Warmage Trick OptionsWarmage trick options appear in order of Warmage prerequisite level, then in alphabetical order.BLACKJACKPrerequisite: House of Cards, House of Darts, House of Dice, or House of RouletteWhen you make a D20 Test and fail, you can roll another d20 and add it to the test, potentially causing it to succeed. If the sum of the d20s exceeds 21, the test automatically fails.Once you use this trick, you can’t do so again until you roll Initiative or finish a Short or Long Rest.BLASTING CANTRIPOnce on each of your turns, when you deal Force damage to a creature with a Warmage cantrip, you can push the creature up to 10 feet away from you in a straight line.BLINDING LIGHTPrerequisite: Light CantripWhen you cast the Light cantrip on an object you are holding, you can direct a flare at a creature you can see within 10 feet of yourself, which must make a Constitution saving throw against your spell save DC. On a failed save, the target has the Blinded condition until the start of your next turn. A creature that fails its save against this effect is immune to it for 1 minute, after which it can be affected again.CORROSIVE CANTRIPOnce on each of your turns, when you deal Acid damage to a creature with a Warmage cantrip, you can cause the acid to erode the target’s defenses. The next time a creature makes an attack roll against the target before the start of your next turn, the target takes a penalty to its AC equal to half your Warmage level (up to a maximum of −5) for that attack.DRAINING CANTRIPWhenever you deal Necrotic or Poison damage to an enemy with a Warmage cantrip, you can siphon some of its life force. You gain Temporary Hit Points equal to half your Warmage level, which last for 1 minute.ENCRYPTOGRAMPrerequisite: Cryptogram CantripYour knowledge of ciphers has improved your magically clandestine communications. When you cast the Cryptogram cantrip, its limit is 20 characters, instead of 8, and you can choose to magically encrypt the message such that only the specified recipient can read it.Warmage Spell ListThis section presents the Warmage spell list. The spells are alphabetized and each spell’s school of magic is listed. In the Special column, M means it requires a specific Material component. New spells are marked with an asterisk (*).Cantrips (Level 0 Warmage Spells)Spell School SpecialAcid Splash Evocation —Arc Blade* Evocation —Burning Blade* Evocation —Card Trick* Transmutation —Cheat* Divination —Chill Touch Necromancy —Cryptogram* Conjuration —Finger Guns* Evocation —Fire Bolt Evocation —Force Buckler* Abjuration MForce Dart* Evocation MForce Weapon* Evocation MFrigid Blade* Evocation —Light Evocation —Lightning Surge* Evocation —Mage Hand Conjuration —Magic Daggers* Conjuration —Mending Transmutation —Minor Illusion Illusion —Moment to Think* Transmutation —Phantom Grapnel* Evocation —Poison Spray Necromancy —Prestidigitation Transmutation —Produce Flame Conjuration —Quickstep* Transmutation —Ray of Frost Evocation —Shocking Grasp Evocation —Sonic Pulse* Evocation —Springheel* Transmutation —Sulfuric Smoke* Conjuration —Thunderous Echo* Evocation —True Strike Divination —148 149Warmage
FLEXIBLE RANGEBeing within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with Warmage cantrips. Additionally, when you cast a Warmage cantrip that requires a melee spell attack, you can increase its range to 10 feet.INFINITE VARIATIONPrerequisite: Prestidigitation CantripYou have become exceptionally skilled at using the Prestidigitation cantrip to mimic other spells. When you cast Prestidigitation, you can attempt to emulate the effects of another cantrip that doesn’t deal damage, even one that is not on the Warmage spell list. To do so, you must succeed on a DC 15 Intelligence (Arcana) check, otherwise the spell fails. Intelligence is your spellcasting ability for a cantrip cast using this trick, and it counts as a Warmage cantrip for you.ICY CANTRIPOnce on each of your turns, when you deal Cold damage to a creature with a Warmage cantrip, you can numb the target with a frigid blast. The first time the target makes an attack roll before the end of its next turn, subtract half your Warmage level from the attack roll.EXPLOSIVE CANTRIPOnce on each of your turns, when you deal Fire damage to a creature with a Warmage cantrip, you can create an explosion in a 5-foot Emanation originating from the target. Each creature other than the target and yourself within the Emanation makes a Dexterity saving throw against your spell save DC, taking half the Fire damage rolled on a failed save, or no damage on a successful one.EXTENDED RANGEWhen you cast a Warmage cantrip that has a range of 5 feet or greater, you can double its range. You can also double the length of Lines, the size of Cones and Cubes, and the radii of Cylinders, Emanations, and Spheres created by your Warmage cantrips. FIELD MEDICYou learn the Spare the Dying cantrip. You can cast this cantrip as a Bonus Action. Additionally, when you cast it on a creature that has 0 Hit Points, the target regains 1 Hit Point and gains Temporary Hit Points equal to your Warmage level, which last for 1 minute. Once a creature regains Hit Points from this trick, it can’t do so again until it finishes a Long Rest.Be serious now.Prestidigitation is for children and party magicians.150 151 Classes
The illusion can’t replicate a creature, but it can deal damage to a creature within its 5-foot Cube if the illusion is of an object that can deal damage. A creature that enters the illusion’s area or begins its turn there must make an Intelligence saving throw against your spell save DC. On a failed save, the creature takes 1d6 damage of a type appropriate to the illusion. This damage can’t trigger Warmage Edge or any Warmage tricks. This damage increases by 1d6 when you reach Warmage level 5 (2d6), 11 (3d6), and 17 (4d6). MYSTICAL ARMORYou can cast Mage Armor on yourself without expending a spell slot. While under the effects of this spell, you can add your Intelligence modifier, instead of Dexterity, to your Armor Class.MYSTICAL ATHLETEPrerequisite: Quickstep or Springheel CantripWhen you cast the Quickstep cantrip, your Speed increases by 20 feet instead of 10. When you cast the Springheel cantrip, the distance of your jumps increases by 20 feet instead of 10 feet. If you know both of these cantrips, you can cast both of them as part of the same Bonus Action.MYSTICAL RETORTYou learn the Vicious Mockery cantrip. Additionally, when a creature you can see makes an attack roll against you, you take a Reaction to cast ViciousMockery targeting the attacker. If the creature fails its saving throw, the attacker has Disadvantage on the triggering attack roll, instead of its next attack roll, potentially causing the attack to miss. Once you cast this cantrip as a Reaction, you can’t do so again until you finish a Short or Long Rest.MYSTICAL VISIONYou can cast the Detect Magic spell without expending a spell slot.OPENING MOVEPrerequisite: House of Bishops, House of Go, House of Kings, House of Knights, House of Pawns, or House of RooksDuring the first round of combat, the first spell attack you make has Advantage. You can’t use this trick if you have Disadvantage on your Initiative roll.MAGE HAND KNACKPrerequisite: Mage Hand CantripYour skill with the Mage Hand cantrip allows you to use it as an extension of yourself. You can cast the spell as a Bonus Action instead of an action. You can also control the hand as a Bonus Action on each of your turns, and can use one of the following abilities when you control the hand.Press. The hand pushes against a Large or smaller creature within 5 feet of it until the start of your next turn. Choose a direction away from that creature. Every foot of movement in that direction while the hand is pressing against it costs the creature 1 extra foot of movement. Punch. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand. On a hit, the target takes 1d6 Force damage.Seize. The hand attempts to grapple a Small or smaller creature within 5 feet of it. The target must succeed on a Strength or Dexterity saving throw against your spell save DC (it chooses which), or it has the Grappled condition. The escape DC equals your spell save DC. The hand continues grappling the target until the spell ends or you take a Bonus Action to control the hand.MAGIC MOMENTPrerequisite: Moment to Think CantripWhen you cast Moment to Think, you can choose to also stop time for a creature you can see within 30 feet of you. The creature can take one of the actions permitted by the spell during your turn, and you can interact with one another while time is stopped. During this time you can take the Influence action, exchange items, swap locations with a willing creature within 5 feet of you, take the Help action for tasks while time is stopped, attempt to stabilize an Unconscious creature that has 0 Hit Points, or have a short conversation without eavesdropping or interruption.MINOR SHADOW ILLUSIONPrerequisite: Minor Illusion CantripWhen you create the image of an object in an unoccupied space using the Minor Illusion cantrip, you can fill it with fibers of shadowstuff, causing it to become partially real. No matter what form the semireal object takes, it still must be no larger than a 5-foot Cube. It has AC 10 and 5 Hit Points, and it weighs 5 pounds. You can only have one semi-real illusion at a time. While this semi-real object exists, the cantrip requires Concentration.150 151Warmage
Repair. You can restore a single nonmagical object, such as a door, Cart, or window, to pristine condition if at least half of its parts are present. This object can be no larger than 10 cubic feet, or 1 cubic foot if it is exceptionally complex (such as a clock).Fortify. You can build simple fortifications, such as sealing a door shut, adding wooden planks to a window, or building a short stone wall (no larger than 10 cubic feet). You must have the materials present to use this ability.SEVERE CANTRIPWhen a creature rolls a 1 on the d20 for a saving throw against one of your Warmage cantrips, it suffers a Critical Failure. It fails the save regardless of its modifiers or the spell save DC. If the spell deals damage, you roll all of the spell’s damage dice twice and add them together, then add any relevant modifiers. This additional damage applies only to the creature that rolled a 1.SILENT CANTRIPOnce on each of your turns immediately after you deal Thunder damage to an enemy with a Warmage cantrip, you can create a 5-foot Emanation of magical silence originating from the target, which lasts until the start of your next turn. Any creature or object entirely inside the Emanation has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.STATIC CANTRIPWhenever you deal Lightning damage to an enemy with a Warmage cantrip, you can sap part of the energy into a charge, which clings to your body until the start of your next turn. While charged, you can take a Reaction in response to taking damage from a creature you can see within 5 feet of you to deal Lightning damage equal to half your Warmage level to the creature.FORCE AEGISPrerequisite: Level 5+ Warmage, Force Buckler cantripWhen you cast the Force Buckler cantrip, you can concentrate on it for up to 1 minute. The spell doesn’t end early if you are hit by an attack.PHANTOM HOOKSHOTPrerequisite: Phantom Grapnel CantripYou can cast the Phantom Grapnel cantrip as a Bonus Action. If you do so, its range is reduced to 15 feet. When you cast the spell as an action, the target is pulled an additional 10 feet toward you by the spell.RADIANT CANTRIPOnce on each of your turns, when you cast a Warmage cantrip that deals Acid, Cold, Fire, Force, Lightning, Poison, or Thunder damage, you can change the damage type to Radiant. When you deal Radiant damage with a Warmage cantrip, you can reroll one of the cantrip’s damage dice, and you must use the new roll. The number of damage dice you can reroll increases by 1 when you reach Warmage levels 11 (2 dice) and 17 (3 dice).RAPID FORTIFICATIONPrerequisite: Mending CantripYou can cast the Mending cantrip as an action or a Bonus Action. If you cast it as an action, you can use one of the following effects.Checkmate! King me. Go fish!152 153 Classes
COMMANDER’S STEEDPrerequisite: Level 10+ Warmage, House of KingsYou can cast the spell Find Steed without expending a spell slot and regain the ability to do so when you finish a Long Rest. When you cast the spell using this trick, its spell slot level is your Wamage level divided by four, rounded up.DARTMASTERPrerequisite: Level 10+ Warmage, House of DartsWhen you cast a cantrip that allows you to make multiple ranged spell attacks, such as Magic Daggers or Force Dart using the Split Fire trick, and you miss with one or more attacks, you can reroll all of your misses and must use the new rolls.Once you use this trick, you can’t do so again until you finish a Short or Long Rest.FOLDPrerequisite: Level 10+ Warmage, House of CardsYou have learned to graciously accept defeat using your Deck of Fate. As a Reaction when you are hit by an attack, you can play your entire hand to cast Shieldwithout expending a spell slot.Once you use this trick, you can’t use it again until you finish a Short or Long Rest.FORCE BREASTPLATEPrerequisite: Level 10+ Warmage, House of KnightsWhile you have all of your Hit Points, you have Resistance to all damage.SNAKE EYESPrerequisite: Level 10+ Warmage, House of DiceIf you roll a 1 or 2 on a Die of Fate, you keep the die instead of giving it to the GM.SPELLSTRIKEPrerequisite: Level 10+ Warmage, Arc Blade, Burning Blade, Frigid Blade, or True Strike CantripWhenever you cast Arc Blade, Burning Blade, Frigid Blade, or True Strike, you can make two attacks as a part of the spell instead of one. You can only apply the cantrip’s bonus damage to one of the attacks.MYSTICAL WEAPONMASTERPrerequisite: Level 5+ Warmage, Force Weapon or Magic Daggers CantripWhen you cast Force Weapon or Magic Daggers, you can take a Bonus Action to make one additional spell attack with that cantrip.NUDGE FATEPrerequisite: Level 5+, Cheat CantripYou can cast Cheat without Verbal or Somatic components.Additionally, when you fail a D20 Test, you can nudge the d20, changing the number to one of the three sides adjacent to the topmost side, potentially causing the roll to succeed. Alternatively, you can reroll the die and must use the new result. Once you use this trick to nudge a d20, you can’t use it to do so again until you finish a Short or Long Rest.SPLIT FIREPrerequisite: Level 5+ WarmageWhen you cast a Warmage cantrip that requires a single spell attack roll, you can select multiple creatures and make a spell attack roll against each one. You can target a number of creatures equal to the number of damage dice the cantrip deals, and split your damage dice up amongst your targets, to a minimum of 1 die of damage per target. Each attack must target a different creature. For example, Fire Bolt deals 3d10 damage at level 5. You can choose to target three creatures and deal 1d10 damage to each creature, or you can target two creatures, dealing 1d10 damage to one creature and 2d10 damage to the other creature, or you can target one creature and deal 3d10 damage.BISHOP’S MANEUVERPrerequisite: Level 10+ Warmage, House of BishopsAs a Bonus Action, you can expend a spell slot to teleport to an unoccupied space you can see. The number of feet you can teleport equals 15 feet times the level of the spell slot expended.CASTLEPrerequisites: Level 10+ Warmage, House of RooksAs a Bonus Action, you can choose a willing Small or Medium creature you can see within 120 feet of you. You both teleport, swapping places.Once you use this trick, you can’t use it again until you finish a Short or Long Rest.BLADE CANTRIPSThe weapon damage dealt by Arc Blade, Burning Blade, Frigid Blade, and True Strike count as cantrip damage for the purposes of your Warmage features.152 153Warmage
WARMAGE SUBCLASSESNAME DESCRIPTIONHouse of Bishops Dabblers in true arcane magic, gaining spell slots to supplement their cantripsHouse of Cards Plays a magical game of cards to enhance their combat prowessHouse of Darts Dagger- and dart-throwers that perform increasingly impressive trick shotsHouse of Dice Gamblers with an innate power to control fateHouse of Kings Leaders and commanders with a wide array of maneuvers at their disposalHouse of Knights Frontline combatants, fortified with magical armorHouse of Pawns Versatile cantrip masters that can assume tricks from any houseHouse of Rooks Arcane assassins and spiesChanging your Prepared Spells. Whenever you gain a Warmage level, you can replace one spell on your list with another Wizard spell for which you have spell slots.Warmage Edge. You can use your Warmage Edge feature to improve the damage rolls of level 1+ Wizard spells as if they were cantrips. If you add Warmage Edge to the Magic Missile spell, you improve the damage roll of only one dart.WARMAGE SUBCLASSESA Warmage subclass is a specialization that grants you features at certain Warmage levels, as specified in the subclass.House of BishopsWield Greater Arcane MagicThe House of Bishops adopts Warmages with arcane potential and teaches its members traditional spellcasting. Such Warmages might be mistaken for Wizards or Sorcerers, for they wield many of the same spells, but bishops prioritize excellence in their spellcasting over a wide repertoire of spells.LEVEL 3: SPELLCASTINGYou gain the ability to cast more potent spells. Spell Slots. The Bishop Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, Grease, and Shield are recommended.The number of spells on your list increases as you gain Warmage levels, as shown in the Prepared Spells column of the Bishop Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Warmage, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.BISHOP SPELLCASTINGWARMAGE LEVELPREPARED SPELLS 1 2 3 43 3 2 — — —4 4 3 — — —5 4 3 — — —6 4 3 — — —7 5 4 2 — —8 6 4 2 — —9 6 4 2 — —10 7 4 3 — —11 8 4 3 — —12 8 4 3 — —13 9 4 3 2 —14 10 4 3 2 —15 10 4 3 2 —16 11 4 3 3 —17 11 4 3 3 —18 11 4 3 3 —19 12 4 3 3 120 13 4 3 3 1—SPELL SLOTS—154 155 Classes
No checkers? Scrabble?House of CardsPush Your Luck With Hands of CardsWarmages who join the House of Cards approach combat the same way they do games of chance: with high stakes and calculated gambles. Each Warmage of this house wields a special deck of cards tied to the very threads of fate, through which they can empower their magic with deft flurries of hands. However, while these Warmages command incredible power, their magical surges are at the whims of the cards, and so they must make strategic, ingenious plays to master them.LEVEL 3: BLUFFYour poker face carries you through practically any lie. You gain proficiency in the Deception skill and with the Gaming Kit (playing cards), if you don’t already have it. Additionally, you gain a bonus to Charisma (Deception) checks equal to your Intelligence modifier (minimum bonus of +1).LEVEL 3: DECK OF FATEYou gain a deck of magical playing or tarot cards, called a Deck of Fate, through which you can enhance the power of your cantrips. Shuffle a standard 52-card playing card deck and draw a hand of five cards when you roll Initiative.LEVEL 3: ARCANE STUDYYou gain proficiency in two of the following skills of your choice: Arcana, History, Investigation, Medicine, or Religion.LEVEL 7: MYSTICAL COMPANIONYou always have the Find Familiar spell prepared, which doesn’t count against your number of prepared spells. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, or Sprite.LEVEL 10: SIEGE CASTINGYour Warmage and Wizard spells deal double damage to objects and structures. You have Advantage on spell attack rolls against targets that are 100 or more feet away from you.LEVEL 15: SPELL SCULPTINGWhen you cast a spell with a spell slot that affects other creatures that you can see, you can choose a number of them up to your Intelligence modifier (minimum of one). The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.LEVEL 18: ARCANE DOMINANCEAs a Bonus Action, you can expend a number of spell slots with a combined level of 6+ to regain one expended use of your Arcane Surge.HANDSNAME CARDS BENEFITStraight Any five sequential cards, regardless of suit.You deal an extra 12 damage.Flush Any five cards of the same suit, regardless of order.You deal an extra 10 damage.Three of a KindAny three of the same rank.You deal an extra 6 damage.Pair Any two of the same rank. You deal an extra 2 damage.Hearts Any two hearts. You gain temporary hit points equal to your Intelligence modifier.Spades Any two spades. Your speed increases by 10 feet until the start of your next turn.Diamonds Any two diamonds. You gain a +1 bonus to your AC until the start of your next turn.Clubs Any two clubs. You gain a +1 bonus to saving throws until the start of your next turn.154 155Warmage
House of DartsMake Bullseye Shots with Ranged CantripsEvery Warmage understands the importance of precision, but the House of Darts flaunts a competitive excellence when it comes to landing shots. Daggers, bolts of magic, and of course, darts are their weapons of choice, but they don’t stop at mere bullseyes. A wire array of trick shots set these Warmages apart from their contemporaries, even if they lack the grand strategies or discipline of the more martial colleges.LEVEL 3: MAGIC DAGGERSYou learn the Magic Daggers cantrip.LEVEL 3: TRICK SHOTYou can curve your projectiles in mid-air to hit tricky targets. Whenever you make a ranged attack roll with a Warmage cantrip or a weapon that has the Thrown property, you can add or subtract a d4 from the d20 roll (to a maximum of 20 or a minimum of 1). Increasing the d20 roll to a 20 doesn’t score a Critical Hit. You can choose to use this feature after making the attack roll, potentially causing the attack to hit.You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.LEVEL 3: BULLSEYEYou can sink a shot exactly where you need to. Record the number rolled on the d20 whenever you make a ranged spell attack roll with a Warmage cantrip. Rolls that have Advantage and Disadvantage record the higher and lower d20 roll, respectively. If a d20 roll is increased or decreased using your Trick Shot feature, use the new number. A recorded roll lasts for 1 minute. If you roll one of your recorded numbers again when making a spell attack roll with a Warmage cantrip, you gain one of the following benefits of your choice.Extra Damage. You can deal an extra 1d10 Force damage to the target.Recovery. You regain one expended use of your Trick Shot feature.Reroll. You can reroll the d20 and must use the new roll. Record this new d20 roll.LEVEL 7: DAGGER CLIMBYou can cast Magic Daggers to summon a pair of daggers to your open hands, helping you scale surfaces. You gain a Climb Speed equal to your Speed for 10 minutes. Whenever you target an enemy with a Warmage spell that deals damage, you can take a Bonus Action to play one or more cards from your hand to enhance the power of the spell. If the cards exactly match one of the results on the Hands table, the spell deals extra damage to one of its targets of your choice or grants you one additional effect, according to the result. If the cards don’t match a result, they have no effect. Aces count as ones for results. Once you play a card, place it on the bottom of your deck and draw until you have five cards in your hand again.LEVEL 7: HIGH STAKESOn your turn, you can choose any number of cards from your hand and place them on the bottom of your Deck of Fate (no action required), losing 2 Hit Points per card you choose. You then draw until you have five cards in your hand again.LEVEL 10: DEALER’S CHOICEYou can take a Bonus Action to gain one of the following effects, chosen by the GM.Resistance. You gain Resistance to all damage until the end of your next turn.Teleportation. You teleport to an unoccupied space you can see within 60 feet of you.Demiplane. You vanish into a safe, endless demiplane. At the start of your next turn, you reappear in the space you left or in the nearest unoccupied space if that space is occupied. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.LEVEL 15: CARD READINGOnce on each of your turns when you draw a card from your deck as part of your Deck of Fate feature, you can declare a suit (Clubs, Diamonds, Hearts, or Spades) and check the top card of your deck. If you guessed the suit correctly, you can take the Dash, Disengage, or Utilize action as part of the Bonus Action used for the feature.LEVEL 18: ACE IN THE HOLEWhenever you would draw one or more cards from your deck, draw twice as many. Put half of the cards drawn on the bottom of your deck and the other cards in your hand.156 157 Classes
can expend one Die of Fate and add it to the roll, potentially causing the D20 Test to succeed. Once you expend a Die of Fate, it goes to the GM, who can expend it to add it to a D20 Test or a damage roll made by an NPC or monster. When the GM expends a die, it passes back to you, and so on. When you finish a Long Rest, you regain all of your expended Dice of Fate, whether or not the GM has used them. Beginning at level 7, you have an additional two Dice of Fate, and you can add two Dice of Fate at once to your damage rolls with Warmage cantrips.LEVEL 3: CHAOS ROLLYou can expend two of your Dice of Fate as a Magic action, rolling them on the Chaos Roll table to create a chaotic surge of energy.Chaos Roll2d6 Battle Dice2 You cast Fireball centered on yourself.3 Your AC is reduced by 2 until the start of your next turn.4 You have the Prone condition.5 Until the start of your next turn, each creature within a 60-foot Emanation originating from you can only speak in a babbling nonsense language and can’t cast spells with a Verbal component.6 A 5-foot-radius Sphere of butterflies, insects, or doves fills a location you choose within 60 feet of you. The Sphere is Heavily Obscured until the start of your next turn.7 You gain 7 Temporary Hit Points, and you keep the Dice of Fate instead of giving them to the GM.8 You have the Invisible condition until the end of your next turn, as per the Invisibilityspell.9 An object within 60 feet of you chosen by the GM explodes, dealing no damage to you or your allies, and dealing 3d6 Fire damage to one creature caught in the blast.10 You teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the destination must succeed on a Dexterity saving throw against your spell save DC or take 2d6 Force damage.11 Choose a creature you can see within 60 feet of you. That creature takes 4d6 Necrotic damage and you regain Hit Points equal to the Necrotic damage taken.12 You cast Lightning Bolt and can add the Dice of Fate to the damage roll.LEVEL 10: INTERCEPTING SHOTAs a Reaction when an attacker you can see within 60 feet makes an attack against you or an ally you can see within 30 feet of yourself, you can make a ranged spell attack using Magic Daggers to interrupt the attack. If the result of your roll is greater than the result of the attacker, you can reduce the attack roll targeting you by 5 (to a minimum result of 1).LEVEL 15: VANISHING TOSSYou master the house’s signature technique for recovering darts. Whenever you cast the Magic Daggers cantrip, you can replace one of your spell attacks with throwing a special teleportation dagger to a point you can see within the spell’s range. You can take a Bonus Action to teleport to the dagger as long as you are within 500 feet of it. The dagger disappears after 10 minutes or if you use this feature to teleport or throw another teleportation dagger.LEVEL 18: DART BURSTIf you have recorded ten or more unique numbers using your Bullseye feature, you can take an action to clear all of your recorded numbers and throw a burst of darts. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 1d8 Force damage for each unique recorded number on a failed save, or half as much damage on a successful one.Once you use this feature, you can’t do so again until you finish a Long Rest.House of DiceTempt Fate with Chaotic Die RollsThe House of Dice throws out the Warmage convention of meticulous, deliberate spellcasting in favor of wild, chaotic magic that presses the odds. Everything from their magical bursts to their enchanted sets of dice can fail horribly, so it’s auspicious that they often keep their fingers on the scales of fate. These Warmages have mastered not only a repertoire of cantrips, but also techniques to manipulate fortune itself, allowing them to risk everything, and more than often come out on top.LEVEL 3: BONUS PROFICIENCIESYour light fingers and unscrupulous tactics help you win the day. You gain proficiency in the Sleight of Hand skill and with the Gaming Set (dice set), if you don’t already have it.LEVEL 3: DICE OF FATEYou gain four Dice of Fate, which are d6s. Whenever you fail a D20 Test or make a damage roll, you 156 157Warmage
Battle Dice. You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available when you reach certain Warmage levels as shown on the Battle Dice table.Maneuvers. You can expend Battle Dice to perform maneuvers. Your maneuver options are detailed at the end of the subclass description.Saving Throws. If a maneuver requires a saving throw, the DC equals to your spell save DC.Battle DiceWarmage Level Battle Dice3 2d67 3d613 3d819 4d8LEVEL 7: LEAD FROM THE FRONTDifficult Terrain doesn’t cost you extra movement. Allies that can see you within 120 feet of you also gain this benefit.LEVEL 10: TACTICAL MASTERAllies within 10 feet of you add your Intelligence modifier (minimum of 1) to their saving throws against spells and magical effects.LEVEL 15: CHECKMATE [MANEUVER]When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to direct an ally within 60 feet of yourself that can see or hear you to strike. The ally can take a Reaction to cast a cantrip or make one attack with a weapon or Unarmed Strike. The ally adds the Battle Die to one damage roll of the attack or cantrip.LEVEL 18: GRANDMASTERWhen you roll Initiative, choose a number of allies up to your Intelligence modifier (minimum of one) within 60 feet of yourself that can see or hear you. Give each ally a Battle Die without expending it. Once within the next minute when the ally fails a D20 Test, it can roll the Battle Die and add the number rolled to the d20, potentially turning the failure into a success. A Battle Die is expended when it’s rolled.LEVEL 7: LOADED DICEYou can subtly cheat your dice. Once on each of your turns when you roll a d6, you can flip the die upside down. Note that on a balanced d6, the top and bottom numbers add up to 7, so you can determine the bottom number by subtracting the top number from 7.LEVEL 10: TWISTED FATEWhen you make an attack roll or ability check with Disadvantage on your turn, you can attempt to invert fate as a Bonus Action. Expend a Die of Fate and roll it. On a 5, you ignore Disadvantage on the roll. On a 6, you instead have Advantage on the roll.LEVEL 15: ROLL THE BONESYou can channel the chaotic energy of your dice in an instant. As a Reaction when you take damage from a creature you can see, you can expend two Dice of Fate to make a Chaos Roll.LEVEL 18: STEAL LUCKWhen you roll Initiative, roll a d6. You steal that many Dice of Fate back from the GM.House of KingsLead Your Allies with Brilliant StratagemsWarmages who train in the House of Kings specialize in tactics and strategy, learning age-old maneuvers to gain an edge in combat. Natural-born leaders, Kings work best with a cadre of supporters to perform their tactics and overwhelm the enemy. Moreso than all other Warmages, those in the House of Kings treat life and death as a game of strategy to be understood and conquered.LEVEL 3:MARTIAL TRAININGYou gain proficiency with Martial weapons and training with Medium armor and Shields.LEVEL 3: BATTLE TACTICSYou learn maneuvers that are fueled by special dice called Battle Dice. Why are adventurers obsessed with dice?158 159 Classes
House of KnightsWield Blades of Fire, Lightning, Frost, and ForceThe House of Knights has a long and storied tradition of melding swordplay with the Warmage’s potent spellcasting. Unlike other warriors, however, Knights carry neither swords nor shields into combat, for they can forge both out of magical force at a moment’s notice.LEVEL 3: MARTIAL TRAININGYou gain proficiency with Martial weapons and training with Medium armor, Heavy armor, and Shields. You can ignore the Strength requirement for wearing Heavy armor and wielding weapons with the Heavy property.LEVEL 3: MYSTICAL ARMAMENTYour melding of swordplay and arcana grants you the following benefits.Martial Cantrips. You learn the Force Buckler and one of the following cantrips of your choice: Arc Blade, Burning Blade, Frigid Blade, or True Strike.MANEUVER OPTIONSThe maneuvers are presented in alphabetical order.Blitz. When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to maneuver one of your allies. Add the Battle Die to the attack’s damage roll. Choose an ally within 60 feet of yourself that can see or hear you. That ally can take a Reaction to move up to its Speed without provoking Opportunity Attacks. Check. When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to threaten the target. Add the Battle Dice to the attack’s damage roll. The target has the Frightened condition until the end of your next turn.Flash of Brilliance. When you fail an Intelligence or Wisdom check, you can expend one Battle Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.Gambit. When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to give your allies an opening. Add the Battle Die to the attack’s damage roll. The next creature other than yourself to make an attack roll against the target adds the Battle Die to the attack roll.Morale Boost. When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend one Battle Die and add it to the roll, potentially turning it into a success.Stalemate. When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to hold that creature in place. Add the Battle Die to the attack’s damage roll. The target must succeed on a Strength saving throw or its Speed becomes 0 until the end of its next turn.158 159Warmage
LEVEL 15: TACTICAL MANEUVERYou can spend up to 30 feet of movement to teleport to an unoccupied space you can see. The destination can be a number of feet away from you equal to half the movement you spend.LEVEL 18: FIELD OF BLADESYou can summon a whirlwind of mystical weapons for a flurry of strikes. As a Magic action, you can make a melee spell attack against up to five creatures you can see within 30 feet of you. Make a separate attack roll for each target. On a hit, a target takes Force damage equal to 2d10 + your Intelligence modifier.House of PawnsMaster Cantrips and Warmage TricksBy far the most prominent Warmage house is that of the Pawns. Warmages who join the House of Pawns learn to stretch their skill with cantrips to its limits. Pawns can master any cantrip or strategy, for they embody the adaptability to which all Warmages aspire.LEVEL 3: PROMOTIONAs a Pawn, you have trained as the quintessential Warmage. When you finish a Long Rest, choose one of the following benefits, which lasts until you use this feature to choose a different benefit.Adaptive Magic. You learn one Warmage trick of your choice for which you meet the prerequisites and one Warmage cantrip of your choice. This trick doesn’t count against your number of tricks known.Martial Training. You gain proficiency with Martial weapons and training with Medium armor and Shields.LEVEL 7: PAWN STORMYou can add your Intelligence modifier (minimum of 1) to Initiative rolls. Additionally, when you roll Initiative, you can move up to your Speed. LEVEL 10: MULTIDISCIPLINEYou can add half your Proficiency Bonus (round down) to any saving throw you make that doesn’t otherwise use your Proficiency Bonus.LEVEL 15: PAWN WALLWhenever you deal damage with a Warmage cantrip, you and up to two allies within 5 feet of you have Resistance to that damage type until the end of your next turn.Manifest Weapon. As a Bonus Action, you can create a Simple or Martial Melee weapon made of magical force in your hand. This weapon counts as being worth 1 GP for the purposes of Material components. You can use this weapon as a Spellcasting Focus.Whenever you attack with the manifested weapon, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity. The weapon deals Force damage or its normal damage type.The weapon vanishes at the end of your turn if you aren’t holding it.LEVEL 7: FIGHTING STYLEYou gain a Fighting Style feat of your choice. Whenever you gain a Warmage level, you can replace the feat you chose with a different Fighting Style feat.LEVEL 10: KNIGHT’S WARDYou can raise a hardened magical barrier between you and your foes. As a Bonus Action, you gain a number of Temporary Hit Points equal to twice your Warmage level. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.160 161 Classes
LEVEL 15: ELUSIVE STEPIf you move more than 5 feet on your turn, any subsequent movement you make doesn’t provoke Opportunity Attacks.LEVEL 18: ARCANE ASSASSINYou can cast the Greater Invisibility spell targeting yourself only without a spell slot or spell components. While you have the Invisible condition, your Speed is doubled.Once you use this feature, you can’t do so again until you finish a Short or Long Rest.LEVEL 18: FUNDAMENTAL MASTERYYour magic always finds its way to your foes’ most vulnerable spots. Once per turn when you roll damage for a Warmage cantrip, you can choose one damage die and treat it as having rolled its maximum value.House of Rooks Practice Furtive Magic and Mystical StealthThe clandestine members of the House of Rooks make adept spies, assassins, and scouts, though they might just as easily pick up jobs run by rogues and brigands. In addition to their suite of cantrips, Rooks are light on their feet and know a few tricks to magically open doors in utter silence.LEVEL 3: ROOK STRIKEWhen you make an attack roll or ability check, you can take a Bonus Action to gain Advantage on the roll. Alternatively, you can impose Disadvantage on a saving throw a creature makes against a Warmage cantrip you cast before the end of your turn.You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.LEVEL 3: ARCANE ACROBATYou gain proficiency in one of the following skills of your choice: Acrobatics, Sleight of Hand, or Stealth. Additionally, you gain a bonus equal to your Intelligence modifier (minimum bonus of +1) to all Dexterity checks you make. LEVEL 7: COVERT MAGICYou learn a suite of furtive magic practiced by Rooks. You can cast each of the following spells without using a spell slot or Verbal components: Feather Fall, Invisibility, Knock (silent when you cast it using this feature), Silence, and Spider Climb. Once you cast a spell using this feature, you can’t cast it again until you finish a Long Rest. You can expend a use of Arcane Surge to regain your use of all of these spells (no action required).LEVEL 10: FLEETING DECOYWhen you take damage from a creature you can see, you can take a Reaction to raise a defensive illusion that protects you from further harm. Attacks made against you have Disadvantage until the start of your next turn.160 161Warmage
162 163 ClassesWITCH
In reality, very few choose to become Witches, and many of them can hide adeptly in society, using their magic to fill a number of roles, from seer, to healer, to apothecary. Being accused as a Witch carries grave consequences, no matter the validity of the claim, so wise Witches relocate frequently, never residing in one place for too long.Familiar MastersIt is rare to find a Witch without their constant companion, the familiar. Though familiars might be conjured by other spellcasters as well, a Witch’s familiar is ubiquitous to common folk for good reason. Witches command intuitive magic, and have a deep link to their familiars. As a result, they can conjure more exotic familiars and command them more swiftly than other spellcasters.Three old crones stoop over a boiling cauldron filled with all manner of bizarre filth, churning and bubbling with a noxious fume. In the smoke and vapor above the pot, the trio can make out shapes and figures of great import, and one cackles loudly at what she sees.Witches are stricken by magic so dark it imprints a lasting shadow upon their essence. Through force of personality alone, they can spin this darkness outward, hexing creatures, casting manipulative spells, and even commanding a familiar with their thoughts.CursedWhile others are blessed with magic, Witches are cursed by it. Afflicted by some hateful arcana, whether accidentally or intentionally, Witches are twisted inside and out by its daily tortures. With grueling effort, they can warp this power into spells to wrack others with the same magic that plagues them.Pariahs and OutcastsAlmost without exception, Witches are feared and hated. They are victims of a number of misconceptions relating them to hags and other evil creatures of the night. As a result, known Witches are in great personal danger and can usually be found dwelling on the outskirts of civilization where townsfolk seldom tread. This does little to stop Witch hunting and burnings, but provides some measure of safety from them.CORE WITCH TRAITSPrimary Ability CharismaHit Point Die D8 per Witch levelSaving Throw ProficienciesWisdom and CharismaSkill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Nature, Persuasion, Religion, SurvivalWeapon ProficienciesSimple weaponsTool Proficiencies Herbalism KitArmor Training Light armorStarting EquipmentChoose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Explorer’s Pack, and 5 GP; or (B) 50 GP162 163Witch
LEVELPROF. BONUS FEATURES HEXES CANTRIPSPREPARED SPELLS 1 2 3 4 5 6 7 8 9 1st +2 Spellcasting, Witch’s Curse, Hexes 2 2 2 2 – – – – – – – – 2nd +2 Cackle, Familiar 3 2 4 3 – – – – – – – – 3rd +2 Witch Subclass 3 2 6 4 2 – – – – – – – 4th +2 Ability Score Improvement 3 3 7 4 3 – – – – – – – 5th +3 Insidious Spell 4 3 9 4 3 2 – – – – – – 6th +3 Subclass feature 4 3 10 4 3 3 – – – – – – 7th +3 Improved Familiar 4 3 11 4 3 3 1 – – – – – 8th +3 Ability Score Improvement 4 3 12 4 3 3 2 – – – – – 9th +4 Hastened Hex 5 3 14 4 3 3 3 1 – – – – 10th +4 Subclass feature 5 4 15 4 3 3 3 2 – – – – 11th +4 Grand Hex 5 4 16 4 3 3 3 2 1 – – – 12th +4 Ability Score Improvement 5 4 16 4 3 3 3 2 1 – – – 13th +5 Grand Hex 6 4 17 4 3 3 3 2 1 1 – – 14th +5 Subclass feature 6 4 17 4 3 3 3 2 1 1 – – 15th +5 Grand Hex 6 4 18 4 3 3 3 2 1 1 1 – 16th +5 Ability Score Improvement 6 4 18 4 3 3 3 2 1 1 1 – 17th +6 Grand Hex 7 4 19 4 3 3 3 2 1 1 1 1 18th +6 Vengeful Curse 7 4 20 4 3 3 3 3 1 1 1 1 19th +6 Epic Boon 7 4 21 4 3 3 3 3 2 1 1 1 20th +6 Hexmaster 7 4 22 4 3 3 3 3 2 2 1 1WITCH FEATURES —SPELL SLOTS PER SPELL LEVEL—Witch Class FeaturesAs a Witch, you gain the following class features when you reach the specified Witch levels. These features are listed in the Witch Features table.LEVEL 1: SPELLCASTINGYou have learned to mold and reshape the magic that curses you into spells. Cantrips. You know two cantrips of your choice from the Witch spell list. Chill Touch and Minor Illusion are recommended. You can choose Hexes when you pick Witch cantrips.Whenever you gain a Witch level, you can replace one of your cantrips with another cantrip of your choice from the Witch spell list.When you reach Witch levels 4 and 10, you learn another cantrip of your choice from the Witch spell list, as shown in the Cantrips column of the Witch Features table.Becoming a Witch…AS A LEVEL 1 CHARACTER• Gain all of the traits in the Core Witch Traits table. • Gain the Witch’s level 1 features, which are listed in the Witch Features table.AS A MULTICLASS CHARACTER• Gain the following traits from the Core Witch Traits table: Hit Point Die, proficiency with the Herbalism Kit, and training with Light armor.• Gain the Witch’s level 1 features, which are listed in the Witch Features table. See the multiclassing rules to determine your available spell slots.Witches: drop a house on ’em. Works every time.164 165 Classes
LEVEL 1: WITCH’S CURSEYou are wracked by a terrible curse which infects your body and soul. Choose the form that this curse takes from the following options.Burned. Your body has been scorched by arcane flames, leaving you with striking scars and embers burning under your skin. You have Resistance to Fire damage, and you know the Produce Flame cantrip, which doesn’t count against your number of cantrips known.Drowned. Water fills your lungs, and yet you live. You can breathe underwater and have a Swim Speed equal to your Speed.Feral. Through your curse, you have forgotten the manners and customs of civilization. You have proficiency in the Survival skill. Additionally, while you aren’t wearing armor, your base Armor Class equals 13 plus your Dexterity modifier.Spell Slots. The Witch Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 spells from the Witch spell list. Hideous Laughter and Thunderwave are recommended.The number of spells on your list increases as you gain Witch levels, as shown in the Prepared Spells column of the Witch Features table. Whenever that number increases, choose additional spells from the Witch spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. If another Witch feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Witch spells for you.Changing Your Prepared Spells. Whenever you gain a Witch level, you can replace one spell on your list with another Witch spell for which you have spell slots.Spellcasting Ability. Charisma is your spellcasting ability for your Witch spells.Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Witch spells.MALE AND FEMALE WITCHESWitches are commonly considered to be only female, but in reality, male and female witches exist in equal number. This misconception is due to the fact that male witches are often called “hexers,” or are incorrectly deemed warlocks by common folk.164 165Witch
Possessed. Your soul is occupied by a foreign spirit that whispers magical secrets to you and sometimes tries to wrest away your consciousness. You can prepare an extra Witch spell. You can prepare another extra Witch spell when you reach Witch levels 3 (2 spells) and 5 (3 spells). Starving. No matter how much you eat, food turns to ash in your mouth. Your curse nourishes you at the edge of starvation, and you are constantly wracked by pangs of hunger. Forgoing food and drink doesn’t give you levels of Exhaustion. Additionally, you have Resistance to Poison damage and you have Advantage on saving throws you make to avoid or end the Poisoned condition.Visions. You are cursed to have grimly accurate visions of the future, presaging the death of your friends, your family, and yourself. You gain a bonus to Initiative rolls equal to your Charisma modifier (minimum bonus of +1).Whispers. Unseen voices murmur in your ears at all times. You have Telepathy with a range of 60 feet.LEVEL 1: HEXESYou learn a number of powerful cantrips, known as Hexes, derived from the same insidious magic that cursed you. You know two Hexes of your choice from the Witch spell list, which don’t count against your number of cantrips known. Hex: Misfortune and Hex: Ruin are recommended. Whenever you gain a Witch level, you can replace one of your Hexes with another Hex of your choice from the Witch spell list. When you gain certain Witch levels, you gain more Hexes of your choice, as shown in the Hexes column of the Witch Features table.LEVEL 2: CACKLEYou can take a Bonus Action to Cackle. When you do so, you extend the duration of one of your Hexes by 1 round, provided the target of the Hex is within the spell’s range.Not all Witches laugh maniacally when they Cackle, but all Cackles require a Verbal component, as if casting a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.LEVEL 2: FAMILIARYou always have the Find Familiar spell prepared, and you can cast it in 10 minutes without a spell slot or components. The spell is improved in the following ways when you cast it.Hideous. Your appearance is ghastly to behold. You have proficiency in the Intimidation skill. When you roll Initiative, you can choose one creature you can see within 30 feet of yourself to scare. That creature must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition until the end of its turn.Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. Whenever you or your familiar reduces an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier + your Witch level (minimum of 1).Infested. You are constantly followed by vermin, like insects and rats, which crawl on your skin and swarm in your wake. Beasts have Disadvantage on attacks against you. Additionally, you can command these pests as your own. At Witch level 2, you can choose the form of a Swarm of Insects or a Swarm of Rats for your familiar.Loveless. You are cursed to never find true love. You have Immunity to the Charmed condition.166 167 Classes
WITCH FAMILIARAs a Witch, the stat block of a familiar you summon is improved in the following ways.Hit Points. You add twice your Witch level to your familiar’s Hit Point maximum.Your Spell Attack Modifier. Your familiar can use your spell attack modifier for its attack rolls.Your Saving Throw. If your familiar forces a creature to make a saving throw, it uses your spell save DC.Your Proficiency Bonus. Your familiar adds your Proficiency Bonus to its AC, saving throws, and damage rolls.Expanded Options. You can choose one of the normal forms for your familiar or one of the following special forms: Death Snail,* Flying Book,* Homunculus, Mock,* Moon Jelly,* Pet Rock,* Pseudodragon (can’t use its Sting), Rag Doll,* Tin Soldier,* and Winter Wolf Pup.* The statistics for creatures marked with an asterisk can be found in the Familiars section later in the class description. Witch Familiar. The familiar’s stat block is improved, as detailed in the Witch Familiar sidebar.Synchronized Turns. Your familiar takes its turn immediately before or after your turn each round (your choice).Quick Attack. Once per turn as an action or Bonus Action, you can command your familiar to take the Attack action (one attack only) on its turn.Spell Channeling. When you cast a spell with a range other than Self on your turn, you can cast it as if you were in your familiar’s space. The familiar must be within 100 feet of you, and it must take a Reaction to deliver the spell when you cast the spell as normal.LEVEL 3: WITCH SUBCLASSYou gain a Witch subclass of your choice. A subclass is a specialization that grants you features at certain Witch levels. For the rest of your career, you gain each of your subclass’s features that are of your Witch level or lower.LEVEL 4: ABILITY SCORE IMPROVEMENTYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witch levels 8, 12, and 16.LEVEL 5: INSIDIOUS SPELLWhen a creature fails its saving throw against one of your Hexes, it has Disadvantage on saving throws it makes against your Witch spells before the end of your next turn. Similarly, if it fails its saving throw against one of your Witch spells, it has Disadvantage on saving throws it makes against your Hexes until the end of your next turn.LEVEL 7: IMPROVED FAMILIARYour Find Familiar spell improves in the following ways.Force Damage. Whenever your familiar deals damage with an attack, it can deal your choice of Force or its normal damage type.Expanded Options. You can choose one of the following forms for your familiar: Fright,* Grep,* Imp, Quasit, Sprite, or Yarn Golem.* The statistics for creatures marked with an asterisk can be found in the Familiars section later in the class description. LEVEL 9: HASTENED HEXOnce per turn when you cast a Hex as a Magic action, you can cast a Witch cantrip that isn’t a Hex and has a casting time of an action as a part of that casting.LEVEL 11: GRAND HEXYou have perfected deeply malevolent forms of magic. You gain one Grand Hex of your choice. You gain another Grand Hex when you reach Witch levels 13 (2 Grand Hexes), 15 (3 Grand Hexes), and 17 (4 Grand Hexes). Whenever you gain a Witch level, you can replace one of your Grand Hexes with another one. Grand Hexes are described in the “Grand Hex Options” section later on in the class’s description.LEVEL 18: VENGEFUL CURSEWhen an enemy you can see within 60 feet of yourself deals damage that causes you or an ally you can see within 60 feet of yourself to become Bloodied, you can take a Reaction to curse the enemy. Until the end of your next turn, the cursed creature has Disadvantage on D20 Tests.Once you use this feature, you can’t use it again until you finish a Long Rest.LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify. LEVEL 20: HEXMASTERYou have mastered your foul magic. When you cast a Hex that requires a saving throw, you can cause one target to automatically fail. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also restore one use of it by expending a spell slot (no action required).166 167Witch
Brewing Potions. You can spend 10 minutes and expend any number of Alchemy Points to brew potions, which can be done during a Short Rest. Potion options are detailed on the Cauldron Potions table. You can have a total number of potions at one time up to your Charisma modifier (minimum of 1). These potions retain potency until you finish a Long Rest, after which they become inert.When you brew potions, you can also distill potions you have already brewed, destroying them and recovering the Alchemy Points expended to brew them, up to a maximum of your Witch level. You can expend these Alchemy Points immediately to brew new potions.Cauldron PotionsPotion Alchemy PointsPhilter of Love 1Potion of Animal Friendship 1Potion of Clairvoyance 2Potion of Climbing 1Potion of Diminution 1Potion of Gaseous Form 2Potion of Greater Healing 2Potion of Growth 2Potion of Healing 1Potion of Invisibility 2Potion of Mind Reading 1Potion of Resistance 1Potion of Water Breathing 1COVENYou can induct others into your insidious coven. Forming a Coven. By performing a special ritual over the course of 8 hours, which can be done during a Long Rest, you can intermingle your cursed magic with a willing creature which then enters into your coven. Your coven can have up to three members, including yourself. Coven Range. A member of your coven only gains access to this feature’s benefits if it is within 30 feet of another coven member.Prepared Coven Spells. Coven members temporarily prepare the spells of the Coven Spells table, which don’t count against the number of spells they can prepare. These spells must be a level for which a coven member has spell slots. A coven member that lacks the Spellcasting and Pact Magic features only prepares level 1 spells.Grand Hex OptionsGrand Hex options appear in alphabetical order. ABOMINABLE FAMILIARAs a Magic action, you can shape-shift your familiar into an abominable monster. This transformation lasts for 1 hour or until your Concentration ends. Your familiar uses the Abominable Familiar stat block and retains none of the benefits of the Familiar feature, except for Spell Channeling and Synchronized Turns. On its turn, the familiar can use Multiattack.Once you use this Grand Hex, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5+ spell slot (no action required).CAULDRONYou can brew potions in a bubbling cauldron using ingredients scavenged from nature. Alchemy Points. You have a pool of Alchemy Points equal to your Witch level which you use to brew potions. You regain all expended Alchemy Points when you finish a Long Rest.ABOMINABLE FAMILIARLARGE MONSTROSITY, UNALIGNEDAC 13 plus your Charisma modifierHP 5 plus five times your Witch level (the familiar has a number of Hit Dice [d8s] equal to your Witch level)Speed 40 ft., Climb 40 ft.MOD SAVE MOD SAVE MOD SAVESTR 19 +4 +4 DEX 17 +3 +3 CON 18 +4 +4INT 10 +0 +0 WIS 11 +0 +0 CHA 13 +1 +1Immunities Charmed, FrightenedSenses Darkvision 60 ft.; Passive Perception 10Languages Understands the languages you knowCR None (XP 0; PB equals your Proficiency Bonus)ACTIONSMultiattack. The familiar two Rend attacks. When you reach Witch level 17, it makes three Rend attacks.Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 plus your Charisma modifier Force damage.BONUS ACTIONSRampage. Immediately after dealing damage to a creature that is already Bloodied, the familiar moves up to half its Speed, and it makes one Rend attack.168 169 Classes
Shared Spell Slots. Coven members gain access to a shared pool of five spell slots—one of each level, from 1 to 5—which they can use to cast spells as normal. Expended spell slots are regained when all members of the coven finish a Long Rest. Spellcasting Ability. A coven member uses its own spellcasting ability for Coven Spells. A coven member that lacks the Spellcasting and Pact Magic features chooses Intelligence, Wisdom, or Charisma for its spellcasting ability when it enters the coven.Coven SPellsSpell Level Spells1 Bane, Hideous Laughter2 Invisibility, Ray of Enfeeblement3 Bestow Curse, Counterspell4 Banishment, Polymorph5 Contagion, ScryingDUAL HEXWhen you cast a Hex as a Magic action, you can cast a second Hex or cast the original Hex a second time targeting a different creature as a part of the same action. Both Hexes must have a casting time of an action. When you Cackle, you extend the duration of both Hexes by 1 round. Each target affected by your Hexes counts as being the sole target of your Hex for Insidious Spell and other Witch features. FORCEFUL PERSONALITYYour Charisma score increases by 2, and your maximum for this score increases to 22.HYBRIDWhile your familiar is within 5 feet of yourself, you can meld with it as a Bonus Action, shape-shifting into a magical hybrid and gaining the following benefits. You remain shape-shifted for 1 minute or until you dismiss the transformation (no action required). When your transformation ends, your familiar reappears within 5 feet of yourself or in the nearest unoccupied space if that space is occupied. Once you use this Grand Hex, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5+ spell slot (no action required).Temporary Hit Points. You gain Temporary Hit Points equal to your familiar’s current Hit Points.Armor Class. Your AC equals 10 plus your Dexterity and Charisma modifiers.Natural Weapons. You can use your Charisma modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, it deals 1d10 Force damage instead of the normal damage for your Unarmed Strike.Extra Attack. You can attack twice instead of once when you take the Attack action on your turn.Movement. You can use any Speed your familiar possesses.POISON APPLEAs a Magic action, you can produce a magical apple out of thin air. You determine the apple’s appearance, such as a ruby-red color or a crystalline skin. The apple shrivels and becomes nonmagical if it isn’t eaten within 24 hours. Once you produce an apple, you can’t produce another one until you finish a Long Rest.Eating the Apple. You can take a Bonus Action to eat the apple, granting the following benefits.Hit Points. You regain Hit Points equal to twice your Witch level plus your Charisma modifier.Regain a Spell Slot. You regain an expended spell slot of level 5 or lower.End Condition. You can remove one of the following conditions from yourself: Blinded, Deafened, Paralyzed (if the apple is fed to you as an action), or Poisoned.Another Creature Eating the Apple. If a creature other than yourself eats the apple, it doesn’t gain any benefits. Instead, it must succeed on a Wisdom saving throw against your spell save DC with Disadvantage or suffer the following effects.Poisoned. The creature has the Poisoned condition for 24 hours.Hit Point Loss. At the end of each hour while the creature has the Poisoned condition, it takes 4d8 Necrotic damage and its Hit Point maximum is reduced by an amount equal to the Necrotic damage taken. This damage ignores Resistance and Immunity. If this reduction causes the creature to drop to 0 Hit Points, the creature instead drops to 1 Hit Point and has the Unconscious condition, falling into a catatonic sleep for 1 year. A Remove Curse spell or similar magic can awaken this creature early.168 169Witch
POSSESSIONAs a Magic action, your body becomes immaterial, and your spirit attempts to possess a Large or smaller creature you can see within 30 feet of you. The target must succeed on a Charisma saving throw against your spell save DC or be possessed for 1 hour. A creature that has a Challenge Rating greater than your Witch level automatically succeeds on its saving throw. A creature that succeeds its saving throw against your Possession is immune to your Possession for 24 hours.When you possess a creature, you control it, but the target retains awareness. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain your own class features and feats. If the target has any class levels, you can’t use any of its class features.When the Possession ends, you are ejected from the body and rematerialize within 5 feet of the target. The Possession ends early if the creature drops to 0 Hit Points or you choose to end it as a Magic action. Once you use this Grand Hex, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 6+ spell slot (no action required).WITCH’S BROOMYou can take a Magic action to enchant a mundane object—such as a broom, cauldron, or rug—with the power of flight. While holding this item, you have a Fly Speed of 60 feet. This object remains enchanted until you use this Grand Hex to enchant a different object.WITCH’S HUTYou can perform a ritual over the course of 8 hours, which can be done during a Long Rest, to enchant a structure that fits within a 15-foot Cube, animating it as a Huge object, as per the Animate Objects spell. The structure walks using a pair of magical legs.The entrance to the structure is linked to an extradimensional dwelling, as per the Demiplane spell. You can command the structure from inside this dwelling. If the structure is destroyed, the extradimensional dwelling is unharmed, but any creatures inside it are expelled into the unoccupied spaces nearest to the entrance.As a Magic action, you can teleport the structure to an unoccupied space you can see within 60 feet of you. Once you teleport the structure, you can’t do so again until you finish a Long Rest.You can repeat the ritual to end the enchantment on your previous structure and enchant a new one. I store the Spire’s chicken legs on the sublevels.170 171 Classes
Witch Spell ListThis section presents the Witch spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. New spells are marked with an asterisk (*). In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.Cantrips (Level 0 Witch Spells)Spell School SpecialAcid Splash Evocation —Candy Blast* Conjuration —Card Trick* Transmutation —Cheat* Divination —Chill Touch Necromancy —Cryptogram* Conjuration —Dancing Lights Illusion CEldritch Orb* Evocation —Hex: Abate* Enchantment —Hex: Apathy* Enchantment —Hex: Bleeding* Necromancy —Hex: Charm* Enchantment —Hex: Disorient* Necromancy —Hex: Doomward* Abjuration —Hex: Duplicity* Illusion —Hex: Evil Eye* Illusion —Hex: Fortune* Divination —Hex: Garble* Illusion —Hex: Hobble* Transmutation —Hex: Mire* Transmutation —Hex: Misfortune* Divination —Hex: Obfuscate* Transmutation —Hex: Peacebond* Abjuration —Hex: Pox* Necromancy —Hex: Ruin* Necromancy —Hex: Stupor* Enchantment —Hex: Tremors* Transmutation —Hex: Vanish* Illusion —Hex: Ward* Abjuration —Hocuspocus* Conjuration —Mage Hand Conjuration —Message Transmutation —Minor Illusion Illusion —Minor Lifesteal* Necromancy —Prestidigitation Transmutation —Scurry* Transmutation —Shriek* Evocation —Solar Wind* Evocation —Starry Wisp Evocation —Sulfuric Smoke* Conjuration —True Strike Divination —Level 1 WITCH SpellsSpell School SpecialAccursed Act* Enchantment CAction Transmutation —Animal Friendship Enchantment —Arcane Anomaly* Abjuration CBane Enchantment CBlood Print* Necromancy RCharm Person Enchantment —Clue* Divination RColor Spray Illusion —Comprehend Languages Divination RCurse of Chains* Enchantment CCurse Ward* Abjuration —Delay* Transmutation —Detect Magic Divination C, RDisguise Self Illusion —Dissonant Whispers Enchantment —Expeditious Retreat Transmutation CFaerie Fire Evocation CFlawed Reconstruction* Transmutation —Hex Enchantment CHideous Laughter Enchantment CHollowing Curse* Necromancy CPrehensile Hair* Transmutation RProtection from Evil and GoodAbjuration C, MPsychedelics* Illusion —Ray of Sickness Necromancy —Rumor* Enchantment —Silent Image Illusion CSleep Enchantment CSpeak with Animals Divination RThunderwave Evocation —Unseen Servant Conjuration RWhispering Wind* Evocation R170 171Witch
Fear Illusion CFly Transmutation CHypnotic Pattern Illusion CMagic Circle Abjuration MMajor Image Illusion CNondetection Abjuration MPhantasmal Beauty* Illusion CRemove Curse Abjuration —Ruby-Eye Curse* Necromancy CRusting Grasp* Transmutation —Séance* Divination MSending Divination —Slow Transmutation CSpeak with Dead Necromancy —Speak with Plants Transmutation —Stinking Cloud Conjuration CTongues Divination —Level 4 WITCH SpellsSpell School SpecialArcane Eye Divination CBanishment Abjuration CBlack Tentacles Conjuration CCharm Monster Enchantment —Compulsion Enchantment CConfusion Enchantment CDimension Door Conjuration —Dominate Beast Enchantment CGahoul’s Scapegoat* Abjuration —Greater Invisibility Illusion CHallucinatory Terrain Illusion —Intensify Gravity* Transmutation CInvisibility Purge Abjuration —Locate Creature Divination CMandy’s Enchanted Carriage*Transmutation —Mandy’s Feral Follower* Transmutation —Mandy’s Marvelous Dress*Conjuration MPhantasmal Killer Illusion CPolymorph Transmutation CSoul Effigy* Necromancy RWatery Tentacles Conjuration CZero Gravity Transmutation CLevel 2 WITCH SpellsSpell School SpecialAberrate* Transmutation —Aerial Alacrity* Transmutation —Animal Messenger Enchantment RAugury Divination R, MBlindness/Deafness Transmutation —Blunder* Enchantment —Calm Emotions Enchantment CCurse of Blades* Enchantment CDarkness Evocation CDarkvision Transmutation —Detect Thoughts Divination CEnlarge/Reduce Transmutation CEnthrall Enchantment —Ethereal Jaunt* Conjuration —Hold Person Enchantment CIntrusive Thought* Enchantment —Invisibility Illusion CJam Weapon* Transmutation —Knock Transmutation —Levitate Transmutation CLocate Object Divination CMisty Step Conjuration —Nondescript* Enchantment —Petal Storm* Conjuration CPhantasmal Force Illusion CProtect Threshold* Abjuration RRay of Enfeeblement Necromancy CSee Invisibility Divination —Shatter Evocation —Spider Climb Transmutation CSuggestion Enchantment CSwift Flight* Transmutation —Unseen Artisan* Conjuration R, MLevel 3 WITCH SpellsSpell School SpecialBenign Dismemberment*Necromancy RBestow Curse Necromancy CClairvoyance Divination C, MCounterspell Abjuration —Dispel Magic Abjuration —172 173 Classes
Level 5 WITCH SpellsSpell School SpecialAwaken Transmutation MContagion Necromancy —Dispel Evil and Good Abjuration CDominate Person Enchantment CDream Illusion —Frolicking Fountain* Enchantment CGeas Enchantment —Hold Monster Enchantment CInsect Plague Conjuration CMislead Illusion CModify Memory Enchantment CPharaoh’s Curse* Necromancy —Planar Binding Abjuration MScrying Divination C, MSeeming Illusion —Telekinesis Transmutation CLevel 6 WITCH SpellsSpell School SpecialCorruption Curse* Necromancy CDemand* Enchantment CElemental Curse* Evocation CEyebite Necromancy CFlesh to Stone Transmutation CFrenzy* Enchantment CMass Suggestion Enchantment —Programmed Illusion Illusion MTrue Seeing Divination MLevel 7 WITCH SpellsSpell School SpecialAbduct* Conjuration —Etherealness Conjuration —Mirage Arcane Illusion —Plane Shift Conjuration MProject Image Illusion C, MSequester Transmutation MSymbol Abjuration MTeleport Conjuration —Level 8 WITCH SpellsSpell School SpecialAntipathy/Sympathy Enchantment —Befuddlement Enchantment —Dominate Monster Enchantment CGlibness Transmutation —Mind Blank Abjuration —Power Word Stun Enchantment —Level 9 WITCH SpellsSpell School SpecialAstral Projection Necromancy MForesight Divination —Identity Curse* Enchantment —Imprisonment Abjuration MParadox* Transmutation —Secret Enclave* Conjuration —True Polymorph Transmutation CWeird Illusion C172 173Witch
LEVEL 3: DECAYYou gain the Hex: Decay cantrip, as follows. This cantrip is exclusive to this subclass.Hex: DecayNecromancy Cantrip (Witch: Black Magic Subclass)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range must succeed on a Constitution saving throw or take 1d6 Necrotic damage. This damage ignores Resistance and Immunity. The creature takes this damage again at the end of each of its turns. The spell ends at the end of your next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).LEVEL 6: UNDEATH COMMANDYour authority over Undead grants you the following benefits.Quick Command. When you take a Bonus Action to command your familiar, you can use the same Bonus Action to issue a command to any Undead you control via the Animate Dead spell or similar magic.Undead Familiar. When you cast Animate Dead, you can choose for one Undead created by the spell to gain the benefits of the Witch Familiar sidebar. It gains these benefits until it dies or you cast the spell again and choose another Undead to gain the benefits.WITCH SUBCLASSESA Witch subclass is a specialization that grants you features at certain levels, as specified in the subclass.Black MagicWield the Dark ArtsBlack magic is associated with Hexes that cause suffering and spells that give rise to undeath. Harnessing such magic can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.LEVEL 3: BLACK MAGIC SPELLSWhen you reach a Witch level specified in the Black Magic Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).Black Magic SpellsWitch Level Spells3 Exhume*, Gentle Repose, Hex: Decay*, Inflict Wounds, Ray of Enfeeblement5 Animate Dead, Vampiric Touch7 Blight, Death Ward9 Cloudkill, ContagionWITCH SUBCLASSESNAME DESCRIPTIONBlack Magic Practices the necromantic arts and wields dark spells of sufferingBlood Magic Lays terrible curses and draws power from blood sacrificesGreen Magic Practices magic associated with plants, animals, and the natural worldPurple Magic Wields illusions and enchantments in equal measureRed Magic A destructive spellcaster wielding magic that ruins and burnsSteel Magic Melds swordsmanship with wicked hexesTea Magic A peaceful witch that practices tea ceremonies and divinationTechnicolor Magic Makes friends with just about everyone they meetWhite Magic A natural healer and practitioner of restorative magic7/10Amateurish but functional Necromancy174 175 Classes
LEVEL 3: BLOOD CURSEYou gain the Hex: Blood Curse cantrip, as follows. This cantrip is exclusive to this subclass.Hex: Blood CurseTransmutation Cantrip (Witch: Blood Magic Subclass)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundA creature you can see within range becomes cursed until the spell ends at the end of your next turn. If the target takes damage while cursed and has fewer than 5 Hit Points after taking damage, it drops to 0 Hit Point.Cantrip Upgrade. The threshold of Hit Points under which the target drops to 0 Hit Points increases by 5 when you reach levels 5 (10 Hit Points), 11 (15 Hit Points), and 17 (20 Hit Points).LEVEL 3: NOVICE HEMOMANCYYou can use a drop of blood in place of a spell’s Material components if those materials aren’t consumed by the spell and don’t have a cost specified.LEVEL 3: ARCANE BLOODLETTINGWhen you cast a spell that has a casting time of an action, you can choose to take 5 Necrotic damage to change the casting time to a Bonus Action for this casting. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.LEVEL 6: DEATHSEEKERYou can detect the location of each creature within 60 feet of you that is missing any of its Hit Points and you can see such a creature if it has the Invisible condition. Additionally, you have Advantage on ability checks you make to track any creature that you or your familiar has damaged within the last 24 hours.LEVEL 10: HEMOMANTIC RECOVERYWhen you finish a Short Rest, you can perform a blood ritual to expend Hit Dice and recover expended level 1–5 spell slots. The cost for each spell slot is given on the Hemomantic Recovery table.Once you use this feature, you can’t do so again until you finish a Long Rest.LEVEL 10: LIFE TETHERWhen you take damage from a creature you can see within 60 feet, you can take a Reaction to transfer some of that damage to a creature that is the sole target of your Hex. You take half the damage (round down) and the hexed creature takes the remaining damage.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).LEVEL 14: GRIM SACRIFICEIf your familiar is within 60 feet of yourself, you can take a Magic action to dissolve its magical bond to this plane. Your familiar drops to 0 Hit Points and unleashes necromantic energy in a 20-foot Emanantion. Each creature you choose within the Emanation makes a Dexterity saving throw against your spell save DC. A creature takes 8d10 Necrotic damage on a failed save, or half as much damage on a successful one.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 6+ spell slot (no action required).Blood MagicFuel Your Curses with BloodForbidden by most Witch covens, Blood Magic centers on the use of dark spells and Hexes that draw from the spellcaster’s life essence. It is fundamentally more perilous than other Witch crafts, but its many risks come with copious rewards.LEVEL 3: BLOOD SPELLSWhen you reach a Witch level specified in the Blood Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).Blood SpellsWitch Level Spells3 Acid Arrow, Hex: Blood Curse*, Hold Person, Inflict Wounds, Hollowing Curse*5 Ruby-Eye Curse*, Vampiric Touch7 Blight, Dominate Beast9 Cloudkill, Dominate Person174 175Witch
LEVEL 3: PRIMAL ALLYYou add three times your Witch level, instead of twice your Witch level, to your familiar’s Hit Point maximum.LEVEL 6: TWIN FAMILIARWhen you summon your familiar, you can divide its spirit into two bodies. When summoned in this way, your familiar is two identical creatures that share a single pool of Hit Points. Your twin familiars act on subsequent turns. You can use your Quick Attack twice on the same turn, using an action to command one twin and a Bonus Action to command the other. A spell or feature that targets or dismisses your familiar affects both twins.LEVEL 10: VITAL NOURISHMENTYou exude an aura of Green Magic that restores and reinvigorates life around you. When you finish a Long Rest, plant life within 120 feet of where you finished your Long Rest grows as if a month had passed with abundant food, water, and other necessities. If the plants would produce fruits, berries, or vegetables, the plants grow enough food to feed six creatures for one day.Additionally, choose up to six creatures you can see at the end of the rest. Those creatures each gain Temporary Hit Points equal to your Witch level + your Charisma modifier. You can also end one of the following conditions affecting each creature: Blinded, Deafened, Paralyzed, or Poisoned.Hemomantic RecoverySpell Level Hit Dice1 22 33 44 65 7LEVEL 14: SANGUINEWhen you cast a spell with a spell slot that deals damage to a creature that is the sole target of your Hex, you can choose to sacrifice your blood for power. You take 5 or more Necrotic damage and the target takes an extra 1d8 Necrotic damage for every 5 Necrotic damage you took, to a maximum of 6d8 Necrotic damage. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points. Green MagicWield Nature and an Empowered FamiliarPlants, nature, and things that grow are the domain of Green Magic. Normally a branch of arcana championed by Druids, some Witches have a close tie to the powers of Green Magic and can coax plants and animals to do their bidding.LEVEL 3: GREEN MAGIC SPELLSWhen you reach a Witch level specified in the Green Magic Spells table, you thereafter always have the listed spells prepared.Green Magic SpellsWitch Level Spells3 Barkskin, Druidcraft, Entangle, Goodberry, Locate Animals or Plants, Speak with Animals5 Plant Growth, Speak with Plants7 Dominate Beast, Stoneskin9 Awaken, Tree StrideLEVEL 3: ELDER TONGUEYou can cast Speak with Animals without a spell slot.176 177 Classes
LEVEL 6: FALSE AUTHORITYWhen you cast Disguise Self, you can modify it so that you appear as a figure of authority to anyone who sees you. You don’t choose your appearance; rather, your appearance varies from observer to another. For example, a blacksmith might see you as a guild master, whereas a soldier might see you as a captain.LEVEL 10: DECEITFUL TRANSPOSITIONYou can take a Bonus Action to create an illusory disguise over two creatures within 60 feet of yourself, making it seem as if they have teleported and switched places. The disguise extends to the target’s voices, sounds, smells, etc. Disguised creatures don’t perceive any part of the illusion.A creature can take a Study action to examine a magically disguised creature and make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can see both illusory creatures for what they are.This illusion lasts until the end of your next turn, and it ends early if either disguised creature takes an action that the other can’t take (such as casting a spell), if you have the Incapacitated condition, or if you dismiss it (no action required). You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.LEVEL 14: WAKING NIGHTMAREYou can warp everything a creature sees into a hellscape full of terrible creatures. When a creature fails its saving throw against your Hex: Hallucinationcantrip, you can further distort its mind. The creature has the Frenzied condition. A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an Opportunity Attack if any creature provokes one. The Frenzied condition ends after 1 minute, or when the spell ends.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).LEVEL 14: SACRIFICIAL FAMILIARWhenever you are targeted by an attack while your familiar is within 5 feet of you, you can take a Reaction to command it to dive in the way of the attack, causing the attack to target your familiar instead.You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.Purple MagicEnchant and Beguile Your FoesPurple Magic holds sway over the domains of illusions and enchantments that take hold over people’s minds, as well as anything that is not quite as it seems. Practitioners of this craft are puppet masters, shaping the apparent reality around them with the ease of a marionette.LEVEL 3: PURPLE MAGIC SPELLSWhen you reach a Witch level specified in the Purple Magic Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).Purple Magic SpellsWitch Level Spells3 Disguise Self, Hex: Hallucination,* Invisibility, Silent Image, Suggestion5 Hypnotic Pattern, Major Image7 Confusion, Private Sanctum9 Modify Memory, SeemingLEVEL 3: HALLUCINATIONYou gain the Hex: Hallucination cantrip, as follows. This cantrip is exclusive to this subclass.Hex: HallucinationEnchantment Cantrip (Witch: Purple Magic Subclass)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range must succeed on a Wisdom saving throw or suffer from hallucinations until the spell ends at the end of your next turn. Whenever a hallucinating target makes a D20 Test, you can take a Reaction to give the roll Disadvantage.176 177Witch
LEVEL 10: INVULNERABILITYWhen a creature that you can see hits you with an attack, you can take a Reaction to reduce the damage you take from the attack by 50, to a minimum of 0.Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 4+ spell slot (no action required).LEVEL 14: ELEMENTAL ANNIHILATIONWhen you cast a level 1+ Witch spell that deals Acid, Cold, Fire, Lightning, or Thunder damage, you can expend another spell slot of equal or higher level to deal maximum damage with that spell on the turn you cast it. Once you use this feature, you can’t use it again until you finish a Long Rest.Steel MagicCut Down Foes with the SoulswordSecret covens throughout the Material Plane practice their magic by drawing spells into their blades. Maniacally cackling and whirling their way across the battlefield, these Witches weave their curses into a bloody tapestry whenever they bring their steel to bear.LEVEL 3: STEEL SPELLSWhen you reach a Witch level specified in the Steel Spells table, you thereafter always have the listed spells prepared.Steel SpellsWitch Level Spells3 Heat Metal, Heroism, Magic Weapon, Shield, True Strike5 Blink, Haste7 Death Ward, Freedom of Movement9 Flame Strike, TelekinesisLEVEL 3: MARTIAL TRAININGYou gain proficiency with Martial weapons that don’t have the Heavy property and training with Medium armor and Shields.LEVEL 3: SOULSTEELAs a Bonus Action, you can draw the essence of your familiar into a Melee weapon that you are holding, manifesting in a cloak of green flame. This weapon becomes your Soulsteel weapon. Your familiar is temporarily dismissed until this effect ends at the end of your next turn. You gain the following benefits.Red MagicLay Your Foes to Waste with Arcane FuryArcane magic tied to channeling the elements is deemed Red Magic, and is extremely hazardous when used. Witches that specialize in this craft are among the deadliest spellcasters in existence, channeling their curse into unhindered arcane wrath.LEVEL 3: RED MAGIC SPELLSWhen you reach a Witch level specified in the Red Magic Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).Red Magic SpellsWitch Level Spells3 Burning Hands, Dragon’s Breath, Hex: Imperil,* Magic Missile, Scorching Ray5 Fireball, Protection From Energy7 Ice Storm, Wall of Fire9 Cone of Cold, TelekinesisLEVEL 3: IMPERILYou gain the Hex: Imperil cantrip, as follows. This cantrip is exclusive to this subclass.Hex: ImperilTransmutation Cantrip (Witch: Red Magic Subclass)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundYou gesture at a creature you can see within range and choose a damage type. The creature must succeed on a Constitution saving throw or lose Resistance to that damage type, if it has Resistance to it. If it has Immunity to that damage type, it instead has Resistance to it. The spell ends at the end of your next turn.LEVEL 6: CONVOLUTE ENERGYWhen a creature you can see within 60 feet of yourself deals Acid, Cold, Fire, Lightning, or Thunder damage to one or more creatures, you can change that damage type to one of the other listed types (no action required).You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.178 179 Classes
Tea SpellsWitch Level Spells3 Augury, Calm Emotions, Guidance, Hideous Laughter, Sanctuary5 Clairvoyance, Sending7 Divination, Private Sanctum9 Legend Lore, ScryingLEVEL 3: TASSEOGRAPHYYou see glimpses of the future in tea leaves. As a Bonus Action, roll a d20 and record the number rolled. This is a fortelling roll. Before the start of your next turn, you can replace one D20 test made by you or a creature you can see within 60 feet with this roll. You must choose to do so before the roll.You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Bonus Damage. When you hit with your Soulsteel weapon, the target takes an extra 1d6 damage. This damage is your choice of Force, Necrotic, or Radiant.Cackling Killer. When you Cackle, you can extend the duration of this feature by 1 round.Spellcasting Focus. You can use your Soulsteel weapon as a Spellcasting Focus.LEVEL 6: EXTRA ATTACKYou can attack twice instead of once whenever you take the Attack action on your turn.In addition, you can cast one of your cantrips (including your Hexes) that has a casting time of an action in place of one of those attacks.LEVEL 10: INSIDIOUS SMITEOnce on each of your turns when you hit a creature with your Soulsteel weapon, you can expend a level 5 or lower spell slot to deal extra damage equal to 1d8 per level of the spell slot. This damage is your choice of Force, Necrotic, or Radiant.LEVEL 14: HEXPLATEYou have Resistance to Bludgeoning, Piercing, and Slashing damage dealt by an enemy that is the sole target of your Hex.Tea MagicGlimpse and Shape the Future Through Tea LeavesWitches that practice Tea Magic learn to brew magically delicious and restorative tea, as well as to glimpse the future in their tea leaves. They are among the calmest and friendliest of Witches, at worst cranky (if forced to drink their tea in a hurry) or twitchy (after too much tea).LEVEL 3: TEA SPELLSWhen you reach a Witch level specified in the Tea Spells table, you thereafter always have the listed spells prepared. 178 179Witch
Technicolor SpellsWitch Level Spells3 Animal Messenger, Color Spray, Hex: Musical Interlude,* Speak with Animals, Warding Bond5 Fly, Sending7 Freedom of Movement, Locate Creature9 Telepathic Bond, Teleportation CircleLEVEL 3: MUSICAL INTERLUDEYou gain the Hex: Musical Interlude cantrip, as follows. This cantrip is exclusive to this subclass.Hex: Musical InterludeDivination Cantrip (Witch: Technicolor Magic Subclass)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 roundWith an uplifting speech or an encouraging musical number, each creature you choose in a 30-foot Emanation originating from you gains 1d6 Temporary Hit Points. These Temporary Hit Points last until this spell ends at the end of your next turn, but vanish early for a creature that ends its turn outside of the Emanation.Cantrip Upgrade. The Temporary Hit Points increase by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).LEVEL 3: ANIMAL FRIENDSYour affinity for cuddly animals grants you the following benefits.Charismatic Handling. You gain proficiency in the Animal Handling skill. Additionally, you gain a bonus to Wisdom (Animal Handling) checks equal to your Charisma modifier (minimum bonus of +1).Pocket Pet. If you adopt a Beast as a pet, you can temporarily dismiss it into an extradimensional space, as you would a familiar.LEVEL 6: FRIENDSHIP BRACELETAs a Magic action, you can weave a small magical bracelet of string, beads, or some other inexpensive material. You can have a number of these bracelets up to your Charisma modifier (minimum of one). If you make another one, you must render an existing bracelet nonmagical. A creature wearing one of your bracelets gains the following benefits.LEVEL 3: TEA CEREMONYYou can magically conjure enough tea for you and up to six allies whenever you take a Short or Long Rest. The Exhaustion level, if any, of a creature that drinks this tea decreases by 1.LEVEL 6: SHAPES AND OMENSYou can see deeper glimpses into the future through your tea leaves. When you finish a Long Rest, you can examine the shape of your tea leaves. The GM tells you a shape that hints at future events. For example, if you see a tower in your tea leaves, you might encounter a wizard on the following day. If you see a serpent, you might encounter a lair or a monster. When you encounter an event hinted at by your tea leaves, you gain Heroic Inspiration.LEVEL 10: HERBAL REMEDYWhen a creature drinks your tea as a part of your Tea Ceremony, it can gain one of the following benefits of its choice. Once it gains a benefit from this feature, it can’t do so again until it finishes a Long Rest.Invigoration. The creature gains Temporary Hit Points equal to your Witch level.Purification. The creature has Resistance to Poison damage and also has Advantage on saving throws it makes to avoid or end the Poisoned condition on itself. This benefit lasts until the creature finishes a Long Rest.Restoration. The creature gains the benefits of either the Lesser Restoration or the Greater Restoration spell.LEVEL 14: AS FORETOLDYou regain all expended uses of your Tasseography feature when you roll Initiative.Technicolor MagicMake Friends and Sing SongsTechnicolor Witches draw their magic from the power of friendship. They have a penchant for collecting adorable animals of all shapes and sizes, which they will never endanger, no matter how dire the situation. Above all, these Witches are defined by their relentless positivity, which empowers their arcana and spurs on their allies.LEVEL 3: TECHNICOLOR SPELLSWhen you reach a Witch level specified in the Technicolor Spells table, you thereafter always have the listed spells prepared. New spells are marked with an asterisk (*).180 181 Classes
White Magic SpellsWitch Level Spells3 Bless, Cure Wounds, Lesser Restoration, Prayer of Healing, Spare the Dying5 Beacon of Hope, Revivify7 Death Ward, Guardian of Faith9 Mass Cure Wounds, Raise DeadLEVEL 3: REMEDYYou have a reservoir of healing magic represented by a pool of d6s. The number of dice in this pool equals your Witch level.As a Magic action or a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending one or more dice from the pool. You can expend a maximum number of dice equal to your Charisma modifier (minimum of one). Roll the dice you expend, and add your Charisma modifier to the roll if you use this feature as a Magic action, restoring a number of Hit Points equal to the total.Your pool regains all expended dice when you finish a Long Rest.LEVEL 6: TALISMAN OF PROTECTIONYou can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be done during a Short or a Long Rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become nonmagical. Any creature wearing the talisman adds a d4 to all saving throws it makes.LEVEL 10: BENEVOLENT SURGEWhen you, your familiar, or an ally you can see within 30 feet of you takes damage, you can take a Reaction to cause that creature to regain a number of Hit Points equal to 1d10 plus your Charisma modifier.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).LEVEL 14: WITCH’S GIFTWhenever you cast a spell or use a Witch feature that restores a creature’s Hit Points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.Helping Hand. You can take the Help action as a Bonus Action to assist a creature wearing one of your bracelets. Once you do so, you can’t use this benefit to assist that creature again until you finish a Short or Long Rest.Sense Location. You can always determine the location of a creature wearing one of your bracelets, as long as you and it are on the same plane of existence. Targetable. You can target a creature wearing one of your bracelets with spells and effects, even if you can’t see it, as long as the target is within range.LEVEL 10: POSITIVITYYou can leverage your bonds of friendship for protection. When an attacker that you can see hits you with an attack, you can take a Reaction to gain a bonus to your Armor Class equal to the number of friendly creatures within 5 feet of you (to a maximum of +10), potentially causing the attack to miss you instead.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).LEVEL 14: REDEMPTION ARCYou can redeem your foes instead of slaying them. When an enemy you can see is reduced to 0 Hit Points, you can take a Reaction to protect the creature from further harm. Instead of dropping to 0 Hit Points, the creature drops to 1 Hit Point and has the Unconscious condition. The condition ends early for it if it regains any Hit Points. When the creature awakens, any magical effect causing it to be Charmed, cursed, Frightened, or possessed ends. Furthermore, the creature becomes Friendly to you and your allies.Once you use this feature, you can’t use it again until you finish a Long Rest.White MagicHeal and Mend a Broken WorldWhite Magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking.LEVEL 3: WHITE MAGIC SPELLSWhen you reach a Witch level specified in the White Magic Spells table, you thereafter always have the listed spells prepared.180 181Witch
182CONTENTSPAGE 188. SWITCH WEAPONSPAGE 184. WEAPONS
182 CHAPTER 2EQUIPMENT
MELEE WEAPONSNAME DAMAGE PROPERTIES MASTERY WEIGHT COSTSimple Melee WeaponsCestus 1d4 Bludgeoning Finesse, Light Shift 2 lb. 5 GPClaw Gauntlet 1d4 Slashing Finesse, Light Shift 2 lb. 5 GPFishhook 1d6 Piercing Versatile (1d8) Topple 3 lb. 1 GPMachete 1d6 Slashing — Sap 4 lb. 5 SPPickaxe 1d8 Piercing Two-Handed Slow 10 lb. 5 SPPunching Dagger 1d4 Piercing Finesse, Light Shift 2 lb. 5 GPSai 1d4 Piercing Finesse, Light Parry 2 lb. 2 GPScorpion on a Stick 1d6 Poison — Sap 1/2 lb. 1 SPShovel 1d8 Bludgeoning Two-Handed Push 5 lb. 2 GPTonfa 1d4 Bludgeoning Light Nick 1 lb. 1 SPMartial Melee WeaponsBastard Sword 1d8 Slashing Versatile (1d10) Push 8 lb. 65 GPCutlass 1d8 Slashing Finesse Vex 2 lb. 30 GPEstoc 1d8 Piercing Versatile (1d10) Parry 3 lb. 15 GPGrim Scythe 1d6 Slashing Finesse, Reach, Versatile (1d8) Vex 6 lb. 65 GPHooked Hammer 1d8 Bludgeoning Versatile (1d10) Topple 6 lb. 55 GPKatana 1d8 Slashing Finesse, Versatile (1d10) Vex 3 lb. 50 GPKhopesh 1d8 Slashing Versatile (1d10) Topple 4 lb. 25 GPMeteor Chain 1d8 Bludgeoning Reach, Two-Handed Topple 8 lb. 75 GPNaginata 1d10 Slashing Heavy, Reach, Two-Handed Graze 5 lb. 50 GPNunchaku 1d8 Bludgeoning Finesse Slow 1 lb. 5 SPParrying Dagger 1d6 Piercing Finesse, Light Parry 2 lb. 55 GPScourge 1d8 Slashing — Sap 7 lb. 60 GPSpiked Chain 1d10 Piercing Heavy, Reach, Two-Handed Topple 15 lb. 160 GPWEAPONSWeapons come in an endless variety of flavors and designs, from elegant katanas to the bombastic cannons. With patience and dedication, a skilled warrior can master even the most unwieldy weapons, especially if such a weapon would give them an edge in the life or death game of combat.This section details new weapons, their properties, and their mastery properties. Weapons are organized into those which are common to most settings and firearms which are appropriate for Renaissance-era, Industrial Age, and modern settings. 184 185 Equipment185
RANGED WEAPONSNAME DAMAGE PROPERTIES MASTERY WEIGHT COSTSimple Ranged WeaponsBoomerang 1d4 Bludgeoning Thrown (Range 60/180) Slow 1/4 lb. 2 GPThrowing Dagger 1d4 Slashing Finesse, Thrown (Range 30/120) Vex 1 lb. 2 GPMartial Ranged WeaponsAtlatl 1d8 Piercing Ammunition (Range 60/240; Javelin) Slow 1 lb. 5 SPBallista 1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-HandedMounted (1d12)40 lb. 500 GPBomb 1d10 Fire Destructible, Finesse, Thrown (Range 30/90)Explode 1 lb. 2 GPEdged Card 1d4 Slashing Finesse, Light, Thrown (Range 20/60) Nick — 1 GPGreatbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy, Two-HandedTension 8 lb. 200 GPRepeating Crossbow1d8 Piercing Ammunition (Range 80/320; Bolt), Heavy, Reload (4), Two-HandedAutomatic 20 lb. 75 GPVolley Crossbow 1d10 Piercing Ammunition (Range 20/60; Bolt), Heavy, Loading, Two-HandedScatter 8 lb. 115 GPRENAISSANCE FIREARMSNAME DAMAGE PROPERTIES MASTERY WEIGHT COSTMartial Ranged WeaponsBlunderbuss 1d12 Piercing Ammunition (Range 20/60; Shot), Heavy, Loading, Two-HandedScatter 15 lb. 750 GPMusket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-HandedSlow 10 lb. 500 GPPistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GPINDUSTRIAL AGE FIREARMSNAME DAMAGE PROPERTIES MASTERY WEIGHT COSTSimple Ranged WeaponsDouble-Barrel Shotgun2d6 Piercing Ammunition (Range 20/60; Shell), Firearm, Recoil, Reload (2), Two-HandedScatter 8 lb. 175 GPHunting Rifle 2d6 Piercing Ammunition (Range 80/320; Bullet), Firearm, Reload (4), Two-HandedSighted 8 lb. 150 GPParlor Gun 2d4 Piercing Ammunition (Range 30/120; Bullet), Firearm, Light, Reload (2)Vex 1 lb. 75 GPRevolver 2d6 Piercing Ammunition (Range 30/120; Bullet), Firearm, Recoil, Reload (6)Slow 3 lb. 125 GPMartial Ranged WeaponsCannon 2d8 Fire Ammunition (Range 100/400; Cannonball), Firearm, Heavy, Loading, Two-HandedExplode 225 lb.1,500 GPGatling Gun 2d6 Piercing Ammunition (Range 60/240; Bullet), Firearm, Heavy, Reload (40), Two-HandedAutomatic 125 lb.750 GP184 185Weapons185
FIREARM*You don’t add your ability modifier to the weapon’s damage, unless otherwise stated. Firearm ammunition is destroyed upon use.HEAVYYou have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.LIGHTWhen you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. LOADINGYou can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.Weapon PropertiesHere are definitions of the properties in the Properties column of the weapons tables. New properties are marked with an asterisk (*).AMMUNITIONYou can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.DESTRUCTIBLE*After you make an attack with this weapon, it is destroyed.FINESSEWhen making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.MODERN FIREARMSNAME DAMAGE PROPERTIES MASTERY WEIGHT COSTSimple Ranged WeaponsFlare Gun 2d6 Fire Ammunition (Range 30/120; Flare), Firearm, LoadingSlow 1 lb. 100 GPHandgun 2d4 Piercing Ammunition (Range 30/120; Bullet), Firearm, Light, Reload (10)Vex 3 lb. 125 GPMartial Ranged WeaponsAssault Rifle 2d6 Piercing Ammunition (Range 80/320; Bullet), Firearm, Reload (20), Two-HandedAutomatic 7 lb. 300 GPGrenade Launcher2d8 Fire Ammunition (40/160; Grenade), Firearm, Loading, Two-HandedExplode 10 lb. 1,000 GPMagnum 2d8 Piercing Ammunition (Range 30/120, Bullet), Firearm, Heavy, Recoil, Reload (6)Slow 6 lb. 600 GPPump Shotgun2d8 Piercing Ammunition (Range 20/60, Shell), Firearm, Heavy, Recoil, Reload (8), Two-HandedScatter 7 lb. 550 GPSniper Rifle 2d8 Piercing Ammunition (Range 100/400, Bullet), Firearm, Heavy, Loading, Two-HandedSighted 8 lb. 450 GPSubmachine Gun2d4 Piercing Ammunition (20/60; Bullet), Firearm, Light, Reload (16)Automatic 6 lb. 250 GP186 187 Equipment187
AUTOMATIC*When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.CLEAVEIf you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.EXPLODE*When you take the Attack action, you can replace one of your ranged attacks with an explosion from this weapon’s projectile. This explosion is a 5-footradius Sphere centered on a point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn.GRAZEIf your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.JOLT*If you hit a creature with this weapon, the creature can’t make Opportunity Attacks until the start of its next turn.MOUNTED*You can take a Bonus Action to mount this weapon in a fixed position until the end of your turn. A damage value in parentheses appears with this property. While mounted, the weapon deals that damage when used to make a ranged attack, and the weapon can’t be moved. RANGEA Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is the weapon’s long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can’t attack a target beyond the long range.REACHA Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.RECOIL*After you make an attack with this weapon, you can’t make ranged attacks beyond the weapon’s normal range until the end of the current turn.RELOADThis weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an action or a Bonus Action; otherwise, reloading it takes an action. THROWNIf a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.TWO-HANDEDA Two-Handed weapon requires two hands when you attack with it.VERSATILEA Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.Mastery PropertiesEach weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties used in this book are defined below. New mastery properties are marked with an asterisk (*).186 187Weapons187
TOPPLEIf you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.VEXIf you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.Firearm AmmunitionAmmunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The following Firearm Ammunition table lists new types of ammunition used by firearms and the amount you get when you buy them. Firearm ammunition is destroyed upon use.Firearm AmmunitionType Amount Weight CostBullets 10 1 ½ lb. 3 GPCannonballs 5 10 lb. 25 GPFlares 5 5 lb. 5 GPGrenades 5 3 lb. 25 GPShells 10 1 ½ lb. 5 GPShot 10 2 lb. 1 GPSwitch WeaponsEasily the most unorthodox category of weapons, Switch weapons are compound inventions that merge two seperate weapons into a single flexible platform. From the relatively tame Bowblade—a bladed, folding Longbow contraption—to the overly designed Crossbow Axe, these weapons allow for rapid changes in combat style for any situation that arises.WIELDING A SWITCH WEAPONA Switch weapon has two forms. You can swap between which weapon is being used at anytime, even between attacks.PROFICIENCY WITH SWITCH WEAPONSIf a character has proficiency in each of a Switch weapon's forms, they can gain proficiency in the Switch weapon by practicing with it for seven days. Keep track of Weapon Mastery separately for each of a Switch weapon's forms.NICKWhen you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.PARRYWhen you hit a creature with this weapon and you aren’t wielding a Shield, you gain a +2 bonus to your Armor Class until the start of your next turn. You can gain this bonus only once per turn.PUSHIf you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.SAPIf you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.SCATTER*Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon. This weapon’s range is 20/60 if it were higher.SHIFT*If you hit a creature with this weapon, you can immediately move 10 feet without provoking Opportunity Attacks.SIGHTED*Attacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.SLOWIf you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.TENSION*When making a Ranged attack with this weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.188 189 Equipment189
SWITCH WEAPONSWEAPON FORMS DAMAGE PROPERTIES MASTERY WEIGHT COSTMartial WeaponsBowblade Longsword 1d8 Slashing Versatile (1d10) Sap 4 lb. 115 GPLongbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy, Two-HandedSlowCrossbow Axe Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 12.5 lb. 130 GPHeavy Crossbow1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, TwoHandedPushDeckhammer Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 8 lb. 75 GPLongsword 1d8 Slashing Versatile (1d10) SapHinge Spear Pike 1d10 Piercing Heavy, Reach, Two-Handed Push 10.5 lb. 56 GPSpear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8)SapPendulum Axe Battleaxe 1d8 Slashing Versatile (1d10) Topple 5 lb. 80 GPGlaive 1d10 Slashing Heavy, Reach, Two-Handed GrazeRifle Spear Musket 1d12 Piercing Ammunition (40/120; Bullet), Loading, Two-HandedSlow 6.5 lb. 551 GPSpear 1d6 Piercing Thrown (20/60), Versatile (1d8) SapTrickblade Longsword 1d8 Slashing Versatile (1d10) Sap 2.5 lb. 75 GPShortsword 1d6 Slashing Finesse, Light VexSplit Staff Quarterstaff 1d6 Bludgeoning Versatile (1d8) Topple 4 lb. 50 GPTwo Clubs 1d6 Bludgeoning Light SlowSplit Sword Greatsword 2d6 Slashing Heavy, Two-Handed Graze 5 lb. 120 GPTwo Shortswords1d6 Piercing Finesse, Light VexSpikeshot Pistol 1d10 Piercing Ammunition (30/90; Bullet), LoadingVex 2.5 lb. 305 GPWar Pick 1d8 Piercing Versatile (1d10) SapWhip Sword Rapier 1d8 Piercing Finesse Vex 2.5 lb. 77 GPWhip 1d4 Slashing Finesse, Reach SlowIt slices! It dices! It has a hundred-yard range!188 189Weapons189
190CONTENTSPAGE 199. SPELL DESCRIPTIONSPAGE 192. EXPANDED SPELL LISTSPAGE 192. TAGS
190SPELLSCHAPTER 3
SPELLSWithout a repertoire of spells, a Wizard is merely an academic with an overlarge hat. In fact, many of the characters and monsters in 5th Edition rely on magic, from Clerics who acquire their spells from daily devotion, to Bards who pluck magical effects on the strings of their lutes. Magic is ubiquitous in this game, and so, therefore, are spells.This chapter contains a compendium of new spells. First, it introduces a new system of tags, which should help GMs filter spells to suit their campaign. Then, it details the expanded spell lists for spellcasters that aren’t included in this book. Lastly, it details the spells themselves in alphabetical order: over 150 of them!TagsTo better organize these spells, and allow GMs and players to filter spells by their preferences, we’ve included two new tags, which are located behind the spell’s level and school. These tags are as follows:CHRONOMANCYChronomancy spells, marked with the [Chronomancy] tag, pull at the very fabric of time and manipulate causal events. This rare and elusive magic is largely practiced by spellcasters known as chronomancers, who walk between the ages and glimpse the beginning and end of time. Sometimes the use of chronomancy is policed by organizations which lie outside the typical restrictions of time and space, which might make learning even the most rudimentary timemanipulation spells a challenge. The spells Haste, Slow, and Time Stop also deserve the [Chronomancy] tag, but have been familiar to spellcasters far longer than spells like Delay and Paradox.FIREARMSpells marked with the [Firearm] tag are used in firefights, both to improve ranged attacks and defend against them.EXPANDED SPELL LISTSThis section details the spells that are added to each class’s spell list. The spells are organized by spell level and then alphabetized. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.New Bard SpellsNew cantrips (Level 0 Bard Spells)Spell School SpecialCard Trick Transmutation —Cheat Divination —Concealed Shot Illusion —Cryptogram Conjuration —Finger Guns Evocation —Legendary Libation Conjuration —Solar Wind Evocation —New Level 1 Bard SpellsSpell School SpecialAccelerate/Decelerate Transmutation —Action Transmutation —Arcane Anomaly Abjuration —Clue Divination RDelay Transmutation —Free Throw Transmutation —Instant Replay Transmutation —Memorize Enchantment R, MPsychedelics Illusion —Rumor Enchantment —Whispering Wind Evocation RNew Level 2 Bard SpellsSpell School SpecialBlunder Enchantment —Curse of Blades Enchantment CDefenestration Evocation —Hangover Enchantment —Intrusive Thought Enchantment —Jam Weapon Transmutation —Jethro’s Instant Reload Conjuration —Map Divination R, MNondescript Enchantment —Pit Trap Conjuration —Unseen Artisan Conjuration R, MNew Level 3 Bard SpellsSpell School SpecialFlashback Divination —Phantasmal Beauty Illusion C192 193 Spells
New Level 2 Cleric SpellsSpell School SpecialEthereal Jaunt Conjuration —Halo of Flame Evocation CMap Divination R, MNew Level 3 Cleric SpellsSpell School SpecialFlashback Divination —Skirmish Transmutation —New Level 4 Cleric SpellsSpell School SpecialDire Warning Divination —Scrutinize Foe Divination —New Level 5 Cleric SpellsSpell School SpecialSword of Judgement Conjuration CNew Level 6 Cleric SpellsSpell School SpecialAntiballistics Field Abjuration CMass Skirmish Transmutation —New Level 7 Cleric SpellsSpell School SpecialImpressions of the Past Divination C, MNew Level 4 Bard SpellsSpell School SpecialInvisibility Purge Abjuration —Mandy’s Marvelous DressConjuration C, MNew Level 5 Bard SpellsSpell School SpecialFrolicking Fountain Enchantment CWord of Control Enchantment —New Level 6 Bard SpellsSpell School SpecialDemand Enchantment —Frenzy Enchantment CGame of Fate Enchantment RNew Level 7 Bard SpellsSpell School SpecialAbduct Conjuration —New Cleric SpellsNew cantrips (Level 0 Cleric Spells)Spell School SpecialEye of Anubis Necromancy —Eye of Ra Evocation —Legendary Libation Conjuration —Moment to Think Transmutation —Solar Wind Evocation —New Level 1 Cleric SpellsSpell School SpecialAccelerate/Decelerate Transmutation —Blood Print Necromancy RClue Divination RConsecrated Armor Abjuration RCurse Ward Abjuration —Exhume Necromancy RMemorize Enchantment R, MMight of the Abyss Evocation CWhispering Wind Evocation R192 193Spell Lists
New Druid SpellsNew cantrips (Level 0 Druid Spells)Spell School SpecialConcealed Shot Illusion —Legendary Libation Conjuration —Solar Wind Evocation —Springheel Transmutation —New Level 1 Druid SpellsSpell School SpecialClue Divination RConjure Cover Conjuration CIcicle Javelin Conjuration —Psychedelics Illusion —Rumbling Charge Transmutation —Whispering Wind Evocation RZephyr’s Feather Conjuration CNew Level 2 Druid SpellsSpell School SpecialAberrate Transmutation —Aerial Alacrity Transmutation —Map Divination R, MPetal Storm Conjuration CStone Bones Transmutation —New Level 3 Druid SpellsSpell School SpecialGeomantic Discernment Divination C, RPolybrachia Conjuration CRusting Grasp Transmutation —New Level 4 Druid SpellsSpell School SpecialHunger of the Earth Transmutation CIntensify Gravity Transmutation CMandy’s Enchanted CarriageTransmutation —Watery Tentacles Conjuration CZero Gravity Transmutation CNew Level 5 Druid SpellsSpell School SpecialFrolicking Fountain Enchantment CNew Level 6 Druid SpellsSpell School SpecialWinter Flower Evocation —New Level 7 Druid SpellsSpell School SpecialInevitable Boulder Conjuration CNew Level 8 Druid SpellsSpell School SpecialRocks Fall Conjuration —New Level 9 Druid SpellsSpell School SpecialSecret Enclave Conjuration —New Paladin SpellsNew Level 1 Paladin SpellsSpell School SpecialBallistic Smite Evocation —Clue Divination RConjure Cover Conjuration CCurse Ward Abjuration —Instant Replay Transmutation —Perforating Shot Evocation —New Level 2 Paladin SpellsSpell School SpecialStone Bones Transmutation —New Level 3 Paladin SpellsSpell School SpecialPolybrachia Conjuration CNew Level 5 Paladin SpellsSpell School SpecialSword of Judgement Conjuration C194 195 Spells
New Ranger SpellsNew Level 1 Ranger SpellsSpell School SpecialBlood Print Necromancy RClue Divination RIcicle Javelin Conjuration —Instant Replay Transmutation —Perforating Shot Evocation —Psychedelics Illusion —Rumbling Charge Transmutation —Zephyr’s Feather Conjuration CNew Level 2 Ranger SpellsSpell School SpecialJethro’s Instant Reload Conjuration —Map Divination R, MPit Trap Conjuration —Stone Bones Transmutation —New Level 3 Ranger SpellsSpell School SpecialAfter Image Illusion MGeomantic Discernment Divination C, RPolybrachia Conjuration CSkirmish Transmutation —New Level 4 Ranger SpellsSpell School SpecialScrutinize Foe Divination —New Sorcerer SpellsNew cantrips (Level 0 Sorcerer Spells)Spell School SpecialCandy Blast Conjuration —Cheat Divination —Concealed Shot Illusion —Cryptogram Conjuration —Finger Guns Evocation —Lightning Surge Evocation —Minor Lifesteal Necromancy —Moment to Think Transmutation —Sonic Pulse Evocation —Sulfuric Smoke Conjuration —New Level 1 Sorcerer SpellsSpell School SpecialAccelerate/Decelerate Transmutation —Action Transmutation —Arcane Anomaly Abjuration —Conjure Cover Conjuration CDelay Transmutation —Flawed Reconstruction Transmutation —Free Throw Transmutation —Hollowing Curse Necromancy CIcicle Javelin Conjuration —Lashing Tendrils Transmutation CRumbling Charge Transmutation —Time Hop Conjuration —Zephyr’s Feather Conjuration CNew Level 2 Sorcerer SpellsSpell School SpecialAberrate Transmutation —Aerial Alacrity Transmutation —Defenestration Evocation —Ethereal Jaunt Conjuration —Hangover Enchantment —Intrusive Thought Enchantment —Map Divination R, MNondescript Enchantment —Protect Threshold Abjuration RRecall Conjuration —Stone Bones Transmutation —Swift Flight Transmutation —New Level 3 Sorcerer SpellsSpell School SpecialAfter Image Illusion MConjure Cannonball Conjuration —Cosmic Horror Conjuration CGravity Well Evocation —Rusting Grasp Transmutation —Skirmish Transmutation —You keep all that magic in your blood?194 195Spell Lists
New Level 4 Sorcerer SpellsSpell School SpecialHunger of the Earth Transmutation CIntensify Gravity Transmutation CInvisibility Purge Abjuration —Zero Gravity Transmutation CNew Level 5 Sorcerer SpellsSpell School SpecialSuspend Transmutation —Sword of Judgement Conjuration CNew Level 6 Sorcerer SpellsSpell School SpecialDemand Enchantment —Mass Skirmish Transmutation —Winter Flower Evocation —New Level 7 Sorcerer SpellsSpell School SpecialAbduct Conjuration —New Level 8 Sorcerer SpellsSpell School SpecialRocks Fall Conjuration —New Level 9 Sorcerer SpellsSpell School SpecialParadox Transmutation —New Warlock SpellsNew cantrips (Level 0 Warlock Spells)Spell School SpecialCheat Divination —Concealed Shot Illusion —Cryptogram Conjuration —Eldritch Orb Evocation —Hocuspocus Conjuration —Lightning Surge Evocation —Shriek Evocation —New Level 1 Warlock SpellsSpell School SpecialCurse Ward Abjuration —Flawed Reconstruction Transmutation —Hollowing Curse Necromancy CLashing Tendrils Transmutation CZephyr’s Feather Conjuration CNew Level 2 Warlock SpellsSpell School SpecialAberrate Transmutation —Ethereal Jaunt Conjuration —New Level 3 Warlock SpellsSpell School SpecialAfter Image Illusion MCosmic Horror Conjuration CPolybrachia Conjuration CNew Level 4 Warlock SpellsSpell School SpecialWatery Tentacles Conjuration CNew Level 5 Warlock SpellsSpell School SpecialFrolicking Fountain Enchantment CSuspend Transmutation —New Level 6 Warlock SpellsSpell School SpecialDemand Enchantment —Gahoul’s Spectral Scythe Necromancy —New Level 7 Warlock SpellsSpell School SpecialAbduct Conjuration —New Level 8 Warlock SpellsSpell School SpecialRocks Fall Conjuration —New Level 9 Warlock SpellsSpell School SpecialParadox Transmutation —196 197 Spells
New Wizard SpellsNew cantrips (Level 0 Wizard Spells)Spell School SpecialCandy Blast Conjuration —Card Trick Transmutation —Cheat Divination —Concealed Shot Illusion —Cryptogram Conjuration —Finger Guns Evocation —Lightning Surge Evocation —Minor Lifesteal Necromancy —Moment to Think Transmutation —Scurry Transmutation —Sonic Pulse Evocation —Sulfuric Smoke Conjuration —New Level 1 Wizard SpellsSpell School SpecialAccelerate/Decelerate Transmutation —Action Transmutation —Arcane Anomaly Abjuration —Blood Print Necromancy RClue Divination RConjure Cover Conjuration CCurse Ward Abjuration —Delay Transmutation —Exhume Necromancy RFlawed Reconstruction Transmutation —Free Throw Transmutation —Hollowing Curse Necromancy CIcicle Javelin Conjuration —Instant Replay Transmutation —Lashing Tendrils Transmutation CMemorize Enchantment R, MRumbling Charge Transmutation —Rumor Enchantment —Time Hop Conjuration —Transient Bulwark Abjuration R, MWhispering Wind Evocation RZephyr’s Feather Conjuration CNew Level 2 Wizard SpellsSpell School SpecialAberrate Transmutation —Aerial Alacrity Transmutation —Blunder Enchantment —Curse of Blades Enchantment CDefenestration Evocation —Ethereal Jaunt Conjuration —Hangover Enchantment —Intrusive Thought Enchantment —Jam Weapon Transmutation —Jethro’s Instant Reload Conjuration —Map Divination R, MNondescript Enchantment —Pit Trap Conjuration —Protect Threshold Abjuration RRecall Conjuration —Stone Bones Transmutation —Swift Flight Transmutation —Unseen Artisan Conjuration R, MNew Level 3 Wizard SpellsSpell School SpecialAfter Image Illusion MBenign DismembermentNecromancy RConjure Cannonball Conjuration —Cosmic Horror Conjuration CFlashback Divination —Geomantic Discernment Divination C, RGravity Well Evocation —Phantasmal Beauty Illusion CRusting Grasp Transmutation —Skirmish Transmutation —196 197Spell Lists
New Level 4 Wizard SpellsSpell School SpecialDire Warning Divination —Hunger of the Earth Transmutation CIntensify Gravity Transmutation CInvisibility Purge Abjuration —Mandy’s Feral Follower Transmutation —Scrutinize Foe Divination —Watery Tentacles Conjuration CZero Gravity Transmutation CNew Level 5 Wizard SpellsSpell School SpecialFrolicking Fountain Enchantment CSuspend Transmutation —Sword of Judgement Conjuration CNew Level 6 Wizard SpellsSpell School SpecialAntiballistics Field Abjuration CDemand Enchantment —Frenzy Enchantment CGame of Fate Enchantment RMass Skirmish Transmutation —Winter Flower Evocation —New Level 7 Wizard SpellsSpell School SpecialAbduct Conjuration —Impressions of the Past Divination C, MInevitable Boulder Conjuration CNew Level 8 Wizard SpellsSpell School SpecialRocks Fall Conjuration —New Level 9 Wizard SpellsSpell School Special Bah! Chronomancers worry so much about time. Paradox Transmutation —Time barely matters when you have even a little bit of immortality.198 199 Spells