Dreams

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Circle Spells

You gain access to some spells when you reach certain levels in this class, as shown on the Circle of Dreams Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Dreams Spells
Level Spells
2nd arcane guardian, sleep
3rd augury, blindness/deafness
5th catnap, hypnotic pattern
7th hallucinatory terrain, Raulothim's psychic lance
9th dream, synaptic static
Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. When you use this feature, the creature that teleports gains advantage on its next attack roll, ability check or saving throw.

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

Errata to Circle of the Land

Arctic
Level Spells
3rd slow, spike growth
5th sleet storm, wall of light
7th cone of cold, investiture of ice
9th commune with nature, wall of ice
Coast
Level Spells
3rd tidal wave, misty step
5th water breathing, water walk
7th control water, Evard's black tentacles
9th conjure elemental, scrying
Desert
Level Spells
3rd phantasmal force, scorching ray
5th create food and water, sleet storm
7th insect plague, hallucinatory terrain
9th hallow, legend lore
Forest
Level Spells
3rd barkskin, spider climb
5th conjure animals, fly
7th divination, freedom of movement
9th wrath of nature, tree stride
Grassland
Level Spells
3rd haste, pass without trace
5th crusader's mantle, daylight
7th freedom of movement, insect plague
9th dream, wall of stone
Swamp
Level Spells
3rd darkness, wall of water
5th water walk, stinking cloud
7th conjure minor elementals, control water
9th cloudkill, regenerate
Underdark
Level Spells
3rd spider climb, web
5th hunger of Hadar, gaseous form
7th greater invisibility, stone shape
9th infernal calling, modify memory

Circle of Spores Errata

Circle of Spores Spells
Level Spells
3rd blindness/deafness, death beam
5th animate dead, gaseous form
7th blight, summon greater demon
9th danse macabre, cloudkill

Fighter

Level Proficiency Bonus Features Superiority Die Superiority Dice Maneuvers Known Specialties
1st +2 Fighting Style, Second Wind, Specialties - - - 1
2nd +2 Action Surge, Combat Superiority 1d8 4 2 2
3rd +2 Martial Archetype, Strike First, Strike Hard 1d8 4 2 2
4th +2 Ability Score Improvement, Martial Versatility 1d8 4 2 2
5th +3 Extra Attack 1d8 4 3 3
6th +3 Ability Score Improvement 1d8 4 3 3
7th +3 Know Your Enemy, Formation, Martial Archetype feature 1d8 5 4 4
8th +3 Ability Score Improvement 1d8 5 4 4
9th +4 Indomitable 1d8 5 5 5
10th +4 Martial Archetype feature, Ability Score Improvement 1d10 5 5 5
11th +4 Extra Attack(2) 1d10 5 5 5
12th +4 Ability Score Improvement 1d10 5 6 6
13th +5 Indomitable (two uses) 1d10 5 6 6
14th +5 Ability Score Improvement 1d10 5 6 6
15th +5 Aura of Valor, Martial Archetype feature 1d10 6 7 6
16th +5 Ability Score Improvement 1d10 6 7 6
17th +6 Action Surge (two uses), Indomitable (three uses) 1d10 6 7 7
18th +6 Martial Archetype feature 1d12 6 8 7
19th +6 Ability Score Improvement 1d12 6 8 7
20th +6 Extra Attack (3) 1d12 6 8 7

Specialties

As a Fighter, you have a number of Specialties, as detailed in the class table. You can choose them from the list at the end of the class description. Every time you gain a level, you can swap one Specialty for a different one.

Tactical Mastery

Remove the Battle Master subclass. Instead, at the levels indicated by the subclass, all Fighters gain the subclass's features. The 3rd-level features are instead gained at 2nd level. Add your Intelligence modifier(minimum of +1) to the number of maneuvers you know.

Strike First, Strike Hard

At 3rd level, you excel at your chosen form of combat. Choose one of the abilities below:

Strike First

You gain a +2 bonus to initiative rolls if you are not surprised. This increases to +4 at 9th level.

Strike Hard

When you score a hit with a melee weapon during the first round of a combat, you can add half your proficiency bonus to the damage roll. This increases to your proficiency bonus at 9th level.

Formation

At 7th level, you learn to command your allies to capitalize on an enemy's weakness. You can use a bonus action on your turn to choose up to three creatures that can see or hear you. Each creature can use its reaction to make a weapon attack against a creature of your choice within 60 feet of you. You must choose the same target for all creatures.

You can use this feature twice, and regain all expended uses upon completing a long rest.

Indomitable(Reworked)

Instead of rerolling the save, you automatically succeed.

Aura of Valor

At 15th level, you are a shining paragon of combat mastery. All allies within 20 feet of you gain a +2 bonus to attack rolls.

New Maneuvers

Crippling Attack

When you hit a creature with a weapon attack, you can expend a superiority die. The next time the target makes a saving throw before the start of your next turn, roll the superiority die and subtract it from the roll.

Enhanced Resilience(Echo Knight Only)

When your echo takes damage, you can roll a superiority die(no action required) and add half your fighter level. If the result is greater or equal to the damage the echo took, the damage is reduced to zero.

Flopping Attack

When you hit a creature with a weapon attack, you can expend a superiority die to add the result to the damage. Additionally, choose one of the following effects:

  • One gremishka within 30 feet of you regains a use of Magic Allergy
  • One gremishka swarm within 30 feet of you regains the use of its reaction
  • One moorbounder or bristled moorbounder within 30 feet of you can use its reaction to move up to its speed and make a melee weapon attack.
Heart Attack

You can expend and roll a superiority die to kill yourself as a bonus action. If the next character you play is a fullcaster, you can add the result of the roll to the first saving throw you make.

Simping Attack(Requires Strixhaven rules)

When you hit with a weapon attack while your Beloved is within 30 feet and can see you, you can expend a superiority die and add twice the number rolled to the damage roll. Additionally, you gain immunity to the charmed condition until the start of your next turn.

Tax Evading Attack

When you hit with a weapon attack, you can roll a superiority die and add it to the damage roll. If you roll a 4 or higher, the maneuver does not cost a superiority die.

If swinging a sword all day long is too depressing for you, you may wish to consider ghostlancing, getting turned into a dragon, or walking into a fireball zone and hoping for reincarnation.

Specialties

Angelic Blessing

Prerequisite: Angel's Gift
When you deal additional damage through the use of a maneuver, you can choose for the damage to be radiant. Additionally, any hit you score against a creature vulnerable to radiant damage is a critical hit.

Angel's Gift

You gain resistance to radiant and necrotic damage, and effects that would reduce your hit point maximum reduce half the normal number of hit points.

Back in Formation

As a reaction on your turn, you can move up to 10 feet without provoking opportunity attacks, but you must end your turn within 5 feet of an ally.

Bait Them

When an enemy comes within 10 feet of you, you can use your reaction to immediately move up to half your speed without provoking opportunity attacks. Once you have used this feature, you cannot use it again until you roll initiative again.

Challenge Enemy

When a hostile creature that you can see makes an attack against a creature other than you while within your reach, you can use your reaction to make a melee weapon attack against it. Once you have used this feature on an enemy, you cannot target a different creature with it until you roll initiative again.

Combat Agility

Before making an opportunity attack, you can move a number of feet equal to five times your Dexterity modifier(minimum of 5 feet).

Fearmonger

You have advantage on attack rolls against creatures frightened of you.

Fey Blessing

Prerequisite: Fey Gift
When you cast misty step, until the end of your turn, whenever you make a weapon attack, you can immediately teleport up to 15 feet. You can do so before or after making the attack(no action required).

Fey Gift

You can cast misty step once without requiring a spell slot or components, and regain the ability to do so upon completing a short or long rest.

Fiendish Blessing

Prerequisite: Fiend's Gift
As a bonus action, you can ignite the area around you with hellfire. For a number of rounds equal to your proficiency bonus, all creatures within 10 feet of you take fire damage equal to your Constitution modifier(minimum of 1). You can use this feature once, and regain the ability to do so upon completing a short rest.

Fiend's Gift

You have resistance to poison and fire damage, and are considered adapted to hot climates(see DMG). Additionally, you have advantage on saving throws against the poisoned condition. You cannot take both this and the Angel's Gift specialty.

Mighty Leap

As a bonus action, you can leap up to 15 feet to an unoccupied space you can see.

Nimble Attacker

Once per turn, when you make an attack with a finesse weapon, you can move up to five feet without provoking opportunity attacks.

Opportunist

You have a number of additional reactions equal to half your proficiency bonus, which you can only use to make opportunity attacks.

Press the Foe

As a bonus action, you can adapt a fighting stance suited for forcing your enemies back. The first time you hit a Large or smaller creature within 5 feet of you with a weapon attack before the end of your next turn, you can force the target to make a Strength saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

Promising Commander

As an action, you can gain tactical insight. For one minute, once per turn you can utter a special command or warning whenever an ally you can see within 30 feet makes an attack roll or saving throw. This creature can add a d4 to the roll provided it can hear and understand you. A creature can only benefit from one such die at a time. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Shove Attacker

When you make an opportunity attack, you can instead attempt to shove the target.

Two-handed Adept

When you hit a creature with a two-handed weapon, it suffers a -1 penalty to all saving throws until the end of its next turn.

Arcane Archer

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you learn two druid cantrips of your choice.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you fire a piece of ammunition from a ranged weapon with the ammunition property as part of the Attack action, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll. You have a number of uses of this ability equal to 1 + one-third your fighter level, rounding up, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 5th, 7th, 10th, 15th, and 18th level. Each option also improves when you become a 5th, 11th and 17th-level fighter.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a piece of nonmagical ammunition from a ranged weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll enhanced by your Arcane Shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Secrets of the Arcane

At 10th level, your skill at magic lets you explore other fields. Choose two 2nd-level wizard spells that affect a creature, point or an area. When you hit a creature with an attack enhanced by Arcane Shot, you can use your reaction to case one of those spells, centered on the target or targeting the same creature. Your spellcasting ability for these spells is Intelligence, Wisdom, Charisma or Dexterity(your choice). You can cast each spell in this way once, and regain the ability to do so upon completing a long rest.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Fireball Shot

At 18th level, your skill at making arcane arrows is beyond compare. When you hit a creature with an attack enhanced by Arcane Shot, you can use your reaction to cast fireball at 9th level centered on the target. You can use this feature once, and regain the ability to do so upon completing a long rest. You can use your maneuver save DC in place of a spell save DC.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:

Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier

Banishing Arrow.

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the attack must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

When you reach 7th level in this class, a target also takes 2d6 force damage when the arrow hits it. This increases to 3d6 at 11th level and 4d6 at 17th level.

Beguiling Arrow.

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the attack takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 7th level in this class. This increases to 5d6 at 11th level and 6d6 at 17th level.

Bursting Arrow.

You imbue your attack with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the attack hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 7th level in this class. This increases to 5d6 at 11th level and 6d6 at 17th level.

Enfeebling Arrow.

You weave necromantic magic into your attack. The creature hit by the attack takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. Additionally, you gain temporary hit points equal to the necrotic damage dealt by the attack.

The necrotic damage increases to 4d6 when you reach 7th level in this class. This increases to 5d6 at 11th level and 6d6 at 17th level.

Grasping Arrow.

When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the attack takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 7th level in this class. This increases to 5d6 at 11th level and 6d6 at 17th level.

Piercing Arrow.

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 7th level in this class. This increases to 3d6 at 11th level and 4d6 at 17th level.

Seeking Arrow.

Using divination magic, you grant your attack the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the attack, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

The force damage increases to 2d6 when you reach 7th level in this class. This increases to 3d6 at 11th level and 4d6 at 17th level.

Shadow Arrow.

You weave illusion magic into your attack, causing it to occlude your foe's vision with shadows. The creature hit by the attack takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 7th level in this class. This increases to 5d6 at 11th level and 6d6 at 17th level.

Purple Dragon Knight

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Commander

Also at 3rd level, you command a small warband of followers. You have a number of followers equal to 2 + 1/4 your level in this class(rounded up). Whenever you finish a long rest, you can replace followers(living or dead) with new ones, to a maximum of your proficiency bonus. Your followers appear within 15 feet of you when you do so, and follow your verbal commands in combat(no action required).

The word Elite in parentheses denotes elite troops - no more than half your followers may be elites. Troops with the Champion keyword count as two followers. Troops with the Poor keyword count as half a follower. Master troops count as four followers.

Your troops act on your initiative, and can be drawn from one(and only one) of the three lists presented below. Additionally, your troops all gain one additional feature, called a Faction Bonus. You also learn an additional exclusive maneuver.

Royal Envoy

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Combat Mastery

Also at 7th level, you recruit more elite warriors. Your followers' weapon attacks are treated as magical, and gain a +1 bonus to attack and damage rolls.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to succeed on a saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it also succeeds on the saving throw.

Troop List 1: Cultists

Faction Bonus: Fanatical Devotion. Once per round, when one of your followers hits a creature with a weapon attack, you can command them to empower the blow with their own life force. The follower expends a hit die, and deals additional damage equal to the roll.

Name 3rd level 7th level 10th level 15th level 18th level
Black Earth Priest N/A N/A N/A Champion, Elite Champion
Blackguard N/A N/A N/A N/A Master
Crawling Claw - - Poor Poor Poor
Cult Fanatic N/A Elite Elite - -
Cultist - - - Poor Poor
Eternal Flame Priest N/A N/A N/A Champion, Elite Champion
Fist of Bane Elite - - - -
Night Blade N/A N/A Champion, Elite Elite Elite
Priest of Osybus N/A N/A N/A N/A Champion, Elite
Relentless Slasher N/A N/A N/A N/A Master
Strahd Zombie N/A Elite Elite - -
Fountain of Life

When you hit a creature other than a construct or an undead with a melee weapon attack, you can expend a superiority die and roll it, adding it to the damage roll. You regain a number of hit points equal to the number rolled + your Constitution modifier. If the target is a celestial, double the result of the roll. If the target is reduced to 0 hit points and/or killed by this attack, the die roll is maximized.

Troop List 2: Soldiers

Faction Bonus: Veterans. When one of your followers would have advantage on an attack, and the target is within 5 feet of another of your followers, it can re-roll one of the dice.

Name 3rd level 7th level 10th level 15th level 18th level
Assassin N/A N/A N/A N/A Master
Berserker Champion, Elite Champion Elite - -
Commoner Poor Poor Poor Poor Poor
Conjurer N/A N/A N/A N/A Master
Gladiator N/A N/A N/A Champion Champion
Guard - - - Poor Poor
Inquisitor of the Sword N/A N/A N/A N/A Master
Master Thief N/A N/A N/A Champion, Elite Elite
Scout Champion Elite - - -
Soldier Champion Elite - - -
Swashbuckler N/A Champion Elite Elite -
Transmuter N/A N/A N/A N/A Master
Tribal Warrior - - - Poor Poor
Veteran N/A Champion Elite Elite
Formation Strike

When you make a weapon attack, you can expend and roll a superiority die. All followers under your command gain a number of temporary hit points equal to the result + your proficiency bonus. Additionally, the first of your followers to score a hit before the end of your next turn deals additional damage equal to the roll.

Troop List 3: Undead

Faction Bonus: Mindless Cohort. When one of your followers would make an Intelligence, Wisdom or Charisma saving throw, it can use your ability score in place of its own.

Name 3rd level 7th level 10th level 15th level 18th level
Boneless N/A Elite - - -
Crawling Claw - Poor Poor Poor Poor
Deathlock Wight N/A N/A Elite, Champion Champion Champion
Ghoul Champion Elite - - -
Nosferatu N/A N/A N/A N/A Master
Shadow N/A N/A Champion Elite Elite
Skeleton Elite - - - Poor
Sword Wraith Warrior N/A Champion, Elite Elite - -
Tyrannosaurus Zombie N/A N/A N/A N/A Master
Vampiric Mist N/A N/A N/A Champion, Elite Elite
Walking Corpse Elite, Champion Champion Elite - -
Wight N/A N/A Elite, Champion Champion Elite
Zombie Elite - - - Poor
March from the Grave

As a bonus action, you can expend a superiority die, granting all your followers of size Medium or larger a burrowing speed equal to half their walking speed for 1d4 rounds.

Eldritch Knight Errata

Change the Spellcasting to fit the table below. Add the following line: "For the purpose of any features that refer to your class's spell list, you are a wizard." Additionally, if multiclassed, count your levels in Eldritch Knight as half the number of levels you have in the class, not one-third.

Eldritch Knight
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd 2 3 3
4th 2 4 3
5th 2 4 4 2
6th 2 5 4 2
7th 2 5 4 3
8th 2 6 4 3
9th 3 6 4 3 2
10th 3 7 4 3 2
11th 3 7 4 3 3
12th 3 8 4 3 3
13th 3 8 4 3 3 1
14th 4 9 4 3 3 1
15th 4 9 4 3 3 2
16th 4 10 4 3 3 2
17th 4 10 4 3 3 3 1
18th 4 11 4 3 3 3 1
19th 4 11 4 3 3 3 2
20th 4 12 4 3 3 3 2

Monk

Level Variant Features
1st Spellcasting
2nd Ki
5th Crippling Blow
15th Mastery of the Arts
20th Grand Master
Spellcasting

1st-level feature
By 2nd level, you have learned to draw on divine magic through meditation to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 3 of this book for the monk spell list.

Preparing and Casting Spells

Monks are 2/3 casters. To cast one of your monk spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of monk spells that are available for you to cast, choosing from the monk spell list. When you do so, choose a number of monk spells equal to your Wisdom modifier + half your monk level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level monk, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of monk spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your monk spells, since their power derives from ki. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a monk spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your monk spells.

Ki

Addition to existing feature
You add your Wisdom modifier(minimum of +1) to the amount of ki you have.

Crippling Blow

5th-level feature, replaces Stunning Strike
Starting at 5th level, when you hit with a melee weapon attack, you can spend 1 ki to cause one of the following effects:

  • Stunning Strike: The target must succeed on a Wisdom saving throw or be stunned until the end of your next turn.
  • Impede Movement: The target's speed is reduced by 15 feet. This feature costs 2 ki when used on a creature two or more sizes larger than you.
  • Precise Grasp: You can immediately attempt to grapple the target, with a +5 bonus to your check. While grappled in this manner, a target is restrained.
Mastery of the Arts

15th-level feature
Starting at 15th level, your mastery of ki is legendary. Once per turn, when you use an ability that requires ki, you can reduce the cost of that ability by 1(to a minimum of 0).

Grand Master

20th-level feature
At 20th level, you are among the greatest monks to ever have lived. Your Dexterity and Wisdom scores increase by 4, as does your maximum for them.

Monks are like a sad comedy - utterly pointless and a waste of time that could be spent casting spells. Except gunk, gunk did nothing wrong.

Way of the Ascendant Dragon

Draconic Disciple

Starting at 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:

  • Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.
  • Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon

Also at 3rd level, you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die + your Dexterity modifier on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die. At 17th level, this increases to four rolls of your Martial Arts die.

You can use this feature three times, and you regain all expended uses when you finish a short or long rest. While you have no uses available, you can spend 1 ki point to use this feature again.

Wings Unfurled

At 6th level, when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

At any point during your turn, you can end the effect early. When you do so, choose one of the following effects:

  • Battering Winds: Creatures of your choice within 10 feet of you must make a Constitution saving throw. On a failed save, they take bludgeoning damage equal to a roll of your Martial Arts die and are knocked prone.
  • Elemental Wrath: Creatures of your choice within 10 feet of you must make a Dexterity saving throw. On a failed save, they take damage as though affected by your Breath of the Dragon. On a successful save, they take half as much damage.

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

Aspect of the Wyrm

At 11th level, the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose up to three creatures within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. Each target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage. You can spend 2 ki points to choose an additional damage type, or 4 ki points to choose two additional damage types. If a target would already have resistance, it instead gains immunity.

Once you create this aura twice, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Ascendant Aspect

At 17th level, your draconic spirit reaches its peak. You gain the following benefits:

  • Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to five rolls of your Martial Arts die + your Dexterity modifier + your Wisdom modifier on a failed save, or half as much damage on a successful one.
  • Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

Way of the Astral Self

Astral Arms

At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms' appearance based on the qualities of your character.

While your astral arms are summoned, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
  • Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level.
Visage of the Astral Self

At 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Awakening of the Astral Self

Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.
Empowered Arms. Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die. The target of this feature suffers disadvantage on saving throws against your Stunning Strike until the end of your current turn.

Complete Astral Self

Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character. While your astral self is summoned, you gain the following benefits.
Armor of the Spirit. You gain a +2 bonus to AC while you aren't incapacitated.
Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.
Ki Consumption. When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).

Way of the Drunken Master

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it, and your proficiency bonus is doubled when you make Performance checks. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 0 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with an attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 1 ki point to prevent all your attacks, saving throws or ability checks(choose one) from having disadvantage until the end of your current turn, and the roll you are making now is instead made with advantage.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks). Every time you score a hit in this manner, you can make one additional attack against the same target. These additional attacks cannot generate additional attacks.

Way of the Long Death

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

You gain resistance to necrotic damage, and have advantage on saving throws against effects that deal necrotic damage.

Gruesome Kill

Also at 3rd level, when you kill a creature with a melee attack, each enemy that can see you takes a -2 penalty to attack rolls against you until the end of your next turn. This has no effect on creatures immune to the frightened condition.

Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. A creature that fails its saving throw also takes psychic damage equal to your Wisdom modifier.

Death's Chilled Embrace

Starting at 6th level, when you hit a creature with a melee attack, you can expend 2 ki to root it in place, causing it agony when it moves. The target takes an additional 1d8 necrotic damage, and its speed becomes 0 until the end of your next turn. If it is moved against its will before then, it takes 2d4 necrotic damage per 5 feet moved.

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Reaping Disruption

At 17th level, through your strike, you disrupt the flow of your foe's life force, shattering its natural resilience.

As an action, you can expend 1 to 10 ki points and force a creature within 5 feet that you touch to make a Constitution saving throw. On a failed save, it takes 3d10 necrotic damage per ki point expended and gains vulnerability to all damage until the end of your next turn. On a successful save, it takes half as much damage and gains vulnerability to the next instance of damage it takes.

Sun Soul

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity or Wisdom modifier(your choice) to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Starting at 6th level, you gain a +2 bonus to attack rolls with this special attack.

Divine Sun

Also at 3rd level, you can spend 2 ki points to cast thunder step without requiring a spell slot or components. When you do so, the damage is radiant instead of thunder.

Searing Arc Strike

At 6th level, you gain the ability to destroy your enemies with a burst of radiant light. As an action, you can force all hostile creatures within 15 feet of you to make a Wisdom saving throw. On a failure, they take 2d10 + your monk level radiant damage, or half as much on a success. Undead and fiends that fail their saving throw are also stunned until the start of your next turn. You can use this feature once, and regain the ability to do so upon completing a short or long rest.

Radiant Brilliance

At 11th level, you can fire a brilliant ray of searing light into a foe, igniting that foe and briefly turning it into a small sun. When you hit a creature with your Radiant Sun Bolt, you can spend 4 ki points to cast flame strike centered on the target as a bonus action without requiring a spell slot or components.

Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, it takes radiant dammage equal to 5 + your Wisdom modifier.

Paladin

Paladins didn't need a rewrite as much because they're a really strong class. The thing is, the optimal paladin gameplay is basically "hand out save bonus and go AFK", and I want to make them do more stuff. Hence the rewrite.

This document is intended for use alongside my other reworks.

The Paladin
Level Proficiency
Bonus
Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite 2
3rd +2 Divine Health, Harness Divine Power, Sacred Oath 3
4th +2 Martial Versatility, Ability Score Improvement 3
5th +3 Extra Attack, Improved Divine Smite 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Courage, Destroyer of Nightmares 4 3 2
11th +4 Greater Divine Smite, Holy Artefact 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch, Superior Smite 4 3 3 1
15th +5 Sacred Oath Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath Feature, The Gods Will It 4 3 3 3 2
Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 + your Charisma modifier for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, the first attack you make on your turn gains a +1 bonus to the attack and damage roll. The first time you score a hit on your turn, as well as whenever you use your Divine Smite feature on an attack, the attack is treated as magical.

Improved Divine Smite

At 5th level, your smites become less taxing on your magical power. When you use your Divine Smite feature, you regain a spell slot of a lower level than the one you used, to a maximum level equal to 1/4 your Paladin level(rounding up).

Destroyer of Nightmares

At level 10, you are a champion of order, ready to battle the greatest of evils. You have advantage on attack rolls against creatures with a CR higher than your level. Additionally, you can use Divine Smite as though you had expended a 1st-level spell slot without expending a spell slot a number of times equal to your Charisma modifier, and regain all expended uses upon completing a long rest.

Greater Divine Smite

At level 11, your magic empowers your attacks. Your melee weapon attacks deal an additional 1d8 radiant damage on a hit. This increases to 1d10 at 14th level.

Holy Artefact

Also at level 11, you learn to forge sacred weapons imbued with divine magic. At the end of a long rest, you can choose one of the following options:

  • Scimitar of Speed
  • Sunforger
  • Sun blade
  • Devotee's Censer(x2)
  • Hellfire Weapon(x2)
  • +2 weapon(any)

The item(s) you choose appear in unoccupied spaces within 10 feet of you. They immediately cease to exist if you use this feature again.

Superior Smite

At level 14, your Divine Smite's damage dice become d10s. Additionally, when you roll initiative and have no uses of Destroyer of Nightmares remaining, you regain one use.

The Gods Will It

At 20th level, you are a wellspring of divine power. You can use your Divine Smite feature at will as though you had used a 2nd-level slot. You can expend a use of Destroyer of Nightmares to increase this damage by 1d8.

Errata to Oathbreaker

Aura of Hate

Starting at 7th level, the paladin, as well any allied fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

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

Errata to Redemption and Crown

Channel Divinity: Emissary of Peace

You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma checks for the next 10 minutes. Additionally, you gain the effects of a sanctuary spell cast on you, but the DC is increased by 3.

Channel Divinity: Rebuke the Violent

You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt and is incapacitated until the end of its next turn. On a successful save, it takes half as much damage.

Aura of the Guardian/Divine Allegiance

Starting at 7th level, you can shield others from harm with your power. When a friendly creature within 10 feet of you takes damage for the first time since the end of its last turn, the damage is reduced by an amount equal to your Charisma modifier(minimum of 1).

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

Errata to Vengeance

Aura of Retribution

Starting at 7th level, you have advantage on attack rolls against creatures within 10 feet of you that dealt more than 10 points of damage to you since the end of your last turn.

Subclass Spells
Level Spell
3rd bane, wrathful smite
5th misty step, vortex warp
9th counterspell, fireball
13th death ward, summon elemental
17th hold monster, scrying

Paladin is an aurabot prestige class for sorlock.

Ranger

Competence Floor

At 2nd level, if you do not possess multiple brain cells, now you do. Unless you are a dhampir, hunter's mark is removed from the Ranger spell list.

Alternative Magic

At 3rd level, you are able to use less taxing magic without depleting your main resources.

Several features, mostly provided by subclasses, provide you with the option to expend spell slots to do something else than casting a spell. You gain one spell slot of a level equal to your proficiency bonus -1, which can only be used for such effects. You regain this spell slot whenever you finish a long rest.

At 17th level, you gain unrivalled mastery in using this feature, and can use such features once per turn without expending a spell slot, and when you do so you are treated as having used a spell slot of 1st level.

Precise Aim

Starting at level 5, you can add your Wisdom modifier to the first attack roll you make each turn.

Accustomed to Hindrance

Beginning at 14th level, any effect that would reduce your speed cannot reduce it by more than 5 feet.

Greater Druidic Magic

At 20th level, you gain greater magical power. Choose one 6th-level druid spell. You can cast that spell once, without expending a spell slot or components, and regain the ability to do so upon completing a long rest.

A bunch of idiots seem to believe rangers are weak. I'll believe them when I see a fighter cast something better than pass without trace.

Horizon Walker Conclave

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Additionally, while you are within 60 feet of such a portal, you gain a +1d4 bonus to all attack rolls and saving throws.

Planar Arrow

Starting at 3rd level, you can infuse your projectiles with magic. When you hit a creature with a weapon attack, you can expend a spell slot of 1st-level or higher to deal additional force damage to the creature. The damage is 2d8, plus 1d8 for every slot level above 1st, to a maximum of 5d8. If you hit a creature native to another plane of existence, the damage increases by 1d8, to a maximum of 6d8.

Advanced Combat Techniques

At 7th level, you are a master of fighting creatures from beyond the Material Plane. You have advantage on saving throws against effects caused by aberrations, elementals, fiends, fey and celestials. In addition, if you succeed on a saving throw against such an effect, you can use your reaction to make a number of weapon attacks equal to half your proficiency bonus(rounded up) against the creature. You can also see into the Ethereal Plane to a distance of 60 feet.

Phase Step

At 11th level, you have learned to warp reality around yourself to evade your foes. Whenever you would make a weapon attack with advantage, you can teleport up to 15 feet before or after making the attack(no action required).

Planar Ward

At 15th level, your defenses grow even stronger. You can cast Shield without expending a spell slot a number of times equal to your proficiency bonus, and when you do so, the next attack made against you has disadvantage.

Subclass Spells
Level Spell
3rd protection from evil and good
5th misty step
9th remove curse
13th banishment
17th teleportation circle

Monster Slayer Conclave

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As a bonus action, you can choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. Once per turn, you can designate one creature you can see within 60 feet of you as the target of this feature(no action required). Each time you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This increases to 1d8 damage at 9th level, 1d10 damage at 13th level and 1d12 at 17th level.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Magic-User's Nemesis

At 11th-level, you are adept at combating enemy spellcasters. You can cast counterspell without expending a spell slot a number of times equal to your Wisdom modifier, and regain all expended uses upon completing a long rest.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.


Subclass Spells
Level Spell
3rd heroism
5th moonbeam
9th magic circle
13th banishment
17th hold monster

Primeval Guardian Conclave

Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.

Primeval Guardian Spells

Ranger Level Spells
3rd shield
5th conjure moorbounder
9th Tenser's transformation
13th conjure minor elementals
17th wall of force
Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.

You undergo the following changes while in your guardian form:

  • Your size becomes Large, unless you were larger. Your equipment increases in size with you(remember about oversized weapon rules).
  • If you do not move more than 5 feet on your turn(plus five for every time you use the Dash action on your turn), protective wards form around your allies within 30 feet of you(excluding you). Enemies have disadvantage on attack rolls targeting affected creatures.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
  • You gain two additional arms. These arms can only be used for grappling and unarmed strikes, which deal 2d6 bludgeoning damage on a hit. If you attack or grapple using these arms, your Strength score is treated as 16 + your proficiency bonus, unless it would be higher.

You can use this feature once, and regain the ability to do so upon completing a short or long rest.

Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. While your guardian form is active, this increases to 1d10.

Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by twice your ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

Additionally, while your guardian form is active, whenever you roll a 9 or lower on the d20 when you make a Constitution saving throw to maintain concentration, you can treat the roll as a 10 instead.

Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. Additionally, while you are in your guardian form, allies within 30 feet of you gain temporary hit points equal to 2 + your Wisdom modifier at the start of their turn.

Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level + its Constitution modifier. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

Rogue

Level Proficiency Bonus Features Sneak Attack Rogue Techniques Nimble Movement
1st +2 Expertise, Sneak Attack, Thieves' Cant, Rogue Specialty 1d8 - -
2nd +2 Cunning Action, Rogue Techniques 1d8 2 -
3rd +2 Roguish Archetype, Accurate Aim 2d8 2 -
4th +2 Ability Score Improvement, Nimble Movement 2d8 2 10 ft
5th +3 Uncanny Dodge, Extra Attack 3d8 3 10 ft
6th +3 Expertise 3d8 3 10 ft
7th +3 Evasion, Careful Eyes 4d8 4 10 ft
8th +3 Ability Score Improvement 4d8 4 10 ft
9th +4 Roguish Archetype feature 5d8 5 10 ft
10th +4 Ability Score Improvement, Close-Quarters Mastery 5d8 5 10 ft
11th +4 Reliable Talent 6d8 5 10 ft
12th +4 Ability Score Improvement 6d8 6 15 ft
13th +5 Roguish Archetype feature 7d8 6 15 ft
14th +5 Blindsense 7d8 6 15 ft
15th +5 Slippery Mind, Exploiting Strike 8d8 7 15 ft
16th +5 Ability Score Improvement 8d8 7 15 ft
17th +6 Roguish Archetype feature 9d8 7 15 ft
18th +6 Elusive, Reactive 9d8 8 15 ft
19th +6 Ability Score Improvement 10d8 8 15 ft
20th +6 Stroke of Luck 10d8 8 20 ft
Rogue Specialty

At 1st level, you gain one of the following features of your choice:

Unarmed and Dangerous

Your unarmed strikes use a d8 for damage, and you can apply Sneak Attack when an unarmed strike would meet all the other prerequisites.

Elusive

The first critical hit scored against you in every combat is treated as a normal hit.

Gambler's Luck

When you would roll a Sneak Attack die, you can instead choose to treat it as an 8. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you roll initiative.

Signature Superiority

You have a number of superiority dice equal to half your proficiency bonus, and know a 1 + your Intelligence modifier(minimum of 2) maneuvers from the list available to the Fighter.

Rogue Techniques

Starting at 2nd level, you learn additional techniques that allow you to cripple your enemies. You know a number of techniques of your choice as shown on the class table. Whenever you gain a level, you can replace one technique you know.

In order to use a technique, you must hit with an attack and deal Sneak Attack damage. Instead of rolling two Sneak Attack dice, the technique you chose takes effect.

Nimble Movement

Starting at 4th level, your mobility increases. While you are not wearing medium or heavy armor, your movement speed increases, as shown in the class table.

Extra Attack

Starting at 5th level, you can attack twice instead of once when you take the Attack action on your turn. When you take the Attack action, you can forgo one attack. When you do so, your next attack is eligible for Sneak Attack regardless of any and all prerequisites.

Careful Eyes

Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

Close-Quarters Mastery

At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll.

In addition, if you hit a creature within 5 feet of you with an attack on your turn, that creature can't take reactions until the end of this turn.

Exploiting Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Reactive

Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional weapon attack as part of that action.

Rogue Techniques

If a feature would require a saving throw, the DC is equal to 8 + your proficiency bonus + your Dexterity or Strength modifier(your choice).

Blinding Maneuver

You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.

Brutal Shove

You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.

Hampering Strike

You attempt to hobble the enemy’s movement. The target must make a Dexterity saving throw. If it fails, its speed is reduced by 10 feet and it has disadvantage on Dexterity saving throws until the end of its next turn.

Disarming Attack

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. The object lands at its feet.

Penetrating Shot

You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.

The damage is of the same type dealt by the original attack. You can only use this maneuver on a ranged attack.

Suppressive Shot

You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn. You can only use this maneuver on a ranged attack.

Fortifying Strike

You inspire a friendly creature within 60 feet of you who can see or hear you and roll two Sneak Attack dice. That ally immediately gains temporary hit points equal to the amount of rolled.

Reaffirming Strike

You use the authority your attacks carry to help your ally focus on the task at hand. Choose a creature within 60 feet of you who can see or hear you and that is currently charmed or frightened by the creature you would deal Sneak Attack damage to. The condition immediately ends on that creature.

Bolstering Strike

You choose a friendly creature within 60 feet of you who can see or hear you. Once before the start of your next turn, if that creature hits the creature against which you forwent two Sneak Attack damage dice, they deal additional damage to the target equal to the maximum of the two Sneak Attack dice.

Defensive Step

You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

Mobile Step

You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

Offensive Step

Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon’s damage.

Priming Attack

You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.

Constrict

You attempt to choke the target into unconsciousness. The target must make a Constitution saving throw or be restrained until the end of your following turn.

If you maintain this technique for 1 minute, the target falls unconscious for 1 hour. Droids and constructs can not be knocked unconscious in this way. You can only use this technique on unarmed strikes.

Disarm

You attempt to disarm a weapon or other object the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object. Otherwise, it lands at your feet. You can only use this technique on unarmed strikes.

Hip Toss

You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of your next turn. This ends the grapple. You can only use this technique on unarmed strikes.

Diverting Attack

Roll two of your Sneak Attack dice. The first time the target would deal damage before the start of your next turn, that damage is reduced by an amount equal to the resulting roll.

Warmonger’s Attack

If the target makes an attack against you or an allied creature within 5 feet of you before the start of your next turn, you can use your reaction to make a melee weapon attack against it.

Blade Defense

You attempt to determine your target’s next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

Fancy Footwork

Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

Bleeding Wound

You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target’s turns, it takes necrotic damage equal to one Sneak Attack die and repeats this saving throw, ending the effect on a success.

Crippling Pain

You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has takes a -3 penalty to all attack rolls until the end of your next turn.

Brutal Hit

You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

Low Blow

You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

Shank

You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

Assassin

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Strike Fear

Also at 9th level, your attack terrifies your foe. When you hit a creature that hasn't taken a turn in the combat yet with a weapon attack, you can add your Charisma or Intelligence modifier(your choice, minimum of +1) to the damage and the target's speed is reduced to 0 until the end of its next turn.

Impostor

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Masterful Assassination

Also at 13th level, you are unrivalled at sneaking up on your foe. You can cast pass without trace at will, without requiring a spell slot or components.

Death Strike

Starting at 17th level, you become a master of instant death. When you score a critical hit, all the damage dice are maximized.

Inquisitive

Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 9 or lower on the d20 as a 10. Additionally, you cannot be surprised while you are conscious.

Eye for Detail

Starting at 3rd level, you can see invisible creatures within 30 feet of you, unless they did not move(this includes being moved against their will) since the start of their last turn. A creature seen by you in this way gains no benefit from being invisible.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you have advantage on one attack roll against the target per turn, and it is always an eligible target for your Sneak Attack, ignoring all conditions for that feature to apply.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. Additionally, your passive Perception score increases by 5, and you have advantage on Intelligence saving throws.

Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As a bonus action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

Eye for Weakness

At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d8.

Mastermind

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

At the start of each of your turns, you can choose a number of allies equal to half your proficiency bonus. Each ally you choose gains advantage on the next attack roll they make.

Insightful Manipulator

Starting at 9th level, you can manipulate your foes, making them target you instead of targets of more strategic importance. You can mark enemies with your Master of Tactics feature now, giving them disadvantage on attack rolls against targets other than you. As a reaction when an ally is targeted by an attack made by a marked enemy, you can force the attack to target you instead. You can only do so if you are an eligible target for the attack(i.e. in range, etc.). You can use Uncanny Dodge as part of the same reaction.

Misdirection

At 13th level, you are even more adept at fooling your enemies. When you would be hit by an attack, you can choose to have that attack instead miss(no action required). You can use this feature once, and regain the ability to do so upon completing a long rest. You gain an additional use at 17th level.

Soul of Deceit

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Your proficiency bonus is also doubled when you make an Intelligence or Wisdom saving throw.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Soulknife

Psionic Power

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.
In addition, as a bonus action, you can regain a number of expended Psionic Energy dice equal to your Intelligence modifier, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Psychic Blades

You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after you complete all your attacks as part of the Attack action.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Psionic Enhancement

You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:

  • You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.
  • Increase your walking speed by 5 feet.
  • Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.
Soul Blades

At 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Terrify

Also at 9th level, your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can spend a Psionic Energy die to force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours. Regardless of whether or not it passed the save, it also takes psychic damage equal to a roll of your Psionic Energy die.

Psychic Veil

At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

Rend Mind and Soul

At 17th level, you can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature. A creature killed in this way cannot be brought back to life by any means other than a wish spell.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Arcane Trickter Errata

Change the Spellcasting to fit the table below. Add the following line: "For the purpose of any features that refer to your class's spell list, you are a wizard." Additionally, if multiclassed, count your levels in Arcane Trickster as half the number of levels you have in the class, not one-third.

Arcane Trickster
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd 2 3 3
4th 2 4 3
5th 2 4 4 2
6th 2 5 4 2
7th 2 5 4 3
8th 2 6 4 3
9th 3 6 4 3 2
10th 3 7 4 3 2
11th 3 7 4 3 3
12th 3 8 4 3 3
13th 3 8 4 3 3 1
14th 4 9 4 3 3 1
15th 4 9 4 3 3 2
16th 4 10 4 3 3 2
17th 4 10 4 3 3 3 1
18th 4 11 4 3 3 3 1
19th 4 11 4 3 3 3 2
20th 4 12 4 3 3 3 2

Sorcerer

Sorcerer Subclass Spells

As with Aberrant Mind and Clockwork Soul, these subclasses gain additional spells known. These spells count as sorcerer spells for you.

Wild Magic
Level Spell
1st create or destroy water, magnify gravity
3rd fortune's favor, immovable object
5th call lightning, pulse wave
7th gravity sinkhole, giant insect
9th maelstrom, temporal shunt

You can replace spells from this list with spells of the evocation school or graviturgy spells.

Draconic Bloodline
Level Spell
1st command, wrathful smite
3rd dragon's breath, Aganazzar's scorcher
5th fireball, wall of water
7th summon elemental, fire shield
9th transmute rock, summon draconic spirit

You can replace spells from this list with evocation spells that deal fire, lightning, acid, poison or cold damage.

Storm Sorcery
Level Spell
1st fog cloud, guiding bolt
3rd earthbind, Icingdeath's frost
5th lightning bolt, sleet storm
7th storm sphere, ice storm
9th control winds, wrath of nature

You can replace spells from this list with spells of any school that deal lightning or thunder damage.

Shadow Sorcery
Level Spell
1st cause fear, false life
3rd pass without trace, phantasmal force
5th animate dead, fear
7th arcane eye, death ward
9th antilife shell, negative energy flood

You can replace spells from this list with spells of the illusion or necromancy school.

Wellspring of Arcane Power

At 3rd level, you have an additional number of sorcery points equal to your Charisma modifier.

Metamagic

You learn one additional metamagic of your choice at 5th, 7th, 12th, 14th and 20th level.

There's only so many tactical errors a single person can commit, and when you only get fifteen spells to choose at most there's a lot of room for disaster.

Draconic Sorcery

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. If your Strength would be less than 16, it is instead 16.

At 9th level, when you are reduced to half your hit point maximum or less, you gain a +2 bonus to AC for the rest of the encounter. Once you've used this feature, you cannot use it again until you finish a short or long rest.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to the damage roll. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Breath Weapon

At 18th level, you are as close to being a dragon as you can be without becoming a dragon. Select the adult dragon of the same color as your Draconic Ancestry. You gain the Breath Weapon action of the dragon. The DC is equal to your spell save DC, and instead of Recharge 5-6 you can use it twice, and regain the ability to do so upon completing a short or long rest. If your breath weapon has only one option, you can instead use it thrice.

Storm Sorcery

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. If a creature fails its saving throw against the spell or you hit it with an attack roll made as part of the spell, you can push it back up to 5 feet.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. Additionally, you add your Charisma modifier to any lightning and thunder damage you deal.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Additionally, you can cast wind wall at will.

Storm's Fury

Starting at 14th level, when you are hit by an attack and the attacker is within 30 feet of you, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Dexterity saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Shadow Magic

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 10). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

Every time you use this feature, the DC increases by 5, and resets to 10 when you complete a long rest.

Starting at 7th level, you can expend 1 sorcery point when you fail this saving throw to turn it into an automatic success.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • Its AC is equal to your spell save DC.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. The hound acts on your initiative, taking its turn after yours. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. When you are selected as the target of an attack while in dim light or darkness, you can use your reaction to magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. If the attack is unable to target you as a result, it is wasted.

Umbral Form

Starting at 18th level, you can spend 4 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Pyromancer

Fire Adept

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level + twice the level of the spell (minimum of 1).

If you cast a spell that deals fire damage in an area and target yourself, you can choose to be unaffected by the spell.

Heart of Fire

Also at 1st level, you begin to learn additional spells. The following spells are added to the Sorcerer spell list for you at the levels indicated, and you know them automatically. They do not count against your maximum spells known.

Level Spells
1st hellish rebuke, burning hands
2nd Aganazzar's scorcher, scorching ray
3rd fireball, sleet storm
4th investiture of flame, summon elemental
5th steel wind strike, summon draconic spirit
Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Explosive Rage

Also at 6th level, you can spend 3 sorcery points to cast fireball, without requiring any components. When you do so, you can re-roll damage rolls of 1. You must keep the new result.

Pyromancer's Fury

Starting at 14th level, when you are hit by an attack and the attacker is within 10 feet of you, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage. When you do so, you gain temporary hit points equal to the damage dealt.

Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage. Additionally, whenever you kill a creature by dealing fire damage to it, you regain sorcery points equal to the spell's level.

Stone Sorcery

Bonus Proficiencies

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

Magic of Metal and Stone

Also at 1st level, you begin to learn additional spells. The following spells are added to the Sorcerer spell list for you at the levels indicated, and you know them automatically. They do not count against your maximum spells known.

Level Spells
1st grease, shield
2nd spike growth, stoneskin
3rd erupting earth, thunder step
4th hallucinatory terrain, stone shape
5th passwall, transmute rock

Additionally, whenever you would make a weapon attack as part of a spell or sorcerer class feature, you can use Charisma in place of Strength and Dexterity for the attack and damage rolls.

Stone's Durability

At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Stone Aegis

Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection.

As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Stone's Edge

Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra bludgeoning damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Earth Master's Aegis

Beginning at 18th level, when you use your Stone Aegis to protect an ally, you can choose up to three creatures to gain its benefits.

Phoenix Soul

Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
  • Whenever you deal fire damage on your turn, the damage gains a bonus equal to half your Charisma modifier(rounded up).

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

Phoenix Spells

Also at 1st level, you begin to learn additional spells. The following spells are added to the Sorcerer spell list for you at the levels indicated, and you know them automatically. They do not count against your maximum spells known. If a spell on this list deals damage, you can choose to instead deal fire damage.

If a spell on this list restores hit points to a creature, the creature gains resistance to fire damage until the start of your next turn.

Level Spells
1st healing word, magic missile
2nd aid, scorching ray
3rd mass healing word, revivify
4th death ward, guardian of faith
5th raise dead, synaptic static
Phoenix Spark

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to sorcerer level + your Charisma modifier.

If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to twice your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.

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

Nourishing Spark

Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.

Phoenix Evolution

Also at 14th level, you master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:

  • You have a flying speed of 40 feet and can hover.
  • You have resistance to fire, cold, poison and acid damage.
  • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
Form of the Phoenix

At 18th level, you are in complete control of your phoenix powers. As an action, you can transform into a phoenix for up to 1 hour, as though affected by the true polymorph spell. Unlike the spell, however, you gain your new form's legendary actions. You can end this effect at any time(no action required). You can use this feature once, and regain the ability to do so upon completing a long rest.

At 20th level, you gain an additional use of this feature.

New Metamagic Options

Point-Blank Spell

When you cast a spell that requires a saving throw and has a range of more than 5 feet and the target is within 5 feet of you, you can spend 1 sorcery point to increase the spell's DC by 2. When you cast a spell that requires a ranged spell attack and the target is within 5 feet of you, you can spend 1 sorcery point to gain a +2 bonus to the first attack roll you make for the spell, and the attack cannot suffer from disadvantage.

Blinding Spell

When you cast a spell that deals fire or radiant damage and requires a saving throw, you can expend 2 sorcery points to affect one target that failed its saving throw with the blindness option of the blindness/deafness spell, without requiring a spell slot or components and as part of the same action. When you cast blindness/deafness in this manner, it does not require a spell slot or concentration, but ends if your concentration on another spell is broken.

Deafening Spell

When you cast a spell that deals thunder damage and requires a saving throw, you can expend 1 sorcery point to affect a number of targets up to your Charisma modifier that failed their saving throw with the deafness option of the blindness/deafness spell, without requiring a spell slot or components and as part of the same action. When you cast blindness/deafness in this manner, it does not require a spell slot or concentration, but ends if your concentration on another spell is broken.

Leeching Spell

When you cast a spell that deals necrotic damage, you can spend 2 sorcery points to gain temporary hit points equal to the necrotic damage dealt by the spell. If the spell would damage multiple creatures, you gain temporary hit points equal to the highest damage dealt to any of the affected targets.

Maddening Spell

When you cast a spell that deals psychic damage and requires a saving throw, you can spend 2 sorcery points to cause every creature that fails its saving throw by 5 or more to suffer short-term madness.

Heighten Poison

When you cast a spell that deals poison damage or inflicts the poisoned condition and requires a saving throw, you can spend 1 sorcery point to increase the DC by 2.

Holy Spell

When you cast a spell that deals radiant damage and requires a saving throw, you can spend 0 sorcery points to cause fiends and undead that fail their saving throw to take additional damage equal to half your level. If the spell would deal multiple instances of radiant damage, this only applies to radiant damage dealt before the start of your next turn.

Chaos Shield

When you cast a spell, you can spend 1 sorcery point to gain resistance to a single damage type until the start of your next turn. The damage must be of a type dealt by the spell.

Destructive Spell

When you cast a spell that deals damage, you can expend 0 sorcery points to re-roll damage die rolls of 1 for that spell. You must use the new result.

Siege Spell

When you cast a spell that deals damage to structures, you can spend 2 sorcery points to double the damage dealt to one structure of your choice within the spell's range.

Potent Conjuration

When you cast a spell that summons one or more creatures, you can spend a number of sorcery points equal to half the spell's level to give all summoned creatures a +1 bonus to attack and damage rolls until the start of your next turn. If the spell would summon no more than two creatures, they instead gain a +1 bonus to attack and damage rolls for 1d6 rounds(roll once for all creatures).

Refocused Spell

When you fail a saving throw to maintain concentration on a spell, you can expend 1 to 3 sorcery points, gaining a +5 bonus to the roll for every sorcery point spent, potentially turning it into a success.

Lingering Spell

When you cast a spell that requires concentration, you can expend 2 sorcery points to make it last until 1 round after you lose concentration, to a maximum of its duration.

Corrosive Spell

When you cast a spell that deals acid damage and requires concentration, you can expend 1 sorcery point to make all creatures that failed their saving throw by 5 or more suffer a -2 penalty to their AC until the end of your next turn. You can instead expend 2 sorcery points to increase the penalty to -3.

Death from Above

When you cast a spell that forces a creature to make a saving throw or take damage, and a target is below you(this Metamagic does not work if it is impossible to determine which way is up or down), you can spend 1 to 4 sorcery points. For each sorcery point you spend, up to two targets of your choice suffer disadvantage on the saving throw.

Banishing Spell

When you cast a spell that requires an attack roll, you can expend 2 sorcery points to push one creature of your choice that the spell hits 1d6 x 5 feet away from you. If you use this Metamagic option and no attack made as part of the spell hits, you regain one sorcery point.

Tax Evading Spell

When you cast a spell with costly components, you can expend 1 sorcery point to replace up to 50 gp of material components, to a maximum number of sorcery points equal to half your sorcerer level.

Flopping Spell

When you cast a spell with a casting time of 1 action, you can expend 3 sorcery points to cast haste as part of the same action. When you do so, you must select a moorbounder, bristled moorbounder, gremishka or swarm of gremishkas as the target of the spell. When you cast haste in this manner, it does not require a spell slot or concentration, but ends if your concentration on another spell is broken.

Arcane Enhancement

When you cast a spell that targets a friendly creature and select yourself as a target, you can expend 2 sorcery points to cast bless as part of the same action, without requiring a spell slot. When you cast bless in this manner, it does not require a spell slot or concentration, but ends if your concentration on another spell is broken.

Martials Lul

When you cast a spell that targets creatures in an area and requires a saving throw, you can spend 1 sorcery point to deal 1d6 force damage to every creature in the area that failed its saving throw and is unable to cast spells.

Shifted Summon

While you are concentrating on a spell that summons a creature that provided you with multiple choices of creature to summon, you can use a bonus action to expend 1 sorcery point and select a number of summoned creatures up to your spellcasting ability modifier. You can remove each creature you selected from the battlefield, replacing it with another option of eligible CR.

High-Floor Spell

When you cast a spell that deals damage, you can expend 0 sorcery points to maximize up to two damage dice in the spell's damage roll.

Lesser Focus

When you use the Ready action to cast a spell of a level lower than the highest-level spell you know, you can expend 0 sorcery points to do so without requiring concentration while holding the spell.

Lessen Expenditure

When you use the Ready action to cast a spell and do not release the spell, you can expend 1 sorcery point to regain the expended spell slot.

Sorcerous Fury

When you hit a creature with a cantrip, you can expend 1 sorcery point to gain a +1 bonus to all attack rolls against that creature until the end of your next turn.

Storm Spellfury

When you hit a creature with a spell attack, you can spend 2 sorcery points to move up to half your speed. When you move in this manner, you can fly. If the spell dealt lightning or thunder damage, this feature instead costs 1 sorcery point.

Wrath of the Storm

When you score a critical hit with a spell attack roll, you can expend a number of sorcery points equal to half the level of the spell to maximize the damage dice.

Storm Strike

When you cast a spell that deals lightning or thunder damage and requires an attack roll, you can expend 1 sorcery point to envelop yourself in clouds of roiling thunder for 1 minute. For the duration, you gain a +1 bonus to spell attack rolls that deal lightning or thunder damage, and whenever you hit with such a spell this bonus increases by 1 again, to a maximum of +5.

Frost and Flame

When you deal fire damage to a target with a spell, you can expend 2 sorcery points to cause it to become vulnerable to the next instance of cold damage it takes.

Hellfire Teleport

When you cast a spell that allows you to teleport, you can expend 1 sorcery point to deal fire damage equal to your spellcasting ability modifier to all creatures within 5 feet of you before doing so.

Lightning Teleport

When you reduce a creature to 0 hit points with a spell that deals lightning damage, you can expend 2 sorcery points to teleport a number of feet equal to 5 times your spellcasting ability modifier as a bonus action.

Ocular Spell

When you cast a spell with a casting time of no more than 1 action that requires an attack roll or saving throw and does not target an area, you can expend 2 sorcery points to store it inside one of your eyes. A stored spell does not yet take effect, and can be stored in your eye for up to 8 hours. You can have no more than two spells stored in your eyes, even if you have more than two eyes.

As an action, you can release one of the spells from your eye, which functions as though you cast the spell. When cast in this manner, the spell does not require a material component(you provided it when you first stored it) and the somatic component is performed by your eyeball rather than your hands. Regardless of whether or not the spell required a saving throw, it now requires an attack roll against the target. On a hit, the target suffers the effects of the spell as though it had failed the saving throw.

If the spell required multiple attack rolls or saving throws, you make the same number of attack rolls. If a spell forced multiple targets to make a saving throw, you must target the same number of creatures.

Warlock

Class Features

Eldritch Secrets

You automatically learn all spells on your patron's spell list, and they do not count towards your maximum spells known.

Eldritch Invocations

You gain the Agonizing Blast invocation, and it doesn't count towards your maximum number of invocations known.

Pact Boons

Pact of the Armor

You can spend a short rest invoking your patron's power to gain a suit of magical armor. This armor takes the form of any nonmagical armor you choose, and you are considered to be proficient with it. Additionally, you gain proficiency with shields.

You can transform one magical suit of armor into your pact armor by performing a ritual while you hold it. This can be done over the course of a short rest. You can dismiss the armor as an action, shunting it into an extradimensional space, and can resummon it onto your body as an action.

Eldritch spirits inhabit your armor, giving it a limited sentience. While wearing your pact armor, you can use your reaction when you would be targeted by an attack, causing the spirits to shield you from harm and giving the attack disadvantage. You can do so a number of times equal to your Charisma modifier, and regain all expended uses upon completing a long rest.

Pact of the Blade

You can use your action to create a magic weapon in your empty hand. You can choose the form that this weapon takes each time you create it. You are proficient with it while you wield it. You can add your Charisma modifier instead of Strength or Dexterity to the attack and damage rolls when you attack with it. While you have a pact weapon, you have proficiency with medium armor and shields. In addition, you can add half your proficiency bonus to attack and damage rolls with the weapon, unless it already grants bonus to those rolls. When you take the Attack action and attack with the weapon, you can make one additional attack as a bonus action.

At 5th level, you can attack twice when you take the Attack action and make an attack with your pact weapon, instead of once.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Cloak

When you select this boon, you may spend a short rest creating an eldritch bond with a cloak that you are touching for the entire time. When completed, the cloak automatically attaches to your body, and cannot be removed from your body by any creatures other than you. While this bond exists, you may use a bonus action to teleport up to 60 ft. in any direction to an unoccupied space that you can see. You may use this feature once before having to take a short or long rest.

Pact of the Dreams

When you select this boon, you gain a diadem, which changes size to fit perfectly on your head. As an action, you can cause your diadem to disappear, and you can use an action to summon it again. You can spend 1 hour creating a new diadem, which can be done over the course of a short or long rest. Upon doing so, any previous diadem you had is destroyed.
While the diadem is on your head, you cannot be put to sleep against your will, and are immune to effects that would influence you through dreams(such as Nightmare Haunting or the dream spell).

Pact of the Doll

After selecting this pact boon, you gain access to a small, vaguely humanoid doll. As part of a short or long rest, you may spend an hour meditating to materialize a new one. You can only have one doll at once. While it is on your person, you may use a bonus action to designate a creature that you can see within 30 ft. of you. You gain the following benefits against that creature until the effect wears off:

  • Upon a hit, your spell and weapon attacks deal an extra 1d4 psychic or necrotic damage to it (your choice).
  • It has disadvantage on saving throws against your spells.
  • It has disadvantage on attack rolls against you and a number of allies of your choice that you can see, up to your Charisma modifier(minimum of 1).

The hex lasts for 1 minute or until you dispel it as a bonus action. You may use this feature once before having to complete a long rest.

Nice crossbow, how far away does it push the enemy back?

Pact of the Eye

When you select this boon, one of your eyes is replaced by a new, otherworldly eye of your choice. You can choose the appearance of the eye, and can change its appearance during a short or long rest. While you have the eye, you cannot be blinded in that eye, and you have proficiency in three of the following skills of your choice: Arcana, Insight, Investigation, and Perception. Additionally, you can choose one of the proficiencies, and double your proficiency bonus for checks using that skill.

Pact of the Host

You become possessed by the spirit of one of your patron's followers, which is forced to serve you. A dark sigil is carved into your flesh in a place of your choice(typically one that is not visible to most people), which can be recognized as a possession rune with a DC 18 Intelligence(Arcana) check.

While you are possessed, you gain the following benefits:

  • You have advantage on saving throws against spells and magical effects.
  • You gain resistance to poison damage and gain temporary hit points equal to your Charisma modifier at the start of each of your turns unless you took damage from a silvered weapon since the end of your last turn, or resistance to psychic damage and telepathy to a range of 20 feet.
  • While you are below half your hit point maximum, your creature type becomes fiend or aberration(your choice) in addition to what it normally is.
Pact of the Mark

When you select this boon, you gain a special tattoo or mark from your patron. It can be made in their visage, or be a symbol that represents them. As a bonus action, you may use the mark to regain a warlock spell slot. You must take a long rest before being able to do so again.

Pact of the Mask

When you pick this pact boon, you gain a mask from your patron. The mask cannot be destroyed, and while it is on the same plane as you, you may use your bonus action to call it to you, instantly teleporting it onto your face. If you lose it, you can perform a ritual over the course of a short rest to get a new one. You can perform an hour-long ritual to give another magical mask the properties of your Pact Mask, in addition to the mask’s original properties. While you are wearing the mask, and a humanoid within 60 ft. of you that you can see is killed, you may use your reaction to steal its visage. While you have this creature's visage, you may use a bonus action to become that creature. While this is active, you are physically identical to it, your clothes become identical to the ones it was wearing when it died and you can perfectly mimic its voice.

The visage is non-illusionary, and you are actually physically changed by it. This effect lasts for 10 minutes, or until you dispel it as a bonus action. After you have expended a visage, it is gone forever. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Pact of the Ring

When you select this boon, you gain a magical ring from your patron. The ring cannot be destroyed, and while it is on the same plane as you, you may use your bonus action to call it to you, instantly teleporting it onto your finger. If you lose it, you can perform a ritual over the course of a short rest to get a new one, causing the original ring to turn to dust. You can perform an hour-long ritual to give another magical ring the properties of your Pact Ring, in addition to the ring’s original properties. While you have the ring on, you have a pool of points equal to 3 times your warlock level. As an action, you can touch a creature within 5 ft. of you and expend a number of points of your choice. That creature regains hit points equal to the amount of points healed. All of the ring’s points are restored upon the completion of a long rest.

Pact of the Tools

When you select this boon, you gain a magical set of tools from your patron. The tools cannot be destroyed, and while they are on the same plane as you, you may use your bonus action to call them to you, instantly teleporting it into your hands. If you lose them, you can perform a ritual over the course of a short rest to get a new set. You can perform an hour-long ritual to give another magical set of tools the properties of your Pact Tools, in addition to the tools’ original properties. As part of a long rest, you can choose to change the form of your tools. While these tools are in your possession, you are proficient with them, you can use them as a spellcasting focus, and you can add your Charisma modifier to checks made with them.

Pact of the Wand

You gain a sinister wand from your patron through which you can harness their limitless, destructive power. This wand can be used as a spellcasting focus, and you can perform a ritual over the course of a short rest to get a new one, destroying the previous one.

You can transform one magical wand into your pact wand by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The wand ceases being your pact wand if you die, if you perform the 1-hour ritual on a different wand, or if you use a 1-hour ritual to break your bond to it. It is not destroyed when you do any of the above.

You learn the eldritch blast cantrip, as well as two other cantrips of your choice from any class's spell list that require an attack roll. Whenever you cast one of those cantrips, you ignore half and three-quarters cover. Additionally, your attacks with those cantrips score a critical hit on a roll of 19 or 20.

Eldritch Invocations

Aberrant Tail

Prerequisite: Pact of the Host
As a bonus action, you can make an attack with your tail. Make a melee spell attack against a creature within 5 feet. On a hit, the target suffers 2d4 + your Charisma modifier piercing damage.

Acid Flood

Prerequisites: acid splash cantrip
When you cast acid splash, you can target an additional number of creatures up to your proficiency bonus.

Alchemical Prowess

Prerequisites: Pact of the Tools, 9th level
To use this invocation, your Pact Tools must be in the form of alchemist’s supplies or brewer’s supplies.
You gain the Experimental Elixir ability from the Alchemist Artificer subclass, treating mentions of "levels in this class" as warlock levels.

Alien Horror

Prerequisite: Great Old One patron, summon greater demon or summon lesser demons spell, 7th level
When you cast summon greater demon or summon lesser demons, you may choose to instead summon one of the following aberrations, provided they are of appropriate CR:

  • Star Spawn Grue
  • Gazer
  • Core Spawn Crawler
  • Gibbering Mouther
  • Flying Horror
  • Grell
  • Spectator
  • Mindwitness
  • Otyugh
  • Star Spawn Mangler
  • Swarm of Cranium Rats
  • Core Spawn Emissary
  • Mind Flayer
  • Ulitharid
  • Aboleth
  • Death Kiss

When you do so, instead of non-demons the summoned creatures will be hostile to non-aberrations while not under your control.

Angel Fire

Prerequisites: create bonfire cantrip
When you cast create bonfire, you can cause it to deal radiant or necrotic damage (your choice) instead of fire damage. Additionally, create bonfire deals additional damage equal to your Charisma modifier.

Animate Servant

Prerequisites: Pact of the Tools, 5th level
You can cast tiny servant with a warlock spell slot once, and regain the ability to do so upon completing a long rest.

Aquatic Abomination

Prerequisite: Fathomless patron, summon greater demon or summon lesser demons spell, 7th level
When you cast summon greater demon or summon lesser demons, you may choose to instead summon one of the following aberrations, provided they are of appropriate CR:

  • Star Spawn Grue
  • Choker
  • Chuul
  • Scuttling Serpentmaw
  • Aboleth Spawn
  • Light Devourer
  • Swarm of Sorrowfish
  • Cloaker
  • Eyedrake
  • Corrupted Giant Shark
  • Slithering Bloodfin

When you do so, instead of non-demons the summoned creatures will be hostile to non-aberrations while not under your control.

Arcane Deception

Prerequisite: 5th level
Choose one class other than warlock. For the purposes of attunement to magic items, you count as a member of that class. Additionally, you can attune to one more magic item than normal.

Arcane Ink

Prerequisites: Pact of the Mark, 9th level
You can cast illusory script at will, without requiring a spell slot or components.

Arcane Knowledge

By channelling the magic within your blood you gain temporarily gain greater arcane knowledge. You have advantage on Arcana checks and any Intelligence checks related to magic. Additionally, you gain proficiency in Arcana and one Intelligence-based skill of your choice, and double your proficiency bonus when making checks with these skills.

Arcane Strength

Prerequisites: Pact of the Armor, 7th level
While wearing your pact armor, you can use youc Charisma modifier in place of Strength for ability checks to grapple, as well as the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning damage.

Arcane Technique

Prerequisites: None
You gain proficiency in 2 skills or tools of your choice. As a part of a long rest, you can change one of these skills out for a new skill or tool. Additionally, one ability score of your choice increases by 1, to a maximum of 20.

Architect of Mechanus

Prerequisites: 7th level
You can cast fabricate at 4th level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Archmage’s Ward

Prerequisites: Pact of the Cloak, 12th level
Choose one spell of 3rd level or lower. While you are wearing your Pact Cloak, you are immune to all of the effects of that spell. As a part of a long rest, you can change out the spell for a new spell of 3rd level or lower.

Arcing Grasp

Prerequisites: shocking grasp cantrip
When you hit a creature with shocking grasp, you can use your reaction to force a number of creatures within 10 ft. of the target equal to your Charisma modifier (minimum of 1) to make a Dexterity saving throw equal to your spell save DC. Upon a failure, a creature takes 1d6 lightning damage, or half as much upon a successful save.

Armor of Cloth

Prerequisites: Pact of the Cloak, 5th level While you are wearing your Pact Cloak, your AC equals 12 + your Charisma modifier (minimum of +1). Additionally, when you fail a Strength, Dexterity, or Constitution saving throw while you are wearing your Pact Cloak, you may instead choose to succeed. You must complete a long rest before you use this feature again.

Arrows of Tiamat

Prerequisites: 5th level
You can cast magic missile at 3rd level once without expending a spell slot or components, and when you cast it in this way, you can cause it to deal acid, cold, fire, lightning, or poison damage, rather than force damage. You can choose this for each individual dart or for all the darts together. Additionally, when cast in this way, you can add your Charisma modifier to the damage of each dart. You must complete a long rest before casting this spell in this way again.

Artificer’s Touch

Prerequisites: Pact of the Tools, 7th level
You learn the mending cantrip, and it does not count towards your total number of cantrips known. When you cast it, you can use it to restore the properties of magical items, and if you target a construct with it, the construct regains 1d6 hit points. A construct can only benefit from this feature a total of times equal to your Charisma modifier (minimum of 1) before it must take a long rest.

Artisan Crafting

Prerequisites: Pact of the Tools
You can add twice your proficiency bonus to checks made to use your tools. Additionally, you may always use your Charisma score in place of the ability score you would normally use for your Pact Tools.

Attuned Soul

Prerequisites: Pact of the Tools, 15th level
You can attune to a total of 4 magic items, rather than 3.

Augmented Talisman

Prerequisite: Pact of the Talisman
Your pact talisman gains two additional uses, and you regain two uses when you finish a short rest. Once you regain uses with this feature, you cannot do so again until you finish a long rest. Instead of your pact talisman's feature, you can choose to have this apply to any invocation which has Pact of the Talisman as a prerequisite and has a limited number of uses.

Aura of Balance

Prerequisites: 9th level
When a creature within 10 ft. of you has advantage or disadvantage on an attack roll, saving throw, or ability check, you can use your reaction to negate the effects of advantage or disadvantage.

Auril's Blessing

Prerequisite: 5th level
While you still have more than half of your warlock spell slots remaining, you have resistance to cold and fire damage. When you have half your warlock spell slots or fewer remaining, you only have resistance to cold damage. When you have no spell slots remaining, you do not have resistance to cold or fire damage.

Additionally, as an action you can make a melee spell attack against a target within 5 feet of you. On a hit, the target takes 3d8 + your Charisma modifier cold damage and cannot take reactions until the start of your next turn.

Auril's Gift

Prerequisite: 7th level
As a bonus action, you can cause ice crystals to form over your body and armor until you dismiss the effect as a bonus action. While the crystals remain, you have resistance to cold damage and vulnerability to fire damage.

As an action while the crystals remain, you can break off a piece of ice and create an ice mephit out of it. The mephit follows your verbal commands and is friendly to you and your companions. It disappears when it is killed. You can use this feature once, and regain the ability to do so upon completing a long rest. You can have a maximum number of mephits under your control in this manner equal to half your Charisma modifier(rounded up).

Autonomous Suit

Prerequisites: Pact of the Armor, 9th level
As a bonus action while your pact armor is not worn, you can command your pact armor to awaken and act. It uses the statistics of animated armor. Its hit point maximum increases by an amount equal to your warlock level and adds your Charisma modifier to its attack and damage rolls. Your pact armor must be splint or plate in order to be eligible for this feature.

The armor acts on your initiative and takes its turn after yours, following your verbal commands(no action required). It remains animated until reduced to 0 hit points or you command it to stop as a bonus action. You can don it as part of the same bonus action.

Bane of Balance

Prerequisites: booming blade cantrip
When you score a critical hit with booming blade, the secondary damage triggers and you knock the target prone.

Baphomet’s Blessing

Prerequisites: 5th level
You can perfectly recall any path you have travelled, and have advantage on checks made to navigate complex structures, such as mazes. Additionally, you are immune to the maze spell.

Basilisk Venom

Prerequisites: poison spray cantrip, 7th level
When you hit a creature with poison spray, you can force that creature to make an additional Constitution saving throw, being petrified for 1 minute upon a failure. A petrified creature can retry the saving throw at the start of each of their turns, ending the effect upon a success. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Beast Form

Prerequisites: Pact of the Mask, 7th level
You can use your Pact Mask to steal the forms of beasts. While you are wearing your mask, and a beast dies within 30 ft. of you, you may use your reaction and two uses of your Pact Mask to steal its form. You adopt all of its characteristics, including STR, DEX, and CON scores, size, creature type, movement, AC, special senses, actions, and special features. Your hit points and WIS, INT, and CHA scores do not change. Any gear you are wearing melts into your new body or falls to the ground (your choice). This effect lasts for one minute or until you dispel it as a bonus action.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills, and your proficiency bonus is doubled for any check that uses those skills.

Bite of Winter

Prerequisites: frostbite cantrip
When you hit a creature with frostbite, you can use your reaction to cause that creature to fall under the effects of the slow spell until the end of their next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Blade of Baator

Prerequisites: 5th level
You can cast flame blade at 6th level once without expending a spell slot or components, and you must complete a long rest before using this feature again. When cast in this way, the spell does not require concentration. Additionally, you learn the green-flame blade cantrip, and whenever you cast it you gain resistance to fire damage until the start of your next turn.

Bleed Magic

Prerequisites: 7th level
When you hit a creature with an attack, you can use your reaction and a warlock spell slot to cause that creature’s magical capabilities to be temporarily drained. That creature cannot cast spells or create magical effects until the end of your next turn. Any magical effects or spells that are affecting them when you use this are dispelled.

Blessing of the Chain Master

Prerequisites: Pact of the Chain, 5th level
Your bond with your familiar grows stronger. While you are within 15 ft. of the familiar created by your Pact Boon, you and your familiar gain one of the following benefits:

  • You both have a +1 to your AC.
  • You both have 30 ft. of darkvision, which is added onto any other darkvision you had from other sources.
  • You both have advantage on saving throws against being charmed or frightened.
  • You both have advantage on Perception and Stealth checks.

When you complete a long rest, you can change the effect caused by this feature to a new effect.

Body of Juiblex

Prerequisites: 5th level
You have resistance to acid damage, and you can fit through spaces as narrow as 1 inch in diameter. Additionally, you can use your Charisma modifier instead of Strength for the attack and damage rolls of your unarmed strikes, and when you hit a creature with an unarmed attack, you can cause it to deal 2d8 additional acid damage. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Bolt of Limbo

You can cast chaos bolt at will at a level equal to half your proficiency bonus, without expending components or spell slots.

Bolts of Order

You can cast magic missile at will, without expending a spell slot or components.

Bond of the Chain Master

Prerequisite: Pact of the Chain
Whenever you cast a warlock spell that targets you or has a range of self, you can have the spell also target your familiar if it is within 100 feet of you. Additionally, you can cast warding bond once on your familiar without expending a spell slot. You regain the ability to do so when you finish a long rest.

Bonds of Blood Magic

Prerequisite: Undead patron, Pact of the Chain
Your familiar does not need to breathe. Additionally, when your familiar is reduced to 0 hit points but not killed outright, you can expend a hit die to have it drop to 1 hit point instead.

Book of Utility

Prerequisites: Pact of the Tome
You can spend one minute studying your Book of Shadows. After doing this, you learn a new cantrip from any spell list of your choice. You can cast this cantrip once before losing the ability to cast it, and if you want to cast it again, you will need to spend another minute studying your book. On subsequent uses of this feature, you can choose the same cantrip or a different one. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Brambles of Baba Yaga

Prerequisites: 5th level
You can cast spike growth at 3rd level once without expending a spell slot or components, and you must complete a long rest before using this feature again. When cast in this way, the spell does not harm you or your companions.

Bulwark of Mystra

Prerequisites: blade ward cantrip, 5th level
When you cast blade ward, you can cast it as a bonus action.

Cadaverous Constructs

Prerequisite: Undead patron, summon greater demon or summon lesser demons spell, 7th level
When you cast summon greater demon or summon lesser demons, you may choose to instead summon one of the following undead, provided they are of appropriate CR:

  • Skeleton
  • Zombie
  • Shadow
  • Warhorse Skeleton
  • Boneless
  • Ghoul
  • Returned Sentry
  • Ghast
  • Minotaur Skeleton
  • Deathlock Wight
  • Mummy
  • Deathlock
  • Returned Kakomantis
  • Returned Palamnite
  • Beholder Zombie
  • Skeletal Juggernaut
  • Frost Giant Skeleton
  • Giant Skeleton
  • Phylaskia
  • Shadow Assassin
  • Dullahan

When you do so, instead of non-demons the summoned creatures will be hostile to non-aberrations while not under your control.

Cat of Misfortune

Prerequisite: Pact of the Dreams
As a bonus action while you are wearing your pact diadem, you can summon the image of a black spectral kitten which begins to circle a creature of your choice you can see within 30 feet. The target has disadvantage on the next ability check or saving throw it makes. The cat then disappears. You can use this feature thrice, and regain all expended uses upon completing a short or long rest.

Celestial Command

Prerequisites: 5th level
As an action, you can cause all fiends and undead creatures within 30 ft. of you to make a Wisdom saving throw. Upon a failure, a creature takes 2d8 radiant damage and is frightened of you for 1 minute. Upon a success, a creature takes half the radiant damage and isn’t frightened. A creature that failed on the saving throw can retry the save at the start of each of its turns for the duration, ending the effect on a success. You can use this feature once and regain the ability to do so upon completing a short or long rest.

Channeling Tattoos

Prerequisites: Pact of the Mark
You can use your Pact Mark as an arcane focus. Additionally, if you take damage from a spell, you can choose to gain a +1 on your next spell attack roll until the end of your next turn. You may use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Chaos Rays

Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose to have each beam deal damage of a type from the following list rather than force: fire, cold, acid, poison, lightning, thunder. When you do so, each beam you fire must deal a different damage type, and if you target a different creature with each ray, you can fire one additional ray as part of the same action, which must also target a different creature. This increases to two rays at 14th level.

Choking Gas

Prerequisite: poison spray cantrip
When you cast poison spray, its range is 20 feet, and the target takes additional poison damage equal to your Charisma modifier whether it succeeds or fails on its saving throw against the spell.

Cloak of Twilight

Prerequisite: Pact of the Cloak, 7th level
You can cast greater invisibility without requiring a spell slot or components once, and regain the ability to do so upon completing a long rest.

Cloaked Wraith

Prerequisites: Pact of the Cloak, 7th level
As a bonus action while you are wearing your Pact Cloak, you may use a warlock spell slot to gain a flying speed of 60 ft. for the next hour. While flying in this way, you can hover.

Command the Horde

Prerequisite: Undead patron, 18th level
You can cast animate dead as a 6th-level spell without expending a spell slot. You can't do so again until you finish a long rest.

Conduit of Karsus

Prerequisites: mage hand cantrip
When you cast mage hand, you can choose to treat the hand as if it was you when casting a spell with a range greater than self.

Crystalline Cortex

Prerequisites: 5th level
As a bonus action, you gain a +2 bonus to all Intelligence saving throws until the start of your next turn, which increases to +4 against effects which include the word "psionic" or "psionics" in the name.

Curse Bringer

Prerequisites: Pact of the Blade, 5th level
You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a creature to 0 hit points while it is affected by a warlock feature that curses(like the hex spell or Hexblade's Curse), you can move the curse to another target(no action required) without extending its duration.

When you hit a creature with this weapon, you can expend a warlock spell slot to deal an additional 2d8 slashing damage to the target per spell level, and the target suffers a -2 penalty to attack rolls and saving throws until the end of your next turn.

Curse of Babbling

Prerequisites: 5th level
As an action, you can force a creature that you can see within 30 ft. of you to make a Wisdom saving throw against your spell save DC. Upon a failure, that creature cannot speak coherently for the next minute, and upon a success, the creature is unaffected. While affected in this way, the target cannot provide verbal components for spells, and cannot be understood in any magical or nonmagical way. A creature that failed on the saving throw can make a Wisdom check against your spell save DC at the start of each of its turns for the duration, ending the effect on a success. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Cursed Hex

Prerequisite: hex spell, 7th level
When the target of your hex spell makes a saving throw, you can use your reaction to roll a d4 and subtract that number from the creature's saving throw result. You must do so before the saving throw is rolled.

Dark Binding

Prerequisite: Pact of the Mark or Pact of the Talisman
The part of your body bearing your Pact Mark is considered a valid target for the glyph of warding spell, as is your Pact Talisman, and they are exempt from the restriction that the glyph cannot be moved more than 10 feet. You cannot have more than one glyph of warding inscribed in this way.

Dark Corruption

You gain a +1 bonus to AC for every two warlock spell slots you have expended(rounding down). This bonus lasts until you regain those spell slots. While this feature is in effect, your appearance becomes more twisted and evil.

Dark Minion

You can perform a 10-minute ritual, which can be done as part of a short rest, to summon a crawling claw in an unoccupied space within 10 feet of you. The claw is friendly to you and your companions, and obeys your verbal commands(no action required). You cannot have more than one crawling claw from this feature at the same time.

Dark Spiral Aura

As an action, you can blast yourself with negative energy, taking 5 necrotic damage and reducing your hit point maximum by the same amount. When you do so, a glowing orb begins to orbit around your head. This effect is cumulative, and you can have a maximum number of orbs equal to half your Charisma modifier(rounded up). As an action, you can banish the orbs, ending the reduction to your hit point maximum.

For each orb orbiting around your head, you gain a +1 bonus to damage rolls with cantrips.

Deathly Touch

Prerequisites: chill touch cantrip
When you cast chill touch, you do not suffer disadvantage on attacks with the spell when an enemy is within 5 feet of you, and you can re-roll damage dice of 1,2 and 3. You must use the new result.

Deflect Elements

Prerequisites: 9th level
When you are hit by a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to decrease that damage by 1d6 + your Charisma modifier (minimum of +1). If this reduces the damage to 0, you can redirect the spell towards a creature within range using your spellcasting modifier or spell save DC as necessary. You may do this a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Demon Howl

As an action, you howl with infernal rage. Make a Charisma(Intimidation) check. Any creature with a passive Strength(Athletics) score lower than the result is pushed 1d6 x 5 feet directly away from you.

You can use this feature once, and regain the ability to do so upon completing a short or long rest.

Demonic Lash

Prerequisites: 7th level, Pact of the Armor
When a creature misses you with a melee attack, you can expend a warlock spell slot to command the spirits in your armor to lash out at it(no action required). The target takes 1d8 psychic damage, plus 1d8 psychic damage per slot level, and is restrained until the end of your next turn.

Displacing Strike

Prerequisite: 7th level, Pact of the Blade, banishment spell
When you hit a creature with your pact weapon, you can cast banishment as a bonus action. You must select the creature you hit as one of the targets.

Dread Shadows

Prerequisite: Pact of the Host
You gain blindsight out to a range of 60 feet.

Dreadbeard’s Curse

Prerequisites: hex spell
You can cast hex at will, without requiring a spell slot or components. When you do so, the damage die increases to a d12.

Dreamer's Touch

Prerequisites: Pact of the Dreams
You can cast sleep without requiring a spell slot or components. When you do so, the casting time is 1 bonus action for you, and you add a number of dice equal to your Charisma modifier. You can do so a number of times equal to your proficiency bonus, and regain all expended uses upon completing a long rest.

Dual Hand

Prerequisites: mage hand cantrip
When you cast mage hand, you can create 2 separate hands. They can both be controlled with the same action.

Eldritch Archer

Prerequisites: Pact of the Blade, Improved Pact Weapon When you summon a Pact Weapon in the form of a ranged weapon, it has the following benefits:

  • Your Pact Weapon does not require ammunition, and can instead produce its own magical ammunition.
  • If your Pact Weapon has the thrown property, it returns to your hand after being thrown.
  • Ranged attack rolls with your Pact Weapon ignore quarter and half cover, and attacking at long range doesn’t impose disadvantage.

When you hit a creature with a ranged attack with your Pact Weapon, you can cause that attack to deal an additional 1d4 force damage. You can use this feature a number of times equal to your Charisma modifier before having to take a long rest.

Eldritch Archivist

Prerequisites: Pact of the Tome, 7th level
Choose two 1st-level spells and one 2nd-level spell from any class. You can cast them as if they were warlock spells, but they do not count against your Spells Known, and they do not expend spell slots. Instead, you can cast them each once before having to take a long rest.

Eldritch Beam

As an action, you release a beam of dark magic in a 30-foot line 5 feet wide originating from you. This line remains in place until the end of your next turn. A creature that enters the line's space for the first time on a turn or starts its turn there must make a Constitution saving throw, or take 1d4 psychic damage per two warlock levels you have. Additionally, the line's space is considered difficult terrain.

You can use this feature thrice, and regain all expended uses when you finish a long rest.

Eldritch Grasp

Prerequisite: eldritch blast cantrip
When you score a critical hit with eldritch blast and do not push or pull the target in any direction, you can choose for it to be restrained until the start of your next turn.

Eldritch Paranoia

You gain proficiency in the Investigation and Perception skills, and your proficiency bonus is doubled for checks you make using those skills.

Eldritch Secrets

Prerequisites: 12th level
You can use any of your Mystic Arcanum features to cast a different warlock spell than the one you chose for its level. The spell must be of the same level. You can do so once, and regain the ability to do so upon completing a long rest.

Eldritch Visions

Prerequisites: Pact of the Eye, 5th level
You can cast augury and see invisibility once each without requiring a spell slot, and regain the ability to do so upon completing a long rest.

Eldritch Vitality

Your hit dice gained from this class increase to d12s. Your hit points do not change as a result of this.

Eldritch Warping

Prerequisites: Pact of the Mark, 5th level
You gain a number of sorcery points equal to your proficiency bonus and learn two metamagic options available to the sorcerer class to spend them on. These points are added to any sorcery points you have from other sources and cannot be used on anything besides metamagic. You regain all expended sorcery points when you finish a long rest.

Elemental Armor

Prerequisites: armor of agathys spell
When you cast armor of agathys, you can choose to change the damage from cold to acid, fire, force, lightning, poison, or thunder.

Elemental Blade

Prerequisites: Pact of the Blade, 7th level
As a bonus action, you can spend a warlock spell slot to imbue your Pact Weapon with elemental energy. The next time you hit a creature with an attack with your Pact Weapon within the next minute, that creature takes an additional 4d10 acid, cold, fire, force, lightning, poison, or thunder damage (your choice).

Elemental Cantrip

Prerequisites: None
Choose one cantrip that you know that deals acid, cold, fire, force, lightning, poison, or thunder damage. When you cast this cantrip, you can switch the damage type to a new damage type from the list above. You can change your selected cantrip to a new known cantrip that meets the prerequisites as a part of a long rest.

Empowered Familiar

Prerequisite: Pact of the Chain, 9th level
Your familiar's hit point maximum increases by an amount equal to half your warlock level, and it adds your proficiency bonus to its attack and damage rolls unless it would already do so.

Empowering Artefact

Prerequisites: Pact of the Talisman
Choose one ability score. The wearer of your pact talisman gains a +1 bonus to that ability score while they are wearing it. This increases to +2 when you reach 12th level. This bonus can bring an ability score above 20.

Empowering Mark

Prerequisites: Pact of the Mark, 7th level
The next damaging spell you cast after using your Pact Mark deals maximum damage.

Essence Transfer

Prerequisites: Any Pact Boon that is an object
You can use your 6th-level Mystic Arcanum feature to cast magic jar instead of the spell you chose, and you can use the item granted by your Pact Boon as a material component for the magic jar spell. If you do so, the item is repaired 1d4 minutes after being destroyed when the spell ends.

Eternal Dawn

Prerequisite: sacred flame cantrip
Creatures that make their saving throw against sacred flame take half damage instead of no damage. Additionally, whether or not a creature made its saving throw, it takes radiant damage equal to your Charisma modifier at the start of its next turn.

Evelyn’s Kiss

Prerequisites: 5th level
As an action, you target a friendly creature within touch range. That creature gains the following benefits:

  • The creature regains hit points equal to your warlock level. If this would bring it over its maximum hit points, it gains the excess as temporary hit points.
  • Any charmed or frightened conditions affecting the creature are removed. They have advantage on saving throws against those effects for 1 minute.
  • As long as the creature is within 30 ft. of you, both you and the creature have a +1 to your AC for 1 minute.

You must complete a long rest before you can use this feature again.

Existence Beyond Reality

Prerequisite: 9th level, or Great Old One patron and 5th level
Your corpse disintegrates when you die. If a spell is used to restore you to life(but not undeath), anything can be used in place of your body and you are considered to have died within the last minute.

When such a spell is used, your body appears in an unoccupied space within 10 feet of the caster.

Expert Knowledge

Prerequisites: Pact of the Tome
Your proficiency bonus is doubled in 2 skills that you are proficient with. As a part of a long rest, you can change one of these skills out for a new skill that you are proficient with.

Expert Casting

Prerequisites: 7th level
You can cast spells from your patron's expanded spell list without expending a spell slot. You can cast spells of a combined level not exceeding your Charisma modifier(minimum of 1) in this way, and regain all uses of this feature upon completing a long rest.

Expert Demonology

Prerequisites: summon greater demon spell, 12th level
When you cast summon greater demon, you can sacrifice 2d8 hit points in order to increase the maximum CR of the demon by 1. This cannot be used on a spell already affected by the Master of Demons invocation. You can use this feature three times, and regain all expended uses upon completing a long rest. You may expend two uses and sacrifice 4d8 hit points to increase the CR by 2, or sacrifice 6d8 hit points and expend two uses to increase the CR by 3 instead.

Explosive Blast

Prerequisites: eldritch blast cantrip
When you cast eldritch blast, all creatures and objects within 5 ft. of the target take force damage equal to your Charisma modifier (minimum of 1).

Explosive Bolts

Prerequisites: Pact of the Blade, 7th level
Once per turn, if your pact weapon is a ranged weapon, you can deal an additional 1d6 force damage upon hitting a target. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Eye of the Future

Prerequisites: Pact of the Eye, 9th level
As a bonus action, you can cause yourself to automatically succeed the next saving throw you make until the start of your next turn. You must complete a long rest before you use this feature again.

Eyes of Yog-Sothoth

Prerequisites: 9th level
You can cast detect thoughts as a 2nd level spell at will, without expending a spell slot or components.

Familiar Evolution

Prerequisites: Pact of the Chain, 15th level
Your familiar gains one level in Expert, Warrior or Spellcaster Sidekick. It gains a second level when you reach 17th level in this class, and a third when you reach 20th level.

Fangs of Strahd

Prerequisites: chill touch cantrip
When you cast chill touch, you can use your reaction to heal hit points equal to the damage dealt. You may use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Favored Servant

Your patron shows you great favor. You may choose a second Pact Boon in addition to the one you have chosen. You cannot select any invocations that have this Pact Boon as a prerequisite.

Feast of Warriors

Prerequisites: 5th level
You can cast create food and water at 3rd level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Feed on Death

When you kill a creature you may give yourself advantage on one ability check, saving throw, or attack roll within the next minute.

Fewild’s Grace

Prerequisites: 15th level
You can cast misty step at will, without expending a spell slot or components.

Fiendish Flesh

Prerequisites: Fiend patron, 7th level
You can cast investiture of flame without expending a spell slot or components. Once you do so, you cannot do so again until you finish a long rest.

Fiendish Senses

Prerequisites: Fiend patron
You can cast detect evil and good at will, without expending a spell slot.

Flurry of Blasts

Prerequisite: eldritch blast cantrip
Once per turn, when you miss an attack roll with eldritch blast, you can repeat the attack against a different creature within 5 feet of the original target.

Frost Lance

Prerequisite: ray of frost cantrip
When you cast ray of frost, each creature in a 1 foot wide line between you and the target must make a Constitution saving throw against your warlock spell save DC. On a failed save, a creature takes cold damage equal to half your warlock level.

Fury of Silvanus

Prerequisites: 9th level
You can cast wrath of nature at 5th level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Gaze of Dust

Prerequisite: Pact of the Eye, 12th level
You can cast disintegrate without expending a spell slot. Once you do so, you can't cast the spell again in this way until you finish a long rest.

Gloom Missiles

Prerequisite: the ability to cast magic missile
Your magic missile spell can target invisible creatures as if they were visible.

Goliath Slayer

Prerequisite: magic stone cantrip
When a creature throws your magic stone stones and rolls a 6 on the damage die, it can roll one additional damage die, which can also generate additional damage dice. This triggers on a roll of 5 or 6 if the target is a Huge or larger creature.

Grace of Pelor

Prerequisites: 5th level
You can cast daylight at 3rd level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Grave Call

Prerequisite: chill touch cantrip
A humanoid killed by chill touch rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. It remains animated for a number of rounds equal to your Charisma modifier (minimum of 1), after which time the zombie becomes inanimate once more.

Grazz't's Mirrors

Prerequisite: Fiend patron, Pact of the Wand, 12th level
As an action, you can select 1d6+1 points that you can see within 100 feet of you. All surfaces within 15 feet of each point become unnaturally reflective, and creatures within the areas suffer a -10 penalty to Stealth checks.

The effect lasts one minute. Once you use this feature, you cannot do so again until you finish a short or long rest.

Greater Mind Control

Prerequisite: Pact of the Wand, 18th level
You can cast dominate person at will, without expending a spell slot, using your pact wand as a spellcasting focus. You must finish a long rest before you can use this invocation on the same creature again.

Grip of Maglubiyet

Prerequisites: mage hand cantrip
When you cast mage hand, you can use your action to cause your mage hand to make an attack roll with a One-Handed weapon it is holding. If you have more than one mage hand, you can use them both to hold a Two-Handed weapon, and use that weapon to attack, though you could have each mage hand hold one One-Handed weapon. You use your spellcasting modifier for attack rolls made with these weapons. These hands cannot use additional magical properties of these weapons, unless the property is a bonus to attack and/or damage modifiers.

Green-flame Inferno

Prerequisite: green-flame blade cantrip
When you hit a creature with green-flame blade, you can choose a number of additional creatures equal to half your proficiency bonus to take the secondary damage.

Guardian’s Hand

Prerequisites: mage hand cantrip
When your mage hand is within 5 ft. of a creature, and the creature takes damage, you can use your reaction to cause the damage to be reduced by 2d6. You may use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Hammer of the Underworld

Prerequisites: Pact of the Blade
You can choose to summon your pact weapon in the form of a mighty black warhammer. While in this form, you can command nature to strike your foes with vile sorcery. When you hit a creature with your pact weapon, you can expend a warlock spell slot to cause lightning to strike the ground. The target takes 2d8 lightning damage per level of the spell slot expended, and the ground within a 15-foot square centered on a space occupied by the target becomes difficult terrain for creatures other than you for 1 minute. If the target was not on the ground, no difficult terrain is created.

Hand of Life

Prerequisites: mage hand cantrip
When your mage hand is within 5 ft. of a friendly creature, you can use your action to spend a warlock spell slot and cause the creature to heal hit points equal to your warlock level.

Hand of Mephistopheles

Prerequisites: mage hand cantrip
When you cast mage hand, your mage hand can activate magic items.

Hands of Vecna

Prerequisites: chill touch cantrip
When you cast chill touch, you can target two creatures instead of just one.

Heist Master

Prerequisites: Pact of the Tools, 7th level
You can cast arcane lock or knock as 2nd level spells without expending a spell slot or components. When cast in this way, knock makes no noise. You can cast these spells in this way a number of times equal to your Charisma modifier (minimum of 1) before having to complete a long rest.

Hell's Bells

Prerequisites: toll the dead cantrip
Targets of your toll the dead take half damage on a successful saving throw. If a target of your toll the dead fails its saving throw and is below half its hit point maximum, it takes additional necrotic damage equal to your Charisma modifier.

Hellfire Talisman

Prerequisite: Pact of the Talisman, 18th level
You can cast fire storm once without expending a spell slot, but you must complete 1d4 long rests before you can do so again.

Hellish Servant

Prerequisite: Fiend patron, 7th level
You can cast infernal calling without expending a spell slot, at a level equal to 4 + half your proficiency bonus. You can't do so again until you finish a long rest.

Hellrime Ray

Prerequisites: ray of frost cantrip or frostbite cantrip
When you deal damage with ray of frost or frostbite to a creature, the target's Dexterity score is reduced by 2 until the start of your next turn.

Helping Hand

Prerequisites: mage hand cantrip
When you cast mage hand, you can use your bonus action while it is within 5 ft. of a creature to cause it to take the Help action, targeting that creature.

Hero’s Rebirth

Prerequisites: 15th level
You can spend a warlock spell slot to cast resurrection, without requiring components. When cast in this way, the spell requires concentration for 24 hours. If you lose concentration, the spell fails, and that creature can never be revived in this way by you again.

Hex Master

Prerequisites: Pact of the Chain, hex or bestow curse spell
When you cast hex or bestow curse, you can have your familiar maintain concentration instead of you.

Hexing Blast

Prerequisites: eldritch blast cantrip
When you hit a creature with eldritch blast, it has disadvantage on the next attack roll or ability check it makes. When you score a critical hit with eldritch blast, the creature instead has disadvantage on the next attack roll, ability check or saving throw it makes.

Holy Blade

Prerequisites: Pact of the Blade, 15th level
The first time on each of your turns when you hit a creature with your Pact Weapon, that creature takes 2d8 extra radiant or necrotic damage (your choice).

Holy Fire

Prerequisite: sacred flame cantrip
When you deal damage to a fiend or undead with sacred flame, or the target fails its save against the cantrip by 5 or more, you can deal maximum damage, instead of rolling.

Hover Cloak

Prerequisites: Pact of the Cloak
While wearing your pact cloak, you can hover a few inches above the ground. When you do so, you ignore the effects of difficult terrain affecting the ground, your speed increases by 5 feet, and you can walk across liquid surfaces.

Hunter's Prowess

You gain proficiency in the Survival and Nature skills, and your proficiency bonus is doubled for any check you make involving those skills.

Ice Slider

As a bonus action, you can create difficult terrain in the last 1d6 spaces you occupied after moving on your turn. This difficult terrain is ice for rules purposes, and vanishes at the start of your next turn.

Imbue Arcana

Prerequisites: Pact of the Tools, 5th level
To use this invocation, your Pact Tools must be in the form of smith’s tools, weaver’s tools, or woodcarver’s tools. You can create temporary magical items using eldritch power. As an action, you can touch a nonmagical item to transform it into a Common or Uncommon magic item. The original item’s type must match up with the type of magic item (for example, a dagger can become a Dagger +1, or a cloak can become a Cloak of Elvenkind). The item keeps these magical properties for 1 hour. You must complete a long rest before using this feature again. This feature cannot be used to create potions or scrolls. When you reach 10th level, you can make Rare items, at 15th level you can make Very Rare items, and at 20th level you can make Legendary items.

Imbue Weapon

Prerequisites: Pact of the Blade, 9th level
Over the course of a short rest, you can cast a cantrip, channeling it into your pact weapon. The next time you hit with your pact weapon, you cast the cantrip(no action required). When casting this cantrip, you do not suffer disadvantage on any ranged attack rolls if an enemy is within 5 feet of you.

Infernal Blast

Prerequisites: Fiend patron, eldritch blast cantrip, 5th level
When you hit a target with eldritch blast, you can cast fireball as a bonus action, centered on the target.

Infernal Curse

Prerequisite: 5th level, counterspell spell
When you cast counterspell and successfully negate a spell, the caster takes 1d6 fire damage per two levels you have in this class. If you chose Fiend as your subclass, they are also set on fire for 1 minute, or until they or another creature takes an action to put out the flames. While on fire, they are treated as being cursed by you, and they take fire damage equal to your Charisma modifier at the start of each of your turns.

Infernal Hunter

Prerequisite: Pact of the Host
Once per turn, when you hit with an attack, you can expend a hit die to deal extra damage of the same type equal to your Charisma modifier.

Infernal Malediction

Prerequisites: 5th level
You can cast hold person as a 3rd-level spell, without requiring a spell slot or components. While concentrating on this spell, you can use a bonus action to deal 2d6 fire damage to all affected targets. If this damage kills a creature, you are invigorated by its death - the next five attack rolls, ability checks or saving throws you make are made with advantage. This counts as a feature that curses.
You can use this feature once and can do so again upon completing a long rest.

Insane Laughter

Prerequisite: 9th level
You can cast Tasha's hideous laughter at will, without requiring a spell slot or material components.

Inspiring Touch

Prerequisites: Pact of the Ring, 7th level
As an action, you can touch a creature within 5 ft. of you and use up to 3 of your Pact Ring’s points. The next attack roll, saving throw, or ability check that the target makes has a bonus equal to the number of points expended.

Jinxed Bond

Prerequisites: Pact of the Doll, 15th level
While you have hexed a creature with your Pact Doll or any other warlock feature that hexes, and you take damage, you can transfer the damage to your hexed target. Damage transferred in this way cannot exceed an amount equal to your warlock level, and if you attempt to transfer damage that exceeds this amount, the creature only takes the damage equal to your warlock level, while you take the remaining damage. You can use this a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Jotunn’s Form

Prerequisites: 5th level
You can cast enlarge/reduce at 3rd level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Kurtulmak’s Breath

Prerequisites: 5th level
You can cast dragon's breath at 3rd level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Lantern of the Far Realm

Prerequisites: Pact of the Blade, 5th level
If your pact weapon is a flail, you can choose to make it a Lantern of the Far Realm. The weapon sheds dim light in a 10-foot radius while you are wielding it. When you hit a creature with this weapon, you can expend a warlock spell slot to inflict 2d8 psychic damage per spell slot level and reduce the creature's speed to 0 until the end of your next turn.

Leira’s Gift

Prerequisites: minor illusion cantrip
When you cast minor illusion, you can cause it to create both an image and a sound.

Lesser Conjuration

Prerequisite: Pact of the Cloak, 7th level
Whenever you finish a long rest, you can withdraw nonmagical items out of your Pact Cloak. These items must be Small or smaller and have a combined value not exceeding 5 gp x your warlock level. The items are not permanent and cease to exist at the end of your next long rest.

You can take this invocation twice. If you do so, the maximum value doubles.

Let the Bed Bugs Bite

Prerequisite: Pact of the Dreams, 5th level
You can cast conjure animals without expending a spell slot or components once, and regain the ability to do so upon completing a long rest. When you do so, you may choose from the following creatures:

  • Ice spider queen
  • Ice spider
  • Giant spider
  • Giant flying spider
  • Giant wasp
  • Fiendish giant spider
  • Giant wolf spider
  • Giant centipede
  • Spider
Lethal Blast

Prerequisite: eldritch blast cantrip, 7th level
When you cast eldritch blast, you can add half your Charisma modifier to the damage(rounded up).

Life Everlasting

Prerequisite: Pact of the Ring
Your pact ring is not destroyed when you die, and can be used in place of your corpse for the purpose of spells and features that would restore you to life. For the purpose of such features, your pact ring 'died' six seconds ago, and this time never changes. When you are brought back to life in this manner, your body appears in an unoccupied space within 5 feet of your pact ring, with all your equipment. If your body was destroyed, a new one is instead created and you do not regain your equipment.

Lightning Pull

Prerequisite: lightning lure cantrip
A creature that succeeds on its saving throw against your lightning lure cantrip still takes half as much damage, rather than none. Additionally, if the target fails its saving throw and is pulled within your reach, you can use your bonus action to make a melee weapon attack against the target. On a hit, this attack deals additional lightning damage equal to twice the amount by which the saving throw was failed.

Linguistic Mind

Prerequisites: 9th level
You can cast tongues at will as a 3rd level spell, and you can cast it as a bonus action, but you can only target yourself.

Lunar Light

Prerequisites: 5th level
You can cast moonbeam at 3rd level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Luminescent Hand

Prerequisites: mage hand cantrip
When you cast mage hand, you can use a bonus action while it is active to cause the hand to emit a 15 ft. radius of bright light, which is surrounded by a further 15 ft. radius of dim light. This effect lasts until you dismiss it as a bonus action. If you have more than one mage hand, this effect can be applied to one or both of the hands. This feature has no effect if the hand is invisible.

Lurue’s Warmth

Prerequisites: dancing lights cantrip
When you cast dancing lights, you can create up to 5 lights, and the spell does not require concentration.

Mad Terror

When you deal thunder damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of its next turn.

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

Magic Thief

Prerequisites: 7th level
When you hit a creature with an attack, you can use your reaction to cause them to lose a spell slot of 5th level or lower. When you do this, you regain a warlock spell slot. This feature has no effect on creatures that don’t have any available spell slots. You may use this feature once before having to take a long rest.

Magnetic Grasp

Prerequisites: 12th level
You can cast telekinesis at will as a 5th level spell, but you can only target objects and creatures that are made of metal.

Man's Best Friend

Prerequisite: Pact of the Chain, 15th level
You can choose to have your familiar appear in the form of a dire wolf.

Manhandle

Prerequisites: mage hand cantrip
When you cast mage hand, if your mage hand is within 5 ft. of a creature, you can choose to force that creature to make a Strength saving throw against your spell save DC, causing both the mage hand and the target to be moved up to 10 ft. in a direction of your choice.

Mariner’s Step

Prerequisites: 5th level
You can walk on liquid surfaces as if they were solid ground. If the liquid is harmful, such as lava or acid, you still take damage from it.

Mark of Sacrifice

Prerequisites: Pact of the Mark, 12th level
Whenever you kill a creature with a spell, roll a d20. On a 20, you regain the ability to use your Pact of the Mark.

Marking Hex

Prerequisites: Pact of the Wand
When you hit a creature with a spell attack roll while wielding your pact wand, you can use your reaction to mark it until the start of your next turn. Until then, it gains no benefit from being invisible and if it would regain hit points, it instead takes psychic damage equal to your Charisma modifier.

If you use the hex spell on the target before this effect ends, it remains in effect for as long as your hex spell is affecting the target.

Martial Elite

You gain a fighting style of your choice out of those available to the Ranger class.

Master of Demons

Prerequisites: 12th level, summon greater demon spell
When you cast summon greater demon, you can summon two demons instead of one. You can do so twice, and regain all expended uses of this feature upon completing a long rest.

Masquerade of Terror

Prerequisites: Pact of the Mask, 9th level
While you are wearing your Pact Mask, you may use your action to attempt to invoke ancient, primal terror in a foe by changing the form of your mask. Choose up to 10 creatures within 120 ft. of you that can see you. Each of these creatures must make a Wisdom saving throw against your Spell Save DC. Upon a failure, a creature takes 2d12 psychic damage and is frightened of you for 1 minute. On a success, the creature only takes half damage, and isn’t frightened. A creature that failed on the saving throw can retry the save at the start of each of its turns for the duration, ending the effect on a success. You may use this feature a number of times equal to your Charisma modifier (minimum of 1), before having to take a long rest.

Mind Control

Prerequisite: Pact of the Wand, 9th level
You can cast command at will, using your pact wand as a spellcasting focus.

Mind Titan

You can sense a creature's intent. You gain proficiency in the Insight and Perception skills, and your proficiency bonus is doubled for any check that involves either of these skills.

Minor Shield

Prerequisites: Pact of the Wand, 7th level
You gain a +1 bonus to AC against ranged attacks.

Mists of Barovia

Prerequisite: fog cloud spell
You can see clearly into fog created by fog cloud spells cast by you, to a distance of 30 feet.

Mordenkainen’s Grip

Prerequisites: 9th level
You can cast bigby’s hand at 5th level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Muffled Cantrip

Prerequisites: None
Choose one cantrip that you know. You can cast that cantrip without using components, and if casting the cantrip would usually make noise, you can make it so that it doesn’t. You can change your selected cantrip to a new known cantrip as a part of a long rest.

Necromancer's Malediction

Prerequisites: 9th level
As a bonus action, you can place a lingering curse on a Medium humanoid target within 30 feet. The target remains cursed for 1 minute or until you use this feature again. If you kill the target before it ceases to be cursed, you can use a reaction to command it to rise at the end of your next turn as a zombie. The zombie follows your orders to the best of its ability. You can have a maximum number of zombies under your control via this feature equal to half your Charisma modifier. If you create more, the oldest zombie crumbles into dust.

Necron’s Wrath

Prerequisites: chill touch cantrip, 5th level
When you cast chill touch, you can cause a creature to make a Constitution saving throw with a DC equal to your spell save DC. Upon a failure, a creature is paralyzed until the end of its next turn, and upon a success, a creature is unaffected. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Night Hugs

Prerequisites: Pact of the Dreams
You can use your action to touch a creature that is sleeping within 5 feet of you, infecting its mind with either happy dreams or nightmares.

  • Nightmares: The target makes a Wisdom saving throw against your spell save DC. On a failure, it gains two levels of exhaustion.
  • Happy Dreams: Upon completing its rest, the target gains 1d6 + your warlock level temporary hit points.

You can use this feature a number of times equal to your Charisma modifier(minimum of once), and regain all expended uses upon completing a long rest. You cannot target the same creature more than once every 24 hours.

Noxious Form

Prerequisites: 7th level
You can cast gaseous form at 3rd level once without expending a spell slot or components, and you must complete a long rest before casting this spell in this way again. When cast in this way, your size while in this cloud form is Large, and while you are occupying another creature’s space, it takes poison damage equal to your Charisma modifier (minimum of 1) at the start of each of their turns for as long as it or you remain there.

Null Weapon

Prerequisites: Pact of the Blade, dispel magic spell
When you summon your pact weapon, you can choose to have it appear in the form of a quarterstaff with warding runes covering its entire length. Its damage die becomes 2d4.

When you hit a creature with the quarterstaff on your turn, you can cast dispel magic on it as a bonus action.

Oozing Shadows

Prerequisites: 7th level
As an action, you can command shadows to manifest in a cloud of darkness, which must be placed entirely within 120 feet of you. The area of the cloud consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube.

The area of the cloud is magical darkness. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. The darkness vanishes after 1 minute.

You can use this feature once, and regain the ability to do so when you finish a short or long rest.

Otherworldly Blood

Prerequisites: 5th level
As a reaction when you take damage, you can cast arms of hadar without expending a spell slot or components, at a level equal to your proficiency bonus. You can do so once, and regain the ability to do so upon completing a short or long rest.

Otherworldly Carapace

Prerequisite: Pact of the Host, 12th level
Your already tough form becomes almost impenetrable. When you take bludgeoning, piercing, or slashing damage from a nonmagical attack that isn't silvered, you can use your reaction to halve the damage taken.

Otherworldly Leap

You can cast jump at will, without requiring a spell slot or components.

Otherworldly Malediction

Prerequisites: 12th level
As a bonus action, you can curse a creature within 60 feet that you can see. The target must make a Wisdom saving throw, becoming cursed on a failure. At the start of each cursed target's turns, you can force one creature within 15 feet of it that is not cursed to make a Wisdom saving throw, becoming cursed as well on a failure. As a bonus action, you can deal 2d10 psychic damage to each cursed target.

The curse lasts for a number of rounds equal to your Charisma modifier. You can use this feature thrice, and regain all expended uses upon completing a long rest.

Otherworldly Whispers

You gain proficiency in the Arcana and Religion skills, and your proficiency bonus is doubled for any check you make with those skills.

Overcharged Magic

Prerequisites: Pact of the Mark, 5th level
The next spell attack roll you make after using your Pact Mark has advantage.

Pack Alpha

Prerequisites: Pact of the Chain, 12th level
You are able to summon more than one companion at once. When you cast find familiar with your Pact of the Chain, you can create up to 2 total familiars. When you do this, divide your original familiar’s CR by 2, and round down to find the maximum CR of your new familiars.

Panacea

Prerequisites: Pact of the Ring
As an action, you can touch a creature within 5 ft. of you and use 3 of your Pact Ring’s points to remove one condition or disease affecting that creature.

Patron's Will

Prerequisite: 15th level
You can cast divine word once without expending a spell slot, and must complete 1d4 long rests before doing so again.

When you use this feature, your voice is replaced with the voice of your patron until you finish speaking. This spell is unaffected by areas of magical silence such as the silence spell.

Phoenix Soul

Prerequisites: 7th level
As a reaction when you drop to 0 hit points, you can choose to drop to 1 hit point instead. Doing so causes all hostile creatures within 10 ft. of you to take 2d6 fire damage. You must complete a long rest before doing so again.

Piercing Blade

Prerequisites: Pact of the Blade, 9th level
When you hit a creature with an attack with your Pact Weapon, you can spend a warlock spell slot to cause the creature’s AC to be reduced by 2 until the end of their next turn. Additionally, until the end of their next turn, damage dealt to them ignores resistance.

Plague of Vermin

Prerequisites: infestation cantrip
When you cast infestation, you can choose in what direction the creature travels.

Potent Dreams

Prerequisites: Pact of the Dreams, 5th level
As an action, you can use your power to magically assail the mind of a creature you can see within 30 feet. Make a contested Charisma ability check against its Wisdom ability check. The target can choose to fail its check. On a success, the target falls unconscious until the start of your next turn. The effect ends immediately if the target takes damage. You can use this feature twice, and regain all expended uses upon completing a long rest. This feature has no effect on undead or constructs.

Potent Venom

Prerequisites: 12th level
Your attacks and spells ignore resistance and immunity to poison damage, and when you inflict the poisoned condition, the target is not immune to it.

Power from Death

Prerequisite: Undead patron, 7th level
When you succeed on a death saving throw, you can regain one expended spell slot. Once you use this feature, you can't use it again until you finish a long rest.

Power of Death

Prerequisites: chill touch cantrip
When you cast chill touch, the target takes additional damage equal to your Charisma modifier, and all creatures between you and the target whose AC is equal to or lower than the result of the attack roll take necrotic damage equal to your proficiency bonus.

Precision Volley

Prerequisite: Dexterity or Intelligence 12 or higher
As a bonus action, you can temporarily enhance your accuracy. Until the end of your turn, you can add your Dexterity or Intelligence modifier to ranged spell attack rolls you make with cantrips.

You can use this feature twice, and regain all expended uses when you finish a short or long rest.

Protector’s Sight

Prerequisites: Pact of the Eye, 5th level
You can cast detect evil and good and detect poison and disease at will, without expending a spell slot or components.

Psychic Hand

Prerequisites: mage hand cantrip
When you cast mage hand, you can make the hand invisible. If you have more than one mage hand, this effect can be applied to one or both of the hands.

Puppet Loosely Strung

Prerequisites: 5th level
You can cast charm person at will, without expending a spell slot or components.

Pyrokinesis

Prerequisite: create bonfire cantrip
Create bonfire no longer requires concentration for you.

Quickened Rites

Prerequisites: The ability to cast a spell as a ritual
When you cast a spell as a ritual, it takes 5 minutes more than normal, instead of 10.

Rapid Fire

Prerequisites: eldritch blast cantrip
When you cast eldritch blast, you can use your bonus action to fire one additional beam. You must have both hands free to do so.

Rapid Fire Improvement

Prerequisites: eldritch blast cantrip, 7th level
If all of your eldritch blast beams target a single creature when you cast eldritch blast, you may use your bonus action to create two additional beam targeted at the same creature. You must have both hands free to do so.

Reach of the All-Father

Prerequisites: mage hand cantrip
When you cast mage hand, your mage hand can lift up to 50 pounds.

Reaper of Lives

Prerequisites: toll the dead cantrip
When you reduce a hostile creature to 0 hit points with toll the dead, you can immediately expend a hit die and regain hit points as though you were taking a short rest. When you do so, you also gain temporary hit points equal to the damage dealt.

Restore Vitality

Prerequisites: Pact of the Ring, 12th level
As an action, you can touch a dead creature that died within the past hour within 5 ft. of you and expend 30 of your Pact Ring’s points. The target is restored to life at 1 hit point, but is unconscious for 3d10 minutes.

Riders of Shadow

Prerequisites: phantom steed spell
When you cast phantom steed using a spell slot, you summon a number of steeds equal to your Charisma modifier, instead of just one.

Ring of Sacrifice

Prerequisites: Pact of the Ring, 5th level
As a bonus action, you can choose to take 2d6 necrotic damage. Your Pact Ring regains a number of expended points equal to the damage dealt.

Rubber Limbs

Prerequisites: None
Your reach for melee attacks is increased by 5 ft., to a maximum of 10 ft.

Savvy Attunement

Prerequisites: None
You can attune to any magic items, ignoring race or class requirements.

Sacred Blast

Prerequisites: eldritch blast cantrip
When you cast eldritch blast, you can cause it to deal radiant or necrotic damage (your choice) instead of force. If you fire more than one blast, you can choose the damage type for each individual blast.

When you use this feature and score a critical hit, you deal additional damage of the same type equal to your warlock level. You can deal this damage no more than once per turn.

Sanguine Blast

Prerequisites: eldritch blast cantrip
When you reduce a creature to 0 hit points with eldritch blast, you can draw a straight line 5 feet wide and as long as the spell's range. This line cannot pass through total cover. Choose one creature that the line passes over that your attack would have hit. That creature takes necrotic damage equal to the damage of your eldritch blast attack in excess of that which reduced the original target to 0 hit points. If the result of the initial attack was a critical hit, the secondary target takes an additional 1d4 necrotic damage.

Semi-automatic Crossbow

Prerequisites: Pact of the Blade
You ignore the loading property of your pact weapon, if it has one.

Scatter Blast

Prerequisites: eldritch blast cantrip, 12th level
When you cast eldritch blast, instead of making attack rolls you can select a 10-foot cube within the spell's range that you can see. All creatures within the cube must make a Dexterity saving throw against your spell save DC, getting hit by one beam of your eldritch blast on a failure.

Shape the Waves

Prerequisites: 7th level
You can cast control water at 4th level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Shield of Bahamut

Prerequisites: 5th level
You can use a warlock spell slot to cast shield, and when you cast it in this way, you can instead cast it in response to a creature within touch range being targeted by an attack. When cast in this way, the target gains the effects of the spell instead of you.

Shielding Touch

Prerequisites: Pact of the Ring, 9th level
As an action, you can touch a creature within 5 ft. of you and expend 9 of your Pact Ring’s points. The target gains resistance to one damage type of your choice for 1 minute. Only 1 creature can benefit from this feature at one time.

Shroud of Ulban

Prerequisite: Great Old One patron, 18th level
The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.

Silver Tongue

Prerequisites: friends cantrip
When you cast friends, the target doesn’t realize what you did to them after the spell’s duration.

Soul of Storms

Prerequisites: None
Whenever you cast a spell that deals cold, lightning, or thunder damage, the spell deals extra damage equal to your Charisma modifier (minimum of 1).

Spatial Warping

Prerequisite: 9th level, or 7th level if you chose Pact of the Cloak
You can cast the far step spell once without expending a spell slot, and regain the ability to do so upon completing a long rest.

Spectral Sight

Prerequisites: Pact of the Eye, 7th level
You can see invisible creatures. Additionally, you can see into the Ethereal Plane out to a radius of 60 ft.

Spectral Slip

Prerequisites: Pact of the Cloak, 9th level
As a bonus action while you are wearing your Pact Cloak, you may take on the properties of a specter. You can see into the Ethereal Plane for a range of 30 ft, you have a flying speed of 30 ft., and you can move through solid objects and creatures as if they were difficult terrain, all for 1 minute. If the effect ends while you are inside of a creature or object, you are safely deposited in the nearest unoccupied space. You can use this feature again upon completing a long rest.

Spell Scribe

Prerequisites: Pact of the Tome, 7th level
You can spend an hour inscribing arcane sigils into an empty page of your Book of Shadows. After this is done, use a warlock spell slot, and the page becomes a Spell Scroll for any spell that you have prepared. This page can be torn out and used as a normal Spell Scroll, and if the page is torn out, a new blank page reappears in its place.

Spellcrafting

Prerequisites: Pact of the Tools
Your tools have allowed you the ability to craft spells from scratch. When you cast a spell while your Pact Tools are on your person, you can ignore any and all components for that spell. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Spined Devil’s Hide

Prerequisites: 5th level
Whenever you are hit by a melee attack, the attacker takes 1d4 piercing damage. This damage increases to 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 20th level. This feature only works if you are not wearing heavy armor.

Spirit Blade

Prerequisites: 7th level, Pact of the Blade
You can cast spiritual weapon at 6th level once without expending a spell slot or components. When cast in this way, your spiritual weapon gains any benefits that apply to your Pact Weapon. You must complete a long rest before using this feature again.

Spirit Connection

Prerequisites: Pact of the Chain, 12th level, polymorph spell
When you cast polymorph targeting your familiar, you can use your level in place of its CR to determine the form it transforms into.

Spirit Missiles

Prerequisites: 5th level, Pact of the Armor
You can cast dissonant whispers thrice without expending a spell slot, and regain all expended uses upon completing a long rest.

Spores of Zuggtmoy

Prerequisites: 9th level
When you hit a creature with an attack, you can spend a warlock spell slot to deal necrotic damage equal to your warlock level. If this attack reduces the creature to 0 hit points, and that creature is able to become undead, it rises as a zombie, which is controlled by you, and you can communicate telepathically with it. The zombie remains in your service for 1 day, and after that day has passed, the zombie dies, reduced to a pile of rotten flesh and bones.

Stage Magician

Prerequisites: prestidigitation cantrip
When you cast prestidigitation, you can cast it as a bonus action, and you can have up to 5 of the spell’s effects active at once rather than 3.

Strengthened Bond

Prerequisites: Pact of the Chain, 7th level
Your bond with your familiar grows stronger, allowing it to take more powerful forms. When you cast find familiar with your Pact of the Chain, you can create a creature of CR 1 or lower. When you reach 14th level in this class, you can summon a CR 2 creature, and you can summon a CR 3 creature at 20th level. The DM must approve of your selected creature before you summon it.

Stygian Curse

Prerequisite: chill touch cantrip
When you damage a creature with chill touch, all creatures of your choice within 10 feet of it cannot regain hit points until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.

Superior Vision

Prerequisites: Pact of the Eye
You are immune to the blinded condition. Additionally, attack rolls and Perception checks you make are unaffected by quarter or half cover, as well as a target being lightly obscured.

Swarm of Bats

Prerequisites: cloud of daggers spell
When you cast cloud of daggers, you instead summon a cloud of spectral bats in the area. The spell deals force damage instead of its normal type, and you regain hit points equal to half the damage dealt by the spell.

Swift Reflexes

Prerequisites: Pact of the Blade, 7th level
You can add half your Charisma modifier to initiative rolls.

Sword of Tempus

Prerequisites: true strike cantrip, 5th level
When you cast true strike, you can cast it as a bonus action.

Symbiotic Form

Prerequisites: Pact of the Chain, 15th level
You and your familiar’s bond have become so great that you are able to share a body. Fusing with your familiar takes an action, and while you and your familiar are fused, you gain the following effects:

  • Your familiar occupies the same space as you.
  • You count as the same creature type as your familiar.
  • You gain all of the features and attack options of your familiar.

This form requires concentration, as though you were concentrating on a spell. If you have more than one familiar, all of your familiars join you in this form. This form lasts for 1 minute or until your concentration on this form is broken. You must complete a long rest before using this feature again.

Talisman Control

Prerequisite: Pact of the Talisman, summon greater demon spell
When a demon you are controlling with summon greater demon makes its saving throw to attempt to break free of your control and you are wearing your pact talisman, you can use your reaction to roll a d4 and subtract it from the roll. You can do so a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Temporal Blade

Prerequisites: Pact of the Blade, 9th level
You are able to temporarily activate past versions of yourself to harm your foes. As a reaction when you hit a creature with a weapon attack with your Pact Weapon, you can mark that creature. While marked, you can use a bonus action on your turn to deal 2d6 force damage to that creature. The mark lasts for 1 minute. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

The Abyss Stares Back

Prerequisites: 5th level
You can cast hunger of Hadar without expending a spell slot. You can't do so again until you finish a long rest.

Thief of Five Fates

You can cast bane at will, without requiring a spell slot or components.

Transfer Visage

Prerequisites: Pact of the Mask, 5th level
While you possess a creature’s visage with your Pact Mask, you may use a bonus action to expend it and grant the form (in the same way as your Pact of the Mask feature, but not with the Beast Form feature) of that creature to a willing creature within 30 ft. of you. If the creature is not willing, it must make a Charisma saving throw against your spell save DC. Upon a success, the creature is unaffected and the visage is lost. Upon a failure, however, the creature is transformed with the visage. Regardless of whether the creature consented or not, the transformation lasts for 10 minutes, or until you dispel it as a bonus action.

Tomb of the Necromancer

Prerequisites: danse macabre spell, 15th level
Your dark magic causes the undead to guard you even in death. When you would be incapacitated against your will or dropped to 0 hit points, 1d4+5 zombies or skeletons(your choice) rise from the ground. They function as though summoned by the danse macabre spell, acting on your initiative(no concentration required) and crumbling into dust after 1 hour. You can use this feature once, and must complete 1d4 long rests before you can use it again.

You can use a bonus action at any time while you are alive to issue them commands for when they are summoned, such as "attack the thing that incapacitated me". They will follow the most recent commands when summoned.

Twin Talismans

Prerequisite: Pact of the Talisman, 15th level
You gain a second pact talisman, which can only be worn by you. The number of uses of your Pact of the Talisman feature, as well as each invocation with limited uses that has Pact of the Talisman as a prerequisite, increases by two. Both talismans share the same pool of uses for these features.

Two-Faced

Prerequisites: Pact of the Mask, 9th level
You can use your Pact Mask to create magical duplicates of yourself. As an action, you can expend a use of your Pact Mask to create a duplicate of yourself in an unoccupied space that you can see within 30 ft. of you. This duplicate uses your AC, has all of the same proficiencies and ability scores as you, has functional duplicates of any nonmagical items on your person, and any damage, healing, or conditions that it sustains affect you as well. On each of your turns while the duplicate lasts, you can spend your movement to cause the duplicate to move, use your action to cause it to take an action, or use your bonus action to cause it to take a bonus action. It has all of the same features and actions as you, and if it expends spell slots or limited use features, it expends them from both of your sheets. As an action while this effect is active, you can choose to switch places with your duplicate, teleporting both of you. This effect lasts for 10 minutes, or until you dispel it as a bonus action, and any equipment that this effect creates disappears when the duplicate disappears.

Valhalla’s Rebuke

Prerequisites: None
When you are hit by an attack by a creature that you can see within 30 ft. of you, you can use your reaction to launch an ethereal spear, dealing 1d8 + your Charisma modifier force damage to them. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Vampiric Blast

Prerequisite: eldritch blast cantrip
Once per turn, when you hit with an eldritch blast beam, you gain temporary hit points equal to the damage dealt.

Venomous Bile

Prerequisites: poison spray cantrip
You can cast poison spray without using an action. You can do so a number of times equal to your proficiency bonus, and regain all expended uses upon finishing a long rest.

Voice of Cthulhu

Prerequisite: Pact of the Dreams
You have telepathy to a range of 300 feet. As an action, you can establish a mental link with an unconscious creature you touch. This link lasts until you use an action to end it, and requires concentration(as if you were concentrating on a spell). When you do so, the creature becomes aware of you despite being unconscious, and you can communicate with it. It does not know your identity unless it was already familiar with you.

Void Touch

Prerequisites: mage hand cantrip
When your mage hand is within 5 ft. of a creature, you can use your action to spend a warlock spell slot and cause the creature to take psychic damage equal to your warlock level.

Voodoo Doll

Prerequisites: Pact of the Doll, 7th level
While you have hexed a creature with your Pact Doll, or any other warlock feature that hexes, you can attack your Pact Doll, and the damage (including damage type) transfers to the hexed target. The doll has AC and Saving Throws equal to the target’s, and a hit point total equal to 3 times your level in this class. If the doll loses all hit points, then it is destroyed, and you have to make a new one on your next rest.

Wand Barrier

Prerequisite: Pact of the Wand
When you cast a spell using a warlock spell slot and the spell is of a lower level than the slot you expended, you gain 5 temporary hit points for every slot level above the spell's base level.

While you have temporary hit points from this source, you gain a +2 bonus to Constitution saving throws made to maintain concentration.

Ward of Frost and Flame

Prerequisites: 7th level
You can cast fire shield at 4th level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Warding Aegis

Prerequisites: 7th level
When you take damage from an attack, you can use your reaction to decrease the damage by an amount equal to your warlock level + twice your Charisma modifier (minimum of +2). You must complete a long rest before using this feature again.

Warding Cloak

Prerequisites: Pact of the Cloak, 12th level
While you are wearing your Pact Cloak, you gain resistance to one of the following damage types of your choice: acid, cold, fire, force, lightning, poison, psychic, thunder. As a part of a long rest, you can change the damage type out for a new one from that list. Additionally, you have advantage on saving throws against one of the following conditions of your choice: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned. Also as a part of a long rest, you can change the condition out for a new one from that list.

Warlord’s Step

Prerequisites: Pact of the Blade, 5th level
Immediately before or after making an attack with your Pact Weapon, you can teleport up to 20 ft. to an unoccupied space that you can see. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before having to take a long rest.

Watcher’s Hand

Prerequisites: mage hand cantrip
When you cast mage hand, you can use an action while it is active to see and hear through it as if it was you, and you can use an action to dismiss this effect. While you are seeing and hearing through your mage hand, your original body is blinded and deafened. This effect cannot be activated if your mage hand is invisible or if your mage hand is holding something.

Weapon of Mount Celestia

Prerequisites: 9th level
You can cast holy weapon at 5th level once without expending a spell slot or components, and you must complete a long rest before using this feature again.

Weapon of the Mage

Prerequisite: 9th level, Pact of the Blade
You can cast mordenkainen's sword once, without requiring material components, and regain the ability to do so upon completing a short or long rest.

Weapon of Shadow

Prerequisites: Pact of the Armor, Autonomous Suit, 12th level
While it is awakened, your pact armor is proficient with all weapons. Additionally, it gains one of the following actions(your choice, choose each time you animate it):

  • Loyal Defender. The armor guards a creature it can see within 10 feet of it. Until the start of its next turn, whenever the chosen creature would take damage(excluding damage from area effects) you can choose to have the armor take the damage instead.
  • Irresistible Force. The armor makes three melee attacks.
  • Siege Turret. The armor casts eldritch blast, treated as a spellcaster of your level for the purposes of determining how many beams are fired. It has an attack bonus of +4.
Whispers of Evil

Prerequisites: message cantrip
When you cast message, you can choose to convey a series of eldritch phrases to the target. If you do so, the target must succeed on a Wisdom saving throw against your warlock spell save DC or suffer the effect of a confusion spell until the end of its turn, or until it takes any damage.

Wings of Shadow

Prerequisites: Pact of the Armor
Your maximum high and long jump distance increases to 50 feet.

Winter Hex

Prerequisite: hex spell
Targets affected by your hex spell have their speed reduced by 10 feet.

Witchblade

Prerequisites: Pact of the Blade, 5th level
Once per turn, when you attack with your pact weapon, you can ignore all magical bonuses to the target's Armor Class.

Witchfire

Prerequisites: 5th level
You can cast aganazzar's scorcher at will at a level equal to half your proficiency bonus.

Wrath of Hadar

Prerequisites: 5th level, hunger of hadar spell
When a creature succeeds on its saving throw against your hunger of Hadar, it takes half damage rather than none. Additionally, the damage of both effects of your hunger of Hadar increases by 1d6 per slot level above 3rd when you cast it with a higher-level spell slot.

Wrathful Corrosion

Prerequisites: poison spray cantrip
You can choose to have poison spray deal acid damage rather than poison damage. When a target takes acid damage from this cantrip it takes a cumulative -1 penalty to its AC until the start of your next turn. If it is wearing heavy armor, this penalty also applies to its Dexterity saving throws.

Wrathful Toxin

Prerequisite: poison spray cantrip
When a creature within range of your poison spray cantrip damages you with an attack, you can cast poison spray against it as a reaction.

Archfey

Expanded Spell List
Spell Level Spells
1st faerie fire, sleep
2nd conjure moorbounder, phantasmal force
3rd blink, plant growth
4th arcane gate, dominate monster
5th legend lore, seeming
Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube or a 15-foot cone(your choice) originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

You can use this feature twice, and regain the ability to do so when you finish a short or long rest.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the end of your next turn.

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

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. If the charm effect would apply some additional effect to you, the target is also affected while charmed.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make an Intelligence saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. On a successful save, it is affected in the same way, but the effect ends at the start of your next turn.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

Celestial

Expanded Spell List
Spell Level Spells
1st arcane guardian, guiding bolt
2nd Ashardalon's stride, lesser restoration
3rd wall of light, revivify
4th guardian of faith, wall of fire
5th dawn, greater restoration
7th conjure celestial
Bonus Cantrips

At 1st level, you learn the guidance cantrip and two other cleric cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Whenever a creature regains hit points in this manner, it gains a bonus to its next saving throw within 1 minute equal to the number of d6s spent.

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

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to that damage. If you would already have resistance to radiant damage, you instead gain immunity.

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance

Also at 10th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

Divine Fury

At 14th level, your connection to the Upper Planes allows you to transform into a greater form. As an action, you can transform into a planetar for up to 1 hour, as though affected by the true polymorph spell. Unlike the spell, however, you gain your new form's legendary actions. You can end this effect at any time(no action required). You can use this feature once, and regain the ability to do so upon completing a long rest.

Great Old One

Expanded Spell List
Spell Level Spells
1st chaos bolt, Tasha's hideous laughter
2nd phantasmal force, spiritual weapon
3rd pulse wave, sending
4th Evard's black tentacles, weird
5th circle of power, telekinesis
6th raise abomination
8th reality break
Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 360 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Shred Sanity

As an action, you can invade the mind of a creature that you are able to speak to telepathically. The target must make an Intelligence saving throw or have its mind assailed by alien entities for 1 minute. When a creature hits the target with an attack while this effect persists, you can let it add half your Charisma modifier, rounded up(minimum of +1), to the damage roll.

You can use this feature once, and regain the ability to do so upon completing a short or long rest.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn, and if it hits it is automatically a critical hit.

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

Glorious Annihilation

Also at 6th level, whenever you score a critical hit with a spell attack, the target has disadvantage on saving throws against spells cast by you or your familiar until the end of your next turn.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have immunity to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you would have taken.

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Fiend

Expanded Spell List
Spell Level All paths Wrath Chaos Greed Agony Hellfire
1st magnify gravity command chaos bolt false life inflict wounds find familiar
2nd scorching ray haste wind wall conjure blades phantasmal force Otto's irresistible dance
3rd fireball Tenser's transformation blink sleet storm spirit guardians summon lesser demons
4th wall of fire steel wind strike prismatic spray fabricate weird summon greater demon
5th hallow holy weapon passwall mislead awaken incorporeal nova
Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Fiendish Paths

Also at 1st level, you choose one particular path of fiendish magic that will define the way you fight. Your choice grants you additional spells known, as shown in the table above, as well as additional boons at later levels.

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

Fiendish Resilience

Also at 6th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
























Dark Call

Starting at 10th level, you can entreat your patron for aid. As an action, you can cast summon greater demon without expending a spell slot or components, at a level equal to half your warlock level(rounded up). When you do so, you can choose one of the following additional effects:

  • The summoned creature does not attempt to break free.
  • The summoned creature does not have to be a demon, but it must be a fiend.
Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

Fathomless

Expanded Spell List
Spell Level Spells
1st frost fingers, fog cloud, thunderwave
2nd tidal wave, wall of water, watery sphere
3rd lightning bolt, lightning strike, sleet storm
4th cone of cold, control water, steel wind strike
5th animate objects, bolt of the heavens, maelstrom
8th tsunami
Tentacle of the Deep

Starting at 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 + your Charisma modifier cold damage, and its speed is reduced by 10 feet until the start of your next turn, or reduced to 0 on a critical hit. When you reach 10th level in this class, the damage increases to 2d8 + your Charisma modifier.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Oceanic Gift

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

Starting at 6th level, you are now even more at home in the depths. You gain resistance to cold damage, which becomes immunity to cold damage while you are submerged. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil

Also at 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacle

At 10th level, you learn the spell Evard's black tentacles. 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 a spell slot twice, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Fathomless Plunge

Starting at 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

Undead

Expanded Spell List
Spell Level Spells
1st bane, false life
2nd find steed, phantasmal force
3rd phantom steed, speak with dead
4th death terror, death ward
5th animate monkey, antilife shell
7th time stop
8th create undead(as an 8th-level spell)
Form of Dread

You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

You can transform twice, and you regain all expended uses when you finish a short or long rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched

Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe, and you ignore resistance to necrotic damage.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Necrotic Husk

Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level, and you regain hit points equal to half the necrotic damage dealt. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.

Spirit Projection

Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

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

Hey look, it's me!

Hexblade

Expanded Spell List
Spell Level Spells
1st shield, wrathful smite
2nd heat metal, magic weapon
3rd blink, spirit guardians
4th mordenkainen's faithful hound(appears as a weapon), summon construct
5th animate objects, holy weapon
6th blade barrier
7th blade of disaster

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can't use this feature again until you finish a short or long rest.

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. The specter acts on your initiative and takes its turns after yours. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can roll a d6(no action required). On a 4 or higher, the attack instead misses you, regardless of its roll.

Dark Barrier

Also at 10th level, your knowledge of curses allows you to shield yourself from them more effectively. You can cast circle of power once without expending a spell slot. You regain the ability to cast this spell when you complete a long rest.

Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Annihilating Hex

Starting at 14th level, you can channel your patron's power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can't do so again until you finish a long rest.

For every intelligent person who leans magic to destroy their foes from afar, there are a hundred idiots who will only use their power to hit harder with a sword.

PART 2

Advanced Weapon Rules

Weapons Rework

Weapons in D&D 5e are lame and underpowered. You basically get a choice of polearm, hand crossbow or wrong answer, and it's not like those weapons are good as much as it is that they're okay or the least weak. Spells outclass everything and everyone, to the point where martials in 5e are basically redundant wingless familiars. Especially melee martials who just make it harder to position AoE shutdown spells on top of dealing less damage than ranged ones.

This document aims to repair the weapon system of D&D 5e, drawing inspiration primarily from the good edition of D&D(4e), as well as Warhammer Fantasy Roleplay and Star Wars 5e. It is intended to be used with my martial class rework series.

Weapon Properties

Agony. When a hit with this weapon would cause the target of your attack to make a Constitution saving throw for any reason, add the agony number to the save DC.
Brutal. When you score a critical hit with a weapon with the brutal property, you roll a number of additional weapon damage dice equal to the brutal number.
Clipped Wings. When you score a critical hit with this weapon against a creature with a nonmagical flying speed that cannot hover, you can force it to make a Constitution saving throw against a DC equal to the clipped wings number. On a failed save, it is knocked prone. On a success, its speed is reduced by 5 feet until the end of its next turn.
Defensive. If you attack with a weapon with the defensive property on your turn, you gain a bonus to AC equal to the defensive number that lasts until the start of your next turn.
Disarming. When you score a critical hit with a weapon with the disarming property against a creature that is holding an object, you can attempt to disarm the target (no action required). If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it drops an object of your choice at its feet.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
Heavy. When you hit with an attack roll using Strength with this weapon, you deal additional damage equal to half your Strength modifier (rounded up, minimum of +1).
High Crit. When you score a critical hit with a weapon with the high crit property, the normal damage dice(not added as a result of the critical hit, or a feature dependent on it such as brutal) are maximized.
Impact. When you score a hit with a weapon with the impact property on your turn, you gain a bonus to the damage roll equal to the impact number if you moved at least 20 feet towards the target since the start of your turn.
Keen. When you make a weapon attack with a weapon with the keen property, it scores a critical hit on a roll equal to 20 - the keen number or higher. This stacks with any effects that would allow you to score a critical hit on a lower roll, i.e. an attack with keen 3 and Hexblade's Curse scores a critical hit on 16-20.
Light. A light weapon is small and easy to handle, making it ideal for use when engaging in Double- or Two-Weapon Fighting.

Mighty. When making an attack with a mighty weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Parrying. A weapon with this property grants you a +1 bonus to AC if you are wielding another weapon in your other hand. Piercing. When making an attack with a weapon with the piercing property against a target wearing medium, heavy or natural armor, reduce the target's AC by the piercing number for the purposes of that attack if you scored at least one hit against it since the end of your last turn.
Pummeling. When you attempt to shove a creature while wielding a weapon with the pummelling property, you can replace the ability check with an attack roll using the weapon. All other restrictions apply.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Reach. This weapon adds 5 feet to your reach with it.
Shieldbreaker. When you score a critical hit with a weapon with this property against a target with a shield, you can force it to make a Dexterity saving throw with a DC equal to the shieldbreaker number. On a failed save, the target's shield is destroyed. If the weapon has the impact property, you can add the impact number to the DC as long as the damage roll would include the bonus from that property.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Two-Handed. This weapon requires two hands to use.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
Vicious. When you roll damage for a weapon with the vicious property, you can re-roll damage rolls equal to or lower than the vicious number. You must use the new roll.

A web a day keeps the melee martials away.

Weapon Cost Damage Weight Properties
Simple melee weapons
Club 1sp 1d4 bludgeoning 2lb Light
Dagger 2gp 1d4 piercing 1lb Finesse, light, piercing, thrown(range 20/60)
Greatclub 2sp 1d8 bludgeoning 10lb Heavy, pummeling, two-handed
Handaxe 5gp 1d6 slashing 2lb Light, shieldbreaker 8, thrown (range 20/60)
Javelin 5sp 1d6 piercing 2lb Clipped wings 6, thrown (range 30/120)
Light hammer 2gp 1d4 2lb Light, thrown (range 20/60)
Mace 5gp 1d6 bludgeoning 4lb -
Quarterstaff 2sp 1d6 bludgeoning 4lb Versatile (1d8)
Sickle 1gp 1d4 slashing 2lb Light
Scythe 5gp 2d4 slashing 10lb Impact 1, two-handed, vicious 1
Spear 1gp 1d6 piercing 3lb Clipped wings 6, thrown (range 20/60), versatile (1d8)
Simple ranged weapons
Crossbow, light 25gp 1d8 piercing 5lb Ammunition (range 80/320), clipped wings 8 loading, two-handed
Dart 5gp 1d4 piercing 1/4lb Finesse, thrown (range 20/60)
Shortbow 25gp 1d6 piercing 2lb Ammunition (range 80/320), clipped wings 10 two-handed
Sling 1sp 1d4 bludgeoning - Ammunition (range 30/120), mighty
Martial melee weapons
Battleaxe 10gp 1d8 slashing 4lb Brutal 1, impact 1, versatile (2d6)
Glaive 30gp 1d10 slashing 6lb Brutal 1, heavy, reach, two-handed
Greataxe 30gc 1d12 slashing 7lb Brutal 1, heavy, high crit, impact 2, shieldbreaker 10, two-handed
Greathammer 40gp 1d12 bludgeoning 6lb Heavy, impact 2, pummeling, two-handed
Greatsword 50gp 2d8 slashing 6lb Heavy, keen 2, two-handed
Halberd 20gp 1d10 slashing 6lb Defensive 1, heavy, reach, shieldbreaker 11, two-handed
Hooked blade 70gp 1d6 slashing 6lb Disarming, finesse, vicious 1
Lance 10gp 1d12 piercing 6lb Impact 4, reach, special
Longsword 15gp 1d8 slashing 3lb Defensive 1, versatile (3d4)
Maul 10gp 2d6 bludgeoning 4lb Heavy, two-handed
Morningstar 15gp 1d8 piercing 4lb Vicious 2
Pike 5gp 1d10 piercing 18lb Heavy, impact 2, reach, two-handed
Rapier 25gp 1d8 piercing 2lb Finesse, keen 1, piercing 1
Scimitar 25gp 1d6 slashing 3lb Finesse, light, defensive 1
Shortsword 10gp 1d6 piercing 2lb Finesse, light, keen 1
Trident 5gp 1d6 piercing 3lb Thrown (range 20/60), versatile (1d10)
War pick 5gp 2d4 piercing 2lb Keen 1, piercing 2, vicious 2
Warhammer 15gp 1d8 bludgeoning 18lb Pummeling, versatile (2d6)
Whip 2gp 1d4 slashing 1lb Agony 1, disarming, finesse, reach, vicious 2
Weapon Cost Damage Weight Properties
Martial ranged weapons
Blowgun 10gp 1 piercing 1lb Ammunition (range 25/100), loading
Crossbow, hand 75gp 1d6 piercing 3lb Ammunition (range 30/120), clipped wings 8, light, loading, vicious 1
Crossbow, heavy 50gp 1d10 piercing 18lb Ammunition (range 100/400), clipped wings 14, heavy, loading, two-handed, vicious 2
Longbow 50gp 1d8 piercing 2lb Ammunition (range 150/600), clipped wings 12 heavy, mighty, two-handed
Net 1gp - 3lb Special, thrown (range 5/15)

Rare Weapons

The following weapons form a separate category. If a feature or effect would affect weapons, simple weapons or martial weapons, these are affected as well. Characters do not gain proficiency in all of them, but can gain proficiency in some by means of a feat or feature.

Weapon Cost Damage Weight Properties
Rare melee weapons
Alhulak 20gp 1d12 piercing 5lb Agony 2, heavy, piercing 3, two-handed
Singing stick 40gp 1d6 bludgeoning 2lb Parrying
Spiked chain 30gp 2d6 piercing 10lb Agony 1, heavy, impact 1, piercing 2, two-handed
Talenta sharrash 30gp 1d8 slashing 10lb Brutal 1, high crit, reach, two-handed
Talenta tangat 20gp 1d8 slashing 8lb High crit, keen 2, versatile(2d6)
Tratnyr 10gp 1d8 piercing 5lb Clipped wings 15, special, thrown (range 20/60), versatile (4d3)
Triple-headed flail 15gp 1d6 bludgeoning 6lb Impact 1, versatile(3d4), vicious 2
Urgrosh 10gp 1d12 slashing 8lb Defensive 1, heavy, special, two-handed
Waraxe 30gp 1d10 slashing 10lb Impact 2, shieldbreaker 15, versatile(2d8)
Widow's knife 1gp 1d4 piercing 1lb Finesse, light, special, thrown(range 20/60)
Wrist razors 1gp 1d4 slashing 1lb Finesse, light, special, vicious 3
Zadatl 30gp 2d4 slashing 7lb High crit, reach, special, two-handed
Rare ranged weapons
Boomerang 5gp 1d6 bludgeoning 1lb Special, thrown(range 20/60)

Tratnyr

While you are wielding the tratnyr in two hands, it has the heavy property.

Urgrosh

When you make an attack with your bonus action using this weapon via the Polearm Master feat, the attack deals piercing damage instead of bludgeoning.

Widow's knife

This weapon contains a hidden compartment to store poison. You can spend one minute inserting one dose of any poison into this compartment. While you are wielding this weapon, you can apply the poison to the weapon using your object interaction, instead of an action or bonus action.

Wrist razors

This weapon is attached to your wrist. It does not require a free hand to attack with, although you cannot use the same hand to benefit from a shield or grip a two-handed weapon. You cannot be disarmed of this weapon.

Zadatl

When you attack with this weapon against a Large or smaller target and beat the target's AC by 5 or more, the target is grappled(escape DC 14). If the zadatl is an oversized weapon, it can grapple Huge or smaller targets instead. This effect does not apply to the bonus action attack granted by Polearm Master. You can only have one target grappled by this weapon at any time. The grapple ends if you are no longer wielding the weapon.

Category Weapons
Axes battleaxe, greataxe, handaxe
Bows shortbow, longbow
Crossbows hand crossbow, heavy crossbow, light crossbow
Crushing weapons club, greatclub, greathammer, light hammer, maul, warhammer
Polearms glaive, halberd, morningstar, pike, quarterstaff, spear, talenta sharrash, trident, talenta sharrash, tratnyr, urgrosh, zadatl
Swords greatsword, hooked blade, longsword, rapier, scimitar, shortsword, talenta tangat

Fighting Styles

The following Fighting Styles are added to classes with the Fighting Style feature, as per the table below:

Fighting Style Class
Berserk Fighter
Brawler Fighter
Acrobat Fighter, Ranger
Command Fighter, Paladin, Ranger
Dueling Fighter, Paladin, Ranger
Equilibrium Fighter, Ranger
Great Weapon Fighting Fighter, Paladin
Onslaught Fighter, Paladin, Ranger
Protection Fighter, Paladin
Shield Defense Fighter, Paladin
Slayer Paladin, Ranger
Berserk
  • When making an attack roll that uses your Strength modifier, you can add your Strength modifier one extra time to the damage roll if the target dealt damage to you since the start of your last turn.
Brawler
  • Your unarmed strike damage die increases by 1 step(1 to d4, d4 to d6, d6 to d8, d8 to 2d6).
  • If you make an unarmed strike as part of your action, you can make an unarmed strike as a bonus action.
  • You are proficient with improvised weapons.
Acrobat
  • You can take the Disengage action as a bonus action.
  • When you take the Disengage action, you ignore the effects of nonmagical difficult terrain until the start of your next turn.
Command
  • You can take the Help action as a bonus action.
  • When you take the Help action to give an ally advantage on an attack roll, it has a range of 30 feet.
  • When you take the Help action to give an ally advantage on an attack roll, you can choose a second ally to gain the same benefit.
Dueling
  • You gain a +3 bonus to damage rolls with weapons you wield in one hand if you are wielding no weapon in your other hand. This bonus also applies if you are wielding a versatile weapon in both hands.
  • You gain a +1 bonus to attack rolls with such weapons for each hit you have scored with them against the target since the start of your most recent turn.
Equilibrium
  • While you are not wearing armor or wielding a shield, you have advantage on Dexterity saving throws and Dexterity checks.
Great Weapon Fighting
  • You gain a +2 bonus to attack rolls with melee weapons that have the two-handed property.
  • When attacking with such a weapon, treat damage die rolls of less than 3 as 3.
Onslaught
  • When you hit a creature no more than one size larger than you, you can choose to forgo dealing any damage to instead knock it prone.
  • When you roll initiative, you gain a bonus to your speed equal to your Strength score until the end of your next turn.
Protection
  • When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. If the attack still hits, reduce the damage it deals by 1d6 + half your level. You must be wielding a shield or a simple or martial weapon to use this reaction.
Shield Defense
  • You are no longer required to wield a light weapon in your other hand when wielding a heavy shield.
  • If you use a shield as an improvised weapon, you are considered proficient with it.
  • Light shields you use as improvised weapons have the light property, and heavy shields you use as improvised weapons have the heavy property.
Slayer
  • Choose two creature types from the following list: aberrations, beasts, celestials, fey, fiends, monstrosities, undead.
  • You gain a +4 bonus to damage rolls against those creatures.
  • Additionally, if you would fail a saving throw against an effect caused by such a creature, you can use your reaction to reroll the save.

Armor

Armor Properties

Absorptive. When you are wearing armor or wielding a shield with the absorptive property, damage that you take from weapons is reduced by an amount equal to the absorptive number. If this would reduce the damage to 0, the damage is instead reduced to 1.
Avoidant. When wearing armor or wielding a shield with the avoidant property and a creature makes an attack against you, the d20 roll required to score a critical hit increases by 1, to a maximum of 20.
Barbed. When you succeed on a Strength (Athletics) check to initiate or maintain a grapple while wearing armor with the barbed property, the creature takes piercing damage using the barbed damage (which appears in parentheses with the property) + your Strength modifier.
Regulated. When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.
Spiked. When you succeed on a Strength (Athletics) check to shove or trip a creature while wielding a shield with the spiked property, the creature takes piercing damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier.

Armor Cost AC Strength Stealth Weight Properties
Light armor
Padded 5gp 11+Dex modifier Disadvantage 8lb
Leather 10gp 11+Dex modifier 10lb Avoidant 1
Studded Leather 45gp 12+Dex modifier 16lb Avoidant 1
Medium armor
Hide 10gp 12+Dex modifier(max 2) 14lb
Chain shirt 50gp 13+Dex modifier(max 2) Disadvantage 22lb
Scale mail 50gp 14+Dex modifier(max 2) 50lb
Spiked mail 75gp 14 + Dex modifier(max 2) Disadvantage 45lb Barbed 1d4
Breastplate 400gp 14+Dex modifier(max 2) 24lb
Half Plate 750gp 15+Dex modifier(max 2) Disadvantage 44lb
Heavy armor
Ring mail 30gp 14 Disadvantage 36lb
Chain mail 75gp 16 13 Disadvantage 50lb
Splint 200gp 17 13 Disadvantage 60lb Absorptive 2, regulated
Plate 1,500gc 18 15 Disadvantage 65lb Absorptive 3
Spiked plate 1,750 gp 18 15 Disadvantage 60lb Absorptive 1, barbed 1d6
Shields
Light shield 1gp +1 1lb
Medium shield 10gp +2 2lb
Spiked shield 20gp +2 2lb Spiked 1d4
Heavy shield 50gp +3 13 Disadvantage 4lb Absorptive 1

PART 3

Nonmagical Items

Nonmagical Items

The following items have been taken primarily from older D&D content, most notably Ravenloft Gazetteer. If an item has a cost, it can be purchased as part of your starting equipment, and there exist places in the world where it can be bought.

Bitterblot

Bitterblot is a fruit which, when sliced in a specific manner, augments one's curses. When you use a spell or feature that curses a target, you may cut the fruit to increase the DC by 1. Doing so requires that you wield a knife or similar short blade(a dagger will qualift, for example) in one hand.

Quovusp Root

This root repels wild animals and magical beasts when burned in a campfire. A beast that comes within 60 feet of a fire where this root is burning must make a DC 12 Wisdom saving throw or become frightened of the fire for 1 hour. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once the effect ends on it or it succeeds on the saving throw, it cannot be frightened by quovusp root again for 24 hours.

Goblyn Lime Juice

Injury poison
A creature affected by this poison, gathered from the goblyn lime, must make a a DC 16 Constitution saving throw or take 2d4 poison damage. It takes 1d4 poison damage at the start of each of its turns for 10 minutes. At the end of each of its turns, it can make another DC 16 Constitution saving throw, ending the effect on a success.

Raineater Toadstool

Injury poison
A creature affected by this poison must make a a DC 13 Constitution saving throw or take 2d6 poison damage and suffer a -2 penalty to its Strength score. At the end of every 24-hour period during which it was poisoned, it can make another DC 13 Constitution saving throw, ending the effect on a success and taking another 1d6 poison damage on a failure.

Ghost Threads

As an action, a creature can consume one dose of ghost threads. Upon doing so, it must make a DC 17 Constitution saving throw, taking 2d10 poison damage and suffering a -1 penalty to its Constitution score on a failure. Additionally, whether or not it failed the save, for the next 2d4 days it can see into the Ethereal Plane to a range of 10 feet. When this ends, so does the Constitution penalty.

This substance is considered a poison.

Lung-eater Puffball

Inhaled poison
A creature affected by this poison must make a a DC 16 Constitution saving throw or take 1d10 poison damage and suffer a -2 penalty to its Constitution score and progress to the first stage of the disease. At the end of every 24-hour period during which it was poisoned, it can make another DC 16 Constitution saving throw, progressing to the next stage of the disease on a failure. For each stage of the disease, the duration the creature can survive without breathing is reduced by 1 minute. When this number drops to 0, the creature dies. Three consecutive successes end the poison's effect.

Mausskul Mushroom

Ingested poison
A creature affected by this poison must make a a DC 16 Constitution saving throw or take 2d10 poison damage, or half as much on a success. If the target's statblock name includes the word "rat"(such as wererat, giant rat, etc.) this damage is doubled against it.

Meekulbrau

Drinking a flagon of meekulbrau - the wine of a meekulbern vine grants a +2 bonus to all Performance checks that involve speech or singing for 1 hour. For the duration, the drinker's lips and teeth are stained bloodred, before the stain turns flaky and brown and falls off. Drinking this wine is often cited as an excuse by lycanthropes caught shortly after a kill.

Nightblight

While not picked, this plant prevents any creature with the word "wolf" in its name(including creatures affected by the polymorph spell to turn into wolves and similar) from coming within 30 feet of it unless they succeed on a DC 15 Constitution saving throw. After being picked, the DC is reduced by 2 every 24 hours. Shapechangers are only affected while in wolf form.

A creature that fails its saving throw against this plant can attempt it again after one hour has passed. To all unaffected creatures, it is odorless.

Spuma Vitae

A creature that drinks spuma vitae-tainted water regains 1 hit point every 10 minutes for 24 hours. This water does not, however, provide sustenance in any way. Additionally, a humanoid, beast or monstrosity that dies while under the effects of such water or drowns in it is infected, and cannot be brought back to life by spells of 4th-level or lower. It slowly transforms into a shambling mound over the course of 2d4 days.

Necropolitan Amaranth

Ingested poison
A creature affected by this poison must make a DC 14 Constitution saving throw, taking 1d8 poison damage on a failure, or half as much on a success. Additionally, on a failed saving throw, it suffers a -1d3 penalty to its Intelligence score that lasts for 24 hours.

Placing necropolitan amaranth seeds under the tongue of a corpse puts it under the effect of a gentle repose spell.

A creature wearing amaranth bloom against its skin is immune to effects that would magically age it.

Bloodroot Poison

Injury poison, ingested poison
A creature affected by this poison must make a DC 11 Constitution saving throw, taking 2d6 poison damage on a failed save or half as much on a success. Additionally, on a failure it becomes unable to take bonus actions or make opportunity attacks for 1 hour. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Greenblood Poison

Injury poison, ingested poison
A creature affected by this poison must make a DC 13 Constitution saving throw, taking 2d8 poison damage on a failed save or half as much on a success. Additionally, on a failure it becomes unable to regain hit points for 1 hour. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Nitharit Poison

Injury poison, contact poison
A creature affected by this poison must make a DC 13 Constitution saving throw, taking 1d4 poison damage on a failed save or half as much on a success. Additionally, on a failure it loses its immunity and/or resistance to poison damage and the poisoned condition for 1 hour. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Ungol Dust

Inhaled poison
A creature affected by this poison must make a DC 14 Constitution saving throw, taking 3d8 poison damage on a failed save or half as much on a success. Additionally, on a failure it takes 1d10 acid damage at the start of each of its turns for 1 hour. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Deathjump Spider Venom

Contact poison
A creature affected by this poison must make a DC 16 Constitution saving throw, taking 5 poison damage on a failed save or half as much on a success. Additionally, on a failure it takes 5 poison damage at the start of each of its turns for 1 hour, and has its speed reduced by 10 feet for the duration. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Skull Rot

Inhaled poison
A creature affected by this poison must make a DC 16 Constitution saving throw, taking 1d8 poison damage on a failed save or half as much on a success. Additionally, on a failure it is affected as though by the confusion spell. An affected creature can make a DC 16 Wisdom saving throw at the end of each of its turns, ending the effect on a success.

Nonmagical Item Costs
Name Cost
Bitterblot 100 gp
Bloodroot poison 180 gp
Deathjump spider venom 300 gp
Greenblood poison 220 gp
Nitharit poison 200 gp
Ungol dust 400 gp
Skull rot 360 gp
Quovusp root 400 gp
Goblyn lime juice 150 gp
Raineater toadstool 700 gp
Ghost threads 1200 gp
Lung-eater puffball 950 gp
Mausskul mushroom 130 gp
Meekulbrau, flagon 140 gp
Nightblight 600 gp
Necropolitan amaranth, seeds 340 gp
Necropolitan amaranth, poison 500 gp
Necropolitan amaranth, bloom 600 gp
Grenade, flash 35 gp
Grenade, force bomb 20 gp
Grenade, doom skull 35 gp
Grenade, antimagic 75 gp

Grenade, Flash

As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5 feet. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.

Grenade, Force Bomb

As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d10 force damage on a failed save, or half as much as on a successful one. A creature that fails its saving throw by 5 or more is pushed 10 feet away from the point as well.

Grenade, Doom Skull

As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you until the start of your next turn.

Grenade, Antimagic

As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Wisdom saving throw. A creature takes 1d10 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature's magical capabilities become weakened until the start of your next turn. In order to cast a spell that isn't a cantrip, it must expend a spell slot of a level 1 higher, and its cantrips are treated as one tier lower(a 17th-level wizard's fire bolt would deal 3d10 fire damage), to a minimum of the first tier(fire bolt cannot be reduced to less than 1d10 damage).

PART 4

Expanded Spellcasting

Spells

Monk Spell List

Level 1 Spells

Agile Defense
Shield of Faith
Absorb Elements
Sanctuary
Guiding Bolt
Inflict Wounds
Burning Hands
Healing Word
Jump
Longstrider
Mage Armor

Level 2 Spells

Aid
Snilloc's Snowball Storm
Mirror Image
Levitate
Lesser Restoration
Knock
Kinetic Jaunt
Hold Person
Heat Metal
Enhance Ability
Earthbind
Dust Devil
Calm Emotions
Blur

Level 3 Spells

Counterspell
Dispel Magic
Haste
Revivify
Wind Wall
Water Walk
Wall of Water
Wall of Sand
Tidal Wave
Thunder Step
Spirit Shroud
Protection from Energy
Plant Growth
Pulse Wave
Melf's Minute Meteors
Meld into Stone
Lightning Bolt
Lightning Arrow
Fly
Fireball
Blink
Ashardalon's Stride

Level 4 Spells

Aura of Purity
Freedom of Movement
Fire Shield
Ice Storm
Stone Shape
Stoneskin
Storm Sphere
Wall of Fire
Watery Sphere

Level 5 Spells

Bigby's Hand
Circle of Power
Cone of Cold
Dispel Evil and Good
Far Step
Flame Strike
Passwall
Steel Wind Strike
Transmute Rock

Level 6 Spells

Chain Lightning
Investiture of Flame
Investiture of Wind
Investiture of Ice
Investiture of Stone
Move Earth
Otiluke's Freezing Sphere
Wall of Ice

Level 7 Spells

Conjure Celestial
Etherealness
Fire Storm
Power Word Pain
Regenerate
Teleport
Temple of the Gods

If it doesn't work, give it spells.

Spells

Abyssal Might

Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M(the heart of a dwarf child worth at least 1 sp which the spell consumes)
Duration: 10 minutes, Concentration
Summoning evil energy from the Abyss, you imbue yourself with fiendish might. You gain a +1 bonus to attack rolls and saving throws using Strength, Dexterity and Constitution. If your alignment is evil, you gain a +2 bonus instead.

Agile Defense

1st-level abjuration
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Instantaneous
As part of the bonus action you use to cast this spell, you take the Dodge action.

Amber Talons

Transmutation cantrip
Casting Time: 1 action
Components: V, S
Duration: Instantaneous
Range: Touch

Drawing on eldritch powers beyond the realms where mortals dwell, you lash out with your nails, momentarily augmented by primordial savagery. Make a melee spell attack against a target within range. On a hit, the target takes 1d4 piercing damage, and you can make another attack roll. If the second attack hits, you deal another 1d6 piercing damage. If you score a critical hit, all subsequent hits with this spell until the end of the current turn are also treated as critical hits.

This spell's damage increases as you reach higher levels. At 5th level, if you hit with the second attack you can make a third attack, which deals 1d8 piercing damage on a hit. At 11th level, if you hit with the third attack you can make a fourth, dealing 1d10 piercing damage on a hit. At 17th level, if you hit with the fourth attack you can make a fifth, dealing 1d12 piercing damage on a hit.

Angry Ache

Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute, Concentration
You temporarily strain the muscles of your target, causing extreme pain whenever it attacks. Choose a creature within 30 feet of you that you can see. The target must make a Constitution saving throw. On a failure, it suffers a -2 penalty to all attack rolls for the duration.

At 5th level, this penalty increases to -3. At 11th level, it becomes -4. At 17th level, it increases to -5.

Animate Lesser Dead

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M(A pile of bones worth at least 1 gp)
  • Duration: Concentration, up to 1 minute

You summon a skeleton, which appears in an unoccupied space you can see within range.

The summoned skeleton is friendly to you and your companions. It acts on your initiative, taking its turn after yours. It will obey any verbal commands that you issue to it (no action required by you), but will not attack unless you use your bonus action to command it to make an attack. If you don't issue any commands to it, it will defend themselves from hostile creatures, but otherwise take no actions.

Animate Monkey

5th-level necromancy


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You target the corpse of a Large creature that you can see within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a girallon zombie.

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 continues to follow 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.

Animate Tree

8th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Choose a Large or larger plant(an object, not a creature with the plant creature type) or the corpse of a Large or larger plant creature that you can see within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes an undead tree. Additionally, the spell summons four zombies which appear in unoccupied spaces within 5 feet of the tree.

The summoned creatures are friendly to you and your companions. They act on your initiative, taking their turns after yours. They will obey any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they will defend themselves from hostile creatures, but otherwise take no actions.

If you are in one of the Lower Planes or the Underdark when you cast this spell, each creature summoned by this spell gains temporary hit points equal to your level.

When the spell ends, the plant reverts to its previous form and any remaining zombies vanish.

Arcane Bolt

Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous

A bolt of energy streaks from your fingertips and flies towards the nearest hostile creature you can see within range. The target takes 1d10 force damage.

This spell deals an additional 1d10 force damage at 5th level(2d10), 11th level(3d10) and 17th level(4d10)

Arcane Guardian

1st-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M(a gold pendant worth 30 gp)
Duration: Instantaneous
A wave of energy washes over you and creatures of your choice within range. You have a pool of 8 temporary hit points, divided as you choose among any number of creatures that you can see within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pool of temporary hit points increases by 8 for each slot level above 1st.

Avasculate

4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You shoot a ray of necromantic energy from your outstretched hand, causing a creature within range struck by the ray to violently purge blood or other vital fluids through its skin. Make a ranged spell attack against the target. On a hit, it suffers 12d10 necrotic damage and must make a Constitution saving throw or become stunned until the start of your next turn. If the spell reduces it to less than 25 hit points, it automatically fails this saving throw.

Additionally, draw a 1-inch-wide line between yourself and the target. Every creature that the line passes over takes 2d4 necrotic damage.

Blazing Hand

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon living burning hands, which appears in an unoccupied space you can see within range.

The summoned living spell is friendly to you and your companions. It acts on your initiative, taking its turn after yours. It will obey any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions.

Bodak Birth

8th-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M(a figurine of the target worth at least 3000 gp, bathed in animal and human blood for three days)
  • Duration: Instantaneous

You transform a willing creature, which must have a CR or level of at least 6, into a bodak. Its statistics are replaced with those of its new form, but it retains its alignment and personality. This change is permanent, and can only be reversed by a wish spell or divine intervention.

You cannot have more than one bodak created by this spell. If you cast it again while another bodak created by this spell exists, it suffers an extremely painful death as its body immediately disintegrates.

A creature holding the material component can attempt to command the bodak as an action. This functions like the suggestion spell, using your spell save DC, but does not require concentration and ignores immunity to the charmed condition. A suggestion spell cast through the item can only target the bodak, and requires no components or spell slots.

Once the spell is cast, the material component is considered to be a magical item. If it is destroyed, the bodak must make a DC 20 Intelligence saving throw or experience indefinite madness.

Boneblade

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M(a bone between 6 and 12 inches in length, worth at least 1 gp)
  • Duration: Concentration, up to 1 hour

You transform the material component used in the spell into a bone sword. This weapon functions identically to a +1 longsword, but it deals an additional 1d6 damage on a hit against a living creature, and an additional 1d6 damage on a hit against a good-aligned creature. An evil creature wielding this weapon gains an additional +1 bonus to the damage roll, and a good-aligned creature suffers a -1 penalty to attack rolls with the weapon.

Bolt of the Heavens

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon a living lightning bolt, which appears in an unoccupied space you can see within range.

The summoned living spell is friendly to you and your companions. It acts on your initiative, taking its turn after yours. It will obey any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions.

Blood Drain

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of blood)
  • Duration: Instantaneous

One creature that you can see must make a Constitution saving throw. If the saving throw fails, the creature suffers 3d8 necrotic damage and is blinded until the start of your next turn as blood spurts from its eyes, ears, mouth, and nose. If the saving throw succeeds, it takes half damage and is not blinded.

If the saving throw is failed by 5 or more, the creature is also poisoned until the start of your next turn. The blood drained from the creature is sufficient to fill a number of Tiny vials equal to the roll of the highest damage die, or the lowest if the creature succeeded on its saving throw.

Blood Lash

Enchantment cantrip
Casting Time: 1 action
Range: 20 feet
Components: V, S
Duration: Instantaneous

Your swift gesture creates a lash of painful energy that strikes your enemies. Make a melee spell attack against the target. On a hit, the target takes 1d8 psychic damage and must make a Wisdom saving throw. On a failed saving throw, if it takes a reaction before the end of your next turn, it takes an extra 1d6 psychic damage.

The spell’s damage increases by 1d8 and 1d6, respectively when you reach 5th level (2d8 and 2d6), 11th level (3d8 and 3d6), and 17th level (4d8 and 4d6).

Burst of Starlight

Abjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage. This spell’s damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.

Call Nightmare

6th-level conjuration


  • Casting Time: 10 minutes
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 week

You can only cast this spell within 1 hour of killing a good-aligned creature in ritual sacrifice.

You summon a nightmare, which appears in an unoccupied space you can see within range.

The summoned nightmare is friendly to you and your companions. It acts on your initiative, taking its turn after yours. It will obey any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions.

If you are ever more than 150 feet away from your summoned nightmare or the nightmare dies, it returns to the Lower Planes and the spell ends. Casting the spell again ends any previous instances of the spell you may have active. While the spell remains in effect, you cannot regain the spell slot used to cast this spell. Mystic Arcanum does not count as a spell slot, and as such warlocks are unaffected by this restriction.

Cloak of Stars

4th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (the roots of a charred tree)
Duration: Concentration, 1 minute

Your clothing is covered in star-like patterns, empowering your next spells. Choose one metamagic option(see the sorcerer class). Until the spell ends, you may apply this metamagic for free to every divination spell you cast, in addition to other metamagic options.

Cloud of Blackness

2nd-level necromancy
Casting Time: 1 action
Range: Self(15-foot radius)
Components: V, S
Duration: Concentration, 1 minute

Vile shadows extend outward from your form, turning the area around you into darkness. As a bonus action on each of your turns, you can cause one of the following effects:

  • All creatures within the darkness take 3d6 necrotic damage.
  • One creature within the darkness has its speed halved until the start of your next turn.
  • Two creatures within the darkness gain advantage on the first attack roll they make on their next turn, and two gain disadvantage on the next attack roll they make on their next turn.
  • One creature within the darkness regains 2 hit points and gains resistance to fire and psychic damage until the start of your next turn.

The radius of this effect increases by 5 feet at the start of each of your turns. You can sacrifice your vitality, expending 10 hit points at the start of your turn to increase the radius by an additional 5 feet.

Conjure Bats

Necromancy cantrip


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

You summon up to three vampire bats, which appear in an unoccupied space you can see within range.

The summoned bats are friendly to you and your companions. They act on your initiative, taking their turn after yours. They will obey any verbal commands that you issue to them (no action required by you), but will not attack unless you use your bonus action to command them to make a bite attack. If you don't issue any commands to them, they will defend themselves from hostile creatures, but otherwise take no actions.


Vampire Bat

Tiny beast, neutral evil


  • Armor Class 12
  • Hit Points equal to your spellcasting ability modifier
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 piercing damage.

Conjure Blades

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon up to four animated knives, which appear in an unoccupied space you can see within range.

The summoned knives are friendly to you and your companions. They act on your initiative, taking their turn after yours. They will obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they will defend themselves from hostile creatures, but otherwise take no actions.

Conjure Defenders

6th-level transmutation


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You summon up to three iron defenders, which appear in an unoccupied space you can see within range. You are considered to be their master.

The summoned iron defenders are friendly to you and your companions. They act on your initiative, taking their turn after yours. They will obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they will defend themselves from hostile creatures, but otherwise take no actions.

The summoned iron defenders last 24 hours before falling apart and ceasing to exist.

Conjure Giant Raven

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon a giant raven, which appears in an unoccupied space you can see within range.

The summoned raven is friendly to you and your companions. It acts on your initiative, taking its turn after yours. It will obey any verbal commands that you issue to it (no action required by you), but cannot be used as a mount, nor can it grapple creatures. If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions.

Conjure Moorbounder

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon a bristled moorbounder, which appears in an unoccupied space you can see within range.

The summoned moorbounder is friendly to you and your companions. It acts on your initiative, taking its turn after yours. It will obey any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions.

Conjure Treant

7th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon a treant, which appears in an unoccupied space you can see within range.

The summoned treant is friendly to you and your companions. It acts on your initiative, taking its turn after yours. It will obey any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions.

If you are in a forest when you cast this spell, it gains temporary hit points equal to your level.

Cursed Flame

Necromancy cantrip
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

You extend your arms and a sheet of sizzling purple sparks shoot forth from your hands. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed saving throw, or half as much on a successful one.

This spell does additional damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Crawling Apocalypse

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M(three severed hands worth at least 1 gp)
  • Duration: Concentration, up to 1 minute

You summon up to three crawling claws, which appear in an unoccupied space you can see within range.

The summoned crawling claws are friendly to you and your companions. They act on your initiative, taking their turn after yours. They will obey any verbal commands that you issue to them (no action required by you), but will not attack unless you use your bonus action to command them to make a claw attack. If you don't issue any commands to them, they will defend themselves from hostile creatures, but otherwise take no actions.

Crushing Fist of Spite

8th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power.

When you cast the spell, choose a point you can see under the cloud. The fist crashes down in an area shaped like a cylinder, 10 feet wide and 30 feet high, centered on the point you chose. A creature within the area must make a Dexterity saving throw, taking 16d6 bludgeoning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down the fist in this way again, targeting the same point or a different one.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the damage increases to 20d6.

Dagger of Night

Illusion cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous

You rear back and summon a spike of shadow, attempting to stab and push a creature within range. Make a melee spell attack roll. If you hit, the target takes 1d6 piercing damage and is shoved 5 feet directly away from you.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Dark Embrace

Enchantment cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

You make a ranged spell attack against a creature within range that has darkvision innate ability; on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses.

Dark Spike

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a dark spike of magical force. The spike hits a creature of your choice that you can see within range and deals 2d10 necrotic damage to its target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell increases the damage by 1d10 for each slot level above 1st.

Darkbolt

1st-level necromancy


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

You launch a bolt of cold darkness from your hand towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes a number of d8s of damage equal to 1 + your spellcasting ability modifier. Half the dice(rounded up) deal cold damage and the rest is necrotic. On a hit, the target must also make a Constitution saving throw. On a failed save, it suffers a -2 penalty to attack rolls and ability checks until the end of your next turn.

Daze Creature

Enchantment cantrip
Casting Time: 1 action
Range: 60 ft.
Components: V, S
Duration: 1 round

Choose a Medium or smaller beast you can see. The beast makes a Charisma saving throw. If it fails, it can’t take actions or reactions until the start of your next turn.

Death Beam

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a red dragon's scale)
  • Duration: Instantaneous

A line of pure blackness, 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. For every creature you reduce to 0 hit points with this spell, all creatures in the area further from you than it take an additional 1d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the initial and secondary damage increase by 1d8 for each slot level above 2nd.

Death Terror

4th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a crow’s eye)
Duration: Concentration, up to 1 minute

You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 15 feet of that point must make a successful Wisdom saving throw or become frightened. While frightened in this way, a creature is paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Death Touch

1st-level necromancy
Components: V, S
Casting Time: 1 action
Range: Self
Duration: 10 minutes, Concentration

Your touch drains the enemy's vitality for the duration. As a bonus action, you can make a melee spell attack against one creature within your reach. If you hit, the creature takes 2d6 necrotic damage and loses 1d4 points of Strength. If the creature is reduced to 0 Strength, it dies; 1d4 rounds later, it reanimates as a shadow. This shadow follows your verbal commands(no action required) and disappears after the spell ends. You can have up to two shadows under your control with this spell at any time.

Disrupt Undead

Abjuration cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You direct a ray of gold-white energy at one undead within range. Make a ranged spell attack. On a hit, the target takes 1d12 force damage and it suffers a -1d6 penalty to the next attack roll it makes before the end of your next turn. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Divine Call

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You summon a divine crusader, which appears in an unoccupied space you can see within range.

The summoned creature is friendly to you and your companions. It acts on your initiative, taking its turn after yours. It will obey any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions.


Divine Crusader

Medium celestial, lawful good


  • Armor Class 18 (plate armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 11 (+0) 13 (+1) 17 (+3)

  • Saving Throws Con +6, Wis +4
  • Skills Intimidation +6, Religion +3
  • Senses passive Perception 11
  • Languages understands all languages spoken by its summoner and Celestial
  • Challenge -

Innate Spellcasting. The divine crusader's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, guiding bolt, faerie fire
1/day each: bless, cure wounds, spirit guardians

Magic Resistance. The divine crusader has advantage on saving throws against spells and other magical effects.

Magic Weapons. The divine crusader's weapon attacks are magical.

Actions

Multiattack. The divine crusader makes two attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. This weapon scores critical hits on a roll of 18-20.

Reactions

Guided Attack (1/Day). When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.

Echo Blade

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee weapon attack against one creature within your reach. On a hit, the target suffers the attack's normal effects, and a faint spectral figure wielding a weapon similar to yours appears hovering over its head. If the target is hit by another weapon attack before the end of your next turn, it immediately takes 1d8 force damage, and the spell ends.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Additionally, the initial weapon attack deals an additional 1d8 damage at 5th level(1d8), 11th level(2d8) and 17th level(3d8).

Ectoplasmic Feedback

1st-level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack made by a creature with the Incorporeal Movement trait
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

A sheath of energy that reacts to incorporeal touch attacks protects you. Any creature with the Incorporeal Movement trait that hits you with a melee attack takes force damage equal to 1d6 + your level(or CR, if you don't have a level).

Flaming Smite

Evocation cantrip
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: 1 minute, concentration
The next time you hit with a melee weapon attack or a melee spell attack that deals fire damage, fire leaps to the target and burns it, dealing an additional 1d6 fire damage.

The spell's damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.

Freezing Strike

Evocation cantrip
Casting time: 1 action
Range: Self
Components: V, S, M (a melee weapon worth 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within reach. On a hit, the target suffers the weapon attack’s normal effects and their speed is halved until the beginning of your next turn.

At 5th level, the attack deals an extra 1d6 cold damage. This bonus damage increases by 1d6 at 11th level (2d6) and 17th level (3d6).

Frozen Army

7th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon up to five snow golems, which appear in an unoccupied space you can see within range.

The summoned golems are friendly to you and your companions. They act on your initiative, taking their turn after yours. They will obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they will defend themselves from hostile creatures, but otherwise take no actions.

Ghoul Light

Necromancy cantrip
Casting time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes, Concentration

A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, except for its green hue, but it creates no heat and doesn’t use oxygen. Ghoul light can be covered and hidden, but not smothered or quenched.

All undead within 30 feet of a ghoul light gain a +1 bonus to Wisdom saving throws.

Great Dagger Assault

4th-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: S
Duration: Instantaneous

You transform random items(this is just flavor text, no items are needed) into daggers and hurl them in the direction of creatures you choose within range. Make ten ranged spell attacks against the targets you chose, in any combination. On a hit, each attack deals 2d6 + your spellcasting ability modifier slashing damage.

Hand of Destruction

Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous

Make a melee spell attack against a creature or object you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried, it automatically takes maximum damage from the spell.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Hand of Doom

Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Your outstretched hand glows with sinister power that hastens the demise of a creature you touch. Make a melee spell attack against the creature. On a hit, the target takes 1d4 poison damage and must make a successful Constitution saving throw or become poisoned until the end of your next turn. If the target was already poisoned when you hit it with hand of doom, it takes 1d12 necrotic damage instead of 1d4 poison damage on a failed save.

This spell’s damage increases by one die at 5th level (2d4 poison or 2d12 necrotic), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12).

Hellfire

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You raise your hand in a claw-like gesture, and a wave of infernal flame arises and rapidly expands outward. This fire does not harm you or any creatures you designate, but affects all other creatures and flammable objects not being worn or carried in a 60 foot radius centered on you.

Any affected target makes a Dexterity saving throw. On a failed save, the target takes 4d12 fire damage and 2d4 necrotic damage, and is infected for the duration. While infected by this spell, a creature takes 1d12 necrotic damage at the end of each of its turns. An infected creature can use its action to make a Constitution saving throw, ending the effect on a success.

On a successful save, a target takes half as much damage and isn't infected.

Incorporeal Nova

5th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

A nova of dissolution dissipates the immaterial bodies of incorporeal and gaseous creatures, destroying them instantly. Roll 20d10; the total is how many hit points of creatures this spell can affect. Undead creatures with the Incorporeal Movement trait within 50 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is destroyed. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

This spell also affects vampires in mist form(including named vampires) and vampiric mist.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Infernal Siphon

Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Tendrils of darkness extend from your hand and latch on to two creatures within range. Choose one of the following options:

  • The targets make a Dexterity saving throw, taking 1d6 fire and 1d4 necrotic damage on a failed saving throw.
  • The targets make a Wisdom saving throw, taking 1d6 necrotic and 1d4 fire damage on a failed saving throw.

This spell’s damage increases by one die(your choice) at 5th level(2d6 or 2d4), 11th level(3d6 or 3d4) and 17th level(4d6 or 4d4). You can also choose one additional target at each of these levels.

Investiture of Lightning

4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes
Until the spell ends, lightning wreaths around you and your eyes crackle with electrical energy, you gain the following benefits.

  • You gain immunity to lightning and thunder damage.
  • Your walking speed increases by 15 feet and whenever you take the Dash action, you transform into a bolt of lightning while moving and can fit through spaces as small as 1 inch in diameter, but cannot end your turn there.
  • Whenever a creature hits you with a melee attack, it takes 2d6 lightning damage.
  • You can use your bonus action to release a shockwave in a 15-foot radius around yourself. All creatures within range must make a Constitution saving throw, taking 3d6 thunder damage and becoming paralyzed until the start of your next turn. A creature who succeeds on this saving throw takes half the damage and is not paralyzed.

Lightning Smite

1st-level evocation
Casting Time: Special
Range: Self
Components: S
Duration: Instantaneous
The first time you take the Attack action during your turn, you can simultaneously cast this spell to infuse a melee weapon you are wielding with arcane lightning. The first time you hit with this weapon, the target takes an additional 1d6 lightning damage, and the static within the weapon discharges. The target must make a Constitution saving throw. On a failed save, the target and up to two creatures of your choice within 10 feet of the target take 1d6 lightning damage.

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

Lightning Strike

3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: S
Duration: Instantaneous

Bolts of lightning fly out like bullets in the direction of a creature you choose within range. Make six ranged spell attacks against the target, with a cumulative +1 bonus to the attack roll for every attack roll made by this spell that already hit the target. On a hit, each attack deals 3d6 + your spellcasting ability modifier lightning damage.

Maggots

Necromancy cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: 1 hour

You create a swarm of maggots from any dead flesh—even cooked meat is subject to this spell. These maggots cause no damage but immediately begin to devour any dead matter they come in contact with. Most often used to strip bones for skeletons, to destroy remains so that they cannot be raised from the dead, or to terrify guests at the dinner table. The maggots disappear when the spell ends. The spell ends if you cast it again or dismiss it as an action.

Malefic Cackle

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Self(20-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You laugh madly, tearing at the sanity of creatures within range. Each creature in that area takes 4d10 psychic damage. You instead take 1d10 psychic damage, and demons are unaffected by the spell. You must be able to speak Dark Speech in order to cast this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the damage dealt to creatures other than you increases by 1d10 for each slot level above 2nd.

Mighty Thunderbolt

4th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (A miniature hammer)
Duration: Instantaneous

With a crack of thunder, you call down an almighty ball of lightning and hurl it at the enemy. You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

The spell damages and ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create four projectiles. When you cast this spell using a spell slot of 8th level or higher, you create five projectiles.

Molten Touch

Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Your hand becomes hot as molten iron. Make a melee spell attack against a creature you touch. On a hit, the target takes 2d4 fire damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Penetrating Gaze

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

A beam of incorporeal shadow streaks from your left eye toward a creature within range. Make a ranged spell attack against the target, with advantage if the target is in dim light or darkness. On a hit, the target takes 1d8 necrotic damage and opportunity attacks against it have advantage until the end of your next turn.

This spell creates two beams at 5th level. At 11th level, the beams' damage increases to 2d8, and at 17th level it increases to 2d10.

Raise Abomination

6th-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
  • Duration: Instantaneous

This spell creates an undead servant. Choose a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a spawn of Kyuss (the DM has the creature's 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 continues to follow 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.

Retribution

1st-level abjuration
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 10 feet of you that you can see
Range: Self(10-foot radius)
Components: V, S
Duration: Instantaneous
When harmed, you release a thunderous explosion of magical energy, audible out to 300 feet, in response. Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 5 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

All small objects within range that are not worn or carried are also pushed 5 feet back.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Searing Gauntlet

Evocation cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 round

A burnished gold gauntlet materializes out of thin air and flies off to strike an enemy, vanishing after making its attack. The target must make a Constitution saving throw or take 1d8 fire damage and suffer a -1 penalty to its next saving throw due to the immense pain caused by this spell.

At Higher Levels. This spell's damage increases by 1d8 at 5th level(2d8), 11th level(3d8) and 17th level(4d8).

Shadow Siphon

Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You shape shadows into claws that grow from your fingers and drip inky blackness. While the spell lasts, when you would make a melee weapon attack you can instead attack with the claws, making a melee spell attack that deals 1d6 + your spellcasting ability cold damage on a hit.

Shocking Orb

Evocation cantrip
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You summon a ball of electricity to strike a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You can choose one creature within 5 feet, which also takes 1d6 lightning damage. This spell's damage increases by 1d8 when you reach 5th level (2d8 and 2d6), 11th level (3d8 and 3d6), and 17th level (4d8 and 4d6).

Sensory Overload

1st-level enchantment
Casting Time: 1 reaction, which you take when you would roll initiative
Range: Self
Components: S
Duration: 1 round
You gain advantage on your initiative check, and until the end of your first turn in combat, your walking speed increases by 30 feet.

Thunderstorm

4th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of lightning-fused glass)
Duration: Concentration, up to 1 hour

You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with thunder and lightning. The creature gains a flying speed of 60 feet. As a bonus action on each of its turns, it can launch a bolt of lightning at a creature within 150 feet of it. It makes a ranged spell attack, using your spellcasting ability modifier in place of its own. On a hit, the target takes 3d10 lightning damage.

Vampiric Aspect

5th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour

Drawing on pure necromantic magic, you transform your body into a facsimile of the form of a vampire. You gain the following benefits:

  • Your Strength and Charisma scores become 16, unless they would be higher.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You gain a climbing speed equal to your walking speed.
  • Your unarmed strikes do an additional 2d6 necrotic damage.
  • You gain resistance to necrotic damage, as well as bludgeoning, piercing and slashing damage from nonmagical attacks.
  • You regain 5 hit points at the start of each of your turns, unless you began your turn in running water or sunlight.
  • You can cast conjure animals once, without expending a spell slot or requiring concentration. When you do so, you only summon half the number of animals(you cannot choose the CR 2 option), and you can only choose wolves, bats or giant bats.
  • You can attack twice instead of once when you take the Attack action on your turn.

Vermin

Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You call roaches, flies, spiders, centipedes, or other vermin within range to you. They deal no damage and are not under your control or compelled to help you in any way.

Wind Burst

Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Your swift gesture creates a burst of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet in a direction of your choice.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Zone of Decay

Necromancy cantrip
Casting Time: 1 action
Range: Self (10 foot radius)
Components: V
Duration: Instantaneous

All creatures of your choice within range take 1 necrotic damage. The spell’s radius increases by 10 feet when you reach 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).

Expanded Spell Lists

Artificer

2nd-level: arcane bolt, conjure blades
3rd-level: aura of vitality, magic circle, Melf's minute meteors, sending, sleet storm, slow
4th-level: great dagger assault,polymorph, Raulothim's psychic lance, sickening radiance
5th-level: mislead
6th-level: contingency, create homunculus, disintegrate, Fizban's platinum shield, flesh to stone, globe of invulnerability,heal, heroes' feast, programmed illusion, wall of ice
7th-level: delayed blast fireball, fire storm, sequester, simulacrum, symbol, whirlwind

Bard

Cantrips: angry ache
1st-level: agile defense, ectoplasmic feedback, sensory overload
2nd-level: conjure blades, magic weapon, malefic cackle, misty step, vortex warp
3rd-level: counterspell, fly, magic circle, remove curse
4th-level: avasculate, dominate beast
5th-level: creation
6th-level: wall of ice

Cleric

Cantrips: abyssal might, angry ache, burst of starlight, disrupt undead, echo blade, flaming smite, hand of destruction, hand of doom, molten touch, searing gauntlet
3rd-level: thunder step, wall of sand, wall of water
4th-level: avasculate, death terror, cloak of stars, phantasmal killer, Raulothim's psychic lance
5th-level: animate monkey, destructive wave, enervation, far step, incorporeal nova, maelstrom, steel wind strike
6th-level: raise abomination
8th-level: bodak birth

Druid

Cantrips: angry ache, blood lash, conjure bats, daze creature, disrupt undead
2nd-level: conjure moorbounder
7th-level: conjure treant

Paladin

1st-level: ectoplasmic feedback, lightning smite
3rd-level: blink, fear, spirit guardians
5th-level: divine call, incorporeal nova, planar binding, synaptic static, wall of stone

Ranger

2nd-level: conjure giant raven, conjure moorbounder
4th-level: bones of the earth, hellfire

When I want to feel sad, I look at my own spell list.

Sorcerer

Cantrips: abyssal might, amber talons, angry ache, arcane bolt, cursed flame, dagger of night, dark embrace, daze creature, echo blade, freezing strike, ghoul light, hand of destruction, molten touch, searing gauntlet, shocking orb, wind burst
1st-level: arcane guardian, agile defense, blazing hand, dark spike, darkbolt, ectoplasmic feedback
2nd-level: blood drain, cloud of blackness, death beam
3rd-level: lightning strike
4th-level: avasculate, cloak of stars, death terror, great dagger assault, hellfire, investiture of lightning, mighty thunderbolt, thunderstorm
5th-level: bolt of the heavens, vampiric aspect
6th-level: call nightmare, contingency, harm, heal, primordial ward, wall of ice 8th-level: crushing fist of spite, maddening darkness

Warlock

Cantrips: abyssal might, angry ache, animate lesser dead, conjure bats, crawling apocalypse, cursed flame, dark embrace, daze creature, echo blade, ghoul light, hand of destruction, hand of doom, infernal siphon, maggots, penetrating gaze, shadow siphon, vermin, zone of decay
1st-level: boneblade, darkbolt, dissonant whispers, ectoplasmic feedback, feather fall, grease, ice knife, retribution
2nd-level: Aganazzar's scorcher, blood drain, conjure giant raven, death beam, dragon's breath, Rime's binding ice, summon beast, Tasha's mind whip, vortex warp
3rd-level: life transference, slow
4th-level: avasculate, conjure minor elementals, grasping vine, hellfire, ice storm, investiture of lightning, polymorph, storm sphere, summon construct, vitriolic sphere, watery sphere
5th-level: insect plague, modify memory, telekinesis, vampiric aspect
6th-level: call nightmare, blade barrier, heroes' feast, magic jar, planar ally, programmed illusion, raise abomination, wall of ice
7th-level: mirage arcane, project image, teleport
8th-level: Abi-dalzim's horrid wilting, animate tree, clone, crushing fist of spite, incendiary cloud, maze, mind blank, telepathy, tsunami
9th-level: meteor swarm, power word heal, shapechange

Wizard

Cantrips: abyssal might, angry ache, animate lesser dead, conjure bats, crawling apocalypse, dark embrace, echo blade, ghoul light, hand of destruction, hand of doom, maggots, penetrating gaze
1st-level: boneblade, dark spike, darkbolt, death touch
2nd-level: death beam
4th-level: avasculate, great dagger assault, investiture of lightning, thunderstorm
5th-level: animate monkey, vampiric aspect
6th-level: call nightmare, raise abomination

Changed Or Added Spells

Cantrips (0 Level)
  • Abyssal Might
  • Amber Talons
  • Angry Ache
  • Animate Lesser Dead
  • Arcane Bolt
  • Blood Lash
  • Burst of Starlight
  • Cursed Flame
  • Conjure Bats
  • Crawling Apocalypse
  • Dagger of Night
  • Dark Embrace
  • Daze Creature
  • Disrupt Undead
  • Echo Blade
  • Enthrall
  • Flaming Smite
  • Freezing Strike
  • Frostbite
  • Ghoul Light
  • Hand of Destruction
  • Hand of Doom
  • Infernal Siphon
  • Lightning Lure
  • Maggots
  • Molten Touch
  • Penetrating Gaze
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Sapping Sting
  • Searing Gauntlet
  • Shadow Siphon
  • Shillelagh
  • Shocking Grasp
  • Shocking Orb
  • Sword Burst
  • Thunderclap
  • True Strike
  • Vermin
  • Vicious Mockery
  • Warding Wind
  • Wind Burst
  • Word of Radiance
  • Zone of Decay
1st Level
  • Agile Defense
  • Arcane Guardian
  • Arms of Hadar
  • Beast Bond
  • Blazing Hand
  • Boneblade
  • Burning Hands
  • Catapult
  • Cause Fear
  • Chaos Bolt
  • Chromatic Orb
  • Compelled Duel
  • Dark Spike
  • Darkbolt
  • Death Touch
  • Divine Favor
  • Dust Devil
  • Earth Tremor
  • Ectoplasmic Feedback
  • Elemental Weapon
  • Enemies Abound
  • Enhance Ability
  • False Life
  • Flaming Sphere
  • Frost Fingers
  • Guiding Bolt
  • Hail of Thorns
  • Hellish Rebuke
  • Ice Knife
  • Inflict Wounds
  • Lightning Smite
  • Maximilian's Earthen Grasp
  • Melf's Acid Arrow
  • Mirror Image
  • Protection from Energy
  • Ray of Enfeeblement
  • Ray of Sickness
  • Retribution
  • Sensory Overload
  • Tasha's Caustic Brew
  • Thunderous Smite
  • Warding Bond
  • Witch Bolt
  • Wither and Bloom
2nd Level
  • Aganazzar's Scorcher
  • Ashardalon's Stride
  • Barkskin
  • Blur
  • Blood Drain
  • Cloud of Blackness
  • Cloud of Daggers
  • Confusion
  • Conjure Blades
  • Conjure Giant Raven
  • Conjure Moorbounder
  • Cordon of Arrows
  • Crown of Madness
  • Death Beam
  • Dragon's Breath
  • Earthbind
  • Elemental Bane
  • Enervation
  • Fire Shield
  • Flame Arrows
  • Flame Blade
  • Grasping Vine
  • Gust of Wind
  • Haste
  • Intellect Fortress
  • Magic Weapon
  • Malefic Cackle
  • Mass Healing Word
  • Mind Spike
  • Moonbeam
  • Phantasmal Killer
  • Prayer of Healing
  • Primordial Ward
  • Otto's Irresistible Dance
  • Scorching Ray
  • Shadow Blade
  • Skill Empowerment
  • Slow
  • Snilloc's Snowball Swarm
  • Spirit Shroud
  • Spiritual Weapon
  • Stoneskin
  • Swift Quiver
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Watery Sphere
  • Wind Wall
3rd Level
  • Conjure Barrage
  • Hold Monster
  • Lightning Arrow
  • Lightning Bolt
  • Lightning Strike
  • Mass Cure Wounds
  • Melf's Minute Meteors
  • Negative Energy Flood
  • Shadow of Moil
  • Storm Sphere
  • Summon Lesser Demons
  • Tenser's Transformation
  • Vampiric Touch
  • Vitriolic Sphere
  • Wall of Light
4th Level
  • Arcane Gate
  • Avasculate
  • Blight
  • Bones of the Earth
  • Cloak of Stars
  • Compulsion
  • Cone of Cold
  • Death Terror
  • Destructive Wave
  • Dominate Monster
  • Great Dagger Assault
  • Hellfire
  • Ice Storm
  • Immolation
  • Insect Plague
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Lightning
  • Investiture of Stone
  • Investiture of Wind
  • Maelstrom
  • Mighty Thunderbolt
  • Power Word Heal
  • Prismatic Spray
  • Raulothim's Psychic Lance
  • Steel Wind Strike
  • Tasha's Otherworldly Guise
  • Thunderstorm
  • Weird
5th Level
  • Animate Monkey
  • Bolt of the Heavens
  • Circle of Death
  • Conjure Volley
  • Crown of Stars
  • Divine Call
  • Draconic Transformation
  • Incorporeal Nova
  • Mordenkainen's Sword
  • Power Word Stun
  • Regenerate
  • Vampiric Aspect
  • Wall of Ice
6th Level
  • Call Nightmare
  • Conjure Defenders
  • Feeblemind
  • Harm
  • Raise Abomination
7th Level
  • Blade of Disaster
  • Conjure Treant
  • Fire Storm
  • Time Stop
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Animate Tree
  • Bodak Birth
  • Crushing Fist of Spite
  • Mass Polymorph
  • Power Word Heal
  • Reality Break

Rewrites of Existing Spells

Abi-Dalzim's Horrid Wilting

8th-level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of sponge)
  • Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 14d8 necrotic damage on a failed save, or half as much damage on a successful one.

Additionally, for the next 1d8 rounds the area you chose is cursed. Until this effect ends, creatures within the area cannot regain hit points unless they are undead or constructs, and undead make attack rolls and Constitution saving throws with advantage. For every creature within the area that is reduced to 0 hit points, you or an undead within 60 feet that you choose can roll a hit die and regain hit points as if taking a short rest.

A creature reduced to 0 hit points by this spell cannot regain hit points unless healed by a spell of 4th level or higher. When this happens, it can regain hit points as normal. A creature killed by this spell cannot return to life unless brought back to life by a spell of 4th level or higher.

Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.

Aganazzar's Scorcher

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a red dragon's scale)
  • Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. Bonuses to saving throws provided by half-cover and three-quarters cover do not apply against this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Arcane Gate

4th-level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Arms of Hadar

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Charisma saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

A creature that fails the save by 5 or more is grappled by you(escape DC = your spell save DC). Maintaining this grapple does not require the use of your hands, but the grapple is automatically broken after 1 minute has passed. While a creature is grappled in this manner, it takes 2 necrotic damage at the start of each of its turns.

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

Ashardalon's Stride

2nd-level transmutation


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

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase your speed by 5 feet for each spell slot level above 2nd. The spell deals an additional 1d6 fire damage for each slot level above 2nd.

Barkskin

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of oak bark)
  • Duration: 1 hour

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. Do not count bonuses from cover or other spells when determining whether this spell increases the target's AC.

Beast Bond

1st-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of fur wrapped in a cloth)
  • Duration: 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Blade of Disaster

7th-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 + your spellcasting ability modifier force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 + your spellcasting ability modifier force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a wall of force.

Blight

4th-level necromancy


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

Necromantic energy washes over up to three creatures of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.

Blur

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Burning Hands

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10+2 fire damage on a failed save, or half as much damage on a successful one. A creature within 5 feet of you takes 3d10+3 fire damage on a failed save instead, or half as much on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

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

Bones of the Earth

4th-level transmutation


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

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional pillars for each slot level above 4th.

Catapult

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

If the object falls on the creature it deals damage to from above and the target is not larger than the object, it is knocked prone. Otherwise, if the target is not larger than the object, it is pushed back 10 feet, or 15 feet if it is smaller than the object.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Cause Fear

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While it is within 60 feet of you, it has disadvantage on these repeated saving throws.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Chaos Bolt

1st-level evocation


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

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

Chaos Bolt
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on at least two d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. If you roll the same number on three or more d8s, you can select two new targets instead.

A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 and 1d8 extra damage for each slot level above 1st.

Chromatic Orb

1st-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gem worth at least 10 gp)
  • Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 4d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.

Circle of Death

5th-level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
  • Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Cloud of Daggers

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sliver of glass)
  • Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a 15-foot cube, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

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

Compelled Duel

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

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

Compulsion

4th-level enchantment


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

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, the target becomes charmed for the duration. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. As part of this bonus action, you can choose to give two targets disadvantage on their saving throw.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Cone of Cold

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (a small crystal or glass cone)
  • Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save also has its speed reduced by 20 feet for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

A creature killed by this spell transforms into a frozen statue in the likeness of its former appearance. This statue will not thaw and can be treated as its corpse for the purpose of spells that animate undead or restore it to life.

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

Conjure Barrage

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 5d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or the weapon using the ammunition used as a component.

Conjure Volley

4th-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (one piece of ammunition or one thrown weapon)
  • Duration: Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Confusion

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (three nut shells)
  • Duration: Concentration, up to 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

Confusion Behaviour
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

Cordon of Arrows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (four or more arrows or bolts)
  • Duration: 8 hours

You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, you can command one piece of ammunition to fly up to strike it(no action required). If you are not aware of the creature entering the area, you cannot choose not to strike it. The creature must succeed on a Dexterity saving throw or take 2d6 + your spellcasting ability modifier piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

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

Crown of Madness

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

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

Crown of Stars

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of motes created increases by two for each slot level above 5th.

Destructive Wave

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Instantaneous

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Dexterity saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. A creature that fails the saving throw by 5 or more is pushed 5 feet away from you.

Divine Favor

1st-level evocation


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

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d8 radiant damage on a hit. Additionally, once before this spell ends, when an ally within 30 feet of you that you can see fails a saving throw, you can use your reaction to let them re-roll the save.

Dominate Monster

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 7th-level spell slot, the duration is concentration, up to 8 hours.

Draconic Transformation

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self (60-foot cone)
  • Components: V, S, M (a statuette of a dragon, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:

  • Blindsight You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
  • Breath Weapon When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
  • Wings Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

Dragon's Breath

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a hot pepper)
  • Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use a bonus action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

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.

Dust Devil

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of dust)
  • Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pulled 10 feet towards the dust devil. On a successful save, the creature takes half as much damage and isn't pulled.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st, and the radius within which the devil pulls creatures increases by 5 feet for each slot level above 1st.

Earth Tremor

1st-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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

Earthbind

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

Choose one or two creatures you can see within range. Yellow strips of magical energy loop around the creature. Each target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Elemental Bane

2nd-level transmutation


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

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Elemental Weapon

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 2nd level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 4th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Enemies Abound

1st-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Enervation

2nd-level necromancy


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

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

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

Enhance Ability

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (fur or a feather from a beast)
  • Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor. The target has advantage on Charisma checks.

Fox's Cunning. The target has advantage on Intelligence checks.

Owl's Wisdom. The target has advantage on Wisdom checks.

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.

Enthrall

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

False Life

1st-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small amount of alcohol or distilled spirits)
  • Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. While the spell's duration has not expired, time is not considered to have passed for the purpose of determining whether a spell can bring you back to life, and you are immune to the soul cage spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Feeblemind

6th-level enchantment


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
  • Duration: Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, or wish.

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

Fire Shield

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of phosphorus or a firefly)
  • Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Fire Storm

7th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 9d10 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites flammable objects in the area that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Flame Arrows

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d10 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of pieces of ammunition you can affect with this spell increases by four for each slot level above 2nd.

Flame Blade

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action or bonus action to make a melee spell attack with the fiery blade against a creature within your reach. On a hit, the target takes 3d6 + your spellcasting ability modifier fire damage. When you use your action to do so, you can target two creatures rather than one.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Flaming Sphere

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
  • Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 40 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. The sphere deals an additional point of damage for every 10 feet it moves in a straight line before reaching the target.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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

Frost Fingers

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw also suffers a -1 penalty to all its attack rolls and has its speed reduced by 5 feet. Both effects last until the start of your next turn, and are not cumulative.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Frostbite

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 cold damage, and its speed is reduced by 5 feet until the end of its next turn.

You can choose two targets at 5th level, three at 11th level and four at 17th level. At 11th level, the damage also increases to 2d8.

Guiding Bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target, with a +2 bonus if the target is in dim light and a +4 bonus if the target is in darkness. On a hit, the target takes 5d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. If the target makes an attack before this effect ends, the first attack it makes has disadvantage.

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

Grasping Vine

2nd-level conjuration


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

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine 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.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Gust of Wind

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (a legume seed)
  • Duration: Concentration, up to 1 minute

A 60-foot cone of wind blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the cone must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the cone blasts from you.

Hail of Thorns

1st-level conjuration


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

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 10 feet of it must make a Dexterity saving throw. A creature takes 2d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st (to a maximum of 12d6).

Harm

6th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 20d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Haste

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shaving of licorice root)
  • Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can take the Attack action as well.

Hellish Rebuke

1st-level evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 + your spellcasting ability modifier fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st.

Hold Monster

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Ice Knife

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of water or piece of ice)
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st, and the piercing damage increases by 1d10 for each slot level above 1st.

Ice Storm

4th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 30-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage and 5d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Immolation

4th-level evocation


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

Flames wreathe up to four creatures you can see within range. The targets must make a Dexterity saving throw. Each target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Inflict Wounds

1st-level necromancy


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

Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d10 necrotic damage and cannot regain hit points until the start of your next turn. If it is missing any hit points, the lowest damage die is maximized.

Additionally, when you cast this spell you can make one melee weapon attack as a bonus action. On a hit, the target suffers an additional 1d6 necrotic damage and its next attack roll has disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st.

Insect Plague

4th-level conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
  • Duration: Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing 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 a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Intellect Fortress

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

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. The creatures must be within 30 feet of each other when you target them.

Investiture of Flame

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one.

Investiture of Ice

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:

  • You are immune to cold damage and have resistance to fire damage.
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • You can use a bonus action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Investiture of Stone

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can use a bonus action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

Investiture of Wind

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:

  • Ranged weapon attacks made against you have disadvantage on the attack roll.
  • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
  • You can use a bonus action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Invulnerability

8th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You are immune to all damage until the spell ends. Additionally, until the spell ends, you gain a +8 bonus to all saving throws.

Lightning Arrow

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d12 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

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

Lightning Bolt

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
  • Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 + 2d10 lightning damage on a failed save, or half as much damage on a successful one. Targets wearing metal armor have disadvantage on the saving throw.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Lightning Lure

Evocation cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V
  • Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and take 1d8 lightning damage, or 1d12 lightning damage if it is within 5 feet of you.

When you cast this spell, you can use your bonus action to draw additional power and increase the range to 60 feet.

This spell's damage increases by 1d8 or 1d12 when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Maelstrom

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (paper or leaf in the shape of a funnel)
  • Duration: Concentration, up to 1 minute

A swirling mass of 5-foot-deep water appears in a 40-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 11d6 bludgeoning damage and be pulled 10 feet toward the center. On a successful saving throw, a creature takes half as much damage and isn't pulles. A Small or smaller creature has disadvantage on the saving throw.

Mage Armor

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier, or 10 + its Dexterity modifier + its spellcasting ability modifier if it can cast spells. The spell ends if the target dons armor or if you dismiss the spell as an action.

Magic Weapon

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. Additionally, choose two of the following benefits to apply:

  • The first attack made with the weapon each round has advantage
  • The weapon gains the keen 2 property. If it already has the keen property, increase it by 2.
  • The weapon gains the impact 2 property. If it already has the impact property, increase it by 2.
  • The weapon gains the shieldbreaker 8 property. If it already has the shieldbreaker property, increase it by 3.
  • The weapon deals an additional 1d4 radiant, force or necrotic damage(your choice when you cast this spell). If you choose this option and select necrotic, the spell is treated as a necromancy spell in addition to being transmutation.
  • The weapon grants its wielder a +1 bonus to AC.
  • The weapon grants its wielder a +1 bonus to saving throws using one ability score of your choice.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. When you use a spell slot of 4th level or higher, the bonus increases to +3. Additionally, for each slot level above 2nd, you can choose one additional benefit to apply.

Mass Cure Wounds

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.

Mass Healing Word

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot level above 2nd.

Mass Polymorph

8th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour

You transform up to twelve creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.

The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.

Maximilian's Earthen Grasp

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature hand sculpted from clay)
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.

As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Melf's Acid Arrow

1st-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (powdered rhubarb leaf and an adder's stomach)
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 5d4 acid damage immediately and 4d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and later) increases by 2d4 for each slot level above 1st.

Melf's Minute Meteors

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (niter, sulfur, and pine tar formed into a bead)
  • Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d12 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

Mind Spike

2nd-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make an Intelligence saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of 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.

While the target is affected by this spell, you can use your reaction on its turn to lash out at it mentally, dealing 1d8 + your spellcasting ability modifier psychic damage and learning its surface thoughts and current emotional state. If you reduce a creature to 0 hit points as a result of this damage, you can choose to have it remain stable.

A creature killed by this spell has its head explode as its brain detonates due to the psychic backlash.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Mirror Image

1st-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three or more duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your spellcasting ability modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of duplicates created increases by two for each slot level above 1st.

Moonbeam

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
  • Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also takes an extra 1d10 radiant damage and instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. When the beam passes over a creature as a part of this move, it is considered to have entered the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Mordenkainen's Sword

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 4d10 + your spellcasting ability modifier force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 120 feet to a spot you can see and repeat this attack against the same target or a different one.

Negative Energy Flood

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a broken bone and a square of black silk)
  • Duration: Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn, with temporary hit points equal to the damage dealt. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of damage or temporary hit points increases by 1d12 for each slot level above 3rd and an extra 1d12 at 4th, 6th and 8th level.

Phantasmal Killer

2nd-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Poison Spray

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. Additionally, if it fails the saving throw by 5 or more, the spray gets in its eyes, dealing an additional 1d4 poison damage and giving it disadvantage on attack rolls against targets more than 10 feet away until the end of its next turn.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Power Word Heal

8th-level evocation


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

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. This spell has no effect on undead or constructs.

Power Word Kill

9th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 225 hit points or fewer, it dies. Otherwise, the target takes 100 psychic damage. When you cast this spell, you can choose for it to instead belong to the necromancy school. If you do so, the damage is necrotic instead of psychic.

Power Word Pain

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Power Word Stun

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Prayer of Healing

2nd-level evocation


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Primordial Ward

2nd-level abjuration


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

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

Prismatic Spray

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1-Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

2-Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

3-Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

4-Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

5-Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

6-Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.

7-Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

8-Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Primal Savagery

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. Additionally, if you hit, you gain a bonus to your next attack roll within 1 minute equal to the number of d10s in the damage roll.

As part of the action used to cast this spell, you can move up to 10 feet without provoking opportunity attacks.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Produce Flame

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage, and an additional 1d4 fire damage at the start of its next turn.

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

Protection from Energy

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Psychic Scream

8th-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Instantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Otto's Irresistible Dance

2nd-level enchantment


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

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Raulothim's Psychic Lance

4th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect but the spell slot is not expended.

The target must make an Intelligence saving throw. On a failed save, the target takes 10d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.

Ray of Enfeeblement

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

A black beam 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 2d10 necrotic damage deals only half damage with weapon attacks that use Strength until the spell ends.

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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Ray of Sickness

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. The target takes 4d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.

Reality Break

8th-level conjuration


  • Casting Time: 1 action
  • Range: Self(60-foot radius)
  • Components: V, S, M (a crystal prism)
  • Duration: Concentration, up to 1 minute

You shatter the barriers between realities and timelines, thrusting creatures of your choice within range into turmoil and madness. Each target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. An affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.

At the end of each of its turns, an affected target can repeat the Wisdom saving throw, ending the spell on itself on a success. Affected targets cannot make this saving throw for the first two rounds they are affected by the spell.

Reality Break Effects
d10 Effect
1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Regenerate

5th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a prayer wheel and holy water)
  • Duration: 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Sapping Sting

Necromancy cantrip


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

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and fall prone. While prone, it receives the minimum amount of healing from any feature or spell that would cause it to regain hit points and requires a dice roll. If it has a feature causing it to take the maximum, both features cancel out and neither applies while the target is prone.

Additionally, standing up causes the prone creature to expend an additional 5 feet of movement. It can choose to suffer 1d10 extra necrotic damage to ignore this.

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

Scorching Ray

2nd-level evocation


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

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 + your spellcasting ability modifier fire damage.

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

Shadow Blade

2nd-level illusion


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

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient, and you can use your spellcasting ability modifier instead of Strength or Dexterity for attack rolls with it. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Shadow of Moil

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
  • Duration: Concentration, up to 1 minute

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant, necrotic and force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Shillelagh

Transmutation cantrip


  • Casting Time: 1 reaction, which you take when you roll initiative, or 1 bonus action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 10 minutes

The wood of a one-handed polearm you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes 2d4 unless it was already better. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Shocking Grasp

Evocation cantrip


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

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d10 lightning damage, and it can't take reactions until the start of its next turn. At the start of its next turn, it and all creatures within 5 feet of it take an extra 1d4 lightning damage.

The spell's damage increases by 1d10 and the secondary damage die increases by one step when you reach 5th level (2d10 and 1d6), 11th level (3d10 and 1d8), and 17th level (4d10 and 1d10).

Skill Empowerment

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Slow

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of molasses)
  • Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns, with a -1 penalty to the save for every round it spent under the spell's effects. On a successful save, the effect ends for it.

Snilloc's Snowball Swarm

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of ice or a small white rock chip)
  • Duration: Instantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw by 5 or more is knocked prone. Additionally, at the start of your next turn each creature in the area must make a Dexterity saving throw, taking 2d6 cold damage on a failed save or half as much on a successful one.

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

Spirit Shroud

2nd-level necromancy


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

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn or begins its movement as part of a legendary action within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.

Spiritual Weapon

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d12 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 30 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for every slot level above 2nd.

Steel Wind Strike

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 + your spellcasting ability modifier force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Stoneskin

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (emerald dust worth 20 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Storm Sphere

3rd-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 4d6 bludgeoning damage. The sphere's space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 6d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for each of its effects increases by 2d6 for each slot level above 4th.

Summon Lesser Demons

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
  • Duration: Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Choose one of the options on the table below.

Demons Summoned
Two demons of challenge rating 1 or lower
Four demons of challenge rating 1/2 or lower
Eight demons of challenge rating 1/4 or lower

You choose the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Swift Quiver

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a quiver containing at least one piece of ammunition)
  • Duration: Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

As part of the bonus action to cast this spell, and as a bonus action on each of your turns until the spell ends, you can make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Sword Burst

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V
  • Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. If at least one creature fails its saving throw, you can make one melee weapon attack with advantage as part of the same action.

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

Tasha's Caustic Brew

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S, M (a bit of rotten food)
  • Duration: Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 3d4 for each slot level above 1st.

Tasha's Otherworldly Guise

4th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

  • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
  • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
  • Spectral wings appear on your back, giving you a flying speed of 40 feet.
  • You have a +2 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn. When you take the Attack action or cast a cantrip on your turn, you can make one weapon attack as a bonus action.

Tenser's Transformation

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a few hairs from a bull)
  • Duration: Concentration, up to 10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You have proficiency with all armor, shields, simple weapons, and martial weapons.
  • You have proficiency in Strength and Constitution saving throws.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. You can choose to extend the spell's duration by up to 3 hours, but for every additional 10 minutes the DC of this saving throw increases by 1.

Thunderclap

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage and 1d4 lightning damage.

The spell's damage increases by 1d6 and 1d4 respectively when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4).

Thunderous Smite

1st-level evocation


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

The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. On a successful save, it is pushed 10 feet away from you, but isn't knocked prone.

Tidal Wave

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Time Stop

7th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

True Strike

Divination cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. You gain advantage on your next attack roll against the target, provided that this spell hasn't ended.

At 5th level, you instead gain advantage on your next two attack rolls. At 11th level, you instead gain advantage on your next three attack rolls. At 17th level, you instead gain advantage on your next four attack rolls.

Vampiric Touch

3rd-level necromancy


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

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Vicious Mockery

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. A creature within 30 feet of the target can use its reaction to join the mockery, increasing the die size by one step(1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12). This cannot increase the die size to greater than 1d12.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Vitriolic Sphere

3rd-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a drop of giant slug bile)
  • Duration: Instantaneous

You point at a location within range, and a glowing 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d4 for each slot level above 3rd.

Wall of Ice

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small piece of quartz)
  • Duration: Concentration, up to 10 minutes

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

Wall of Light

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a hand mirror)
  • Duration: Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall's area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.

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

Wall of Sand

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to 10 minutes

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.

Wall of Water

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Warding Bond

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
  • Duration: 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Warding Wind

Evocation cantrip


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

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out nonmagical vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Watery Sphere

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a droplet of water)
  • Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.

Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Weird

4th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw with disadvantage or take 4d10 psychic damage. On a successful save, the spell ends for that creature at the end of its next turn.

Whirlwind

7th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, M (a piece of straw)
  • Duration: Concentration, up to 1 minute

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 15-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save becomes restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet up and away from it in a random direction. If it succeeds by 5 or more, it is not hurled up, only horizontally.

Wind Wall

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a tiny fan and a feather of exotic origin)
  • Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Witch Bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your bonus action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your bonus action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Wither and Bloom

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a withered vine twisted into a loop)
  • Duration: Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier, plus half the damage dealt by the spell.

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 above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Word of Radiance

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a holy symbol)
  • Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Charisma saving throw or take 1d8 radiant damage. If your alignment is good, an evil creature that succeeds on its saving throw takes 1 radiant damage. If your alignment is evil, a good creature that succeeds on its saving throw takes 1 radiant damage.

The spell's damage increases by 1d8 and the secondary damage increases by one die size when you reach 5th level (2d8 and 1d4), 11th level (3d8 and 1d6), and 17th level (4d8 and 1d8).

Global Buff to Tasha Summons

All spells that summon creatures added in Tasha's Cauldron of Everything and books published after it are subject to the following changes:

  • Increase the creature's hit points by an additional 5 times the spell's level, to a minimum of +20.
  • The spell requires no material components.
  • The creature gains a +2 bonus to attack and damage rolls.
  • When determining the number of attacks it makes, round up.
  • The creature gains the features of all its forms, rather than making you choose one.

PART 5

Variant Rules

Variant Rules

Bridging the Gap

Everyone knows the caster > half-caster > martial gap is a thing, and the power difference between the three groups is bigger than the stupidity of Reddit.

This rule provides additional feats to the classes most disadvantaged by the martial-caster disparity. Classes shall be defined as follows:

  • Fullcaster refers to bard, cleric, druid, sorcerer, warlock and wizard.
  • 2/3 caster refers to monk and death knight(homebrew).
  • Half-caster refers to artificer, ranger and paladin.
  • Martial refers to everything else.
Buff to Martials

Martial classes gain a free feat of their choice at level 2, 6, 9, 12 and 18.

Buff to Half-casters

Half-casters gain a free feat of their choice at level 6, 12 and 18.

Buff to Fullcasters

Fullcasters and 2/3 casters gain a free feat of their choice at level 9 and 18.

In all cases level refers to class level.

Free Feat Game

Everyone gets a free feat of their choice at level 1.

Summoning Augment

If you use a spell or feature that summons one or more creatures and they would roll their own initiative, they instead use your initiative and take their turn after yours.

Martial Multiclassing and Extra Attack

Characters who multiclass in classes with the Extra Attack feature can add their class levels together to gain that feature. Their combined level in those classes must satisfy the level requirement in both classes to receive this benefit, however.

For instance, a character with 2 levels in fighter and 3 levels in barbarian would be eligible for Extra Attack, since their combined levels would meet the 5th-level requirement for Extra Attack in both classes.

Devastating Criticals

When you score a critical hit, instead of rolling the damage dice twice, you instead maximize the damage once and then roll the second die.

Exertion

When you make an attack roll, ability check or saving throw, you can expend a hit die to roll it and add it to the result. When you do so, you also lose hit points equal to the number rolled, which cannot be reduced in any way.

You can wait until after you roll the d20 before deciding to exert yourself, but must decide before the DM says whether the roll succeeds or fails. I mean, who are we kidding, you can figure out whether you passed by yourself.

Overlapping Proficiencies

If you would gain proficiency in a weapon from two different sources, you gain a +1 bonus to damage rolls with that weapon.
If you would gain proficiency in light armor from two different sources, you gain a +1 bonus to Dexterity saving throws while wearing that armor.
If you would gain proficiency in medium armor from two different sources, you gain a +1 bonus to Constitution saving throws while wearing that armor.
If you would gain proficiency in heavy armor from two different sources, you treat the armor's absorptive property as being 1 higher while wearing that armor. If it does not have the absorptive property, it gains the absorptive 1 property.
If you would gain the Extra Attack feature multiple times, you gain an additional fighting style from any list available to one of your classes.
If you would gain Unarmored Defense multiple times, you gain a +1 to AC while benefitting from Unarmored Defense.

For the purposes of this rule, "different sources" means two different sources out of the following: Race, class feature, feat, epic boon, spell.

Variant Surprise

A creature that is surprised can still use its action on the first round and move, but its speed is halved.

Call for Surrender

As an action, you can attempt to persuade a hostile creature within 30 feet of you that can hear you to surrender. The target must be at or below half its hit point maximum for this to work(you are entitled to this knowledge, ask your DM). Make a Charisma(Persuasion), Charisma(Intimidation) or Strength(Intimidation) check. If the total exceeds the target's current hit points, it surrenders. A creature that surrenders generally won't attack you anymore unless you later provoke it, such as by loudly declaring you will flay your prisoners of war alive or by attacking it directly.

A creature with Intelligence of 4 or lower has no idea what you're saying and will never surrender.

Lesser and Greater Feats

Feats in 5e are created about as far from equal as RPGBot content is created far from correct, and this variant rule will try to fix that. This rule splits feats into three categories: Greater, Lesser and Unimportant. Greater is for good feats, Lesser for almost good feats, Unimportant is for crap like Actor.

Greater Feats:
  • Crossbow Expert
  • Fey Touched
  • Polearm Master
  • Telekinetic
  • Sharpshooter
  • War Caster
  • Alert
  • Great Weapon Master
  • Inspiring Leader
  • Lucky
  • Moderately Armored
  • Resilient (Constitution)
  • Resilient (Wisdom)
  • Strixhaven Initiate
  • Wood Elf Magic
  • Aberrant Dragonmark
  • Crusher
  • Dragon Fear
  • Drow High Magic
  • Eldritch Adept
  • Elven Accuracy
  • Gift of the Chromatic Dragon
  • Gunner
Lesser Feats:
  • Magic Initiate
  • Mounted Combatant
  • Observant
  • Revenant Blade
  • Ritual Caster
  • Sentinel
  • Shadow Touched
  • Skill Expert
  • Squat Nimbleness
  • Strixhaven Mascot
  • Svirfneblin Magic
  • Telepathic
  • Actor
  • Artificer Initiate
  • Athlete
  • Bountiful Luck
  • Chef
  • Dungeon Delver
  • Fade Away
  • Fey Teleportation
  • Fighting Initiate
  • Flames of Phlegethos
  • Gift of the Gem Dragon
  • Infernal Constitution
  • Healer
  • Heavy Armor Master
  • Medium Armor Master
  • Metamagic Adept
  • Mobile
  • Resilient (Dexterity)
  • Second Chance
  • Shield Master
  • Skulker
  • Slasher
  • Spell Sniper
  • Tavern Brawler
  • Tough
Unimportant Feats:
  • Actor
  • Charger
  • Defensive Duelist
  • Dragon Hide
  • Dual Wielder
  • Durable
  • Dwarven Fortitude
  • Elemental Adept
  • Gift of the Metallic Dragon
  • Grappler
  • Heavily Armored
  • Keen Mind
  • Lightly Armored
  • Linguist
  • Mage Slayer
  • Martial Adept
  • Orcish Fury
  • Piercer
  • Poisoner
  • Prodigy
  • Resilient (Strength)
  • Resilient (Intelligence)
  • Resilient (Charisma)
  • Savage Attacker
  • Skilled
  • Weapon Master

To clarify, each of these feats is listed based on the description it has in official content. All feats added in this book, including rewrites, are to be considered Greater Feats.

When you gain a feat via the Ability Score Improvement feature, you can choose one Greater Feat and one Unimportant Feat, or two Lesser Feats and one Unimportant Feat.

Racial Progression

At 6th level, you gain one feat of your choice that has a prerequisite of your race. If no such feat exists, or if you have all the ones that exist already, you instead gain one of the following benefits:

  • If you are resistant to a damage type due to a racial feature, reduce damage of that type you take by an amount equal to your proficiency bonus
  • You gain a +1 bonus to the attack and damage rolls of your unarmed strikes and natural weapons
  • If you have a racial ability that forces targets to make a saving throw, add 1 to the DC. This includes spells provided by your race.
  • If you know a spell granted by your race that lets you make a spell attack, add 1 to your attack rolls with that spell
  • If you have telepathy, increase the range by 10 feet
  • If your speed is 35 feet or greater, increase it by 5 feet
  • You gain a +2 bonus to ability checks made to interact with cats, tressyms and gremishkas

ASI And A Feat

Instead of choosing between an ASI and a feat when you get the Ability Score Improvement feature, you can choose to gain +1 to an ability score of your choice and a feat.

PART 6

Prestige Classes

Prestige Classes

Prestige classes are a mechanic from older editions that I have decided to reintroduce in 5e. After all, Paladin is one in all but name.

What is a Prestige Class?

A prestige class is a class with prerequisites to multiclass into it or take levels in it at all. For example, you may have an elf-exclusive elven archer prestige class.

But What About Spellcasting Progression?

A valid concern! After all, if you multiclass too many levels you will be behind by quite a lot. To amend this, there are three types of prestige class: Martial, Half-caster and Fullcaster.

  • When taking levels in a Martial prestige class, your spellcasting progression does not increase at all. A wizard 6/martial prestige class 4 has the spellcasting of a 6th-level wizard.
  • When taking levels in a Half-caster prestige class, your spellcasting progression increases at a rate of 1/2 your levels in the class. A wizard 6/half-caster prestige class 4 has the spellcasting of an 8th-level wizard(including spells prepared and additions to their spellbook).
  • When taking levels in a Fullcaster prestige class, your spellcasting progression increases at a rate of 1 per level in the class. A wizard 6/fullcaster prestige class 4 has the spellcasting of a 10th-level wizard(including spells prepared and additions to their spellbook).

If you have levels in multiple spellcasting classes, each time you gain a level in a prestige class you must choose one class to advance in in this manner. For example, a sorcerer 1/warlock 5 gaining a level in a fullcaster prestige class can choose to gain the spellcasting capabilities of a 2nd-level sorcerer or a 6th-level warlock, not both.

You cannot get faster progression than normal from a prestige class, i.e. a ranger 5/cancer mage 5 doesn't get 4th-level slots.

What Don't I Get From my Class?

You do not get anything that isn't spellcasting, Pact Magic or Mystic Arcanum. You also don't get new spells on your expanded spell list(Clockwork Soul Sorcerer 7/Fullcaster Prestige Class 2 gets 5th-level slots and can know 5th-level sorcerer spells, but doesn't get wall of force). You don't get your class's hit points, subclass features, etc.

If your class's features include the Additional Feature Scaling trait, you add your levels in that prestige class to your levels in the class that provided you with that feature(if you have it from multiple sources, choose one). For example, a Dirgesinger 5/Bard 5 has the Bardic Inspiration dice of a 10th-level bard.

Cancer Mage

Prerequisites

  • Current level: 5th or higher
  • Skills: Religion, Performance
  • Ability Scores: Int 13, Wis 13 or Cha 13

Prestige Class Description

Scurrying about in sewers, back alleys, and abandoned buildings, the cancer mage feeds upon the corpse of society. The cancer mage hides in the darkness where no one wants to look, digging through trash long forgotten. Cancer mages are some of the most disgusting individuals a character is ever likely to meet, for they revel in filth, disease, and decay. They usually have their own foul goals, sometimes venerating deities of disease or corruption and other times spreading disease for its own sake. Cancer mages use their power to equip themselves with a deadly array of weapons, but these are not the weapons of a warrior.

Cancer Mage
Level Proficiency Bonus Features Sneak Attack
1st +2 Sneak attack, Disease Host 1d8
2nd +2 1d8
3rd +2 Virus Host 1d8
4th +2 Ability Score Improvement 1d8
5th +3 Extra Attack 2d8
6th +3 Children of the Night 2d8
7th +3 2d8
8th +3 Ability Score Improvement 2d8
9th +4 Insect Armor 3d8
10th +4 Greater Virus 3d8

Class Features

  • Hit Points: 1d6(4) + your Constitution modifier per cancer mage level
  • Hit Dice: 1d6 per cancer mage level
  • Tools: Alchemist's supplies or poisoner's kit
  • Armor proficiency: light armor, shields
  • Weapon proficiency: simple and martial weapons
  • Spellcasting Progression: Fullcaster
  • Save DC: 8 + your Constitution modifier + your proficiency bonus

Sneak Attack

See the rogue class.

Disease Host

Starting at 1st level when you choose this prestige class, your body is an infested nightmare of disease and decay. You gain immunity to poison and disease.

You can still be infected and contract disease, but you will not suffer its effects.

Virus Host

At 3rd level, you are able to cultivate a particular disease within your body. When you finish a long rest, you can reduce your Intelligence, Wisdom or Charisma score by 1(your choice) to develop a new disease in your flesh. Choose one of the options below:

  • You are infected with sewer plague. When you hit a creature with a natural weapon or unarmed strike, you can reduce your Intelligence, Wisdom or Charisma score by 1 to breathe life into the disease. The target must make a Constitution saving throw or contract the disease.
  • You are infected with sight rot. As an action, you can spit into a liquid, contaminating a 5-foot cube. When a creature drinks the contaminated liquid, you can use your reaction to reduce your Intelligence, Wisdom or Charisma score by 1 to breathe life into the disease. The target must make a Constitution saving throw or contract the disease.

If the target succeeds on its saving throw or the disease is cured, you regain Intelligence, Wisdom and Charisma spent on that instance of disease at the end of your next long rest. You cannot reduce a score to less than 1 - if your score is 1, you cannot use it for more diseases.

Extra Attack

Starting at 5th level, you can make two attacks when you take the Attack action on your turn, instead of one. Additionally, you can apply an injury poison to a weapon you are wielding as an object interaction.

Children of the Night

Starting at 6th level, you can summon vermin to aid you. You learn the vermin cantrip, and your spellcasting ability for it is Constitution. Additionally, as an action you can summon 2d4 swarms of rats, which appear in unoccupied spaces in dim light or darkness within 30 feet of you.

The summoned rats act on your initiative, taking their turn after yours. They are friendly to you and your companions, and follow your verbal commands(no action required). The rats follow your commands for 1 minute, retreating afterwards(they will not attack unless attacked first, and will attempt to leave the battlefield).

At your DM's discretion, summoning the rats so that they come out of a sewer or similar rat-infested location can increase the number of rats summoned to 2d6 or 2d8.

Once you use this ability twice, you cannot do so again until you finish a long rest.

The fact this class gains Sneak Attack is a reference to the fact that rogues are cancer.

Insect Armor

At 9th level, you are able to conjure hordes of vermin to protect yourself from harm. As a bonus action while you are wearing light armor or no armor, you can surround yourself with buzzing flies, forming an aura of repulsive stench. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Constitution modifier (minimum of 0 damage).

While this feature is active, all damage you take is reduced by an amount equal to your Constitution modifier.

Greater Virus

At 10th level, your very touch inflicts disease. You can cast contagion at will, using Wisdom or Constitution as the spellcasting ability, and the spell has a casting time of 1 bonus action for you.

Demonologist

Prerequisites

  • Skills: Religion, Arcana
  • Ability Scores: Int 13 or Cha 13
  • Class: No levels in diabolist
  • Language: Abyssal

Prestige Class Description

A demonologist is a mortal who has devoted his life to the study of demons. He is practiced in dealing with them, fighting them, and using them for his own gain. He even gains some demon abilities due to his studies and devotion to the fiends of the Abyss. Demonologists are always evil, although they might not think of themselves as such. No character can get so close to the mind of utter corruption and come away unchanged.

Demonologist
Level Proficiency Bonus Features Summoning Mastery
1st +2 Charm Demon
2nd +2 Summoning Mastery 1
3rd +2 1
4th +2 Ability Score Improvement 1
5th +3 Summmoning Circle 2
6th +3 Fiendish Protection 2
7th +3 Telepathy 2
8th +3 Ability Score Improvement, Dominate Demon 2

Class Features

  • Hit Points: 1d4(3) + your Constitution modifier per demonologist level
  • Hit Dice: 1d4 per demonologist level
  • Armor proficiency: light armor
  • Spellcasting Progression: Fullcaster
  • Save DC: 8 + your Intelligence or Charisma modifier + your proficiency bonus

Charm Demon

Starting when you choose this prestige class at 1st level, you begin to prepare yourself to compel and bind the dark forces that you work with.

As an action, you can force a demon within 30 feet of you to make a Wisdom saving throw. On a failure, it is charmed by you until the end of your next turn.

You can use this feature twice, and you regain the ability to do so upon completing a short or long rest.

Summoning Mastery

At 2nd level, your skill at summoning improves. When you cast a spell that summons demons using a spell slot, you can treat it as though you cast it with a spell slot of a level 1 higher than the one you used. This increases to a spell slot of a level 2 higher than the one you used at 5th level.

Summoning Circle

At 5th level, you learn the magic circle spell, which always counts as prepared for you and does not count towards your maximum number of spells known or prepared. Your spellcasting ability for this spell is Intelligence or Charisma.

When you cast magic circle, instead of providing the material component you may use the blood of a humanoid killed no more than 1 hour ago in ritual sacrifice.

Fiendish Protection

At 6th level, you gain resistance to fire and poison damage.

Telepathy

At 7th level, you gain telepathy out to a range of 60 feet, which increases to 120 feet if the recipient of your communications is a demon.

Dominate Demon

At 8th level, you attain the pinnacle of demon domination. You can cast dominate monster at will—targeting a demon—without expending a spell slot or material components. You must finish a long rest before you can use this feature on the same creature again.

Your spellcasting ability for the spell is Intelligence or Charisma.

Diabolist

Prerequisites

  • Skills: Deception, Intimidation
  • Ability Scores: Int 13 or Cha 13
  • Class: No levels in demonologist
  • Language: Infernal

Prestige Class Description

The diabolist is one who has thrown in her lot with the forces of hell. Unlike the disciples of Asmodeus or other archdevils, the diabolist is not a servant of a specific powerful fiend, but instead is usually a mortal being who has seen the dark path as a means to gaining great power.

Diabolist
Level Proficiency Bonus Features Diabolism
1st +2 Diabolism 1d6
2nd +2 Imp Familiar 1d6
3rd +2 1d6
4th +2 Ability Score Improvement 2d6
5th +3 2d6
6th +3 Vile Diabolism 2d6
7th +3 3d6
8th +3 Ability Score Improvement, Transcend Mortality 3d6

Class Features

  • Hit Points: 1d4(3) + your Constitution modifier per diabolist level
  • Hit Dice: 1d4 per diabolist level
  • Armor proficiency: light armor
  • Spellcasting Progression: Fullcaster
  • Save DC: 8 + your Intelligence or Charisma modifier + your proficiency bonus

Diabolism

Starting at 1st level when you choose this prestige class, you learn to empower your spells with fiendish magic. When you cast a spell that forces a creature to make a saving throw, you can empower that spell(no action required). The spell deals an additional amount of psychic damage as shown in the Diabolism table. If the spell deals damage to a good-aligned creature, increase the damage dice to d10s. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.

Imp Familiar

At 2nd level, you learn the find familiar spell, if you did not know it already. When you cast find familiar, your familiar always takes the form of an imp. You can use a bonus action to command your familiar to take the Attack action.

Vile Diabolism

Starting at 6th level, your corrupted magic has altered your body. Your Strength score increases by 3, to a maximum of 17, and whenever you take the Dash action you gain a flying speed of 10 feet until the end of your turn.

Additionally, you gain resistance to poison damage, and whenever you kill a creature with a spell of 1st-level or higher you regain one use of your Diabolism feature.

Transcend Mortality

At 8th level, you attain a portion of the power of a true fiend. You gain resistance to fire damage and immunity to poison damage, and cannot have your alignment altered as a result of remaining in one of the Lower Planes. Additionally, you can cast burning hands at will, using Intelligence or Charisma as your spellcasting ability(your choice).

If your game uses Grim Hollow rules, from this moment on you may undergo the transformation into a fiend whenever you wish.

Dirgesinger

Prerequisites

  • Current level: 5th or higher
  • Skills: Religion, Performance
  • Ability Scores: Cha 13
  • Class: At least 3 levels in bard

Prestige Class Description

Dirgesingers' voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world.

Dirgesingers hold high positions in death-obsessed cultures. Serving as members of a secret guild or as part of a hierarchy of death priests, they are entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving her lament is expected to be. No one will remember the dead queen in a few short generations, but a great lament might be sung a thousand years hence.

Dirgesinger
Level Proficiency Bonus Features Songs Known
1st +2 Dirge Song 2
2nd +2 2
3rd +2 3
4th +2 Ability Score Improvement 3
5th +3 Additional Magical Secrets 4

Class Features

  • Hit Points: 1d8(5) + your Constitution modifier per dirgesinger level
  • Hit Dice: 1d8 per dirgesinger level
  • Tools: Choose two instruments
  • Spellcasting Progression: Fullcaster
  • Additional Feature Scaling: Bardic Inspiration

Dirge Song

Starting when you choose this prestige class at 1st level, you gain a new use for your Bardic Inspiration. As an action, you can expend a use of your Bardic Inspiration feature to play a tragic melody, telling the tale of a dead hero. Choose one of the songs you know(see below) to take effect.

You know two songs, and learn more as you level up in this class.

Additional Magical Secrets

At 5th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table(treat your dirgesinger levels as bard levels), or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

Dirge Songs

If a song requires an enemy to make a saving throw, the DC of that saving throw is equal to 8 + your Charisma modifier + a roll of your Bardic Inspiration die.

Song of Horror

Creatures of your choice within 15 feet of you that can hear you must make a Wisdom saving throw. On a failure, they become frightened of you until the start of your next turn.

Song of Awakening

A corpse of a Medium or Small humanoid or a pile of bones within 30 feet of you comes to life, animated as though affected by the danse macabre spell. Your spellcasting ability for this is Charisma, and it does not require concentration. You may have a maximum number of undead under your control in this manner equal to half your proficiency bonus(rounded up).

Song of Bolstering

Undead creatures of your choice within 30 feet that can hear you gain a +4 bonus to saving throws against being charmed or frightened.

Song of Sorrow

Creatures of your choice in a 15-foot cone originating from you that can hear you must make a Wisdom saving throw or suffer the effects of the bane spell for 1d6 rounds(roll once for all creatures). This spell does not require concentration for you.

Song of Tyranny

Creatures of your choice that can see and hear you within 20 feet of you gain a 5 foot bonus to their speed until the end of your next turn, and while this bonus persists they are unaffected by difficult terrain.

Song of Blood

Creatures of your choice within 30 feet of you gain temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier whenever they kill a creature before the end of your next turn.

Master of Radiance

Prerequisites

  • Skills: Religion, Nature
  • Ability Scores: Wis 13
  • Class: At least 1 level in druid, cleric or paladin
  • Other: Access to the daylight spell, either as a known spell or as an available spell to prepare

Prestige Class Description

Masters of radiance channel the pure, undiluted power of the sun. Often originating in a good-aligned druid sect that reveres the sun, they have a holy purpose to scour the earth clean of undead. Wielding the sun’s radiance as a weapon, they are the bane of any evil creature that lurks in the darkness.

Master of Radiance
Level Proficiency Bonus Features Radiant Aura
1st +2 Radiant Aura 1
2nd +2 Searing Light 1
3rd +2 2
4th +2 Ability Score Improvement 2
5th +3 Beam of Sunlight 3

Class Features

  • Hit Points: 1d8(5) + your Constitution modifier per master of radiance level
  • Hit Dice: 1d8 per master of radiance level
  • Spellcasting Progression: Fullcaster
  • Spell Attack Bonus: Your Wisdom modifier + your proficiency bonus

Radiant Aura

A master of radiance can emanate an aura of brilliant light that weakens undead creatures. As a bonus action, you can envelop yourself in an aura of radiance. For 1 minute, or until you dismiss the effect as a bonus action, you shed bright light in a 30-foot radius, and dim light for another 30 feet. The radius of bright light is considered sunlight.

Undead creatures within the bright light suffer a -2 penalty to attack rolls, ability checks and saving throws unless they have a CR higher than your level.

Additionally, when you cast a spell that deals radiant damage or creates bright light while this aura is in effect, increase your spell save DC by 2 for the casting of that spell.

You can use this feature a number of times as indicated in the class table above, and regain all expended uses when you complete a long rest.

Searing Light

At 2nd level, you can devastate your foes with bursts of holy radiance. As an action, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 2d6 + your Wisdom modifier radiant damage, and it sheds bright light out to a radius of 5 feet and dim light for another 5 feet until the start of your next turn.

The damage increases by 1d6 when you reach 5th level(3d6), 11th level(4d6) and 17th level(5d6). This refers to character level, not class level.

Beam of Sunlight

At 5th level, you gain one final weapon against the darkness. While your Radiant Aura is active, you can cast moonbeam at will, and when you do so the area of the spell is considered sunlight.

Master of Shrouds

Prerequisites

  • Skills: Religion, Arcana
  • Saving throws: Proficiency in Wisdom and/or Constitution saving throws
  • Other: Access to the protection from evil and good spell, either as a known spell or as an available spell to prepare

Prestige Class Description

The master of shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding. Plucking vile creatures such as wraiths and shadows from their restless haunts, she summons them to her presence and commands them to work her will. Furious at their forced servitude, the wrathful undead spread fear and death in their wake.

Master of Shrouds
Level Proficiency Bonus Features
1st +2 Rebuke Undead
2nd +2 Summon Undead
3rd +2 Spirit Bond
4th +2 Ability Score Improvement, Summon Undead(Specter)
5th +3 Extra Attack
6th +3 Summon Undead(Wraith)
7th +3
8th +3 Ability Score Improvement, Summon Undead(Deathlock Wight)
9th +4 Spirit Bond Improvement
10th +4 Summon Undead(Deathlock)

Class Features

  • Hit Points: 1d8(5) + your Constitution modifier per master of shrouds level
  • Hit Dice: 1d8 per master of shrouds level
  • Spellcasting Progression: Fullcaster

Rebuke Undead

Starting at 1st level when you choose this prestige class, you learn to ward your body and mind against the forces you intend to work with.

When you cast protection from evil and good, you can cast the spell as a bonus action and without requiring concentration provided that you are the target of the spell.

Summon Undead

At 2nd level, you learn the basic tools of your trade. As an action, you can call upon a spirit to aid you in battle. When you do so, a shadow appears in an unoccupied space within 30 feet of you that you can see.

The shadow is friendly to you and your companions. In combat, the shadow acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are rendered unconscious, the shadow ceases to be under your control and becomes hostile to all creatures.

You can have one spirit active at any one time. Using this feature again banishes the previous spirit, unless it is no longer under your control.

As you gain levels in this class, more options become available to you. At 4th level, you may choose to instead summon a specter. At 6th level, you may choose a wraith, at 8th level you may choose a deathlock wight and at 10th level you may choose a deathlock.

You can summon a spirit once, and cannot do so again until you finish a long rest unless you expend a spell slot of a level equal to the chosen spirit's CR(minimum of 1st-level) to do so.

Spirit Bond

Beginning at 3rd level, your connection to your spirit grants it increased vitality. When you summon your spirit, its hit point maximum increases by an amount equal to your level in this prestige class.

Extra Attack

Starting at 5th level, you can make two attacks when you take the Attack action on your turn, instead of one. When you take the Attack action, you can forgo one attack to let your spirit make one additional attack when it takes the Attack or Multiattack action.

Spirit Bond Improvement

At 9th level, your connection to your spirit improves again. While you are within 30 feet of your spirit, you both gain advantage on Constitution and Charisma saving throws.

Sacred Purifier

Prerequisites

  • Skills: Religion
  • Ability Scores: Wis 13
  • Current level: 3rd or higher
  • Class: At least 2 levels in paladin or 1 level in cleric

Prestige Class Description

Sacred purifiers are priestly characters who specialize in destroying undead. They belong to a loose-knit order affiliated with the church of Pelor (or another similar faith), though they disdain hierarchical bureaucracy in favor of action and forthrightness. Many pursue an “act first, ask questions later” approach, which occasionally frustrates the more traditionalminded clerics in the church’s chain of command.

Sacred Purifier
Level Proficiency Bonus Features
1st +2 Channel Divinity, Burn Undead
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3 Positive Energy Flood

Class Features

  • Hit Points: 1d8(5) + your Constitution modifier per sacred purifier level
  • Hit Dice: 1d8 per sacred purifier level
  • Spellcasting Progression: Fullcaster
  • Additional Feature Scaling: Channel Divinity
  • Save DC: 8 + your Wisdom or Charisma modifier + your proficiency bonus

Channel Divinity

You can channel divine energy to fuel magical effects. Each Channel Divinity option provided by this prestige class explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Channel Divinity: Burn Undead

You present your holy symbol and speak words of great power, proclaiming the doom of undead foes.

All undead creatures within 40 feet of you must succeed on a Charisma saving throw or take 20 radiant damage and suffer a -2 penalty to attack rolls and ability checks until the start of your next turn. On a success, they take half as much damage.

Positive Energy Flood

At 5th level, you can draw power directly from the Positive Energy Plane to wash over friend and foe alike, protecting the pure and rebuking the monstrous.

As an action, you can summon power from the Positive Energy Plane. Roll 3d10; all non-undead creatures of your choice within 120 feet regain that many hit points, and all undead creatures of your choice must make a Constitution saving throw or take radiant damage equal to the amount, or half as much on a success.

You can use this feature once, and regain the ability to do so when you finish a short or long rest.

Warrior of Darkness

Prerequisites

  • Skills: Arcana
  • Tools: Alchemist's supplies
  • Ability Scores: Cha 13
  • Language: Infernal or Abyssal

Prestige Class Description

The warrior of darkness, sometimes called the dark knight, is a practitioner of black magic. He studies the dark arts and learns the terrible secrets involved with evil rituals and spells. However, he does not cast spells himself. Instead, he uses his arcane knowledge to make himself a more formidable combatant.

Warrior of Darkness
Level Proficiency Bonus Features Oils Elixirs
1st +2 Black Magic Oil 1
2nd +2 Darkling Weapon 1
3rd +2 Black Magic Elixir 2 1
4th +2 Ability Score Improvement 2 1
5th +3 Extra Attack 2 2
6th +3 3 2
7th +3 3 3
8th +3 Ability Score Improvement, Scarred Flesh 4 3

Class Features

  • Hit Points: 1d10(6) + your Constitution modifier per warrior of darkness level
  • Hit Dice: 1d10 per warrior of darkness level
  • Spellcasting Progression: Martial
  • Additional Feature Scaling: Superiority dice
  • Armor proficiency: All armor and shields
  • Weapon proficiency: Simple and martial weapons
  • Save DC: 8 + your Charisma modifier + your proficiency bonus

Black Magic Oil

Starting when you choose this prestige class at 1st level, you learn techniques to anoint yourself with foul magical oils. When you finish a long rest, you can apply one of the following ointments to yourself. They have no effect on any other creature.

Instead of choosing one oil to apply to you, you can select two randomly.

The effects of each oil last until the end of your next long rest.

1d12 Oil Name Effect
1 Darkness-dweller You gain blindsight out to a range of 10 feet
2 Demonic Celerity You gain a +1d6 bonus to Dexterity saving throws
3 Ensorcelled Flesh While not wearing medium or heavy armor, your AC increases by 1.
4 Hellpower You gain a +1 bonus to all attack rolls using Strength, Dexterity or Constitution.
5 Rapid Step When you roll initiative, your speed increases by 10 feet until the start of your next turn.
6 Unholy Strike If your weapon has the agony, brutal, keen or piercing property, increase it by 1.
7 Unholy Survivor When you roll initiative, the next instance of necrotic or psychic damage that you take is halved.
8 Flame-strider You ignore instances of fire damage dealt to you that do not exceed your level in this class + your Charisma modifier.
9 Warded Intellect You gain a +1d4 bonus to Intelligence and Charisma saving throws.
10 Gremishka Spite You have advantage on saving throws against cantrips and spells of a level up to half your Charisma modifier(minimum of 1).
11 Moorbounder Legs Your jump distance is tripled and you do not take fall damage from falls of less than 30 feet.
12 Hyper-Reactive As a reaction when you are hit by an opportunity attack, you can cause the attack to instead miss.

At 3rd, 6th and 8th level, you can choose one additional oil.

Darkling Weapon

At 2nd level, you learn to imbue your weapons with black magic. As part of a short or long rest, you can channel your power into a weapon you are proficient with. The weapon becomes enchanted as though affected by a magic weapon spell, although it does not require concentration. The effect lasts until you use this feature again. Your spellcasting ability for this feature is Charisma, and the spell is cast at a level equal to 1 + half your level in this class.

Black Magic Elixir

Starting at 3rd level, you learn to craft dark magical oils that heighten your senses. As part of a long rest, you can expend 5 gp worth of materials to create one of the following elixirs of your choice, or two chosen randomly:

1d8 Elixir Name Effect Duration
1 Aura of Evil Enemies within 10 feet of the drinker suffer a penalty to damage rolls equal to half your Charisma modifier. 1d4 x 10 minutes
2 Inner Hellpower The drinker's weapon attacks deal additional fire damage equal to your Charisma modifier. 1 minute
3 Dark Senses The drinker gains tremorsense to a range of 60 feet. 2d6 x 10 minutes
4 Saddle-Draught The drinker is immune to effects that would knock them off their mount. 1d4 hours
5 Hellfire Brew The drinker is subjected to the effects of the dragon's breath spell, using your Charisma score as the spellcasting ability. 1 minute
6 Demolisher Draught The drinker's damage is doubled against objects and structures 1 hour
7 Demonic Wings The drinker gains a flying speed of 30 feet as dark spectral wings manifest on their back 1 minute
8 Iron Cage The drinker can roll three dice instead of two when making a grapple check with advantage, and chooses the highest result. 2d4 x 10 minutes

A creature can use a bonus action to drink an elixir, gaining the benefits listed for the duration. The elixir can be used for 24 hours, after which it spoils and no longer confers any benefits.

You may expend 10 additional gp worth of materials per day to extend the potion's usefulness by additional 24-hour periods, to a maximum number of days equal to 1 + your Charisma modifier.

You can make one additional elixir as part of the same long rest when you reach 5th and 7th level.

Extra Attack

Starting at 5th level, you can make two attacks when you take the Attack action on your turn, instead of one. Additionally, you can drink one of your elixirs as an object interaction instead of a bonus action.

Scarred Flesh

At 8th level, your flesh is hardened by constant use of oils and some of the magic within it simply will not leave. Choose one effect of your oils. That effect applies to you permanently in addition to all other oils you use, and cannot be removed by any means.

PART 7

Fixes to Homebrew Classes

Blood Hunter

Fighting Style Improvement

You get access to all the fighting styles available to Rangers.

Spellcasting

Blood Hunters are third-casters, and have the same rate of progression as Eldritch Knight fighters in WOTC's homebrew book Player's Handbook. The blood hunter spell list is given below. You gain this feature at 3rd level.

Tactical Superiority

Starting at level 2, you have two superiority dice which are d6s, and know three maneuvers from the Blood Hunter list. See the next page for maneuvers.

Greater Extra Attack

At level 11, When you take the Attack action on your turn, you can make three attacks, instead of two. Additionally, when you make a weapon attack as a bonus action, you can make one additional attack as part of the same bonus action.

Blood Hunter Spell List

Cantrips
  • Abhorrence(Kobold Press)
  • Word of radiance
  • Allure(Kobold Press)
  • Black Goat's blessing(Kobold Press)
  • Blade ward
  • Booming blade
  • Clockwork bolt(Kobold Press)
  • Clumsiness(Kobold Press)
  • Green-flame blade
  • Hoarfrost(Kobold Press)
  • Poison spray
  • Thaumaturgy
1st-level Spells
  • Absorb elements
  • Bane
  • Cause fear
  • Command
  • Compelled duel
  • Create or destroy water
  • Dissonant whispers
  • False life
  • Fog cloud
  • Goodberry
  • Grease
  • Hex
  • Jump
  • Longstrider
  • Mosquito bane(Kobold Press)
  • Protection from evil and good
  • Protection from the Void(Kobold Press)
  • Silvery barbs
  • Tasha's caustic brew
2nd-level Spells
  • Aid
  • Blur
  • Boulder toss(Kobold Press)
  • Conjure scarab swarm(Kobold Press)
  • Continual flame
  • Find steed
  • Heat metal
  • Hold person
  • Knock
  • Mirror image
  • Pass without trace
  • Summon beast
3rd-level Spells
  • Ashardalon's stride
  • Blink
  • Counterspell
  • Crusader's mantle
  • Daylight
  • Dispel magic
  • Fear
  • Fireball
  • Fly
  • Gaseous form
  • Magic circle
  • Meld into stone
  • Slow
  • Spirit guardians
  • Stinking cloud
4th-level Spells
  • Death ward
  • Fire shield
  • Giant insect
  • Greater invisibility
  • Mordenkainen's private sanctum
  • Polymorph
  • Raulothim's psychic lance
  • Summon construct
  • Wall of fire

Maneuver List

Acid Burst(Mutant Only)

When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your maneuver modifier.

Administer Aid

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

Agonizing Lethargy

You can use an action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage for each attack it makes until the start of your next turn.

Arcane Mastery

Once per turn, when you make a Constitution saving throw to maintain concentration on a spell, you can expend a superiority die and add the number rolled to the saving throw.

Assess the Situation

You can expend one superiority die to take the Search action as a bonus action, adding the superiority die to the check.

Chains of Transfixing

You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have its speed reduced by 20 feet until the start of your next turn.

Charging Attack

If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

Crippling Strike

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature's speed is halved until the end of its next turn.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Heads Up

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

Rampage

When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee weapon attack against that creature, adding the result of the superiority die to the attack roll.

Short Round

When you cast a spell that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

Titan Slayer

When you make an attack roll against a creature that is Large or larger, you can expend a superiority die and add it to the attack roll. On a hit, the creature’s next attack has disadvantage and it cannot regain hit points until the start of your next turn.

Unrelenting Grasp

When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

Venomous Slash

When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

Weak Point Strike

When you hit a Large or smaller creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

Today I learned there are actually people who wake up in the morning, decide they want to kill monsters, and don't just microwave them.

Death Knight Buff

Feel free to ignore if you are not playing a death knight.

2/3 Caster Progression

Instead of the spellcasting progression in the document, make the Death Knight a 2/3 caster. This means:

  • Level 2 slots at level 3
  • Level 3 slots at level 7
  • Level 4 slots at level 9
  • Level 5 slots at level 11
  • Level 6 Mystic Arcanum and third slot at level 14
  • Level 7 Mystic Arcanum at level 17

Expanded Spell List

Add the following spells to the Death Knight spell list.

Magi Cantrips
  • Infestation
  • Magic stone
  • Mind sliver
Level 1
  • Hex
Level 2
  • Locate object
  • Summon beast
  • Web
Level 3
  • Ashardalon's stride
  • Gaseous form
  • Haste
  • Spirit guardians
  • Summon undead
  • Summon shadowspawn
Level 4
  • Summon aberration
  • Wall of fire
Level 5
  • Holy weapon
  • Planar binding
  • Scrying
  • Seeming
Level 6
  • Arcane gate
  • Conjure fey
  • Create undead
  • Create homunculus
  • Eyebite
  • Fizban's platinum shield
  • Mass suggestion
  • Scatter
  • Soul cage
  • Tenser's transformation
Level 7
  • Crown of stars
  • Divine word
  • Etherealness
  • Finger of death
  • Forcecage
  • Power word pain

PART 8

Fixes to COFSA

Warlock Subclasses

The Accursed Archive

Expanded Spell List
Spell Level Spells
1st detect evil and good, inflict wounds
2nd accursed wish, blackened heart
3rd deadly doorway, speak with dead
4th Evard's black tentacles, forbidden obelisk
5th dispel evil and good, legend lore

The Ashen Wolf

Expanded Spell List
Spell Level Spells
1st absorb elements, skin of flint
2nd haste, pass without trace
3rd fireball, Melf's minute meteors
4th ashen pack, wall of fire
5th cloudkill, holy weapon

Burning Embers

Starting at 1st level, you can use your action to exhale blistering embers in a 15-foot cone. Each creature in that area must make a Constitution saving throw against your warlock spell save DC. Creature that fail take fire damage equal to your warlock level + your Charisma modifier and are blinded until the end of their next turn. On a successful save, a creature takes half as much damage and isn't blinded.

You can use this feature twice without penalty, and regain all expended uses when you finish a short or long rest. If you activate this feature again before finishing a short or long rest, you gain one level of exhaustion.

Additionally, you can breathe and see normally in smoke or ash-filled air.

Feast for the Fire

Beginning at 6th level, you have gained the ability to mark a target for sacrifice to the Ashen Wolf. As a bonus action, choose one creature you can see within 60 feet of you. For one minute, the target is cursed by the Ashen Wolf. The curse ends early if the target dies. Until the curse ends, the target loses any resistance to fire damage, and opportunity attacks against the target are made with advantage.

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

At 10th level, the curse grows in strength as your connection with your patron deepens. The target also loses any immunity to fire damage.

Endless Pursuit

At 10th level, your patron grants you a portion of its primal stamina. You gain resistance to fire damage.

Whenever you finish a short rest, you can choose to reduce your level of exhaustion by one.

Beast of the Burning End

At 14th level, you unlock the power to incarnate in the form of your patron. As an action, you wrap yourself in the guise of a massive flaming lupine creature. For 1 hour, or until you exit this incarnation as a bonus action, you gain the following benefits.

  • Your size becomes Medium or Large (your choice).
  • You ignore all levels of exhaustion.
  • Your speed increases by 20 feet.
  • You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • You are immune to fire damage.

When you use this feature, four hell hounds burst forth from your burning flesh into spaces within 5 feet of you. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them or are incapacitated, they defend themselves and you from hostile creatures, but otherwise take no actions. They act on your initiative count, have twice as many hit points as a normal hell hound, and are considered elementals instead of their normal type.

When you exit this incarnation, the hell hounds instantly turn to ash.

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

The Currency Conspiracy

Expanded Spell List
Spell Level Spells
1st command, identify
2nd Otto's irresistible dance, unspoken agreement
3rd clairvoyance, glyph of warding
4th prismatic spray, steel wind strike
5th circle of power, teleportation circle

Weight of Gilt

When you choose this patron at 1st level, you gain a single coin that acts as a manifestation of your soul, known as a Gilded Coin. You can summon the coin to your hand or dismiss this coin as a bonus action regardless of its location. Other creatures see this coin as 1 gp or other appropriate currency of equivalent value. You are always aware of who is in possession of your Gilded Coin.

As an action, you can choose to convert all currency you have in your possession into an equivalent value in any other denomination or currency. For example, you can convert gold coins into an equivalent value of silver or copper pieces, or change them into other currencies you've seen before. Additionally, you can choose to conceal currency you possess in a pocket dimension, which you can access using a bonus action. If you die, the currency reappears on your corpse.

Also, whenever you reduce a Small or larger creature of CR 1 or higher to 0 hit points using a cantrip or a spell cast using a warlock spell slot or when a creature swears a binding oath of loyalty to you, you can choose to capture a fraction of their soul, granting you an amount of Gilt equal to the creature's hit point maximum. Once you've acquired Gilt from a creature, you can't acquire Gilt from that creature again. Whenever you cast a spell using a warlock spell slot that has a material component worth more than 1 gp, you can choose to pay an equal amount of Gilt in place of the material components. The material components appear and exist for the duration of the spell if not consumed by the spell.

The Eternal Citadel

Expanded Spell List
Spell Level Spells
1st defy ruin, sanctuary
2nd arcane lock, heat metal
3rd glyph of warding, Leomund's tiny hut
4th Otiluke's resilient sphere, stone shape
5th paswall, wall of stone

Righteous Guardian

At 1st level, you gain the ability to shield yourself and others from harm. Whenever you or an ally within 30 feet takes damage, you can use your reaction to create a mystical barrier of energy. The amount of damage taken is reduced by half your warlock level + your Charisma modifier (minimum 1) after applying resistances or vulnerabilities.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Dust and Dirt

Also at 1st level, while in a city you have control over the accumulated dust in the streets. You can cast dust devil at will while in a city, without requiring a spell slot.

Force of Preservation

At 6th level, you gain the ability to fortify yourself further. Whenever you take damage, you can use your reaction to become immune to the damage from that effect or attack, and you gain temporary hit points equal to half your warlock level. While these temporary hit points remain, all bludgeoning, piercing and slashing damage that you take is reduced by an amount equal to your Charisma modifier.

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

Builder of Walls

At 10th level, your connection with the Eternal Citadel deepens, enabling you to call upon it for defense. You learn two spells with the word "wall" in their name that are of 5th level or lower, they count as warlock spells for you, and they do not count against your total spells known. You can't choose wall of force as one of these spells.

You can cast one of these two spells once without expending a spell slot. Once you do so, you can't do so again until you finish a long rest.

Bound to the Aeons

At 14th level, your oath to the Eternal Citadel becomes irrevocable. You no longer age and cannot be magically aged. You also do not require food or water.

Additionally, you can call down an onslaught of timeless power from the central spire of the Citadel to burn away the souls of your foes. During your turn, you can use an action to choose a location that you can see within 200 feet of you. An infinitely tall 30-foot-radius cylinder expands in that space, illuminating it with bright otherworldly light. At the start of your next turn, a beam of golden energy shoots down from the sky, and creatures within the area must make a Charisma saving throw against your warlock spell save DC. If they fail, they take 7d10 radiant damage, 7d10 force damage, and are blinded until the start of your next turn. If they succeed, they take half as much damage and are not blinded. This beam passes through obstacles without damaging them.

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

The Blackthorn Grove

Expanded Spell List
Spell Level Spells
1st entangle, goodberry
2nd heartripper, spike growth
3rd plant growth, speak with plants
4th cage of briars, windblade
5th tree stride, wrath of nature
8th maze

Blackthorn Heart

At 1st level, you have torn out your heart and replaced it with something otherworldly, granting you the will to survive. You ignore nonmagical difficult terrain. Whenever you are reduced to 0 hit points, incapacitated or fail a death saving throw, your Blackthorn heart bursts from your chest and lashes out with life-stealing briars toward the nearest hostile creature. Make a melee spell attack against an enemy within 15 feet of you. On a hit, the creature takes piercing damage equal to your warlock level, and you regain hit points equal to the damage dealt.

After you recover hit points using this feature, you cannot make this attack again until you finish a short or long rest.

Apathy is Death

At 6th level, you can use your reaction to surge with purpose and haste whenever you make an Intelligence, Wisdom, or Charisma saving throw. You gain advantage on the saving throw, can move up to half your speed, and can cast a single cantrip with a casting time of 1 action before the result of the roll is revealed.

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

Arboreal Guardian

At 10th level, your purpose is not merely to exist, but to safeguard life. Whenever a creature within 5 feet of you would take damage, you can use your reaction to grant them resistance to that instance of damage by shielding them with vines from your Blackthorn heart.

Raise Arboreal Labyrinth

At 14th level, you are able to conjure a maze of eldritch vines to impede your enemies. As an action, you cause dark nightmarish plants to grow in areas of your choice within 60 feet of you. Any number of unoccupied spaces on the ground within range can be affected. An affected space is overgrown with thick plants 10 feet tall. A 5-foot cube of such plants is an object with AC 13 and 20 hit points, and has resistance to bludgeoning and piercing damage as well as vulnerability to fire damage. Each cube regains all hit points at initiative count 20 unless it has been destroyed.

The Fallen Exile

Expanded Spell List
Spell Level Spells
1st color spray, faerie fire
2nd continual flame, fortune's favor
3rd daylight, falling star
4th divination, greater invisibility
5th summon celestial, telekinesis

The Gelatinous Convocation

Expanded Spell List
Spell Level Spells
1st chromatic orb, Tasha's hideous laughter
2nd enlarge/reduce, spell flux
3rd meld into stone, vitriolic sphere
4th slime sphere, stone shape
5th summon oozes, wall of slime

The Keeper of the Depths

Expanded Spell List
Spell Level Spells
1st fog cloud, sleep
2nd locate object, zone of truth
3rd sending, storm sphere
4th control water, death terror
5th legend lore, maelstrom

The Perfect Chord

Expanded Spell List
Spell Level Spells
1st thunderous smite, thunderwave
2nd knock, resonance
3rd mass cure wounds, nondetection
4th compulsion, prismatic spray
5th animate objects, awaken

The Forbidden Graveyard

Expanded Spell List
Spell Level Spells
1st inflict wounds, sleep
2nd phantasmal killer, fortune's favor
3rd phantom steed, revivify
4th divination, unseen claw
5th hallow, telekinesis

Rejection of the Crypt

At 1st level, your refusal to travel through the Gate of Souls has left a mark upon you that cannot be denied. You can add your Charisma modifier to death saving throws, and you gain immunity to effects that would reduce your hit point maximum. While you are at 0 hit points, you can still move, but you can't take actions, reactions, or bonus actions.

Slumber of Fate

Also at 1st level, you can bring the final strands of your enemies' fates to an end. When you cast sleep, you can roll additional d8s equal to your Charisma modifier, and whenever a creature falls unconscious as a result of the spell, you can choose to have it die instantly.

At 17th level, at the height of your power, this power increases once again. You learn the power word kill spell, and can cast it with your Mystic Arcanum feature instead of the spell you chose if you so desire.

Ghoulish Constitution

Starting at 6th level, your flesh is filled with the icy chill of the grave. You can choose to allow attacks against you to hit. Whenever you are hit with a melee attack, you can use your reaction to steal life's precious warmth from your attacker. When you do so, you gain resistance to the damage dealt, and the attacker takes cold damage equal to your warlock level. If the attacker is reduced to 0 hit points by this damage, you gain temporary hit points equal to your warlock level. If you already have temporary hit points, increase those temporary hit points by this amount instead.

You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

Keeper of Souls

Starting at 10th level, your gain a measure of control over the spirits that dwell in the Graveyard. Whenever a hostile undead within 60 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your warlock level. Also, you gain resistance to necrotic damage and immunity to effects that would kill you instantly without dealing damage.

Fear the Reaper

Also at 10th level, you are as implacable as the specter of death itself. You no longer age and cannot be magically aged. You gain immunity to the charmed and frightened conditions. As a bonus action, you can mark a creature you can see within 30 feet of you with a terrible curse. When the creature takes damage, you can use your reaction to delay that damage and store it within a pool. At the end of each minute after the curse was cast, the target takes twice as much necrotic damage as is stored in the pool and the pool is emptied. This curse lasts for one hour or until the target dies.

Open the Shadowy Gates

At 14th level, you can use your magic to open a gateway between the Forbidden Graveyard and your location. As an action, you can open a portal centered on a point you can see within 90 feet. The portal appears as a spectral doorway 20 feet wide, 10 feet high and 40 feet high. If it has insufficient space to appear, the portal cannot be summoned.

On an initiative count equal to your warlock level, the gate flickers, and new creatures are summoned, appearing in unoccupied spaces adjacent to the portal or within it. These creatures follow your verbal commands. You choose which creatures arrive from the following list, or you can roll randomly. If you choose instead of rolling, you cannot select the same option multiple times.

d6 Summoned Creatures
1 1d6 x Karrnathi Undead Soldier
2 2x Returned Kakomantis or Returned Palamnite
3 1x Skeletal Juggernaut
4 1x Frost Giant Skeleton
5 1d6x Sword Wraith Warrior
6 2d4 x Skeletal Swarm

The portal lasts 1 minute. All summoned undead crumble into dust when the portal closes.

The Serpent Empress

Expanded Spell List
Spell Level Spells
1st command, ray of sickness
2nd spiritual weapon, venom blast
3rd conjure animals(poisonous snake or constrictor snake only), feign death
4th compulsion, serpentine ward
5th cloudkill, geas

Blessing of the Empress

At 1st level, you receive the favor of your patron. You gain advantage on saving throws against poison and effects that inflict the poisoned condition. You can speak to snakes, serpents, and other reptiles as though you were under the effects of the speak with animals spell.

Whenever you cast a spell that has a verbal component, you can suppress the senses of those around you. Choose one creature that can hear you within 30 feet of you. The first time within the next minute that it wishes to negate or otherwise affect a spell you are casting(such as via counterspell) it must succeed on a contested Wisdom(Perception) check against your Dexterity(Sleight of Hand) check or be unable to perceive the casting of that spell. Additionally, the target has disadvantage on its next Wisdom, Intelligence, or Charisma check within 1 minute.

Hair of Snakes

At 6th level, you can cause a swarm of serpents to grow from your head as a bonus action, and they remain until you dismiss them. While they are out, you can see through the eyes of these serpents, granting you the following benefits:

  • You have advantage on Perception checks
  • You gain darkvision out to 30 feet
  • You gain advantage on saving throws against effects that would cause you to suffer the blinded condition.

While you are within 10 feet of a creature, you can use your action to have your serpents whisper a sinful secret to the creature. The target must make a Wisdom saving throw against your warlock spell save DC. If it fails, it is charmed by you until the end of your next turn or until it takes damage.

Toxic Blood

At 10th level, your veins run with venom. You gain resistance to poison damage and immunity to the poisoned condition. Additionally, you can have poison damage you deal treat poison immunity as poison resistance. You can have creatures immune to the poisoned condition lose their immunity against your attacks and effects, but they gain advantage on saving throws to resist the poisoned condition.

Gaze of the Goddess

At 14th level, your patron looks from your eyes and exerts her supreme power through you. As an action, choose one creature within 30 feet of you that you can see. The target takes 10d10 psychic damage and is paralyzed for one minute. If the target takes damage, the effect ends. If the target is immune to the paralyzed condition, it takes 8d10 psychic damage and is knocked prone.

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

The Shadowcat

Expanded Spell List
Spell Level Spells
1st duskwalk, sleep
2nd conjure moorbounder, shadow armor
3rd nondetection, spirit guardians
4th find greater steed(you must choose a moorbounder), greater invisibility
5th creation, shadow world

Dream Stalker

Starting at 1st level, your patron's magic allows you to be everywhere and nowhere at once. As an action, you can fade partway into the Inverse, gaining advantage on Stealth checks for 1 hour. When you roll initiative while in this state, you can choose to teleport up to 60 feet to a location within 10 feet of a creature you can see. If you deal damage to the creature with an attack during the first round of combat, you can use your bonus action to steal their breath and spirit. The target takes psychic damage equal to your warlock level and cannot speak or make sound until the start of your next turn.

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

Stolen Luck

At 6th level, you can curse an enemy that you can see within 60 feet of you with terrible misfortune as a bonus action. Once per turn, when the target makes an attack roll or ability check, you can roll a d6 after seeing the result(no action required). If the result is a 6, the result of their d20 roll is replaced with a 1 and your next attack roll, ability check or saving throw has advantage. This curse lasts for one minute, and ends early if either you or the target are reduced to 0 hit points or you use this feature again.

Umbral Leap

Starting at 10th level, whenever you are subject to an effect that requires you to make a Dexterity saving throw, you can use your reaction to instantly dissolve into a dark mist to avoid the initial effect. You reappear in an unoccupied space of your choosing within 90 feet of your initial location.

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

Dark Apparition

At 14th level, the Shadowcat's hunger for nightmares grants you the power to create them. You can no longer be surprised. Your Dream Stalker feature no longer has a limit to the number of times it can be used. Whenever you use your Dream Stalker feature's bonus action, all hostile creatures within 10 feet of you must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are frightened of you until the end of your next turn.

Additionally, while you are concentrating on shadow world, you can trigger an effect as a bonus action as well as an action, and you can maintain concentration on a second warlock spell while concentrating on it. If you would fail your saving throw to maintain concentration, you only lose concentration on one of the two spells(your choice).

The Storm Lord

Expanded Spell List
Spell Level Spells
1st fog cloud, thunderwave
2nd skystrike, wind wall
3rd lightning strike, storm sphere
4th ice storm, windblade
5th draconic transformation, storm's eye

Majesty of the Cloud Ruler

At 1st level, you gain the ability to manifest a fraction of the awe-inspiring glory of the Storm Lord. As a bonus action, choose any number of creatures in a 15-foot radius of you. The targets must make a Charisma saving throw against your warlock spell save DC. If they fail, they fall prone and remain prone on their next turn unless they use all of their movement to stand.

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

Breath of the Gale

At 6th level, you passively manifest a small tempest around yourself. You gain advantage on saving throws against dangerous gases, clouds, forceful winds, and other similar effects. Your vision is not obscured by fog, mist, smoke, rain, clouds, or other airborne particles.

Additionally, whenever you take the Dash action, nonmagical ranged attacks that target you are made with disadvantage until the start of your next turn.

Rider of Lightning

Starting at 10th level, when you deal lightning or thunder damage using a spell of 1st level or higher or cast a spell that is on your patron's extended spell list, you can use your bonus action to teleport to an unoccupied space adjacent to a target of the spell or to an unoccupied space within the spell's area of effect.

If the spell is on your patron's expanded spell list and deals lightning damage, you can choose to deal lightning damage equal to your Charisma modifier to all creatures within 5 feet of you before or after you teleport.

Slayer of the King

At 14th level, you discover the unspoken secrets of the heroes who sought the downfall of the Storm Lord. As an action, you cleave the air with a blade of purest wind in a line 300 feet long, 300 feet high, and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your warlock spell save DC. A creature takes force damage equal to five times your warlock level on a failed save or half as much damage on a successful one. Unattended objects automatically fail this saving throw.

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

The Warrior-Saint

Expanded Spell List
Spell Level Spells
1st defiant smite, detect evil and good
2nd haste, enlarge/reduce
3rd angelic retribution, spirit guardians
4th cloak of stars, destructive wave
5th divine call, greater restoration

Blind Justiciar

At 1st level, your connection to the Warrior-Saint has granted you the ability to see through the imbalance of both order and chaos. Whenever you would normally make an attack roll, ability check, or saving throw with advantage, you can choose to twist the scales of reality. Roll three d12's. The die roll result equals the sum of the two highest d12 rolls. You cannot critically hit when you do this unless affected by a rule that would cause you to score a critical hit automatically(such as Assassinate or the target being paralyzed).

Treasures of Past Ages

At 6th level, your Pact object or familiar is granted power from the Warrior-Saint. You gain one of the following benefits depending on your Pact Boon feature. This feature may be used twice, and you regain all expended uses when you finish a short or long rest.

Pact of the Armor. You can use your reaction on your turn to immediately don your pact armor.

Pact of the Blade. Whenever you are targeted with a spell while wielding your Pact weapon, you can use your reaction to make a Charisma saving throw against the caster's spell save DC. If you succeed, the caster must choose a different valid target or lose the spell. This does not protect you from spells that target an area, like fireball.

Pact of the Cloak. When you are selected as the target of an attack, you can use your reaction to command your cloak to shield you, adding your proficiency bonus to your AC against the attack.

Pact of the Chain. At the start of your turn or at the start of your familiar's turn, you can use your reaction to magically teleport, switching places with your familiar or moving one of you to a location within 5 feet of the other.

Pact of the Dreams. When you fail a saving throw against an effect that would cause you to become charmed or frightened, you can use your reaction to re-roll the save. You must use the new result.

Pact of the Doll. When a creature would provoke an opportunity attack from you, you can instead use your reaction to mark it with your pact doll.

Pact of the Eye. When a creature enters a space within 30 feet of you that you can see, you can use your reaction to force it to make a Dexterity saving throw against your spell save DC or take radiant damage equal to your warlock level.

Pact of the Mark. When you use your Pact of the Mark feature to regain a spell slot, you can spend a number of hit dice up to your proficiency bonus to regain hit points.

Pact of the Mask. You can expend a use of this feature to use your Pact of the Mark feature without expending one of its uses.

Pact of the Ring. You can summon your pact ring as a reaction.

Pact of the Tome. If you are the target of an attack, you can use your reaction to cast a spell or cantrip with a range of "self" before the result of the attack is revealed. If you would no longer be a valid target for the attack, the attack is wasted.

Pact of the Tools. You can use your reaction when making a check with your tools to add triple your proficiency bonus to the result instead of double.

Hands of the Saint

Starting at 10th level, two ethereal arms of the Warrior-Saint manifest from your back at your whim. You can only benefit from items held in two of your arms at any one time, and can switch which two arms you are benefiting from once per turn(no action required). Additionally, you can use your Blind Justiciar feature when making a Strength saving throw if you do not have disadvantage, causing the Saint's ethereal hands to aid your efforts. Once you do this, you can't do so again until after the start of your next turn.

Knowledge is Power

At 14th level, your patron grants you increased mastery over your weaker spells. When you finish a long rest, choose 3 spells of 3rd level or lower that you know. You can cast them as 3rd level spells without expending a spell slot. Once you cast three times using this feature, you can't do so again until you finish a long rest.

The Weaver of Lies

Expanded Spell List
Spell Level Spells
1st alarm, spider's kiss
2nd silence, web
3rd conjure animals(giant wolf spiders and giant spiders only), nondetection
4th bones of the earth, compulsion
5th modify memory, regenerate

Poisoned Mind

When you forge this pact at 1st level, your patron teaches you the first lie ever told. You gain proficiency in the Deception skill, and your proficiency bonus is doubled when you make a Deception check. Additionally, you gain temporary hit points equal to your Charisma modifier whenever you make a Deception skill check while you are not in combat.

Also, when you cast a spell of 1st level or higher than affects one or more hostile creatures, you can use your bonus action to force one of the targets of the spell to make a Constitution saving throw against your warlock spell save DC. If the creature fails, it is poisoned until the end of your next turn.

A Touch on the Web

At 6th level, you learn to summon the slaves of the Weaver to extract vengeance. Whenever you take damage from a melee attack, you can use your reaction to summon a horde of spiders to cover your attacker, biting and tearing into them. The target takes magical piercing damage equal to your warlock level and must make a Constitution saving throw against your warlock spell save DC. If they fail, they are poisoned for one minute. While they are poisoned, they are also frightened of you. They can repeat their saving throw at the end of each of their turns, ending the effects on a success.

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

Additionally, whenever you cast web, you can summon additional spiders equal to the level of the spell slot you used. These spiders follow your commands in the same manner as spiders summoned by the conjure animals spell, but cannot leave the area of the web. They disappear when the spell ends. If the spell becomes permanent, they cease to be under your control.

Trickster's Dance

Starting at 10th level, you can deceive even the fabric of reality. You can't suffer disadvantage on saving throws.

Additionally, you can cast mislead without expending a spell slot. Once you do so, you can't do so again until you finish a long rest.

Sinful Puppeteer

Starting at 14th level, your blood flows with poison and your hands dance upon a loom of false spidersilk. You gain immunity to poison damage and the poisoned condition. Additionally, you can cast dominate monster at will. A creature that succeeds on its saving throw becomes immune to this effect for 24 hours.

The Wild Huntsman

Expanded Spell List
Spell Level Spells
1st beast bond, hunter's pace
2nd pass without trace, wolfbane trap
3rd conjure barrage, frozen lance
4th dominate beast, cone of cold
5th nemesis, tree stride

Barbarian: Path of the Accursed

The Lurking Fear

Starting at 3rd level, you learn the Marauder's Horror Rage Power, which does not count towards your maximum Rage Powers known. Additionally, you gain access to the subclass-specific Rage Powers below and can learn them. You can also use Charisma in place of Intelligence whenever you make an ability check.

Marauder's Horror

Activation: 1 bonus action
Rage Cost: 1
Effect: For the next minute, you have resistance to bludgeoning, piercing and slashing damage, as well as damage dealt by frightened creatures, and you can add your Rage Damage Bonus to all weapon damage rolls you make that use Strength, and you also gain advantage on Strength checks and Strength saving throws.
Additionally, each creature that starts its turn within 10 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. Once a creature fails this saving throw, it can't be frightened by this feature again for one minute.
Augment: If you expend 2 Rages, the save DC increases by 2.

From Beyond

Starting at 6th level, your words seem to cut at the minds of those who listen even more horribly than before. You can cast dark secret and accursed wish once each, and you regain the ability to use each when you expend any amount of Rage. Charisma is your spellcasting ability for these spells.

The Thing on the Doorstep

At 10th level, your hallucinations slowly enter reality, as the dark tendrils of the Silent One move at the corners of your vision. Whenever you use a Rage Power, you can choose to unleash the horrors that dwell within your mind upon the world. Choose a number of creatures within 30 feet of you equal to or less than your Charisma modifier. Each one is pulled to an open space within 5 feet of you, or the nearest available space, by massive tendrils that spawn from the air around you. Until the end of your turn, when the tendrils disappear, you cannot suffer disadvantage from any source on any check made to grapple one of these creatures.

What The Moon Brings

At 14th level, you finally accept the things you learned within the Archive and realize that the ruinous secrets it unleashes upon the world are merely the statements of a truth that mankind has long dreaded to learn. The Silent Ones are not villains, but are guardians, destined to safeguard the universe from those who would exploit the foul heresies of the Accursed Archive, and so you begin your preparations to join their ranks.

Whenever you reduce a creature to 0 hit points, you can choose to allow a Silent One to lash out from within your skin, ensnaring another unwary soul and twisting their flesh from its good purpose. Choose a creature within 30 feet of you. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check contested by your own Strength (Athletics) check. If the target fails, the tendril snares them and drags them into the closest open space near you, and the creature gains one level of exhaustion. A creature cannot be affected by this feature more than once per turn.

Paralyzing Fear

Activation: 1 action
Rage Cost: 2
Effect: You unleash pure madness in a 30-foot cone originating from you. All frightened creatures within range must make a Wisdom saving throw with disadvantage(DC equal to 8 + your proficiency bonus + your Charisma modifier) or become paralyzed until the start of your next turn.
Augment: If you expend 3 Rages, the save DC increases by 2 and the size of the cone increases by 5 feet.

Psychic Backlash

Activation: 1 reaction, which you can take when you are reduced to half your hit point maximum or less by a melee attack or a spell
Rage Cost: 1
Effect: The creature that dealt damage to you must succeed on an Intelligence saving throw(DC equal to 8 + your proficiency bonus + your Charisma modifier) or take 7d6 psychic damage. On a successful saving throw, it takes half as much damage.

Barbarian: Path of the Mercurial

Cheshire Grin

Starting at 3rd level, you learn the Marauder's Flop Rage Power, which does not count towards your maximum Rage Powers known. Additionally, you gain access to the subclass-specific Rage Powers below and can learn them.

Marauder's Flop

Activation: 1 bonus action
Rage Cost: 1
Effect: For the next minute, you have resistance to bludgeoning, piercing and slashing damage, you can add your Rage Damage Bonus to all weapon damage rolls you make that use Strength, and you also gain advantage on Strength checks and Strength saving throws.
Additionally, when you use your Reckless Attack feature, shadows begin to writhe around your form until the start of your next turn. If you take damage from an attack during this time, you can use your reaction to move up to 10 feet without provoking opportunity attacks and you become invisible to your attacker until the start of your next turn.
Once during the duration of this effect, you can choose a creature within 30 feet that can see you(no action required). The target must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). If they fail, they can't speak or cast spells for 1 minute, and they lose concentration on active spells as their face contorts and twists into a cruel smile. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends.
Augment: If you expend 2 Rages, the movement increases to half your movement speed and you can use the third part of the feature twice during the effect's duration. You cannot do so more than once per turn.

Down the Rabbit Hole

At 6th level, you learn to journey through terrible shadow, though it fills you with a wicked madness. When you use a Rage Power, you can teleport up to 30 feet to an unoccupied location you can see, and while your Marauder's Flop is active, you can do so again whenever you reduce a creature to 0 hit points.

Looming Shadow

Starting at 10th level, your unique perspective grants you control over the scope and scale of things. You can cast enlarge/reduce at will, without requiring concentration, and can do so even if a Rage Power would prevent you from casting spells. Charisma is your spellcasting ability for this spell.

All That Remains

Starting at 14th level, when you use the reaction provided by your Marauder's Flop, you can choose to have your wicked smile hang in midair, fully visible. You still gain the benefits of invisibility against your attacker, but now each creature within 15 feet of you who can see your grin, including your attacker, must make a Wisdom saving throw(DC equals 8 + your proficiency bonus + your Charisma modifier). If a creature fails, they are enraged by your taunting grin and must attack you with a weapon or spell attack before the end of their next turn or take psychic damage equal to your barbarian level. If their first attack misses, they take half as much damage. Creatures immune to the charmed condition are unaffected.

Kitty Says Sleep

Activation: 1 action
Rage Cost: 1
Effect: Roll 5d12; the total is how many hit points of creatures this Rage Power can affect. Creatures within 20 feet of a point you choose within 60 feet are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this Rage Power falls unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this Rage Power.
Augment: If you expend 2 or more Rages, roll an extra 2d12 per Rage spent above 1.

Conjure Kitty

Activation: 1 action
Rage Cost: 1
Effect: You cast the find familiar spell, using Charisma as your spellcasting ability and summoning a dimcat.

Bard: College of Harbingers

Rite of Passage

At 3rd level, you perform the harrowing spiritual journey required to gain the Storm Lord's favor, allowing the souls of ancient heroes to instruct you in combat and lore. You gain proficiency in medium armor, martial weapons and in the History skill.

Black Sky Song

Also at 3rd level, you learn the hymn that calls a fraction of the attention of your Lord to your plane. As a bonus action, you can expend a use of your Bardic Inspiration to sing a grim song of pain and triumph. Hostile creatures within 10 feet of you must make a Charisma saving throw against your bard spell save DC. If they fail, they are afflicted with a feeling of horrible insignificance. The first time they are hit by an attack before the start of your next turn, they are knocked prone and take lightning damage equal to the number rolled on your Bardic Inspiration die. If the target fails its saving throw by 5 or more, it instead takes twice as much damage and is knocked prone.

Thunderstruck

Starting at 6th level, you are wreathed in graceful winds that accentuate your movements and strike down your enemies. You gain resistance to thunder and lightning damage. You are permanently under the effects of the feather fall spell, and your jumping height increases by a number of feet equal to twice your bard level. During your turn, you can choose to make a single jump that does not provoke opportunity attacks if the destination is within 10 feet of a hostile creature. Whenever you descend more than 10 feet during your turn, the first weapon attack you make before the end of your turn deals an extra 1d10 thunder damage and pushes the target 5 feet away from you.

Extra Attack

Beginning at 6th level, you can attack twice instead of once whenever you take the Attack action on your turn. Whenever you score a critical hit with a weapon attack, you regain one use of your Bardic Inspiration feature.

The Unfallen Kingdom

At 14th level, your soul has ascended to touch the paradise that lies within the eye of the Storm Lord. You gain immunity to the frightened condition. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and gain advantage on all attack rolls, ability checks, and saving throws until the end of the encounter. At the start of your next turn, allied creatures within 30 feet of you can use their reaction to join you with a defiant war cry. If they do, they also gain these advantages until the end of their next turn.

You can't use this feature again until you finish a long rest.

Paladin: Oath of Avarice

Expanded Spell List
Level Spells
3rd alarm, charm person
5th knock, unspoken agreement
9th detect interference, hypnotic pattern
13th hellfire, invitation
17th crown of stars, modify memory

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Golden Suit. As a bonus action, you can use your Channel Divinity to coat yourself in shining gold for 1 hour. You gain temporary hit points equal to twice your paladin level for the duration. Whenever a creature hits you with a melee attack while you have these hit points, gold sprays off your armor, causing the creature to take 1d10 fire damage and suffer disadvantage on their next attack before the start of their next turn.

Hired Help. As an action, you can use your Channel Divinity to summon a simple magical construct for one hour. This construct has the statistics of a clockwork dragon. It follows your verbal commands and is friendly to you and your companions. If it dies or the duration expires, it fades into mist.

Aura of Investment

Starting at 7th level, you are surrounded by a 10-foot aura of mutual benefit. Whenever you or a friendly creature gain temporary hit points while within the aura, all other friendly creatures within the aura (including you) gain an equal amount of temporary hit points that last for the same duration. This effect cannot cause a creature to gain more than twice your Charisma modifier in temporary hit points at once.

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

Rate of Exchange

Starting at 15th level, once per turn when you hit a creature with an unarmed strike, you can attempt to steal an object or weapon from the target. The target must succeed on a Strength saving throw against your paladin spell save DC or lose the chosen item. If you lack a free hand to steal the item, the attempt automatically fails.

Hidden Agenda

At 20th level, you reveal your true desires to the world and call upon the debts that you are owed. You are empowered as the life force of dozens of debtors is drawn into you. For 1 minute, you gain the following benefits.

  • You gain 20 temporary hit points at the start of each of your turns that last for the duration of this feature.
  • Whenever you steal a weapon using your Rate of Exchange feature, you can immediately make a weapon attack using it. This does not require an action.
  • When you hit a creature with a melee weapon attack, you can choose to unleash a blast of golden light. The target must make a Wisdom saving throw against your paladin spell save DC. If they fail, they are blinded until the end of your next turn.

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

Paladin: Oath of Judgement

Expanded Spell List
Level Spells
3rd detect evil and good, hellish rebuke
5th primordial ward, zone of truth
9th blink, Tenser's transformation
13th dimension door, Tasha's otherworldly guise
17th dispel evil and good, legend lore

Ranger: Hound of the Huntsman

Expanded Spell List
Level Spells
3rd rimesworn blade
5th Rime's binding ice
9th frozen lance
13th cone of cold
17th wall of ice

Spiritual Curse

At 3rd level, the spirit of the beast you slew begins to awaken within you, gradually seeking to drive you to the ravenous urges of a wild animal. Your Strength score becomes 16, unless it was higher.

Whenever you take the Attack action, you can choose to make feral attacks in place of your normal attacks if you have at least one free hand. Strength is your ability score for a feral attack. When you do this, the spiritual claws of the beast within manifest around your arm as you strike a creature within your reach. Make an attack roll. If you hit, the target takes slashing damage equal to 1d12 + your Strength modifier. You can choose to use your bonus action to make an additional feral attack if at least one feral attack you've made during your turn hits a creature.

Whenever you kill a creature with a feral attack, you gain temporary hit points equal to your Ranger level + your Constitution modifier.

Cold Iron

Also at 3rd level, the hoarfrost of the Huntsman's domain infuses your mind and body even as your soul fights within you. You gain the following benefits:
Dark Hunter. You ignore disadvantage on Perception checks caused by dim lighting.
Flawless Pursuit. Whenever a hostile creature you can see takes the Dash action, you can use your reaction to move up to your speed towards them, even while mounted.
Hunting Blind. You can create an area of artificial camouflage up to 10 feet in each dimension for yourself and your allies over the course of 1 minute. While within, you gain advantage on Stealth checks and cannot be detected by scent.
Winter's Might. You can add your Strength modifier to your AC in place of your Dexterity modifier, and you can use your Strength modifier when making attacks with ranged weapons. This does not allow you to surpass the normal limits of an armor's AC value.

Rend Asunder

At 7th level, your feral attacks are able to tear the enemy apart with even greater efficiency. The damage dice of your feral attacks become 2d8, and when you make an attack with them using your bonus action you can make an additional attack with them as part of the same bonus action.

Hunter's Call

Starting at 11th level, once per turn when you hit with a weapon attack as part of the Attack action, you can force the target to make a Wisdom saving throw against your spell save DC. On a failure, it becomes frightened of you until the start of your next turn. If you hit a frightened creature with an attack as part of the Attack action, you can make one additional weapon attack as part of that action.

Lord of the Beast Within

At 15th level, you learn to bind the spirit within you more fully, forcing it to obey your whims and mastering the predatory instinct within you. You can now always make an additional feral attack using your bonus action, even if you haven't taken the Attack action. Additionally, you gain advantage on all Perception checks.

Sorcerer: Ashen

Expanded Spell List
Level Spells
1st burning hands
3rd heat metal
5th fireball
7th locate creature
9th commune with nature
11th harm

Spells

Angelic Rebuke

3rd-level evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Even the darkest fiend cannot withstand the light of heaven.
With a word, you invoke the searing radiance of the higher planes to strike down your attacker. The creature must make a Charisma saving throw. If they fail, they are blinded until the start of your next turn and take 8d10 radiant damage. If they succeed, they take half as much damage and are not blinded.

A creature that fails the saving throw by 5 or more takes maximum damage from the spell. Fiends have disadvantage on the saving throw.

Ashen Pack

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Those are not torches burning in the woods beyond.

*They are eyes, and they are hungry.*With a gesture, you summon three flaming wolves made from ash and metal into your space. When you cast this spell, and as an action on each of your turns while it is in effect, you can choose a point within 60 feet of you. When you do, one of the flaming wolves rushes to the target point, and then seeks out the nearest creature within 30 feet of it, making a melee spell attack using your spell attack modifier. If the attack hits, the target takes 4d10 fire damage and must make a Strength saving throw. If the target fails, they are knocked prone. The flaming wolf then immediately returns to your space, coiling around your feet. The wolves have an AC equal to your spell save DC. If a flaming wolf is struck by a weapon or spell attack or is prevented from returning to your space after making an attack, it vanishes. The spell ends when all three wolves are lost, or you lose concentration.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage of the wolf's attack increases by 1d10 per spell slot level above 4th.

Blackened Heart

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Corruption waits for the perfect moment to strike.
You reach out towards a living creature that you can see. The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 11d6 poison damage at the start of its next turn. If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile. Creatures within a 10-foot radius of the target must make a Dexterity saving throw. If they fail, they take 11d6 poison damage, or half as much on a successful save.

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

Blasphemy

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V
  • Duration: 1 minute

Defy those who create life, for their life is equally false.
You curse, and will away the healing magics of nature and the gods. Each time a creature within a 60-foot radius of you would recover hit points from a spell, it must make a Charisma saving throw. If it fails, it does not recover hit points and instead takes 3d6 psychic damage. You can end this spell as an action.

If you are able to speak Dark Speech, the damage increases to 5d6.

Bloodthorn

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a thorn)
  • Duration: Instantaneous

*A leaf on the wind is free, but a thorn on the wind means to flee. *You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Make a ranged spell attack roll. If you hit, the target takes 5d10 piercing damage. If you hit, you can choose an additional target for the bloodthorn to seek, repeating the attack against a different target within 60 feet of the previous one and using the thorn's new position to determine if a target would gain the benefits of cover. You can repeat this process up to three times or until the attack misses. A creature cannot be targeted more than once.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the piercing damage increases by 2d10 per spell slot level above 2nd.

Carnage

6th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a martial weapon)
  • Duration: 1 minute

Blood will rain upon the battlefield, and a single warrior will stand alone before the armies of heaven and hell.
When you cast this spell, you teleport 120 feet and make a melee weapon attack against all creatures within your reach. Make a single attack for all targets. If you hit a creature, it takes an additional 6d12 force damage. On your subsequent turns, you can use your bonus action to continue your deadly assault. Each time you use this bonus action, it has a different effect:

  • 1st Use. You teleport up to 60 feet and make a melee weapon attack against all creatures within a 20-foot-cone. Each creature you hit is knocked prone and takes an additional 6d12 force damage.
  • 2nd Use. You teleport up to 30 feet and make a single melee weapon attack against a creature within reach. If the creature is above half its maximum hit points, this attack inflicts an additional 6d12 force damage. If you hit, the creature is then paralyzed until the end of your next turn.
  • 3rd Use. You teleport up to 60 feet into the air and descend, smashing into the ground at a point of your choosing that you can see within 120 feet of your starting point. You take no falling damage, but each creature within 30 feet of you must make a Constitution saving throw. If they fail, they take 6d12 force damage. You then make a melee weapon attack targeting a creature within reach. If you hit, the target takes an additional 8d12 force damage.

Coldfire Blast

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (120-foot line)
  • Components: V, S
  • Duration: Instantaneous

The freezing cold of the desert night compares favorably to the burning sunlight.
You unleash a burst of frozen fire at a target you can see within range, which manifests as a missile of ever-changing ice glowing with a crackling heart. Each creature in a line 5 feet wide and 120 feet long must make a Dexterity saving throw, starting with the creature closest to you. The spell impacts the first creature in the line that fails their saving throw, inflicting 3d8 cold damage. If all targets succeed, the projectile continues in a straight line until it impacts a surface. Once the projectile impacts something or reaches the end of the line, it detonates in a blast of fire. All objects and creatures within 10 feet of the detonation take 2d8 fire damage, and unattended flammable objects are ignited.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the cold and fire damage increase by 1d8 per slot level above 1st.

Constriction

4th-level transmutation


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

The crushing grasp and merciless gaze displays an ambition that cannot be quenched with gold, but can be sated with blood.
Your body becomes eerily serpentine and you strike forward, attempting to grasp a creature within range. Make a melee spell attack. If you hit, you grapple your target and squeeze them, dealing 6d10 bludgeoning damage. Until the spell ends, the grappled target is also restrained. As a bonus action on each of your subsequent turns while you have restrained the creature, you can continue to crush the target. The creature must make a Strength saving throw. If they fail, they take an additional 6d10 bludgeoning damage. If the target escapes the grapple, the spell ends.

While this grapple is in effect, you can use your spellcasting ability modifier in place of your Strength modifier to maintain the grapple and you have resistance to damage dealt by the target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each instance of bludgeoning damage increases by 2d10 per spell slot level above 4th.

Corruption

1st-level necromancy


  • Casting Time: 1 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute

Slow and insidious, yet deadly nevertheless.
You inflict a withering curse upon a 10-foot square of ground at a location you can see within range, withering plants and darkening the earth with fell power. At the start of each of your turns for the duration, the corruptive curse grows 5 feet in every direction. Whenever a creature starts its turn in a space afflicted by the curse, it must make a Charisma saving throw. If it fails, it takes 2d6 necrotic damage.

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

Creeping Dark

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

There are nightmares that cannot be slain with fire, only truth.
You infuse yourself with dark energies and corporeal shadow, twisting your form into a terrible caricature. Until the spell ends, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you are heavily obscured. While you are under the effects of this spell, you can move through spaces as small as one square inch without squeezing. While in this form, you cannot take actions other than the Attack action. The first time you take the Attack action, you unleash a deadly spike of shadow against a target within your weapon's reach in place of one of your attacks. Make a melee spell attack roll. If you hit, your target takes 4d6 force damage. Once you take the Attack action, or you take damage from a magical attack, the spell ends at the end of the current turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 2d6 per spell slot level above 2nd. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 minutes. This increases to 1 hour with a 4th-level slot, and 12 hours with a 5th-level slot.

Crimson Cloak

1st-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a cloak worth at least 10 gp.)
  • Duration: Concentration, up to 1 minute

Blood is the currency of life, and it is natural to covet this wealth.
You pull blood from the open wounds of those around you into your cloak, infusing it with stygian magic. Whenever you or a creature within 15 feet of you loses hit points, your cloak gains a blood value equal to the amount of hit points lost, to a maximum total of 30. Whenever you would take damage from a spell while your cloak has reached the maximum blood value, you can use your reaction to gain resistance to the damage you would take from the spell. Once you do this, the cloak's blood value returns to zero.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum decreases by 3 per spell slot level above 4th.

Cruel Wind

7th-level evocation


  • Casting Time: 1 action
  • Range: Self (300-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A cruel wind blows as the blood flows, screaming a lullaby.
You wave your hands and call forth an unspeakable wind. All creatures within range other than you must make Constitution saving throws at the start of each of their turns. If they fail, they take 12d6 cold damage. If a creature dies while within range, they let loose a terrible scream. Each creature within 30 feet of the dying creature must make a Charisma saving throw. If they fail, they take 4d6 psychic damage.

Crushing Tide

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

The sea is a baleful mistress, and all must bow to her.
You summon a rushing wave of water that manifests in a 60foot line that is 15 feet wide. Creatures within the area must make a Strength saving throw. If they fail, they are knocked prone and take 3d6 bludgeoning damage. If they succeed, they are not knocked prone and take half as much damage.

A creature that fails its save by 5 or more takes 3d12 damage instead of 3d6,

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by 2d6 or 2d12 per spell slot level above 2nd.

Dark Empowerment

2nd-level transmutation


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

Beyond the material world, there are mysteries terrible to behold.
Draw them in, and take them for your own.
You channel dark energy into your body, distorting your form and making you fearsome to behold. Your size increases to Large if it is smaller, and your equipment grows to suit your expanded form. If there is insufficient space, you grow as large as you safely can. While in this form, your attacks inflict an additional 1d8 damage of their normal type and you gain temporary hit points equal to twice your spellcasting ability modifier at the start of each of your turns that last for the duration of the spell.

Dark lightning

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Authority is the manifestation of power over another, and power is the expression of one's will upon the world.
You thrust out your hands, unleashing a deadly coil of lightning infused with wrathful hate towards a creature you can see within range. The target must make a Constitution saving throw. If they fail, they take 2d8 + your spellcasting ability modifier lightning damage, or half as much on a success. If the target is below their maximum hit points, the lightning forks to another creature of your choosing within 10 feet of the target. The second target must make a Constitution saving throw, taking 2d8 + your spellcasting ability modifier lightning damage on a failure, or half as much on a success. This process can repeat up to three times, and the same target cannot be affected twice. If a target succeeds on the saving throw and is below its maximum hit points, it takes an additional 1d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the lightning and necrotic damage increase by 1d8 per slot level above 2nd.

Dark Secret

1st-level divination


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Truth can be even more deadly than a knife to the heart.
You whisper a phrase into the mind of the target, unknown to you but clear and terrifying to them. Until the end of your next turn, you have advantage on all ability checks, attack rolls, and saving throws involving your target or actions it has taken. During this time, the target has disadvantage on all ability checks and attack rolls involving you or actions you have taken. Targets that are immune to being frightened are immune to this effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional target per spell slot level above 1st.

Deadly Doorway

3rd-level necromancy(ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small broken key)
  • Duration: 1 hour

Life has many doors, just as death holds many keys.
When you cast this spell, you touch a doorway, gate, window, or other construction that serves as an opening between two locations. You can speak a word, phrase, or describe an action or activity that must be performed to secure safe passage through the door. The first creature that does not perform this safeguard while passing through the doorway must succeed a Charisma saving throw or take 7d10 necrotic damage and be paralyzed until the start of their next turn. A creature slain by this damage instantly withers into dust, leaving all of their clothing and possessions behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 2d10 per spell slot level above 3rd.

Defiant Smite

1st-level abjuration


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

None shall turn you from your task, nor break your resolve.
The first time you hit with a melee weapon attack during this spell's duration, wrathful energy rushes through your weapon. The attack deals an extra 1d6 force damage to the target. Additionally, if the target is a creature, its ability to attack is hindered. Until the spell ends, the creature must make a Charisma saving throw at the start of each of its turns. If it fails, the first time it hits with an attack before the end of its turn, it is knocked prone. If it attempts to stand up on the same turn, it must use an action to do so.

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

Defy Ruin

1st-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours

Preserve stability, for the world must persist.
You point to an object that you can see, filling it with preservative magic. The object gains resistance to all damage, and cannot be damaged by any effect that would inflict less than 5 damage. You can touch the object as a bonus action to remove this magical effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 8 hours per spell slot level above 1st, and the minimum damage required to deal damage to the object also increases by 5 for each slot level above 1st.

Devilish Hunt

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self (90-foot radius)
  • Components: V, S, M (a tiny silber trident)
  • Duration: Concentration, up to 10 minutes

A favorite of torturous fiends and hungry fishermen.
You conjure three barbed harpoons of intricately twisted silver. They float in the air above your head for the spell's duration, and fade when it ends. When you cast the spell, and as a bonus action on each of your turns, you can make a ranged spell attack to hurl a harpoon at a target within 90 feet of you. If you miss, the harpoon fades. If you hit, the target takes 2d8 + your spellcasting ability modifier piercing damage and must make a Dexterity saving throw. If they fail, the harpoon lodges in their flesh. If they succeed, the harpoon fades

While a creature has been skewered by a harpoon, its speed is halved, and you can use a bonus action to cause an invisible chain to pull taut, hauling the creature 10 feet towards you for each harpoon lodged in it. The target can use an action to pull one harpoon out, taking 3d8 necrotic damage and causing the harpoon to fade. Once all three harpoons have faded, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create two additional harpoons per slot level above 2nd and you can throw a number of harpoons equal to half the spell slot's level as part of the same bonus action.

Dissociative Edge

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self (30-foot line)
  • Components: V, S, M (any melee weapon)
  • Duration: Instantaneous

Formerly claimed she'd never touched him. She was truthful.
Technically.
When you cast this spell, your weapon hums with violent energy. The first time you could make a melee weapon attack before the end of your current turn, you can launch a scything blade of force from your weapon instead.

Each creature within a line 5 feet wide and 30 feet long must make a Dexterity saving throw, starting from the creature closest to you. The first creature that fails takes 7d8 force damage and suffers damage and effects as though you had hit them with a successful attack using that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d8 per slot level above 2nd.

Duskwalk

1st-level divination


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

In the beginning, there was only darkness. It will return.
Choose a location within range that is within 5 feet of a creature or in dim light or darkness. You teleport to this location. As a bonus action before or after teleporting, you can make a single melee spell attack against a target within your reach. If you hit, the target takes 2d12 psychic damage plus 1d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet and the psychic damage increases by 2d12 per spell slot level above 1st.

Eldritch Barrier

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

The horrors beyond can be defied, if one's soul is strong.
When you cast this spell, you shield yourself from unnatural energies. You gain advantage on saving throws against the frightened and charmed conditions. You gain resistance to force damage and psychic damage, and whenever you take damage from an attack that deals force or psychic damage, you can use your reaction to inflict 2d8 force damage to your attacker.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the retaliatory force damage increases by 2d8 per spell slot level above 3rd.

Fallen Soul

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a hand from a corpse)
  • Duration: Concentration, up to 1 minute

The dead do not rest easily when the clash of steel rings loudly.
You summon forth an ethereal wraith-like phantom armed with a deadly blade at a point within range to strike down your foes. When you cast this spell, and as a bonus action on each of your subsequent turns until the spell ends, you can direct the phantom to fly up to 30 feet and attack a creature within 5 feet of it. The target must make a Dexterity saving throw. A target that is frightened makes this saving throw with disadvantage. If they fail, they fail to escape phantom's initial onslaught, inflicting 3d10 psychic damage.

The phantom then attacks. Make a melee spell attack against the target, with advantage if it failed the previous saving throw. If it is also frightened, the attack hits automatically. On a hit, the target takes 7d6 + 3 + your spellcasting ability modifier slashing damage.

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

Falling Spider's Spite

1st-level necromancy


  • Casting Time: 1 reaction, made when an enemy within your reach falls prone
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Enemies that cannot stand before you are worthy of your scorn.
You instantly leap at the creature that has fallen prone and make a single melee weapon attack or unarmed strike. If you hit, the target's movement speed is reduced to 0 and they must make a Constitution saving throw or be poisoned until the end of your next turn. The target regains 1/3 of its movement speed at the end of each of its turns.

Falling Star

3rd-level evocation


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S
  • Duration: Instantaneous

The light shall not be denied, and the fire shall not cease.
You create a fraction of the celestial power of a star above a point within range and cause it descend, crashing into the ground in a 40-foot radius. All creatures within the area must make a Constitution saving throw. If they fail, they take 6d6 radiant damage, or half as much damage if they succeed. This spell creates bright light that shines in a 100-foot radius until the end of your next turn, and this light counts as natural sunlight.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 2d6 per spell slot level above 3rd.

Fell Onslaught

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a martial weapon)
  • Duration: 1 minute

A death by one thousand cuts is still a death, painful as it is to see.
The first time you take the Attack action during your turn, you can cast this spell to make your weapon glow with eldritch power and cleave the fabric of reality with every swing. The first time you hit during this turn, your attack inflicts an additional 2d10 force damage, and the target becomes afflicted by a malignant curse. Until the spell ends, whenever you make an attack on your turn, you can choose to attack the cursed creature regardless of distance or obstacles, and these attacks deal an additional 1d10 force damage, ignore cover, and cannot suffer disadvantage.

Flashing Blades

4th-level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a melee weapon)
  • Duration: 1 minute

In the silence of the night, the moon holds sway over the ocean waters. In the silence of the night, the blade holds sway over the river of blood.
You set an eerie shine to your weapon, coating it with luminous shadow and causing it to inflict an additional 3d4 + 3 radiant damage. Whenever you make an attack with this weapon, your target and all hostile creatures within 5 feet of your target must make a Wisdom saving throw. If they fail, they are blinded until the end of your next turn. Once a creature has been blinded by this spell, it can't be blinded again by this spell for one minute.

Forbidden Obelisk

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

Before paper, man wrote upon stone of the things that could not be spoken using a script that cannot be misunderstood. Many could not handle the truth, and wrote in blood.
You summon forth a 10-foot-tall pillar 5 feet across covered in runic inscriptions from the depths of the earth. Any creature that can see and moves into a space within 15 feet of the obelisk cannot help but read from it. The reader must make a Wisdom saving throw. If they succeed, they gain advantage on Wisdom ability checks and saving throws for one minute. If they fail, they are blinded for one minute. Once a creature has read from a forbidden obelisk, they cannot do so again until at least one hour has passed.

The obelisk is an object with AC equal to your spell save DC and 160 hit points. You can end the spell early with a bonus action. When the obelisk is destroyed, all creatures within 3d6 x 5 feet of it must make a Constitution saving throw or take 20d4 force damage, or half as much on a success.

At Higher Level. When you cast this spell using a spell slot of 5th level or higher, the duration of the blindness or advantage increases to 10 minutes.

Forgotten Pain

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Suffering felt, even long ago, is easily magnified. A cut hand becomes a severed arm, and a broken bone becomes a broken mind.
You call back to dark times, inflicting an ancient magical torture upon a foe. The creature takes 4d6 damage of the type most recently inflicted upon it if it fails a Charisma saving throw. While you maintain concentration on this spell, you can use a bonus action to force the target make a Charisma saving throw, taking 4d6 damage of that type if they fail.

Fox's Fangs

1st-level illusion


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

The fox is a trickster, and those with many tails have many tales to tell.
You summon nine illusory blades of light and shadow to swirl behind you. As a bonus action, you can attack with one of these blades. Make a ranged spell attack (your choice) against a target within 60 feet. If you hit, the target takes 1d6 + your spellcasting ability modifier psychic damage, and you recover 3 hit points. After a blade is thrown, it vanishes. Once all nine blades are gone, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon two additional blades for each slot level above 1st and can attack with two blades as part of the same bonus action.

Frozen Lance

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a melee weapon)
  • Duration: Instantaneous

You encase your weapon in ice, transforming it into a deadly spike, and rush up to 30 feet towards a creature you can see. Make a melee spell attack against the target. If you hit, the ice spike shatters, inflicting 6d6 cold damage plus 2d10 piercing damage and knocking the target prone. If the creature does not stand during their next turn, the ice shards encase them, restraining the target until the end of their following turn. If you are mounted when you cast this spell, the movement applies to your mount and your attack inflicts an additional 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the base cold damage increases by 1d6 per slot level above 3rd.

Funeral Pyre

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (ash from a cremated corpse)
  • Duration: Instantaneous

The dead do not fear the flame, for within its embrace they may return to the light. The living, however, often feel differently.
You call forth spikes of burning wood from the ground around a target of your choosing within range, attempting to trap them. The target must make a Dexterity saving throw. Creatures that are Huge or larger make this saving throw with advantage. If they fail, the target is impaled by the spikes and restrained until the start of your next turn, taking 2d8 fire damage and 2d8 piercing damage. If the target succeeds, they take half as much damage and are not restrained. The spikes fade into ash at the start of your next turn. If the target is slain by this spell, the spikes do not fade, but instead remain and become impossible to dispel.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage and the piercing damage both increase by 1d8 per slot level above 1st.

Grim Scythe

1st-level necromancy


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (two metal coins)
  • Duration: Instantaneous

The harvestman has a duty to the harvest, as the inevitable caress of the scythe must be clean and painless.
A hooded figure wielding a massive scythe appears at your shoulder, and strikes with smooth certainty at a creature within range. The creature must make a Charisma saving throw. If they fail, the scythe cleaves into their soul, inflicting 10d4 necrotic damage. If this damage reduces the creature to 20 hit points or fewer, they are instantly slain. Once the attack is made, the figure vanishes.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the necrotic damage increases by 2d4 and the hit point threshold increases by 5 per slot level above 1st.

Haunt

2nd-level divination


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

With a shriek, the horror disappeared. I knew it was not gone.
You curse a hostile creature that you can see within range to be the singular focus of your hunt. You always know where the creature is, and it can never be hidden from you. In addition, you can sense what areas are in the target's line of sight. On a subsequent turn, while you are within 100 feet of the target, you can use your bonus action to teleport to a location within 30 feet of the target as long as the location isn't in the target's line of sight. If the location is occupied or is in a solid material, such as a wall, the teleportation fails. It also fails if you and the creature aren't on the same plane.

Heartripper

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

A plant fed with blood does not mourn, nor does it show mercy.
When you cast this spell, barbed thorns sprout from your fingertips. Make a melee spell attack roll against a creature within range. If you hit, the target takes 2d10 piercing damage and must make a Constitution saving throw. If they fail, you grasp a vital part of their anatomy and squeeze, inflicting an additional 5d10 + 7 piercing damage and stunning the target until the start of their next turn. If the spell attack roll resulted in a critical hit, the target has disadvantage on their saving throw.

At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the piercing damage of the second phase of the spell increases by 2d10 per slot level above 2nd, plus another 1d10 for every two slot levels above 2nd(rounding up).

Hellfire Lash

1st-level transmutation


  • Casting Time: Special
  • Range: Self
  • Components: V, S, M (a whip worth 1 cp or more)
  • Duration: 1 round

The fiends below are fond of this spell, but the heavens above do not hesitate to make use of it.
The first time you take the Attack action during your turn and attack with a whip, you can cast this spell to transform your whip into a flaming lash, striking out with scorching fury. The whip becomes magical if it is not already, and when you hit a creature for the first time on a turn with it the target takes an additional 1d8 fire damage, and you can use a bonus action to hurl the target to a location of your choosing within 10 feet of their starting location. If they impact a surface or another creature, both take an additional 1d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire and bludgeoning damage increase by 1d8 each per slot level above 1st.

Hellish Halo

6th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an obsidian talisman worth 100 gp)
  • Duration: 1 minute

She shall arrive upon a chariot of steel bearing a talisman of stone, and the fire that once brought life to the world shall reap what it has sown.
You summon a massive halo of flame that surrounds you, igniting the air around your body and infusing you with burning vitality. Whenever a creature enters a space within 10 feet of you for the first time during a turn, or starts their turn there, the target takes 6d10 fire damage. Whenever a creature takes damage from this effect, you gain temporary hit points equal to the damage dealt. You can choose to suppress or reignite this flaming halo as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 1d10 per slot level above 6th.

Hungering Hate

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

Fire can be a deadly beast, forever hungry and malicious.
You enrage a creature within range with a burning curse, igniting a fire within them and upon their flesh. The creature must make a Charisma saving throw. Each time the target fails their saving throw against this spell, the target and all creatures within 10 feet of the target take 3d8 + your spellcasting ability modifier fire damage. The target must repeat their saving throw at the end of each of their turns, ending the effect on a success. If the target takes the Attack action or casts a cantrip that deals damage, they automatically fail their saving throw but they are not subject to the fire damage they would take from failing, though it still applies to creatures around them.

Implement of Cruelty

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a melee weapon)
  • Duration: 1 minute

A weapon is not evil unless wielded with evil intent.
You imbue the weapon you are wielding with a crude sentience marked by terrible and infectious bloodlust. Once during each of your turns when you hit a creature with the weapon, you can make an additional attack targeting the same creature. If this additional attack misses, the target of your attack can use their reaction to make an opportunity attack targeting a creature within their reach. If you fail to inflict damage using this weapon during your turn, or if the weapon leaves your possession, the spell ends.

Irreversible Smite

1st-level necromancy


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

Be sure the blade is swung with purpose and intent, for it cannot be in error without consequence.
The first time you hit with a melee weapon attack during this spell's duration, cruel shadows creep down your weapon and into your target's wounds. The attack deals an extra 3d6 necrotic damage to the target. Additionally, if the target is a creature, its flesh festers and refuses to repair. Until the spell ends, the target cannot regain hit points.

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

Luring Light

2nd-level illusion


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (the tooth of an aquatic predator)
  • Duration: Concentration, up to 1 minute

In the darkest depths, there is always something waiting for the curious and the foolhardy to make one final mistake.
You create a lure of light at a point you can see within range while making yourself invisible. This lure creates bright light in a 5-foot radius around itself, and moves with you. Whenever a hostile creature sees this lure light for the first time while within 60 feet of it, it must make a Wisdom saving throw. If it fails, it must use all of its movement during its next turn traveling towards the lure by the safest route possible. A creature that is immune to being charmed is immune to this effect. If a creature touches the lure, you can use your reaction to cause a predatory phantasm to lash out and bite the creature. The target must succeed a Dexterity saving throw or suffer 4d10 magical piercing damage. Once you use this reaction, or if you attack or cast another spell, this spell ends.

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

Malice of Arachia

1st-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a weapon)
  • Duration: 1 hour

The first of the Arachi developed a clever toxin that turns the weak upon their former friends.
You coat a weapon in a deadly enchanted venom. The first time this weapon inflicts damage to a creature, the venom enters the target's veins, cursing them with terrible hallucinations and compulsions. The cursed target must make a Constitution saving throw at the start of each of its turns for one minute. Each time it fails, choose a creature within 5 feet of it that you can see. The cursed target uses its reaction to make a single melee weapon attack targeting the creature, adding your spellcasting ability modifier to the damage roll. Once it lands a number of successful attacks caused by this effect equal to half your Challenge Rating(or level, if you don't have a CR), the effect ends. A creature that is immune to the poisoned condition is immune to this effect.

Mark of Objection

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

Is is the duty of a judge to see that the guilty are punished and the innocent left unharmed.
You touch an allied creature and place a mark upon them, granting them your protection. Whenever the target would take damage, you can use your reaction to instantly teleport and swap places with them, taking that damage in their stead. If this would reduce you to 0 hit points, you are reduced to 1 hit point instead, and the spell ends. You can place this mark upon multiple creatures at the same time, provided you expend an appropriate spell slot for each.

Masterful Focus

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

The forgotten masters of the blade swore to defend their secrets to the death, and were famed for their perfect clarity in battle.
You whisper a word and weave magic over your own mind, heightening your senses and reflexes. Until the spell ends, your attacks can result in critical hits more easily. Whenever the result of the d20 roll is 18-20, the attack is automatically a critical hit. If you've made an attack with disadvantage and one of the d20s rolled resulted in an 18-20, you can ignore the disadvantage and critically hit regardless. Once you've critically hit, the spell ends at the end of your current turn.

The minimum d20 roll required to score a critical hit increases by 1 at 5th level(17-20), 11th level(16-20) and 17th level(15-20).

Otherworldly Lair

7th-level transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a token gifted to you by an Alrisen worth at least 1000 gp)
  • Duration: 24 hours

Beyond the world, there are things that wait and things that watch. Call to them, greet them, and invite them in. Beware, for they may accept your invitation.
You invoke the power of the Alrisen whose token you bear to transform an area around you. The area can be as small as a 30-foot cube or as large as 120-foot cube. If you can cast this spell in the same area every day for a year, the spell lasts until dispelled.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. Creatures that have been marked by the Alrisen whose token you have used are also immune to the effects, as are creatures who you choose to allow at the time of their entry.

The entire lair pulses with eldritch power. Dispel magic cast on the area removes only one of the following effects if it succeeds, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

  • Difficult Terrain. You can fill any number of 5-foot squares on the ground with difficult terrain. This terrain appears in a manner fitting for the Alrisen, such as the grasping hands of the dead, eerie tentacles, burning stakes of wood, or semisolid bars of radiant light. The obstacles move aside for and close behind creatures that are immune to this effect.
  • Otherwordly Inscriptions. You can fill any number of 5-foot squares on the ground that aren't filled with difficult terrain with murals, runes, scratchings, etchings, or other sigils. A creature that steps on a sigil takes 1d6 damage of a type fitting to the Alrisen patron, as the defensive magic unleashes scorching fire, chilling ocean water, radiant energy, or the cruel necrotic power of the grave. To a creature immune to this effect, the inscriptions whisper in eerie voices or recount the stories of heroes from distant worlds.
  • Eldritch Servants. You can call forth up to eight servants from the Alrisen whose token you've used to cast the spell. These servants are the potential familiars listed for warlocks of the Alrisen of your choice who've chosen the Pact of the Chain feature. If any creature not immune to this effect enters the warded area, the eldritch servants fight until they have drive off or slain the intruders. The servants also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the servants do nothing other than patrol and dwell within the lair. The servants can't leave the otherworldly lair. When the spell ends, they disappear.
  • Deadly Trap. Choose one spell that you can cast with a duration of "Instantaneous" that deals damage and has a casting time of one action or bonus action. You can decide on a trap that will cause the spell to be cast, triggering when a creature takes an action that you specify when you create the lair, such as touching a certain object or speaking a certain phrase. Once the trap triggers, it cannot do so again until at least one hour has passed.

Overwhelming Emotion

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a gemstone worth at least 50 gp)
  • Duration: Concentration, up to 1 minute

Joy and sorrow, fear and happiness: all can bring tears.
You beguile the mind of up to three creatures that you can see, assailing them with an all-consuming emotion. Each creature must make a Wisdom saving throw. Choose one of the effects below when you cast the spell. A creature that fails their saving throw is subject to the effects for the duration. A creature that is immune to the charmed condition is immune to the effects of this spell.

  • Wrath. The target must attempt to move closer to a hostile creature and try to damage them during their turn. If there are no hostile creatures present, the target will choose an ally instead.
  • Sorrow. The target suffers disadvantage on Charisma and Wisdom saving throws.
  • Joy. The target cries tears of joy, becoming incapable of speaking coherently or casting spells with verbal components.

Perfect Toxin

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

The pen is mightier than the sword, at least when one is writing in this ink.
When you cast this spell, you touch an object, such as the blade of a weapon, a tankard, or a door handle, and coat it in a strange and powerful poison conjured from elemental chaos. Each time a creature touches this object, the creature becomes poisoned for one minute. At the start of each of their turns, the poisoned creature can make a Constitution saving throw, ending the effect on a success.

Punishing Smite

3rd-level evocation


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

Those that have done wrong are not always fully aware of their guilt. Correct this error.
The first time you hit with a melee weapon attack during this spell's duration, radiant fire and chilling shadow pours forth from opposite sides of your weapon. The attack deals an extra 2d10 necrotic damage and 2d10 radiant damage to the target, plus an extra 1d10 necrotic damage if the target is good or an extra 1d10 radiant damage if the target is evil. Additionally, if the target is a creature, a terrible judgment descends upon them. Whenever the target takes damage from an attack before the spell ends, they take an additional 1d10 force damage.

Reflective Defense

4th-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

"Stab him? I didn't stab him! He stabbed me!"
When you cast this spell, an invisible barrier permeates your flesh until the end of your next turn. If you would take damage during that time, the damage is reduced to 0, and if the source of the damage was another creature, that creature takes the full amount of the damage as force damage instead.

Replenish

1st-level evocation


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

With the turn of seasons, the cycle of life renews.
When you cast this spell, you touch an allied creature that you can see. The target surges with vital force, gaining 3d10 temporary hit points. These temporary hit points are lost whenever the target finishes a short or long rest. The target is also cured of the poisoned condition.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the temporary hit points gained increase by 2d10 per slot level above 1st.

Resonance

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Stone was once no different from the dirt around it, and simply waits to be reminded of that fact.
You sing to the inherent order within the ground around you. While you maintain concentration on this spell, you can use an action to disrupt that order. Choose a 10-foot cube within range. Creatures and objects within that square must make a Dexterity saving throw. If they fail, they sink into the ground as it softens and re-hardens, becoming restrained for as long as you maintain concentration. At the end of each of its turns, a restrained target can make a Strength saving throw, ending the effect on a success. Until the spell ends you can repeat this process, choosing a different 10-foot cube each time.

Serpent's Bite

1st-level transmutation


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

Venom can be a method of execution far cleaner than the blade.

Massive, venomous fangs spring from your mouth. Make a melee spell attack against a target within your reach. On a hit, the target takes 3d8 + your spellcasting ability modifier poison damage, and the target must make a Constitution saving throw. If they fail, they are poisoned until the start of your next turn. Until the spell ends, you can make the attack again on each of your turns as an action. When you do, you can make a single melee weapon attack as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 per slot level above 1st.

Shadow Armor

2nd-level abjuration


  • Casting Time: 1 reaction, made when you are attacked or make a Dexterity saving throw
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

In shadow and shade, the gravest of plans are made.

You wrap a cloak of shadow around you, coiling in a defensive posture. Until the start of your next turn, attacks targeting you are made with disadvantage and you gain advantage on Dexterity saving throws. Each time an attack targets you, you can choose to move up to 15 feet without provoking opportunity attacks. Once you choose to do this, the spell ends.

At Higher Levels. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose to move two additional times per slot level above 2nd before the spell ends.

Shadow Refuge

3rd-level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

In the void, peace is cold and clarity is merciless.

You step into a shrouded space outside reality for a brief moment, gathering your power and waiting for a chance to strike. Until the start of your next turn, you cannot be targeted by spells and you are heavily obscured by magical darkness. Your first successful attack during your next turn inflicts an additional 4d6 psychic damage and knocks your target prone.

Shadow Toxin

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

Within the web of lies, one cannot trust their eyes.

You fling a thin needle of darkness at a creature you can see within range, injecting them with corruptive magic that taints their mind and fills them with doubt. Whenever the target attempts to cast a spell that targets a creature friendly to them, they must make an Intelligence saving throw. If they fail, they take 3d8 psychic damage, their spellcasting fails and the spell is lost. If they succeed, the corruptive magic is broken and the target is freed from the effects of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional target per slot level above 1st.

Shadow World

5th-level conjuration


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

The Inverse is real. The nightmares are coming.

You call forth a portal to a shadowy plane that influences the world within range, crafting the umbral power into a new landscape of your choosing. The terrain you create can be opaque, but is only half-formed and thus only creates difficult terrain in places you choose rather than true walls or surfaces. At the start of each of your turns while you maintain concentration on this spell, you can use an action to create one of the following effects:

Tendrils: Dark coils of shadow form and attempt to grasp a number of creatures up to twice your spellcasting ability modifier(minimum of 2) that you can see within range. The targets must make a Strength saving throw. If they fail, they are restrained until the start of your next turn.

Spikes: Dangerous needles of shadow skewer forth from the ground, stabbing at up to a number of creatures equal to 1 + your spellcasting ability modifier(minimum of 2) you can see within range. Each must make a Dexterity saving throw. If they fail, they take 7d10 + your spellcasting ability modifier piercing damage.

Nightmares: Horrible visages form around you and rush outward. All creatures within range that can see you must make a Wisdom saving throw. If they fail, they are frightened of you until the start of your next turn.

Shattersong

2nd-level evocation


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

The earth quakes, reality breaks, torn asunder by air.

You sing a discordant song infused with magical power. When you cast this spell, the vibrations you cause begin to distort reality in a 10-foot radius centered on you. Creatures you choose and unattended objects within that area take 2d6 thunder damage, and damaged creatures must make a Strength saving throw. If they fail, they are knocked prone.

As an action on each of your turns while maintaining concentration on this spell, you can strengthen your song, repeating the effect while increasing the affected radius by 10 feet and the thunder damage by 2d6 each time, and causing affected creatures you choose to make the Strength saving throw to avoid being knocked prone. The affected distance and damage cannot exceed an 30-foot radius or 6d6 thunder damage.

Shrill Whistle

1st-level evocation


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

An arrow screaming through the air is just as deadly when silent.

You place your hand to your lips, blowing through them in a terrible note. All creatures of your choosing within range must make a Constitution saving throw. If they fail, they take 10 thunder damage and are deafened until the end of their next turn. This whistle is audible up to 500 feet away, even in adverse conditions. On a successful save, a creature takes half as much damage and isn't deafened. This spell can target creatures behind total cover as long as they are able to hear you.

At Higher Levels. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the thunder damage increases by 10 per slot level above 1st.

Sinister Threat

2nd-level enchantment


  • Casting Time: 1 reaction, when a creature enters the range of the spell
  • Range: 15 feet
  • Components: S, M (any weapon worth 1 sp or more)
  • Duration: Concentration, up to 1 minute

The glint of steel does much to persuade and dissuade.

You unsheathe part of your weapon, or gesture threateningly with it, imbuing this simple implication with a magical compulsion. The creature can choose to end its turn immediately and be charmed by you until the spell ends or until you or your companions do something harmful to it or its allies. Otherwise, it must make a Wisdom saving throw. If it fails, the creature becomes frightened of you for the duration and you gain advantage on melee attack rolls targeting it while it is frightened. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the spell if it succeeds.

At Higher Levels. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell does not require concentration.

Skewering Vines

2nd-level conjuration


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

Nature does not oft wait for the woodsman to tire from his task.

When you cast this spell, a mass of vines coils forth from the ground around you. When you cast this spell, and as an action on each of your turns while it remains, you can make a ranged spell attack against a target you can see within 30 feet of you. This attack ignores half and three-quarters cover. If you hit, the target takes 7d6+4 piercing damage and is lifted 5 feet into the air until the end of their next turn. They can use half their movement during their turn to free themselves of the skewering vines, returning to the ground.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the piercing damage increases by 3d6 per slot level above 3rd.

Skin of Flint

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shard of flint)
  • Duration: 1 minute

The spark that starts a fire of greed is often the wealth of another.

When you cast this spell, a thin layer of flint covers your skin and armor. Once per turn when you take damage from a weapon attack, sparks spring from the stone, inflicting 2d4 fire damage to a creature of your choosing within 5 feet of you. The target must make a Dexterity saving throw. If they fail, they are blinded until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 2d4 per slot level above 1st.

Skystrike

2nd-level evocation


  • Casting Time: 1 reaction, when you are falling or after jumping
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

Splinter the earth and crack the ground; let storm and fury fast abound.

When you cast this spell, choose a point within range. You teleport to that location and instantly crash to the ground directly beneath that point, accompanied by a flash of lightning. You take no falling damage, but if you land on a creature or a space within 5 feet of a creature, it takes lightning damage equal to the amount of falling damage you would have taken + your spellcasting ability modifier. If you landed on a creature, you immediately move to the nearest open space. If you fell 30 feet or more, you are stunned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you are not stunned when falling.

Skyward Rise

1st-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V
  • Duration: 1 round

Gravity defied can mean life denied.

You shout, calling the winds to bind a creature within range. The target must make a Dexterity saving throw. If it fails, it is suspended above the ground until the end of its next turn and is restrained. As a bonus action before the end of your current turn, you can make a melee weapon attack against the creature if it is within your reach, inflicting an additional 2d6 damage if you hit.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 2d6 damage for each slot level above 1st.

Spell Flux

2nd-level abjuration


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

The best defense is to never be attacked. The second best is this.

You summon a writhing mass of unstable energy to guard your hand. You gain half cover from attacks and damaging effects you can see, but you can only use this hand to perform somatic components of spells you cast until this spell ends.

If a ranged attack hits you, you can discharge the spell flux as a reaction, deflecting the attack. The attack is negated. Make a ranged spell attack targeting a creature of your choosing within 30 feet of you. If you hit, the target takes the damage and effect of the original attack. Once you do this, the spell ends.

Spider's Kiss

1st-level illusion


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 round

The love of a widow is not made false by the consequences.

When you cast this spell, choose a creature you can see within range. An illusory veil covers you, making you appear as the perfect paramour to the target. The target must make a Wisdom saving throw. If they fail, they are charmed by you, and move to grapple you during their next turn. If they succeed, you can use your reaction to deliver a deadly corrosive touch, breaking the grapple, ending the spell, and dealing 2d12 acid damage to the target.

At Higher Levels. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the acid damage increases by 2d12 per slot level above 1st level.

Spreading Nightmare

7th-level enchantment


  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: V, S
  • Duration: 8 hours

There is a horrifying beauty to terrible things.

When you cast this spell, choose one creature that you have seen or that you are familiar with that is sleeping within range. The target must make a Wisdom saving throw. If they fail, they awaken, take 14 psychic damage and are frightened of all other creatures that they can see. If another creature sees them while they are frightened, that creature must make a Wisdom saving throw, taking 14 psychic damage and becoming frightened if they fail. This process repeats infinitely. If an affected creature goes for 10 minutes without seeing another creature, or takes damage of a type other than psychic, they are no longer frightened and cannot be affected again.

A creature that succeeds on its saving throw becomes immune to the spell's effects for 24 hours.

Storm's Eye

5th-level divination(ritual)


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a piece of fulgurite)
  • Duration: Concentration, up to 1 minute

In the center of the storm, there is a place of calm and majesty.

When you cast this spell, your mind clears and opens to the world around you. You gain complete awareness of all objects, creatures, and magical effects within range. You can clearly hear all sounds made, and can shift your awareness to any point within range as a bonus action. While your awareness is shifted, you are rendered deaf and blind to your normal senses. You can return to your normal senses as a bonus action. While you maintain concentration on this spell, whenever you perform an action that would force a creature to make a Dexterity saving throw, you can use your reaction to focus your attention on responding to that creature's movements, causing it to have disadvantage on the saving throw.

Suffer

1st-level necromancy


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

True misery is more than pain entering the mind; it is pain entering the soul.

You point at a creature within range and speak a terrible word, commanding them to suffer. The target must make a Charisma saving throw. If they fail, they take 2d10 necrotic damage and 2d10 psychic damage and they have disadvantage on Strength and Dexterity ability checks for 1 minute. If they succeed, they take half as much damage and do not have disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the necrotic damage and the psychic damage increase by 1d10 per slot level above 1st.

Undertow

8th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

In the deepest abyss below the ocean waves, the darkness whispers of sailor's graves.

You open three portals to a watery abyss centered on points you see within range. Each portal has a radius of 20 feet. Each creature in the radius must make a Dexterity saving throw. If they fail, they fall in and are immediately dragged 60 feet down by a fierce current. They begin to drown, and must make a Constitution saving throw at the start of each of their turns. Each turn that they fail, they gain one level of exhaustion. A creature cannot move normally while in this abyss. Instead, they must use their action to attempt to ascend. The creature must make a Strength (Athletics) check against your spell save DC. If they succeed, they swim 20 feet towards the surface. If they reach the surface or you lose concentration on the spell, the spell ends and they are ejected prone at the point they departed from. If they die, they do not return.

Unseen Claw

4th-level divination


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

There are techniques within the darker arts against which there is no defense.

You expand your senses and attune yourself to the shadowed planes, detecting the exact locations of all creatures within range until the end of your current turn. Choose one creature that you have detected with this spell. An umbral claw of darkness made manifest rips through the creature, inflicting 10d10 force damage. If the creature is slain, their body vanishes into shadow, leaving their clothing and equipment behind. A creature slain by this spell can be resurrected, but only by a spell that does not require a corpse.

At Higher Levels. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the force damage increases by 2d10 per slot level above 4th. When cast using a spell slot of 9th level, the range becomes 1 mile.

Unspoken Agreement

2nd-level enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Partnership is two minds acting with a singular purpose.

You make a simple gesture, indicating to an allied creature within range that they should perform an action and sending a telepathic message of 25 words or fewer. The target chooses either the Dash, Disengage, Dodge, Attack (single weapon attack only), or Cast a Spell (a cantrip with a casting time of one action) actions. The target uses their reaction to perform that action. You also take the same action as part of casting this spell.

Unstoppable Ascent

2nd-level evocation(ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

The sky calls to us, seeking our return to its embrace.

You attempt to hurl a creature into the air, shifting them partially into the Ethereal Plane. Make a melee spell attack against a creature within range. If you hit, you grasp the target and throw them up to 150 feet directly upward. The creature passes through obstacles unimpeded and unharmed. If the final destination is impeded, the creature is moved to the nearest open space and takes force damage equal to the number of 5-foot increments it was moved. If the creature is an ally, damage it would take from falling is reduced by 100 until the start of your next turn.

Venom Blast

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a snake's fang)
  • Duration: Instantaneous

The fang of the serpent is weak compared to the power of the arcane, yet one can certainly inspire the other.

You gesture to call forth an ethereal serpent at a point within range and speak, commanding the beast to let loose a deadly venom. Creatures within a 15-foot radius of the serpent must make a Constitution saving throw. If they fail, they are poisoned for one minute and take 6d6 poison damage. If they succeed, they take half as much damage and are not poisoned.

A creature that is poisoned by this spell can repeat their saving throw at the end of each of their turns, ending the effect on a success.

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

Windblade

4th-level evocation


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

The quiet breeze foreshadows the coming cataclysm.

With a sweeping gesture you unleash an invisible scythe of wind in a 30-foot cone. Creatures within the area must make a Dexterity saving throw, and unattended objects are also affected. If they fail, they take 8d8+8 slashing damage and 2d10 bludgeoning damage. This damage ignores the resistances of unattended objects, cutting cleanly through trees and walls.

At Higher Levels. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the slashing damage increases by 2d8 per slot level above 5th and the bludgeoning damage increases by 1d10 for every two slot levels above 5th(rounding up).

Wings of Night

3rd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Black skies conceal what grim intent reveals.

You call forth large wings of mist, smoke, and shadow that attach to your back and heed your commands, granting you a flying speed of 60 feet and lightly obscuring you.

As an action while you have these wings, you can choose to unleash the power trapped within them, ending the spell and releasing a wave of nightmarish energy. Creatures within 30 feet of you must make a Charisma saving throw. If they fail, they take 6d10 psychic damage and become frightened of you until the end of your next turn. If they succeed, they take half as much damage and are not frightened.

Invocations

All Else Equal

Prerequisite: The Warrior-Saint patron
Whenever you cast a spell with the word "smite" in the name, you can choose to have it function with any attack, rather than only melee weapon attacks.

Allegro Vivace

Prerequisite: The Perfect Chord patron, 9th level
You can cast greater restoration without expending a spell slot. Once you cast this spell in this manner, you cannot do so again until you finish a long rest.

Arc Lightning

Prerequisite: The Storm Lord patron or The Fathomless patron, 5th level
When you cast a cantrip that deals damage or make a weapon attack, you can use a bonus action to cast lightning bolt using a warlock spell slot. When you do so, the spell must target the target of your cantrip or weapon attack.

Astrological Chart

Prerequisite: Pact of the Tome, Fallen Exile patron
Whenever you are selected as the target of an attack, you can use a reaction to unleash a wave of sparkling light around yourself in a 10-foot radius. All invisible creatures and objects within the area are highlighted in glowing motes of stardust, and they gain no benefit from being invisible until the start of your next turn. Hostile creatures within the radius must make a Wisdom saving throw against your warlock spell save DC. On a failed save, creatures are blinded until the start of your next turn.

Once you do this, you cannot do so again until you finish a short or long rest.

Additionally, you cannot become lost whenever you have an unobstructed view of the night sky, and you gain advantage on checks made to navigate at night.

Awakened Blade

Prerequisite: Pact of the Blade, The Blackthorn Grove patron
You can choose to create a weapon from polished black wood and wicked spines using your Pact of the Blade feature. While you maintain concentration on a spell cast using a warlock spell slot while wielding this weapon, dense foliage covers your skin, causing your AC to equal 20 if it would normally be lower.

Awakened Insight

Whenever you cast a spell using a warlock spell slot, you gain advantage on the first ability check you make within 10 minutes.

Blade Empowerment

Prerequisite: Pact of the Blade, 7th level
As a bonus action, you can empower your pact weapon with eldritch energy. The first time you hit a creature with an empowered pact weapon before the start of your next turn, it takes additional force damage equal to half your warlock level. If the attack was a critical hit, the target's speed is also reduced by 15 feet until the start of your next turn.

Servant of the Blackthorn

Prerequisite: The Blackthorn Grove patron
During a short or long rest, you can choose to create an effigy from plant material, weaving and shaping it into a heart. You can only have one such effigy at a time. Over the course of one minute, you can choose to replace the heart of a corpse with this effigy, causing it to rise as a zombie with 1 hit point. The zombie will unerringly seek a path towards a destination you name at the time of this ritual, but will ignore any creatures it encounters and will not pause or stop until destroyed. Once the zombie reaches that destination, it will fall to the ground and the sapling of a tree will sprout from the corpse.

Broken God's Blade

Prerequisite: Pact of the Blade, The Warrior-Saint patron
You can create a weapon of polished starsteel capped with a shining gemstone using your Pact of the Blade feature. Whenever you strike a creature with this weapon, you can choose to unleash a wave of magical force, dealing one of the effects listed below. You can choose each effect only once per turn.

  • You push the target up to 10 feet directly away from you
  • All creatures of your choice in a 10-foot cone originating from you take force damage equal to your proficiency bonus
  • The target cannot have advantage on attack rolls until the start of your next turn
  • You gain resistance to the first instance of damage you take from the target before the end of your next turn
  • You gain temporary hit points equal to your proficiency bonus
  • The attack's damage is changed to radiant
Butcher's Quill

Prerequisite: Pact of the Blade, The Accursed Archive patron
Using your Pact of the Blade feature, you can create a weapon wrapped in raven feathers and the hide of abominations that drips and bleeds black ink. When you hit a creature with this weapon, you can use a bonus action to cast a single 1st level spell you know with a casting time of one bonus action or one action without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a short or long rest.

Caustic Blast

Prerequisite: The Gelatinous Convocation patron, 7th level
Whenever you cast a cantrip that deals damage or make a weapon attack, you can use a bonus action to infuse it with acidic energy. The cantrip or attack deals acid damage instead of the normal type, can target objects that are not worn or carried, and inflicts twice as much damage to unattended objects and structures. If a creature damaged by this acid is using a nonmagical shield, they must make a Dexterity saving throw against your warlock spell save DC. If they fail, their shield is destroyed.

Cheerful Duet

Prerequisite: Pact of the Chain, The Perfect Chord patron
If you have a symphonic songbird as your familiar, it gains additional maximum hit points equal to your warlock level. You can choose to cast spells that require only verbal components as though you were in your familiar's space. Additionally, you can ignore the effects of the silence spell and of magical effects that would produce a similar area of magical silence, enabling you to speak and cast spells normally. You also become immune to the deafened condition.

Finally, your familiar gains one 1st-level spell slot, which it can use to cast a spell that you know which only requires verbal components. Once it has expended this spell slot, it regains it upon completing a long rest.

Chronicle of Winters Past

Prerequisite: The Wild Huntsman patron, 7th level
As an action, you infuse yourself with the cruel bite of ice from ages long past. For 1 minute, cold damage you deal ignores resistance and immunity and you gain immunity to cold damage.

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

Clash of Wills

Prerequisite: Keeper of the Depths patron
Whenever you deal damage to an enemy creature with a cantrip or weapon attack, you can use your bonus action to disrupt their magic. The target must make a Constitution saving throw to maintain concentration against your warlock spell save DC.

Cold Blooded

Prerequisite: The Serpent Empress patron
You can cast polymorph at will, targeting yourself, but you can only turn into one of the following forms:

  • Poisonous Snake
  • Constrictor Snake
  • Giant Poisonous Snake
  • Giant Constrictor Snake(available since level 7)
  • Giant Coral Snake(available since level 12)
Dark Speech

Prerequisite: The ability to speak Dark Speech
As an action, you can create a 5-foot cube of magical darkness at a point that you can see within 60 feet of you by speaking a phrase in Dark Speech. The cube lasts until the start of your next turn unless you use your action to sustain it.

Additionally, when the cube appears you may choose to deal psychic damage equal to your Charisma modifier to any creature within it.

Darkest Secrets

Prerequisite: Keeper of the Depths patron
Whenever you choose your proficiencies for your Secrets of the Lost feature, you double your proficiency bonus when making checks involving them.

Evil Eye

As a bonus action, you imbue your eyes with eldritch magic and glare darkly at a creature that you can see within 120 feet. If the target can see you, it suffers disadvantage on its next attack roll or ability check made within 1 minute.

Fractured Soul

Prerequisite: Pact of the Tome
Your Book of Shadows is no longer destroyed when you die, and it can be used in place of your corpse to restore you to life. Additionally, you can cause your thoughts to appear as words written in your handwriting on the pages of your Book of Shadows, and can cause them to vanish(no action required for either).

Frostbound Armor

Prerequisite: The Wild Huntsman patron
You gain proficiency in medium armor and heavy armor. Additionally, as part of a short or long rest, you can enchant a suit of medium or heavy armor you are wearing. While wearing this armor, you gain resistance to cold damage, and you can cast armor of agathys at will without requiring a spell slot or components.

Using this feature on a second suit of armor ends the effect on any previously enchanted suits of armor.

Grand Arcanist's Talisman

Prerequisite: Pact of the Talisman, 15th level
When the wearer of your talisman casts a spell with a casting time of 1 action, 1 bonus action or 1 reaction, you can use your reaction to treat the spell as if it had been cast with a spell slot 1 level higher.

Grim Harvester

Prerequisite: Pact of the Talisman, The Wild Huntsman patron
As an action, you can fill your pact talisman with a fraction of the soul of a creature you have killed within the last minute. You must be holding your pact talisman and touching the creature's corpse to do so Until the next dawn, you can use a reaction on your turn to siphon the spiritual energy from the talisman to gain advantage on your next attack roll, skill check, or saving throw. Each soul fraction can only be used once. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

Hellfire Infusion

Prerequisite: The Ashen Wolf patron or The Fiend patron
Whenever you cast a cantrip that deals damage or make a weapon attack, you can use your bonus action to empower it with elemental fire. The cantrip or attack deals fire damage instead of its normal damage type. When you do so, enemies within 5 feet of you take necrotic damage equal to your Charisma modifier as black ash bursts from your body.

Magnum Opus

Prerequisite: The Grey Portrait patron, 20th level
You can cast mirage arcane and symbol without expending a spell slot. You can cast one of these spells once. After you do so, you can't do so again until you finish a long rest.

Majestic Scales

Prerequisite: The Serpent Empress patron, 6th level
When you aren't wearing armor or a shield, you can choose to have your AC equal 10 + your Charisma modifier + your Dexterity modifier. While you do so, once per turn your hair serpents can deliver a melee spell attack with a reach of 10 feet(no action required). If the attack hits, the serpents will bite the target, dealing poison damage equal to your Charisma modifier.

Nightshade's Embrace

Prerequisite: The Blackthorn Grove patron, 7th level
Whenever you deal damage with a cantrip or weapon attack, you can use a bonus action to attempt to overwhelm one target with a deadly poison. The next time the target takes bludgeoning, piercing, or slashing damage before the start of your next turn, they must make a Constitution saving throw. If they fail, they are poisoned until the end of your next turn. While they are poisoned, they are also blinded.

You can use this feature once, and regain the ability to do so upon completing a short or long rest.

Scythe of the Lifetaker

Prerequisite: Pact of the Blade, The Forbidden Graveyard patron
You can create a two-handed weapon of polished bone and golden metal using your Pact of the Blade feature. This weapon deals radiant damage. Whenever you hit a creature with this weapon, you can choose to cast healing word without expending a spell slot or components. You can do so twice, and regain the ability to do so upon completing a short or long rest.

Singing Slayer

Prerequisite: Pact of the Blade, The Perfect Chord patron
You can create a weapon of swirling light that emanates musical tones using your Pact of the Blade feature. You can choose to have this weapon deal thunder damage. Whenever you take the Attack action, you can take a -4 penalty on one of your attacks to harmonize with an allied creature within 30 feet of you, granting them advantage on their first attack roll during their next turn.

Slayer's Armory

Prerequisite: Pact of the Blade, The Wild Huntsman patron
You can now create any simple or martial weapon from blackened cold iron and the bone of ancient beasts using your Pact of the Blade feature. If this weapon is a ranged weapon, you can instantly create ammunition for it in your open hand. Whenever you hit a creature with this weapon while they are the subject of your hex spell or a warlock feature that curses, the target takes an extra 1d6 cold damage. You can choose to use Strength for attack and damage rolls with this pact weapon, even if it is ranged.

Stolen Heart

You can create a two-handed weapon made from smooth black metal impaling a gleaming gemstone using your Pact of the Blade feature. While you are wielding this weapon, you can choose to cast cantrips through your Cosmic Conduit feature.

Terrifying Voice

Whenever you speak, you can use an action to project your will toward a creature you can see who can hear you. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are frightened of you until the end of your next turn.

Through Fire and Flame

Prerequisite: The Fiend patron, Efreeti patron or The Ashen Wolf patron, 12th level
Whenever you would take fire damage or are exposed to damaging flame, you can use your reaction to absorb the elemental fire as an offering to your patron. The damage is negated, and instead you gain temporary hit points equal to the amount of damage you would have taken before resistances and immunities.

You can use this feature twice, and these uses recover whenever you finish a short or long rest.

Unusual Form

Prerequisite: The Gelatinous Convocation patron, 12th level
Whenever you would be subject to a critical hit, roll 1d6. If the result is a 5 or 6, the attack is not a critical hit. Additionally, you gain immunity to poison damage and the poisoned condition.

Wicked Waltz

Prerequisite: The Perfect Chord patron
You can cast otto's irresistible dance once without using a spell slot. You cannot do so again until you finish a long rest.

Will of the Saint

Prerequisite: The Warrior-Saint patron
You can choose to have your AC equal 10 + your Strength modifier + your Charisma modifier, as the robes of the Warrior-Saint cover your armor and flesh to protect you from harm. Additionally, you can bypass the effects of the nondetection spell as the Saint's impartial gaze comes more easily to you.

Wretched Mark

Prerequisite: 5th level, hex spell or warlock feature that curses
When a creature cursed by you who you can see makes an attack roll, you can use your reaction to impose disadvantage on the roll. If the attack hits, the cursed creature takes 2d10 psychic damage.

PART 8

Exploration

Exploration Rules for CoS - wandering through the Svalich Woods


The purpose of this document is to provide a number of encounters for PCs wandering through the Svalich Woods for whatever reason - not just the road, but going deep into the forest. It might be for a quest, or it might be a plan to evade some encounter on the road. Perhaps there is something out there... something they intend to take down.

Exploration in the Woods

The Svalich Woods are a dark place, where the rays of the weakened sun can rarely shine. Dark things fester beneath the leaves, and many eyes watch in wait, eager to catch any adventurer not careful where they step...

The following segment assumes you are running ventures into the woods as a hex crawl. Divide the area of the forest into hexes(due to the woods' size, mapping out the entire area in this manner is unadivsable - you may wish to stick to preparing smaller locations at any given time), with each hex having a side-to-side length of 200 feet.

When the PCs enter a hex, roll on the Terrain Features table below to determine what they find. While they are within 2 hexes of the edge of the woods, roll the d100 with disadvantage.

1d100 Terrain Feature
1-50 Woodland Terrain
51-60 Site of Slaughter
61-80 Natural Obstacle
81-90 Monstrous Lair
91-95 Malefic Aura
96-00 Roll twice on this table, ignoring duplicate results and further rolls of 96-00

Each feature has specific rules and a subtype, as defined later.

Exploration Actions

When located within a hex, a group of creatures may take Exploration Actions. A group of creatures travelling simultaneously can take a total of one action. Moving between hexes takes 1 minute, or 30 seconds if the creatures are able to move unimpeded, such as by flight.

The Exploration Actions a creature can take are featured below:

Scout

Go ahead and search. Tear down the veil of mystery and perceive what the mists would conceal.
One creature in the group must make a DC 13 Wisdom(Survival) check. On a success, they can select one adjacent hex the group is able to reach. Reveal the description of this hex to them. If any effects would trigger upon entry, they are not triggered until the creatures declare they enter the hex.

Move Stealthily

The horrors of the night stalk the woods. Pray you do not fall into their claws.
The group moves at 1/2 its normal pace, careful not to alert any hostile creatures. Until another action is taken, rolls made to determine whether or not a random encounter occurs are made with disadvantage.
If the group enters a hex containing other creatures, they can make Dexterity(Stealth) checks against those creatures' passive Perception to avoid being spotted automatically.

Provoke

Those things that haunt your nightmares... those eyes in the dark... you have had enough. Draw your sword and show them you have no fear.
The group attempts to draw the attention of nearby enemies. For the next 1d4 minutes, any rolls to determine whether a random encounter occurs on their hex or an adjacent hex are made with advantage.
If the group performs this action in a specific manner to provoke one type of creature(such as a troll), and such a creature is within 1 hex of the group, any random encounters have a 25% chance of including it additionally to the normal enemies.

Make Haste

The enemy will not linger far behind for long. Flight is your only hope to see the accursed dawn again.
The group attempts to move swiftly through the forest. They travel at twice their normal pace. During this time, they make Wisdom(Perception) checks and Dexterity(Stealth) checks with disadvantage, and any random encounters they face with a random number of creatures counts each die roll as 1 higher(for example, 3d6 wolves would become 3d6+3 wolves).

Terrain Features

The Svalich Woods contain a wide variety of dangerous locations guaranteed to bring even the bravest of heroes to their inevitable end. The features described here represent the most common things a party may experience when travelling through these haunted lands.

Woodland Terrain

The trees here look old, their trunks gnarled and twisted. Lichen grow in abundance, and patches of moss cover a vast expanse of soil. The forest floor is dimly lit, and the cracks in the leafy ceiling allow the radiance of day to penetrate the darkness revealing plants - some familiar and others bizarre and new.

This is the normal state of the woods. No unique death traps for the party, no monstrous creatures in the shadows.

d10 Subtype
1-7 Standard Forest
8 A Curious Plant
9 Animal Carcass
10 Abandoned Wares
Standard Forest

The area contains mundane plants containing a total of 4d12 berries. A DC 10 Intelligence(Nature) or Wisdom(Survival) check made by one creature in the group allows them to gather half the berries in the area. All can be gathered with a successful DC 15 Intelligence(Nature) or Wisdom(Survival) check.

A Curious Plant

As above, except there is also one unique plant, which can be found on a successful DC 17 Intelligence(Nature) or Wisdom(Survival) check. Its leaves have unique properties, which become apparent upon submerging them in boiling water for 10 minutes:

d4 Effect
1 The water functions as a potion of healing, with each plant providing enough ingredients to make one such potion.
2 The water functions as a potion of watchful rest, with each plant providing enough ingredients for one such potion.
3 The water functions as an oil of slipperiness, with each plant providing half the necessary ingredients for one such potion.
4 The water functions as a philter of love, with each plant providing 1/10 the necessary ingredients for one such potion.
Animal Carcass

Amid the chaos of the undergrowth, one shape in particular casts a large shadow on the surrounding area. The buzzing of flies and the charnel stench you have grown so used to alerts you to the presence of a dead animal, now decaying on the forest floor.
The creature has been dead for approximately 1d4 days. Roll on the chart to determine what type of corpse it is.

d8 Creature Type
1-4 Deer
5 Wild dog
6 Elk
7 Brown bear
8 Wolf
Abandoned Wares

The earth has not yet fully claimed the remains of scattered equipment, presumably belonging to the long-lost dead.
A successful DC 13 Wisdom(Perception) check yields loot as per the table below. Each item has a 25% chance of being lodged in the soil, requiring a DC 15 Strength(Athletics) check to pull free.

d3 Item(s)
1 1d6 javelins and a shortsword
2 1d12 arrows or bolts and a shattered helmet(broken in 1d4 pieces)
3 1d3 longswords and 1d6 skulls

Encounter Table

When the PCs enter this area, roll a d20. Encounters occur on a 19-20.

d12 Encounter
1-4 1d6 wolves
5-7 1 brown bear
8 3d6 wolves
9 1 dire wolf and 3d6 wolves
10 4d4 skeletons
11 d4+3 ghouls
12 1 banshee and 2d10 skeletons

Site of Slaughter

The echoes of a great disaster linger here still, a stain upon the air. The ground is littered with the bodies of the slain, and the thin rays of sunlight from above no longer seem as hopeful as they once did.
This place is marked by scattered corpses. The nature of the bodies will vary depending on the subtype.

d10 Subtype
1-7 Nature's Way
8-9 Cult Sacrifice
10 The Count's Hunt
Nature's Way

Dead animals bear the markings of claws. These are the fallen who failed the tests of life and succumbed to nature's will.
This area contains 4d6 slain animals. They were killed by predators, most likely wolves. A DC 10 Wisdom(Survival) check or a DC 10 Intelligence(Nature) check determines the type of creature that killed them.

d4 Predator
1 Wolves
2 Giant spiders
3 Bears
4 Undead
Cult Sacrifice

Upon a crude stone altar lays a pile of bodies, their faces frozen in expressions of agony and terror. Limbs and organs lie scattered around them, and the place exudes an aura of menace.
This area contains the corpses of 1d3 humanoids. Their organs have been removed from their bodies through gaping, bleeding wounds. There is a 25% chance their hearts were half-eaten as a cult practice(roll once for all).

If an encounter in this place includes any cultists, there is a 75% chance of one additional bulezau or shadow demon being present as well.

The Count's Hunt

The exsanguinated corpses of several humanoids are scattered across this space. Some have decomposed already, others are fresh, as though they had been killed the night before.
These people were prisoners of war - enemies of Strahd taken captive and later released into the woods, their minds shattered beyond repair, to be hunted for sport by the Count's favorite vampire spawn. Those that provided the most entertainment were revived with revivify and taken back for another round, then another... until at last they break.

Encounter Table

When the PCs enter this area, roll a d20. Encounters occur on a 17-20.

d12 Encounter
1-3 3d6 wolves and 1 dire wolf
4-5 6d6 giant wolf spiders
6 2 gloomstalkers
7-9 2d6 cultists and 1 cult fanatic
10-11 1d3 nothics and 2d10 skeletons
12 1d4-1 vampire spawn and 1d6 ghouls

Humanoid Loot Table

If humanoid corpses are encountered in this area, the PCs can search them with a DC 10 Intelligence(Investigation) check. On a failure, they find half the loot(rounded down).

2d6 Loot
2 1d8 gp
3 2d6 gp
4 2d8+4 gp and 4d4 cp
5 3d6+6 gp and 2 scimitars
6 1 gothic trinket and 2d6 arrows
7 1 gothic trinket
8 3d8+8 gp and 1 gothic trinket
9 1d12 daggers and 1 longbow
10 1 chain shirt
11-12 2 chain shirts

Natural Obstacle

As you enter this area, you find the path ahead is blocked by some natural phenomena. You will have to find a way around it - or across it.
The land itself seemingly conspires against the party, throwing a barrier in their path. These can take many forms, but do not look unnatural by the standards of this dark land. There may be nothing to fear...

d8 Subtype
1-3 Stones and Steep Hills
4-6 Pool
7 Ravine
8 Swampy Ground
Stones and Steep Hills

Large rocks stand in your path, and the ground rises and falls around you. It looks as though whatever god designed this land was hoping to create mountains instead.
The entire area is considered difficult terrain. Some elevations may be more challenging to reach, requiring a DC 10 Strength(Athletics) check to scale.

Pool

Water in the forest, at last. A rare sight for the weary traveller, should you dare to risk it...
The PCs have found a small pool of water. It is 2d10 feet deep, and has a 15% chance of being clear, drinkable water. Otherwise, it is filthy, and a creature that drinks of it must make a DC 15 Constitution saving throw or become poisoned for 1d4 hours.
There is a 1% chance the pool is instead magical. A creature that drinks the water of such a pool gains advantage on saving throws against becoming charmed or frightened for the next hour.

Ravine

A wound in the earth stretches out before your eyes, carving deep into the bones of the earth. You can only imagine what dark and horrible things gnaw the world at its roots.
The path is split by a chasm. There is a 10% chance this ravine is so deep its bottom cannot be seen from the surface.
Depending on its width, different means may be required to cross it. If the ravine is narrow enough, a simple jump(perhaps requiring a DC 10 Strength(Athletics) check) will suffice. Other chasms may be too perilous to attempt such a move, and will require other means, such as moving around it or flying over it.

Swampy Ground

The ground beneath your feet is less solid, and the splashing of water accompanies your footsteps as you cross this marshland.
This terrain is significantly more difficult to hide in. Creatures take a -5 penalty to Dexterity(Stealth) checks that rely on sound if they make contact with the ground. Additionally, the ground here is difficult terrain.

Encounter Table

When the PCs enter this area, roll a d20. Encounters occur on a 19-20.

d12 Encounter
1-3 2 cockatrices and 2d4 harpies
4-5 1 ankheg
6 1 basilisk
7-9 1d6+1 cave fishers
10-11 3 phase spiders
12 3d6 boneless

Monstrous Lair

The bodies of those who came before you would have made it obvious even if you had not noticed the other signs. Something foul and mighty has made its home here...
You have stumbled upon the lair of a group of monsters, or perhaps a single monstrosity. The nightmares of this forest have caught up with you at last.

d6+d10 Subtype
2-5 Cave of Horror
6-9 Spider's Web
10 Deranged Cult
11-13 Trolls
14 The Outcast
15 Wights' Lair
16 Feast for the Ghouls
Cave of Horror

The screeching of terrible beasts echoes from within this cave, and the squeaking of bats fills your ears.
This place is home to a pack of 1d4+2 gloomstalkers(Explorer's Guide to Wildemount, page 291). Creatures like giant bats and stirges can often be found in the cave as well. Example populations have been provided on the table below.

d8 Creatures
1-4 2d8 giant bats, 3 stirges, 1d4+2 gloomstalkers
5-7 2d12 giant bats, 3 stirges, 1d4 swarms of bats and 1d4+2 gloomstalkers
8 6d6 giant bats, 3d4 stirges, 1d10 swarms of bats and 2d4+2 gloomstalkers
Spider's Web

Sticky webs have been woven around the trees, and the clicking of mandibles is all you can hear. Large, dark shapes move above you, and your eyes quickly spot animals caught in the webs - deer, wolves, even the occasional bear. Some of them are still barely moving.
This hex is filled with massive nonmagical webs that mostly function like those created by the web spell(DC 13, you may wish to raise or lower this on a case-by-case basis). They are, in other places, stable enough for a creature to walk on.
Each 5-foot cube of webs has AC 10 and 10 hit points, and has resistance to piercing damage.
The table below can be used to determine the number of spiders in the colony.

d12 Creatures
1-3 2d10 +5 giant wolf spiders, 2d3 swarms of spiders and 2d6 giant spiders
4-7 2d10+10 giant wolf spiders, 2d4+1 swarms of spiders and 2d8 giant spiders
8-9 8d6 giant wolf spiders, 2d6+2 swarms of spiders and 3d10 giant spiders
10 10d6 giant wolf spiders, 3d6+3 swarms of spiders and 4d10 giant spiders
11 10d6 giant wolf spiders, 3d6+3 swarms of spiders, 4d10 giant spiders and 2d6 flying giant spiders
12 10d6 giant wolf spiders, 3d6+3 swarms of spiders and 4d10 giant spiders, 2d6 flying giant spiders and 3 phase spiders
Deranged Cult

Equipment lies scattered here, and bloodstained knives can be found in the grass. Crude totems stand many feet apart.
This hex is occupied by a cult dedicated to a monstrous creature. Roll on the table below to determine what type of malevolent thing commands these fanatics:

d6 Creature
1 Necrichor
2 Nosferatu
3 Priest of Osybus
4 Elder oblex
5 Deathlock
6 Deathlock mastermind

A typical cult consists of 10-15 cultists and 1 or 2 cult fanatics. They may all be present, but more often than not a part of the group will be elsewhere.

Trolls

Giant footsteps echo nearby. There is a troll here!
The PCs have discovered a crude encampment populated by 1d3+1 trolls. The trolls feed on the local wildlife, including the rare unfortunate travellers who venture too deep into the forest. There is a 30% chance the trolls have additional support:

2d10 Additional creatures
2-4 1 rot troll
5-8 1 basilisk
9-12 1 manticore
13-17 5 wolves
18-20 1d4 giant vultures
The Outcast

Claw marks on the trees, tracks of a giant wolf... you know what it must be. You know what's coming, but is it already too late to run?
The area is the lair of a lone werewolf. The bones of its previous prey litter the forest floor, and its tracks lead in circles - a deliberate attempt to confuse its targets. Many werewolves assume command of a pack of 3d6 wolves.

Wights' Lair

You find yourselves before the entrance to a cave, the entrance to which is guarded by zombies. The dead do not rest easily, it would seem.
The PCs have found a cave containing the lair of wights, or similar creatures. Roll on the table below to determine what lurks within...

d6 Creatures
1 2d10 skeletons, 2d6 zombies and 1 wight
2 3d8 zombies and 1d4 wights
3 3d10 zombies, 4d6 skeletons and 1d4 wights
4 6d8 zombies, 4d8 skeletons, 1d6 wights and a sword wraith warrior
5 7d6 zombies, 2d4 boneless, 1d6 wights, 2 sword wraith warriors and a sword wraith commander
6 7d6 zombies, 2d4 boneless, 1d6 wights, 2 sword wraith warriors, 1 zombie clot or ghost and a sword wraith commander
Feast for the Ghouls

Piles of bones lie scattered across this gruesome landscape, and amid the scattered remains of countless creatures the guttural growl of ghouls can be heard. The undead rule here, not the higher class of aristocratic vampires but snarling packs of perpetually hungry monsters.
Piles of bones, stripped of all flesh, lay scattered here. This hex is filled with such crude structures. Patches of land where these remains are more common count as difficult terrain, and the largest piles provide half cover to a Medium creature behind them.
Packs of hunting ghouls prowl the area. Roll a d20 to see if an encounter happens every minute. An attack occurs on a roll of 18 or higher. Add 1 to the roll for every previous failure, and subtract 2 on each success. If the PCs leave the area, the modifier is reduced by 1 every hour until it reaches 0. Consult the following table to determine the attacking creatures:

d12+d8 Creatures
2-5 2d4+2 ghouls
6-9 2d6 +3 ghouls
10-12 3d4 ghouls and 2d6 zombies
13 5 ghouls and 1d6 ogre zombies
14-16 3d6 ghouls and 2 ghasts
17 2d6 ghouls and 3 shadows
18 1 banshee and 4 skeletons
19 1 ghast, 3 boneless and 3 skeletons
20 1 nosferatu and 2d3 strigoi(maximum of one such group per Monstrous Lair)

A note on encounters
With the exception of Feast for the Ghouls, the tables above are intended to provide the entire population of a hex. Unless your party is highly experienced, it is unadvisable to throw the entire group at them at the same time.
As your party reaches higher levels, there is a chance they will be more powerful than they were before, and you may want to ignore this advice.

Malefic Aura

The very ground here feels wrong, corrupted to its core. Your footsteps feel uneasy, and your senses are overwhelmed by warnings - you should not linger here, that much is clear.
Through some ill twist of fate, you have entered an area where the land itself is wrong. Patches of cursed soil bearing the marks of... something.

d6 Subtype
1 Fleshy Ground
2 Sinister Shadows
3-4 Restless Gravesite
5 Chains of Iron
6 Land of Fear
Fleshy Ground

The wrongness of the earth manifests itself in the very soil. Patches of dirt stand out among - no, you realize. Not dirt. Embedded in the ground are chunks of human flesh, vibrating as though they were alive.
Characters that step into a pile of flesh treat the area as difficult terrain, as the wobbly matter threatens to throw them off balance or gives way under their feet with bloody splashes.
This blood is not considered blood for any rules purposes; it is something else entirely.

Sinister Shadows

Dark shapes move in the fog, spheres of blackness wandering around the landscape, their movement seemingly random.
The strange shapes are Medium or Large areas of magical darkness. Like the darkness spell, they cannot be seen through using normal darkvision, but other means(like blindsight and the Devil's Sight invocation) will work.
The shapes cease to exist when exposed to magical light from a spell cast at 3rd-level or higher.
A creature that enters one of the shapes for the first time on a turn or starts its turn there takes 1d6 cold damage and must make a Wisdom saving throw, becoming restrained and taking 1d6 psychic damage on a failure. It can repeat this saving throw at the start of each of its turns, ending the effect on a success and being forced out into an unoccupied space within 5 feet of the shape.
Encounters here occur on a d20 roll of 16-20.

2d6 Encounter
2-6 1d4+1 shadows
7-8 2d6 shadows and 3 skeletons
9-10 3d6 shadows
11 4d6 shadows and 1 shadow assassin
12 2 shadow assassins and 3 shadows
Restless Gravesite

Nothing seems out of the ordinary to your eyes, but your gut feeling that something is wrong refuses to leave you.
Rests cannot be taken in this hex. Additionally, any Medium or Small creature that dies in this hex rises as a zombie or skeleton if its corpse remains in the area for 1 hour. Its size remains the same in this new form. If killed within the hex, such a creature repeats the process and rises once again after 1 hour. Casting a spell that restores a dead creature to life brings back the creature's soul, with time spent as an undead counting towards the spell's time limit(if any).
Encounters happen here on a d20 roll of 19-20.

2d4 Encounter
2 3d6 skeletons
3 3d6 zombies
4-5 2 skeletal swarms
6-7 3 skeletal swarms
8 3 zombie clots
Chains of Iron

Metal chains burst from the earth, and the ground is covered in broken links.
The chains stretch across the hex, mostly buried underground. If a creature moves within 5 feet of a chain, it splits and attempts to wind itself around the creature's body before fastening shut again. The creature must make a DC 17 Dexterity saving throw or become restrained until the chain is pried open. If the saving throw is failed by 5 or less, it may use its action on its next turn to make a DC 17 Strength(Athletics) or Dexterity(Acrobatics) check, freeing itself on a success.
Each 5-foot segment of a chain has AC 16 and 25 hit points, as well as resistance to damage from nonmagical weapons. It regains 1 hit point at initiative count 20 each round, and never ceases to heal even when dropped below 0. If a segment is reduced to 0 hit points, all creatures trapped by it are no longer restrained, and it cannot attempt to restrain another creature on its next turn.
A chain segment not connected to another segment is unable to act, and can be safely picked up by a creature. The chain will grow a new segment to replace it over the course of 1d6 hours.
Such an isolated chain segment cannot form new chains, nor can it regain its ability to take actions.
A DC 20 Dexterity(Smith's tools) check allows a creature to turn a chain segment into a weapon resembling a whip, with the following properties.

Chain Lash
Martial melee weapon
2d10 piercing damage, reach, finesse

Land of Fear

Cold winds blow through the woods, and ominous whispers fill your ears. The air itself seems to vibrate, and you feel as though something was crawling on your face.
The trees look ill here, their trunks gnarled and twisted unnaturally. What little can be seen of the sky above seems to give off an eerie radiance.

  • Dark Whispers. For every minute they spend in this area, creatures other than aberrations must make a DC 13 Wisdom saving throw. On a failure, they take 1d10 psychic damage.
  • Warped Magic. Any spellcaster attempting to cast a spell in the hex(other than a cantrip) must make a spellcasting ability check against a DC of 8 + the spell's level. On a failure, the spell fails and the slot is wasted. Conjuration spells that fail instead cause the caster to summon a Tiny fragment of cold black stone.
  • Call of the Void. Aberrations in the area gain advantage on saving throws.

The Woods and the Mists

Fog. An ever-present fact of life in this accursed realm, and a problem many adventurers have had to face. In the forest, it is all too easy to lose your way.
If a group is travelling through fog, chances are high they will lose their way. Though rare, there exist several paths through the forest, and a party wise enough to stick to them is more likely to return home alive.

Determining Fog Intensity

If you wish to determine the weather randomly, the following table presents an option to do so.

d10 Fog Intensity Navigation Penalty
1-4 Low; no adverse effects -
5-9 Moderate; area is lightly obscured -2
10 High; area is heavily obscured -5

A group attempting to travel through an area obscured by fog must select one of their number to make a DC 10 Wisdom(Survival) check, modified by the navigation penalty in the table above. On a success, they move to the next hex as desired. On a failure, they instead move to a randomly determined hex.
Travelling on a path or road guarantees success on this check while you remain on it.

Ah, Barovia... land of my dreams, never change. I hope to visit someday.

PART 9

Feats

Feats

Sword Master

While wielding a sword, you gain the following benefits:

  • You gain a +1 bonus to attack rolls with these weapons.
  • Swords you wield are treated as having a keen property 1 higher than normal.
  • When you take the Attack action and make an attack with one of those weapons, you may use your bonus action to make an attack with the same weapon.
Hammer Master

While wielding a crushing weapon, you gain the following benefits:

  • You gain a +2 bonus to the weapon's damage rolls
  • If you deal damage to a target two or more times in a single turn, you may immediately use your bonus action to make one additional attack against the same target.
  • Once per turn, when you score a critical hit with the weapon, the target must make a Constitution saving throw against a DC equal to 8+ your Strength modifier + your proficiency bonus, or be stunned until the start of your next turn.
Axe Master

While wielding an axe, you gain the following benefits:

  • Whenever you would roll the maximum on a damage die for this weapon, roll one more damage die. This extra roll can cause additional rolls. This feature can be triggered by additional damage dice from a feature or spell, as long as they deal damage of the same type as the weapon (Hunter's Mark and Brutal Critical will function, Hex and Divine Smite will not).
  • You can choose to attack with haste at the expense of accuracy. When you would have advantage on an attack roll, you can choose to forgo the advantage and make one additional attack as part of the same action, also without advantage. You can gain no more than one attack per turn in this manner. This increases to a maximum of two attacks per turn at 5th level. Any features that apply to a single attack (like Dread Ambusher's 1d8 damage bonus) only apply to the first attack.
Bow Master

While wielding a bow, you gain the following benefits:

  • Your range with the weapon doubles, to a maximum of 600 feet.
  • If you do not move on your turn and make an attack with one of those weapons, you can make an additional attack with it as a bonus action, or two attacks if you are at least 5th level.
  • You can add both your Strength and Dexterity modifiers to the damage roll(minimum of +1 each).
  • You can make an opportunity attack at a creature that provokes an opportunity attack from one of your allies, firing your bow at it with a -4 penalty to your attack roll.
Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • When you use your bonus action to engage in Two-Weapon Fighting, you can make a number of attacks equal to half your proficiency bonus, rounded up.
Dueling Master

You master fighting with a single weapon, granting the following benefits:

  • If you are wielding a melee weapon in one hand and no other weapon, or wielding a versatile weapon in two hands, when you take the Attack action you can forgo one attack. If you do so, you can make two attacks with the weapon as a reaction, with a -4 penalty to your attack rolls.
  • You have advantage on ability checks to avoid being disarmed.
Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
  • You gain a +5 bonus to damage rolls with heavy crossbows, and a +3 bonus to damage rolls with light crossbows.
Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a polearm, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a polearm, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Executioner

You excel at making the most out of enemies' loss of balance, gaining the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • When you cause a creature to fall prone within your reach, you can use your reaction to make one melee weapon attack against it.
  • When you attack a prone creature with advantage, you can reroll one of the dice once.
Thrower

You master thrown weapons, granting the following benefits:

  • Once on each of your turns, you can make a ranged weapon attack with a thrown weapon against a target within the weapon’s normal range without the aid of your proficiency bonus (no action required).
  • When you hit a creature with a ranged attack with a thrown weapon, you have advantage on your next melee weapon attack against that creature before the end of your next turn.
  • Drawing a thrown weapon does not require your object interaction.
Revenant Blade

Prerequisite: Elf
You master the double-bladed scimitar, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Double-bladed scimitars wielded by you gain the vicious 3 and finesse properties.
  • When you attack with a double-bladed scimitar, you can take a -4 penalty to the attack roll. If you do so, you gain a +8 bonus to the damage roll.
Berserk Warrior

You fight with little regard for your own safety, letting pain fuel you. You gain the following benefits:

  • When you take damage from a weapon attack made by a creature within 5 feet of you, you can use your reaction to make a weapon attack against that creature.
  • You have advantage on saving throws against being frightened or charmed.
Tavern Brawler

You master the art of combat with your fists. You gain the following benefits:

  • Your unarmed strike damage die increases by 1 step(1 to d4, d4 to d6, d6 to d8, d8 to 2d6).
  • If you hit with an unarmed strike or melee weapon attack on your turn, you can make one additional unarmed strike against the same creature(no action required). This attack roll is made at a -3 penalty.
Fell Handed

You master pummeling weapons. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
  • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
  • When you take the Attack action, you can choose to forgo one or more attacks to interrupt. For each attack you forgo, one creature within your reach gains no benefit to armor class from its shield until the end of its next turn. If you could already interrupt, instead you can do so as your bonus action.
Opportunist
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain a +2 bonus to attack rolls made as part of an opportunity attack.
  • When you make an opportunity attack against a creature that leaves your reach, you can move up to 5 feet towards the space the creature occupied as part of the same reaction. This movement does not provoke opportunity attacks.
Augmented Breath Weapon

Prerequisite: race with a breath weapon
You have mastered your breath weapon, gaining the following benefits:

  • Increase your Strength, Constitution, Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • When you roll initiative and have zero uses of your breath weapon remaining, you regain one use. If you have multiple breath weapons, this applies to the one with the highest maximum number of uses. If multiple breath weapons would be tied for the most uses, you decide which one to regain a use of.
Dragon Frenzy

Prerequisite: Dragonborn
While you are at or below half your hit point maximum, you gain a +3 bonus to damage rolls. This increases to +5 for melee damage rolls.

Light Armor Master

You master the use of light armor, gaining the following properties:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • While wearing light armor, your speed increases by 5 feet.
  • When you would make an Intelligence saving throw while wearing light armor, you can instead make a Dexterity saving throw.
Heavy Armor Master

You master the use of heavy armor, gaining the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • While wearing heavy armor, add your proficiency bonus to the armor's absorptive value.
  • While wearing heavy armor, you have advantage on saving throws against effects that would knock you prone.
Shield Master

You master the use of shields, gaining the following benefits:

  • When using a shield as an improvised weapon, increase its damage die to a d6.
  • You can add your shield's AC bonus to Dexterity saving throws you make.
  • When you would succeed on a Dexterity saving throw and take half damage from an effect while wielding a shield, you can use your reaction to reduce the damage to zero.
  • You can use a bonus action to shove a creature with your shield.
Defensive Duelist

Prerequisite: Dexterity 13
You master dueling against single enemies, gaining the following benefits:

  • As a reaction upon being hit, you can add your proficiency bonus to your AC against that attack, potentially causing it to miss you. You must be wielding a finesse weapon to gain this benefit.
  • When you make an opportunity attack with a finesse weapon, you can move up to half your speed towards the target as part of the same reaction.
  • Once per round, if you would make a melee attack with a finesse weapon against a target and none of its allies of a size equal to or greater than yours are within 5 feet of it, you can give yourself advantage on the attack roll.
Magic Item Master

You have trained to wield magic items more effectively, gaining the following benefits:

  • You can attune to one additional item.
  • You have advantage on ability checks to identify items.
  • You can cast identify at will, without requiring a spell slot or components.
Quick-witted

Great ideas come to you naturally, often when your life depends on it. You always have a plan, or at least parts of it. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can use your Intelligence modifier instead of your Dexterity modifier when making initiative checks.
  • When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this feature twice. You regain all expended uses of this feature when you complete a short or long rest.
Blinding Agility

Prerequisite: Dexterity 20
You have the reflexes of one who can see things before they happen, granting the following benefits:

  • You gain proficiency in Dexterity saving throws. If you are already proficient in them, you add twice your proficiency bonus instead.
  • Weapons that lack the two-handed or special properties are considered to have the finesse property for you.
  • Creatures that make opportunity attacks against you provoke an opportunity attack from you.
  • Your Dexterity score increases by 2, as does your maximum for it.
Cunning Intellect

Prerequisite: Intelligence 20
You have the cunning of the most prolific scholars, granting the following benefits:

  • You gain proficiency in Intelligence saving throws. If you are already proficient in them, you add twice your proficiency bonus instead.
  • When you would make an ability check that includes your Intelligence modifier as part of a downtime activity, you add your proficiency bonus to the check. If you would already add your proficiency bonus, you instead add twice your proficiency bonus.
  • Whenever you make an ability check that uses your Intelligence, you can add half your proficiency bonus. Additionally, if you roll lower than half your level (rounded down) on an Intelligence check, you can instead use your level for the d20 roll.
  • Your Intelligence score increases by 2, as does your maximum for it.
Exalted Awareness

Prerequisite: Wisdom 20
You have the wisdom associated with the most renowned sages, granting the following benefits:

  • You gain proficiency in Wisdom saving throws. If you are already proficient in them, you add twice your proficiency bonus instead.
  • Creatures within 60 feet of you have disadvantage on Dexterity (Stealth) checks made to hide from you.
  • As an action, you can gain truesight out to a range of 60 feet for 1 minute. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
  • Your Wisdom score increases by 2, as does your maximum for it.
Overwhelming Presence

Prerequisite: Charisma 20
You have the presence of the most affluent of leaders, granting the following benefits:

  • You gain proficiency in Charisma saving throws. If you are already proficient in them, you add twice your proficiency bonus instead.
  • When an ally would make an Intelligence, Wisdom or Charisma saving throw while within 30 feet of you, you can use your reaction to give them a bonus to the saving throw equal to your Charisma modifier, if it does not already include that modifier. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses upon completing a long rest. A creature can benefit from this feature once and regains the ability to do so upon completing a short or long rest.
  • Your Charisma score increases by 2, as does your maximum for it.
Titan's Power

Prerequisite: Strength 20
You have the strength that legends tell of, granting the following benefits:

  • You gain proficiency in Strength saving throws. If you are already proficient in them, you add twice your proficiency bonus instead.
  • You ignore the two-handed property of weapons with which you are proficient.
  • When you miss with a melee weapon attack, the creature takes damage equal to your Strength modifier. This damage is of the same type as the weapon’s damage.
  • Your Strength score increases by 2, as does your maximum for it.
Unnatural Resilience

Prerequisite: Constitution 20
You have the fortitude often attributed to gods, granting the following benefits:

  • You gain proficiency in Constitution saving throws. If you are already proficient in them, you instead gain expertise in them.
  • Magical effects such as spells and potions, that would restore hit points to you can’t restore an amount less than half your level + your Constitution modifier. If this amount would exceed that maximum amount of hit points that effect could restore, you instead take that effect’s maximum.
  • You can add your Constitution modifier to death saving throws you make.
  • Your Constitution score increases by 2, as does your maximum for it.
Superior Teamwork

Prerequisite: Kobold
If at least one creature within 5 feet of the target of your attacks also has the Pack Tactics feature and you make the attack with advantage, you can re-roll one of the dice once.

Angelic Protection

Prerequisite: Aasimar
Your angelic nature grants you increased protection, conferring the following benefits:

  • You have advantage on saving throws against spells and other magical effects.
  • Your body sheds bright light in a 5-foot radius. As a bonus action, you can turn the light into sunlight. You can use this ability once and regain the ability to do so upon completing a long rest. You can turn the light on and off as a bonus action. You can turn the light on and make it sunlight as part of the same bonus action.
Angelic Supremacy

Prerequisite: Aasimar
Increase your Wisdom or Charisma score by 1, to a maximum of 20. In addition, you gain the following benefits:

  • If you are a Fallen Aasimar, you gain immunity to necrotic damage and your darkvision is not impaired by magical darkness.
  • If you are a Scourge Aasimar, you gain immunity to radiant damage and can cast the spiritual weapon and aid spells once, regaining the ability to do so when you finish a long rest. Wisdom or Charisma is your spellcasting ability for this spell(your choice when you choose this feat), and you can cast the spells with any slots you have.
  • If you are a Protector Aasimar, you can take the Dodge action as a bonus action a number of times equal to your proficiency bonus, and regain all expended uses upon completing a long rest.
Dragon Savagery

Prerequisite: Dragonborn
Your fangs are natural weapons, and they deal 1d6 piercing damage on a hit. You use your Constitution modifier for the attack and damage rolls of your fangs, and when you take the Attack action on your turn, you can make one attack with your fangs as a bonus action. Additionally, you gain an additional use of your Breath Weapon feature.

Giant's Wrath

Prerequisite: Goliath
Increase your Strength or Constitution score by 1, to a maximum of 20. Your melee weapon attacks against creatures smaller than you gain the keen 2 property. If your weapon already has the keen property, increase its keen number by 2.

Huge Floppa

Prerequisite: Tabaxi
You can cast enlarge/reduce once, targeting yourself, and regain the ability to do so when you finish a long rest. You can also cast it with your spell slots. In place of a spellcasting ability modifier, use the word count of this book plus the number of feet you ran today since you woke up. This spell is an exception to Wild Shape, and can be cast while you are in beast form.

Spear Master

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.)
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
Metamagic Enjoyer

You practice the ability to modify your spells, granting the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain a number of sorcery points equal to your Intelligence, Wisdom or Charisma modifier. If you are a sorcerer, you instead gain 2 additional sorcery points.
  • You learn two Metamagic options from those available to the Sorcerer class, and can use them with your sorcery points. You can also use each once without expending sorcery points, and regain the ability to do so upon completing a long rest.
Demonologist

Prerequisite: the ability to speak Infernal or Abyssal
You master binding and communicating with fiends, gaining the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You can cast find familiar as a ritual. When you do so, instead of the normal options for the spell, you must choose an imp, quasit or abyssal chicken.
  • When you force a fiend to make a saving throw in order to keep it under control(such as via summon greater demon or planar binding), increase the DC by half your proficiency bonus.
Elemental Adept

When you choose this feat, select one of the following damage types: fire, cold, acid, lightning, thunder. You gain the following benefits:

  • Spells that you cast ignore resistance to that damage type.
  • Whenever you roll damage of that type, treat any roll of 1 as a roll of 2 instead(yes you absolute madman, 10s do indeed become 20s).
  • You gain one spell slot of a level equal to half your proficiency bonus, rounded up, which you can only use to cast a spell you know that deals damage of your chosen type. You regain this spell slot upon completing a long rest.

You can choose this feat multiple times.

Eldritch Adept

Prerequisite: The ability to cast at least one spell
You learn magic of the darkest, most obscure and alien kind, gaining the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
  • You gain telepathy to a range of 15 feet.
Further Development

Prerequisite: Race which allows you to purchase traits for points
You gain additional points equal to 1/3 of the points given to you by your race at character creation, which you must immediately spend on extra traits.

Drop Attack

Prerequisite: Dhampir
You are skilled at dropping down from above to attack your enemies, gaining the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20
  • When you fall onto a creature, you can force it to make a DC 15 Dexterity saving throw or fall prone, unless it is two or more sizes larger than you.
  • When you fall down into a space within 5 feet of a creature, you can immediately make one bite attack against it(no action required). You can do so once, and regain the ability to do so when you roll initiative.
Energy Drain

Prerequisite: Dhampir, at least one spell slot of 1st level
Your bite is enhanced, capable of draining part of the magic of your enemies. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20
  • When you score a critical hit with your bite against a creature with at least one spell slot remaining, you can expend a use of your Vampiric Bite feature to regain a spell slot of 1st level.
  • You gain two additional uses of your Vampiric Bite feature.
Mobile

You are very fast, gaining the following benefits:

  • Increase your speed by 10 feet
  • When you attack a creature, it cannot make an opportunity attack against you until the start of your next turn
  • If you have 30 or more feet of movement remaining, you can reduce your speed by 30 feet until the start of your next turn. If you do so, you gain an additional action, which can only be used to take the Help, Disengage or Use an Object action.
Cat Lord/Lady

You are the master of petting cats, gaining the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20
  • You gain proficiency in Animal Handling, and your proficiency bonus is doubled when you make Animal Handling checks to interact with cats, tressyms, Onyx, moorbounders, bristled moorbounders, gremishkas, tigers, crag cats, sabre-toothed tigers or swarms of gremishkas
  • If you summon any of the creatures mentioned in the above point with a spell or feature, they gain a +1 bonus to their attack and damage rolls while within 20 feet of you
Bloodthirsty

Prerequisite: Dhampir
Your senses heighten when you become aware of blood being spilled. Increase your Constitution or Wisdom score by 1, to a maximum of 20. Additionally, when a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to gain one of the following benefits:

  • You can move up to half your speed without provoking opportunity attacks
  • You gain a +2 bonus to your next attack roll
  • You gain temporary hit points equal to 5 + half your level
Shapeshifting

Prerequisite: Dhampir
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20. As a bonus action, you can cast the polymorph spell targeting yourself, without requiring a spell slot or components. When you do so, you can only choose to become a wolf or a bat. At 5th level, you can also choose a dire wolf or a giant bat. Once you cast this spell, you cannot do so again in this manner until you complete a short or long rest.

While in the form of a wolf or dire wolf, you can add your Constitution or Charisma modifier(your choice, minimum of +1) to Athletics and Stealth checks. While in the form of a bat, you can add your Constitution or Charisma modifier(your choice, minimum of +1) to Perception and Stealth checks.

Summoning Charm

Prerequisite: Dhampir
You gain the ability to charm your targets, which grants you the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20
  • As an action, you can look into the eyes of a creature within 30 feet that you can see and that can see you. The target must make a Wisdom saving throw(DC = 8 + your proficiency bonus + your Charisma or Constitution modifier(your choice)). Increase the DC by 1 if it is within 20 feet of you, or by 2 if it is within 10 feet. On a failure, it takes 1d6 psychic damage and becomes charmed by you until the start of your next turn, and you can pull it up to 15 feet closer to you.
    You can use this feature once, and regain the ability to do so upon completing a short or long rest.
  • You gain proficiency in Persuasion, and your proficiency bonus is doubled when you make checks using this skill.
Child of the Elements

Prerequisite: Genasi
Your affinity for your element becomes stronger, granting you the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20
  • Your attacks with your natural weapons score a critical hit on a 17-20
  • When you score a critical hit with your natural weapon, you gain immunity to the damage types your race gives you resistance to until the start of your next turn. If your race does not give you any resistances, you instead gain advantage on your next saving throw before the end of your next turn.
Vigilant Hunter

You are an expert at hunting down and fighting deadly enemies, granting you the following benefits:

  • You are considered to have advantage when determining your passive Perception score
  • You can cast hunter's mark at will, using any ability score you want as your spellcasting ability and without requiring concentration
  • When you make a Dexterity saving throw, you can use your reaction to add 1d4 to the result
Brutish Magic

Prerequisite: Orc or Half-orc
You know the secrets of spellcasting unique to the orc race, gaining the following benefits:

  • Increase your Strength, Constitution, Intelligence, Wisdom or Charisma score by 1, to a maximum of 20
  • You learn the guidance and thaumaturgy cantrips. Constitution is your spellcasting ability for them. When you cast guidance, the die is a d6 rather than a d4.
  • You can cast guiding bolt and aid once each at 2nd level without expending a spell slot, and regain the ability to do so upon completing a long rest. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells(your choice when you gain this feat), and you can also cast these spells with any spell slots you have.
Blade Cantrip Master

You practice with blade cantrips(why you would do that is baffling), gaining the following benefits:

  • When you cast a cantrip that requires you to make a weapon attack as part of the spell, you gain a +1 bonus to the attack roll
  • Any additional damage dealt by such cantrips increases by one die(i.e. green-flame blade cast by a 5th-level character deals 2d8 damage to the first target and 3d8 to the second one)
  • When you score a hit with such a cantrip, you can make one attack against the same target with the same weapon as a bonus action
Summoning Master

You are particularly skilled at summoning allies through the use of magic. When you summon a creature with a feature or spell, you can choose to apply one of the following benefits(you must choose the same one for all creatures):

  • The summoned creatures gain a +2 bonus to Strength or Dexterity
  • The summoned creatures gain temporary hit points equal to your spellcasting ability modifier
  • You gain a bonus to Constitution saving throws made to maintain concentration on a spell equal to the number of creatures you summoned that are within a range equal to 5 feet x your spellcasting ability modifier.
Hard to Kill

You are particularly tough, gaining the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20
  • When you are reduced to 0 hit points, you do not fall unconscious until you have at least two failed death saving throws
  • While you are not wearing armor, you gain a +4 bonus to your AC against the first attack that targets you since the end of your last turn
Cloak of Bats

Prerequisite: Dhampir
Increase one ability score of your choice by 1, to a maximum of 20.

As a bonus action, you can unleash a swarm of spectral bats from your cloak, commanding them to attack a creature within 15 feet of you. Make a melee spell attack against the target, with advantage if it is at or below half its hit point maximum. On a hit, the target takes piercing damage equal to a number of d6s equal to your proficiency bonus + your spellcasting ability modifier. Your spellcasting ability for this feature is the ability score you increased with this feature.

You can use this feature once, and regain the ability to do so upon completing a short or long rest.

Disarming Charm

Prerequisite: Dhampir
You gain the ability to charm your targets, which grants you the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20
  • As a bonus action, you can look into the eyes of a creature within 30 feet that you can see and that can see you. The target must make a Wisdom saving throw(DC = 8 + your proficiency bonus + your Charisma or Wisdom modifier(your choice)). Increase the DC by 1 if it is within 20 feet of you, or by 2 if it is within 10 feet. On a failure, the target cannot take reactions or bonus actions until the start of your next turn, and you gain a +5 bonus to the next ability check you make to interact socially with it.
    You can use this feature once, and regain the ability to do so upon completing a short or long rest.
  • You gain proficiency in Deception, and your proficiency bonus is doubled when you make a Deception check.
Dominating Charm

Prerequisite: Dhampir
You gain the ability to charm your targets, which grants you the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20
  • As a bonus action, you can look into the eyes of a creature within 30 feet that you can see and that can see you. The target must make a Wisdom saving throw(DC = 8 + your proficiency bonus + your Charisma or Intelligence modifier(your choice)). Increase the DC by 1 if it is within 20 feet of you, or by 2 if it is within 10 feet. On a failure, the target is charmed by you for 1 minute, or until it takes damage from you(excluding damage dealt by your bite while the target is above half its hit point maximum). While it is charmed in this way, your bite attacks hit it automatically and it cannot attempt to escape while grappled by you.
    You can use this feature once, and regain the ability to do so upon completing a short or long rest.
Hypnotic Gaze

Prerequisite: Dhampir
Your gaze alone can knock a target unconscious. Increase one ability score of your choice by 1, to a maximum of 20. Additionally, you can cast sleep once without requiring a spell slot or components, at a level equal to your proficiency bonus, and regain the ability to do so upon completing a short or long rest. When you do so, you roll additional d8s equal to your spellcasting ability modifier.

Intelligence, Wisdom or Charisma is your spellcasting ability for this spell(choose when you gain this feat).

Werewolf Claws

Prerequisite: Shifter
You come in touch with your feral side, granting the following benefits:

  • Increase your Strength score by 1, to a maximum of 20
  • Your claws are natural weapons, which deal slashing damage equal to 1d6 + your Strength modifier
  • When you take the Attack action on your turn and only attack with these claws or a different natural weapon provided by your race, for every hit you score you can make one additional attack with the same weapon at a -3 penalty. These attacks cannot themselves generate additional attacks.
  • While shifted, your claws' damage increases to 2d4
Coven Adept

Prerequisite: Hexblood
You inherit some of the tendencies of hags, gaining the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20
  • As part of a long rest, you can forge a bond with two willing creatures capable of casting at least one spell. One will not suffice. If you forge another bond, the previous one ceases to function.
  • While you are within 15 feet of a creature you are bonded with, you can request it to grant you a portion of its energy. If it is willing, it can give you a spell slot of a level not exceeding its proficiency bonus, which you must immediately use to start casting a spell you know. You can use this feature twice, and regain the ability to do so upon completing a long rest.
Death Fanatic

The sight of death and carnage makes you feel stronger, granting the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • When a hostile creature within 30 feet of you is reduced to 0 hit points, you gain temporary hit points equal to half your level and gain advantage on your next attack roll or saving throw
  • Whenever you score a critical hit, you deal one additional weapon damage die.
Occult Adept

Prerequisite: The ability to cast at least one spell
You practice communicating with eldritch horrors beyond the boundaries of reality. Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20. Additionally, you can perform a 1-hour ceremony to summon a fiend, which can be done as part of a short rest. When you do so, you must choose one of the following benefits to apply until you perform the ritual again:

  • You gain temporary hit points equal to your modifier for the score you increased with this feat at the start of each of your turns. This trait does not apply if you took radiant damage since the start of your last turn.
  • You can cast hex at will, without requiring concentration. If you could already do so, you can cast it as a reaction on your turn rather than as a bonus action.
  • You gain proficiency in two skills of your choice
  • You gain advantage on the next three attack rolls you make
Spider Evolution

Prerequisite: Drow
As an action, you can transform yourself and up to one willing ally within 20 feet of you into giant spiders. This functions identically to the effects of the polymorph spell, but does not require concentration and lasts 1 minute.

You can use this feature twice, and regain the ability to do so upon completing a long rest.

Poison Cloud

Prerequisite: Drow
Increase your Dexterity, Intelligence or Charisma score by 1, to a maximum of 20.

You can cast misty step once without requiring a spell slot or components, and regain the ability to do so when you finish a short or long rest. When you cast misty step, a cloud of poisonous gas swirls around you, remaining in a 5-foot cube in the space you reappeared in. For 1 minute, any creature that enters the area for the first time on a turn or starts its turn there takes poison damage equal to your Dexterity modifier.

You can also cast misty step with any spell slots you have. Intelligence, Wisdom or Charisma is your spellcasting ability for this spell.

Lolth's Eye

Prerequisite: Drow
You have the Spider Queen's attention. You gain the following benefits:

  • Once per turn, you can invoke Lolth's blessing when you make an attack. If the attack hits, you deal an additional 1d12 poison damage or 1d8 psychic damage(your choice). If the attack misses, you take 1d4 psychic damage and are deafened until the start of your next turn.
  • When you kill a creature, roll a d6. On a 6, you gain a +1 bonus to attack and damage rolls until the end of the combat.
  • You can cast speak with animals at will, but when you do so you can only communicate with creatures whose name includes the word "spider".
Child of Fire

Prerequisite: Fire Genasi
You are a true child of your element. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you are knocked unconscious or reduced to less than half your hit point maximum, your body lashes out with scorching elemental fire. One creature of your choice within 10 feet of you that you can see takes fire damage equal to 2d10 + your Constitution modifier. Once you've used this feature, you cannot do so again until you finish a short or long rest.
  • Fire damage dealt by your natural weapon increases by 1d8. Additionally, you can use a bonus action to gather your power for a mighty strike. When you do so, the next attack you make with your natural weapon deals an additional 2d8 fire damage. If you took fire damage since the start of your last turn, this becomes 3d8 instead.
  • Fire damage you take is reduced by an amount equal to your Constitution modifier.
Darkfire Adept

Prerequisite: Drow
You specialize in the dark fires conjured by members of your race, gaining the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Instead of forcing a saving throw, your faerie fire spell requires a ranged spell attack against every target in the area. On a hit, the target is affected as normal, and it takes additional radiant damage equal to your spellcasting ability modifier.
  • When an ally hits a creature affected by your faerie fire spell, they gain temporary hit points equal to your spellcasting ability modifier.
First Blood

You revel in the thrill of being the first to reach the enemy, gaining the following benefits:

  • Increase your Strength, Dexterity, Wisdom or Intelligence score by 1, to a maximum of 20.
  • When you hit a target with hit points equal to its hit point maximum with a weapon attack, you gain a bonus to the damage roll equal to your Wisdom or Intelligence modifier(your choice, minimum of +1).
  • You have advantage on the first attack roll you make each turn as long as you target a creature with hit points equal to its hit point maximum.
Glorious Champion

Triumph reinvigorates you, granting the following benefits:

  • Whenever a combat you participated in ends, you can choose up to eight allies who participated in the fight and are not unconscious. They each gain 1d6 + your Constitution modifier temporary hit points.
  • When you reduce an enemy to 0 hit points with a weapon attack, you can immediately spend a Hit Die to regain hit points(no action required). Once you do so, you cannot use this feature again until you roll initiative again.
Shadow Strike

You excel at attacking your enemies from the shadows, causing a distraction that your allies can capitalize on. When you score a hit against a creature that you were hidden from, you can choose one ally that you can see within 60 feet of the target. That ally can use their reaction to move up to half their speed, or their full speed if they are in dim light or darkness. Additionally, when you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

Combat Maneuverability

You move like a blur in combat, gaining the following benefits:

  • You can take the Disengage action as a bonus action, and when you do so you can move 5 feet as part of the same bonus action. If you could already Disengage as a bonus action, this movement increases to 15 feet.
  • You have advantage on Acrobatics checks made in combat.
  • You can take the Dodge action as a bonus action once, and regain the ability to do so when you finish a short or long rest.
Regenerative Flesh

Prerequisite: Dhampir, dragonborn or lizardfolk
Your regenerative capabilities increase, granting you the following benefits:

  • Your Constitution score increases by 1, to a maximum of 20.
  • The first time you take damage in an encounter, it is reduced by 1d8 + your Constitution modifier as your flesh regenerates to counter the attack.
  • As a bonus action, you can expend a hit die to regain hit points.
Charger

You are at your best when you charge at the enemy. You gain the following benefits when attacking an enemy if you moved at least 20 feet in a straight line towards them on the turn you attack them:

  • You gain a +5 bonus to the first melee damage roll you make against the target this turn, or +10 if the target's Strength score is 4 or more lower than yours.
  • Once per turn, and every time you score a critical hit against the target, when you score a hit against the target with a melee attack, you can push it back up to 10 feet away from you.
  • You can use a bonus action to shove the creature.
War Pick Master

You master the war pick, gaining the following benefits:

  • When you take the Attack action and attack with a war pick, you can make one war pick attack against the same target as a bonus action.
  • When you take the Attack action, you can replace one attack roll with a Wisdom(Perception) check to look past the enemy's armor and see the weak spots beneath. If the result of your check beats the target's AC, for the next minute, until the target hides from you or until you use this feature again, you can make attack rolls against an AC of 12 + its Constitution score + the bonus it gains from its shield(if any), instead of its normal AC.
  • Increase the weapon's damage dice to 2d6.
Boost Spell-Like Ability

Prerequisite: Evil alignment, the ability to cast a spell without expending a spell slot
Empowered by vile magics, you gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you cast a spell without expending a spell slot, such as through an Innate Spellcasting racial feature, you can increase the save DC for that spell by 2 or gain a +2 bonus to your spell attack roll. You can use this feature thrice, and regain all expended uses when you finish a long rest.
Corpsecrafter

Prerequisite: At least one spell or feature that animates or summons a creature with the undead creature type, evil alignment
Your undead are tougher and deadlier, a result of years of practice with the darkest magics. Any undead you summon or animate through a spell or feature gains 2 additional hit points per hit die it has, and it gains a +4 bonus to its Strength score, to a maximum of 18(if it would be higher, it does not change).

Corpse Form

Prerequisite: Wild Shape class feature
Your connection to druidic magic becomes tainted with necromancy, causing the following changes:

  • When you use your Wild Shape feature, the creature type of your new form is undead rather than beast. Its appearace becomes horrifying and corpselike.
  • While in Wild Shape, you gain the Undead Fortitude trait(see zombie statblock).
  • While in Wild Shape, your weapon attacks deal additional necrotic damage equal to your proficiency bonus.
Necromancer's Retribution

Prerequisite: Corpsecrafter feat
Your undead spite the enemy even in death. When an undead creature under your control dies, all non-undead creatures within 5 feet of it immediately take necrotic damage equal to the level of the spell used to animate it(or your proficiency bonus, if it was not animated by a spell) as the dark magic animating it lashes out one final time.

PART 10

Races

Races

Aasimar, Fallen

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
Size. Aasimar have the same range of height and weight as humans. Your size is Medium.
Speed. You have a walking speed of 30 feet.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Bringer of Light and Darkness. You know the light cantrip. At 3rd level, you can cast the silvery barbs spell once, and can cast it with any spell slots you have. At 5th level, you can case the darkness spell once without requiring components, and can cast it with any spell slots you have. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Celestial.
Necrotic Shroud.

Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

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

Aasimar, Protector

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
Size. Aasimar have the same range of height and weight as humans. Your size is Medium.
Speed. You have a walking speed of 30 feet.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Bringer of Light and Protection. You know the light cantrip. At 3rd level, you can cast the shield of faith spell once, and can cast it with any spell slots you have. At 5th level, you can case the fortune's favor spell once without requiring components, and can cast it with any spell slots you have. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Celestial.
Radiant Soul.

Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

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

Aasimar, Scourge

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
Size. Aasimar have the same range of height and weight as humans. Your size is Medium.
Speed. You have a walking speed of 30 feet.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Bringer of Light and Chaos. You know the light cantrip. At 3rd level, you can cast the magnify gravity spell once, and can cast it with any spell slots you have. At 5th level, you can case the Nathair's mischief spell once without requiring components, and can cast it with any spell slots you have. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Celestial.
Radiant Consumption.

Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you, other than you, takes radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. If a target takes damage from both these sources on the same turn, it takes additional radiant damage equal to your Charisma modifier.

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

Chromatic Dragonborn

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Your size is Medium.
Speed. You have a walking speed of 30 feet.

Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.

Chromatic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution or Charisma modifier(your choice) + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon thrice, and you regain all expended uses when you finish a short or long rest.
Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Tiamat's Blessing. When you fail a saving throw you can use your reaction to reroll that saving throw with advantage. Once you use this trait you cannot use it again until you finish a long rest.
Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.
Languages. You can speak, read, and write Common and Draconic.

Gem Dragonborn

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Your size is Medium.
Speed. You have a walking speed of 30 feet.

Gem Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.

Gem Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone or 5 by 30 foot line(see the table above). Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon thrice, and you regain all expended uses when you finish a short or long rest.
Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.
Languages. You can speak, read, and write Common and Draconic.

Metallic Dragonborn

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Your size is Medium.
Speed. You have a walking speed of 30 feet.

Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.

Metallic Ancestry
Dragon Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon thrice, and you regain all expended uses when you finish a short or long rest.
Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.
Draconic Will. You have advantage on saving throws against being charmed, frightened, or possessed.
Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

  • Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
  • Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

You can use your Metallic Breath Weapon a number of times equal to half your proficiency bonus, and regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common and Draconic.

Dwarf, Duergar

Creature Type. You are a Humanoid.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your speed is 25 feet, and is not reduced by wearing heavy armor.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer, as well as two exotic weapons of your choice.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Duergar Magic. Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component(no action required). Starting at 5th level, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed, paralyzed or stunned condition on yourself.
Languages. You can speak, read, and write Common, Undercommon and Dwarvish.

Dwarf, Hill

Creature Type. You are a Humanoid.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your speed is 25 feet, and is not reduced by wearing heavy armor.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer, as well as two exotic weapons of your choice.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools and either brewer's supplies or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, when you would take damage from a melee attack, the damage is reduced by an amount equal to your Strength modifier(minimum of 1).
Masterful Craftsmanship. Over the course of a long rest, you can enhance a number of weapons equal to your proficiency bonus. You must be proficient with a weapon to enhance it, and you must have smith's tools to use this feature.
For each weapon, select a numerical property, such as keen or shieldbreaker. Increase that property by 1. If it has no such properties, it gains the keen 1 or defensive 1 property(your choice).
Languages. You can speak, read, and write Common and Dwarvish.

Dwarf, Mountain

Creature Type. You are a Humanoid.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your speed is 25 feet, and is not reduced by wearing heavy armor.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Battle Culture. While there are more allies than enemies within 10 feet of a hostile creature, you gain a +3 bonus to damage rolls made against it with melee weapons. Additionally, while wearing armor you gain a +1 bonus to AC.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer, as well as two exotic weapons of your choice.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools and either brewer's supplies or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Dwarven Armor Training. You have proficiency with light and medium armor.
Languages. You can speak, read, and write Common and Dwarvish.

Genasi, Fire

Size. You are Medium or Small. You choose the size when you select this race.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years..

Speed. Your speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fire Resistance. You have resistance to fire damage.

Fire Blast. You have a unique natural weapon in the form of elemental bursts of fire. As an action, you can make a ranged spell attack against a creature or object within 60 feet. On a hit, the target takes 2d8 + your spellcasting abilty modifier fire damage. This increases to 3d8 + your spellcasting ability modifier at 5th level, 4d8 + your spellcasting ability modifier at 11th level and 5d8 + your spellcasting ability modifier at 17th level. Constitution is your spellcasting ability for this feature. You have advantage on the attack roll if the target took fire damage since the start of its last turn.

Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without a material component. Once you cast burning hands or flame blade with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Constitution is your spellcasting ability for these spells when you cast them with this trait.

Languages. You can speak, read, and write Common and Primordial.

Genasi, Water

Size. You are Medium or Small. You choose the size when you select this race.
Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years..
Speed. Your speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 40 feet.
Primordial Ocean's Wrath. You have a unique natural weapon in the form of elemental bursts of water. As an action, you can make a ranged spell attack against a creature or object within 60 feet. On a hit, the target takes 1d6 + your spellcasting abilty modifier cold damage and is pushed 10 feet away from you. This increases to 2d6 + your spellcasting ability modifier at 5th level, 3d6 + your spellcasting ability modifier at 11th level and 4d6 + your spellcasting ability modifier at 17th level. You have advantage on attack rolls against underwater targets when you use this feature. Constitution is your spellcasting ability for this feature.
Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Constitution is your spellcasting ability for these spells when you cast them with this trait.
Languages. You can speak, read, and write Common and Primordial.

Genasi, Air

Size. You are Medium or Small. You choose the size when you select this race.
Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years..
Speed. Your speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
Lightning Resistance. You have resistance to lightning damage.
Ground-to-air Bombardment. You have a unique natural weapon in the form of elemental bursts of air. As an action, you can make a ranged spell attack against a creature or object within 60 feet. On a hit, the target takes 1d6 + your spellcasting abilty modifier bludgeoning damage and is pushed 5 feet towards or away from you(your choice), or 15 feet if it is flying. On a critical hit, the target is also knocked prone. This increases to 2d6 + your spellcasting ability modifier at 5th level, 3d6 + your spellcasting ability modifier at 11th level and 4d6 + your spellcasting ability modifier at 17th level. Constitution is your spellcasting ability for this feature. You have advantage on the attack roll if the target is in the air.
Wind-assisted Flight. Starting at 5th level, you can use a bonus action to summon elemental winds around you. These winds last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.
Mingle with the Wind. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Constitution is your spellcasting ability for these spells when you cast them with this trait.
Languages. You can speak, read, and write Common and Primordial.

Hexblood

Creature Type. You are a Fey.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your speed is 30 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:

  • Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
  • Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.
Hex Magic. You can cast the disguise self and hex spells with this trait at will and without requiring concentration.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).

Half-Orc

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice two additional times and add it to the extra damage of the critical hit. Additionally, if you have advantage on an attack you score a critical hit on a roll of 19-20. If you would already score a critical hit on a roll of 19-20 and have advantage on the attack, you instead score a critical hit on a roll of 18-20.
Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. You can use this feature twice, and regain the ability to do so when you finish a short or long rest.
Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Shifter, Beasthide

Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain the following benefits:

  • You gain temporary hit points equal to 1d6+ your level + your Constitution modifier (minimum of 1 temporary hit point).
  • At the start of each of your turns, you gain 1d6 temporary hit points.
  • You have advantage on Constitution saving throws.

Once you shift, you can't do so again until you finish a short or long rest.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Natural Athlete. You have proficiency in the Athletics skill.
Languages. You can speak, read, and write Common.

Shifter, Longtooth

Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain the following benefits:

  • You gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point).
  • Your fangs are a natural weapon, which you can use to make unarmed strikes. On a hit, you deal 1d6+ your Strength modifier piercing damage.
  • You can make one unarmed strike with your fangs as a bonus action. If you have advantage on the attack roll, you can forgo the advantage to instead make two attacks.

Once you shift, you can't do so again until you finish a short or long rest.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Fierce. You have proficiency in the Intimidation skill.
Languages. You can speak, read, and write Common.

Shifter, Swiftstride

Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain the following benefits:

  • You gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point).
  • Your speed increases by 10 feet.
  • You can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.
  • You ignore movement penalties imposed by nonmagical difficult terrain, as well as difficult terrain created by spells of a level not exceeding your proficiency bonus.

Once you shift, you can't do so again until you finish a short or long rest.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Graceful. You have proficiency in the Acrobatics skill.
Languages. You can speak, read, and write Common.

Shifter, Wildhunt

Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Spiritual Leader. Choose one cantrip on the cleric spell list. You learn this cantrip. Wisdom or Constitution is your spellcasting ability for this cantrip(choose when you select this race).
Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain the following benefits:

  • You gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point).
  • You have advantage on Wisdom checks and Wisdom saving throws.
  • No creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.
  • You can cast the cantrip you chose for your Spiritual Leader feature as a bonus action. If you could already cast it as a bonus action, you can instead cast it as a reaction on your turn.

Once you shift, you can't do so again until you finish a short or long rest.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.
Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.
Natural Tracker. You have proficiency in the Survival skill.
Languages. You can speak, read, and write Common.

Tabaxi, Flopper

Age. Tabaxi have lifespans equivalent to humans.
Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talents. You have proficiency in the Perception and Stealth skills.
War Crimes. You gain proficiency in firearms.
Tax Fraud. When you cast a spell requiring a costly material component, you receive a 10% discount on the price.
Floppa Friday. As a reaction when you take damage from an attack or spell, you can initiate Floppa Friday. Choose a number of creatures you can see within 60 feet equal to your proficiency bonus. Each creature can immediately use its reaction to make an opportunity attack against the creature that damaged you, and can use a ranged weapon for this attack. Attacks made by your chosen creatures as part of this reaction have advantage.

You can use this feature once, and regain the ability to do so upon completing a long rest.
Flop Fo No Ho. You have advantage on saving throws against being charmed. This trait ceases to function if you are incapacitated.
Languages. You can speak, read, and write Common and one other language of your choice.

Tabaxi, Moon Knight

Age. Tabaxi have lifespans equivalent to humans.
Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talents. You have proficiency in the Perception and Stealth skills.
Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start, unless it would be higher.
Bristled. At the start of each of your turns, you can choose to deal 2d4 piercing damage to any creature grappling you. You may choose separately for each creature. Roll the damage dice once and apply to all affected targets.
Blades. As a bonus action, you may use your blades to attack. This is a natural weapon, and deals 2d6 + your Strength modifier slashing damage on a hit. You can make a number of attacks equal to half your proficiency bonus. You can use this feature once, and regain the ability to do so upon completing a short or long rest.
Moon Knight Affinity. If you are transformed into a moorbounder or bristled moorbounder by any means(Wild Shape or the polymorph spell, for example), your hit point maximum in this form increases by an amount equal to your level, and you are treated as a number of levels equal to your proficiency bonus higher for the purpose of determining whether you can be turned into one(i.e. a Moon Druid 2/Monk 1/Beast Barbarian 5 would be treated as a 5th-level Moon Druid for the purposes of Wild Shaping into a moorbounder or bristled moorbounder).
Languages. You can speak, read, and write Common and one other language of your choice.

Tabaxi, Gremishka

Age. Tabaxi have lifespans equivalent to humans.
Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Magic Resistance. You have advantage on saving throws against spells and other magical effects, and the attack rolls of cantrips have disadvantage against you if the attacker is within 30 feet of you and you can see them.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talents. You have proficiency in the Perception and Stealth skills.
Spell Redirection. At 5th level, when you succeed on a saving throw against a spell that targets only you, or the attack roll of a spell that targets only you misses you, you can use your reaction to redirect the spell against a different eligible target within 30 feet of you that you can see. If the spell required an attack roll, the attack hits automatically.

You can use this feature once, and regain the ability to do so upon completing a long rest.
Magic Allergy. When a spell is cast within 30 feet of you, you can use your reaction to sneeze. Roll 1d6; on a 1-3, you regain 1d6 hit points. On a 4-6, each creature within 30 feet of you must make a Constitution saving throw(DC = 8 + your proficiency bonus + your Constitution modifier), taking force damage equal to 1d6 + your proficiency bonus on a failed save.

You can use this feature once, and regain the ability to do so upon completing a short or long rest.
Languages. You can speak, read, and write Common and one other language of your choice.

Elf, Drow

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your speed is 30 feet.
Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Shadow People. You can attempt to hide even when you are only lightly obscured by dim light.
Sharp Focus. If you move no more than half your maximum speed, you are considered to have stood still for the purpose of features that require you to refrain from moving(such as a Rogue's Steady Aim or the Bow Master feat). If you do not move at all on your turn, you can choose to have advantage on the first ranged weapon attack you make on that turn. If you do so, you cannot move until the end of your turn.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest.

You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf, High

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Sharp Focus. If you move no more than half your maximum speed, you are considered to have stood still for the purpose of features that require you to refrain from moving(such as a Rogue's Steady Aim or the Bow Master feat). If you do not move at all on your turn, you can choose to have advantage on the first ranged weapon attack you make on that turn. If you do so, you cannot move until the end of your turn.
Cantrip. You know one cantrip of your choice from the wizard or sorcerer spell list. Intelligence is your spellcasting ability for it.
High Elven Brilliance. Whenever you make an ability check, attack roll, or saving throw using Intelligence or Dexterity, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled, but before the DM determines if you’ve passed or failed the check. You cannot do so again until you complete a short or long rest.
Languages. You can speak, read, and write Common, Elvish and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf, Wood

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Sharp Focus. If you move no more than half your maximum speed, you are considered to have stood still for the purpose of features that require you to refrain from moving(such as a Rogue's Steady Aim or the Bow Master feat). If you do not move at all on your turn, you can choose to have advantage on the first ranged weapon attack you make on that turn. If you do so, you cannot move until the end of your turn.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Crude Weapon Specialists. Wood elves are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple weapon, but the weapon’s damage suffers a -1 penalty.
Treeclimber. You have a climbing speed of 35 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf, Pallid

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. This extends to 120 feet if you are trying to see something directly underneath the night sky.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Sharp Focus. If you move no more than half your maximum speed, you are considered to have stood still for the purpose of features that require you to refrain from moving(such as a Rogue's Steady Aim or the Bow Master feat). If you do not move at all on your turn, you can choose to have advantage on the first ranged weapon attack you make on that turn. If you do so, you cannot move until the end of your turn.
Incisive Sense. You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
Blessing of the Moon Weaver. You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest.

Casting these spells with this trait doesn't require material components, and you may also cast them with your spell slots. Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common, Elvish and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf, Sea

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. This extends to 120 feet if you are trying to see something directly underneath the night sky.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Sharp Focus. If you move no more than half your maximum speed, you are considered to have stood still for the purpose of features that require you to refrain from moving(such as a Rogue's Steady Aim or the Bow Master feat). If you do not move at all on your turn, you can choose to have advantage on the first ranged weapon attack you make on that turn. If you do so, you cannot move until the end of your turn.
Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.
Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
Blessing of the Sea. You know the shape water cantrip. When you reach 3rd level, you can cast the fog cloud spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the watery sphere spell once with this trait and regain the ability to do so when you finish a long rest.

Casting these spells with this trait doesn't require material components, and you may also cast them with your spell slots. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells(your choice when you choose this race).
Languages. You can speak, read, and write Common, Elvish and Aquan. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf, Shadar-Kai

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. This extends to 120 feet if you are trying to see something directly underneath the night sky.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Sharp Focus. If you move no more than half your maximum speed, you are considered to have stood still for the purpose of features that require you to refrain from moving(such as a Rogue's Steady Aim or the Bow Master feat). If you do not move at all on your turn, you can choose to have advantage on the first ranged weapon attack you make on that turn. If you do so, you cannot move until the end of your turn.
Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage and immunity to necrotic damage when you teleport using this trait. This effect lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Necrotic Resistance. You have resistance to necrotic damage.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf, Eladrin

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. This extends to 120 feet if you are trying to see something directly underneath the night sky.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Sharp Focus. If you move no more than half your maximum speed, you are considered to have stood still for the purpose of features that require you to refrain from moving(such as a Rogue's Steady Aim or the Bow Master feat). If you do not move at all on your turn, you can choose to have advantage on the first ranged weapon attack you make on that turn. If you do so, you cannot move until the end of your turn.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:

  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it. Starting at 5th level, you can choose a third creature.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Starting at 5th level, this affects all creatures of your choice that you can see within range.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. Starting at 5th level, you can teleport the creature in addition to yourself, rather than instead of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to 1d8 + your Charisma modifier (minimum of 1 damage). Starting at 5th level, this increases to 2d8 + your Charisma mofidier(minimum of 1 damage).

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Firbolg

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
Speed. Your speed is 30 feet.
Firbolg Magic. You can cast the detect magic or disguise self(your choice when you choose this race) and spike growth spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, as well as the maximum size of a creature you can grapple.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages. You can speak, read, and write Common, Elvish, and Giant.

Goliath

Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Natural Athlete. You have proficiency in the Athletics skill.
Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this trait a number of times equal to 1 + half your proficiency bonus, and regain all expended uses when you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, as well as the maximum size of a creature you can grapple.
Fell-handed Warriors. You gain proficiency in greatswords, greataxes and mauls.
Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
Languages. You can speak, read, and write Common and Giant.

Kobold

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Grovel, Cower, and Beg. As a bonus action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Languages. You can speak, read, and write Common and Draconic.

Kobold Customization

Kobolds' abilities vary on a per-individual basis. You have a pool of 14 points. You may purchase abilities from the list below in any configuration.

Draconic Sorcery

You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race). Costs 5 points.

Defiance

You have advantage on saving throws to avoid or end the frightened condition on yourself. Costs 7 points.

Craftiness

You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival. You can choose this option multiple times. Costs 2 points.

Strength In Numbers

As an action, you can summon allies who inexplicably show up to your aid. Choose one of the options in the table below that you are eligible for at your current level. The chosen creatures appear in unoccupied spaces that you can see within 15 feet of you, and remain for 1 minute before vanishing. You can use this feature once, and regain the ability to do so upon completing a long rest.

Creatures summoned by this feature are friendly to you and your allies, and follow your verbal commands(no action required).

Creatures Summoned Level Prerequisite
2 kobolds 1st
2 winged kobolds 7th
3d6 kobolds 13th
2 dragoblood oozes 17th

Costs 12 points.

Call to Retreat

As a bonus action, you can signal for all your allies to retreat. All allies within 30 feet of you when you use this feature who can hear you gain a +2 bonus to AC against opportunity attacks until the start of your next turn. Costs 2 points.

Thicker Scales

You gain resistance to fire or cold damage. Costs 4 points.

Tunnel Scuttle

When you take the Dash action, you gain a climbing speed equal to your walking speed until the end of your next turn, and your speed is not reduced while you are squeezing. Costs 3 points.

Frantic Shift

The first time you take damage in each combat, you can use your reaction to move up to 10 feet. Costs 2 points.

Trap-Gang Method

When you would be affected by a harmful effect that targets creatures in an area and a hostile creature within 5 feet would not be affected, you can use your reaction to cause it to be affected as though it were in the area. Costs 1 point.

Dragon's Indomitability

You have advantage on saving throws against being stunned or paralyzed. Costs 6 points.

Cornered and Dangerous

If an enemy makes a melee attack against you with advantage, you gain a +1 bonus to the next attack roll you make against that enemy within 1 minute. Costs 2 points. For 3 extra points, you can increase the bonus to +2.

Leonin

Age. Leonin mature and age at about the same rate as humans.
Alignment. Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
A Billion Lions Will Beat The Sun. When you attack with your claws, they do 2d6 + your Strength modifier slashing damage instead of 1d8 + your Strength modifier if an ally is within 5 feet of the target and is not incapacitated.
Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival. Additionally, you have advantage on attack rolls against frightened creatures.
Natural Predator. You can cast hunter's mark at will. Wisdom is your spellcasting ability for this spell. If you have any levels in ranger, you can instead use your Favored Foe feature at will.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Leonin.

Halfling, Ghostwise

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your speed is 35 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Silent Guidance. You know the guidance cantrip, and it does not require concentration for you. You can only have a number of instances of this cantrip equal to your proficiency bonus active at one time. Casting the spell again ends the longest-active instance still active.
Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Halfling, Lightfoot

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your speed is 35 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Move Unnoticed. Immediately after you roll initiative, you can use a reaction to move up to half your speed.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Halfling, Lotusden

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your speed is 25 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Child of the Wood. You know the thorn whip cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest.

Casting these spells with this trait doesn't require material components. You can also cast these spells with your spell slots. Wisdom is your spellcasting ability for these spells.
Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of plants and undergrowth without expending extra movement.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Halfling, Stout

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your speed is 35 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, when you would take damage from a melee attack, the damage is reduced by an amount equal to your Strength modifier(minimum of 1).
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Lizardfolk

Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
Speed. You have a speed of 30 feet.
Swim Speed. You have a swimming speed of 30 feet.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can use Constitution instead of Strength for the attack and damage rolls if you wish.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hold Breath. You can hold your breath for up to 45 minutes at a time.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage plus an additional 1d8 piercing damage, and you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1). You can use this trait twice, and regain all expended uses when you finish a short or long rest. If you score a critical hit with this attack, you can choose to additionally grapple the target(escape DC = 8 + your proficiency bonus + your Strength or Constitution modifier(your choice)). Maintaining this grapple does not require a free hand, and while doing so you cannot bite another target.
Languages. You can speak, read, and write Common and Draconic.

Orc

Age. Orcs reach adulthood at age 12 and live up to 50 years.
Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Unbelievable Pain Tolerance. You cannot be reduced to 0 hit points on the first round of combat. Any damage in excess of that which would reduce you to 0 hit points until the beginning of the second round is negated. Additionally, if you take a single instance of damage that does not exceed your Strength modifier(after factoring in resistance, vulnerability and any other adjustments), that damage is negated.
Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. If you make a melee weapon attack against the creature you chose before the start of your next turn, you gain a +2 bonus to the damage roll.
Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
Savage Warrior. You gain proficiency with handaxes, battleaxes and greataxes, as well as one exotic weapon of your choice.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, as well as the maximum size of a creature you can grapple.
Languages. You can speak, read, and write Common and Orc.

Tiefling

Age. Tieflings mature at the same rate as humans but live a few years longer.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your speed is 30 feet.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Languages. You can speak, read, and write Common and Infernal.

Infernal Customization

Tieflings' infernal powers vary on a per-individual basis. You have a pool of 18 points. You may purchase abilities from the list below in any configuration.

Innate Spellcasting

You know the X cantrip. When you reach 3rd level, you can cast the Y spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Z spell once with this trait and regain the ability to do so when you finish a long rest.

Casting these spells with this trait doesn't require material components, and you may also cast them with your spell slots. Intelligence or Charisma is your spellcasting ability for these spells(your choice when you choose this race). You can purchase this trait once.

Spell Combinations
X Y Z Cost
mage hand Tenser's floating disk arcane lock 6
maggots sleep death beam 6
poison spray ray of sickness crown of madness 6
minor illusion disguise self alter self 7
booming blade thunderous smite spiritual weapon 7
encode thoughts disguise self detect thoughts 7
fire bolt magic missile Aganazzar's scorcher 7
minor illusion disguise self invisibility 8
friends charm person suggestion 8
vicious mockery charm person suggestion 8
thaumaturgy hellish rebuke darkness 9
cursed flames burning hands scorching ray 10
mage hand unseen servant darkness 10
ray of frost armor of Agathys Rime's binding ice 13

Arcane Specialist(Requires Innate Spellcasting)

Your magical ability lets you work more efficiently with a specific cantrip from your Innate Spellcasting.

Feature Name Description Cost
Irresistible Your spell save DC increases by 1 for the purposes of this cantrip. 2
Raw Force Add half your spellcasting ability modifier to damage rolls with this cantrip. 1

Damage Resistance

You can purchase resistance to an additional damage type or several.

Damage Type Cost
Poison 4
Acid 6
Necrotic 6
Radiant 6
Cold 8

Wings

Starting at 5th level, you can use a bonus action to gain a flying speed of 30 feet for 1 minute. While flying in this manner, can hover. Once you use this trait, you can't do so again until you finish a long rest. This trait costs 8 points to purchase. You can purchase an additional use per long rest for an extra 7 points.

Skills

You can purchase proficiency in a skill or tool of your choice for 2 points. You can double your proficiency bonus in a skill you are proficient in for 3 points. You can spend 3 points to learn an additional language.

Guarded Mind

You can purchase advantage on Intelligence or Charisma saving throws for 7 points. You can purchase advantage on Wisdom saving throws for 10 points.

Accursed Retreat

When you take the Disengage action, all creatures within 5 feet of you take fire or cold damage equal to your Intelligence or Charisma modifier(your choice when you choose this trait). This trait costs 2 points. You can pay 1 point to increase the range to 10 feet, and can reduce the cost by 1 point and change the damage type to poison, or pay 1 extra point to change the damage to necrotic or psychic.

Burst Attacks

The following abilities can each be used once, and you regain the ability to use them after completing a short or long rest. For the purpose of saving throws and attacks, your spellcasting ability is Intelligence or Charisma(your choice). You cannot purchase the same option twice. Where the term "mod" is used, it is short for "your spellcasting ability modifier".

Name Activation Time Description Damage Damage Scaling Cost
Fire Burst 1 action Make a ranged spell attack against a creature within 60 feet. On a hit, it takes damage. If your attack roll beats the target's AC by 5 or more, you can choose another target. You cannot choose the same target multiple times. 1d8+mod +1d8 at 5th, 11th and 17th level 5
Ice Spike 1 action Make a ranged spell attack against a creature within 45 feet. On a hit, it takes damage and its speed is halved until the start of your next turn. 1d4+mod Two targets at 5th level, three at 11th, four at 17th 6
Lash of Darkness 1 reaction, which you take when a hostile creature comes within 10 feet of you The target must make a Dexterity saving throw or take damage and have its speed reduced to 0, taking half as much damage on a success. 2d6+mod necrotic +1d6 at 5th, 11th and 17th level 7
Infernal Grip 1 bonus action You can attempt to grapple a creature within your reach no more than one size larger than you. Instead of a Strength(Athletics) check, you can attempt a Charisma(Intimidation) check. While you have a creature grappled in this manner, it takes damage at the start of each of its turns. 1d10 necrotic +1d10 at 5th, 11th and 17th level 6
Lightning Strike 1 action Make a ranged spell attack against up to three creatures within 150 feet. On a hit, they take damage and cannot take reactions until the start of your next turn. 2d6+mod lightning 2d8+mod at 5th level, 2d10+mod at 11th level, 2d12+mod at 17th level 5
Accelerating Missile 1 bonus action A creature within 240 feet of you must make a Dexterity saving throw, taking damage on a failure or half as much on a success. If it is more than 60 feet away from you, it takes twice as much damage. If it is more than 120 feet away from you, it takes thrice as much damage. If it is more than 180 feet away from you, it takes four times as much damage. 1d12+mod force +1d12 at 5th, 11th and 17th level 5
Infernal Charm 1 action Up to mod creatures within 30 feet that you can see and can see you must make a Wisdom saving throw. On a failed save, a target becomes charmed by you until the start of your next turn. On its turn, a charmed target must use its action to attack another target charmed in this manner, moving towards it first if necessary. If one or fewer creatures remain charmed at any point during the effect's duration, the effect ends. - - 10
Hellfire and Brimstone 1 bonus action Flames explode in a 10-foot cube originating from you. Creatures in the area must make a Charisma saving throw or take damage. Until the end of your next turn, creatures in the area suffer a -2 penalty to attack rolls, saving throws and AC. 1d6+mod fire +1d6 at 5th, 11th and 17th level 8
Traitor's Brand 1 reaction, which you take when you take damage from a creature within 30 feet All creatures within 5 feet of the target must make a Dexterity saving throw, taking damage on a failed save or half as much on a success. 1d6+mod psychic +1d6 at 5th, 11th and 17th level 6

Warforged

Age. A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Size. Your size is Medium.
Speed. Your speed is 30 feet.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.

Integrated protection
Mode Prerequisite Armor Class
Darkwood core (unarmored) None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Composite plating (armor) Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus
Heavy plating (armor) Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.

Arcanatech Customization

Warforged vary greatly based on the purpose they were built/animated for. You have a pool of 16 points. You may purchase abilities from the list below in any configuration.

Brawler Protocol

Your unarmed strikes do 2d6 + your Strength modifier bludgeoning damage on a hit. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, as well as the maximum size of a creature you can grapple. Costs 4 points.

Missile Silo

You have between 2 and 6 charges. When you take the Attack action, you can replace one attack with a missile salvo. Choose a point you can see within 120 feet and expend any number of charges up to your proficiency bonus. All creatures within 5 feet of that point must make a Dexterity saving throw(DC = 8 + your Constitution modifier + your proficiency bonus), taking 1d6 + your Constitution modifier fire damage per charge expended on a failure, or half as much on a success. Costs 2 points per charge, and you must purchase an even number of charges.

Magnetic Lock

When you would be moved against your will or knocked prone, you can use your reaction to root yourself in place. Your speed becomes 0 until the end of your next turn, but you ignore the effect and gain a +5 bonus to saving throws against effects that would move you or knock you prone until the end of your next turn. This trait cannot be used while your feet are not touching a solid surface. Costs 4 points.

Quickened Repair

You can use a bonus action to expend one Hit Die and regain hit points as though you were taking a short rest. Costs 3 points.

War Toaster

A creature grappled by you takes fire damage equal to 1d8 + half your level at the start of each of its turns. If you take cold damage, this trait ceases to function until the end of the encounter. Costs 2 points.

Poison Immunity

You are immune to poison damage and the poisoned condition. Costs 6 points.

Hand Cannon

You have a cannon built into one of your arms(choose which one). You can use an action to fire the cannon, making a ranged weapon attack using your Constitution modifier. The attack has a normal range of 60 feet and a long range of 120 feet. On a hit, the target takes a number of d10s of bludgeoning damage equal to 1 + your proficiency bonus. You add your Constitution modifier to this damage roll. Your hand on the arm with the cannon must be free in order for you to use this trait. You can use this feature once, and regain the ability to do so upon completing a short or long rest. You can purchase this trait a maximum of twice, choosing a different arm each time. Costs 5 points.

PART 11

Dark Gifts

Dark Gifts

The following section is an addition to the Dark Gifts presented in Van Richten's Guide to Ravenloft, and can be obtained in the same manner.

Skulking Nightmare

For some reason, you are able to evade detection when you need to, becoming as unnoticeable as a faint shadow in the corner of someone's eye for a brief moment, and your foes barely notice your presence before you strike them down.

Shadow Stalker. You can cast the invisibility spell, requiring no spell slot, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift). If you have spell slots of 2nd level or higher, you can cast this spell with them.

Unnaturally Agile. As a bonus action, you can enhance your agility with magic. For 1 minute, your Dexterity score becomes equal to your highest ability score. If Dexterity is your highest score, it increases by 2 for 1 minute. Once you use this feature, you cannot do so again until you finish a long rest.

Revealed by the Light. When you start your turn in bright light and are hidden or invisible, you must make a DC 10 Dexterity saving throw or cease to be hidden and suppress the effect making you invisible until you leave the bright light.

Tied to the Mists

Your soul is tethered to the Mists, bound to Ravenloft in a manner similar to that of the Darklords, although hope still remains for you. You are doomed to wander them, hardly able to leave. However, your connection also allows you to sense the power binding people and places to this dreadful realm.

Dark Awareness. While conscious, you are always aware whether or not the Darklord of the domain you are currently in is within 5 miles of you, though this does not reveal their identity or their exact location. This awareness typically presents itself as a pervasive sense of wrongness.

Mist Eyes. As a bonus action, you can call upon the power of your Dark Gift to help you see in the mists. For 1 minute, or until you are blinded or incapacitated, when looking into areas heavily obscured by fog you instead treat them as lightly obscured. You can use this trait twice, and regain the ability to do so when you finish a long rest.

Claimed Soul. If you die, and the last creature to deal damage to you was an aberration, you cannot be brought back to life by spells of 6th level or lower.

Alien Thoughts

Your thoughts are invaded by an alien presence, which provides suggestions on topics that no mortal should know.

Ancient Secrets. When you make an Arcana check, your alien thoughts provide a horrible new perspective on reality. You can choose to suffer a number of d4 of psychic damage up to your proficiency bonus. For every d4 of damage you take in this way, add 1 to the result of the check.

Whispers of the Eldritch. You learn three additional spells on your class's spell list, which do not count against your maximum spells known. If your class allows you to prepare spells, this has no effect on that class. If you are multiclassed, you can choose one class for this feature to apply to, but all spells must be chosen from that class's list. Whenever you finish a long rest, you can replace one of these spells with a different spell on the same class's spell list.

Psychic Agony. Whenever you roll a 1 on the d20 when you make a saving throw against an effect that deals psychic damage, the saving throw is failed regardless of whether or not it would have otherwise succeeded and you take an additional 1d6 psychic damage. This effect does not prevent Legendary Resistance or similar features from changing the saving throw into a success.

Bestial Appearance

You transform, your limbs covering themselves in fur and your hands growing claws.

Natural Weapons. You gain natural weapons in the form of claws. Your claws do slashing damage on a hit equal to 1d3 + your Strength or Dexterity modifier, or 1d8 + your Strength or Dexterity modifier at night, and have the finesse and brutal 1 property. At night, they gain the finesse and brutal 2 property instead.

Monstrous Benefits. Your Strength score increases by 2, to a minimum of 16. Additionally, you gain a climbing speed equal to your walking speed, and are considered adapted to cold climates.

Desire for Flesh. If you roll Hit Dice to regain hit points as part of a short rest, you only regain half the amount rolled unless you consume raw flesh as part of the rest.

Soul Skin

Your spirit weakens, sacrificing its strength to sustain your body. You become tougher, but your willpower wanes.

Corporeal Enhancement. Your Constitution score increases by 2.

Will-Driven Regeneration. You can cast cure wounds without expending a spell slot or components a number of times equal to your proficiency bonus, and regain the ability to do so upon completing a long rest. Constitution is your spellcasting ability for this spell.

Diminished Spirit. Whenever you are reduced to 0 hit points, you have disadvantage on the first death saving throw you make.

Dark Speech

You learn to speak Dark Speech, the unholy tongue of evil known from such works as the Book of Vile Darkness.

Curse Enemy. As an action, you can speak in this most vile language, cursing a target that can hear you. You take 1d12 necrotic damage, and the target takes 3d6 psychic damage as the words cause damage to its sanity. If the result of this damage roll is 18, it also becomes vulnerable to psychic damage for 1 minute.

Terrible Knowledge is Terrible Power. When someone attempts to use Dark Speech against you, you can make a DC 19 Wisdom saving throw to resist its effects. If you used Curse Enemy at least once since the end of your last long rest, you gain a +4 bonus to this saving throw.

Weaken Object. As an action, you can choose a single nonmagical object that you can see within 15 feet and speak words in Dark Speech. The object's AC is halved until the start of your next turn. The stress of using this feature deals 1d10 psychic damage to you.

Command Vermin. As an action, you can speak Dark Speech to cast suggestion, requiring neither a spell slot nor material or somatic components. When you do so, you can only target any swarm of CR 2 or lower, and the target is affected even if it is immune to the charmed condition. You do not have a spellcasting ability for this feature - instead, the DC is equal to 10 + your level. The stress of using this feature is incredibly taxing, and every time you use it you suffer a -1d4 penalty to your Constitution score, which lasts until the end of your next long rest.

Monstrous Deformity

You are driven to acts of self-mutilation, scarring your flesh with dark rituals to enhance your corporeal form with foul might. This often takes the form of sharpened claws, hideous faces and similar.

Choose any number of the following deformities:

  • Clawed Hands. Your unarmed strike deals 1d6 slashing damage instead of 1 bludgeoning, and creatures that you deal damage to with your claws cannot make opportunity attacks until the start of your next turn. Your hands gain sharp claws.
  • Eyes. You drill a hole in your head trying to add a third eye, or deform one of your existing eyes. You can cast see invisibility once, and regain the ability to do so when you complete a short or long rest. Constitution is your spellcasting ability for this spell. While this deformity remains, you suffer a -2 penalty to Perception and Investigation checks.
  • Face. You have a hideous face. You gain a +2 bonus to Intimidation checks, as well as Persuasion checks made to interact with evil creatures, but suffer a -2 penalty to Charisma checks made to interact with non-evil creatures(excluding checks made as part of a spell).
  • Morbidly Obese/Gaunt. Increase your Constitution or Dexterity by 2, and reduce the other by 2, to a minimum of 1. If you choose to increase Constitution, your weight doubles. If you choose to increase Dexterity, your weight is halved and you gain a +2 bonus to Sleight of Hand and Acrobatics checks.

The negative side effects of this Dark Gift persist after you cease to possess it, and can only be removed by a regenerate spell or similar magic.

Slayer of Undead

Your Dark Gift causes you to ignite with fury when facing undead, a hatred that some could even call madness. You will not rest while the dead terrorize the living.

Undead Resistance. You can add half your proficiency bonus to any saving throw you make against an effect caused by an undead creature.

Unyielding Vitality. You are immune to effects that would reduce your ability scores against your will if they are caused by undead.

Even in Death, Defy the Monster. Your corpse cannot be animated as an undead.

PART 12

Bestiary

Orc Black Knight

Elite warriors among their kin, black knights are the mighty shock troops of orc raiding parties. The monstrous equivalent to humanity's paladins, they have been the bane of numerous attack groups sent from Brudiam Hold to regain control of Tyraag Pass.

A Lifetime of War

Black knights live for the thrill of battle alone. They swear oaths to the orc pantheon, vowing to reap lives and lead on the battlefield by example. Orc priests frequently augment their offensive prowess through the use of spells like bless, so as to let them fulfil their quests.


Black Knight(Two Scimitars)

Medium humanoid(orc), chaotic evil


  • Armor Class 17(splint)
  • Hit Points 78(12d8+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18(+4) 12 (+1) 14 (+2) 7 (-2) 14 (+2) 11(+0)

  • Skills Athletics +6, Intimidation +2
  • Senses Passive Perception 12
  • Languages Common, Orc
  • Challenge 4(1,100 XP)

Aggressive. As a bonus action, the black knight can move up to its speed toward a hostile creature that it can see.

Brute. The black knight's melee weapons deal an extra die of damage when it attacks with them(included).

Slasher(1/turn). When the black knight hits a creature with a scimitar attack, the creature's speed is reduced by 10 feet until the start of the black knight's next turn. Additionally, creatures that suffer a critical hit from the black knight's scimitar attacks have disadvantage on all attack rolls until the start of the black knight's next turn.

Actions

Multiattack. The black knight makes three scimitar attacks.

Scimitar. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 11(2d6+4) slashing damage.


Black Knight(Maul)

Medium humanoid(orc), chaotic evil


  • Armor Class 17(splint)
  • Hit Points 78(12d8+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18(+4) 12 (+1) 14 (+2) 7 (-2) 14 (+2) 11(+0)

  • Skills Athletics +6, Intimidation +2
  • Senses Passive Perception 12
  • Languages Common, Orc
  • Challenge 4(1,100 XP)

Aggressive. As a bonus action, the black knight can move up to its speed toward a hostile creature that it can see.

Brute. The black knight's melee weapons deal an extra die of damage when it attacks with them(included).

Crusher(1/turn). When the black knight hits a creature with a maul attack, it can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than the black knight. Additionally, attacks made against a creature that suffered a critical hit from the black knight's maul are made with advantage until the start of the black knight's next turn.

Actions

Multiattack. The black knight makes two maul attacks.

Maul. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 14(3d6+4) slashing damage.


Black Knight(Crossbow)

Medium humanoid(orc), chaotic evil


  • Armor Class 17(splint)
  • Hit Points 78(12d8+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14(+2) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 11(+0)

  • Skills Athletics +4, Intimidation +2
  • Senses Passive Perception 12
  • Languages Common, Orc
  • Challenge 4(1,100 XP)

Aggressive. As a bonus action, the black knight can move up to its speed toward a hostile creature that it can see.

Brute. The black knight's melee weapons deal an extra die of damage when it attacks with them(included).

Crossbow Expert. The black knight gains a +5 bonus to damage rolls with its heavy crossbow, and does not suffer disadvantage when making ranged attacks while within 5 feet of a hostile creature.

Actions

Multiattack. The black knight makes two heavy crossbow attacks or three dagger attacks.

Heavy crossbow. +7 to hit, ranged weapon attack, range 100/300 ft, one target. Hit: 13(1d10+8) piercing damage.

Dagger. +5 to hit, melee weapon attack, reach 5ft, one target. Hit: 8(2d4+3) slashing damage.

Vampire Brute

The dark masters of the Blood Plains have little time to dirty their hands with the slaughter of less important targets. Where a vampire spawn's might would not suffice, and brute force is the answer, the vampire brutes are deployed.

Terrors of the Dark

The spawn of the vampires? Here, in our lands? - King Dulvai II
What these abominations are bred from is unknown. They are spawned in the Blood Plains, where they roam the lands of their vampiric overlords. Owning one is a sign of prestige, the mark of the elite in undead society.
They often attack alone, seldom fighting in units of multiple brutes. Their preferred tactic is a series of repeated charges intended to knock the target down for ease of mauling.

Breaking the Leash

And yet they still believe that by killing my officers, they become safe... - High Lord Arvai
When its master dies, a vampire brute rages out of control. After what is on average a week of uncontrolled bloodlust, it embraces its new freedom and seeks out new lands to inhabit.
Vampire brutes without a master hate caverns, and will head towards a forest if at all possible. They hide from the sun, though it does not hinder them as much as it does vampires.

Abominable Hunters

While vampire brutes hate the company of their own kind, they often hunt alongside other wild beasts, especially wolves. The animals in its environment tend to give it a wide berth, leaving flesh after each hunt as a gesture of fealty.
Only the strongest packs can earn the monster's respect enough to be left alone, and as such wolf packs in the area where such a thing has made its lair often include multiple dire wolves.

I want one. Very much. I'd name it Bingus.



Vampire Brute

Large monstrosity, neutral evil


  • Armor Class 15(natural armor)
  • Hit Points 105(10d10+55)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20(+5) 11 (+0) 18 (+4) 14 (+2) 14 (+2) 10(+0)

  • Condition Immunities charmed
  • Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical attacks
  • Senses Passive Perception 12
  • Languages Understands Common and Deep Speech but cannot speak
  • Challenge 8(3, 900)

Pounce. If the vampire brute moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 14 (4d6) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. The vampire brute can make a bite attack against a prone creature as a bonus action.

Sunlight Sensitivity. While in sunlight, the vampire brute has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Blood Frenzy. The vampire brute has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Regeneration. The vampire brute regains 10 hit points at the start of each of its turns. If it takes radiant damage, this trait doesn't function until the end of its next turn.

Scent of Blood. The vampire brute always knows the location of creatures within 120 feet of it that have less than half their maximum hit points.

Actions

Multiattack. The vampire brute makes two slam attacks.

Slam. +8 to hit, melee weapon attack, reach 5ft, one target. Hit: 12(2d6+5) bludgeoning damage.

Bite. +8 to hit, melee weapon attack, reach 5ft, one target. Hit: 16(2d10+5) piercing damage plus 7(2d6) necrotic damage, and the target must make a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken until it finishes a short or long rest and the vampire brute gains as many temporary hit points.

Devastating Charge(Recharge 5-6). The vampire brute moves up to its speed in a straight line. When doing so, it can move through the spaces of smaller creatures, and creatures it moves over must make a DC 16 Dexterity saving throw or take 7(2d6) bludgeoning damage, or half as much on a success. At the end of this move, it can make one slam attack.

Leap(Recharge 5-6). The vampire brute jumps up to 30 feet and slams into the ground. All creatures within 10 feet of it must then make a DC 16 Dexterity saving throw, taking 10(3d6) bludgeoning damage on a failure or half as much on a success.

Regeneration Surge(1/day). The vampire brute increases its regeneration to 20 hit points for 1d4 rounds. It can only use this action if it is below half its hit point maximum.

Dryad Priestess

The most powerful among the dryads have learned to strengthen their connection to nature, becoming powerful spellcasters to rival the great human mages.

Springs of Natural Might

It is said that the denizens of the woods know best where to seek its blessings, and those who know the secret grow mighty indeed.
Whatever this process the dryad priestesses undergo is, it leaves them changed. They gain the ability to command the world itself, animating plants to strike against the enemies of their groves.


Dryad Priestess

Medium fey, chaotic neutral


  • Armor Class 15(natural armor)
  • Hit Points 105(14d8+42)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 17 (+3) 11 (+0) 16 (+3) 12(+1)

  • Skills Insight +7, Perception +7
  • Condition Immunities paralyzed
  • Senses blindsight 30ft, passive Perception 17
  • Languages Common, Sylvan
  • Challenge 11(5,900 XP)

Spellcasting. The Dryad Priestess is a 10th-level spellcaster. Her spellcasting ability is Wisdom(save DC 15, +7 to hit). She has the following druid spells prepared:

Cantrips(unlimited): create bonfire, thorn whip, guidance, druidcraft, shillelagh

1st-level(4 slots): fog cloud, goodberry, cure wounds, thunderwave

2nd-level(3 slots): healing spirit, summon beast

3rd-level(3 slots): plant growth, dispel magic, speak with plants

4th-level(3 slots): polymorph, grasping vine, freedom of movement

5th-level(2 slots): conjure elemental

Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Actions

Multiattack. The Dryad Priestess makes one weapon attack and casts a spell.

Claw. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 5(1d6+2) slashing damage. On a critical hit, a splinter of wood gets lodged in the target's flesh, dealing 1d6 piercing damage at the start of each of the target's turns until it is removed. Removing the splinter takes an action.

Staff. +7 to hit, melee weapon attack, reach 5ft, one target. Hit: 7(1d8+3) bludgeoning damage.

Forest Crawler

The abominable product of the Outer Dark's influence on wildlife, forest crawlers are a cross between a biped and an arthropod. They act like their eight-legged brethren, though they hunt for larger prey - deer, cattle, wolves and humanoids.

Hellish Mass of Limbs

A forest crawler has two main arms and two legs, as well as two to three lesser arms which it uses to climb trees and slash creatures. In combat, this proves to be a major difficulty for even the more experienced duelists, who are quite often overwhelmed by the beasts.

Solitude

Forest crawlers live alone in parts of forests with a large spider population. They seldom mate, and when they do their offspring do not survive long - as the mutation that creates forest crawlers is supernatural, not genetic, their spawn do not inherit their monstrous nature and fall victim to the adult crawlers' bloodlust.

Nice argument, but L + ratio + I am on your ceiling + no spooder.


Forest Crawler

Medium aberration, chaotic evil


  • Armor Class 16(natural armor)
  • Hit Points 36(6d8+9)
  • Speed 35ft.

STR DEX CON INT WIS CHA
16(+3) 18 (+4) 14 (+2) 7 (-2) 10 (+0) 3(-4)

  • Skills Stealth +6, Sleight of Hand +6, Perception +2
  • Damage Immunities psychic
  • Senses Passive Perception 12
  • Languages -
  • Challenge 3(700 XP)

Spider Climb. The forest crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the forest crawler knows the exact location of any other creature in contact with the same web.

Web Walker. The forest crawler ignores movement restrictions caused by webbing.

Naturally Stealthy. The forest crawler can Hide as a bonus action.

Actions

Multiattack. The forest crawler makes a bite attack and a slam attack. If the target is restrained, it can also make two slashing claw attacks against it.

Slam. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 7(1d6+4) bludgeoning damage.

Bite. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 5(1d4+3) piercing damage.

Slashing Claw. +6 to hit, ranged weapon attack, range 30/60 ft, up to three targets. Hit: 5(1d4+4) piercing damage.

Web(Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Abhorrent Maw

At times, a necromancer will attempt to raise an undead army only to find the cemetery they wish to plunder is missing the required body parts. In such situations, they sometimes choose to fuse what parts they have and make an abhorrent maw.

Undead War Machines

If all else fails, find a bigger corpse. - Takhax the necromancer
Abhorrent maws frequently find use as the elite muscle of an undead horde. They are expensive to replace, requiring the resources of an entire cemetery to replace, and as such their masters are loathe to send them into battles they are unlikely to win.
When they are deployed, abhorrent maws are typically sent in pairs, rarely in groups of three. The presence of a lone maw suggests that the necromancer does not possess any more.

Corpse Artillery

They have a siege monster! - the defenders of an unknown town
Abhorrent maws' large stature makes them ideal for mounting cannons and the like. Typically, a maw used for this purpose will have one cannon embedded in its skin. This weapon fires skulls stored within its flesh, and the mouths on its skin can be used to toss in additional ammunition when needed.


Abhorrent Maw

Large undead, neutral evil


  • Armor Class 15(natural armor)
  • Hit Points 57(6d10+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19(+4) 6 (-2) 16 (+3) 7 (-2) 10 (+0) 3(-4)

  • Condition Immunities poisoned
  • Damage Immunities poison
  • Damage Resistances necrotic
  • Senses Passive Perception 10
  • Languages Understands Common but cannot speak
  • Challenge 3(700)

Insane Chattering. The first time a creature comes within 15 feet of the abhorrent maw on a turn or when a creature starts its turn within this range, it must make a DC 13 Wisdom saving throw. On a failed save, it takes 5(2d4) psychic damage and gains vulnerability to psychic damage until the start of the abhorrent maw's next turn. On a successful save, it takes half as much damage and does not gain vulnerability to psychic damage. Creatures that cannot hear the abhorrent maw are immune to this effect.

Mass of Teeth. Each time the abhorrent maw hits with a slam attack, it can make one additional bite attack against it(no action required). Additionally, the abhorrent maw has advantage on attack rolls made with its bite against creatures grappled by it.

Actions

Multiattack. The abhorrent maw makes two slam attacks.

Slam. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 7(1d6+4) bludgeoning damage.

Bite. +5 to hit, melee weapon attack, reach 5ft, one target. Hit: 5(1d4+3) piercing damage.

Spit Teeth. +5 to hit, ranged weapon attack, range 30/60 ft, up to three targets. Hit: 5(1d4+3) piercing damage.

Scream(1/day). The abhorrent maw causes all its mouths to scream in unison. All creatures within 30 feet that can hear the abhorrent maw must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 7(2d6) psychic damage and cannot regain hit points for 1 minute.


Abhorrent Maw, Artillery Variant

Large undead, neutral evil


  • Armor Class 15(natural armor)
  • Hit Points 57(6d10+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19(+4) 6 (-2) 16 (+3) 7 (-2) 10 (+0) 3(-4)

  • Condition Immunities poisoned
  • Damage Immunities poison
  • Damage Resistances necrotic
  • Senses Passive Perception 10
  • Languages Understands Common but cannot speak
  • Challenge 3(700 XP)

Insane Chattering. The first time a creature comes within 15 feet of the abhorrent maw on a turn or when a creature starts its turn within this range, it must make a DC 13 Wisdom saving throw. On a failed save, it takes 5(2d4) psychic damage and gains vulnerability to psychic damage until the start of the abhorrent maw's next turn. On a successful save, it takes half as much damage and does not gain vulnerability to psychic damage. Creatures that cannot hear the abhorrent maw are immune to this effect.

Mass of Teeth. Each time the abhorrent maw hits with a slam attack, it can make one additional bite attack against it(no action required). Additionally, the abhorrent maw has advantage on attack rolls made with its bite against creatures grappled by it.

Actions

Multiattack. The abhorrent maw makes two slam attacks.

Slam. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 7(1d6+4) bludgeoning damage.

Bite. +5 to hit, melee weapon attack, reach 5ft, one target. Hit: 5(1d4+3) piercing damage.

Siege Cannon(Recharge 5-6). The abhorrent maw fires a cannonball at a point within 60 feet of it. Each creature within 10 feet of the point must make a DC 13 Dexterity saving throw, taking 26(4d12) bludgeoning damage on a failed save, or half as much on a successful one. The cannonball damages objects in the area.

Fast Reload(2/day). The abhorrent maw immediately recharges its Siege Cannon.

Outer Voice

The Outer Dark's influence on the Material Plane is often gruesome. Living beings become warped and changed to an extent where one cannot call them alive in the same way anymore. Sanity gets replaced with... something unimaginable.

Servants of the Lords Outside

I have seen... things I do not wish to see again. I have given up my sanity and my destiny, and done things I do not wish to think of in the name of my master. My only consolation is the fact that soon I, and this entire cult, will be dead, and my sacrifice will have liberated thousands. - Grand Marshal Sillon

The entities far beyond the borders of existence do not enter the Material Plane. When they wish that their will be known, they convey cryptic messages through their minions. The Outer Voices are the elite servants through whom these unfathomable beings speak. Vessels of arcane might as well as forbidden knowledge, their allegiance is prized greatly by almost any cult.



Outer Voice

Medium aberration, chaotic evil


  • Armor Class 15(mage armor)
  • Hit Points 112(15d8+45)
  • Speed 30ft., climb 25ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 17 (+3) 22 (+6) 12 (+1) 5(-3)

  • Skills Deception +6, Insight +7, Intimidation +6, Perception +7, Persuasion +6
  • Damage Immunities poison, fire
  • Condition Immunities paralyzed, stunned, charmed, frightened
  • Senses blindsight 120ft, telepathy 60ft passive Perception 17
  • Languages Deep Speech, Common and any one language
  • Challenge 11(5,900 XP)

Spellcasting. The Outer Voice is a 9th-level spellcaster. Its spellcasting ability is Intelligence(save DC 18, +10 to hit). It knows the following sorcerer spells:

Cantrips(unlimited): mind sliver, message, toll the dead, ray of frost

1st-level(4 slots): tasha's hideous laughter, shield, mage armor, chaos bolt

2nd-level(3 slots): detect thoughts, tasha's mind whip, suggestion, phantasmal force

3rd-level(3 slots): hunger of hadar, hypnotic pattern, slow, tongues

4th-level(3 slots): arcane eye, polymorph, dimension door

5th-level(2 slots): synaptic static

Voice of the Mighty Ones. The Outer Voice can cast command at will as a 2nd-level spell, requiring no components.

Font of Magic. The Outer Voice has 10 sorcery points, which it can expend to use the following effects:

  • Twinned Spell: When casting a spell that only affects a single creature, the Outer Voice expends a number of sorcery points equal to the spell's level(minimum 1) to affect another target.
  • Heightened Spell: When casting a spell, the Outer Voice expends 3 sorcery points to give one target disadvantage on its first saving throw.
  • Subtle Spell: When casting a spell, the Outer Voice expends 1 sorcery point to cast it without any components.

Actions

Gaze of the Stars(Recharge 4-6). The Outer Voice targets up to two creatures within 30 feet it can see, forcing it to make a DC 18 Charisma saving throw. On a failed save, the creature's speed is reduced by 10 feet and it cannot take reactions until the start of the Outer Voice's next turn.

Claws. +5 to hit, Melee weapon attack, reach 5ft, one target. Hit: 4(1d6+1) slashing damage.

Dark Speech(1/day). The Outer Voice speaks profane words, summoning 2d6 star spawn grue. The creatures appear in unoccupied spaces within 30 feet of the Outer Voice and remain for 1 minute or until the Outer Voice dies or is incapacitated. They are allied to the Outer Voice and follow its commands.

Bonus Actions

Font of Magic. The Outer Voice creates a spell slot by expending sorcery points equal to the slot level +1, or +2 if it is a 4th-level spell slot or higher. Alternatively, it can expend a spell slot to regain sorcery points equal to the slot's level.



Bagman

Large aberration, chaotic evil


  • Armor Class 16 (unarmored defense)
  • Hit Points 76(9d10+27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 4(-3)

  • Skills Athletics+9, Acrobatics+11, Perception+4
  • Condition Immunities grappled, restrained
  • Senses blindsight 60ft, tremorsense 60ft, passive Perception 14
  • Languages None
  • Challenge 7(2,900 XP)

Shapeshifter. The bagman can move through a space as narrow as 1 foot wide without squeezing.

Drawn to Treasure. If there is an object worth 100 gp or more within 60 feet of the bagman, or an uncommon or rarer magic item, it must make a DC 14 Wisdom saving throw or make all possible attempts(excluding those that involve killing or severely injuring itself) to claim it for its own. On a success, it is immune to this ability for 8 hours.

Shadow Stealth. While in dim light or darkness, the bagman can take the Hide action as a bonus action.

Aura of Madness. Creatures within 20 feet of the bagman that aren't aberrations have disadvantage on saving throws. In addition, hostile non-aberration creatures within 60 feet of it take a -4 penalty to initiative rolls.

Regeneration. The bagman regains 7 hit points at the start of each of its turns, provided it has at least one hit point. This increases to 10 if it is in dim light, and 14 in darkness. If it takes acid or poison damage, this trait ceases to function until the end of its next turn.

Sunlight Sensitivity. While in sunlight, the bagman has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The bagman makes two claw attacks and a bite attack.

Claw. +9 to hit, melee weapon attack, reach 10ft, one target. Hit: 12(2d6+5) slashing damage.

Bite. +9 to hit, melee weapon attack, reach 5ft, one target. Hit: 9(1d8+5) bludgeoning damage and 13(3d8) necrotic damage.



Big Displacer Beast

Large monstrosity, lawful evil


  • Armor Class 14 (unarmored defense)
  • Hit Points 76(9d10+27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 4(-3)

  • Senses darkvision 60ft, passive Perception 11
  • Languages None
  • Challenge 10(5,900 XP)

Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions

Multiattack. The big displacer beast makes two tentacles attacks and a bite attack, or two tentacle attacks and two claw attacks.

Claw. +9 to hit, melee weapon attack, reach 5ft, one target. Hit: 8(1d6+5) slashing damage.

Bite. +9 to hit, melee weapon attack, reach 5ft, one target. Hit: 21(3d10+5) piercing damage.

Tentacle. +9 to hit, melee weapon attack, reach 10ft, one target. Hit: 8(1d6)bludgeoning damage and 3(1d6) piercing damage.



Akikage(Shadow Assassin)

Medium undead, neutral evil


  • Armor Class 16(natural armor)
  • Hit Points (10d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 12 (+1) 16 (+3) 13(+1)

  • Skills Intimidation +4, Stealth +6
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Blindsight 60ft, passive Perception 13
  • Languages All that it knew in life
  • Challenge 7(2,900 XP)

Incorporeal. The akikage can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Ethereal Sight. The akikage can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Sneak Attack(1/turn). The akikage deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the akikage that isn't incapacitated and the akikage doesn't have disadvantage on the attack roll.

Ethereal Touch. The akikage's weapon attacks ignore the AC bonuses granted by nonmagical armor and shields.

Invisible. The akikage casts invisibility on itself once per turn as a free action.

Deathly Touch. If the akikage's freezing strike scores a critical hit on a target(other than a construct or undead), the creature must begin making death saving throws as though it were dying. It may still act on its turn as normal, but healing does not end the effect. Only three successes, a successful check by an ally to stabilize it, or a Greater Restoration or Wish spell, will end this effect.

Actions

Multiattack. The akikage makes a freezing strike attack and a dagger attack.

Freezing Strike. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 8(2d6+3) necrotic damage.

Dagger. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 5(1d4+3) magical piercing damage.


Backwards Man

Medium aberration, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 26(4d8+8)
  • Speed 30 ft., climb 30ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 10 (+0) 15 (+2) 14(+2)

  • Skills Athletics +4
  • Senses darkvision 60ft, passive Perception 12
  • Languages None
  • Challenge 4(1,100 XP)

Regeneration. The backwards man regains 2 hit points at the start of each of its turns, provided it has at least 1 hit point.

Innate spellcasting. The backwards man's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit). It can innately cast the following spells, requiring no components:

3/day: Thaumaturgy

2/day: Invisibility

Tentacles. The backwards man starts with 2 tentacles. Each time it takes slashing or piercing damage, one additional tentacle grows out of the wound. These tentacles can be used to attack, albeit at a -1 penalty.

Actions

Multiattack. The backwards man makes one attack with each tentacle it possesses.

Tentacle. +5 to hit, melee weapon attack, reach 10ft, one target. Hit: 8(2d4+3) bludgeoning damage.


Crimson Bones

Medium undead, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 38(7d8+7)
  • Speed 30 ft., climb 30ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 6(-2)

  • Damage Resistances piercing, slashing
  • Damage Immunities cold
  • Senses passive Perception 11
  • Languages understands all it knew in life but cannot speak
  • Challenge 2(450 XP)

Blood Poisoning. When a creature hits the crimson bones with a melee attack, it must make a DC 14 Constitution saving throw. On a failure, it is poisoned by the creature's blood, and suffers 1d4 necrotic damage at the start of each of its turns until it regains hit points by any means or the wound is patched up as an action by it or another creature(DC 14 Medicine check).

Actions

Multiattack. The crimson bones makes two claw attacks.

Claw. +4 to hit, melee weapon attack, reach 5ft, one target. Hit: 4(1d4+2) slashing damage and the target must make a DC 14 Constitution saving throw or contact blood poisoning(see above).


Mist Elemental, Small

Small elemental, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 9(2d8)
  • Speed 30 ft., fly 40ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 10 (+0) 5 (-3) 11 (+0) 11(+0)

  • Skills Perception +2
  • Damage Immunities poison
  • Condition Immunities paralyzed, stunned
  • Senses passive Perception 10
  • Languages Primal
  • Challenge 1(200 XP)

Amorphous Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Air Mastery. Attacks against the elemental made by airborne creatures suffer a -1 penalty.

Actions

Slam. +5 to hit, melee weapon attack, reach 5ft, one target. Hit: 5(1d4+3) bludgeoning damage and the target must make a DC 14 Constitution saving throw or take 2(1d4) poison damage.

Infuse Evil. The elemental selects a target within 15 feet and infuses their lungs with elemental evil. The target makes a DC 15 Constitution saving throw, followed by a DC 10 Wisdom saving throw on a failure. If it fails this Wisdom save, its alignment shifts to neutral evil for 2d8 hours. A creature affected by Protection from Evil and Good is immune to this effect.


Mist Elemental, Medium

Medium elemental, chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 26(4d8+8)
  • Speed 30 ft., fly 30ft.

STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 14 (+2) 5 (-3) 11 (+0) 13(+1)

  • Skills Perception +2
  • Damage Immunities poison
  • Condition Immunities paralyzed, stunned
  • Senses passive Perception 10
  • Languages Primal
  • Challenge 2(450 XP)

Amorphous Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Air Mastery. Attacks against the elemental made by airborne creatures suffer a -2 penalty.

Actions

Slam. +7 to hit, melee weapon attack, reach 5ft, one target. Hit: 8(1d6+5) bludgeoning damage and the target must make a DC 14 Constitution saving throw or take 3(1d6) poison damage.

Infuse Evil. The elemental selects a target within 15 feet and infuses their lungs with elemental evil. The target makes a DC 15 Constitution saving throw, followed by a DC 11 Wisdom saving throw on a failure. If it fails this Wisdom save, its alignment shifts to neutral evil for 2d8+1 hours. A creature affected by Protection from Evil and Good is immune to this effect.


Mist Elemental, Large

Large elemental, chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 68(8d10+24)
  • Speed 30 ft., fly 30ft.

STR DEX CON INT WIS CHA
14 (+2) 25 (+7) 16 (+3) 7 (-2) 11 (+0) 15(+2)

  • Skills Perception +3
  • Damage Immunities poison
  • Condition Immunities paralyzed, stunned
  • Senses passive Perception 10
  • Languages Primal
  • Challenge 6(2,300 XP)

Amorphous Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Air Mastery. Attacks against the elemental made by airborne creatures suffer a -3 penalty.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. +10 to hit, melee weapon attack, reach 5ft, one target. Hit: 11(1d8+7) bludgeoning damage and the target must make a DC 14 Constitution saving throw or take 4(1d8) poison damage.

Infuse Evil. The elemental selects a target within 15 feet and infuses their lungs with elemental evil. The target makes a DC 15 Constitution saving throw, followed by a DC 12 Wisdom saving throw on a failure. If it fails this Wisdom save, its alignment shifts to neutral evil for 2d8+2 hours. A creature affected by Protection from Evil and Good is immune to this effect.


Mist Elemental, Huge

Huge elemental, chaotic evil


  • Armor Class 21 (natural armor)
  • Hit Points 168(16d12+64)
  • Speed 30 ft., fly 30ft.

STR DEX CON INT WIS CHA
16 (+3) 27 (+8) 18 (+4) 7 (-2) 11 (+0) 17(+3)

  • Skills Perception +5
  • Damage Immunities poison
  • Condition Immunities paralyzed, stunned
  • Senses passive Perception 10
  • Languages Primal
  • Challenge 16(15, 000 XP)

Amorphous Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Air Mastery. Attacks against the elemental made by airborne creatures suffer a -3 penalty.

Actions

Multiattack. The elemental makes three slam attacks.

Slam. +11 to hit, melee weapon attack, reach 5ft, one target. Hit: 15(1d10+9) bludgeoning damage and the target must make a DC 14 Constitution saving throw or take 5(1d10) poison damage.

Infuse Evil. The elemental selects a target within 15 feet and infuses their lungs with elemental evil. The target makes a DC 15 Constitution saving throw, followed by a DC 13 Wisdom saving throw on a failure. If it fails this Wisdom save, its alignment shifts to neutral evil for 2d8+3 hours. A creature affected by Protection from Evil and Good is immune to this effect.


Mist Elemental, Greater

Large elemental, chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 241(21d12+105)
  • Speed 30 ft., fly 30ft.

STR DEX CON INT WIS CHA
18 (+4) 29 (+9) 20 (+5) 9 (-1) 11 (+0) 19(+4)

  • Skills Perception +7
  • Damage Immunities poison
  • Condition Immunities paralyzed, stunned
  • Senses passive Perception 10
  • Languages Primal
  • Challenge 21(33, 000 XP)

Amorphous Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Air Mastery. Attacks against the elemental made by airborne creatures suffer a -4 penalty.

Actions

Multiattack. The elemental makes three slam attacks.

Slam. +11 to hit, melee weapon attack, reach 5ft, one target. Hit: 20(2d10+9) bludgeoning damage and the target must make a DC 14 Constitution saving throw or take 11(2d10) poison damage.

Infuse Evil. The elemental selects a target within 15 feet and infuses their lungs with elemental evil. The target makes a DC 15 Constitution saving throw, followed by a DC 14 Wisdom saving throw on a failure. If it fails this Wisdom save, its alignment shifts to neutral evil for 2d8+4 hours. A creature affected by Protection from Evil and Good is immune to this effect.


Mist Elemental, Elder

Large elemental, chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 241(22d12+110)
  • Speed 30 ft., fly 30ft.

STR DEX CON INT WIS CHA
20 (+5) 31 (+10) 20 (+5) 9 (-1) 11 (+0) 21(+5)

  • Skills Perception +7
  • Damage Immunities poison
  • Condition Immunities paralyzed, stunned
  • Senses passive Perception 10
  • Languages Primal
  • Challenge 23(50,000 XP)

Amorphous Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Air Mastery. Attacks against the elemental made by airborne creatures suffer a -5 penalty.

Actions

Multiattack. The elemental makes four slam attacks.

Slam. +11 to hit, melee weapon attack, reach 5ft, one target. Hit: 25(3d10+9) bludgeoning damage and the target must make a DC 14 Constitution saving throw or take 16(3d10) poison damage.

Infuse Evil. The elemental selects a target within 15 feet and infuses their lungs with elemental evil. The target makes a DC 15 Constitution saving throw, followed by a DC 15 Wisdom saving throw on a failure. If it fails this Wisdom save, its alignment shifts to neutral evil for 2d8+5 hours. A creature affected by Protection from Evil and Good is immune to this effect.

Dread Cobra

The dark caves of the world hold many secrets, and their shadowy depths are often best left unexplored. In the caverns below the earth, where the sun does not shine, lurks a particularly vile monstrosity - the dread cobra.

Habitat

There's a monster for every environment. - Blazing Star Academy student's handbook

Dread cobras live in caves, preferring ones with multiple openings that reach the surface. They avoid the sun, though it does not hinder them, and frequently dwell near water.

Dread cobras are highly territorial, and will not stand the presence of other powerful entities in their lair. Any creature of Huge size or greater, as well as any creature of CR 9 or above, is likely to incur the beast's wrath and provoke violence. They particularly enjoy ripping apart hydras.

Combat

In combat, a dread cobra seeks to dominate its foe with as little physical effort as possible. Its powerful innate spellcasting abilities allow it to call forth servants from thin air, a trait further enhanced by mental domination effects that leave their targets vulnerable to mass attacks.

When it enters melee combat, it doesn't want to stay there for long - it seeks to swiftly restrain a single enemy and retreat, isolating it from its allies for an easy kill.

Against groups of enemies, it may employ its terrifying hiss or spit venom from its fangs - both tactics are known to be very crippling.

Advice for running this as a DM
Remember that movement forced by command provokes opportunity attacks. The goal is to chain large amounts of damage via this and conjure animals. PCs are not monsters and aren't deadlier in melee - unless fighting barbarians, go in and grapple, but don't linger long.

Take the Hide action, fear the casters, and do not hesitate to retreat when the fight goes south. This monster does not understand the concept of fighting to the death. Bear in mind that it knows magic and can figure out which spellcaster is the biggest threat.

Don't worry if you don't manage to use all its cool features in one fight - that happens very often. Remember that fights seldom last more than 3-4 rounds.

Cultural Significance

The beast is slain. I have done as you asked, Master. Have I earned my place yet? - an unknown paladin

Many civilizations, humans in particular, place significance on the act of defeating a monstrous enemy. Paladin Orders use it as a rite of passage, average soldiers can expect a hero's welcome back home after the battle, and a spellcaster calls it Tuesday.

As mighty enemies by the standards of a veteran soldier, dread cobras are often sought out by glory-seeking or insane champions - some of them even survive the encounter, although those are rare.

Cults

For every hideous abomination in this forsaken world, there are a thousand people willing to serve it. - Grand Marshal Sillon

Future cultists are drawn to these monsters for several reasons:

  • Cults formerly dedicated to a monster in the area seek out a new master
  • The cultists may not be actual worshippers but murderers seeking payment for their service in poison(extracted from the monster's glands)
  • Misguided soothsayers predict a many-faced creature will save their town(most likely a metaphor taken too literally), and some people just don't stop to think
  • Am yuan-ti cultist, see fellow snek, be happy, kill people


Dread Cobra

Huge monstrosity, lawful evil


  • Armor Class 18(natural armor)
  • Hit Points 172(15d12+75)
  • Speed 60ft., 40ft. swim

STR DEX CON INT WIS CHA
24(+7) 12 (+1) 21 (+5) 13 (+1) 14 (+2) 19(+4)

  • Saving Throws Str +12, Dex +6
  • Skills Athletics +12, Perception +7, Stealth +6
  • Condition Immunities poisoned
  • Damage Immunities poison
  • Damage Resistances acid, cold;
  • Senses Darkvision 120ft, blindsight 60ft
  • Languages -
  • Challenge 15(13, 000 XP)

Natural Adaptation. The Dread Cobra can hold its breath for up to one hour.

Biting Frenzy. When targeting a creature that is grappled or restrained, the Dread Cobra scores a critical hit on a roll of 18-20.

Evasion. If the Dread Cobra is forced to make a Dexterity saving throw against an effect that would deal half damage on a success, it instead takes half damage on a failure and none on a success.

Innate Spellcasting. The Dread Cobra's spellcasting ability is Charisma(Save DC 17). It can innately cast the following spells, requiring no components:

At will: command(treat the Dread Cobra as knowing all languages)

1/day each: cloudkill, conjure animals(summons giant poisonous snakes)

Legendary Resistance(2/day). If the Dread Cobra fails a saving throw, it can choose to succeed instead.

Multiple Heads. The Dread Cobra has advantage on saving throws against effects that would cause it to be charmed, frightened, stunned, blinded, deafened or unconscious.

Actions

Multiattack. The Dread Cobra makes three bite attacks and one tail attack.

Bite. +12 to hit, melee weapon attack, reach 5ft, one target. Hit: 18(2d10+7) piercing damage and the target must make a DC 18 Constitution saving throw or take 7(2d6) poison damage and become poisoned for 1 minute. If the target succeeds on the saving throw, it takes half damage and is not poisoned.

Tail. +12 to hit, melee weapon attack, reach 15ft, one target. Hit: 17(3d6+7) piercing damage plus 7(2d6) poison damage and the target is grappled(escape DC 20). While grappled in this way, a creature is restrained and the Dread Cobra cannot grapple another target.

Intimidating Hiss(1/day). The Dread Cobra hisses angrily and rears up, forcing all creatures of its choice within 30 feet of it that can see it to make a DC 19 Wisdom saving throw. On a failed save, a target becomes frightened of the Dread Cobra for 1 minute. While frightened by this ability, a creature must take the Dash action and move away from the Dread Cobra by the safest available route on each of its turns, unless there is nowhere to move.

Each affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Venomous Hiss(Recharge 5-6). The Dread Cobra exhales venom in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 35(10d6) poison damage on a failed save, or half as much damage on a successful one.

Spring. The Dread Cobra jumps up to 60 feet. Opportunity attacks made as a result of this movement are made with disadvantage, and upon landing the Dread Cobra can make one bite attack with advantage as a bonus action. If this attack hits, it deals an additional 16(3d10) piercing damage.

Slink Back. The Dread Cobra moves up to its speed without provoking opportunity attacks, and can take the Hide action as a bonus action this turn. It can only use this action while below half its hit point maximum.

Reactions

Revenge of the Pack. As a reaction upon taking damage from an attack or effect caused by another creature(such as a spell), the Dread Cobra can command a number of allies with a combined CR equal to its Charisma modifier. The chosen creatures can immediately use their reaction to move up to half their speed and make one melee weapon attack against the attacker.

Shade Tyrant

The hellish legions of the netherworlds of the multiverse are populated by nightmares of various shapes. Shade tyrants are one such form of entity - neither devil nor demon, they are a third party in the endless struggles in the infernal realms.

Summoning

When conjured by mortals, shade tyrants will only accept service as payment for their assistance. No amount of money will sway them, and magic items would have to be powerful indeed to garner their attention.

Shade Tyrants and Mortals

Shade tyrants prefer mortal servants to other fiends and bestow blessings on those they deem worthy. The elite among their champions receive the honour of joining their masters' infernal courts in the Black Abyss or any other domain where they may reside.

Gifts bestowed by these creatures often take the form of spellwrought tattoos of 1st-level, very rarely 2nd-level.

A Shade Tyrant's Lair

Shade tyrants make their strongholds in mountainous terrain, typically in the form of a single keep surrounded by lesser structures. Symetrically placed towers are a common aesthetic.

Lair Actions

While within its lair, a shade tyrant can choose to have one of the following effects take place on initiative count 20. The same effect cannot occur twice in a row.

  • The shade tyrant selects one creature of its choice within the lair. If the creature is willing, it is immediately teleported up to 60 feet in a direction of the shade tyrant's choice.
  • Geysers of black ichor shoot out of the ground in 1d6 points of the shade tyrant's choice that it can see. Each geyser is a 5-foot-wide, 10-foot-tall cylinder. A creature in the area must make a DC 12 Dexterity saving throw. On a failure, it is thrown 10 feet into the air.
  • The shade tyrant chooses one undead or fiend of CR 1/2 or lower within 30 feet of it that is not hostile to it. The creature dies instantly, and the shade tyrant can immediately roll one Hit Die to heal itself.


Shade Tyrant

Large fiend, neutral evil


  • Armor Class 18(unarmored defense)
  • Hit Points 153(18d10+54)
  • Speed 30 ft., 50ft. fly

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 15 (+2) 12 (+1) 16 (+3)

  • Skills Arcana +12, Perception +6, Insight +6
  • Saving Throws Wis+6, Con+8, Int+7
  • Damage Resistances necrotic, psychic
  • Damage Immunities poison
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Common, Infernal, Abyssal
  • Challenge 15(13, 000 XP)

Mantle of Shadows(Mythic trait; Recharges after short or long rest). When the shade tyrant is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it regains 90 hit points, then uses its Hurricane ability(recharges automatically, no action required) and the darkness around it dissipates.
It loses its Cloak of Entropy ability until the end of its next short rest, and 4 shadows appear in unoccupied spaces of the shade tyrant's choice. They follow its commands and share its initiative.

If the shade tyrant uses this ability, award 26,000 XP for the battle rather than 13,000.

Cloak of Entropy. The shade tyrant gains +3 to its AC against ranged attacks and is immune to the effects of the magic missile spell. This does not apply if the attacking creature has truesight.
Additionally, whenever this feature would negate an otherwise successful attack, the shade tyrant gains a +1 bonus to the next damage roll it makes, to a maximum of +6.

Aura of Weakness. When a creature comes within 15 feet of the shade tyrant for the first time on a turn or starts its turn there, it must make a DC 15 Constitution saving throw. On a failed save, all damage dealt by their attacks is reduced by 5. This reduction lasts until the end of their next turn.

Corrupting Essence. Any creature that passes through the shade tyrant's space or hits it with an unarmed strike takes 5(1d10) psychic damage.

Legendary Resistance(2/day). When the shade tyrant fails a saving throw, it may instead choose to succeed.

Innate Spellcasting. The shade tyrant's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit). It can innately cast the following spells, requiring no components:

At will: bane, spirit shroud, arms of hadar, magic missile

2/day each: hellish rebuke, armor of agathys(as a 4th-level spell), magic missile(as a 3rd-level spell)

1/day each: synaptic static, fear, create undead, dimension door, chain lightning

Actions

Multiattack. The shade tyrant makes three Nightmare Sword attacks.

Nightmare Sword. +9 to hit, melee weapon attack, reach 5ft, one target. Hit: 9(1d10+4) magical slashing damage plus 5(1d10) psychic damage.

Hurricane.(Recharge 4-6). The shade tyrant beats its wings, conjuring hellish winds. All creatures within 20 feet of it must make a DC 16 Strength saving throw, getting pushed back up to 10 feet into an unoccupied space and taking 7(2d6) psychic damage plus 7(2d6) fire damage. On a successful save, a target takes half as much damage and is not pushed back.

Bonus Actions

Mark of Doom. The shade tyrant selects one creature it can see within 120 feet of it, marking it for doom. Until the start of its next turn, all allies of the shade tyrant gain a +2 bonus to the first weapon attack roll they make against the target.

Legendary Actions

The shade tyrant can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The shade tyrant regains spent legendary actions at the start of its turn.

Command Minions(costs 3 actions). Up to 3 allies of the shade tyrant within 60 feet of it that can hear it can immediately use their reaction to make one weapon attack or move without provoking opportunity attacks.

Move(costs 2 actions). The shade tyrant moves up to its speed without provoking opportunity attacks.

Touch of Hell. +8 to hit, melee spell attack, range 5ft, one target. Hit: 14(2d6+3) necrotic damage.

Mythic Actions

If the shade tyrant's mythic trait is active, it can use the options below as legendary actions as long as the shadows are alive.

Shadow Lightning(costs 2 actions). +8 to hit, ranged spell attack, range 120ft., two targets. Hit: 13(3d6+3) lightning damage, plus 3(1d6) necrotic damage for every shadow still alive.

Arcing Strike(costs 3 actions). The shade tyrant makes one Nightmare Sword attack against every creature of its choice within its reach.

PART 13

NPCs

Necromancer, Adept

Medium humanoid, neutral evil


  • Armor Class 16(scale mail)
  • Hit Points 82(11d8+33)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 17 (+3) 19 (+4) 12 (+1) 10(+0)

  • Saving Throws Con +6
  • Skills Arcana +10
  • Senses passive Perception 17
  • Languages Common and any one other
  • Challenge 8(3,900 XP)

Spellcasting. The Necromancer is a 10th-level spellcaster. Its spellcasting ability is Intelligence(save DC 16, +8 to hit). It has the following wizard spells prepared:

Cantrips(unlimited): mage hand, prestidigitation, ray of frost, toll the dead

1st-level(4 slots): mage armor, shield, absorb elements

2nd-level(3 slots): borrowed knowledge, web

3rd-level(3 slots): animate dead, dispel magic, fear, summon shadowspawn

4th-level(3 slots): sickening radiance, unseen claw

5th-level(2 slots): danse macabre, greater animate dead(GH), shadow world(COFSA)

Font of Undeath(3/turn). When an undead would make an attack roll or saving throw while within 60 feet of the Necromancer, the Necromancer may grant the roll advantage(no action required).

Soul Taint(1/turn). When the Necromancer kills a creature with a spell, it regains hit points equal to twice the spell's level.

Actions

Scythe. +2 to hit, melee weapon attack, reach 5ft, one target. Hit: 4(2d4-1) slashing damage, plus 3(1d6) necrotic damage.


Necromancer, Commander

Medium humanoid, neutral evil


  • Armor Class 18(scale mail, shield)
  • Hit Points 82(11d8+33)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 19 (+4) 12 (+1) 10(+0)

  • Saving Throws Con +6
  • Skills Arcana +10
  • Senses passive Perception 17
  • Languages Common and any one other
  • Challenge 8(3,900 XP)

Spellcasting. The Necromancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence(save DC 16, +8 to hit). It has the following spells prepared:

Cantrips(unlimited): mage hand, prestidigitation, ray of frost, toll the dead

1st-level(4 slots): absorb elements, command, tasha's hideous laughter

2nd-level(3 slots): mind whip

3rd-level(3 slots): animate dead, blink, creeping dark(COFSA), slow

4th-level(3 slots): constriction(COFSA), summon construct, unspoken agreement(COFSA)

5th-level(1 slot): mislead, steel wind strike

Commander of Legions. Undead under the necromancer's control gain a +3 bonus to damage rolls with weapons.

Soul Taint(1/turn). When the Necromancer kills a creature with a spell, it regains hit points equal to twice the spell's level.

Actions

Multiattack. The Necromancer makes two Scythe attacks, then commands two undead under its control within 60ft to use their reaction to make a weapon attack.

Scythe. +7 to hit, melee weapon attack, reach 5ft, one target. Hit: 8(2d4+3) slashing damage, plus 3(1d6) necrotic damage.


Necromancer, Shadow

Medium humanoid, neutral evil


  • Armor Class 16(scale mail)
  • Hit Points 127(17d8+51)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 17 (+3) 20 (+5) 12 (+1) 10(+0)

  • Saving Throws Con +8, Int +10, Wis +6
  • Skills Arcana +10
  • Senses passive Perception 17
  • Languages Common and any one other
  • Challenge 14(11, 500 XP)

Spellcasting. The Necromancer is a 14th-level spellcaster. Its spellcasting ability is Intelligence(save DC 18, +10 to hit). It has the following wizard spells prepared:

Cantrips(unlimited): mage hand, mold earth, prestidigitation, ray of frost, toll the dead

1st-level(4 slots): shield, absorb elements

2nd-level(3 slots): borrowed knowledge, darkness, web

3rd-level(3 slots): animate dead, dispel magic, fear, summon shadowspawn

4th-level(3 slots): sickening radiance, unseen claw

5th-level(2 slots): danse macabre, greater animate dead(GH), greater invisibility, shadow world(COFSA)

6th-level(1 slot): create homunculus, mass suggestion

7th-level(1 slot): finger of death

Shadow Movement. While in dim light or darkness, the Necromancer's speed increases to 50 feet and it gains a flying speed equal to its walking speed.

Soul Taint(1/turn). When the Necromancer kills a creature with a spell, it regains hit points equal to twice the spell's level.

Actions

Scythe. +2 to hit, melee weapon attack, reach 5ft, one target. Hit: 4(2d4-1) slashing damage, plus 3(1d6) necrotic damage.

Shroud of Death. The Necromancer creates three 10-foot cubes of magical darkness within 40 feet of it, which last until the end of its next turn or until dispelled by magical light from a spell of 3rd-level or higher.


Necromancer, Leech

Medium humanoid, neutral evil


  • Armor Class 18(plate)
  • Hit Points 127(17d8+51)
  • Speed 30ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 19 (+4) 18 (+4) 12 (+1) 10(+0)

  • Saving Throws Con +8, Int +10, Wis +6
  • Skills Arcana +10
  • Senses passive Perception 17
  • Languages Common and any one other
  • Challenge 14(11, 500 XP)

Spellcasting. The Necromancer is a 14th-level spellcaster. Its spellcasting ability is Intelligence(save DC 17, +9 to hit). It has the following wizard spells prepared:

Cantrips(unlimited): mage hand, mold earth, prestidigitation, ray of frost, toll the dead

1st-level(4 slots): shield, absorb elements, silvery barbs

2nd-level(3 slots): kinetic jaunt, darkness, spell flux(COFSA), web

3rd-level(3 slots): animate dead, mirror spell, slow

4th-level(3 slots): dark sacrament(GH), wall of fire

5th-level(2 slots): synaptic static, transmute rock

6th-level(1 slot): circle of death, disintegrate, soul cage

7th-level(1 slot): finger of death

Soul Taint(1/turn). When the Necromancer kills a creature with a spell, it regains hit points equal to twice the spell's level.

Actions

Multiattack. The Necromancer makes two Scythe attacks, then uses its Nightmare Chains ability if available.

Scythe. +10 to hit, melee weapon attack, reach 5ft, one target. Hit: 10(2d4+5) slashing damage, plus 3(1d6) necrotic damage.

Nightmare Chains(Recharge 5-6). +9 to hit, melee spell attack, reach 30ft, up to four targets. Hit: 14(4d6) necrotic damage and the target is grappled(escape DC 18). The Necromancer can have up to four creatures grappled with this ability at once. As a bonus action, the Necromancer can deal 14(4d6) necrotic damage to all creatures grappled by it, regaining hit points equal to half the damage dealt.


Battle Mage

Medium humanoid, any alignment


  • Armor Class 16(mage armor)
  • Hit Points 52(8d8+16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 10(+0)

  • Skills Arcana +6, Perception +4
  • Senses passive Perception 14
  • Languages Common and any one other
  • Challenge 5(1,800 XP)

Spellcasting. The Battle Mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence(save DC 14, +6 to hit). It has the following wizard spells prepared:

Cantrips(unlimited): fire bolt, prestidigitation, mage hand, fresh paint(COFSA)

1st-level(4 slots): mage armor, shield, magic missile

2nd-level(3 slots): kinetic jaunt, misty step

3rd-level(3 slots): counterspell, tidal wave, wall of sand

4th-level(3 slots): ice storm, greater invisibility

5th-level(1 slot): animate objects, bigby's hand

Spell Duelist. When the Battle Mage deals damage with a spell, it can roll one additional die.

Actions

Staff. +2 to hit, melee weapon attack, reach 5ft, one target. Hit: 3(1d8-1) bludgeoning damage.


Mage Assassin

Medium humanoid, any alignment


  • Armor Class 16(mage armor)
  • Hit Points 52(8d8+16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16(+3)

  • Skills Arcana +6, Perception +4
  • Senses passive Perception 14
  • Languages Common and any one other
  • Challenge 5(1,800 XP)

Spellcasting. The Mage Assassin is a 9th-level spellcaster. Its spellcasting ability is Intelligence(save DC 14, +6 to hit). It knows the following sorcerer spells:

Cantrips(unlimited): green flame blade, forget(COFSA), break(COFSA), mind sliver

1st-level(4 slots): shield, magic missile, sleep

2nd-level(3 slots): heartripper(COFSA), invisibility

3rd-level(3 slots): frozen lance(COFSA), haste

4th-level(3 slots): raulothim's psychic lance, unseen claw

5th-level(1 slot): dominate person

Arcane Assassination(2/day). When the Mage Assassin uses its action to cast a cantrip, it can use a bonus action to cast a cantrip with a casting time of 1 action.

Actions

Shortsword. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 6(1d6+3) bludgeoning damage.


Swolbold Adept

Medium humanoid (kobold), chaotic neutral


  • Armor Class 14 (scale mail)
  • Hit Points 65 (10d8 + 20)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 6 (-2) 14 (+2) 7 (-2)

  • Skills Athletics +6
  • Damage Resistances bludgeoning
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic
  • Challenge 3 (700 XP)

Leaping Attack. If the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature.

Pack Tactics. The swolbold has advantage on attack rolls against a creature if at least one of the swolbold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. While in sunlight, the swolbold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. The Swolbold Adept is a 6th-level spellcaster. Its spellcasting ability is Wisdom(save DC 12, +4 to hit). It has the following cleric spells prepared:

Cantrips(unlimited): break(COFSA), scorch(COFSA), resistance, light

1st-level(4 slots): command, bane, healing word

2nd-level(3 slots): skystrike(COFSA), aid, hold person, prayer of healing

3rd-level(3 slots): spirit guardians

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can't make slam attacks against other targets.

Crush. One creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one.


Kobold Seer

Small humanoid (kobold), any alignment


  • Armor Class 15 (natural armor)
  • Hit Points 27 (5d6 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 14 (+2) 10 (+0) 9 (-1) 14 (+2)

  • Skills Arcana +2, Medicine +1
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Draconic
  • Challenge 1 (200 XP)

Pack Tactics. The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting. The Kobold Seer is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): glimmer(COFSA), friends, mage hand, light

1st level (4 slots): sleep, silent image, thunderwave

2nd level (2 slots): phantasmal force, suggestion, hold person

3rd-level(3 slots): mass healing word, plant growth

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Visions of the Future(3/day). When the Kobold Seer or a creature within 15 feet of it makes a saving throw against an effect with a source visible to the Kobold Seer, the Kobold Seer can use its reaction to add 1d4 to the roll.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Astral Scholar

Medium humanoid, any alignment


  • Armor Class 17(natural armor, counts as a magical effect)
  • Hit Points 52(8d8+16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10(+0)

  • Skills Arcana +6, Perception +4
  • Senses passive Perception 14, telepathy 30ft
  • Languages Common and any one other
  • Challenge 6(2,300 XP)

Spellcasting. The Astral Scholar is a 10th-level spellcaster. Its spellcasting ability is Intelligence(save DC 14, +6 to hit). It has the following sorcerer spells prepared:

Cantrips(unlimited): mind sliver, forget(COFSA), minor illusion, mage hand, prestidigitation

1st-level(4 slots): shield, sleep, silvery barbs

2nd-level(3 slots): darkness, phantasmal force, spell flux(COFSA)

3rd-level(3 slots): creeping dark(COFSA), fireball, sleet storm

4th-level(3 slots): blight, polymorph, sickening radiance

5th-level(2 slots): magic mirror(GH)

Radiant Blast(Recharge 5-6). Upon dealing damage with a spell, the Astral Scholar can use this ability to deal an additional 2d10 radiant damage to all targets.

Actions

Staff. +4 to hit, melee weapon attack, reach 5ft, one target. Hit: 5(1d8+1) bludgeoning damage.


Lore Keeper

Medium humanoid, any alignment


  • Armor Class 15(mage armor)
  • Hit Points 104(16d8+32)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 10(+0)

  • Skills Arcana +6, Perception +4
  • Senses passive Perception 14, telepathy 30ft
  • Languages Common and any one other
  • Challenge 7(2,900 XP)

Spellcasting. The Lore Keeper is a 12th-level spellcaster. Its spellcasting ability is Intelligence(save DC 14, +6 to hit). It has the following wizard spells prepared:

Cantrips(unlimited): seek phrase(COFSA), shocking grasp, minor illusion, mage hand

1st-level(4 slots): comprehend languages, mage armor, shield

2nd-level(3 slots): locate object, dark secret(COFSA), dazing blast(GH)

3rd-level(3 slots): tongues, clairvoyance, blink

4th-level(3 slots): locate creature

5th-level(2 slots): legend lore, summon draconic spirit, wall of light

6th-level(1 slot): fizban's platinum shield, guards and wards

Magnify Range. When casting a spell with a spell slot of 1st-level or higher and a range of touch or greater, the Lore Keeper can spend one additional spell slot of a level no more than 1 lower than the spell slot used in the casting to increase the spell's range to 1 mile.

Actions

Spectral Scroll. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Weight of History (Recharge 5–6). The Lore Keeper magically compresses time around up to six creatures of its choice that it can see within 30 feet of itself. Each target must succeed on a DC 15 Wisdom saving throw or be restrained for 1 minute, but the restrained target's speed is halved instead of being reduced to 0. At the start of each of its turns, the restrained target takes 4 (1d8) force damage. A restrained target can repeat the save at the end of each of its turns, ending the effect on itself on a success.



Architect of Battle

Medium humanoid, any alignment


  • Armor Class 21(+2 half plate, shield)
  • Hit Points 110(17d8+34)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 24 (+7) 15 (+2) 13 (+1)

  • Saving Throws Con +7, Int +12, Wis +7, Cha +6
  • Skills Arcana +14, History +9, Perception +7
  • Senses passive Perception 17
  • Languages Common plus any four languages
  • Challenge 15 (13,000 XP)

Spellcasting. The architect is a 15th-level spellcaster. Its spellcasting ability is Intelligence(save DC 20, +12 to hit). It has the following wizard spells prepared:

Cantrips(unlimited): ray of frost, minor illusion, mold earth, break

1st-level(4 slots): shield, absorb elements, magic missile

2nd-level(3 slots): arcane lock, locate object, web

3rd-level(3 slots): counterspell, dispel magic, tiny servant, blink, fly, sleet storm

4th-level(3 slots): dimension door, stone shape

5th-level(2 slots): transmute rock, synaptic static, passwall

6th-level(1 slot): globe of invulnerability, disintegrate

7th-level(1 slot): reverse gravity

8th-level(1 slot): antimagic field

Actions

Multiattack. The architect makes two Repelling Burst attacks. It can also use Force Barrier, if available.

Repelling Burst. Melee Spell Attack: +12 to hit, reach 30 ft., one target. Hit: 16 (2d8 + 7) force damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet directly away from the architect and become restrained until the start of the architect's next turn.

Force Barrier (Recharge 5–6). The architect magically creates a wall of translucent, golden force within 90 feet of itself. The wall lasts for 1 minute or until the architect uses this action again. The barrier can be a vertical or horizontal plane up to 30 feet on a side or a 10-foot-radius hemispherical dome with a floor. The wall provides total cover. It is an object with AC 17 and 30 hit points. This action can be affected by counterspell as though it were a spell of 5th level.

Bonus Actions

Boundless Negation(1/day). For 1 minute, or until the architect's concentration ends(as if concentrating on a spell), the architect cannot cast any spells other than counterspell or dispel magic. While this feature is active, the architect gains a +5 bonus to all ability checks made as part of those spells, and can take three additional reactions per round, with a limit of one reaction per turn.

Legendary Actions

The architect can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The architect regains spent legendary actions at the start of its turn.

Salvo. The architect makes a Repelling Burst attack.

Warp Time(costs 3 actions). The architect forces 5 creatures of its choice to make a DC 15 Dexterity saving throw. On a failure, the creature's position in the initiative order drops by 1, and the architect's position increases by 1. On a success, the creature is immune to this ability for 24 hours.

Sheet of Light(costs 2 actions). The architect casts magic missile at 4th level or lower. All creatures hit by the spell emit bright light for 1 minute and cannot benefit from being invisible.


Elementalist, Tempest

Medium humanoid, any alignment


  • Armor Class 15(studded leather)
  • Hit Points 91 (14d8 + 28)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) 19 (+4)

  • Saving Throws Dex +7, Int +6, Wis +5, Cha +8
  • Skills Acrobatics +6, Arcana +5, Athletics +5, Perception +4, Performance +10
  • Senses passive Perception 14
  • Languages Common plus any four languages
  • Challenge 10 (5,900 XP)

Spellcasting. The Elementalist is a 10th-level spellcaster. Its spellcasting ability is Charisma(save DC 16, +8 to hit). It has the following sorcerer spells prepared:

Cantrips(unlimited): fire bolt, seek phrase(COFSA), prestidigitation, shocking grasp

1st-level(4 slots): shield, magic missile, absorb elements

2nd-level(3 slots): aganazzar's scorcher, misty step

3rd-level(3 slots): fireball, lightning bolt

4th-level(3 slots): greater invisibility, ride the lightning(GH)

5th-level(2 slots): cone of cold, control winds

Actions

Multiattack. The Elementalist makes three Cinder Strike attacks.

Cinder Strike. Melee Spell Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) fire damage.

Lightning Flourish (Recharge 6). The Elementalist unleashes arcs of magical lightning at up to two creatures it can see within 60 feet of itself. Each target must make a DC 16 Dexterity saving throw, taking 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one. This ability can be affected by counterspell as though it were a 4th-level spell.

Bonus Actions

Flaming Leap. The Elementalist is wreathed in flames and jumps up to 30 feet in any direction. When the Elementalist lands, the flames erupt in a 10-foot radius around the Elementalist and then vanish. Each creature of the Elementalist's choice in that area must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) fire damage.


Elementalist, Ocean

Medium humanoid, any alignment


  • Armor Class 13
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) 19 (+4)

  • Saving Throws Dex +6, Int +5, Wis +4, Cha +7
  • Skills Acrobatics +6, Arcana +5, Athletics +5, Perception +4, Performance +10
  • Senses passive Perception 14
  • Languages Common plus any four languages
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Water Walking. The Elementalist can walk across water and other liquids as if they were solid ground.

Spellcasting. The Elementalist is a 10th-level spellcaster. Its spellcasting ability is Charisma(save DC 16, +8 to hit). It has the following sorcerer spells prepared:

Cantrips(unlimited): ray of frost, booming blade, acid splash, douse(COFSA), jolt

1st-level(4 slots): fog cloud, silent image, absorb elements

2nd-level(3 slots): dragon's breath(cold damage only), earthbind

3rd-level(3 slots): wall of water, hypnotic pattern

4th-level(3 slots): vitriolic sphere, windblade(COFSA)

5th-level(2 slots): summon draconic spirit, wall of ooze

Actions

Multiattack. The Elementalist makes three Tidal Strike attacks.

Tidal Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) cold damage.

Bonus Actions

Rushing Wave. The Elementalist is momentarily surrounded by a swirling wave of water and moves up to 30 feet. When the Elementalist moves within 5 feet of any other creature during this bonus action, that creature must succeed on a DC 15 Strength saving throw, or the creature is knocked prone and it can't take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.


Blademaster

Medium humanoid, any alignment


  • Armor Class 16(mage armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 19 (+4) 14 (+2) 13 (+1)

  • Saving Throws Dex+7, Con+6, Int+8, Wis+6
  • Skills Arcana +12, Acrobatics +12, Perception +6
  • Senses passive Perception 15
  • Languages Common plus any four languages
  • Challenge 9 (5,000 XP)

Spellcasting. The Blademaster is a 7th-level spellcaster. Its spellcasting ability is Intelligence(save DC 16, +8 to hit). It has the following wizard spells prepared:
Cantrips(unlimited): green flame blade, fire bolt, prestidigitation, friends
1st-level(4 slots): black lotus assault(COFSA), absorb elements, mage armor
2nd-level(3 slots): dazing blast(GH), darkness
3rd-level(3 slots): mirror spell(COFSA), haste, dispel magic
4th-level(1 slot): polymorph, fire shield

Actions

Multiattack. The Blademaster makes one Spatial Blade attack and casts a cantrip.
Spatial Blade. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 13 (2d8 + 4) force damage, and the Blademaster can push the target horizontally up to 10 feet away.

Bonus Actions

Dilation (Recharge 5-6). The Blademaster magically alters its physical form until it uses this bonus action again, until it is incapacitated or dies, or until it dismisses the effect (no action required). Choose one of the following options:
Expand. The Blademaster becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The Blademaster becomes Small. Its walking speed increases to 60 feet, attack rolls against it have disadvantage, and it has advantage on ability checks and saving throws that rely on Dexterity.

Reactions

Avoidant Translation (2/Day). When the Blademaster is hit by an attack roll, it can increase its AC by 3 against that attack, then teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.


Arcane Scientist

Medium humanoid, any alignment


  • Armor Class 15(mage armor)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 19 (+4) 15 (+2) 13 (+1)

  • Saving Throws Con +5, Int +7, Wis +5, Cha +4
  • Skills Arcana +10, Insight +5, Investigation +10, Perception +5
  • Damage Resistances psychic
  • Condition Immunities charmed, frightened
  • Senses passive Perception 15
  • Languages Common plus any four languages
  • Challenge 7 (2,900 XP)

Spellcasting. The scientist is a 6th-level spellcaster. Its spellcasting ability is Intelligence(save DC 15, +7 to hit). It has the following wizard spells prepared:
Cantrips(unlimited): seek phrase, minor illusion, mind sliver, message
1st-level(4 slots): intaglio, identify, mage armor
2nd-level(3 slots): dazing blast(GH), detext thoughts, kinetic jaunt
3rd-level(3 slots): counterspell, dispel magic, major image, tiny servant

Actions

Multiattack. The scientist makes two Heuristic Lance attacks. It can also use Reverse Psychology, if available.

Heuristic Lance. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 13 (2d8 + 4) psychic damage, and the target is poisoned until the end of its next turn.

Reverse Psychology (Recharge 4–6). The scientist magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Intelligence saving throw or become charmed by the scientist until the start of the scientist's next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the scientist's choice and make one melee attack against that other creature.

Reactions

Divide by Zero (2/Day). When the scientist would be hit by an attack roll, the scientist causes the attack to instead automatically hit a target of its choice within range. When the scientist would fail a saving throw against an effect, it instead ends the effect - a fireball vanishes damaging no creatures, a breath weapon disappears without touching anything, etc.


Healer

Medium humanoid, any alignment


  • Armor Class 16(scale mail)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 19 (+4)

  • Saving Throws Dex +5, Int +6, Wis +4, Cha +7
  • Skills Arcana +6, Deception +7, Performance +10, Persuasion +10
  • Damage Resistances radiant
  • Senses passive Perception 11
  • Languages Common plus any four languages
  • Challenge 7 (2,900 XP)

Spellcasting. The Healer is a 7th-level spellcaster. Its spellcasting ability is Charisma(save DC 15, +7 to hit). It has the following bard spells prepared:
Cantrips(unlimited): glimmer, light, mending, dancing lights, forget
1st-level(4 slots): command, healing word
2nd-level(3 slots): hold person, kinetic jaunt, suffer
3rd-level(3 slots): hypnotic pattern, tongues, daylight
4th-level(1 slot): polymorph, dimension door

Actions

Multiattack. The Healer makes two Radiant Strike attacks, or casts a cantrip and makes one attack.

Radiant Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) radiant damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw be blinded until the end of its next turn.

Bonus Actions

Second Chance(2/day). The Healer stabilizes 4 creatures within 60 feet of it.


Shadow Mage

Medium humanoid, any alignment


  • Armor Class 18(scale mail, shield)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 16 (+3) 19 (+4) 13 (+1)

  • Saving Throws Dex +5, Int +6, Wis +4, Cha +7
  • Skills Arcana +6, Deception +10, Persuasion +7, Stealth +5
  • Damage Resistances necrotic
  • Senses darkvision 300 ft., passive Perception 11
  • Languages Common plus any four languages
  • Challenge 9 (5,000 XP)

Devil's Sight. Magical darkness doesn't impede the Shadow Mage's darkvision.

Spellcasting. The Shadow Mage is a 10th-level spellcaster. Its spellcasting ability is Wisdom(save DC 16, +8 to hit). It has the following cleric spells prepared:
Cantrips(unlimited): guidance, mending, sacred flame, resistance, thaumaturgy
1st-level(4 slots): command, bless, bane, ghost light(GH)
2nd-level(3 slots): aid, locate object, fiend flesh(GH)
3rd-level(3 slots): spirit guardians, sending, tongues
4th-level(3 slots): death ward, guardian of faith
5th-level(2 slots): planar binding, spirit swarm(GH)

Actions

Multiattack. The Shadow Mage makes two Ink Lance attacks.

Ink Lance. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw be blinded until the end of its next turn.

Shadow Barrier. For 1 minute or until the Shadow Mage is incapacitated or dies, a 30-foot sphere centered on the Shadow Mage is filled with dim light. Whenever a creature friendly to the Shadow Mage ends its turn in the sphere, it gains 12 temporary hit points.


Cult Ritualist

Medium humanoid, chaotic evil


  • Armor Class 14 (hide armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 16 (+3) 16 (+3) 19 (+4) 13 (+1)

  • Saving Throws Con +6, Int +6, Wis +7, Cha +4
  • Skills Arcana +6, Medicine +7, Nature +6, Survival +7
  • Damage Resistances necrotic
  • Senses passive Perception 14
  • Languages Common plus any four languages
  • Challenge 10 (5,900 XP)

Spellcasting. The Cult Ritualist is a 10th-level spellcaster. Its spellcasting ability is Wisdom(save DC 15, +7 to hit). It has the following druid spells prepared:
Cantrips(unlimited): guidance, magic stone, mold earth, thorn whip, douse
1st-level(4 slots): faerie fire, entangle, healing word, fog cloud
2nd-level(3 slots): pass without trace, theft of vitae(GH)
3rd-level(3 slots): animate dead, plant growth, conjure plants(GH)
4th-level(3 slots): forbidden obelisk(COFSA), windblade(COFSA), cage of briars(COFSA)
5th-level(2 slots): storm's eye(COFSA), wrath of nature

Actions

Multiattack. The Cult Ritualist makes two Mortality Spear attacks.

Mortality Spear. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage, and the target can't regain hit points until the start of the Cult Ritualist's next turn.

Essence Pulse (Recharge 5–6). The Cult Ritualist creates a life-draining vortex in a 30-foot-radius sphere centered on itself. Each creature of the Cult Ritualist's choice that it can see within that area must make a DC 15 Constitution saving throw, taking 23 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. The Cult Ritualist then regains 10 hit points. An affected creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.


Elemental Adept

Medium humanoid, any alignment


  • Armor Class 15(mage armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 12 (+1) 14 (+2) 17 (+3)

  • Saving Throws Dex +4, Cha +5
  • Skills Acrobatics +4, Athletics +4, Performance +7
  • Senses passive Perception 12
  • Languages Common plus any two languages
  • Challenge 4 (1,100 XP)

Evasion. If the adept is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the adept instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.

Spellcasting. The adept is a 5th-level spellcaster. Its spellcasting ability is Charisma(save DC 13, +5 to hit). It has the following sorcerer spells prepared:
Cantrips(unlimited): fire bolt, ray of frost, minor illusion, prestidigitation
1st-level(4 slots): detect magic, mage armor
2nd-level(3 slots): enlarge/reduce, pyrotechnics
3rd-level(2 slots): fireball, erupting earth

Actions

Multiattack. The adept makes two Elemental Strike attacks.

Elemental Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (3d6 + 2) fire or cold damage (the adept's choice).

Showstopper (1/Day). The adept shines with elemental magic, targeting one creature it can see within 60 feet of itself. The target must make a DC 13 Wisdom saving throw. On a failed save, the target takes 24 (7d6) fire or cold damage (the adept's choice) and is stunned until the start of the adept's next turn. On a successful save, the target takes half as much damage and isn't stunned.

Bonus Actions

Surge of Energy (Recharge 4-6). The adept moves up to its speed. Until the end of its turn, the adept can move through the space of other creatures. The first time the adept enters a creature's space on a turn, that creature must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the adept ends its turn in another creature's space, the adept takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.


Lore Adept

Medium humanoid, any alignment


  • Armor Class 15(mage armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 12 (+1) 17 (+3) 11 (+0)

  • Saving Throws Con +3, Int +5
  • Skills History +7, Insight +3, Investigation +7
  • Senses passive Perception 11
  • Languages Common plus any two languages
  • Challenge 4 (1,100 XP)

Spellcasting. The adept is a 5th-level spellcaster. Its spellcasting ability is Charisma(save DC 13, +5 to hit). It has the following cleric spells prepared:
Cantrips(unlimited): guidance, toll the dead, sacred flame, word of radiance
1st-level(4 slots): command, cure wounds, detect magic
2nd-level(3 slots): aid, locate object
3rd-level(2 slots): speak with dead, tongues, protection from energy

Actions

Multiattack. The adept makes two Scroll Bash attacks.

Scroll Bash. Melee Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) thunder damage.

Bonus Actions

Mental Invasion (1/Day). The adept chooses a point within 30 feet of itself, assailing the minds of nearby creatures. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the adept's next turn. This feature can be affected by counterspell as though it were a 2nd-level spell.

Reactions

Learn from the Past (2/Day). When another creature within 60 feet of the adept misses a target with an attack roll, the adept magically enables the attacker to reroll the attack roll. It must use the new roll.


Science Adept

Medium humanoid , any alignment


  • Armor Class 15(mage armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 14 (+2) 17 (+3) 11 (+0)

  • Saving Throws Int +4, Wis +5
  • Skills Arcana +7, Investigation +7, Nature +5
  • Senses passive Perception 12
  • Languages Common plus any two languages
  • Challenge 4 (1,100 XP)

Spellcasting. The adept is a 5th-level spellcaster. Its spellcasting ability is Wisdom(save DC 13, +5 to hit). It has the following druid spells prepared:
Cantrips(unlimited): guidance, thorn whip, mending, create bonfire
1st-level(4 slots): healing word, longstrider
2nd-level(3 slots): barkskin, moonbeam
3rd-level(2 slots): plant growth, dispel magic

Actions

Multiattack. The adept makes two Exponential Lash attacks.

Exponential Lash. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) force damage, and the adept can cause one creature it can see within 30 feet of the target to take 10 (2d6 + 3) force damage.

Bonus Actions

Vortex Calculus (Recharge 4-6). The adept teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself. Immediately after it teleports, each creature within 20 feet of the space it left must make a DC 13 Constitution saving throw. On a failed save, a creature takes 7 (2d6) force damage and is moved 10 feet in a random horizontal direction. On a successful save, a creature takes half as much damage and isn't moved.


Nature Apprentice

Medium humanoid, any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

  • Saving Throws Con +3, Wis +4
  • Skills Medicine +4, Nature +5, Perception +6
  • Senses passive Perception 16
  • Languages Common plus any two languages
  • Challenge 2 (450 XP)

Regeneration(8/day). The apprentice regains 5 hit points at the start of its turn if it has at least 1 hit point.

Verdant Talisman. At the end of a 10-minute ritual, the apprentice can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the apprentice conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.

Spellcasting. The apprentice is a 3rd-level spellcaster. Its spellcasting ability is Wisdom(save DC 13, +5 to hit). It has the following druid spells prepared:
Cantrips(unlimited): guidance, mending, create bonfire
1st-level(4 slots): longstrider, jump, goodberry, ice knife
2nd-level(2 slots): pass without trace

Actions

Briar Vine. Melee Spell Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself.

Reactions

Wither Burst. When the apprentice sees a creature within 30 feet of itself drop to 0 hit points, the apprentice channels the expended life essence and targets another creature it can see within 30 feet of itself. The target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.


Lore Apprentice

Medium humanoid, any alignment


  • Armor Class 14(studded leather)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +4, Cha +4
  • Skills Deception +4, Performance +6, Persuasion +6
  • Senses passive Perception 10
  • Languages Common plus any two languages
  • Challenge 2 (450 XP)

Spellcasting. The apprentice is a 3rd-level spellcaster. Its spellcasting ability is Charisma(save DC 12, +4 to hit). It has the following bard spells prepared:
Cantrips(unlimited): friends, illusory instrument(GH), cheerful song(COFSA), minor illusion
1st-level(4 slots): command, dissonant whispers
2nd-level(2 slots): shatter, enhance ability, knock

Actions

Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) psychic damage.

Reactions

Rousing Verse. When a creature the apprentice can see within 30 feet of it fails a saving throw, the apprentice magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.


Science Apprentice

Medium humanoid, any alignment


  • Armor Class 14(mage armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 15 (+2) 14 (+2) 11 (+0)

  • Saving Throws Int +4, Wis +4
  • Skills Arcana +6, Investigation +6, Nature +4
  • Senses passive Perception 12
  • Languages Common plus any two languages
  • Challenge 2 (450 XP)

Spellcasting. The apprentice is a 3rd-level spellcaster. Its spellcasting ability is Intelligence(save DC 12, +4 to hit). It has the following wizard spells prepared:
Cantrips(unlimited): mage hand, fire bolt, chill touch
1st-level(4 slots): sleep, shield, mage armor
2nd-level(2 slots): enlarge/reduce, shatter

Actions

Multiattack. The apprentice makes two Exponential Lash attacks.

Exponential Lash. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) force damage, and the apprentice can cause one creature it can see within 30 feet of the target to take 9 (2d6 + 2) force damage.


Illusion Apprentice

Medium humanoid, any alignment


  • Armor Class 15(mage armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 12 (+1) 13 (+1) 15 (+2)

  • Saving Throws Dex +4, Cha +4
  • Skills Acrobatics +4, Athletics +4, Performance +6
  • Senses passive Perception 11
  • Languages Common plus any two languages
  • Challenge 2 (450 XP)

Spellcasting. The apprentice is a 3rd-level spellcaster. Its spellcasting ability is Intelligence(save DC 12, +4 to hit). It has the following wizard spells prepared:
Cantrips(unlimited): mage hand, minor illusion, chill touch
1st-level(4 slots): silent image, silvery barbs, sleep, mage armor
2nd-level(2 slots): phantasmal force

Actions

Mind Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) psychic damage.

Bonus Actions

Illusory Move (Recharge 4-6). The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature's space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If the apprentice ends its turn in another creature's space, the apprentice takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.


Bowmaster

Medium humanoid, any alignment


  • Armor Class 16(mage armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 19 (+4) 14 (+2) 13 (+1)

  • Saving Throws Dex+7, Con+6, Int+8, Wis+6
  • Skills Arcana +12, Acrobatics +12, Perception +6
  • Senses passive Perception 15
  • Languages Common plus any four languages
  • Challenge 9 (5,000 XP)

Spellcasting. The Bowmaster is a 7th-level spellcaster. Its spellcasting ability is Intelligence(save DC 16, +8 to hit). It has the following wizard spells prepared:
Cantrips(unlimited): biting arrow(KP), clockwork bolt(KP), minor illusion, prestidigitation
1st-level(4 slots): absorb elements, silent image
2nd-level(3 slots): web, lacerate(KP)
3rd-level(3 slots): frozen razors(KP), dispel magic
4th-level(1 slot): polymorph, quicksilver mantle(KP)
Crossbow Expert. The Bowmaster doesn't suffer disadvantage on ranged attack rolls when firing at a target within 5 feet.

Actions

Multiattack. The Bowmaster makes two weapon attacks and casts a cantrip.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Bonus Actions

Dilation (Recharge 5-6). The Bowmaster magically alters its physical form until it uses this bonus action again, until it is incapacitated or dies, or until it dismisses the effect (no action required). Choose one of the following options:
Expand. The Bowmaster becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The Bowmaster becomes Small. Its walking speed increases to 60 feet, attack rolls against it have disadvantage, and it has advantage on ability checks and saving throws that rely on Dexterity.

Reactions

Avoidant Translation (2/Day). When the Bowmaster is hit by an attack roll, it can increase its AC by 3 against that attack, then teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.


Blood Mage

Medium humanoid, any alignment


  • Armor Class 16(mage armor)
  • Hit Points 52(8d8+16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 10(+0)

  • Skills Arcana +8, Perception +5
  • Senses passive Perception 15
  • Languages Common and any one other
  • Challenge 9(5,000 XP)

Spellcasting. The Blood Mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence(save DC 16, +8 to hit). It has the following wizard spells prepared:

Cantrips(unlimited): blood tide(KP), poison spray, mage hand, acid splash

1st-level(4 slots): bloody hands(KP), weapon of blood(KP), mage armor, fog cloud

2nd-level(3 slots): bloodshot(KP), web

3rd-level(3 slots): phase bolt(KP), magic circle

4th-level(3 slots): boiling blood(KP), summon greater demon, unseen claw

5th-level(1 slot): cruor of visions(KP), cloudkill

Constant Depletion. A creature that fails at least one saving throw against the Blood Mage's spells on a turn suffers a -1 penalty to its saving throws against spells cast by the Blood Mage until it succeeds on a saving throw. This effect is cumulative.

Actions

Shortsword. +7 to hit, melee weapon attack, reach 5ft, one target. Hit: 3(1d6+3) bludgeoning damage.


Necromancer, Annihilator

Medium humanoid, neutral evil


  • Armor Class 16(scale mail)
  • Hit Points 120(16d8+48)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 17 (+3) 20 (+5) 12 (+1) 7(-2)

  • Saving Throws Con +6
  • Skills Arcana +10
  • Senses passive Perception 17
  • Languages Common and any one other
  • Challenge 10(5,900 XP)

Spellcasting. The Necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence(save DC 16, +8 to hit). It has the following spells prepared:

Cantrips(unlimited): magic stone, guidance, mold earth, mage hand, minor illusion, mind sliver, ray of frost

1st-level(4 slots): shield, silvery barbs, comprehend languages, detect magic

2nd-level(3 slots): mind whip, suggestion, scorching ray

3rd-level(3 slots): spell kill(BOLS), animate dead, major image

4th-level(3 slots): spectral archers(BOLS), staff of violet fire(KP)

5th-level(2 slots): skull bomb(BOLS), spirit swarm(GH)

6th-level(1 slot): shade swarm(BOLS), summon fiend

Forgotten Lore. The Necromancer can change the damage type of any spell it casts to necrotic.

Soul Taint(1/turn). When the Necromancer kills a creature with a spell, it regains hit points equal to twice the spell's level.

Actions

Scythe. +2 to hit, melee weapon attack, reach 5ft, one target. Hit: 4(2d4-1) slashing damage, plus 3(1d6) necrotic damage.



Necromancer, Undying Archmage

Medium undead, neutral evil


  • Armor Class 19(half plate, shield)
  • Hit Points 190(15d8+60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 18 (+4) 24 (+7) 15 (+2) 13 (+1)

  • Saving Throws Con +9, Int +12, Wis +7, Cha +6
  • Skills Arcana +17, History +12, Perception +7
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses passive Perception 17
  • Languages Common plus any four languages
  • Challenge 16 (15,000 XP)

Second Awakening(Mythic Trait; Recharges after Short or Long Rest). When the Necromancer is reduced to 0 hit points, it does not die; instead, its hit points reset to 90 and it regains all uses of Legendary Resistance as well as its Call the Horde ability. Additionally, it gains immunity to the paralyzed condition for 1 hour. If the Necromancer uses this trait, award 30,000 XP for defeating it rather than 15,000.

Legendary Resistance(2/day). When the Necromancer fails a saving throw, it can instead choose to succeed.

Spellcasting. The Necromancer is a 15th-level spellcaster. Its spellcasting ability is Intelligence(save DC 20, +12 to hit). It has the following spells prepared:

Cantrips(unlimited): mind sliver, prestidigitation, mold earth, shape water, seek phrase(COFSA), shadow bite(KP)

1st-level(4 slots): shield, silvery barbs, absorb elements, command

2nd-level(3 slots): conjure spectral dead(KP), pain of giving(BOLS)

3rd-level(3 slots): counterspell, sleet storm, summon undead(BOLS), spell kill(BOLS), restore the undead(BOLS), speak with dead

4th-level(3 slots): dimension door, endless abyss(BOLS), sickening radiance, unspoken agreement(COFSA)

5th-level(2 slots): danse macabre, skull bomb(BOLS), grim resilience(BOLS)

6th-level(1 slot): death gaze(BOLS), circle of death

7th-level(1 slot): curse of the grave(BOLS), ebon lightning(BOLS)

8th-level(1 slot): destined doom(BOLS)

Actions

Multiattack. The Necromancer attacks four times with its scythe - three Slashes and one Cleave.

Scythe(Slash). +11 to hit, melee weapon attack, reach 5ft, one target. Hit: 11(2d4+6) slashing damage, plus 7(2d6) necrotic damage.

Scythe(Cleave). +11 to hit, melee weapon attack, reach 5ft, up to three targets. Hit: 11(2d4+6) slashing damage.

Bonus Actions

Call the Horde(1/day). The Necromancer chooses 3d4 corpses of Medium humanoids within 30 feet of it. Each corpse rises immediately as a husk zombie under the Necromancer's control. The zombies act on the Necromancer's initiative, taking their turns after the Necromancer.

Legendary Actions

The Necromancer can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The architect regains spent legendary actions at the start of its turn.

Slash. The Necromancer makes a Slash attack.

Weight of Sorrow. The Necromancer forces one creature within 120 feet to make a DC 20 Constitution saving throw. On a failure, the target's speed is halved until the start of the Necromancer's next turn.

Necromantic Power. The Necromancer casts a spell, expending a number of legendary actions equal to the spell's level(minimum of 1).

Mythic Actions

While the Necromancer's mythic trait is active, it can use the following Legendary Actions in addition to its regular ones.

Killing Blow(costs 3 actions). +11 to hit, melee weapon attack, reach 5ft, one target at or below half its hit point maximum. Hit: 11(2d4+6) slashing damage, plus 35(10d6) necrotic damage. If the target survives the attack, it cannot be targeted by this ability again for 1 hour.

Move Through Shadow(Recharge 4-6). The Necromancer teleports up to 30 feet to an unoccupied space it can see and casts a cantrip.

Hand of Death(costs 3 actions, 1/day). The Necromancer makes a melee spell attack against a creature within 5 feet. On a hit, the target must make a DC 20 Constitution saving throw or instantly die. Creatures with more than 100 hit points or immunity to necrotic damage are immune to this ability.


Lightning Lord

Medium humanoid, any alignment


  • Armor Class 15(studded leather)
  • Hit Points 91 (14d8 + 28)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) 19 (+4)

  • Saving Throws Dex +7, Int +6, Wis +5, Cha +8
  • Skills Acrobatics +6, Arcana +5, Athletics +5, Perception +4, Performance +10
  • Senses passive Perception 14
  • Languages Common plus any four languages
  • Challenge 10 (5,900 XP)

Spellcasting. The Lightning Lord is a 10th-level spellcaster. Its spellcasting ability is Charisma(save DC 16, +8 to hit). It has the following sorcerer spells prepared:

Cantrips(unlimited): jolt(COFSA), lightning lure, mage hand, shape water

1st-level(4 slots): chaos bolt, deep breath(KP), flash of light(BOLS)

2nd-level(3 slots): rime's binding ice, skystrike(COFSA)

3rd-level(3 slots): arcane spear(BOLS), lightning bolt, dispel magic

4th-level(3 slots): ride the lightning(GH), storm sphere

5th-level(2 slots): wall of stone

Actions

Multiattack. The Lightning Lord makes three Thunder Strike attacks.

Thunder Strike. Melee Spell Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) lightning damage.

Bonus Actions

Lightning Leap. The Lightning Lord is wreathed in lightning and jumps up to 30 feet in any direction. When the Lightning Lord lands, the lightning bursts in a 10-foot radius around the Lightning Lord and then vanishes. Each creature of the Fire Lord's choice in that area must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) lightning damage.


Fire Lord

Medium humanoid, any alignment


  • Armor Class 15(studded leather)
  • Hit Points 91 (14d8 + 28)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) 19 (+4)

  • Saving Throws Dex +7, Int +6, Wis +5, Cha +8
  • Skills Acrobatics +6, Arcana +5, Athletics +5, Perception +4, Performance +10
  • Senses passive Perception 14
  • Languages Common plus any four languages
  • Challenge 10 (5,900 XP)

Spellcasting. The Fire Lord is a 10th-level spellcaster. Its spellcasting ability is Charisma(save DC 16, +8 to hit). It has the following sorcerer spells prepared:

Cantrips(unlimited): fire bolt, create bonfire, prestidigitation, message

1st-level(4 slots): flaming bolts(BOLS), burning hands, absorb elements

2nd-level(3 slots): aganazzar's scorcher, dragon's breath

3rd-level(3 slots): fireball, arcane spear(BOLS)

4th-level(3 slots): fire shield, wall of fire

5th-level(2 slots): immolation, wall of stone

Actions

Multiattack. The Lightning Lord makes three Cinder Strike attacks.

Cinder Strike. Melee Spell Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) fire damage.

Bonus Actions

Flaming Leap. The Fire Lord is wreathed in flames and jumps up to 30 feet in any direction. When the Fire Lord lands, the fire bursts in a 10-foot radius around the Fire Lord and then vanishes. Each creature of the Fire Lord's choice in that area must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) fire damage.


Snake Whisperer

Medium humanoid, any alignment


  • Armor Class 16(scale mail)
  • Hit Points 78(12d8+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 14 (+2) 15 (+2) 15 (+2) 10(+0)

  • Saving Throws Con +5
  • Senses passive Perception 17
  • Languages Common and any one other
  • Challenge 8(3,900 XP)

Spellcasting. The Snake Whisperer is a 6th-level spellcaster. Its spellcasting ability is Wisdom(save DC 14, +6 to hit). It has the following druid spells prepared:

Cantrips(unlimited): thorn whip, guidance, mending, druidcraft

1st-level(4 slots): entangle, faerie fire, cure wounds, speak with animals

2nd-level(3 slots): conjure scarab swarm(KP), fleet feet(BOLS)

3rd-level(3 slots): conjure animals(summons constrictor snakes or giant poisonous snakes), serpent's bite(COFSA)

Actions

Staff. +2 to hit, melee weapon attack, reach 5ft, one target. Hit: 3(1d8-1) slashing damage.


Cave Gator

Medium humanoid(gator), chaotic neutral


  • Armor Class 17(natural armor)
  • Hit Points 82(11d8+33)
  • Speed 30ft., swim 40ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 19 (+4) 14 (+2) 13(+1)

  • Saving Throws Str + 8, Int + 8
  • Skills Athletics +8, Arcana +8
  • Senses passive Perception 12, darkvision 60ft, blindsight 10ft
  • Languages Common, Gator, Draconic
  • Challenge 10(5,900 XP)

Spellcasting. Gator is a 9th-level spellcaster. His spellcasting ability is Intelligence(save DC 16, +8 to hit). He has the following wizard spells prepared:

Cantrips(unlimited): fire bolt, ray of frost, prestidigitation, shape water

1st-level(4 slots): absorb elements, catapult, magic missile, kobold's fury(KP)

2nd-level(3 slots): misty step, rime's binding ice

3rd-level(3 slots): fireball, haste, slow-burn fireball(KP)

4th-level(3 slots): flame wave(KP)

5th-level(1 slot): clash of glaciers(KP)

Sneaky Gator. When Gator rolls damage against a target that cannot see him, he gains a +4 bonus to the damage roll.

Actions

Bite. +8 to hit, melee weapon attack, reach 5ft, one target. Hit: 11(2d6+4) piercing damage.

But Kobold! Gator cries out to a creature within 60 feet that can hear him. The target must make a DC 16 Wisdom saving throw, taking 14(4d6) psychic damage on a failure or half as much on a success. A target that fails its saving throw suffers a -1 penalty to attack rolls and ability checks using Dexterity or Intelligence until the end of its next turn. Kobolds are immune to this effect.


Bagpipes

Small humanoid(kobold), lawful based


  • Armor Class 19(half plate, shield)
  • Hit Points 105(14d8+42)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 22 (+6) 14 (+2) 16(+3)

  • Saving Throws Con+8, Int+11
  • Skills Stealth +7, Arcana+16, Perception +7
  • Senses passive Perception 17, darkvision 60ft
  • Languages Common, Gator, Draconic
  • Challenge 15(13,000 XP)

Spellcasting. Bagpipes is a 14th-level spellcaster. His spellcasting ability is Intelligence(save DC 16, +8 to hit). He has the following wizard spells prepared:
Cantrips(unlimited): fire bolt, ray of frost, prestidigitation, shape water
1st-level(4 slots): absorb elements, fog cloud, shield, silvery barbs
2nd-level(3 slots): misty step, rime's binding ice, vortex warp, web
3rd-level(3 slots): conjure animals, dispel magic, fireball, hypnotic pattern, sleet storm
4th-level(3 slots): conjure minor elementals, polymorph, sickening radiance
5th-level(2 slots): wall of force
6th-level(1 slot): scatter
7th-level(1 slot): forcecage, simulacrum

Focus Fire. When Bagpipes casts a spell that deals damage to a single creature, the spell deals an additional 10 damage.
Pack Tactics. The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

New Video(Recharges after 7 long rests). Bagpipes chooses a number of creatures equal to his Intelligence modifier he can see within 30 feet and says something based. He then chooses one effect for each of them from the following:

  • Reddit got mad:The target makes a DC 15 Wisdom saving throw or becomes affected by the crown of madness spell, no concentration required.
  • Based words: The target is affected by bless, no concentration required.

Illusion Lord

Medium humanoid, any alignment


  • Armor Class 15(studded leather)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 19 (+4) 13 (+1) 15 (+2)

  • Saving Throws Dex +7, Int +8, Wis +5, Cha +6
  • Skills Acrobatics +7, Arcana +8, Athletics +6, Perception +5, Performance +6
  • Senses passive Perception 14
  • Languages Common plus any four languages
  • Challenge 10 (5,900 XP)

Spellcasting. The Illusion Lord is a 10th-level spellcaster. Its spellcasting ability is Intelligence(save DC 16, +8 to hit). It has the following wizard spells prepared:

Cantrips(unlimited): minor illusion, ray of frost, infestation

1st-level(4 slots): cloak of shadow(KP), magic missile, shield, sleep

2nd-level(3 slots): hypnotic missive(KP), phantasmal force, power word kneel(KP), rime's binding ice

3rd-level(3 slots): hypnotic pattern, lightning bolt, phantom dragon(KP)

4th-level(3 slots): phantasmal killer, power word pain

5th-level(2 slots): synaptic static

Actions

Multiattack. The Illusion Lord makes three Mind Assault attacks.

Mind Assault. Ranged Spell Attack: +8 to hit, range 45 ft., one target. Hit: 14 (4d4 + 4) psychic damage and the target makes a DC 13 Intelligence saving throw, suffering a -2 penalty to attack rolls, ability checks and saving throws using Intelligence until the end of its next turn.

Bonus Actions

From Sleep To Death. The Illusion Lord targets an unconscious creature within 15 feet of it that it can see and expends a spell slot, rolling 3d8 + 2d8 for every slot level above 1st. If the total exceeds half the target's hit point maximum, the target dies.


Youngling

Medium humanoid, any alignment


  • Armor Class 11
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0)

  • Senses passive Perception 10
  • Languages Common plus any two languages
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Excited to Be Here. The youngling has advantage on initiative rolls.

Actions

Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage.

Spellcasting. The student casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11):

At will: mage hand, prestidigitation
1/day: detect magic

Reactions

Beginner's Luck (2/Day). When the student fails a saving throw, it can reroll the d20. It must use the new roll.


Youngling, Variant 2

Medium humanoid, any alignment


  • Armor Class 11
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0)

  • Senses passive Perception 10
  • Languages Common plus any two languages
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Excited to Be Here. The youngling has advantage on initiative rolls.

Actions

Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage.

Spellcasting. The student casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11):

At will: mage hand, obtuse(KP)
1/day: amplify light(KP)

Reactions

Beginner's Luck (2/Day). When the student fails a saving throw, it can reroll the d20. It must use the new roll.


Youngling, Variant 3

Medium humanoid, any alignment


  • Armor Class 11
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0)

  • Senses passive Perception 10
  • Languages Common plus any two languages
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Excited to Be Here. The youngling has advantage on initiative rolls.

Actions

Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage.

Spellcasting. The student casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11, +3 to hit):

At will: ray of frost, shape water
1/day: freeze potion(KP)

Reactions

Beginner's Luck (2/Day). When the student fails a saving throw, it can reroll the d20. It must use the new roll.


Spirit Caller

Medium humanoid, neutral evil


  • Armor Class 15(mage armor)
  • Hit Points 39(6d8+12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 10(+0)

  • Senses passive Perception 12
  • Languages Common and any one other
  • Challenge 4(1,100 XP)

Spellcasting. The Spirit Caller is a 5th-level spellcaster. Its spellcasting ability is Intelligence(save DC 16, +8 to hit). It has the following wizard spells prepared:

Cantrips(unlimited): toll the dead, prestidigitation, minor illusion

1st-level(4 slots): mage armor, magic missile, mosquito bane

2nd-level(3 slots): conjure spectral dead, dark path

3rd-level(2 slots): animate dead, summon undead

Actions

Shortsword. +4 to hit, melee weapon attack, reach 5ft, one target. Hit: 6(1d6+3) piercing damage.


Undead Hunter

Medium humanoid, any alignment


  • Armor Class 16(breastplate)
  • Hit Points 71(11d8+22)
  • Speed 35ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 10(+0)

  • Skills Arcana +8, Perception +5
  • Senses passive Perception 15
  • Languages Common and any one other
  • Challenge 6(2,300 XP)

Spellcasting. The Undead Hunter is a 5th-level spellcaster. Its spellcasting ability is Wisdom(save DC 16, +8 to hit). It has the following spells prepared:

1st-level(4 slots): entangle, hunter's mark

2nd-level(3 slots): dead walking(KP), delay potion

3rd-level(2 slots): command undead(KP), speak with dead

Actions

Multiattack. The Undead Hunter makes three attacks with its longbow, or two with its shortsword and one with its dagger.

Shortsword. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 6(1d6+3) piercing damage.

Dagger. +6 to hit, melee weapon attack, reach 5ft, one target. Hit: 6(1d4+3) piercing damage.

Longbow. +8 to hit, ranged weapon attack, range 150/600ft, one target. Hit: 6(1d8+3) piercing damage.

Casters

Reign

Supreme

The lore compiled by my predecessors is severely lacking, and it seems that my inferiors have forgotten to explain what made the non-magical warriors of the universe competent. If we are to believe my predecessors, the world is unable to exist. Seriously, Tasha had to be high on drugs when she wrote about gravity.

Xanathar was the most competent of the lot since he actually did his research, but even he forgot the martials. Thus, I have decided to take a long vacation from my position as Head Instructor of Battle Magic at Blazing Comet in order to compile a textbook of war. I hope you find this document useful.

Credits

My main sources of inspiration were the Death Knight class by KylenBlaise, Matt Mercer's Blood Hunter, the Star Wars 5e system, Warhammer Fantasy Roleplay(1e and 2e), D&D 4e, Eris's Tome of Eldritch Knowledge by u/beholdersnbasements and various ideas I encountered talking to people on Discord.

 

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