Carreau's Grimoire of Everything

by Carreau

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Credits

Conception : This book has been entirely written and laid out by Vincent Pozzolini (LeRoiDeCarreau).

Illustrations : All the illustrations of this book, except when explicitly stated otherwise on the related page, are arts from the Magic The Gathering card game and are the property of Wizards of the Coast. All of those artworks are used thanks to the fan content policy.

Playtested by :

Thousands of D&D fans on GM Binder, on the Unearthed Arcana and DnDHomebrew subreddits, and on LeRoiDeCarreau's Patreon. Thank you so much!

Special Thanks to all my Patreons

without you, this book would have never existed!

_

Full Mettle,

VIV_ID,

Ryan Magee,

Jared Daniel,

micsma1701,

Nexus 906,

Ren Carlisle,

LeoHere,

Joel Castaneda,

Brandon Lukacs,

Thomas Philips,

The Angry Guinea Hour,

Kevin Cossutta,

Paul William Eachus,

Sexydoughboy,

Groov,

G Lambert,

Wyatt Zumbro,

Daniel Moreira,

Mark Mckinnley,

Christopher F Santangelo,

Kat Q.,

Drikar,

Berzox,

Andrew Anderson,

Johnathan Weisensel,

John Sussenberger,

Clayton,

Lance Osterhoudt,

German Kaiser,

Eea Nomas,

Krosis,

FrogDM,

FlameEarth,

Jan Nunez,

Cullen Wilson,

Archer Grey,

Joseph Lemons,

Quinn,

Derek Katrein

_

Homebrew

This Book gathers unofficial contents permitted under the Fan Content Policy. They are not approved nor endorsed by Wizards of the Coast. Portions of the material used are property of Wizards of the Coast.

On the cover

In this scene, an owlin wizard takes notes about some of its observations while peacefully flying. This piece of art is from the Magic the Gathering card named "Watcher of the Spheres", and has been created by G-Host Lee.

This document has been created on GM Binder.

Table of Content

Introduction

Preface

Hello dear reader! My name is Carreau and here is my grimoire! I've always been passionate about games, whether it's been card games, figurines, board games or video games, I've always liked meeting my closest friends around a table and passing hours thinking and laughing together. As a result, from my earliest years, I often invented small alternative rules for the games I owned, and, from time to time, I have even made some drafts of my very own games!

In 2019, while the covid was raging, with some friends we discovered the rules of DnD 5e, as we decided to play a few games to keep us busy during the confinements. So in 2021, after spending almost 2 years reading and rereading the rules and after creating hundreds of characters that I will never play, I decided to get myself into creating fan contents and share them with the community on the internet!

At first I thought I would only create one or two subclasses; but following the very favorable feedbacks I received, I quickly decided to embark on greater challenges! And the first one I took on was to create 2 subclasses for each class in the game!

It took me a few months, but I did it! And, once that was finished, I didn't want to stop there! So I decided to set a new challenge and this is how I got interested in spells, leading to the creation of weapon spells, then forgotten spells and then exclusive spells. The projects follow one another, and thus I decided to create an unpretentious Patreon, so that my most passionate followers can help me and support me in my creative adventures.

We are now a year and a half after my first publication (It was the Path of the shaman barbarian, quickly followed by the College of the Wind Bard!), and the number of my homebrews is starting to be important, so I decided to group all of them into one big grimoire: the one you are reading right now!

I have put all my heart and passion into creating the content that adorns those pages, so I hope you will enjoy it!

Happy reading, and happy gaming!

How to use this book?

This book gathers many options for players. As you create your character or when you level up, you can unlock the powers and skills that are featured in this book. As this content is homebrew, it's a good idea to always check with your dungeon master if it's okay for you to use the options shown here before adding them to your character sheet. the following paragraphs describe some important notes about the different parts of this book and how to use them :

Subclasses. The subclasses are each linked to a class. When you level up, when your class board tells you that you should gain a subclass, you can choose one of the subclasses presented in this book that matches your class. Some subclasses here are revised versions of official subclasses. When you use such a subclass, you gain the official features normally (even those which are not replaced by a new version), but at certain levels, this book offers you alternative powers. In those cases, you choose which feature you want to gain : either the official one, or the revised one. Whatever you decide, you should discuss it with your DM first.

Feats. This section offers alternate versions of some existing feats. When you gain a feat, you can choose to use the official version or the alternate version of this feat. Once again, talk about it with your DM.

Weapon spells and Exclusive Spells. These spells are added to the spell lists of the indicated classes. When you need to learn or prepare a spell, you can choose from these spells if you belong to the according class.

Forgotten Spells. Those are alternative versions of existing spells. I made those because a lot of spells were just very lackluster compared to the other spells of the same level, and so no one was ever using them. Talk to your DM at the start of your campaign to know if he or she wants to use the official version of those spells or the revised alternative suggested here. Everyone at the table should use the same version, so be sure every body is on the same page about which one is the best for your campaign!

Optional Features. After I have created that many spells, I stopped for a bit and thought about the poor martial classes. Indeed, as they don't get to cast spells, they are often forgotten and get nothing new when a new official book is published. Thus, I tried to find a way to give them some new toys to give them more possibilities to adapt and diversify their builds (and also to give them a bit more options for out of combat situations, as they were definitely lacking in this domain!). Some of the features presented here replace official features, others are simply added on top of what you normally gain, and some are the same features but with slight modifications. Again, ask your Dungeon Master's opinion each time you should unlock a feature presented in this grimoire, to ensure that it suits his universe and the campaign he intends to make you play.

PART 1

Races
Chameleans

Stealth and Patience

Primitive people, the Chameleans survive by hunting small preys and collecting fruits. Much less brutal than their cousins the lizardfolks, they are discreet hunters, with scales capable of changing color to blend in with their surroundings. Experts in ambushes, chameleans are very patient and can wait for their prey for hours without moving. Once their target is in position, they use their long tongue to pull it into their traps or to prevent the poor creature from escaping. When you see the chamelean hunters, it is already too late!

Hidden Villages

The Chameleans live in hidden villages on the edge of forests or in the marshes. These villages are made of little huts camouflaged with branches and foliage. The Chameleans are considered legends for most other peoples who do not believe in their existence. Indeed, very few are those who have been able to observe Chameleans or one of their camps as they are so inconspicuous! The craftsmanship of those reptiles is thus very rudimentary because they have hardly ever crossed paths with other sentient peoples during their History, which hindered their development.

Chameleans Names

Chameleans names are usually short and originated from the draconic language.

Male names. Kosj (small), Kepesk (storm), Svent (arrow)

Female names. Kuhri (river), Ner (spear), Ssej (silence)

Chameleans Traits

All Chameleans share the following traits.

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age. A Chameleans reaches adulthood at the age of 26 and generally lives around 300 years.

Size. Chameleans are smaller than their lizardfolks cousins : they average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. You have a walking speed of 25 feet.

Camouflage. When you move 15 feet or less during your turn, you have advantage in stealth checks and you can take the hide action to attempt to hide even in plain sight.

Elastic Tongue. Once per round when you use the attack action, you can replace one of your attacks by a special unarmed strike with your tongue against a target within 30 feet of you. On a hit, the target takes 1d4 + your strength modifier bludgeoning damage and if it is small or medium, it is also pulled 10 feet toward you. If the target is tiny, it is pulled 30 feet toward you instead.

Stealthy weaponery. You have proficiency with Darts, Blowguns, Short Bows and Spears.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Languages. You can speak, read and write Common and Draconic.

Art Credit : Firatsolhan
Elkians

Glory and Pride

The Elkians are usually very proud people. They have a heightened sense of duty and loyalty. All of them have antlers on the top of the skull often compared to a crown, symbol of their noble place within the verdant kingdoms of nature (the antlers of the males usually being much larger than the ones of the females).

Knights of the Forest

The Elkians generally live in small clans and very rarely leave the ancient woods where they built their homes. Often seen as the protectors of the forest, they don't trust easily the other humanoids, except for other peoples from fairy origin such as elves, fairies or centaurs, that they see as brothers and sisters.

Elkian Names

Elkians get named at birth by their mother. That name is then completed when they reach adulthood by an honorific title that is given to them by their clan, emphasizing an important achievement or an anatomical specificity of their.

Male names. Bucky, Freckles, Dasher, Ivan, Bruiser, Lotto

Female names. Wendy, Sarah, Lucy, Grace, Daisy, Thalia

Honorific Titles. Longhorns, Warden of the south, Sure hoof

Elkian Traits

All Elkians share the following traits.

Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.

Age. An Elkian reaches adulthood at the age of 25 and generally lives around 150 years.

Size. Elkians are tall but thin, usually being around 7 feet tall and weighting around 200 pounds. Your size is medium.

Speed. You have a walking speed of 35 feet.

Noble Presence. You have Proficiency in Persuasion.

Protector. When a creature enter your reach, you can use your reaction to make an attack against that creature with your antlers.

Antlers. Your antlers are natural melee weapons, which you can use to make unarmed strikes. If your hit with them, you deal piercing damage equal to 1d6 + your strength modifier.

Languages. You can speak, read and write Common and Elven.

Art Credit :

The illustration is an assembly of two art pieces that both belong to Wizards of the Coast

Shardfolks

Sudden Sentience

When a powerful magic permeates a place, it sometimes happens that the minerals present awaken. Suddenly conscious, they gather to take the form of humanoids made of crystals, rock or ice.

Mysterious Guardians

Living apart from other humanoid societies, the shardfolk generally spend their lives protecting the place and the magic that formed them.

Shardfolks Names

Shardfolks are not male or female, they are simply humanoid crystals. There names are usually equally simple. Short and sharp for the crystal and ice shards, or more guttural for the rock shards people.

Shardfolks names. Shinai, Cyan, Grond, Tol, Aiel, Trann

Shardfolk Traits

All Shardfolks share the following traits.

Age. A Shardfolk is already adult when it reaches sentience, and can generally lives around 500 years after that.

Size. Shardfolks are usually between 5 and 6 feet tall. Your size is medium.

Speed. You have a walking speed of 30 feet.

Living Construct. You don't need to eat or drink, and when you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. You are immune to spells and effects that should put you to sleep.

Languages. You can speak, read and write Common and Primordial.

Subrace. It exists three kinds of Shardfolks: The Cristal shards, the Rock shards, and the Ice shards. Choose one of these subraces.

Crystal Shard

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

Psionic Mind. You have resistance against being charmed and against psychic damage.

Mystical Gems. You have proficiency in Arcana.

Telepathy. As a bonus action, you can send an harmless image or sound or a short sentence directly into the mind of a creature within 30 feet of you.

Telekinesy. You know the Mage Hand cantrip. When you use that cantrip, the hand is invisible.

Rock Shard

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.

Natural Armour. You are literally made of stone. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Grounded. You have resistance against effects that would knock you prone, and when an effect would move you against your will, the forced movement is reduced by 5 feet.

Stone Fists. You are proficient with your unarmed strikes, which deal 1d6 bludgeoning damage on a hit. You can use your constitution instead of your strength for attack and damage rolls when you make an unarmed strike.

Ice Shard

Ability Score Increase. Your Strength, Dexterity and Charisma scores increase by 1.

Living Ice. You have resistance to cold damage.

Frozen Soul. You know the Shape Water cantrip. You can use it on yourself. When you do so, you can reshape both of your hands into longwords, shortswords, light hammers, spears, war picks, war hammers or into doned shields (you can choose to reshape them into two different weapons or a shield and a weapon, or to reshape only one of your hands). You are proficient with any weapon or shield formed thanks to this feature. The weapons created this way lose their Thrown and Versatile properties if they have one.

Blizzard. As a bonus action, you can create a tempest of hails and snow around you. Each creature within 10 feet of you must succeed a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your charisma modifier, or it gets its speed reduced to 0 until the end of your next turn and it loses its reaction. You can use this trait a number of time equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Sharkfolks

Hunter's of the Deep

Sharkfolks are terrifying predators. Hunting mainly in murky waters, they stalk their preys thanks to their highly developed sense of smell before falling on them and tearing them apart with their mighty jaws. When they hunt or raid creatures of the surface, they usually attack at night. Each sharkfolk has its own technique : some approach their prey discreetly, swooping down on it by surprise. Some use brute force to immobilize their enemy in order to tear them apart with their jaws. And finally, some others use spells from ancient tribal traditions to bend the ocean to their will to eliminate their target.

Underwater Tribes

The sharkfolks live in small tribes, in small caves under the ocean, or, more rarely, in rudimentary huts by the sea. Their society is mainly organized around hunting. Indeed, by bringing back a prestigious prey (a particularly large or rare fish for instance), a Sharkfolk gains the respect of the tribe, thus climbing in its social scale. The Sharkfolks are extremely suspicious of the people of the surfaces which they usualy don't appreciate (the trade between the sharkfolks and the other races is therefore very rare). The craftsmanship of the sharkfolks is fairly rudimentary, and is generally limited to making hunting tools such as nets and harpoons.

Sharkfolk Names

Sharkfolks names are generally short, and composed of sonorities reminiscent of the sound of a bite.

Male names. Draek, Lorik, Kroch, Sontor, Xanor, Morok Female names. Xilir, Taria, Tren, Xanda, Sorros, Krolle

Sharkfolk Traits

All Sharkfolks share the following traits.

Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.

Age. A Sharkfolk reaches adulthood at the age of 26 and generally lives around 300 years.

Size. Sharkfolks are usually tall and sturdy, being around 7 to 8 feet tall and weighting around 300 pounds. Your size is medium.

Speed. You have a walking speed of 30 feet.

Swimmer. You have a swimming speed equal to your walking speed.

Water Breathing You can breathe underwater in addition to your ability to breath air.

Blood Smell. You don't have a disadvantage when you attack an injured creature that you can't see (an injured creature is a creature that doesn't have all of its Hit Points). You also have advantage on any Perception check that rely on smell.

Jaws. Your jaws are natural melee weapons, which you can use to make unarmed strikes. If your hit with them, you deal piercing damage equal to 1d6 + your strength modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read and write Common and Aquan.

Art Credit : Weebasaurus
The Watchers

Born from the Arcane

Created from pure magic eons ago by a guild of archmages, the first watchers were intended to serve their masters by assisting them in their rituals or by finding precious spell components for them. Having now won their freedom, the few surviving watcher peoples are confined in antique temples erected in honor of ancient arcane gods. Having no need to eat or drink, they don't have to go out to hunt or take care of the fields, so they spend most of their time praying and performing rituals in the name of Mistra, Corellon or other lesser arcane deities. Some of them also use their magic to observe the world from afar.

Visual Communication

The watchers have no mouth, but a single large eye instead of a face. They therefore communicate by tracing small illusions in front of them. It is rare that a watcher leaves his clan to travel the world, because it is very difficult for them to speak with other peoples who do not share their mode of communication.

Watchers Names

Given by the clan during the birth ritual, the names of the watchers are not made of words or letters like the ones of the other races, but are visual and made of colors and symbols instead. Indeed, as they do not speak, the watchers use illusions to draw the symbol of their name by magic when they need to.

Watcher names. Blue Tree, White Hand, Green Sun, Red Fork, Black Fish, Pink Cloud, Yellow Bird

Watchers Traits

All Watchers share the following traits.

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

Age. Watchers are born adult. They are created by magical rituals conducted by older watchers and generally lives around 40 years.

Size. Watchers can vary wildly in size, from 3 feet to 6 feet tall usually. Your size is small or medium.

Speed. You have a walking speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Superior Sight. You have proficiency in Perception or Investigation (select one when you choose this race).

Mouthless. You don't need to breath, eat or drink. You can't talk, eat or drink (so you can't use potions, good berries or other items or effects that would require you to eat or drink).

Mystical eye. You ignore any verbal component when you cast a spell. Instead, the pupil of your eye changes its shape when you cast a spell with a verbal component.

Innate Spellcasting. You know the Prestidigitation cantrip. Once you reach 3rd level, you can cast the Detect Magic spell once per long rest with this trait. Intelligence is your spellcasting ability for these spells.

Born from the Arcane. You gain a Sorcerer's Metamagic option of your choice and 2 sorcery points. You regain all your expended sorcery points when you finish a long rest.

Languages. You can understand, read and write Common and one other language of your choice.

Wildens

The Wood People

Originating from the Feywild, the Wildens are strange creatures made of wood. Like trees and flowers they don't really have a gender : They are simply members of the forest. Naturally curious and observant, they are fascinated by other living creatures. Indeed, as they very rarely leave their woods, everything from the outside is a discovery for them.

Harmony

Living in harmony with nature, it is difficult to know where the wilderness ends and where the Wildens' societies begin. They are very protective of nature and feel responsible for it.

Wilden Names

Because of their strong connection to each other and to the vegetable world as a whole, the Wildens usually use the pronoun "we" rather than "I" when they talk about themselves. When they have to refer to an other member of their society, they use names derived from its physical characteristics.

Wilden names. Green root, Spring Flower, Leafy, Stout Bark

Wilden Traits

All Wildens share the following traits.

Ability Score Increase. Your Wisdom score increases by 2 and your Constitution score increases by 1.

Creature Type. You are a Plant.

Age. An Wilden reaches adulthood at the age of 20 and generally lives around 300 years.

Size. Wildens can come in various sizes and shapes. Your size is either medium or small (select one when you choose this race).

Speed. You have a walking speed of 30 feet.

Member of the Great Forest. You have Proficiency in Nature.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Vegetable Appearance. You roll Stealth checks with advantage when you are outdoor and you remain motionless.

Wood Magic. You know the Druidcraft and the Shillelagh Cantrips, and you can cast the Speak with Plants spell at will. Wisdom is your spellcasting ability for these spells.

Languages. You can speak, read and write Common and Sylvan.

Revised Flying Races
Why reworking those races?

Flying races are really often seen as overpowered, and so they are frequently banned from dnd tables. And that's a shame because they are so cool! The issue that is generally discussed is their flight feature that is seen as too powerful in combats in early levels, as nearly no other option let you fly before the level 5. So here are some ideas to fix them and make them less obnoxious in fights while keeping their cool ability to fly.

Aarakocras

  • Flight. Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor. However, as your hands are on the extremities of your wings (your wings are your arms), you can't use actions or bonus actions that require you to use your hands when you are flying such as casting a spell with somatic or material components, attacking with a weapon or using an object.

  • Talons. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit. In addition, you can use your talons to make special grapple or shove attacks when you fly.

Owlins

  • Flight. Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor. However, as your hands are on the extremities of your wings (your wings are your arms), you can't use actions or bonus actions that require you to use your hands when you are flying such as casting a spell with somatic or material components, attacking with a weapon or using an object.

Fairies, Avariel Elves and Winged Tieflins

  • Wings. (replaces the trait Flight.) Your wings can help you to propulse yourself through the air, but they are too weak to maintain you in flight for an extended period of time. Your jump distance is equal to your walking speed, even without a running start.

PART 2

Subclasses
Artificer : Miniaturizer

Miniaturizer

Miniaturizers are generally either artificers passionate about the nanotechnologies, the microscopic world and the size of things; or crazy collectors who reduce the size of the precious things they discover in order to include them in their collection.

Tool Proficiency

When you choose this archetype at 3rd level, you gain proficiency with the glass blower tools. If you already have this proficiency, you gain proficiency with an other artisan's tool of your choice.

Miniaturizer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Miniaturizer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Art Credit : Wizards of the Coast

Artificer Level Spells
3rd Catapult, Find Familiar
5th Enlarge/Reduce, Spike Growth
9th Galder's Tower, Tiny Servant
13th Giant Insect, Dominate Beast
17th Animate Objects, Planar Binding

Shrink

Beginning at 3rd level, you learn the secrets of nanotechnologies, and how to create miniaturizers. Miniaturizers are tiny modules that can change the size of an object when fixed on it. You can create a number of miniaturizers equal to your proficiency bonus when you finish a long rest. A miniaturizer has enough battery to function 24h. After that, its effect stops and it can no longer be used.

Alternatively, when you could create a new miniaturizer, you can instead recharge an existing one, extending its battery duration for an other 24h.

I have this in my pocket!

When playing this subclass, do not hesitate to reflavor your spells as if you just got something tiny from your pocket that suddenly enlarges. For instance, Spike Growth could be some bolts and nails, Galder's Tower could be a miniature model of a house, your familiar could be a tiny version of a usually larger beast etc.

As a bonus action, you can touch an object that isn't worn or carried, or a vehicle that doesn't carry or contain any creature, and fix one of your miniaturizers on it. The target becomes Tiny : its size becomes 1 inch and its weight becomes 0.1 pound, and everything it carries or contains also shrink proportionally.

As a bonus action, you can take back one of your miniaturizer from a target. To do this, there must be enough space next to you for the target to regain its true size, and the target must stand on a surface that can support its true weight (it can be your hand if you are strong enough to carry it) or in a liquide. When you take back the miniaturizer, the target (and every things it contained) regains its true size in 3 seconds. You can then re-use the miniaturizer latter if it still has battery. As the return to the normal size isn't instantaneous, if your target was a small or tiny object, you can throw or propel it with a sling or the catapult spell before it regains its true size. When you do so, it deals an extra 2d6 bludgeoning damage on a hit.

Downsize

Beginning at 5th level, when you use your Shrink feature, you can target a creature instead of an object or a vehicle (you can choose to target yourself). When you do so, the target must roll a number of d6 equal to your artificer level, keeping its true size if the result is lower than its current hit points, or being shrinked if the result is equal or higher. The target can choose to voluntarily fail the roll.

While shrinked, the creature keeps all its abilities, but in addition to the normal effects of your shrink feature, it also gains the following traits :

  • Its strength becomes 1.
  • It has a +10 bonus to stealth checks.
  • It can enter a creature's space and stop there.
  • Its speed is halved.
  • It can't make attacks.
  • If it casts a spell with a range greater than 0 feet, the range of the spell become touch.
  • If it should inflict damage because of a spell, an item, a feature or any other effect, it inflicts only 1 damage of the same type instead.

Upscale

At 9th level, you find out how to reverse the formula! You can now use your miniaturizers on Tiny objects or creatures, and enlarge them instead of reducing them. When you use your shrink feature, you can choose a tiny object that is not worn or carried or a tiny creature as your target (its true size must be tiny). When you do so, you surcharge your miniaturizer, using all its remaining battery, and your target becomes Large for 10 minutes (if there isn't enough space for the target to become large, its size doesn't change). Its weight also increases accordingly.

As for your Shrink feature, you can take back your miniaturizer as a bonus action before the end of those 10 minutes to end its effects early (but it won't be usable again until you recharge it as it no longer has battery).

You can't upscale more than one target at a time. If an object or a creature is already affected by that feature, you can't use it on an other target before your first target returns to its normal size.

If the target of your upscale is a creature, it also gains the following benefits :

  • Its strength increases to 18 if it was lower.
  • It gains 50 temporary hit points.
  • Its speed increases by 10 feet.
  • It uses your spell casting DC instead of its own DC when one of its features refers to a DC.
  • It uses your spell attack bonus instead of its own attack bonus when it does an attack.
  • Once per turn when it makes a damage roll, it adds 1d12 to the result.
  • If its a familiar from the find familiar spell, it can use the attack action.

Exponential Growth

By 15th level, you totally mastered the power of changing the scale of the world. When you use your upscale feature, you can target any object that is not worn or carried or any creature, even if it is larger than tiny. The target's size increases by 2 ranks (minimum Large) for the duration, its weight also increases accordingly, and if its a creature, it gains the benefits listed on your upscale feature.

Artificer : Explosives Expert

Explosives Expert

Artificers that become Explosives Experts are specialized in express demolition. They learn how walls, houses or bridges are done; not to build some, but to better understand their weak points so they can blow them up with more efficiency! Grenades, landmines, dynamite... They get an irrational passion for everything that can go BOOM!

Tool Proficiency

When you choose this archetype at 3rd level, you gain proficiency with the mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Explosives Expert Spells

Artificer Level Spells
3rd Thunderwave, Fog Cloud
5th Pyrotechnics, Shatter
9th Fireball, Glyph of Warding
13th Wall of Fire, Gravity Sinkhole
17th Immolation, Wall of Stone

Landmines, Grenades and Dynamite !

Beginning at 3rd level, whenever you finish a long rest, you can magically produce two explosives of your choice (sets of landmines, grenades, or sticks of dynamite). The explosives you craft don't have to be of the same type (you can for instance create 1 grenades and 1 landmine).

During a short or long rest, you can create additional explosives by expending a spell slot of 1st level or higher. When you do so, you create a number of explosives equal to the level of the spell slot expended (if you use a 3rd level spell slot for instance, you can create 3 explosives of your choice).

Creating an explosive requires you to have tinker supplies on your person, and any explosive you create with this feature can only be used by you and lasts until it explodes or until the end of your next long rest.

Explosives

Grenade

A small metallic globe about the size of a sling stone.

As a bonus action, you can throw the grenade (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It detonate on impact, and each creature in a 10-foot radius must make a dexterity saving throw against your spell save DC. Creatures that fail that saving throw take 1d6 fire damage, 1d6 thunder damage, and are pushed 10 feet away from the center of the explosion. Creatures that succeed only take half damage and are not pushed. Each structure or uncarried object in the area also automatically takes 1d6 fire damage and 1d6 thunder damage.

Dynamite

An approximately 1 foot-long red stick with a small fuse.

As a bonus action, you can place the dynamite stick on a free space on the ground or glue it on a structure (a wall, a door, a statue etc.) next to you. It detonates at the end of your next turn. When the dynamite detonates, it deals 1d10 fire damage and 1d10 thunder damage to every creature, structure or uncarried object in a 15-foot radius.

Alternatively when you place the dynamite stick, you can choose an other duration before it detonates, up to a maximum of 10 minutes. The dynamite stick always explodes at the end of one of your turns.

Landmines

A bunch of small metal discs that explode when stepped on once placed on an horizontal surface.

As a bonus action, you can set up these tiny metal discs to cover a level, square area that is 10 feet on a side. There must be no creature on the chosen area when you set up the landmines. When a creature moves across the covered area, it must succeed a dexterity saving throw or trigger the landmines. When triggered, the landmines detonate and the creature that triggered them takes 2d4 fire damage, 2d4 thunder damage and falls prone. The movement speed of that creature is then reduced by 10 feet until it regains at least 1 hit point.

Any creature that can’t see the area at the time the landmines are set up must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Destructive Tools

Beginning at 5th level, you learn how to make even more destructive explosives ! Once per turn, when one of your Explosives detonates, or when you cast an artificer spell, roll a d8 : you gain a bonus to one of the damage rolls equal to the number rolled.

Moreover, your spells and explosives also deal double damage to structures and objects.

Controlled Demolition

Starting at 9th level, when you use an explosive or when you cast a spell from the Explosives Expert spell list, if it has a radius or a cube specified, you can increase or decrease that radius or cube by 5feet.

Blast Master

By 15th level, explosives have no more secrets from you.

  • You gain resistance to the damage of your own spells and explosives.
  • You can cast the spell Delayed Blast Fireball once without expending a spellslot. You must finish a long rest before you can cast it again with this feature.
  • Magical barriers that can be destroyed by the Disintegrate spell (like Wall of Force, Otiluke Resilient Sphere, etc.) are also destroyed when they should take damage from one of your explosives.
Barbarian : Path of the Shaman

Primal Path

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The Path of the Shaman option is available to you when making that choice.

Path of the Shaman

The barbarians that choose to follow the path of the shaman are usually combattants with a strong connection to the elements. They carve totems in wood, metal or stone, and use them as a link to the elemental plans that lets them unleash fire, ice and lightnings on the foes that dare opposing them. Especially potents against hordes thanks to their selection of spells that target large areas, the shamans can also use their totems to protect their allies and use their magical knowledge to help them even outside of battles.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level. Moreover, you can cast cantrips that require a weapon as part of their Material Components while raging.

Spell Slots. The Path of the Shaman Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the lst-level spell shield and have a l st-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 l st-level sorcerer spells of your choice, two of which you must choose from the evocation spells on the sorcerer spell list. The Spells Known column of the Path of the Shaman Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability. Constitution is your spellcasting ability for your sorcerer spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier
Path of the Shaman Spellcasting
Spell Slots per Spell Level
Level Spells Known 1st 2nd 3rd 4th
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

Primal Totem

Starting at 3rd level, you can carve a primal totem in a piece of wood, stone or metal or repair one that has been damaged during a short or long rest. For that, you need to imbue the totem with the powers of the elemental planes by expending a spellslot of 1st level or higher. When you repair a damaged or destroyed totem, it regains all of its hit points has if you just created it. You can't have more than one primal totem at a time. If you create a new totem when you still have one, your link to the old one is broken and you can't use it anymore.

Totem's AC and Hit Points. The totem is a mundane item with an AC equal to your spell save DC and hit points equals to 5 + five times your barbarian level. When the totem drops to 0 hit points, it is destroyed and can't be used until you repair it.

Totem's vision. As an action, you can see and hear through your totem until the start of your next turn. You use your own senses when you do so, but you see and hear as if you were on the space occupied by the totem. During this time, you can't see or hear through your own body.

Placing the totem. Once carved, you can place a totem on the ground next to you as a bonus action. When you enter a rage, you can place the totem as part of the same bonus action. When placed on the ground, the totem take the same space as a medium creature (creatures can't walk through the space of the totem, and the totem provide cover as a medium creature would). No one can pick up or move the totem once it is placed as it anchors itself through its link to the elemental planes. Only you can remove it by calling it back.

Calling back the totem. As a bonus action, you can extend one of your hand and call for your totem. As you do so, the totem you called rushes through the elemental plane and reappears in your hand. You can instantly place it on the ground next to you as part of that same bonus action.

Spellcasting throught the totem. When you enter into a rage, your totem is suddenly awakened by the powers of the elemental plans. As an action when raging, if you can see one of your placed totem, you can make it cast one of the evocation spells you know. It uses one of your own spellslots and you can choose to upcast the spell using a higher spell slot as you would if you were casting the spell yourself. You choose the targets, but the spell originates from the totem.

The totem can't cast spells that require a component with an indicated cost, but it ignores any other verbal, somatic or material components.

The totem can't cast spells that require concentration.

When a spell refers to a spell save DC or a spell attack modifier, use your own modifiers as if you were the one casting the spell.

If the spell inflicts damages, you can add your rage bonus damages to any damages it deals.

When you cast a spell through a totem, your rage can't stop this turn unless you want to and use a bonus action to stop it.

Elemental Strike

Starting at 6th level, whenever you take the attack action, you can cast one of your cantrips in place of one of your attacks. If you are raging, you can choose that your primal totem casts that cantrip instead.

When you attack recklessly, you also gain advantage on spell attack rolls.

Warding Emblem

Starting at 10th level, every time you cast a spell of level 1 or higher (yourself or through your primal totem) that deals fire, ice, thunder, lightning, acid or poison damage, every creature that is friendly to you and that is within 30ft of your totem gains a resistance to the damage type of that spell until the end of your next turn or until you cast an other spell. Your totem also gains that resistance.

Totemic Tempest

Starting at 14th level, you gain a second totem.

That totem follows the same rules than your primal totem, and every time you place a totem, you can choose to place the two totems instead. They don't have to be adjacent to each other, but both have to be place within 5ft of you.

Moreover, during your turn while raging, you can choose to enter into the tempest state. While in the tempest state, every time you cast a spell or a cantrip through one of your totems, you can cast a cantrip through your second totem as part of that same action. The tempest state stops when your rage stops.

As it draws a lot of your energy to control that much elemental power, once you entered the tempest state with this feature, you need to finish a long rest before you can enter it again.

Barbarian : Battlerager (Revised)

Armored Terror

Starting at 3rd level, you gain proficiency in heavy armors. Moreover, wearing heavy armor doesn't prevent you from gaining the rage bonuses.

Moreover, during a short or a long rest, you can fix metallic spikes to a shield or an armor. When you do so, your spiked shield or armor also counts as a melee martial weapon with which you are proficient and that deals 1d4 piercing damage on a hit. That damage increases to 1d6 at level 6.

If you fix spikes on a magical shield or armor, piercing damage dealt by it counts as magical damage.

Spiked Armor

Beginning at 6th level, when you have a spiked shield or armor equipped, you gain the following benefits:

  • You deal piercing damage equal to your Proficiency Modifier to your target when you make a successful shove attack.
  • Creatures grappled by you or grappling you take piercing damage equal to your Proficiency Modifier at the start of each of their turn until the grapple ends.
  • When a creature makes a melee attack against you, you can use your reaction to bristle your spikes. when you do so, until the start of your next turn, any creature that makes a melee attack against you, including the triggering attack, takes piercing damage equal to your Proficiency Modifier.
A word about that rework

The Battleragers are known for 2 things : they wear armors, and they charge. My goal with this rework was to double down on those two traits to give that subclass the feeling of being an unstoppable bulldozer that stomps everything on its path.

Ruthless Bull's Charge

Starting at 10th level, after you move at least 10 feet in a strait line while raging, you can use an action to make a Ruthless Bull's charge. When you do so, you move up to your speed in a strait line, and you can make a shove attack against each creature that ends up being within 5 feet of you at any point during your charge. On a successful shove, a target is pushed 5 feet away from you (on one of your sides, as you push it out of your way), and is knocked prone. On a failed shove, your charge ends.

Alternatively, if there is no creature on your way during the charge but you encounter a structure (a wall, a door, a tree etc.), you deal bludgeoning damage to that structure equal to the distance (in feet) you have run during your charge before hitting it.

Unstoppable

Beginning at 14th level, you become immune to magical effects that should reduce your speed or immobilize you when you are raging. Moreover, when you use the Ruthless Bull's Charge feature while raging, you ignore difficult terrains and you gain resistance to all damage types until the end of your movement.

Barbarian : Berserker (Revised)

Barbarian Path

Fury

Starting at 3rd level, when you are hit by at least one attack while raging, you become infuriated until the end of your next turn. While infuriated, all your melee weapon attacks using Strength deal an extra 1d4 damage.

The extra damage you deal when infuriated increases to 1d6 at 10th level.

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Frightening Anger

Starting at 10th level, when you enter a rage, you kill an enemy or you roll a critical hit, each enemy within 30 feet that can see you must make a wisdom saving throw with a DC equal to 8 + your proficiency bonus + your strength modifier. On a fail, the creature is frighten by you until the end of your next turn.

Oversized Weaponery

Starting at 14th level, you can wield weapons that are made for creatures one size bigger than you without any malus or disadvantage.

A word about that rework

The Berserker is known for going head first in the melee without fear, and for its frenzy that makes him ignore the damage it receives, and makes him really scary for its enemies. My goal with this rework was to keep and even reinforce that identity, by giving the barbarian incentive to use its Reckless Attack feature (3rd and 10th level features go in that way). I also wanted to give it a more flavorful cap stone, and I always found really cool big angry warriors that fight with giant weapons, so... here is the 14th level feature !

In addition, you can wield melee weapons of your size with the two-handed property with only one hand, and when you make an attack with a melee weapon of your size, you can apply all bonuses normally reserved for when you wield your weapon with two hands, even if you are actually wielding it with one hand (like the versatile weapon damage or the great weapon fighting style for instance).

Finally, if you have the Dual Wielder feat, you can make an attack with a weapon of your size you wield in your offhand as a bonus action, even if it has the two-handed property.

Bard : College of the Wind

College of the Wind

Adherents of the College of the Wind learn to listen the melodies of the air and the subtle notes carried by the breeze. Their life is a duet with the nature, that let them move both allies and enemies at their will, like feathers in the wind.

Blowing gust

Starting at 3rd level, you learn the first secrets of the wind. You know the Gust cantrip. When casting this cantrip, if you choose the option to push a target, it is pushed 5 feet further and you can choose in which direction.

In Addition, Gust of Wind and Dust Devil spells are added to the bard spell list for you.

Flying breeze

Starting at 3rd level, your music can make your allies move like leafs through the breeze. Whenever you give a creature a Bardic Inspiration die, that creature can immediately use its reaction to move up to its speed. That movement doesn't provoke opportunity attacks and the creature gains a flying speed equal to its walking speed for this movement.

Gale force

Starting at 6th level, as an action, you can use a musical instrument you are proficient in to command the gale to blast for you.

When you do so, choose a point you can see within 60ft of you. A line of strong wind 30ft long and 10ft wide blasts from that point in a direction you choose.

Each creature in that line must succeed a Strength saving throw or be pushed 15ft in the direction the wind blows. If that movement should be stopped because of an obstacle (the target hit a wall or a tree before it as traveled the whole distance for instance), the target takes magical bludgeoning damages equal to your bard level. If that movement should be stopped because of a creature on the way, then both the target and the creature take damages equal to half your bard level (rounded up).

The wind continues to blow on that line until the start of your next turn. The line counts as difficult terrain and light projectiles that weight less than 5kg (like arrows, bolts, or daggers) launched through the line of wind are deflected and automatically miss. Heavier projectiles are not affected.

The wind disperses gas or vapor, and it extinguishes candles, torches and similar unprotected flames in the line.

Like a feather in the wind

Starting at 14th level, the spell Fly is added to the list of your spells known, but doesn't count against the number of bard spells you know. If it is already in the list of your spells known, you can add any bard spell of level 3 or less instead.

When casting the spell Fly, if the only target of that spell is yourself, you don't need to expend a spellslot to cast it. Moreover, when casted this way, that spell doesn't require your concentration, and lasts for its full duration.

Bard : College of Fear

College of Fear

Members of the College of Fear learn all the secrets of the True Fear, and know how to frighten others by telling horror stories or exploiting their worst phobias. It is said that gazing directly at the eyes of one of them is enough to cause you nightmares for the rest of your life...

Horror Stories

Starting at 3rd level, when a creature benefits from your song of rest, you can choose to tell it an horror story. When you do so, if the creature can hear and understand you, it becomes paranoid for the next hour. While paranoid, it adds half your charisma modifier (rounded up) to its passive perception and to its initiative rolls. A creature immuned to being frighten can't benefit from this feature.

Inspire Fear

Beginning at 3rd level, you can expend one of your inspiration dice as a bonus action to inspire fear to a creature within 30 feet that can see or hear you. When you do so, the target must succeed a wisdom saving throw against your spell save DC or be frighten by you until the start of your next round.

Awaken Phobia

Starting at 6th level, when you use your Inspire Fear feature on a creature, you can also choose to awake an unbearable phobia in its heart (creatures immuned to being frighten aren't affected). When you do so, roll on the Phobia Table to know what phobia is awaken for that target. The phobia lasts for 1 hour, and a creature can only be affected by one phobia at a time. If you awake a second phobia on a creature, the phobia stays the same but its duration is refreshed.

Until the end of its phobia, when the targeted creature is within 15 feet of a source of its phobia (for instance if the creature has a phobia for creepy crawlers and is within 15 feet of a snake or within 15 feet of an illusion of a snake), it is frighten by it until it is no longer within 15 feet of it.

The targeted creature also gets an additional negative effect depending on its phobia (see the Phobia Table below).

Phobia Table
d8 Phobia Sources of the phobia Additional Effect
1 Creepy Crawlers insects, rodents and snakes Once per round, when the target takes damage from an insect, a rodent, a snake or by the Infestation, or Insect Plague spells, it takes an extra psychic damage equal to your bardic inspiration die + your charisma modifier.
2 Darkness areas of darkness larger than a 5-foot cube Once per round, when the target takes damage from a creature that is in darkness or in dim light, or by the Arms of Hadar, Evard Black Tentacles, or Dark Star spells, it takes an extra psychic damage equal to your bardic inspiration die + your charisma modifier.
3 Great Heights spaces at least 10 feet lower than the current position Once per turn, when the target takes fall damage, it takes an extra psychic damage equal to your bardic inspiration die + your charisma modifier.
4 Death undeads Once per round, when the target takes damage from an undead creature or by the Chill Touch spell, it takes an extra psychic damage equal to your bardic inspiration die + your charisma modifier.
5 Confined Spaces corners and spaces of 10 feet or less between 2 walls Once per round, when the target takes damage, if its speed is 0, it takes an extra psychic damage equal to your bardic inspiration die + your charisma modifier.
6 Needles everything that can deal piercing damage Once per round, when the target takes piercing damage, it takes an extra psychic damage equal to your bardic inspiration die + your charisma modifier.
7 Thunder everything that can deal thunder damage Once per round, when the target takes thunder damage, it takes an extra psychic damage equal to your bardic inspiration die + your charisma modifier.
8 Fire everything that can deal fire damage Once per round, when the target takes fire damage, it takes an extra psychic damage equal to your bardic inspiration die + your charisma modifier.

Terror

Starting at 14th level, you awake a phobia in every creature you frighten (not only with your Inspire Fear feature, but also with any other spell or feature). When you awake a phobia for more than one creature at a time (with a spell that target multiple creatures for instance), you only roll once on the phobias table, and each creature affected gets the same phobia.

Moreover, when a creature that you can see within 30 feet of you becomes frighten, you can call to their inner instinct, as you know how to control how any creature will react when facing its worst fears. When you do so, choose one of the following effects (no action required) :

  • Flight : The frightened creature must use its movement to move as far as possible from the source of its fear during its next turn, by the safest available route.

  • Freeze : The frightened creature's movement speed become 0 until the end of its next turn.

  • Fight : the frightened creature must make a weapon or a spell attack against the source of its fear during its next turn if possible, or use the dodge action if the source of its fear isn't a creature or if it is out of its reach.

Cleric : Doom Domain

Doom Domain

The Doomsayers wander from towns to towns, calling the misfortunes and divine punishments awaiting their inhabitants as an answer to their sins. Vermins, insect swarms, cataclysms... They are the messengers of the gods, here to share their last warnings to the misbelievers before they unleash their wrath on them.

Cleric Domain

Doom Domain Spells

Cleric Level Spells
1st Bane, Cause Fear
3rd Augur, Flock of Familiars
5th Bestow Curse, Fear
7th Blight, Elemental Bane
9th Contagion, Insect Plague

Gods' Warning

When you choose this domain at 1st level, you gain proficiency in the Intimidation skill, and you gain the Infestation cantrip. For you, this cantrip counts as cleric cantrip.

Ill Omen

Beginning at 1st level, when you target creatures with a spell, you can choose to also predict bad news to those targets. When you do so, whenever they make an attack roll, an ability check or a saving throw before the start of your next turn, they must roll a d4 and subtract the number rolled from the attack roll, ability check or saving throw.

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

Channel Divinity : Baleful Destiny

Starting at 2nd level, you can use your Channel Divinity to curse the destiny of a creature you can see. As an action, point to a creature you see within 60 feet of you. For the next 10 minutes, every attack roll made against that creature is considered a critical hit on a 18, a 19 or a 20.

Doom

Starting at 6th level, when a creature you can see or hear within 30 feet of you should roll a die (for an attack roll, a damage roll, an ability check etc.), you can use your reaction to choose that the result of that roll is a 1. You must use this feature before the roll is made. Once you have used this feature, you can't use it again before you finish a long rest.

At 17th level, you can use this feature twice and you regain all expended uses when you finish a long rest.

Potent Spellcasting

Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Apocalypse

Starting at 17th level, you can call the apocalypse on the misbelievers. When you use your Divine Intervention feature and ask your deity for the effect of the Earthquake, Tsunami or Meteor Swarm spell, it automatically succeeds and you only have to wait for 1d4 days instead of 7 days before you can use Divine Intervention again.

At 20th level, you can use your Divine Intervention after a long rest, instead of having to wait for 7 days, when you use it to call for the apocalypse.

Cleric : Invoker Domain

Invoker

Invokers are the armed hand of the gods, catalysts of their divine powers. Those clerics control the celestial spirits of ancient heroes directly sent by their deity to guide their allies to victory, and their enemies to misery.

Invoker Domain Spells

Cleric Level Spells
1st Unseen Servant, Find Familiar
3rd Healing Spirit, Spiritual Weapon
5th Spirit Shroud, Spirit Guardian
7th Phantasmal Killer, Guardian of Faith
9th Summon Celestial, Wall of Light

Divine Familiar

When you choose this domain at 1st level, you learn how to funnel the power of your god into your familiar to turn it into a living symbol of your deity. As an action, you can turn your familiar (from the Find Familiar spell) into a Divine Spirit for the next minute. It becomes a spirit of pure light : it is no longer a creature, and it sheds bright light in a 15-foot radius. After one minute has past, the Divine Spirit return to its normal Familiar form.

If you have no active familiar when you use this feature, you can directly summon a Divine Spirit in a free space you can see within 30 feet of you as part of the same action, but this spirit vanishes after 1 minute, and doesn't stay as a familiar after that.

When your Divine Spirit appears (and when you command it to as an action during your subsequent turns), it performs one of the following maneuvers of your choice :

  • Divine Guidance. The spirit moves up to 30 feet in the direction of your choice and inspires a creature of your choice within 5 feet of it. This creature rolls its next attack with advantage, dealing an extra 1d4 radiant damage on a hit. When you reach 5th level, that extra damage increases to 2d4. It increases again to 3d4 at 11th level, and to 4d4 at 16th.

  • Divine Assault. The spirit moves up to 30 feet in the direction of your choice and makes a melee spell attack against a creature of your choice within 5 feet of it. It adds your own spellcasting modifier to the attack roll, and deals 1d6 + your own wisdom modifier on a hit. When you reach 5th level, the Divine Spirit can make 2 of those attacks when you take this action. At 11th level, your spirit can make 3 of these attacks.

  • Divine Protection. The spirit moves up to 30 feet in the direction of your choice and a creature of your choice within 5 feet of it gains temporary hit points equal to your wisdom modifier + your proficiency bonus until the start of your next turn.

Moreover, when you cast a cleric spell with a range of touch, you can also choose that your Divine Spirit moves up to 30 feet and delivers your spell (like a familiar from the Find Familiar spell would, but it doesn't need to expend a reaction).

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

Channel Divinity : Reinforcement

Starting at 2nd level, you can use your Channel Divinity to cast one of your Invoker Domain spells without expending a spell slot. You can only use your channel divinity to cast a spell this way if the chosen spell is of a level equal or inferior to half your cleric level.

Holy Spirit

Starting at 6th level, your Divine Familiar can deliver any cleric spell (not only the ones with a range of touch). If the spell requires concentration, you are the one concentrating on it.

Potent Spellcasting

Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Wings of justice

Starting at 17th level, as an action you can make large spectral angel wings appear on your back. When you do so, you gain a 60 feet flying speed. You can also make the wings disappear as an action.

In addition, when you deal damage or you restore hit points to a creature with a cleric spell of 1st-level or higher while your spectral wings are active, you can add your charisma modifier to the result.

Druid : Circle of Bloom

Druid Circle

Circle of Bloom

The members of the Circle of Bloom are mythical guardians of woods and forests. Often seen as hermits, they actually hold a strong link with the green world, considering flowers, trees, vines, and all that blooms as friends and family.

Verdant Wildshape

Starting at 2nd level, your spirit and your body are now tied to the vegetal world to a point that you can transform yourself into a spirit of the forest. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you gain the statistics of the beast you choose as normal, but you also gain the following benefits :

  • Your body is made of grass and leaves : you are considered a Plant instead of a Beast.
  • You gain temporary hit points equal to twice your druid level.
  • You gain advantage on stealth checks when you are outdoor.
  • You can cast druid cantrips you know while in Wild Shape. When you do so, ignore any verbal, material or somatic components.

Seedling Vegetation

Starting at 6th level, you have the spells Entangle and Plant Growth prepared. They count as druid spells for you, and they don't count against the number of spells you can have prepared.

Moreover, when you cast one of those spells, you can make Frenzy plants to growth in free spaces in the radius of the spell. You can create a number of Frenzy Plants equal to the level of the spellslot you expended.

The Frenzy Plants share your initiative but take their turn directly after yours. They last for 10 minutes. After that, the magic that created them vanishes and they fade away. If a Frenzy Plant reaches 0 Hit points, it disappears.

Wood Wrath

Starting at 10th level, you become so use to be in Verdant Wildshape that you can now use your Wild Shape feature three times instead of twice and regain expended uses on a short or long rest.

Moreover, while transformed by Verdant Wild Shape, if there are no Frenzy plant within 10 feet of you, you can spawn a Frenzy Plant in a free space within 10 feet of you as a bonus action.

Wild Growth

Starting at 14th level, you can make vines and trees growth from nothing. As an action, you can choose a point you see on the ground within 60ft of you. A giant vine suddenly growths there. The giant vine is 60 feet tall, and as a radius of 5 feet. It has an AC of 13 and 30 Hit points. If it reaches 0 hit points, it disappears as the magic that created it fades out.

Alternatively you can bend the giant vine when it is growing so that it forms a vegetal wall or a bridge. When you do so, you can shape it as a surface made up of six 10-foot-by-10-foot-by-10-foot panels. Each panel must be contiguous with another panel.

If the giant vine cuts through a creature’s space when it appears, the creature is pushed to one side of the vine (your choice which side). The giant vine stays for 10 minutes or until you drop your concentration (as if you were concentrating on a spell).

Once you have used this feature, you need to finish a long rest before you can use it again, unless you expend a spellslot of 3rd level or higher.


Frenzy Plant

Medium Plant, unaligned


  • Armor Class AC 11+PB (natural armor)
  • Hit Points 10 (4d4)
  • Speed 0 ft

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+O) 2 (-4) 10 (+O) 1 (-5)

  • Damage Vulnerabilities fire
  • Damage Immunities psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 10 ft. (blind beyond this radius), passive Perception 10
  • Languages -

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, Reach 10ft, one target. Hit: 1d4+PB magical piercing damage

Druid : Circle of the Moon

Primal Form

2nd-level Circle of the Moon feature, which replaces the Circle Form feature

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a Primal Beast. When you do so, choose a Bestial Aspect : Great Strength, Horns/Tusks, Tail/Tentacles, Spider legs, Pact instinct or Shell. Use the Primal Beast stat block, you gain certain traits depending on the Bestial Aspect you chose. Those benefits last until you return to your normal form.

Starting at level 4th, you can choose to transform into a Primal Beast of the sea (a great shark, or a giant crocodile for instance).

Starting at level 8th, you can choose to transform into a Primal Beast of the sky (a giant eagle, or a pteranodon for instance).

Starting at level 14th, you can choose to become huge instead of large when you transform into a Primal Beast.


Primal Beast

Large Beast or Huge Beast (at 14th level)(your choice)


  • Armor Class 11 + PB
  • Hit Points 5 + five times your druid level (the Primal Beast has a number of hit dice [d10s] equal to your druid level)
  • Speed 30ft. Swimming speed 30ft. (sea only) Flying speed 60 ft. (sky only)

  • The Primal Beast has a Strength and Constitution both equal to your Wisdom, and a Dexterity of 10.

  • Skills perception (wisdom modifier + PB)
  • Senses dark vision 60ft.
  • Amphibious can breath both air and water (sea only)

Actions

Primal Attack. Melee Weapon Attack: strength modifier + PB to hit, reach 5ft., one target. Hit: 1d8 slashing, piercing or bludgeoning (your choice) damage.

The Primal Attack's damage increases with your druid levels. It deals 2d8 instead of 1d8 when you reach 5th level, 3d8 at 11th level, and 4d8 at 17th level.

When you transforme into a Primal beast of the sea or a Primal Beast of the sky, the damage dice of your Primal Attack decrease by one rank and become d6.

Bestial Aspects

Horns / Tusks

Usually takes the shape of a boar, a rhinoceros, an elk, a triceratops or a mammoth

  • Your speed increases by 20ft.
  • Your maximum hit points increase by a number equal to your druid level.
  • Charge. When you move at least 20 ft. straight toward a target and then hit it with a Primal Attack on the same turn, roll a number of d6 equal to half your druid level (rounded down). The target takes extra slashing damages equal to the result. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Great Strength

Usually takes the shape of a bear, a gorilla, a tyranosaurus or a crocodile

  • Extra-attack : as an action, you can make your Primal Attack twice.
  • The damage dice of your Primal Attack become a d10 (or d8 if you transform into a primal beast of the sea or a primal beast of the sky).
  • You have advantage on strength checks.
  • Your carry capacity is doubled.
Tail / Tentacles

Usually takes the shape of a giant snake or an octopus

  • You gain a reach of 10ft.
  • You gain proficiency in athletics.
  • Constrict. When you hit a target with Primal Attack, the target is also grappled. Until this grapple ends, the creature is restrained, and you can't attack another target.
Pack instinct

Usually takes the shape of a wolf, a lion, a raptor or a shark

  • Your Dexterity becomes equal to your Wisdom.
  • Your speed increases by 10ft.
  • You gain proficiency in acrobatics and stealth.
  • Your claws or teeth count as finesse weapons.
  • Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't incapacitated. Moreover, when you hit a creature with an attack, choose one of your ally within 30ft. If your ally attacks the target before your next turn, the first Attack roll is made with advantage and your ally can add your druid level to the damage of its attack.
Spider legs

Usually takes the shape of a giant spider, a scorpion or a wasp

  • You gain a climbing speed of 30ft. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check and you ignore movement restrictions caused by webbing.
  • You can disengage as a bonus action.
  • Your claws, teeth or sting count as finesse weapons.
  • Venom. When you inflict damages to a target with your Primal Attack, the target must succeed on a Constitution saving throw against your spell save DC, or you roll a number of d8 equal to your proficiency bonus and the target takes necrotic damages equal to the result.
Shell

Usually takes the shape of a giant turtle or an ankylosaurus

  • You gain +2 AC.
  • Your maximum hit points increase by a number equal to your druid level.
  • Bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 3.

Bestial Alteration

6th-level Circle of the Moon feature, which replaces the Primal Strike feature

Your Primal Attacks and Unarmed Strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Moreover, you have the Alter Self spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. When you cast this spell, you can choose one Bestial Aspect. For the duration of the spell, you gain the benefits of this aspect when you are in your normal form. Every time a Bestial Aspect refers to a Primal Attack, this effect also works with your Unarmed Strikes.

Ancestral Guardian

10th-level Circle of the Moon feature, which replaces the Elemental Wild Shape feature

You can expend two uses of Wild Shape at the same time to transform into an Ancestral Guardian. You become an elemental beast, like a lion made of raging fire, a gigantic rhino made of hard stone, or a giant falcon made of storming clouds. In addition to your Primal Beast stats and Bestial Aspect benefits, you gain the following benefits :

  • You have resistance to Bludgeoning, Piercing, and Slashing From Nonmagical Attacks.
  • You are immune to Exhaustion, Paralyzed, Petrified, Poisoned, and Unconscious conditions.
  • Choose an Elemental Aspect from the list below (see next page). Your body is now made of the chosen element and you gain the respective benefits until you reverse to your normal shape.

Ultimate Predator

14th-level Circle of the Moon feature, which replaces the Thousand Forms feature

You can cast the Alter Self spell at will as a bonus action and you ignore the verbal and somatic components when you cast this spell. If you cast Alter Self when transformed by Wild Shape, you can change your Bestial Aspect to an other one of your choice.

Elemental Aspects

Magma
  • Your speed is increased by 10 ft.
  • You are immune to fire.
  • Illumination. Your body sheds bright light in a 30-foot radius and dim light in an additional 30 ft.
  • Fire storm. Each creature that starts its turn within 5ft. of you take 5(1d10) fire damage.
  • Your Primal Attack now deals fire damage instead of bulgeoning, piercing or slashing damage.
Rock
  • You have a burrow speed equal to your walking speed.
  • Earth glide. You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.
  • You have Tremorsense 60ft.
  • You gain a bonus of +1 to your AC.
  • Siege Monster. You deal double damage to objects and structures.
  • You can choose to increase your size by one category. If you do so, your reach also increases by 5ft.
Cloud
  • You have a flying speed of 90ft.
  • You are immune to Grapple, Prone and Restrained conditions.
  • Air form. You can enter a hostile creature's space and stop there. you can move through a space as narrow as 1 inch wide without squeezing.
  • Blowing. As a bonus action, you can blow away the creatures in front of you. All creatures in a 15ft. cone must succeed a strength saving throw again your spell save DC or be pushed 10ft.
Ice
  • You have a swimming speed of 60ft.
  • You are immune to cold damage.
  • Freezing cold. Each creature that starts its turn within 5ft. of you has its speed reduced by 10ft. and can't use its reaction until the start of its next turn.
  • Your Primal Attack now deals cold damage instead of bulgeoning, piercing or slashing damage.
Fighter : The Executioner

The Executioner

The executioners are warriors specializing in the wielding of big and deadly two-handed weapons. Terrors on the battlefield, they sweep their enemies with murderous circular blows and finish off the wounded without mercy. True forces of nature, they are almost unstoppable when wielding their giant weapons.

Execution

Starting at 3rd level, when you deal damage to a target with a melee weapon, if it has a number of hit points equal to 3 times your proficiency or less after you dealt damage to it, it is executed. Its hit points become 0 and it dies (or, if your target is an object or a structure, it breaks).

If your target is prone or incapacitated, it is executed if its hit points are equal to 5 times your proficiency or less after it took damage from you.

Impressive Presence

Beginning at 7th level, your stature and the mere size of your weapon are enough to intimidate people around you. When you have a versatile or a two-handed weapon on you, you can add your strength modifier to any intimidation or persuasion check you make.

Great Cleave

Starting at 10th level, when you hit a creature with a melee weapon you are wielding with 2 hands, you can choose to make a Great Cleave. When you do so, you only deal half damage to your target, but each other creature that is both within 5 feet of that target and within 5 feet of you also takes the same damage you dealt to your primary target.

Moreover, when you make a shove attack, you can also make a shove attack against each creature that is both within 5 feet of your initial target and within 5 feet of you as part of the same attack.

Cut Down

Starting at 15th level, you can put all your strength into a powerful attack. As an action, make a melee weapon attack against a target within your reach (you must wield your weapon with two hands for this attack). On a hit, the target is knocked prone and then takes 6d12 + your strength modifier slashing, piercing or bludgeoning damage (depending on the type of damage of your weapon).

When you use this feature, you must finish a short or a long rest before you can use it again, unless you killed your target with this attack.

At 18th level, the damage increases to 8d12 + your strength modifier.

Whirling Death

Beginning at 18th level, when you use your Great Cleave feature, you can affect every creature within 5 feet of you (they don't have to also be within 5 feet of your primary target anymore).

Fighter : Weapon Thrower

Martial Archetype

Weapon Thrower

Swiftly moving around the battlefield, Weapon Throwers harass their enemies with fast and precise attacks, alternating with grace between range and melee combat styles. The fighters that choose to become weapon throwers learn how to create a supernatural link between them and their favorite piece of weaponry. That Bond insures that the weapon always return to their hand, allowing them to throw it again and again without ever knowing the fear of loosing their beloved flying tool.

Bonded Weapon

Beginning at 3rd level, you can create a magical link between you and a thrown weapon of your choice by training with it during a short or a long rest. Choose a weapon with the Thrown property or a shield. That weapon or that shield becomes your Bonded Weapon.

  • After every ranged attack you make with your Bonded Weapon, it returns to your hand.

  • You can make a shove attack against any creature within the short or long range of your Bonded Weapon as if you were in melee range with it. If the creature is further from you than the short range of your weapon, or if it has a cover, you make the Strength (Athletics) check with disadvantage.

You can choose to replace your Bonded Weapon and make a Bond with an other thrown weapon or shield when you finish a short or a long rest.

Depending on the type of your Bonded Weapon, you also gain some specific benefits.

Shield. If your Bonded Weapon is a shield,

  • It is considered a martial melee weapon for you.
  • It deals 1d6 bludgeoning damage and has the Thrown (20/60ft.) property.
  • You can draw or stow it as an object interaction.
  • It counts has if it was don when you have it in your hand.
  • If you make a Bond with a +1, +2 or +3 magical shield, it also counts as a +1, +2 or +3 weapon (you can add its bonus modifier to the attack and damage rolls).

Thrown weapon. If your Bonded Weapon is a Thrown Weapon,

  • It counts as both a Melee and a Ranged Weapon when you make a ranged attack with it.
  • If you hit a target with both a ranged attack and a melee attack during a same turn, that target takes an extra 1d6 piercing, bludgeoning or slashing damage (depending on the type of damage of your Bonded Weapon).

Sharp Vision

Starting at 7th level, your vision is so precise you make any perception or investigation roll using your sight with advantage, and you can make the Search action as a bonus action.

Spectacular Throws

When you reach 10th level in this subclass, you learn how to perform Spectacular Throws with your Bonded Weapon. When you make a Spectacular Throw, you can't make another one with the same weapon until you finish a short or long rest, or until you use the fighter's Second Wind feature. If your Bonded Weapon is magical, the damage dealt by your Spectacular Throws counts as magical. After a Spectacular Throw, your Bonded Weapon returns to your hand.

Saving Throws. Some of your Spectacular Throws require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Spectacular Throw save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Spectacular Bounce

(Bludgeoning weapons only)

As an action, you can throw your Bonded Weapon to a point you see within 30ft. of you. Your Bonded Weapon then bounce against each creature of your choice in a 20ft. radius around that point. Each target must succeed a dexterity saving throw or take 2d6 bludgeoning damage and be disoriented until the end of your next turn. When disoriented, a creature rolls a d4 and subtracts the number rolled from all its attack rolls, ability checks, as well as its saving throws.

The damage increases to 3d6 at level 15.

Spectacular Hook

(Slashing weapons only)

When you hit a target with a ranged attack with your Bonded Weapon, you can choose to expend one use of your Spectacular Throw feature to attempt to Hook the creature toward you. The target takes extra damage equal to your fighter level from your attack, and must make a Strength saving throw.

On a failed save, it is pulled 20ft. toward you. If the Target is two sizes larger than you or bigger, it doesn't have to make the saving throw and you are automatically pulled 20ft. toward it instead.

Spectacular Skewer

(Piercing weapons without the Finesse property only)

As an action, you can throw your Bonded Weapon on a 120ft. long line in a direction you choose. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 4d6 piercing damage, and if it is one size bigger than you or smaller, it falls prone. On a successful save, the creature takes half damage and doesn't fall prone.

The damage increases to 6d6 at level 15.

Spectacular Steel Tempest

(Piercing weapons with the Finesse property only)

As an action, you can throw your Bonded Weapon really fast all around yourself in a deadly tempest. Each creature within 10ft. of you must make a Dexterity saving throw. A creature takes 9d4 piercing damage on a failed save, or half as much damage on a successful one.

The damage increases to 12d4 at level 15.

Steel's Tempo

Beginning at 15th level, after each ranged attack you make, if your speed is higher than 0 and that your are not prone, you can move 10ft. in the direction of your choice.

Dual Bond

When you reach 18th level in this subclass, you can use Bonded Weapon on two weapons or on a weapon and a shield at the same time.

Art Credit : LeRoiDeCarreau
Monk : Way of Kung Fu

Way of Kung Fu

Traditional Kung Fu is based on techniques and stances that reflect the way animals behave and fight in nature. The Monks that choose the Way of Kung Fu observe and draw inspiration from the nature to enhance their fighting style, but also to strengthen their mind.

Agility

Starting at 3rd level, you learn how to use your accuracy, your balance and your speed instead of relying on the limited strength of your body. You can use your Dexterity modifier instead of your Strength modifier for Athletic checks.

Animal Fighting Styles

Starting at 3rd level, you learn 2 Animal Fighting Styles. During your turn, you can, as a Bonus action, expend 1 ki point to adopt one of the Animal Fighting Styles you know, gaining the associated benefits for the next 10 minutes or until you use this feature again to adopt an other style.

You learn 2 additional Animal Fighting Styles at 6th level, 2 more at 11th level, and you finally know all the 7 styles when you reach 17th level in this subclass.

Mental Stance

Beginning at 6th level, you can visualize one of your fetish animals in your head to help you focus your mind, and think like that animal. You can visualize any of the animals you know the fighting style by using this feature and expending 3 ki points. When you do so, you gain a proficiency in one of the following skills for 10 minutes, until you lose your concentration (as if you were concentrating on a spell) or until you visualize an other animal. The skill proficiency you gain depends on the animal you visualize :

  • Tiger : Investigation
  • Crane : Nature
  • Snake : Performance
  • Mantis : Insight
  • Leopard : Intimidation
  • Monkey : Deception
  • Dragon : History

Instinctive Posture

Starting at 11th level, when you roll for initiative, you can immediately choose to adopt an Animal Fighting Style you know. It doesn't take you any action and it doesn't cost you any ki point. If you want to change for an other style later during the fight, you still need to expend a ki point and a bonus action as normal.

GrandMaster

When you reach 17th level, you become a true master of the martial art. When you adopt an Animal Fighting Style, you now gain additional benefits.

Animal Fighting Styles

Tiger

The tiger style is aggressive and offensive. A monk adopting this fighting style generally uses a lot of grappling techniques, curling up his fingers to mimic the claws of a tiger, and using them to pull and restrain his opponent while striking him with powerful punches.

You make grapple and shove attacks with advantage. You also make Athletic checks to maintain a grapple with advantage.

  • Grandmaster technique : Starting at 17th level, while using the Tiger Style, every time you shove or grapple a creature, it takes 1d10 bludgeoning damage. Moreover, a creature grappled by yourself takes 1d10 bludgeoning damage at the start of each of its turn until the grapple ends.
Crane

The crane style is entirely based around balance and dodges. A monk adopting that style takes aerial postures, standing often on one leg with his arms wide open as the wings of a crane. The masters of that style also tighten their fingers to mimic the beak of a crane, aiming at the eyes of their opponents to debilitate them.

You have advantage on Acrobatic checks. Moreover, you are always treated as behind a half cover when targeted by a range attack or when you are in the area of a spell, even if there is no cover before you.

  • Grandmaster technique : Starting at 17th level, while using the Crane Style, when you hit a target with a melee attack, you can aim at the eyes of your opponent. When you do so, the target of your attack must succeed on a dexterity saving throw or be blinded until the start of your next turn.
Snake

The snake style revolves around defensive postures. A monk adopting that style waits patiently for an error of its opponent, an opening in its guard. Once the occasion occurs, the monk strikes suddenly and violently, aiming on a vital point with an extreme precision.

When an enemy within your reach misses you with an attack, you can use your reaction to make an opportunity attack against it. Moreover, when you take the dodge action during your turn, you can add a number of d6 equal to half your monk level to the damage of any opportunity attack you do before the start of your next turn.

  • Grandmaster technique : Starting at 17th level, while using the Snake Style, when you don't take the attack action during your turn, your reach increases by 10 feet until the start of your next turn.
Mantis

The mantis style is extremely aggressive. A monk adopting that style focus purely on his speed, striking his opponent as fast as he can in order to overwhelm him under a rain of blows.

Once on each of your turns, if you hit a target twice with melee attacks, you can make one additional melee attack against that target (no action required). If that attack hits, the target takes bludgeoning damage equal to your Martial Art Die.

  • Grandmaster technique : Starting at 17th level, while using the Mantis Style, your attacks deal an extra 1d4 damage to stunned targets.
Leopard

The leopard style is recognizable by its numerous circular blows and its wide movements as it favors fast rotations of the body.

Every time you can make a melee attack, you can choose to make a Rotational Kick instead. If you do so, each creature within 5 feet of you must succeed on a Dexterity savind throw with a DC equal to 8 + your proficiency bonus + your dexterity modifier or it takes bludgeoning damage equal to your proficiency bonus.

  • Grandmaster technique : Starting at 17th level, while using the Leopard Style, every time a creature fails a saving throw against one of your Rotational Kicks, you can choose to knock it prone or to push it 5 feet away from you.
Monkey

The monkey style favors mischief and acrobatics. The goal of a monk adopting this style is to destabilize his opponent while always remaining unpredictable.

You gain a climbing speed equal to your walking speed and the maximum length of your long and high jumps are increased by 10 feet. Moreover, every time you would make an attack against a creature, you can replace that attack by a Distraction instead. When you do so, the next attack that targets this creature is made with advantage.

  • Grandmaster technique : Starting at 17th level, while using the Monkey Style, you gain proficiency in Improvised weapons. Moreover, Improvised weapons count as monk weapons for you.
Dragon

The dragon style is based around focus. The focus of the mind, on a first hand, in order to stay imperturbable during the fight; but also the focus of the body, to deliver spectacular explosive blows.

You make wisdom saving throws with advantage. Moreover, the size of your Martial Arts die is increased by one rank (a d4 become a d6, d6 become a d8 etc.).

  • Grandmaster technique : Starting at 17th level, once on each of your turn, while using the Dragon Style, you can add one Martial Art die to the damage of one of your melee attacks.
Why only those 7 styles ?

Their are many other styles in kung fu, and some that aren't even based on animals ! I chose to limit the subclass to those 7 Animal Fighting Styles because they are the most iconic and flavorful in my opinion, and most of the other existing styles are actually some mix between those; like the eagle style is actually a mix between tiger and crane for instance.

Art Credit : Wizards of the Coast

(And silhouettes by LeRoiDeCarreau)

Monk : Way of Shifting Shape
Art Credit : LeRoiDeCarreau

Oversized Fists

Starting at 3rd level, as a bonus action, you can expend 1 ki point to inflate your fists so they become oversized for 10 minutes. You need to expend a bonus action at the start of each of your turns to maintain them inflated; if you don't, your hands return to their normal size.

While your fists are inflated, you gain the following benefits :

  • You can use your wisdom modifier instead of your strength modifier when you make a strength check, a strength saving throw or an unarmed strike.
  • You count as one size bigger for grapple and shove attacks you make.
  • When you push a creature with a shove attack, you can push it 15 feet away instead of 5.
  • Your unarmed strikes deal an extra bludgeoning damage equal to your martial art die.

Elastic Limbs

Beginning at 6th level, you can expend 1 ki point during your turn to elongate your limbs. When you do so, your reach and your jump distance both increase by 25 feet. Those benefits end at the end of the turn, as your arms and legs return to their normal size. If you were grappling a creature, that creature is pulled 25 feet towards you when your limbs return to their normal size.

Way of Shifting Shape

Monks that follow the way of the shifting shape learn how to gain a complete control over their body. By focusing their mind, they can distort, elongate or enlarge their limbs.

Superior Strength

When you reach 11th level, your strength is tenfold even more when you inflate your fists! When you use your Oversized Fists feature, you also gain the following benefits :

  • You gain advantage to strength checks.
  • Your carry capacity is doubled.
  • When you make a shove attack against a creature, you can also attempt to shove each other creatures that are within 5 feet of your first target as part of the same attack.
  • When you make a successful shove against a creature, your target takes bludgeoning damage equal to your martial art die.

Giant Self

Starting at 17th level, you can expend 5 ki points to unleash your true power as a bonus action, and become Huge for 10 min. When you do so, you gain the benefits of your Oversized Fists and Superior Strength features as long as you are Huge (you don't have to use a bonus action each turn to maintain them). Moreover, you also gain the following benefits :

  • Your reach increases by 10 feet.
  • You gain 25 temporary hit points.

You return to your normal size at the end of the duration. You can choose to return to your normal size early as a bonus action. Once you return to your normal size, you can't use this feature again until you finish a long rest.

Paladin : Oath of the Arcane

Oath of the Arcane

The Oath of the Arcane is sworn by the paladins that serve the old gods of magic. By this oath, they swear to always seek and protect the forgotten scrolls and grimoires that were lost across the multiverse a long time ago.

Tenets of the Arcane

The tenets of this oath have been written centuries ago by a forgotten council of archmages who considered the mysterious power of the arcane above all else.

Protect the ancient writings. The old scrolls are precious relics. They should be treated with respect and be preserved.

Seek knowledge. Wherever you go, by all means.

Be one with the arcane. Always use magic wisely.

Oath Spells

You gain oath spells at the paladin levels listed. Moreover, you learn 1 cantrip of your choice from the wizard spell list. It counts as a paladin spell for you, and when you should learn an other cantrip from the wizard spell list, you can choose that it counts as a paladin spell for you.

Oath of the Arcane Spells
Paladin level Spells
3rd Detect Magic, Magic Missiles
5th Dragon Breath, Magic Weapon
9th Dispel Magic, Thunder Step
13th Arcane Eye, Elemental Bane
17th Telekinesis, Wall of Force

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Intellect Expansion. As a bonus action, you can use your Channel Divinity to increase your mind power for the next 10 minutes. For the duration, you can add your charisma modifier to any intelligence check you make, and to any paladin spell damage you roll.

  • Old Writings. As an action, you can use your Channel Divinity to call the power of the ancient writings. When you do so, you can cast a wizard or paladin spell written on a spell scroll you hold in your hand (use the normal rules for spell scrolls, except you can use wizard spells as if they were paladin spells). If the level of the spell is lower than 6 and doesn't consume material components, it doesn't disappear from the scroll when you cast it thanks to this feature.

Aura of Power

Beginning at 7th level, the power of the arcane whirl around you in a 10 feet aura. The spell casting modifier of your allies that are in the aura is increased by 1. Your own spell casting modifier is also increased by 1.

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

Arcane Ward

Starting at 15th level, when you should take damage from a spell, you can use your reaction to gain resistance to spell damage until the end of the turn.

Omnipotent

At 20th level, you become one with the antic powers of the arcane. As a bonus action, you magically become the avatar of one of the ancient gods of magic, gaining the following benefits for 1 minute.

  • Once before your avatar state ends, you can use this feature to cast any spell of 8th level or lower from the wizard spell list. When you do so, the casting time of the spell becomes 1 action.
  • You can cast any cantrip from the wizard spell list. When you cast a cantrip using this feature, that cantrip counts as a paladin spell for you.
  • You gain a flying speed equal to your walking speed.

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

Paladin : Oath of the Arrow

Oath of the Arrow

The Oath of the Arrow is sworn by paladins that dedicate themselves to protect others from range. Spiritual descendants of a long line of legendary archers, their aim is steady and their heart is pure. On the battlefield, they cover their companions against the evil with deadly volleys, moving around the fight to always find the best angle.

Tenets of the Arrow

The tenets of this oath have been written centuries ago by the first archers.

  • Keep a steady aim. Your aim must be true. Don't let your arm shiver when you face the evil.
  • Incite discipline. Be the paragon that lead the army against the enemy. Show them the way.
  • Protect the pures. With great precision comes great responsibility. Always protect the ones who need it.
Oath of the Arrow Spells
Paladin level Spells
3rd Bless, Zephyr Strike
5th Cordon of Arrows, Warding Bond
9th Haste, Lightning Arrow
13th Find Greater Steed, Freedom of Movement
17th Conjure Volley, Holy Weapon

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Ranger's wrath. As a bonus action, you can use your Channel Divinity to unleash the wrath of the spirits of the first archers. When you do so, for the next 10 minutes, whenever one of your spells or features requires a melee weapon attack, it also works with a range weapon attack.

  • Coordinated volley. As an action, you can use your Channel Divinity to guide your companions for a coordinated volley. Make a range spell attack against a target within 60 feet of you, as a bow made of pure light briefly materializes in your hands, temporarily replacing any weapon you were wielding. On a hit, the target takes 1d8 radiant damages. Then choose a number of humanoids you can see and who can see you within 20 feet of you, up to a number equal to your Charisma modifier (minimum of one), a bow of pure light also briefly appears in their hands. Each of them can use a reaction to make a range spell attack against a target within 60 feet. They use your own spell casting modifier for this attack. On a hit, the target takes 1d8 radiant damages.

The damages increase by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Aura of Magical Ammunitions

Beginning at 7th level, the magic of the first archers live through you and makes sure you never run out of ammunition. You and every friendly creatures within 10 feet of you can use range weapons that have the ammunition property without expending an ammunition. The weapon then creates and shoots a magical ammunition made of pure light that disappears at the end of the turn.

Moreover, when a friendly creature within the aura makes a ranged attack, it can add +1 to its attack and damage rolls.

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

Cover Shot

Starting at 15th level, when you hit a creature with a range weapon attack, this creature can't use its reaction until the start of your next turn.

Relentless Marksman

At 20th level, you become one with the spirits of the first archers. As a bonus action, you magically become the avatar of the ultimate marksman, gaining the following benefits for 1 minute.

  • You gain a flying speed equal to your walking speed.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your range weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Ranger : Mystical Warden

Ranger Conclave

Mystical Warden

Mystical Wardens are magical rangers that dedicated themselves to the learning of some forgotten secrets of the nature, and to the protection of those secrets. Wandering through the deepest forests, the highest mountains or the most mysterious swamps, their knowledge help them protect the treasures of the wild.

Mystical Warden Magic

When you choose this domain at 3rd level, the following spells are added to the ranger spell list for you. You can prepare them when you prepare spells after a long rest.

Mystical Warden Spells
Spell Level Spells
1st Faerie Fire, Find Familiar
2nd Earthbind, Melf's Acid Arrow
3rd Dispel Magic, Fly
4th Banishment, Polymorph
5th Awaken, Scrying
Mystical Warden Spellcasting
Level Spell Slots Slot Level Cantrips
3rd 2 2nd 1
4th 2 2nd 1
5th 2 3rd 1
6th 2 3rd 1
7th 2 4th 2
8th 2 4th 2
9th 2 5th 2
10th 2 5th 2
11th 3 5th 3
12th 3 5th 3
13th 3 5th 3
14th 3 5th 3
15th 4 5th 3
16th 4 5th 3
17th 4 5th 3
18th 4 5th 3
19th 4 5th 3
20th 4 5th 3

Warden Magic

When you reach 3rd level, you discover ancien and forgotten secrets of the wild that enhance your ability to cast spells. This feature replace your Ranger spellcasting feature entirely.

Cantrips. You learn the one cantrip of your choice from the druid spell list, it is a ranger spell for you.

At 7th and 11th level, you learn a second and a third cantrip from the druid spell list respectively.

Spell Slots. The Mystical Warden spellcasting table shows how many spell slots you have. 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 Ranger 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.

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

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

Spellcasting Ability. Wisdom is your spellcasting ability for your ranger spells and cantrips. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Mystical Extra Attack

Starting at 7th level, you can cast one of your cantrips in place of one of your attacks when you take the attack action.

Forgotten Secret

Starting at 15th level, you learn a spell of 8th level or lower from the druid spell list. It counts as a ranger spell for you, and doesn't counts against the maximum number of spells you can prepare. You can cast this spell once without expending a spell slot. When you do so, it counts as if you expended a spell slot of 8th level to cast it. Once you have used this feature to cast a spell, you can't do it again until you finish a long rest.

Multiclassing.

When you multiclass in or out of this subclass, you don't add half your ranger level for the calculation of the spell slots you have, but like for the pact magic of the warlock, if you have both the Spellcasting or the Pact Magic class features and the Warden Magic feature from the Mystic Warden subclass, you can use the spell slots you gain from the Warden Magic feature to cast spells you know or have prepared from classes with the Spellcasting or the Pact Magic class features, and you can use the spell slots you gain from the Spellcasting or the Pact Magic class features to cast ranger spells you have prepared.

Ranger : Pack Leader

Pack Leader

Some rangers are born to lead the horde. Pack leaders are powerful and wise warriors that naturally endorse the role of the alpha. They thrive in group skirmishes and ambushes, as they always know how to coordinate their team to victory.

Pack Leader Magic

When you choose this domain at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Pack Leader Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Pack Leader Spells
Ranger Level Spells
3rd Longstrider
5th Pass Without Trace
9th Conjure Animals
13th Greater Invisibility
17th Greater Restoration

Members of the Pack

Starting at 3rd level, when you finish a long rest, you can choose a number of allies equal to your proficiency bonus to be part of your pack. When you do so, those creatures become members of your pack until the end of your next long rest.

One with the Horde

Starting at 3rd level, when you target yourself with a ranger spell that requires you to touch a creature, each member of your pack within 30 feet is also affected by your spell, like if you targeted them. If the spell should restore hit points, it only restores half those hit points instead.

You can only use this feature when you expend a 1st level spellslot.

When you reach 5th level in this class, you can use One with the Horde with spellslots of level 2 or inferior. At 9th level you can use it with 3rd level spellslots or inferior, at 13th level you can use it with 4th level spellslots or inferior, and at 17th level you can use this feature with 5th level spellslots or inferior).

Mark of the Alpha

Beginning at 3rd level, when you hit a creature, you can mark that creature as the prey of your pack. The mark remains until the start of your next turn and you can only have one creature marked this way at a time (if you mark an other creature as your prey, then the first one is no longer marked). When a member of your pack hits the prey of the pack, it can add an extra 1d4 to one of its damage roll. Each ally can only add those extra damage once per round.

At 11th level, the extra damage increases to 1d6.

Leader of the Hunt

Starting at 7th level, you know how to galvanize your team and prepare them for the action to come. During a short or long rest, you can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, you and each member of your pack that can see or hear you can gain temporary hit points equal to your level + your Wisdom modifier.

Coordinated Strike

Beginning at 11th level, when you use your attack action, you can forgo one of your attacks to command a member of your pack to strike. Choose an ally that can hear or see you, that ally can use its reaction to move up to half its speed and make a weapon attack against a target you attacked this turn. If your ally hit its target, it can add an extra 1d6 to its damage roll.

Instinct of the Pack

Starting at 15th level, when a member of your pack within 30 feet of you must roll a saving throw (it can be you), it can add a bonus to that roll equal to the number of members of your pack within 30 feet of you.

Rogue : Divine Avenger

Rogue Archetype

Divine Avenger

Divine Avengers are agents sent by the gods to track and eliminate the unholy. Some of those rogues are virtuous, worshiping good gods and bringing their righteous justice to the world, but some others are darker and follow the twisted whispers of evil gods, executing their targets in their name.

Vow of Enmity

Starting at 3rd level, you can profess a Vow of Enmity as a bonus action. When you do so, choose a target within 60 feet of you. Until you die or until the target of your vow dies, you can use your sneak attack feature against it even when you don't fulfill the prerequisite for it (you can sneak attack even if non of your allies is adjacent to it, and even if you don't have advantage on your attack). You are still limited to one sneak attack per turn. Moreover, when you attack the target of your vow of enmity with a weapon, that weapon gains the finesse property for this attack.

In addition, when the target of your Vow of Enmity can see you and doesn't move directly toward you, it must spend 2 feet of movement for every 1 foot it moves.

When you profess a Vow of Enmity, you can't do it again until your target is dead or until you finish a short or a long rest.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn the Light and Thaumaturgy Cantrips.

Spell Slots. The Divine Avenger Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st Level and Higher. You know three 1st-level paladin spells of your choice.

The Spells Known column of the Divine Avenger Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells 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.

Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your paladin spells and for the Light and Thaumaturgy cantrips. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Hound of the Gods

Beginning at 9th level, you gain proficiency in the Religion and Investigation skills. If you already have one of them, you gain proficiency in an other skill from the rogue list instead. Your proficiency bonus is doubled for any Religion or Investigation skill check you make.

Cunning Smite

Starting at 13th level, when you use your sneak attack on a creature, it rolls saving throws against your paladin spells with disadvantage until the end of the turn.

Life Steal

Starting at 17th level, when the target of your Oath of Enmity dies, you regain Hit Points equal to your rogue level and your Hit Points Maximum increases by that same amount for the next hour.

You can use this feature only if the target of your vow of enmity is CR 3 or higher.

Divine Avenger Spellcasting
Spell Slots per Spell Level
Level Spells Known 1st 2nd 3rd 4th
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1
Rogue : Assassin (Revised)

Rogue Archetype

Bonus Proficiencies

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

Invisible Threat

Starting at 3rd level, when you hit a creature for the first time of a turn, you can add 2d6 to your damage roll if the target didn't see you at the start of the turn.

In addition, whenever you kill a target or score a critical hit, you turn invisible until the end of your next turn or until you make an attack or cast a spell.

Killer's Arsenal

Beginning at 9th level, you become a specialist at brewing poisons to enhance the deadliness of your assassin's tools. On a long rest, you can use any plant or creature blood that surrounds you to prepare Deadly Toxins that consumes the flesh of your victims and enlarges the wounds you inflict. When you do so, you can create a number of doses of Deadly Toxins equal to your proficiency bonus, each one being equal to 2 ounces (half a vial). The Deadly Toxins never dry, but lose their efficiency after 24h. As an action, you can use a dose to coat 1 martial weapon, 2 simple weapons, 1 set of caltrops, 1 hunting trap or 10 pieces of ammunitions. An object coated with the Deadly Toxins can also be coated with an other poison. When a coated weapon, piece of ammunition, set of caltrops, or hunting trap, should inflict damage to a creature, it deals 1d10 necrotic damage instead of its usual weapon die damage (you then add all the other extra damage that should apply on the damage roll, like your dexterity modifier or your sneak attack for instance). Moreover, if a creature ingests a dose of the Deadly Toxins, it instantly takes necrotic damage equal to twice your sneak attack. It is then immune to Deadly Toxins for the next 24 hours.

Impostor

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

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

Death Bringer

Starting at 17th level, you become a master of instant death. Any hit you score against a creature that hasn't taken a turn in combat yet is a critical hit.

Sorcerer : Elemental Soul

Sorcerous Origin

Elemental Soul

As an Elemental Soul Sorcerer, your lineage comes from entities that lived in the elemental plans, and the destructive power of those chaotic places still flows through your veins.

Elemental Soul Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Elemental Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Elemental Soul Spells
Sorcerer Level Spells
1st Burning Hand, Hellish Rebuke
3rd Heat Metal, Scorching Ray
5th Fireball, Call the lightning
7th Wall of fire, Shadow of moil
9th Maelstrom, Cone of Cold

Fluctuating Bound (Optional)

Optional level 1 Elemental Soul feature

You can change the type of your Elemental Origin when you finish a long rest.

Elemental Origin

Beginning at 1st level, you are deeply link to one of the elemental plans. Choose one element from : fire, cold, lightning, thunder, or acid, it becomes your Elemental Origin. Whenever you cast a spell that deals damage, the damage it deals is of the type of your Elemental Origin instead of any other type it should normally deal.

Moreover, when you roll a 1 on a damage die of a spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Bonded Meta Magic

Starting at 6th level, you know one of the following Metamagic option depending of the type of your Elemental Origin.

Moreover, when you use a Metamagic option, your spell ignore any resistance to damage.

Fire :

When you cast a spell that can deal damage, you can spend 1 sorcery point to increase the size of the area it affects. If the spell specify a radius, a cone, a width, a length or the sides of a cube, increase that value by 5ft.

Cold :

When you deal damage with a spell, you can spend 1 sorcery point to freeze all the creatures affected by that spell. Every creature affected by the spell has its speed reduced by 10ft until the end of your next turn in addition to the other effects of your spell.

Lightning :

As a bonus action, you can spend a 1 sorcery points and choose one creature you see within 30ft. of you. Make a spell attack against that creature. On a hit, the creature takes 2d8 lightning damage, and until the end of your turn you can cast any spell that could deal damage has if you were at the position of that creature.

The damage you deal to the chosen creature on a hit increases to 3d8 at 11th level, and to 4d8 at 17th.

Thunder :

When you deal damage with a spell, you can spend 1 sorcery point to push all creatures that were damaged this turn by that spell 10ft. away from you in addition to the other effects of your spell.

Acid :

When you cast a spell that can deal damage, you can spend 1 sorcery point. If you do so, the spell creates a pool of acid on the ground on all the area that has been affected by the spell (a fireball would create a 20ft. radius pool for instance). The pool lasts until the start of your next turn. Each creature that ends its turn in the pool takes 2d6 acid damage.

The damage of the acid pool increases to 3d6 at 11th level and to 4d6 at 17th.

Unstoppable Power

Starting at 14th level, you can add you charisma modifier to the damage of your spells.

Adaptative Bond

Starting at 14th level, you know how to bend to raw power of the elemental plans so well that your soul can adapt to any element with ease. As a bonus action, you can expend 3 sorcery points to change the type of your Elemental Origin.

Elemental Form

Beginning at 18th level, as an action, you can take an Elemental Form for 1 minute. While in Elemental Form, your body become made of pure elemental power (for instance, if your Elemental Origin was fire, your body is now made of fire and flames). you gain the following benefits :

  • You have a flying speed of 60ft. (hover).
  • You are resistant to bludgeoning, piercing and slashing damages.
  • You are immuned to your Elemental Origine type of damage.
  • You can enter a hostile creature's space and stop there and you can move through a space as narrow as 1 inch wide without squeezing.
  • When you cast a spell, it counts as if you expended a spellslot of one level higher than the one you actually expended (to a maximum of 9th level).

When you use this feature, you can't use it again before you finish a long rest.

Sorcerer : Feywild Lineage

Sorcerer Origin

Feywild Lineage

The power of some sorcerers comes from antique pacts made between their ancestors and mystical creatures of the Feywild. Some even claim that they are directly descended from ancient creatures living in this parallel world. The malice of the fairies and the mystical magic of their distant forests guiding their steps.

Feywild Lineage Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Feywild Lineage Spells table. Each of these spells 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 from the ranger or the druid spell list.

In addition, whenever you should learn a cantrip from the sorcerer spell list, you can choose to learn a cantrip from the druid spell list instead.

Feywild Lineage Spells
Sorcerer Level Spells
1st Faery Fire, Animal Friendship
3rd Flock of Familiars, Misty Step
5th Speak with Plant, Spirit Guardian (fey only)
7th Greater Invisibility, Polymorph
9th Awaken, Wrath of Nature

Child of the Wild

When you choose that origin at 1st level, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. Alternatively, you can choose to gain proficiency with the Herbalism kit instead.

In addition, you learn how to use your innate link with nature to try to enchant the animals and vegetables around you. When you charm beasts or plants thanks to a spell or a feature, you can choose to use your bonus action to command the charmed creatures to perform a simple task (limited to a sentence or two). The charmed creatures understand you regardless of the languages they know, and do their best to fulfill the task as long as they are charmed if this one isn't obviously harmful to them or to an other creature (if it is, they just ignore your command).

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

Bewitching Meta Magic

Starting at 6th level, you learn the two following meta magic options :

  • Charming Spell. When you cast a spell, you can spend 2 sorcery points to create an aura of fey magic around you. Each creature within 15 feet of you must succeed a wisdom saving throw against your spell save DC or become charmed by you for 1 minute or until they take damage.
  • Frightening Spell. When you cast a spell, you can spend 2 sorcery points to inspire fear inside the heart of your enemies. Each creature targeted by your spell or within the area covered by your spell must succeed a wisdom saving throw against your spell save DC or become frightened by you until the end of your next turn.

Fairy Dust

Starting at 14th level, when you target a creature with a spell, you can choose that it gains a flying speed equal to its walking speed for the duration of the spell (up to 1 hour, with a minimum of 1 round), in addition to all the other effects of your spell.

Pixie's Form

Beginning at 18th level, as an action, you can take the form of a pixie for 1 minute. While in Pixie's Form, you gain the following benefits :

  • You become Tiny as you reduce to a size of 5 inches. Every object you wield or carry also reduces accordingly.
  • You have a disadvantage on strength checks and strength saving throws.
  • You gain a 60 feet flying speed (hover).
  • You can cast Invisibility, Enlarge/Reduce and Misty Step at will without expending a spell slot.
  • You are immune to charms.
  • You can Hide as a Bonus Action.

When you use this feature, you can't use it again before you finish a long rest.

Art Credit : Butterfly by Sandara

Warlock : Beholder

Expanded Spell List

The Beholder 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.

Beholder expended spells
Spell level Spells
1st Ray of Sickness, Chaos Bolt
2nd Aganazzar's Scorcher, Levitate
3rd Lightning Bolt, Glyph of Warding
4th Arcane Eye, Confusion
5th Telekinesis, Legend Lore

Aberrant Sight

When you choose this subclass at 1st level, your patron share its aberrant sight with you. You make wisdom (perception) and intelligence (investigation) checks based on sight with advantage. In addition, you gain Blindsight with a range equal to 5 times your proficiency bonus (in feet).

Eye Rays

At 6th level, your patron show you how to project eldritch rays from your open eyes. When you target a creature for the first time of the turn with the Eldritch Blast cantrip, you can choose to replace one of your beams by an Eye Ray. When you do so, roll a d6, and see its effect on the Eye Ray Table below. That effect replace the ones of the Eldritch beam.

Eye Ray Table
d6 Type Effect
1 Telekinetic Ray The target must succeed a Strength saving throw or you can move it 20 feet in any direction.
2 Death Ray The target must succeed a Dexterity saving throw or take 1d12 necrotic damage, and if it reduces its hit points to 0, the target is reduced into a small pile of dust.
3 Paralyzing Ray The target must succeed a Dexterity saving throw or be restrained until the start of your next turn.
4 Fear Ray The target must succeed a Wisdom saving throw or be frightened by you until the start of your next turn.
5 Frost Ray The target must succeed a Constitution saving throw or take 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
6 Charming Ray The target must succeed a Wisdom saving throw or be charmed by you until the start of your next turn.

If you target two or more creatures with different beams from your Eldritch Blast on a same turn, you can replace one beam by an eye ray for each creature you target (each eye ray must target a different creature).

When a creature must make a saving throw because of this feature, the DC is equal to your spell save DC.

Reality Warp

Starting at 10th level, your mind became so potent that even your dreams can alter the reality around you. At the end of each long rest, you can cast either the spell Creation or the spell Hallucinatory Terrain as an action without expending a spell slot. You ignore any somatic, verbal or material component when you cast one of those spells that way.

Antimagic Gaze

Starting at 14th level, as an action, your eyes can create an area of antimagic, as in the Antimagic Field spell, in a 60-foot cone. That area lasts until the start of your next turn, and also works on your own spells, items and features magical effects. On your following turns, you can extend the duration of the antimagic cone for one more round as an action. (you can extend its duration multiple times, and each time you do so, you can reorient it in the direction of your choice). While your Antimagic Gaze is active, you can't cast spells that require you to see your target.

Once your antimagic cone ends, you can't create an other one until you finish a long rest, unless you expend a 5th level spell slot.

Warlock : Cursed Hag

Otherworldly Patron

Cursed Hag

You have made a pact with a cursed hag from a lost swamp. This being's motivations are quite simple : to lure naive souls into their trap, and then tormenting them, bringing them to despair. Their is no escape from the thorns of the swamp.

Expanded Spell List

The Cursed Hag 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.

Cursed Hag expended spells
Spell level Spells
1st Entangle, Ray of Sickness
2nd Spike Growth, Alter Self
3rd Plant Growth, Bestow Curse
4th Grasping Vine, Giant Insect
5th Contagion, Insect Plague

Trickery

Starting at 1st level, you know how to use the hag's trickeries to lure peoples into following you in your trap. You gain proficiency in Deception.

Curse of the swamp

Starting at 1st level, you know the spell Hex. It counts as a warlock spell for you but doesn't count against the number of warlock spells you know. When you target a creature that is on a difficult terrain with that spell, you can cast it without expending a spellslot. When casted this way, that spell doesn't require your concentration and lasts until the beginning of your next turn.

At 6th level, if Bestow Curse is part of your spells known, you can cast it instead of the spell Hex when you use this feature.

Hearthstone's blasphemy

When you reach 6th level, your patron gives you a lustrous black gem called Hearthstone.

As a bonus action, you can consume the power of the Hearthstone to gain one of the following benefits :

  • Remove all diseases affecting a creature that you touch with the Hearthstone. That creature gains temporary hit points equal to your warlock level until you use this feature again.
  • Become ethereal until the end of your next turn.

When you consume the power of the Hearthstone, you can't do it again until you finish a short or long rest, as it needs time to replenish its dark energy.

Dark harvest

Starting at 10th level, every time a living creature within 30ft of you and affected by the spell Hex, Bestow Curse or Contagion dies, you can catch its soul in your bag of soul (a unholy little pouch made of human flesh given to you by your patron).

Your bag of soul can only hold one soul at a time.

Unforgivable ritual

Starting at 10th level, during a short or a long rest, you can perform an unforgivable ritual using a soul from your bag of soul, and a sample from a creature (a tooth, a drop of blood, a lock of hair etc.).

When you do so, that components are consumed, and you can cast Hex (or Bestow Curse, or Contagion, if they are part of your spells known) on the creature the sample was originated from.

When using this feature, you don't have to expend a spellslot to cast that spell. Moreover, the spell doesn't require your concentration and lasts for 24 hours.

Profanation

Starting at 14th level, during a short or a long rest, you can choose to consume a soul hold in your soul bag to profane an object you touch. When you do so, choose an effect from the spell Contagion.

Any creature other than yourself that carry, wield or use that object is affected by the chosen effect until that creature no longer carry, wield or use the profaned object.

The profanation lasts until the spell Dispel Magic or Remove Curse is used on the object.

Hearthstone's nightmare

Starting at 14th level, when you consume the power of the Hearthstone, you can choose to cast the spell Etherealness instead of one of the two options described in the Hearthstone's blasphemy feature, even if that spell is not part of your spells known. When you do so, you don't need to expend a spellslot to cast that spell.

Moreover, if the spell Dream is part of your spells known, you can, as an action when you are on the ethereal plane, touch a sleeping creature of the material plane and cast the spell Dream on it.

Wizard : School of the Unseen

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Art Credit : Robson Michael, "Sheila, the Thief"

School of the Unseen

The legends talk about a secret school of wizards that mastered the powers of the true invisibility... but no one has ever seen one of them ...

Arcane Stealth

Starting at 2nd level, when you make a Stealth check, you can add your intelligence modifier to your roll.

Unseen Hand

Beginning at 2nd level, you learn the Mage Hand Cantrip. When you cast it, your mage hand is invisible, and when it holds an object, you can choose that this object also becomes invisible until it is no longer carried by the hand.

Discreet

Starting at 6th level, you can ignore the Verbal components when you cast a wizard spell.

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

Persistent Invisibility

Beginning at 6th level, when a spell that makes you invisible should end for you because you have made an attack or you have casted a spell, you can make an Intelligence saving throw (DC 15). On a success, the spell doesn't end for you and you remain invisible.

In addition, when a spell that makes you invisible reaches the end of its duration, or when you lose you concentration on it, you remain invisible until the start of your next turn.

Sneak Spells

Starting at 10th level, when you cast a spell that should deal damage to a creature that can't see you, you can add your intelligence to the damage dealt to that creature.

Master of the Unseen

Starting at 14th level, you learn the Invisibility spell. If it is already in your spellbook, you can learn an other wizard spell of level 2 or less instead. You always have the Invisibility spell prepared, but it doesn't count against the maximum number of spells you can prepare.

You can concentrate on the Invisibility spell at the same time you concentrate on an other spell. When you do so, you gain a level of exhaustion when your Invisibility spell ends, and if you lose your concentration, both Invisibility and your other spell end.

In addition, when you are invisible, the spell See Invisibility doesn't reveal you, and creatures with truesight can't see you.

Wizard : School of Transmutation
Optional Subclass Features

These optional class features work like the one presented in Tasha'a Cauldron of Everything, except you need to be a wizard from the transmutation school to be able to benefit from them.

Transmutation Disciple

2nd-level Shool of Transmutation feature

Beginning at 2nd level, when you finish a short rest you can change one of your prepared transmutation spell for another spell of the transmutation school in your spellbook.

Stable Transmutation

6th-level Shool of Transmutation feature

When you have your transmuter's stone on your person, the duration of all the transmutation spells you cast is doubled.

Transfiguration

10th-level Shool of Transmutation feature, which replaces the Shapechanger feature

Add the Polymorph spell to your spellbook, if it is not there already. If you already have the Polymorph spell, you may select another wizard transmutation spell of up to 5th level.

You can target an object that is Large or smaller with the Polymorph spell. When you do so, you can choose to transform the object into an other object of the same size and of a same value (or less), or into a Beast of the same size. If the object you target is worn or carried, the creature that wears or carries it can do a Dexterity saving throw against your spell DC. On a success, your Polymorph spell has no effect.

When you target a Beast that is Large or smaller with the Polymorph spell, you can choose to transform it into an other beast of the same CR (or less), or into an object of the same size.

Major Transmutation

14th-level Shool of Transmutation feature, which replaces the Master Transmuter feature

When you cast a transmutation spell on a target, you can cast an other transmutation spell of 3rd level or lower on it at the same time. Both spells stop if you lose your concentration. You must expend a spellslot of appropriate level for both spells.

PART 3

Feats
Forgotten Feats

Revising Feats

Feats are a great way to make a character feel special, as well for its combat style as for its general flavor and personality. However, players seem to always choose the same few feats, while the others remain forgotten in most campaigns. Indeed, some feats are clearly stronger than others, and this revised version is mostly meant to give more appeal to those "lesser feats".

First Batch

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • NEW : Your jump distance is doubled.
  • NEW : Your carry capacity is doubled.
  • NEW : The short range and the long range of the weapons you throw are doubled.

Charger

(replace entirely the existing feat)

  • NEW : You can Dash as a bonus action.
  • NEW : When you moves at least 20 ft. straight toward a target, your first melee attack against that target this turn deals 2d6 more damage. If you choose to shove the target instead of making a melee weapon attack, the target is pushed 10ft. from you in addition to the other effects of that shove.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • NEW : When you make an attack with a one-handed melee weapon, if you are wielding a one-handed melee weapon with the light property in your other hand, you can add your proficiency modifier to the damage roll of your attack.

Dungeon delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • NEW : Creatures have disadvantage on their saving throws against the effects of the Ball Bearings, Caltrops and Hunting Traps you place.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Grappler

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • NEW : You gain proficiency in Athletics. If you are already proficient in athletics, you gain expertise in that skill instead.
  • NEW : You can grapple creatures that are two sizes bigger than you.
  • NEW : You can shove a creature grappled by you as a bonus action.

Great weapon master

(Revised to allow small races and improvised weapon wielder to use it)

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with a melee weapon you are wielding in two hands, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Keen Mind

You have a mind that can track time, direction, and detail remember details with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
  • NEW : When you prepare spells, you can prepare one more spells.
  • NEW : You can make Intelligence (Arcana, History, Religion or Nature) checks as a Bonus Action (to remember pieces of information about a creature during a fight for instance).

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  • NEW : When you cast a spell that require a creature to understand you, it always does, even if you don't share a language with it, as long as it knows at least one language.
  • NEW : You learn the Comprehend Language spell. You can cast it as a ritual.

Magic initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

  • NEW : You can choose paladin (Charisma) or ranger (Wisdom) when you choose a class with that feat. If you do so, you choose the cantrips from the Cleric (if you chose paladin) or druid (if ranger) spell list.
  • NEW : You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Mounted combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • NEW : If your mount is subjected to an effect that requires it to make a saving throw, you can make an Animal Handling check yourself instead. The difficulty of that check is equal to the DC of the saving throw. A success counts as if your mount succeeded to the saving throw, and a fail counts as if it failed. If the saving throw allows your mount to take only half damage on a success, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Poisoner

You can prepare and deliver deadly poisons, gaining the following benefits:

  • When you make a damage roll, you ignore resistance to poison damage.
  • You can coat a weapon in poison as a bonus action, instead of an action.
  • You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
  • NEW : When you inflict Poison damage, you can choose to change the type of the damage to Acid or Necrotic instead.

Savage attacker

  • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
  • NEW : When you attack with a melee weapon, increase the size of its damage dice by one rank. (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d8). Moreover, if you have the sneak attack feature, your sneak attack dice become d8s.

Sharpshooter

(Revised to allow weapon throwers to use it)

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack ranged attack rolls.
  • The ranged weapon attacks ranged attacks you make with a weapon ignore half and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with a ranged attack with a weapon, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Skulker

You are an expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
  • *NEW : When you are hidden from a creature and hit it with a weapon attack, you can deal an extra 2d4 damage to that creature.

The damage increases to 2d6 at level 6, 2d8 at level 12, 2d10 at level 16 and 2d12 at level 20

Spell Sniper

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  • NEW : Increase your Wisdom, Intelligence or Charisma score by 1, to a maximum of 20.

Weapon master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength, Dexterity, Wisdom, Intelligence or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
  • NEW : If you would gain a proficiency with a weapon you are already proficient with, you master that weapon instead. When you make an attack with a weapon you mastered, you can add half your proficiency bonus (rounded up) to the damage you deal.
  • NEW : When you make an attack with a weapon you chose with that feat, you can use the stat you increased with that feat instead of Strength or Dexterity, for the attack and damage rolls.

Second Batch

Defensive Duelist

Prerequisite: Dexterity 13 or higher

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

  • NEW : Increase your Dexterity score by 1, to a maximum of 20.
  • NEW : When you hit a creature with a melee attack with a finesse weapon, you gain a bonus to your AC equal to your Proficiency Bonus against the next melee attack of that creature.

Durable (Merged with Tought)

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • NEW : Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Fighting Initiate (merged with Martial Adept)

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you gain the following benefits :

  • You learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
  • NEW : You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. 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).
  • NEW : 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.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Heavily Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor and shield.
  • NEW : Strength prerequisites of armors are lowered by 2 for you.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. you can reduce any damage you take, except psychic or poison damage, by 3.

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits.

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with light armor.
  • NEW : When you wear a light armor, you can use your Proficiency Bonus instead of your Dexterity modifier for the calculus of your AC.

Mage Slayer

You have practiced techniques in melee combat against spellcasters, gaining the following benefits.

  • When a creature within 5 feet of you casts tries to cast a spell, you can use your reaction to make a melee weapon attack against that creature. On a hit, your target must succeed on a concentration check, or its spell fails and has no effect. The DC of the check follows the normal rules for concentration checks when a caster takes damage.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
  • NEW : While outdoor, you roll Stealth checks with advantage if you are wearing a medium armor.
  • NEW : Increase your Dexterity or Constitution score by 1, to a maximum of 20.

Moderatly Armored

Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.
  • NEW : You can ignore the weight of the light or medium armors you are wearing, and the weight of one shield you are carrying. They don't count toward the maximum weight you can carry or lift.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
  • NEW : You can Don or Doff a shield as a Bonus Action.

Tavern Brawler

Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 d6 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple or shove the target.
Spellcasting Feats

Arcane Focus Expert

Prerequisite: being able to use Arcane Focuses as your spellcasting focus.

  • Increase your Intelligence or your Charisma score by 1, to a maximum of 20.

  • You can use an arcane focus as your spellcasting focus for spells from any spell list (from any class, race or feat).

  • You have learned all the specificities of each arcane focus, and you know how to get the best out of them. When you wield exactly one arcane focus (and no other focus), you gain some benefits according to what type of focus it is:

Type Benefits
Crystal You roll concentration checks with advantage.
Orb When you cast a spell, you can choose to reduce all the DCs specified by that spell by 2. When you do so, you can increase the size of the area covered by the spell. If the spell has a radius specified, it is increased by 5ft., if it has a diameter, it is increased by 10ft., if it is a cone, its length is increased by 5ft., if it is a cube, its side is increased by 5ft. and if it is a line, it becomes 5ft. wider.
Scepter All the creatures you conjure or summon gain temporary hit points equal to your spellcasting modifier at the end of each of your turns.
Staff You gain +1 AC.
Wand You get a +2 bonus to your attack rolls with spells, and the range of your spells is increased by 15ft. (only if the spell has already a specified range).
Other you can add +1 to your spell attacks and when you deal damage with a spell, you deal 1 extra damage.

Bardic Focus Expert

Prerequisite: Bard.

  • Increase your Charisma score by 1, to a maximum of 20.

  • You can use a musical instrument as your spellcasting focus for spells from any spell list (from any class, race or feat).

  • You have learned all the specificities of each musical instrument, and you know how to get the best out of them. When you wield exactly one musical instrument (and no other focus), you gain some benefits according to its type :

Type Benefits
Woodwind When you give a bardic inspiration to an ally, that ally and each other ally that can hear you regains an extra 1d4 hit points the next time they should regain hit points or gain temporary hit points before the start of your next turn.
Brass or Horn When you give a bardic inspiration to an ally, that ally and each other ally that can hear you deal an extra 1d4 damage the next time they hit a target with an attack before the start of your next turn.
Percussions When you give a bardic inspiration to an ally, that ally and each other ally that can hear you get their speed increased by 10 feet until the start of your next turn.
Strings When you give a bardic inspiration to an ally, that ally and each other ally that can hear you can add a +1 to all their saving throws until the start of your next turn.

Divine Focus Expert

Prerequisite: being able to use Holy Symbols as your spellcasting focus.

  • Increase your Wisdom or your Charisma score by 1, to a maximum of 20.

  • You can use a holy symbol as your spellcasting focus for spells from any spell list (from any class, race or feat).

  • You have learned all the specificities of each holy symbol, and you know how to get the best out of them. When you wield, bear on a shield or wear visibly exactly one holy symbol (and no other focus), you gain some benefits :

Type Benefits
Symbol on a shield When you cast a spell of 1st-level or higher, you can choose to gain temporary hit points equal to your Proficiency Bonus + the spell's level.
Symbol on a necklace (Good or Neutral) When you target a creature with a spell of 1st-level or higher, you can choose that it regains hit points equal to your Proficiency Bonus.
Symbol on a necklace (Evil) When you target a creature with a spell of 1st-level or higher, you can choose that it takes extra necrotic damage equal to your Proficiency Bonus.
Symbol on a Scepter All the creatures you conjure or summon gain temporary hit points equal to your spellcasting modifier at the end of each of your turns.
Other you can add +1 to your spell attacks and when you deal damage with a spell, you deal 1 extra damage.

Bonus!

Paladin Initiate

The force of your will and your piety helped you develop a particular style of fighting. As a result, you gain the following benefits :

  • You learn one Fighting Style option of your choice from the paladin class. If you already have a style, the one you choose must be different.
  • You can perform a Divine Strike when you hit a creature with a weapon attack. When you do so, your attack deals an extra 1d8 radiant damage. You can do a number of Divine Strikes equal to your proficiency bonus, and you regain all uses when you finish a long rest. You can't use both a Divine Smite and a Divine Strike on a same attack.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the paladin class that you don't have.

Ranger Initiate

Your connection with the nature helped you develop a particular style of fighting. As a result, you gain the following benefits :

Druidic Focus Expert

Prerequisite: being able to use Druidic Focuses as your spellcasting focus.

  • Increase your Wisdom score by 1, to a maximum of 20.

  • You can use a druidic focus as your spellcasting focus for spells from any spell list (from any class, race or feat).

  • You have learned all the specificities of each druidic focus, and you know how to get the best out of them. When you wield exactly one druidic focus (and no other focus), you gain some benefits according to what type of focus it is:

Type Benefits
Scepter All the creatures you conjure or summon gain temporary hit points equal to your spellcasting modifier at the end of each of your turns.
Staff You gain +1 AC.
Sprig of mistletoe When you target a creature with a spell of 1st-level or higher, you can choose that it regains hit points equal to your Proficiency Bonus.
Totem The area within 10ft. of you counts as a difficult terrain for your enemies.
Wand You get a +2 bonus to your attack rolls with spells, and the range of your spells is increased by 15ft. (only if the spell has already a specified range).
Other you can add +1 to your spell attacks and when you deal damage with a spell, you deal 1 extra damage.
  • You learn one Fighting Style option of your choice from the ranger class. If you already have a style, the one you choose must be different.
  • You learn one technique from the Techniques from the Wild feature.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style, technique or special ammunition with another one from the ranger class that you don't have.

Monk Initiate

Your connection with the nature helped you develop a particular style of fighting. As a result, you gain the following benefits :

  • You learn one Martial Art option of your choice from the monk class. If you already have a martial art, the one you choose must be different.
  • The damage dealt by your unarmed strikes increases by one rank ( 1 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 ).

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's martial art with another one from the monk class that you don't have.

PART 4

Weapon Spells
Weapon Cantrips
A New Era of Diversity

Blade cantrips are among the favorite spells of DnD players, and that's not a surprise ! Both spells are very flavorful and efficient! The only shadow on that bright picture : they strongly limit the players'weapon choice as they only work with non-reach-non-thrown melee weapons. So... It is now time to introduce you : the Carreau's new weapon cantrips ! Created specially to allow players to combine some magic with their ranged, thrown and reach weapons (and even with their shield!).

New Carreau's Spells

Frosted Arrow

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a ranged weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a ranged attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and its movement speed is reduced by 10ft. for the duration of the spell.

At Higher Levels. At 5th level, the ranged attack deals an extra 1d8 cold damage to the target on a hit. That damage roll increases by 1d8 at 11th level (2d8) and 17th level (3d8).

Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

Shining Arrow

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a ranged weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a ranged attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and you can cause the light to pierce through the creature and hit a second creature on a same line and within 15 feet of the first one. The second creature takes radiant damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the ranged attack deals an extra 1d8 radiant damage to the target on a hit, and the radiant 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).

Spell Lists. Artificer, Bard, Cleric, Sorcerer, Wizard

Lightning Throw

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp with the Thrown property)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a ranged attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and the weapon returns to your hand, crackling with lightnings, and you can cause the lightnings to leap to an other creature within 10 feet of you. The second creature takes lightning damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the ranged 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).

Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

Ravenous Throw

Necromancy Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp with the Thrown property)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a ranged attack with it against a creature that is at least 10 feet from you. On a hit, the target suffers the weapon attack’s normal effects, and a dark energy gnaws the creature's defenses. The next time the creature is hit by a melee weapon attack, it takes extra 1d6 necrotic damage.

At Higher Levels. At 5th level, the ranged attack deals an extra 1d6 necrotic damage to the target on a hit, and the necrotic damage from the melee weapon attack increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and 17th level (3d6 and 4d6).

Spell Lists. Cleric, Sorcerer, Warlock, Wizard

Acid Pike

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp with the reach property)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it. On a hit, the target suffers the weapon attack’s normal effects, and acid splashes from your weapon and creates a pool of 5 feet diameter on the ground beneath the creature's feet. The pool of acid lasts for the spell's duration, and any creature that end its turn in that pool takes 1d8 acid damage.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target on a hit, and the damage a target takes from ending its turn in the acid pool increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

Tormenting Pike

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp with the reach property)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it. On a hit, the target suffers the weapon attack’s normal effects, and the first time it attacks a creature other than you before the spell ends, it takes psychic damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target on a hit, and the damage the target takes if it attacks a creature other than you increases to 1d8 + your spellcasting modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and again at 17th level (3d8 and 3d8).

Spell Lists. Artificer, Cleric, Sorcerer, Warlock, Wizard

Poisonous Shield

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a shield worth at least 1 sp)
  • Duration: 1 round

Poisonous spikes grow all over your shield for the duration of the spell, and every time a creature targets you with a melee attack, it takes poison damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the poison damage increases to 1d6 + your spellcasting modifier. That damage roll increases by 1d6 at 11th level (2d6) and again at 17th level (3d6).

Spell Lists. Artificer, Druid

Resonant Shield

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a shield worth at least 1 sp)
  • Duration: 1 round

You gain the same benefits as if you used the Dodge action. Moreover, the next creature that hits you with a melee attack while this spell is active must succeed on a strength saving throw or take force damage equal to your spellcasting ability modifier, be pushed 5 feet from you, and be knocked prone. Once a creature has hit you, the spell ends (and you no longer benefit from the advantages of the Dodge action).

At Higher Levels. At 5th level, the force damage increases to 1d8 + your spellcasting ability modifier. That damage roll increases again by 1d8 at 11th level (2d8) and once again at 17th level (3d8).

Spell Lists. Artificer, Cleric

Second Batch

Even More Diversity

I created some month ago a first little compendium of weapon cantrips to let the players use their magic with bows, thrown weapons, polearms and shields (You can find it on my Gm Binder account or on my Patreon), and many of you asked for even more cantrips of the same kind, so here we are! My new goal in that second compendium is to give an incentive to play with versatile weapons, blowguns, nets and traps! Enjoy!

Ice Strike

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a one handed melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. A fine layer of ice covers your weapon. On a hit, the target suffers the weapon attack’s normal effects, and its movement speed is reduced by 10 feet until the end of your next turn.

At Higher Levels. At 5th level, the attack deals an extra 1d8 cold damage to the target on a hit. That damage roll increases by 1d8 at 11th level (2d8) and 17th level (3d8).

Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

Force Cleave

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee two handed weapon or a versatile weapon wielded with two hands, worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and takes an extra force damage equal to your spellcasting modifier if its movement speed is currently reduced by any effect (the creature is prone, is in a difficult terrain, or suffers the effects of a spell that reduces its movement speed for instance).

At Higher Levels. At 5th level, the weapon attack deals an extra 1d6 force damage to the target on a hit, and the extra force damage increases to 1d6 + your spellcasting modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Spell Lists. Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard

Light Strike

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a one handed melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and if your current Hit Points are equal to your Maximum Hit Points, the creature takes extra damage equal to your spellcasting modifier. Moreover, your weapon shines and sheds dim light in a 5-foot radius until the end of your next turn.

At Higher Levels. At 5th level, the weapon attack deals an extra 1d6 radiant damage to the target on a hit, and the extra radiant damage increases to 1d6 + your spellcasting modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Spell Lists. Artificer, Cleric, Bard, Warlock

Dark Cleave

Necromancy Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee two handed weapon or a versatile weapon wielded with two hands, worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make an attack with it against a creature.

On a hit, the target suffers the weapon attack’s normal effects, and if your current Hit Points are lower than half your Maximum Hit Points, the creature takes extra necrotic damage equal to your spellcasting modifier as a black and corrosive liquid covers your weapon.

At Higher Levels. At 5th level, the weapon attack deals an extra 1d6 necrotic damage to the target on a hit, and the extra necrotic damage increases to 1d6 + your spellcasting modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Spell Lists. Bard, Cleric, Warlock

Venomous Sting

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a dart or a blowgun, worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and takes an extra 1d8 poison damage. Moreover, if the creature suffers currently from the Poisoned condition, it takes an other 2d8 poison damage.

At Higher Levels. At 5th level, the weapon attack extra poison damage increases to 2d8, and the extra poison damage if the creature is Poisoned increases to 3d8. Both damage rolls increase by 1d8 at 11th level (3d8 and 4d8) and 17th level (4d8 and 5d8).

Spell Lists. Bard, Druid, Warlock, Wizard

Sedative Sting

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a dart or a blowgun, worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the weapon attack’s normal effects, and takes an extra 1d6 psychic damage. Moreover, if the creature is raging or concentrating on a spell at the end of its next turn, it takes 2d6 psychic damage.

At Higher Levels. At 5th level, the weapon attack extra psychic damage increases to 2d6, and the psychic damage the target takes if it is raging or concentrating increases to 3d6. Both damage rolls increase by 1d6 at 11th level (3d6 and 4d6) and 17th level (4d6 and 5d6).

Spell Lists. Artificer, Bard, Druid, Wizard

Electrified Net

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a net worth at least 1 sp)
  • Duration: Until the target is freed from the net used in the spell's casting

You brandish the net used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the attack’s normal effects, and every time it makes an ability check or an attack roll to free himself from the net, it takes 2d8 lightning damage.

At Higher Levels. At 5th level, the lightning damage increases to 3d8. That damage roll increases by 1d8 at 11th level (4d8) and 17th level (5d8).

Spell Lists. Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

Corrosive Net

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a net worth at least 1 sp)
  • Duration: Until the target is freed from the net used in the spell's casting

You brandish the net used in the spell’s casting and make an attack with it against a creature. On a hit, the target suffers the attack’s normal effects, and the first time it is hit by an attack each round, it takes an extra acid damage equal to your spellcasting modifier.

At Higher Levels. At 5th level, the acid damage increases to 1d6 + your spellcasting modifier. That damage roll increases by 1d6 at 11th level (2d6) and 17th level (3d6).

Spell Lists. Artificer, Bard, Druid, Warlock, Wizard

Explosive Trap

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a hunting trap or a bag of caltrops worth at least 1 sp)
  • Duration: 8 hours

You brandish the hunting trap or a bag of caltrops used in the spell’s casting and set it on the ground within 5 feet of you. The next creature that triggers the trap or walks on the caltrops suffers the normal effects of them, and takes an extra 1d8 thunder damage. Each other creature within 5 feet of the trap when it is triggered also takes 1d8 thunder damage. The spell then ends.

At Higher Levels. At 5th level, the thunder damage increases to 2d8. That damage roll also increases by 1d8 at 11th level (3d8) and 17th level (4d8).

Spell Lists. Artificer, Druid, Wizard

Burning Trap

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a hunting trap or a bag of caltrops worth at least 1 sp)
  • Duration: 8 hours

You brandish the hunting trap or a bag of caltrops used in the spell’s casting and set it on the ground within 5 feet of you. The next creature that triggers the trap or walks on the caltrops suffers the normal effects of them, and then takes 1d4 fire damage on the start of each of its turns. The spell ends after 1 minute or when the creature is freed from your hunting trap or is healed from the caltrops wounds.

At Higher Levels. At 5th level, the fire damage increases to 2d4. That damage roll also increases by 1d4 at 11th level (3d4) and 17th level (4d4).

Spell Lists. Artificer, Druid, Wizard

Weapon Spells

Oversized Stone Hammer

2nd level transmutation


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

While you apply your hand on the ground, all the stones and rocks nearby assemble to form a gigantic hammer. This magic lasts until the spell ends. It counts as a martial weapon with which you are proficient. It deals 2d10 bludgeoning damage on a hit and has the heavy, reach and two-handed properties. In addition, when you use the attack action while wielding the oversized stone hammer, you can then make a shove attack as a bonus action, and if you choose to push the target, it is pushed 5 more feet away.

If you drop the weapon, the stones and rocks disperse on the ground at the end of the turn. Thereafter, while the spell persists, you can use a bonus action touch the ground to cause the hammer to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d10.

Spell Lists. Artificer, Druid, Paladin, Sorcerer, Wizard

Bow of Sunlight

2nd level evocation


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

You weave together threads of light to create a longbow of solidified gleam in your hand. This magic lasts until the spell ends. It counts as a martial weapon with which you are proficient. It deals 2d8 radiant damage on a hit and has the two-handed and ammunition range (150/300 ft.) properties. The bow creates its own ammunition, so every time you make an attack with it, an arrow of light appears in your hand. In addition, the bow sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and you can use Divine Smite when you hit a creature with it, even if it is not a melee weapon attack.

If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the bow to reappear in your hand.

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

Spell Lists. Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard

Shield of True Ice

2nd level abjuration


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

A thick layer of ice gathers around one of your free hand, forming a protecting shield. For the duration of the spell, you gain +2 to your AC and to your dexterity saving throws, and every damage you take is reduced by 3.

However, you can't use your offhand as it is already used to wield the ice shield. The shield of true ice counts as if you were equipped with a real shield for any feature or spell that mentions it (like the shield master feat or the Bladesong feature for instance).

In addition, the ground within 10 feet of you is considered as a difficult terrain for everyone except you, as the shield freezes everything around.

If you suddenly have no more hand (because you are polymorphed into an other creature for instance), the spell ends. You can also choose to end the spell early, dismissing the shield as a bonus action.

Spell Lists. Druid, Sorcerer, Warlock, Wizard

Leaf Blades

2nd level evocation


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

Two vegetal short swords made of sharp leaves appear in your hands. This magic lasts until the spell ends. The leaf blades count as a martial weapon with which you are proficient. They deal 1d10 slashing damage on a hit and have the light and finesse properties. When you cast that spell, you can make an attack with one of the leaf blades as part of the same bonus action.

In addition, when you take the attack or dodge action, some of the leaves from the blades start to twirl around you in a 15-foot cube slashing tempest centered on you. Each creature other than you that start its turn or enter this area for the first time of the turn must make a dexterity saving throw, taking 2d4 slashing damage on a fail, or half as much on a success. The leaves twirl this way until the start of your next turn.

If you drop one or both of the leaf blades, or if you throw the leaves in front of you, while the spell persists, you can use a bonus action to cause the leaves to come back in your hands and reform the blades. When you do so, you can make an attack with one of the leaf blades as part of the same bonus action.

At Higher Levels: When you cast this spell using a 4th- or 5th-level spell slot, the damage of the blades increases to 2d10, and the damage of slashing tempest increases to 3d4. When you cast it using a 6th- or 7th-level spell slot, the damage of the blades increases to 3d10, and the damage of slashing tempest increases to 4d4.

When you cast it using a 8th- or 9th-level spell slot, the damage of the blades increases to 4d10, and the damage of slashing tempest increases to 5d4.

Spell Lists. Druid, Ranger

Lava Whips

2nd level evocation


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

A long whip made of pure fire appears in one or both of your hands (your choice). This magic lasts until the spell ends. The whips count as martial weapons with which you are proficient. They deal 1d8 fire damage on a hit and have the light and superior reach (This weapon adds 10 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.) properties. You can use your spellcasting modifier instead of your strength or dexterity for both the attack and damage rolls when you attack with a lava whip, and when you cast that spell, you can make an attack with one of the lava whip as part of the same bonus action.

In addition, the whips shed bright light in a 10-foot radius and dim light for an additional 10 feet, and when you make a shove attack using one of the whips, you can choose to either knock your target prone, push it away from you, or pull it 5 feet towards you.

If you drop one or both of these weapons, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the whips to reappear in your hands (you can choose to make only one reappear, or both). When you do so, you can make an attack with one of the lava whip as part of the same bonus action.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d8.

Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

Dark Scythe

2nd level necromancy


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

You weave together threads of darkness to create a large scythe of solidified shadows in your hand. This magic lasts until the spell ends. It counts as a simple weapon with which you are proficient. It deals 2d8 necrotic damage on a hit and has the two-handed and the reach properties.

Until the spell ends, you don't provoke opportunity attacks when you move and when you make an attack with the scythe, you can use your spellcasting modifier instead of your strength for both the attack and the damage rolls.

If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the scythe to reappear in your hand.

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

In addition, if you have casted this spell with a 3rd-level spell slot or higher, you can, as an action, swing the dark scythe to mow down your enemies. When you do so, make a melee attack with the scythe against each creature within a 15-foot cone before you.

Spell Lists. Cleric, Paladin, Warlock, Wizard

See also
  • The revised version of the Flame Blade in the Forgotten Spells section (for Druids and Sorcerers).
  • The Dragon Claws in the Sorcerer's Exclusive Spells (only for Sorcerers).

PART 5

Exclusive Spells
Artificer's Exclusive Spells

Artificer's Exclusive Spells

Spell level Spell
1st Glue, Fold, Tracer, Summon Sentry, Drill/Seal
2nd Taser, Land Mines, Repair
3rd Summon Vehicle, Energy Storage
4th Air Support
5th Summon Greater Vehicle, Bionic Arms

Glue

1st level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch two objects that aren't worn or carried, or one object that isn't worn or carried and a solid surface like a wall or the ground, and make them touch one another, forming an adhesive bond between them. For the duration, the two are glued together. A creature can try to separate them from one another as an action. To succeed, it must succeed on a strength check against your spell save DC.

If a drop of universal solvent or oil of Etherealness is used on the objects, this spell ends.

Art Credit : Wizards of the Coast

Fold

1st level transmutation


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (a piece of paper)
  • Duration: Until Dispel

You touch an object that is not worn or carried, and use your power to fold it into a more transportable version. Its size and its weight are halved. A folded object can't be used as long as it is folded. Any creature that touch a folded object can, as an action, end that spell on the object. The object then returns to its normal size and weight.

In higher level. When you cast this spell using a 2nd-level spell slot or higher, you can divide the size and the weight of the object by a factor equal to the level of the spell slot you expend plus one (So if you cast this spell using a 3rd-level spell slot, you can divide the size and weight of the target by 4).

Drill/Seal

1st level transmutation


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: S, M (an tiny spiral made of iron)
  • Duration: Until Dispel

You touch an solid object that isn't worn or carried or solid surface.

  • Drill. You can drill up to 6 holes in the target. The holes have a radius of up to 4 inches and a depth of up to 1 foot.

  • Seal. You can seal up to 6 holes in the target. The holes must have a radius of up to 4 inches and a depth of up to 1 foot.

Tracer

1st level divination


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a piece of chalk)
  • Duration: 1 hour

You touch a creature or an object and mark it for the duration of the spell. While it is marked, you know exactly the direction and the distance that separates the target from you.

In higher level. When you cast this spell using a spell slot of 2nd or 3rd Level, the duration of the spell becomes 8 hours and for the duration, you can hear the sounds around the target as if you were on the target's space in addition to the other effects of that spell. When you use a spell slot of 4th Level or higher, the duration becomes 24 hours and you can see things around the target as if you were on the target's space (the image of the target's surroundings appears like a small illusion that hovers over your hand). You can't benefit from darkvision, blind sight, tremor sense or devil sight when you look through the image created by that spell.

Summon Sentry

1st level conjuration


  • Casting Time: 1 action
  • Range: 5 feet.
  • Components: S, M (a hammer and a wrench, worth at least 50 gp)
  • Duration: Concentration, up to 1 hour

You deploy quickly a small construct. The creature is deployed in an unoccupied space within 5 feet of you and uses the Sentry stat block. When you cast the spell, choose a type of sentry : drone, turret or spider. The shape and capabilities of the creature depends on the chosen type. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. You can issue a verbal command to the sentry as a bonus action. It follows that command to the best of its ability during its next turn. If you don’t issue any command, it takes the Dodge action.

At Higher Levels. When you cast this spell using a 2nd-level spell slot or higher, some of the sentry stats increase, as stated in the stat block.


Sentry

Small Construct


  • Armor Class 11 + 1 for each spell level above 1st
  • Hit Points 10 + 10 for each spell level above 1st
  • Speed 0 ft. (Turret only), 30 ft. (Spider only), Climb 30 ft. (Spider only), Fly 30 ft. (Drone only)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 3 (-4) 12 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages understands the languages you speak, can produce alarm sounds.

  • Keen Sight.(Drone only) The sentry has advantage on Perception checks based on sight.

Actions

Multiattack.(Drone and Turret only) The Sentry makes a number of Machine Gun attacks equal to the spell level (up to a maximum of 5 attacks).

Machine Gun.(Drone and Turret only) Range Weapon Attack: your spell attack modifier to hit, Range 30 ft., one target. Hit: 2d4 piercing damage.

Laser Beam.(Turret only) Range Weapon Attack: your spell attack modifier to hit, Range 120 ft., one target. Hit: 1d12 radiant damage + 1d12 extra radiant damage for each spell level above 1st (up to 5d12).

Flame Thrower.(Turret and Spider only) Each creature within a 20 ft. cone must make a dexterity saving throw against your spell save DC, taking 2d6 fire damage + an extra 1d6 fire damage for each spell level above 1st (up to 6d6) on a fail, or half as much on a success.

Taser

2nd level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a metallic spike and some thin wire)
  • Duration: Instantaneous

You point your finger at a creature you can see within range, and a thin beam of lightning rushes to your target. Make a range spell attack against the creature. On a hit, it takes 6d6 lightning damage and falls prone. If the target is resistant or immune to lightning damage, it doesn't fall prone on a hit.

In higher level. When you cast this spell using a 3rd-level spell slot or higher, the damage increases by 2d6 for each level above 2nd, up to a maximum of 12d6.

Land Mines

2nd level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a set of caltrops worth at least 1 gp, which the spell consumes)
  • Duration: Instantaneous

Choose a point you can see on a solid horizontal surface within range, land mines cover the solid surface in a 10-foot radius around that point. When a creature moves into or within this area for the first time of the turn, it must succeed a Dexterity saving throw or it triggers the mines.

The mines are camouflaged. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. A creature that doesn't recognize the terrain as hazardous roll its Dexterity saving throw with disadvantage.

When the land mines are triggered, they explode. Each creature within the area covered by the mines take 3d8 thunder damage and are knocked prone. The spell then ends.

In higher level. When you cast this spell using a 3rd-level spell slot or higher, radius of the area increases by 10 feet for each spell level above 2nd.

Repair

2nd level Transmutation


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (a roll of duck tape and a vial of oil)
  • Duration: Instantaneous

You repair a construct you touch. It regains hit points equal to your spell casting modifier and you can end one condition affecting it. The condition can be blinded, deafened or paralyzed.

Alternatively, you can target an object that is broken, rusted, bent, torn or melted, and repair up to 5-foot cube of that object. The repaired parts then become exactly as they were before they got damaged.

In higher level. When you cast this spell using a 3rd-level spell slot or higher, your target regain an extra 1d8 hit points or you can repair an extra 5-foot cube of an object for each spell level above 2nd.

Summon Vehicle

3rd level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a key made of precious metals, worth at least 300 gp)
  • Duration: 1 hour

You click on a tiny button on the key you use as material component for that spell, and it quickly transforms itself into a full size vehicle. Choose one of the following type of vehicles, the key is transformed into that kind of vehicle for the duration.

  • Motorbike. It has a 60 ft. speed, and a 30ft. climbing speed. However, if it isn't on an horizontal surface at the end of the turn, it falls. While riding the motorbike, if you perform a long jump, your maximum jump distance is equal to the distance you travel in a strait line before the jump (so if you travel 25 feet and then jump, you can jump up to 25 feet).

  • Jetski. It has a 60 ft. swimming speed but can't go underwater. If an effect should push it under a liquid, it fails and the jetski stays on the surface of that liquid instead.

  • Jetpack. It has a 30 ft. flying speed and can hover.

Those vehicles are Large, and piloting one of them requires at least one hand. They can only be ridden by one creature at a time. Like for a mount, "mounting" or "dismouting" from one of those vehicles costs half your movement speed.

You can't have more than one vehicle active at a time. If you already have one vehicle conjured by Summon Vehicle or Summon Greater Vehicle when you cast that spell, that same vehicle transforms into a new form of your choice but no new vehicle is created.

In Higher Level. When you cast this spell using a 4th-level spell slot, the duration of that spell becomes 6 hours, and when you cast it with a 5th-level spell slot or higher, it becomes 24 hours.

Energy Storage

3rd level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a copper coil)
  • Duration: Concentration, up to 1 minute

For the duration, when a spell or a cantrip is cast on a target within 30 feet of you, you can use your reaction to absorb a part of the energy of that spell. When you do so, you gain a number of energy charges equal to the level of the spell you absorbed the energy from (minimum 1 charge). You can't have more than 10 charges at a time.

As bonus action when you deal damage to a creature with a spell or a cantrip, you can expend any number of energy charges you stored. When you do so, the target takes a number of extra lightning damage that depends on the number of charges you expended :

  • 1 charge : 1d4
  • 3 charges : 5d4
  • 5 charges : 10d4

Air Support

4th level conjuration


  • Casting Time: 1 action (ritual)
  • Range: 150 feet
  • Components: V, S, M (a distress flare or a smoke grenade)
  • Duration: Instantaneous

You call for an air support on a point you can see within range. That point must be on an horizontal and solid surface outdoor. A flying ally (it can be a giant eagle, a flying ship, an helicopter etc.), flies high above the chosen point and delivers here a package of your choice. Choose one of the following effects :

  • Supplies. The air support delivers a chest containing 20 rations, 4 healing potions and a healing kit.

  • Ammunition. The air support delivers a chest containing 5 packs of weapons and/or ammunition. For each pack, you can choose that it contains either : 15 arrows, 15 crossbow bolts, 15 blowgun darts, 15 sling bullets, 5 darts, 2 javelins, a short bow or a light crossbow.

  • Napalm. The air support delivers a tactical strike on the point of your choice. Each creature within a 30-foot long and 10-foot wide line (starting on the point you chose and extending in the direction of your choice) must make a dexterity saving throw, taking 8d6 fire damage on a fail, or half as much on a success. Flammable objects in the area that are not worn or carried are burnt. The area remains covered in flames until the end of your next turn, and each creature ending its turn in it takes 2d6 fire damage.

All rations, ammunition, weapons, potions and healing kits created by that spell are magical and disappear after 24 hours (they are treated as magical for the purpose of overcoming resistances, and are easily identified as temporary goods by any potential buyer).

Summon Greater Vehicle

5th level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a key made of precious metals, worth at least 500 gp)
  • Duration: 1 hour

You click on a tiny button on the key you use as material component for that spell, and it quickly transforms itself into a full size Huge vehicle. Choose one of the following type of vehicles, the key is transformed into that kind of vehicle for the duration.

  • Tank. It has a 40 ft. speed and it ignores natural difficult terrains such as rocks, mud, or plants. It has 120 hit points and 20 AC.

  • Submarine. It has a 40 ft. swimming speed and can go underwater (its pilot can breath normally even when it is underwater). It has 100 hit points and 18 AC.

  • Helicopter. It has a 30 ft. flying speed and can hover. It has 80 hit points and 16 AC.

Only you, the one that has cast that spell, can enter inside the vehicle and pilot it; and like for a mount, entering or exiting one of those vehicles costs half your movement speed.

When you are piloting one of those vehicles, you can't be targeted by spells, features or attacks, and you can't target creatures other than yourself with spells, features or attacks.

As an action when you pilot one of those vehicles, you can activate one of its rockets. When you so, choose a point you can see within 120 feet : the vehicle shoots a rocket at that point. Each creature within a 10-foot radius around that point must make a dexterity saving throw against your spell save DC, taking 6d6 thunder damage on a fail, or half as much on a success.

You can't have more than one vehicle active at a time. If you already have one vehicle conjured by Summon Vehicle or Summon Greater Vehicle when you cast that spell, that vehicle transforms into a new form of your choice and regain all of its hit points, but no new vehicle is created.

If the vehicle's hit points are reduced to 0, the spell ends.

Bionic Arms

5th level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a sophisticated set of gears and gems, mounted on a armlet, worth at least 500 gp)
  • Duration: Concentration, up to 10 minutes

Four sprawling bionic arms appear on your back. For the duration, you gain the following benefits :

  • You count as one size larger.
  • Your strength becomes 26 (+8).
  • You gain a 30 feet climbing speed.
  • By using at least 3 of the bionic arms, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands and the last bionic arm free.
  • Your bionic arms count as melee weapons with which you are proficient. They have a reach of 20 feet, don't require your hands to be wielded (as you command them directly with your mind), and deal 2d12 bludgeoning damage on a hit.
  • You can make special shove or grapple attacks with the bionic arms, but you can't have more than 2 targets grappled by the bionic arms at a time.
  • You can expend 5 feet of movement to move a target grappled by the bionic arms 5 feet in the direction of your choice. You can do this multiple times in a same turn as long as you have enough remaining feet of movement. If you move a target more than 20 feet away from you, the grapple ends.
Bard's Exclusive Spells

Bard's Exclusive Spells

Spell level Spell
1st Piano/Forte, Catchy Chorus
2nd Adagio/Allegro, Song of Travel
3rd Attracting Melody, Thundering Voice
4th Wall of Sound, Ring the Charge
5th Staccato/Legato
6th Crescendo
8th Song of Destiny

Piano / Forte

1st-level Transmutation


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Your music controls the volume of the reality around you. When you cast that spell, choose one of the following effect :

Piano : Everything within 30 feet of you become quieter. Any noise originated from inside the area is half as loud as it should be, and can thus be heard only half as far. Wisdom (perception) checks based on sound made to detect creatures or objects that are inside the area of the spell are made with disadvantage. Moreover, creatures in this area gain resistance to thunder damage.

Forte : Everything within 30 feet of you become louder. Any noise originated from inside the area is twice as loud as it should be, and can thus be heard twice as far. Moreover, when a target inside the area should take thunder damage, it takes an extra 1d8 damage, and creatures within the area roll stealth checks with disadvantage.

The area moves with you and is always centered on you, its effects also apply on you, and for the duration of the spell, you can change from one effect to the other as a bonus action.

Catchy Chorus

1st-level Enchantment


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V
  • Duration: Instantaneous

All allies within 30 feet that can hear you gains temporary hit points equal to your spellcasting modifier.

At Higher Level : When you cast this spell with a 2nd-level spellslot or higher, the targets gain an additional 1d6 temporary hit points for each slot level above 1st.

Adagio / Allegro

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Life that surrounds you accords its speed to the tempo of your music. When you cast that spell, choose one of the following effect :

Adagio : Creatures within 30 feet of you move slower and become more cautious. When a creature enter the area for the first time on a turn, or if it starts its turn in the area, its speed is reduced by 10 feet until the end of the turn. Moreover, a creature inside the area can Disengage or Hide as a bonus action, but can't take the Dash action.

Allegro : Creatures within 30 feet of you move and act faster. When a creature enter the area for the first time of the round, or if it starts its turn in the area, its speed is increased by 10 feet until the end of its turn. Moreover, a creature inside the area can Dash as a bonus action, but can't take the Disengage or Hide actions.

The area moves with you and is always centered on you, its effects also apply on you, and for the duration of the spell, you can change from one effect to the other as a bonus action.

Song of Travel

2nd-level Enchantment (Ritual)


  • Casting Time: 1 action
  • Range: self (60 ft. radius)
  • Components: V
  • Duration: 12 hours

When you travel, you and all allies within 60 feet of you roll constitution saving throws imposed by the environment with advantage (like saving throw against heat, forced march, hunger etc.).

Attracting Melody

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: self (60 ft. radius)
  • Components: V, S
  • Duration: Instantaneous

You play an hypnotic melody that attract all creatures within 60 feet of you. Each creature within that range that can hear you must succeed a wisdom saving throw or it must use its Dash action to come as close as possible to you during its next turn, by the safest available route.

This spell has no effect on a creature that is immune to being charmed.

Thundering Voice

3rd-level Evocation


  • Casting Time: 1 action
  • Range: self (30 ft. cone)
  • Components: V
  • Duration: Instantaneous

The magic amplifies your scream that become unbearably loud. Each creature in a 30-foot cone must make a constitution saving throw, taking 4d8 thunder damage, or half as much on a success. Large or smaller creatures that fail the saving throw are also pushed 15 feet away from you and knocked prone.

Medium or smaller objects within the cone, if not wielded or carried, are also pushed 15 feet away from you.

At Higher Level : When you cast this spell with a 4th-level spellslot or higher, the damage increases by 1d8 for each slot level above 3rd. If you expend a spellslot of 6th-level or higher, creatures that fail the saving throw are pushed and knocked prone whatever their size.

Wall of Sound

4th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small silver bell)
  • Duration: Concentration, up to 10 minute

A vibrating wall of pure condensed sound appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 1/4 inch thick. The wall doesn't block line of sight, but sound, small or tiny creatures, and small or tiny objects can't pass through it. Medium or larger creatures can only pass through the wall when using the Dash action. When something pass through the wall (a creature or an object), each creature within 10 feet of the wall must make a constitution saving throw, taking 4d6 thunder damage on a fail, or half as much on a success.

At Higher Level : When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Ring the Charge

4th-level Enchantment


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S
  • Duration: Instantaneous

You point to a direction you can see, and all allies within 30 feet of you can use their reaction to move up to their speed in that direction. If there are enemies in their reach at the end of their movement, your allies can make one melee attack or a shove action each against an enemy in their reach. On a hit, they deal an extra 1d8 damage.

Staccato / Legato

5th-level Evocation


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The rythm of your music dictate the pace of your magic. When you cast that spell, choose one of the following effect :

Staccato : When you deal damage to a target that is within 30 feet of you with a spell or an attack, two musical echoes also hit that target, each one dealing 1d4 of the same damage type than your spell or attack. When you heal a target that is within 30 feet of you, two musical echoes also heal that target, each one healing 1d4 hit points.

Legato : When you deal damage to a target that is within 30 feet of you with a spell or an attack, that target takes 1d4 of the same type of damage than your spell or attack at the start of each of your turn until you cast an other spell on it or until your Legato ends (because the spell ends or because you changed the rythm to Staccato). When you heal a target that is within 30 feet of you, that target regain 1d4 hit points at the start of each of your turn until you cast an other spell on it or until your Legato ends.

The area moves with you and is always centered on you, its effects also apply on you, and for the duration of the spell, you can change from one effect to the other as a bonus action.

Crescendo

6th-level Enchantment


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S, M (a handful or snow and a few drops of vegetable oil)
  • Duration: Concentration, up to 1 minute

Bolstered with magic, your music amplifies the power of the companions that can hear you. Choose one ability between strength, dexterity, constitution, intelligence, wisdom or charisma : at the start of each of your turn for the duration of the spell, you, and all of your allies that are within 30 feet of you get a +1 to this ability modifier (up to a maximum of +3). That bonus lasts until the spell ends or until the ally ends its turn more than 30 feet away from you.

When an ally (or you) get the maximum bonus, it also gains one of the following benefits, according to the ability you chose :

  • Crescendo of Strength : your carry capacity is doubled and you can grapple creatures that are 2 sizes larger than you.
  • Crescendo of Dexterity : Your speed is increased by 10ft.
  • Crescendo of Constitution : When you should take damage, you take 3 less damage.
  • Crescendo of Intelligence : You can add your intelligence modifier to the damage roll of your cantrips.
  • Crescendo of Wisdom : You gain true sight within a 10 feet range.
  • Crescendo or Charisma : You can take the help action as a bonus action.

Song of Destiny

8th-level Divination


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a phoenix feather)
  • Duration: Instantaneous

Choose a creature within range that can hear you, you can choose that the result of the next d20 it rolls is either a natural 1 or a natural 20.

Cleric's Exclusive Spells

Cleric's Exclusive Spells

Spell level Spell
1st Offering to the Gods
2nd Zone of Peace
3rd Spirit Idol, Censorship
4th Divine Calling, Glory of the Gods
5th Expose Weakness
7th Divine Submission
8th Angelic Form

Offering to the Gods

1st level divination


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: S, V, M (silver powder worth at least 5 gp -it depends on the target's level-, which is consumed)
  • Duration: 24 hours

You touch a creature and sacrifice silver powder worth at least 5 times your target's level (or CR) as an offering to your god. In exchange, the creature you designated is hallowed for the duration of the spell. While hallowed, when the target fails an ability check, a saving throw or an attack roll, it can choose to reroll it, potentially turning the roll into a success. When it does so, it must keep the new result, even if it is worse than its first one.

The spell then ends for that target. A same creature can't be hallowed by that spell more than once every 24 hours.

Zone of Peace

2nd level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes

You create a magical zone that guards against offensive behavior in a 15-foot-radius Sphere centered on a point of your choice within range. Until the spell ends, when a creature inside this area make an attack or cast a spell that can deal damage for the first time of the turn, it takes 2d8 radiant damage, as a vengeful light falls on it from the sky.

In higher level. When you cast this spell using a 4th-level spell slot or higher, the radiant damage increases by 1d8 for every 2 spell levels above 2nd.

Censorship

3rd level abjuration


  • Casting Time: 1 action
  • Range: Self (90-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You extend one of your free hands in front of you, and speak the name of a spell of your choice. You create a zone of censorship in a 90-foot radius sphere around you where the spell you named is prohibited (the zone always stays at the same location and doesn't move with you if you move).

For the duration, when a creature within that zone casts that forbidden spell, its spell fails and has no effect.

In higher level. When you cast this spell using a 6th-level spell slot or higher, if you concentrate on it for the full duration, the spell's effect becomes permanent.

Spirit Idol

3rd level necromancy


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (a tiny statuette worth at least 50 gp)
  • Duration: Instantaneous

You touch the body of an humanoid that died less than 1 minute ago, and catch the soul of the dead creature as it leaves its body, trapping it inside the statuette you use as component for that spell. If you cast that spell as a ritual, your target must have died less than 1 minute before you start to cast that spell instead. The body of the creature then turns into dust, alongside everything it worn or carried, and the statuette takes the perfect appearance of that creature.

While its soul is inside the statuette, a creature can see and hear through the statuette eyes and hears, and spells can target the statuette as if it was the corpse of the creature (you can cast Speak with Dead or Raise Dead on the statuette for instance).

If the creature should come back to life (because of a resurrection spell for instance), the body of the creature and everything it worn or carried when you targeted it with the Spirit Idol spell magically reform in a free space within 5 feet of the statuette.

If a Dispel Magic spell is cast on the statuette, the spell ends and the soul is freed from the statuette.

Glory of the Gods

4th level evocation


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

You rise both of your arms and you invoke the higher power of your deity. A divine light then emanates from you in every direction : you shed bright light within a 30-foot radius, and dim light within an additional 30 feet.

In addition, each creature in a 30-foot cone when you cast that spell must succeed on a charisma saving throw, or be pushed 10 feet away from you, fall prone (they kneel before the power of your god), and have its speed reduced to 0 for the duration. If it was flying, it doesn't take fall damage as it lands before it kneels. At the end of each of its turn, a creature can make a new charisma saving throw, recovering its normal speed on a success.

Divine Calling

4th level conjuration


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S
  • Duration: Instantaneous

You call for a creature you know well, and ask the gods to transport it next to you. If that creature is within 1 mile of you, it can use its reaction to instantly teleport in a free space within 5 feet of you, in a giant beam of light.

Alternatively, you can call for an item you are attuned to. When you do so, if this item is within 1 mile, it is instantly teleported into one of your free hands.

In higher level. When you cast this spell using a 6th-level spell slot or higher, you can call a creature or an item that is anywhere on the same plane as you.

Expose Weakness

5th level divination


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (a cracked nutshell)
  • Duration: Concentration, up to 10 minutes

Choose a creature you can see within range. It must expend a Legendary Resistance, or all of its saving throw modifiers become equal to its lowest saving throw modifier for the duration, and if it is proficient in one or more saving throws, it loses these proficiencies for the duration.

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

Divine Submission

7th level evocation


  • Casting Time: 1 action
  • Range: 100 ft.
  • Components: V, S, M (a tiny silver chain enscribed with the symbol of your deity, worth at least 1500 gp)
  • Duration: Concentration, up to 10 minutes

Choose a creature you can see within range. Chains of pure light appear all around that target to catch each of its limbs before pulling them in opposite directions. The target must succeed a dexterity saving throw, or be paralyzed 5 feet above the ground for the duration. While paralyzed this way, the target takes 4d8 radiant damage at the start of each of its turn, and it can make a charisma saving throw at the end of each of its turn, ending the spell on a success.

Angelic Form

8th level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a perfectly oval gem, worth at least 1000 gp)
  • Duration: Concentration, up to 1 minute

You touch a creature (it can be you), and imbue it with the power of your deity. Large spectral feathered wings appear on the back of your target. If you are a disciple of a good or neutral deity, the wings and the eyes of your target take on an immaculate white color. If you worship an evil deity, then the wings and the eyes of your target turn into a deep black. For the duration, the target gains the following benefits :

  • It is immune to radiant and necrotic damage
  • It gains a flying speed of 60ft.
  • It gains darkvision within 120 ft.
  • When it makes a weapon attack, it can use your spellcasting modifier instead of its strength or dexterity for both its attack and damage rolls.
  • All its attacks counts as magical for the purpose of overcoming resistances.
  • Once per turn when it hit a creature with an attack, it can choose to smite it. When it does so, its attack deals an extra 3d8 radiant damage if you worship a good or neutral deity (or 4d8 versus undeads and fiends) or an extra 3d8 necrotic damage if you worship an evil deity (or 4d8 versus feys and celestials).
  • It rolls Persuasion checks (if you follow a good deity), or Intimidation checks (if you follow an evil deity), with advantage.
Druid's Exclusive Spells

Druid's Exclusive Spells

Spell level Spell
1st Hunter's Instinct, Thorns Spray
2nd Roots
3rd Roaring Tempest, Summon Plant
4th Summon Swarm
5th Summon Monstrosity
6th Corrosion
7th Stone Rain
9th Summon Titanic Monstrosity

Hunter's Instinct

1st level divination


  • Casting Time: 1 bonus action
  • Range: self
  • Components: S
  • Duration: Concentration, up to 1 hour

For the duration of the spell, you can add your Wisdom modifier to your survival and stealth checks, and you can take the Hide or Search Actions as a Bonus Action.

In addition, when you cast that spell, you can immediately use the Hide or Search Actions as part of the same Bonus Action you used for the casting of the spell.

Art Credit : Wizards of the Coast

Thorns Spray

1st level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (the stem of a rose)
  • Duration: Instantaneous

You extend your arms in front of you, and a torrent of thorns appears from your hands and rush through your enemies. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 4d4 piercing damage on a failed save, or half as much damage on a successful one.

In higher level. When you cast this spell using a 2nd-level spell slot or higher, the piercing damage increases by 2d4 for each spell level above 1st. Moreover, When you cast this spell using a 5th-level spell slot or higher, the area it affects becomes a 30-foot cone instead of a 15-foot one.

Roots

2nd level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Long roots grow from your feet in the ground below you. If you are not on the ground when you cast this spell, the spell fails. For the duration, your speed becomes 0, and nothing can push, pull or move you in any direction. Moreover, you regain 2 hit points at the start of each of your turns.

In higher level. When you cast this spell using a 3rd-level spell slot or higher, you regain 1 more hit point at the start of each of your turns for each spell slot level above 2nd.

Roaring Tempest

3rd level evocation


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

A storm rages inside of you for the duration of the spell. Your eyes start shining blue. Once per round when you hit a target with a melee attack, you can choose that a bolt of lightning comes out of your body to strike your target. You can then choose to make it bounce on a second creature of your choice within 10 feet of your first target. Both your first and secondary targets take 2d6 lightning damage.

In higher level. 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 3rd.

Summon Plant

3rd level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a fig leaf, a cherry blossom, and a piece of willow bark inside a leather pouch marked with the runes of the spring spirits of the feywild worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth the spirit of an ancient plant. It manifests in an unoccupied space on the ground that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a type of plant : flowering tree, giant mushroom, or treant. The creature resembles a plant of your choice of this type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level where the spell’s level appears in the stat block.


Plant Spirit

Large Plant


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 30 (flowering tree and giant mushroom only) or 40 (treant only) + 10 for each spell level above 3rd
  • Speed 20 ft. (treant only)

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 15 (+2) 4 (-3) 10 (+0) 5 (-3)

  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Damage Immunities Poison (giant mushroom only)
  • Condition Immunities Poisoned (giant mushroom only), Forced movements (flowering tree and giant mushroom only), Prone (flowering tree and giant mushroom only)
  • Senses passive Perception 10
  • Languages understands the languages you speak

Dangerous Spores.(giant mushroom only) Any creature, other than you, that starts its turn within 10 feet of the spirit must make a Constitution saving throw against your spell save DC, taking 1d6 poison damage for each spell level and being poisoned until the start of its next turn on a fail, or taking half damage without being poisoned on a success.

Bless of Rejuvenation.(flowering tree only) When one of the spirit's allies (it can be you) starts its turn within 10 ft. of the spirit, it can choose to to gain temporary hit points equal to 1d6 + the spell level, or to make a saving throw to end an ongoing poison or disease on itself.

False Appearance. While the spirit remains motionless, it is indistinguishable from a normal tree.

Just a Plant.(flowering tree and giant mushroom only) The spirit is permanently blinded and incapacitated.


Actions

Multiattack.(treant only) The spirit makes a number of Slam equal to half this spell’s level (rounded down).

Slam.(treant only) Melee Weapon Attack: your spell attack modifier to hit, Reach 10 ft., one target. Hit: 2d6 + 4 + the spell’s level bludgeoning damage.

Rock Throw.(treant only) Range Weapon Attack: your spell attack modifier to hit, Range 40 ft., one target. Hit: 1d10 per spell level + 4 bludgeoning damage.

Summon Swarm

4th level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a silver flute worth at least 400 gp)
  • Duration: Concentration, up to 1 hour

You call forth the spirits of many little creatures, that all share a same mind. The swarm manifests in an unoccupied space that you can see within range. This corporeal form uses the Swarm Spirit stat block. When you cast the spell, choose a type of swarm : Insects, Rodents or Flyings. The creatures from the swarm resemble beasts of your choice of this type (birds, bats, spiders, rats, rabbits etc.), which determines certain traits in its stat block. The swarm disappears when it drops to 0 hit points or when the spell ends.

The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level where the spell’s level appears in the stat block.

Summon Monstrosity

5th level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a runes scribed tooth of a large creature worth at least 500 gp)
  • Duration: Concentration, up to 1 hour

You call forth the spirit of a monstrosity. The creature manifests in an unoccupied space that you can see within range. This corporeal form uses the Monstrosity Spirit stat block. When you cast the spell, choose a type of monstrosity : Owlbear, Manticore, or Bulette. The creature resembles a monstrosity creature of this type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level where the spell’s level appears in the stat block.


Swarm Spirit

Large Swarm of Tiny beasts (the size of the swarm increases by one rank for every 2 spell level above 4th)


  • Armor Class 10 + the level of the spell (natural armor)
  • Hit Points 20 (Flyings only) or 30 (Insects and rodents only) + 5 for each spell level above 4th
  • Speed 20 ft. or 30 ft.(rodents only), Climb 20ft. (Insects only), Fly 50ft. (Flyings only)

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (0) 2 (-4) 9 (-1) 4 (-3)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Darkvision 30ft., passive Perception 9
  • Languages understands the languages you speak

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.


Actions

Multiattack (swarm has more than half HP). The swarm makes a number of attacks equal to this spell’s level.

Multiattack (swarm has half HP or less). The swarm makes a number of attacks equal to half this spell’s level (rounded down).

Bite.(rodents and flyings only) Melee Weapon Attack: your spell attack modifier to hit, Reach 0 ft., one target in the swarm space. Hit: 1d4 + 2 + the spell's level piercing damage.

Venomous Bite.(insects only) Melee Weapon Attack: your spell attack modifier to hit, Reach 0 ft., one target in the swarm space. Hit: 2 piercing damage + 2d6 + the spell's level poison damage.


Monstrosity Spirit

Large Monstrosity


  • Armor Class 10 + the level of the spell (natural armor)
  • Hit Points 50 + 10 for each spell level above 5th
  • Speed 40 ft., Fly 50 ft. (Manticore only), Burrow 40 ft. (Bulette only)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-4) 12 (+1) 8 (-1)

  • Senses Darkvision 60ft., Tremor sense 60 ft. (Bulette only), passive Perception 11
  • Magical Attacks The attacks of the spirit count as magical for the purpose of overcoming resistances
  • Languages understands the languages you speak

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Tail Spike.(manticore only) Range Weapon Attack: your spell attack modifier to hit, Range 90 ft., one target. Hit: 1d8 + 2 + the spell’s level piercing damage.

Claws.(owlbear only) Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 2d6 + 4 + the spell’s level slashing damage, and the spirit has advantage on its next Bite against that target this turn.

Bite. Melee Weapon Attack: your spell attack modifier to hit, Range 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.

Deadly Leap.(bulette only) If the spirit jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a Strength or Dexterity saving throw (target's choice) against your spell save DC or be knocked prone and take 2d8 + 4 + the spell's level bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the spirit's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the spirit's space.

Corrosion

6th level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of rust dust)
  • Duration: Concentration, up to 1 minute

Choose a point you can see within range. You create a 15-foot radius area of corrosion around that point. At the end of each of your turn for the duration of the spell, each non-magical object made of metal that is inside the corrosion area corrodes :

  • If it is a weapon, it takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed.
  • If it is a piece of ammunition, it is destroyed.
  • If it is a piece of armor or a shield, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a Shield that drops to a +0 bonus is destroyed.
  • If it is an other object, the spell destroys 1-foot cube of it.

Items that are completely covered by a thick layer of leather or fabric, like items carried in a backpack for instance, are not affected.

In higher level. When you cast this spell with a spell slot of 8th level or higher, the radius increases by 15 feet, and the cumulative malus for weapons, armors and shields becomes -2 (the minimum thresholds for the destruction of those objects stay the same).

Stone Rain

7th level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a perfectly round pebble of the size of your hand)
  • Duration: Instantaneous

Choose a point within reach. Large rocks appears in the air above that point and fall on the creatures below. Each creature within 20 feet of the point you chose must make a dexterity saving throw, taking 6d10 bludgeoning damage and being knocked prone and buried on a fail, or taking half damage without being knocked prone nor buried on a success.

While it is buried, the creature's speed is reduced to 0, it has a 3/4 cover and it can't take the attack action. A buried creature can use an action to try to get out of the gravels. When it does so, it must make an athletic check against your spell save DC. On a success, it frees itself. A creature next to a buried creature can also use its action to make the athletic check to try to get the buried creature out of the gravels.

The area where the rocks have fallen remains a difficult terrain until a creature takes at least 1 hour to clean it up.

Summon Titanic Monstrosity

9th level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (the tooth or the claw of a gargantuan monstrosity, carefully carved and set with precious stones worth at least 2000 gp)
  • Duration: Concentration, up to 1 hour

You call forth the spirit of a gigantic monstrosity. The creature manifests in an unoccupied space that you can see within range. This corporeal form uses the Titanic Monstrosity Spirit stat block.

When you cast the spell, choose a type of monstrosity : Giant Worm, Kraken, or Hydra. The creature resembles a monstrosity creature of this type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.



Titanic Monstrosity Spirit

Gargantuan Monstrosity


  • Armor Class 18
  • Hit Points 150
  • Speed 30 ft., Burrow 30 ft. (Giant Worm only), Swim 60 ft. (Kraken only)

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 26 (+8) 4 (-4) 12 (+1) 7 (-2)

  • Condition Immunities Sleep (Hydra only)
  • Senses Darkvision 60 ft., Tremor sense 60 ft. (Giant Worm only), passive Perception 11
  • Languages understands the languages you speak

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

Magical Attacks The attacks of the spirit count as magical for the purpose of overcoming resistances

Amphibious. (Kraken only) The spirit can breathe air and water.

Tunneler. (Giant Worm only) The spirit can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Multiple Heads. (Hydra only) The spirit has five heads. It has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious; and it can take up to 5 reactions per round.

Actions

Multiattack. (Hydra only) The spirit make 5 Bite attacks.

Multiattack. (Kraken only) The spirit make 3 Tentacle attacks.

Bite.(Hydra Only) Melee Weapon Attack: your spell attack modifier to hit, Reach 10 ft., one target. Hit: 1d10 + 10 piercing damage.

Swalow.(Giant Worm only) Melee Weapon Attack: your spell attack modifier to hit, Reach 10 ft., one target. Hit: 3d8 + 10 piercing damage and 8d6 acid damage. If the target is a Large or smaller creature, it must succeed on a Dexterity saving throw against your spell save DC or be swallowed by the spirit. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the spirit, and it takes 8d6 acid damage at the start of each of the spirit's turns. If the spirit takes 30 damage or more on a single turn from a creature inside it, it regurgitates all swallowed creatures, which fall prone in a space within 10 feet of the spirit.

Tentacle.(Kraken only) Melee Weapon Attack: your spell attack modifier to hit, Reach 30 ft., one target. Hit: 3d6 + 10 bludgeoning damage, and if the target is Large or smaller, it is grappled (the DC it must beat to escape is equal to your spell save DC). Until this grapple ends, the target is restrained. The spirit has ten tentacles, each of which can grapple one target.

Paladin's Exclusive Spells

Paladin's Exclusive Spells

Spell level Spell
1st Banner of War, Divine Order
2nd Banner of Freedom, Banner of Bravery, Chain of Light
3rd Banner of the Gods, Noble Shield
4th Arena of Justice
5th Astral Blade, Aspect of the Shining Avenger

Divine Order

1st level divination


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a friendly creature within range that can hear or see you. It can use its reaction to immediately take the attack action or cast a spell with a casting time of 1 action. In addition, it deals an extra 2d6 radiant damage the next time it deals damage to a target. If it should deal damage to more than one target at once, only one target of its choice suffers this additional damage.

Banner of War

1st level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

As you rise one of your free hands, a magical banner appears in it. The banner counts as a spear except it doesn't have the thrown property. (you can use it as a weapon for melee attacks and it qualifies for every traits or features that work with a spear, like the polearm master feat for instance).

In addition, choose one of the following effects, :

  • Arrow : Friendly creatures affected by the banner gain +2 to all the damage rolls of their range attacks.
  • Sword : Friendly creatures affected by the banner gain +2 to all the damage roll of their melee attacks.
  • Shield : Friendly creatures affected by the banner gain +1 to their AC.

For the duration, as long as you wield the banner, each friendly creature within 30 feet of you that can see the banner gains the chosen benefit as long as they stay within 30 feet of you and can see the banner.

You can't have more than 1 banner conjured at a time. If you already have a banner spell active when you cast this spell, the new banner replaces the old one.

Banner of Freedom

2nd level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

As you rise one of your free hands, a magical banner appears in it. The banner counts as a spear except it doesn't have the thrown property. (you can use it as a weapon for melee attacks and it qualifies for every traits or features that work with a spear, like the polearm master feat for instance).

In addition, for the duration, as long as you wield the banner, each friendly creature that starts its turn within 30 feet of you that can see the banner have their speed increased by 10 feet until the end of their turn and can take the disengage action as a bonus action this turn. In addition, friendly creatures within 30 feet of you that can see the banner ignore difficult terrains.

You can't have more than 1 banner conjured at a time. If you already have a banner spell active when you cast this spell, the new banner replaces the old one.

Banner of Bravery

2nd level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

As you rise one of your free hands, a magical banner appears in it. The banner counts as a spear except it doesn't have the thrown property. (you can use it as a weapon for melee attacks and it qualifies for every traits or features that work with a spear, like the polearm master feat for instance).

In addition, for the duration, as long as you wield the banner, each friendly creature within 30 feet of you that can see the banner have the advantage against being frighten, and if its hit points should reach 0, that friendly creature doesn't fall unconscious. Instead, it can continue to fight as normal, but it must roll a death saving throw at the end of each of its turns and every time it takes damage. The first time it fails a death saving throw or ends its turn more than 30 feet away from you, it falls unconscious (it then continues to make death saving throws as normal).

You can't have more than 1 banner conjured at a time. If you already have a banner spell active when you cast this spell, the new banner replaces the old one.

Chain of Light

2nd level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a link of a silver chain)
  • Duration: Instantaneous

A chain made of divine light appears from your hand and rushes to a creature you can see within range. The target must succeed a strength saving throw, or be pulled 30 feet toward you. The target can choose to willingly fail the saving throw.

In higher level. When you cast this spell using a 3rd-level spell slot or higher, the range of the spell and the distance the target is pulled both increase by 10 feet for each spell level above 2nd.

Banner of the Gods

3rd level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

As you rise one of your free hands, a magical banner appears in it. The banner counts as a spear except it doesn't have the thrown property. (you can use it as a weapon for melee attacks and it qualifies for every traits or features that work with a spear, like the polearm master feat for instance).

In addition, for the duration, the radius of all auras created by your spells and features (such as Aura of Protection or Crusader Mantle for instance) increases by 20 feet.

You can't have more than 1 banner conjured at a time. If you already have a banner spell active when you cast this spell, the new banner replaces the old one.

Noble Shield

3rd level abjuration


  • Casting Time: 1 reaction (when you should make a saving throw against a spell or an effect)
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

Instead of rolling the saving throw, you automatically fail it, as you focus your power to create a 10-foot radius aura of protection around you to protect your allies.

Each friendly creature within the aura gains a resistance against all damages dealt by the spell or effect that you had to make a saving throw against.

Arena of Justice

4th level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a pinch of sand)
  • Duration: Concentration, up to 1 minute

You create a 30-foot radius sphere of translucent light centered on you. The walls of light of the arena thus created are 1 inch thick, don't move with you when you move and don't block the lines of sight; but creatures inside the arena can't target things outside of it with spells or attacks.

Moreover, when a creature inside the arena tries to move through the walls of the arena, it must succeed a charisma saving throw or it stays inside the arena and becomes restrained until the start of its next turn.

Effects that would push or pull a creature that is inside the arena can't push or pull it through the walls of the arena, as if they were solid walls.

If the walls of the arena should appear on the space of a creature when you cast that spell, that creature is pushed outside of the arena on the nearest free space.

Astral Blade

5th level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

Choose a creature you can see within range, a giant sword made of pure light fall from the sky on that creature. The target must make a dexterity saving throw, taking 10d10 radiant damage on a fail, or half as much on a success. Fiends and Undeads make this saving throw with disadvantage.

Aspect of the Shining Avenger

5th level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (3 drops of fiend blood)
  • Duration: Concentration, up to 10 minutes

You arbor the traits of an ancient vengeful god. You gain the following benefits for the duration :

  • You shed bright light in a 15-foot radius, and dim light in an additional 15-foot radius.
  • You gain resistance to necrotic damage.
  • Once per turn when you hit a target with a weapon attack, you can choose to deal an extra 1d8 radiant damage.
  • Each Undead or Fiend that starts its turn within 30 feet of you must succeed a wisdom saving throw or be frighten by you until the start of its next turn.
Ranger's Exclusive Spells

Ranger's Exclusive Spells

Spell level Spells
1st Tumble, Elemental Trap, Faded Stride
2nd Pack Instinct, Bloodhound Instinct, Marksman Instinct, Arrows of the Feywild
3rd Cascade of Blades
4th Fairy Chains
5th Eagle's Aim, Sylvan Specter

Tumble

1st level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You become surrounded by a mystical mist as you tumble through the battlefield. You can move up to 10 feet in the direction of your choice, without triggering attacks of opportunity. This movement doesn't count toward the distance you can normally move thanks to your walking speed.

If you are prone when you cast that spell, you can get up on your feet as part of that movement.

Art Credit : Wizards of the Coast

In addition, during that movement, and until the end of your turn, you can move through the space of other creatures (but you can't end your turn there).

Elemental Trap

1st level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an hunting trap, worth at least 5 gp)
  • Duration: Until Dispel

As you set up the hunting trap used as material component for that spell, you conjure the powers of the nature to infuse them inside the trap. The DC of the Dexterity saving throw and the one of the Strength checks required by the trap become both equal to your spell casting modifier.

In addition, choose one of the following effects, that effect happens when the trap is triggered, on top of the other effects of the hunting trap.

  • Freezing trap. The creature that triggers the trap takes 2d6 cold damage and its speed is reduced by 10 feet for 1 minute.

  • Burning trap. Each creature within a 10 feet of the trap take 2d6 fire damage. The creature that triggered the trap take an extra 1d10 fire damage.

  • Electrified trap. The creature that triggers the trap takes 2d6 lightning damage and make its next attack roll, ability check or saving throw with a disadvantage.

  • Explosive trap. The creature that triggers the trap takes 2d6 thunder damage and is knoked prone. Then, each other Large or smaller creatures within 10 feet of the trap is pushed 15 feet away from the trap.

  • Chemical trap. The creature that triggers the trap takes 2d6 acid damage, and it takes 2d4 acid damage at the start of each of its following turns until it is freed from the hunting trap.

In higher level. When you cast this spell using a 2nd-level spell slot or higher, the initial 2d6 elemental damage increases by 1d6 for each spell level above 1st (the extra 1d10 fire damage from the burning trap and the 2d4 acid damage from the chemical trap don't increase).

Faded Stride

1st level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a bit of silver powder)
  • Duration: Concentration, up to 1 hour

For the duration, every time you move 10 feet or more, you count as lightly obscured until the start of your next turn and you can take the Hide action as a bonus action.

Pack Instinct

2nd level enchantment


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a bit of wolf fur)
  • Duration: Concentration, up to 10 minutes

Once per turn when you attack a target that is within 5 feet of one of your allies, you can choose to make that attack with advantage.

Moreover, whenever a creature within your reach make an attack against one of your allies, you can make an attack of opportunity against that creature as a reaction.

Bloodhound Instinct

2nd level enchantment


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a shark tooth)
  • Duration: Concentration, up to 10 minutes

For the duration, you have advantage on survival and perception checks you make to track or find a creature if the current hit points of that creature are lower than its maximum hit points.

In addition, when you make an attack against a creature that has less hit points than its maximum, your attack counts as a critical hit on a natural 18 or higher.

Marksman Instinct

2nd level enchantment


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a hawk feather)
  • Duration: Concentration, up to 10 minutes

For the duration, if you haven't move during your turn, you can choose to reduce your speed to 0 to focus all your senses on your target, improving your aim. When you do so, choose a target you can hear or see, you ignore all disadvantages and half and 3/4 covers when you make weapon attacks against that target this turn.

Arrows of the Feywild

2nd level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a bow, a crossbow or a blowgun, worth at least 1 gp)
  • Duration: Instantaneous

Make a range attack with the weapon used as material component against 2 different targets of a same size within range. If both attacks hit, the targets swap places as they are magically teleported in the place of the other creature.

The range attacks you make as part of that spell deal damage as normal.

Cascade of Blades

3rd level Transmutation


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, S, M (two one handed melee weapons worth at least 1 gp)
  • Duration: Instantaneous

Make up to 5 melee attacks against targets within 5 feet of you. You must alternate between the two weapons used as material component for each attack (For instance, if you are wielding a short sword and a dagger, if you make a first attack with the short sword, your next attack must be with the dagger, and the following one with the short sword etc.).

Fairy Chains

4th level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a tiny silver chain)
  • Duration: Concentration, up to 10 minutes

Choose a creature you can see within range, it must succeed a charisma saving throw or be marked by a symbol of the feywild for the duration (the target can choose to fail that saving throw). While marked this way, at the end of each of its turns, the target is teleported in the space it occupied at the start of its turn.

Eagle's Aim

5th level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

You gain the following benefits for the duration :

  • you can add your wisdom modifier to the damage rolls of your weapon attacks.
  • once per round, when you miss a weapon attack, you can choose that the attack hits instead.

Sylvan Specter

5th level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a leaf from the feywild)
  • Duration: Concentration, up to 10 minutes

You can teleport yourself to a free space you can see within 30 feet, then, for the duration, you gain the following benefits:

  • at the end of each of your turn, you become invisible until the start of your next turn.
  • you can teleport yourself to a free space you can see within 30 feet as a bonus action.
  • once per round when you hit a target with an attack, you can choose to invoke the spirits of the feywild. When you do so, your target must succeed a wisdom saving throw or be charmed or frighten (your choice) by you until the end of its next turn.
Sorcerer's exclusive spells

Sorcerer's exclusive spells

Spell level Spell
1st Fire chains
2nd Spectral Claws, Chaotic Bond, Prismatic Gift
3rd Power Surge
4th Frozen Tomb, Frost Fire, Green Lightning, Force Storm
5th Chaotic Storm
6th Magical Resonance
8th Arcane Self

Fire Chains

1st-level Conjuration


  • Casting Time: 1 action
  • Range: self (30 ft. cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose two creatures or one creature and one object you can see in a 30-foot cone. A chain made of fire ties the two targets to one another. Until the end of the spell, every time one of the creatures targeted this way ends its turn 10 feet away or more from the other target, it must make a constitution saving throw. The creature takes 1d10 fire damage on a fail, or half damage on a success.

If one of the targets dies, is destroyed or is sent to an other plan, the spell ends.

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.

Spectral Claws

2nd-level Illusion


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the duration of the spell, the spectral shape of large dragon claws hover over both the target's arms, mimicking their movements. Until the spell ends, whenever something asks the target to use its strength modifier, it can use your charisma modifier instead (for melee attacks, acrobatic checks or strength saving throws for instance).

Moreover, the target can also use the spectral claws as melee weapons to maul its enemies. The claws count as martial weapons with which it is proficient, have the Light and Reach properties, and deal 1d10 magical slashing damage on a hit.

Both the target hands are still free while the spectral claws are active, so it can use them to interact with objects, wield weapons or cast spells as usual.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d10.

Prismatic Gift

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 10 minute

A multicolor beam of condensed magic sprays out of your hand to a creature you can see within range. Until the spell ends, the target gain one of the following benefits (roll a d8 when you cast that spell, the result indicate the school of magic that affects the target).

  1. Divination : Once per round, the target can choose to reroll one die of any kind (an attack roll, a saving throw, a damage die etc.). When it does so, it must keep the new result, even if it is worse than the first roll.

  2. Conjuration : Once per round, the target can use its bonus action to teleport itself 15 feet in any direction it can see.

  3. Evocation : Once per round, when the target deals damage to a creature, a structure or an object, it can choose a type between fire, cold, lightning, or acid, and deal an extra 2d6 damage of the chosen type to its target.

  4. Illusion : Once per round, when the target hits a creature with an attack, it can use its bonus action to try to frighten the creature by creating monstrous illusions (like spiders crawling on its weapon for instance). When it does so, the creature that has been hit by the attack must succeed on a wisdom saving throw against your own spell save DC or be frightened by the attacker until the end of the its (the creature that has been hit) next turn.

  5. Enchantment : Once per round, when the target is attacked by an enemy, it can use its reaction to charm the enemy before that attack occurs. The enemy must succeed on a wisdom saving throw against your own spell save DC. On a failed save, it must make its attack against an other creature in range chosen by the target of your prismatic gift. If there is no other creature within range, then it attacks the target of your prismatic gift as normal.

  6. Transmutation : Once per round, the target can choose to transmute a part of its body until the beginning of its next turn. When it does so, its movement speed is increased by 5 feet and it can choose to either : gain a swimming speed equal to its walking speed, gain a climbing speed equal to its walking speed, or change one of its hand and any object it was carrying in that hand into a one handed weapon of its choice. It can't make range or thrown attacks with that weapon as it is directly a part of its own body.

  7. Abjuration : Once per round, when the target should take damage, it can use its reaction to reduce the damage by 2d6.

  8. Necromancy : Once per round, when the target deals damage to a creature, it can choose to gain 2d6 temporary hit points.

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

Chaotic Bond

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Choose a creature within 60 feet of you. You create a magical bind between you and the target that lasts until the spell ends. While the bond is active, the magic flows between you. Every time you or your binded ally cast a spell, the caster can choose to cast its spell as if it was the other : You can cast spells as if you were your ally, using its position to determine the range of the spells; and your ally can cast spells as if it was you, using your own position. The caster still uses its own senses, spellcasting modifier, concentration and spell save DC when the effects of a spell require them.

For instance, if you cast a spell with a range of self, you can choose that it targets your binded ally instead; if your binded ally casts a spell with a range of touch, it can choose a target in your own range of touch instead of its own; or if you cast a spell with a range of 30 feet, you can choose a target that is either within 30 feet of you, or within 30 feet of your binded ally.

Power Surge

3rd-level Transmutation


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

The magic flows through your veins and empowers you. For the duration of the spell, every time you roll a damage die, you can choose to turn it on its opposite side.

For instance, if you make an attack that deals 1d6 damage and roll a 2, you can turn the die on its opposite side and get a 5 instead.

Frozen Tomb

4th-level Evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: 1 round

A thick barrier of ice encloses a creature or object of Large size or smaller you can see within range until the beginning of your next turn. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed until the beginning of your next turn.

A creature enclosed in the frozen tomb is Petrified and can't be damaged for the duration of the spell.

Moreover, you can apply one of the following effects :

  • The area within 20 feet of the target become difficult terrain for the duration of the spell, and all creatures that start their turn in this area must make a dexterity saving throw, taking 3d8 cold damage on a failed save, or half damage on a success.
  • The target takes 6d8 cold damage if it is enclosed in the frozen tomb, or half damage if it has succeeded its saving throw.
  • The target can expend one hit die and regain hit points equal to the result + twice the spell level.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the cold damages are increased by 1d8 for each spell level above 4th.

Force Storm

4th-level Evocation


  • Casting Time: 1 action
  • Range: 150 ft.
  • Components: V, S
  • Duration: Instantaneous

You point at a place within range, and a tempest of pure magic starts raging in a 20-foot radius around that point. The storm feasts on the inner magic of the creatures in that area to gain in intensity. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 1d10 force damage for each small or bigger creature in the area, up to a maximum of 5d10. It takes only half as much damage on a success.

So if there are 3 creatures in the targeted area, the 3 creatures must succeed a strength saving throw or take 3d10 force damage.

The storm spreads around corners.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the radius of the storm is increased by 10 feet and the maximum damage increases by 1d10 for each spell level above 4th (So casted with a 6th-level spell slot for instance, the force storm would rage in a 40-foot radius and deal up to 7d10 force damage to the creatures in its area).

Frost Fire

4th-level Evocation


  • Casting Time: 1 action
  • Range: 150 ft.
  • Components: V, S
  • Duration: 1 round

You point at a place within range, and a 1-foot ball of freezing flames streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature either :

  • takes 5d8 fire damage and becomes susceptible to cold damage until the end of your next turn (the first time it should take cold damage each turn, it takes an extra 2d6 cold damage),
  • or takes 5d8 cold damage and becomes susceptible to fire damage until the end of your next turn (the first time it should take fire damage each turn, it takes an extra 2d6 fire damage).

Your choice, however the type of damage must be the same for every creature affected by that spell.

On a successful save, a creature only takes half as much damage and doesn't gain a susceptibility.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the initial damage is increased by 1d8 for each spell level above 4th.

Green Lightning

4th-level Evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S
  • Duration: 1 round

A stroke of green lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature either :

  • takes 5d8 lightning damage and becomes susceptible to acid damage until the end of your next turn (the first time it should take acid damage each turn, it takes an extra 2d6 acid damage),
  • or takes 5d8 acid damage and becomes susceptible to lightning damage until the end of your next turn (the first time it should take lightning damage each turn, it takes an extra 2d6 lightning damage).

Your choice, however the type of damage must be the same for every creature affected by that spell.

On a successful save, a creature only takes half as much damage and doesn't gain a susceptibility.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the initial damage is increased by 1d8 for each spell level above 4th.

Chaotic Storm

5th-level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A storm of chaotic magic starts raging in a 30-foot radius around you, twisting and tearing up the space and reality within the area. Each creature in that area must succeed on a Charisma saving throw or be teleported on a free space of your choice within the area of the spell. A creature can choose to fail that saving throw willingly.

Magical Resonance

6th-level Divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until you cast Magical Resonance again

You learn the last spell that the target has casted. For the duration, you can cast that spell yourself using your own spell slots, it counts as a sorcerer's spell for you.

Arcane Self

8th-level Illusion


  • Casting Time: reaction (that you can use when you reach 0 hit points)
  • Range: Self
  • Components: -
  • Duration: 1 hour

As you reach 0 hit points, your spirit and your inner magic detach from your body and create an arcane spirit. In arcane spirit form, you heal to your maximum hit points and you become incorporeal.

Moreover, while in this form you gain the following benefits and drawbacks :

  • you gain a flying speed equal to your walking speed,
  • you can enter and occupy the space of other creatures,
  • you don't need to breath,
  • you gain resistance to non magical bludgeoning, slashing and piercing damage,
  • your AC become equal to 13 + your spell casting modifier,
  • your sorcerer cantrips deal an extra 2d6 damage,
  • you can’t cast 1st-level or higher spells,
  • you can't activate magic items, use objects or wield weapons,
  • your dead body is stabilized,
  • when your dead body should take damage, your arcane spirit take twice those damage instead.

If you reach 0 hit points in arcane spirit form, you’re dead.

If your body regains hit points, if your arcane spirit is targeted by a dispell magic spell, or at the end of the duration of the arcane self spell, your arcane spirit rejoins your body. Your hit points become equal to the hit points of your body and you no longer experience the other benefits and drawbacks of being in arcane spirit form.

Warlock's Exclusive Spells

Warlock's Exclusive Spells

Spell level Spell
2nd Dark Obelisk
3rd Mark of Misfortune
4th Black ice, Curse of the Twin Lords
5th Thief of Destiny
6th Soul Burn, Cursed Doll
7th Shadow Monster
8th Hell' s Maw
9th Power Word : Blind

Dark Obelisk

2nd level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a black pebble carved into a pyramid)
  • Duration: Concentration, up to 1 minute

You point at a free space on the ground that you can see within range, and conjure a 5 feet long, 5 feet large and 10 feet high black pillar at this location. The unsettling Obelisk is covered in old runes and blocks the lines of sight and movements. It has 16 AC and 20 hit points.

When a creature moves within 10 feet of the Obelisk, it becomes poisoned until it is no longer within 10 feet of the black pillar, as the Dark Obelisk absorbs all wills and desires of those who dare to approach.

In Higher Level. When you cast this spell using a 3rd-level spell slot or higher, you can choose that the area affected by the Dark Obelisk increases by 5 feet for each spell level above 2nd, up to a maximum of 25 feet. The hit points of the obelisk also increase by 10 for each spell level above 2nd.

Mark of Misfortune

3rd level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour

Choose a creature within range, for the duration, it takes 5 psychic damage every time it fails an attack, an ability check or a saving throw. Once the target has taken a total of 30 damage from that spell, the spell ends.

In addition, when a feature or a spell requires you to target a creature affected by the Hex spell (such as the Maddening Hex Eldritch Invocation), it also works against a creature affected by that spell.

In higher level. When you cast this spell using a 4th-level spell slot or higher, the psychic damage increases by 1 and the maximum damage before the spell ends increases by 5 for each spell level above 3rd.

Black Ice

4th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an ice cube and a drop of ink)
  • Duration: Concentration, up to 1 minute

A magical black ice starts spreading from a point you choose within range and tries to cover any creature within 20 feet of that point. Creatures in this area must succeed a dexterity saving throw, or be covered by the necrotic frost. While covered by the black ice, a creature takes 2d8 cold damage on the start of each of its turns, and takes 2d8 necrotic damage when it moves for the first time of a turn (willingly or not).

A creature covered by the black ice can make a constitution saving throw at the end of each of its turns, ending the spell on itself on a success.

In higher level. When you cast this spell with a 5th level spell slot or higher, the cold and the necrotic damage both increase to 3d8.

Curse of the Twin Lords

4th level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 10 minutes

Choose two hostile creatures of a same size you can see within range. They must make a charisma saving throw. If the two targets fail their saving throw, a spectral and slightly glowing crown appears on both of their head. If one or both of the targets succeed, the spell fails.

For the spell duration, whenever one of the targets is Blinded, Deafened, Incapacitated, Paralyzed, Petrified, Poisoned, Restrained or Stunned, the other target is also affected by that same condition until the first target is no longer affected.

Moreover, while under the effect of this spell, if one of the targets should take damage, the second target takes half this amount of damage.

The spell ends if the Dispell Magic spell is used on one of the targets, or if one of the targets dies.

In addition, when a feature or a spell requires you to target a creature affected by the Hex spell (such as the Maddening Hex Eldritch Invocation), it also works against a creature affected by that spell.

Thief of Destiny

5th level divination


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a coin with two tails sides)
  • Duration: Concentration, up to 1 minute

Choose a creature you can see within range. It must succeed a charisma saving throw or, by your magic, you twist and bend the course of its destiny, cursing it with a promise of failure.

Once per turn for the duration of that spell, when your target makes an attack roll, an ability check or a saving throw, you can choose to also roll a d20. If your result is higher than the score of its d20, your target fails its roll.

In addition, when a feature or a spell requires you to target a creature affected by the Hex spell (such as the Maddening Hex Eldritch Invocation), it also works against a creature affected by that spell.

Soul Burn

6th level necromancy


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: Instantaneous

You sacrifice a part of your soul to get access to more power. You regain one 5th-level spell slot. You can then expend as many hit dice as you want. You don't gain any hit points while expending those hit dice, but you regain an extra 5th-level spell slot for every 3 hit dice sacrificed this way instead. You regain the hit dice you expended this way as normal, when you finish long rests.

Cursed Doll

6th level necromancy


  • Casting Time: 10 minutes (ritual)
  • Range: Touch
  • Components: V, S, M (a doll worth at least 500 gp and a lock of hair from your target)
  • Duration: until dispel

You tie the lock of hair of a humanoid to the doll used as component for the spell. For the duration, the soul and the physical body of your target (the creature from which the hair comes), are linked to the doll. As long as the target is on the same plane as the doll, a creature with an intelligence of 8 or higher that carries the doll can use it to perform the following rites :

  • When you cast a spell while holding the doll in your hand, you can target the creature that is linked to the doll even if it isn't in range, and even if you have no line of sight toward it.
  • As an action, you can sting the doll with a needle. When you do so, the creature that is linked to the doll suffers from a sudden and intense pain. Its speed is halved until the end of its next turn, and the next time it makes an attack rolls, an ability checks or a saving throws before the end of its next turn, it makes the roll with disadvantage.
  • As an action, you can tickle the doll with a feather. When you do so, the creature must succeed a constitution saving throw or start laughing uncontrollably until the end of its next turn. While laughing, it falls prone and its speed is reduced to 0.
  • If you throw the doll in a fire, the target takes 10d10 fire damage and the doll is destroyed.

The spell ends if a Dispel Magic or Remove Curse spell is cast on the doll or on the target, if you get the hair of the target off the doll or if the doll is destroyed.

If you use a spell focus, the Wish spell or any other mean to ignore or replace the material components of that spell, the spell fails. It has no effect and you lose your spell slot.

Shadow Monster

7th level illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a candle)
  • Duration: Concentration, up to 1 minute

A huge and frightening monster made of unholy shadows forms around you. It can take many forms : a giant wolf, a black dragon, a demon, or a hungry shark flying around you for instance. Each creature within 15 feet of you when you cast that spell must succeed a wisdom saving throw or be frighten of you for the duration of the spell. A frightened creature can make a new wisdom saving throw at the end of each of its turns. On a success, it is no longer frightened.

In addition, for the duration of the spell, the Shadow Monster turns around you. As a bonus action, you can command it to attack a target within 15 feet of you. Make a melee spell attack against the target. On a hit, it takes 5d10 necrotic damage.

When a creature willingly moves within 15 feet of you without having used the disengage action, you can use your reaction to make the Shadow Monster attack that creature. Make a melee spell attack against the target. On a hit, it takes 5d10 necrotic damage.

In higher level. When you cast this spell with a spell slot of 8th or 9th level, the damage dealt by the Shadow Monster on a hit increases by 1d10 for each spell level above 7th.

Hell's Maw

8th level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a vial of blood from a recently murdered humanoid)
  • Duration: Concentration, up to 1 minute

You point at a free space you can see on the ground within range. A 15 foot long and 15 feet wide monstrous maw opens there. The maw is a magical portal leading directly to the plane of a greater evil being, such as a fiend from the nine hells, a fey from the feywild, or an eldritch and sprawling being from the void for instance. It doesn't block the lines of sight but counts as a difficult terrain.

When a creature starts its turn within 30 feet of the maw, it must succeed a charisma saving throw, or be frighten of the maw until the start of its next turn.

In addition, if a Huge or smaller creature fails that saving throw, it is also pulled 15 feet toward the center of the maw and can't move willingly until the start of its next turn, as it uses all of its speed trying to resist the maw's attraction.

A huge or smaller creature that ends its turn completely in the space of the maw is transported to the plane of a greater evil being, where it is tortured. At the end of each of its turns, the creature must make a death saving throw. If it succeeds 3 death saving throws before failing 3, or if it rolls a natural 20 on one of its death saving throws, it gets back from that unholy plane and is instantly transported in a free space within 5 feet of the Hell's Maw. It is then immune to the effects of the Hell's Maw for the next 24h. If it fails 3 death saving throws before succeeding 3, it dies and its body and soul stay trapped on the evil plane, to be tortured there for eternity (or until it gets resurrected thanks to a wish spell). As usual, a critical failure counts as 2 failed death saving throws.

If the spell ends when there are still living creatures in the maw's plane, all those creatures are immediately transported back to your plane, in the closest free space available from where the Hell's Maw was.

Power Word : Blind

9th level necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V
  • Duration: Instantaneous

Choose any number of creatures you can see within 60 feet of you. If a target has less than 150 hit points, its eyes are suddenly sucked inside their orbit, letting only two empty and bleeding holes where they used to be. The target is blinded, and only a Wish, Power Word : Heal, or a 9th level Greater Restoration spell can restore its sight.

Wizard's Exclusive Spells

Wizard's Exclusive Spells

Spell level Spell
2nd Spectral Ram, Transfer
3rd Guillaume's Veil
4th Garduk's Arcanic Shield, Explosive Corpse
6th Oracle
7th Mass Enlarge/Reduce
8th Grand Finale

Transfer

2nd level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Choose a friendly humanoid within range that you can see and that is currently affected by a spell (it must be a spell that directly targets your ally, and not a spell that targets an area). That creature isn't affected by that spell anymore. Choose a second friendly humanoid within range that isn't already affected by the chosen spell, it is now affected by the spell as you transfer the magic from the first creature to the second.

Art Credit : Wizards of the Coast

Spectral Ram

2nd level conjuration


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S, M (a small stone)
  • Duration: Instantaneous

You point at a direction and a spectral ram appears before you and charge in a 30-foot line in that direction, until it hits a creature or a medium or larger object. If it hits a creature, that creature must make a strength saving throw, taking 2d10 bludgeoning damage and being pushed 15 feet away from you and knocked prone on a fail, or taking half as much damage, being pushed 5 feet away and not being knocked prone on a success. If the ram hits an object instead (such as a door), that object takes 6d10 bludgeoning damage. After the charge, the spectral ram vanishes.

In Higher Levels. When you cast this spell using a 3rd level spell slot or higher, the damage it deals to creatures increases by 1d10 and the damage it deals to objects increases by 3d10 for each spell level above 2nd.

Guillaume's Veil

3rd level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a tiny silvery cape)
  • Duration: Concentration, up to 1 hour

Choose a point you can see within range. You create a 5-foot radius area of magical furtiveness centered on that point. Each creature that start its turn inside this area or that enters it becomes invisible (along with every objects it carries) until it leaves the area.

In Higher level. When you cast that spell with a spell slot of 6th level or higher, you can alternatively target a building or a vehicle. The target, and everything and everyone inside of it, become invisible for creatures that are outside of it. Creatures inside can see the target, its inside, and the outside normally.

Garduk's Arcanic Shield

4th level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You tend one of your hand, and a giant spectral shield appears in front of you. The shield is up to 15 feet wide, 10 feet high and is 1 foot thick. It moves with you when you move, but always keep the same orientation. The shield grants a 3/4 cover to the creatures that are behind it (on the same side than you), but no bonus for those on the other side (so creatures next to you can shoot through the shield normally). The shield doesn't block movements or lines of sight.

Explosive Corpse

4th level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of black powder)
  • Duration: Instantaneous

Choose an undead creature under your control, or a dead body within range. The target explodes in a pestilential cloud (if it was an undead, it is destroyed and dies as its body is completely shattered by the spell).

Choose a damage type between acid, poison or necrotic. Each creature within 15 feet of it must make a dexterity saving throw, taking 6d8 damage of the chosen damage type and being poisoned until the end of its next turn on a fail, or taking half as much damage without being poisoned on a success.

In Higher level. When you cast that spell using a 5th level spell slot or higher, the damage increases by 1d8 for each spell level above 4th.

Oracle

6th level divination


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

Your eyes start to glow white as you plunge yourself in the flows of time to see everything a few second before it happens. Choose 3 creatures within range, you learn their immediate future. Roll 3d20 for each of them, and note the 3 results. For each target, the next 3 times it should roll a d20, you choose one of the 3 results you got for that creature instead. The target then takes the score you chose as if it was the score it obtained on its d20.

Once you have chosen a result, you can't choose it again and must choose between the remaining ones. Once you have used the 3 results for a target, that creature then roll its next d20 as normal.

In Higher level. When you cast that spell using a 7th level spell slot or higher, you can target one additional creature for each spell level above 6th.

Mass Enlarge/Reduce

7th level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A pinch iron powder)
  • Duration: Concentration, up to 10 minutes

Choose up to 6 creatures or objects you can see within range. You can only target objects that are neither worn nor carried. You cause each target to grow larger or smaller for the duration. If you choose to enlarge a target, you must enlarge all of the targets, and if you choose to reduce one, you must reduce all of them (you can't enlarge a target and reduce an other one). If a target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect on it.

If one of the targets is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Grand Finale

8th level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a flame)
  • Duration: Instantaneous

You use until the last drop of energy remaining in you for that last but memorable pyrotechnic prowess. Choose a point you can see within range, each creature within 40 feet of that point must make a dexterity saving throw, taking 2d10 fire damage, 2d10 cold damage, 2d10 acid damage, 2d10 poison damage, 2d10 thunder damage, 2d10 lightning damage, 2d10 radiant damage, 2d10 necrotic damage and 2d10 force damage on a fail, or half as much on a success.

After that, you lose all your remaining spell slots (you can regain them normally when you finish a long rest or when you use features like arcane recovery).

PART 6

Forgotten Spells
Forgotten Cantrips

Revising Cantrips

Just like for feats, there are a lot of cantrip options in Dnd 5e, and some are clearly stronger than others, resulting on a few ones that are never chosen by players and end up forgotten. On this homebrew, my goal was to make those poor cantrips worthy again!

Revised Cantrips
Blade Ward, Control Flames, Dancing Light
Friends, Gust, Infestation, Lightning Lure
Magic Stone, Poison Spray, Resistance
Shillelagh, Thorn Whip, True Strike

Blade Ward

Abjuration Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1round 10 minutes

You extend your hand and trace a sigil of warding in the air.

NEW : When you take bludgeoning, piercing, or slashing damage dealt by a weapon attack, you can use your reaction to activate the sigil. When you do so, you have resistance to bludgeoning, piercing, and slashing damage until the end of the turn, the spell then ends.

Control Flames

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes —such as the vague form of a creature, an inanimate object, or a location— to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

NEW : Alternatively, you can light up or extinguish all candles and torches within 20 feet that are not in a container (such as a bag or a chest).

Dancing Lights

Evocation Cantrip


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
  • Duration: concentration up to 1 minute

You create up to four three torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Each light sheds dim light in a 10-foot radius.

You can also combine the three lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. When you combine the lights this way, the glowing humanoid sheds bright light in a 10-foot radius, and dim light for an additional 10 feet.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Friends

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a small amount of makeup applied to the face as this spell is cast)
  • Duration: concentration up to 1 minute 10 minutes

Choose a creature within range that isn't hostile toward you. It must make a wisdom saving throw. On a success, or if you lose your concentration before the end of the spell's duration, For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. On a failed saving throw, you roll all charisma checks directed at the creature with advantage until the end of the duration.

Gust

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 60 feet
  • Components: V, S
  • Duration: 1 round

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you 10 feet in the direction of your choice.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 10 pounds. The object is pushed up to 10 feet away from you 15 feet horizontally in the direction of your choice. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

At Higher Levels. You can move objects that weight up to 20 pounds with this spell when you reach 5th level, up to 50 pounds when you reach 11th level, and up to 100 pounds when you reach 17th level. Starting at 11th level, you can also use that spell to push Large creatures.

Infestation

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a living flea)
  • Duration: Instantaneous Concentration up to 1 minute

You point your finger in the direction of a creature you can see within range. That creature must succeed a Constitution saving throw or be swarmed by a cloud of mites, fleas, and other parasites.

While swarmed by parasites, the target both takes 1d6 1d4 poison damage and moves 5 feet in a random direction (if it can move and its speed is at least 5 feet) at the start of each of its turn. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

At Higher Levels. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Lightning Lure

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self (15-foot radius) 15 feet
  • Components: V
  • Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you range. The target must succeed on a Strength saving throw or be pulled up to 10 15 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

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

Magic Stone

Transmutation Cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You touch one to three pebbles and imbue them with magic. An ally within 5 feet can pick up any number of these pebbles as an object interaction. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

NEW : At Higher Levels. Starting at 5th level you can, as an action, focus your magic on one of the pebble you targeted with that spell to make it explosive until the start of your next turn. On a hit, that explosive pebble deals an extra 1d6 thunder damage (in addition to the usual magic stone damage). You can throw it or hurl it with a sling as part of the same action you used to make it explosive. The extra damage of explosive pebbles increases by 1d6 at 11th level (for a total of 2d6), and again at 17th level (3d6).

Poison Spray

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous 1 round

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must make on a Constitution saving throw. On a failed save, the target takes 1d12 poison damage and the next creature that makes an attack against it before the end of your next turn can roll a d4 and add the result to its attack roll.

At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Resistance

Abjuration Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature cloak)
  • Duration: Concentration up to 1 minute 1 minute

You draw a sigil of protection on a willing creature. For the duration of the spell, whenever your target should roll a saving throw, if you can see it, you can use your reaction to activate the sigil.

When you do so, the target can roll a d4 and add the number rolled to the result of its saving throw. It can roll the die before or after the saving throw. The spell then ends. You can only protect one target at a time. If you use this spell on a second target, its effect end on the previous target.

Shillelagh

Transmutation Cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

NEW : At Higher Levels. Starting at 5th level, when you wield a club or quarterstaff transmuted by the Shillelagh spell, you can make a Powerful Swing with it as an action. When you do so, make a weapon attack with your club or quarterstaff. On a hit, your target takes 2d8 + your spellcasting modifier bludgeoning damage. The damage of the Powerful Swing increases by 1d8 at 11th level (3d8 + spellcasting modifier) and 17th level (4d8 + spellcasting modifier).

Thorn Whip

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the stem of a plant with thorns)
  • Duration: Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

NEW : You can also use the thorn whip to pull an object weighing less than 20 pounds that isn’t being worn or carried up to 30 feet closer to you.

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

True Strike

Divination Cantrip


  • Casting Time: 1 action
  • Range: 30 feet Self
  • Components: S
  • Duration: Concentration up to 1 round 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

NEW : You focus your magic so that it guides your hand. You can ignore any disadvantage on the next attack you make before the end of your next turn. Moreover, that attack also ignores covers and is considered a critical hit on a natural 19 or 20.

Forgotten 1st Level Spells

Revising Spells

Following on my previous "Forgotten Feats" and "Forgotten Cantrips", today we are revising subpar 1st level spells to make them worth taking!

Revised 1st-Level Spells
Ceremony, Chaos Bolt, Color Spray
Divine Favor, Hex, hunter's Mark
Ice Knife, Jump, Long Strider
Searing Smite, Sleep, Snare
Tenser's Floating Disc, Thunderous Smite
Witch Bolt, Wrathful Smite

Ceremony

1st level Evocation


  • Casting Time: 1 action (Ritual)
  • Range: Touch
  • Components: V, S, M (25 gp worth of powdered silver, which the spell consumes A vial of water that worth at least 1 gp. The spell consumes the water contained in the vial.)
  • Duration: Instantaneous

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. On fail, you can't use atonement on that target until you finish a long rest, unless you expend 25 gp worth of silver powder.

Bless Water. You touch one vial of water and cause it to become holy water. The vial of water used as component becomes a vial of holy water for the next 24 hours. You can make the water to be permanently turned into holy water by expending 25 gp worth of silver powder.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. The target can permanently increase one of its ability scores by 1 (it can't be its current highest ability score). If it does so, it should also permanently decrease an other of its ability score by 1 (it can't be its current lowest ability score), as it lets behind him its childish behaviors to gain in maturity and become a complete member of the society. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes up to 6 humanoids who wish to be dedicated to your god’s service. For the next 24 hours, whenever one of the targets makes a saving throw, it can roll a d4 and add the number rolled to the save, as it is under the protection of your god. The spell then ends for that creature. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.

Investiture. You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 8 hours, the invested spell is lost.

Soul Bind (Replaces the Wedding ceremony). You touch 2 humanoids that are willing to bind their destinies together. When you do so, the two partners must choose one of the following vows, and gain the according benefit until one of them die or become the target of a new Soul Bind Ceremony. To use the effect from their vow, both targets must be within 10 feet of each other.

  • Vow of Mutual Aid. When one of the partners takes the Help action to help the other, it can roll 1d4 and add the result to the attack or ability check. Once it has used this bonus, it can't use it again until it finishes a long rest.

  • Vow of Mutual Protection. When one of the partners is targeted by an attack or must roll a saving throw, the other can use its reaction to roll 1d4 and add the result to the AC and to all the saving throws of its partner until the end of the turn. Once it has used this reaction, it can't do it again until it finishes a long rest.

  • Vow of Mutual Sharing. When one of the partners should regain hit points or gain temporary hit points, it can use a reaction to only gain half of those hit points or temporary hit points. If it does so, its partner also gains that same amount. Once it has used this reaction, it can't do it again until it finishes a long rest.

Chaos Bolt

1st level Evocation


  • Casting Time: 1 action
  • Range: 120 feet 90 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Thunder
5 Lightning
6 Poison
7 Force
8 Psychic

If you roll the same number on both d8s an even number on the attack roll, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

NEW : Using metamagic with this spell costs 1 less sorcery point (to a minimum of 0). You can use the twin spell metamagic on this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 1d8 extra damage of the type rolled for each slot level above 1st.

Color Spray

1st level Illusion


  • Casting Time: 1 action 1 bonus action
  • Range: Self (15-foot cone)
  • Components: V, S, M (A pinch of powder or sand that is colored red, yellow, and blue)
  • Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see), must succeed a dexterity saving throw or be blinded until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 the size of the cone affected by that spell increases by 5 feet for each slot level above 1st.

Divine Favor

1st level Evocation


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

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. Once per turn until the spell ends, when you hit a target with an attack, you can choose that the target takes an extra 1d8 radiant damage.

Hex

1st level Enchantment


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (the petrified eye of a newt)
  • Duration: Concentration, up to 1 hour (You can concentrate on an other warlock spell or an other warlock feature at the same time you concentrate on Hex. Both spells/features end if you lose your concentration.)

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Hunter's Mark

1st level Divination


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 hour (You can concentrate on an other ranger spell or an other ranger feature at the same time you concentrate on Hunter's Mark. Both spells/features end if you lose your concentration.)

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Ice Knife

1st level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of water or piece of ice)
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage Hit or miss, and the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd- or 4th-level, you can create and fling one more shard of ice. You can fling it at the same target, or choose to throw it on an other creature within range. When you cast this spell using a spell slot of 5th-level or higher, you can create and fling up to 3 shards of ice.

Jump

1st level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a grasshopper’s hind leg)
  • Duration: 1 minute

You touch a creature. The creature’s jump distance is tripled until the spell ends. When it jumps, the creature moves 3 feet for every 1 foot of movement it spends.

NEW : At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Long Strider

1st level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A pinch of dirt)
  • Duration: 1 hour 8 hours

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Searing Smite

1st level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute (You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you lose your concentration.)

The next time you hit a creature with a melee weapon attack before the the spell ends, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire 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 1d6 fire damage. On a successful save, the spells 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 1d6 for each slot.

Sleep

1st level Enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (A pinch of fine sand, rose petals, or a cricket)
  • Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell Each creature within 20 feet of a point you choose within range must succeed a Constitution saving throw with a DC of 11 or it falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. Charmed creatures make the constitution saving throw with disadvantage, and creatures that are currently fighting make the constitution saving throw with advantage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. The DC of the constitution saving throw increases by 1 for each spell level above 1st.

Snare

1st level Abjuration


  • Casting Time: 1 minute (ritual)
  • Range: Touch
  • Components: V, S, M (30 feet of cord or rope, which is temporarily consumed by the spell. See below.)
  • Duration: Until dispelled or triggered

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.

The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.

The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

You can choose to end the spell early as an action. When the spell ends, the rope or cord you used for the material component reapears on the ground where the spell was set up.

Thunderous Smite

1st level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute (You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you lose your concentration.)

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

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

Tenser's Floating Disc

1st level Conjuration


  • Casting Time: 1 action (ritual)
  • Range: 30 feet
  • Components: V, S, M (a drop of mercury)
  • Duration: 1 hour 8 hours

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. Moreover, you can choose to end the spell early as an action.

Witch Bolt

1st level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature.

On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. at the start of each of its turns for the spell duration, if the target is within 30 feet of you and doesn't have total cover from you, it automatically takes 1d12 lightning damage. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. If the target is not within 30 feet of you (or if it has total cover from you) at the start of its turn, the spell ends.

You must use one free hand to maintain the arc, but you can use your other hand freely (for making weapon attacks, using objects, casting a spell etc.) while concentrating on that spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. When you cast this spell using a 3rd or 4th level spell, the target takes an additional 1d12 lightning damage every time it should take damage from that spell (for a total of 2d12). The damage is also increased by 1d12 when you use a 5th or 6th level spell slot (for a total of 3d12), and when you use a 7th or higher spell slot (4d12).

Wrathful Smite

1st level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute (You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you lose your concentration.)

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 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.

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

Forgotten 2nd Level Spells
Revised 2nd-Level Spells
Aganazzar's Scorcher, Barkskin, Branding Smite
Cloud of Daggers, Cordon of Arrows, Crown of Madness
Darkness, Dragon Breath, Dust Devil, Enthrall, Find Traps
Magic Weapons, Maximillian's Earthen Grasp
Melf's Acid Arrow, Pyrotechnics
Ray of Enfeeblement, Snilloc's Snowball Storm

Aganazzar’s Scorcher

2nd level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a red dragon's scale)
  • Duration: Instantaneous

Choose a point you can see within range. A line of roaring flame 30 feet long and 5 feet wide emanates from you that point in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Barkskin

2nd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of oak bark)
  • Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s base AC can’t be less than 16, regardless of what kind of armor it is wearing.

Branding Smite

2nd level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute (You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you lose your concentration.)

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 2d6 radiant damage to the target, which becomes visible if it is 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 1d6 for each slot level above 2nd.

Cloud of Daggers

2nd level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sliver of glass)
  • Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. Moreover, when you cast this spell with a 4th- or 5th-level spell slot, you can fill a second 5 feet cube with spinning daggers. That second cube must be adjacent to the first one. When you cast this spell with a 6th-level spell slot or higher, you can fill 2 more 5 feet cubes (for a total of 4). They must be adjacent between them. A creature only takes damage from this spell once per turn, even if it moves through multiple cubes of spinning daggers.

Cordon of Arrows

2nd level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (four or more arrows or bolts)
  • Duration: 8 hours

You plant four piecesof nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. You can plant pieces of non-magical ammunition - arrows or crossbow bolts - in the ground within range at any point during the turn you cast that spell. The pieces of ammunition must be planted at least 10 feet away from one another. Every time you plant a new piece of ammunition this way, a cordon of ghostly arrows appears between that piece of ammunition and the last one you have planted, protecting the line between those two. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. walks throught a line of ghostly arrows, spectral ammunition fly up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing psychic damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two the damage of the spectral arrows increases by 1d6 for each slot level above 2nd.

Crown of Madness

2nd level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee an attack against a creature other than itself that you mentally choose. You can make the target draw a weapon or reload a ranged weapon as part of that attack. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Darkness

2nd level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a hot pepper)
  • Duration: Concentration, up to 1 minute

Magical darkness spreads from a point you choose within range to fill a 15-foot radius Sphere for the Duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd Level or lower, the spell that created the light is dispelled.

NEW : At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it can dispell light created by spells of a same level or lower (a 5th level Darkness can dispell light created by a 5th level spell for instance).

Dragon Breath

2nd level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a hot pepper)
  • Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. (Alternatively, the target can replace one of its attacks by a dragon breath when it takes the attack action). Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

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

Dust Devil

2nd level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of dust)
  • Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot 10-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of enters the dust devil for the first time of the turn must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over a creature, the creature suffers the same effect as if it had entered the dust devil itself (see above). It is then immuned to your dust devil effects until the end of the turn. If the dust devil moves over sand, dust, lose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Enthrall

2nd level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically. and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. On a failed save, the target considers any creature but you as hidden (as if every creatures nearby succeeded a hide action). As an action, the target can search for creatures hidden thanks to your enthrall spell. When it does so, it makes a wisdom saving throw, ending the spell on a success. A creature also automatically reveals itself if it attacks the target or cast a spell that affects it before the spell ends. The spell ends if you are incapacitated or can no longer speak.

Find Traps

2nd level divination


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous 10 minutes

You sense the presence of any trap within range that is within line of sight. All traps within range start to glow softly (even those that are outside of your line of sight). The DC required to find them is decreased by 5.

A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator.

Thus, the spell would sense reveal an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Flame Blade (Revised)

2nd level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (Leaf of sumac)
  • Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. It counts as a simple melee weapon with the light property with which you are proficient and deals 2d6 fire damage on a hit. Moreover, when you make a melee attack with the Flame Blade, you can add your spellcasting modifier instead of your strength modifier to both the hit and damage rolls. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. While wielding the Flame Blade, you can cast Green Flame Blade as an action (the Flame Blade counting as the weapon required for the Material Component of that spell).

When you cast Green Flame Blade this way, it counts as a druid spell for you if you are a druid, or a sorcerer spell if you are sorcerer. 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 3rd- or 4th-level spell slot, the damage increases to 3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6.

Magic Weapons

2nd level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Choose up to 3 nonmagical weapons or shields you can see within range. Until the spell ends, those weapons become magic weapons with a +1 bonus to attack rolls and damage rolls. If you target one or several shields, they become magic shields with +1 bonus to AC.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Maximilian's Earthen Grasp

2nd level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature hand sculpted from clay)
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 1d6 bludgeoning damage and is restrained for the spell’s duration.

As an action bonus action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage (both when grabing and crushing) increases by 1d6 for every 2 slot levels above 2nd.

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. That attack counts as a critical hit on a natural 18, 19 or 20. 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. On a critical hit, the damage dice rolled at the end of the target's turn are also doubled.

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.

Pyrotechnics

2nd level transmutation


  • Casting Time: 1 action 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose an area of non-magical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Ray of Enfeeblement

2nd level necromancy


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

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength, has disadvantage on Strength checks and Strength saving throws and has its carry capacity halved until the spell ends on that target.

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

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target on additional creature for each slot level above 2nd. The creature must be within 30 feet of each other when you target them.

Snilloc's Snowball Storm

2nd level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of ice or a small white rock chip)
  • Duration: Instantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage and has its speed reduced by 10 feet until the end of its next turn on a failed save, or takes half as much damage and doesn't get its speed reduced on a successful one.

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

Forgotten 3rd Level Spells
Revised 3rd-Level Spells
Blinding Smite, Conjure Barrage
Daylight, Elemental Weapon
Feign Death, Flame Arrows
Lightning Arrow, Tidal Wave
Wall of Water

Blinding Smite

3rd level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute (You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you lose your concentration.)

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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 made of pure light that shoot forward and then disappear. Make a range attack (with the weapon or ammunition you used as component) against each creature in a 60-foot cone as if it was in the normal range of your weapon.

each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one.

The damage type is the same as that radiant, instead of the one of the weapon or ammunition used as a component.

Daylight

3rd level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it can dispell darkness created by spells of a same level or lower (a 5th level Daylight can dispell darkness created by a 5th level spell for instance). Moreover, If you cast Daylight with a spell slot of 5th level or higher, the light it creates counts as sunlight.

Elemental Weapon

3rd level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. You touch a weapon, and imbue it with elemental magic. If it was a nonmagical weapon, it becomes a magic weapon for the duration. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 1d8 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4 2d8. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4 3d8.

Feign Death

3rd level necromancy


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (a pinch of graveyard dirt)
  • Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action a bonus action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. If you target yourself with that spell, you can ends it as a bonus action even if you are incapacitated.

In addition, while under the spell's effect, the target is anesthetized which makes it easier to heal it or perform surgeries on. If the creature is targeted by an effect that requires to roll one or more dice to make it regain hit points, it can reroll those dice once and use either total. The spell then ends.

Flame Arrows

3rd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour 8 hours

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage fire damage instead of the piercing damage usually dealt by that kind of ammunition. Moreover, the damage die of your range weapon is increased by 1 rank when you use an ammunition drawn from that quiver (a short bow deals 1d8 fire damage instead of 1d6 piercing damage for instance). The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. The creature that carry the quiver can choose to end the spell early as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two You can target one more quiver for each slot level above 3rd.

Lightning Arrow

3rd level transmutation


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

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

(on a hit, you also add your dexterity or strength modifier and any other bonus damage you usually add to your damage roll when hitting a target with a range weapon attack, as normal).

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. you can choose a creature within 10 feet of your primary target, that creature must make a dexterity saving throw. It takes 3d8 lightning damage on a fail, or half as much on a success.

You can then choose a third creature within 10 feet of your second target, it must make a dexterity saving throw, taking 2d8 lightning damage on a fail, or half as much on a success.

And finally, you can choose a 4th creature within 10 feet of your third target, it must make a dexterity saving throw, taking 1d8 lightning damage on a fail, or half as much on a success.

A creature can be targeted only once by each casting of this spell.

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 each effects of the spell increases by 1d8 for each slot level above 3rd.

Tidal Wave

3rd level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall.

Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length of the area increases by 10 feet and the damage increases by 1d8 for every 2 spell slot levels above 3rd.

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 conjure up 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 Elemental (fire, cold, lightning, thunder, acid or poison) damage is halved if the fire elemental 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. If non of the sections of the wall are frozen, you can move and/or reshape the wall as an action (the wall disappears and you can make a new one within range as if you just had casted the spell).

Forgotten 4th Level Spells
Revised 4th-Level Spells
Confusion, Elemental Bane
Grasping Vine, Guardian of Faith
Mordenkainen's Faithful Hound, Phantasmal Killer
Staggering Smite, Stone Shape
Stone Skin, Storm Sphere

Confusion

4th level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (three nut shells)
  • Duration: Concentration, up to 1 minute

This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions , can't drop concentration on a spell voluntarily, can't Dodge or Disengage, and must roll a d10 at the start of each of its turns to determine its behavior for that turn every time it casts a spell, uses a feature, uses an item or makes an attack. on a 7 or less, you choose its target. On a 8 or more, it can choose the target as normal.

Art Credit : Wizards of the Coast

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. It it succeeds, this effect ends for that target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Elemental Bane

4th level transmutation


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

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The targets must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. While affected by that spell, the target gains a vulnerability to damage of the chosen type. Every time it takes damage from that type, it can make a new Constitution saving throw, ending the spell on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creatures for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Grasping Vine

4th level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. When the vine lashes out at a target, choose one of the following effects :

  • Pull. The target must succeed on a Strength saving throw or be pulled 20 feet toward the vine.
  • Grab. The target must succeed on a Dexterity saving throw or be entwined by the vine. While entwined, the creature is restrained and the vine can't lash out at an other creature and can't whip. The target can try to escape the vine as an action. To escape the vine, it must succeed an athletics or acrobatics check against your spell save DC.
  • Whip. Make a range spell attack against the target. On a hit, it takes 3d10 slashing damage.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Guardian of Faith

4th level conjuration


  • Casting Time: 1 action (ritual)
  • Range: 30 feet
  • Components: V
  • Duration: 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range.

The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

When you cast that spell as a ritual, if you already have one Guardian of Faith active, the ritual fails and no new spectral guardian appears.

Mordenkainen's Faithful Hound

4th level conjuration


  • Casting Time: 1 action (ritual)
  • Range: 30 feet
  • Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
  • Duration: 8 hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

When you cast that spell as a ritual, if you already have one Faithful Hound active, the ritual fails and no new phantom watchdog appears.

Phantasmal Killer

4th level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

The target must make a Wisdom saving throw. On a failed save, the target takes 4d10 psychic damage and becomes frightened for the duration.

On a successful one, it only takes half damage and the spell ends. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, it only takes half damage and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Staggering Smite

4th level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute (You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you lose your concentration.)

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 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 5th level or higher, the extra damage increases by 1d6 for each slot level above 4th.

Stone Shape

4th level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
  • Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a melee weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

When you use this spell to create a melee weapon, that weapon is exceptionally heavy :

  • it weights twice as much as a same weapon made out of metal,
  • its damage die is increased by one rank (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8),
  • it deals bludgeoning damage instead of the usual damage type dealt by that kind of weapon,
  • it doesn't have the finesse or light properties,
  • creatures with a Strength of 14 or less have disadvantage when attacking with this weapon.

When you use this spell to create a piece of armor, you can choose to create a shield or an half plate armor. It has the same stats than the chosen armor, but :

  • weights twice as much as a same armor made out of metal,
  • creatures wearing this armor have their speed reduced by 10 feet if they have a strength of 14 or less.

Stone Skin

4th level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp a small stone, which the spell consumes)
  • Duration: Concentration, up to 1 hour 10 minutes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage , and its speed is decreased by 5 feet.

Storm Sphere

4th level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on make a Strength saving throw or take , taking 2d6 bludgeoning damage on a failed save, or half as much damage on a success. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

Forgotten 5th Level Spells
Revised 5th-Level Spells
Animate Objects, Banishing Smite
Cone of Cold, Control Wind, Flame Strike
Immolation, Legend Lore
Mislead, Wall of Light

Animate Objects

5th level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Small targets count as two objects, Medium targets count as two three objects, Large targets count as four five objects, Huge targets count as eight ten objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Size Hit Points AC Attack Str. Dex. Speed
Tiny 20 18 +8 to hit, 1d4+4 damage 4 18 30ft.
Small 25 16 +6 to hit, 1d8+2 damage 6 14 30ft.
Medium 40 13 +5 to hit, 2d6+1 damage 10 12 30ft.
Large 50 10 +6 to hit, 2d10+2 damage 14 10 30ft.
Huge 80 10 +8 to hit, 2d12+4 damage 18 6 30ft.

(See the new stats below)

Size Hit Points AC Attack Str. Dex. Speed
Tiny 10 13 +7 to hit, 1d4+1 damage 4 18 60ft.
Small 20 13 +7 to hit, 2d4+3 damage 6 16 40ft.
Medium 30 13 +7 to hit, 2d8+6 damage 12 12 30ft.
Large 50 13 +7 to hit, 2d10+8 damage 16 6 25ft.
Huge 120 13 +7 to hit, 4d12+10 damage 18 4 20ft.

Carreau's note :

Animate Object is a spell that is nearly always taken by spellcasters, but they are actually always using the same option : the tiny objects. And that's fair, as the tiny option is far superior to all other options in the official version! So I decided to revise it to make every option equally appealing, but adapted for different situations.

Indeed, now you can use :

  • medium objects if you want to deal the most damage,
  • tiny objects if you prefer some battlefield control thanks to their sheer number and their high speed,
  • or one huge object if you rather need a big tanky ally to block some chock point.
  • Large and small objects being intermediary options when you are looking for something in between.

An animated object is a construct with AC, hit points, attacks, Strength, Dexterity and Speed determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Banishing Smite

5th level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute (You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you lose your concentration.)

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 this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on 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.

Cone of Cold

5th level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (a small crystal or glass cone)
  • Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 6d8 cold damage and has its speed reduced to 0 until the end of its next turn on a failed save, or half as much damage and has its speed halved until the end of its next turn on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

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

Control Wind

5th level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action bonus action on a later turn to switch to a different effect. You can also use your action bonus action to temporarily halt the effect or to restart one you’ve halted.

(See the 3 effects below).

  • Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved and if a creature is pushed against the wind, the distance it is pushed is halved (rounded down). However, if a creature moves in the direction of the wind, it moves 2 feet for every foot of movement it expends, and if a creature is pushed in the direction of the wind, it is pushed twice as far instead.
  • Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. In addition, the jump distance of high or long jumps of every creature inside the area is reduced by 10 feet, and creatures make athletic checks to climb up with disadvantage.
  • Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. Moreover, you gain a flying speed of 30 feet when you are inside the area.

Flame Strike

5th level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pinch of sulfur)
  • Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 5d6 fire damage and 4d6 5d6 radiant damage on a failed save, or half as much damage on a successful one. Undeads, fiends, devils, demons and celestials take an extra 1d6 fire damage and an extra 1d6 radiant damage. Moreover, this spell ignore any resistance or immunity of creatures of these types.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Immolation

5th level evocation


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

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 4d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet and takes 4d6 fire damage at the start of each of its turn. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. The target can try to extinguish the flames as an action. When it does so, it makes a Dexterity saving throw, ending the spell on a success. These magical flames can’t be extinguished through nonmagical means.

If damage from this spell reduces a target to 0 hit points, the target is turned to ash.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the fire damage increases by 1d6 (5d6). It increases once again by 1d6 (6d6) when you use a spell slot of 8th or 9th level.

Legend Lore

5th level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
  • Duration: Instantaneous

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Mislead

5th level illusion


  • Casting Time: 1 action 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can also command it to take the Attack, Dodge, Hide, Disengage or Dash actions.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

The illusory double is solid and can interact with objects and creatures. Moreover, it automatically succeeds any Intelligence, Wisdom or Charisma saving throw.

The spell ends if the illusory double is hit by an attack or fail a saving throw, or if it hits a creature with an attack. When the spell ends because of one of this situations, the illusory double explodes in a smoke cloud and each creature that were within 10 feet of it has a disadvantage to all their saving throws against your spells until the end of your next turn. You also have the advantage on your attack rolls against those targets until the end of your next turn.

Wall of Light

5th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a hand mirror)
  • Duration: Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area takes 4d8 radiant damage must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded.

A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage , and if it is already blinded by this spell, it rolls its next saving throw to end this effect with disadvantage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

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

Forgotten 6th Level Spells
Revised 6th-Level Spells
Arcane Gate, Circle of Death
Drawmij's Instant Summons, Flesh to stone
Heroes'Feast, Investiture of Flame
Investiture of Ice, Investiture of Stone
Investiture of Wind, Otto Irresistible Dance

Arcane Gate

6th level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over at each point. If the portal would open in the space occupied by a creature or an object, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at flying around the points you choose, in the orientation of your choice. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it.

On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction As an action on your turn, you can make one of the rings disappear and reappear with the orientation of your choice on any point you can see within range (the portal can't appear in a space occupied by a creature or an object).

Creatures and objects can only go through the portal once per round. If one has already traveled through the portal rings this round, it can't do it again and treats the rings as if both of their sides were nonportal sides until the start of the next round.

Circle of Death

6th level necromancy


  • Casting Time: 1 action
  • Range: 150 feet Self
  • Components: V, S, M (The powder of a crushed black pearl worth at least 500 gp , which the spell consumes)
  • Duration: Instantaneous 1 month

A sphere of negative energy ripples out in a 60-foot-radius 700-foot-radius sphere from a point within range around you. Each creature in that area must make a Constitution saving throw. A target takes 8d6 3d6 necrotic damage on a failed save, or half as much damage on a successful one. Undeads and constructs are not affected by that spell. All non magical plants in the area instantly wither and die.

As you absorb the life around you, you gain 15 hit points and your hit point maximum is increased by 15.

If there is none or only very few life forms in the area (because you are in a desert, or because Circle of Death has already been casted in that area in the past year), you don't gain any hit points and your hit point maximum isn't increased.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 the radius of the sphere increases by 700 feet and the number of hit points and hit point maximum you gain increase by 5 for each slot level above 6th.

Drawmij's Instant Summons

6th level conjuration


  • Casting Time: 1 minute (ritual)
  • Range: Touch
  • Components: V, S, M (a sapphire worth 1,000 gp a ring worth at least 1500 gp)
  • Duration: Until dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire ring you use as the material component. Each time you cast this spell, you must use a different sapphire the previous name is erased and replaced by the new one.

At any time thereafter, you can use your action a creature wearing the ring can use its action to speak the item’s name and crush the sapphire. The item instantly appears in your hand the hand wearing the ring regardless of physical or planar distances, and the spell ends. If the item is a piece of armor or a shield, it appears donned on the one wearing the ring.

If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you the item isn't transported to the ring, but instead you learn the creature wearing the ring learns who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel Magic or a similar effect successfully applied to the sapphire ring ends this spell’s effect.

Flesh to Stone

6th level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of lime, water, and earth)
  • Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw at the start of each of its turns. On a failed save, it is restrained until the start of its next turn as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one more creature within range for each spell level above 6th. The targets must be within 60 feet from one another.

Heroes' Feast

6th level conjuration


  • Casting Time: 1 action (ritual)
  • Range: 30 feet
  • Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and gains advantage on saving throws against being frightened, and makes all Wisdom saving throws with advantage gains one legendary resistance. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. That creature can't benefit from an other Heroes' Feast spell during the next 7 days.

Investiture of Flame

6th level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
  • When you deal fire damage to a target, you can choose to add your spell casting modifier to the damage roll. A same target can't take that extra damage more than once per round.

Investiture of Ice

6th level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:

  • You are immune to cold damage and have resistance to fire damage.
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
  • When a creature fails a saving throw against one of your spells that deals cold damage or that reduces the target's speed, if the speed of the targeted creature is already reduced (by an other spell effect, a grapple, a difficult terrain etc.), the creature's speed is reduced to 0 until the start of your next turn.

Investiture of Stone

6th level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
  • When you knock prone a creature (because of the effect of one of your spell, a shove attack or because of the effect of one of your feature or item), that creature takes 2d8 bludgeoning damage.

Investiture of Wind

6th level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:

  • Ranged weapon attacks made against you have disadvantage on the attack roll.
  • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
  • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • When you push a target (because of the effect of one of your spell, a shove attack or because of the effect of one of your feature or item), if you push it against an obstacle : a structure (like a wall), or a medium or larger object or creature ; both your target and the obstacle take 2d8 bludgeoning damage.

Otto's Irresistible Dance

6th level enchantment


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

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Forgotten 7th Level Spells
Revised 7th-Level Spells
Create Magen, Finger of Death
Fire Storm, Mordenkainen's Sword
Prismatic Spray, Project Image, Sequester

Create Magen

7th level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed)
  • Duration: Instantaneous

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell.

As an action, you can touch any number of magens under your control, and activate or deactivate them. When not active, a magen is Petrified.

When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum.

When you create or activate a magen, your hit point maximum is decreased by 3 times the magen's CR.

When you deactivate a magen or when one of your active magen dies, your hit point maximum increases by 3 times the magen's CR (but your current hit points stay the same).

Any magen you create with this spell obeys your commands without question.

Finger of Death

7th level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

When a living creature (an aberration, a beast, a celestial, a dragon, a fey, a fiend, a giant, a humanoid, or a monstrosity) is killed by this spell, you can choose to expend black pearl's dust worth at least X gp, where X is equal to the amount of xp you would earn if you killed the creature. When you do so, the creature rises at the start of your next turn as a zombified version of itself, permanently under your command and following your verbal orders to the best of its ability. All the black perl's dust is consumed by the spell.

The zombified creature keeps its own statblock and all of the abilities it had in life, but gains the traits of the following template:


Zombified

The creature becomes an undead in addition to its other types.


  • Armor Class The AC of the creature is reduced by 2 (minimum 1)
  • Hit Points The hit point maximum of the creature and its number of hit dice are halved (minimum 1)
  • Speed The speed of the creature is reduced by 10 ft. (minimum 10 ft.)

  • The dexterity of the creature becomes 6 (-2).
  • The intelligence of the creature becomes 3 (-4).
  • The wisdom of the creature becomes 6 (-2).

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft.
  • Languages Understands all languages it spoke in life but can't speak

  • Undead Fortitude. If damage reduces the zombified creature to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Fire Storm

7th level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish.

Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 8d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

In higher level. When you cast this spell with a 8th or 9th level spell slot, the fire damage increases by 1d10 for each spell slot level above 7th.

Mordenkainen's Sword

7th level evocation


  • Casting Time: 1 action
  • Range: 60 feet 120 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 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.

The sword is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength and a Dexterity of 22 (+6). The sword doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the sword up to 60 feet and then cause one of the following effects with it.

  • Thrust. The sword strikes one creature or object within 10 feet of it. Make a melee spell attack for the sword using your game statistics. On a hit, the target takes 7d10 force damage.

  • Sweep. The sword makes a large sweep. Each creature in a 15ft. cone must make a Dexterity saving throw against your spell save DC, taking 4d10 force damage on a fail, or half as much on a success.

  • Protect. The sword interposes itself between you and a creature you choose until you give the sword a different command. The sword moves to stay between you and the target, providing you with half cover against the target. The area within 5 feet of the sword (moving with the sword) becomes a difficult terrain for the target, and the first time the target moves in that area, the sword immediately makes a Thrust attack against it. On a hit, the target must end its movement and its speed becomes 0 until the end of the turn.

At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from the Thrust option increases by 2d10 and the damage from the Sweep increases by 1d10 for each slot level above 7th.

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.

On a fail, a creature is hit by the multicolor rays and takes 2d6 fire damage, 2d6 acid damage, 2d6 lightning damage, 2d6 poison damage, 2d6 cold damage, and is blinded and restrained. On a success, a creature only takes half those damage and isn't blinded or restrained.

At the end of each of its turn, the target can then make a constitution saving throw, ending the blinded and restrained conditions on a success.

In higher level. When you cast this spell using a spell slot of 9th level, every damages are increased by 1d6.

Project Image

7th level illusion


  • Casting Time: 1 action
  • Range: 500 miles
  • Components: V, S, M (A small replica of you made from materials worth at least 5 gp)
  • Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

In addition, when you cast a spell that doesn't require your concentration and that doesn't deal damage, you can choose to cast it as if you were in the illusory copy's space, instead of your own, using its senses.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Sequester

7th level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes. The duration of the spell depends on the quantity of dust you use.)
  • Duration: Until dispelled Special

By means of this spell, a willing creature or an object (it can be a vehicle or a structure, like a bridge or a tower for instance, but only if there are no creatures inside.) can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells.

When you cast it on a structure or a vehicle, every objects inside are also affected by this spell effects.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

When you cast this spell, you can choose the amount of powder of diamond, emerald, ruby or sapphire dust that you expend. All that powder is consumed, and the duration of the spell depends on the total value of the dust you chose to expend.

Total Value of the Powder Spell Duration
50 gp 1 day
200 gp 1 week
500 gp 1 month
1500 gp 1 year
5000 gp Until Dispelled

When you cast this spell on a structure or a vehicle, any creature or object that enters it while it is sequestered becomes affected by that spell, except they don't fall into a state of suspended animation and the time doesn't cease to flow for it.

Forgotten 8th Level Spells
Revised 8th-Level Spells
Abi Dalzim's Horrid Wilting , Control Weather

Abi Dalzim's Horrid Wilting

8th level Necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of sponge)
  • Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one, and any creature taking damage from this spell also gets its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.

Control Weather

8th level Transmutation


  • Casting Time: 10 minutes 1 action (ritual)
  • Range: Self (5-miles radius)
  • Components: V, S, M (burning incense and bits of earth and wood mixed in water)
  • Duration: Concentration, Up to 8 hours Instantaneous

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

After you changed the weather, it gradually returns to normal. That process may take only a few hours if the changes were small, or it can take multiple days or even weeks if you used this spell multiple times in a row and thus made greater modifications.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation
Stage Effect
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail or snow
5 Torrential rain, driving hail or blizzard
Temperature
Stage Effect
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Wind
Stage Effect
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm
Forgotten 9th Level Spells
Revised 9th-Level Spells
Astral Projection, Imprisonment
Mass Polymorph, Storm of Vengeance
Time Ravage, Time Stop, Weird

Astral Projection

9th level necromancy


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
  • Duration: Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane) (If you are already on that plane, you can instead send your own astral body (and only your own) to any temple of the divinity you are worshiping. The temple can be located on any plane except on the astral plane.). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut – something that can happen only when an effect specifically states that it does – your soul and body are separated, killing you instantly. If your astral body is not on the astral plane, it also sheds dim light in a 10 feet radius.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Imprisonment

9th level abjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
  • Duration: Until Dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. If the target has a remaining Legendary Resistance, it can choose to use it to make the spell fail.

During the casting of the spell, in any of its versions, you can must specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

When you cast the spell, you choose one of the following forms of imprisonment.

  • Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.
  • Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.

  • Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.

  • Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
  • Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.

Mass Polymorph

9th level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form.

The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

Storm of Vengeance

9th level conjuration


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute 1 hour

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

For the duration, the storm rages on. An heavy and acidic rain falls from the clouds, lightnings tears the sky, and high winds swirl in the area :

  • The area becomes difficult terrain and is heavily obscured.
  • Ranged weapon attacks in the area are impossible.
  • The wind and rain count as a severe distraction for other casters for the purposes of maintaining concentration on spells.
  • Gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
  • At the start of each of your turns, each creature and object not protected from the rain takes 2d6 acid damage.
  • As a bonus action, you can call a bolt of lightning to strike a target of your choice that is beneath the cloud. That target must make a dexterity saving throw, taking 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

  • Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
  • Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  • Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
  • Rounds 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

Time Ravage

9th level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)
  • Duration: Instantaneous

You target a creature or a plant, or a non magical object you can see within range, putting its physical form through the devastation of rapid aging.

If you have designated a creature, the target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target loses half of its current hit points, and also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved.

If you have selected a plant, it also ages very fast and growth to its maximum size.

If you have chosen an object, it becomes really old, its metallic parts become corroded by rust, its wooden parts become dry and cracked, and its fabric parts lose their color and become grated, damaged. The object breaks and become unusable the next time it is used. If it is an armor, it breaks the next time the creature wearing it is attacked.

Only the Wish spell or the Greater Restoration spell cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Time Stop

9th level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 3 turns in a row, during which you can use actions and move as normal. Every time the time should start to flow again, you can choose to gain a level of exhaustion to keep it stopped and play 3 more turns in a row.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you benefit from effects that reduce your level of exhaustion or if you move to a place more than 1,000 feet from the location where you cast it.

If the spell should end because of one of those three reasons, you can't choose to take a level of exhaustion to extend its duration.

Weird

9th level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.

Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature takes 4d10 psychic damage and becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

PART 7

Optional Features
Artificer Optional Features
Artificer Optional Features
Level New Optional Features
1st -
2nd Infuse Item (New Options), Counterfeit Item
3rd Resizing, The Right Component for the Job
4th -
5th -
6th Magical Transfer, Consumable Mastery
7th Injection Darts
8th -
9th -
10th Potion adept
11th Recharging Magic Item
12th -
13th -
14th Potion Savant
15th -
16th -
17th -
18th Potion Master
19th -
20th Soul of Alchemy

Art Credit : Wizards of the Coast

Optional Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as an artificer.

Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.

Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.

Infuse Item (New Options)

2nd level feature.

The following options are added to the list of infusions you can learn.

Elemental Weapon.

Item : A simple or martial weapon (Requires attunement)

Choose a type between Fire, Cold, or Lightning when you make this infusion.

This magic weapon sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Moreover, it deals an extra 1d4 damage of the chosen type on a hit.

The extra damage increases to 1d6 when you reach 10th level in this class.

Shield of Protection.

Prerequisite: 6th-level artificer

Item : a Shield (Requires attunement)

When a creature Dons this shield, it gains temporary hit points equal to your artificer's level + your intelligence modifier. If a creature Doffs this shield, the creature loses any remaining temporary hit points that were gained when it Doned it.

Vampiric Weapon.

Item : A melee weapon (Requires attunement)

When the wielder of this weapon hits an hostile creature of cr 1 or higher with it, it regains 1d4 hit points.

The healing increases to 1d6 when you reach 10th level in this class.

Counterfeit Item

2nd level feature, which replaces the Infuse Item feature.

On a long rest, you can create some copies of mundane or consumable items (except spell scrolls) you have in your possession. After 24 hours, each copy that hasn't been consumed disappears.

The number of counterfeits you can create during a long rest is equal to the number of infused item you could create if you would have taken the Infuse Item Feature. That number is displayed on the artificer's table.

You can create multiple counterfeits of a same item.

In addition, when you use an item, if it has a DC specified, you can change it to your own spell casting DC instead.

Resizing

3rd level feature, which replaces the Right Tool for the Job feature.

When you finish a short or a long rest, you can touch an object and magically change its size.

When you do so, you can choose that the targeted object either doubles in size in every directions and gets its weight multiplied by 8; or that its size gets halved in every directions and that its weight is divided by 8.

It also changes the size category required for wielding, wearing or using the targeted object by one rank (if it was an armor made for a large creature for instance, you can change it so it now fits a medium creature).

The change lasts until the object is targeted again by this feature, or until the Dispel Magic spell is used on it or on a creature carrying it.

The Right Component for the Job

3rd level feature, which replaces the Right Tool for the Job feature.

When you cast a spell which requires a material component, you can replace it by any other non-magical object of a same value.

For instance, if you cast Revivify, you can expend a beautifully carved silver spoon worth 300 gp instead of the usual diamond required by the spell.

Moreover, when an ally within 5 feet of you casts a spell which requires a material component, you can use your reaction to give your ally a non-magical object of the same value than the component required by the spell. If you do so, your ally can use this object instead of the specified component.

Once you have used this feature, you must finish a long rest before you can use it again.

Magical Transfer

6th level feature, which replaces the Tool Expertise feature.

During a short or a long rest, you can transfer the powers of a magical item A to a non-magical item B in your possession.

Both items must be weapons or armors of a same type (both are simple melee weapons, or both are light armors, or both are shields, etc.).

When you do so, the item A is consumed and reduced to ashes; but the item B becomes magical and gains all of the effects and powers the item A had before you disenchanted it.

For instance, you can transfer the powers of a flame tongue longsword to a mundane great axe. The longsword is consumed in the process, but the great axe becomes magical and now has the power to ablaze and deal 2d6 fire damage on a hit.

You can't use this feature on Legendary items.

Consumable Mastery

6th level feature, which replaces the Tool Expertise feature.

When you drink a potion, you can choose that the duration of its effects gets doubled (for instance, if the potion should let you fly for 10 minutes, it instead lets you fly for 20 minutes).

When you reach 10th level in this class, each creature that drinks a potion you have improved thanks to the Potion Adept feature can also choose that the duration of the effects gets doubled.

Injection Darts

7th level feature, which replaces the Flash of Genius feature.

You gain proficiency with Blowguns.

Moreover, when you make a range attack against a creature with a blowgun, you can choose to imbue the needle used by the attack with the content of a vial you have in your hand (a potion, an elixir, or a poison for instance).

Doing so expends a dose from the vial. On a hit, the dose from the vial is injected to your target. The target is affected just as if it drank it from the vial.

Your attack automatically hits when you target a willing creature.

Potion Adept

10th level feature, which replaces the Magic Item Adept feature.

When you reach 10th level, you achieve a profound understanding of how to use and make potions:

  • During a short or a long rest, you can touch a potion or an elixir and improve it, adding the following effect : When a creature drinks it, it gains a number of temporary hit points equal to your artificer's level + your intelligence modifier in addition to the other effects of the potion/elixir.

  • You can drink a potion or an elixir as a bonus action.

Recharging Magic Item

11th level feature, which replaces the Spell Storing Item feature.

When you take a short rest, you can recharge a magic item. When you do so, the item regains charges as if 24 hours had passed. Once you have used this feature, you can't do it again until you finish a long rest.

Potion Savant

14th level feature, which replaces the Magic Item Savant feature. You must have taken the Potion Adept feature at 10th level to take this feature.

At 14th level, your skill with potions deepens more:

  • During a short or a long rest, you can take 1 hour to create a potion from a spell scroll. You must have alchemist's supplies and an empty vial to do so. When you create a potion this way, the spell scroll you used is consumed.

When a creature drinks the potion, it gains the same effects as if it was targeted by the spell that was written on the scroll used to create the potion. If that spell should have a duration of 1 minute or longer, or if it would require concentration, it instead doesn't require concentration and lasts for exactly 1 minute.

Potion Master

18th level feature, which replaces the Magic Item Master feature. You must have taken the Potion Savant feature at 14th level to take this feature.

  • When a consumable such as a potion, an elixir, a vial of acid or a vial of alchemist fire, or any other vial of liquid, requires you to make a damage roll or an healing roll, always consider you have rolled the highest value instead.

So if a potion makes you regain 2d4 hit points, you regains 8 hit points.

Soul of Alchemy

20th level feature, which replaces the Soul of Artifice feature. You must have taken the Potion Master feature at 18th level to take this feature.

At 20th level, you develop a mystical connection to your potions and elixirs:

  • When you are reduced to 0 hit points but not killed outright, if you are under the effects of at least one potion or elixir, you can choose to be reduced to 1 hit point instead. If you do so, all the effects of one of the potions or elixirs that affected you (you choose which one) immediately end.

  • When you drink a potion or an elixir, each creature within 10 feet also gains its effects.

Barbarian Optional Features
Barbarian Optional Features
Level New Optional Features
1st Ancestral Focus, Tribal Magic
2nd Battle Cry, Medicinal Plants, Powerful Thrower
3rd Show of Strength, Old Rites
4th -
5th Whirl of Blade, Wrecker, Primal Spirit
6th -
7th Tracker of the Wild
8th -
9th Ruthless Combatant, Warrior Strength
10th (Show of Strength and Old Rites improvements)
11th Expertise of the Ancients
12th -
13th (Ruthless Combatant and Warrior Strength improvements)
14th -
15th Superior Focus
16th -
17th (Ruthless Combatant and Warrior Strength improvements)
18th -
19th -
20th Critical Might, Primal Shaman
Optional Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian.

Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.

Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.

Ancestral Focus

1st level feature, which replaces the Rage feature. When a feature requires you to use the Rage feature, you can use Ancestral Focus instead. When a feature requires you to be raging, you can also use it if you are focused instead.

The spirits of the ancestors of your tribe whisper to your ears. On Your Turn, as a bonus Action you can Focus to let them guide you.

While focused, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Wisdom and Constitution Saving Throws.

  • When you make a Weapon Attack, you can use your Wisdom modifier instead of your Strength or Dexterity for attack and damage rolls.

  • You can use your wisdom instead or your intelligence when you make an intelligence ability check.

Your Ancestral Focus lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell). It ends early if you are knocked Unconscious. You can also end your focus on Your Turn as a bonus Action. You can Concentrate on a spell or an other feature at the same time you concentrate on Ancestral Focus. If you fail a concentration check, both Ancestral Focus and your other spell or feature end.

Once you have focused the maximum number of times for your Barbarian level, you must finish a Long Rest before you can focus again. You may focus 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Tribal Magic

1st level feature, which replaces the Unarmored Defense feature.

You learn 2 cantrips from the druid spell list. Wisdom is your spell casting modifier for those spells. You can replace one of those cantrips by an other cantrip from the druid spell list when you gain a level in this class.

In addition, you can cast cantrips while raging, and when you cast a cantrip from the druid spell list while raging, you can add your rage damage to the damage dealt.

Medicinal Plants

2nd level feature, which replaces the Danger Sense feature.

You become proficient in Herbalism.

In addition, you can apply some medicinal plants on the bruises of a creature within 5 feet of you to appease it. It takes 1 minute to choose and apply the plants. The target regains a number of hit points equal to your highest modifier between Wisdom (Medicine) and Wisdom (Survival), and it is cured of one disease or poison that affects it. You can use this feature a number of times equal to your proficiency modifier, and regain all expended uses when you finish a long rest.

Powerful Thrower

2nd level feature, which replaces the Reckless Attack feature.

You are an expert at throwing weapons. You gain the following benefits :

  • You can draw a weapon with the thrown property as part of your attack with it.
  • The damage die of your one handed melee weapons that have the thrown property increases by 1 rank (for instance, when you make an attack with a handaxe, it deals 1d8 damage instead of 1d6).
  • You can add your rage damage when you hit with a range attack you make with a melee weapon or an improvised weapon using strength while raging.
  • When you make a range attack with a melee or an improvised weapon, you can choose to make a special Shove Attack against your target instead (to push it 5 feet or to shove it prone as you can do with a melee attack).
Damage dice ranks :

1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d8 > 2d10

Battle Cry

2nd level feature, which replaces the Reckless Attack feature.

When you take the Attack action, you can replace one of your attacks by one of the following battle cries :

  • Assault. Each ally within 30 feet of you make their next attack with advantage. If this attack hits, they add your rage damage to the damage roll.
  • Set Back. Each enemy within a 30-foot cone must succeed a wisdom saving throw, or be pushed 10 feet away from you. If a target was concentrating on a spell or a feature, it must also succeed a concentration check, or lose its concentration. The DC of both of those saving throws is equal to 10 + your Charisma (Intimidation) modifier.
  • Taunt. Each enemy within 30 feet of you has a disadvantage on all of their attacks that don't target you until the start of your next turn.

Old Rites

3rd level feature, which replaces the Primal Knowledge feature.

You learn two ritual spells from the druid spell list. Those spells must be of 2nd-level or lower. You can cast them as ritual and Wisdom is your spellcasting modifier for those spells.

When you reach 10th-level in this class, you learn two additional ritual spells from the druid spell list. Those spells must be of 5th level or lower.

Show of Strength

3rd level feature, which replaces the Primal Knowledge feature.

As a bonus action, or as part of the bonus action you use when you start raging or focusing, you can contract your whole body to display a spectacular feat of strength. Until the end of the turn, you can carry, lift, push or pull twice as much weight as you normally do. Moreover, when you make a Strength (Athletic) check, you can add your Strength modifier to the result of your check twice instead of once.

You can use this feature twice, and you regain all expended uses when you finish a long rest.

When you reach 10th level in this class, you now regains all your expended uses of this feature when you finish either a short or a long rest.

Wrecker

5th level feature, which replaces the Fast Movement feature.

You deal double damage to objects and structures.

Whirl of Blade

5th level feature, which replaces the Extra attack feature.

As an action, you can start making deadly reels around you with your weapon. Until the end of the turn, your reach becomes 5 feet and your AC increases by 2. Moreover, you can make as many melee weapon attacks as you want, but you can't attack a same creature more than once.

Primal Spirit

5th level feature, which replaces the Extra attack feature.

As an action, you can call the primal spirit of an ancient beast, protector of your tribe. The spirit appears as a Large thunderous specter in a free space you can see within 30 feet.

The spirit doesn't take space and doesn't block lines of sight, but it grants half cover to creatures behind it. When it appears, it makes an attack against a creature of your choice that you can see and that is within 5 feet of the spirit.

The attack modifier of the spirit is equal to your Wisdom modifier + your Proficiency Bonus. On a hit, it deals 1d8 + you Wisdom modifier thunder damage. Alternatively you can choose that the spirit makes a special shove attack. When it does so, its Strength (Athletic) modifier is equal to your wisdom + your proficiency bonus.

As a bonus action, you can make the spirit move 30 feet and attack a creature of your choice that you can see and that is within 5 feet of the spirit.

When you make an attack with the spirit, you can use or add any bonus from your barbarian features that you would normally be able to use or add on a strength melee weapon attack, like rage damage, or reckless attack's advantage for instance.

You can make the spirit disappear back to where it came from as a bonus action. The spirit also disappears if you fall unconscious or if you end your turn more than 60 feet away from it.

Tracker of the Wild

7th level feature, which replaces the Feral Instinct feature.

You gain proficiency in survival and perception. If you are already proficient in one of that skills, you gain expertise in that skill instead.

Warrior's Strength

9th level feature, which replaces the Brutal Critical feature.

Choose one of the following benefits. You gain an additional benefit of your choice from that list when you reach 13th and 17th levels in this class.

  • You can carry, lift, drag or push twice as much weight.

  • You ignore any disadvantage caused by the long range when you make a range attack with a thrown weapon. In addition, if you are small, you can use heavy weapons without disadvantage.

  • You can make special grapple or shove attacks against creatures that are up to 2 sizes bigger than you.

Ruthless Combatant

9th level feature, which replaces the Brutal Critical feature.

Once per round, you can reroll one die when you make a damage roll.

When you reach 13th level, you can reroll up to 2 dice per round, and when you reach 17th level, you can reroll up to 3 dice per round (you can reoll a same die multiple times).

Expertise of the Ancients

11th level feature, which replaces the Relentless Rage feature.

When you focus, you gain the expertise in a skill of your choice from the barbarian's list until the end of your focus.

Superior Focus

15th level feature, which replaces the Persistent Rage feature.

You can't lose your concentration, except if you fall unconscious.

Critical Might

20th level feature, which replaces the Primal Champion feature.

Your attacks score a critical hit on a roll of 18, 19 or 20.

Primal Shaman

20th level feature, which replaces the Primal Champion feature.

At 20th level, you embody the power of the spirits of your ancestors. Your Wisdom scores increase by 4. Your maximum for that score is now 24. In addition, you can now add your wisdom modifier to the damage dealt by your cantrips if those are from the druid spell list.

Fighter Optional Features
Fighter Optional Features
Level New Optional Features
1st Great Leader, New Fighting Styles
2nd Weapon Mastery
3rd -
4th -
5th Martial Stances
6th -
7th -
8th -
9th Stronghold, Indomitable (revised)
10th -
11th (Martial Stances Increase)
12th -
13th (Stronghold and Indomitable Increase)
14th -
15th -
16th -
17th (Weapon Mastery, Stronghold and Indomitable Increase)
18th -
19th -
20th (Martial Stances Increase)
Optional Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter.

Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.

Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.

Great Leader

1st level feature, which replaces the Second Wind feature.

Once during your turn, you can give an order to your squad. It doesn't cost you any action. When you do so, choose one of the following order:

  • Charge! Until the start of your next turn, each ally that can hear and understand you makes its first melee attack or shove attack with advantage if it moves at least 10 feet toward its target before.

  • Retreat! Until the start of your next turn, each ally that can hear and understand you can take the disengage action as a bonus action.

  • Hold the line! Until the start of your next turn, each ally that can hear and understand you can roll saving throws against being frighten or against forced movements with advantage, and gains temporary hit points equal to your proficiency bonus.

  • Fire! Until the start of your next turn, each ally that can hear and understand you deals an extra 1d6 damage when it deals damage to a creature that is more than 10 feet away from it.

You can use this feature twice, and regain all expended uses on a short rest.

New Fighting Styles

1st level feature. When you should gain a Fighting Style from the Fighter's list, you can choose one from the following list instead.

Interposing. Whenever you could make an Attack of Opportunity, you can choose to make a special Shove or Grapple attack instead.

Swift Shield. You can Don/Doff a shield as an object interaction. Moreover, you can also Don/Doff a shield as part of the same object interaction you use for drawing/stowing a weapon.

Versatile Weapon Master. When you wield a Versatile weapon in one hand, you can choose that it gains the Light and/or the Finesse properties. When you wield a Versatile weapon in two hands, you can choose that it gains the Heavy and/or the Reach Properties.

Spearman. When you attack a creature with a weapon with the reach property, if an ally is between you and your target, that ally gain +2 to its AC against all the melee attacks of your target until the start of your next turn.

Bulwark. When you have a Donned shield, you count as if you had an half cover against all range attacks, and allies behind you count as if they had a 3/4 cover.

Combat Medic. When you use an healing potion, an antidote or an healer's kit on a creature, it regains a number of hit points equal to your Wisdom modifier on top of all of the other effects of that consumable. 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 a long rest.

Hock Cutter. When you hit a creature with an attack, its speed is reduced by 10 feet until the start of your next turn.

Arcane Warrior. When you draw a weapon, you can imbue it with elemental power. Choose a damage type from Fire, Cold, Lightning, Thunder or Acid. The damage type of the weapon becomes the chosen type instead of it piercing, slashing or bludgeoning type, and deals 1 extra damage on a hit. If you are not within 5 feet of the weapon when you end your turn, or if you stow it, the effect ends and the weapon regains its normal damage type.

Mounted Warrior. During a short or a long rest, you can create a bond between you and a friendly beast so that it becomes your mount. The beast must be of a CR equal to half your fighter level or lower, must be of a size big enough to carry you and must have no flying speed. That bond lasts until you make a new one with an other beast or until the creature is no longer a beast or no longer friendly to you. When that mount is within 5 feet of you and it should take damage, you can choose to take those damage instead.

Weapon Mastery

2nd level feature, which replaces the Action Surge feature.

When you reach 2nd level in this class, you become a master of one weapon property from the list below. When you use a weapon that has that property, you gain the respective benefits, as described in that list.

When you reach 17th level, you master a second property from that list. You can have 2 weapon masteries active at a same time.

Weapon Property Mastery Benefits
Light Once per turn when you miss an attack with a weapon, you can make a new attack against the same target with a weapon that has the Light property.
Versatile Whenever you hit a target with a versatile weapon you wield in 1 hand, you gain a point of Fury. Whenever you hit a target with a versatile weapon you wield in 2 hands, you can expend one point of fury to deal an extra 1d8 damage.
Heavy Whenever you should reroll a damage die and keep the new result, if you are wielding a weapon with the Heavy property, you can instead add both the first and the second results to your damage roll.
Thrown When you hit a creature with a thrown weapon, you can choose that it must succeed a strength saving throw with a DC equal to 8 + your strength modifier + your proficiency bonus, or be knocked prone.
Reach When you wield a weapon with the Reach propetry, hostile creatures must succeed a wisdom saving throw with a DC equal to 8 + your strength modifier + your proficiency bonus when they try to move to a space within 5 feet of you. On a fail, the creature can't enter the area within 5 feet of you until the start of its next turn. A creature that takes the disengage action automatically succeeds that saving throw.
Weapon Property Mastery Benefits
Two-Handed Whenever you miss an attack with a weapon that has the Two-handed property, your target still takes 1d10 psychic damage.
Ammunition Whenever you make a range attack with a weapon that has the ammunition property, you can choose to make 2 range attacks with that weapon instead. When you do so, both of those attacks deal half damage on a hit.
Loading You can load a weapon that has the Loading property with the same hand you use to wield that weapon. You can do so as part of an attack you make with that weapon.
Finesse Once per turn when you hit a creature with a weapon that has the finesse property, if there is no other creature within 5 feet of you and within 5 feet of your target, you can add an extra 2d6 to your damage roll.
Ø* Whenever you hit a prone, grappled or restrained creature with a weapon that has no weapon property except its damage type, you deal an extra 1d8 damage.
Piercing Whenever you make an attack with advantage with a weapon that deals piercing damage, you can reroll one of the dice once.
Slashing Whenever you hit a creature with a weapon that deals slashing damage, you can choose to deal slashing damage equal to your proficiency bonus to every other creatures that are within 5 feet of you.
Bludgeoning Whenever you hit a creature with a weapon that deals bludgeoning damage, its AC is reduced by 2 until it takes a short or a long rest (that malus isn't cumulative).

_* Ø = a weapon with no property except its damage type.

When you finish a long rest, you can choose to change your weapon mastery for an other one from the list above.

Martial Stances

5th level feature, which replaces the Extra Attack feature.

When you roll initiative, choose one of the following stances. You gain the respective benefits for the next minute, or until you fall unconscious or you decide to change for an other Martial Stance as an action. In addition, when you take on a stance, you can exchange one of your Fighting Styles for an other one from the Fighter's list.

  • Mobile Stance. When you take the dash action, you can disengage, make a weapon attack or make a shove attack as a bonus action. Moreover, readying your movement doesn't cost you your reaction.

In addition, when you reach 11th level in this class, you gain an additional benefit when in this stance : You ignore non-magical difficult terrain while you are in the mobile stance. When you reach 20th level in this class, you ignore all difficult terrains instead.

  • Defensive Stance. When you take the dodge action, you can also make one weapon attack as part of the same action.

In addition, when you reach 11th level in this class, you gain an additional benefit when in this stance : When you or an ally within 5 feet should take damage while you are in the defensive stance, roll 1d6 and subtract the result from the damage taken by the target. When you reach 20th level, you can roll 2d6 instead.

  • Aggressive Stance. As an action, you can make a weapon attack against a creature and mark it. Until the start of your next turn, the first time the marked target casts a spell, makes a range attack, gets up from a prone position, or moves more than 5 feet without taking the Disengage action, you can make an Opportunity Attack against it. You can make a range attack instead of a melee one for this Opportunity Attack. Moreover, when you make an Opportunity Attack against a marked target, you regain your Reaction after the attack.

In addition, when you reach 11th level in this class, you gain an additional benefit when in this stance : You deal an extra 2d10 damage when you hit a creature with an Opportunity Attack. That extra damage increases to 4d10 at 20th level.

Indomitable (Revised)

9th level feature.

You gain a Legendary Resistance. When you reach 13th level and 17th level if this class, you gain an additional Legendary Resistance.

You regain all your expended Legendary Resistances when you finish a long rest.

Stronghold

9th level feature, which replaces the Indomitable feature.

When you reach 9th level in this class, your fame and influence has grown so much that warriors from all around the region want to fight by your side and help you in your quests. Choose an uninhabited ruin or dungeon you have discovered in one of your previous adventures, local people restores it in 10 days and it becomes your headquarter. For now on, every time you come back to that stronghold, it contains enough food to sustain up to 50 persons, and 30 servants that follow your orders to the best they can. They use the commoner stat block and don't leave the stronghold.

In addition, you can recruit an elite troop from the list below. According to the type of elite troop you choose, you gain different benefits. If not stated otherwise in its effects, an elite troop doesn't follow you into you adventure; it either stays in your stronghold or do some side missions on its own.

When you reach 13th level in this class, you can recruit a second elite troop (you can recruit a same type of troop twice. If you do so, you have twice as many members of that troop and you can apply its effects twice). When you reach 17th level in this class, you can recruit a third troop.

Elite Troops

Mages
  1. You get a permanent teleportation circle into your stronghold.
  1. You can ask a troop of mages to make researches about a piece of lore (like about a creature, a city, or a piece of History for instance). The mages get 1 useful information on the subject every 1 week they pass searching.
  1. You can ask a troop of mages to write a magic scroll. They use the usual rules for writing scrolls except it takes them half the time required. They can write any spell from the wizard's list of a level equal or lower than half your fighter level. As they craft it especially for you, you can use it as if the spell was part of your spells known (you don't have to make an arcana check to cast it and you can use it even if you can't normally cast spells).
Thieves
  1. You can send a troop of thieves to spy on a location to get information about a place or a specific creature (like who is the leader of a castle, how many soldiers are guarding the place, what are the hours of the changing of the guard etc.). The time it takes for the thieves to get those pieces of information depends on the distance between your stronghold and the target : they take 2 days to gather information plus the time to go there and back again. The thieves don't take any risks during their missions. Once they have returned, they can provide you 1d4 useful pieces of information.
  1. You can send a troop of thieves to burgle the nobles of a nearby town. When you do so, roll 1d20 at the end of each week :
  • On a 1, the thieves have been caught. They are jailed until you pay a caution of 1000 gp (minimum 1 month).
  • On a 2 to 4, you gain 50 gp
  • On a 5 to 12, you gain 200 gp.
  • On a 13 to 18, you gain 500 gp.
  • On a 19 or a 20, you gain 1200 gp.
  1. You can send a troop of thieves to steal a material component of your choice. The time it takes for the thieves to find the component depends on the price of it : 1 day per 25 gp (so if you ask them to find a treasure worth 1500 gp, it will take them 2 months to find it and bring it back).
Guards
  1. One guard follows you in your adventures to protect you. It follows any order you give him, as it is ready to die for you. It uses the Guard statblock, except its hit points are equal to 10 times your fighter level, and it can add your proficiency bonus to its attack rolls and strength checks. If it dies, an other guard takes its place by your side the next time you return to your stronghold.
  1. You can ask the rest of the troop to protect your stronghold, a road, or a nearby location like a small town for instance. When your troop does so, the chances that someone is attacked or robed on that location are halved, and the troop keeps you informed of any unusual thing that may happen there.
  1. Having a troop of guards enhances your prestige : you have advantage on your persuasion and intimidation checks when you talk to a humanoid that lives within less than 200 miles from your stronghold (if you have 2 troops of guards, you have the advantage of those checks when you talk to a humanoid that lives within less that 500 miles from your stronghold, and if you have 3 troop of guards, within 1000 miles).
Priests
  1. You can expend 1000 gp to make a troop of priests revive a creature that died less than 1 week ago.
  1. Any creature that stays at least 24h in your stronghold gets healed up to its maximum hit points, and from all poisons and diseases that affected it.
  1. A troop of priests can bless either :
  • up to 3 creatures : they all gain a number of temporary hit points equal to your fighter level + your proficiency bonus.
  • up to 3 non-magical weapons : they become magical and a creature that wield them get a +1 to attack and damage rolls.
  • up to 3 non-magical armors or shields : they give an extra +1 AC to the creature that wears it.

The bless lasts until you return to your stronghold.

Artisans
  1. Choose 3 tools at the moment you recruit that troop : the troop is an expert in those 3 tools. You can ask a troop of artisans to craft anything you could craft with such a proficiency. They use the same rules for crafting than you, except they can do 50 gp of progress per Artisan troop per day.
Monk Optional Features
Monk Optional Features
Level New Optional Features
1st Self Defense, Martial Arts (Revised)
2nd Ki (revised), Spirituality
3rd Acupuncture, Counterstrike
4th Protective Mantra, Interception
5th Power Punch, Rushing Strike, Chakras' Lock
6th -
7th Uplifting Wisdom
8th -
9th -
10th Fluid Movements
11th -
12th -
13th Third Eye
14th Diamond Body
15th -
16th -
17th -
18th Inner Power, Projected Consciousness
19th -
20th Awaken Self
Optional Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a monk.

Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.

Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.

Self Defense

1st level feature, which replaces the Unarmored Defense feature.

When a creature attacks you with a melee attack, you can use your reaction to impose a disadvantage to this attack. If it misses, the attacker falls prone.

Martial Arts (Revised)

1st level feature.

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing medium or heavy armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

NEW : In addition, choose a martial art from the list below when you get that feature : you gain the respective benefits.

  • Monastic Magic. You learn 2 cantrips from the cleric spell list. Wisdom is your spell casting modifier for those spells. Moreover, when you cast a cantrip, you can then make an unarmed strike as a bonus action.

  • Karate. When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. Moreover, when both of your hands are free, your unarmed strikes deal 1 extra damage on a hit.

  • Sumo. Everytime a monk feature asks you to use your Dexterity modifier, you can use your Constitution modifier instead. You can also use your constitution modifier instead of your Strength modifier when you do a sepcial shove or grapple attack.

  • Judo. You can make special shove or grapple attacks as a bonus action. Moreover, you can add you dexterity modifier instead of your strength when you make a grapple or shove attack, and you can grapple or shove creatures that are two sizes bigger than you.

  • Kendo. Longswords counts as a monk weapon for you and when you use one, it counts as if it had the finesse property. In addition, you can, as a bonus action, add 1d6 + half your monk level to the damage dealt by an attack you made with a longsword.

  • Kyudo. Longbows count as a monk weapon for you, and at the start of your turn, you can choose to reduce your speed to 0 until the start of your next turn to deeply focus on your shots. When you do so, you have the advantage on the next attack roll you make with a bow and all the range attacks you make with a bow this turn score a critical hit on a natural 19 or 20.

  • Exotic weapons. Lances and glaives count as monk weapons for you, and when you wield a lance or a glaive, the reach of your unarmed strikes increases by 5 feet. Moreover, as an action you can tie a rope to a weapon with the thrown property. After each attack you make with this weapon, you can pull it back to your hand has a bonus action. If your attack has hit a large or smaller target, it must succeed a strength saving throw with a DC equal to 8 + your proficiency bonus + your dexterity modifier, or be pulled 10 feet toward you.

  • Street Fighter. Improvised and Natural weapons count as monk weapons for you. Moreover, monk features that require you to make an unarmed strike also work when you make a melee attack with an improvised weapon instead, and when a monk feature allows you to make an unarmed strike, you can make a melee attack with an improvised weapon instead.

You can change your martial art for an other one from that list every time you gain an ASI.

Ki (Revised)

2nd level feature.

You get additional ki points equal to your wisdom modifier on top of the other benefits of this feature.

Spirituality

2nd level feature, which replaces the Unarmored Movement feature.

You can cast as a ritual any spell from the cleric spell list that has the ritual tag and that is of a level equal to half your monk level or lower (so if you are a 2nd level monk, you can cast 1st level spells).

Once you have used this feature, you must finish a long rest before you can use it again.

Acupuncture

3rd level feature, which replaces the Deflect Missiles feature.

You learn how to transfer you own vitality to other creatures. When you expend a hit die during a short rest, you can choose that an other creature you touch regains those hit points instead of you.

Counterstrike

3rd level feature, which replaces the Ki-fueled Attack feature.

As a reaction when a creature targets you with a melee attack, you can spend 1 ki point so that every time a creature targets you with a melee attack before the start of your next turn, it takes bludgeoning damage equal to your dexterity modifier.

Protective Mantra

4th level feature, which replaces the Quicken Healing feature.

When you finish a short or a long rest, you can choose to focus on a mantra to bolster your defenses. Choose a damage type, you become resistant to that damage type until you use this feature again or until you fall unconscious.

Interception

4th level feature, which replaces the Slow Fall feature.

As a reaction when a creature targets one of your allies within 15 feet of you with an attack, you can jump next to your ally before the attack so that the creature targets you instead.

Rushing Strike

5th level feature, which replaces the Extra Attack feature.

Once per turn when you make a melee attack, you deal an extra 1d6 damage for every 5-feet you traveled before the attack, up to a number of d6 equal to half your monk level, rounded up.

When calculating this extra damage, the distance you travel through areas you have already moved through this turn doesn't count (so just going back and forth doesn't increase the extra damage).

Power Punch

5th level feature, which replaces the Stunning Strike feature.

Once per turn when you hit a creature with an unarmed strike, you can spend 2 ki points to make a power punch. When you do so, the target and each creature within a 15-foot cone must succeed a strength saving throw with a DC equal to 8 + your dexterity modifier + your proficiency bonus, or be pushed 10 feet away from you and be shoved prone.

Chakras' Lock

5th level feature, which replaces the Stunning Strike feature.

When you hit a creature, you can spend 1 ki point to block its chakras. When you do so, your target must succeed a constitution saving throw with a DC equal to 8 + your wisdom modifier + you proficiency bonus, or it can no longer use features that require to expend a resource (it can't cast spells, and can't use features with a number of uses per day or features that recharge on a 5-6 for instance). The target can make a new saving throw at the end of each of its turns, ending the effect on a success.

Uplifting Wisdom

7th level feature, which replaces the Stillness of Mind feature.

As an action, you can tell inspiring words to your allies, like remembering important part of their past or the friendship that links you for instance. Each ally that can hear you make its next ability check or saving throw with advantage, and can immediately use its reaction to get on its feet if it is prone.

Once you have used this feature once, you must finish a short rest before you can use it again.

Fluid Movements

10th level feature, which replaces the Purity of Body feature.

When an effect should move you, you can instead move from that same distance in the direction of your choice. That movement doesn't provoke opportunity attacks.

Third Eye

13th level feature, which replaces the Tongue of the Sun and Moon feature.

As a bonus action, you can focus your mind to open up your third eye. While your third eye is open, you gain blind sight in a 60-foot radius, and you have advantage on saving throws and ability checks against illusions. Moreover, you can focus your eye as an action to see through a solid surface such as a wall or a chest.

Once opened, your third eye stays opened for 1 minute or until you fall unconscious.

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

Diamond Body

14th level feature, which replaces the Diamond Soul feature.

You become immune to all non-magical piercing, slashing and bludgeoning damage.

Inner Power

18th level feature, which replaces the Empty Body feature.

When you reach 0 hit points, or as an action during your turn, you can remember an important moment from your past, that gives you the will to continue the fight! At the start of your next turn, you recharge your features and you can expend hit dice as if you just took a short rest.

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

Projected Consciousness

18th level feature, which replaces the Empty Body feature.

As an action, you project your mind into the body of a creature you can see. You gain the control of that creature's body and can see and hear from its eyes and hears. While your mind is in the creature's body, your own body remain immobile and you can't see or hear through your own eyes and hears.

When you control a creature thanks to this feature, you keep your mental ability scores and all your proficiencies. If the creature has a spellcasting feature that isn't innate, you can't use it while you control that creature. If the creature reaches 0 hit points when you control it, you die. You can return to your own body as an action by touching it.

An unwilling creature can make a charisma saving throw with a DC equal to 8 + your proficiency bonus + your wisdom modifier when you try to take control of its body, stopping you on a success.

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

Awaken Self

20th level feature, which replaces the Perfect Self feature.

As an action, you awaken yourself. For 10 minutes, or until you lose your concentration (as if you were concentrating on a spell), every time you use a feature that requires you to spend ki points, you spend 1 less ki point.

Paladin Optional Features
Paladin Optional Features
Level New Optional Features
1st Echoing Courage, Divine Reveal, Divine Knowledge
2nd New Fighting Styles, Hammer of Justice, Retribution, Divine Shield
3rd Divine Charisma
4th -
5th Divine Magic
6th Aura of Redemption, Aura of Expiation
7th -
8th -
9th -
10th Aura of Light
11th Potent spellcasting
12th -
13th -
14th Spell Reflection
15th -
16th -
17th -
18th -
19th -
20th -

Art Credit : Wizards of the Coast

Optional Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a Paladin.

Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.

Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.

Echoing Courage

1st level feature, which replaces the Lay of Hand feature.

When you take the Dodge Action or when you cast a spell on one of your allies, you can choose that each ally within a 10-foot aura around yourself that can see or hear you gain a number of temporary hit points equal to your Paladin's level.

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

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

Divine Reveal

1st level feature, which replaces the Divine Sense feature.

Whenever you make a Wisdom (Insight) or Intelligence (Investigation) check to find out about a lie or an illusion, you are considered proficient in that skill. If you are already proficient in that skill, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Divine Knowledge

1st level feature, which replaces the Divine Sense feature.

Whenever you make an Intelligence (Religion) or an Intelligence (History) check related to an undead, a celestial, a fiend, or a deity, you are considered proficient in that skill. If you are already proficient in that skill, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Fighting Style (New Options)

2nd level feature. When you should gain a Fighting Style from the Paladin's list, you can choose one from the following list instead.

  • Cavalier. When you are on a mount, you can make a shove attack against a creature within the reach of your mount as a bonus action. In addition, when your mount should take damage, you can choose to take those damage instead.

  • Divine Sword. When you draw a weapon, you can imbue it with holy or unholy power. Choose a damage type between Radiant or Necrotic. The damage type of the weapon becomes the chosen type instead of it piercing, slashing or bludgeoning type, and it deals 1 extra damage on a hit. If you are not within 5 feet of the weapon when you end your turn, or if you stow it, the effect ends and the weapon regains its normal damage type.

  • Exalting Commander. When you succeed an attack, a skill check or a saving throw, you can choose to inspire your allies as a Reaction. When you do so, each ally within 30 feet gets +2 bonus the next time they roll a same kind of attack, skill check or saving throw before the start of your next turn (for instance, if you hit with a melee attack, they gain +2 to their next melee attack. If you succeed a dexterity saving throw, they gain +2 to their next dexterity saving throw etc.).

  • Holy Book. When you hold a holy book in one of your hands, you can use your charisma modifier instead of your strength modifier for both the attack and the damage roll of your weapon attacks, and you can use it as your spellcasting focus.

  • Parry. As a reaction when a creature hits you with an attack, you can gain +2AC, potentially turning the hit into a miss. You must see the attacker and wield a melee weapon to use this reaction.

  • Shield of Light. As a bonus action, you can create a shield made of pure light in one of your free hands. While the shield is active, it gives you +2AC and sheds bright light within a 15-foot radius, and dim light within an additional 15 feet around you. The shield of light has no weight. You can dispel the shield as a bonus action.

Hammer of Justice

2nd level feature, which replaces the Divine Smite feature.

When you hit a creature with a melee weapon attack, you can expend one spell slot to try to stun the target, in addition to the weapon's damage.

When you do so, the target must succeed a Constitution saving throw against your spell casting DC, or be Stunned for a number of rounds equal to the level of the spell slot you have expended. While it is Stunned by your Hammer of Justice feature, the target also gets its speed reduced to 0.

Both effects end if the target takes any damage before the end of the duration.

Retribution

2nd level feature, which replaces the Divine Smite feature.

When an ally within 30 feet is hit by a melee attack (it can be you), you can, as a reaction, expend one of your spell slots to warp the target of the attack with a retributive light.

When you do so, until the start of your next turn, every time a creature hits the target with a melee attack, it takes radiant damage equal to 5 times the level of the spell slot you have expended.

The creature that triggered that reaction also takes that radiant damage.

Divine Shield

2nd level feature, which replaces the Divine Smite feature.

As a reaction when you should take damage, you can rise one of your free hands or one that carries a shield, and expend one of your spell slots. When you do so, you gain temporary hit points equal to 10 times the level of the spell slot you have expended.

You gain those temporary hit points before you take the damage that triggered your reaction, and they stay until the start of your next turn.

Divine Charisma

3rd level feature, which replaces the Divine Health feature.

You have the advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks.

Divine Magic

5th level feature, which replaces the Extra-attack feature.

When you cast a spell from the paladin's spell list, that spell counts as if you had expended a spell slot of one level higher than the one you have actually expended.

So for instance, if you cast Bless by expending a 2nd-level spell slot, it counts as if you casted it with a 3rd-level slot so you can target up to 5 creatures.

Aura of Redemption

6th level feature, which replaces the Aura of Protection feature.

Whenever an enemy within 10 feet of you deals damage to a creature, it must subtract your charisma modifier (minimum -1) from the damage it deals. You must be conscious to grant this malus.

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

Aura of Expiation

6th level feature, which replaces the Aura of Protection feature.

Whenever an enemy within 10 feet of you must make a saving throw, the creature gains a malus to the saving throw equal to your Charisma modifier (with a minimum malus of -1). You must be conscious to grant this malus.

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

Aura of Light

10th level feature, which replaces the Aura of Courage feature.

While you are conscious, you shed bright light within a 10-foot aura, and creatures inside this aura can't take the hide action or become invisible. If an invisible creature enters the aura, it is no longer invisible.

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

Potent Spellcasting

11th level feature, which replaces the Improved Divine Smite feature.

You can add your charisma modifier to the damage of the cantrips you cast that are from the cleric's spell list.

Spell Reflection

14th level feature, which replaces the Cleansing Touch feature.

When a creature you can see targets you with a spell, you can use your shield as a reaction to reflect that spell. When you do so, choose a creature other than yourself you can see within 30 feet, the spell now targets that creature instead of you.

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

Ranger Optional Features
Ranger Optional Features
Level New Optional Features
1st Faithful Familiar, Trick Shots, Deadly Fangs, Techniques from the Wild
2nd Fighting Style (New options), Spellcasting (Revised)
3rd Hunter's Knowledge
4th -
5th Predatory Reflexes
6th (Faithful Familiar, Trick Shots, Deadly Fangs and Techniques from the Wild improvements)
7th -
8th Meticulous Anticipation
9th -
10th Trapper, (Techniques from the Wild improvement)
11th -
12th -
13th -
14th Leader's Mark, (Faithful Familiar, Trick Shots and Deadly Fangs improvements)
15th -
16th -
17th -
18th Superior Mark
19th -
20th Monsters Tamer
Optional Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a Ranger.

Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.

Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.

Faithful Familiar

1st level feature, which replaces the Favored Enemy feature.

You learn the Find Familiar spell. It doesn't count toward the maximum spells you know or prepare and you can cast it as a ritual. When you cast that spell, the familiar is a beast instead of a celestial a fey or a fiend, and its hit points maximum increases by an amount equal to twice your ranger level.

In addition, when you hit a target that is within 5 feet of your familiar for the first time on your turn, your attack deals an extra 1d4 damage.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Trick Shots

1st level feature, which replaces the Favored Enemy feature.

As an exceptional marksman, you have learn how to craft and use special pieces of ammunition depending on the prey you are hunting. When you finish a long rest, you can create up to 10 pieces of superior ammunition (they can be either arrows or crossbow bolts). For each one, choose which kind of superior ammunition on the list below. They retain their special abilities for 24 hours, and only you can benefit from these additional effects. If an other creature uses one, it only counts as a normal piece of ammunition.

  • Hock Cutting Arrow. When you hit a creature moving on four legs with that piece of ammunition, it must succeed a constitution saving throw with a DC of 8 + your proficiency bonus + your dexterity modifier, or it falls prone.

  • Wing Piercing Arrow. When you hit a winged creature with that piece of ammunition, its flying speed is reduced by 10 feet until it regains hit points. This speed reduction can be cumulated multiple times if you hit that creature with several Wing Piercing Arrows.

  • Penetrating Arrows. When you make an attack with that piece of ammunition against a creature that has a natural armor that gives it an AC of 16 or more, or a creature wearing an heavy armor or a shield, you can add a bonus of +2 to your attack roll.

  • Debilitating Arrow. When you hit a creature with that piece of ammunition, it rolls its concentration check with disadvantage.

  • True-Silver Arrow. This piece of ammunition is coated with silver and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage of undead creatures.

  • Long Range Arrow. Both the short and long range of this piece of ammunition are increased by 20 feet.

  • Flask Arrow. You can tie a vial or a flask to that piece of ammunition (acid, oil, holy water, alchemist's fire etc.). When you hit a creature with that piece of ammunition, it counts as if it was hit by the vial or flask.

  • Big Game Arrow. When you hit a creature with that piece of ammunition, it takes 1d4 necrotic damage at the start of each of its turns for 1 minute or until it regains hit points, as it suffers from a severe bleeding. Every time you hit that creature with a Big Game Arrow, the necrotic damage die increases by 1 rank up to 1d12.

When you reach 6th level in this class, you can create and carry up to 10 additional pieces of superior ammunition (for a total of 20). When you reach 14th level, you can create and carry 10 more pieces (for a total of 30).

Deadly Fangs

1st level feature, which replaces the Favored Enemy feature.

Once per turn when you hit a creature with a 1-handed weapon, if you have already hit that creature with a different 1-handed weapon this turn, your attack deals an extra 1d6 damage.

When you reach 6th level in that class, the extra damage of this feature increases to 1d8, and when you reach 14th level, it increases again to 1d10.

Techniques from the Wild

1st level feature, which replaces the Natural Explorer feature.

As a ranger, you are an expert of the survival in the wilderness. You know the following techniques.

1st Level Techniques :
  • Fisher's Wall. As an action, you can throw a net you are holding in one of your hands in a free immersed space within 10 feet of you (immersed in water or any other liquid). When you do so, the net creates a 15-foot long, 15-foot high and 1/4 inch thick wall centered on the point you chose. Creatures that move through the wall become hit by the net as if you had made a weapon attack with the net against them. The wall has an AC of 10 and is destroyed if it takes 5 slashing damage or more.

  • Fast Shoveling. As an action, if you wield a shovel with both of your hands, you can dig a 5-foot cube hole in a malleable ground such as snow or sand, and create a 5-foot cube wall within 5 feet of you with the material you digged through. The wall has an AC of 10 and 5 hit points.

  • Side Slide. When you willingly move through a slippery terrain such as snow or ice for instance, your walking speed increases by 10 feet and you have advantage on any acrobatic check imposed by that terrain.

  • Vine Jumping. When you are within 15 feet of a huge or larger plant, your maximum jump distance is tripled if you have a free hand, as you know how to grab the branches or vines of the plant to help you in your jump.

  • Firm Lever. As an action, you can use a 10-foot poll to move a rock that weight up to 3 times your usual maximum push and drag capacity. When you do so, you can move the chosen rock up to 10 feet in any horizontal direction. If you push a rock down a hill or a stair, it rolls down in a strait line until it meets an obstacle. Both the rock and the obstacle then take bludgeoning damage as if the rock fell on the obstacle (see fall damage rules).

  • Skygliding. As an action, you can grab your cape with both of your hands to use it as a paraglider. When you do so, you fall twice slower and you can move horizontally 5 feet for every 5 feet you fall. If you touch the ground this turn, the damage you take from the fall is halved.

  • Superior Torch. When you light up a torch, you can choose that it either lasts twice as long or that it shades bright and dim light 20 feet farther.
6th Level Technique :

When you reach 6th level in this class, you gain the following technique on top of all the 1st level ones :

  • Safe Campsite. When you are outdoor in the wild, you can take 10 minutes to create a 10-foot radius hidden campsite. Creatures outside that radius can't see creature and objects inside. Moreover, if a small or larger creature moves within 30 feet of the hidden campsite, you are alerted and you wake up. The atmosphere inside the hidden campsite is comfortable and dry, regardless of the weather outside.
10th Level Techniques :

When you reach 10th level, you have refine your ranger's skills to the extreme. You gain the following benefits on top of your 1st and 6th level Techniques :

  • Expertise. Choose two skills you are proficient in from the ranger's list. You gain the expertise in both of those skills.

Fighting Style (New Options)

2nd level feature.

Arctic Hunter
  • When you attack a creature that is in a difficult terrain, you can add 1d4 either to your attack or damage roll.
  • You have the advantage on saving throws imposed by terrains made out of snow or ice.
Coastal Hunter
  • When you make an attack against a creature with a net, or when you make an attack against a creature suffering from the Restrained condition, you can add 1d4 either to your attack or damage roll.
  • As a bonus action, you can make an attack with a trident against a Restrained creature.
  • You have a swimming speed equal to your walking speed. If you already have a swimming speed, it is increased by 10 feet.
Desert Hunter
  • When you make an attack that can deal poison damage to a creature (with a weapon coated with poison for instance), or when you make an attack against a creature that suffers from the poisoned condition, you can add 1d4 either to your attack or damage roll.
  • You are proficient with the poisoner kit.
  • You have the advantage against poisons and against being poisoned.
Forest Hunter
  • When you benefit from an Help action to attack a creature, you can add 1d4 either to your attack or damage roll.
  • You can take the Help action as a bonus action.
Grassland Hunter
  • When you move at least 20 feet before attacking a creature, you can add 1d4 either to your attack or damage roll.
  • Your speed is increased by 5 feet. Moreover, when you are on a mount, its speed is increased by 10 feet until you dismount.
Mountain Hunter
  • When you attack a creature that is at least 10 feet lower than you, that is prone or that you climbed onto (see climbing on large creatures rules), you can add 1d4 either to your attack or damage roll.
  • You have a climbing speed equal to your walking speed.
Swamp Hunter
  • When you attack a creature that is affected by an hunting trap or by caltrops, you can add 1d4 either to your attack or damage roll.
  • When you take the attack action, you can set up an hunting trap or spread a set of caltrops in place of one of your attacks. You can replace any number of attacks this way (so you can set two hunting traps with one attack action if you have the extra-attack feature).
  • You learn the Minor Illusion Cantrip. Wisdom is your spellcasting modifier for that spell.
Underdark Hunter
  • When you attack a creature that is in dim light or in darkness, if you can see it, you can add 1d4 either to your attack or damage roll.
  • You have Darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
Urban Hunter
  • When you attack a humanoid you have marked with one of your spells or features, you can add 1d4 either to your attack or damage roll.
  • You have proficiency in Thieves Tools and Investigation.
  • You can attempt to hide even when you are not obscured if at least 3 other creatures are within 10 feet of you, as you are an expert at hiding in the crowd.
Mounted Warrior
  • During a short or a long rest, you can create a bond between you and a friendly beast so that it becomes your mount. That bond lasts until you make a new one with an other beast or until the creature is no longer a beast or no longer friendly to you. When that mount is within 5 feet of you and it should take damage, you can choose to take that damage instead.

Spellcasting (Revised)

2nd level feature.

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

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

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

Hunter's Knowledge

3rd level feature, which replaces the Primeval Awareness feature.

Choose a skill between Arcana, History, Nature or Religion : you become proficient in that skill.

In addition, when you mark a creature thanks to a spell or a feature (such as Hunter's mark or Favored Foe), you can try to learn some of its strengths and weaknesses. You can also try to learn information about a creature you can see as a bonus action.

When you try to learn some pieces of information about a creature, make an appropriate intelligence check (see below). On a result of 10 or higher, you learn one secret of your choice from the list below; then for each 5 points above 10 you learn an additional secret of your choice.

Creatures Secrets
  • Its AC
  • Its Hit Points Maximum
  • All of its speeds (walking, flying, climbing, swimming etc.)
  • One of its saving throw Proficiencies (or the fact that it doesn't have one)
  • One of its resistances or immunities (or the fact that it doesn't have one)
  • One of its vulnerabilities (or the fact that it doesn't have one)
  • One of its ability scores
  • One of its special abilities or attacks (just the general effects without the exact numbers)
  • The languages it speaks
  • The kind of food it usually eats
Intelligence Check required
Creature's Type Skill
Aberration, Construct, Ooze Arcane
Beast, Fey, Plant Nature
Giant, Humanoid, Legendary creatures* History
Celestial, Fiend, Undead Religion
Dragon Arcane or History (your choice)
Elemental, Monstrosity Arcane or Nature (your choice)

_* Legendary creatures are creatures that are known through entire regions because bards write songs and stories about them, such as the kraken or the tarrask for instance.

Predatory Reflexes

5th level feature, which replaces the Extra-Attack feature.

You can use this feature after you expend a bonus action or a reaction to regain the expended resource. Once you have used this feature, you must wait until the start of your next turn before you can use it again (So you can do 2 bonus actions or 2 reactions in a same round).

Meticulous Anticipation

8th level feature, which replaces the Land's Stride feature.

You always prepare for the adventure to come, adapting to the environment through secret oils and elixirs, gadgets or tools. When you finish a long rest, choose one of the benefits from the list below : you gain that benefit until you finish an other long rest. Moreover, you can choose a number of creatures equal to your wisdom modifier, they also gain that same benefit until they take a long rest.

  • Frost Adaptation. You reduce any cold damage you take by 1d6 and you have the advantage on ability checks and saving throws imposed by extremely cold weather.

  • Heat Adaptation. You reduce any fire damage you take by 1d6 and you have the advantage on ability checks and saving throws imposed by extremely hot temperature.

  • Toxic Adaptation. You reduce any poison damage you take by 1d6 and you have the advantage on ability checks and saving throws imposed by poisons and diseases.

  • Oceanic Adaptation. You gain a swimming speed equal to your walking speed and you can hold your breath for 1 hour.

  • Height Adaptation. Your maximum jump distance is increased by 10 feet, and you have the advantage on athletic checks to climb.

  • Sly Adaptation. You have the advantage on Stealth Checks and on any other skill check made to hide your identity or to hide a tiny object.

  • Fortitude Adaptation. You gain 3 additional hit dice. Those are d10s. Your hit points maximum doesn't increase though.

Trapper

10th level feature, which replaces the Hide in Plain Sight feature.

When outdoor, you can spend 10 minutes to do one of the following maneuvers :

  • Turn a 15-foot radius area you can touch into a difficult terrain.
  • Create and set up 2 hunting traps, sets of caltrops or sets of ball bearings within a 15-foot radius area.

Leader's Mark

14th level feature, which replaces the Vanish feature.

When you mark a creature with a spell or a feature, all of your allies gain the same benefits as you against that target until the start of your next turn.

For instance, if you use hunter's mark on a creature, all of your allies can add 1d6 to their damage roll when they make an attack against that creature and have advantage on their survival checks to track it.

Superior Mark

18th level feature, which replaces the Feral Senses feature.

When you mark a creature thanks to a spell or a feature such as Hunter's Mark or Favored Foe, you have the advantage on all your attack rolls against that creature until your mark ends.

Monsters Tamer

20th level feature, which replaces the Foe Slayer feature.

When you conjure or summon a creature, you can choose that it gets the following benefits :

  • Its size increases by 1 rank.
  • Its hit points maximum increases by 20.
  • Its AC increases by 1.
  • When it deals damage to a target, it deals an extra 5 damage.
Rogue Optional Features
Rogue Optional Features
Level New Optional Features
1st Proficient, Helper, Trickster, Bare Hands, Rogue's Weapons, Thieves' Can't (Revised)
2nd Cunning Gadgets, Cunning Brew
3rd Arm Lock, Killing Spree, Stowaway, Flanker
4th -
5th Vicious Blind, Distraction, Leaping Dodge
6th (Proficient, Helper and Trickster improvement)
7th -
8th -
9th -
10th -
11th Reliable Help
12th -
13th -
14th Shadowy Step
15th Uncatchable
16th -
17th -
18th Fleet Footwork
19th -
20th A Shadow in the Dark
Optional Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a rogue.

Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.

Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.

Proficient

1st level feature, which replaces the Expertise feature.

You gain proficiency in two skills, tools, weapons, or languages of your choice. You can also become proficient with shields or medium armors as part of those two proficiencies.

When you reach 6th level in this class, you gain proficiency in two additional skills, tools, weapons or language of your choice (it can also be shields and medium armors).

Helper

1st level feature, which replaces the Expertise feature.

When you take the Help action, in addition to the normal benefits of this action, you can choose a skill or a saving throw in which you are proficient. If the ally you aid uses that skill or saving throw before the start of your next turn, it can add your charisma to its roll.

When you reach 6th level in this class, you can help one more ally within range as part of the same action when you take the Help action.

Trickster

1st level feature, which replaces the Expertise feature.

You can use your sneak attack with spell attacks.

Moreover, you learn two cantrips from the wizard spell list. At least one of those spells must be a non-damaging cantrip. Your spellcasting modifier for these cantrips is either Intelligence or Charisma (your choice when you gain that feature).

When you reach 6th level in that class, you learn a 1st level spell from the wizard's list. You can cast it once without expending a spell slot, and regain the expended use when you finish a short or a long rest.

Bare Hands

1st level feature, which replaces the Thieves' Cant feature.

You can use your sneak attack with unarmed strikes and natural weapons.

Rogue's Weapons

1st level feature, which replaces the Thieves' Cant feature.

When you hit with an attack made with a dagger, a dart or a blowgun, your Sneak Attack damage is increased by 1d6 for this attack.

Thieves' Cant (Revised)

1st level feature

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand know a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

You can communicate simple messages to any creature with an intelligence of 6 or higher that can see you without making any sound. It understands your message even if it doesn't share a language with you.

Cunning Gadgets

2nd level feature, which replaces the Cunning Action feature.

You gain proficiency in the Tinker's tools, and when you use a set of caltrops, an hunting trap, manacles, a lock or a set of ball bearings, you can add your intelligence to its DC if it has one mentioned.

In addition, you make attack rolls against creatures affected by an hunting trap or by caltrops with advantage, and when you finish a long rest, if you have some Tinker's tools on yourself, you can create a number of Thief's Gadgets equal to your proficiency bonus. Each gadget can be either a set of caltrops, a set of ball bearings, an hunting trap, manacles, a lock, a grappling hook or a smoke bottle. You are the only one that can use those gadgets and you can't have more gadgets on yourself than your proficiency bonus.

Smoke Bottle

As an action, you can throw the Smoke Bottle to a point within 60 feet of you. The Bottle breaks there and releases a 15-foot radius sphere of thick smoke centered on that point. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Cunning Brew

2nd level feature, which replaces the Cunning Action feature.

You gain proficiency in the Alchemist's tools, and when you use a vial of acid, alchemist's fire, or poison, you can add your intelligence to its DC if it has one mentioned.

In addition, you can use your sneak attack when you make an attack with a vial of acid or alchemist's fire, and when you finish a long rest, if you have some Alchemist's supplies on yourself, you can create a number of doses of Thief's Brews equal to your proficiency bonus. Each dose can be either a dose of basic poison, antitoxin, alchemist's fire, oil, acid or potion of healing. The Thief's Brews lose their effects after 24h.

Arm Lock

3rd level feature, which replaces the Steady Aim feature.

You can make special shove or grapple attacks as a bonus action.

Killing Spree

3rd level feature, which replaces the Steady Aim feature.

When you kill a creature or score a critical hit, your next attack this turn deals an extra damage equal to half your sneak attack damage.

Stowaway

3rd level feature, which replaces the Steady Aim feature.

When a creature within 5 feet of you teleports itself away, you can use your reaction to teleport in a free space within 5 feet of the new position of that creature.

Flanker

3rd level feature, which replaces the Steady Aim feature.

When you are within 5 feet of an enemy, and a friendly creature is also within 5 feet of that enemy, but exactly on its other side (on the opposite border or opposite corner of the space controlled by the enemy), then all of your allies have the advantage on their melee attacks against that enemy.

Vicious Blind

5th level feature, which replaces the Uncanny Dodge feature.

As an action, you can blow dust in the eyes of your opponents. When you do so, each creature within a 15-foot cone must succeed a dexterity saving throw with a DC equal to 8 + your proficiency bonus + your dexterity modifier, or be blinded until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expending uses when you finish a long rest.

Distraction

5th level feature, which replaces the Uncanny Dodge feature.

When you attack a creature, you can choose to distract it as part of your attack. When you do so, the target must succeed a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your charisma modifier, or until the start of your next turn, it must subtract your charisma from all of its attack rolls that target a creature other than you.

Leaping Dodge

5th level feature, which replaces the Uncanny Dodge feature.

When you are targeted by an attack from more than 5 feet away, or when a spell targets an area where you are standing, you can use your reaction to make a long jump before the attack or the spell takes effect, potentially leaving the area affected, leaving the reach of the attack or getting behind a cover. You count as if you took a running start before the jump, even if you didn't move 10 feet.

Reliable Help

11th level feature, which replaces the Reliable Talent feature.

When you use the help action to aid a creature on a skill check you are proficient in, if it rolls a 7 or lower on its d20, it considers the result as a 8 instead.

Shadowy Step

14th level feature, which replaces the Blind Sens feature.

When you move from a hiding space to a new one, if a creature can't see you both at the start and at the end of your movement, then you are invisible to that creature for your entire movement.

For instance, if you go from behind a wall to behind a tree 20 feet away from that wall, you are invisible during all your movement between the wall and the tree.

Uncatchable

15th level feature, which replaces the Slippery Mind feature.

You can spend your bonus action to automatically end all the effects that restrain or grapple you. You can also use your bonus action to ignore all magical walls (such as walls of fire, walls of force or force cages) and difficult terrains until the start of your next turn.

Fleet Footwork

18th level feature, which replaces the Elusive feature.

When a creature attacks you with a disadvantage, it rolls 3d20 instead of 2, and it keeps the lowest result of the 3.

A Shadow in the Dark

20th level feature, which replaces the Stroke of Luck feature.

You gain a permanent +10 to stealth checks. In addition, you can move through a hostile creature's space and through a space as narrow as 1 inch wide without squeezing.

PART 8

Bonus
Legendary Resistances Revised

The Change :

1. Hit Points Pools

The hit points maximum of the Legendary Creature is equally divided in a number of hit points pools equal to twice its number of legendary resistances, each pool gathering a same amount of hit points (rounded up if necessary).

When the creature takes damage, it reduces these pools one after the other.

2. Legendary Resistances

At the start of its turn, the number of Legendary Resistances of a creature returns back to its maximum.

The maximum number of Legendary Resistances of a creature is reduced by 1 for each of its empty HP pools and by 1 for each of its levels of Dimming.

(See below for what is the Dimming condition).

A creature can expend a Legendary Resistance every time it should suffer an effect other than damage (like a Condition, a forced movement, a banishment etc.). When it does so, the effect is replaced by a level of Dimming.

Exemple :

An ancient red dragon has 546 hit points maximum and 3 Legendary Resistances according to its stat block. So its HP pools should look like this :

=> Here, the maximum number of Legendary Resistances of the dragon is 1

(It was 3 initially, minus 1 because one pool is at 0 hit points, and minus 1 because it has one level of Dimming).

3. The Dimming Condition

Like for Exhaustion, a creature can have multiple levels of Dimming. For each level, it gets :

  • One of its fullest HP pool blocked.
  • Its maximum number of Legendary resistances reduced by 1.
Remark :

When a Legendary Creature replaces an effect by a level of Dimming :

  • That level of Dimming affects the creature for the same duration the other effect should have last (so if the effect was instantaneous, like a forced movement, the level of dimming instantaneously ends).

4. How to Win the Battle

You can win either by :

  • Reducing to 0 all the HP pools that are not blocked by a Dimming level.
  • Or by reducing the number of Legendary Resistances to 0 and then landing a battle ending spell such as Banishment or True Polymorph for instance.
  • And if the spell, feature or item would allow its target to repeat a saving throw to end its effects, the Legendary Creature can make that same saving throw to try to lose one of its levels of Dimming instead.

5. Conclusion

This new way of ruling boss fights allows both martials and casters to really collaborate on a same objective.

The martials can help the casters to place a decisive spell on the Legendary creature by breaking its Legendary Resistances thanks to the damage they deal, and casters can help the martials to kill the boss more easily by removing Legendary Resistances thanks to their control spells (so martials have less hit points pools to reduce to 0 to kill the monster).

So both sides now really feel like they are contributing to a same cooperative effort, which is a lot more fun for everyone!

6. To go further...

As now Legendary Creatures have multiple pools of Hit Points linked to their Legendary resistances, you can use their maximum number of Legendary Resistances to divide the encounter into multiple phases (yeah, I know, it is very video gamey, but it makes the fight so much more dynamic and memorable) !

For instance, you can give the creature new Legendary actions that it can use only if it has a certain number of Legendary Resistances left.

Example :

You could add the following Legendary Actions to the Ancient Red Dragon :

  • Deadly Grasp (Only if the dragon's maximum number of Legendary Resistances is 2, cost 2 actions). The dragon flies 40 feet and can make a special grapple attack at any time during that movement.
  • Bolt of Fire (Only if the dragon's maximum number of Legendary Resistances is 1). Range Weapon Attack : +14 to hit, range 150 ft., one target. Hit : 16 (2d10 + 5) fire damage.

With those new Legendary Actions, the dragon can now adopt different strategies during the fight :

  • At 3 LR : The dragon starts the fight by breathing fire and mauling the weakest characters with its claws and its tail.
  • At 2 LR : The dragon now tries to grapple one enemy to take it into the airs, away from the rest of its group. there, the dragon can bite its target more easily, and eventually let it fall to its death.
  • At 1 LR : It now avoids the melee at all cost, staying in the airs and breathing Fire Bolts from a safe distance.
  • At 0 LR : Finally, as it is now seriously wounded, the dragon either tries to flee, or rushes on the survivors to finish them in a last frenzy.

An other option could be to add lair actions that happen when the creature's maximum number of Legendary Resistances is reduced.

Example :

1d4 + 1 Red Dragon Wyrmlings join the fight the first time the maximum number of Legendary Resistances of the dragon becomes 2, the first time it becomes 1 and the first time it becomes 0*.

Or

When the dragon's maximum number of Legendary Resistances becomes 2 for the first time, the lava in the cave starts rising. At the end of each of its turns until the dragon dies, the lava rises 5 feet.

Frequently Asked Questions

1. If the Creature uses a Legendary Resistance against a spell effect, does it still takes the damage from that spell?

Yes, the Dimming condition only replaces negative effects that are not damage, like conditions or forced movement for instance. The creature still takes the damage as normal.

2. What happens if the creature uses a Legendary Resistance on a spell or feature that has multiple negative effects, like one that both pushes and slows?

The Dimming effect then replaces one lasting effect (of the legendary creature's choice), alongside all instantaneous effects imposed by that spell or feature (such as imposed movements or shove prone effects for instance).

3. What happens to the blocked HP pool when the Dimming level that blocked it ends?

The HP pool is no longer blocked.

4. What can I do if i find that the boss dies too fast?

You could either increase its maximum hit points (and so the number of hit points of each of its HP pools), or, you could also add that the creature can't lose more than 1 HP pool per turn (so if one of its HP pools reaches 0, it becomes immune to damage until the end of the turn). It should greatly help against nova characters that could potentially kill the boss in one turn.

5. I struggle to track the Hit Points and the levels of Dimming, have you any advice?

Personally, I draw on my paper sheet 1 case for each hp pool. Then, I cover with a die the pools that are blocked by a Dimming level, using dice of different colors or putting them on a special number to remember the duration and/or the character that was the source of the condition.

Carreau's Humanoid Sidekicks

Humanoid Sidekick

Medium humanoid (any race), any alignment


  • Armor Class 10
  • Hit Points 9 (2d8)

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)

Choose one ability score that gets a +4 (become a 14), and 2 others that get a +2 (become 12)


  • Skills any 2 skills or tools, or 1 skill or tool and 2 additional languages

Choose one of the three following traits :

  • *Multiattack : the sidekick can make 2 weapon attacks when it takes the attack action.
  • *Feat : the sidekick gains one feat (you can't choose this trait if the race of the sidekick already gives him access to a feat).
  • *Magical recovery : Once per day when the sidekick finishes a short rest, it can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a quarter of the sidekick level (rounded up).

Simple weapons : the sidekick gains proficiency in all simple weapons.


Choose one of the three following traits :

  • *Advanced weaponry : the sidekick gains a proficiency in two martial weapons of your choice.
  • *Magic trick : the sidekick learns one cantrip from any class. Its spellcasting ability is the same than the one of the class the cantrip comes from (int for wizard or artificer, wis for cleric or druid, cha for bard, sorcerer or warlock).
  • *Great resilience : the sidekick's Consitution is increased by 2, and its hit dice become 3d10 (thus its maximum hit points are increased by 9).

Why this template ?

Sidekicks are a great addition to the game. They are really nice as a first, easy character for newcomers or young players, and they make fun pets or followers for the more advanced parties.

But even if the possibility to use any monster statblock under CR 1/2 is fun as it lets you play horses, cats, or some wierd things that are not possible through the usual PC characters, it often feels clunky when you try to make a humanoid sidekick, and that for a few reasons :

  • There is no humadoid template with "good" charisma

  • The Scout is too good compared to the other options available, and a bit imbalanced with its 5 expertises + keen hearing and sight + its multiattack

  • The Acolyte and the Mage apprentice don't feel right as they make any warrior or expert sidekicks better spellcasters than spellcasters sidekicks, and are not really good monster blocks for spellcasters sidekicks in the first place as they lose the spellcasting trait if used that way (which can be weird sometimes, as you hire someone that knows 5 or 6 spells, but suddenly as they become a sidekick, they "forget" all those spells ?)

So in order to allow more custom humanoid sidekicks, I decided to create that modular statblock that lets you give your sidekick the flavor you wanted to !

Optional Rules

Push Damage

When you push a target but its movement got stopped before it has traveled the full distance (because of an obstacle such as a wall, a tree, a barrel etc.), then the target takes 1d4 bludgeoning damage for each 5 feet of movement it hasn't been able to travel.

Less Random Initiative

When you roll initiative, roll 3d6 instead of 1d20. This optional way to roll initiative favors the creatures that have a higher initiative bonus so that they are more often on the firsts ones to act.

Summoned Creatures Initiative

The creatures conjured/summoned by a spell or a feature always play their turn directly after the creacture that conjured/summoned them. If a same character controls multiple conjured creatures, the first one to play is the one with the highest dexterity. In case of an equality, the conjurer chooses which one acts first.

Holding Breath

When you take damage while you are holding your breath, you must make a constitution saving throw with a DC equal to 10 or half the damage you take, whichever number is higher. On a fail, you stop holding your breath.

Potion Interaction

Taking a potion from your package counts as an object interaction. Drinking a potion is also an object interaction. So you can keep a potion ready in your hand and drink it more easily if needed.

Spell Scrolls for Everyone

Everyone can use any spell scrolls, even if they can't cast spells. The spellcasting modifier is Intelligence for all scrolls' spells. If the spell is of a level higher than half your character level, you must make an Intelligence (arcana) check with a DC equal to 8 + twice the spell's level. On a failed check, the spell fails and the scroll becomes unusable for the next 24 hours.

Swimming in armor

When you start your turn submerged in a liquid (you are underwater for instance), you sink a number of feet that depends on your encumbrance (the weight you are carrying).

Encumbrance Sink Distance
2.5 times your strength 5ft.
5 times your strength 10ft.
7.5 times your strength 15ft.

.



Rest in Peace my Little Friend...

Aria was a little bunny. He was the friendliest and most adorable rabbit you would encounter. Extremely curious, he was always searching for new hideouts or new treats by climbing, jumping and crawling all around the house!

He was also very clever. I loved to create new challenges for him to play with, hiding its favorite treats (he especially loved dried beetroot) in elaborated puzzles which he always found out the solution!

When things went bad in my life and I wasn't feeling good, that little dude was always there for me. He would bite my feet gently to get my attention, he would then try to play with me by running around me,

even making small noises to cheer me up (something that is extremely rare for a rabbit, as they usually avoid to make noises in the wild, to not alert predators; so the fact that he would make those happy noises meant that he was really deeply happy to be there with us, and it would always make my heart melt. He was so cute!).

Of course not everything has always been all pink for him either. During the 9 years of its life, it has had multiple serious health issues, but everytime he has faced sickness, even when it was real bad, he has always stayed strong and courageous.

He was the best.

Rest in peace my little friend. I miss you so much...

Carreau's Artworks

New Homebrew

Options

For Everyone

In this grimoire, you will find a lot of new options to create unique and interesting characters for your favorite role playing game.

From new races like half sharks humanoids, to new subclasses like a sorcerer from the elemental planes, there are options for everyone and the possibilities are endless!

This book also gathers a lot of new spells for all your spellcasting fantasies : new exclusive spells for each caster class, new weapon spells for you to make the perfect gish build, and even a big part about revised versions of existing but lackluster spells such as witch bolt or true strike.

Finally, you will also find inside new optional features for all the martial classes. Indeed, as they don't get to cast spells, they deserved at least some options too, to make them a bit more customizable.

You enjoyed this book and you want more options like these? Stay tuned, as some more themed supplements are on their way!