d6 Flaw Equipment: Spyglass, navigational charts or maps
marked with your smuggling routes, hand crossbow,
1 I can’t help but see what people will look like a rowboat or land vehicle of your choice, and a pouch
once they are dead, and often comment on it containing 10 gp
to them.
Niche in the Market
2 My calm, quiet exterior masks a dark, violent
anger that reveals itself at times of immense While some smugglers will take whatever they can
stress. get their hands on, gathering up stocks of illicit goods
and hoping to sell them later, others specialize in a
3 I have spent so much time around the dead particular product. You should decide what you used
that I have forgotten how to properly interact to smuggle, or else roll on the following table.
with the living.
\
4 The people I deal with regularly are deeply
hurt and upset, and I have almost forgotten d12 Niche in the Market
how to feel positive emotions. Visibly happy
people make me very uncomfortable. 1 Herbs and spices
5 I often hold hypothetical conversations with 2 Fine cloths, silks, and garments
myself aloud, both to fill the silence and to
distract myself from the grisly acts I am 3 Drugs and/or alcohol
performing.
4 Historical or religious relics
6 I find religions that promise an afterlife
distasteful and their followers weak and 5 Magic items
stupid, and I am very vocal about these
opinions. 6 Weapons
Smuggler 7 Rare or endangered animal products
If people want things, they should be able to have 8 Stolen goods and art
them, no matter what those in charge say. Your job
was to ensure that people get what they want. 9 People
Smugglers operate on large and small scales. 10 Banned or heretical books and writings
Whether you ran illegal goods across borders in the
dead of night, paid off customs agents to ensure your 11 Precious metals and gems
cargo was never searched, or funneled luxuries—
and, perhaps, weapons—into a prison, your job was 12 Information (the Agitator variant background
to get things to the people who wanted them. You explores this idea in more detail)
have faced danger and possibly made yourself an
enemy of the state, but that’s what’s needed to turn a Feature: Contacts
profit.
You have contacts in every major city in a certain
Skill Proficiencies: Deception, Stealth region (e.g. Sword Coast). You may be able to call on
Tool Proficiencies: Choose one: vehicles (land), them for help—perhaps you need a place to lay low,
vehicles (water), or forgery kit someone to fence your goods, or help paying off
Languages: One of your choice some guards. However, their help is not always
reliable, and they will generally not put themselves
in direct danger for you except in truly special
circumstances.
You may wish to work with your DM to determine
exactly who your contacts are and what your
relationships with them are like. At a minimum you
should decide what form your smuggling took and
where you operated.
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Suggested Characteristics d8 Personality Trait
Smugglers are often paranoid, and for good reason— 1 I thrive under pressure.
those in power know who they are and will use
every means to put a stop to their operations. 2 I prefer not to be noticed and find it
Smugglers may seem bold and brash at times, but uncomfortable to be the center of attention.
they are rarely stupid. Everything they do is
calculated, everything they say might potentially 3 I know what people want, and am an expert at
lead to their downfall if they are not careful, and providing them with it.
everyone they meet could easily sell them out if the
price is right. 4 I am always asking questions and observing
things. I like to know the lay of the land
wherever I am.
5 I don’t use my real name, preferring to
operate under a shroud of anonymity.
6 Money drives me above everything else. I am
always thinking in terms of profit and loss.
7 I am not impulsive. I only take measured risks.
8 I have surrounded myself with people who
would sell me out for the right price, and as a
result I find it difficult to trust people.
d6 Ideal
1 Greed. I’m only in it for the money. (Evil)
2 Independence. I am a free spirit—no one tells
me what to do. (Chaotic)
3 Sincerity. There’s no point pretending to be
something I’m not. (Neutral)
4 Fairness. We all do the work, so we all share in
the rewards. (Lawful)
5 People. I help people who help me. That’s
what keeps us alive. (Neutral)
6 Honor. I don’t steal from others in the trade.
(Lawful)
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d6 Bond d6 Flaw
1 I promised my family I would return with 1 Against all my better instincts, I get high on my
riches and lift them up out of poverty. The own supply.
thought of being reunited with them is what
keeps me going. 2 Some people find my constant paranoia and
mistrust difficult to deal with.
2 My word is my bond. I have never cheated or
betrayed anyone, and I expect those I deal 3 The first thing I do when meeting new people
with to conduct themselves with honesty and is figure out how much it would cost me to put
respect. them firmly under my control.
3 I am on the run from people I owe money to. I 4 Nothing passes through my hands without me
can never stay in one place long enough for taking a cut.
them to catch up to me.
5 Nobody opens with the price they are
4 I was an honest merchant until an unjust law expecting to take. I will haggle over anything
destroyed my livelihood. Now I smuggle and everything.
because I refuse to give up on the trade I built
my life around. 6 If I’m not winning, I’m miserable.
5 I am slowly building my empire so that I may Variant: Agitator
one day use it to crush the person who
screwed me over. Not all smugglers deal in contraband. Instead, some
deal in information. Whether you distribute a rebel
6 I will never forget the monks who took me in newspaper or feed information from inside the
after my ship broke apart on the rocks, and I government to people in a position to utilize it, you
make sure to send them a portion of my live a life of constant paranoia. Those in power are
profits. out to get you, keen to take you down at any cost.
You could be under constant surveillance without
knowing it; everybody you speak to is a potential
government informant. Tread carefully.
Variant Feature:
Ear to the Ground
You have a finger on the pulse of the city. You know
how to sniff out scandal and which threads to pull to
unearth the truth. When you are in a city you know
well, you are almost always able to find information
about people of interest, information that may not be
available to those without your network of contacts
or your ability to connect seemingly unrelated
details.
Page 103
Chapter 4: Equipment
The Player’s Handbook contains a plethora of Elven Chain Mail. Elven
equipment options, enough to cover most of your chain mail is made by
everyday needs. This chapter contains more unusual the finest elven
and esoteric items—still very useful, but not the sort craftsmen to be as
of things you will be able to find easily. Some of this strong as normal chain
equipment might only be available from specialist mail, yet lighter and
dealers in large, cosmopolitan cities. more flexible. Elven
chain is also quieter
Armor than regular chain, and
therefore does not incur
The following armor types are exotic, and will disadvantage on
usually be difficult to acquire. Dexterity (Stealth)
checks. Elven chain mail
Bone Armor. Bone armor is crafted from the bones is sometimes given as a
of animals or humanoids, and fitted together in gift to other races,
pieces, much like plate. It is typically used in lands though this is rare.
with few other choices for material, such as plains
and grasslands. The most common forms of bone Spiked Leather. Spiked
armor use skulls as helmets or shoulder protection. leather functions as
It can be intimidating to face off against a foe that studded leather, except that it is studded with small
wears armor made from the bones of your race. spikes instead of metal studs. The spikes cause 1d4
piercing damage to any foe that tries to grapple with,
Dwarven Half Plate. Only the most skilled dwarven or perform an unarmed strike on, the wearer.
craftsmen know how to make dwarven half plate.
Although similar to normal half plate armor in most Spiked Plate. Spiked plate functions as plate armor,
respects, the dwarves have learned to make their except that small spiked protrusions cover the
armor stronger while using less material. As a result, armor's surface. The spikes cause 1d4 piercing
the armor is much lighter than normal half plate. damage to any foe that tries to grapple with, or
Dwarven half plate made for non-dwarves is rare. perform an unarmed strike on, the wearer.
Armor Cost Armor Class (AC) Strength Stealth Weight
Armor 55 gp 12 + Dex modifier —— 15 lb.
Light Armor
8 gp 13 + Dex modifier (max 2) — Disadvantage 25 lb.
Spiked Leather 4,000 gp 16
Medium Armor —— 35 lb.
Bone Armor 2,500 gp 16 + Dex modifier (max 2) — Disadvantage 30 lb.
Elven Chain Mail 2,000 gp 18 Str 15 Disadvantage 70 lb.
Heavy Armor
Dwarven Half Plate Page 104
Spiked Plate
Weapons
These weapons will typically only be available from
specialist weaponsmiths or disreputable merchants.
Melee Weapons
Dire flail. This double weapon has a 3-foot haft with
a chain and flail-head at each end; the weapon allows
you to use a bonus action to make an extra melee
weapon attack with one of the flail heads when
taking the Attack action. You don’t add your ability
modifier to the damage of the bonus attack, unless
that modifier is negative.
Dwarven urgrosh. The dwarven urgrosh is a heavy
battleaxe with a spear-pointed haft. You make a
melee weapon attack using an Attack action with the
weapon’s axe blade for 1d8 slashing damage, and
then use a bonus action to make second attack with
the spear point for an additional 1d6 piercing
damage. You don’t add your ability modifier to the
damage of the bonus attack, unless that modifier is
negative.
Dwarven waraxe. This is a heavier version of the
battleaxe, and is favored among dwarves. If you are
not a dwarf, you must have a Strength score of at
least 13 to wield the waraxe with one hand.
Great hammer. A great hammer is similar to a maul,
but is a dual headed warhammer with an extended
handle, intended for two-handed use. It is a favored
weapon of dwarves and clerics.
Heavy flail. This is a heavier version of the normal
flail, and it must be wielded with two-hands.
Man catcher. A man catcher consists of a long pole
with a contraption on the end that is designed to
capture and restrain its victim. A Large or smaller
creature hit with a man catcher is restrained until it
escapes or is released. The victim can use a bonus
action to make a DC 15 Dexterity or Strength saving
throw each round. On a success, they escape.
Nunchaku. Nunchaku consist of two short pieces of
wood or metal connected to each other by a short
rope or chain.
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Orc double-axe. An orc double-axe is a four-foot the creature falls unconscious and is stable.
wooden haft with a battleaxe head at each end. Some Whenever the attacker scores a critical hit with this
orcs prefer the extra attack this weapon provides weapon, the victim must make a DC 12 Constitution
instead of the brute force from a single greataxe saving throw or be stunned for 1 round.
attack.
Scourge. A scourge is made of short leather straps
When taking the Attack action while wielding an connected to a handle. The straps are studded with
orc double axe, you can use a bonus action to make a sharp metal barbs that slash its victim, creating deep,
second attack with the opposite end of the axe. You
don’t add your ability modifier to the damage of the
bonus attack, unless that modifier is negative.
Parrying dagger. A parrying dagger is like a normal
dagger, except it has two protrusions on either side
of the blade for parrying an attack. It is typically
wielded in the off-hand, in conjunction with another
weapon in the dominant hand. When you wield a
parrying dagger, you may use your reaction to
attempt to fend off one successful hit made against
you with a melee weapon. The attacker must contest
its Dexterity or Strength check (whichever was used
to make the attack) against your Dexterity or
Strength check (your choice). If the attacker wins the
weapon does its damage as normal. If you win or the
contest is a tie, the attack is parried and you take no
damage.
Sai. The sai is a martial weapon the size of a dagger,
which is usually wielded by a monk. The weapon has
a short, rounded blade that ends in a sharpened
point with two shorter prongs curving off the hilt.
A monk wielding a sai can use a reaction to make a
Dexterity saving throw when hit with a melee
weapon attack. The saving throw DC is 15 + the
attacker’s Dexterity modifier. On a success, you take
no damage from the attack, and catch the weapon
between the sai’s main blade and one of its prongs;
as part of the same reaction, you can force the
attacker to make a Strength saving throw. The DC of
the saving throw is 15 + your Dexterity modifier. On
a failed save, the attacker drops the weapon. If you
fail the original Dexterity saving throw, the sai does
not catch the attacker’s weapon, which hits and deals
damage normally.
Sap. A sap is a small, leather-covered weight used to
knock a victim unconscious. When an attacker
reduces a creature to 0 hit points with this weapon,
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painful wounds. Usually a scourge is used as an would have a range of 200/650—an increase on the
implement of torture, as opposed to a weapon. normal range of 150/600.
Spiked chain. A spiked chain is a length of barbed or In addition, you may add your Strength modifier
spiked chain connected to two handles. It can be to any damage inflicted on a target within normal
used to trip foes rather than damage them. The longbow range—that is, within 150 feet.
wielder must specify if they are attempting to trip a
target when making the attack. If the target is hit, the Composite shortbow. This specially crafted
target must succeed on a Dexterity saving throw or shortbow is built from a combination of materials
be knocked prone. The DC is 8 plus the attacker’s that more effectively leverage the strength of the
Dexterity bonus. wielder. Composite shortbows can only be wielded
by someone with a Strength score of 13 or higher.
Two-bladed sword. This weapon has a four-foot haft You may add 20 feet to the bow’s base and maximum
with a longsword blade on each end. When taking an ranges for each point of your Strength modifier. For
Attack action to make a melee weapon attack with example, if you have a Strength score of 13, with a
one of the blades, you can use a bonus action to make Strength modifier of +1, the composite shortbow
a second attack with the other blade. You don’t add would have a range of 100/340—an increase on the
your ability modifier to the damage of the bonus normal range of 80/320.
attack, unless that modifier is negative.
In addition, you may add your Strength modifier
Each blade has a sharp double-edged point, which to any damage inflicted on a target within normal
can be used to deal either piercing or slashing shortbow range—that is, within 80 feet.
damage.
Lasso. Lassos are typically made of rope or cord and
Ranged Weapons come in various lengths (up to 50 feet). While the
lasso does not cause damage, it can be used to
Bolas. A bolas is made up of numerous weights capture and restrain enemies. A successful hit with a
attached to individual straps (up to 10). The straps lasso restrains the victim until they are released or
are made from leather or cord and the weights from break free. The victim must succeed on a DC 13
stone or metal. The straps are held in one hand and Dexterity (Acrobatics) check or Strength (Athletics)
spun overhead, then released toward the enemy. check to escape. If the lasso is wielded in two hands,
Each weight causes 1 point of damage. the wielder can use an action to pull the restrained
creature 5 feet closer by succeeding on a contest
The bolas can be used to trip foes rather than against the restrained creature's Strength.
damage them. The wielder must specify if they are
attempting to trip when making the attack. If the The lasso can be used to trip foes rather than
attack hits, the victim must succeed on a Dexterity restrain them. The user must specify if they are
saving throw or be knocked prone. The DC is 8 plus attempting to trip when making the attack. If the
the attacker’s Dexterity bonus. target is hit, the victim must succeed on a Dexterity
saving throw or be knocked prone. The DC is 8 plus
Composite longbow. This specially crafted longbow the attacker’s Dexterity bonus.
is built from a combination of materials that more
effectively leverage the strength of the wielder. Repeating crossbow, light. This light crossbow
Composite longbows can only be wielded by holds a 6-round magazine that allows you to ignore
someone with a Strength score of 13 or higher. You its loading property until all six shots are fired.
may add 50 feet to the bow’s base and maximum
ranges for each point of your Strength modifier. For Repeating Crossbow, heavy. This heavy crossbow
example, if you have a Strength score of 13, with a holds a 6-round magazine that allows you to ignore
Strength modifier of +1, the composite longbow its loading property until all six shots are fired.
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Weapons Cost Damage Weight Properties
Name 5 gp 1d4 slashing 2 lb. Light
Simple Melee Weapons
75 gp 1d8/1d8 bludgeoning 8 lb. Heavy, two-handed
Scourge 50 gp 1d8 slashing/1d6 piercing 12 lb. Heavy, two-handed
Martial Melee Weapons 30 gp 1d10 slashing 8 lb. Heavy, versatile (1d12)
30 gp 1d12 bludgeoning 8 lb. Heavy, two-handed
Dire flail 20 gp 1d10 bludgeoning 8 lb. Heavy, two-handed
Dwarven urgrosh 20 gp — 6 lb. Heavy, reach, special,
Dwarven waraxe two-handed
Great hammer 5 sp 1d4 bludgeoning 1 lb. Light, versatile (1d6)
Heavy flail 50 gp 1d8/1d8 slashing 15 lb. Heavy, two-handed
Man catcher 4 gp 1d4 piercing 1 lb. Finesse, light, special
1 gp 1d4 piercing 1 lb. Finesse, light, thrown
Nunchaku (range 20/60)
Orc double-axe 8 cp 1d4 bludgeoning 1 lb. Light, special
Parrying dagger 20 gp 1d4 piercing 8 lb. Heavy, special, two-handed
Sai 50 gp 1d8/1d8 piercing or 10 lb. Heavy, two-handed
slashing
Sap
Spiked Chain 15 cp 1 bludgeoning / weight 2 lb. Light, thrown (range 20/60)
Two-bladed sword 150 gp 1d8 piercing 3 lb.
Ammunition (range: varies), heavy,
Martial Ranged Weapons 75 gp 1d6 piercing 2 lb. two-handed
Bolas
Composite longbow 12 sp — 1 lb. Ammunition (range: varies), two-
250 gp 1d8 piercing 6 lb. handed
Composite shortbow
400 gp 1d10 piercing 20 lb. Light, special, thrown (range 10/30)
Lasso
Repeating crossbow, Ammunition (range 80/320), loading
light (special), two-handed
Repeating crossbow,
heavy Ammunition (range 100/400), heavy,
loading (special), two-handed
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Adventuring Gear
The following adventuring gear will usually be available in large towns and cities.
Item Cost Weight Item Cost Weight
Arcane focus Holy symbol
30 gp 5 lb. 5 gp 3 lb.
Book of incantations 35 gp 3 lb. Book of scripture 5 gp —
Gadget Prayer beads 5 sp —
Artisan’s tools 30 gp 5 lb. Jewelry, common 10 gp —
Apothecary’s supplies 1 gp 5 lb. Jewelry, fine 100 gp 1 lb.
Barber’s supplies 30 gp 10 lb. Jewelry, exceptional 1 cp 1 lb.
Embalmer’s tools 3 gp 5 lb. Mug
Field dresser’s supplies 1 gp 4 lb. Musical instrument 30 gp 5 lb.
Fisher’s supplies 10 gp 5 lb. Harp 15 gp 2 lb.
Tattooist’s tools 20 gp 20 lb. Mbira 5 gp 1 lb.
Vintner’s supplies 200 gp 5 lb. Ocarina 40 gp 5 lb.
Astrolabe 3 sp 2 lb. Sitar 1,000 gp 400 lb.
Blackboard (1’ by 1’) 1 gp 45 lb. Palanquin, large 250 gp 100 lb.
Cage, wooden 5 gp 80 lb. Palanquin, small 2 sp —
Cage, iron 3 cp 2 lb. Pelt 2 sp —
Canary 1 cp 2 lb. Pennant 2 sp —
Cane 15 gp 15 lb. Piercing 1 sp —
Carpet (5 feet by 5 feet) 1 gp 8 lb. Pipe 150 gp ½ lb.
Clothes, cold weather 30 gp 7 lb. Potion of Magical Restoration 3 gp 15 lb.
Clothes, exceptional 2 cp 1 lb. Rope ladder (30-foot) 50 gp ½ lb.
Comb 30 gp 8 lb. Smokestick 25 gp ½ lb.
Dictionary Sunstick 1 sp 1 lb.
Druidic focus 2 gp 3 lb. Scissors 50 gp —
Geode 1 gp 1 lb. Spectacles 50 gp 1 lb.
Sprout 3 sp 3 lb. Tanglefoot bag 1 gp —
Flag 5 sp 1 lb. Tattoo 5 gp 35 lb.
Gloves, leather 10 gp 3 lb. Tent, four-person 35 gp 5 lb.
Goblet, gold Training Manual 3 sp —
Tripwire (10-foot)
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This section describes items that have special rules Jewelry. Jewelry consists of rings, amulets,
or require further explanation. necklaces, earrings, and studs. Common jewelry
might be worn by the middle class of a settlement
Arcane Focus. Included here are two additional while fine jewelry is a sign of wealth. Exceptional
items that can be used as an arcane focus—a book of jewelry is worn rarely and only on special occasions
incantations and a gadget. A book of incantations is a by the most elite members of a society.
book of magic words and gestures. A gadget is a
mechanical device that serves to focus a spellcaster’s Musical Instrument. Four instruments included
will. A sorcerer, warlock, or wizard can use such an here expand the list found in the Player’s Handbook.
item as a spellcasting focus, as described in chapter The harp is a string instrument played with the
10 of the Player’s Handbook. fingers. The mbira consists of metal tines attached to
a wooden board and commonly played with the
Artisan’s Tools. Seven artisan’s tool kits included thumbs. The ocarina is a wind instrument often
here expand the list found in the Player’s Handbook. made from clay with a clam or egg shape. The sitar is
an 18 to 21 string instrument with a fret board.
Cage. A cage, whether made of wood or iron, is large
enough to fit a Small or smaller creature. Your DM Palanquin. Palanquins are chairs or small enclosed
may decide that larger cages are available for higher rooms built on a platform that is meant to be carried
prices. by humanoid servants. Small palanquins fit up to 2
people and must be carried by 2 to 4 humanoids.
Canary. A canary is a small bird used by adventurers Large palanquins fit up to 8 people and require 8 to
to detect dangerous air quality when dungeon 16 humanoids to be carried.
delving or mining.
Piercing. A piercing is a hole punctured into the skin
Dictionary. A dictionary replaces the need for an and flesh that is often then filled with a piece of
instructor when using the downtime activity, jewelry. Common areas for humanoids to get
Training, to learn one new language. piercings are the ears, nose, eyebrows, and the
tongue.
Druidic Focus. Included here are two additional
items that can be used as a druidic focus—a geode Potion of Magical Restoration. A character with the
and a sprout. A geode is a spherical rock that spellcasting feature who drinks the magical blue
contains crystals. A sprout is a living plant that can fluid in this vial regains expended spell slots. When
be held in one hand that requires ongoing attention such a creature consumes the potion, it rolls 1d4 and
to maintain. A druid can use such an item as a regains spell slots with a combined level that is equal
spellcasting focus, as described in chapter 10 of the to or less than the result. Drinking or administering a
Player’s Handbook. potion takes an action.
Holy Symbol. Included here are two additional Rope Ladder. Made of hemp, this rope ladder has 2
items that can be used as a holy symbol—a book of hit points and can be destroyed with a DC 17
scripture and prayer beads. A book of scripture Strength check.
might include the deeds and edicts of a worshipper’s
god. Prayer beads are sometimes bracelets or Smokestick. This is a short stick about one foot long
necklaces, where the user holds each individual bead covered in a blueish-black alchemical tar. As an
as they offer a prayer. A cleric or paladin can use action, you can strike this stick against a surface,
such an item as a spellcasting focus, as described in igniting the alchemical tar and creating a cloud of
chapter 10 of the Player’s Handbook. To use the thick smoke. This creates a 15-foot diameter sphere
symbol in this way, the caster must hold it in hand or of smoke which heavily obscures vision. After use,
wear it visibly. the smokestick is destroyed.
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Sunstick. This short stick is about one foot long and the tanglefoot bag as an improvised weapon. On a
covered in a reddish-brown alchemical powder. As hit, the target’s movement speed is reduced to 0. A
an action, you can strike this stick against a surface, creature can end this effect by using its action to
igniting the chemical powder and creating a heatless make a DC 10 Strength check to extract itself from
source of light. For 1 hour, a sunstick sheds bright the sticky, congealed mess.
light in a 30-foot radius and dim light for an
additional 30 feet. After use, the sunstick is Training Manual. A training manual replaces the
destroyed. need for an instructor when using the downtime
activity, Training, to learn one new tool proficiency.
Tattoo. You can hire a tattooist to inject ink under
your skin, leaving you with a permanent tattoo. The Tripwire. A tripwire is a 10-foot-long wire that can
average price of a tattoo is 1 gold piece, but poor be set up to trip an unsuspecting trespasser. The
quality or small tattoos might cost as little as 1 silver tripwire takes 1 minute to set up and requires a
piece. Large, intricate, or exceptionally high-quality Wisdom (Survival) ability check. Creatures with a
tattoos might cost as much as 10 gold pieces. passive perception lower than the result of the
ability check will not detect the tripwire. If a creature
Tanglefoot Bag. This milky translucent substance crosses a tripwire they must make a DC 12 Dexterity
bursts out of the burlap bag it’s contained in when it saving throw or fall prone, making enough noise to
strikes something. As an action, you can throw this attract the attention of all creatures capable of
bag up to 20 feet, and it bursts on impact. Make a hearing within 30 feet.
ranged attack against a creature or object, treating
Trinkets
d100 Trinket
01 The holy symbol of a long-forgotten god, carved from bone.
02 An intricate glass feather.
03 An unblemished black marble that reflects no light and can never be scuffed.
04 The map to a labyrinth, marked with a path that doesn't reach the center.
05 A book that tells a radically different tale of the creation of the world.
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06 A glass jar filled with the teeth of children.
07 A small stone tablet carved with indecipherable script.
08 A jar of sand that seems to change color when looked at indirectly.
09 A sealed, empty glass vial that can't be opened and will never break.
10 A bag of deep purple seeds.
11 A hand-carved wooden box filled with tobacco.
12 A clockwork hand that clenches and opens its fist when wound.
13 A shrunken head with buttons sewn over the eyes.
14 A severed finger wearing a ring that can never be removed.
15 The pelt of a creature nobody has ever seen.
16 A loosely-coiled spring painted in the hues of a rainbow.
17 A hand mirror that reflects everything but the person holding it.
18 A yo-yo that can spin forever.
19 An origami unicorn that can never be torn or crumpled.
20 A bag of carved wooden goblins that fight each other when placed on a surface.
21 Three sea shells.
22 A deck of playing cards that contains 52 Jokers, each uniquely illustrated.
23 A rope that can be made to stand vertically, but cannot be climbed.
24 A glass flute that produces no sound.
25 A sponge that only soaks up blood.
26 A copper scroll case that cannot be opened.
27 A child's picture book about a goblin who learns to fly.
28 A long feather that is always being moved by a breeze you cannot feel.
29 A tuning fork that emits a chord when struck.
30 A ring that looks like a crown.
31 A nine-toothed cog made from tin.
32 A tiny dagger carved from deep red wood and wrapped in an orange cloth.
33 A small leather-bound book filled with tables and charts that seem to make no sense.
34 A book of flora and fauna from a land that nobody has ever heard of.
35 A dusty goblet that can never be cleaned.
36 A set of 6 stacking dolls whose faces become more terrified the smaller they get.
37 A set of 1" tall lead figures that look strikingly similar to you and your friends.
38 A signet ring bearing a seal you can't identify.
39 A small knitted octopus.
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40 A small piece of amber containing a spider in the process of eating a fly.
41 A tiny mechanical dragonfly with a miniature glass vial at its center.
42 A small leather-bound book bearing the words "Don't Panic" on its cover.
43 An ivory hair pin with a set of fluttering wings attached to it.
44 A manticore's tooth with a gold filling.
45 A flat wax disc with circular grooves carved in it.
46 A small portrait of a family with the eyes crossed out.
47 A small pot containing a sapling that never grows but seems to dance when not watched.
48 A velvet pouch containing a small silver bell, a razor blade, and a sprig of holly.
49 An eye patch made from the lips of a goblin.
50 A paper bird that briefly flaps its wings and flies when thrown.
51 A small rock hammer, worn down to a nub.
52 A statue of an ant carved from onyx.
53 A preserved square of tattooed skin.
54 A tiny pair of wings made from wax, string, and miniature feathers.
55 A miniature stone keep that emits smoke from its chimney.
56 A set of brown and green leather juggling balls.
57 A scroll containing a spell that seems to have no effect.
58 A pouch containing a handful of small glass hooks.
59 A vial of swirling octarine liquid.
60 A set of bells of varied sizes that play a scale from low to high as the bells go from small to large.
61 A pouch full of oddly-dented, painted metal discs with jagged edges.
62 A wooden puzzle box that seems to want you to solve it.
63 A piece of paper with a grid of 81 squares drawn on it, some containing numbers.
64 A wooden box containing one delicious-looking wax strawberry.
65 A six-chambered spice box containing different varieties of pepper.
66 Seven small candles that are deceptively difficult to blow out.
67 A wooden stein carved with the likeness of an orcish barmaid.
68 A small collection of bar mats from different taverns.
69 A skull with a glass eye that slowly rolls in its socket.
70 A glass vial filled with small, multi-colored wooden cubes.
71 A coin that always lands on its edge when flipped.
72 A very fine necklace made from tiny links of bone.
73 A bottle of perfume that smells like your mood.
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74 A pair of earrings made from a fairy's knuckles.
75 A pair of leggings made from stitched-together leaves.
76 A piece of bark carved with a gnarled face.
77 A letter apologizing for the things the writer is about to do.
78 A flowing river contained within a glass case.
79 A slowly-beating clockwork heart.
80 A delicate silver minnow that moves like a real fish.
81 A knife and fork carved from a giant's ribs.
82 A shawl made from hundreds of feathers.
83 An everlasting gobstopper.
84 A pouch filled with small glass pebbles.
85 A small stone statue of a face that hovers a few inches in the air.
86 A large flat pebble with a smaller pebble nestled inside it.
87 A daisy chain that never breaks.
88 A lightning storm that has been shrunk down to fit inside a bottle.
89 A necklace made from the fossilized stinger of a long-extinct creature.
90 A fist-sized petrified egg.
91 A page from a diary. The writing on it changes every day.
92 A dead fish with a human child's face.
93 A small brass bell that sounds a different note each time it is rung.
94 Cufflinks that change color depending on who wears them.
95 A spool of spider silk.
96 A quill that stands on its tip, waiting to be used.
97 A padlock made of wax, with no key.
98 A tiny vial of viscous liquid metal.
99 A small stone dog that is warm to the touch.
00 A small ceramic cat with an arm that can be made to wave back and forth.
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Chapter 5: Feats
The following feats may be added to those in the Increase your Wisdom score by 1, to a maximum
Player’s Handbook. of 20.
Always Prepared You have advantage on Wisdom (Animal
Handling) checks.
You carry around a backpack full of oddments, and
you always seem to have a useful item on hand. You When mounted, you have advantage on saving
gain the following benefits: throws made to avoid falling off your mount. If
you fall off your mount, you always land on your
Increase your Wisdom score by 1, to a maximum feet if you are capable of taking actions. Mounting
of 20. or dismounting a creature costs you only 5 feet of
movement, rather than half your speed.
Add a backpack to your equipment list, if you
don’t already have one. Bloody Brawler
You may reach into your backpack to try and find The sight of blood—even your own—invigorates you
an item from the Adventuring Gear table or Tools in battle. You gain the following benefits:
table in chapter 5 of the Player’s Handbook. The
item must reasonably be able to fit into a When a creature within 5 feet of you deals
backpack. You must make a Wisdom ability check slashing or piercing damage to you, you can use
with a DC equal to 5 + the cost of the item in gold your reaction to make a melee weapon attack
pieces. On a successful check you “happen” to against that creature with advantage. Once you
have such an item in your backpack. You must use this ability, you can’t use it again until you roll
complete a long rest before using this feature initiative at the start of combat or until you finish
again. a short or long rest.
Audacious Assailant After dropping a creature to 0 hit points, you can
use your bonus action to regain 1d10 + your level
You are bold and confident when under pressure, hit points. You must finish a short or long rest
granting you the following benefits: before you can use this ability again.
Increase your Charisma score by 1, to a maximum
of 20.
You can add your Charisma modifier to initiative
rolls.
You gain advantage on saving throws against
being frightened.
Beast Whisperer
Prerequisite: Proficiency with the Animal Handling
skill.
Your knowledge and experience with animals
grants you an affinity with them. You gain the
following benefits:
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Combat Reflexes Diehard
Your experience in battle allows you to quickly Prerequisite: Proficiency with Constitution saving
respond to threats. You gain the following benefits: throws
Increase your Dexterity score by 1, to a maximum Your experience and endurance grant you death
of 20. defying resilience. You gain the following benefits:
When you are hit by a melee weapon attack, you You add your proficiency bonus to your death
can use your reaction to dodge away, minimizing saving throws.
the blow. Make a DC 15 Dexterity saving throw.
On a successful save, you take half damage from You have advantage on saving throws against any
the attack. effect that would kill you instantly without
dealing damage.
Counter Striker
Faith Healer
You are trained to exploit the holes in your
opponent's attack, granting you the following Prerequisite: The ability to cast divine magic
benefits:
You can heal people through your faith and
You can add your proficiency bonus to the connection to the divine. You gain the following
damage dealt when you hit with an opportunity benefits:
attack.
Increase your Charisma score by 1, to a maximum
If a creature misses you with a melee weapon of 20.
attack, you can use your reaction to make an
opportunity attack against that creature with During a short rest, you can pray over the wounds
advantage. Once you use this ability, you can’t use of your comrades. When an ally spends a hit die to
it again until you roll initiative at the start of regain hit points during a short rest, the creature
combat or until you finish a short or long rest. regains an extra number of hit points equal to
your Charisma modifier for each hit die it spends.
Deceptive Charmer A creature can only benefit from this feature once
between long rests; however, you can use this
You are adept at deceiving and influencing others, feature multiple times during a short rest,
granting you the following benefits: choosing a different creature each time.
You gain proficiency in the Deception skill. If you Fey Bloodline
are already proficient in the skill, you add double
your proficiency bonus to checks you make with You begin manifesting strange powers, and discover
it. that you have Fey blood in your ancestral line. You
gain the following benefits:
As an action, you can make a Charisma
(Deception) check contested by a creature’s Your Charisma score increases by 1, to a
Wisdom (Insight) check. The creature must be maximum of 20.
able to hear you, the two of you must share a
language, and the creature must not be hostile. If You have advantage on saving throws against
you succeed on the check, the creature is charmed being charmed.
by you for 1 minute. While charmed, it regards
you as a friendly acquaintance. You can cast the minor illusion cantrip, using
Charisma as your spellcasting ability.
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You can cast the charm person spell, using Dexterity saving throw contested by your
Charisma as your spellcasting ability. Once you Strength (Athletics) check or be knocked prone.
cast the spell, you can’t cast it again until you The creature with the highest result claims the
finish a long rest. space, and the one with the lower result is pushed
into a space of its choice within 5 feet of it.
Historian
Master Tactician
Prerequisite: Proficiency with the History skill
You have developed the ability to read the flow of
Your experience and knowledge of history is combat and coordinate battle tactics with your allies.
remarkable. You gain the following benefits: You gain the following benefits:
Increase your Intelligence score by 1, to a You can use a bonus action to Help an ally attack
maximum of 20. an enemy that is within 5 feet of you. Once you
use this ability, you can’t use it again until you roll
You have advantage on Intelligence (History) initiative at the start of combat or until you finish
checks. a short or long rest.
You have the ability to recall, with perfect clarity, You can spend your action to call out battle tactics
the details of events that occur during your to allies within 30 feet of you. An ally within range
adventuring career. that can hear you adds 10 feet to its speed until
the end of its next turn.
Inspiring Leader
Natural Killer
You are a natural combat leader and a fountain of
inspiration. You gain the following benefits: The threat of battle invigorates you, granting you
exceptional focus on winning the fight. You gain the
As a bonus action, you can grant yourself or an following benefits:
ally within 20 feet advantage on saving throws
against being frightened. You can add your proficiency bonus to the
damage of any weapon in which you are
You can use your action to make a rallying cry proficient.
that bolsters your allies. Until the start of your
next turn, each ally within 30 feet can add 1d4 to When you drop a creature to 0 hit points with a
an attack roll. Once you use this ability, you can’t weapon attack, you can make one weapon attack
use it again until you roll initiative at the start of as a bonus action.
combat or until you finish a short or long rest.
Phenomenal Footwork
Line Breaker
You are always moving in combat, feinting, lunging,
You are experienced at penetrating defenses and striking, then dancing away before your opponent
breaking apart battle formations. You gain the can counter-attack. You gain the following benefits:
following benefits:
Increase your Dexterity score by 1, to a maximum
When you hit a creature up to one size category of 20.
larger than you with a melee weapon attack, you
can use your bonus action to shove the creature When you make a melee attack against a creature,
in a direction you choose. it can’t make an opportunity attack against you
for the rest of your turn.
If you shove a creature into a space occupied by
another creature, both creatures must make a
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Point Blank Shot You gain proficiency in the Investigation skill. If
you are already proficient in the skill, you add
You have great skill when attacking with ranged double your proficiency bonus to checks you
weapons at close range. When you attack with a make with it.
ranged weapon in which you are proficient against a
target that is no farther away than half the weapon’s Thug
normal range, you gain the following benefits:
Your strength and experience grant you confidence,
You gain advantage on the attack roll. which you leverage to intimidate others. This
confidence also grants you an edge in battle. You
You can add your proficiency bonus to the gain the following benefits:
weapon’s damage.
Increase your Strength score by 1, to a maximum
You ignore partial cover. of 20.
Power Striker You gain proficiency in the Intimidation skill. If
you are already proficient in the skill, you add
You have learned to land powerful blows with your double your proficiency bonus to checks you
melee weapon attacks, granting you the following make with it.
benefits:
You add your proficiency bonus to initiative rolls.
Increase your Strength score by 1, to a maximum
of 20. Tumbler
You can choose to take a penalty up to your Prerequisite: Proficiency with the Acrobatics skill
proficiency bonus on your melee weapon attack
rolls, and add the same amount to the damage You have learned to use your Acrobatics skill to
you deal on a successful hit. perform exceptional maneuvers that grant you the
following advantages:
When you score a critical hit, the target must
make a Strength save against a DC equal to your Double your proficiency bonus with Acrobatics
Strength score or be knocked prone. skill checks.
Remarkable Insight Standing up from a prone position
only costs you 5 feet of
You often notice when things are out of place or movement.
when someone is trying to deceive you. You gain the
following benefits: Opportunity attacks against
you have disadvantage if
Increase your Intelligence or Wisdom score by 1, you are wearing light
to a maximum of 20. armor or no armor.
You gain proficiency in the Insight skill. If you are
already proficient in the skill, you add double
your proficiency bonus to checks you make with
it.
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Chapter 6: Spells 7th Level
This chapter describes new spells for use in the worlds of Antimagic Ray
Dungeons & Dragons. The chapter begins with the spell lists Paralyzing Field
of the spellcasting classes. The remainder contains spell Vision
descriptions, presented in alphabetical order by the name of
the spell. 8th Level
Bard Spells Lively Step Great Shout
Nightmare Lullaby Laeral’s Invisible Blade
Cantrips (0 Level) Shooting Stars
3rd Level
Echoing Blow
Know Direction Bladeweave
Launch Bolt Dissonant Chord
Lullaby G’Elsewhere Chant
Mindspeak Hymn of Praise
Minor Disguise Keen Edge
Project Object Wounding Whispers
Silent Portal
Telepathic Challenge 4th Level
1st Level Cacophonic Shield
Fugue
Accelerated Movement Shout
Amplify
Beastland Ferocity 5th Level
Dead End
Distort Speech Body Harmonic
Insightful Feint Bolts of Bedevilment
Word of Authority Cacophonic Burst
Hidden Lodge
2nd Level Wail of Doom
Curse of Impending Blades 6th Level
Dissonant Chant
Distracting Ray Aspect of War
Heartfire Dirge
Programmed Image
Shadow Walk
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Song of Battle 6th Level 3rd Level
9th Level Accelerate Metabolism Energy Vortex
Hide the Path Moon Blade
Mordenkainen’s Disjunction Spider Plague
Undeath to Death 4th Level
Cleric Spells
7th Level Acid Bolts
Cantrips (0 Level) Hypothermia
Vision
Challenger's Mark Withering Palm 5th Level
Far Realm Gaze
Launch Bolt 8th Level Anticold Sphere
Arc of Lightning
1st Level Veil of Undeath Memory Rot
Blessed Aim 9th Level 6th Level
Cold Fire
Embrace Destiny Mass Harm Cometfall
Sign Fire Seeds
Druid Spells Hide the Path
2nd Level Stone Tell
Cantrips (0 Level) Spider Plague
Aura of Glory Tortoise Shell
Dissonant Chant Daybreak
Heartfire Frostwind Blade 7th Level
Veil of Shadow Know Direction
Mindspeak Slime Wave
3rd Level Punishing Strike Storm Tower
Energy Vortex 1st Level
Hymn of Praise
Word of Binding Aspect of the Wolf
Beast Claws
4th Level Beastland Ferocity
Cold Fire
Castigate Magic Fang
Hypothermia
Negative Energy Aura 2nd Level
Positive Energy Aura
Body of the Sun
5th Level Briar Web
Daggerspell Stance
Spell Resistance Heartfire
Zone of Respite
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Waterspout Hero’s Defiance Sorcerer Spells
Positive Energy Aura
8th Level Cantrips (0 Level)
5th Level
Deadfall Caltrops
Maelstrom, Greater Spell Resistance Challenger’s Mark
Zone of Respite Echoing Blow
9th Level Far Realm Gaze
Ranger Spells Frostwind Blade
Nature’s Avatar Launch Bolt
1st Level Looming Shadow
Paladin Spells Mindspeak
Accelerated Movement Minor Disguise
1st Level Aspect of the Wolf Project Object
Beast Claws Psychic Shock
Blessed Aim Beastland Ferocity Punishing Strike
Salutary Touch Guided Shot Silent Portal
Word of Authority Lightfoot Steal Speed
Magic Fang Telepathic Challenge
2nd Level Word of Authority
1st Level
Aura of Glory 2nd Level
Battering Ram Accelerated Movement
Briar Web Guided Shot
3rd Level Curse of Impending Blades Corpse Link
Corpse Visage
Aegis of Assault 3rd Level Dead End
Aegis of Shielding Insightful Feint
Keen Edge Flame Arrow Thought Projection
Word of Binding Keen Edge
Moon Blade 2nd Level
4th Level Reverse Arrows
Tremorsense Battering Ram
Castigate Body of the Sun
4th Level Curse of Impending Blades
Daggerspell Stance
Deeper Darkvision Disguise Undead
Hero’s Defiance
5th Level
Anticold Sphere
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Distracting ray 8th Level Looming Shadow
Leomund’s Trap Project Object
Lively Step Analyze Dweomer Punishing Strike
Veil of Shadow Blackstaff Steal Speed
Horrid Withering
3rd Level Laeral’s Invisible Blade 1st Level
Otiluke’s Telekinetic Sphere
Aegis of Ensnarement Shooting Stars Corpse Link
Bladeweave Temporal Stasis Corpse Visage
Flame Arrow Veil of Undeath Dead End
Keen Edge Detho’s Delirium
Ray of Exhaustion 9th Level
Reverse Arrows 2nd Level
Tremorsense Crystalbrittle
Mordenkainen’s Disjunction Choke
4th Level Curse of Impending Blades
Warlock Spells Disguise Undead
Acid Bolts Distracting ray
Negative Energy Aura Cantrips (0 Level) Veil of Shadow
Positive Energy Aura
Sensory Deprivation Caltrops 3rd Level
Shout Challenger’s Mark
Echoing Blow Aegis of Assault
5th Level Far Realm Gaze Ghost Armor
Frostwind Blade Ray of Exhaustion
Arc of Lightning Launch Bolt
Darkbolt 4th Level
Hidden Lodge Page 122
Zone of Respite Negative Energy Aura
Sensory Deprivation
6th Level
5th Level
Programmed Image
Shadow Walk Bolts of Bedevilment
Undeath to Death Darkbolt
7th Level 6th Level
Awaken Undead Arrow of Bone
Antimagic Ray Programmed Image
Vision Shadow Walk
7th Level
Awaken Undead 1st Level Positive Energy Aura
Bone Javelin Sensory Deprivation
Withering Palm Accelerated Movement Shout
Corpse Link
8th Level Corpse Visage 5th Level
Dead End
Bone Blade Guided Shot Arc of Lightning
Blackstaff Insightful Feint Darkbolt
Horrid Withering Hidden Lodge
Shadow Form 2nd Level Zone of Respite
Veil of Undeath
Battering Ram 6th Level
9th Level Body of the Sun
Curse of Impending Blades Programmed Image
Conflagration Daggerspell Stance Shadow Walk
Disguise Undead Undeath to Death
Wizard Spells Distracting ray
Leomund’s Trap 7th Level
Cantrips (0 Level) Lively Step
Veil of Shadow Awaken Undead
Caltrops Antimagic Ray
Challenger’s Mark 3rd Level Vision
Echoing Blow
Embrace Destiny Aegis of Assault 8th Level
Far Realm Gaze Aegis of Ensnarement
Frostwind Blade Aegis of Shielding Analyze Dweomer
Launch Bolt Bladeweave Blackstaff
Looming Shadow Flame Arrow Horrid Withering
Minor Disguise Keen Edge Laeral’s Invisible Blade
Project Object Ray of Exhaustion Otiluke’s Telekinetic Sphere
Punishing Strike Reverse Arrows Shooting Stars
Quickling Step Tremorsense Temporal Stasis
Shifting Shadow Veil of Undeath
Silent Portal 4th Level
Steal Speed 9th Level
Telepathic Challenge Acid Bolts
Negative Energy Aura Crystalbrittle
Mordenkainen’s Disjunction
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Spell Descriptions target takes 4d10 acid damage, or half as much
damage on a successful one.
Following are the spell descriptions, presented in
alphabetical order. At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the acid damage
Accelerate Metabolism increases by 1d10 for each slot level above 4th.
5th-level evocation (ritual) Aegis of Assault
Casting Time: 10 minutes 3rd-level conjuration
Range: Touch
Components: V, S, M (incense made from rare herbs Casting Time: 1 reaction, which you take when a
worth at least 50 gp, which the spell consumes) creature within range hits one of your allies with a
Duration: 1 hour melee attack
Range: 30 feet
At the beginning of a short rest, the caster lights the Components: V, M (a weapon)
incense and touches a chosen target to increase its Duration: 1 round
metabolism. At the end of the short rest, the target
regains the maximum number of hit points for each With a flash of light, you bring instant vengeance to
Hit Die spent. In addition, the recipient can make a the attacking enemy. As part of the reaction used to
saving throw for each poison or disease affecting it. cast this spell, you choose to do either one or both of
On a successful save, the target recovers from that the following:
poison or disease.
Teleport to an unoccupied space, as long as that
Accelerated Movement space is not farther away than you are now from
the creature that made the triggering attack.
2nd-level transmutation
Make one melee weapon attack against the
Casting Time: 1 bonus action attacker if it is within reach. You can use your
Range: Self spellcasting ability instead of your Strength for
Components: S, M (a dead cockroach) the attack and damage rolls of this attack if you
Duration: Concentration, up to 1 minute choose. If the attack hits, it deals an extra 1d4
radiant damage.
For the duration, it does not cost you extra
movement to crawl, climb, squeeze, swim, or move If you are unable to do either one, the spell ends.
across difficult terrain. Otherwise, after the triggering attack is resolved, the
creature who made that attack has disadvantage on
Acid Bolts attack rolls against creatures besides you until the
end of its next turn.
4th-level evocation
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 4th level or higher, the range increases
Range: 150 feet to 60 feet, and the radiant damage increases by 1d4
Components: V, S for each slot level above 3rd.
Duration: Instantaneous
Aegis of Ensnarement
You conjure two watery globes of acid that appear in
the air next to you. Each globe hits a creature of your 3rd-level enchantment
choice within range. Both globes can target a single
creature, or you can direct each to strike a different Casting Time: 1 reaction, which you take when a
creature. When hit with a globe, the target must creature within range hits one of your allies with a
make a Dexterity saving throw. On a failed save, the melee attack
Range: 30 feet
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Components: V, M (a weapon) Amplify
Duration: 1 round
1st-level transmutation
Your magic ensnares an attacking enemy, compelling
it to attack you instead of your ally. The creature that Casting Time: 1 action
made the triggering attack must roll a Charisma Range: 300 feet
saving throw before that attack is resolved. If it fails, Components: S
you teleport it to an unoccupied space within 5 feet Duration: Concentration, up to 10 minutes
of you. It then makes the triggering attack against
you instead, comparing the same attack roll to your This spell amplifies all sound in a 15-foot radius
Armor Class to determine whether it hits or misses sphere centered on a creature or object within range.
you. If an unwilling creature is targeted by this spell, it
must make a Wisdom saving throw; on a failed save,
Whether the saving throw succeeds or fails, after the spell successfully targets the creature. If the save
the triggering attack is resolved, the attacking is successful, the spell fails.
creature takes 1d4 psychic damage and has
disadvantage on attack rolls against creatures Once the spell takes effect, a creature outside of
besides you until the end of its next turn. the spell’s area listening to sounds coming from
within the area has advantage on Wisdom
At Higher Levels. When you cast this spell using a (Perception) checks to discern sounds within the
spell slot of 4th level or higher, the range increases area. This amplifying effect isn’t noticeable by
to 60 feet, and the psychic damage increases by 1d4 creatures within the affected area. The spell has no
for each slot level above 3rd. effect when targeting a creature or object in an area
affected by the silence spell.
Aegis of Shielding
Analyze Dweomer
3rd-level abjuration
8th-level divination (ritual)
Casting Time: 1 reaction, which you take when a
creature within range of you hits one of your allies Casting Time: 1 minute
with a melee attack Range: Self (30-foot radius)
Range: 30 feet Components: V, S, M (a tiny lens of ruby or sapphire
Components: V, M (a weapon) set in a golden hoop worth at least 1000 gp)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You protect your ally with a gleaming barrier of Upon casting this spell, you can identify the magic
invisible force. Until the end of the turn, the target of affecting all creatures and objects within range. For
the triggering attack gains resistance to bludgeoning, magic items or other magic-imbued objects, you
piercing, and slashing damage, as well as a +5 bonus learn their properties and how to use them, whether
to AC, including against the triggering attack. they require attunement to use, and how many
charges they have (if any). You also learn whether
After the triggering attack is resolved (whether it any spells are affecting the item and what they are. If
hits or misses), the creature that made the attack the item was created by a spell, you learn which spell
takes 1d4 force damage and has disadvantage on created it.
attack rolls against creatures besides you until the
end of its next turn. For creatures within range, you learn what spells,
if any, are currently affecting them.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the range increases Anticold Sphere
to 60 feet, and the force damage increases by 1d4 for
each slot level above 3rd. 5th-level abjuration
Casting Time: 1 action
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Range: Self (10-foot radius) Arrow of Bone
Components: V, S
Duration: Concentration, up to 1 hour 7th-level necromancy
This spell creates a comfortably warm 10-foot radius Casting Time: 10 minutes
sphere centered on the spellcaster. Friendly Range: Touch
creatures within the sphere are immune to cold Components: V, S, M (a tiny sliver of bone and a
damage. In addition, creatures made of ice or cold drop of magic oil)
can’t enter the spell’s area; if such a creature is Duration: 1 hour
within the sphere when the spell is cast, it is pushed
to the nearest unoccupied space outside the sphere. When casting this spell, you touch one nonmagical
thrown weapon and transform it into an identical
Antimagic Ray item made of bone. The affected weapon is
considered magical.
7th-level abjuration
A creature struck by the weapon takes the
Casting Time: 1 action weapon’s normal damage and must also make a
Range: 30 feet Constitution saving throw. The target takes 10d10
Components: V, S, M (a pinch of iron filings mixed necrotic damage on a failed save, or half as much
with ruby dust worth at least 100 gp) damage on a successful one. Once the weapon is
Duration: Concentration, up to 1 minute thrown, its magic fades, whether the attack hits or
misses.
An invisible ray shoots from your hand toward a
target within range. Make a ranged spell attack. On a At Higher Levels. When you cast this spell using a
hit, the target can’t cast spells, nor can it be targeted spell slot of 8th level or higher, the necrotic damage
by other spells for the duration. Any spell affecting increases by 1d10 for each slot level above 7th.
the target is suppressed for the duration, though it is
not dispelled, and resumes when the antimagic ray Aspect of the Wolf
spell expires.
1st-level transmutation
If a magic item is targeted by the ray, its magical
properties are suppressed for the duration. Casting Time: 1 bonus action
Range: Self
Arc of Lightning Components: V, S, M (a wolf’s whisker)
Duration: 1 hour
5th-level conjuration
This spell allows you to transform into a wolf. The
Casting Time: 1 action spell lasts for the duration, or until you choose to
Range: 60 feet end it, or until your wolf form drops to 0 hit points.
Components: V, S, M (two small iron rods) While you are transformed, the following rules
Duration: Instantaneous apply:
Select two creatures that you can see within range. Your game statistics are replaced by the statistics
An arc of lightning lashes out between them, forcing of a wolf, but you retain your alignment,
each to make a Dexterity saving throw. Each creature personality, and Intelligence, Wisdom, and
takes 12d6 lightning damage on a failed save, or half Charisma scores. You also retain all of your skill
as much damage on a successful one. and saving throw proficiencies.
At Higher Levels. When you cast this spell using a When you transform, you assume the wolf's hit
spell slot of 6th level or higher, the lightning damage points and Hit Dice. When you revert to your
increases by 1d6 for each slot level above 5th. normal form, you return to the number of hit
points you had before you transformed. However,
if you revert as a result of dropping to 0 hit
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points, any excess damage carries over to your Your skin thickens, and you can’t have an armor
normal form. class lower than 16.
You can’t cast spells, and your ability to speak or You gain 20 temporary hit points that last until
take any action that requires hands is limited to the duration expires.
the capabilities of a wolf. Transforming doesn’t
break your concentration on a spell you’ve Your speed increases by 10 feet.
already cast, however, or prevent you from taking
actions that are part of a spell, such as call Aura of Glory
lightning, that you’ve already cast.
2nd-level transmutation
You retain the benefit of any features from your
class, race, or other source and can use them if the Casting Time: 1 bonus action
wolf form is physically capable of doing so. Range: Self (15-foot radius)
Components: V
You choose whether your equipment falls to the Duration: Concentration, up to 1 minute
ground in your space, merges into your wolf form,
or is worn by it. Your equipment doesn’t change This spell creates an aura centered on you that
size or shape to match the wolf form, and any bathes all friendly creatures within a 15-foot radius
equipment that the new form can’t wear must in a warm and comforting light. Each affected
either fall to the ground or merge with it. You creature has advantage on saving throws against
can't activate, wield, or otherwise benefit from being frightened for the duration. The aura moves
any of your equipment that merges with your with you.
wolf form until you leave wolf form.
Awaken Undead
Aspect of War
7th-level necromancy
6th-level transmutation
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Self Components: V, S, M (a humanoid finger bone)
Components: V, S, M (a potion of heroism, which the Duration: Instantaneous
spell consumes)
Duration: Concentration, up to 1 minute
You undergo a fearsome transformation that
increases your battle prowess. For the duration, you
gain the following benefits:
Your size increases by one category.
You can attack twice when you take the attack
action.
Your unarmed and melee weapon attacks use
your spellcasting ability modifier for hit and
damage rolls.
Your unarmed and melee weapon attacks deal an
extra 1d4 damage.
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When you cast this spell, select a point within range; spell slot of 2nd level or higher, the spell’s duration
each skeleton and zombie within a 30-foot radius of increases by 1 hour for each slot level above 1st.
the point you selected permanently adds 1d6 + your
spellcasting ability modifier to its Intelligence score. Beastland Ferocity
The affected creatures cannot gain more 1st-level enchantment
intelligence than the average for their original kind.
For example, the skeleton of a giant rat would have a Casting Time: 1 action
maximum Intelligence of 2, while that of a giant elk Range: Touch
would be 7, and a human would be 10. Components: V, S
Duration: Concentration, up to 1 minute
Battering Ram
This spell imbues a creature you touch with the
2nd-level evocation ferocity of a wild beast. If the target takes 7 damage
or less that would reduce it to 0 hit points, it is
Casting Time: 1 action reduced to 1 hit point instead and the spell ends.
Range: 60 feet
Components: V, S At Higher Levels. When you cast this spell using a
Duration: Concentration, up to 1 minute spell slot of 3rd level or higher, the number of times
you are reduced to 1 hit point instead of 0 hit points
You create a small ball of force at a point you choose before the spell ends increases by 1 for every two
within range; the ball can be used to batter your foes slot levels above 1st.
and attack objects that are not worn or carried. As
part of the action used to cast the spell, and by using Blackstaff
an action on each of your turns, you can move the
ball up to 30 feet within the spell's range, and make a 8th-level transmutation
melee spell attack against a creature or object.
Casting Time: 1 action
If you hit a creature or object with the ball of force, Range: Touch
it takes 1d6 force damage and must make a Strength Components: V, S, M (a specially crafted staff worth
saving throw. On a failed save, the creature is pushed at least 500 gp, which is consumed by the spell at the
10 feet in the opposite direction and falls prone. On a end of the duration)
successful save, the creature isn’t pushed and doesn’t Duration: 1 minute
fall prone.
You touch a staff and imbue it with a shimmering
At Higher Levels. When you cast this spell using a black radiance. For the duration, the staff has the
spell slot of 3rd level or higher, the force damage following qualities:
increases by 1d6 for each slot level above 2nd.
The staff can’t harm the caster or any creature
Beast Claws that was touching it when the spell was cast.
1st-level transmutation Melee attacks with the staff are made with
advantage.
Casting Time: 1 action
Range: Self The staff is considered a magic weapon that deals
Components: V, S 3d4 bludgeoning damage on a hit.
Duration: Concentration, up to 1 hour
The staff absorbs any spell cast upon it, and can’t
When you cast this spell, your fingers transform into be affected by any spell other than a wish,
razor-sharp talons. Your unarmed strikes deal 1d6 antimagic ray, Mordenkainen's disjunction, or
slashing damage for the duration, and you are antimagic shell.
proficient with your unarmed strikes.
At Higher Levels. When you cast this spell using a
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In addition, at the beginning of each of the wielder’s Khelben Arunsun.
turns, the wielder can choose one of the following
special effects: Bladeweave
On a successful melee attack with the staff, the 3rd-level illusion
target’s hit point maximum is reduced by 3d4.
The target’s hit point maximum can only be Casting Time: 1 action
restored by greater restoration or similar magic. Range: Self
Components: V
On a successful hit, the staff casts dispel magic on Duration: Concentration, up to 1 minute
the target as if you had cast it at its lowest level.
You give a war cry and unleash a dazzling display of
On a successful hit, the target must make a skill with your weapon. Once, on each of your turns,
successful Wisdom saving throw, or it can’t cast you can force a creature you hit with your melee
spells until the end of its next turn. weapon to make a Wisdom saving throw. On a failed
save, the creature is stunned until the end of its next
On a successful hit, the target is indecisive and turn.
can’t use an Attack action on its next turn.
Blessed Aim
On a successful hit, roll for a random effect on the
following table: 1st-level divination
Roll Effect Casting Time: 1 action
01-45 Range: Self (30-foot radius)
46-65 The target is unaffected Components: V, S
Duration: Concentration, up to 1 minute
66-75 The target must make a successful Wisdom
saving throw, or be affected by confusion You invoke divine inspiration to bolster the ranged
76-85 until the end of its next turn. attacks of your allies. Each ally within range gains a
+2 bonus to ranged attack rolls for the duration.
86-95 The target must make a successful
Constitution saving throw, or be stunned Body Harmonic
96-00 until the end of its next turn.
5th-level transmutation
The target must make a successful Wisdom
saving throw, or be affected by fear until the Casting Time: 1 action
end of its next turn. Range: 60 feet
Components: V, S, M (a water-filled crystal goblet
The target must make a successful Strength worth at least 500 gp)
saving throw, or be pushed 10 feet in the Duration: Concentration, up to 1 minute
opposite direction and knocked prone.
You rub the crystal goblet while chanting a poetic
The target must make a successful verse, and it begins to resonate with an earsplitting
Intelligence saving throw, or be affected by tone. Choose a creature within range as your target;
feeblemind until the end of its next turn. the piercing tone wracks the target’s body with
painful vibrations, and it must make a Constitution
The blackstaff can be used by any creature proficient saving throw. On a failed save, the creature takes
with staffs; however, for the duration, a creature 1d10 thunder damage and has disadvantage on
touching the staff can’t cast spells. In addition, if a ability checks and saving throws with an ability of
creature within reach tries to cast a spell, the staff’s your choice until the end of its next turn.
wielder can make an opportunity attack against the
caster. On a hit, the caster’s spell fails. The creature must make a new Constitution saving
throw at the end of each of its turns, with the effects
This spell was created by the esteemed archmage,
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described above happening on a failed save. On a Components: V, S, M (a bladed weapon and a bone
successful save, the target takes half the thunder from any creature)
damage, and doesn't have disadvantage on ability Duration: Concentration, up to one minute
checks and saving throws. This is repeated every
round until the spell ends. You touch a bladed weapon and transform it into an
identical weapon made of white ivory. After the
Body of the Sun transformation, the weapon has the exact damage,
size, and weight of the original, but has the following
2nd-level transmutation special properties:
Casting Time: 1 action It is unbreakable, though it crumbles to dust
Range: Self (5-foot radius) when the spell ends.
Components: V, S
Duration: Concentration, up to 1 minute It is considered magical.
Your body emanates blazing fire in a 5-foot radius. The blade inflicts an extra weapon die of damage
When a creature enters the spell’s area for the first against undead.
time on a turn or starts its turn there, the creature
must make a Dexterity saving throw. The target An undead creature struck with the weapon takes
takes 2d4 fire damage on a failed save, or half as an additional 1d4 necrotic damage each round for
much damage on a successful one. the duration.
At Higher Levels. When you cast this spell using a Once per turn, you can force an undead creature
spell slot of 3rd level or higher, the fire damage you hit with the bone blade to make a Wisdom
increases by 1d4 for each slot level above 2nd. saving throw. On a failed save, the creature is
disintegrated. If an undead creature disintegrated
Bolts of Bedevilment by this weapon has a CR of 4 or more, the blade
also crumbles to dust.
5th-level enchantment
Bone Javelin
Casting Time: 1 action
Range: 120 feet 7th-level transmutation
Components: V, S
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action
Range: 300 feet
You cause magical disrupting bolts to surround a Components: V, S, M (a tiny replica of a javelin
creature you can see within range. The target must carved from bone)
make a successful Wisdom saving throw, or it can’t Duration: 1 minute
take any actions until after the end of its next turn.
You create a magical javelin that hovers above your
Until the spell ends, you can use your action to head. When the javelin appears, make a ranged spell
force the creature to make another Wisdom saving attack against a target of your choice within range.
throw, or lose its actions until after the end of its The javelin ignores up to three-quarters cover as it
next turn on failure. This spell doesn’t prevent a turns in flight to avoid obstacles. On a successful hit,
creature from taking lair actions or legendary the target takes 3d6 piercing damage.
actions.
Regardless of whether you hit or not, the javelin
Bone Blade reappears above your head. Until the spell ends, you
can use a bonus action on each of your turns to
8th-level transmutation repeat this attack against the same target or a
different one.
Casting Time: 1 action
Range: Touch
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Briar Web You emit a rhythmic droning sound that creates a
10-foot radius sonic barrier around you, and which
2nd-level transmutation moves with you. Creatures on either side of the
barrier perceive it as a harmless buzzing sound.
Casting Time: 1 action However, the barrier disrupts both magical and
Range: 150 feet nonmagical missiles fired into or out of it, causing
Components: V, S disadvantage on ranged attack rolls.
Duration: Concentration, up to 10 minutes
The barrier can also disrupt spells that deal
Thorny plants sprout from the ground in a 40-foot thunder damage. A spellcaster attempting to cast a
radius, starting from a point within range. For the spell that deals thunder damage into the area must
duration, these plants turn the ground in the area make a DC 15 spellcasting ability check. On a
into difficult terrain. A creature takes 1d4 piercing successful check, the spell works normally, but it is
damage when it enters the area and for every 5 feet dispelled on a failed check.
it travels through the area.
A creature that attempts to cross the barrier in
At Higher Levels. When you cast this spell using a either direction must make a Constitution saving
spell slot of 3rd level or higher, the piercing damage throw. On a failed save, the creature is deafened for 1
increases by 1d4 for each slot level above 2nd.
Cacophonic Burst
5th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
You give a high-pitched scream that erupts
into a thunderous 20-foot radius burst at a
point you choose within range. Each
creature in the affected area must make a
Constitution saving throw or take 8d6
thunder damage on a failed save, or half as
much damage on a successful one. This
spell fails if cast into an area affected by
silence.
At Higher Levels. When you cast this
spell using a spell slot of 6th level or
higher, the thunder damage increases by
1d6 for each slot level above 5th.
Cacophonic Shield
5th-level evocation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
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minute and takes 4d6 thunder damage. The creature increases by 1d6 for each slot level above 4th.
can attempt a new saving throw at the end of each of
its turns, and on a success, it is no longer deafened. If Challenger’s Mark
the creature made its saving throw when it crossed
the barrier, it takes half the thunder damage and Enchantment cantrip
isn’t deafened. A creature that is forced to cross the
barrier is not affected by the cacophonic shield for Casting Time: 1 action
that movement. Range: 5 feet
Components: V, S
At Higher Levels. When you cast this spell using a Duration: 1 round
spell slot of 6th level or higher, the thunder damage
increases by 1d6 for each slot level above 5th. You bellow out a magical challenge that your
opponent finds difficult to ignore. When casting this
Caltrops spell, make a melee weapon attack against one
creature within range. On a hit, the target suffers the
Transmutation cantrip attack's normal effects. In addition, before the
beginning of your next turn, the target has
Casting Time: 1 action disadvantage on the next attack roll it makes that
Range: 30 feet does not target you. Also, if the target willingly
Components: V, S moves more than 30 feet away from you, or makes
Duration: 1 minute an attack that suffers disadvantage from this spell, it
immediately takes 1d8 psychic damage.
You cause caltrops to appear from the ground in a 5-
foot square area within range; the caltrops last for This spell's damage increases when you reach
the duration. Any creature that moves into the spell’s higher levels. At 5th level, the melee attack deals an
area must make a Dexterity saving throw. On a failed extra 1d8 psychic damage to the target, and the
save, the creature stops moving and takes 1 piercing damage the target suffers for moving more than 30
damage. In addition, the creature’s speed is reduced feet away from you, or attacking you with
by 10 feet until the end of its next turn. On a disadvantage, increases to 2d8. Both damage rolls
successful save, the creature is unaffected by the increase by 1d8 at 11th level and 17th level.
caltrops. If the creature treats the area as difficult
terrain, it can avoid the caltrops. Choke
Castigate 2nd-level necromancy
4th-level evocation Casting Time: 1 action
Range: 90 feet
Casting Time: 1 action Components: V, S, M (a handkerchief with a knot
Range: Self (10-foot radius) tied in its center)
Components: V Duration: Concentration, up to 1 minute
Duration: Instantaneous
You conjure a pair of spectral hands that begin to
You pronounce a divine sanction against those who choke a humanoid you can see within range. The
oppose your creed. All creatures you choose within hands remain attached to the victim for the duration.
10 feet, that have an alignment that differs from your At the beginning of each of the target’s turns, it must
own, must make a Constitution saving throw. On a make a Constitution saving throw. On a failed save,
failed save, a target takes 7d6 psychic damage. On a the target takes 1d6 bludgeoning damage, and has
successful save, a target takes half the psychic disadvantage on attack rolls until the end of its next
damage. turn. On a successful save, the target is unaffected
that round, but the hands remain attached. As a
At Higher Levels. When you cast this spell using a bonus action on each of your turns, you can force the
spell slot of 5th level or higher, the psychic damage
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target to make a new Constitution saving throw, or When you cast this spell, a blazing comet plummets
suffer the bludgeoning damage and disadvantage on to the ground at a point you choose within range,
attack rolls until the end of its next turn. The spell and bursts in a 5-foot radius with a thunderous roar.
ends if the creature dies or loses consciousness. Each creature in the comet’s blast area must make a
Dexterity saving throw. On a failed save, the
At Higher Levels. When you cast this spell using a creature takes 5d6 bludgeoning and 5d6 thunder
spell slot of 3rd level or higher, the bludgeoning damage, and is pushed 10 feet back and knocked
damage increases by 1d6 for each slot level above prone. On a successful save, the creature takes half
2nd. the damage and isn’t pushed or knocked prone.
Cold Fire In addition, the comet’s impact area is filled with
rubble and is considered difficult terrain.
1st-level transmutation
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 7th level or higher, the bludgeoning and
Range: 30 feet thunder damage both increase by 2d6 for each slot
Components: V, S, M (a source of fire within range) level above 6th.
Duration: Concentration, up to 10 minutes, or
instantaneous Conflagration
Choose a fire within the spell’s range that has a 9th-level evocation
maximum area of a 20-foot cube. This fire is
transformed into magical cold fire for the duration, Casting Time: 1 action
with blue-tinged flames. The affected area deals 1d6 Range: 120 feet
cold damage to any creature that starts its turn Components: V, S, M (a wax doll)
within the cube. Duration: Concentration, up to 1 minute
You can alternatively target a fire elemental or a You select a creature you can see within range, and it
creature that has vulnerability to cold damage. In bursts into flame. The target must make a
this case, the spell’s effect is instantaneous, and the Constitution saving throw at the beginning of each of
target must make a Constitution saving throw. The its turns for the duration. The target takes 2d8 fire
target takes 2d10 cold damage on a failed save, or damage on a failed save, or half as much damage on a
half as much damage on a successful one. successful one. All unattended objects within 10 feet
of the target catch on fire from the intense heat.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell scales in In addition, if a creature ends its turn within 10
two different ways. If you cast the spell to affect a feet of the target, it must make a Dexterity saving
fire, the volume increases by 10 cubic feet and the throw. The creature takes 2d6 fire damage on a
cold damage increases by 1d6 for each slot level failed save, or half as much damage on a successful
above 1st. However, if you targeted a creature, the one.
cold damage increases by 1d10 for each slot level
above 1st. If the target dies while under the effects of this
spell, it is consumed by fire and turns into a fire
Cometfall elemental under the spellcaster's control, which
requires concentration and lasts for up to 1 minute.
6th-level conjuration The fire elemental disintegrates when the spell ends.
Casting Time: 1 action Corpse Link
Range: 90 feet
Components: V, S 1st-level necromancy
Duration: Instantaneous
Casting Time: 1 action
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Range: 300 feet transform any metal object or even a creature made
Components: V, S, M (a fresh corpse or animated of metal such as an iron golem.
zombie)
Duration: Concentration, up to 10 minutes If you target an item worn or carried by another
creature, or if you target a creature made of metal,
You select a fresh corpse (less than an hour old) you must make a successful melee spell attack
within range and gain one of its senses. For example, against the target. If the target object is magical, your
you could cast the spell on a recently slain monster attack is made with disadvantage. On a hit, the target
and gain sight through its eyes. The effect is object or creature is affected by the spell. Artifacts
stationary unless you move the corpse (or its are not affected by this spell.
sensory organs).
Once transformed, the object or creature has AC 5
While you use the senses of the corpse, your own and 1 hit point.
equivalent sensory organ is occupied. You can end
the spell at any time. Curse of Impending Blades
At Higher Levels. When you cast this spell using a 2nd-level necromancy
spell slot of 2nd level or higher, the range increases
by 100 feet and the duration increases by 10 minutes Casting Time: 1 action
for each slot level above 1st. Range: 60 feet
Components: V, S, M (an iron nail through a piece of
Corpse Visage leather)
Duration: Concentration, up to 1 minute
1st-level illusion
You make a creature highly susceptible to attacks.
Casting Time: 1 action Choose a creature that you can see within range; that
Range: Touch creature must make a Wisdom saving throw. On a
Components: V, S, M (a rag or piece of cloth taken failed save, all attacks against the target are made
from a corpse) with advantage. The affected creature can make
Duration: Concentration, up to 1 minute another Wisdom saving throw at the end of each of
its turns. On a successful save, the spell ends. This
This spell transforms the face of a friendly creature effect can’t be dispelled, but a remove curse negates
you touch into the horrifying visage of a rotting it.
corpse. Any creature with a challenge rating of 1 or
lower viewing it must make a Wisdom saving throw. At Higher Levels. When you cast this spell using a
On a failed save, the creature is frightened for the spell slot of 3rd level or higher, the spell’s duration
duration. The frightened creature can make another increases by 1 minute for each slot level above 1st.
Wisdom saving throw at the end of each of its turns.
On a successful save, the spell ends. Daggerspell Stance
Crystalbrittle 2nd-level abjuration
9th-level transmutation Casting Time: 1 bonus action
Range: Self
Casting Time: 1 action Components: V
Range: Touch Duration: Concentration, up to 1 minute
Components: V, S
Duration: Instantaneous You create a powerful barrier of silver force that
protects your weapons and the arms that bear them.
You touch any metal object up to a 30-foot cube in For the duration, you gain the following benefits:
volume and turn it into a fragile crystalline
substance that shatters easily upon impact. You can You can use your spellcasting ability instead of
Strength for the attack and damage rolls of melee
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attacks using one-handed weapons that inflict Daybreak
piercing or slashing damage.
Abjuration cantrip
You cannot be forced to drop a one-handed
weapon you are holding. Casting Time: 1 bonus action
Range: Self (20-foot radius)
Each time you hit with a melee attack using a one- Components: V
handed weapon that inflicts piercing or slashing Duration: Instantaneous
damage, you inflict an additional 1d4 force
damage. You let out a cry that sounds like a rooster’s crow.
Any sleeping creatures within 20 feet of you
You gain a magical +1 bonus to AC while you are immediately awaken.
wielding a light or simple melee weapon in each
hand. Dead End
Whenever you deal piercing or slashing damage 1st-level illusion
to a creature more than once during your turn,
you gain advantage on saving throws against Casting Time: 1 action
spells cast by that creature until the start of your Range: Self
next turn. Components: V, S, M (a pinch of odoriferous spice)
Duration: Concentration, up to 1 hour
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, you can maintain As you finish the spell, an illusion masks the
your concentration on the spell for up to 1 hour. footprints and scent of creatures you choose within
30 feet of you for the duration. Any creature
Darkbolt attempting to track the affected creatures by scent or
sight must make an Intelligence (Investigation)
5th-level evocation check against your spellcasting DC. If the check fails,
the creature loses the trail and has disadvantage on
Casting Time: 1 action all further ability checks to track the affected
Range: 120 feet creatures for the duration.
Components: V, S
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the duration
You summon one bolt of dark force that immediately increases by 1 hour for each slot level above 1st.
streaks toward a target you choose within range.
Make a ranged spell attack against the target. On a Deadfall
hit, if the target is a living creature, it takes 2d8 force
damage, and it must make a Wisdom saving throw. 8th-level conjuration
On a failed save, the creature is stunned until the end
of its next turn. If a target is undead, then it doesn’t Casting Time: 1 action
take the force damage, but it must make a Wisdom Range: 300 feet
saving throw, or be stunned until the end of its next Components: V, S
turn. Duration: Instantaneous
At the start of each of your turns for the duration, You summon a 20-foot radius by 40-foot high
one more bolt of dark force appears. You can use an towering pile of wood and branches that collapses to
action to make a ranged spell attack with the bolt at the ground at a point you choose within range. A
a target you can see within range. creature caught in the area when the pile collapses
must make a Dexterity saving throw. On a failed
At Higher Levels. When you cast this spell using a save, the creature takes 12d10 bludgeoning damage,
spell slot of 6th level or higher, the force damage is knocked prone, and is restrained under the pile.
increases by 1d8 for each slot level above 5th. On a successful save, the creature takes half the
Page 135
bludgeoning damage, isn't knocked prone, and isn’t secret location, the direction toward a hideout, or
restrained. other similar secret information.
A restrained creature can attempt to free itself by The creature can’t be asked specific questions. At
using an action on its turn to make a Strength check the end of each of the creature’s turns, it can attempt
against a DC of 20. Another creature can spend its a new Wisdom saving throw. On a successful save,
actions every round for 1 minute to clear the rubble the creature is no longer affected by this spell. If the
around the trapped creature. The area affected by creature is awakened or cured of its current
this spell is considered difficult terrain until it is condition at any time, the spell ends.
cleared.
Dirge
Deeper Darkvision
6th-level evocation
3rd-level transmutation
Casting Time: 1 action
Casting Time: 1 action Range: Self (30-foot radius)
Range: Touch Components: V, S
Components: V, S, M (a pinch of dried carrot or an Duration: Concentration, up to 1 minute
agate)
Duration: 8 hours Your magical lament stirs destructive forces that
damage and weaken your enemies. Each enemy that
You touch a creature and grant it darkvision out to a starts its turn within 30 feet of you must make a
range of 90 feet for the spell’s duration. If the target Constitution saving throw. On a failed save, the
already has darkvision to a range of 90 feet or more, creature takes 2d10 thunder damage, and it has
then its vision is extended another 30 feet. disadvantage on Strength ability checks, attack rolls,
and saving throws until the end of its next turn. On a
In addition, the target can see in magical darkness successful save, the creature takes half the damage,
cast at the same level or lower as if it were lightly and doesn't have disadvantage.
obscured.
At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thunder damage
spell slot of 5th level or higher, you can touch and
affect one additional creature for every two slot
levels above 3rd.
Detho’s Delirium
3rd-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small silver or brass bell)
Duration: Concentration, up to 1 minute
You touch a creature that is either drugged, drunken,
unconscious, or sleeping, and it must make a
Wisdom saving throw. The saving throw is made
with disadvantage if the creature is asleep or
unconscious. On a failed save, the creature begins to
talk randomly. At the start of the creature’s turn each
round, roll 1d4; on a roll of 1, the creature speaks a
password, a word to activate an item, the name of a
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increases by 1d10 for each slot level above 6th. and confusing voices that distract all creatures in the
area. Any spellcaster that attempts to cast a spell
Disguise Undead within the area must make a Constitution saving
throw against your spell save DC, or the spell fails.
2nd-level illusion Likewise, a spellcaster in the affected area that is
concentrating on a spell at the beginning of its turn
Casting Time: 1 action must make a Constitution saving throw against your
Range: Touch spell save DC, or lose concentration on the spell.
Components: V, S, M (a cocoon of a death’s head
moth) In addition, any creature within the area has
Duration: 24 hours advantage on saving throws against spells that
depend upon language, such as charm person.
You alter the appearance of an undead creature with
the touch of your hand, masking its undead nature. At Higher Levels. When you cast this spell using a
You can make the creature appear as it did in life, or spell slot of 3rd level or higher, the radius of the
give it the appearance of another race. However, you effect increases by 10 feet for every slot level above
can’t change the creature’s general body type, but 2nd.
you could, for example, make a zombie or a wight
look like a half-elf dressed in fine clothing. Dissonant Chord
In addition, you can alter its height by one foot, 3rd-level evocation
making it appear taller or shorter, and you can make
it look fat, thin, or anything in between. You can add Casting Time: 1 action
small distinctive features to the illusion, such as a Range: Self (15-foot radius)
mole on the creature’s face, or a braided beard. Components: V, S
However, the spell doesn’t change the smell, sound, Duration: Instantaneous
or tactile features of the undead.
You let out a discordant, piercing scream that is
Another creature interacting with the disguised painful to all nearby creatures. Each creature within
undead can use an action to make an Intelligence 15 feet of you must make a Constitution saving
(Investigation) check against your spell save DC to throw. On a failed save, the creature takes 6d6
detect the disguise. The spell masks the disguised thunder damage, and is knocked prone. It takes half
creature from divination spells that detect undead. as much damage on a successful save, and is not
To such a divination spell, the creature appears as knocked prone.
the type of creature the disguise emulates.
At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the thunder damage
spell slot of 4th level or higher, you can touch and increases by 1d6 for every slot level above 3rd.
affect one additional undead for every two slot levels
above 2nd. Distort Speech
Dissonant Chant 1st-level transmutation
2nd-level abjuration Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S
Range: 120 feet Duration: Concentration, up to 1 minute
Components: V, S
Duration: Concentration, up to 10 minutes You point at a creature within range and speak a
verse of utter gibberish. The creature must make a
You create discordant whispers that fill a 20-foot Wisdom saving throw. On a failed save, you can use
radius within range. The whispers start at a low your reaction to force the creature to make a
volume, but quickly rise to a crescendo of blaring Charisma saving throw against your spellcasting DC
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whenever it tries to cast a spell with verbal attack's damage, such as dice from a critical hit or
components, to speak a command word to activate magical enhancement.
an item, or to read a scroll, for the spell’s duration.
On a failed save, the creature utters gibberish instead Echoing Blow
of the required component, command word, or scroll
wording, and its action is wasted without producing Abjuration cantrip
the desired effect.
Casting Time: 1 action
In addition, if a creature fails its Wisdom saving Range: 30 feet
throw, it has disadvantage on all Charisma ability Components: V, S
checks when interacting with other creatures as it Duration: 1 round
speaks gibberish mixed with its more intelligible
words. The creature can attempt a new saving throw As part of the action used to cast this spell, you must
at the end of each of its turns, and on a success, the make an unarmed strike or weapon attack against
spell ends. one creature within range. On a hit, the target suffers
the attack's normal effects, and if the target is
At Higher Levels. When you cast this spell using a concentrating on a spell when this attack hits, the
spell slot of 3rd level or higher, you can target one attack deals an extra 1d6 thunder damage, which
extra creature for every two slot levels above 1st.. creates a loud noise that can be heard up to 100 feet
away.
Distracting Ray
In addition, until the start of your next turn, the
2nd-level abjuration next time the target you hit with this cantrip makes a
Constitution saving throw to maintain concentration
Casting Time: 1 action (such as against damage from this spell), it does so
Range: 30 feet with disadvantage.
Components: V, S
Duration: Instantaneous This spell's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
A ray of multicolored light streaks out from your extra 1d6 thunder damage to the target, and the
hand at a creature within range. Make a ranged spell damage the target suffers if it is concentrating on a
attack against the target. On a hit, the target loses its spell increases to 2d6. Both damage rolls increase by
reaction until the start of its next turn, and it must 1d6 at 11th level and 17th level.
make a Constitution saving throw with disadvantage
if it is concentrating on a spell. On a failed save, the Embrace Destiny
target loses the spell.
1st-level divination
Divine Sacrifice
Casting Time: 1 action
1st-level necromancy Range: Self
Components: V, S
Casting Time: 1 bonus action Duration: Concentration, up to 10 minutes
Range: Self
Components: V, S You look into the future and see a murky vision of
Duration: Instantaneous things to come. When you cast this spell, roll a d20
and record the number rolled. For the duration, you
When you hit with a melee attack, you can decide to can replace any attack roll, saving throw, or ability
take half of the attack’s total damage yourself check made by you or a creature that you can see or
(rounded down). When you do so, your attack deals hear with the foretold roll. You must choose to do
maximum damage to your target, including this before the affected roll is made. Once the
maximum damage from additional dice added to the foretold roll is used, it is lost, and the spell ends.
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Endure Elements Duration: 1 round
1st-level abjuration Until the end of your next turn, you know the
location of any aberration within 60 feet of you that
Casting Time: 1 action is not behind total cover. If you cast this spell again
Range: Touch when you have already cast it within the past
Components: V, S minute, you must make a Wisdom saving throw
Duration: 24 hours against your own spell save DC. On a failed save, you
take 2d6 psychic damage.
For the duration, the creature touched can
comfortably endure cold or hot conditions between Fire Seeds
50 below zero to 140 degrees Fahrenheit without
suffering any negative effects. This spell offers no 6th-level conjuration
protection from cold or fire damage, only against the
negative effects of environmental exposure. Casting Time: 1 action
Range: Touch
At Higher Levels. When you cast this spell using a Components: V, S, M (four acorns or eight holly
spell slot of 3rd level or higher, you can touch and berries)
ward one additional creature from the effects of Duration: 1 hour
environmental exposure for every two slot levels
above 1st. You choose to imbue either up to four acorns or eight
holly berries to create either magical grenades or
Energy Vortex firebombs that last until they are used or the spell’s
duration expires. If you choose to imbue the acorns,
3rd-level necromancy then you can use an action to throw one of the
acorns on your turn; make a ranged spell attack
Casting Time: 1 action against a target of your choice within 100 feet; on a
Range: Self (20-foot radius) hit, the acorn explodes and deals 4d6 fire damage to
Components: V, S the target.
Duration: Instantaneous
If you choose to imbue the holly berries with this
When you cast this spell, a roaring vortex of spell’s magic, they can’t be thrown effectively, so
elemental energy of the type you choose (acid, cold, they are usually placed in specific locations and then
fire, lightning, or thunder) bursts outward from you ignited using a command word. If you are within 200
in a 20-foot radius. Each creature in the area must feet of one of the holly berries when you speak the
make a Dexterity saving throw. On a failed save, the command word, it explodes and deals 1d8 fire
creature takes 6d6 of the elemental damage type you damage in a 5-foot radius. A creature caught in the
selected, and it is knocked prone. On a successful blast radius must make a Dexterity saving throw. On
save, the creature takes half the damage and isn't a successful save, the creature takes half the fire
knocked prone. damage.
At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the elemental spell slot of 7th level or higher, you can create one
damage increases by 1d6 for each slot level above additional acorn or two additional holly berries for
3rd. each slot level above 6th.
Far Realm Gaze Flame Arrow
Divination cantrip 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S
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Components: V, S, M (a drop of oil and a piece of 17th level.
flint)
Duration: Concentration, up to 1 minute Fugue
You conjure five flaming arrows that appear above 4th-level illusion
you. As part of the action used to cast this spell, you
can make a ranged spell attack with each arrow Casting Time: 1 action
against a single target or separate targets within 120 Range: 90 feet
feet. On a hit, an arrow deals 1d10 fire damage to the Components: V, S, M (a miniature violin bow made
target. On a miss, an arrow fades away harmlessly. of platinum worth at least 250 gp)
Duration: Concentration, up to 1 minute
You don’t have to attack with all the arrows on the
same turn. If there are still arrows remaining on You select a point within range, and a discordant
your following turns, you can use an action to make a melody plays eerily to all creatures within a 30-foot
ranged spell attack with any number of the radius. Each creature that starts its turn within the
remaining arrows. If the duration expires, any area must make a Wisdom saving throw. On a failed
unused arrows fade away harmlessly. save, the creature takes 4d6 psychic damage, and
can’t take reactions. On a successful save, the
At Higher Levels. When you cast this spell using a creature takes half the damage, and doesn’t lose its
spell slot of 4th level or higher, you can create one reaction.
additional flame arrow for each slot level above 3rd.
At Higher Levels. When you cast this spell using a
Frostwind Blade spell slot of 5th level or higher, the psychic damage
increases by 1d6 for each slot level above 4th.
Evocation cantrip
G’Elsewhere Chant
Casting Time: 1 action
Range: 5 feet 3rd-level conjuration
Components: V, S
Duration: 1 round Casting Time: 1 action
Range: Touch
As part of the action used to cast this spell, you must Components: V, S
make a melee weapon attack against one creature Duration: Instantaneous
within the spell's range, otherwise the spell fails.
Your weapon leaves a frosty trail as it cuts through You chant words of power as you touch a willing
the air, striking a blow that inflict winter's wrath. On creature of Large size or smaller or an unattended
a hit, the target suffers the attack's normal effects, object no larger than 10 cubic feet in size, and
and the next time the target makes an attack roll instantly teleport it to an unoccupied space that you
until the end of your next turn, it must either accept can see within 80 feet. You can affect an unwilling
disadvantage on the attack roll or take 1d10 cold creature by making a successful melee spell attack as
damage and make the attack roll normally. A part of the action used to cast the spell.
creature within 5 feet of you that takes cold damage
from this cantrip reduces their speed by half until Ghost Armor
the end of your next turn.
3rd-level conjuration
This spell's damage increases when you reach
higher levels. At 5th level, the melee attack deals an Casting Time: 1 action
extra 1d10 cold damage to the target, and the Range: Touch
damage the target suffers for not taking Components: V, S, M (a fragment of battle-worn
disadvantage on their next attack increases to 2d10. armor)
Both damage rolls increase by 1d10 at 11th level and Duration: Concentration, up to 1 minute
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You touch a willing creature. Until the spell ends, Duration: Instantaneous
spectral armor covers the creature’s skin, and it can’t
have an AC less than 17, regardless of what kind of You grip an item that radiates magic as you focus all
armor it is wearing. your effort into a great shout that sends forth a
tremendous blast in a direction you choose. Each
At Higher Levels. When you cast this spell using a creature and unattended object in a 90-foot cone
spell slot of 5th level or higher, the minimum AC of radiating out from you must make a Constitution
the target creature increases by 1 for every two slot saving throw. On a failed save, the creature or object
levels above 3rd. takes 18d6 thunder damage; creatures are also
deafened for 1 minute. On a successful save a
Great Shout creature takes half the damage and isn’t deafened.
This spell causes structural damage to objects, such
8th-level evocation as walls, pillars, doors, and gates caught in the spell’s
area.
Casting Time: 1 action
Range: Self However, this spell can be costly and dangerous to
Components: V, M (an item that radiates a magic cast. As soon as the spell is cast, you must make a
aura)
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successful DC 15 Constitution saving throw. On a At Higher Levels. When you cast this spell using a
failed save, you suffer two levels of exhaustion. On a spell slot of 3rd level or higher, the fire damage
successful save, you suffer no ill effects. increases by 1d4 for every slot level above 2nd.
Guided Shot Hero’s Defiance
1st-level divination 4th-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V Components: V, S, M (a melee weapon)
Duration: 1 round Duration: 1 round
You utter a sound of determination as you aim your You demand that your foes meet you in battle, then
ranged weapon at a target. Until the start of your strike fiercely against one of them. Choose any
next turn, your ranged weapon attacks don’t suffer number of hostile creatures within range of this
disadvantage due to the weapon’s range. This spell spell. You may pull each target up to 30 feet closer to
doesn’t extend a weapon’s range beyond its normal you. At the end of this movement, you can make a
limitations. melee weapon attack against one creature within the
reach of your melee weapon. If the attack hits, it
In addition, your ranged weapon attacks ignore up deals an extra 3d6 psychic damage, and the creature
to three-quarters cover until the spell ends. you hit has disadvantage on the next attack roll it
makes against any creature other than you before
At Higher Levels. When you cast this spell using a the end of its next turn.
spell slot of 2nd level or higher, the duration of the
spell increases by 1 round for every slot level above Hidden Lodge
1st.
5th-level conjuration
Heartfire
Casting Time: 10 minutes
2nd-level evocation Range: 120 feet
Components: V, S, M (a chip of stone, crushed lime,
Casting Time: 1 action and a few grains of sand)
Range: 30 feet Duration: 24 hours
Components: V, S
Duration: Concentration, up to 1 minute You conjure a 20-foot square cottage made of stone
that appears as a natural rock formation or similar
You select a point within range, and a 5-foot radius natural terrain feature that blends in with its
burst of red flame fills the area; the flames burn for surroundings. A creature within 30 feet that
the duration. A creature caught within the area when investigates the area must make a successful DC 20
the spell is cast becomes outlined in flames for the Intelligence (Investigation) check to discover the
duration, which shed light in a 10-foot radius. A hidden lodge. The cottage contains a fireplace, bunks
creature engulfed in the flames can’t benefit from for up to eight people, and a wooden table with eight
invisibility, displacement, or from illusions that hide chairs. The doors are protected against intrusion by
its position. This spell cancels magical darkness arcane lock and alarm spells, and the chimney has a
spells of 2nd level or lower. narrow shaft with sturdy bars at the top.
In addition, the flames that surround a creature In addition, an unseen servant provides service to
that failed its saving throw slowly burn for the the lodge’s occupants for the duration.
duration. At the beginning of each of the creature’s
turns, it must make a Constitution saving throw. On a At Higher Levels. When you cast this spell using a
failed save, the creature takes 1d4 fire damage, but spell slot of 6th level or higher, the cottage’s area
doesn’t suffer damage on a successful one.
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increases by a 10-foot square and the DC for the You sing an inspirational tune that bolsters your
Investigation check to discover its true nature allies’ spellcasting abilities. An ally that casts a spell
increases by 1 for every slot level above 5th. within 30 feet of you gains a +1 bonus to the spell’s
saving throw DC, or it gains a +1 bonus to the spell’s
Hide the Path attack roll.
6th-level abjuration In addition, an ally that uses Channel Divinity to
Turn Undead gains a +1 bonus to the saving throw
Casting Time: 10 minutes DC.
Range: 120 feet
Components: V, S At Higher Levels. When you cast this spell using a
Duration: 24 hours spell slot of 5th level or higher, you gain an
additional +1 bonus to the spell’s saving throw DC or
You select a point that you can see within range. The attack roll for every two slot levels above 3rd.
area is warded against spells from the divination
school of magic in a 200-foot radius from the point Hypothermia
you selected. Find the path cast within the area
automatically fails. A caster who attempts to cast a 4th-level evocation
spell from the divination school of magic must make
a Wisdom saving throw. On a failed save, the spell Casting Time: 1 action
fails. On a successful save, the spell functions Range: 60 feet
normally. Components: V, S
Duration: Instantaneous
Horrid Withering
You select a creature that you can see within range
8th-level necromancy as you evoke swirling cold mists around it; the
creature must make a Constitution saving throw. On
Casting Time: 1 action a failed save, it takes 4d10 cold damage and suffers
Range: 300 feet one level of exhaustion. On a successful save, the
Components: V, S, M (a sponge) creature takes half the cold damage, and doesn’t
Duration: Instantaneous suffer from exhaustion.
You select a point that you can see within range, and At Higher Levels. When you cast this spell using a
a burst of necrotic energy evaporates moisture spell slot of 5th level or higher, the cold damage
within a 60-foot radius from the point you selected. increases by 1d10 for every slot level above 4th.
A creature caught within the area when the spell is
cast must make a Constitution saving throw. The Insightful Feint
creature takes 13d6 necrotic damage on a failed
save, or half as much damage on a successful one. If 1st-level divination
the damage from this spell drops a creature to 0 hit
points, it dies, and its body shrivels up, leaving only Casting Time: 1 bonus action
dry bones. Range: Self
Components: V
Hymn of Praise Duration: 1 round
3rd-level evocation With a flourish, you feint one way and then another,
leaving your target’s defenses more vulnerable to
Casting Time: 1 action your next attack. You have advantage on the next
Range: Self (30-foot radius) melee weapon attack roll you make against the
Components: V, S target before the start of your next turn. On a hit, the
Duration: Concentration, up to 1 minute target takes an extra 1d6 damage of the weapon’s
damage type.
At Higher Levels. When you cast this spell using a
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spell slot of 2nd level or higher, the damage the same target or a different one.
increases by 1d6 for every slot level above 1st.
Launch Bolt
Keen Edge
Transmutation cantrip
3rd-level transmutation
Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S, M (a crossbow bolt)
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 hour
You hold a crossbow bolt in your hand as you finish
You speak and bestow an ancient blessing upon the spell; as part of the action used to cast the spell,
either a melee or ranged weapon that you touch. For you can make a ranged spell attack with the bolt at a
the duration, attack rolls with that weapon score a target you can see within 120 feet. On a hit, the
critical hit with a roll of 19 or 20 on the die. This target takes 1d10 piercing damage; the target is also
spell can only be cast on weapons that deal piercing subject to any special properties the bolt may
or slashing damage. possess.
Know Direction At Higher Levels. You can launch two crossbow
bolts as part of the action used to cast this spell when
Divination cantrip you reach 5th level, three at 11th level, and four at
17th level. However, you must make a separate
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You can discern which direction is north if you are at
a location where north exists.
Laeral’s Invisible Blade
8th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a metal-bladed weapon that is
consumed by the spell)
Duration: Concentration, up to 1 minute
You create an invisible sword-shaped plane of force
that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell
attack against a target of your choice within 5 feet of
the sword. Because the sword is invisible, you have
advantage on all attack rolls with the sword against
creatures that can’t see invisible objects. On a hit, the
target takes 3d10 force damage.
Until the spell ends, you can use a bonus action on
each of your turns to move the sword up to 20 feet to
a location you can see and repeat this attack against
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attack roll with each bolt. Looming Shadow
Leomund’s Trap Illusion cantrip
2nd-level illusion Casting Time: 1 action
Range: 60 feet
Casting Time: 1 minute Components: V, S
Range: Touch Duration: 1 round
Components: V, S, M (a piece of iron pyrite)
Duration: Instantaneous As part of the action used to cast this spell, you must
make a thrown or ranged weapon attack against one
This spell is cast on a device, such as a chest or door creature within the spell's range; otherwise, the spell
lock. To a creature trained in thieves’ tools, the fails. If the weapon or ammunition hits the target, a
object appears to be trapped with a complex shadowy duplicate of it appears, hanging in the air
mechanism that would be difficult to disarm. just short of where the original struck, and you
choose one of your allies within 30 feet of the target.
A creature trained in thieves’ tools and proficient The first time the target attacks the chosen ally,
with the Investigation skill can spend an action to forces the chosen ally to make a saving throw, or
make an Intelligence (Investigation) check with includes that ally in a harmful area of effect before
disadvantage against your spellcasting DC. On a the end of your next turn, the second weapon or
successful check, the creature detects the ruse, and piece of ammunition automatically strikes, inflicting
can bypass the illusion to deal with the real device. 1d10 psychic damage.
However, if the check is failed, all attempts to disable
the device fail even though the "trap" somehow This spell's damage increases when you reach
doesn’t activate. higher levels. At 5th level, the ranged attack deals an
extra 1d10 psychic damage to the target, and the
Lightfoot damage the target suffers for acting against the
chosen ally increases to 2d10. Both damage rolls
1st-level transmutation increase by 1d10 at 11th level and 17th level.
Casting Time: 1 bonus action Lullaby
Range: Self
Components: V Enchantment cantrip
Duration: 1 round
Casting Time: 1 action
Your movement doesn’t provoke opportunity attacks Range: 120 feet
until the start of your next turn. Components: V, S
Duration: 1 round
Lively Step
Choose a 10-foot radius area within range. Living
2nd-level transmutation creatures within the area hear an enchantingly
melodic lullaby, and must make a Wisdom saving
Casting Time: 1 action throw. On a failed save, the creature becomes
Range: Self (30-foot radius) drowsy and has disadvantage on Intelligence
Components: V, S, M (a small drum) (Investigation) and Wisdom (Perception) checks
Duration: 1 hour until the end of its next turn. In addition, until the
end of its next turn, the creature only counts half of
You and all allies within 30 feet of you when the spell its current hit points to determine whether a sleep
is cast gain a bonus of 10 feet to your walking speed spell affects it.
for the duration. However, if a creature affected by
this spell takes any other action besides a move On a successful save, the creature is unaffected by
action on its turn, the spell ends for that creature.
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this spell. natural attacks are considered magical and gain a +1
bonus to hit and damage.
Maelstrom, Greater
At Higher Levels. When you cast this spell using a
8th-level conjuration spell slot of 3rd level or higher, the bonus to hit and
damage increases by +1 for every two slot levels
Casting Time: 1 action above 1st.
Range: 300 feet
Components: V, S Mass Harm
Duration: Concentration, up to 1 minute
9th-level necromancy
You create a 120-foot wide by 60-foot deep swirling
vortex that forms in a water source you can see Casting Time: 1 action
within range. If the water source isn’t at least the size Range: 90 feet
of the vortex, the spell fails. A creature in the water Components: V, S
that is caught within 60 feet of the vortex must make Duration: Instantaneous
a Strength saving throw. On a failed save, the
creature is sucked into the vortex’s swirling waters. You cause a burst of necrotic energy to fill a 30-foot
radius area within range. Each creature caught in the
A creature that starts its turn within the vortex’s area must make a Constitution saving throw. On a
swirling waters must make a Strength saving throw. failed save, a creature takes 14d6 necrotic damage,
On a failed save, the creature takes 8d6 bludgeoning and has its hit point maximum reduced by the same
damage, and it is sucked 10 feet closer to the vortex’s amount for 1 hour. On a successful save, the creature
center. On a successful save, the creature doesn’t takes half the damage, and its hit point maximum
take damage, and isn’t sucked closer to the vortex’s isn’t reduced.
center. In addition, the creature can use its action to
make a Strength (Athletics) check against the This spell can’t reduce a creature’s hit points
spellcaster's DC to swim away from the vortex's below 1.
center; however, the swirling waters are considered
difficult terrain. On a failed check, the creature Memory Rot
doesn't make any progress.
5th-level evocation
A creature that starts its turn in the vortex’s
center, must make a Strength saving throw. On a Casting Time: 1 action
failed save, the creature takes 8d6 bludgeoning Range: 30 feet
damage and it is sucked 10 feet below the water’s Components: V, S
surface. A creature that reaches the vortex’s bottom, Duration: Concentration, up to 1 minute
60 feet below the surface, is ejected a further 20 feet
downward beneath the vortex’s center. You create a cloud of spores that infect the brain of a
creature you can see within range. The target must
Magic Fang make a Constitution saving throw. On a failed save,
the target takes 4d6 psychic damage, and it has
1st-level transmutation disadvantage on Intelligence ability checks and
saving throws until the end of its next turn. On a
Casting Time: 1 action successful save, the target takes half damage and
Range: Touch doesn’t have disadvantage on Intelligence ability
Components: V, S checks and saving throws.
Duration: Concentration, up to 1 minute
For the duration, you can use an action on each of
You touch a beast and imbue its natural attacks with your turns to force the target to make another
magical energy. For the duration, the creature’s Constitution saving throw or suffer the spell’s
damage and effects.
At Higher Levels. When you cast this spell using a
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spell slot of 6th level or higher, the psychic damage Range: Touch
increases by 1d6 for each slot level above 5th. Components: V, S, M (a small candy made with
wintergreen oil)
Mindspeak Duration: Concentration, up to 1 minute
Divination cantrip You cause a glowing white blade of force to spring
from your hand. The blade can take the form of any
Casting Time: 1 action bladed weapon you are proficient with. You can
Range: 120 feet attack with the blade using your spellcasting ability
Components: V, S modifier instead of the normal ability modifier used
Duration: 1 round for the attack. If you score a hit with the blade
against a living creature, it takes 2d8 radiant
You send a telepathic message to one creature within damage. If you hit an undead with the blade, it takes
range. The target (and only the target) receives the 3d8 radiant damage.
message as your voice whispering in their mind.
They can send a telepathic message back in reply. At Higher Levels. When you cast this spell using a
This ability to communicate lasts until the start of spell slot of 5th level or higher, the radiant damage
your next turn. You can’t communicate with an increases by 1d8 for every two slot levels above 3rd.
unwilling creature.
Mordenkainen’s Disjunction
Creatures with an Intelligence score of 2 or less
aren’t affected by this spell. You don’t need to share a 9th-level enchantment
language with a creature for it to understand your
telepathic utterances, but the creature must Casting Time: 1 action
understand at least one language in order to Range: Self (30-foot radius)
communicate this way. If you cannot see or hear the Components: V
target, you must be familiar with the target and Duration: Instantaneous
know its approximate location with range. If the
creature is not within range, the spell fails. You speak an ancient cipher that disrupts all magic
within 30 feet of you. Any spells within range other
Minor Disguise than those you have cast upon yourself are instantly
ended, and all unattended magic items are destroyed
Transmutation cantrip as the magic that holds them together is unraveled.
Casting Time: 1 action In addition, any creature other than you within
Range: Self range that carries any magic items must make a
Components: V, S Wisdom saving throw for each item carried; a
Duration: 1 hour creature can use its own Wisdom saving throw for
each item, with a bonus equal to 1 plus the item's
You can alter minor features of your appearance. The maximum bonus, as listed in the “Magic Item Power
spell can’t make major changes to your appearance, by Rarity” table in chapter 9 of the Dungeon Master's
such as altering your height or weight. However, you Guide. On a failed save, the item is destroyed.
could make a scar or wrinkles appear on your face,
or you could change the color or length of your hair. Artifacts and sentient magic items are unaffected
For the duration, you may add +2 to any ability by this spell.
checks you make to create a visual disguise for
yourself. Nature’s Avatar
Moon Blade 9th-level transmutation
3rd-level evocation Casting Time: 1 bonus action
Range: Touch
Casting Time: 1 action Components: V, S
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Duration: 8 hours Range: 20 feet
Components: V, S
You touch a beast and transform it into an exemplary Duration: Concentration, up to 1 minute
member of its species. For the duration, the spell has
the following effects on the target: You play an enchanting lullaby that puts a creature
into a waking dream-like state, full of disturbing and
It gains one size category. distracting sounds and images. You may target up to
six creatures of your choice within range who can
It’s speed increases by 20 feet. hear you. Each target must succeed on a Wisdom
saving throw or take 3d4 psychic damage and be
You can command it, as per the Dominate Beast affected for the duration.
spell.
An affected creature has disadvantage on attack
It has maximum hit points for its kind. rolls and cannot take reactions for the duration. A
creature affected by this spell makes another
It gains 40 temporary hit points. Wisdom saving throw at the end of each of its turns.
On a successful save, the effect ends for it.
Its natural attacks are considered magical, and
deal an extra 2d8 damage. This spell has no effect on undead and constructs.
It has advantage on Strength and Constitution At Higher Levels. When you cast this spell using a
ability checks and saving throws. spell slot of 3rd level or higher, the damage increases
by 1d4 for each slot level above 2nd.
It has resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks.
Negative Energy Aura Otiluke’s Telekinetic Sphere
4th-level necromancy 8th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self (10-foot radius) Range: 30 feet
Components: V, S Components: V, S, M (a hemispherical piece of clear
Duration: Concentration, up to 1 minute crystal and a matching hemispherical piece of acacia
gum, and a pair of bar magnets)
You radiate life-sapping negative energy in a 10-foot Duration: Concentration, up to 1 minute
radius. Each living creature that starts its turn within
10 feet of you must make a Constitution saving This spell functions the same as Otiluke’s resilient
throw. On a failed save, the creature takes 1d10 sphere, except that a creature or object inside weighs
necrotic damage. On a successful save, the creature only one-sixteenth its normal weight, and the caster
takes half the damage. can move the sphere up to 30 feet in any direction
with a bonus action on each turn.
An undead creature that starts its turn within 10
feet of you regains 1d10 hit points up to its normal Paralyzing Field
maximum.
7th-level enchantment
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the necrotic damage Casting Time: 1 action
dealt to living creatures or the amount of hit points Range: 120 feet
healed for undead creatures increases by 1d10 for Components: V, S, M (a small ball of powdery clay
every two slot levels above 4th. soaked in wasp venom)
Duration: Concentration, up to 1 minute
Nightmare Lullaby
You cause a 10-foot radius paralytic field to form at a
2nd-level enchantment point you see within range. A creature that starts its
Casting Time: 1 action
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turn within the field must make a Wisdom saving Once triggered, the image appears at the point
throw or be paralyzed until the start of its next turn. where you cast the spell and lasts for 10 minutes,
On a successful save, the creature is unaffected that after which time the spell ends. You can pre-program
turn. the image to move around once activated, in a
similar manner to silent image.
At Higher Levels. When you cast this spell using a
spell slot of 9th level, the radius of the paralytic field At Higher Levels. When you cast this spell using
increases to 20 feet. an 8th level spell slot you can add sound to the
image.
Positive Energy Aura
Project Object
4th-level conjuration
Conjuration cantrip
Casting Time: 1 action
Range: Self (10-foot radius) Casting Time: 1 bonus action
Components: V, S Range: 30 feet
Duration: Concentration, up to 1 minute Components: V, S
Duration: Instantaneous
You radiate life-giving positive energy in a 10-foot
radius. Each living creature that starts its turn within Your force of will teleports an object a short distance
10 feet of you regains 5 hit points. An undead away. You teleport an object you are holding to an
creature that starts its turn within 10 feet of you unoccupied space within range. Alternatively, you
takes 5 radiant damage. can teleport the object to a willing creature within
range. You can either cause the object to land at that
At Higher Levels. When you cast this spell using a creature’s feet when it appears, or you can give the
spell slot of 6th level or higher, the radiant damage creature the option of grasping it with a free hand,
dealt to undead creatures and the amount of hit requiring them to make a Dexterity (Acrobatics)
points regained by living creatures increases by 5 for check (DC 11). If they succeed, they are instantly
every two slot levels above 4th. holding the object; if they fail, it falls at their feet.
Programmed Image
6th-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small replica of
a wizard)
Duration: Until dispelled or triggered
This spell functions the same as silent
image, except that the image
remains invisible until triggered.
You decide what triggers the image
when you cast the spell, but the
trigger must be audible, tactile,
olfactory, or visual. The most
typical triggers include touching an
object that had the spell cast upon
it, stepping within 10 feet of the
point where the spell was cast, or
speaking a certain phrase.
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This cantrip can only teleport objects that weigh 25 This spell's damage increases when you reach
pounds or less, and cannot affect objects you are not higher levels. At 5th level, the melee attack deals an
already holding. extra 1d8 necrotic damage to the target, and the
damage the target suffers for taking a reaction
Psychic Shock increases to 2d8. Both damage rolls increase by 1d8
at 11th level and 17th level.
Illusion cantrip
Ray of Exhaustion
Casting Time: 1 action
Range: 60 feet 3rd-level necromancy
Components: V, S
Duration: Instantaneous Casting Time: 1 action
Range: 60 feet
You invade another creature’s mind, and for one split Components: V, S, M (a drop of sweat)
second you cause them to perceive some image, Duration: Instantaneous
noise, or memory that would cause them stress.
Choose a target you can see or hear within range. You strike a creature you can see within range with
The creature makes an Intelligence saving throw. If it an enervating black ray. The creature must make a
fails, the creature takes 1d6 psychic damage, and it Constitution saving throw or take 2d10 necrotic
has disadvantage on the next Wisdom check it makes damage and suffer one level of exhaustion. If the
before the end of your next turn. If the creature has creature misses its saving throw by 5 or more, it
not yet acted during this combat, it makes its next suffers two levels of exhaustion. On a successful save,
attack roll with disadvantage. the creature takes half damage and suffers no
exhaustion levels.
If the creature fails the saving throw by 5 or more,
it does not realize a cantrip caused this effect, and Reverse Arrows
believes the flash of emotional pain it experienced
came from its own mind. 3rd-level abjuration
This spell’s damage increases by 1d6 when you Casting Time: 1 action
reach 5th level (2d6), 11th level (3d6), and 17th Range: Self
level (4d6). Components: V, S
Duration: Concentration, up to 1 minute
Punishing Strike
Ranged attacks with nonmagical missiles have
Necromancy cantrip disadvantage to hit you for the duration. If a missile
misses you due to this disadvantage, then the missile
Casting Time: 1 action is turned back upon your attacker. If that happens,
Range: 5 feet use your reaction to make a ranged spell attack
Components: V, S against the attacker. On a hit, the target takes the
Duration: 1 round normal missile damage.
As part of the action used to cast this spell, you must In addition, you have resistance to damage from
make an unarmed strike or melee weapon attack nonmagical missiles for the duration.
against one creature within the spell's range;
otherwise the spell fails. On a hit, the target suffers Salutary Touch
the attack's normal effects. In addition, a black web
of necrotic energy radiates across its skin from 1st-level transmutation
where it was struck until the start of your next turn.
If the target willingly takes a reaction before then, it Casting Time: 1 bonus action
immediately takes 1d8 necrotic damage, and the Range: Touch
spell ends. Components: V, S
Duration: 1 hour
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