Faranite's Momentous Astrology

by PortentPress

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Credits


Lead Designer: Ryan Rose


  • Managing Editor: Ryan Rose
  • Content Development: Shiloh Berscheid, Miles Dávila, Rob Gunningham, Jake Hilton, Ryan Rose

  • Cover Illustration: Dominik Mayer, Wizards of the Coast
  • Interior Illustration: Uncredited Artists, property of Wizards of the Coast

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

A relativity wizard uses sacred geometries to reverse the natural force of gravity in the forest

Introduction

It has been said that magic is simply technology so far advanced that its mechanisms are but a mystery. What magics lay within the laws and bounds of those sciences that we do understand? These are the questions, I, a humble artificer by the name of Faranite, sought to understand as I explored the cosmos. These are my discoveries. Subclasses and spells that operate purely within the laws of a realm oft left unexplored by those with access to magic.

Luminary

There is no greater power than light. It has the ability to create life, preserve it, and destroy it. Since the beginning of civilization, tool users have sought to create light for this reason, first by creating fire, then with magic, and finally with other technologies. Luminaries push the technology to its precipice, combining magic and technology to create and destroy light in and out of battle by manipulating its properties and gathering light from sources other artificers might balk from.

Tool Proficiency

3rd-level Luminary feature

You gain proficiency with glassblower's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Luminary Spells

3rd-level Luminary feature

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

Luminary Table
Artificer Level Spells
3rd arms of Hadar, color spray
5th invisibility, moonbeam
9th daylight, hunger of Hadar
13th greater invisibility, sickening radiance
17th dawn, wall of light

Planar Bulb

3rd-level Luminary feature

You've learned to create a magical orb called your bulb. Using your glassblower's tools and your tinker's tools, you can take an action to magically create a Small or Tiny bulb in an unoccupied space within 5 feet of you, where it hovers. A Small bulb occupies its space, and a Tiny one can be held in one hand or float over a shoulder.

Once you create a bulb, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one bulb at a time and can’t create one while your bulb is present.

The bulb is a magical object. Regardless of size, it has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to all damage except bludgeoning, force, and thunder damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the bulb, you determine what kind of light it emits, choosing from the options on the Planar Bulb table. On each of your turns, you can take a bonus action to cause the bulb to move up to 15 feet if you are within 60 feet of it.

Planar Bulb Table
Light Source Effect
Lower Plane The bulb emits dim light of a color of your choice to a radius of 15 feet. Each creature of your choice that starts its turn within the light or enters it for the first time on its turn must succeed on a Constitution saving throw against your spell save DC or take your choice of fire, cold, or necrotic damage (which you choose when you create the bulb) equal to 1d8 + your Intelligence modifier.
Moon The bulb emits dim light of a color of your choice to a radius of 30 feet. A shapechanger that starts its turn within the light or enters it for the first time on its turn must succeed on a Charisma saving throw or instantly revert to its original form and can't assume a different form until it leaves the spell's light.
Nowhere Magical darkness spreads from the bulb to a radius of 5 feet.
Sun The bulb emits sunlight in a radius up 60 feet.
Upper Plane The bulb emits bright light of a color of your choice to a radius of 10 feet. Each creature of your choice that starts its turn within the light or enters it for first the first time on its turn gains temporary hit points equal to your 1 + your proficiency bonus.

A luminary of the Astral Sea

Chromatic Orb

5th-level Luminary feature

While you are holding your glassblower's tools, you have the chromatic orb spell prepared, it counts as an artificer spell for you, you can ignore its material component, and you can cast it at will, without expending a spell slot.

Greater Bulb

9th-level Luminary feature

The radius of your Planar Bulb's effects doubles.

Additionally, as an action while you are within 5 feet of your Planar Bulb, you can cause the glass to shatter, releasing its energy, and destroying the bulb early. The bulb gains a secondary, instantaneous effect, which can be found on the Greater Bulb Table.

Once you shatter your bulb in this way, you can't do so again until you finish a long rest.

Greater Bulb Table
Light Source Effect
Lower Plane Each creature of your choice within the bulb's light must make a Constitution saving throw. On a failure, a target takes 4d8 damage of type you chose when you created the bulb and is frightened of you for 1 minute. On a success, a creature takes half as much damage and is not frightened. A frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.
Moon Each creature of your choice within the bulb's light gains the benefits of the disguise self spell.
Nowhere You cast shadow of Moil, targeting yourself, without expending a spell slot.. When cast in this way, the spell is an artificer spell for you
Sun Each creature of your choice within the bulb's light must make a Constitution saving throw. On a failure, a target takes 4d10 radiant damage and is blinded for 1 minute. On a success, a creature takes half as much damage and is not blinded.
Upper Plane Each creature of your choice within range regains 3d8 hit points.

Release the Light

15th-level Luminary feature

While you are holding your glassblower's tools, you can use an action to cast prismatic spray without expending a spell slot. When cast in this way, it is considered an artificer spell for you.

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

Path of the Ironclad

Rampaging colossi of metal and murder, barbarians of this path wield powers of magnetism to turn themselves into living wrecking balls, disarming their opponents and smashing through enemy lines. By applying forces of attraction and repulsion, these warriors can be armed and armored at a moment's notice, defy gravity, and shatter the formation and movements of enemy troops.

Clad in Iron

3rd-level Path of the Ironclad feature

You can don or doff armor made of metal as an action.

Also, while you aren't incapacitated, you can pull Small or smaller objects made primarily of metal within 5 feet of you into your space (no action required). When you do so, you can also grab the object if you have a free hand, or cause it to stick to you. The number of objects you can have stuck to you this way is equal to twice your Constitution modifier, and a creature other than you must use their action to remove one from you. You must be wearing armor made of metal to gain these benefits, and a chosen object can't be worn or carried.

The range of this feature increases to 10 feet beginning at 10th level.

Ferromagnetic Force

3rd-level Path of the Ironclad feature

Your control over metal allows you to push and pull strikes directed to and from you. When you enter your rage, and as a bonus action on each of your turns while raging, you can gain one of the following benefits until your rage ends, or until you choose a different benefit:

Attractive Hide. When a creature hits you with a melee weapon made of metal, you can force it to make a Strength saving throw. On a failure, the weapon is torn from its grasp and remains stuck to you until you choose to drop it, or until a creature uses its action to make a Strength saving throw to wrench it free.

Repelling Strike. Once per turn, when you hit a creature with a weapon made of metal, you can force the creature to make a Strength saving throw. The creature has disadvantage on its saving throw if it is wearing armor made of metal. On a failure, the creature is knocked prone or pushed up to 10 feet away from you (your choice).

The saving throw DC for these effects is equal to 8 + your proficiency bonus + your Constitution modifier, and you must be wearing armor made of metal to gain these benefits.

Behemoth

6th-level Path of the Ironclad feature

You gain proficiency with heavy armor, and you can gain the benefits of raging and your Fast Movement feature while wearing heavy armor.

Once on each of your turns, when you push a creature away from you while wearing armor made of metal and raging, you can push them an additional 5 feet. If you move towards the creature immediately after pushing them this way, each 2 feet of movement you move towards them only costs you 1 foot of movement, and that movement doesn't provoke opportunity attacks.

A Resonanator Alters Arcane Frequences

Pole Position

10th-level Path of the Ironclad feature

As a bonus action, you can gain a flying speed of 60 feet and can hover until the end of your turn. You fall if you end this turn in the air and nothing else is holding you aloft. Additionally, for the next minute, your jump distance is tripled. You must be wearing armor made of metal to gain these benefits.

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

Supermagnetic

14th-level Path of the Ironclad feature

Your magnetism can tap into even minute traces of metal in those around you. When you enter your rage, you can force each creature of your choice within 30 feet of you to make a Strength saving throw against your Ferromagnetic Force DC. A creature can choose to fail this saving throw. On a failed save, a creature is pushed or pulled (your choice each time you use this feature) up to 15 feet away from or towards you. A creature wearing armor made of metal or holding an object made of metal has disadvantage on this saving throw. Unsecured objects of your choice that are made of metal and completely within the area are also pushed or pulled this distance.

Additionally, until your rage ends, you gain one of the following benefits of your choice:

  • Other creatures of your choice wearing armor made of metal or holding an object made of metal only need to spend 1 foot of movement for every 2 feet they move while within 30 feet of you.
  • Other creatures of your choice wearing armor made of metal or holding an object made of metal treat the area within 30 feet of you as difficult terrain.

College of Resonance

Bards of the college of resonance seek to truly understand sound. They aim to learn how to use their voices not just to for their trade, but as a weapon. To empower their companion's strikes and spells, while shaking their foes to the core.

These bards are often found as orators, story tellers, historians, guides or other roles that allow them to speak freely and often. As the power of their voice needs sharpening as so not to dull.

Power of Voice

3rd-level College of Resonance feature

Your magic flows through your words. You can ignore the material components of spells you cast that don't have a gold cost associated with them. When cast this way, the spell gains a verbal component if it didn't have one already.

In addition, when you speak you can make it sound like your voice originates from a point of your choice within 30 feet of you.

Delayed Reverb

3rd-level College of Resonance feature

Your words strengthen your allies attacks and fill them with echoing power. When a creature that has a Bardic Inspiration die from you hits a creature with an attack, it can roll that die and deal thunder damage equal to the number rolled to the target and all other creatures within 5 feet of it.

At 14th level, the additional thunder damage is dealt to all creatures within 10 feet of the target.

Arcane Frequencies

6th-level College of Resonance feature

You layer magical energy within sounds, creating arcane resonances and reverberations. Whenever you or a creature you can see within 60 feet of you deals thunder damage, you can roll your Bardic Inspiration die and add additional force damage to the attack equal to the roll (no action required).

True Resonance

14th-level College of Resonance feature

Your connection to sound grants you blindsight out to a range of 60 feet. Whenever you expend a use of your Bardic Inspiration for any Bard feature the range of this blindsight increases to 300 feet for 10 minutes.

In addition you have immunity thunder damage, and you are immune to the deafened condition.

Irradiant Domain

The light of the divine has—in a poetic twist of irony—a dark side. Those that utilize the more terrible aspects of the source of holy power, the plane of positive energy, refer to it as 'irradiance'; the fuel of life itself taken to the extreme. While positive energy is what clerics tap into to heal wounds and bless their allies, a given individual can only take so much of it. Pushed past the limits of safety, positive energy causes rampant mutation and cancerous tumors, or destroys a creature outright. Clerics of this domain that believe in a higher power worship strange beings, celestials driven mad by exposure to too much holy light, or vile entities like Ragnorra that use positive energy to create a disturbing mockery of natural life under their control.

Domain Spells

1st-level Irradiant Domain feature

You gain domain spells at the cleric levels listed in the Irradiant Domain Spells table. See the Divine Domain class feature for how domain spells work.

Irradiant Domain Spells
Cleric Level Spell
1st cure wounds, ray of sickness
3rd scorching ray, wither and bloom
5th mass healing word, ray of unseen energy
7th positive surge, sickening radiance
9th epicenter, transmogrifyOES

Positive Flames

1st-level Irradiant Domain feature

You gain the word of radiance cantrip if you don't already know it, and it gains the following additional benefits when you cast it:

  • Its range becomes 10 feet.
  • You can grant any creature within its range temporary hit points equal to its damage roll. These temporary hit points fade at the start of your next turn.

Over-Exposure

1st-level Irradiant Domain feature

When you would restore hit points to a creature with a cleric spell of 5th level or lower, you can instead choose one of the following effects and force the creature to make a Constitution saving throw against your spell save DC.

Burn. On a failed save, the creature takes radiant damage equal to the hit points that would have been restored (including excess hit points), or half as much damage on a successful one.

Irradiate. On a failed save, the creature is poisoned until the end of its next turn, and any other creature that starts its turn within 5 feet it must succeed on the same saving throw or also become poisoned until the end of the turn.

Channel Divinity: Meltdown

2nd-level Irradiant Domain feature

You can use your Channel Divinity to set off a runaway reaction of holy destruction.

As a bonus action while holding your holy symbol, you can begin charging your body with positive energy. The charge begins as 1d10, and it gains an additional d10 each time you cast a cleric spell (2d10 if the spell is of 3rd level or higher), to a maximum number of dice equal to 1 + your proficiency bonus. The charge explodes after 1 minute, when you are reduced to 0 hit points, or when you choose (no action required). When the charge explodes, roll its dice. Each creature within 20 feet of you (other than yourself) must make a Constitution saving throw, taking radiant damage equal to the roll on a failed save, or half as much damage on a successful one.

A creature sets off a chain reaction when caught in the explosion, provided it is poisoned by or has temporary hit points from one of your cleric spells or features. An additional, identical explosion erupts from it in the area within 10 feet of it. A creature in the area of more than one explosion is affected only once.

Increased Reactivity

6th-level Irradiant Domain feature

You gain resistance to radiant damage, and when you attempt to poison a creature that isn't a Construct with one of your cleric spells or features, you ignore any immunity it has to the poisoned condition if it isn't immune to radiant damage.

Also, when you cast a cleric spell of 5th level or lower that restores hit points to a creature, you can target one additional creature with the spell, provided it is within 5 feet of another target. The spell restores only half as many hit points for the second target.

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

Potent Spellcasting

8th-level Irradiant Domain feature

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

Critical Mass

17th-level Irradiant Domain feature

When you use your Channel Divinity: Meltdown, you can expend additional uses of your Channel Divinity to increase its potency. For each additional use you expend, the charge and its maximum number of dice increases by 2d10.

Additionally, when the charge explodes while at 6d10 or higher, each creature that fails its saving throw also becomes radioactive. A radioactive creature is poisoned, and itself and each creature within 5 feet of it take 1d10 radiant damage at the start of each of its turns. At the end of each of its turns, a radioactive creature can repeat its saving throw. On a success, the effect ends on the target.

Circle of the Poles

Most often found living near that which they revere and protect most, druids of the Circle of the Poles harness the electro-magnetic and thermal energies present at a celestial body's true north and south. Mixing magnetism and thermodynamics, these druids are more akin to natural philosophers of physics than the stereotypical druids of the land, but they are no less reverent to nature, which guides them in their usage of these deeply primal sources of power and life. They recognize that there is no natural world without these forces and fight ardently to protect them.

As adventurers they find immense satisfaction in traveling from one side of a planet, moon, or comet to the other, testing the way electro-magnetic fields and temperature vary as they travel. More than any other druid, the think deeply about these energies and contemplate ways in which they should be altered.

Arctic Protection

2nd-level Circle of the Poles feature

When you use your Wild Shape to enter a beast form, you gain resistance against your choice of cold or fire damage. In addition, you can choose for it to have white scales, skin, feathers, fur, or other extremities, such as that of a polar bear. When you do so, you have advantage on Dexterity (Stealth) checks while in an arctic terrain. You lose these benefits when you revert to your normal form.

Dipolar Form

2nd-level Circle of the Poles feature

As a bonus action, you can expend a use of your Wild Shape to enter your choice of north form or south form instead of entering a beast form. Your choice lasts for 10 minutes or until you die or end it early as a bonus action. While you remain in your choice of form you gain the form's benefits for the duration.


North Form. Your magic infuses with the chill of the arctic
 and pull of the north. When you cast a spell that affects an
 area, you can choose a point within that area as its North
 Pole. The point remains your North Pole until the spell
 ends or you cast a new spell and designate a new North
 Pole. When a North Pole is created, and when you start
 your turn while one remains, creatures within 5 feet of the
 North Pole take 1d4 cold damage. In addition, as a bonus
 action while a North Pole remains, you can force each
 creature within the spell's area to make a Strength saving
 throw against your spell save DC or be pulled toward the
 North Pole. A creature can be pulled a number of feet up
 to 5 × your proficiency bonus.
South Form. You can channel the geothermal heat of vol-
 canoes and the push of the south. Your spell and weapon
 attacks deal an extra 1d4 fire damage on a hit. In addition,
 when you enter this for and as a bonus action on subse-
 quent turns while you maintain it, you can to make a
 ranged spell attack against a target within 30 feet of you.
 On a hit, the target is pushed in a direction of your choice
 up to a number of feet equal to 5 × your proficiency bonus
 and must succeed on a Strength saving throw against
 your spell save DC or be knocked prone.


This damage increases to 2d4 at 10th level.

Thermocompass

6th-level Circle of the Poles feature

You always know which way is North and you have advantage on saving throws against being forced to move.

Additionally, you ignore the effects of Extreme Weather, and you can touch a willing creature as an action to determine whether its internal temperature and whether it is suffering from a poison or disease that alters its internal temperature.

Thermal Sense

10th-level Circle of the Poles feature

You learn to sense the presence of heat (or lack thereof) within everything. As an action, or as a bonus action while you are in a beast form or dipolar form, you can gain blindsight to a range of 30 feet for 1 minute. While you benefit from this sight, you see shapes as outlines of heat.

This sense can penetrate most barriers, but it is blocked by 3 feet of stone, 1 foot of common metal, 1 inch of lead, or 5 feet of wood or dirt.

You have a number of uses of this feature equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

A Fire Genasi in South Form

Polar Vortices

14th-level Circle of the Poles feature

You learn to create diametrically opposed vortices to consume your enemies. As an action, you can choose two points that you can see within 300 feet of you, so long as the points are at least 60 feet from one another, and begin concentrating (as if on a spell) for up to 1 minute. A 15-foot-radius, 10-foot-tall vortex appears centered on each point, each spinning either clockwise or counterclockwise (your choice). Both vortices last for the duration, and their radii grow 5 feet the start of each of your turns while you maintain concentration.

A creature that starts its turn within a vortex or enters it for the first time on its turn must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 3d8 fire (clockwise) or cold (counterclockwise) damage and is thrown 30 feet in the direction of the vortex's spin relative to the center. For example, a creature west of the clockwise vortex would be thrown north, whereas a creature west of the counterclockwise vortex would be thrown south. On a success, a creature takes half as much damage and isn't thrown.

While the vortices overlap, you have disadvantage on Constitution saving throws to maintain concentration.

Once you use this feature, you can't do so again until you finish a long rest or you expend a spell slot of 7th level or higher to do so again.

A Heavy Knight Adds Weight Everywhere

Heavy Knight

Heavy cavalry, juggernaut, bastion--these are some of the words thrown around to describe knights in heavy armor, but all come short in describing the Heavy Knights. Donning armor infused with the weight of dying stars and black holes, these defensive titans don't just throw their weight around the battlefield, they warp the relativity of it, crushing their enemies into the event horizon of their reach and pulling allies into a protective embrace.

Gravity DC

If a Heavy Knight feature requires a saving throw, your Gravity DC is equal to 8 + your proficiency bonus + your Strength modifier.

Gravitational Field

3rd-level Heavy Knight feature

You learn to channel the weight of your armor into a field that further protects those around you. As a bonus action while you are wearing heavy armor, you can magnify the weight of your armor and emit a field in a 15-foot-radius around you. The radius of the field increases by 15 feet if your AC is greater than 17 or 30 feet if it is greater than 21.

While the field is present, creatures of your choice other than you that start their turns in your field or enter it for the first time on their turns gain a +1 bonus to AC and Strength saving throws. This bonus increases to +2 at 10th level.

When a creature within the field that you can see is targeted by a ranged weapon attack, you can use your reaction to pull the attack toward you, changing its target. If you would pull the attack from its normal range to its long range, the attack is made at disadvantage.

Your field lasts for 1 minute. It ends early if you are no longer wearing heavy armor, are incapacitated, you end it early as a bonus action, or you use a Heavy Knight feature that collapses your field.

You have two uses of your Gravitational Field, and you recover all expended uses at the end of a short or long rest.

Starward Collapse

3rd-level Heavy Knight feature

You learn to collapse your gravitational field, drawing it and other creatures inward toward you. When you take the Attack action while your Gravitational Field is present, you can replace one of the attacks with a sudden implosion of your gravitational field, collapsing it early. When you do so, each creature of your choice within the field must succeed on a Strength saving throw or be pulled up to 10 feet toward you and knocked prone.

Heavy Conditioning

7th-level Heavy Knight feature

You recognize that your kit is as essential to your power as your strength. Over the course of a short or long rest, you can infuse cosmic power into a set of heavy armor, increasing its weight and versatility. When infused in this way, the armor is considered magical and its wearer gains resistance to radiant damage.

When you wear heavy armor infused in this way, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

You can infuse a number of armors equal to your proficiency bonus. If you infuse another set of armor beyond this number, the oldest set loses its infusion.

Pulsar Collapse

10th-level Heavy Knight feature

Like a pulsar, you learn to direct your power in precise bursts. When you hit a creature with a melee attack and your Gravitational Field is present, you can choose to temporarily deactivate your Gravitational Field (no action required), collapsing it until the start of your next turn, at which point its duration resets. When you do so, you roll one additional weapon damage die for every 15 feet your Gravitational Field extends when calculating the damage for the attack.

Once you collapse your Gravitational Field in this way, you can't do so again until you finish a short or long rest.

Shifted Field

15th-level Heavy Knight feature

When you activate your Gravitational Field, you can choose one of the following benefits:


Blueshift. The radius of your field is halved, but the bonus
 granted to creatures of your choice within the field
 increases to +3 and you gain a +1 bonus to your Gravity
 DC while the field is present.
Redshift. The duration of your field increases to 10 minutes
 and all ranged attacks you pull toward you are made at
 disadvantage, but the bonus granted to creature of your
 choice within the field decreases to +1.

Supernoval Protection

18th-level Heavy Knight feature

You go out with a bang. As a bonus action, you can collapse your Gravitational Field and release a brilliant blast of cosmic energy that creates new stars in its wake. Each creature of your choice within 120 feet that you can see other than you becomes shrouded in gravitational energy for 1 minute. While shrouded in this way, the creature gains resistance to radiant damage, force damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks, gains a flying speed equal to its walking speed, and can hover. In addition, when a hostile creature ends its turn within 10 feet of a shrouded creature, it must make a Dexterity saving throw against your Gravity DC or take 2d10 radiant damage.

Once you collapse your field in this way, you can't do so again until you finish a long rest.

Way of the Singularity

Monks of the Way of the Singularity learn to manipulate the fundamental physical laws of the world. They study the connection between the ki that flows through all living things and the forces that surround them. Through their understandings they can control the way that these forces impact beings, and connect to the forceless void by reducing their own connection to those forces.

Through extreme meditation and understanding of physics, they learn to manifest ki into microscopic pockets of intense gravity, creating imperceptible black holes for infinitesimal moments. Without the incredible discipline of their meditations, such singularities would threaten to destroy the fabric of the worlds these monks frequent, making the journey to becoming such a practitioner one that is often cautioned and closely controlled.

Gravity Strike

3rd-level Way of Singularity feature

You can manipulate others' gravity through your strikes. Once per turn, when you hit a creature with a melee weapon attack, you can push it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

When you use your Flurry of Blows, you can move a creature in this way twice that turn.

Void's Body

3rd-level Way of Singularity feature

Your connection to the vast emptiness of the void has changed your body. The amount of time you can hold your breath, and the amount of time you can remain conscious while suffocating, is multiplied by 10.

Additionally, you can use a bonus action to spend 1 ki point. When you do so, you gain blindsight to a number of feet equal to 5 times your proficiency bonus for 1 minute.

Crushing Force

6th-level Way of Singularity feature

You can cause a creature to be weighed down by its own gravity. Once on your turn turn, you can choose a creature you can see within 30 feet of you (no action required) to have its speed halved until the start of your next turn. You then have advantage on the first melee attack against this slowed creature before the end of the turn.

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.

An Entropic shows Disorder is not Unbalanced

Singularity Strikes

11th-level Way of Singularity feature

Your control over gravity grows stronger, filling each strike. You gain the following benefits:

  • You can use your Gravity Strike any time you make a melee weapon attack on your turn, instead of once.
  • You can use your Gravity Strike on creatures of any size.
  • When you hit a creature with a melee weapon attack, you can forego using your Gravity Strike to force the creature to make a Strength saving throw against your ki save DC or be knocked prone.
  • When you push a creature using your Gravity Strike after hitting it with an unarmed strike granted by your Flurry of Blows, you can push it up to 15 feet, instead of 5. You can move three feet for every one foot of movement you take toward a creature you've pushed this way since the start of your last turn.

Reality Sunder

17th-level Way of Singularity feature

Your focused ki can create a singularity capable of destabalising space-time itself. As an action, you can expend 2 to 10 ki points to create a singularity at a point you can see within 60 feet of you. The singularity affects an area with a radius of 5 feet per ki point spent. Each creature within that radius must make a Strength saving throw. On a failed save, a creature takes 1d6 force damage per ki point spent and is pulled toward the singularity's center, ending in an unoccupied space as close to the center as possible. On a success, a creature takes half as much damage and is only pulled half as far. A creature reduced to 0 hit points by this damage is cast outside of space and time. Such a creature and everything it is wearing and carrying, except magic items, vanishes completely from existence, and it can't be returned to reality by any means short of a wish. Unsecured objects within the range are also pulled towards the singularity's center.

Oath of Entropy

The Oath of Entropy sets its paladins, who are called Entropics, on a difficult path that explores the delicate line between balance and chaos. These divine warriors embrace a calling to protect the line--though never fully, for entropy must be allowed into all things, even its preservation--so that the forces of chaos never take control and spiral the world into an uncontrollable heat-death. They recognize that alance must be kept between people, in the world around them, and also in the self.

To walk this path, these paladins swear to not allow disruptions to spread and unbalance other systems, while also striving to return balance where it has been lost. Through this oath, these paladin manifest powers that balance heating and cooling and abilities that grant them insight into energy's relationship with its hosts.

Tenets of Entropy

The exact tenets of the Oath of Entropy may differ, but they always follow the same basic principles.

Be the Balance. Clashes may develop from the differences between beings and the world around them. If common ground can be found, balance can be struck.

Disorder is not Unbalanced. Chaos can exist within a balanced system. Too much pressure on a system can cause further unbalance.

Keep a Cool Head. A calm mind is a tool that can help any situation. Do not let yourself become blinded.

Warm Your Heart. Compassion need not be lost to keep the balance. You must also maintain the balance between your mind, body, and soul.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Entropy Spells
Paladin Level Spells
3rd burning hands, fog cloud
5th heat metal, misty step
9th protection from energy, sleet storm
13th fire shield, ice storm
17th cone of cold, flame strike

Channel Divinity

3rd-level Oath of Entropy feature

You gain the following two Channel Divinity options.

Resist Equilibrium. You can use your Channel Divinity to guard a creature's body temperature from their environment. As an action, you can choose any number of creatures you can see within 30 feet of you. For 1 hour, you and the chosen creatures are immune to the effects of extreme temperatures.

Energy Transference. You can use your Channel Divinity to imbue a weapon with heat or cold. As an action, you can grant a weapon of your choice you can see within 30 feet of you energy 1 minute. While a weapon has this energy, it deals additional cold or fire damage, your choice when you use this Channel Divinity, equal to your Charisma modifier.

Aura of Conversion

7th-level Oath of Entropy feature

You emanate an aura that allows you and your companions to completely change the energy you create to attack with. When you and any creatures of your choice within 10 feet of you deal fire or cold damage, the damage dealt can instead deal cold or fire damage. Once per turn, your Charisma modifier is added to one damage roll that has its damage type changed in this way.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Thermal Shroud

15th-level Oath of Entropy feature

You can counter attacks with burning smoke and freezing vapors. When you or another creature you can see within 10 feet of you is hit by an attack roll from a creature within 5 feet of it, you can use your reaction to cause that creature to take your choice of cold or fire damage equal to twice your Charisma modifier (minimum of 2) if you're not incapacitated.

Perfect Entropy

20th-level Oath of Entropy feature

You can reach a perfect balance of thermal energy. As a bonus action, you gain the following benefits for 1 minute:

  • You have immunity to cold and fire damage.
  • You can use your Thermal Shroud once on every turn without using your reaction.
  • Your Thermal Shroud can be used when a creature within 30 feet of you is hit by an attack roll from a creature within 15 feet of it.

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

Nomad

A Nomad sees stillness as just another enemy. The foes they seek do not stand idly, waiting to be thwarted. Indeed, the forces of evil in the world are in constant motion, always probing for weakness or pursuing their machinations. In this, a Nomad and their prey are uncannily alike. Nomads live as small groups, or as individuals, preferring to spend their lives on the open road. They use their preternatural speed to best their quarry.

Nomad Magic

3rd-level Nomad feature

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

Nomad Spells
Ranger Level Spells
3rd longstrider
5th pass without trace
9th haste
13th freedom of movement
17th alacrity

A Nomad Prepares to Go Fast

In Motion

3rd-level Nomad feature

Once on each of your turns, when you would move, you can instead expend all your remaining movement to charge up to that distance in a straight line. Moving in this way doesn't provoke opportunity attacks, and if you moved at least 10 feet directly toward a creature or object, the next time you hit it with a melee weapon attack this turn you deal 1d8 additional damage.

Wanderlust

3rd-level Nomad feature

Your group can travel for an additional 2 hours before risking exhaustion, and traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.

Additionally, when you move, other creatures within 5 feet of you that you choose can use their reaction to move up to half their speed without provoking opportunity attacks. A creature stops moving in this way if it ever leaves the area within 5 feet of you.

Celerity

7th-level Nomad feature

You can take the Dash action as a bonus action, and when you take the Dash action, until the end of that turn, a creature that uses the reaction granted by your Wanderlust feature can move up to its speed instead of only half.

Share the Journey

11th-level Nomad feature

When you hit a creature with a melee attack after moving at least 10 feet directly toward it, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature must immediately use its reaction, if available, to move as far as half its speed would allow away from you.

Fleeting Contact

15th-level Nomad feature

You can move along vertical surfaces, across liquids, and across gaps as wide as 15 feet without falling during the move.

Also, when a creature hits you with an attack, you can use your reaction to immediately move up to half your speed without provoking opportunity attacks.

Platformer

There are few combat adages as universal as "seize the high ground," and even fewer rogues of the Platformer archetype that don't live and breathe this recommendation. As a platformer, you learn to create and take advantage of elevation during combat and your daily life. You climb with the nimbleness of a spider, leap with the poise of a frog, and channel the magic that grants you power with the practiced creativity of the arcane.

But becoming a platformer is no mere choice. It is a journey comparable to rescuing a princess or escaping a facility that wishes you to believe that cake is a lie. To become a platformer, you must undergo a magic ritual that binds you to dimensional structures and magical force. It may take minutes if you have the speed to run through its tests, hours, or days. But by completing it, you gain an incredible ability to create magical barriers wherever you might need them.

Climber's Physique

3rd-level Platformer feature

You've developed the body and control of one regularly off the ground. You gain a climbing speed equal to your walking speed and you have advantage on Strength and Dexterity checks made to jump, climb, or fall safely.

Additionally, you gain a climber's kit (see Adventuring Gear) if you don't already have one. For you, climber's kits are a tool, you gain proficiency with them, you can use them as a bonus action rather than an action, and you can anchor into any stationary object or structure so long as it is your size or larger, even if it wouldn't normally bear your weight.

At 13th level, you can anchor into a willing creature that is your size or larger. While serving as your anchor, the creature's movement speed is halved.

High Ground

3rd-level Platformer feature

You gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are directly above it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Additionally, as a bonus action, you can create an invisible horizontal platform of force at a point within 30 feet that you can see. It can be free floating or resting on a solid surface, can support up to 500 pounds of weight before breaking, and it is made up of a number of 5-foot-by-5-foot panels equal to your proficiency bonus. Each panel must be contiguous with another panel. In any form, the platform is 1/4 inch thick. It lasts until the start of your next turn. If the platform cuts through a creature's space when it appears, the creature is pushed to one side of the platform (it chooses which side).

Nothing can physically pass through the platform, and it is immune to all damage. However, it can be dispelled by dispel magic, and a disintegrate spell or similar spell destroys the platform instantly.

Ineffable Trapeze

9th-level Platformer feature

Your climber's kit's anchor distance increases from 25 feet to 60 feet, and you take no falling damage when it prevents you from falling.

Moreover, while you are hanging from your anchor, you can move in an arc centered on the anchor. The radius of the arc is equal to your distance from the anchor. When you move along the arc, you can expend 1 foot of movement for every 3 feet you travel, and if you use an object interaction to release your tether to the anchor on the same turn that you've moved at least 10 feet along the arc, you gain a flying speed of 60 feet until the end of your turn.

Surface Portals

13th-level Platformer feature

You learn to view the world in two dimensions and exploit its lack of depth. You can now orient your High Ground platforms horizontally or vertically. In addition, when you would move vertically or horizontally and encounter a surface (such as a wall, ceiling, or floor) that is no thicker than 1 inch deep, you can choose to pass through surface as if it weren't there.

Jump Off

17th-level Platformer feature

Even your enemies are but a springboard to your next platform. When you deal Sneak Attack damage to a creature within 5 feet of you, you can immediately jump off the creature as if you had taken a running start without provoking opportunity attacks. If you would end your jump within reach of another creature, you can use your bonus action to make a melee attack against that creature. On a hit, you can deal your Sneak Attack damage so long you satisfy the conditions for your Sneak Attack.

An Enharmonic Voice Casts Thunderwave

Enharmonic Voice

When you speak, people listen. When you sing, they watch. Perhaps it's always been this way, or perhaps this started after sonic energy from a distant plane washed through you. Maybe an ancestor survived a banshee's wail and that magic worked its way through your bloodline and into your voice. Whatever the cause, you are a sorcerer of the multiverse's enharmonic sounds, that which sounds natural but is something deeper, more powerful, slightly off, and all that much more powerful because of it.

Sonorous Magic

1st-level Enharmonic Voice feature

You learn additional spells when you reach certain levels in this as class, as shown on the Sonorous Magic 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 spell must have a verbal component and appear on the bard spell list.

Sonorous Magic Table
Sorcerer Level Spells
1st healing word, thunderwave
3rd magic mouth, shatter
5th concussive blast, mass healing word
7th compulsion, confusion
9th dominate person, wall of force

Deafening Disharmonics

1st-level Enharmonic Voice feature

As an action, you can amplify your enharmonic resonance a number of feet around you equal to 15 times your proficiency bonus. Each creature of your choice within the area must make a Constitution saving throw or become deafened for 1 minute or until it moves out of range. While deafened in this way, the creature's speed is halved and any metallic objects that it is wearing or carrying vibrate uncontrollably. If the object is being worn as armor, the creature suffers a penalty to its AC equal to half your proficiency bonus; if the object is being wielded as a weapon, the creature subtracts half your proficiency bonus from attack rolls made with the weapon.

Once you use this feature, you can't do so again until you finish a long rest or you spend 3 sorcery points to use it again.

Preternatural Performer

1st-level Enharmonic Voice feature

You gain proficiency with musical instruments and the Performance skill. If you are already proficiency with this skill, you can add your proficiency bonus twice, instead of once, to ability checks you make with Performance.

Resonant Restoration

6th-level Enharmonic Voice feature

Your voice's magic inoculates you and your allies against the dangers of sound. You gain resistance to thunder damage.

Additionally, when you target a creature with a sorcerer spell that heals, you can spend 2 sorcery points to end an effect that is causing the target to be charmed, deafened, or frightened or to grant the creature resistance to thunder damage for 1 round.

Transport via Sound

14th-level Enharmonic Voice feature

You learn to match the harmony of the universe, granting you passage through the medium of sound. When a creature you can hear within 120 feet speaks or plays a musical instrument, you can use your reaction to teleport to an unoccupied space within 10 feet of the creature.

Cataclysmic Concert

18th-level Enharmonic Voice feature

Your performances threaten the very fabric of reality. As a bonus action, you can begin performing for 1 minute, or until you lose of concentration (as if concentrating on a spell). For the duration, you gain the following benefits:

  • Creatures of your choice that start their turns within 60 feet of you that can hear you must make a Wisdom saving throw against your spell save DC or use their movement to move in a direction of your choice.
  • You have advantage on Charisma (Performance) checks, your jump distance is doubled, and you automatically succeed on Dexterity checks to dance or jump off elevated surfaces.
  • When you cast a sorcerer spell with a verbal component that deals damage or heals a creature, you can add your Charisma modifier to one of the spell's rolls.
  • You can cast a spell with "power word" in its name, even if you don't know it, provided you have the spell slots to do so. When you do so, it is a sorcerer spell for you, and you can add your sorcerer level to the total number of hit points its target must have to be affected.

Once you use this feature, you can't do so again until you finish a long rest or you spend 7 sorcery points to use it again.

The Quantum

To say your patron exists is a bit of a stretch already, as your patron operates within the quantum state of neither being or not being, unable to be observed. Perhaps your patron is such because it resides within a quantum realm where nothing can truly be measure or because it is so infinitesimal that no one can assuredly say whether it does or doesn't exist. Or perhaps your patron is trapped within a box that could either kill it or leave it alive, and until the box is opened, no one knows if it is alive or dead.

Regardless of how your patron has entered into its quantum state, it has learned to share the power of superposition and quantum mechanics, allowing you to willingly enter and exit multiple states of existence.

Expanded Spell List

The Quantum 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.

Quantum Expanded Spells
Spell Level Spells
1st false life, sanctuary
2nd blur, wormhole
3rd ray of unseen energy, spaghettify
4th quantum weapon , secret chest
5th passwall, temporal shunt

Schrodinger's Warlock

1st-level Quantum feature

You learn to exist in multiple states at once. As a bonus action, you can choose an unoccupied space that you can see within 60 feet of you. For the next minute, or until you end this effect (no action required), the space is considered occupied by your quantum body, which can't be targeted by attacks or destroyed, and at the start of each of your turns, you can roll a d20. On an 11 or higher, you teleport to the space, swapping places with your quantum body.

Additionally, when you are targeted with an attack or forced to make a saving throw, you can use your reaction to roll a d20, swapping places with your quantum body on an 11 or higher and causing the attack to miss or the effect to fail.

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

Limited Observer

6th-level Quantum feature

You recognize that observation defines reality, so you occasionally choose to leave it undefined. At the start of your turn, you can choose to become blinded until the start of your next turn. While blinded in this way, you can target creatures within 300 feet of you with attacks and spells, even if the target wouldn't normally be within the attack or spell's range. When you make an attack while blinded this way, you don't have disadvantage on the attack roll, but you can't benefit from advantage on the attack roll.

Unobservable

10th-level Quantum feature

When you use your bonus action to become blinded, you can also choose to become invisible while you are blinded (no action required).

You have a number of uses of this equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Liminal

14th-level Quantum feature

You can circumvent the certainty of death. When you are reduced to 0 hit points, you can choose to not be knocked unconscious. Instead, you can immediately roll all of your death saving throws in succession. Regardless of whether these result in your return to 1 hit point, stabilization, or death, you remain at 0 hit points and conscious for the next minute. While conscious, you are invisible and you can't be targeted by any attacks, spells, or effects, including those you would cast or create, though you can move and take actions as usual. At the end of the minute, your rolls take effect, unless there are no hostile creatures capable of observing your body, in which case you are returned to life with 1 hit point and all of your spell slots restored.

Each time you roll death saving throws in this way, you need one fewer failures to die (minimum of 1). This count resets when you finish a long rest.

A Relativity Wizard and Her Spellbook

Arcane Tradition: Relativity

For any society to become a stellar civilization, it is essential for each planet to develop means by which its denizens can leave its gravity well. For generations, the question vexed all scholars, including wizards. Then, almost as if by divine providence, wizards across the multiverse began to study a similar subset of magic, and within an age, each planet had developed gravity defying wizards who were essential in the creation of starships. Even today, it is one of the most highly encouraged paths at the wizard academies is that of relativity.

Relativity Savant

2nd-level Relativity feature

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

Gravitational Field

2nd-level Relativity feature

You learn how to manipulate arcane energy into a gravitational field like that of a planet. As a bonus action, you can emit an aura of orbiting gravity to a range of 10 feet, which lasts for 1 minute or until you dismiss it (no action required), are incapacitated, or die. While your field is active, you gain the following benefits:

  • When you activate this feature and as a bonus action on subsequent turns while your field is active, you can choose to push or pull a creature within the aura 10 feet in direction of your choice. An unwilling creature can make a Strength saving throw against your spell save DC to resist this effect.
  • Objects in the field that are not being worn or carried orbit around you harmlessly. When you cast a relativity spell of 1st level or higher, however, you can force an object to accelerate out of the field in a direction of your choice in a line. The length of the line is equal to 10 times the spell level. Any creature in that line must make a Dexterity saving throw or take 1d6 damage for every 10 feet the object traveled.
  • You gain a bonus to your AC equal to your Intelligence modifier against attacks made from outside your field.

You have two uses of this feature, and you regain all expended uses at the end of a short or long rest.

Temporal Velocity

6th-level Relativity feature

The strength of your mind dilates time around you, causing others to see you as disjointed in the present. While you are concentrating on a relativity spell of 1st level or higher, your movement speed is doubled, and when you move 30 or more feet in a straight line, your movement doesn't provoke opportunity attacks as you appear to teleport.

Wormhole

10th-level Relativity feature

When a creature fails a saving throw against a relativity spell you cast while your gravitation field is present, you can use your reaction to open a wormhole to your gravitational field, teleporting the creature to an unoccupied space within the field.

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

Singularity

14th-level Relativity feature

You've learned to overload gravity within your field with such force you magnify the field and accelerate time within it. As an action while your field is present, you can overload your field, ending it early. When you do, time appears to stop for everyone outside your field and each creature within your field can take one turn, during which it can use actions and move as normal, though it must remain in the field. If a creature exits the field's area, its extra turn immediately ends and it is frozen in time like those outside it.

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

Relativity Tag Spells

The following spells gain the relativity tag.

Cantrips
  • dancing lights
  • lightning lure
  • sapping sting
  • singularity
     strike
1st
  • catapult
  • expeditious
     retreat
  • feather fall
  • floating disk
  • launch
  • magic missile
  • magnify
     gravity
2nd
  • apastron/
     periastron
  • blur
  • darkness
  • earthbind
  • immovable object
  • levitate
  • shunt
  • wormhole
3rd
  • catnap
  • fly
  • haste
  • pulse wave
  • spaghettify
  • slow
4th
  • dimension
     door
  • gravity
     sinkhole
  • reentry
  • resilient
     sphere
5th
  • alacrity
  • asteroid field
  • enervation
  • far step
  • temporal
     shunt
  • telekinesis
  • teleportation
     circle
6th
  • arcane gate
  • disintegrate
  • globe of invul-
     nerability
  • gravity fissure
  • plummet
  • scatter
7th
  • crown of stars
  • forcecage
  • reverse gravity
  • teleport
8th
  • antimagic field
  • dark star
  • sunburst
9th
  • gate
  • ravenous void
  • time ravage
  • time stop

An asteroid field spell wreaks havoc upon a floating city.

Absolute Zero

9th-level Evocation


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

Choose a point you can see within range. All energy within in a 30-foot-radius sphere centered on the point is leeched away, including light. Any spells creating light or causing a target within the sphere to increase its speed or number of actions, such as a haste spell is immediately dispelled. Nonmagical liquids freeze within the area freeze for 2d12 hours and gases are made solid until the start until the end of your turn.

Each creature within the area must make a Constitution saving throw. On a failure, a target takes 20d8 + 30 cold damage and has its speed becomes 0 for 1 minute. On a success, a creature takes half as much damage and has its speed becomes 0 until the end of your next turn. A creature killed by this spell becomes a frozen statue that can't be thawed by anything short of a wish spell.

Alacrity

5th-level Transmutation


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

You become capable of bursts of reality-defying quickness. Your speed is doubled, your movement and actions don't trigger reactions from hostile creatures, and you can take one reaction on every turn in combat.

Also, you can move through objects and the spaces of other creatures. Doing so doesn't count as difficult terrain. If you end your turn in an object or another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Apastron/Periastron

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (two magnets)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard

This spell attracts or repels creatures from each other, granting them the properties of a star's orbit. Choose two creatures within range. Each creature must make a Strength saving throw or suffer the effects of your choice of apastron or periastron for the duration.

Apastron. The affected creature can't move closer to the other creature by any means, even if pushed by another creature or forced to move by some other magical effect. If the affected creature would move vertically towards the other creature, such as by falling down or flying up, it instead hovers in the air or stays in place respectively.

Periastron. The affected creature is pulled directly into the closest unoccupied space to the other creature. It can't move farther away from the other creature by any means, even if pulled by another creature or forced to move by some other magical effect.

Asteroid Field

5th-level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pair of chestnuts)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

You create a 40-foot cube filled with drifting asteroids of all shapes and sizes, centered on a point within range. Each creature within the area when the asteroids appear must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

A creature moving into or through the cube takes 1d6 bludgeoning damage for every 5 feet it moves, as asteroids violently collide with its body. A creature that can see the asteroids can avoid this damage by expending an additional 1 foot of movement for every foot it willingly moves within the cube.

Axis

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a gyroscope worth at least 145gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

Choose a creature you can see within range; it must make a Charisma saving throw or begin rotating rapidly for the duration. The rotating creature's speed becomes 0, and if it makes a melee attack, it makes that attack against a random creature within its reach. At the end of each of its turns, the rotating creature can repeat its saving throw. On a failed save, it takes 6d4 bludgeoning damage as the energy of movement tears at its body. On a success, it takes half as much damage, then the spell ends.

Each time the target makes a saving throw against this spell, any creature within 10 feet of it is pushed a number of feet equal to its distance from the target: either clockwise or counterclockwise in a circle around it (your choice when you cast the spell).

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the spell's damage increases by 2d4, and the area within which creatures are pushed increases by 5 feet, for each level of the spell above 2nd.

Black Rain

6th-level Transmutation


  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: V, S, M (soot from burned phosphorescent moss)
  • Duration: Concentration, up to 1 hour
  • Classes: Cleric, Druid, Warlock

You cause foreboding clouds to coalesce in a 150-foot-radius circle high above a point you choose within range, loosing opaque pitch-dark fluid on all beneath. The spell fails if you can’t see a point in the air where the clouds could gather, such as if you're underground.

A creature touching the rain at the start of its turn must succeed on a Constitution saving throw or take 3d10 radiant damage. Inanimate plants that touch the rain take 30 damage.

The rain seeps into the ground and suffuses the clouds' shadow with dread. A creature that spends more than 1 minute beneath the clouds, even if not touching the rain, must make a Charisma saving throw. On a failed save, its soul's will to persist is eroded; it suffers one level of exhaustion, and any time it would regain hit points it regains only half as many. Additionally, it regains no hit points or Hit Dice from finishing a long rest, nor can it recover from exhaustion by any nonmagical means.

A creature can repeat its Charisma saving throw every 7 days, ending the effect on itself on a success. On a failed save, it suffers an additional level of exhaustion.

Detect Metal

1st-level Divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a long metal rod with a flat metal panel at the end)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

For the duration, you can sense the presence and location of metals within 15 feet of you. You also identify the kind of metal in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Epicenter

5th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A green, glowing rock)
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer

Choose a point you can see within range. A ball of bright light erupts from the point to a radius of 60 feet, passing through walls and barriers and spreading around corners. Each creature within the radius must make a Constitution saving throw. On a failure, a creature takes 6d6 radiant damage and is blinded for 1 minute. While blinded in this way, fire damage deals double damage to the creature and it has disadvantage on saving throws against being poisoned or diseased. On a success, a creature takes half as much damage and is not blinded.

A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Faranite's Arcane Pile

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (two discs made of copper and zinc)
  • Duration: Concentration, until broken
  • Classes: Artificer, Wizard

Make a melee spell attack against a creature within range. On a hit, the target takes 3d6 force damage and is grappled by you for the duration. A grappled creature can end the grapple and and break your concentration by using an action on its turn to make a Dexterity (Acrobatics) or Strength (Athletics) check contested by your Spell Attack Modifier.

While the creature is grappled, you can use an action to leech arcane energy from within it. When you do so, the target takes 3d6 force damage and you gain half as many temporary hit points (rounded down). Temporary hit points gained via this spell stack, unlike normal temporary hit points, though all are lost when you lose concentration on this spell.

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

Faranite's Cage

5th-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A bit of metal mesh)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Warlock, Wizard

A 10-foot cage in the form of a cube made of mesh metal appears centered on a point you can see within range for the duration. It has an AC equal to 10 + your spellcasting modifier; 100 hit points; resistance to nonmagical bludgeoning, piercing, and slashing damage; and immunity to lighting, poison, and psychic damage. A creature that would be trapped within the cube can use its reaction to make a Dexterity saving throw, moving to the nearest unoccupied space outside the cube on a success.

A creature within the cage has total cover from attacks outside the cage, has disadvantage on Wisdom (Perception) checks to see outside the cage, and can't be detected by divination magic originating from outside the cage. Creatures outside the cage have three-quarters cover from ranged attacks made from within the cage and total cover from melee attacks made from within the cage. All other spells and magical effects originating outside the cage can't target a creature or object within it, and active spells or magical effects already on a creature or object within the cage are suppressed if they originated from outside of it.

When you create the cage, and as a bonus action on each of your turns while the cage remains within 30 feet of you, you can conduct electricity throughout the cage. Each creature within the cube must make a Constitution saving throw. On a failure, a creature takes 3d8 lightning damage. On a success, a creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the cube increases by 5 feet and its hit points increase by 10 for each slot level above 5th.

Launch

1st-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a spring)
  • Duration: Instantaneous
  • Classes: Druid, Ranger, Sorcerer, Wizard

You are immediately launched up to 60 feet into the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum height you can launch increases by 60 feet for each slot level above 1st.

Pendulum

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny sphere hanging from a length of string)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Sorcerer, Wizard

Choose unoccupied space you can see within range. A Medium spectral sphere appears hovering in the space, a spectral length of rope stretching above it into infinity, for the duration. When you conjure this ball, and as a bonus action on each of your turns while it remains, choose a direction that is not up or down. The sphere swings in the direction.

On the turn you conjure this pendulum, the sphere swings 10 feet in your chosen direction, and 20 feet back in the opposite direction, forming a 5-foot-wide, 20-foot-long line. Each creature in that line must make a Strength saving throw. On a failure, a creature takes 5d10 bludgeoning damage and is pushed 5 feet beyond the line's area in the direction of the swing. On a success, a creature takes half as much damage and is not pushed. Objects and structures take double damage from this spell.

Each turn you concentration on this spell, the the sphere swings an additional 10 feet in either direction. For example, to form a 40-foot-long line on your second turn, and a 60-foot-long line on your third turn.

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

Plummet

6th-Level Transmutation


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

You attempt to imbue a creature you can see within range with terrible weight, forcing it to make a Constitution saving throw. On a failed save, until the spell ends, its weight multiplies by ten, it becomes restrained, and it begins falling, even if it could hover. For the duration, the creature's body destroys all nonmagical matter that it would touch while falling, allowing it to fall through even solid objects, terrain, and structures. Matter that is part of a creature or an object being worn or carried is unaffected. While falling in this way, it descends at a rate of 60 feet per round. The creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Another creature within 5 feet of the target can use its action to make a Strength check against your spell save DC while it has at least one hand free (it can make this check as a reaction if the target would fall out of its reach). It has disadvantage on the ability check if it isn't at least one size larger than the target. On a success, the target stops falling, and the creature's speed becomes 0 until it lets go.

Positive Surge

4th-level Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

A creature you touch regains 8d6 hit points. If a creature has all of its hit points after this healing or is Undead, it must make a Constitution saving throw. On a failed save, the creature suffers an effect based on its maximum hit points:

  • 80 hit points or fewer: The creature takes 8d6 radiant damage and has disadvantage on attack rolls and ability checks for 1 minute.
  • 40 hit points or fewer: The creature explodes, dying instantly in a burst of bright light that illuminates the area within 30 feet of it.

This spell can't restore hit points to Undead, and has no effect on Constructs.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum hit point threshold of all effects increases by 10 for each slot level above 4th.

Quantum Weapon

4th-level Transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an enchanted set of smith's tools worth at least 100 gp)
  • Duration: 8 hours
  • Classes: Artificer, Wizard

You modify a weapon with your enchanted smith's tools. Choose two willing creatures that you know. For the duration, the weapon treats each chosen creature as if the creature is attuned to it, though it occupies no attunement slots, it can't be detected or analyzed by divination magic, and the weapon teleports into the hand of an attuned creature at the start of each of its turns.

Ray of Unseen Energy

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You unleash an invisible beam of energy that immediately hits a creature you can see within range. The target must make a Constitution saving throw. The target takes 3d10 radiant damage and is poisoned for 1 minute on a failed save, or half as much damage and it isn't poisoned on a successful one. A creature within the path of the beam takes 1d6 radiant damage for every 5 feet the beam passes through its space (minimum of 1d6), if any of these dice roll a 6 then the creature is poisoned for 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage the target takes increases by 1d10 for each slot level above 3rd, and the damage creatures between you and the target take increases by 1d6 per space they occupy between you and the target for every second slot level above 3rd.

Reentry

4th-level Transmutation


  • Casting Time: 1 reaction, which you take when you or a creature within range falls
  • Range: 120 feet
  • Components: V, S, M (a small meteorite or a magnet)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard

Choose up to five willing creatures you can see within range that are falling. A target can move up to 5 feet horizontally for every 10 feet it falls, and it takes no damage from falling. If a target falls into a space that is occupied by another creature, the second must make a Strength saving throw. On a failure, the second creature takes 2d6 fire damage and 1d6 bludgeoning damage for every 10 feet the target fell, is knocked prone, and is pushed to the nearest unoccupied space. On a success, a creature takes half as much damage, is not knocked prone, and the target is pushed into the nearest unoccupied space instead. Objects and structures hit by a target take double damage from the impact, and the target is pushed to the nearest unoccupied space.

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

Singularity Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You shroud your limbs in gravitational force and make an unarmed strike against a creature within 5 feet of you. On a hit, the target suffers the normal effects of the attack, is knocked prone, and its weight is doubled until the start of your next turn. If the target willingly stands up from prone before then, the target takes 1d6 force damage, or 1d8 force damage if it is Huge or larger, and the spell ends.

The spell's damage increases when you reach certain levels. At 5th level, the unarmed strike deals an extra 1d6 force damage to the target, or 1d8 if it is Huge or larger, and the damage the target takes for standing increases to 2d6 or 2d8. Both damage rolls increase by 1d6 or 1d8 at 11th level and again at 17th level.

Spaghettify

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (saltwater taffy)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

Space stretches and swirls around a point you can see within range in mind-bending fashion. Any creature within a 30-foot-radius sphere centered on that point harmlessly elongates and contorts as it is pulled around the spell's area. A creature within the sphere occupies every space inside the sphere, though other creatures can occupy its space at the same time and don't provide it cover. A creature within the sphere can't leave the sphere normally and is immune to any effect that would push or pull it fewer than 30 feet.

A creature that attempts to move out of the sphere must expend an amount of movement equal to half of its speed and make a Charisma saving throw. On a success, the creature moves into an unoccupied space of its choice within 5 feet of the sphere.

Tunneling

6th-level Transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a ship in a bottle riding a wave made of sand worth at least 500 gp)
  • Duration: 1 hour
  • Classes: Cleric, Druid, Sorcerer

Each willing creature within range gains the ability to move through other creatures and objects as if they were difficult terrain. A creature that ends its turn inside an object is shunted into the nearest unoccupied space and takes 1d10 force damage for every 5 feet it is shunted.

Wormhole

2nd-level Conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger, Sorcerer, Warlock, Wizard

You create a gateway in space linking the space you occupy and an unoccupied space of the same size you can see within range. The side of the gateway that occupies your space moves with you. If the spell's other gateway is not within range at the end of your turn, the spell ends. You can see through the gateway as if you occupied the space of the other side, and you can treat the spell's other gateway as your space for determining your reach or range with attacks or the origin point of spells and features.

If a creature occupies the space where the other side of the gateway is, it can see through the gateway as if it occupied your space, and if it takes the Attack action or casts a spell it can treat you as if you were within 5 feet of it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 10 feet for each slot level above 2nd.

A wormhole spell goes horribly wrong.