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# Spell-blade's Blade book
\pagebreak ## Bard: College of Swords
### Bonus Proficiencies When you join the College of Swords at 3rd level, you gain proficiency with medium armor and one type of melee weapon of your choice. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. ### Fighting Style At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. * **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. * **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. * **Superior Technique.** You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. \columnbreak
### Blade Flourish At 3rd level, you learn to conduct impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. **Defensive Flourish.** You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn. **Slashing Flourish.** You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. **Mobile Flourish.** You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. ### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Master's Flourish Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. \pagebreak ## Bard: College of Valor
### Bonus Proficiencies When you join the College of Swords at 3rd level, you gain proficiency with martial weapons, medium armor and shields, you can use a shield or armor as a spellcasting focus for your bard spells. ### Combat Inspiration Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. ### Fighting Style At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. * **Defense.** While you are wearing armor, you gain a +1 bonus to AC. * **Interception.** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. * **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed property for you to gain this benefit. ### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Battle Magic Starting at 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can take the attack action as a bonus action. \columnbreak ## Druid: Circle of Cinders
### Circle Spells When you join this circle at 2nd level, you gain access to some spells when you reach certain levels in this class, as shown on the Circle 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. Moreover, whenever you cast a fire spell you create double the amount.
##### Circle Spells | Druid Level | Spells | |:---:|:---:|:---|:---:| | 2nd | Inflict Wounds | | 3rd | Flame Blade | | 5th | Vampiric Touch | | 7th | Fire Shield | | 9th | Bigby's Hand |
### Forged in Fire Beginning at 2nd level, While you are not wearing any armor, your armor class equals 13+ Wisdom. You can use a shield and still gain this benefit. ### Flame of Fury At 6th level, whenever you make a melee spell attack, you can make one additional melee spell attack as a bonus action. ### Fire be thy Fate At 10th level, you now add your wisdom modifier for any fire spell you might cast. ### Fire Breather At 14th level, when you hit a creature with a melee spell attack, you can also make a fire breath attack as part of the same action. When you use your breath weapon, each creature within a 15 ft. cone of the exhalation must make a Dex saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your Proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. \pagebreak ## Fighter: Eldritch Knight
### Eldritch Knight | Level | Proficiency Bonus | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 3rd | +2 | 2 | 2 | 1 | 1st | 1 | — | — | — | — | — | — | — | 4th | +2| 2 | 3 | 1| 1st | 1 | — | — | — | — | — | — | — | | 5th | +3 | 3 | 4 | 1| 2nd | 1 | — | — | — | — | — | — | — | | 6th | +3 | 3 | 4 | 1 | 2nd | 1 | ─ | ─ | ─ | — | — | — | — | | 7th | +3 | 3 | 5 | 1 | 3rd| 1 | — | — | — | — | — | — | — | | 8th | +3 | 3 | 6 | 1| 3rd | 2 | — | — | — | — | — | — | — | | 9th | +4 | 4 | 6 | 1| 3rd | 2 | — | — | — | — | — | — | — | | 10th | +4 | 4 | 7 | 1| 4th | 2 | ─ | ─ | ─ | — | — | — | — | | 11th | +4 | 4 | 8 | 2| 4th | 2 | — | — | — | — | — | — | — | | 12th | +4 | 4 | 8 | 2| 4th | 3 | — | — | — | — | — | — | — | | 13th | +5 | 5 | 9 | 2| 4th | 3 | — | — | — | — | — | — | — | | 14th | +5 | 5 | 10 | 2| 5th | 3 | ─ | ─ | ─ | — | — | — | — | | 15th | +5 | 5 | 10 | 2| 5th | 3 | — | — | — | — | — | — | — | | 16th | +5 | 5 | 11 | 2| 5th | 4 | — | — | — | — | — | — | — | | 17th | +6 | 6 | 12 | 2| 5th | 4 | ─ | ─ | ─ | — | — | — | — | | 18th | +6 | 6 | 12 | 2| 5th | 4 | — | — | — | — | — | — | — | | 19th | +6 | 6 | 13 | 3| 6th | 4 | — | — | — | — | — | — | — | | 20th | +6 | 6 | 13 | 3| 6th | 4 | ─ | ─ | ─ | — | — | — | — |
#### Eldritch Knight Spell list ##### Cantrips (0 Level) - Acid Splash - Blade Ward - Booming Blade - Green-Flame Blade - Gust - Light - Mending - Poison Spray - Ray of Frost - Resistance - Shocking Grasp - Sword Burst - True Strike ##### 1st Level - Absorb Elements - Arms of Hadar - Armor of Agathys - Hex - Shield - Tasha's Caustic Brew - Thunderous Strike - Wrathful Strike - Zephyr Strike ##### 2nd Level - Branding Smite - Cloud of Daggers - Darkness - Flame Blade - Melf's Acid Arrow - Mind Spike - Prayer of Healing - Shadow Blade - Steel Wind Strike - Web ##### 3rd Level - Ashardalon's Stride - Bestow Curse - Counterspell - Crusader's Mantle - Dispel Magic - Haste - Hunger of Hadar - Remove Curse - Spirit Shroud - Vampiric Touch ##### 4th Level - Blight - Evard's Black Tentacles - Fabricate - Fire Shield - Freedom of Movement - Mordenkainen's Faithful Hound - Otiluke's Resilient Sphere - Shadow of Moil - Sickening Radiance - Vitriolic Sphere ##### 5th Level - Banishing Strike - Conjure Volley - Danse Macabre - Enervation - Holy Weapon - Negative Energy Flood - Swift Quiver ##### 6th Level - Circle of Death - Contingency - Eyebite - Fizban's Platinum Shield - Globe of Invulnerability - Harm - Word of Recall
\pagebreak ### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. **Cantrips** You know two cantrips of your choice from the Eldritch Knight spell list. You learn additional Eldritch Knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eldritch Knight table. **Spell Slots** The Eldritch Knight table shows how many spell slots you have to cast your Eldritch Knight spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Eldritch Knight spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 11th level, you have two 4th-level spell slots. To cast the 1st-level spell Armor of Agathys, you must spend one of those slots, and you cast it as a 4th-level spell. Additionally, if you multiclass into Warlock with this subclass you add your total pact slots together, the level of your pact slots is based on the higher level slot. For Example you are a level 11 Eldritch Knight and level 3 Warlock, you have four pact slots of slot level 4. **Spells Known of 1st Level and Higher** You know 2 1st-level spells from your Eldritch Knight spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more spells of 1st level or higher from the Eldritch Knight spell list. Each of these spells must be of a level for which you have spell slots, as shown on the table. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Eldritch Knight spell list. The new spell must be of a level for which you have spell slots, and half of them must be from the abjuration or evocation school of magic. **Spellcasting Ability** You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability. **Spell save DC** = 8 + your proficiency bonus + your spellcasting modifier **Spell attack modifier** = your proficiency bonus + your spellcasting modifier ### Eldritch Invocations At 3rd level, you gain one eldritch invocation of your choice. When you rise levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Eldritch Knight table. Moreover, you have access to Pact of the Blade Eldritch Invocations without having the Pact Boon. The level prerequisites refer to your total character level rather than levels in this class or Warlock. Any feature referring to your pact weapon works for all weapons, but doesn't allow you to summon any. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. \columnbreak ### War Magic Beginning at 7th level, whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks. ### Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. ### Improved War Magic At 15th level, whenever you take the Attack action on your turn, you can cast a spell in place of one of those attacks. ### War Echoes At 15th level, By pulling from the magic of the past, you can cause your opponent's old wounds to resonate anew. Once per turn, when a creature you can see hits a target with an attack roll, you can use your reaction to force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target becomes vulnerable to one of the damage types dealt by the attack. This vulnerability lasts until the end of the target's next turn and affects the damage dealt by the triggering attack. You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Last Stand At 18th level, you can delay death for an instant to land a devastating blow. When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 force damage and an extra 5d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak ## Fighter: ## Kinetic Combatant
### Kinetic Combatant | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 3rd | 2| 3 | 2 | — | — | — | — | — | | 4th | 2| 4 | 3 | — | — | — | — | — | | 5th | 2| 4 | 3 | — | — | — | — | — | | 6th | 2| 4 | 3 | — | — | — | — | — | | 7th | 2| 5 | 4 | 2 | — | — | — | — | | 8th | 2| 6 | 4 | 2 | — | — | — | — | | 9th | 2| 6 | 4 | 2 | — | — | — | — | | 10th | 3| 7 | 4 | 3 | — | — | — | — | | 11th | 3| 8 | 4 | 3 | — | — | — | — | | 12th | 3| 8 | 4 | 3 | — | — | — | — | | 13th | 3| 9 | 4 | 3 | 2 | — | — | — | | 14th | 3| 10 | 4 | 3 | 2 | — | — | — | | 15th | 3| 10 | 4 | 3 | 2 | — | — | — | | 16th | 3| 11 | 4 | 3 | 3 | — | — | — | | 17th | 3| 11 | 4 | 3 | 3 | — | — | — | | 18th | 3| 11 | 4 | 3 | 3 | — | — | — | | 19th | 3| 12 | 4 | 3 | 3 | 1 | — | — | | 20th | 3| 13 | 4 | 3 | 3 | 1 | — | — |
\pagebreak ### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. **Cantrips** You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. **Spell Slots** The Kinetic Combatant Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. **Spells Known of 1st Level and Higher** You know three 1st-level wizard spells of your choice, two of which you must choose from the Abjuration or Conjuration schools of magic. The Spells Known column of the Kinetic Combatant Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an Abjuration or Conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 7th, 11th, 15th and 19th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an Abjuration or Conjuration spell, unless you're replacing the spell you gained at 3rd, 7th, 11th, 15th and 19th from any school of magic. **Spellcasting Ability** You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability. **Spell save DC** = 8 + your proficiency bonus + your spellcasting modifier **Spell attack modifier** = your proficiency bonus + your spellcasting modifier \columnbreak ### Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. ### War Magic Beginning at 7th level, whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks. ### Arcane Charge At 10th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. ### Improved War Magic At 15th level, whenever you take the Attack action on your turn, you can cast a spell in place of one of those attacks. ### Velocity Shift By 15th level, you learned to manipulate kinetic energy and alter the velocity of another creature. When a creature you can see starts its turn or moves to a space within 30 feet of you, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC, which it can choose to fail. On a failure, the creature is teleported to an unoccupied space of your choice that you can see within 30 feet of you. You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Master Kineticist At 18th level, Your kinetic manipulation extends to altering your very being. You gain resistance to bludgeoning, piercing, and slashing damage. Additionally, you can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage for every 5 feet you move while inside another creature or object. If you end your turn inside a creature or an object, you are shunted into the nearest unoccupied space you last occupied. \pagebreak ## Ranger: Gloom Stalker Conclave ### Gloom Stalker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
##### Gloom Stalker Spells | Ranger Level | Spells | |:---:|:---:|:---|:---:| | 3rd | Disguise Self | | 5th | Rope Trick| | 9th | Fear | | 13th | Greater Invisibility | | 17th | Seeming |
### Dread Ambusher At 3rd level, you master the art of the ambush. ~~You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.~~ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. ### Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. \columnbreak
### Iron Mind By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). ### Opportunist At 11th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. ### Stalker's Flurry At 15th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. \pagebreak ## Ranger: Horizon Walker Conclave
### Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
##### Horizon Walker Spells | Ranger Level | Spells | |:---:|:---:|:---|:---:| | 3rd | Protection from Evil and Good | | 5th | Vortex Warp | | 9th | Thunder Step | | 13th | Banishment | | 17th | Teleportation Circle |
### 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. ~~Once you use this feature, you can't use it again until 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. ### Distant Strike At 3rd level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. \columnbreak
### Spectral Defense At 7th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. ### Planar Warrior At 11th level, you learn to draw on the energy of the multiverse to redirect attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time that creature hits you with an attack, it instead takes that hit and all damage dealt by the attack becomes force damage, and the creature takes an extra 2d8 force damage from that attack. ### Ethereal Step At 15th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot. Once you use this feature, you can’t use it again until you finish a short or long rest. \pagebreak ## Ranger: Monster Slayer Conclave
### Hunter's Sense At 3rd level, you gain the ability to peer at a creature and supernaturally discern how best to hurt it. As a bonus action, 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, even if the creature is hidden from divination magic. 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 short or long rest. ### Slayer's Prey Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. You designate one creature you can see within 60 feet of you as the target of this feature. The first time you hit that target with a weapon attack, it takes an extra 1d6 damage for every attack you land on it. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. \columnbreak
### 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 + your wisdom modifier to your roll. ### Magic-User's Nemesis At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your Maneuver save DC, or its spell or teleport fails and is wasted. You can use this feature an amount of times equal to half your proficiency bonus, you regain all expended uses when you finish a short or 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 take the attack action against the quarry. You make this attack immediately before making the saving throw. If any of the attacks hit, your save automatically succeeds, in addition to the attack’s normal effects. \pagebreak ## Rogue: Arcane Trickster
### Arcane Trickster | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 3rd | Mage Hand + 2| 3 | 2 | — | — | — | — | — | | 4th | Mage Hand + 2| 4 | 3 | — | — | — | — | — | | 5th | Mage Hand + 2| 4 | 3 | — | — | — | — | — | | 6th | Mage Hand + 2| 4 | 3 | — | — | — | — | — | | 7th | Mage Hand + 2| 5 | 4 | 2 | — | — | — | — | | 8th | Mage Hand + 2| 6 | 4 | 2 | — | — | — | — | | 9th | Mage Hand + 2| 6 | 4 | 2 | — | — | — | — | | 10th | Mage Hand + 3| 7 | 4 | 3 | — | — | — | — | | 11th | Mage Hand + 3| 8 | 4 | 3 | — | — | — | — | | 12th | Mage Hand + 3| 8 | 4 | 3 | — | — | — | — | | 13th | Mage Hand + 3| 9 | 4 | 3 | 2 | — | — | — | | 14th | Mage Hand + 3| 10 | 4 | 3 | 2 | — | — | — | | 15th | Mage Hand + 3| 10 | 4 | 3 | 2 | — | — | — | | 16th | Mage Hand + 3| 11 | 4 | 3 | 3 | — | — | — | | 17th | Mage Hand + 3| 11 | 4 | 3 | 3 | — | — | — | | 18th | Mage Hand + 3| 11 | 4 | 3 | 3 | — | — | — | | 19th | Mage Hand + 3| 12 | 4 | 3 | 3 | 1 | — | — | | 20th | Mage Hand + 3| 13 | 4 | 3 | 3 | 1 | — | — |
#### Arcane Trickster Spell list ##### Cantrips (0 Level) - Blade Ward - Booming Blade - Encode Thoughts - Friends - Green-Flame Blade - Guidance - Gust - Light - Mage Hand - Magic Stone - Message - Minor Illusion - Resistance - Sapping Sting - True Strike - Vicious Mockery ##### 1st Level - Absorb Elements - Bane - Cause Fear - Charm Person - Disguise Self - Dissonant Whispers - Ensnaring Strike - Faerie Fire - Gift of Alacrity - Longstrider - Mage Armor - Shield - Silent Image - Silvery Barbs - Sleep - Tasha's Hideous Laughter ##### 2nd Level - Blur - Borrowed Knowledge - Crown of Madness - Enhance Ability - Gift of Gab - Hold Person - Invisibility - Mirror Image - Nathair's Mischief - Nystul's Magic Aura - Pass without Trace - Phantasmal Force - Shadow Blade - Silence - Suggestion - Tasha's Mind Whip ##### 3rd Level - Ashardalon's Stride - Aura of Vitality - Blink - Catnap - Counterspell - Dispel Magic - Elemental Weapon - Enemies Abound - Fast Friends - Fear - Flame Arrows - Haste - Hypnotic Pattern - Major Image - Slow ##### 4th Level - Arcane Eye - Charm Monster - Confusion - Dimension Door - Freedom of Movement - Greater Invisibility - Mordenkainen's Private Sanctum - Phantasmal Killer - Raulothim's Psychic Lance
\pagebreak ### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. **Cantrips** You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. **Spell Slots** The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot. **Spells Known of 1st Level and Higher** You know three 1st-level Arcane Trickster spells of your choice, two of which you must choose from the enchantment and illusion schools of magic. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more spells of 1st level or higher from the Arcane Trickster spell list. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 7th, 11th, 15th and 19th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 7th, 11th, 15th and 19th from any school of magic. **Spellcasting Ability** You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability. **Spell save DC** = 8 + your proficiency bonus + your spellcasting modifier **Spell attack modifier** = your proficiency bonus + your spellcasting modifier \columnbreak ### Mage Hand Legerdemain Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: * You can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. * You can stow one object the hand is holding in a container worn or carried by another creature. * You can retrieve an object in a container worn or carried by another creature. * You can use thieves' tools to pick locks and disarm traps at range. * You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. ### Magical Ambush Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. ### Spell Thief At 13th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. Once you use this feature, you can't use it again until you finish a long rest. ### Tricksy Jaunt When you reach 17th level, You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force, wasting your bonus action. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted. \pagebreak ## Rogue: Macabre Miscreant
### Macabre Miscreant | Level | Proficiency Bonus | Spells Known | Spell Slots | Slot Level | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 3rd | +2 | 2 | 1 | 1st | 1 | — | — | — | — | — | — | — | 4th | +2 | 3 | 1| 1st | 1 | — | — | — | — | — | — | — | | 5th | +3 | 4 | 1| 2nd | 1 | — | — | — | — | — | — | — | | 6th | +3 | 4 | 1 | 2nd | 1 | ─ | ─ | ─ | — | — | — | — | | 7th | +3 | 5 | 1 | 3rd| 1 | — | — | — | — | — | — | — | | 8th | +3 | 6 | 1| 3rd | 2 | — | — | — | — | — | — | — | | 9th | +4 | 6 | 1| 3rd | 2 | — | — | — | — | — | — | — | | 10th | +4 | 7 | 1| 4th | 2 | ─ | ─ | ─ | — | — | — | — | | 11th | +4 | 8 | 2| 4th | 2 | — | — | — | — | — | — | — | | 12th | +4 | 8 | 2| 4th | 3 | — | — | — | — | — | — | — | | 13th | +5 | 9 | 2| 4th | 3 | — | — | — | — | — | — | — | | 14th | +5 | 10 | 2| 5th | 3 | ─ | ─ | ─ | — | — | — | — | | 15th | +5 | 10 | 2| 5th | 3 | — | — | — | — | — | — | — | | 16th | +5 | 11 | 2| 5th | 4 | — | — | — | — | — | — | — | | 17th | +6 | 12 | 2| 5th | 4 | ─ | ─ | ─ | — | — | — | — | | 18th | +6 | 12 | 2| 5th | 4 | — | — | — | — | — | — | — | | 19th | +6 | 13 | 3| 6th | 4 | — | — | — | — | — | — | — | | 20th | +6 | 13 | 3| 6th | 4 | ─ | ─ | ─ | — | — | — | — |
#### Macabre Miscreant Spell list ##### 1st Level - Absorb Elements - Arms of Hadar - Armor of Agathys - Ensnaring Strike - Hex - Longstrider - Mage Armor - Shield - Tasha's Caustic Brew - Tasha's Hideous Laughter - Wrathful Strike - Zephyr Strike ##### 2nd Level - Borrowed Knowledge - Crown of Madness - Darkness - Enhance Ability - Gift of Gab - Flame Blade - Melf's Acid Arrow - Pass without Trace - Prayer of Healing - Shadow Blade - Silence - Steel Wind Strike - Web ##### 3rd Level - Ashardalon's Stride - Bestow Curse - Blink - Counterspell - Crusader's Mantle - Dispel Magic - Haste - Hunger of Hadar - Remove Curse - Slow - Spirit Shroud - Spirit Guardians ##### 4th Level - Blight - Evard's Black Tentacles - Fabricate - Fire Shield - Freedom of Movement - Guardian of Faith - Mordenkainen's Faithful Hound - Otiluke's Resilient Sphere - Shadow of Moil - Sickening Radiance - Vitriolic Sphere ##### 5th Level - Banishing Strike - Conjure Volley - Danse Macabre - Enervation - Holy Weapon - Negative Energy Flood ##### 6th Level - Circle of Death - Contingency - Eyebite - Fizban's Platinum Shield - Globe of Invulnerability - Guards and Wards - Harm - Word of Recall
\pagebreakNum ### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. **Spell Slots** The Macabre Miscreant table shows how many spell slots you have to cast your Macabre Miscreant spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Macabre Miscreant spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 11th level, you have two 4th-level spell slots. To cast the 1st-level spell Armor of Agathys, you must spend one of those slots, and you cast it as a 4th-level spell. Additionally, if you multiclass into Warlock with this subclass you add your total pact slots together, the level of your pact slots is based on the higher level slot. For Example you are a level 11 Macabre Miscreant and level 3 Warlock, you have four pact slots of slot level 4. **Spells Known of 1st Level and Higher** You know 2 1st-level spells from your Macabre Miscreant spell list. The Spells Known column of the Macabre Miscreant Spellcasting table shows when you learn more spells of 1st level or higher from the Macabre Miscreant spell list. Each of these spells must be of a level for which you have spell slots, as shown on the table. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Macabre Miscreant spell list. The new spell must be of a level for which you have spell slots, and half of them must be from the abjuration or evocation school of magic. **Spellcasting Ability** You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability. **Spell save DC** = 8 + your proficiency bonus + your spellcasting modifier **Spell attack modifier** = your proficiency bonus + your spellcasting modifier ### Grave Bolt Starting at 3rd level, you have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn. ### Lessons From Past Lives Starting at 3rd level, you recall talents others have had in their previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest. \columnbreak ### Echos of the Dead Starting at 9th level, you learn how to better listen and take to heart the teachings of departed around you. Whenever you finish a short or long rest, you can call forth and bond with a spirit, you gain the following additional benefits depending on the type of spirit you bond with: * **Saint.** Your hit point maximum increases by an amount equal to your level in this class, and you gain the same number of hit points. When you regain hit points from a spell, you regain an additional 1d8 hit points. * **Scholar.** You have advantage on ability checks using the Arcana, History, Nature, and Religion skills. Additionally, once per turn, when you deal damage to a creature with a spell of 1st-level or higher, you can deal an additional 1d8 force damage to that creature. * **Sword.** If you use your action to cast a cantrip, you can make one weapon attack as part of that action. If that weapon attack hits, the target takes an additional 1d8 radiant damage. When you bond with a new spirit of a different type, you immediately lose the benefits of your previous spirit and gain the benefits from the new spirit’s type. ### Grave Greeting At 13th level, once per turn when you deal necrotic damage or restore hit points, a target of your choice takes additional damage or regains additional hit points equal to your proficiency bonus. ### Spirit Arbiter At 17th level, housing numerous spirits into your body has transformed you to their arbiter. As a bonus action, you can transform into the spirit arbiter, at the start of each of your subsequent turns while in this form, you gain one of the following benefits of your choice: * **Aegis.** You feel the spirits covering you as if they were armor. You gain immunity to a damage type of your choice. * **Foresight.** You receive brief flashes of your imminent demise, steeling yourself against the oncoming assaults. Whenever you make a saving throw against an effect that deals damage, you can add half your sneak attack dice and add the number rolled to the total. * **Rapidity.** You feel lighter or rather you've become somewhat incorporeal . You gain a flight speed equal to your walk speed, your movement speed increases by 15 feet, and you do not provoke opportunity attacks. The benefit lasts until the start of your next turn. You cannot choose the same benefit two rounds in a row. The state lasts for 1 minute and ends early if you’re incapacitated. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. \pagebreak # Sorcerer
### Sorcerer | Level | Proficiency Bonus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st |+2 |2 | 2 | 2 | — | — | — | — | — | — | — |— | | 2nd |+2|2 | 3 | 3 | — | — | — | — | — | — | — |— | | 3rd | +2 |2| 4 | 4 | 2 | — | — | — | — | — | — |— | | 4th | +2|2| 5 | 4 | 3 | — | — | — | — | — | — |— | | 5th | +3 |2| 6 | 4 | 3 | 2 | — | — | — | — | — |— | | 6th |+3 |2| 7 | 4 | 3 | 3 | — | — | — | — | — |— | | 7th | +3|2| 8 | 4 | 3 | 3 | 1 | — | — | — | — |— | | 8th | +3|2| 9 | 4 | 3 | 3 | 2 | — | — | — | — |— | | 9th |+4| 2| 10 | 4 | 3 | 3 | 3 | 1 | — | — | — |— | | 10th | +4|3| 11 | 4 | 3 | 3 | 3 | 2 | — | — | — |— | | 11th | +4 |3| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — |— | | 12th | +4|3| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — |— | | 13th | +5 |3| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th |+5| 4| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th |+5| 4| 14 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | — | | 16th | +5 |4| 14 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | — | | 17th | +6 |4| 15 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | | 18th | +6 |4| 15 | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 1 | 1 | | 19th |+6 |4| 15 | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | | 20th |+6 |4| 15 | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 1 | 1 |
### Revised Sorcerer Exclusive Spells ##### 1st Level - Chaos Bolt - Frost Fingers ##### 3rd Level - Wall of Sand ##### 4th Level - Fire Shield ##### 5th Level - Wall of Stone \columnbreak
##### 6th Level - Wall of Ice ##### 7th Level - Prismatic Spray ##### 8th Level - Clone ##### 9th Level - Prismatic Wall \pagebreak ### Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. **Cantrips** At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. **Spell Slots** The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. **Spellcasting Ability** Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. **Spell save DC =** 8 + your proficiency bonus + your Charisma modifier **Spell attack modifier =** your proficiency bonus + your Charisma modifier **Spellcasting Focus** You are not required to have an arcane focus or a component pouch as a spellcasting focus for your sorcerer spells, Spells with a component cost still require the gold cost or material cost. \columnbreak ### Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. **Sorcery Points.** You have an amount sorcery points equal to your Sorcerer level + your proficiency bonus. You regain all spent sorcery points when you finish a long rest. **Flexible Casting.** You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. **Creating Spell Slots.** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. **Converting a Spell Slot to Sorcery Points.** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. | Spell Slot Level | Sorcery Point Cost | |:---:|:-----------:| | 1st | 2| | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 | \pagebreakNum ### Metamagic At 2nd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. * **Careful Spell.** When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. * **Distant Spell.** When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. * **Empowered Spell.** When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. * **Extended Spell.** When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. * **Heightened Spell.** When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. * **Quickened Spell.** When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. * **Subtle Spell.** When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. * **Twinned Spell.** When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are. \columnbreak ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Sorcerous Versatility (Optional) When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways: Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you. Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list. ### Magical Guidance (Optional) When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. ### Metamagic Expert At 13th level, you've become accustomed to weaving your metamagics into your actions. Choose two Metamagic options, you can use these metamagics without expending sorcery points. ### Sorcerous Restoration At 18th level, you regain half your total sorcery points whenever you finish a short rest. \pagebreak ## Sorcerer: Draconic Bloodline
### Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. You know the Dragon's Ire spell. | Dragon Color | Damage Type | |:---:|:-----------:| | Black | Acid | | White | Cold | | Red | Fire | | Blue | Lightning | | Green | Poison | | Gold | Fire | | Silver | Cold | | Bronze | Lightning | | Brass | Fire | | Copper | Acid | | Amethyst | Force | | Crystal | Radiant | | Emerald | Psychic | | Sapphire | Thunder| | Topaz | Necrotic | 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. #### Resistance At 6th level, you gain resistance to the damage type associated with your draconic ancestry, if you don't have it already. \columnbreak
#### Dragon's Ire *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 ft - **Components:** V, S - **Duration:** Instantaneous ___ You point upwards and then clench your fist, the creature that damaged you is struck by elemental energy. The creature must make a Dexterity saving throw. It takes 2d10 of the damage type associated with your dragon ancestor 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 1d10 for each slot level above 1st. **Sublasses:** Draconic Bloodline Sorcerer
### Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge, you know the Innate Ferocity cantrip. 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 Constitution modifier.
#### Innate Ferocity *Transmutation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** S - **Duration:** Instantaneous ___ You channel your Draconic lineage to cause your teeth or fingernails to sharpen, you choose which. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal. **The amount of attacks increase when you reach higher levels;** two at 5th level, three at 11th level and four at 17th level. Attacks can be directed at a single target or multiple; each are separate attack rolls. Additionally they can all be Bites or a mix of both, choose for each attack. **Subclasses:** Draconic Bloodline Sorcerer
\pagebreak ### Draconic Magic You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a evocation spell from the sorcerer, warlock, or wizard spell list. Additionally, spells in the list of 1st level or higher that let you to pick damage type can deal the type associated with your dragon ancestor.
##### Draconic Spells | Sorcerer Level | Spells | |:---:|:---:|:---|:---:| | 1st | Dragon's Ire, Longstrider, Innate Ferocity | | 3rd | Dragon's Breath, Ray of Enfeeblement| | 5th | Elemental Weapon, Glyph of Warding | | 7th | Elemental Bane, Summon Elemental | | 9th | Destructive Wave, Summon Draconic Spirit |
### Elemental Affinity Starting at 6th level, you attain the ability to imbue your strikes with the element of your dragon ancestor, you spend 3 sorcery points to gain an extra 3d4 damage of the chosen type for 1 minute, the amount of damage die increase by 1 for every additional 2 sorcery points you spend. Additionally when you attack or cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. \columnbreak ### Dragon Wings Beginning 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. ### Draconic Presence At 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose you consciousness, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. \pagebreak ## Sorcerer: The Hexblade The Hexblade balances talents in combat and arcane spellcasting, the power of the hexblade often displays itself at an early age, frequently in the form of unexplained accidents or other incidents of bad luck experienced by those around the budding hexblade. Though the hexblade is ultimately a self-taught practitioner, many receive rudimentary training from another arcane spellcaster, such as an older hexblade, eldritch knight, sorcerer, wizard or bard, before setting off on their own. Though a capable melee combatant, the hexblade relies on opportunistic use of their spells and special abilities to augment this role in the group. > This is somewhat of a remake of the 3rd edition version of the Hexblade but as Sorcerer origin as conceptually they are similar to each other. ### 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 Sorcerer level + your Charisma modifier (minimum of 1 hit point). You can use this feature a number of times equal your Charisma modifier (minimum of 1) and you regain all expended uses of it when you finish a long rest. \columnbreak
### Hexblade Spells You learn additional spells when you reach certain levels in this class, as shown on the Hexblade Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a evocation spell from the sorcerer, paladin or ranger spell list.
##### **Hexblade Spells** | Sorcerer Level | Spells | |:---:|:---:|:---|:---:| | 1st | Shillelagh*, Identify, Tasha's Hideous Laughter | | 3rd | Enthrall, Spiritual Weapon | | 5th| Phantom Steed, Wind Wall | | 7th | Phantasmal Killer, Mordenkainen's Faithful Hound | | 9th | Conjure Volley, Scrying |
* *The Shillelagh cantrip is eligible for the Twinned Spell Metamagic.* > ##### Spell selection > The spells I chose are based off of the original 3rd edition Hexblade class spell list, some of them are the exact spells while others are approximations to spells in that list. \pagebreak ### War Magic 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. ### Infectious Hex When you reach 10th level, your Hexblade's Curse spreads 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. ### Armor of Hexes Starting at 14th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. ### Improved War Magic At 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a spell in place of one of those attacks. ### Master of Hexes Starting at 18th level, you've mastered the art of tethering misfortune upon your foes. Once per turn, immediately after dealing damage to the target cursed by your Hexblade’s Curse, you can force the creature to make a Constitution saving throw against your spell save DC. On a failure, the creature has disadvantage on Strength and Dexterity saving throws, and its attacks deal only half damage. These effects last until the start of your next turn. \pagebreak # Warlock
### Warlock improvement | Level | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 1st | 2 | 2 | 1 | 1st | — | — | — | — | — | — | — | — | 2nd | 2 | 3 | 2| 1st | 2 | — | — | — | — | — | — | — | | 3rd | 2 | 4 | 2 | 2nd | 2 | — | — | — | — | — | — | — | 4th | 2 | 5 | 2| 2nd | 2 | — | — | — | — | — | — | — | | 5th | 3 | 6 | 2| 3rd | 3 + 1 | — | — | — | — | — | — | — | | 6th | 3 | 7 | 3 | 3rd | 3 + 1 | ─ | ─ | ─ | — | — | — | — | | 7th | 3 | 8 | 3 | 4th| 4 + 1 | — | — | — | — | — | — | — | | 8th | 3 | 9 | 3| 4th | 4 + 1 | — | — | — | — | — | — | — | | 9th | 3 | 10 | 3| 5th | 5 + 2 | — | — | — | — | — | — | — | | 10th | 4 | 10 | 4| 5th | 5 + 2 | ─ | ─ | ─ | — | — | — | — | | 11th | 4 | 11 | 4| 5th | 5 + 2| — | — | — | — | — | — | — | | 12th | 4 | 11 | 4| 5th | 6 + 2| — | — | — | — | — | — | — | | 13th | 4 | 12 | 4| 5th | 6 + 2| — | — | — | — | — | — | — | | 14th | 4 | 12 | 5| 5th | 6 + 2| ─ | ─ | ─ | — | — | — | — | | 15th | 4 | 13 | 5| 5th | 7 + 2| — | — | — | — | — | — | — | | 16th | 4 | 13 | 5| 5th | 7 + 2| — | — | — | — | — | — | — | | 17th | 4 | 14 | 5| 5th | 7 + 2| ─ | ─ | ─ | — | — | — | — | | 18th | 4 | 14 | 6| 5th | 8 + 2| — | — | — | — | — | — | — | | 19th | 4 | 15 | 6| 5th | 8 + 2| — | — | — | — | — | — | — | | 20th | 4| 15 | 6| 5th | 8 + 2 | ─ | ─ | ─ | — | — | — | — |
\pagebreak ### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. **Cantrips** You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. **Spell Slots** The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. **Spells Known of 1st Level and Higher** At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. **Spellcasting Ability** Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. **Spell save DC =** 8 + your proficiency bonus + your Charisma modifier **Spell attack modifier =** your proficiency bonus + your Charisma modifier **Spellcasting Focus** You can use an arcane focus as a spellcasting focus for your warlock spells. \columnbreak ### Eldritch Invocations In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. \pagebreakNum ### Pact Boons At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Moreover, You gain additional pact boon invocations at 5th and 9th level. #### Pact of the Blade The influence of your patron allows you to mystically channel their gift through a single pact weapon. Whenever you finish a long rest, you can perform a special ritual while holding the chosen weapon that you are proficient with and lacks the two-handed property into your pact weapon. * When you attack with the pact 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. * You can absorb a magic weapon's properties 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 absorb as many weapons as you wish, but upon absorbing the new properties, the old properties disappear.* * You can dismiss your pact weapon, shunting it into an extradimensional space, and it appears whenever you summon it thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use a 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 Talisman Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. The size of the Talisman die is a d4. * When the wearer fails an ability check, they can add the Talisman die to the roll, potentially turning the roll into a success. * Immediately after another creature within 60 feet of you that you can see or hear takes damage, you can use your Reaction to roll your Talisman die and restore a number of Hit Points to the creature equal to the number rolled. This Talisman can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a short or long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die. \columnbreak
#### Pact of the Chain You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction. #### Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. * You can inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. * On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. \pagebreakNum ### Eldritch Versatility (Optional) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies: Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list. Replace the option you chose for the Pact Boon feature with one of that feature's other options. If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level. If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify. ### Mystic Arcanum At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. Moreover, You can expend your mystic aracanum to upcast your spells without expending a spell slot. You must finish a long rest before you can do this again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. ### Eldritch Master At 18th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. \pagebreak # New and Tweaked Pact of the Blade Eldritch Invocations ### Claw of Acamar **Prerequisite: The Great Old One patron, Pact of the Blade** When you summon your Pact of the Blade weapon, you can have it take the form of a black, lead flail using your Pact of the Blade feature. The flail's head is sculpted to resemble a pair of grasping tentacles. The flail is a finesse, versatile, reach weapon that does (1d10, 1d12) psychic damage. When you hit a creature with an attack roll that is five over the creatures armor class, you can reduce the creature's speed to 0 feet until the end of your next turn. ### Curse Bringer **Prerequisite: The Hexblade patron, Pact of the Blade** When you summon your Pact of the Blade weapon, you can have it take the form of a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. The greatsword is heavy, two-handed weapon that does 2d8 necrotic damage. If you reduce a target cursed by your Hexblade's Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration. ### Eldritch Armor **Prerequisite: Pact of the Blade** As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed. ### Eldritch Strife **Prerequisite: Pact of the Blade, 5th level** When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. ### Gauntlets of the Genie **Prerequisite: The Genie patron, Pact of the Blade** When you summon your Pact of the Blade weapon, you can have it take the form of a pair of brass Gauntlets inlaid with colorful gem stones on its knuckles, using your Pact of the Blade feature. The Gauntlets are two light, finesse weapons that do 1d8 of damage based on the type determined by your patron's kind. add secondary feature \columnbreak ### Hammer of Dawn **Prerequisite: The Celestial patron, Pact of the Blade** When you summon your Pact of the Blade weapon, you can have it take the form of a Polehammer forged from gold, with silver wing engravings, using your Pact of the Blade feature. The polehammer is a heavy, two-handed, reach weapon that does 2d6 radiant damage. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. As a reaction immediately after being hit by an attack, the wielder can cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. ### Hexblade **Prerequisite: The Hexblade patron** When you make melee spell attack utilizing the Hexblade(Spiritual Weapon) against a target cursed by your Hexblade’s Curse, you gain an additional attack with it per turn. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a short or long rest. Moreover, The spell Hexblade(Spiritual Weapon) qualifies for any pact of the blade or eldritch blast invocations. ### Improved Pact Weapon **Prerequisite: Pact of the Blade** You can use the weapon from your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, Your weapon can be either a two-handed melee weapon or a two-handed ranged weapon. ### Mace of Dispater **Prerequisite: The Fiend patron, Pact of the Blade** When you summon your Pact of the Blade weapon, you can have it take the form of a mace, using your Pact of the Blade feature , it manifests as an iron mace forged in Dis, the second of the Nine Hells. The mace is a Thrown (range 20/60), Versatile weapon that does (1d10, 1d12) fire damage. When you hit a creature that is resistant to fire damage, you can knock the target prone if it is Huge or smaller. \pagebreak ### Moonbow **Prerequisite: The Archfey patron, Pact of the Blade** When you summon your Pact of the Blade weapon, you can have it take the form of a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. The bow is two-handed and ranged (range 150/600) that does 1d12 poison damage. You have advantage on attack rolls against lycanthropes and monstrosities with the bow. ### Scythe of Scarifice **Prerequisite: The Undead or Undying patron, Pact of the Blade** When you summon your Pact of the Blade weapon, you can have it take the form of a scythe made of skin and bone using your Pact of the Blade feature. The Scythe is a finesse, two-handed, reach weapon that does 1d12 slashing damage. If you reduce a target to 0 hit points while holding this scythe, you regain hit points equal to your Charisma modifier (minimum of 1 hit point). ### Superior Pact Weapon **Prerequisite: Pact of the Blade, 9th level** You can use the weapon from your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon. Finally, Your weapon can be either a two-handed melee weapon or a two-handed ranged weapon. ### Terrible Tentacle **Prerequisite: The Fathomless patron** When you make melee spell attack utilizing the Tentacle of the Deep feature against a creature, you gain one additional attack with it per turn. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a short or long rest. Moreover, Your Tentacle of the Deep feature qualifies for any pact of the blade or eldritch blast invocations ### Ultimate Pact Weapon **Prerequisite: Pact of the Blade, 15th level** You can use the weapon from your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon. Finally, Your weapon can be both a two-handed melee weapon or a two-handed ranged weapon. \pagebreak # New Pact of the Talisman Eldritch Invocations ### Fey Presence **Prerequisite: The Archfey Patron, Pact of the Talisman** You gain a ? that doubles the amount of uses of your Fey Presence feature. ### Misty Escape **Prerequisite: The Archfey Patron, Pact of the Talisman, 6th level** You gain a ? that doubles the amount of uses of your Misty Escape feature. ### Dark Delirium **Prerequisite: The Archfey Patron, Pact of the Talisman, 14th level** You gain a ? that doubles the amount of uses of your Dark Delirium feature. ### Searing Vengeance **Prerequisite: The Celestial Patron, Pact of the Talisman, 14th level** You gain a ? that doubles the amount of uses of your Searing Vengeance feature. ### Seashell Pin **Prerequisite: The Fathomless Patron, Pact of the Talisman** You gain a seashell pin that doubles the amount of uses of your Tentacle of the Deep feature. ### Rusted Flask **Prerequisite: The Fathomless Patron, Pact of the Talisman, 14th level** You gain a rusted flask that doubles the amount of uses of your Fathomless Plunge feature. ### Lucky Fiend's Toe **Prerequisite: The Fiend Patron, Pact of the Talisman** You gain a lucky fiend's toe that doubles the amount of uses of your Dark One's Own Luck feature. ### Piece of Brimstone **Prerequisite: The Fiend Patron, Pact of the Talisman, 14th level** You gain a piece of brimestone that doubles the amount of uses of your Hurl Through Hell feature. \columnbreak ### Entropic Ward **Prerequisite: The Great Old One Patron, Pact of the Talisman, 6th level** You gain a ? that doubles the amount of uses of your Entropic Ward feature. ### Hexblade's Curse **Prerequisite: The Hexblade Patron, Pact of the Talisman** You gain a ? that doubles the amount of uses of your Hexblade's Curse feature. ### Accursed Specter **Prerequisite: The Hexblade Patron, Pact of the Talisman, 10th level** You gain a ? that doubles the amount of uses of your Accursed Specter feature. ### Defy Death **Prerequisite: The Undying Patron, Pact of the Talisman** You gain a ? that doubles the amount of uses of your Defy Death feature. ### Improved Pact Talisman **Prerequisite: 5th level, Pact of the Talisman** Your Talisman die goes up by two steps, from a d4 to a d8. ### Protective Talisman **Prerequisite: Pact of the Talisman** Your Talisman gains an additional use, when an attack roll is made against whomever is wearing the Talisman, they can use their reaction to roll the Talisman die and add the number rolled to its AC against that attack. ### Superior Pact Talisman **Prerequisite: Pact of the Talisman, 9th level** Your Talisman die goes up by three steps, from a d4 to a d10. ### Ultimate Pact Talisman **Prerequisite: Pact of the Talisman, 15th level** Your Talisman die goes up by four steps, from a d4 to a d12. \pagebreak # New and Tweaked Pact of the Tome Eldritch Invocations ### Book of Ancient Secrets **Prerequisite: Pact of the Tome feature** Your patron gives you access to more spells for your Book of Shadows, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. ### Eldritch Enlightenment **Prerequisite: Pact of the Tome, 12th level** You have been bestowed magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast as shown on the Warlock table. In addition, you can use your mystic arcanum feature to cast a spell gained through this invocation, instead of the spell you originally chose. The chosen spells count as Warlock spells for you and are included in the number in the Spells Known column of the Warlock table. \pagebreak ## Warlock: The Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. ### Expanded Spell List The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
##### Great Old One Expanded Spells | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | Dissonant whispers, Tasha's hideous laughter | | 2nd |Detect thoughts, Phantasmal force | | 3rd | Clairvoyance, Sending | | 4th |Dominate beast, Phantasmal Killer | | 5th | Dominate person, Telekinesis |
### 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 30 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. \columnbreak
### 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. Whenever a creature makes an attack roll against you, you can spend your reaction to impose disadvantage on that roll. Additionally, your next attack roll against the creature has advantage if you make it before the end of your next turn. You must use this feature before you know the outcome of the attack roll. ### Thought Shield Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. ### 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. \pagebreakNum ## Warlock: The Undying Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther. ### Expanded Spell List The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
##### Undying Expanded List | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st |Healing Word, Bless | | 2nd |Gentle Repose, Aid | | 3rd | Revivify, Feign Death | | 4th |Aura of Life, Death Ward | | 5th | Raise Dead, Legend Lore |
### Defy Death You can give yourself vitality when you cheat death or when you help someone else cheat it. You also have advantage on saving throws against any disease and poison. Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. When you stabilize a creature with Spare the Dying or succeed on a death saving throw, you or an ally within 30 feet of you regain hit points equal to half your warlock level (rounded-up) in D8 die + your Constitution modifier (minimum of +1 HP). You can use this feature a number of times equal to your proficiency bonus, you regain all uses when you finish a long rest. \columnbreak
### Among the Dead Beginning at 6th level, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. ### Undying Nature Starting at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. ### Withering Vortex At 10th level, when you cast a spell that deals necrotic damage to any number of creatures that aren't Undead or Constructs, choose one of the creatures that took damage. You drain an amount of life energy equal to half the damage dealt to the chosen creature. One creature other than yourself that you can see within 30 feet of you regains a number of hit points equal to the life energy drained. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. ### Indestructible Life When you reach 14th level, you partake of some of the true secrets of the Undying. As a bonus action on your turn, you can regain your half total hit points. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can't use it again until you finish a short or long rest. \pagebreakNum ## Warlock: The Hexblade You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting, utilizing a floating specteral weapon that aids them in battle dubbed the Hexblade,the namesake of this discipline. ### Expanded Spell List The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
##### Hexblade Expanded List | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | Shield, Wrathful Strike | | 2nd |Hexblade(Spiritual Weapon), Steel Wind Strike | | 3rd | Blink, Conjure Barrage | | 4th | Phantasmal Killer, Mordenkainen's Faithful Hound | | 5th | Animate Objects, Banishing Strike |
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### 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 abilities necessary to effectively arm yourself for battle. * You use an action to conjure a weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. * This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. * Your conjured 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. If you pick the Pact of the Blade feature, the benefit extends to every weapon you conjure, regardless of the weapon's property. \pagebreak ### Armor of Hexes Starting at 6th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. ### Cursed Spectre Starting at 10th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a creature, you can cause its spirit to rise from its corpse as a spectre. When the spectre appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the spectre, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The spectre remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a spectre with this feature, you can't use the feature again until you finish a long rest. Additionally your Hexblade's Curse spreads 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. \columnbreak ### Master of Hexes Starting at 14th level, you've mastered the art of tethering misfortune upon your foes. Once per turn, immediately after dealing damage to the target cursed by your Hexblade’s Curse, you can force the creature to make a Constitution saving throw against your spell save DC. On a failure, the creature has disadvantage on Strength and Dexterity saving throws, and its attacks deal only half damage. These effects last until the start of your next turn. Moreover, your Hexblade(Spiritual Weapon) gains any benefits that apply to your Pact Weapon (Including magical properties granted by the absorbed weapon) and Eldritch Blast from your Eldritch Invocations. \pagebreak ## Wizard: Bladesinging
### Training in War and Song When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it. ### Bladesong Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: * You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) * Your walking speed increases by 10 feet. * You have advantage on Dexterity (Acrobatics) checks. * You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. ### Song of Strife Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. ### Song of Defense Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. ### Song of Strife Improvement At 13th level, When you use your action to cast a wizard spell, you can make one weapon attack as a bonus action. ### Song of Victory Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. \columnbreak ## Alternate Bladesinging
### Training in War and Song When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it. ### Bladesong Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: * You gain a bonus to the damage of your melee weapon attacks equal to your Intelligence modifier (minimum of +1) * Your walking speed increases by 10 feet. * You have advantage on Dexterity (Acrobatics) checks. * You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. ### Song of Strife Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. ### Song of Defense Beginning at 10th level, you add your Intelligence modifier (minimum of +1) to your AC while your Bladesong is active. ### Song of Strife Improvement At 13th level, When you use your action to cast a wizard spell, you can make one weapon attack as a bonus action. ### Song of Opposition Starting at 14th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. \pagebreakNum # I'm not calling them Smites, You can't make Me!!
#### Green-Flame Gash *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (5-foot radius) - **Components:** S, M (a melee weapon worth at least 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 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and you cause green fire to engulf them, the creature must succeed on a Dexterity saving throw or take your spellcasting ability modifier in fire damage. The fire lingers on for 1d4 rounds and the creature must spend an action to put out the flames. **At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the extra fire damage increases by 1d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). **Classes:** Artificer, Sorcerer, Warlock, Wizard
#### Frostbite *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (5-foot radius) - **Components:** S, M (a melee weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You cause numbing frost to form on one creature within 5 feet of you, after making a melee attack with the weapon used in the spell’s casting. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. **At Higher Levels.** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). **Classes:** Artificer, Druid, Sorcerer, Warlock, Wizard
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#### Lightning Link *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (5-foot radius) - **Components:** S, M (a melee weapon worth at least 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 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause lightning to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier. **At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the lightning damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). **Classes:** Artificer, Sorcerer, Warlock, Wizard
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#### 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. 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. **Classes:** ~~Wizard~~ Sorcerer **Feats:** Divinely Favored, Initiate of High Sorcery, Magic Initiate, Strixhaven Initiate
#### Hail of Thorns *1st-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous ___ When you hit a creature with a ranged weapon attack during this spell’s casting, it 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 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 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 1d10 for each slot level above 1st (to a maximum of 6d10). **Classes:** Ranger **Subclasses:** Forge Cleric **Optional/Variant Classes:** Ranger **Races:** Tiefling (Zariel)
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#### Searing Strike *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d10 radiant damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d10 radiant damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d10 for each slot level above 1st. **Classes:** Paladin **Subclasses:** Forge Cleric **Optional/Variant Classes:** Ranger **Races:** Tiefling (Zariel)
#### Thunderous Strike *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous ___ When you hit a creature with a weapon attack during this spell’s casting, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d10 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. **Classes:** Paladin
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#### Wrathful Strike *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ The next time you hit with a weapon attack during this spell's duration, your attack deals an extra 1d10 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. **Classes:** Paladin **Subclasses:** Hexblade Warlock **Optional/Variant Subclasses:** Divine Soul Sorcerer
#### Branding Strike *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Up to 1 minute ___ The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d10 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d10 for each slot level above 2nd. **Classes:** Paladin **Subclasses:** Battle Smith Artificer **Optional/Variant Subclasses:** Divine Soul Sorcerer **Races:** Tiefling (Zariel)
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#### Flame Blade *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (leaf of sumac) - **Duration:** 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 to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. 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. **Classes:** Druid **Optional/Variant Classes:** Sorcerer **Races:** Tiefling (Mephistopheles)
#### Kinetic Jaunt *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** S - **Duration:** Concentration, up to 1 minute ___ You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration. * Your walking speed increases by 30 feet. * You don't provoke opportunity attacks. * You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you both take 1d8 force damage. **Classes:** Artificer, Bard, Sorcerer, Wizard **Subclasses:** Arcane Trickster Rogue, Clockwork Soul Sorcerer, Kinetic Combatant Fighter
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#### Melf's Acid Arrow *2nd-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 4d4 acid damage immediately and 2d4 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 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. **Classes:** Sorcerer, Wizard **Subclasses:** Alchemist Artificer, Arcane Trickster Rogue, Land (Swamp) Druid, Eldritch Knight Fighter **Feats:** Adept of the Black Robes
#### Pass without Trace *2nd-level abjuration (ritual)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) - **Duration:** Concentration, up to 1 hour ___ A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. **Classes:** Druid, Ranger **Subclasses:** Arcane Trickster Rogue, Land (Grassland) Druid, Land Druid, Shadow Monk, Trickery Cleric **Races:** Elf (Mark of Shadow), Genasi (Earth), Human (Mark of Passage) **Backgrounds:** Dimir Operative
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#### Spiritual Weapon *2nd-level conjuration* ___ - **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 two slot levels above 2nd. **Classes:** Cleric **Subclasses:** Conquest Paladin, Divine Soul Sorcerer, Hexblade Warlock, Kinetic Combatant Fighter, Life Cleric, War Cleric
#### Staggering Strike *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous ___ When you hit a creature with a weapon attack during this spell’s casting, your weapon pierces both their body and mind, the attack deals an extra 2d10 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d10 for each slot level above 2nd. **Classes:** Paladin
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#### Steel Wind Strike *2nd-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 two creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 3d10 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. **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, as do the amount of creatures you can target. **Classes:** Ranger, Wizard **Subclasses:** Arcane Trickster Rogue, Eldritch Knight Fighter, Hexblade Warlock, Kinetic Combatant Fighter
#### Blinding Strike *3rd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Up to 1 minute ___ When you hit a creature with a weapon attack during this spell’s casting, your weapon flares with bright light, and the attack deals an extra 3d10 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. **Classes:** Paladin **Optional/Variant Classes:** Ranger **Backgrounds:** Boros Legionnaire
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#### 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 4d8 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 ammunition used as a component but is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. **Classes:** Ranger **Subclasses:** Battle Smith Artificer, Hexblade Warlock **Races:** Human (Mark of Making) **Backgrounds:** Gruul Anarch
#### Crusader's Mantle *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** Concentration, up to 1 minute ___ Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d8 radiant damage when it hits with a weapon attack. **Classes:** Paladin **Subclasses:** War Cleric, Solidarity (PSA) Cleric
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#### Lightning Arrow *3rd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ When you make a ranged weapon attack during the spell's casting, 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 4d8 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 2d8 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 1d8 for each slot level above 3rd. **Classes:** Ranger
#### Wall of Sand *3rd-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. **Classes:** ~~Wizard~~ Sorcerer
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#### Wall of Water *3rd-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. **Classes:** Druid, Sorcerer ~~,Wizard~~ **Races:** Triton
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#### Evard's Black Tentacles *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid) - **Duration:** Concentration, up to 1 minute ___ Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. **Classes:** ~~Wizard~~ Warlock **Subclasses:** Aberrant Mind Sorcerer, Eldritch Knight Fighter, Fathomless Warlock **Source:** PHB, page 238. Available in the SRD (as *"Black Tentacles"*).
#### Fire Shield *4th-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. **Classes:** ~~Wizard~~ Sorcerer **Subclasses:** Armorer Artificer, Battle Smith Artificer, Wildfire Druid, Eldritch Knight Fighter, Fiend Warlock, Genie (Efreeti) Warlock, Undying Light (UA) Warlock, Zeal (PSA) Cleric **Optional/Variant Classes:** Druid
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#### Wall of Fire *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a small piece of phosphorus) - **Duration:** Concentration, up to 1 minute ___ You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. **Classes:** Druid, Sorcerer, ~~Wizard~~ **Subclasses:** Artillerist Artificer, Forge Cleric, Light Cleric, Celestial Warlock, Fiend Warlock **Backgrounds:** Boros Legionnaire, Prismari Student, Rakdos Cultist **Other Options/Features:** River of Hungry Flame
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#### Banishing Strike *5th-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if all attacks made with the weapon during this attack action dealt 50 points of damage or more, you banish the target. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. **Classes:** Paladin **Subclasses:** Battle Smith Artificer, Eldritch Knight Fighter, Hexblade Warlock, Kinetic Combatant Fighter
#### Shining Weapon *5th-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V,S - **Duration:** Up to 1 hour ___ You imbue a weapon you touch with luminescence. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon 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, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. **Classes:** Cleric, Paladin **Subclasses:** Eldritch Knight Fighter, Divine Soul Sorcerer
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#### Wall of Stone *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a small block of granite) - **Duration:** Concentration, up to 10 minutes ___ A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. **Classes:** ~~Artificer, Druid,~~ Sorcerer ,~~Wizard~~ **Subclasses:** Land (Desert) Druid, Land (Mountain) Druid, Genie (Dao) Warlock **Other Options/Features:** Wave of Rolling Earth
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#### Wall of Ice *6th-level evocation* ___ - **Casting Time:** 1 bonus 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. **Classes:** ~~Wizard~~ Sorcerer
#### Mordenkainen's Sword *6th-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 10 minutes ___ 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 6d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. **Classes:** Bard, Wizard **Subclasses:** Arcana Cleric **Optional/Variant Classes:** Sorcerer
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#### Prismatic Spray *7th-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. **Classes:** Sorcerer **Subclasses:** Arcana Cleric **Optional/Variant Classes:** Bard, Wizard
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#### Prismatic Wall *9th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 10 minutes ___ A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall. * **Red.** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. * **Yellow.** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. * **Green.** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. * **Blue.** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. * **Indigo.** On a failed save, the creature 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 creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. * **Violet.** On a failed save, the creature 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 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.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects. Classes: Wizard **Classes:** Sorcerer **Subclasses:** Arcana Cleric **Optional/Variant Classes:** Bard, Wizard