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Published by Sanguinetti, 2022-08-03 06:15:14

Ravenloft Player's Compendium

[PHB] 2021 Dungeon Masters Guild

feature’s benefits, whether or not you have paid magical reservoir of spells that can be drawn
for them. upon by members of your wizardly guild or
magical academy. To do so, you must first
BATTLE WIZARD'S GRIMOIRE perform a 1-minute ritual with a spellcasting
focus, adding a spiraling pattern of sigils to that
At 2nd level, your spellbook not only contains spellcasting focus using 25 gp worth of copper
your spells, but special notes, mental exercises, wire. This specially prepared arcane focus
and anecdotes from military history to help you allows you to access the spellpool.
use magic more effectively in battle. During
your turn, immediately after you use your action You can perform this ritual on as many
to cast a spell of 1st level or higher, if that spell spellcasting foci as you wish, but once a focus is
deals damage, you can use a bonus action to prepared by a particular wizard, only that
reroll a number of the damage dice up to your wizard can use it to access the spellpool.
Intelligence modifier (minimum of 1). You must
use the new rolls. When accessing the spellpool, you attempt to
prepare a spell that is not in your spellbook.
You can use this feature a number of times Each time you try to prepare a spell in this way,
equal to your Intelligence modifier (minimum of you must check first to see if the desired spell is
once), regaining all expended uses when you available, using your action to roll an
finish a long rest. Intelligence (Arcana) check against a DC equal
to 20 + the spell’s level. You must be holding
GUILD PROFICIENCIES your specially prepared spellcasting focus when
you do so. To check for a spell, you must
At 2nd level, you gain proficiency in the Arcana already have a spell of the same level or higher
skill if you don’t already have it. You also gain in your spellbook.
expertise with the Arcana skill, which means
your proficiency bonus is doubled for any ability You can check to see if any spell is available,
check you make with it. as long as you know it exists, but if a spell you
check for is not on the wizard spell list, the DC
SIGNATURE TRAINING of the Intelligence (Arcana) check increases by
5. If you are not currently on the same plane of
Starting at 6th level, you can employ an existence as any of the locations where your
impressive spellcasting technique that is either institution is based, you make the check with
distinctive to your guild, or your own method for disadvantage.
distinguishing yourself within it. When you use
your action to cast a spell of 3rd-level or higher Once you have successfully checked that a
that you prepared from your spellbook, you can spell is available, until the next time you finish a
use your bonus action to cause each creature in long rest you can prepare it just as if it were in
a 10-foot cube originating from you to make a your spellbook. If the spell is not available, you
Wisdom saving throw against your spell save must finish a long rest before you can attempt
DC. On a failed save, the creature is charmed or to prepare that particular spell using this
frightened by you (your choice) until the end of feature again.
your next turn.
There is no limit to the number of spells you
You can use this feature once, regaining the can search for in this manner, but each spell
ability to do so the next time you make an ability you search for requires you to use an action to
check for initiative. make a separate Intelligence (Arcana) check.
The maximum number of spells you can
SPELLPOOL prepare with this feature at one time is equal to
half your Intelligence modifier (rounded up,
At 10th level, when you prepare your spells
each day, you can make use of a spellpool, a

150

minimum of 1). available the next time you search for it.
For each spell you prepare with this feature,
MASTER OF WIZARDRY
you must choose one spell of the same level or
higher from your spellbook and loan it to the At 14th level, you are elevated to your guild’s
spellpool. A spell you loan in this way is lost trusted inner circle of wise, experienced
from your spellbook until the next time you masters, and you’ve spent so much time
finish a long rest, at which time it reappears in interacting with other mages that you can
your spellbook, exactly as it was before. You quickly analyze their casting and seek to
cannot loan a spell you currently have prepared. counter it. When a spell cast by another
creature you can see allows you to make a
When you cast a spell you prepared via the saving throw to take only half damage, if you
spellpool, it is cast normally, with all the succeed on the saving throw, you can expend a
necessary components and other requirements. wizard spell slot of 1st-level or higher as a
reaction to instead take no damage at all.
All spells prepared using the spellpool return
to the spellpool the next time you finish a long In addition, when you this feature, you can
rest. Having successfully prepared a spell with instead choose to reflect the spell back on the
this feature before does not allow you to caster. When you do so, as part of the same
prepare it with this feature again, nor does it reaction, you cause the spell to target its caster
alter your chances of finding that same spell instead of you, and the caster makes its own
saving throw against the same DC. If the spell
you are trying to reflect is 6th-level or higher
this ability fails.

After you use this feature to reflect a spell you
cannot use it again until you finish a long rest.

THE PURPOSE OF WIZARDS’ GUILDS

Guilds of wizard arise for many reasons. Some exist
to preserve arcane traditions and instruct new
magicusers. Others organize the efforts of their
members in the service of a worthy (or sometimes
not so worthy) cause.

A wizard’s guild might operate openly or exist as a
hidden society. Some guilds are large, formal
hierarchies in which members are expected to obey
the orders of their superiors, while others are small
fellowships in which no one member is considered
superior to his or her fellows.

In all cases, part of their purpose is to pool their
resources to more quickly advance in eldritch
knowledge and might. Spell-dueling is an important
tradition in such guilds, and members become experts
in fighting other magic-users.

151

SCHOOL OF MENTALISM by the spell.

You have made an advanced study of psionic TELEPATHIC DISRUPTION
techniques and spells, specializing in telepathic
communication. The disciplined mind required Starting at 6th level, while you are in telepathic
for a career as a wizard have provided a strong communication with a creature, if you deal
foundation for you to expand your psychic psychic damage to it during your turn, you can
powers, and new vistas of enlightenment have use a bonus action to force it to make an
opened before you. You’ve become a master of Intelligence saving throw against your wizard
magic that allows mental contact and control of spell DC. On a failure, the target has
other sentient creatures. This allows mentalists disadvantage on the next Intelligence or
like you to deceive or destroy the minds of their Wisdom saving throw it makes before the end
enemies with ease. of your next turn.

MENTALIST DISCIPLINES THOUGHT SHIELD

When you choose this arcane tradition, you Starting at 10th level, your thoughts can’t be
learn mage hand and your choice of one of the read by telepathy or other means unless you
following cantrips: guidance, message, mind allow it. You also have resistance to psychic
sliverTCoE, minor illusion, or vicious mockery. damage, and whenever a creature deals psychic
These are wizard spells for you, but don’t count damage to you, that creature takes the same
against the number of cantrips or other spells amount of damage that you do.
you learn from your wizard class.
GREATER TELEPATHIC DISRUPTION
Also, you can communicate telepathically
with any creature you can see within 30 feet of Starting at 14th level, when a creature fails the
you. You don't need to share a language with saving throw against your Ego Whip feature, it
the creature for it to understand your telepathic also suffers your choice of one of the following
utterances, but the creature must be able to effects:
understand at least one language. If a creature
can speak at least one language, it can respond  You immediately ask the target one question
to you telepathically as well. telepathically, and it must immediately
answer you truthfully.
Once you successfully communicate with a
creature using this feature, you cannot  For the next 5 minutes, the target believes
communicate in this way with any other one statement of your choice that you
creature until you use a bonus action to sever communicate to it. The statement can be up
your telepathic bond with the first creature and to ten words long, and it must describe you
move it to a new one. or a creature or an object the target can see.

EGO WHIP  You choose all of the target’s movement on
its next turn.
At 2nd level, you learn to augment your psychic
attacks. When you deal psychic damage with a  The target is restrained until the start of
cantrip, you can add your proficiency bonus to your next turn.
the damage dealt to each target.

In addition, when you cast a spell that deals
psychic damage, it requires no verbal or
somatic components, and it requires no
material components unless they are consumed

152

SCHOOL OF NETHERMANCY as few mortal beings can. You can see normally
in darkness, both magical and nonmagical, to a
You focus your studies on shadow magic, also distance of 120 feet. Additionally, the gold and
known as nethermancy, a method for time you must spend to copy a spell into your
extricating the magical substance of primordial spellbook is halved if the copied spell does one
shadow from various environments, then or more of the following things:
blending it with arcane forces to augment
magical effects. By such means, the spells of a  Creates magical darkness
shadow mage can excite or dull the senses,
punch holes through reality to allow swift  Deals necrotic damage
passage, and spin creatures from the raw
substance of night.  Teleports you

IN THE DOMAINS OF DREAD  Conjures or summons creatures

Common folk are often quick to distrust a CASTING SHADOWS
nethermancer—especially amid the fear and
superstition of the realms of Ravenloft—but shadow Starting at 2nd level, nearby shadows assist you
magic’s apologists defend their art by pointing out in concealing your spellcasting and disturbing
that with spells, just like any other tool, the evil is in your enemies. While you are in dim light or
their misapplication, not in the magic itself. darkness, you have advantage on Charisma
(Intimidation) checks, and spells of 5th level or
The most intense pursuit of nethermancy’s secrets lower that you cast using a wizard spell slot do
has been made by wizards in Darkon, Har’Akir, Hazlan, not require verbal components.
Sithicus, and Souragne. The discovery of the Trail of
Five Darknesses—the ritual that creates a shade (as STEP INTO DARKNESS
described the Lineages chapter)—also represented a
great leap forward in these studies. At 6th level, you add the darkness and misty
step spells to your spellbook, in addition to any
UMBRAL INSIGHTS other spells you add from gaining a wizard level.

Beginning at 2nd level when you choose this While you are in dim light or darkness, if you
arcane tradition, you understand the darkness cast misty step to teleport into an area of dim
light or darkness, you can take the Hide action
as part of the same bonus action, and you
immediately regain the spell slot you used to
cast the spell.

You can these special benefits when casting
misty step a number of times equal to your
Intelligence modifier (minimum 1), regaining all
expended uses the next time you finish a short
or long rest.

UNRAVELING SHADOWS

Beginning at 10th level, you can sense, and
sometimes direct, a silent and malevolent
awareness in the magical currents of shadow
magic: a presence that seeks out weakness.
When you cast a spell that inflicts necrotic or
psychic damage during your turn, you can
choose one target of that spell. If the target is
vulnerable to any damage types, it also becomes

153

vulnerable to necrotic and psychic damage until SCHOOL OF
the end of the turn. If the target has no PHOSPHOROMANCY
vulnerabilities, you add your Intelligence
modifier (minimum of 1) to the damage the Training has developed your natural aptitude
spell deals to that creature. for the discipline of light magic, also called
phosphoromancy. Practitioners of this magic—
CONJURED GLOOM usually called phosphoromancers, sun
summoners, or light mages—are adept at
Starting at 14th level, you can invest shadow focusing light to sear or blind their enemies,
magic into creatures you conjure. When you use and at redirecting it to hide themselves or
a conjuration spell to summon or create one or create false images. Mastering such magic
more creatures, you can choose to grant each of requires not only intense study, but a level of
those creatures 15 temporary hit points, and inborn talent.
advantage on Dexterity (Stealth) checks for the
spell’s duration. A creature with sight that gains IN THE DOMAINS OF DREAD
these benefits also gains darkvision out to a
range of 60 feet. If such a creature already has Superstitious residents of a darklord’s domain are
darkvision, its range increases by 60 feet. more likely to trust a light mage than other wizards.
In lands best by darkness, most see light as a source
Creatures you augment in this way also have of safety and symbol of good. In fact,
sunlight sensitivity, giving them disadvantage phosphoromancers often inspire reverence or even
on attack rolls and Wisdom (Perception) checks religious devotion, from those who view them as
that rely on sight whilst in direct sunlight. potential saviors. Legends in some domains speak of
those born with a sun summoner’s gifts as being sent
Additionally, when you cast a conjuration by the gods to purge evil from the land—a theory
spell that summons or creates one or more sages are unable to dismiss out of hand. Yet most
creatures, you can choose for the space in students of light magic are uncomfortable with such
which each creature first appears to become expectations.
heavily obscured by magical darkness until the
end of your next turn. STUDENT OF ILLUMINATION

IN OTHER D&D WORLDS When you choose this arcane tradition, your
studied insights into the nature of light magic
In the Realms of Faerûn, it is said that wizards of the grant you a number of benefits:
lost empire of Netheril were the first to codify these
arts, as part of their explorations of the Shadowfell.  You can use a magnifying glass as a
They delved into the secrets of that gloomy realm spellcasting focus for your wizard spells.
and discovered the malign influences there,
eventually identifying shadow magic as an impetus  All evocation spells that deal radiant
behind the plane’s very existence. Some believe the damage are wizard spells for you.
very name “nethermancy” derives from Netheril and
its wizards. Netherese researchers of shadow magic  You learn your choice of one of the following
built sanctums in the Shadowfell at the height of cantrips: dancing lights, light, sacred flame,
their empire’s power, believing the dark energies or word of radianceXGtE.
they harnessed to be the leftover byproduct of
primordial creation. Later, the culture and lore of  Once during each of your turns, when one
Netheril would be preserved in such places of refuge, or more targets take radiant damage, if you
after the empire’s cataclysmic demise. have a spellcasting focus in hand, you can
increase the radiant damage dealt to one
target by an amount equal to your
proficiency bonus.

154

LUMINIOUS FORM feature may dispel other forms
of magical darkness as well.
As a bonus action, you can cause your body to
radiate light as bright as daylight for 1 minute. Once you reach 14th level in
When you do so, you emit bright light out to a this class, at the start of each of
number of feet equal to 10 x your proficiency your turns, you can choose any
bonus. You also emit dim light out to double number of creatures you can
that distance. see within the area of bright
light created by this feature.
If the area of bright light overlaps with an Each creature takes radiant
area of darkness created by a spell, if the spell's damage equal to your
level is half your level or lower, it ends. If not, Intelligence modifier (minimum
make an Intelligence (Arcana) check. The DC 1).
equals 12 + the spell's level. On a successful
check, the spell ends. Multiple spells can be Once use this feature, you
abolished in this way. At the DM's option, this cannot do so again until you
finish a short or long rest.

LIGHT'S RESURGENCE

Starting at 6th level, you can
absorb the energy of light to
restore your magic. When you
use a spell slot to cast an
evocation or illusion spell of
2nd level or higher, if you are in
an area of bright light, you
regain one expended spell slot.
The slot you regain must be of a
level lower than the spell you
cast and can’t be higher than
5th level.

INNER RADIANCE

At 10th level, you gain
resistance to cold and radiant damage, and
when you use a spell slot to cast a wizard spell,
you can change fire damage dealt by that spell
into radiant damage, or change radiant damage
dealt by that spell into fire damage.

BLINDING FOCUS

Starting at 14th level, when you use your
Student of Illumination feature to increase the
radiant damage dealt to a creature, you can also
force that creature to make a saving throw
against your wizard spell DC. On a failure, that
creature is blinded until the end of your next
turn.

155

SCHOOL OF REANIMATION minutes performing an alchemical ritual, you
can expend a spell slot to change one or two
You research how to reawaken dead flesh, not vials of water into the same number of curative
by animating it with necrotic power, but by admixtures. Unlike a potion, the admixture does
reinfusing the fallen with vital energies like not need to be imbibed, merely inhaled or
those of the living. Unlike necromancers, who applied to the body, using either an action or a
tend to become death’s allies or servants, you bonus action.
seek to conquer death forever through rigorous
experimentation. Students of this arcane When a curative admixture is used, the
tradition are experts in anatomy, alchemy, and creature who uses it can heal either itself or
chirurgery, approaching their work with a more another creature within 5 feet of it, for a
scholarly and scientific approach than most number of hit points equal to twice the level of
wizards employ. the spell slot used to create the admixture.
When a creature is healed in this way, as a
Most reanimators are soon ousted by any reaction, it can also spend one of its own Hit
academic institution or arcane order once they Dice to regain additional hit points.
begin their macabre projects in this area.
However, such a lack of vision on the part of Only two curative admixtures created using
their alleged peers is seldom enough to this feature can retain their effectiveness at any
dissuade a reanimator. You know that one day one time. If a third admixture is created, the
your discoveries could grant eternal life to all oldest of the existing, active admixtures is
mortal beings, and those who called you mad immediately transformed back into water. Any
will be exposed for the fools they are. curative admixture you create loses its curative
powers 8 hours after being created.
STUDENT OF THE BODY
REANIMATED SERVANT
At 2nd level when you choose this arcane
tradition, you have made an academic study of At 6th level, your research and mastery of
the energies that sustain living creatures medical lore allows you to craft a servant from
around you. You learn the spare the dying dead tissue. The servant is a construct, much
cantrip, and you add the false life and find like a flesh golem, that obeys your commands
familiar spells to your spellbook. When you cast without hesitation and functions in combat to
find familiar, your familiar’s creature type protect you. Though magic fuels its creation, the
changes to construct, instead of one of the servant itself is not magical. You are assumed to
normal types for that spell. have been working on the servant for quite
some time, finally finishing it during a long rest
You also gain proficiency with alchemist’s after you reach 6th level.
supplies and the Medicine skill if you don't
already have it. Your proficiency bonus is At the end of a long rest, select a humanoid or
doubled for any ability check you make related beast of Small, Medium, or Large size, with a
to beasts, constructs, humanoids, or undead challenge rating of 2 or less (referred to below
that uses this proficiency. as the base creature). The reanimated servant
uses the base creature’s game statistics, but it
ALCHEMICAL VITALISM can assume an appearance of your choosing, as
long as its form is appropriate for its statistics.
At 2nd level, you can create a quick elixir that It has the following modifications:
accelerates a body’s healing powers. In order to
use this benefit, you must have alchemist’s  The creature’s type changes to construct.
supplies with you, and you must have at least
one vial’s worth of water. By spending 10  Its hit point maximum equals either the
base creature’s original hit points or its

156

Constitution modifier + your Intelligence  Its weapon attacks are magical for the
modifier + five times your wizard level, purposes of overcoming damage immunities
whichever is higher. and resistances.

 It is immune to lightning and poison In combat, the reanimated servant shares
damage, and to the charmed condition. your initiative count, but it takes its turn
immediately after yours. It can move and use its
 It understands the languages you can speak reaction on its own, but unless commanded
when you create it, but it cannot speak. otherwise by you, the only action it can take on
its turn is the Dodge action. If you use your
 It cannot cast spells. bonus action to command it, your reanimated
servant can take one of the following actions:
 If you are the target of a melee attack and Dash, Disengage, Help, Hide, Search, or Use an
the servant is within 5 feet of the attacker, Object.
you can use your reaction to command the
servant to respond, using its own reaction to If the servant is killed, you can return it to life
make a melee attack against the attacker. by magical means, such as with the revivify
spell. In addition, over the course of a long rest,
 It adds your proficiency bonus to all its you can repair a slain servant if you have access
attack rolls, Charisma (Intimidation) checks, to its body and your alchemist’s supplies, and
Strength and Constitution checks, and you expend a spell slot of 1st level or higher. If
Strength and Constitution saving throws. you do so, at the end of the long rest, the
reanimated servant returns to life with all its hit
 Its carrying capacity (including maximum points restored.
load and maximum lift) is doubled.
At the end of a long rest, you can create a new
 It has disadvantage on Charisma reanimated servant if you have your alchemist’s
(Persuasion) and Charisma (Deception) supplies with you. You can only have one
checks against humanoids and beasts. reanimated servant at any given time using this
feature. If you already have a reanimated
 If it takes fi re damage, it has disadvantage servant and create a new one, the original
on attack rolls and ability checks until the reanimated servant is immediately destroyed.
end of its next turn.
Additionally, when you gain this feature, you
add the animate dead and revivify spells to your
spellbook.

ENERGIES OF LIFE

Beginning at 10th level, performing the ritual
for your Alchemical Vitalism feature can change
up to three vials of water into curative
admixtures, and you can have up to three
curative admixtures active at once instead of
two. Additionally, a creature that regains hit
points by using one of your curative admixtures
also gains temporary hit points equal to your
Intelligence modifier (minimum of 1)

While a creature still has temporary hit points
gained from this feature, it gains a bonus to

157

melee weapon damage rolls equal to the reanimated servant is transformed in the
number of temporary hit points it has following ways:
remaining.
 Its Strength score becomes 19 if it was
Additionally, when you gain this feature, you lower.
add the modify memory and reincarnate spells
to your spellbook.  Its Constitution score becomes 18 if it was
lower.
IMPROVED SERVANT
 It becomes immune to any spell or effect
At 14th level, as a ritual, you can spend 8 hours that would alter its form.
and expend one spell slot of 6th level or higher
to transform your reanimated servant into a  It gains advantage on all saving throws
powerful construct akin to a flesh golem. The against spells and other magical effects.

 It becomes immune to the following
conditions; charmed, exhaustion, frightened,
paralyzed, petrified, and
poisoned.

 It becomes immune to
lightning and poison damage,
and to bludgeoning, piercing,
and slashing damage from
nonmagical attacks that aren't
adamantine.

 Whenever it is subjected
to lightning damage, but takes
no damage due to its immunity,
it can use its reaction to regain
a number of temporary hit
points equal to half of the
lightning damage dealt.

IN THE DOMAINS OF DREAD

Macabre rumors whisper of
experiments in reanimation being
performed in Darkon, Dominia,
Nova Vaasa, Paridon, and
Richemulot. However, the
undeniable center for research of
this kind is the realm of Lamordia. It
began with an anonymous journal
detailing observations from
successful research in reviving dead
flesh, which circulated widely
among fascinated scholars. Today,
the dead are reanimated to perform
a variety of services, and such
constructs are a common sight on
city streets.

158

THE ARTIFICER disease that must cured. Like a naturalist
cataloguing plant and animal specimens, you
Experts on magic items, able to assemble an use a variety of techniques to discern the
enchanted device for any situation, artificers secrets of the infection. How does mortal flesh
treat mastery of the arcane arts like a technical sustain a zombie’s unlife? Why is silver better
skill. Like wizards, artificers learn their craft than steel against a werewolf? How does a
through long years of hard study and mummy infect its victims with rot? You use
experimentation. The cryptic formulas of arcane such knowledge to create the tools needed to
magic and the complex recipes of alchemy eradicate these unnatural predators for the
appeal to the artificer. They see patterns in good of all mortals. Your weapons in this fight
energy and matter, and they understand how to are not only magic and martial prowess, but
manipulate the flow of magic in and around rationality and self-control. You cannot give in to
objects and creatures. Infusions allow artificers fear.
to channel this energy into items. They prepare
their infusions through a variety of means: Of all artificers, eradicators are the most
eldritch diagrams, alchemical components, likely to have deep religious beliefs. Seeing the
complex chains of sigils, and various types of way divine power can be channeled to defeat
tools. their worst foes leaves a lasting impression.
Whatever you believe, you tend to be just as
NEW ARTIFICER SPECIALIST: rational about faith as you are about everything
else. Eradicators always find a way to reconcile
ERADICATOR science and religion, and they have a natural
suspicion of zealotry. In many ways, your drives
As a plague takes hold of the body, a darkness to understand divinity and expose the forces of
has infested the land. It takes many forms: darkness are two sides of the same coin.
undead. lycanthropes, hags, fiends, unclean
spirits, and the like. You do not view these
horrors superstitiously, but clinically. They are a

159

TOOL PROFICIENCY your species focus. Work with your DM to
determine an appropriate type of monster for
You gain proficiency with woodcarver’s tools. If the campaign. You have advantage on
you already have this proficiency, you gain Intelligence and Wisdom checks to discern
proficiency with one other type of artisan’s tools information about creatures that are undead,
of your choice. fiends, aberrations, or your species focus.

ERADICATOR SPELLS HUNTER’S FOCUS

You always have certain spells prepared after By 3rd level, long hours spent in crafting and
you reach particular levels in this class, as study have allowed you to create a hunter’s
shown in the Eradicator Spells table. These focus, a cunningly designed tool that also
spells count as artificer spells for you, but they functions as a weapon and is emblazoned with a
don’t count against the number of artificer sigil that focuses your magic. This item must be
spells you prepare. a tool of a type you are proficient with, made all
or mostly of wood. The item also functions as
ERADICATOR SPELLS one simple weapon of your choice, selected
when you create it. This item grants you several
Artificer Level Spells benefits while you are holding it:
3rd detect evil and good, protection
from evil and good  You gain a +2 bonus to armor class while
5th calm emotions, gentle repose you are not wearing heavy armor or using a
9th magic circle, remove curse shield.
11th death ward, freedom of movement
17th banishing smite, dispel evil and  You gain advantage on all ability checks to
good use your hunter’s focus as a tool, and on all
saving throws against becoming charmed or
STUDENT OF LIFE AND UNLIFE frightened.

At 3rd level, you have studied both the life-  Once during each of your turns, when you
giving energies of nature and the unnatural deal damage with an attack using your
powers of eldritch abominations. When you hunter’s focus, you can choose one target
attack with wooden weapons, you can use your who took that damage. That target takes an
Intelligence modifier, instead of Strength or additional d6 psychic damage and until the
Dexterity modifier, for the attack and damage end of your next turn, it is marked by you
rolls. Any weapon or projectile that is all or and cannot take reactions. This extra
mostly made of wood counts for this feature. psychic damage increases to

Whenever you attack with a wooden weapon  While it is within 5 feet of you, a creature
that does bludgeoning damage, you can cause marked by you with this feature has
one end of it to magically sharpen, allowing you disadvantage on any attack roll that doesn't
to choose to do piercing damage instead of target you. A creature stops being marked
bludgeoning. This also allows such a weapon to by you if you are incapacitated or you die or
be used as a wooden stake for the purpose of if someone else marks the creature.
defeating vampires and similar creatures.
 When you cast a spell of 1st level or higher
Finally, when you gain this feature, you learn during your turn, any creature within 30 feet
the Infernal language and you select a species of you that is undead, a fiend, an aberration,
focus, chosen from the following creature types: or your species focus that takes damage
constructs, elementals, fey, giants,
monstrosities, oozes, or plants. Alternatively,
you can choose shapechangers of all types as

160

from your spell is marked by you until the have marked within the past minute must make
end of your next turn. an Intelligence saving throw against your
artificer spell DC. If the creature fails its saving
 When you mark one or more creatures throw, it is turned for 1 minute or until it takes
during your turn, at the end of that turn you any damage.
gain temporary hit points equal to your
proficiency bonus + the number of creatures A turned creature must spend its turns trying
you marked during that turn. to move as far away from you as it can, and it
can’t willingly move to a space within 30 feet of
If you lose your hunter’s focus, you can create a you. It also can’t take reactions. For its action, it
new one over the course of three days of work can use only the Dash action or try to escape
(eight hours each day) by expending 100 gp from an effect that prevents it from moving. If
worth of wood and or other raw materials. there’s nowhere to move, the creature can use
the Dodge action.
TURN DARK FORCES
Once you use this feature once, you cannot
Starting at 9th level, you can attempt to repel use it again until you finish a short or long rest.
threats with the strength of your convictions. As
an action, you present your focusing symbol, SERENITY OF SPIRIT
and each creature within 30 feet of you that you
At 15th level, you are an island of calm
resolution in a sea of fear and aggression. You
are immune to psychic damage, you cannot be
charmed or frightened, and if you use a spell
slot to cast calm emotions while you have your
hunter’s focus in hand, you immediately regain
that spell slot.

In addition, when a creature within 60 feet of
you takes psychic damage during your turn, you
can use a bonus action to force it to make a
Wisdom saving throw against your artificer
spell save DC. On a failure, that creature is
frightened of you until the end of your next turn.
If you are 17th level or higher, this feature
ignores immunity to fear, though creatures who
are normally immune to fear gain advantage on
their saving throw.

NEW ARTIFICER SPECIALIST:

SALVAGER

A salvager specialist is an expert at creating
tools for survival out of whatever is at hand.
From metal odds and ends to rocks, vines, and
bamboo stalks, you can always improvise the
implements you need. Being marooned on a
desert island or snowed in on a high mountain

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pass is no problem for an artificer with your objects found around you from your
skills. environment.

SALVAGER FEATURES SALVAGE TABLE

Artificer Item Time to Make
Level Features
Antitoxin 1 hour per dose
3rd Scavenger’s Tools, Salvager Spells,
Box of Scraps, Makeshift Toxin Basket 1 hour

5th Trapmaster Caltrops (20) 1 hour
9th Improved Toxins
15th Expert Salvager Case, map or scroll 1 hour

SCAVENGER’S TOOLS Fishing tackle* 24 hours

When you adopt this specialty at 3rd level, you Hourglass* 48 hours
assemble a foraged collection of hand-made
items into a unique kit of scavenger’s tools. You Ink* 10 minutes
are constantly updating your scavenger’s tools,
and if you lose this toolkit, you can create a new Ink pen 10 minutes
set as a downtime activity requiring 3 days of
work, using odds and ends you find around you. Ladder 1 hour per 10 feet
You can use your scavenger’s tools as tinker’s
tools, and as a spellcasting focus which you Lamp & oil 1 hour
hold in one hand.
Mirror, steel* 4 hours
Additionally, you become proficient with the
Survival skill and blowguns. Paper (papyrus)* 1 hour per sheet

Pouch 10 minutes

Rope, local fiber 1 minute per foot

Sack 10 minutes

Signal Whistle 1 hour

Soap (1 lb)* 24 hours

Tent, two-person* 4 hours

Tinderbox 1 hour

Torch (6) 10 minutes

Waterskin* 30 minutes

Whetstone* 10 minutes

SALVAGER SPELLS In addition to these items, you can create

At 3rd level, you always have certain spells simple weapons, blowguns, blowgun
prepared after you reach particular levels in this
class, as shown in the Salvager Spells table. ammunition, or shields. Creating one of these
These spells count as artificer spells for you, but
they don’t count against the number of artificer items (or 50 shots worth of blowgun
spells you prepare.
ammunition) takes 1 hour. No item crafted in

this way is of high enough quality to sell. When

you craft blowgun ammunition, instead of

SALVAGER SPELLS creating 50 at a time, you can choose to spend

an hour crafting 10 shots, each a needle loaded

Artificer Level Spell with one of the toxins from your Makeshift
3rd catapultXGE, illusory script
5th arcane lock, knock Toxin feature.
9th conjure barrage,
nondetection Items created are temporary, and the magic
13th fabricate, Leomund’s secret
chest holding them together fades the next time you
17th creation, swift quiver
finish a short or long rest unless they’re marked

with an asterisk (“*”), in which case they last

until the next time you finish a long rest.

BOX OF SCRAPS MAKESHIFT TOXIN

At 3rd level, you can use your Salvager’s tools At 3rd level, you can utilize toxins which are
to create helpful items useful in survival. You applied to the blowgun needles you create.
can create any item from the salvage table using Choose one of the following types of damage:

162

acid, necrotic, or poison. A creature which takes and make a Strength (Athletics) check against
damage from a toxin needle takes 2d4 your spell save DC to escape the trap or help
additional damage of the selected type and must others escape. Creatures in the trap suffer
succeed on a Constitution saving throw against disadvantage on this check.
your spell save DC or suffer one of the following
effects of your choice. If the creature takes no IMPROVED TOXINS
damage from the attack, they automatically
succeed on their saving throw. At 9th level, you add the following options to the
Makeshift Toxin effects you can select when
Poison. The creature becomes poisoned until creating a blowgun needle or trap. The creature
the end of your next turn. must still succeed on a Constitution saving
throw against your spell save DC to avoid the
Sleeping. The creature cannot use their effects:
reactions until the end of your next turn.
Corrosive. Constructs and objects take double
Slowing. The creature has each of their damage from this needle or trap.
speeds reduced by 5 feet until the end of your
next turn. Fear Toxin. The creature is filled with a toxin
that affects their senses, causing panic. The
The extra damage you deal increases by 1d4 creature can’t willingly move closer to you until
when you reach certain levels in this class. It the end of your next turn.
increases at 5th (3d4), 11th (4d4), and 17th
(5d4) level. Happy Juice. The creature falls prone, and
until the end of your next turn, any attempt to
TRAPMASTER stand up causes them to fall prone again.

When you reach 5th level, you’ve learned how Hallucinogenic Toxin. The creature is blinded
to use your tools to create traps. As an action, until the end of your next turn.
you can place down a trap you’ve created with
your Salvager’s Tools into an unoccupied space Pain Toxin. The creature has disadvantage on
within 5 feet. A trap blends into the area the first attack roll or ability check it makes
surrounding it, although creatures with a each turn. This lasts until the end of your next
passive Perception equal to or greater than your turn.
spell save DC can see the trap and those
actively attempting to search for it using their EXPERT SALVAGER
Wisdom (Perception) must meet your spell save
DC in order to detect the trap. You can create a By 15th level, you are a master planner who
number of traps equal to your Intelligence always has a magic item ready. You gain the
modifier. When you create a new trap exceeding Replicate Magic Item artificer infusion, but it
this amount, your oldest trap falls apart. does not count against the number of artificer
infusions you can have. As an action, you can
The first time a creature steps onto a trap, it produce one magic item you can create with the
must make a Dexterity saving throw against Replicate Magic Item infusion that does not
your artificer spell save DC. On a failure, it require attunement. This jury-rigged item lasts
takes 1d6 piercing damage. When you place a for a number of turns equal to your Intelligence
trap, you can add one of your Makeshift Toxins modifier before it falls apart.
as though it were a blowgun needle, dealing
additional damage. When creating this trap you You can use this feature twice, regaining both
can select a toxin effect or the following effect: uses on a long rest. You can expend both uses
to produce an item that requires attunement
Restraining. Creatures who step into this trap instead. The first creature to use the item is
are restrained. A creature can use their action automatically attuned to it, if it isn’t already
attuned to the maximum number of magic items
it can attune to.

163

VIGILANTE CRIMEFIGHTER'S
TRAINING
Even in the noblest kingdoms, justice can fall by
the wayside, and in corrupt or lawless ones, the When you adopt this
foulest deeds often escape punishment. The specialization at 3rd
vigilante's cause is to correct these failings, level, you gain
preying upon those who prey upon others. proficiency one
martial weapon of
Each artificer who walks this path defines the your choice and your
quest in different terms. A lawful hero might choice of two of the
serve a higher code, compensating for local following skills:
authorities' lapses, while a more chaotic type Athletics, Acrobatics,
might be driven by contempt for unjust rules Insight, Intimidation, Investigation, Perception,
and rulers. Whether pursuing the greater good or Stealth. You also gain proficiency with
beyond the reach of impotent magistrates, or disguise kits, and you can use a magnifying
merely seeking glory while channeling the glass as a spellcasting focus for your artificer
violence of their own evil impulses, these spells.
artificers operate outside the law. Therefore, In addition, when you attack with an unarmed
they must be secretive about how they enforce strike, a simple weapon, a thrown weapon, or a
their justice, creating magical masks, cloaks, finesse weapon, you can use Intelligence
hoods, disguises, and the like to hiding their instead of Strength or Dexterity for your attack
identities. and damage rolls and the target takes an extra
1d6 psychic damage if it is not immune to the
Vigilantes know that adopting a mysterious, frightened condition.
larger-than-life persona can inspire hope in Finally, you learn the Artificer Infusion
allies while deterring enemies with fear of their Vigilante's Glass, but it does not count against
vengeance. Most use flamboyant tools and the number of infusions you know.
athletic fighting styles to draw the attention of
their foes. Some even leave a distinctive token CONCEALING COWL
with those they bring to justice, ranging from
the symbolic, such as a dead rose, to the Beginning at 3rd level, when you finish a long
gruesome, such as carving their symbol into an rest, you can magically combine a cloak or
enemy’s flesh. Each individual vigilante must similar garment with a suit of light or medium
adopt or create the legacy that is most true to armor to create your concealing cowl. You must
their own brand of justice. be touching both the cloak and the armor when
you do so, and the armor cannot be of a type
that imposes disadvantage on Dexterity
(Stealth) checks. Your concealing cowl is a
reinforced, protective garb that functions as the
armor used in its creation while also disguising
your identity, and you choose its color and other
aspects of its appearance (such as whether it
includes a mask, cape, helm, or hood) when you
create it. If the cloak or armor was magical
(such as being one of your infused items), or
even if both were, the cowl retains all magical
properties of the items combined to create it.

164

You gain the following benefits while wearing you, but they don’t count against the number of
your concealing cowl: artificer spells you prepare.

 The concealing cowl attaches to you and VIGILANTE SPELLS
can’t be removed against your will. While
you are wearing it, no visual sign of your Artificer Level Spells
actual identity can be perceived by others, 3rd compelled duel, hunter’s mark
not even with magic. 5th dramatic entrance*, spider climb
9th fear, fly
 When a creature attempts to read your 11th blade of flickering shadows*,
thoughts by telepathy or other means, or death ward
when it tries to learn information about your 17th greater restoration, steel wind
identity with divination magic, it must make strike XGtE
an Intelligence saving throw against your
artificer spell save DC. On a failure, the EXTRA ATTACK
attempt does not yield any information.
Starting at 5th level, you can attack twice,
 If it is medium armor, you can add your rather than once, whenever you take the Attack
Dexterity modifier to a maximum of +3 to action on your turn.
the base Armor Class that it provides,
instead of the armor's normal maximum. If AVENGING TERROR
it is light armor, you gain a +1 bonus to your
Armor Class. The armor’s weight is At 9th level, once during each of your turns,
negligible, and it is formfitting and wearable when you deal damage to one or more targets,
under clothing you can choose one or two creatures that either
took this damage or were within 5 feet of a
 The concealing cowl contains many magical creature that took this damage. Each creature
pockets, pouches, and belt compartments, in you choose takes 2d8 psychic damage.
which you can store up to 5 separate sets of
artisan's tools, 100 pieces of ammunition, Any creature that takes psychic damage from
and up to 25 lbs. of other equipment. While this feature must roll a Wisdom saving throw
in your concealing cowl, these items do not against your artificer spell save DC. On a
add to the cowl's weight. failure, that creature is frightened of you until
the end of your next turn.
 When you draw a weapon, tool, or other
piece of gear from the cowl, you can use that You can use this feature a number of times
item as a spellcasting focus for your artificer equal to your Intelligence modifier (minimum of
spells until the end of your next turn. When once). You regain all expended uses when you
you use such a focus to cast an artificer spell finish a long rest.
that deals damage, you can roll a d10. You
gain a bonus to one of the spell’s damage RESURGENT JUSTICE
rolls equal to the number rolled.
At 15th level, when you drop to 0 hit points
VIGILANTE SPELLS and don’t die outright, you can choose to drop to
1 hit point instead and gain temporary hit points
Starting at 3rd level, you always have certain equal to five times your artificer level. When
spells prepared after you reach particular levels you, do each creature of your choice within 30
in this class, as shown in the Vigilante Spells feet of you that you can see takes psychic
table. These spells count as artificer spells for damage equal to 2d10 + your artificer level.
Once you use this feature, you can’t use it again
until you finish a long rest.

165

NEW ARTIFICER INFUSIONS Dexterity checks, Wisdom checks, and Strength
(Athletics) checks.
These following new infusions are available for
the artificer’s Infuse Item feature. This armor has 4 charges. As a bonus action,
you can expend 1 charge to cast spider climb,
ARTISAN'S GLOVES targeting yourself only. It regains all expended
charges each day at dawn.
Item: A pair of gloves
While wearing these gloves, a creature can cast VIGILANTE'S GLASS
the following cantrips, using Intelligence as its
Item: A magnifying glass
spellcasting ability: create item*, magecraft
focus*, and mending. The creature also gains a Whenever a creature carrying this magnifying
+2 bonus on Constitution saving throws, and it glass casts a divination, enchantment, or
cannot be forced to drop an object it is holding. illusion spell of 1st level or higher, for the next
hour, every time it makes a Wisdom (Insight or
JURY-RIGGED CONVEYANCE Perception) check, an Intelligence
(Investigation) check, or a Charisma
Prerequisites: 17th-level artificer (Intimidate) check, it can treat a roll of 4 or
lower on the d20 as an 5.
Item: A barrel
This complicated, self-propelled vehicle is The magnifying glass has 4 charges.
Whenever a creature holding it fails an ability
exactly like an apparatus of Kwalish (as check, it can expend 1 charge to reroll that
described in the Dungeon Master’s Guide), but check with advantage. Each day at dawn, the
made of various scavenged materials rather magnifying glass regains 1d4 expended
than just iron. charges.

ROOF-RUNNER’S ARMOR

Prerequisites: 10th-level artificer

Item: A suit of light armor (requires attunement)
A creature wearing this light armor can add a
bonus equal to its Intelligence modifier to its

166

THE BLOOD HUNTER New Blood Hunter Orders

This section includes a new subclass for the Blood ORDER OF THE
WITCHBREAKER
Hunter class by Matt Mercer, which can be
You stand apart from civilization, shaped to
downloaded from the DMs Guild for a Pay-What- defend its inhabitants from dark magic. While
all blood hunters gain their abilities by imbibing
You-Want price at this link: the eldritch toxin known as the Hunter’s Bane,
your transformation began long before. Many
https://www.dmsguild.com/product/301641/Blood- years ago, certain power-hungry alchemists
began “priming” children in their care with
Hunter-Class-for-DD-5e-2020 magical treatments, administered over the
course of years. If the subjects later became
Called to hunt down the likes of undead, blood hunters, over time they would develop
werewolves, and users of evil magic, blood additional powers related to breaking curses
hunters seem uniquely suited to Ravenloft’s and defeating evil spellcasters.
dangers. The magic of hemocraft fuels their
power, and all blood hunters have cursed The other orders stamped out this twisted
themselves with alchemical poison to gain these program, yet to this day some foundlings are
so-called “gifts.” Having inextricably connected still trained and mutated in secret. You learned
themselves to the dark forces they seek to fragments of lore from all the other orders, all in
destroy, blood hunters often feel conflicted
about their own powers. By learning more of the name of guarding
eldritch matters, they can better foresee how innocent folk from
their prey will exploit their own supernatural unnatural forces. The only
gifts. This makes them acutely aware of the choice the elder
benefits and temptations of darker powers. witchbreakers gave you was
whether or not to take the
Hunter’s Bane when you
reached adulthood—but by
then, would there have
been any point in trying to
fit in with common mortal
folk?

ELDRITCH SENSES

Starting at 3rd level, your
uncanny senses discern
magical secrets your foes
would hide. When you use a
bonus action to activate this
feature, until the end of
your next turn, you learn
whether or not each
creature that you can see
within 60 feet of you is a

167

fey, fiend, humanoid, or undead. If it is a  If your Strength and Dexterity scores are
humanoid, you also learn if it is a shapechanger, both 13 or higher, when you attack with a
a spellcaster, or both. Once you have used this melee weapon that lacks the two-handed
feature to confirm that a humanoid is a property, you can use your Dexterity
shapechanger or spellcaster, you gain the modifier, instead of Strength, for the attack
bonuses from your Hunter's Bane feature and damage rolls.
against that humanoid as if it were a fiend.
ABJURANT WITCHERY
If a creature is hidden from divination magic,
this feature reveals nothing about that creature, At 7th level, an ancient pact negotiated by elder
except the fact that it is hidden from divination witchbreakers before you were born allows
magic. their students to cast certain protective spells.
When you gain this feature, you learn the
Starting at 7th level, when you activate this prestidigitation cantrip, and one of the following
feature, you can also choose one creature within cantrips of your choice: chill touch, frostbiteXGtE,
60 feet that you can see. Unless that creature is lightning lureXGtE, produce flame, thunderclap,
hidden from divination, you instantly learn if it or vicious mockery.
has any damage immunities, resistances, or
vulnerabilities, and if so, what they are. You also gain one 3rd-level spell slot, which
you can use to cast any spell from the following
You can use this feature a number of times list: aegis of shielding*, dispel magic, magic
equal to your Intelligence modifier (minimum circle, redirect spell*, and remove curse. You
1), regaining all expended uses when you finish regain your expended spell slot when you finish
a long rest. a long rest.

PRETERNATURAL BEING You can also regain your expended spell slot
for this feature by spending three of your Hit
By 3rd level, your supernatural mutations fully Dice as a bonus action, regaining hit points
manifest, granting you the following benefits: normally. Once you spend Hit Dice to regain a
spell slot, you can’t do so again until you finish a
 You are immune to diseases. short or long rest.

 You gain darkvision out to a range of 60 feet Intelligence is your spellcasting ability for
if you don’t already have it. your spells. You use your Intelligence whenever
a spell refers to your spellcasting ability. In
 Whenever you take poison damage or make addition, you use your Intelligence modifier
a saving throw against the poisoned when setting the saving throw DC for a spell
condition, you can roll your hemocraft die. you cast and when making an attack roll with
The number rolled is either the amount by one.
which you reduce the poison damage you
take or the bonus you gain to your saving Spell save DC = 8 + your proficiency bonus + your
throw.
Intelligence modifier

Spell attack modifier = your proficiency bonus + your

Intelligence modifier

AFTER-MARKET ALCHEMY

At 11th level, you accumulate the castoff
knowledge, abandoned notes, and scavenged
reagents you need to brew alchemical
concoctions in a pinch, even if you don't have a

168

true education in alchemy. Whenever you finish AFTER-MARKET ALCHEMY ELIXIR
a long rest, you can touch an empty flask for 1 OPTIONS
minute to magically produce an alchemical
elixir within it. The elixir’s effect is triggered When you use the After-Market Alchemy feature
when someone drinks the elixir. As an action, a to create an elixir, you choose its effect from the
creature can drink the elixir or administer it to following options.
an incapacitated creature.
Curing. The drinker gains temporary hit
Creating an alchemical elixir requires you to points equal to 2d6 + your Intelligence modifier
have alchemist’s supplies on your person, and (minimum of 1 temporary hit point) and the
any elixir you create with this feature lasts until benefits of a greater restoration spell. You are
it is drunk or until the end of your next long considered the caster of the spell, as if it were
rest. When you create the elixir, you choose its one of your Abjurant Witchery spells.
effect from the After-Market Alchemy Elixir
Options list at the end of this Order description. Metamorphosis. The drinker’s body is
transformed as if by the polymorph spell. You
GREATER CRIMSON RITE are considered the caster of the spell, as if it
were one of your Abjurant Witchery spells, but
Starting at 15th level, while your crimson rite is the duration is changed to 10 minutes, and it
active on a weapon that lacks the two-handed does not require concentration.
property, you can use your action to make a
melee attack with that weapon against any Lesser Mutagen. Choose one mutagen
number of creatures within 5 feet of you, with a formula from among those listed for the Order
separate attack roll for each target. of the Mutant that does not have any
prerequisite. If you (and only you) drink the
SPELLBREAKING CURSE potion, you gain temporary hit points equal to
2d6 + your Intelligence modifier (minimum of 1
At 15th level, you gain one additional use of temporary hit point) and the effects of the
your Blood Maledict feature, and you gain the chosen mutagen formula, including its side
Blood Curse of the Avenging Step (a new Blood effects. Unlike the effects of a mutagen created
Curse introduced in this document) for your by a Blood Hunter of the Order of the Mutant,
Blood Maledict feature. This does not count these effects last for only 1 hour.
against your number of blood curses known.
Poisoned Blood. For the next 8 hours, the
PROFANE WITCHERY next time a creature within 5 feet of the drinker
deals the drinker necrotic damage, that creature
At 18th level, you add darker magic and greater takes radiant damage equal to that necrotic
power to the spellcasting you gain from your damage, it reduces its hit point maximum by the
Abjurant Witchery feature. Choose three spells same amount, and it must make a Wisdom
of 1st or 2nd level from the warlock’s spell list, saving throw against your Hemocraft save DC.
adding those spells to the list of spells you can On a failure, it is frightened of the drinker for 1
cast with your Abjurant Witchery feature. minute, even if it is immune to the frightened
condition.
You learn one additional spell for this feature
when you reach 20th level. This can be any Swift Healing. The drinker regains a number
spell from the warlock spell list of 1st, 2nd, or of hit points equal to your Blood Hunter level +
3rd level. your Intelligence modifier, and for 8 hours, at
the start of each of its turns, the drinker regains
Also, you now regain your expended spell slot 1 hit point if it has no more than half of its hit
from your Abjurant Witchery feature when you points left but has at least 1 hit point.
finish a short rest or a long rest.

169

ORDER OF THE VENOMBLOODED proficiency with poisoner’s kits, and you have
advantage on ability checks to identify poisons.
While the alchemical poison known as
Hunter's Bane transforms all blood hunters, RITE OF THE FANG
you have become living poison. You taint your
own essence using meditation, toxic herbs, At 3rd level, you learn the Rite of the Fang
and corrupt monkish teachings on the primal rite (detailed below).
balancing of ki. You often employ covert
spying, sabotage, and even assassination to Rite of the Fang. Your rite damage is poison
hunt your prey. damage.

The poison in your veins gives a purplish or While this rite is active, you gain the following
night blue cast to your features. This effect additional benefits:
manifests differently for each individual, but
always becomes more noticeable over time.  You can deal your crimson rite damage with
Hair, lips, nails, eyes, teeth, and even horns or your unarmed strikes
scales (for races who have them) may all
darken with this taint of toxic ichor.  Whenever you deal poison damage to a
creature, you treat immunity to poison
ENVENOMED KI damage as if it were only resistance to
poison damage
When you join this order at 3rd level, you have
mastered martial arts like those of a monk  Poison damage that your attacks would deal
and studied ki, the mysterious elemental is automatically converted to acid damage if
energy that suffuses living things. You have a
number of ki points equal to half your blood
hunter level (rounded up). These ki points are
regained whenever you finish a short or long
rest.

You can spend 1 ki point to take the Dash
action. When you do so, you gain a climbing
speed equal to your walking speed, and you
have advantage on Strength (Athletics) and
Dexterity (Stealth) checks until the end of the
turn.

In addition, while you are not wearing
medium or heavy armor, you can use your
Dexterity instead of Strength for the attack and
damage rolls of your unarmed strikes, and on a
hit, you can roll a d4 in place of the normal
damage.

POISON TASTER

Starting at 3rd level, whenever you take poison
damage, you reduce the amount of poison
damage you take by an amount equal to your
blood hunter level. In addition, you gain

170

doing so would increase the amount of saving throw against your hemocraft save DC
damage the creature takes. the next time it finishes a long rest. This effect
takes place whether or not you want it to. On a
BRAND OF LIVING VENOM failure, its Constitution score is reduced by 1d4,
and it must repeat the saving throw the next
Starting at 7th level, your very blood, sweat, and time it finishes a long rest. A successful saving
tears are infused with poison, and you exude throw ends this effect immediately, though
toxins from your very flesh. You are immune to reduced Constitution must be regained
poison damage and the poisoned condition, and normally. The greater restoration spell also
you can poison creatures that touch you. ends this effect, and restores all lost
Constitution.
In response to the end of any turn, you can
spend 1 ki point as a reaction to choose one Once a creature has failed its Constitution
creature that grappled you, hit you with a melee saving throw against this feature, if it once
attack, or willingly touched you during that turn. again makes skin-to-skin contact with you for 1
You deal poison damage to the chosen creature miniute or longer, you can choose to allow to
equal to a roll of your hemocraft die. As part of that creature to automatically succeed on its
the same reaction, you can use your Brand of next saving throw.
Castigation feature to brand the target, just as if
you had dealt your Crimson Rite damage to it. BLOOD CURSE OF CORROSION

CAUSTIC SPELLS Starting at 15th level, your blood curse can
wrack a creature’s body with terrible toxins.
Starting at 11th level, your ki can duplicate the You gain the Blood Curse of Corrosion for your
effects of certain spells. As an action, you can Blood Maledict feature, ignoring its
spend 2 of your ki points to cast create poison*, prerequisites. This does not count against your
detect poison and disease, lesser restoration, or number of blood curses known.
protection from poison. You use your choice of
Intelligence or Wisdom as your spellcasting KI REVERSAL
ability for these spells.
At 18th level, you can disrupt your own ki to
You gain more of these spell-like abilities as reverse the flow of ki in another’s body entirely.
you gain levels. At 11th level, you can spend 5 If you have at least 5 ki points, you can touch
ki points to cast greater invisibility, lesser water one creature without 5 feet of you and spend all
to poison*, or vampiric touch. At 17th level, you of your remaining ki points. The creature makes
can spend 6 ki points to cast greater water to a Wisdom saving throw against your hemocraft
poison* or contagion. You can spend additional save DC. On a failed save, a target takes 10d6 +
ki points to increase the level of a spell you cast 50 necrotic damage and is stunned. On a
with this feature. The spell's level increases by successful save, a target takes half as much
1 for each additional ki point you spend. The damage and isn’t stunned. If a target is killed by
maximum number of ki points you can spend to this damage, X. A stunned target can make a
cast a spell in this way (including its base ki Wisdom saving throw against your hemocraft
point cost and any additional ki points you save DC at the end of each of its turns. On a
spend to increase its level) equals your successful save, the stunning effect ends.
proficiency bonus.
When you damage a creature with this
MURDEROUS SKIN feature, you also roll your hemocraft die. Your
current hit points and hit point maximum are
Starting at 11th level, any creature that willingly both reduced by the result. This reduction can’t
makes skin-to-skin contact with you lasting be lessened in any way, and the reduction to
more than a minute must make a Constitution

171

your hit point maximum lasts until you finish a after the saving throw is made. This damage is
long rest. equal to the hit points you lost to amplify this
curse. Also if the triggering saving throw
Until this reduction to your hit point resulted in failure, it can be rerolled. The
maximum ends, you only regain half your ki second roll must then be used.
points when you finish a short rest, and
whenever you spend Hit Dice at the end of a BLOOD CURSE OF THE COVEN BREAKER
short rest, you only regain half the normal
number of hit points. Prerequisites: 15th level, Order of the Witchbreaker

Once you use this feature, you cannot do so When you brand a creature with your Brand of
again until the next time you finish a long rest. Castigation feature during your turn, at the end
of that turn you can choose any number of other
IN THE DOMAINS OF DREAD creatures who also took damage from your
Crimson Rite feature that turn and brand them
It is said that Ravenloft’s first blood hunters of this as well. Until the start of your next turn, those
order came from the cursed creatures known as the additional creatures all suffer the effects of your
ermordenung, whose venomous natures alienate Brand of Castigation
them from other mortals. Fleeing their home domain
of Borca, they founded secret schools in Rokushima Amplify. Each creature you target takes
Táiyoo and Tepet, where they taught disciples to necrotic damage equal to your Intelligence
emulate their poison in their own flesh. modifier at the start of your next turn.

Hunters of this order are known for having various BLOOD CURSE OF THE DUEL
ways for common people who seek reciprocity to
petition them, whether via direct contact or detailed When you hit a creature with a melee weapon
written messages. If it such a please suits their attack, you can use a bonus action to mark the
criteria, one or more blood hunters will make such a creature until the end of your next turn. This
cause their own, and woe to the target who receives effect ends early if you are incapacitated or you
their vengeance. die, or if someone else marks the creature.
While it is within 5 feet of you, a creature
NEW BLOOD CURSES marked by you has disadvantage on any attack
roll that doesn’t target you. In addition, at the
When you choose blood curses for your Blood end of each turn, if a creature marked by you
Maledict feature, you gain access to the dealt damage to anyone other than you or
following additional blood curse options. willingly moved more than 15 feet away from
you, that creature takes 2d8 necrotic damage.
BLOOD CURSE OF THE AVENGING STEP
Amplify. When you deal necrotic damage to a
Prerequisites: 15th level, Order of the Witchbreaker creature with this blood curse, you can use your
When a creature you can see forces you or a reaction to teleport up to 30 feet to an
creature within 5 feet of you to make a saving unoccupied space of your choice within 5 feet of
throw, you can use your reaction to move up to that creature and make a melee weapon attack
your speed towards that creature. This against it.
movement does not provoke opportunity
attacks. If you end this movement within 5 feet BLOOD CURSE OF THE HUNGRY BLADE
of that creature, you can make an opportunity
attack against it as part of the same reaction. When a weapon attack hits you or a creature
When you make this opportunity attack, you within 5 feet of you, if you have a melee weapon
gain a bonus on the attack roll equal to a roll of in hand that lacks the two-handed property, you
your hemocraft die. can use your reaction to deflect the attack with
your weapon. When you do so, you roll your
Amplify. The creature that forced the hemocraft die, reducing the damage of the
triggering saving throw takes force damage

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attack by an amount equal to your hemocraft Intelligence is your spellcasting ability for these
die roll + your proficiency bonus. If the attack spells. Whenever you gain a level in this class,
was a ranged attack, you can add your Dexterity you can replace one of these cantrips with
modifier to the amount by which you reduce the another cantrip from the warlock spell list.
damage, as you strike the projectile in mid-air.
(If you gain spells from the blood hunter order you
Amplify. The creature that made the choose at 3rd level, you can cast these cantrips as
triggering attack takes force damage equal to spells from that subclass, but they do not count
the amount by which you reduced the attack’s against the number of spells you know.)
damage, and if it is Large or smaller, you can
push it up to 15 feet away from you with a burst HARRIER
of telekinetic force.
When you hit a creature with an unarmed strike
NEW FIGHTING STYLE or a melee attack using a weapon that doesn't
OPTIONS have the two-handed or heavy property, the
creature's speed is reduced by 10 feet until the
You can select the following additional options end of its next turn.
for the Fighting Style feature a blood hunter
gains at 2nd level. POINT BLANK SHOT

BLOOD MAGIC TRICKS Being within 5 feet of a hostile creature does
not impose disadvantage on your ranged
You learn one maneuver of your choice from attacks, and when you hit a creature within 30
among those available to the Battle Master feet of you with a ranged attack, you gain a +2
archetype of the fighter class. If a maneuver you bonus on the damage roll.
use requires your target to make a saving throw
to resist the maneuver’s effects, it rolls against
your Hemocraft save DC. You gain one
superiority die (this die is added to any
superiority dice you have from another source).
This die is used to fuel your maneuvers, and it is
a die of the same type as your hemocraft die (so
if your hemocraft die is a d4, so is your
superiority die, and it changes as your
hemocraft die changes). A superiority die is
expended when you use it. You regain your
expended superiority dice when you finish a
short or long rest.

DAISHO

When you wield a versatile weapon in one hand
and a light weapon in your other hand, the
versatile weapon gains the light and finesse
weapon properties.

DUSKBLADE

You learn two cantrips of your choice from the
warlock spell list. Neither of the cantrips you
choose can have a range greater than 60 feet.

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CHAPTER 4: FEATS potion is drunk within 1 hour of the end of
the short rest, when the creature drinking
For campaigns that use the optional Feat rules, the potion rolls to determine the amount of
these options are provided. healing they receive, they add your
proficiency bonus to the final total, and they
Distinction Feats. Beyond providing can reroll a number of the dice up to your
mechanical benefits, the feats here are intended Intelligence modifier (minimum of one).
to help establish who your character is and They must use the new rolls.
what distinguishes them from others. Each
represents a key portion of a character’s ALREADY DEAD
identity. This may be a cultural heritage, a
vocation, a course of education, a defining After a near-death experience, you've decided
experience, or a unique, life-changing gift. None you're living on borrowed time, and this attitude
of these feats should be taken lightly, and each fortifies your determination. This feat grants
should be chosen in consultation with the DM. you the following benefits:

ALCHEMIST TRAINING  Increase your Wisdom score by 1, to a
maximum of 20.
The secrets of alchemy are crucial to the
survival of many adventurers, requiring  When you succeed on a Wisdom save, you
professionally trained experts such as yourself. gain advantage on all Wisdom saves for 1
Alchemists can be found in any major city, minute. However, once you fail a Wisdom
though they are most common in places where save, this effect ends, and you cannot gain
the ways of mages and artificers are taught advantage from this feat again for 1 minute.
formally. This feat grants you the following
benefits: BACK TO THE WALL

 Increase your Intelligence score by 1, to a You are at your best when things are at their
maximum of 20. worst, and even if foes overwhelm you, you'll
hang on long enough to take a few down with
 You gain proficiency with alchemist’s you. This feat grants you the following benefits:
supplies, and with the Arcana skill.
 Increase your Constitution score by 1, to a
 You gain expertise with alchemist’s maximum of 20.
supplies, which means your proficiency
bonus is doubled for any ability check you  When damage would reduce you to 0 hit
make with them. points, you can use your reaction to spend
one Hit Die. You regain half the normal
 As an action, you can choose one potion you number of hit points you would normally
can see within 5 feet of you. You identify regain for spending a Hit Die at the end of a
that potion as if you had tasted it. short rest, but you also gain a +2 bonus to
your AC for 1 minute. This bonus ends early
 When you finish a short rest, if you have if your current number of hit points exceeds
alchemist’s supplies, you can improve the half your hit point maximum. Once you use
potency of certain kinds of healing potions. this benefit, you cannot do so again until the
Choose one potion you have had access to next time you finish a short or long rest.
for the past hour, which must be one of the
following potion types: potion of healing, BLOOD BOUND
potion of greater healing, potion of superior
healing, or potion of supreme healing, If that Prerequisites: Proficient with the Deception
and Stealth skills

174

You have partaken of a mysterious secret that madness. If you fail by 10 or more, you are
grants you long life, and which may one day still afflicted with short-term madness, and
grant you immortality. You do not know the true are also afflicted by indefinite madness as
nature of the ritual that gave you your gifts, only soon as the short-term madness ends.
that it involved drinking blood. In exchange for
this unmatched generosity, you serve the BRAVE ONE
master who granted it to you with unswerving
loyalty. You know that they still have much to You are not immune to fear, but you are skilled
teach, including the secret of immortality, but at controlling it. This feat grants you the
you cannot perform this ritual on your own. following benefits:
Because you do not know the final stages, you
would perform it incorrectly and curse yourself,  Choose either Constitution, or Wisdom.
becoming a vampire or worse rather than Increase the chosen score by 1, to a
attaining true immortality. maximum of 20.

This feat confers the following benefits.  When you make a saving throw against
Benefits marked with an asterisk “*” are lost becoming frightened, you can use your
whenever the character goes longer than one reaction to spend one Hit Die. Instead of
year without renewing the ritual with their regaining hit points, you gain temporary hit
immortal master, but are regained instantly points equal to the normal number of hit
when the ritual is performed again: points you would regain for spending a Hit
Die. While you retain these temporary hit
 Increase your Strength, Dexterity, or points, you have advantage on all saving
Constitution score by 1, to a maximum of throws against becoming frightened
20. (including the one that triggered your
reaction for this feat).
 You add a bonus equal to your Constitution
modifier (minimum of 1) to all Strength COLD ONE
checks and Strength saving throws, and
your carrying capacity (including maximum The first time you took necrotic damage,
load and maximum lift) is increased by half.* something changed within you, and now your
flesh has been cold and clammy to the touch, as
 You have advantage on all saving throws if you were half-dead already. This feat grants
against effects that would age you.* you the following benefits:

 Your aging is slowed, and you only age only  You learn the blade ward cantrip, and can
three months for every year that passes.* cast it without any components.

 You gain the following Bond: “I know  You learn certain spells and gain the ability
vampires exist, but my master could not be to innately cast them. You can cast each
one. My master is a true immortal, not spell at its lowest level without using a spell
undead, and will share their secret with me slot, but when you do, you can only target
if I earn it, so only they deserve my undying yourself with the spell. Once you cast a spell
trust and loyalty.” in this way, you must finish a long rest
before you can cast it with this benefit again.
 If you drink any amount of vampire blood The first spell you learn and cast in this way
within a year of either performing your ritual
of longevity with your master or having
previously drunk any vampire blood, you
must roll a DC 21 Charisma saving throw. If
you fail, you are afflicted with short-term

175

is false life. At 5th level, you also learn and
cast the feign death spell with this feat.

 You can cast the sanctuary spell targeting
yourself at will, without using a spell slot or
any components. However, when you cast
sanctuary in this way, living creatures (not
Constructs or Undead) automatically
succeed on their saving throw against this
casting of the spell.

 You gain a bonus on all death saves equal to
half your Constitution modifier (minimum
1).

Your spellcasting ability for all spells and
cantrips gained from this feat is Constitution.

COMPETITOR

You are an expert in games, tourneys, jousts,
and other competitions. You gain the following
advantages:

 Increase one of your ability scores by 1, to a
maximum of 20.

 You gain proficiency with one type of
gaming set or vehicle.

 You always know the current gambling odds
on any public game, competition, or sport.

 You have 3 competition points. Whenever
you make an ability check that is directly
related to a game, sporting event, or
competition, or that is contested by another
creature’s ability check, you can spend a
competition point to gain advantage on that
roll. You regain your expended competition
points when you finish a long rest.

DEFENDER’S MARK

Prerequisites: Proficiency with all martial weapons
Your weapon prowess and combat agility make
it dangerous for any foe to ignore you. This feat
grants you the following benefits:

 When you make a melee weapon attack
against a creature, whether the attack hits
or misses, you can mark the creature until
the end of your next turn. This effect ends

176

early if you are incapacitated or you die, or if  Increase your Constitution score by 1, to a
someone else marks the creature. While it is maximum of 20.
within 5 feet of you, a creature marked by
you has disadvantage on any attack roll that  As an action, you can sense the presence of
doesn’t target you. the fey. Until the end of your next turn, you
know the location of any fey creature within
 When you make a melee weapon attack as 60 feet of you that is not behind total cover.
part of your reaction, you can move up to 5 In addition, if there is any location within 1
feet before you make the attack roll. mile of you that is linked to the Feywild or
Shadowfell (such as a fey crossing, gate,
 When you hit with an opportunity attack portal, or teleport circle), you are aware of
using a melee weapon, if the target is a the nearest such location and what direction
Large or smaller creature marked by you, it is from you until the end of your next turn.
you can force that creature to make a Once you use this benefit, you cannot do so
Strength saving throw. The DC equals 8 + again until you finish a short or long rest.
your proficiency bonus + your Strength or
Dexterity modifier (your choice). On a  As an action you can cast etherealness as a
failure, the creature is knocked prone. 7th-level spell without using a spell slot or
any components. When you cast the
EXPERT MOUNTAINEER etherealness spell in this way, it ends at the
end of the current turn. Once you cast
Prerequisites: Constitution 13 or higher etherealness with this benefit, you cannot do
You are a skilled climber of mountains and so again until you finish a long rest.
other great heights. You gain the following Constitution is your spellcasting ability
benefits: score for this spell.

 Choose one of the following ability scores: FRONTLINE SOLDIER
Strength, Dexterity, or Constitution.
Increase the chosen ability score by 1, to a You have trained in fighting with on the
maximum of 20. frontline of an army, perhaps as part of a
phalanx, shield-wall, or other organized infantry
 You gain advantage on Strength (Athletics) formation. This grants you the following
checks related to climbing, and on Dexterity benefits:
(Acrobatics) checks related to keeping your
balance.  Choose either Strength or Constitution.
Increase the chosen ability score by 1, to a
 You have advantage on all saving throws maximum of 20.
against being pushed, pulled, or knocked
prone.  You gain a +1 bonus to AC while you are
wearing medium armor.
 You are acclimated to high altitude,
including elevations above 20,000 feet.  You gain proficiency with one martial
weapon of your choice.
 Climbing does not cost you extra movement.
 You have advantage on all saving throws
FEY-TAKEN against effects that would push you or cause
you to fall prone.
You were kidnapped by evil fey and somehow
escaped to tell the tale, though the experience  When a creature within 5 feet of you is hit
changed you forever. You gain the following by an attack, if you're holding a melee
benefits: weapon or a shield, you can use your

177

reaction to grant the target a bonus to its AC  At 9th level, choose a particular type of
against that attack. This bonus is equal to inanimate plant (oak trees, rosebushes,
the number of allies you can see within 30 mistletoe, etc.). When touching a plant of
feet of you (maximum bonus of +10). If the that type, you can use it as a scrying focus
attack still hits, the damage is reduced by 5. for the scrying spell, without having to pay a
Once you use this benefit, you can't use it cost in gold to make it a focus. If the subject
again until you finish a short or long rest. of a scrying spell you cast is within sight of
that plant or another plant of that same type,
GIFTED SEER its saving throw is modified as if you have
familiar knowledge of it.
You have a preternatural bond with nature that
grants you special insights, including the ability  You can take reactions even when you are
to foresee future events. This grants you the surprised. When you take damage from an
following benefits: attack while surprised, you can use a
reaction to take the Disengage, or Hide
 You can take an action to detect the action, moving up to 15 feet as part of the
presence of aberration, beast, dragon, fey, same reaction.
giant, and undead creatures within 300 feet
until the end of your next turn. You can HAUNTED
identify the type of creature, but cannot
determine the creature’s exact location, only A friend, ally or loved one died with a debt or
the general direction if they are within 300 bond to you that it could not resolve in life, so it
feet. has returned from the grave to watch over you
in death. This spirit lacks the energy to appear
 You learn one of the following cantrips of in the mortal plane consistently, so it usually
your choice: druidcraft, guidance, mending, remains in the Border Ethereal. Those who can
resistance, shillelagh, or true strike. see ethereal creatures may spot it lurking near
you, but it is otherwise invisible and intangible,
 You learn certain spells and gain the ability and it cannot affect any creature or object, nor
to innately cast them. You can cast each can any other creature of object affect it.
spell at its lowest level without using a spell
slot. Once you cast a spell in this way, you Once each day, you can use your action to
must finish a long rest before you can cast cause the haunting spirit to manifest, allowing it
that spell with this benefit again. You to communicate with you and affect the real
choose the first spell you learn and cast in world to a limited degree. When manifested, it
this way, which can be a 1st-level divination appears in an unoccupied space within 15 feet
spell from any class’s spell list. At 5th level, of you and uses the statistics at the end of this
you also learn and cast the augury spell with feat. It disappears after 1 hour passes, or earlier
this feat. At 9th level, you also learn and cast if it drops to 0 hit points or if you cast a spell
the commune with nature and scrying that requires your concentration. The haunting
spells. spirit is an ally to you and your companions. In
combat, the spirit shares your initiative count,
 Your spellcasting ability for all spells and but it takes its turn immediately after yours. It
cantrips gained from this feat is Wisdom. obeys your verbal commands (no action
You cast these spells and cantrips innately required by you). If you don’t issue any, it takes
without verbal or somatic components, the Dodge action and uses its move to avoid
though you must still expend any material danger. You cannot communicate with the
components. indentured spirit when it is not manifested.

178

However, even when your spirit is not HAUNTING SPIRIT
manifested, its tie to you allows you to perform
certain tasks you seek, which have effects Medium undead, same alignment as yours
similar to spells. You learn the spells unseen
servant and catapult. You can cast each of these Armor Class 9 + your proficiency bonus
spells once without expending a spell slot or Hit Points equal 10 + twice your level
any components. You regain the ability to cast Speed 0 ft., fly 40 ft.
those two spells in this way when you finish a
long rest. You also learn the mage hand cantrip. STR DEX CON INT WIS CHA
Your spellcasting ability for these spells is your 7 (-2) 13 (+1) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
choice of Intelligence, Wisdom, or Charisma,
chosen when you gain this feat. Damage Resistances Acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from
HYPNOTIST nonmagical attacks
Damage Immunities Cold, necrotic, poison
Prerequisites: 3rd level or higher, proficiency in Condition Immunities Charmed, exhaustion,
Insight frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
You have learned to influence others’ minds Senses passive Perception 12
with the power of suggestion. You automatically Languages Same languages as you
succeed on ability checks to counsel a character Challenge —
afflicted with madness, and if you speak to a Proficiency Bonus equals your proficiency bonus
creature for 10 minutes while you have its
undivided attention, you can make an Flyby. The haunting spirit doesn't provoke
Intelligence (Medicine) or Wisdom (Insight) opportunity attacks when it flies out of an
check. The creature must then make a Wisdom enemy's reach.
saving throw against a DC equal to your ability
check result. If the saving throw fails, the Incorporeal Movement. The spirit can move
creature is affected as if you had cast the through other creatures and objects as if they
suggestion spell on it (though this is not a were difficult terrain. It takes 5 (1d10) force
magical effect). While a creature is under these damage if it ends its turn inside an object.
effects, it has disadvantage on all Wisdom
saving throws against you. ACTIONS (REQUIRES YOUR BONUS ACTION)

Once a creature has failed a Wisdom saving Withering Touch. Melee Weapon Attack: 2 +
throw against this effect, it will always have at your proficiency bonus to hit, reach 5 ft., one
least a small vulnerability to this effect. If such a target you can see. Hit: 2d6 + your proficiency
creature can hear or see you, you can use an bonus necrotic damage.
action to grant the creature confidence, as if it
has benefitted from a guidance spell cast by Catapult (1/day). The spirit casts catapultXGtE (spell
you.
save DC 10 + your proficiency bonus), using no
While such a creature can hear you and is components, with Wisdom as its spellcasting
within 30 feet of you, if you can see it, you can ability.
also give it a one-word command, and the Dissonant Whispers (1/day). The spirit casts
creature must make a Wisdom saving throw dissonant whispers (spell save DC 10 + your
(DC = 8 + your proficiency bonus + your proficiency bonus), using no components, with
Intelligence or Wisdom modifier (your choice)). Wisdom as its spellcasting ability.
On a failure, it must obey the command, as if it
had failed a saving throw against a command
spell cast by you.

None of the spell-like abilities granted by this
feat are actual magical effects, and they are not
affected by the casting of spells like counterspell
or dispel magic.

179

OPEN MINDED Dexterity (Acrobatics) checks related to
swimming, climbing, keeping your balance,
Your adaptable perspective on life keeps your or avoiding falling.
mind resilient. This feat grants you the
following benefits:  You can use a sudden maneuver to aid an
ally in combat. You can use the Help action
 Increase your Intelligence score by 1, to a to aid an ally’s attack roll, even if they are
maximum of 20. not within 5 feet of you, so long as you can
see both your ally and their target, and both
 When you fail an Intelligence or Wisdom are aboard a vehicle you are piloting.
saving throw, you can use your reaction to
spend one Hit Die. You do not regain hit
points when you spend a Hit Die in this way,
but you can reroll the failed
save. You must use the
second roll. You can use this
benefit a number of times
equal to your proficiency
bonus, regaining expended
uses when you finish a long
rest.

STEADY AT THE
HELM

You are highly skilled in steering
vessels that travel by sea, such as
ships, sailboats, fishing boats,
yachts, and other types of
maritime vessels. This feat grants
you the following benefits:

 Increase your choice of either
your Dexterity or Wisdom
score by 1, to a maximum of
20.

 You gain proficiency with
navigation tools and with
vehicles (water).

 You gain expertise with your
proficiency in vehicles
(water), which means your
proficiency bonus is doubled
for any ability check you make
with that proficiency.

 You have advantage on all
Strength (Athletics) and

180

TELEPATH  You gain expertise with disguise kits, which
means your proficiency bonus is doubled for
You possess the psionic ability to touch other any ability check you make with them.
minds with your own, granting you the following
benefits:  You have a number of pre-made disguises or
specialty outfits, known as looks, equal to 1
 You learn the message cantrip, and can cast + your proficiency bonus. Due to hours of
it without any components. practice, when you put on one of these
looks, you may do so as a bonus action, You
 You learn certain spells and gain the ability can also give someone else one of your
to innately cast them. You can cast each prepared looks, though doing so takes 1
spell at its lowest level without using a spell minute instead of just 1 bonus action.
slot. Once you cast a spell in this way, you Putting on a prepared look can give you the
must finish a long rest before you can cast it fabulous air of a noble at a ball, the
with this benefit again. The first spell you extravagant beauty of a celebrated stage
learn and cast in this way is charm person. performer, or the humble anonymity of a
At 5th level, you also learn and cast the workaday commoner. A look that functions
detect thoughts spell with this feat. At 9th as a disguise is nearly perfect if properly
level, you also learn and cast the sending applied. Such disguises are generally not
spell. based on an individual, but are invented
identities based on a general type (a local
 If you are 3rd level or higher, you can lord, a helmed member of the Town Watch,
telepathically speak to any creature you can a wealthy merchant bearing expensive
see within 30 feet of you. You must share a pigments from distant lands, etc.). If you
language with the creature for it to wish to create a look that is a specialty
understand your telepathic utterances. You disguise based on a specific person, you
can speak telepathically in this way to one must observe that person for 8 hours.
creature at a time.
 When your proficiency bonus increases, you
 You add a bonus equal to your Intelligence automatically gain a new look. However, if
modifier (minimum of 1) to all Wisdom you wish to replace one of your existing
(Insight) checks. looks, doing so takes 8 hours.

Your spellcasting ability for all spells and  You can establish a reputation or unique
cantrips gained from this feat is Intelligence. social status for the identity you take on in
You cast these spells and cantrips innately one of your specialty disguises by spending
without verbal or somatic components, though downtime to Sow Rumors (as per the
you must still expend any material components. downtime activity described in the Dungeon
Master’s Guide).
THOUSAND FACES
WONDER WORKER
You are able to quickly change your appearance
or that of an ally, allowing you to disguise your Whether or not you create magic items or
appearance at a moment’s notice or to create a wondrous devices, you practice eldritch crafting
false cover identity. This grants you the techniques. This grants you the following
following benefits: benefits:

 Increase your Charisma score by 1, to a  You learn two of the following cantrips of
maximum of 20. your choice: light, mending, magecraft

 You gain proficiency with disguise kits.

181

focus*, minor illusion, prestidigitation, spare parchment), a process which takes 2 hours
the dying, or thaumaturgy. per level of the spell.

 Choose one spell that has the ritual tag. You  You gain one tool proficiency of your choice.
can cast the chosen spell, but only as a
ritual. You keep a written record of any  You gain expertise in the use of one tool in
ritual spell you learn to cast with this feat (if which you are proficient, which means your
you keep a wizard’s spellbook or another proficiency bonus is doubled for any ability
book that contains ritual spells, the record check you make using that tool proficiency.
can be kept in the same book). In order to
cast the spell as a ritual, you must have had  You can grant temporary hit points to
access to the written record for that spell for crafted objects. By spending 10 minutes
at least 1 minute since the last time you using appropriate tools to work on an object
finished a long rest. At 9th level, you learn or structure you can touch, you can make a
one additional ritual spell, subject to the DC 10 ability check with those tools. On a
same limitations. Any ritual spell you choose success, you grant that object (or a section
for this feat must be of a level less than or of it equivalent to a 5-foot cube if it is larger
equal to half your current level (rounded up). than that) temporary hit points equal to your
If the written record of a ritual spell you proficiency bonus + your level.
learned with this feat is lost or destroyed,
you can recreate it by writing it down using Choose Intelligence or Wisdom as your
appropriate means (such as pen, ink, and spellcasting ability score for spells gained from
this feat.

182

CHAPTER 5: SPELLS range increases to 60 feet, and the extra radiant
damage inflicted with the melee weapon attack
New spells are listed alphabetically in this increases by 1d4 for each slot level above 3rd.
section. Most are added to the spell lists of
various classes, as noted under the individual AEGIS OF ENSNAREMENT
spell descriptions.
3rd-level enchantment
AEGIS OF ASSAULT
Casting Time: 1 reaction, which you take when
3rd-level conjuration a creature within range that you can see
Casting Time: 1 reaction, which you take when succeeds on a melee attack roll that would hit
a creature within range that you can see one of your allies
succeeds on a melee attack roll that would hit Range: 30 ft.
one of your allies Components: V, M (a weapon)
Range: 30 ft. Duration: 1 round
Components: V, M (a weapon) Spell Lists: Paladin, Ranger, Sorcerer, Wizard
Duration: 1 round
Spell Lists: Paladin, Warlock, Wizard Your magic ensnares an attacking enemy,
moving it so its attack targets you instead of
With a flash of light, you bring instant your ally. The creature that made the triggering
vengeance to the attacking enemy. As part of attack roll must roll a Charisma saving throw,
the reaction used to cast this spell, you choose which happens before the attack’s damage is
to do either one or both of the following: resolved. On a failure, you teleport the creature
to an unoccupied space of your choice within 5
 Teleport to an unoccupied space within feet of you and the triggering attack targets you
range. That space must not be farther away instead, comparing the same attack roll to your
from the creature that made the triggering Armor Class to determine whether it hits or
attack than you were when you cast this misses.
spell.
Whether the saving throw succeeds or fails,
 Make one melee weapon attack against the after the triggering attack is resolved, the
attacker if it is within reach. You can use attacking creature takes 1d4 psychic damage
your spellcasting ability instead of Strength and you mark it until the end of your next turn.
for the attack and damage rolls of this attack While it is within 5 feet of you, a creature
if you choose. If that attack hits, it deals an marked by you has disadvantage on any attack
additional 1d4 radiant damage. roll that doesn't target you. This spell ends early
if you are incapacitated or you die, or if
If you are unable to do either one, the spell someone else marks the creature.
ends. Otherwise, after the triggering attack is
resolved, you mark the creature who made that At Higher Levels. When you cast this spell
attack until the end of your next turn. While it is using a spell slot of 4th level or higher, the
within 5 feet of you, a creature marked by you range increases to 60 feet, and the psychic
has disadvantage on any attack roll that doesn't damage increases by 1d4 for each slot level
target you. This spell ends early if you are above 3rd.
incapacitated or you die, or if someone else
marks the creature.

At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the

183

AEGIS OF SHIELDING (whether it hits or misses), the creature that
made the attack takes 1d4 force damage and
3rd-level abjuration you mark it until the end of your next turn.
Casting Time: 1 reaction, which you take when While it is within 5 feet of you, a creature
a creature within range that you can see marked by you has disadvantage on any attack
succeeds on a melee attack roll that would hit roll that doesn't target you. This spell ends early
one of your allies if you are incapacitated or you die, or if
Range: 30 ft. someone else marks the creature.
Components: V, M (a weapon)
Duration: 1 round At Higher Levels. When you cast this spell
Spell Lists: Artificer, Paladin, Wizard using a spell slot of 4th level or higher, the
range increases to 60 feet, and the force
You protect your ally with a barrier of invisible damage increases by 1d4 for each slot level
force. Until the end of the turn, the target of the above 3rd.
triggering attack gains resistance to
bludgeoning, piercing, and slashing damage and ALIGN WEAPON
a +5 bonus to AC, including against the
triggering attack. 3rd-level abjuration

After the triggering attack is resolved Casting Time: 1 action
Range: Touch

Components: V, M (one weapon or 50
projectiles)

Duration: Concentration, up to 1 minute
Spell Lists: Artificer, Cleric, Paladin

You infuse a weapon you touch with the
energies of one of the Outer Planes, energies
which correspond strongly to certain ethical
or moral alignments and inflict extra damage
against certain types of creatures. When you
cast this spell, choose one of these four
planes:

Elysium (Good): Aberrations, chromatic
dragons, elementals, fiends, or undead.

Hades (Evil): Beasts, celestials, metallic
dragons, humanoids, or plants.

Limbo (Chaos): Constructs, angels, dragons,
devils, or giants.

Mechanus (Law): Aberrations, demons, fey,
monstrosities, oozes, or undead.

Until the spell ends, the weapon inflicts an
additional 2d6 force damage against the types
of creatures listed for the chosen plane.

Your alignment may limit your choice of
planar energies when you cast this spell. If you
are evil-aligned, you cannot choose Elysium; if
you are good-aligned, you cannot choose

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Hades, if you are lawful in alignment, you CHAINS OF LEVISTUS
cannot choose Limbo; if your alignment is
chaotic, you cannot choose Mechanus. 1st-level evocation

BLADE OF FLICKERING SHADOWS Casting Time: 1 action
Range: 60 feet
4th-level necromancy Components: V, S, M (a length of chain)
Duration: Instantaneous
Casting Time: 1 bonus action Spell Lists: Warlock
Range: Self
Components: V, M (a melee weapon worth at Make a ranged spell attack against a target
least 1 sp) within range. On a hit, the target takes 3d6 cold
Duration: Concentration, up to 1 minute damage, and spectral chains of ice leap from
your hands and lash around it, pulsing with cold
You temporarily become a creature of shadow, whenever it moves. If the target willingly moves
flickering in and out of a demiplane on the before the start of your next turn, it immediately
borders of the Shadowfell as your weapon takes an additional 2d6 cold damage, and the
ripples with dark magic. Until the spell ends, spell ends.
you have resistance to necrotic damage, you
inflict 3d4 additional necrotic damage whenever At Higher Levels. When you cast this spell
you hit a creature with a melee weapon attack. using a spell slot of 2nd level or higher, the
initial cold damage and the additional cold
For the duration, you roll a d20 at the end of damage the target takes for moving both
each of your turns. On a roll of 11 or higher, you increase by 1d6 for each slot level above 1st.
vanish from your current plane of existence and
appear in a shadowy reflection of it, which lies CHALLENGER’S MARK
somewhere on the planar boundary between
your current location and the Shadowfell. (If Enchantment cantrip
you are already in the Shadowfell when you cast
this spell, the spell fails and the casting is Casting Time: 1 action
wasted.) At the start of you next turn, and when Range: Self (5-foot radius)
the spell ends if you are in the shadowy Components: V, S
reflection, you return to an unoccupied space of Duration: 1 round
your choice that you can see within 10 feet of Spell Lists: Artificer, Cleric, Sorcerer, Warlock,
the space you vanished from. If no unoccupied Wizard
space is available within that range, you appear
in the nearest unoccupied space (chosen at You brandish the weapon used in the spell’s
random if more than one space is equally near). casting and make a melee attack with it against
You can dismiss this spell as an action. one creature within 5 feet of you. On a hit, the
target suffers the attack's normal effects, and
While in the shadowy reflection, you can see you mark the creature until the end of your next
and hear the plane you originated from, but turn, bellowing a magical challenge it cannot
everything is lightly obscured, and you can't see ignore. This spell ends early if you are
anything more than 30 feet away. You are not incapacitated or you die, or if someone else
truly in the Shadowfell nor in your previous marks the creature.
location during that time, but somewhere in
between the planes. Whenever you are in the The next time a creature marked by you with
shadowy reflection, only other creatures with this spell makes an attack roll that doesn’t
resistance or immunity to necrotic damage can target you while it is within 5 feet of you, it has
see you or affect you, or be affected by you. disadvantage on the attack.

If a creature marked by you with this spell
willingly moves more than 30 feet away from
you, or if makes an attack that suffers

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disadvantage from this spell, it immediately gp or less which you can hold in one hand, and
takes 1d8 psychic damage, and the spell ends. which must weigh less than 10 pounds.

This spell's damage increases when you If the item is more than 10 feet away from
reach higher levels. At 5th level, the melee you at the end of your turn, the spell ends. This
attack deals an extra 1d8 psychic damage to the object can simulate the effects of a tool that
target, and you add an additional 1d8 to the requires proficiency, but it can only be used to
damage a creature you marked with this spell make one ability check for a task that takes 1
suffers for moving more than 30 feet away from round or less, after which time the spell ends.
you or attacking you with the disadvantage Anyone who holds the item or examines it
imposed by this spell. Both damage rolls closely can tell it is not real.
increase by 1d8 at 11th level and 17th level.
When the spell ends, the item disappears.
CHILLING BLOW
CREATE POISON
1st-level evocation
Casting Time: 1 action 1st-level transmutation (ritual)
Range: 5 feet
Components: V, M (a weapon) Casting Time: 1 action
Duration: 1 round Range: Self (one vessel on your person)
Spell Lists: Druid, Paladin, Ranger, Wizard Components: V, S, M (a small bottle or other
container that can holds a draught of water)
As part of the action used to cast this spell, you Duration: Instantaneous
must make a melee attack with a weapon Spell Lists: Artificer, Bard, Druid, Ranger,
against a target within range, otherwise the Warlock, Wizard
spell fails. On a hit, the target suffers the
attack's normal effects and takes an additional You use some combination of scavenged
1d6 cold damage as it is enveloped in a crust of substances, focused meditation, and magic to
frost until the start of your next turn. If the transform the water in a container you have on
target makes an attack roll before then, it your person into a one dose of improvised
immediately takes an additional cold damage poison. The dose of improvised poison you
equal to 1d6 + your spellcasting ability modifier, create can be applied to one weapon, up to
and the spell ends. three pieces of ammunition, or up to three
separate portions of food or drink.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the Once applied, the poison retains potency until
initial extra damage dealt by the attack someone must roll a saving throw against it, or
increases by 1d6 for each slot level above 1st. for 1 minute, after which point it dries or
dissolves. If a creature is struck with the
CREATE ITEM poisoned weapon or ammunition, or if it ingests
the poisoned food or drink, it must make a
Conjuration cantrip Constitution save or be poisoned for 1 minute
Casting Time: 1 bonus action and take 1d8 poison damage, or 2d8 if the
Range: Self poison is ingested). Creatures that succeed on
Components: V, S their save take half damage, but suffer no other
Duration: Concentration, up to 1 hour effects.
Spell Lists: Artificer, Druid, Sorcerer, Wizard
This poison you create can only be used by
From thought, you create matter, equipping you, and has no value if you try to sell it. If you
yourself with a simple implement you need. You cast this spell again, any doses of poison you
summon one piece of adventuring gear worth 2 have previously created with this spell instantly
become water again. Otherwise, poison doses

186

created with this spell retain their potency until Spell Lists: Bard, Cleric, Paladin, Warlock,
the next time you finish a long rest, at which Wizard
point they return to being water.
The next time you hit a creature with a weapon
At Higher Levels. When you cast this spell using attack before this spell ends, images of you and
a spell slot of 3rd level or higher, you create one your companions as daunting figures
additional dose of poison for every two levels discourage your foe from confronting you. The
above 1st. When you cast this spell using a spell attack deals an extra 1d8 psychic damage to the
slot of 4th level or higher, the poison gains an target, and you can push the target up to 5 feet
extra effect: if a creature fails the saving throw away from you. In addition, the next time the
by 5 or more, its Constitution score is reduced target makes an attack roll against you or a
by 1d4. creature friendly to you before the end of its
next turn, it takes psychic damage equal to your
DIVINE SANCTION spellcasting ability modifier.

1st-level evocation At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the
Casting Time: 1 bonus action extra damage increases by 1d8 for each slot
Range: 30 feet level above 1st.
Components: V, M (a melee weapon)
Duration: Concentration, up to 1 hour EYES OF THE VESTIGE
Spell Lists: Paladin
Necromancy cantrip
You place a divinely empowered curse on a
creature that you can see within range. While it Casting Time: 1 action
is within reach of your weapon, the target Range: 60 feet
provokes an opportunity attack from you Components: V, S
whenever it makes an attack roll that does not Duration: Instantaneous
target you. In addition, at the end of each of ithe Spell Lists: Warlock
target’s turns, it takes 1d6 radiant damage if it
hit has a creature other than you with an attack Your enemy’s eyes glow with an eldritch light as
roll since the end of its previous turn. a vestige of lost power from a past era takes
hold, scouring that foe’s mind while you curse
If the target drops to 0 hit points before the another nearby foe. Choose a creature within
spell ends, you can use a bonus action on your range, which must roll a Charisma saving
turn to move the spell's effect to a new creature throw. On a failure, the target takes 1d6 psychic
within range. damage, and your magic curses a different
creature of your choice that you can see within
At Higher Levels. When you cast this spell 15 feet of it. The second creature takes necrotic
using a spell slot of 3rd or 4th level, you can damage equal to your spellcasting ability
maintain your concentration on the spell for up modifier. If the second creature is already the
to 8 hours. When you use a spell slot of 5th level target of a spell you cast that curses (such as
or higher, you can maintain your concentration hex) or of a warlock feature of yours that curses
on the spell for up to 24 hours. (such as Sign of Ill Omen), it has disadvantage
on the next attack roll it makes before the start
DREAD REVELATION of your next turn.

1st-level illusion At 5th level, the psychic damage to the target
increases by 1d6, and the necrotic damage to
Casting Time: 1 bonus action the second creature increases to 1d6 + your
Range: Self spellcasting ability modifier. Both damage rolls
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute

187

increase by 1d6 at Duration: 1 round
11th level and 17th Spell Lists: Druid
level.
You conjure a minor
FEYWILD spirit in the form of a
GUARDIAN flaming hawk, which
makes a swooping
Conjuration cantrip attack against your
foe and then circles
Casting Time: 1 above it for a moment
reaction, which you to strike again if your
take when a hostile foe's defenses falter.
creature you can see Make a ranged spell attack against a creature
within 10 feet of you takes the Disengage action within range. If the attack hits, the creature
or makes an attack that does not target you takes 1d8 fire damage and has the fiery hawk
Range: 10 feet looming above until the start of your next turn.
Components: V, M (a melee weapon) If the target provokes an opportunity attack
Duration: Instantaneous before then (whether such an attack is actually
Spell Lists: Druid, Sorcerer, Warlock, Wizard made or not), it immediately takes 1d8 psychic
damage and the spell ends.
You draw on magic of the Feywild to quickly The fire damage from this ranged spell attack
teleport in order to punish an enemy who increases by 1d8 when you reach 5th level
ignores you. When you use your reaction to cast (2d8), 11th level (3d8), and 17th level (4d8).
this spell, you can teleport up to 10 feet to any
unoccupied space where the triggering creature FOESNARE
would be within the reach of your melee
weapon. As part of the same reaction, you can 1st-level enchantment
immediately make one melee weapon attack
against the triggering creature. The amount of Casting Time: 1 action
damage inflicted by this attack cannot be higher Range: 5 feet
than your spellcasting ability modifier. Components: V, M (a weapon)
Duration: 1 round
The damage of attacks you make with this Spell Lists: Artificer, Warlock, Wizard
spell increases when you reach higher levels. At
5th level, the melee attack deals an extra 1d4 As part of the action used to cast this spell, you
radiant damage to the target. This extra radiant must make a melee attack with a weapon
damage increases to 2d4 at 11th level and 3d4 against one creature within the spell's range,
at 17th level. Whenever you add this radiant otherwise the spell fails. On a hit, the target
damage to the damage of your weapon attack, suffers the attack's normal effects and takes an
the maximum amount of damage the attack can additional 1d6 force damage as links of solid
inflict is equal to your spellcasting ability eldritch energy burst from its flesh, binding its
modifier + the amount of additional radiant bones to the ground. The creature you hit is
damage granted by this spell. restrained until the end of its next turn.

FIRE HAWK At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the
Evocation cantrip initial extra damage dealt by the attack
increases by 1d6 for each slot level above 1st.
Casting Time: 1 action
Range: 60 feet
Components: V, S

188

FROSTWIND BLADE melee weapon attack, but takes half the extra
cold damage it would have inflicted.
Evocation cantrip
At Higher Levels. When you cast this spell
Casting Time: 1 action using a spell slot of 3rd level or higher, the cold
Range: 5 feet damage increases by 1d6 for each slot level
Components: V, M (a weapon) above 2nd.
Duration: 1 round
Spell Lists: Druid, Sorcerer, Warlock, Wizard GREATER WATER TO POISON

As part of the action used to cast this spell, you 5th-level transmutation
must make a melee weapon attack against one
creature within the spell's range, otherwise the Casting Time: 1 action
spell fails. On a hit, the target suffers the Range: 30 feet
attack's normal effects, and your weapon’s blow Components: V, S, M (a serpent’s tooth)
inflicts winter’s wrath, leaving a frosty trail as it Duration: Concentration, up to 1 minute
cuts through the air. The next time the target Spell Lists: Artificer, Bard, Druid, Ranger,
you hit makes an attack before the end of your Sorcerer, Warlock, Wizard
next turn, it must choose either to make the
attack with disadvantage or to take 1d6 cold You transform any large quantity of water
damage and make the attack roll normally. A within a 10-foot cube centered on a point you
creature within 5 feet of you that takes cold choose into a deadly poison. This spell only
damage from this spell reduces its speed by half affects bodies of water of at least 10 gallons or
until the end of your next turn. more within the affected area, not separate
smaller quantities of water. It can also be liquid
This spell's damage increases when you that is mostly water (such as blood, sewage, or
reach higher levels. At 5th level, the melee wine), but a living creature’s vital fluids cannot
attack deals an extra 1d6 cold damage to the be affected.
target, and the damage the target suffers for not
taking disadvantage on its next attack increases Any creature with its head one of its
to 2d6. Both damage rolls increase by 1d6 at breathing passages (such as a humanoid’s nose
11th level and 17th level. or mouth) currently submerged into water you
have transformed with this spell must make a
FROST BACKLASH make a Constitution saving throw at the
beginning of any turn in which they are so
2nd-level evocation submerged. On a failure, the creature is
poisoned for the duration, and they take 4d8
Casting Time: 1 reaction, which you take in poison damage. If the creature fails the saving
response to being hit with an attack roll by a throw by 5 or more, its Constitution score is
creature within 5 feet of you reduced by 1d4. On a success, the creature can
Range: 5 feet choose to spit the water out and take no
Components: V, M (a weapon) damage, or continue to swallow it and take half
Duration: Instantaneous damage. If the creature failed its save, at the
Spell Lists: Druid, Ranger, Sorcerer start of each of the creature's turns before the
spell ends, it must succeed on a Constitution
As part of the reaction used to cast this spell, saving throw or take 3d10 poison damage. On a
you must make a melee attack with a weapon successful save, the spell ends.
against the creature who made the triggering
attack, otherwise the spell fails. On a hit, the Creatures who do not need to save against
target suffers the attack's normal effects and the spell but who are within 5 feet of the
takes an additional 3d6 cold damage. On a transformed water can use an action to apply
miss, the target takes no damage from your

189

poison to one weapon, piece of ammunition, or At Higher Levels. When you cast this spell
portions of food or drink. Once applied, the using a spell slot of 8th level or higher, the
poison retains potency for the duration of the duration increases to 10 minutes.
spell or until someone must save against it. If a
creature is struck with the poisoned weapon or LEARNING GUILT LASH
ammunition, or if it ingests the poisoned food or
drink, it must make a Constitution save or be The only known way to learn the guilt lash spell
poisoned for the duration and take 1d8 poison (besides becoming a warlock of the Wyrd coven or
damage, or 2d8 if the poison is ingested. If the finding it in a spellbook somewhere) is by visiting
creature fails the saving throw by 5 or more, its the Domain of Dread known as Sithicus, a neighbor of
Constitution score is reduced by 1d4. Barovia. Since a cataclysmic event known as the
Creatures that succeed on their save take half Hours of Screaming Shadows, the deathknight Lord
damage, but suffer no other effects. Soth (who once ruled that domain) has not been seen,
and a miasma of overpowering guilt lingers over the
At Higher Levels. When you cast this spell land. One side-effect of this guilt is that any
using a spell slot of 6th level or higher, you can spellcasting creature finishing a long rest in Sithicus
affect one additional creature who is drinking at will, from that point, treat the guilt lash spell as if it
the same time, and the damage increases by were on all of the spell lists from which it can learn
1d8 for each slot level above 5th. spells. They can learn the spell whenever they would
normally be able to learn a 5th-level spell, even after
GUILT LASH they leave that domain. Wizards of 9th level or
higher who have finished a long rest in Sithicus can
5th-level enchantment scribe guilt lash in their spellbooks at any time after
that, for the usual cost in gold and time. It is said
Casting Time: 1 action those who learn the spell from spending time in
Range: 30 feet Sithicus dream of a chorus of banshees, recounting
Components: V, S their sins in song.
Duration: Concentration, up to 1 minute
Spell Lists: Special INEVITABLE WINTER

You coalesce your own feelings of guilt into a 6th-level necromancy
strand of psychic power that lashes out and Casting Time: 1 action
forces a nearby creature to relive the moments Range: 120 feet
of its life it feels guiltiest about. You choose one Components: V, S, M (the mummified finger of
humanoid creature within range and force it to a humanoid who froze to death)
make a Charisma saving throw. On a failure, Duration: Instantaneous
until the spell ends, the target’s speed is Spell List: Bard, Druid, Sorcerer, Warlock,
reduced by 10 feet and it has disadvantage on Wizard
all attack rolls, Wisdom and Charisma saving
throws, and Wisdom and Charisma ability You call spirits of death and winter,
checks. commanding them to surround a foe to sap its
vitality. Choose one creature you can see within
At the end of each of the target’s turns, it range. The creature takes 2d12+20 cold
must make another Charisma saving throw. damage, and it must make a Wisdom saving
After it fails three of these saving throws, these throw. If the save fails, the creature takes
guilt effects last for the duration, and the necrotic damage equal to the amount of cold
creature stops making these saves. After the damage it took from this spell, and the next
target succeeds on three of these saving throws, time it makes a saving throw before the end of
it snaps out of its guilt-driven flashbacks, and its next turn, the target must roll a d6 and
the spell ends. subtract the number rolled from the saving
throw.

190

At Higher Levels. When you cast this spell As part of the action used to cast this spell, you
using a spell slot of 7th level or higher, the must make a ranged weapon attack against a
cold damage increases by 1d12 for each slot creature within range, otherwise the spell fails.
level above 6th. On a hit, the target suffers the attack's normal
effects, and your enchanted shot renders your
INTENT LAID BARE foe unaccountably clumsy. It has disadvantage
on the next attack roll it makes before the start
Divination cantrip of your next turn. If that attack misses, it falls
prone and the spell ends.
Casting Time: 1 action
Range: 5 feet This spell's damage increases when you
Components: V, M (a weapon) reach higher levels. At 5th level, the attack deals
Duration: 1 round an extra 1d4 psychic damage to the target. This
Spell Lists: Bard, Cleric, Druid, Sorcerer,
Wizard

As part of the action used to cast this spell,
you must make a melee attack with a weapon
against one creature within the spell's range,
otherwise the spell fails. You can use your
spellcasting ability instead of Strength for the
attack roll and damage roll of this attack.

On a hit, the target suffers the attack's
normal effects, and its moment of pain gives
you an opening to search your target's mind.
sensing its intentions until the start of your
next turn. Until then, the target cannot benefit
from the disengage action, and it cannot
benefit from advantage on melee attack rolls
against you. In addition, for the duration, if
you and the target share a language, you can
communicate telepathically with it as long as
it is within 30 feet.

The damage of attacks you make with this
spell increases when you reach higher levels.
At 5th level, the melee attack deals an extra
1d6 psychic damage to the target. This extra
damage increases to 2d6 at 11th level and 3d6
at 17th level.

JINX SHOT

Enchantment cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, M (a ranged weapon)
Duration: Instantaneous
Spell List: Bard

191

extra damage increases to 2d4 at 11th level and throw by 5 or more, its Constitution score is
3d4 at 17th level. reduced by 1d4. On a success, the creature can
choose to spit the water out and take no
LARLOCH’S MINOR DRAIN damage, or continue to swallow it and take half
damage. If the creature failed its save, at the
1st-level necromancy start of each of the creature's turns before the
Casting Time: 1 action spell ends, it must succeed on a Constitution
Range: 30 feet saving throw or take 4d8 poison damage. On a
Components: V, S successful save, the spell ends.
Duration: Instantaneous
Spell Lists: Warlock, Wizard At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, you can
You drain some of the life force from a target affect one additional creature who is drinking at
and add it to your own. Choose a living creature the same time, and the damage increases by
(not a construct or undead) within range. The 1d8 for each slot level above 4th.
target must roll a Constitution saving throw,
taking 2d6 necrotic damage on a failed save, or MAGECRAFT FOCUS
half as much damage on a successful one. You
gain temporary hit points equal to half the Divination cantrip
necrotic damage dealt (minimum 1). Casting Time: 1 action
Range: Self
At Higher Levels. When you cast this spell Components: V S
using a spell slot of 2nd level or higher, the Duration: 1 day
damage increases by 1d6 for each slot level Spell Lists: Artificer, Wizard
above 1st.
Choose one type of tool with which you are
LESSER WATER TO POISON proficient. Until the spell ends or the next time
you finish a short or long rest (whichever comes
4th-level transmutation first), whenever you make an ability check with
the chosen type of tool to craft or repair an item,
Casting Time: 1 reaction, which you take when you have advantage on the roll. This spell ends
a creature within 30 feet of you drinks early if you roll initiative. Once you cast this
Range: 30 feet spell, you gain no benefit from subsequent
Components: S, M (a vessel of water or a castings until after the next time you finish a
beverage which is partially water, with which long rest.
you make a toasting gesture to the target as you
both drink) MISDIRECTED MARK
Duration: Concentration, up to 1 minute
Spell Lists: Artificer, Bard, Druid, Ranger, 1st-level illusion
Sorcerer, Warlock, Wizard Casting Time: 1 action
Range: 30 feet
Waiting for just the right moment, you Components: S
transform the water someone is drinking into Duration: 1 round
deadly poison. The quantity of water does not Spell Lists: Bard
matter, just that the target drinks more than a
sip. It can also be a beverage that is partially You conceal your arcane attack, manipulating
water (such as wine, beer, or juice). The your foe into believing the attack came from
creature who drinks makes a Constitution your ally and focusing on them obsessively.
saving throw. On a failure, the creature is Make a ranged spell attack against a target
poisoned for the duration, and they take 4d8 within range. On a hit, the target takes 4d6
poison damage. If the creature fails the saving

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psychic damage, and you PROPHESIED STRIKE
choose one willing ally within
30 feet of both you and the 1st-level divination
target. That ally marks the
target until the end of your next Casting Time: 1 action
turn. While a target marked Range: 5 feet
with this spell is within 5 feet Components: V, S, M (a melee weapon)
of the ally that marked it, it has Duration: Instantaneous
disadvantage on any attack roll Spell Lists: Bard, Cleric
that doesn’t target that ally.
This spell ends early if the You cast your mind’s eye forward a split second,
marking ally dies or is predicting the best moment for a telling blow.
incapacitated, or if the target As part of the action used to cast this spell, you
marked with this spell is must make a melee weapon attack against a
marked by a creature besides creature within range, otherwise the spell fails.
the ally you chose. You can use your spellcasting ability instead of
Strength for the attack and damage bonus for
At Higher Levels. When you this attack. If the attack hits, it deals an extra
cast this spell using a spell slot 2d6 damage of the weapon’s type, and the next
of 2nd level or higher, the attack roll made against the target before the
damage increases by 1d6 for end of your next turn is made with advantage.
each slot level above 1st.

PRIME SHOT

1st-level divination

Casting Time: 1 reaction,
which you take when you make an attack roll
against a creature and none of your allies are
closer to that creature than you are

Range: 120 feet
Components: S
Duration: 1 minute
Spell Lists: Ranger, Warlock

When you cast this spell, you curse the target of
the triggering attack roll for the duration. Until
the spell ends, whenever you make an attack
roll against that creature (including the
triggering attack) while none of your allies are
closer to that creature than you are, you can roll
a d4 and add the result to your attack roll.

If you use a spell slot to cast this spell and
deal damage to the target, as part of the magic
of this spell, you immediately regain the spell
slot you used to cast it.

193

PYROCLASTIC TIDE You create a magical connection between
yourself and an ally, such that any spells that
3rd-level evocation would harm the ally are redirected to you.
Touch a willing creature when you cast this
Casting Time: 1 action spell. Whenever you are within 15 feet of that
Range: Self (10-foot radius sphere) creature, and it is forced to make a saving throw
Components: V, M (a melee weapon) against a spell, or it is targeted by a spell attack,
Duration: Instantaneous the spell targets you instead. If the spell forces a
Spell Lists: Druid, Ranger saving throw, you make your own saving throw
against it and undergo its effects for a success
You strike a blow fueled by the fury of the earth, or failure. If the spell is an attack, the attack roll
channeling volcanic energy into the very ground is made against you.
beneath your feet.
This spell ends early if the chosen creature is
As part of the action used to cast this spell, ever more than a mile away from you.
make a melee weapon attack against a creature
within range. If the attack hits, the target is SHIFTING SHADOW
knocked prone, and the ground within a 10-foot
radius sphere centered on you becomes difficult Conjuration cantrip
terrain until it is cleared. All creatures besides Casting Time: 1 action
you within the affected area must roll a Range: Self
Strength saving throw. A creature takes 2d6 Components: S
bludgeoning damage and 2d6 fire damage and Duration: Instantaneous
is knocked prone on a failed save. If the saving Spell List: Sorcerer, Warlock, Wizard
throw is successful, the creature takes half the
damage, and isn’t knocked prone. Molten lava Too quickly for mortal eyes to perceive, you
ignites flammable objects in the area that aren't move no further than the reach of your shadow.
worn or carried. Your movement doesn’t provoke opportunity
attacks for the rest of the turn, and you can
The spell’s area remains difficult terrain until move 5 feet as part of the action of casting this
it is cleared. Each 5-foot-square portion of the spell.
area requires at least 1 minute to clear by hand.
SPITEFUL GLAMOUR
Firenewts and earth-based or fire-based
elemental creatures (such as gargoyles or Enchantment cantrip
salamanders) do not take damage from this Casting Time: 1 action
spell. Range: 60 feet
Components: V, S
At Higher Levels. When you cast this spell Duration: Instantaneous
using a spell slot of 4th level or higher, the Spell Lists: Artificer, Bard, Warlock
bludgeoning damage and fire damage both
increase by 1d6 for each slot level above 3rd. For a moment, you cause the mere sight of you
to be painful to an enemy. Choose one creature
REDIRECT SPELL you can see within range that can also see you.
The target must succeed on a Charisma saving
3rd-level abjuration throw or take 1d8 psychic damage. If the target
is not missing any of its hit points, it instead
Casting Time: 1 action takes 1d12 psychic damage.
Range: Touch
Components: V, S The spell’s damage increases by one die
Duration: Concentration, up to 10 minutes when you reach 5th level (2d8 or 2d12), 11th
Spell Lists: Artificer, Bard, Cleric, Paladin,

Sorcerer, Wizard

194

level (3d8 or 3d12), and 17th level (4d8 or attracts all elemental discharges and
4d12). neutralizes them, granting all creatures within a
30-foot radius from its center immunity to the
STAGGERING NOTE listed damage types. However, the shield's
immunity is limited. If the shield reduces
Evocation cantrip damage a creature would take to 0, the spell
Casting Time: 1 action ends if it is not the first time that the shield has
Range: 30 feet reduced damage that particular creature would
Components: V, M (a musical instrument) have taken to 0 since this spell was cast.
Duration: Instantaneous
Spell Lists: Bard SUMMONS OF KHIRAD

As part of the action used to cast this spell, you 3rd-level conjuration
must make a Charisma (Performance) check, Casting Time: 1 action
otherwise the spell fails. Choose one Large or Range: 60 feet
smaller creature within the spell’s range when Components: V, S, M (a fishhook and line)
you make this Charisma check. If the result of Duration: Instantaneous
your check equals or exceeds the target’s Armor Spell Lists: Warlock
Class, you can push it up to 10 feet away from
you. This forced movement does not provoke You shoot a bolt of blue flame at your enemy,
opportunity attacks. who shimmers for a second before teleporting
to a place of your choosing. Make a ranged spell
If your check exceeded the target’s Armor attack. On a hit, you deal 5d6 psychic damage to
Class by 5 or more, the target takes thunder the target and it must make a Wisdom saving
damage equal to your spellcasting ability throw. On a failure, you can teleport it to any
modifier, and after you push the target, you can empty space you can see within 30 feet of it
use a bonus action to choose one ally within 5 where it would be on solid ground that can
feet of the it. That ally can use its reaction to support its weight. Once the target is teleported,
make one melee attack against the target. it immediately provokes opportunity attacks
from all creatures within 5 feet of it.
This spell’s damage increases when you
reach higher levels. At 5th level, the thunder SWORDSHUN
damage increases to 1d4 + your spellcasting
ability modifier. This damage roll increases by 4th-level necromancy
an additional 1d4 at 11th level and again at
17th level. Casting Time: 1 action
Range: Self
STORM SHIELD Components: V, S, M (a bejeweled shortsword

3rd-level abjuration worth at least 50gp)
Casting Time: 1 action Duration: Until dispelled
Range: 60 feet
Components: V, S Spell Lists: Artificer, Cleric, Paladin
Duration: Concentration, up to 1 minute
Spell Lists: Cleric, Druid As you cast this spell, you plunge the
shortsword into the side of your own body. You
You conjure a small area of whirling air that or any other creature within 5 feet of you can
occupies a 5-foot radius sphere centered on a end this spell instantly by taking an action to
point you choose within range. The swirling air remove this shortsword from your side, which
forms a shield that blocks acid, cold, fire, requires only a DC 5 Strength (Athletics) check.
lightning, and thunder damage. The shield Until the spell ends, you cannot regain hit
points, and at the start of each of your turns you

195

take 1d6 magical piercing damage that cannot feet away from you. On a successful save,
be reduced or avoided by any means, but you the creature takes half damage and isn't
are also immune to nonmagical bludgeoning, pushed.
piercing, and slashing damage for the same
duration. Creatures that only have hit points
equal to half their hit point maximum or
TEARING CLAWS fewer have disadvantage on the saving
throw, and are pushed back 15 feet on a
1st-level conjuration failed saving throw.
Casting Time: 1 action
Range: Self (15-foot cone) At Higher Levels. When you cast this
Components: V spell using a spell slot of 2nd level or
Duration: Instantaneous higher, the damage increases by a 1d10
Spell Lists: Artificer, Druid, Sorcerer, Wizard for each slot level above 1st.

Spectral draconic claws strike out from your TELEPORT OBJECT
body, slashing at your foes and shoving them
backward. Each creature in a 15-foot cone Conjuration cantrip
emanating from you must make a Dexterity
saving throw. On a failed save, a creature takes Casting Time: 1 bonus action
2d10 magical slashing damage and is pushed 5 Range: 30 feet
Components: V, S
Duration: Instantaneous
Spell Lists: Artificer, Bard, Sorcerer,
Warlock, Wizard

You teleport an object you’re holding a
short distance away. One object in your
hand vanishes in a puff of blue mist as
you teleport it to an unoccupied space
you can see within range. Alternatively,
you can teleport the object to a willing creature
you can see within range, either causing the
object to land at the creature’s feet, or within
reach of its free hand.
This spell can only teleport Tiny objects that
weigh 25 pounds or less and can be held in one
hand.

TENDRILS OF THUBAN

5th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a mind flayer’s tendril)
Duration: Concentration, up to 1 minute
Spell Lists: Warlock

The air seems to freeze in your lungs as an
emerald green star appears in the sky, and
tendrils the same color reach down from inside
that frozen star and lift your opponents into the

196

air, squeezing the life out of them. Choose a make a Strength check against your spell save
number of targets within range that and within DC to escape the tendrils.
30 feet of each other equal to your spellcasting
ability modifier. They take 2d10 cold damage WAILING WIND
and 2d10 bludgeoning damage and are
restrained 10 feet in the air on a failed save. 1st-level abjuration (ritual)
They take half damage and are not restrained Casting Time: 1 minute
on a successful saving throw. Targets Range: 30 feet
restrained by the tendrils take 2d10 cold Components: V
damage and 2d10 bludgeoning damage at the Duration: 8 hours
start of their turns. A restrained target may Spell Lists: Cleric, Druid, Ranger

When this spell is cast, you set up a magical
warning system. Choose any kind of
area within range that is an exit or
entrance to an indoor or underground
area of any kind. The total size of the
entrance or exit chosen must fit with a
40-foot cube. Until the spell ends, a
wailing, whistling wind blows towards
you whenever a Tiny or larger creature
touches or enters the warded area.
You do not have to be in the area to
receive the knowledge this spell
provides. The wailing wind will seek
you out as long as you are within 500
feet of the target area. The wailing
wind has a distinct audible sound that
can be heard by any creature, though
they do not know what it means unless
they are familiar with this spell.

WARNING SHOT

1st-level enchantment
Casting Time: 1 bonus action
Range: 60 feet
Components: V, M (a ranged weapon
or spellcasting focus)
Duration: 1 minute
Spell List: Ranger, Warlock

With an aggressive strike, you threaten
to punish any creature that dares enter
the space you claim as yours. Until this
spell ends, whenever you hit one or
more creatures with a ranged attack,
you can psychically claim an
unoccupied space of your choice

197

within 5 feet of one target that attack. Every WINGED HORDE
creature within 30 feet of a space claimed with
this spell perceives the illusion of a swirling ring Illusion cantrip
of red energy floating just above that space,
emitting tiny sparks. These creatures all know Casting Time: 1 action
this is an illusion, but also instinctively sense Range: 60 feet
the consequences for entering that space. Components: V S
Duration: Instantaneous
Until the spell ends, if any creature willingly Spell List: Sorcerer, Warlock
enters the claimed space, you can use your
reaction to either make a ranged weapon attack Swatting at your illusory horde of flesh-
against that creature or to cast a cantrip with a devouring sprites or other creatures distracts
casting time of 1 action that targets only that your enemies from your allies' maneuvers.
creature. If you hit the creature or it fails its Choose one creature within range, or choose
saving throw, you deal an extra 1d8 psychic two creatures within range that are within 5 feet
damage to the creature. of each other. A target must succeed on a
Wisdom saving throw or it takes 1d4 psychic
A space you claim with your warning shot damage and it can't take reactions until the start
remains claimed until the spell ends, until the of its next turn.
*space is occupied at the end of any creature’s
turn, or until you use this spell to claim a The spell's damage increases by 1d4 when
different space. you reach 5th level (2d4), 11th level (3d4), and
17th level (4d4).
At Higher Levels. If you cast this spell using a
spell slot of 3rd level or higher, the psychic WRATH OF THE IRON CITY
damage inflicted by this spell increases by 1d8
for every two levels above 1st. 1st-level evocation

If you cast this spell using a spell slot of 4th Casting Time: 1 action
level or higher, you can have up to two spaces Range: 60 feet
claimed at once. When you claim a third space, Components: V, S, M (an iron effigy of the
the space you’ve claimed longest stops being archdevil Dispater)
claimed. Duration: 1 round
Spell List: Warlock
WARP STONE
A crushing hand of iron appears, barely under
2nd-level transmutation your control, and as you attempt to unleash it
against your foe and protect yourself, you risk
Casting Time: 1 action grinding your own flesh. One target of your
Range: 30 feet choice within range must make a Strength
Components: V, S, M (a chisel) saving throw. On a failure, the target takes 2d12
Duration: Instantaneous magical bludgeoning damage and can’t willingly
Spell List: Artificer, Cleric, Druid, Sorcerer, move closer to you until the start of your next
Warlock turn, and you gain resistance to all damage
except necrotic and psychic damage until the
You twist and warp stone. If this spell is cast on start of your next turn.
a stone door, or a door in a stone frame, the
door opens and cannot be closed. If the target is On a success, you take half as much damage
a stone wall, the next attack to that section of as the target would have taken, and you can
the wall will deal double damage. If the target is choose one other creature within range, which
a stone statue, the statue becomes a leering must make a Strength saving throw. On a
grotesque. failure, this second creature can’t willingly move
closer to you until the start of your next turn and

198

it takes the same amount of magical reduced by half until the end of your next turn.
bludgeoning damage you took. As part of the same action used to cast this

At Higher Levels. When you cast this spell spell, before you make the ranged spell attack,
using a spell slot of 2nd level or higher, the you may choose to inflict necrotic damage equal
damage increases by 1d12 for each slot level to 1d4 plus your spellcasting ability modifier on
above 1st. a willing ally within 5 feet of you. This damage
cannot be reduced or prevented in any way. If
YOUR DELICIOUS WEAKNESS you inflict this damage on an ally, you gain
advantage on the ranged spell attack roll
2nd-level necromancy against your main target. In addition, if the
ranged spell attack hits, your target takes
Casting Time: 1 action additional poison damage equal to the necrotic
Range: 60 feet damage you dealt to your ally.
Components: V, S
Duration: Instantaneous At Higher Levels. When you cast this spell
Spell List: Warlock using a spell slot of 2nd level or higher, the
necrotic damage you inflict on your target and
Your choice of one creature within range must your ally both increase by 1d4 for each slot level
make an Intelligence saving throw. The target above 1st.
takes 4d6 psychic damage, or half as much on a
success. If the target is vulnerable to any
damage types, it also becomes vulnerable to the
psychic damage from this spell.

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

YOUR GLORIOUS
SACRIFICE

1st-level necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration:
Instantaneous
Spell List: Warlock

Make a ranged spell
attack against a target
within range. If the
attack hits, the target
takes 5d4 necrotic
damage and its speed is

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