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Valda_s_Class_Update_1.1__1-14-2026_

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Published by GRENDEL GADIANTON, 2026-04-19 02:27:34

Valdas Class Update_1.1

Valda_s_Class_Update_1.1__1-14-2026_

Accelerate. The target takes an extra 2d6 damage from the attack. This extra damage is the same type dealt by the triggering attack.Decelerate. Reduce the damage the target takes by 2d6 (to a minimum of 0 damage).Using a Higher-Level Spell Slot. The extra damage or reduction in damage increases by 1d6 for each slot level above 1.ACCURSED ACTLevel 1 Enchantment (Witch)Casting Time: ActionRange: 60 feetComponents: V, S, M (incense or a black candle)Duration: Concentration, up to 1 minuteLighting a candle, you attempt to curse a creature you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration. Until the spell ends, the creature takes Psychic damage equal to 1d8 plus your spellcasting ability modifier whenever it makes an attack roll or casts a spell. The target only takes this damage once per turn. The spell ends early if the target doesn’t attack or cast a spell on its turn.Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.ACTIONLevel 1 Transmutation [Chronomancy] (Bard, Necromancer, Sorcerer, Witch, Wizard)Casting Time: ActionRange: 30 feetComponents: V, S, M (a shaving of licorice root)Duration: 1 roundChoose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Utilize action.AERIAL ALACRITYLevel 2 Transmutation (Druid, Sorcerer, Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: V, S, M (a feather from a bird of prey)Duration: 10 minutesTarget a willing creature you can see within range that has a Fly Speed (including one with a temporary or magically bestowed Fly Speed). That creature gains the following benefits for the duration while it has a Fly Speed and is flying:SPELL DESCRIPTIONSThe spells are presented in alphabetical order.ABDUCTLevel 7 Conjuration (Bard, Necromancer, Sorcerer, Warlock, Witch, Wizard)Casting Time: 1 minuteRange: 1 mileComponents: V, S, M (a silver saucer)Duration: 1 hourThis spell attempts to teleport a creature within range to your location. You must know the target’s precise location when you cast this spell; if it is more than 100 feet from its supposed location, the spell fails. The target must succeed on a Charisma saving throw or be teleported to an unoccupied space you can see within 30 feet of yourself. You can magically bind the target with nearby restraints, such as Manacles, when it is teleported. When the spell ends, you choose whether the target remains in its location or if it is teleported back to the location from which it left.ABERRATELevel 2 Transmutation (Druid, Necromancer, Sorcerer, Warlock, Witch, Wizard)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 minuteThis spell causes your anatomy to become fluid. For the duration, any Critical Hit against you becomes a normal hit.Immediately after you take damage while this spell is active, you can take a Reaction to gain Resistance to that damage type until this spell ends or until you take this Reaction to gain Resistance to a different damage type. This Resistance doesn’t apply to the triggering damage.ACCELERATE/DECELERATELevel 1 Transmutation [Chronomancy] (Bard, Cleric, Sorcerer, Wizard)Casting Time: Reaction, which you take when you see an attack roll hit a creature within 60 feet of yourselfRange: 60 feetComponents: V, S, M (a drop of oil or molasses)Duration: InstantaneousThis spell accelerates or decelerates an attack (see the chosen effect below) the instant before it strikes, lessening or multiplying its force.198 199spells


ARC BLADEEvocation Cantrip (Warmage)Casting Time: ActionRange: 15 feetComponents: S, M (a Melee weapon with which you have proficiency and that is worth 1+ CP)Duration: InstantaneousAs lightning surges through the weapon used in the spell’s casting, you make one attack. This attack can be a melee attack or ranged spell attack using the weapon with a range of 15 feet, as a wave of energy extends from the weapon. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If it is a ranged attack, it deals Lightning damage. Otherwise, it can deal Lightning damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Lightning damage or the weapon’s normal damage type, the attack deals extra Lightning damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).ARCANE ANOMALYLevel 1 Abjuration (Bard, Investigator, Necromancer, Sorcerer, Witch, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (a broken mirror)Duration: Concentration, up to 1 minuteYou create a 30-foot Emanation originating from you that distorts magical energy. For the duration, whenever a spell is cast within the Emanation, roll a d6. On a 5 or 6, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.BALLISTIC SMITELevel 1 Evocation [Firearm] (Paladin)Casting Time: Bonus Action, which you take immediately after hitting a creature with a Ranged weaponRange: SelfComponents: VDuration: InstantaneousChoose Acid, Cold, Fire, Lightning, Poison, or Thunder damage. The target hit by the attack takes an extra 2d6 damage of the chosen type. The triggering attack can deal the chosen damage type or its normal damage type (your choice).Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.• The target can take the Dash or Disengage action as a Bonus Action.• The target can hover.• The target has Advantage on Dexterity checks and saving throws.AFTER IMAGELevel 3 Illusion (Investigator, Ranger, Sorcerer, Warlock, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (a silver hand mirror worth 50+ GP)Duration: 10 minutesYou create an illusory duplicate of yourself which follows your every movement. When a creature hits you with an attack roll while your duplicate remains, roll a d6. If it rolls a 3 or higher, the duplicate is hit instead of you and the duplicate is destroyed. The duplicate otherwise ignores all other damage and effects. The duplicate reappears if you move 15 feet or more on your turn or take the Dodge action.A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.ANTIBALLISTICS FIELDLevel 6 Abjuration [Firearm] (Cleric, Necromancer, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (a pinch of wet gunpowder)Duration: Concentration, up to 10 minutesA 40-foot Emanation extends from you, disrupting projectiles and causing Ranged weapons to malfunction. Within the Emanation, whenever a Ranged weapon is used for an attack, the weapon immediately malfunctions and the attack is lost. A malfunctioning weapon can’t be used to make an attack until a creature takes the Utilize action to fix the weapon malfunction. Ranged attacks using weapons whose projectiles pass through the Emanation have Disadvantage and deal only half damage on a hit.200 201 Spells


Fumble. The target drops one object of your choice that it’s holding, with the object landing in a space you choose up to 10 feet away from the target. If the target drops the weapon it is using for the attack roll, it can make an Unarmed Strike for the triggering attack.Prat Fall. The target has the Prone condition. The Disadvantage from the Prone condition applies against the triggering attack, potentially causing it to miss.BURNING BLADEEvocation Cantrip (Warmage)Casting Time: ActionRange: SelfComponents: S, M (a Melee weapon with which you have proficiency and that is worth 1+ CP)Duration: InstantaneousEncasing the weapon used in the spell’s casting in flames, you make one attack. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Fire damage or the weapon’s normal damage type (your choice). If the weapon’s damage die or any of the spell’s damage dice roll the highest number, you can roll that die again and add it to the damage, rolling again if it is the highest number, and so on. You can add a maximum number of dice to the damage roll equal to your spellcasting ability modifier.Cantrip Upgrade. Whether you deal Fire damage or the weapon’s normal damage type, the attack deals extra Fire damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).BENIGN DISMEMBERMENTLevel 3 Necromancy (Investigator, Necromancer, Witch, Wizard)Casting Time: 1 minute or RitualRange: TouchComponents: V, SDuration: 1 hourYou touch a willing creature, allowing its body parts (fingers, limbs, and even its head) to be harmlessly severed from its body for the duration. It takes no damage from such dismemberment, as long as the body part is removed swiftly and leaves a clean cut. The target’s head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but don’t begin decomposition for the spell’s duration. Any of the target’s severed body parts that are removed during this spell’s duration can be held back to the stump, which instantly restores the body part.At the end of the duration, severed body parts become permanently severed. The target dies if vital organs have not been reattached to its head.BLOOD PRINTLevel 1 Necromancy (Cleric, Investigator, Necromancer, Ranger, Witch, Wizard)Casting Time: Action or RitualRange: TouchComponents: V, S, M (an ounce or more of blood)Duration: InstantaneousAt your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as Human, Gnoll, Deer, or Fire Giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match blood samples originating from the same creature.BLUNDERLevel 2 Enchantment (Bard, Witch, Wizard)Casting Time: Reaction, which you take when a creature you can see within range hits a target with an attack rollRange: 30 feetComponents: S, M (a banana peel)Duration: InstantaneousThe attacker must succeed on a Wisdom saving throw or suffer one of the following effects of your choice:200 201spells


CLUELevel 1 Divination (Bard, Cleric, Druid, Investigator, Paladin, Ranger, Witch, Wizard)Casting Time: Action or RitualRange: SelfComponents: V, S, M (a magnifying glass and pipe)Duration: 10 minutesWhen you cast this spell, all footprints and fingerprints within a 30-foot Emanation originating from you become highlighted and glow faintly for the duration. When you cast the spell, choose any point in time up to 10 days ago. Only footprints and fingerprints left between that time and the present will be highlighted. Each creature that leaves footprints and fingerprints is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects within the Emanation will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.CONCEALED SHOTIllusion Cantrip [Firearm] (Bard, Druid, Necromancer, Sorcerer, Warlock, Warmage, Wizard)Casting Time: ActionRange: TouchComponents: S, M (a Ranged weapon)Duration: 1 minuteA Ranged weapon you touch is made supernaturally subtle. For the duration, when you make a ranged attack using the weapon, the weapon or ammunition you’re using becomes invisible while in flight and the weapon becomes silent. If the weapon produces smoke or light, the spell suppresses these effects. The weapon or projectile you’re using becomes visible again after the attack hits or misses. If you are hidden and the target is 80 feet or further from you, the attack doesn’t reveal your location.CONJURE CANNONBALLLevel 3 Conjuration [Firearm] (Sorcerer, Wizard)Casting Time: ActionRange: 600 feetComponents: V, S, M (a small replica cannon)Duration: InstantaneousYou summon a cannonball, mid-flight and at full velocity, which explodes on impact. Make a ranged spell attack roll against a target you can see within range. On a hit, the target takes 5d10 Bludgeoning damage and an explosion extends from it in a 5-foot Emanation. Each creature other than the target within the Emanation makes a Dexterity saving throw, taking half as much damage as the target on a failed save.CANDY BLASTConjuration Cantrip (Sorcerer, Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: V, SDuration: InstantaneousYou summon a handful of hard candy—boiled sweets, mints, jelly beans, etc.—and hurl them at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Force damage and the candy forms a pile on the ground in its space, causing a 5-foot-square area of your choice in the target’s space to become Difficult Terrain. The candy produced by this spell is edible, but has no nutritional value, and vanishes after 1 minute, ending any Difficult Terrain. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).CARD TRICKTransmutation Cantrip (Bard, Warmage, Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: V, S, M (a deck of playing cards)Duration: InstantaneousWith a flash of your hands, you fling a playing or tarot card charged with magical energy. Choose whether you make a ranged spell attack roll or if the target makes a Dexterity saving throw. On a hit or a failed saving throw, the target takes 1d8 Force damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).CHEATDivination Cantrip (Bard, Necromancer, Sorcerer, Warlock, Warmage, Witch, Wizard)Casting Time: Bonus ActionRange: SelfComponents: S, M (a weighted die)Duration: 1 roundYou twist your fingers and fate seems to follow suit. Until the end of your next turn, you can reroll any ability check you make to play nonmagical games of skill. Therefore, this spell could influence a game of poker, but not the result of a Deck of Many Things.202 203 Spells


Dull Reflexes. The target has Disadvantage on Dexterity checks and saving throws.Feeble Fortitude. The target has Disadvantage on Constitution saving throws and can’t regain Hit Points.Weak Will. The target has Disadvantage on Wisdom saving throws and spell attack rolls.COSMIC HORRORLevel 3 Conjuration (Necromancer, Sorcerer, Warlock, Wizard)Casting Time: ActionRange: 60 feetComponents: V, S, M (a dream journal)Duration: Concentration, up to 1 minuteFor the briefest moment, you open a portal to an eldritch dimension in a 10-foot-radius Sphere centered on a point you can see within range. Each creature within the Sphere makes a Wisdom saving throw as it beholds the nightmarish dimension. On a failed save, a creature takes 6d6 Psychic damage and has the Frightened condition for the duration. On a successful save, a creature takes half as much damage only.A creature Frightened by this spell makes another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.CRYPTOGRAMConjuration Cantrip (Bard, Necromancer, Sorcerer, Warlock, Warmage, Witch, Wizard)Casting Time: ActionRange: UnlimitedComponents: V, S, M (a small written message)Duration: InstantaneousYou send a small scroll with a message to a creature of your choice. The recipient must be a creature known to you and also be on the same plane of existence as you. The scroll hovers in front of the recipient, drops into its pocket, or lands atop something nearby. The scroll’s message can be up to 8 characters long (spaces count as characters). Once you send a scroll, you can’t send another scroll to that recipient for 24 hours.Using a Higher-Level Spell Slot. The damage increases by 1d10 for each slot level above 3.CONJURE COVERLevel 1 Conjuration [Firearm] (Druid, Investigator, Paladin, Sorcerer, Wizard)Casting Time: Bonus ActionRange: 10 feetComponents: V, S, M (a duck figurine)Duration: Concentration, up to 1 hourYou conjure a low cobblestone wall along the ground at a point you can see within range. The wall is 18 inches thick and is composed of three 5-footlong, 3-foot-high segments. Each segment must be contiguous with at least one other segment.A Medium creature that hunkers behind the wall has Half Cover, and a Small creature that hunkers behind it has Three-Quarters Cover. The wall can be leapt over without spending any additional movement.Each segment has AC 10 and 30 hit points. Reducing a segment of the wall to 0 hit points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.CONSECRATED ARMORLevel 1 Abjuration (Cleric, Investigator)Casting Time: Action or RitualRange: SelfComponents: V, S, M (a drop of blessed oil)Duration: 8 hoursYou trace a holy symbol on yourself, creating an invisible barrier until the spell ends. Your base AC becomes 12 plus your Dexterity modifier. If you are attacked by an Aberration, Fey, Fiend, or Undead, you add your spellcasting ability modifier to your AC against that attack. The spell ends early if the target dons armor.CORRUPTION CURSELevel 6 Necromancy (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: Concentration, up to 1 minuteWith a piercing glare and a sinister gesture, you send ribbons of dark magic toward a creature you can see within range. For the duration, the target is cursed and suffers one of the following effects of your choice. 202 203spells


DEAD FOGLevel 3 Necromancy (Necromancer)Casting Time: ActionRange: 120 feetComponents: V, SDuration: Concentration, up to 1 minuteA 10-foot-radius Sphere of necromantic fog appears centered on a point you can see within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.Each creature in the Sphere makes a Constitution saving throw, taking 3d6 Necrotic damage on a failed save or half as much on a successful one. When you cast the spell, you can empower it with your own life force. You can choose to take 10, 20, or 30 Necrotic damage. This damage ignores Resistance and Immunity. When you do so, the spell’s damage increases by 1d6 for every 10 Necrotic damage you take, up to a maximum of 10d6.As a Magic action, you can move the fog up to 30 feet. A creature also makes a save against this spell when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.CURSE OF BLADESLevel 2 Enchantment (Bard, Necromancer, Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: V, SDuration: Concentration, up to 1 minuteYou attempt to drive a creature you can see within range to violence. The target must succeed on a Wisdom saving throw or be cursed and have the Frenzied condition for the duration.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. At the end of its turn, an affected creature can repeat its saving throw, ending the spell early on a success.CURSE OF CHAINSLevel 1 Enchantment (Witch)Casting Time: ActionRange: 120 feetComponents: V, SDuration: Concentration, up to 1 minuteA black brand resembling iron shackles appears on a creature you can see within range, which must succeed on a Strength saving throw or be cursed for the duration. While cursed, the target’s Speed is 0 and can’t increase. The target can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, the spell ends.CURSE WARD Level 1 Abjuration (Cleric, Investigator, Martyr, Paladin, Warlock, Witch, Wizard)Casting Time: ActionRange: TouchComponents: V, SDuration: 8 hoursYou reach out your hand and touch a willing creature, raising a smoke-like barrier around it. For the duration, the target has Resistance to Necrotic damage and can’t be cursed or possessed. If the target is already under one of these effects, the effect is suppressed until the spell ends.204 205 Spells


DELAYLevel 1 Transmutation [Chronomancy] (Bard, Necromancer, Sorcerer, Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: V, S, M (an octagonal sign)Duration: InstantaneousYou briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the Initiative order from the start of the next round onwards.DEMANDLevel 6 Enchantment (Bard, Sorcerer, Warlock, Witch, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (a snake’s tongue and a piece of copper wire)Duration: 10 minutesThis spell projects a select Enchantment spell to a target, regardless of distance. When you cast Charm Monster, Charm Person, Command, Dominate Beast, Dominate Person, Geas, or Suggestion, before this spell ends, you modify its casting so that its range becomes unlimited. This spell then ends.Choose a target with which you are familiar (whether or not you can see it) for the Enchantment spell. If the spell requires a verbal command, the creature hears the command in its mind and recognizes you as the sender if it knows you. You can project the spell across any distance, and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the Enchantment spell fails and has no effect.DIRE WARNINGLevel 4 Divination [Chronomancy] (Cleric, Investigator, Necromancer, Wizard)Casting Time: ActionRange: SelfComponents: V, SDuration: InstantaneousYou receive a message of up to 6 words from yourself in the future, warning you of a critical threat or pointing you toward a fruitful avenue. The GM determines this message. At some point in the future, once you have learned why you sent the message, you must perform a ritual over the course of 10 minutes, DEAD MIST LASHLevel 1 Necromancy (Necromancer)Casting Time: ActionRange: 60 feetComponents: V, SDuration: InstantaneousYou lash out at a creature you can see within range with a glowing white tendril formed of the sinister, necromantic Dead Mists. Make a ranged spell attack roll against a creature within range. On a hit, the target takes 3d8 Necrotic damage.When you deal damage with the spell, you can also drain some of your life essence to deal extra Necrotic damage to the target. You can choose to take 5, 10, or 15 Necrotic damage. This damage ignores Resistance and Immunity. When you do so, the spell’s damage increases by 1d8 for every 5 Necrotic damage you take, up to a maximum of 10d8.Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.DEFENESTRATIONLevel 2 Evocation (Bard, Sorcerer, Wizard)Casting Time: ActionRange: 30 feetComponents: V, SDuration: InstantaneousA wave of force erupts from your open hand, hurling a creature you can see within range through a window. The target makes a Strength saving throw. On a failure, the target is pushed up to 20 feet and thrown through a window of your choice. If there is no window within 20 feet of the target, it is instead pushed up to 20 feet in a direction of your choice and thrown through a window of arcane force, which materializes behind the creature and vanishes after it shatters. The target takes 4d6 Slashing damage and has the Prone condition when it is thrown through a window. On a successful save, the target is instead only pushed 10 feet and takes no damage.Using a Higher-Level Spell Slot. The damage increases by 1d6 and the distance the target is pushed on a success or failure increases by 5 feet for each spell slot level above 2.204 205spells


ELEMENTAL CURSELevel 6 Evocation (Witch)Casting Time: ActionRange: TouchComponents: V, SDuration: Concentration, up to 1 minuteA spark leaps from your finger to a creature you touch, spreading in bright cracks across its skin. The target must succeed on a Constitution saving throw or be cursed for the duration. The cursed target has Vulnerability to your choice of Acid, Cold, Fire, Lightning, or Thunder damage. If the creature has Resistance to the chosen damage type, it instead loses that Resistance. If the target has Immunity to the chosen damage type, it instead has Resistance to that damage type.ETHEREAL JAUNTLevel 2 Conjuration (Cleric, Martyr, Sorcerer, Warlock, Witch, Wizard)Casting Time: Bonus ActionRange: TouchComponents: V, SDuration: 1 roundA willing creature you touch briefly steps into the border regions of the Ethereal Plane until the start of your next turn. The spell ends instantly if the target is already on that plane.While on the Ethereal Plane, the target can only affect and be affected only by creatures, objects, and effects on that plane. It can perceive the plane it left, which looks gray, and it can't see anything there more than 60 feet away. Creatures that aren't on the Ethereal Plane can't perceive or interact with the target unless a feature gives them the ability to do so. The target can move in any direction on the Ethereal Plane. If it moves up or down, every foot of movement costs an extra foot. When the spell ends, the target returns to the plane it left in the spot that corresponds to its space in the Border Ethereal. If it appears in an occupied space, it is shunted to the nearest unoccupied space.which can be done during a Short or Long Rest, to deliver the message back in time to your past self. If you cast this spell and receive no message, it indicates that you will never complete the ritual in the future, possibly owing to your death or another hindrance.Once you cast this spell, you can’t cast it again for 7 days or until you perform its ritual.DIVINE WRATHLevel 3 Evocation (Martyr)Casting Time: ActionRange: 120 feetComponents: V, S, M (a pinch of sulfur)Duration: InstantaneousYou deliver a mote of divine wrath to a point you can see within range. Each creature you choose in a 10-foot-radius Sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 4d10 Necrotic or Radiant damage (your choice), or half as much damage on a successful save. If this damage reduces a creature to 0 Hit Points, the creature is disintegrated into salt and everything it was wearing or carrying falls in its space. The target can be revived only by a True Resurrection or a Wish spell.Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.ELDRITCH ORBEvocation Cantrip (Necromancer, Warlock, Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: InstantaneousYou fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Force damage and explodes in a 5-foot Emanation. Each creature other than the target within the Emanation makes a Dexterity saving throw, taking half the amount of Force damage on a failed save, or none on a successful one.Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).206 207 Spells


FINGER GUNSEvocation Cantrip [Firearm] (Bard, Sorcerer, Wizard)Casting Time: Bonus ActionRange: SelfComponents: V, SDuration: 1 minuteYou extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, your hand counts as a Simple Ranged weapon with a range of 60/240 feet and the Slow mastery property. You can use your spellcasting ability instead of Dexterity for the attack rolls of this weapon. On a hit, the weapon deals 2d6 Force damage and doesn’t add your ability modifier to damage.Cantrip Upgrade. The weapon’s normal range increases by 30 feet and its long range increases by 120 feet when you reach levels 5 (90/360 feet), 11 (120/480 feet), and 17 (150/600 feet).FLASHBACKLevel 3 Divination [Chronomancy] (Bard, Cleric, Investigator, Wizard)Casting Time: ActionRange: SelfComponents: V, SDuration: InstantaneousCasting your mind through time, you make a subtle alteration to history, allowing you to make preparations for the current situation within the last 24 hours. Describe to your GM how the precautions you took ahead of time to affect the current situation. For example, you might have packed a particular piece of gear or arranged for a distraction to occur at this exact moment. The GM might call for an ability check if the preparations are sufficiently challenging; on a failure, the spell fails and has no effect.A Flashback’s effects are limited, as reality reasserts itself with the fewest possible changes to accommodate the alteration in history. The spell can’t remove creatures or objects from an encounter, harm a creature, or cause creatures and objects that aren’t being worn or carried by you to move. It can generally add an element to an encounter, but can’t generally subtract them. The GM decides on the extent of the Flashback’s effect.EXHUMELevel 1 Necromancy (Cleric, Necromancer, Wizard)Casting Time: Action or RitualRange: 60 feetComponents: V, S, M (a Shovel)Duration: InstantaneousChoose an unoccupied 20-foot square on the ground within range. This spell causes one pile of Humanoid bones to rise out of the ground within that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 corpses or piles of bones are exhumed. The ground itself isn’t disturbed by this spell; the bones simply appear out of the ground.EYE OF ANUBISNecromancy Cantrip (Cleric, Necromancer, Witch)Casting Time: ActionRange: 60 feetComponents: M (a Holy Symbol)Duration: 1 roundA beam of moonlight streaks from each of your eyes. Make two spell attack rolls directed at one target or two different targets within range. On a hit, the target takes 1d4 Necrotic damage and has a 1d4 penalty on the next attack roll it makes before the start of your next turn. This penalty is 1d6 if you hit the target with both spell attack rolls. Cantrip Upgrade. The damage of each beam increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).EYE OF RAEvocation Cantrip (Cleric)Casting Time: ActionRange: 60 feetComponents: M (a Holy Symbol)Duration: InstantaneousA beam of sunlight streaks from each of your eyes. Make two spell attack rolls directed at one target or two different targets within range. On a hit, the target takes 1d4 Radiant damage and the next attack roll against it with a weapon or Unarmed Strike before the start of your next turn has a 1d4 bonus. This bonus is 1d6 if you hit the target with both spell attack rolls. Cantrip Upgrade. The damage of each beam increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).206 207spells


FORCE DARTEvocation Cantrip (Warmage)Casting Time: ActionRange: 120 feetComponents: V, S, M (a specially-prepared gauntlet worth 5+ GP)Duration: InstantaneousYou fling a dart of magical force at a creature within range. Make a Ranged spell attack against the target. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).FORCE WEAPONEvocation Cantrip (Warmage)Casting Time: ActionRange: 5 feetComponents: V, S, M (a specially-prepared gauntlet worth 5+ GP)Duration: 1 roundYou conjure a blade of magical force in the air, which strikes at a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 Force damage. The blade remains in existence for a short time; until the start of your next turn, you can make a single strike with your mystical blade as an Opportunity Attack.Cantrip Upgrade. You make an additional attack when you reach levels 5 (2 attacks), 11 (3 attacks), and 17 (4 attacks). These attacks can target the same creature or different ones.FREE THROWLevel 1 Transmutation (Bard, Sorcerer, Wizard)Casting Time: ActionRange: 150 feetComponents: S, M (an object weighing 5 pounds or less)Duration: InstantaneousYou throw the object used in the spell’s casting with incredible momentum at a creature or to a point within the spell’s range. You choose the object’s exact trajectory, allowing it to navigate around obstacles and corners. The target creature makes a Dexterity saving throw, taking 5d4 Bludgeoning damage on a failed save or half as much damage on a successful one. The target gains no benefit from Half Cover or ThreeQuarters cover for this save. Using a Higher-Level Spell Slot. The damage increases by 2d4 and the maximum weight of the thrown object increases by 5 pounds for each spell slot level above 1.FLAWED RECONSTRUCTIONLevel 1 Transmutation (Necromancer, Sorcerer, Warlock, Witch, Wizard)Casting Time: ActionRange: TouchComponents: V, S, M (a needle and thread)Duration: InstantaneousYou stitch together the wounds of a creature you touch, which regains 3d6 Hit Points. However, the mending is imperfect, and the target’s Hit Point maximum is reduced by 1d6, to a minimum of 1.Using a Higher-Level Spell Slot. The healing increases by 2d6 and the reduction increases by 1d6 for each spell slot level above 1.FLAWED RESURRECTIONLevel 5 Necromancy (Necromancer)Casting Time: 1 hourRange: TouchComponents: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)Duration: InstantaneousYou touch a dead Humanoid that has dead been no longer than 10 days and revive it as an intelligent Undead creature. The creature returns to life with 1 Hit Point. This spell closes all mortal wounds, but it doesn’t restore missing body parts.The creature’s type becomes Undead and it gains Immunity to Poison damage and the Poisoned condition. It doesn’t need to eat, drink, sleep, or breathe, though it must still rest for 8 hours to gain the benefits of a Long Rest. The Undead body deteriorates over time. Whenever the creature finishes a Long Rest, its Hit Point maximum permanently decreases by 1. The creature’s Hit Point maximum can only be restored by the Greater Restoration spell. If the creature dies and is later targeted by Resurrection or similar magic, it can be returned to life with its original creature type.FORCE BUCKLERAbjuration Cantrip (Warmage)Casting Time: Bonus ActionRange: SelfComponents: V, S, M (a specially-prepared gauntlet worth 5+ GP)Duration: 1 roundYou summon a translucent field of force, which springs forth from the gauntlet used in the spell’s casting. Until the start of your next turn, you have a +2 bonus to your Armor Class while you aren’t wielding a Shield. This spell ends early if you are hit by an attack.208 209 Spells


FROLICKING FOUNTAINLevel 5 Enchantment (Bard, Druid, Warlock, Witch, Wizard)Casting Time: ActionRange: 120 feetComponents: V, S, M (a conductor’s baton)Duration: Concentration, up to 1 minuteYou conjure a 5-foot Cube of water that swirls in a hypnotic motion in an unoccupied space within range. When the Cube appears and as a Bonus Action on subsequent turns, you can command the water to lash out in a 20-foot Emanation originating from the water. Each creature you choose within the Emanation makes a Dexterity saving throw. A creature takes 5d6 Bludgeoning damage on a failed save or half as much damage on a successful one.When a creature tries to leave the area, you can force it to make a Wisdom saving throw. On a failed save, its Speed is 0 until the start of its next turn.Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 5.FRENZYLevel 6 Enchantment (Bard, Necromancer, Witch, Wizard)Casting Time: ActionRange: 120 feetComponents: V, S, M (a drop of fresh blood)Duration: Concentration, up to 1 minuteWith a gesture, you reduce a crowd to base instinct and violence. Each creature in a 20-foot-radius Sphere centered on a point you choose within range makes a Wisdom saving throw. On a failed save, a creature has the Frenzied condition for the duration. 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. At the end of its turn, an affected creature can repeat its saving throw, ending the condition on itself early on a success.FRIGID BLADEEvocation Cantrip (Warmage)Casting Time: ActionRange: SelfComponents: S, M (a Melee weapon with which you have proficiency and that is worth 1+ CP)Duration: InstantaneousEncasing the weapon used in the spell’s casting in ice, you make one attack. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. The weapon’s damage die increases by 1 step (d4 → d6 → d8 → d10 → d12 or 2d6, your choice). The weapon’s damage dice don’t increase if it has more than one weapon damage die. If the attack deals damage, it can be Cold damage or the weapon’s normal damage type (your choice).Cantrip Upgrade. Whether you deal Cold damage or the weapon’s normal damage type, the attack deals extra Cold damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).Spellblades are just mages with sword envy.208 209spells


GAHOUL’S SCAPEGOATLevel 4 Abjuration (Necromancer, Witch)Casting Time: 1 minuteRange: TouchComponents: V, S, M (black chalk, paint, or oil)Duration: 8 hoursYou trace a complex arcane symbol on the flesh of a willing creature you touch, marking it for sacrifice. When you are hit by an attack roll during the spell’s duration and the marked creature is within 60 feet of yourself, you can take a Reaction to teleport, swapping places with the creature and forcing it to be hit by the attack instead of you. The spell then ends.GAHOUL’S SHRIEKING SKULLLevel 1 Necromancy (Necromancer)Casting Time: ActionRange: 60 feetComponents: V, S, M (a skull)Duration: InstantaneousYou throw a cackling skull at a point you can see within range, which emits a mortifying shriek audible out to 300 feet. Each creature in a 10-foot Cube takes 3d4 Thunder damage, without making a saving throw.Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 1.GAHOUL’S SPECTRAL SCYTHELevel 6 Necromancy (Necromancer, Warlock)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 roundYou conjure a whirling phantasmal scythe in your open hand and throw it through the air. The scythe travels in a 60-foot-long, 10-foot-wide Line, coming to rest hovering in the air at the end of its line or before it strikes a solid surface. Each creature within the area while the scythe is moving makes a Dexterity saving throw, taking 6d8 Necrotic damage on failed save or half as much damage on a successful save. A creature has Disadvantage on this saving throw if the scythe comes to rest in the creature’s space.If you are within 120 feet of the scythe at the start of your next turn, it returns to you in a 10-foot-wide Line, forcing creatures within its area of travel to make the save against it.Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 6.GAHOUL’S GLORIOUS GOTHICLevel 8 Conjuration (Necromancer)Casting Time: 1 hourRange: 1 mileComponents: V, S, M (a decorated gothic manor miniature worth 1,000+ GP)Duration: 7 daysA rift opens, pouring forth tons of brick and stonework that neatly assembles into a vast gothic estate. The estate consists of a manor surrounded by a 200-by-200-foot courtyard and a 10-foot tall wrought iron fence around the perimeter. Any creature within the estate’s area is escorted away by harmless but forceful specters.You can create any floor plan you like for the manor, but the space can’t exceed 50 contiguous 10-foot Cubes or contain more than five floors. The manor is adorned with barred windows and decorative gargoyles, but is furnished and decorated as you choose. Once the manor is first created, these details are recorded in the miniature manor used to cast the spell and can’t be changed. The manor contains sufficient food to feed up to 100 people for seven days. Furnishings and other objects created by this spell dissipate into smoke if taken beyond the estate’s perimeter.The manor is staffed by 50 Skeletons obedient to you. The skeletons can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Any skeleton that leaves the estate’s perimeter dies. Any Humanoid buried in the manor’s courtyard rises 24 hours later as a Ghoul indefinitely under your control. You can have up to 10 such ghouls at once. If given no instructions, these ghouls patrol the estate. Any Undead created by this spell dies if it leaves the estate’s perimeter.When the spell ends, the manor is magically drawn back into the rift. If you cast the spell once every seven days for 365 days in the same location, the manor becomes permanent and can’t be dispelled.210 211 Spells


GRASP OF THE GRAVELevel 4 Necromancy (Necromancer)Casting Time: ActionRange: 120 feetComponents: V, S, M (a shrunken hand)Duration: Concentration, up to 1 minuteSpectral skeletal arms emerge from the ground in a 15-foot-radius circle on the ground that you can see within range. The area becomes Difficult Terrain for the duration.Each creature you choose in the area makes a Strength saving throw. On a failed save, it takes 3d6 Force damage and has the Prone condition. Whenever a creature you can see enters the area or ends its turn there, you can force it to make a save against the spell. A creature makes that save only once per turn.When a creature tries to leave the area, you can force it to make a Strength saving throw. On a failed save, its Speed is 0 until the start of its next turn. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.GRAVITY WELLLevel 3 Evocation (Sorcerer, Wizard)Casting Time: ActionRange: 120 feetComponents: V, S, M (a lodestone and iron filings)Duration: InstantaneousA 15-foot-radius Sphere of gravitational force forms centered on a point you choose within range. Choose whether the direction of gravity is inward toward the center of the Sphere or outward away from it. Each creature in the Sphere makes a Strength saving throw. On a failed save, a creature takes 5d8 Force damage and is pulled 15 feet toward the center of the Sphere or is pushed 15 feet away from it, according to the direction you chose. On a successful save, a creature takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.GAME OF FATELevel 6 Enchantment (Bard, Investigator, Wizard)Casting Time: Action or RitualRange: 60 feetComponents: V, S, M (a Gaming Set)Duration: 1 hourYou magically compel a creature within range that can hear and understand you to a nonmagical game with vital consequences. An unwilling creature must succeed on a Wisdom saving throw or be compelled to join you in the game.The loser of the game takes 6d6 Psychic damage. If no player has won or lost by the end of the spell’s duration, both you and the target take this damage. If you or one of your allies harms the target, you forfeit the game, and vice versa if the target or one of its allies harms you.Additionally, you and the target creature can negotiate for greater stakes. You can wager for higher Psychic damage (up to a maximum of 12d6), currency, property, or more esoteric rewards, such as bestowal of a noble title. The spell reveals if a creature attempts to place a bet it can’t fulfill. A bet is finalized when you and the target agree on the bet, solidifying the bet with a handshake or similar gesture. Property or currency bet on the game is teleported to the winner at the game’s conclusion. The loser is also magically compelled to take any action (such as bestowing a noble title) wagered as part of a bet.Lastly, no spell, magical effect, or creature other than you and the target can influence the game’s outcome.GEOMANTIC DISCERNMENTLevel 3 Divination (Druid, Investigator, Ranger, Wizard)Casting Time: Action or RitualRange: Self Components: V, SDuration: Concentration, up to 10 minutesYou gain the ability to sense valuable minerals in a 60-foot Emanantion originating from you. A glowing aura that only you can see appears around valuable metals, gems, ores, native elements, or other resources in that Emanation for the spell’s duration. You can see this aura through any amount of nonmagical material.210 211spells


HEX: APATHYEnchantment Cantrip (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Charisma saving throw. On a failed save, the creature becomes Indifferent about creatures of your choice that it is Hostile toward. This indifference ends if the target takes damage or is forced to make a saving throw. When the spell ends at the end of your next turn, the creature’s attitude returns to normal.HEX: BLEEDINGNecromancy Cantrip (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Constitution saving throw. On a failed save, each time the target takes damage until the spell ends at the end of your next turn, it takes an extra 1d4 Necrotic damage. If the target is Bloodied, it takes an extra 1d6 Necrotic damage instead. HEX: CHARMEnchantment Cantrip (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends at the end of your next turn. The spell ends early if you or your allies deal damage to the target. When the spell ends, the target knows it was Charmed by you.HALO OF FLAMELevel 2 Evocation (Cleric, Martyr)Casting Time: ActionRange: SelfComponents: V, SDuration: Concentration, up to 1 minuteA ring of flame ignites above your head and emits heat in a 5-foot Emanation originating from you. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 2d8 Fire damage, or half as much damage on a successful save. A creature makes this save only once per turn.Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.HANGOVERLevel 2 Enchantment (Bard, Sorcerer, Wizard)Casting Time: ActionRange: 30 feetComponents: V, S, M (a vial of strong liquor)Duration: InstantaneousYou emit a drunken aura that quickly washes away, leaving an intense hangover. A creature you choose within range makes a Constitution saving throw. On a failed save, the creature takes 3d8 Psychic damage and has the Poisoned condition until the end of your next turn. On a successful save, the target takes half as much damage only. The target has Disadvantage on Constitution saving throws it makes to maintain Concentration as a result of this damage.Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.HEX: ABATEEnchantment Cantrip (Witch)Casting Time ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Charisma saving throw. On a failed save, the target can’t make Opportunity Attacks until the spell ends at the end of your next turn.212 213 Spells


HEX: FORTUNEDivination Cantrip (Witch)Casting Time: ActionRange: TouchComponents: V, SDuration: 1 roundYou touch a willing creature. Until the spell ends at the end of your next turn, the target has Advantage on saving throws.HEX: GARBLEIllusion Cantrip (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Charisma saving throw. On a failed save, the creature can’t speak coherently or cast spells with a Verbal component until the spell ends at the end of your next turn. HEX: HOBBLETransmutation Cantrip (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Strength saving throw. On a failed save, the creature’s Speed is reduced to 10 feet until the spell ends at the end of your next turn. If the target is flying, it falls, unless it has the ability to hover.HEX: MIRETransmutation Cantrip (Witch)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 roundYou transform the ground in a 30-foot Emanation originating from you into murky swamp, which is Difficult Terrain until the spell ends at the end of your next turn. This Difficult Terrain doesn’t cost you extra movement.HEX: DISORIENTNecromancy Cantrip (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Wisdom saving throw. On a failed save, the target must subtract 1d4 from attack rolls it makes until the spell ends at the end of your next turn.Cantrip Upgrade. The die subtracted from attack rolls changes when you reach levels 5 (1d6), 11 (1d8), and 17 (1d10).HEX: DOOMWARDAbjuration Cantrip (Witch)Casting Time: ActionRange: TouchComponents: V, SDuration: 1 roundYou touch a willing creature. The first time the target would drop to 0 Hit Points before the spell ends at the end of your next turn, the target instead drops to 1 Hit Point, and the spell ends. This spell has no effect if you have cast this spell on the target within the past 24 hours.HEX: DUPLICITYIllusion Cantrip (Witch)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 roundYou create an illusory duplicate of yourself in your space. When a creature hits you with an attack before the spell ends at the end of your next turn, roll a d6. On 4 or higher, the attack strikes the duplicate instead of you and the spell ends. The duplicate otherwise ignore all other damage and effects. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.HEX: EVIL EYEIllusion Cantrip (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Wisdom saving throw. On a failed save, the target has the Frightened condition until the spell ends at the end of your next turn.212 213spells


HEX: RUINNecromancy Cantrip (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Constitution saving throw. On a failed save, the target has a −2 penalty to AC until the spell ends at the end of your next turn.Cantrip Upgrade. The penalty to AC increases by 1 when you reach levels 5 (−3), 11 (−4), and 17 (−5).HEX: STUPOREnchantment Cantrip (Witch)Casting Time: ActionRange: 10 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Wisdom saving throw. On a failed save, the target has the Incapacitated condition until the spell ends at the end of your next turn. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. Once the spell ends on a target, it is immune to this spell for the next 24 hours.HEX: TREMORSTransmutation Cantrip (Witch)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 roundA miniature earthquake shakes the ground in a 5-foot Emanation originating from you. Each creature on the ground in the Emanation must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the Emanation or ends its turn there must also succeed on that save or fall Prone. This spell ends at the end of your next turn.HEX: VANISHIllusion Cantrip (Witch)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 roundHEX: MISFORTUNEDivination Cantrip (Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundChoose one creature you can see within range. Until the spell ends at the end of your next turn, whenever the target rolls a 20 on the d20 of a D20 Test, the roll instead becomes a 1.HEX: OBFUSCATETransmutation Cantrip (Witch)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 roundYou produce fog in a 20-foot Emanation originating from you. The fog spreads around corners, and its area is Heavily Obscured. This fog lasts until the spell ends at the end of your next turn or until a strong wind (such as one created by Gust of Wind) disperses it, ending the spell.HEX: PEACEBONDAbjuration Cantrip (Witch)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 roundYou create a 30-foot Emanation originating from you that locks weapons to their containers. The weapons and ammunition of each creature within the Emanation become fixed in their sheaths, quivers, or holsters until the spell ends at the end of your next turn. A creature can take a Utilize action to make a Strength (Athletics) check against your spell save DC, freeing an item from its container on a success.HEX: POXNecromancy Cantrip (Witch)Casting Time: ActionRange: 10 feetComponents: V, SDuration: 1 roundOne creature you can see within range makes a Constitution saving throw. On a failed save, the target has the Poisoned condition until the spell ends at the end of your next turn.214 215 Spells


HOLLOWING CURSELevel 1 Necromancy (Necromancer, Sorcerer, Warlock, Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: V, SDuration: Concentration, up to 1 minuteTendrils of vitality-draining mist extend from your fingertips. A creature you can see within range makes a Dexterity saving throw. On a failed save, the target takes 2d6 Necrotic damage and is cursed for the duration. On a successful save, the target takes half as much damage only.On each of your subsequent turns, you can take a Magic action or Bonus Action to deal damage to the cursed creature. The damage equals 2d6 Necrotic damage if you took the Magic action or half as much if you took a Bonus Action.Using a Higher-Level Spell Slot. The damage increases by 2d6 for each spell slot level above 1.HUNGER OF THE EARTHLevel 4 Transmutation (Druid, Necromancer, Sorcerer, Wizard)Casting Time: ActionRange: 30 feetComponents: V, SDuration: Concentration, up to 1 minuteThe ground opens up beneath a creature you choose on the ground within range. The target must succeed on a Strength saving throw or be pulled underground for the duration. On a successful save, its Speed is 0 until the start of your next turn.A creature pulled underground has the Blinded and Restrained conditions, can't teleport, has Total Cover against attacks and other effects outside the ground, and takes 4d6 Bludgeoning damage at the end of each of its turns. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.Repeating an ancient chant, you have the Invisible condition until the spell ends at the end of your next turn. Creatures within 20 feet of yourself that can hear can detect your location for the spell’s duration. The spell ends early if you make an attack roll, deal damage, or cast a spell.HEX: WARDAbjuration Cantrip (Witch)Casting Time: ActionRange: TouchComponents: V, SDuration: 1 roundYou touch a willing creature. Each time the target takes damage before the spell ends at the end of your next turn, the damage it takes is reduced by 2.Cantrip Upgrade. The damage reduction increases by 1 when you reach levels 5 (−3), 11 (−4) and 17 (−5).HOCUSPOCUSConjuration Cantrip (Necromancer, Warlock, Witch)Casting Time: ActionRange: 30 feetComponents: V, SDuration: 1 minuteYou conjure minor paranormal phenomena and other ominous effects. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its effects active at a time.Grave Mists. A rolling fog gathers on the ground in a 15-foot Cube for 1 minute.Ominous Lights. You cause all candles, torches, and other open flames to darken and flicker for 1 minute.Paranormal Chill. You can chill or warm the air in a 10-foot Cube by 10 degrees for 1 minute.Poltergeist Activity. You cause small, unattended objects to rattle or levitate an inch off the ground for 1 minute.Spirit Orbs. You create up to four fist-sized spectral, glowing orbs, which float around within range for 1 minute. The orbs don’t provide light, apart from a dim glow.Spooky Noises. You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying. The sound lasts for 1 minute.214 215spells


INEVITABLE BOULDERLevel 7 Conjuration (Druid, Wizard)Casting Time: ActionRange: 60 feetComponents: V, S, M (an almost spherical stone)Duration: Concentration, up to 1 minuteA Large 8-foot-diameter boulder appears in an unoccupied space within range and begins to roll in pursuit of one creature that you can see. The boulder has AC 18, 100 Hit Points, and Immunity to Poison and Psychic damage. If the boulder is reduced to 0 Hit Points, it vanishes and the spell ends.At the start of each of your turns, the boulder moves 60 feet in the direction of its target. If the boulder enters a creature’s space, the creature must make a Dexterity saving throw. On a failed save, it takes 6d10 Bludgeoning damage and has the Prone condition. On a success, the creature takes half as much damage and doesn’t have the Prone condition. The boulder also crushes nonmagical objects smaller than itself in its path. If the boulder reaches its target, it rolls over it and continues on, moving until it completes its movement or reaches an obstacle larger than itself. The boulder pursues its target for the duration, rolling over it more than once if possible.If you maintain your Concentration on this spell for the entire possible duration, the boulder continues to pursue its target for up to 1 hour or until you dismiss it. The spell no longer requires your Concentration for this duration. Once the boulder strikes its target, it vanishes and the spell ends.INSTANT REPLAYLevel 1 Transmutation [Chronomancy] (Bard, Martyr, Paladin, Ranger, Wizard)Casting Time: Bonus Action, which you take immediately after missing a target with an attackRange: SelfComponents: V, SDuration: InstantaneousAs your attack misses the target, you instantly reset yourself to the moment before the attack and repeat the attack roll against the same target, potentially causing it to hit.ICICLE JAVELINLevel 1 Conjuration (Druid, Ranger, Sorcerer, Wizard)Casting Time: ActionRange: 60 feetComponents: V, S, M (a small icicle)Duration: InstantaneousYou fling a massive icicle toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 3d8 Cold damage. If the target is also adjacent to a wall, or a similar fixed object, its Speed is 0 until the start of your next turn.Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.IDENTITY CURSELevel 9 Enchantment (Witch)Casting Time: ActionRange: TouchComponents: V, SDuration: Until dispelledYou touch a creature’s temple and attempt to erase its identity. One creature you touch makes a Wisdom saving throw. On a failed save, the target has the Unconscious condition for 1 hour and is cursed to forget its identity. When the target awakens, it loses all its personal memories, though it retains its general knowledge, proficiencies, and other statistics. The target doesn’t realize it has any class features, feats, or magical abilities, and so doesn’t willingly use them unless it rediscovers them. If left to its own devices, the target will quickly adopt a new name and begin to build a new identity. When the spell ends, the target regains its past memories.IMPRESSIONS OF THE PASTLevel 7 Divination [Chronomancy] (Cleric, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (an hourglass and a glass eye worth 100+ GP)Duration: Concentration, up to 1 minuteYou cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which can’t be more than 100 years ago. The past appears dreamlike and shadowy. While viewing the past, you can look in any direction, discern detail, and hear speech as normal, but you can’t move or speak.216 217 Spells


JAM WEAPONLevel 2 Transmutation (Bard, Witch, Wizard)Casting Time: Reaction, which you take when a creature you can see within range makes an attack using a Ranged weaponRange: 60 feetComponents: V, S, M (a pinch of wet gunpowder)Duration: InstantaneousThe weapon you target suffers a malfunction and the attack fails. A malfunctioning weapon can’t be used to make an attack until a creature takes the Utilize action to fix the weapon malfunction.JETHRO’S INSTANT RELOADLevel 2 Conjuration (Bard, Investigator, Ranger, Wizard)Casting Time: ActionRange: TouchComponents: V, S, M (a spent bullet casing)Duration: 8 hoursOne Ranged weapon you touch becomes enchanted to reload itself automatically. If the weapon has the Loading or Reload property, you ignore the property for the duration. When the weapon’s ammunition is depleted, ammunition you are carrying teleports into the weapon.LASHING TENDRILSLevel 1 Transmutation (Necromancer, Sorcerer, Warlock, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (the tip of an octopus tentacle)Duration: Concentration, up to 1 minuteYou sprout grotesque tendrils that whip around in a 5-foot Emanation originating from you. Whenever the Emanation enters the space of a creature and whenever a creature enters the Emanation or ends its turn there, you can deal 2d4 Bludgeoning damage to that creature. A creature takes this damage only once per turn.Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 1.INTENSIFY GRAVITYLevel 4 Transmutation (Druid, Necromancer, Sorcerer, Witch, Wizard)Casting Time: ActionRange: 100 feetComponents: V, S, M (a lodestone and iron filings)Duration: Concentration, up to 1 minuteThis spell intensifies gravity in a 50-foot-radius, 100-foot-high Cylinder centered on a point within range. A creature in the area must spend 2 feet of movement for every 1 foot it moves. Combined with Difficult Terrain, a creature must spend 3 feet of movement for every 1 foot it moves. If a creature with the Prone condition attempts to right itself, it must succeed on a Strength check against your spell save DC. On a failure, its Speed is 0 until the end of the current turn.Objects in the area, including those being worn or carried, weigh double their usual weight. This may cause creatures to become encumbered or cause spells with a weight limit, such as Levitate, to fail. The Fly Speed of a creature in an area of high gravity is reduced to 0.Lastly, creatures and objects take double damage from falling.INTRUSIVE THOUGHTLevel 2 Enchantment (Bard, Sorcerer, Witch, Wizard)Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself making an attack rollRange: 60 feetComponents: V, SDuration: InstantaneousYou attempt to distort a creature’s thinking. The target must succeed on a Wisdom saving throw or automatically miss with the triggering attack.INVISIBILITY PURGELevel 4 Abjuration (Bard, Investigator, Sorcerer, Witch, Wizard)Casting Time: ActionRange: Self Components: V, S, M (a pinch of powdered silver)Duration: 1 minuteYou release a burst of magic to disrupt invisibility in a 120-foot Emanation originating from yourself. Each Invisible creature and object within the Emanation is outlined with a magical aura and can’t benefit from the Invisible condition for the duration. An affected creature must succeed on a Constitution saving throw or have the Stunned condition until the start of your next turn. 216 217spells


MANDY’S ENCHANTED CARRIAGELevel 4 Transmutation (Druid, Witch)Casting Time: 1 minuteRange: 30 feetComponents: V, S, M (a vegetable)Duration: SpecialYou shape-shift a vegetable into a Large magical carriage, complete with reins and two quasi-real horses. The carriage is luxurious and carries up to six passengers—four within and two atop it at the coach’s seat. Creatures within the carriage have Total Cover from external effects, but can see outside through a pair of windows composed of magical force. While sitting in the coach’s seat, a creature can control the carriage, which has a Speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace.The carriage and horses count as a single object with 12 AC and 100 Hit Points. The spell ends early if the carriage and horses are reduced to 0 Hit Points.Duration. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the carriage’s occupants are ejected into adjacent unoccupied spaces, the carriage shrinks back into a vegetable, and the quasi-real horses vanish.MANDY’S FERAL FOLLOWERLevel 4 Transmutation (Witch, Wizard)Casting Time: ActionRange: 30 feetComponents: V, S, M (a small servant’s bell)Duration: SpecialYou touch a Medium or smaller Beast, which shapeshifts into a Humanoid with an appearance of your choice. The Beast’s statistics are replaced by the stat block of a Commoner but retains its Hit Points and Hit Point Dice. You choose the Commoner’s skill proficiency. The commoner wears Fine Clothes but has no other equipment, and has a basic understanding of all unskilled tasks.The target gains 10 Temporary Hit Points. The spell ends early on the target if it has no Temporary Hit Points left. When the spell ends, the Fine Clothes dissipate into smoke.Combat. The commoner is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. It behaves as though it is dutifully employed by you. LEGENDARY LIBATIONConjuration Cantrip (Bard, Cleric, Druid)Casting Time: Bonus ActionRange: 30 feetComponents: V, M (a container, such as a glass, mug, or flask)Duration: InstantaneousA container of your choice magically fills with a drink, such as ale or tea, which can be imbibed as a Bonus Action or Utilize action. A creature that consumes the drink gains 1d6 Temporary Hit Points and has Advantage on saving throws to avoid or end the Frightened condition. The drink’s benefits, including the Temporary Hit Points, last until the start of the creature’s next turn. If the drink isn’t consumed, it vanishes at the start of your next turn.Cantrip Upgrade. The Temporary Hit Points increase by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).LIGHTNING SURGEEvocation Cantrip (Necromancer, Sorcerer, Warlock, Warmage, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (two bits of copper wire)Duration: InstantaneousA dazzling array of lightning bolts erupts from you. Each creature within a 5-foot Emanation must succeed on a Dexterity saving throw or take 1d6 Lightning damage.Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).MAGIC DAGGERSConjuration Cantrip (Warmage)Casting Time: ActionRange: 30 feetComponents: V, SDuration: InstantaneousWith a flourish, you conjure two daggers composed of magical force and flick them at targets within range. You can throw the daggers at one target or multiple within range. Make a separate ranged spell attack roll for each dagger, dealing 1d6 Force damage on a hit. The daggers vanish after the attack.Cantrip Upgrade. This spell creates an additional dagger and you make an additional attack when you reach level 5 (3 attacks), 11 (4 attacks), and 17 (5 attacks).218 219 Spells


This spell magically generates a gridded Map of an area you choose within range. The Map shows a 50-foot Square area on a 5-foot grid and includes scale-accurate details of non-moving objects in that area. The map is rendered without color, and doesn’t include secret doors, traps, or creatures. In a multilevel structure, the map only details the level on which the spell is cast.MASS SKIRMISHLevel 6 Transmutation (Cleric, Sorcerer, Wizard)Casting Time: ActionRange: 60 feetComponents: V, S, M (a branch from a tree)Duration: 10 minutesYou enhance the mobility of up to six willing creatures of your choice that you can see within range. For the duration, each target’s Speed is doubled, its movement is unaffected by Difficult Terrain, and it doesn’t provoke Opportunity Attacks. MEMORIZELevel 1 Enchantment (Bard, Cleric, Investigator, Necromancer, Wizard)Casting Time: Action or RitualRange: TouchComponents: V, S, M (silver string worth 10+ GP, tied in a knot, which the spell consumes)Duration: InstantaneousWhen you cast this spell, your eyes pass over a page of written text that is committed to your memory. For the next year, you remember the exact details of all information on the page. After that time, you have Advantage on all Intelligence checks you make to recall this information.MIGHT OF THE ABYSSLevel 1 Evocation (Cleric, Necromancer)Casting Time: ActionRange: 15 feetComponents: V, S, M (a small, black strip of ribbon)Duration: Concentration, up to 1 minuteYou channel power from the Lower Planes, enhancing three creatures other than yourself within range. Whenever it deals damage with a weapon, it deals an extra 1d4 Necrotic damage.Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.Duration. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours.Using a Higher-Level Spell Slot. You can shape-shift one additional Beast for each spell slot level above 4.MANDY’S MARVELOUS DRESSLevel 4 Conjuration (Bard, Witch)Casting Time: ActionRange: TouchComponents: V, S, M (a glass slipper worth 100+ GP)Duration: Concentration, specialA willing creature you touch is instantly clothed in a fabulous ball gown, perfectly tailored and complete with a set of glittering jewelry. You can choose for the dress to sit atop the creature’s clothing or armor, or for it to magically replace its outfit. The creature can’t remove the dress until the spell ends; similarly, the jewelry vanishes if it is removed. Elegant Flair. Until the spell ends, when the wearer makes a D20 Test using Charisma, it can replace the number it rolls with a 10. Glamorous Ward. If the wearer of the dress is attacked by a creature that can see it, the attacker must succeed on a Wisdom saving throw or miss with the attack. On a success, the attacker is immune to this effect until the spell ends. Duration. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the dress vanishes in a puff of sparkles, and the creature becomes clothed in its original outfit. MAPLevel 2 Divination (Bard, Cleric, Druid, Investigator, Ranger, Sorcerer, Wizard)Casting Time: 1 minute or RitualRange: 60 feetComponents: V, S, M (Ink Pen, Paper, and ink worth 10+ GP, which the spell consumes)Duration: Instantaneous218 219spells


PARADOXLevel 9 Transmutation [Chronomancy] (Necromancer, Sorcerer, Warlock, Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: V, SDuration: InstantaneousBy twisting the flow of time into knots, you cause one action of your choice taken within range within the last round to be undone. Reality then reasserts itself, recoiling from the damage caused by removing an event from time. The direct effects of that action, such as damage dealt by an attack or spell, are undone, but the indirect effects, such as creatures choosing to move to different locations, are not. The creature that took the action takes 10d8 Psychic damage, as it copes with its history being modified.PERFORATING SHOTLevel 1 Evocation (Martyr, Paladin, Ranger)Casting Time: Bonus Action, which you take immediately after hitting or missing with a ranged attack using a weaponRange: SelfComponents: VDuration: InstantaneousAs your attack hits or misses the target, the weapon or ammunition transforms into a 5-foot-wide Line of magical energy that extends out to the weapon’s normal range. The Line includes the attack’s original target. Each creature within the Line makes a Dexterity saving throw, taking Force damage equal to the weapon’s normal damage on a failed save or half as much damage on a successful one.Using a Higher-Level Spell Slot. The weapon’s damage increases by 1d8 for each slot level above 1.PETAL STORMLevel 2 Conjuration (Druid, Witch)Casting Time: ActionRange: 60 feetComponents: V, S, M (a handful of flower petals)Duration: Concentration, up to 1 minuteAn elemental force of swirling winds fills a 10-foot Cube that you can see within range. Until the spell ends, the area is Heavily Obscured and you can take a Magic action on later turns to move the Cube up to 30 feet.MINOR LIFESTEALNecromancy Cantrip (Necromancer, Sorcerer, Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: SDuration: InstantaneousYou attempt to drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 Necrotic damage. You gain Temporary Hit Points equal to the amount of Necrotic damage dealt.Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).MOMENT TO THINKTransmutation Cantrip [Chronomancy] (Cleric, Sorcerer, Warmage, Wizard)Casting Time: Bonus ActionRange: SelfComponents: VDuration: InstantaneousWhen you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search, Study, or Utilize action. Furthermore, you can’t affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.NONDESCRIPTLevel 2 Enchantment (Bard, Investigator, Necromancer, Sorcerer, Witch, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (a paper bag)Duration: 1 hourThis spell makes you seem unremarkable, though it doesn’t change your actual appearance. Creatures that see or hear you for the duration are unable to recall your appearance or voice. 220 221 Spells


PHARAOH’S CURSELevel 5 Necromancy (Necromancer, Witch)Casting Time: ActionRange: 10 feetComponents: V, SDuration: Until dispelledOpening your palm, you release a puff of dust containing the pestilence of mummy rot. One creature you choose within range must succeed on a Constitution saving throw or be cursed for the duration. While cursed, the target can’t regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 3d6 every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this curse.PIT TRAPLevel 2 Conjuration (Bard, Necromancer, Ranger, Wizard)Casting Time: ActionRange: 30 feetComponents: V, S, M (a Shovel)Duration: 8 hoursThis spell magically creates a hidden pit trap at an unoccupied space you can see on the ground within range. The 5-foot square lid of the trap looks identical to the surrounding floor. The pit drops 10 feet into an extradimensional space. If the pit extends into an open space below the lid, such as a lower floor, the pit opens into that space instead.As a Study action, a creature can examine the section of floor that forms the pit’s lid and make an Intelligence (Investigation) check against your spell save DC, detecting the pit on a successful check. When a Large or smaller creature moves onto the lid, it swings open like a trapdoor. The creature makes a Dexterity saving throw or falls into the pit, taking 1d6 Bludgeoning damage for every 10 feet it falls. On a successful save, the creature moves to a space next to the lid without falling. A creature that falls into the pit can climb or fly out as normal. The spell ends 1 minute after a creature falls into the pit. When the spell ends, the extradimensional space vanishes and creatures or objects within the pit are deposited at the top of the pit. Using a Higher-Level Spell Slot. The pit is 10 feet deeper for each spell slot level above 2.When the Cube appears, each creature in it makes a Dexterity saving throw, taking 2d6 Slashing damage or half as much damage on a successful save. The damage increases by 1d6, to a maximum of 4d6, whenever you take a Magic action to move the Cube. A creature also makes the save when the spell’s area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.Using a Higher-Level Spell Slot. The base and maximum damage increase by 1d6 for each spell slot level above 2.PHANTASMAL BEAUTYLevel 3 Illusion (Bard, Witch, Wizard)Casting Time: ActionRange: 120 feetComponents: V, SDuration: Concentration, up to 1 minuteYou tap into the dreams of a creature you can see within range and create an illusory manifestation of its deepest desires, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target has the Charmed and Incapacitated conditions and a Speed of 0 for the duration.The target makes a Wisdom saving throw whenever it takes damage and at the end of each of its turns for the duration. On a successful save, it takes 4d10 Psychic damage and the spell ends.Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.PHANTOM GRAPNELEvocation Cantrip (Warmage)Casting Time: ActionRange: 30 feetComponents: V, SDuration: InstantaneousYou conjure a chain and hook made of magical force, which you propel at a creature or unoccupied space you can see within range. When you target a space or a creature of Huge size or larger, your grapnel pulls you to that target in a straight line. You provoke Opportunity Attacks for this movement as normal. When you target a creature of Large size or smaller, the target must succeed on a Strength saving throw or be pulled up to 10 feet toward you.220 221spells


When you cast this spell, you can cause any of your body hair to grow up to 15 feet in length. Your hair becomes supernaturally tough and you can magically use it to extend your reach for the duration. Using your hair, you can cast spells with a range of Touch, take the Help or Utilize action, or perform simple tasks out to a range of 15 feet. Your hair can’t wield weapons, Shields, or carry objects heavier than 10 pounds. Your hair returns to its normal length when this spell ends.PROTECT THRESHOLDLevel 2 Abjuration (Investigator, Necromancer, Sorcerer, Witch, Wizard)Casting Time: Action or RitualRange: TouchComponents: V, S, M (an ounce of salt for each foot of the warded portal’s perimeter)Duration: 10 minutesTracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an Invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal makes a Wisdom saving throw or takes 4d6 Psychic damage, or half as much on a successful save.Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.PSYCHEDELICSLevel 1 Illusion (Bard, Druid, Ranger, Witch)Casting Time: ActionRange: Self Components: V, S, M (a mushroom)Duration: 1 roundFor a moment, the colors in a 20-foot Emanation originating from you shift in a rainbow swirl. Each creature you choose in the Emanation has Disadvantage on the next attack roll it makes against you until the spell ends at the end of your next turn.Additionally, the colors of objects you choose within range change randomly and remain brightly and unnaturally colored for 1 hour.POLYBRACHIALevel 3 Conjuration (Druid, Martyr, Necromancer, Paladin, Ranger, Warlock)Casting Time: ActionRange: TouchComponents: V, S, M (a pair of armbands)Duration: Concentration, up to 10 minutesTwo muscular arms of brilliant arcane energy appear on a willing creature that you touch. These arms are fully functional and can be used to wield weapons and Shields (allowing the target to simultaneously hold 2 two-handed weapons, or 4 one-handed weapons), perform Somatic components of spells, and perform other actions. For the duration, the target has Advantage on Strength (Athletics) checks. The target can take a Bonus Action to make a melee attack using a weapon wielded by the arms.PREHENSILE HAIRLevel 1 Transmutation (Witch)Casting Time: Action or RitualRange: SelfComponents: V, S, M (a braided rope)Duration: 8 hours222 223 Spells


RUBY-EYE CURSELevel 3 Necromancy (Necromancer, Witch)Casting Time: ActionRange: 30 feetComponents: V, SDuration: Concentration, up to 10 minutesA red haze clouds the eyes of a creature that meets your gaze. A creature you choose within range must succeed on a Constitution saving throw or be cursed for the duration. While cursed, the target can see normally out to a range of 5 feet, but has the Blinded condition beyond this range.RUMBLING CHARGELevel 1 Transmutation (Druid, Ranger, Sorcerer, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (a lump of granite)Duration: InstantaneousYou imbue yourself with the elemental power of a landslide. When you cast this spell, you immediately move up to 30 feet in a straight line on the ground without expending movement or provoking Opportunity Attacks. If you end this movement within 5 feet of a creature, you can force that creature to make a Strength saving throw, taking 2d12 Bludgeoning damage on a failed save or half as much damage on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 1.RUMORLevel 1 Enchantment (Bard, Investigator, Witch, Wizard)Casting Time: ActionRange: SelfComponents: V, SDuration: 1 minuteYou magically spread a rumor of 10 words or less in a 100-foot Emanation originating from you. Any creature within the Emanation that can hear and understand three or more other creatures believes that they hear the rumor being repeated by someone nearby. Different creatures hear the rumor from different people, so a concrete origin is impossible to discern. Generally, creatures won’t become Hostile upon hearing even the most vicious rumors, but hearing a rumor can affect their attitude positively or negatively.QUICKSTEPTransmutation Cantrip (Warmage)Casting Time: Bonus ActionRange: SelfComponents: VDuration: 1 roundThis spell imparts a flash of speed. Your Speed increases by 10 feet until the start of your next turn.RECALLLevel 2 Conjuration [Chronomancy] (Sorcerer, Wizard)Casting Time: Bonus ActionRange: SelfComponents: V, SDuration: 1 roundRecord your location when you cast this spell. Until the end of your next turn, you can take a Reaction in response to an attack roll, a creature casting a spell, or a creature moving within 5 feet of you to teleport back to that location, or to the nearest unoccupied space if that space is occupied. This teleportation precedes the triggering attack or spell. The spell then ends.ROCKS FALLLevel 8 Conjuration (Druid, Necromancer, Sorcerer, Warlock, Wizard)Casting Time: ActionRange: 120 feetComponents: V, S, M (ten dice)Duration: InstantaneousBoulders appear in the air and fall in a 60-foot-radius, 120-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. On a failed save, a target takes 10d8 Bludgeoning damage and is buried under the rubble. On a successful save, a target takes half as much damage only. A buried creature has the Prone and Restrained conditions, and can take an action to make a Strength (Athletics) check against your spell save DC, freeing itself from the boulders on a success and is no longer Prone or Restrained by them.222 223spells


SCURRYTransmutation Cantrip (Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 minuteA nonmagical object you choose within range sprouts legs and runs away. You can’t target an object that weighs more than 10 pounds, nor can you target one that is being worn; however, you can target certain objects that are being carried, as long as they aren’t affixed entirely around a creature’s body or being held in a hand. For example, you can’t target a creature’s helmet or a sword it is wielding, but you can target a drawstring pouch it is wearing or a dagger that is sheathed at its side.The object animates, wriggles free of its owner (if it has one), sprouts two legs, and moves 20 feet in a direction you choose. At the start of each of your turns, you can choose which direction the object moves. The object has an AC of 10, if its AC wasn’t already higher. The spell ends early if the object is reduced to 0 Hit Points or is picked up.SÉANCELevel 3 Necromancy (Investigator, Necromancer, Witch)Casting Time: 10 minutesRange: SelfComponents: V, S, M (a crystal ball, deck of tarot cards, or ouija board, and incense worth 50+ GP)Duration: 1 minuteYou and three or more willing creatures lock hands to conjure a spirit from the afterlife to answer your questions. Describe or name a creature that is familiar to you. If the creature’s soul is free and willing, it manifests as a ghostly specter. This spell fails if the spirit was the target of this spell within the last 10 days.Until the spell ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. There is a 5 percent chance that this spell contacts the wrong spirit, one which will answer questions untruthfully or ambiguously.RUSTING GRASPLevel 3 Transmutation (Druid, Necromancer, Sorcerer, Witch, Wizard)Casting Time: ActionRange: TouchComponents: V, SDuration: InstantaneousYou conjure a potent acid at your fingertips, which can corrode metal and burn flesh. Make a melee spell attack against a creature or object within your reach. On a hit, a creature takes 6d4 Acid damage and it has a −3 penalty to its AC, to a minimum of 10, for 1 hour.If you target a nonmagical metal object with this spell that isn’t being worn or carried, you corrode and destroy parts of the object you choose that can fit within a 1-foot Cube.Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 3. If you target a nonmagical object, you can destroy an additional cubic foot for each slot level above 3.SANCTIONLevel 1 Abjuration (Martyr)Casting Time: Bonus ActionRange: 30 feetComponents: V, S, M (a drop of blood)Duration: Concentration, up to 1 hourYou fling a drop of blood at a creature you can see within range, which must succeed a Constitution saving throw or be marked for the duration. Whenever you take damage, the marked target takes 1d8 Necrotic or Radiant damage (your choice). The spell ends early if you end your turn more than 30 feet away from the target.SCRUTINIZE FOELevel 4 Divination (Cleric, Investigator, Ranger, Wizard)Casting Time: Bonus ActionRange: 60 feetComponents: V, SDuration: InstantaneousYou discern minute details concerning one creature you can see within range. You learn two of the following pieces of information of your choice about the target: its Armor Class, Speeds, Immunities (if any), Resistances (if any), highest ability score, lowest ability score, and enchantments (which reveals which spells, if any, are currently affecting the target). The GM must share with you the chosen information.224 225 Spells


You enhance the mobility of one willing creature you touch, enabling them to move easily through enemy formations. For the duration, the target’s Speed is doubled, its movement is unaffected by Difficult Terrain, and it doesn’t provoke Opportunity Attacks. SOLAR WINDEvocation Cantrip (Bard, Cleric, Druid, Witch)Casting Time: ActionRange: 60 feetComponents: V, SDuration: InstantaneousA gust of solar radiance bombards a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage and be pushed 10 feet away from you.Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).SONIC PULSEEvocation Cantrip (Sorcerer, Warmage, Wizard)Casting Time: ActionRange: 60 feetComponents: V, SDuration: InstantaneousYou compress a thunderous boom into an invisible ball and project it at a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 1d8 Thunder damage and has the Deafened condition until the start of your next turn.If the spell’s target is within 10 feet of you, the spell is amplified and its damage becomes 1d10, instead of 1d8.Cantrip Upgrade. The damage increases by 1d8 (or 1d10, if amplified) when you reach levels 5 (2d8 or 2d10), 11 (3d8 or 3d10), and 17 (4d8 or 4d10).SOUL EFFIGYLevel 4 Necromancy (Necromancer, Witch)Casting Time: 1 minute or RitualRange: TouchComponents: V, S, M (a straw doll)Duration: 8 hoursA Humanoid you touch makes a Constitution saving throw. On a failed save, a fragment of its soul is bound to the doll used in this spell’s casting, which becomes an effigy of that creature. The spell ends if the effigy is destroyed or if the target is on another plane of existence. For the duration, you can use a Magic action to do one of the following. SECRET ENCLAVELevel 9 Conjuration (Druid, Witch)Casting Time: ActionRange: 60 feetComponents: V, S, M (a tiny, silver bell)Duration: InstantaneousYou conjure a shimmering, 10-foot wide multicolored portal within range that leads to a demiplane. When you cast the spell, you also enchant an object that can fit within an 5-foot Cube, which becomes the demiplane’s portal key. The demiplane is a 1,000-foot Cube that resembles a magical forest of the Feywild. The floor is made of fertile soil that can’t be burrowed through. The portal into the demiplane and the matching portal out of the demiplane opens only while the portal key is within 60 feet of the portal. Once the demiplane is created, the location of its portal is fixed and it can only be opened from that same location.You or anyone else within 60 feet of the portal can open the portal by casting this spell again. You can also create a replacement portal key or a duplicate one by casting this spell again.The portal key and any creature within the demiplane can’t be targeted by any Divination spell, though a Wish spell can reveal the location of the portal key.You can create Secret Enclaves within Secret Enclaves, but only if the original demiplane was created by you.SHRIEKEvocation Cantrip (Warlock, Witch)Casting Time: Bonus ActionRange: SelfComponents: V, SDuration: InstantaneousYou release a blood-curdling screech in a 5-foot Emanation. Each Large or smaller creature you choose within the Emanation is pushed 5 feet away from you.SKIRMISHLevel 3 Transmutation (Cleric, Ranger, Sorcerer, Wizard)Casting Time: Bonus ActionRange: TouchComponents: V, S, M (a branch from a tree)Duration: 1 minute224 225spells


STONE BONESLevel 2 Transmutation (Druid, Investigator, Martyr, Necromancer, Paladin, Ranger, Sorcerer, Wizard)Casting Time: Bonus ActionRange: 30 feetComponents: V, SDuration: 1 roundChoose a creature you can see within range. The target has Resistance to Bludgeoning, Piercing, and Slashing damage until the spell ends at the end of your next turn.SULFURIC SMOKEConjuration Cantrip (Necromancer, Sorcerer, Warmage, Witch, Wizard)Casting Time: ActionRange: 60 feetComponents: V, SDuration: 1 roundYou create a 5-foot Cube of acidic smoke at a point you can see within range. Each creature in the Cube must succeed on a Constitution saving throw or take 1d8 Acid damage. The area of the Cube is Lightly Obscured with noxious fumes and lasts until the start of your next turn. A creature entirely within the Cube has Disadvantage on attack rolls.Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).SUSPENDLevel 5 Transmutation [Chronomancy] (Sorcerer, Warlock, Wizard)Casting Time: Bonus ActionRange: 60 feetComponents: V, SDuration: 1 hourYou temporarily end one of the following effects on a creature you can see within range. The effect resumes when the spell ends. • One of the following conditions: Blinded, Deafened, Paralyzed, Petrified, or Poisoned• One spell affecting the target. The duration of the spell is paused and the spellcaster doesn’t need to maintain Concentration until this spell ends.• Any reduction to one of the target's ability scores• Any reduction to the target’s Hit Point maximumControl. You directly control the target’s actions and movement on its next turn by manipulating the effigy’s limbs. That target can only take the Dash, Disengage, Hide, or Utilize action. While controlled, the target’s movements are jerky and unnatural.Harm. You prod the effigy and deal 2d8 damage to the target. This damage is Bludgeoning, Piercing, Slashing, or another damage type appropriate to the means by which you harm the effigy. This damage ignores Resistance and Immunity. Restrain. You submerge the effigy in water, causing the target to believe it is suffocating. The target has the Restrained condition until the end of your next turn.SPARK OF LIFENecromancy Cantrip (Necromancer)Casting Time: ActionRange: 60 feetComponents: V, SDuration: InstantaneousWith a quick jolt of necromantic energy, a corpse momentarily rises to obey you. Choose the corpse of a Huge or smaller creature that has died within the last hour. When you cast this spell, the corpse stands up and can move up to 15 feet and make a single melee attack using your spell attack modifier against a target of your choice within its reach. On a hit, this attack deals Bludgeoning damage based on the corpse’s size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), and Huge (1d12). Once the corpse attacks, it once again crumples into a heap. A corpse targeted by this spell doesn’t become an Undead creature.Cantrip Upgrade. The damage increases by one damage die when you reach levels 5 (2 dice), 11 (3 dice), and 17 (4 dice).SPRINGHEELTransmutation Cantrip (Druid, Warmage)Casting Time: Bonus ActionRange: SelfComponents: VDuration: 1 roundYou flood magic into your legs, allowing you to bound high into the air. Until the start of your next turn, the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal), and you suffer no penalty from making a standing jump.226 227 Spells


Cantrip Upgrade. The damage increases by 1d6 (or 1d8, if amplified) when you reach levels 5 (2d6 or 2d8), 11 (3d6 or 3d8), and 17 (4d6 or 4d8).TIME HOPLevel 1 Conjuration [Chronomancy] (Sorcerer, Wizard)Casting Time: Bonus ActionRange: SelfComponents: V, S, M (the second hand of a clock)Duration: SpecialYou shunt yourself a few seconds into the future. Choose a duration: 1 round, 2 rounds, or 3 rounds. You vanish, reappearing after the duration at the start of your turn in the nearest unoccupied space to where you disappeared. While vanished, you are outside time; you can’t take Actions or Reactions, your Speed is 0, time doesn’t pass for you, your spell effects are suspended, and you can’t be affected by attacks or effects.Using a Higher-Level Spell Slot. If you cast this spell using a level 3–5 spell slot you can choose a duration of 1 minute. If you cast this spell using a level 5+ spell slot, you can choose a duration of 1 hour.TRANSIENT BULWARKLevel 1 Abjuration (Investigator, Martyr, Wizard)Casting Time: Action or RitualRange: SelfComponents: V, S, M (a pearl worth 10+ GP, which the spell consumes)Duration: 8 hoursA fragile, invisible shield protects you for the duration. The next attack roll against you has a −10 penalty to hit, and the spell ends.UNSEEN ARTISANLevel 2 Conjuration (Bard, Investigator, Witch, Wizard)Casting Time: Action or RitualRange: 60 feetComponents: V, S, M (a pouch containing 5+ GP, which the spell consumes)Duration: 8 hoursThis spell creates an Invisible, mindless, shapeless, Medium force that performs specialized tasks at your command until the spell ends. The artisan springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 10, and it can't attack. If it drops to 0 Hit Points, the spell ends.SWIFT FLIGHTLevel 2 Transmutation (Martyr, Sorcerer, Witch, Wizard)Casting Time: Bonus ActionRange: TouchComponents: V, S, M (a bird’s wing feather)Duration: 1 roundStreaks of energy flow from the back of a creature you touch, tracing the shapes of wings. The target has a Fly Speed of 60 feet and can hover until the end of its next turn. When the spell ends, the target falls if it is in the air and nothing is holding it aloft.SWORD OF JUDGEMENTLevel 5 Conjuration (Cleric, Martyr, Paladin, Sorcerer, Wizard)Casting Time: ActionRange: 60 feetComponents: V, S, M (a strand of horse hair)Duration: Concentration, up to 1 minuteThis spell designates an area of protection in a 20-footradius Sphere centered on a point you choose within range. Within that Sphere, a spectral sword appears over each creature, following the creature as long as it remains within the Sphere.Whenever a creature within the Sphere makes an attack or casts a spell, you can force that creature to make a Dexterity saving throw, as the sword above it falls. Resolve the Dexterity saving throw before the triggering attack or spell. On a failed save, the target takes 4d8 Force damage, or half as much damage on a successful save. A creature makes this save only once per turn.Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.THUNDEROUS ECHOEvocation Cantrip (Warmage)Casting Time: ActionRange: Self Components: V, SDuration: 1 roundYou produce a wave of noise in a 10-foot Cone, which can be heard up to 100 feet away. Each creature in that area must succeed on a Constitution saving throw or take 1d6 Thunder damage.An echo of this noise persists for the spell’s duration. If you cast this spell again before the end of your next turn, the spell is amplified and its damage becomes 1d8, instead of 1d6. 226 227spells


The message is blocked if every path within range to the target is blocked by solid objects or areas of magical silence.WINTER FLOWERLevel 6 Evocation (Druid, Sorcerer, Wizard)Casting Time: ActionRange: 120 feetComponents: V, S, M (a crystal flower)Duration: 24 hoursYou cause a Tiny white flower to sprout at a point on the ground you can see within range. The flower has AC 15, 1 HP, Vulnerability to Fire damage, and Immunity to Cold and Psychic damage. During the spell’s duration, you can take a Bonus Action to detonate the flower in a shower of ice. Alternatively, the flower explodes if it is reduced to 0 Hit Points. When the flower explodes, each creature within a 30-foot Emanation must make a Dexterity saving throw. On a failed save, a creature takes 10d8 Cold damage, or half as much on a successful one. The flower withers and dies if it doesn’t explode within the duration.Casting this spell on the same spot every day for seven days makes the spell last until dispelled.WORD OF CONTROLLevel 5 Enchantment (Bard, Martyr)Casting Time: Bonus ActionRange: 30 feetComponents: VDuration: 1 roundOnce on each of your turns as a Bonus Action, you can mentally command the artisan to take the Utilize action with a set of tools within range or to craft a nonmagical item. The artisan has proficiency with all Artisan’s Tools and can perform tasks that a skilled human worker could do. You must provide the artisan with the tools and necessary raw materials for its work. If the artisan must make an ability check, it uses your spellcasting ability for the ability check. If you command the artisan to perform a task that would move it more than 60 feet away from you, the spell ends.WATERY TENTACLESLevel 4 Conjuration (Druid, Warlock, Witch, Wizard)Casting Time: ActionRange: 30 feetComponents: V, S, M (an octopus tentacle)Duration: Concentration, up to 1 minuteFour tentacles made of water appear around you for the duration. You can direct each tentacle to force a creature you can see within range to make a Strength saving throw. A creature makes this save only once per turn. On a failed save, a creature takes 2d8 Bludgeoning damage and has the Restrained condition until the spell ends. For the duration, a Restrained creature makes a Strength saving throw at the end of each of its turns. On a failed save, it takes the Bludgeoning damage again. Whenever a creature succeeds on its saving throw against this spell, that tentacle is destroyed. As a Magic action, you can move each Restrained creature up to 30 feet, direct tentacles to attempt to Restrain a creature you can see within 30 feet of yourself, or use the tentacles to move a Huge or smaller object that isn’t being worn or carried. Using a Higher-Level Spell Slot. The spell creates one more tentacle for each spell slot level above 4.WHISPERING WINDLevel 1 Evocation (Bard, Cleric, Druid, Investigator, Necromancer, Witch, Wizard)Casting Time: Action or RitualRange: 1 mileComponents: V, S, M (a feather)Duration: 1 roundYou whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range, it can hear the message carried on the wind and can reply in a whisper that only you can hear.228 229 Spells


Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.ZEPHYR’S FEATHERLevel 1 Conjuration (Druid, Ranger, Sorcerer, Warlock, Wizard)Casting Time: ActionRange: SelfComponents: V, S, M (a dove’s feather)Duration: Concentration, up to 1 minuteYou wave your hand and four alabaster feathers, magically sharpened to a razor’s edge, appear and orbit around you until the spell ends. When you cast this spell and as Bonus Action on your later turns, you can expend one of the feathers and make a ranged spell attack using it against a creature you can see within 120 feet of yourself. On a hit, the target takes 1d8 Force damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.ZERO GRAVITYLevel 4 Transmutation (Druid, Necromancer, Sorcerer, Witch, Wizard)Casting Time: ActionRange: 100 feetComponents: V, S, M (a lodestone and iron filings)Duration: Concentration, up to 1 minuteThis spell creates a zero gravity environment within a 30-foot-radius Sphere, centered on a point you can see within range. In a zero gravity environment, creatures and objects hang in the air until they are moved. A creature in zero gravity can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Its Speed is otherwise 0. Once a creature or object is set into motion, it can’t stop moving until it collides with an obstacle. A creature automatically continues its movement at the same Speed at the start of each of its turns, and an object set in motion moves with the same Speed each round after it was moved.Creatures and objects in an area of zero gravity have no weight, but still may require significant force to move.When the spell ends, creatures and objects in the air fall if nothing is holding them aloft.You recite a word of authority to a creature you can see within range, which must make a Wisdom saving throw or have the Charmed condition until the end of your next turn. A creature targeted by this spell within the last 24 hours automatically succeeds on its saving throw against it.While Charmed, the target doesn’t move or act unless verbally commanded by you to do so. You can issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn.WORD OF FORCELevel 1 Evocation (Martyr)Casting Time: Bonus ActionRange: 30 feetComponents: VDuration: InstantaneousYou recite a word of magical force to a creature you can see within range, which makes a Strength saving throw. On a failed save, the target takes 1d6 Force damage, is pushed 10 feet away from you, and has the Prone condition. On a successful save, it takes half as much damage only.Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.WORD OF FRAILTYLevel 3 Necromancy (Martyr)Casting Time: Bonus ActionRange: 30 feetComponents: VDuration: 1 roundYou recite a withering magical word to a creature you can see within range, which makes a Constitution saving throw. On a failed save, the creature’s Armor Class is 10 until the end of your next turn if its AC is higher than that.WORD OF TERRORLevel 2 Enchantment (Martyr, Necromancer)Casting Time: Bonus ActionRange: 30 feetComponents: VDuration: 1 roundYou recite a word of fear to a creature you can see within range, which makes a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage and has the Frightened condition until the end of your next turn. On a successful save, it takes half as much damage only.228 229spells


230CONTENTSPAGE 241. CHARACTER SHEETPAGE 237. APPENDIX B: MONSTROUS GRAFTSPAGE 232. APPENDIX A: FAMILIARS


230APPENDICES


Sorcerers, Wizards, Warlocks, and most of all Witches, are inseparable from their familiars. Their second set of eyes and willing set of claws makes them indispensable for any good spellcaster. While many spellcasters opt to summon inconspicuous familiars, like cats, frogs, and owls, others use Find Familiar to bring forth creatures from the farthest reaches of the multiverse or bestow sentience on an inanimate object.Death SnailA death snail is formed from a vile concoction of forest troll bone meal, giant eagle blood, and goblin fingernails, sealed up in a hollowed-out efreet horn, and capped shut with an ettercap tongue. The resulting monstrosity possesses a dull intelligence, but its only impulse is to slay all creatures other than its master.Flying BookLittle can be said about the flying book that is not readily apparent. Though it is indistinguishable from an arcanist’s spellbook while motionless, this animated arcane tome can flutter through the air at a moment’s notice, using its cover as rudimentary wings. Flying books are playful, and enjoy the sensation of being written in.APPENDIX A: FAMILIARSDEATH SNAILTINY MONSTROSITY, TYPICALLY NEUTRAL EVILAC 15 Initiative −2 (8)HP 9 (2d4 + 4)Speed 15 ft., Climb 15 ft.MOD SAVE MOD SAVE MOD SAVESTR 14 +2 +2 DEX 6 –2 –2 CON 15 +2 +2INT 19 +0 +0 WIS 11 +0 +2 CHA 6 –2 –2Resistances FireSenses Blindsight 30 ft.; Passive Perception 10Languages NoneCR 1/4 (XP 50; PB +2)ACTIONSLeech. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Necrotic damage and the snail regains Hit Points equal to the Necrotic damage dealt.FLYING BOOKTINY CONSTRUCT, UNALIGNEDAC 13 Initiative +4 (14)HP 5 (2d4)Speed 0 ft., Fly 30 ft. (hover)MOD SAVE MOD SAVE MOD SAVESTR 3 –4 –4 DEX 15 +2 +2 CON 11 +0 +0INT 1 –5 –5 WIS 4 –3 –3 CHA 1 –5 –5Vulnerabilities FireImmunities Poison, Psychic; Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, PoisonedSenses Blindsight 30 ft.; Passive Perception 7Languages NoneCR 1/8 (XP 25; PB +2)ACTIONSSlam. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.232 233 Appendices


FrightHauntings can usually be attributed to the usual spectral suspects: ghosts, specters, shadows, and poltergeists. But benign hauntings, where the restless spirit merely plays tricks on the living, is usually caused by a fright. These spirits are usually the artifacts of children or entertainers, clinging to the afterlife for company and a semblance of affection, and are as such preoccupied with fun. They never willingly harm others when they haunt a house, and will serve any master that conjures them, if only for the sake of inclusion.GrepA grep is an underground scavenger, known for using its keen vision, acute hearing, and silent flight to trick and steal from travelers, hoarding its possessions in well-hidden troves. Arcanists use greps as messengers and scouts, but they excel as retrievers; a grep can be given the name of an important object and sent to find it, returning a short time later with its prize.FRIGHTSMALL UNDEAD, CHAOTIC EVILAC 14 Initiative +2 (12)HP 21 (6d6)Speed 0 ft., Fly 30 ft. (hover)MOD SAVE MOD SAVE MOD SAVESTR 1 –5 –5 DEX 14 +2 +2 CON 10 +0 +0INT 10 +0 +0 WIS 9 –1 –1 CHA 15 +2 +2Resistances Acid, Cold, Fire, Lightning, Necrotic, ThunderImmunities Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, UnconsciousSenses Darkvision 60 ft.; Passive Perception 9Languages Common plus one other languageCR 1/2 (XP 100; PB +2)TRAITSIncorporeal Movement. The fright can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.ACTIONSLife Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d8) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage takenGREPTINY MONSTROSITY, NEUTRALAC 14 Initiative +4 (14)HP 21 (6d4 + 6)Speed 15 ft., Fly 50 ft.MOD SAVE MOD SAVE MOD SAVESTR 3 –4 –4 DEX 18 +4 +4 CON 13 +1 +1INT 13 +1 +1 WIS 15 +2 +2 CHA 10 +0 +0Skills Perception +4, Sleight of Hand +6, Stealth +6Senses Darkvision 60 ft.; Passive Perception 14Languages Understands Common but can’t speakCR 1/2 (XP 100; PB +2)TRAITSMimicry. The grep can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check.ACTIONSClaw. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.232 233Familiars


MockThe diminutive relative of the mimic, the mock is a tiny shapechanger that replicates small, valuable objects to lure in its victims. In the desert, a mock might take the form of a canteen of precious water, and in a dungeon, it may replicate a sizeable jewel or a spare gold piece. If an adventurer is caught by surprise, a mock is just as dangerous as its larger relatives, for can hide in far less conspicuous places.Moon JellyThough incapable of surviving on land, moon jellies are favored for their bioluminescence by witches that intend to explore deep underwater.MOCKTINY MONSTROSITY, NEUTRALAC 11 Initiative +3 (13)HP 9 (2d4 + 4)Speed 20 ft.MOD SAVE MOD SAVE MOD SAVESTR 9 –1 –1 DEX 12 +1 +1 CON 14 +2 +2INT 4 –3 –3 WIS 13 +1 +1 CHA 6 –2 –2Skills Stealth +5Immunities Acid; ProneSenses Darkvision 60 ft.; Passive Perception 11Languages NoneCR 1/8 (XP 25; PB +2)TRAITSAdhesive (Object Form Only). The mock adheres to anything that touches it. The mock has Advantage on attack rolls against any creature adhered to it. The target or a creature within 5 feet of it can detach the mock as an action.ACTIONSBite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage plus 2 (1d4) Acid damageing Tune or Taunt three times in any combination.BONUS ACTIONSShape-Shift. The mock shape-shifts to resemble a Tiny object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn’t transformed.MOON JELLYTINY MONSTROSITY, UNALIGNEDAC 11 Initiative +1 (11)HP 1 (1d4 – 1)Speed Swim 20 ft., Fly 20 ft. (hover)MOD SAVE MOD SAVE MOD SAVESTR 3 –4 –4 DEX 13 +1 +1 CON 8 –1 –1INT 2 –4 –4 WIS 11 +0 +0 CHA 3 –4 –4Senses Darkvision 60 ft.; Passive Perception 10Languages NoneCR 1/8 (XP 25; PB +2)TRAITSAmphibious. The jelly can breathe air and water.Illumination. The jelly sheds Dim Light in a 10-foot radius.ACTIONSSting. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (2d4) Poison damage.234 235 Appendices


Winter Wolf PupWhen fully grown, a winter wolf is an apex predator of the snow, a terror of teeth and fur, stalking the tundra in packs. But before they develop their fearsome freezing breath, winter wolf pups are far more amicable (perhaps because they have yet to realize the scope of their own might), and will dutifully follow a master that feeds them well and treats them with respect.Pet RockWidely considered to be the perfect familiar, requiring no food or water and possessing extremely high natural defenses, a pet rock can be conjured by most spellcasters. Though it does not act with any agility (indeed, it does not move at all), it can make a formidable weapon when thrown.Rag DollCrudely constructed, but oddly endearing, rag dolls are constructs formed from children’s toys, stuffed with soft material and adorned with smiling faces. Besides being generally comforting to have around, spellcasters favor rag dolls as familiars for their fairly durable construction and inconspicuous nature; nobody questions a discarded doll, after all.Tin SoldierFull of ticking clockwork and mechanical gizmos, tin soldiers are mechanical creations fashioned by arcanists as servants and messengers. With some patience and skill, almost anyone can build a tin soldier, but spellcasters have long devised methods to conjure them wholesale from the Plane of Law’s excess energies.PET ROCKTINY ELEMENTAL, UNALIGNEDAC 15 Initiative −5 (5)HP 5 (1d4 + 3)Speed 0 ft.MOD SAVE MOD SAVE MOD SAVESTR 1 –5 –5 DEX 1 –5 –5 CON 16 +3 +3INT 1 –5 –5 WIS 5 –3 –3 CHA 1 –5 –5Resistances Bludgeoning, Fire, Lightning, Piercing, Radiant, SlashingImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone, UnconsciousSenses Passive Perception 7Languages Understands all but can’t speakCR 0 (XP 0; PB +2)TRAITSJust a Rock. The rock counts as an object. Additionally, it can’t take actions and its Speed can’t be increased.RAG DOLLTINY CONSTRUCT, NEUTRAL GOODAC 11 Initiative +3 (13)HP 3 (1d4 + 1)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 8 –1 –1 DEX 13 +1 +1 CON 13 +1 +1INT 3 –4 –4 WIS 5 –3 –3 CHA 16 +3 +3Resistances BludgeoningImmunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, PoisonedSenses Darkvision 60 ft.; Passive Perception 7Languages Understands Common but can’t speakCR 1/8 (XP 25; PB +2)ACTIONSSlam. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Bludgeoning damageI’ve arranged all of my stone familiars into a little petting zoo!234 235Familiars


Yarn GolemThe greatest of golems are formed of iron, stone, and clay, but the least of them are constructed of yarn. Balled and sewn into a vaguely humanoid shape, yarn golems are among the first animated objects that arcanists learn to create, practicing with them obsessively until they master the basics and move onto more rigid materials. Yarn golems are friendly and playful, but risk foolishly unraveling themselves if they catch on sharp objects.TIN SOLDIERTINY CONSTRUCT, LAWFUL NEUTRALAC 14 Initiative +1 (11)HP 7 (2d4 + 2)Speed 20 ft.MOD SAVE MOD SAVE MOD SAVESTR 7 –2 –2 DEX 12 +1 +1 CON 12 +1 +1INT 5 –3 –3 WIS 10 +0 +0 CHA 10 +0 +0Skills Perception +2Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, PoisonedSenses Darkvision 60 ft.; Passive Perception 12Languages NoneCR 1/8 (25 XP; PB +2)ACTIONSBayonet. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage.Rifle (Recharge 6). Dexterity Saving Throw: DC 12, one creature that the tin soldier can see within 30 feet. Failure: 7 (2d6) Piercing damage.WINTER WOLF PUPSMALL MONSTROSITY, NEUTRAL EVILAC 13 Initiative +1 (11)HP 10 (3d6)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 9 –1 –1 DEX 12 +1 +1 CON 11 +0 +0INT 6 –2 –2 WIS 12 +1 +1 CHA 7 –2 –2Skills Perception +3, Stealth +3Resistance ColdSenses Passive Perception 13Languages Common, GiantCR 1/8 (XP 25; PB +2)TRAITSPack Tactics. The pup has Advantage on attack rolls against a creature if at least one of the pup’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.ACTIONSBite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage plus 2 (1d4) Cold damage.YARN GOLEMTINY CONSTRUCT, CHAOTIC NEUTRALAC 13 Initiative +5 (15)HP 21 (6d4 + 6)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 8 –1 –1 DEX 16 +3 +3 CON 13 +1 +1INT 1 –5 –5 WIS 10 +0 +0 CHA 8 –1 –1Resistance PiercingImmunities Poison, Psychic; PoisonedSenses Passive Perception 10Languages Understands Common plus one other language but can’t speakCR 1/2 (XP 100; PB +2)ACTIONSPoke. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage.Tangle (Recharge 6). Dexterity Saving Throw: DC 12, one creature that the golem can see within 5 feet. Failure: If the target is Medium or smaller, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.236 237 Appendices


Monstrous GraftsGraft RarityAny SlotLegendary Trophy RareReplacement CommonArms SlotBurrowing Adaptation UncommonMechanical Limb RareMonstrous Weapon Rarity VariesOversized Arms RareExternal SlotAmphibious Adaptation UncommonAngelic Wings Very RareMonstrous Hide UncommonPrehensile Tail CommonResistance Suture RareHead SlotAntimagic Eye Rarity VariesArcane Synapses UncommonMonstrous Bite UncommonNocturnal Eyes UncommonInternal SlotDraconis Fundamentum Rarity VariesHeart of Steel CommonHellfire Blood UncommonOoze Infusion UncommonRegenerating Marrow RareShapeshifter Blood UncommonLegs SlotClimbing Apparatus UncommonHeavy Legs UncommonLeaping Legs UncommonSprinting Legs RareAdopting the fearsome claws of a Monstrosity or the scorching breath of a Dragon is an unusual but surefire way to gain an advantage over one’s foes. However, many find the practice of Xenoalchemy, or Graftworking—which involves surgically attaching monstrous parts onto a Humanoid body—distasteful, if not outright revolting. Grafts are magic items that use the following rules.Body Slots. Each graft takes up one of the following slots: Arms, External, Head, Internal, or Legs. You can’t have more than one graft in the same body slot. For instance, if you already have an Arm graft, you must remove it before you can attach a different Arm graft.First Installation in a Body Slot. The first installation of a graft in a particular body slot is an invasive procedure that often necessitates removing a body part or organ. This installation, which can be done during a Short Rest, requires one hour of work, a Healer’s Kit and a knife, and someone else to perform the procedure. You lose half of your Hit Points and expend all of your Hit Point Dice when it is completed. Further installations in that body slot have none of these ill effects.Attaching a Graft. After the first installation in a body slot, you can attach a graft in 10 minutes, which can be done during a Short Rest. A Construct graft is permanent until another graft is provided to replace it.Harvesting a Graft. Monstrous Grafts can be harvested from the fresh corpses of monsters that have been dead for no longer than 48 hours or preserved by Gentle Repose or a similar spell. Harvesting a graft from a corpse takes 10 minutes. Only one graft can be harvested from each corpse. If the graft is too large or too small for the target creature, it is alchemically enlarged or reduced to fit. Certain grafts can only be harvested from monsters with a specific creature type, attack, or trait, as specified in the graft’s Donor section. The GM decides if a monster is appropriate for a given graft. You can’t harvest grafts from Tiny or Gargantuan creatures.APPENDIX B: MONSTROUS GRAFTSOTHER MONSTROUS GRAFTSOther monsters might have organs, weapons, or traits that are well suited to becoming a graft that is not included on this list. In this case, the GM decides what type of graft can be harvested, what body slot it takes up, and the special effects it confers. Two heads are better than one. Especially if one is surgically transplanted from a dragon.236 237Grafts


ARCANE SYNAPSESMonstrous Graft (Head Slot, Donor: Any Creature with the Spellcasting Action), UncommonThese additional nerves grant arcane potential once installed in the brain. The GM chooses one of the donor’s spells. You always have that spell prepared. You can cast it once using this graft without expending a spell slot. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this graft (choose each time you install this graft).BURROWING ADAPTATIONMonstrous Graft (Arms Slot, Donor: Any Creature With a Burrow Speed of 10+ Feet), UncommonYou have a Burrow Speed equal to half your Speed. You can dig through sand, earth, mud, or ice, but you can’t burrow through solid rock.CLIMBING APPARATUSMonstrous Graft (Legs Slot, Donor: Any Creature with a Climb Speed), UncommonOnce attached, this graft allows you to cling to surfaces and climb with agility. You gain a Climb Speed equal to your Speed. DRACONIS FUNDAMENTUMMonstrous Graft (Internal Slot, Donor: Any Dragon with a Breath Weapon, Such as Fire Breath), Rarity VariesThis graft installs the source of breath weapons into your body. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a Cone. Each creature in that Cone must make a Dexterity saving throw, taking damage as shown on the Draconis Fundamentum table of the same type as the donor’s breath weapon, or half as much damage on a successful save. The breath weapon’s damage, save DC, and area of effect vary with the donor’s Challenge Rating, as shown on the Draconis Fundamentum table.Once you activate this graft, you can’t do so again until you finish a Long Rest. You can also restore your use of it by expending a number of Hit Point Dice as shown on the Draconis Fundamentum table (no action required). Grafts A-ZThe grafts are presented in alphabetical order.AMPHIBIOUS ADAPTATIONMonstrous Graft (External Slot, Donor: Any Creature with the Amphibious or Water Breathing Trait), UncommonThis graft attaches the fins and gills of an aquatic creature to your body. You have a Swim Speed equal to your Speed and you can breathe air and water. ANGELIC WINGSMonstrous Graft (External Slot, Donor: Any Celestial with a Fly Speed), Very RareWhile this graft is attached, you have a Fly Speed equal to your Speed.ANTIMAGIC EYEMonstrous Graft (Head Slot, Donor: Any Creature with Magic Resistance Trait), Rarity VariesYou can use this graft to cast Dispel Magic. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this graft (choose each time you install this graft). When you cast the spell using this graft, the level of spell that you automatically end on the target is determined by the donor’s Challenge Rating, as shown on the Antimagic Eyes table. Once you activate this graft, you can’t do so again until you finish a Long Rest.Antimagic EyesName Donor's CRSpell Level RarityLesser 1/8–4 1 CommonGreater 5–10 3 UncommonSuperior 11–16 5 RareSupreme 17+ 7 Very RareHARVESTING EXTRAPLANAR CREATURESHarvesting grafts from extraplanar creatures is extremely difficult, as these creatures typically return to their home plane once slain. However, it is possible to harvest grafts from a Celestial, Elemental, Fey, or Fiend if it is first affected by a Planar Binding spell, and then slain, harvested, and its graft surgically attached before the spell ends.CONSTRUCT GRAFTSConstruct Grafts from Dark Matter use the same rules as Monstrous Grafts and occupy the same body slots, but can’t generally be harvested from foes. A character can mix and match Construct and Monstrous grafts.238 239 Appendices


MECHANICAL LIMBMonstrous Graft (Arms Slot, Donor: Any Medium or Larger Construct), RareThis additional arm installs beneath your normal arms. This arm can be used to hold weapons and Shields (allowing you to simultaneously hold a two-handed weapon and a one-handed weapon), perform Somatic components of spells, and perform other actions, though the arm doesn’t grant you additional actions. MONSTROUS BITEMonstrous Graft (Head Slot, Donor: Any Creature with a Bite Action), UncommonThis graft attaches the teeth of a monster onto your jaws. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Piercing damage HEART OF STEELMonstrous Graft (Internal Slot: Donor: Any Construct), CommonThis Construct core acts as a replacement for one’s heart. Once installed, you don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a motionless state, during which you retain consciousness.HEAVY LEGSMonstrous Graft (Legs Slot, Donor: Large or Larger Monstrosity), UncommonOnce these legs are installed, you can use your Bonus Action to kick a creature of Large size or smaller within 5 feet of you. Make an Unarmed Strike. On a hit, the target takes no damage but is pushed 5 feet away from you.You also count as one size larger when determining your carrying capacity.HELLFIRE BLOODMonstrous Graft (Internal Slot, Donor: Any Fiend), UncommonWhen you take damage from a creature you can see within 30 feet of yourself, you can take a Reaction and expend a Hit Point Die to throw vengeful hellfire. The creature that damaged you takes Fire damage equal to one roll of the Hit Point Die plus your Constitution modifier.LEAPING LEGSMonstrous Graft (Legs Slot, Donor: Any Creature with the Standing Leap Trait or Leap Bonus Action), UncommonYou can take a Bonus Action to jump up to 15 feet by spending 5 feet of movement. LEGENDARY TROPHYMonstrous Graft (Any Slot, Donor: Any Creature with Legendary Actions), RareYou can take a Magic action to display this trophygraft and give yourself and each of your allies within 30 feet of yourself Heroic Inspiration. Once you activate this graft, you can’t do so again until you finish a Long Rest.Draconic FundamentumName Donor's CR Damage DC Cone AreaHit Point Dice RarityWyrmling 1/8–4 2d8 13 15 feet 1 UncommonYoung 5–10 4d8 15 30 feet 2 RareAdult 11–16 6d8 17 60 feet 4 Very RareAncient 17+ 8d8 19 90 feet 6 Legendary238 239Grafts


240PREHENSILE TAILMonstrous Graft (External Slot, Donor: Any Creature with a Tail), CommonThis graft attaches a flexible tail to your body. You can hold and manipulate objects and weapons with your tail, but you can’t make attacks with it and it can’t hold a Shield.REGENERATING MARROWMonstrous Graft (Internal Slot, Donor: Any Creature with the Regeneration Trait), RareIf you are Bloodied and have at least 1 Hit Point at the start of each of your turns, you can take a Bonus Action and expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll plus your Constitution modifier (no action required).REPLACEMENT Monstrous Graft (Any Slot, Any Donor), CommonThis graft replaces an organ or limb. A Replacementcan replace an amputated limb or missing organ but can’t revive a creature that has died. A Replacementorgan or limb takes up one body slot relevant to it; for example, a monstrous hand takes the Arms slot and a Replacement kidney takes up the Internal slot. You can have more than one Replacement in a single body slot.RESISTANCE SUTUREMonstrous Graft (External Slot, Donor: Any Creature with Immunity to Acid, Cold, Fire, Lightning, Poison, or Thunder Damage), RareYou have Resistance to one of the following damage types to which the donor had Immunity: Acid, Cold, Fire, Lightning, Poison, or Thunder.SHAPESHIFTER BLOODMonstrous Graft (Internal Slot, Donor: Any Creature with the Shape-Shift Action or Bonus Action), UncommonYou can shape-shift over the course of 1 minute to perfectly alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same. SPRINTING LEGSMonstrous Graft (Legs Slot, Donor: Any Creature with Speed of 60+ feet), RareWhile this graft is attached, your Speed increases by 10 feet and Opportunity Attacks have Disadvantage against you.equal to 1d6 plus your Strength or Dexterity modifier instead of the strike’s normal damage. When you score a Critical Hit with a melee attack, you can make an attack with your Monstrous Bite as a Bonus Action. MONSTROUS HIDEMonstrous Graft (External Slot, Donor: Any Creature with AC 17+ Without Armor), UncommonYour base Armor Class equals 13 plus your Dexterity modifier. You can wear armor on top of your Monstrous Hide, and you can use either armor to determine your AC. You can use a Shield and still gain this benefit.MONSTROUS WEAPONMonstrous Graft (Arm Slot, Donor: Any Creature with a Claw or Rend Action), Rarity VariesThis graft attaches a monster’s prominent claws onto your hands. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Slashing damage as shown on the Monstrous Weapon table plus your Strength or Dexterity modifier instead of the strike’s normal damage.Monstrous WeaponName Donor's CR Damage Rarity— 1/8–4 1d6 UncommonDire 5–10 1d8 RareColossal 11–16 1d10 Very RarePrimeval 17+ 1d12 LegendaryNOCTURNAL EYESMonstrous Graft (Head Slot, Donor: Any Creature with Darkvision), Uncommon These eyes can see in the dark. Once installed, you gain Darkvision with a range of 60 feet.OOZE INFUSIONMonstrous Graft (Internal Slot, Donor: Any Ooze), UncommonThis graft causes your internal anatomy to become semi-fluid. Any Critical Hit against you becomes a normal hit.OVERSIZED ARMSMonstrous Graft (Arms Slot, Donor: Any Giant), RareOnce this graft is installed, your reach is 5 feet greater whenever you make an attack with a Melee weapon or Unarmed Strike. Appendices


___ Intelligence ___ Charisma ___ Animal Handling (Wis) ___ Persuasion (Cha) ___ Survival (Wis)STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMACHARACTER NAMEPROFICIENCYBONUSARMORCLASSSPEEDINITIATIVEHIT POINTSMAX HIT POINTSTEMP HPHIT DICESUCCESS FAILUREFLYSWIMCLIMBHEROIC INSPIRATIONALIGNMENT EXPERIENCE POINTSSPECIES BACKGROUNDTOOLS, LANGUAGES, AND SENSESINVENTORYPPSIZEFEATURES AND TRAITSUSES TOTALLEVELCLASSSUBCLASS ___ Acrobatics (Dex) ___ Stealth (Dex) ___ Sleight of Hand (Dex) ___ Religion (Int) ___ Performance (Cha) ___ Perception (Wis) ___ Nature (Int) ___ Medicine (Wis) ___ Investigation (Int) ___ Intimidation (Cha) ___ Insight (Wis) ___ History (Int) ___ Deception (Cha) ___ Athletics (Str) ___ Arcana (Int)SKILLS EXSAVING THROWSPROFICIENCIESPassive (Wisdom) PerceptionMartial WeaponsSimple Weapons ___ Wisdom ___ Constitution ___ Dexterity ___ StrengthABILITYMELEE ATTACK BONUS ATTACKSRANGED ATTACK BONUSDAMAGEATTACKATTACKBONUSMASTERY, NOTESDAMAGEMASTERY, NOTESATTACKATTACKBONUSDAMAGEMASTERY, NOTESATTACKBONUSATTACKTRAININGShieldsHeavy ArmorMedium ArmorLight ArmorGP SP CP


CLASS FEATURES FEATSMAGIC ITEMS CAMPAIGN NOTESBACKGROUND NOTES


SPELLCASTING ABILITY SAVE DC SPELL ATTACK BONUSSPELL SLOTS CONC.CONC.CONC.CONC.CONC.CONC.CONC.CONC.CONC.SPELL SLOTSSPELL SLOTSSPELL SLOTSSPELL SLOTSSPELL SLOTSSPELL SLOTSSPELL SLOTSSPELL SLOTSCantrips 0123456789PREP.PREP. PREP.PREP.PREP. PREP.PREP.PREP.PREP.


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