Prey on the Weak At 13th level, you are at your deadliest when your enemies are at their weakest. When you make a successful weapon attack against a creature that currently has disadvantage on all attack rolls (for example, from being blinded or poisoned) or cannot take actions (for example, from being incapacitated), your attack deals an additional 1d6 damage. Envenom When you reach 17th level, you learn to deal a devastating surprise attack against a chosen foe, crippling their resistances. When you hit a creature with a weapon attack, you can force it to make a Constitution saving throw against your poison save DC. A surprised creature has disadvantage on the saving throw. On a failure, the damage dealt to it by the attack is doubled and it fails any saving throws against poison until the end of the turn. This effect occurs before any poisons applied with this attack. Once you use this feature, you can't do so again until you finish a long rest. Outlaw Outlaw rogues are daring swashbucklers who use agility and guile to stand toe-to-toe with their enemies. Hit and Run When you choose this specialization at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. Blade Flurry Also at 3rd level, you can trade lethal precision for daring agility. When you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn. In addition, if you hit and would inflict Sneak Attack damage, you can forgo half your Sneak Attack damage dice to make an additional weapon attack as part of the same action. If this attack hits, it deals additional damage dice equal to half your Sneak Attack damage dice. At 13th level, when you use Blade Flurry you can make two additional weapon attacks as part of the same action, each of which deals additional damage dice equal to half your Sneak Attack damage dice. Quick Draw Starting at 9th level, you can draw a weapon as part of an attack you make with it. In addition, once on your turn when you miss with a weapon attack, you can immediately make another attack with a different light weapon as part of the same action. Parry & Riposte By 13th level, you have become a master duelist. When you are hit by a weapon attack but before damage is rolled, you can use your reaction to add your proficiency bonus to your AC. If this causes the attack to miss you, you can immediately make one weapon attack against your attacker as part of the same reaction, if they are within range of your weapon. Once you use this feature, you must finish a short or long rest before you can use it again. 51
Killing Spree When you reach 17th level, you can unleash a devastating whirlwind of strikes against your enemies. You can use your action to make a melee weapon attack against any number of creatures you can see within 20 feet of you, with a separate attack roll for each target. Each successful attack automatically deals Sneak Attack damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you attacked. Using Killing Spree counts as dealing your Sneak Attack damage for this turn Once you use this feature, you can't do so again until you finish a long rest. Subtlety Subtlety rogues are dark stalkers who harness the power of shadows to ambush unsuspecting prey. Subterfuge When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the forgery kit. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. Shadow Magic Also at 3rd level, you gain the minor illusion cantrip if you don't already know it. You can also cast more potent spells using shadow points. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Intelligence is your spellcasting ability for spells cast using this feature. You have a number of shadow points equal to your rogue level divided by 3, rounded up. You must spend a number of shadow points equal to the spell's level to cast it. When you spend a shadow point, it is unavailable until you finish a short or long rest, at the end of which you regain all your expended shadow points. You are initially able to cast the spells fog cloud and silent image. At higher levels, you learn to cast additional spells, as shown in the Shadow Magic Spells table. Shadow Magic Spells Rogue Level Spells 3rd fog cloud, silent image 7th invisibility, misty step 13th blink, major image 19th dimension door, greater invisibility Nightstalker Starting at 9th level, you are more adept at striking from the shadows. When you make an attack with advantage and the attack hits, it deals an additional 1d6 damage. Shadow Focus At 13th level, you can cast your Shadow Magic spells as a bonus action. These spells are also enhanced in the following ways: You ignore the obscurement created by your fog cloud. When you cast silent image or major image, as a bonus action you can change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion. Your invisibility and greater invisibility spells also make you imperceptible to blindsight and tremorsense, in addition to normal sight. When you cast misty step or dimension door, you can immediately turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. While using blink, if the result of your d20 roll is 10 or lower, you have half cover until the start of your next turn. Secret Technique When you reach 17th level, you learn to conjure illusory doubles to strike at your foes. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can use your bonus action to target a second creature that you can see within 30 feet of the first creature. Make an attack roll with the same weapon against this creature; if the attack succeeds, it deals psychic damage equal to your Sneak Attack damage instead of the attack's normal damage. 52
Shaman Shamans are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shamans commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shamans summon totems that focus the elements to support the shaman's allies or punish those who threaten them. Class Features As a shaman, you gain the following class features. Hit Points Hit Dice: 1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Persuasion, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) any simple melee weapon (a) scale mail or (b) leather armor (a) a light crossbow and 20 bolts or (b) two handaxes (a) a priest's pack or (b) an explorer's pack A shield and a shamanic totem 53
Shaman Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Kalimag, Spellcasting, Elemental Attunement 2 4 2 — — — — — — — — 2nd +2 Totemist 2 5 3 — — — — — — — — 3rd +2 Shaman Specialization 2 6 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 7 4 3 — — — — — — — 5th +3 — 3 8 4 3 2 — — — — — — 6th +3 Specialization Feature 3 9 4 3 3 — — — — — — 7th +3 Totemist (2/rest) 3 10 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — — 9th +4 — 3 12 4 3 3 3 1 — — — — 10th +4 Totem Mastery 4 13 4 3 3 3 2 — — — — 11th +4 — 4 14 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — — 13th +5 — 4 16 4 3 3 3 2 1 1 — — 14th +5 Specialization Feature 4 17 4 3 3 3 2 1 1 — — 15th +5 Totemist (3/rest) 4 18 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 18 4 3 3 3 2 1 1 1 — 17th +6 — 4 19 4 3 3 3 2 1 1 1 1 18th +6 Specialization Feature 4 19 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 20 4 3 3 3 3 2 1 1 1 20th +6 Elemental Ascension 4 20 4 3 3 3 3 2 2 1 1 Kalimag You can speak, read, and write Kalimag, the sacred language of elementals. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check. Spellcasting As a conduit for elemental power, you can cast shaman spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the shaman spell list and new spells. Cantrips At 1st level, you know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table. Spell Slots The Shaman table shows how many spell slots you have to cast your shaman spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the shaman spell list. The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots. ─Spell Slots per Spell Level─ 54
Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells. Your magic comes from your devotion to the elements. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a shamanic totem as a spellcasting focus for your shaman spells. Elemental Attunement Also at 1st level, you can align your spirit with one of the elements. Choose one of the elemental attunements listed below. You can change your attuned element whenever you finish a long rest. Air. When you make a Dexterity check, you can roll a d4 and add the number rolled to the ability check. You also gain a bonus to your AC against ranged weapon attacks equal to your Wisdom modifier (minimum of +1). Earth. When you make a Strength check, you can roll a d4 and add the number rolled to the ability check. While you aren't wearing heavy armor, you also subtract your Wisdom modifier (minimum of 1) from any bludgeoning, piercing, and slashing damage that you take. Fire. When you make a Charisma check, you can roll a d4 and add the number rolled to the ability check. You also gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1). Water. When you make a Wisdom check, you can roll a d4 and add the number rolled to the ability check. You also subtract your Wisdom modifier (minimum of 1) from any acid, cold, fire, lightning, or thunder damage that you take. Totemist Beginning at 2nd level, you can summon an totem which channels the power of the elements. Using a shamanic totem, you can take an action to magically summon a Small elemental totem in an unoccupied space on a horizontal surface within 30 feet of you. Once you summon a totem, you can't do so again until you finish a short or long rest. Beginning at 7th level, you can use your Totemist feature twice between rests, and beginning at 15th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. You can have only one elemental totem summoned at a time; an existing totem is destroyed if you use this feature again to summon a new one. The totem is a magical object. It has an AC of 18 and a number of hit points equal to five times your shaman level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss it early as an action. You choose whether to summon a totem of air, earth, fire, or water. At the end of your turn, you can choose to use one of the element's listed totem powers. Totem powers use your shaman spell attack modifier and spell save DC, and have a range of 30 feet. Totem powers that involve rolling 1d4 roll additional dice as you gain shaman levels: 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Air Totem Powers Totems of air can strike enemies with crackling lightning and heighten the agility of your allies. Stormlash. Make a ranged spell attack roll against a creature you can see within the totem's range. On a hit, the target takes lightning damage equal to 1d4 + your Wisdom modifier, and it can't take reactions until the start of its next turn. Windwalk. Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature adds 10 feet to its movement speed, and its movement doesn't provoke opportunity attacks, until the end of its next turn. Earth Totem Powers Totems of earth can incapacitate enemies with grasping vines and grant allies great resilience. Earthgrab. Choose a creature you can see within the totem's range, which must be within 5 feet of the ground. The creature must succeed on a Strength saving throw or be restrained by the vines until the end of your next turn. Stone Bulwark. Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature gains temporary hit points equal to 1d4 + your Wisdom modifier. 55
Fire Totem Powers Totems of fire can bless your allies' weapons with searing flame, or radiate blazing heat to burn your enemies. Fire Nova. Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature must make a Constitution saving throw. On a failed save a target takes 1d4 fire damage, or half as much damage on a successful one. Flametongue. Choose a creature you can see within the totem's range. The next successful weapon attack that creature makes, until the end of its next turn, deals additional fire damage equal to 1d4 + your Wisdom modifier. Water Totem Powers Totems of water can restore the vitality of your allies or freeze your enemies with chilling ice. Healing Stream. A creature you can see within the totem's range to regains hit points equal to 1d4 + your Wisdom modifier. This power can restore a creature to no more than half of its hit point maximum, and has no effect on undead or constructs. Icechill. Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature must succeed on a Constitution saving throw or take 1d4 cold damage, and have its speed reduced by 10 feet until the end of your next turn. Shaman Specialization At 3rd level, you choose a specialization which focuses your growing mastery over the elements. Choose Elemental, Enhancement, or Restoration, all detailed at the end of the class description. The specialization you choose grants you features at 3rd level and again at 6th, 10th, and 14th level. Specialization Spells Each specialization has a list of spells---its specialization spells---that you gain at the shaman levels noted in the specialization description. These spells count as shaman spells for you, but don't count against the number of shaman spells you know. These spells can't be replaced when you gain a level in this class. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Totem Mastery Beginning at 10th level, you gain the following benefits: The range at which you can summon your totem, and the range of totem powers, increases to 60 feet. You can use a bonus action to move your totem to an unoccupied space on a horizontal surface within 60 feet of you. You can cast spells as though you were in your totem's space, though you still use your own senses. Elemental Ascension When you reach 20th level, you can assume the form of a mighty elemental avatar. You can use your action to cast investiture of flame, investiture of ice, investiture of stone, or investiture of wind (found in Xanathar's Guide to Everything) without expending a spell slot and without requiring concentration. While using this feature, you can use the investiture's special action once on your turn for free, without using an action. In addition, when you cast a spell using a spell slot it is cast one spell level higher, to a maximum of 9th level. Once you use this feature, you can't use it again until you finish a long rest. Shaman Specializations While all shaman harness the power of the elements to use their abilities, different shaman do so in different ways. The specialization you choose reflects your approach. Elemental The primal magic of elemental shaman can be used to damage enemies from afar with lightning strikes, earthquakes, and lava bursts. Elemental Specialization Spells Shaman Level Spells 3rd flaming sphere, maximilian's earthen grasp 5th erupting earth, lightning bolt 7th ✦ thunderstorm, wall of fire 9th conjure elemental, control winds ✦ spell found in chapter 5 Bonus Cantrip When you choose this specialization at 3rd level, you learn one additional shaman cantrip of your choice. Primal Recovery Also at 3rd level, you can regain some of your magical energy by sitting in meditation and communing with the elemental spirits. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your shaman level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level shaman, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Echo of the Elements Beginning at 6th level, your spells surge with reverberating power. When you roll damage for a shaman spell and roll the highest number possible on any of the dice, roll those dice again and add those rolls to the damage. You may only reroll each die once with this feature. 56
Primal Elementalist When you reach 14th level, by force or friendship, you have earned the loyalty of powerful elemental spirits. Any elemental summoned or created by a spell that you cast gains the following benefits while under your control: Its hit point maximum is increased by an amount equal to your shaman level. When it makes an attack, you can replace its natural attack modifier with your spell attack modifier. It adds half your proficiency bonus to its damage rolls. The damage from its attacks is considered magical. In addition, whenever you start casting such a spell, you can modify it so that its cast time becomes 1 action and it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. Elemental Overload At 18th level, when you cast a spell, you can choose to overload yourself with elemental might. During this turn, you have advantage on any spell attack rolls made for the spell, any saving throws made against the spell have disadvantage, and the spell deals maximum damage. After using this feature, you can't cast spells until the end of your next turn. Once you use Elemental Overload, you can't use it again until you finish a long rest. Enhancement Enhancement shaman call on the spirits to aid them in battle directly, enhancing their blows with elemental power. Enhancement Specialization Spells Shaman Level Spells 3rd searing smite, thunderous smite 5th blur, enhance ability 9th haste, ✦ spirit beast 13th fire shield, stoneskin 17th destructive wave, ✦ sundering ✦ spell found in chapter 5 Totem Warrior When you choose this specialization at 3rd level, you gain proficiency with martial weapons. When wielding a weapon you are proficient with, you can use it as a spellcasting focus for your shaman spells. In addition, you may use your Wisdom modifier instead of Dexterity for the purposes of determining your AC. You still must respect the limitations, conditions, and restrictions of any armor you wear. In particular, if your armor limits the maximum Dexterity modifier you may apply to your AC, that limitation also applies to your Wisdom modifier. Finally, you refer to the Enhancement Spellasting table to determine your spells known and spell slots gained whenever you gain a level in this class. You may prepare a number of shaman spells equal to your Wisdom modifier + half your shaman level, rounded down (minimum of one spell). You otherwise follow the rules for shaman spellcasting as described earlier in the class description. 57
Enhancement Spellcasting Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 3rd 2 5 3 — — — — 4th 2 5 3 — — — — 5th 2 6 4 2 — — — 6th 2 6 4 2 — — — 7th 3 7 4 3 — — — 8th 3 7 4 3 — — — 9th 3 8 4 3 2 — — 10th 3 8 4 3 2 — — 11th 3 9 4 3 3 — — 12th 3 9 4 3 3 — — 13th 3 10 4 3 3 1 — 14th 3 10 4 3 3 1 — 15th 3 11 4 3 3 2 — 16th 3 11 4 3 3 2 — 17th 3 12 4 3 3 3 1 18th 3 12 4 3 3 3 1 19th 4 13 4 3 3 3 2 20th 4 13 4 3 3 3 2 Fighting Style Also at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense. While you are wearing armor, you gain a +1 bonus to AC. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Versatile Weapon Fighting. When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon. In addition, you gain a +1 bonus to AC if you are wielding that weapon with two hands. Variant Rule: Light Maces To give dual-wielding enhancement shaman more weapon variety, dungeon masters might consider giving maces the Light weapon property. Bonus Cantrips Finally at 3rd level, you learn one of the following cantrips: acid-bite blade, booming blade, chilling blade, or green-flame blade. These cantrips don't count against your number of cantrips known. You gain another cantrip from this list at 7th, 11th, and 15th level, or another shaman cantrip of your choice if you've already learned all four. Enhancement Weapon Strikes Many enhancement shaman call their weapon attack cantrips by different names. For example, Acid-bite blade is called rockbiter; Booming blade is called stormstrike; Chilling blade is called frostbrand; Green-flame blade is called lava lash. Windfury Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you take the Attack action you may replace one of the attacks with casting a shaman cantrip. Enhanced Elements When you reach 14th level, your relationship with the elements is strengthened. When you finish a long rest you can choose two Elemental Attunement options. In addition, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage of type acid, cold, fire, lightning, or thunder (your choice). Stormkeeper Beginning at 18th level, when you take the Attack action on your turn, you may replace one of the attacks with casting a shaman spell that has a casting time of 1 action. You may only replace at most one attack on your turn with a spell using this ability or Windfury. Nature Damage? In World of Warcraft, the element of earth is often associated with Nature damage. Since this damage type does not exist in D&D 5E, acid damage is sometimes used to represent pure earth-aspected magic. ─Spell Slots─ 58
Restoration By calling on their spiritual power, restoration shaman can restore health to injured allies. Restoration Specialization Spells Shaman Level Spells 3rd calm emotions, ✦ wellspring 5th aura of vitality, ✦ chain heal 7th aura of purity, control water 9th maelstrom, ✦ tranquil rain ✦ spell found in chapter 5 Deep Healing When you choose this specialization at 3rd level, you learn how to call upon the elements for aid when your allies are near death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the spare the dying cantrip, which doesn't count against the number of shaman cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. Elemental Aegis Also at 3rd level, you can invoke the elements to safeguard your allies. When another creature you can see within 60 feet of you takes damage, you can use your reaction to reduce that damage by 2d6 plus half your shaman level. In addition, you can choose to apply one of the following elemental effects: Air Shield. If you used this reaction in response to a melee attack, the attacker must make a successful Strength saving throw or be pushed straight backwards 15 feet Earth Shield. The defended creature regains hit points equal to the amount by which you reduced the damage. Fire Shield. If you used this reaction in response to a melee attack, the attacker must make a successful Dexterity saving throw or take fire damage equal to the amount by which you reduced the damage, or half as much damage on a successful save. Water Shield. The defended creature has advantage on the next saving throw it makes before the end of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Deluge Beginning at 6th level, whenever you use a spell of 1st level or higher to restore hit points to more than one creature, all affected creatures regain additional hit points equal to 2 + the spell's level. Spirit Tide At 14th level, you can replenish the spirits of nearby allies with a swell of restorative energy. As an action, choose a number of creatures within 60 feet that you can see, up to your proficiency bonus. For each target, roll 1d4 and choose one of the following effects: The creature regains one expended spell slot, the level of which equals their number rolled or lower (the creature's choice). The creature regains hit points equal to your proficiency bonus, and can choose to spend hit dice to regain hit points as if they completed a short rest. It can spend a number of hit dice up to the number you rolled (the creature's choice). You can use this feature once, and regain the ability to use it again when you finish a long rest. Resurging Elements When you reach 18th level, you can extend the protective elemental energy you invoke to safeguard your allies. As a bonus action on your turn, you can expend a use of Elemental Aegis and ward a creature you can see within 60 feet. For 1 minute, you can use your reaction to defend the warded target with your Elemental Aegis feature without expending its uses. You can only ward one creature at a time with this feature, but can continue to use Elemental Aegis to defend other creatures, expending uses as normal. You can use Resurging Elements again to ward a new creature, ending the ward on the previous target. 59
Warlock In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock's knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer's ranks to wreak havoc on anyone who stands in their master's way. Warlocks can ignite distant enemies in searing flame, send them fleeing in terror and pain, or afflict them with corrupting diseases and curses that steal the victim's vitality. Class Features As a warlock, you gain the following class features. Hit Points Hit Dice: 1d6 per warlock level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per warlock level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a dagger (a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) an explorer's pack 60
Warlock Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level 1st +2 Eredun, Pact Magic, Demon Summoning 2 2 1 1 2nd +2 Warlock Specialization 2 3 2 1 3rd +2 Demonic Pact 2 4 2 2 4th +2 Ability Score Improvement 3 5 2 2 5th +3 Soul Shards (3) 3 6 2 3 6th +3 Specialization Feature 3 7 2 3 7th +3 Demonic Power 3 8 2 4 8th +3 Ability Score Improvement 3 9 2 4 9th +4 Soul Shards (4) 3 10 2 5 10th +4 Specialization Feature 4 10 2 5 11th +4 Fel Arcanum (6th level) 4 11 3 5 12th +4 Demonic Power Improvement, Ability Score Improvement 4 11 3 5 13th +5 Fel Arcanum (7th level) 4 12 3 5 14th +5 Specialization Feature 4 12 3 5 15th +5 Soul Shards (5), Fel Arcanum (8th level) 4 13 3 5 16th +5 Ability Score Improvement 4 13 3 5 17th +6 Fel Arcanum (9th level) 4 14 4 5 18th +6 Demonic Power Improvement 4 14 4 5 19th +6 Ability Score Improvement 4 15 4 5 20th +6 Dark Soul 4 15 4 5 Eredun You can speak, read, and write Eredun, the profane language of demons. Additionally, whenever you make a Charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check. Pact Magic Your research into fel magic and the oaths you've sworn to dark powers have given you facility with spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 5 for the warlock spell list and new spells. Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. 61
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast any warlock spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells. Demon Summoning You can summon demonic minions from the Twisting Nether, to aid you and do your bidding. Doing so requires you to perform a 10-minute ritual, at the end of which you summon a felhunter, imp, succubus, or voidwalker to serve as your minion. If you choose the demonology specialization at 2nd level, you can also summon a felguard minion. You can perform this ritual once and regain the ability to do so when you finish a long rest, unless you expend a warlock spell slot to do so again. The stat blocks for these creatures can be found in appendix C. In combat, the summoned demon acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the demon can take any action of its choice, not just Dodge. As an action, you can temporarily banish your minion. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can banish it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. If a summoned demonic minion drops to 0 hit points, it is immediately banished back to the Twisting Nether and must be resummoned. You can only have one summoned demonic minion at a time; summoning a new one causes an existing minion to immediately be banished back to the Twisting Nether. 62
Demonic Magic After you summon a demonic minion, you temporarily learn a number of spells from the Demonic Magic feature in the minion's stat block. You learn all the spells that you can cast with your warlock spell slots. These spells count as warlock spells for you, but don't count against the number of warlock spells you know. You know these spells until you summon a new demonic minion, and learn its Demonic Magic spells. For example, if you are a 5th level warlock and summon an imp minion, you temporarily learn the spells silent image, invisibility, and blink. You do not learn the spells confusion or mislead, since they are too high level to cast with your warlock spell slots. Warlock Specialization At 2nd level, you hone your study of profane magic towards a particular specialization. Choose Affliction, Demonology, or Destruction, all detailed at the end of the class description. The specialization you choose grants you features at 2nd level and again at 6th, 10th, and 14th level. Demonic Pact Beginning at 3rd level, you can enhance your demon summoning capabilities. Choose one of the following: Pact of Supremacy Your demonic minions add their proficiency bonus to their AC, and have an additional number of hit points equal to your warlock level. Pact of Sacrifice You may use your action to reduce your current demonic minion to 0 hit points, making a pact of sacrifice to gain some of its power. This pact gives you several benefits, and lasts until you finish a long rest or summon another demonic minion. When you make a pact of sacrifice, your hit point maximum and current hit points increase by your warlock level. You also gain proficiency in the sacrificed demon's listed skills and saving throws. Finally, once per turn when you deal damage with a spell, you can add your proficiency bonus to one damage roll of that spell. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Soul Shards At 5th level, you can harvest fragments of souls and capture them in magical gems known as soul shards. You may have a maximum of three soul shards, increasing to four soul shards at 9th level, and five soul shards at 15th level. You may expend your sould shards to may use to fuel the soul rites listed below. You regain all expended soul shards when you finish a long rest. You may also use your reaction to regain a soul shard when a living creature within 60 feet dies, harvesting a portion of their soul before it passes to the Shadowlands. A creature must have a challenge rating of 1/4 or higher for their soul to be harvested in this way. Soul Rites You can spend soul shards on any of the following soul rites. Create Healthstone. As an action, you may expend a soul shard to create a healthstone, which you may keep or give away. As an action, anyone may crush a healthstone to regain hit points equal to 1d8 + your warlock level. The healthstone is destroyed after use, or when you finish a long rest. Create Soulstone. As an action, you may expend a soul shard to create a soulstone, which you may keep or give away. You may only have one soulstone in existence at a time; using this rite again immediately destroys the previous soulstone. When the bearer of your soulstone is reduced to 0 hit points but not killed outright, they may drop to 1 hit point instead, and the soulstone is destroyed. If not used, the soulstone is destroyed when you finish a long rest. Nether Ward. When you roll a saving throw, you can use your reaction and expend a soul shard to reroll the saving throw. You can choose to use this rite after you make your initial roll, but before the DM declares whether the saving throw succeeds or fails. Soul Burn. You can spend a soul shard when you cast a warlock spell to make the spell ignore damage resistance and immunity. Soul Conduit. You can use a soul shard to cast a warlock spell you know without expending a spell slot. The spell must be of level at most half your proficiency bonus. Demonic Power Beginning at 7th level, you can draw even more magical power from your demonic minions. You can cast a Demonic Magic spell once without expending a warlock spell slot, and regain the ability to do so when you finish a long rest. At 12th level, you can cast your current 1st level Demonic Magic spell at will, without expending a spell slot. At 18th level, you can cast your current 2nd level Demonic Magic spell at will, without expending a spell slot. Fel Arcanum At 11th level, your investigations into the darkest mysteries of the Twisting Nether have allowed you to discover a forbidden magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Fel Arcanum when you finish a long rest. 63
Dark Soul At 20th level, you can draw on your inner reserve of mystical power while calling on the terrible darkness of the Twisting Nether to regain expended spell slots. You can spend 1 minute performing a profane ritual to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. Warlock Specializations While all warlocks harness the fel energies of the Twisting Nether for their own purposes, they do so in different ways. The specialization you choose reflects how you pursue this terrible power, and what you wish to accomplish with it. Affliction Affliction warlocks are masters of shadow magic who specialize in spells that sap the life and will of their enemies. Expanded Spell List As a specialist in affliction, you may choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Affliction Expanded Spells Warlock Level Spells 3rd blindness/deafness, ✦ mind blast 5th slow, vampiric touch 7th blight, confusion 9th antilife shell, contagion ✦ spell found in chapter 5 Corruption When you adopt this specialization at 2nd level, you learn to corrupt the efforts of others with dark magic. You have a number of corruption dice equal to your Intelligence modifier, which are d6s. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend a corruption die, rolling the die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. Using this feature requires verbal and somatic components as if casting a spell. A corruption die is expended when you use it. You regain all of your expended corruption dice when you finish a short or long rest. Your corruption dice change when you reach certain levels in this class. The dice become d8s at 6th level, d10s at 10th level, and d12s at 14th level. Shadow Embrace Beginning at 6th level, when you cast a spell that deals necrotic or psychic damage, you can add your corruption die to one necrotic or psychic damage roll of that spell against one of its targets. This does not expend a corruption die. In addition, you can cast warlock spells with a range of touch and make melee spell attacks against targets you can see within 60 feet. Siphon Life At 10th level, you have learned how to draw strength from the misery of your foes. Whenever you use Corruption, you gain temporary hit points equal to the number rolled. Endless Affliction Starting at 14th level, whenever you use Corruption, you can roll a d6 and use it instead of expending a corruption die. In addition, if you use Corruption on a creature and it dies before the end of your next turn, you can choose to regain an expended soul shard. Demonology Demonology warlocks are masters of demons who compel fiendish powers to aid them. They use these powers to bolster the strength of their summoned demons, or even claim them for their own use. Expanded Spell List As a specialist in demonology, you may choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Demonology Expanded Spells Warlock Level Spells 3rd enhance ability, warding bond 5th crusader's mantle (necrotic damage), haste 7th aura of purity, guardian of faith (necrotic damage) 9th circle of power, planar binding Master Demonologist When you adopt this specialization at 2nd level, your demonic magic become more powerful. You treat your proficiency bonus as if it was 2 higher for the purposes of determining your demon's statistics (and the bonus damage of Pact of Sacrifice, if you select that feature at 3rd level). Soul Link When you reach 6th level, you can share your pain with your demonic thralls. Whenever you take damage while within 60 feet of a demon you summoned with a warlock spell or class feature, you may choose to reduce the damage taken by half. Your demon immediately takes the same amount of damage, which can't be reduced in any way. This feature doesn't transfer any other effects that might accompany the damage. Master Summoner At 10th level, you learn the spell summon greater demon, which does not count against your number of spells known. You can cast it once at 5th level without expending a spell slot, and regain the ability to do so when you finish a long rest. In addition, whenever you cast a spell that summons a demon, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting, and the demon automatically fails any saving throws made to resist your control. 64
Fel Domination Beginning at 14th level, when you use your Master Summoner feature to cast summon greater demon without expending a spell slot, you can choose to cast it at the level of your highest Fel Arcanum. Demonic Metamorphosis Some demonology warlocks that choose Pact of Sacrifice take on the fel features of their sacrificed demons, growing howns, claws, even tattered wings, their bodies wreathed in shadowy energy. Destruction Destruction warlocks are masters of chaos who call down fire and fel to burn and demolish enemies. They are wellversed in discharging a dizzying array of shadow, fel, fire, and chaos magics that rattle souls and conflagrate bodies. Expanded Spell List As a specialist in destruction, you may choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Destruction Expanded Spells Warlock Level Spells 3rd heat metal, ✦ living bomb 5th fire ball, protection from energy 7th fire shield, wall of fire 9th destructive wave, ✦ pyroblast ✦ spell found in chapter 5 Eradication When you adopt this specialization at 2nd level, you learn one damaging warlock cantrip of your choice, which does not count against your number of cantrips known. Your damaging warlock cantrips deal an additional die of damage. Havoc At 6th level, when you cast a spell that targets only one creature and doesn't have a range of self, you can use this feature to target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, hold person cast at 3rd level or higher is not eligible, but conflagrate is. Once you use this feature, you can't use it again until you finish a short or long rest. Chaotic Energies Beginning at 10th level, the chaotic energies you harness improve the destructive potential of your spells. Whenever you cast a spell that deals damage, the spell's damage dice increase in size by one step; d4 to d6, d6 to d8, d8 to d10, and d10 to d12. If a spell already deals its damage in d12 dice, they don't increase any further. Unleash Chaos When you reach 14th level, you may use your action to hurl a roaring bolt of chaotic energy towards a target within 120 feet. Your target must make a Dexterity saving throw. On a failed save, it takes force damage equal to 5d12 + twice your warlock level, which ignores resistance and immunity to force damage. In addition, roll a d6 to determine what condition the target suffers until the end of your next round. 1: The target is blinded. 2: The target is charmed. 3: The target is frightened. 4: The target is incapacitated. 5: The target is knocked prone. 6: The target suffers two conditions. Roll twice more, rerolling any 6. On a successful save, the target takes half damage and suffers no additional effects. Once you use this feature, you can't use it again until you finish a long rest. 65
Warrior For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. Class Features As a warrior, you gain the following class features. Hit Points Hit Dice: 1d10 per warrior level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warrior level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) leather armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer's pack or (b) an explorer's pack 66
Warrior Level Proficiency Bonus Features Maneuvers Known Maximum Rage Points 1st +2 Fighting Style, Second Wind — — 2nd +2 Action Surge (one use), Rage 2 2 3rd +2 Warrior Specialization 2 3 4th +2 Ability Score Improvement 3 3 5th +3 Extra Attack 3 4 6th +3 Rage (2/turn) 3 4 7th +3 Specialization Feature 4 5 8th +3 Ability Score Improvement 4 5 9th +4 Indomitable 4 6 10th +4 Specialization Feature 5 6 11th +4 Extra Attack (2) 5 7 12th +4 Ability Score Improvement 5 7 13th +5 Indomitable (two uses) 5 8 14th +5 Rage (3/turn) 6 8 15th +5 Specialization Feature 6 8 16th +5 Ability Score Improvement 6 9 17th +6 Action Surge (two uses), Indomitable (three uses) 6 9 18th +6 Specialization Feature 7 9 19th +6 Ability Score Improvement 7 10 20th +6 Extra Attack (3) 7 10 Fighting Style You adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Rapid Reloading You ignore the loading property of ranged weapons you are proficient in. In addition, when you roll a 1 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additional Fighting Styles If you own Tasha's Cauldron of Everything, you can ask your DM if you can take the optional fighter fighting styles detailed within, in addition to the fighting styles listed here. 67
Versatile Weapon Fighting When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon. In addition, you gain a +1 bonus to AC if you are wielding that weapon with two hands. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your warrior level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Rage Also at 2nd level, you learn to harness the fury of battle to unleash devastating techniques on your foes. Rage Points You start with 0 rage points and gain one rage point at the beginning of each of your turns in combat, which you can spend on special maneuvers detailed under "Rage Maneuvers" at the end of the warrior class description. You gain an additional rage point at the beginning of each of your turns at 6th and 14th level. Your warrior level determines the maximum number of rage points you can have, as shown in the Maximum Rage Points column of the Warrior table. Out of combat, any unused rage points disappear after one minute. Rage Maneuvers You know a small number of special techniques called rage maneuvers which you can use in battle. All rage maneuvers cost two rage points to use and are declared when you hit a target with a weapon attack, unless otherwise stated in the maneuver's description. You can only use one maneuver with a single attack, with the exception of Heroic Strike. You begin by knowing two maneuvers of your choice. You also know the Heroic Strike maneuver, which does not count against your number of maneuvers known. You learn additional maneuvers at the levels shown in the Maneuvers Known column of the Warrior class table. Each time you gain a warrior level, you can also replace one maneuver you know with a different one. Saving Throws Some of your rage maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Rage maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) 68
Warrior Specialization At 3rd level, you choose a specialization which enhances your combat styles and techniques. Choose Arms, Fury, or Protection, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Warrior Specializations Different warriors choose different towards the art of war. The specialization you choose reflects your approach. Arms Arms warriors are battle-hardened weapon masters, using mobility and overpowering attacks to strike down their foes. Size Up When you choose this specialization at 3rd level, you gain proficiency with the Insight skill. Additionally, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score Dexterity score Constitution score Armor Class Current hit points Total class levels (if any) Warrior class levels (if any) Tactical Brilliance Also at 3rd level, you are able to quickly adapt to the changing battlefield. You can take the Disengage or Help action as a bonus action on your turn in combat. In addition, the first rage maneuver you use on your turn costs one less rage point (minimum of one rage point). Arms Techniques While all warriors can use their rage to fuel special combat maneuvers, at 7th level you learn how to use more potent martial techniques. You can use this feature two times, selecting any of the options listed below, and regain all expended uses of it when you finish a long rest. You gain an additional use of this ability at 10th, 15th, and 18th level. Colossus Smash. After you make a successful weapon attack you can use this technique to rend your target's defenses. The next time that creature is hit with an attack, the creature has vulnerability to all of that attack's damage. Heroic Leap. You can use your action to leap up to your speed towards an unoccupied space, which doesn't provoke opportunity attacks. Each creature within 10 feet of you when you land must make a Dexterity saving throw. On a failed save, a creature takes thunder damage equal to 2d12 + your warrior level and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. Overpower. When you are hit by a weapon attack but before damage is rolled, you can use your reaction to add your proficiency bonus to your AC. If this causes the attack to miss you, you can immediately make one weapon attack against your attacker as part of the same reaction, if they are within range of your weapon. Titanic Might When you reach 10th level, you can empower your weapon strikes with titanic strength. The first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your warrior level. Seasoned Soldier Starting at 15th level, when you roll initiative and have no uses of Arms Techniques remaining, you regain one use. Battle Shout When you reach 18th level, your commanding presence can sway the tide of battle. As a bonus action, you unleash a battle cry that emboldens your allies. Up to ten other creatures of your choice within 60 feet of you that can hear you are freed of any effects causing the charmed or frightened conditions. These creatures also gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can't use it again until you finish a long rest. Fury Fury warriors are furious berserkers who unleash a flurry of attacks to carve their opponents to pieces. Furious Mien When you choose this specialization at 3rd level, you gain proficiency with the Intimidation skill. Additionally, you can always choose to make Intimidation checks with Strength rather than Charisma. Berserker's Grip Also at 3rd level, you can use two-weapon fighting even when the melee weapons you are wielding aren't light, as long as they do not have the two-handed property. In addition, whenever you score a critical hit with a weapon attack, you gain one rage point. 69
Rampage At 7th level, you can throw aside all concern for defense to attack with reckless abandon. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Titan's Grip When you reach 10th level, you can wield even larger weapons one-handed. You gain the following benefits: When wielding a versatile weapon in one hand, you may use the two-handed damage die. You may wield a two-handed melee weapon in one hand, treating it as a one-handed weapon. You have a -2 penalty on attack rolls made when wielding a two-handed weapon this way. Bloodthirst Starting at 15th level, your melee weapon attacks score a critical hit on a roll of 19 or 20. In addition, whenever you score a critical hit against a hostile creature with a melee weapon attack, you regain hit points equal to 1d6 + your Constitution modifier. Berserker Rage At 18th level, your fury has made you an implacable force of destruction. After you Rampage, you have advantage on saving throws until the beginning of your next turn. Protection Protection warriors are stalwart protectors who use their shield to safeguard themselves and their allies. Vigilant When you choose this specialization at 3rd level, you gain proficiency with the Perception skill. Additionally, you have advantage on Perception checks made to detect creatures attempting to hide from you. Threatening Also at 3rd level, you know the rage maneuver Taunting Strike, which doesn't count against your maneuvers known. Taunting Strike no longer prompts a Wisdom saving throw and always affects its target. Once on your turn, you can use Taunting Strike with no rage cost. 70
Intercept When you reach 7th level, you can react quickly to selflessly protect your allies. Whenever an ally within your movement speed is attacked by a creature you can see, you can use your reaction to move up to your speed to within 5 feet of the ally and force the attack to target you instead. This movement doesn't provoke opportunity attacks. Until the beginning of your next turn, all attacks made against your ally have disadvantage while you remain within 5 feet of them. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Sword and Board Beginning at 10th level, you are an expert at using your shield for defense as well as offense. You gain the following abilities: Shield Block. You can use a bonus action to assume a defensive stance with your shield. You gain the benefits of half cover until the beginning of your next turn. Shield Slam. When you take the Attack action while wielding a shield, you can use a bonus action to make a melee weapon attack with your shield. This attack uses the same ability modifier as your primary attack. The damage die for this attack is a d4, and it deals bludgeoning damage. If your shield offers an additional bonus to AC above its normal bonus, you add the additional bonus to the cover bonuses of Shield Block, and the attack and damage rolls of Shield Slam. Safeguard When you reach 15th level, whenever you or an ally within 5 feet of you is subject to an attack roll made with disadvantage, even if that attack hits, its damage is halved. Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. Rage Maneuvers Unless stated otherwise, all maneuvers cost two rage points and are used when you hit a creature with a weapon attack. The maneuvers are presented in alphabetical order. Charge As a bonus action, you can use this maneuver to move up to your speed toward a creature that you can see, which doesn't provoke opportunity attacks. You must end this move closer to the creature than you started. If this maneuver is used in your first turn of combat, it generates two rage points instead of costing rage. Cleave Choose another creature within 5 feet of the original target and within range of your weapon. If the original attack roll would hit the second creature, it takes damage equal to your proficiency bonus + your Strength or Dexterity modifier (your choice). Defensive Strike Until the beginning of your next turn, the first attack roll made against you each turn has disadvantage, provided you can see the attacker. Demoralizing Strike The damage of your target's next melee attack before the end of your next turn is halved. Disarming Strike Your target must succeed on a Strength saving throw or drop one item of your choice that it is holding; the object lands at its feet. Dull Pain When an attacker that you can see hits you with an attack, you can spend one rage point to gain resistance to the attack's damage against you. Forceful Strike If your target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Hamstring Your target's movement speed is halved until the end of your next turn. Heroic Strike After you roll damage with a weapon attack, you can spend one rage point to reroll the weapon's damage dice and use either result. You can spend additional rage to use this maneuver additional times on the same attack. Intimidating Strike Your target must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. Mortal Strike Your weapon attacks, including this one, ignore your target's damage resistances until the beginning of your next turn. Pummel If your target makes a concentration check as a result of this attack, they have disadvantage on that roll. Sunder Armor The next attack roll made against your target before the end of your next turn is made with advantage. Taunting Strike Your target must succeed on a Wisdom saving throw or have disadvantage on attack rolls against targets other than you until the end of your next turn. This maneuver can only be used with melee weapon attacks. Victory Rush When you reduce a hostile target to 0 hit points, you can spend one rage point (no action required) to gain temporary hit points equal to your Constitution modifier + your warrior level (minimum of 1). You can use this maneuver at most once per turn. 71
Chapter 3: Equipment New Weapons Name Cost Damage Weight Properties Simple Melee Weapons Warclaw 15 gp 1d6 slashing 3 lb. Light, special Simple Ranged Weapons Blunderbuss 50 gp 2d6 piercing 8 lb. Ammunition (range 40/160), firearm, loading, special, two-handed Pistol 75 gp 2d4 piercing 3 lb. Ammunition (range 30/120), firearm, light loading, special Martial Melee Weapons Throwing glaive 25 gp 1d6 slashing 3 lb. Finesse, light, returning, thrown (30/90) Martial Ranged Weapons Rifle 150 gp 2d8 piercing 8 lb. Ammunition (range 80/320), firearm, heavy, loading, two-handed T his chapter presents additional items and rules pertaining to equipment specific to Warcraft 5E: Champions of Azeroth. This chapter supplements chapter 5 of the Player's Handbook, which is still where you'll find information on most of your character's items and equipment. Starting Equipment Instead of the starting gold and items granted by your class, you may choose to start with a number of gold pieces based on your class and purchase equipment directly. Starting Wealth By Class Class Funds Druid 3d4 x 10 gp (75 gp) Hunter 5d4 x 10 gp (125 gp) Mage 4d4 x 10 gp (100 gp) Paladin 8d4 x 10 gp (200 gp) Priest 2d4 x 10 gp (50 gp) Rogue 3d4 x 10 gp (75 gp) Shaman 5d4 x 10 gp (125 gp) Warlock 2d4 x 10 gp (50 gp) Warrior 8d4 x 10 gp (200 gp) Weapons Azeroth contains several unique weapons not presented in the Player's Handbook, from the elegant glaives of the night elves to the deadly rifles of the dwarves. Some of these weapons are detailed below. Acknowledgments The firearms presented here are a simplified version of the comprehensive firearms rules written by Mage Hand Press, available for free on the Middle Finger of Vecna blog. New Weapon Properties Many weapons have special properties related to their use, as shown in the weapons table. In addition to the weapon properties found in the Player's Handbook, several new properties are listed below. Firearm. All firearms produce a loud boom, audible out to half a mile. Unlike other weapons, you don't add your ability modifier to the damage roll of a firearm unless otherwise stated. Firearm ammunition costs 2 sp per shot, and cannot be recovered once used. Returning. When you make a ranged weapon attack with this weapon and do not roll a natural 1 on the attack roll, it returns to you at the end of the attack. New Weapon Descriptions Several new weapons and their special traits are listed below. Blunderbuss Common especially among dwarves, the blunderbuss is a firearm with a short, large caliber barrel which is flared at the muzzle. Blunderbusses are especially deadly at close range. Special. If you make an attack with a blunderbuss against a target that is within half its normal range, you deal 2d8 damage instead of its normal damage dice. In addition, being within 5 feet of a hostile creature doesn't impose disadvantage on ranged attack roll with a blunderbuss. 72
Pistol Pistols are small firearms designed to be wielded in one hand, paired, or even adjunct to another melee weapon. Special. You can engage in two-weapon fighting with a pistol and another light weapon. When you do so, if you make your bonus action attack with a pistol, you subtract 2 from the damage roll of the bonus attack (minimum of 1). Rifle Rifles have longer barrels than pistols, making them more difficult to wield, but with greatly increased range and power. Throwing Glaive Not to be confused with the polearm of the same name, these versatile blades can be used in melee or thrown at enemies, where they return to their wielder seconds later. Throwing glaives are especially favored by night elf warriors, though other elven races and trolls are known to use them as well. Warclaw Warclaws are common among orcs, shaman, and others who revere the savage wilds. While most warclaws consist of several curved talons extending from a simple grip or gauntlet, some use a single long blade, a sharpened metal ring, or other exotic designs. Special. This weapon requires an action to don or doff. While donned, you can't be disarmed of it and that hand is considered empty for the purpose of using objects or performing somatic components for spells. You can't wield a weapon or hold a shield in the hand that is using a warclaw. Adventuring Gear This section describes items that have special rules or require further explanation. Ammo pouch. This leather pouch can hold up to 20 rounds of firearm ammunition, such as bullets, shells, or shot. Shamanic totem. A shamanic totem is a carved piece of wood, bone, stone, or other material, designed to channel the power of the elements. A shaman can use such an item as a spellcasting focus, as described in chapter 10 of the Player's Handbook. Adventuring Gear Item Cost Weight Ammo pouch 1 gp 1/2 lb. Ammunition Firearm rounds (20) 4 gp 2 lb. Holy symbol Libram 10 gp 5 lb. Shamanic totem 5 gp 3 lb. 73
Chapter 4: Customization Options W hile the preceding chapters present plenty of character options for a complete and satisfying game setin in Azeroth, players and DMs might wish for more. This chapter briefly discusses a number of optional rules DMs may choose to adopt for their games: variant rules concerning character creation and advancement; multiclassing requirements for Warcraft 5E: Champions of Azeroth; and a large number of new feats specifically for this setting. These rules are optional, and DMs decide whether they are available in your game. Languages The languages most likely to be encountered by Champions of Azeroth characters are listed in the Languages tables below; a more comprehensive list can be found on Wowpedia. Additional languages will be listed in future supplements. Common Languages Language Races Common Humans, Alliance races Darnassian Night elves Dwarven Dwarves Gnomish Gnomes Gutterspeak Forsaken undead Orcish Orcs, Horde races Taur-ahe Tauren Zandali Trolls Rare Languages Language Races Draconic Dragons Eredun Demons Kalimag Elementals Nerglish Murlocs Ogre Ogre Titan Titans Variant Rules Some of the following variant rules are adapted from those presented in Tasha's Cauldron of Everything, while others are original to Champions of Azeroth. Character Creation The character creation rules of Champions of Azeeroth were designed to be more flexible than standard 5E. Still, players may wish to create characters that break with cultural or racial stereotypes. This section presents several changes to character creation to support such concepts, or just give more control of the character creation process to players. Customizing Your Origin While the Ability Score Increases traits of Champions races offer some flexibility, they still create optimal and suboptimal race/class combinations. DMs that wish to encourage the widest variety of character concepts may decide to allow the "Customizing Your Origin" rules from Tasha's Cauldron of Everything, either partially or in full. Customizing Racial Trait DCs Many racial traits require a saving throw, with a DC determined from your proficiency bonus and an appropriate ability score modifier, as usual. For all the reasons listed previously, DMs may wish to change or eliminate the specific ability dependence. You could allow any ability, or---the official recommendation---set the DC equal to 12 + your proficiency bonus. Character Advancement 5E has a strict notion of character advancement, in which most advancement choices are permanent when made. Many DMs are more flexible, however, acknowledging that players can make mistakes and that characters can change over time. This section presents variant rules codifying that philosophy. Retraining With your DM's permission, you can change decisions made during character creation or advancement: proficiencies, class features, even your choice of subclass. Your DM can decide when they think this is appropriate, but a good recommendation is when your proficiency bonus increases. Your DM might insist on a period of downtime for more significant changes. Improved Ability Score Improvements DMs that wish for a higher-powered game that allows for more character customization might use the following variant version of the Ability Score Improvement class feature. Ability Score Improvement. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase one ability score by 1 and take a feat of your choice. As normal, you can't increase an ability score above 20 using this feature. This does result in more powerful characters, so DMs should be prepared and balance their games accordingly! Epic Capstones Reaching 20th level is an amazing accomplishment both incharacter and out-of-character. DMs that wish to further reward this amazing milestone might consider adding the following 20th level feature to each class. Heroic Paragon. Also at 20th level, two different ability scores of your choice increase by 2, as does the maximum for these scores. 74
Multiclassing The rules for multiclassing are described in chapter 6 of the Player's Handbook, and can be used with Champions of Azeroth classes if characters meet the prerequisite ability scores shown in the Multiclassing Prerequisites table. Characters that multiclass gain the proficiencies shown in the Multiclassing Proficiencies table. Multiclassing Prerequisites Class Ability Score Minimum Druid Wisdom 13 Hunter Dexterity 13 and Wisdom 13 Mage Intelligence 13 Paladin Strength 13 and Charisma 13 Priest Charisma 13 Rogue Dexterity 13 Shaman Wisdom 13 Warlock Intelligence 13 Warrior Strength 13 or Dexterity 13 Multiclassing Proficiencies Class Proficiencies Gained Druid Light armor Hunter Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list Mage — Paladin Light armor, medium armor, shields, simple weapons, martial weapons Priest — Rogue Light armor, one skill from the class's skill list, thieves' tools Shaman Light armor, medium armor, shields, simple weapons Warlock — Warrior Light armor, medium armor, shields, simple weapons, martial weapons Note that multiclassing is not encouraged for Warcraft 5E: Champions content. Even moreso than in standard 5th Edition, these classes tend to have significant, impactful features in their early levels, making multiclass "dips" disproportionately powerful. Instead, the Multiclass Feats section of this chapter presents an alternative approach to obtaining features from other classes. Reminder: Your Game, Your Rules DMs, don't be afraid to change any of the rules or content in Champions of Azeroth to better fit your own game. You don't need my permission! Acknowledgments A number of feats were inspired by or adapted from the following publicly-available resources: Additional Feats (CaelReader) Star Wars 5E Thirteen Expanded Feats (SwordMeow) Feats As detailed in chapter 6 of the Player's Handbook, feats are an optional way of enhancing your character. In addition to the feats from that book, this chapter provides a number of additional Warcraft-inspired feats for characters. Feats other than those presented in the Player's Handbook may be used with the permission of your DM. Close Combat Spellcaster Prerequisite: The ability to cast at least one spell You're adept at casting spells in the thick of combat. You gain the following benefits: Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls. Your spell attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You learn one cantrip that requires an attack roll from the druid, mage, priest, shaman, or warlock spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from: Intelligence for mage or warlock; Wisdom for druid or shaman; or Charisma for priest. Close Quarters Shooter You are trained in making ranged attacks at close quarters. You gain the following benefits: Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and threequarters cover against targets within 30 feet of you. Once per turn when you make a successful ranged weapon attack against a target within 30 feet of you and roll damage, you can reroll the weapon's damage dice and use either total. Heavy Ranged Expert You can use the strength and range of heavy ranged weapons to dispatch your foes. You gain the following benefits: Attacking a prone creature doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and threequarters cover against targets greater than 30 feet away from you. Once per turn, when you make a successful ranged attack with a heavy ranged weapon against a target greater than 30 feet away from you and roll damage, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. 75
Light Ranged Expert You are practiced in the use of light ranged weapons, and can use them to strike quickly and unexpectedly in combat. You gain the following benefits: You can draw a hand crossbow, pistol, or shortbow as part of an attack you make with the weapon. Once per turn when you make a ranged weapon attack, you can move up to 5 feet as part of the attack, before you make your attack roll. This movement doesn't provoke opportunity attacks. When you use the Attack action on your turn, you can use a bonus action to attack with a hand crossbow, pistol, or shortbow you are holding. If you make this attack with a pistol while engaging in two-weapon fighting, you do not subtract 2 from its damage roll. Metamagic Initiate Prerequisite: Spellcasting or Pact Magic feature Through innate talent or arduous practice, you have learned how to twist and augment your spells in potent ways. You gain the following benefits: You learn two Metamagic options of your choice from the sorcerer class (detailed in the Player's Handbook and Tasha's Cauldron of Everything). You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain a number of sorcery points to spend on Metamagic equal to your proficiency bonus (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. What About Metamagic Adept? In a game without the sorcerer class, a feat granting metamagic can afford to be a bit more generous than the Metamagic Adept feat from Tasha's Cauldron of Everything. That feat still exists, however, and can be taken for additional metamagic options and sorcery points. Stronger Than You Look Prerequisite: Small size You are able to wield massive weapons despite your small stature, to the surprise of your enemies. You gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. You do not have disadvantage on attack rolls with heavy weapons as a result of your size. You have advantage on your first attack roll made with a heavy weapon during combat. Thrown Weapon Master You are an expert at the techniques of throwing weapons, and their application in combat. You gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with thrown weapons. When you hit a creature with a ranged weapon attack with a thrown weapon, you have advantage on your next melee weapon attack against it before the end of your next turn. You can engage in two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, if at least one of them has the thrown property. 76
Versatile Weapon Master You've mastered the art of using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits: You can don or doff a shield as a bonus action. If you miss a melee weapon attack you make on your turn while wielding your weapon with two hands, you can immediately make a new melee weapon attack against the same target using your weapon with one hand. You can only make this attack once per turn. If you miss a melee weapon attack you make on your turn while wielding your weapon with one hand, you can immediately attempt to shove that creature. You can only make this attempt once per turn. Incompatible Feats Some feats may require minor changes to work with Champions content. For example, Magic Initiate (Player's Handbook) should refer to Champions spellcasting classes, while Fighting Initiate (Tasha's Cauldron of Everything) should refer to the warrior class. Players and DMs should feel free to make these sorts of obvious minor adjustments on their own. Racial Feats While the racial feats presented in Xanathar's Guide to Everything provide a rich selection of customization options for standard Dungeons & Dragons races, those feats may not be appropriate for the races of Azeroth. This section contains new or adapted feats for the races presented in chapter 1. Blessings of the Loa Prerequisite: Troll You are favored by one or more of the great loa spirits. You learn one priest cantrip of your choice. You also learn the bless and enhance ability spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Charisma is your spellcasting ability for all three spells. Boon Companion Prerequisite: Human You're an inspiration to everyone. When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Human Spirit racial trait before the end of your next turn. Demonic Resilience Prerequisite: Orc Your past exposure to demonic power has made you resistant to fel energies. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You have resistance to fire damage and necrotic damage. Whenever a fiend forces you to make a Wisdom saving throw, you have advantage on the roll. Dwarven Fortitude Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Earthen Heritage Prerequisite: Dwarf You are especially attuned to your earthen ancestry. You learn the mold earth cantrip. You also learn the absorb elements and earthbind spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Wisdom is your spellcasting ability for all three spells. Gnomish Ingenuity Prerequisite: Gnome You have a natural aptitude with artifice and magic. You learn the identify spell and can cast it at will, without expending a spell slot or requiring material components. You also learn knock and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence is your spellcasting ability for all three spells. Human Determination Prerequisite: Human You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: Increase one ability score of your choice by 1, to a maximum of 20. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest. 77
I Can Fix That! Prerequisite: Gnome You have a knack for fixing things. You learn the mending cantrip. You also learn the cure wounds and lesser restoration spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells. In addition, constructs can benefit from your spells that restore hit points, even if the spell normally has no effect on such creatures. Nature's Blessings Prerequisite: Night elf You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Wisdom is your spellcasting ability for all three spells. Orcish Fury Prerequisite: Orc Your inner fury burns tirelessly. You gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. Strength of the Earth Mother Prerequisite: Tauren The Earth Mother has granted you great strength and hardiness. You gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. Your hide is tough enough to turn blades. While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit. When you successfully shove a creature with your Hammering Horns racial trait, the target also takes damage as if hit by your horns unarmed strike. Superior Regeneration Prerequisite: Troll You possess more powerful regenerative capabilities. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You regain all spent Hit Dice at the end long rest. Whenever you would roll Hit Dice to regain hit points, you use the highest number possible for each die. Superior Shadowmeld Prerequisite: Night elf With Elune's blessings, you can easily fade into the shadows. You gain the following benefits: Increase your Dexterity, Wisdom, or Charisma score by 1, to a maximum of 20. When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Tauren Reincarnation Prerequisite: Tauren The Earth Mother can bring you back from the brink of death. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. When you begin your turn with 0 hit points, before making your death saving throw you can choose to gain a number of hit points equal to your level plus your Constitution modifier. Once you use this ability, you can't use it again until you finish a long rest. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you. 78
Touch of the Grave Prerequisite: Undead You surge with the dark magic used to reanimate you. You gain the following benefits: Increase your Intelligence or Charisma score by 1, to a maximum of 20. You gain resistance to necrotic damage. You learn one cantrip and one 1st level spell of your choice, both of which must be from the necromancy school of magic. You can cast the 1st level spell without expending a spell slot, and regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have. The spells' spellcasting ability is the ability increased by this feat. Will of the Forsaken Prerequisite: Undead You have learned how to channel your suffering into unwavering resolve. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest. Profession Feats As in World of Warcraft, characters may choose to pursue professions to obtain valuable materials or craft useful items. While this can mostly be achieved with skill and tool proficiencies, some characters may wish to make a deeper investment into their chosen professions---and reap commensurate rewards. Alchemist You have studied the secrets of alchemy and are an expert in its practice. You gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. You gain proficiency with alchemist's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. With 10 minutes of work, you can improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. The creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore. You must finish a short or long rest to use this ability again, and any potions you have modified lose their improved potency when you finish a long rest. Blacksmith You are a master blacksmith, able to more easily create powerful weapons and armor. You gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. When you craft a nonmagical item using smith's tools, it requires half the amount of materials and time to craft. With 10 minutes of work, you can temporarily improve a melee weapon's balance or sharpness, giving it the ability to deal fierce damage when needed the most. To use this benefit, you must have smith's tools with you, and the weapon must be within reach. When this weapon deals damage, its wielder can expend the improvement to roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. You must finish a short or long rest before you can improve a weapon again, and any weapons you have modified lose this improvement when you finish a long rest. Enchanter You have studied the mystical art of enchanting, giving you greater facility with magic and magical items. You gain the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You gain proficiency in the Arcana skill. If you're already proficient in Arcana, you instead double your proficiency bonus for any ability check you make with this skill. You learn the detect magic spell, and can cast it once without expending a spell slot. You regain the ability to do so when you finish a short or long rest. You can also cast this spell using any spell slots you have. Magic items with charges can never be destroyed as a result of you expending their last charge. In addition, when such items regain expended charges, they regain one additional charge. You must be attuned to the magic item to gain this benefit, or touching them if they do not require attunement. Engineer You are an expert at constructing dangerous devices---and avoiding their dangerous effects! You gain the following benefits: Increase your Dexterity or Intelligence score by 1, to a maximum of 20. You gain proficiency with tinker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. When you craft a nonmagical item using tinker's tools, it requires half the amount of materials and time to craft. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. Herbalist You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. 79
You gain proficiency with herbalism kits. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. You automatically succeed on checks made to determine whether plants are edible or poisonous using your herbalism kit. You can apply herbal remedies to help yourself or your allies recover from maladies. During a short or long rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and either a component pouch or access to local herbs to use this benefit. Leatherworker You have mastered the art of working with leather and hide, and can use such materials to reinforce armor. You gain the following benefits: Increase your Dexterity or Wisdom score by 1, to a maximum of 20. You gain proficiency with leatherworker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. When you craft a nonmagical item using leatherworker's tools, it requires half the amount of materials and time to craft. With 10 minutes of work, you can reinforce armor with leather or hide, giving it the ability to lessen a terrible blow. To use this benefit, you must have leatherworker's tools with you, and the armor must be within reach. When the armor's wearer is hit by an attack, they can expend the improvement to gain resistance to any bludgeoning, piercing, and slashing damage dealt by that attack. You must finish a short or long rest before you can improve armor again, and any armor you have modified lose this improvement when you finish a long rest. Miner You have spent extensive time in the darkness of caves and other underground environments. You gain the following benefits: Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. When you make an Intelligence or Wisdom check related to underground environments, your proficiency bonus is doubled if you are using a skill that you're proficient in. You also can't become lost while underground, except by magical means. You gain tremorsense out to a range of 10 feet. Skinner Your experience hunting and skinning beasts has made you knowledgeable about the anatomy of all manner of creatures. You gain the following benefits: Increase your Dexterity or Wisdom score by 1, to a maximum of 20. You gain proficiency in the Survival skill. If you're already proficient in Survival, you instead double your proficiency bonus for any ability check you make with this skill. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its anatomy. You learn its creature type and its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. In addition, you have advantage on the next attack roll you make against that creature before you finish your next long rest. Tailor You are a master tailor, and even know how to weave protective properties into clothing. You gain the following benefits: Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20. You gain proficiency with weaver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. When you craft a nonmagical item using weaver's tools, it requires half the amount of materials and time to craft. With 10 minutes of work, you can line a cloak or clothing with a special weave that is resistant to elemental energy. To use this benefit, you must have weaver's tools with you, and the cloth item must be within reach. When the item's wearer takes acid, cold, fire, lightning, or thunder damage, they can expend the improvement to gain resistance to that damage. You must finish a short or long rest before you can improve a cloth item again, and any items you have modified lose this improvement when you finish a long rest. Multiclass Feats Many adventurers mix fighting styles and magical traditions to forge their own destiny. The feats presented below allow characters to gain features of other classes, and are intended to be used instead of multiclassing. You cannot take a class's multiclass feats if you have any levels of that class, and if you ever gain a level of that class, you must choose a new feat. Druid Adept Prerequisite: Wisdom 13 You have learned some of a druid's natural magic and affinity for the wilds, and gain the following benefits: You learn one cantrip of your choice from the druid spell list, and you learn one 1st-level spell of your choice from that list. Wisdom is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the druid spell list. You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. You learn one Wild Gift option with no prerequisites from the druid class. Wisdom is the spellcasting ability for any spells granted by a wild gift. You can replace this gift with another one whenever you gain a level. 80
Druid Mastery Prerequisite: Druid Adept feat You have continued your druid training, and gain the following benefits: You learn another cantrip of your choice from the druid spell list, and you learn one spell of level at most half your proficiency bonus from that list. Wisdom is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the druid spell list. You can cast this feat's leveled spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have of the appropriate level. Hunter Adept Prerequisite: Dexterity 13 and Wisdom 13 You have learned the wilderness lore of hunters, and gain the following benefits: Moving through nonmagical difficult terrain costs you no extra movement. You learn two focus techniques of your choice, detailed at the end of the hunter class description. If a technique you use requires your target to make a saving throw to resist its effects, the saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. You can replace one of these techniques when you gain a level. You gain one focus die, which is a d6, which is used to fuel your techniques. A focus die is expended when you use it. You regain your expended focus die when you finish a short or long rest. Hunter Mastery Prerequisite: Hunter Adept feat You have continued your hunter training, and gain the following benefits: You learn an additional focus technique of your choice. You can replace one of your techniques whenever you gain a level. Your number of focus dice increases to half your proficiency bonus (rounded up). A focus die is expended when you use it, and you regain all expended focus dice when you finish a short or long rest. Mage Adept Prerequisite: Intelligence 13 You have unlocked some of a mage's mastery of the arcane, and gain the following benefits: You learn one cantrip of your choice from the mage spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the mage spell list. You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. When you finish a short rest, you can regain the free use of this feat's spell, or regain a spell slot of 1st level. After you use this benefit, you can't do so again until you finish a long rest. 81
Mage Mastery Prerequisite: Mage Adept feat You have continued your mage training, and gain the following benefits: You learn another cantrip of your choice from the mage spell list, and you learn one spell of level at most half your proficiency bonus from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the mage spell list. You can cast this feat's leveled spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have of the appropriate level. Paladin Adept Prerequisite: Strength 13 and Charisma 13 You are bolstered with righteous might like a paladin, and gain the following benefits You can use the paladin's Lay on Hands feature, with a pool of hit points equal to your level. When you hit a creature with a melee weapon attack, you can deal an additional 2d8 radiant damage. The damage increases by 1d8 if the target is an undead or a fiend. Once you deal this damage, you must finish a long rest to do so again. Paladin Mastery Prerequisite: Paladin Adept feat You have continued your paladin training, and gain the following benefits: The pool of hit points for your Lay on Hands ability increases to twice your level. You can deal extra radiant damage with your Paladin Adept a feat a number of times equal to your level divided by 4 (rounded up). You regain all uses of this feature when you finish a long rest. Priest Adept Prerequisite: Charisma 13 Like a priest, you have dedicated yourself to a higher power, an gain the following benefits: You learn one cantrip of your choice from the priest spell list, and you learn one 1st-level spell of your choice from that list. Charisma is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the priest spell list. You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. You learn one of the following Words of Power options from the priest class: Holy Word: Serenity, Power Word: Shield, or Shadow Word: Pain. You can use this word once without cost, and regain the ability to do so when you finish a long rest. You can replace this word with another of these three whenever you gain a level. Priest Mastery Prerequisite: Priest Adept feat You have continued your priest training, and gain the following benefits: You learn another cantrip of your choice from the priest spell list, and you learn one spell of level at most half your proficiency bonus from that list. Charisma is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the priest spell list. You can cast this feat's leveled spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have of the appropriate level. Rogue Adept Prerequisite: Dexterity 13 You have learned some of a rogue's skill and cunning, and gain the following benefits: Choose one of the following actions: Dash, Disengage, or Hide. You can perform the chosen action as a bonus action on your turn. You can change the chosen action whenever you gain a level. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. You can deal an extra 1d6 damage when you hit a target with a finesse or ranged weapon attack and have advantage on the attack roll, or when another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Once you use deal this damage, you must finish a short or long rest to do so again. Rogue Mastery Prerequisite: Rogue Adept feat You have continued your rogue training, and gain the following benefits: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. The extra damage dealt by your Rogue Adept feat increases to a number of d6s equal to your level divided by 4 (rounded up). Shaman Adept Prerequisite: Wisdom 13 You have learned to invoke the elements like a shaman, and gain the following benefits: 82
You learn one cantrip of your choice from the shaman spell list, and you learn one 1st-level spell of your choice from that list. Wisdom is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the shaman spell list. You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. As a bonus action, you can use one of the Elemental Attunements listed in the shaman class description. The attunement lasts for 10 minutes. Once you use this ability, you must finish a long rest before you can do so again. Shaman Mastery Prerequisite: Shaman Adept feat You have continued your shaman training, and gain the following benefits: You learn another cantrip of your choice from the shaman spell list, and you learn one spell of level at most half your proficiency bonus from that list. Wisdom is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the shaman spell list. You can cast this feat's leveled spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have of the appropriate level. Warlock Adept Prerequisite: Intelligence 13 You have delved into the dark mysteries of the warlocks, and gain the following benefits: You learn one cantrip of your choice from the warlock spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the warlock spell list. You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. When you cast a damaging spell, you can add your proficiency bonus to one damage roll of that spell. Once you deal this damage, you must finish a short or long rest to do so again. Warlock Mastery Prerequisite: Warlock Adept feat You have continued your warlock training, and gain the following benefits: You learn another cantrip of your choice from the warlock spell list, and you learn one spell of level at most half your proficiency bonus from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of level at most half your proficiency bonus from the warlock spell list. You can cast this feat's leveled spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have of the appropriate level. Warrior Adept Prerequisite: Strength 13 or Dexterity 13 You have the martial training of a warrior, and gain the following benefits: When you make a weapon attack on your turn, you can make an additional weapon attack. Once you use this ability, you must finish a long rest before you use it again. You learn two Rage Maneuvers, detailed at the end of the warrior class description. You can use one of these maneuvers once without cost, and regain the ability to do so when you finish a short or long rest. If a maneuver you use requires your target to make a saving throw to resist its effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You can replace one of these maneuvers with another one whenever you gain a level. Warrior Mastery Prerequisite: Warrior Adept feat You have continued your warrior training, and gain the following benefits: You learn an additional rage maneuver of your choice. You can replace one of your maneuvers whenever you gain a level. You can use your rage maneuvers a number of times equal to half your proficiency bonus (rounded up). You can use at most one rage maneuver in a turn, and regain all uses of this ability when you finish a short or long rest. 83
Chapter 5: Spells C hampions of Azeroth follows the same rules for magic and spellcasting that are presented in the Player's Hanfbook. It's not the objective of this project to adapt every Warcraft spell faithfully into 5E rules; mostly the existing 5E spells have been sorted into their most relevant Champions classes, with new spells created where there isn't a good match for something important, or where there's a major need. For simplicity, this project uses spells from the 5E Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything. DMs, feel free to add additional spells, or change these spell lists altogether, at your discretion---you might have a different idea of what spells belong to which classes! Spell Sources Spells without superscript can be found in the 5E Player's Handbook. Marked spells come from the following sources: XGtE: Xanathar's Guide to Everything TCoE: Tasha's Cauldron of Everything CoA: Champions of Azeroth, presented later in this chapter Druid Spells Cantrips (0 Level) Acid Splash Control Flames Druidcraft Gust Infestation Mending Message Mold Earth Poison Spray Primal Savagery Produce Flame Resistance Shape Water Spare the Dying Thorn Whip Wrath 1st Level Absorb Elements Animal Friendship Beast Bond Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Earth Tremor Entangle Expeditious Retreat Faerie Fire Fog Cloud Goodberry Guiding Bolt Healing Word Longstrider Purify Food and Drink Snare Speak with Animals Starfire Thunderwave 2nd Level Alter Self Animal Messenger Augury Barkskin Beast Sense Calm Emotions Darkvision Dust Devil Earthbind Enhance Ability Enlarge/Reduce Eyes of the Eagle Gentle Repose Gust of Wind Hold Person Lesser Restoration Locate Animals or Plants Moonbeam Moonfire/Sunfire Protection from Poison Rejuvenation Skywrite Spike Growth Summon Beast Warding Wind Web 3rd Level Aura of Vitality Call Lightning Catnap Clairvoyance Daylight Dispel Magic Erupting Earth Faerie Swarm Feign Death Magic Circle Mass Healing Word Meld into Stone Nourish Plant Growth Protection from Energy Remove Curse Revivify Sleet Storm Speak with Plants Summon Fey Tidal Wave Ursol's Vortex Wall of Sand Wall of Water Water Breathing Wind Wall 4th Level Aura of Life Aura of Purity Banishment Blight Control Water Divination Dominate Beast Freedom of Movement Giant Insect Grasping Vine Guardian of Nature Locate Creature Polymorph Starsurge Stone Shape Wild Growth 5th Level Antilife Shell Awaken Cloudkill Commune with Nature Contagion Control Winds Dawn Dream Force of Nature Geas Greater Restoration Insect Plague Legend Lore Lunar Fury Raise Dead Scrying Tree Stride Wrath of Nature 6th Level Conjure Fey Druid Grove Find the Path Flesh to Stone Heal Heroes' Feast Investiture of Stone Investiture of Wind Primordial Ward Starfall Sunbeam Transport via Plants Wall of Thorns Word of Recall 7th Level Crown of Stars Etherealness Plane Shift Regenerate Resurrection Sequester Temple of the Gods Whirlwind 8th Level Abi-Dalzim's Horrid Wilting Animal Shapes Antipathy/Sympathy Control Weather Earthquake Sunburst Tsunami 9th Level Foresight Gate Mass Heal Shapechange Storm of Vengeance XGtE XGtE XGtE XGtE XGtE XGtE CoA XGtE XGtE XGtE XGtE CoA XGtE XGtE CoA CoA CoA XGtE TCoE XGtE XGtE XGtE CoA CoA TCoE XGtE CoA XGtE XGtE XGtE CoA CoA XGtE XGtE CoA CoA XGtE XGtE XGtE XGtE XGtE CoA XGtE XGtE XGtE XGtE 84
Mage Spells Cantrips (0 Level) Arcane Blast Blade Ward Control Flames Create Bonfire Dancing Lights Fire Bolt Friends Frostbite Light Mage Hand Mending Message Minor Illusion Prestidigitation Produce Flame Ray of Frost Resistance Shocking Grasp Thunderclap 1st Level Absorb Elements Alarm Armor of Agathys Burning Hands Catapult Charm Person Chromatic Orb Color Spray Command Comprehend Languages Create or Destroy Water Detect Magic Disguise Self Expeditious Retreat Feather Fall Find Familiar Fog Cloud Frostfire Bolt Frost Nova Grease Hellish Rebuke Ice Knife Identify Illusory Script Mage Armor Magic Missile Shield Silent Image Sleep Tenser's Floating Disk Thunderwave Unseen Servant 2nd Level Aganazzar's Scorcher Alter Self Arcane Explosion Arcane Lock Blindness/Deafness Blur Continual Flame Darkvision Detect Thoughts Dragon's Breath Earthbind Enlarge/Reduce Find Traps Flaming Sphere Hold Person Invisibility Knock Levitate Living Bomb Locate Object Magic Mouth Magic Weapon Maximilian's Earthen Grasp Melf's Acid Arrow Mirror Image Misty Step Nystul's Magic Aura Phantasmal Force Scorching Ray See Invisibility Shatter Silence Snilloc's Snowball Swarm Spider Climb Suggestion Web 3rd Level Arcane Barrage Bestow Curse Blink Clairvoyance Counterspell Create Food and Water Dispel Magic Elemental Weapon Fireball Fly Glyph of Warding Haste Hypnotic Pattern Ice Block Ice Lance Leomund's Tiny Hut Lightning Bolt Magic Circle Major Image Melf's Minute Meteors Nondetection Phantom Steed Protection from Energy Remove Curse Sending Sleet Storm Slow Stinking Cloud Thunder Step Tiny Servant Tongues Water Breathing 4th Level Arcane Eye Banishment Blight Charm Monster Compulsion Confusion Dimension Door Elemental Bane Fabricate Fire Shield Freedom of Movement Greater Invisibility Hallucinatory Terrain Ice Storm Leomund's Secret Chest Locate Creature Magic Orb Mordenkainen's Private Sanctum Otiluke's Resilient Sphere Phantasmal Killer Polymorph Sickening Radiance Storm Sphere Vitriolic Sphere Wall of Fire 5th Level Antilife Shell Bigby's Hand Cloudkill Conjure Elemental Contact Other Plane Dominate Person Far Step Geas Hold Monster Immolation Legend Lore Mislead Modify Memory Passwall Planar Binding Pyroblast Rary's Telepathic Bond Ring of Frost Scrying Seeming Supernova Synaptic Static Telekinesis Teleportation Circle Wall of Force 6th Level Arcane Gate Blade Barrier Blast Wave Chain Lightning Circle of Death Contingency Disintegrate Drawmij's Instant Summons Eyebite Globe of Invulnerability Guards and Wards Investiture of Flame Investiture of Ice Magic Jar Mass Suggestion Mental Prison Otiluke's Freezing Sphere Programmed Illusion Scatter Soul Cage Tenser's Transformation True Seeing Wall of Ice 7th Level Comet Storm Crown of Stars Delayed Blast Fireball Etherealness Fire Storm Forcecage Mirage Arcane Mordenkainen's Magnificent Mansion Plane Shift Prismatic Spray Project Image Reverse Gravity Sequester Symbol Teleport 8th Level Antimagic Field Antipathy/Sympathy Demiplane Dominate Monster Ebon Bolt Feeblemind Illusory Dragon Incendiary Cloud Maze Mind Blank Telepathy Trap the Soul 9th Level Astral Projection Blade of Disaster Foresight Gate Imprisonment Invulnerability Mass Polymorph Meteor Swarm Prismatic Wall CoAXGtE XGtE XGtEXGtE XGtE XGtE CoA CoA XGtE XGtE CoA XGtE XGtECoA XGtE XGtE CoA CoA CoA XGtE XGtE XGtEXGtE XGtE CoA XGtE XGtEXGtE XGtEXGtE CoA CoA CoA XGtE CoA XGtE XGtE XGtE XGtEXGtE XGtE CoAXGtE CoA XGtETCoE XGtEXGtE 85
Thermal Void Time Stop True Polymorph Weird Wish Paladin Spells 1st Level Bless Ceremony Command Compelled Duel Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Divine Favor Guiding Bolt Heroism Protection from Evil and Good Purify Food and Drink Sanctuary Searing Smite Shield of Faith Thunderous Smite Wrathful Smite 2nd Level Aid Beacon of Light Branding Smite Calm Emotions Find Steed Gentle Repose Lesser Restoration Prayer of Healing Protection from Poison Warding Bond Zone of Truth 3rd Level Aura of Vitality Beacon of Hope Blinding Smite Crusader's Mantle Daylight Dispel Magic Divine Shield Remove Curse Revivify Spirit Guardians Tongues 4th Level Aura of Life Aura of Purity Banishment Death Ward Divination Find Greater Steed Guardian of Ancient Kings Guardian of Faith Locate Creature Staggering Smite 5th Level Banishing Smite Circle of Power Commune Dawn Destructive Wave Dispel Evil and Good Geas Greater Restoration Hallow Holy Weapon Mass Cure Wounds Raise Dead Priest Spells Cantrips (0 Level) Blade Ward Friends Light Mending Message Mind Flay Mind Sliver Minor Illusion Resistance Sacred Flame Spare the Dying Thaumaturgy Word of Radiance 1st Level Arms of Hadar Bane Bless Cause Fear Ceremony Charm Person Command Comprehend Languages Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Dissonant Whispers Feather Fall Guiding Bolt Healing Word Illusory Script Inflict Wounds Inner Fire Protection from Evil and Good Purify Food and Drink Sanctuary Shield of Faith Silent Image Sleep Tasha's Hideous Laughter 2nd Level Aid Augury Blindness/Deafness Blur Calm Emotions Crown of Madness Darkness Darkvision Detect Thoughts Gentle Repose Hold Person Holy Fire Lesser Restoration Levitate Locate Object Mind Blast Mind Spike Phantasmal Force Prayer of Healing Protection from Poison Ray of Enfeeblement Suggestion Tasha's Mind Whip Zone of Truth 3rd Level Beacon of Hope Bestow Curse Clairvoyance Daylight Dispel Magic Enemies Abound Fear Fly Glyph of Warding Hunger of Hadar Hypnotic Pattern Intellect Fortress Magic Circle Major Image Mass Healing Word Mind Sear Remove Curse Revivify Sending Slow Speak with Dead Summon Shadowspawn Tongues Vampiric Touch 4th Level Aura of Life Aura of Purity Banishment Charm Monster Compulsion Confusion Death Ward Divination Divine Star Freedom of Movement Guardian of Faith Hallucinatory Terrain Locate Creature Phantasmal Killer Shadow of Moil 5th Level Commune Dawn Dispel Evil and Good Dominate Person Flame Strike Geas Greater Restoration Hallow Hold Monster Mass Cure Wounds Modify Memory Raise Dead Rary's Telepathic Bond Scrying Summon Celestial Synaptic Static 6th Level Eyebite Forbiddance Globe of Invulnerability Harm Heal Heroes' Feast Holy Nova Mass Suggestion Mental Prison Tasha's Otherworldly Guise True Seeing Word of Recall 7th Level Crown of Stars Divine Word Etherealness Phantom Singularity Plane Shift Power Word Pain Resurrection Symbol 8th Level Dominate Monster Feeblemind Holy Aura Maddening Darkness Mind Blank Power Word Stun Sunburst Telepathy 9th Level Astral Projection Foresight Mass Heal Power Word Heal CoA XGtE CoA CoA XGtE CoA XGtE XGtE CoA TCoE XGtE XGtE XGtE CoA CoA CoA XGtE TCoE XGtE TCoE CoA TCoE XGtE CoA XGtE XGtE TCoE XGtE CoA XGtE TCoE XGtE CoA XGtE XGtE 86
Power Word Kill Psychic Scream True Resurrection Weird Shaman Spells Cantrips (0 Level) Acid Splash Acid-Bite Blade Blade Ward Booming Blade Chilling Blade Control Flames Create Bonfire Frostbite Green-Flame Blade Gust Lightning Strike Mending Message Mold Earth Produce Flame Ray of Frost Resistance Shape Water Shocking Grasp Spare the Dying Thunderclap 1st Level Absorb Elements Armor of Agathys Bless Burning Hands Ceremony Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Earth Tremor Elemental Shock Entangle Feather Fall Fog Cloud Healing Word Heroism Ice Knife Lava Burst Lightning Shield Purify Food and Drink Sanctuary Thunderwave 2nd Level Aganazzar's Scorcher Augury Dust Devil Earthbind Enhance Ability Flaming Sphere Gentle Repose Gust of Wind Heat Metal Hold Person Lesser Restoration Locate Object Maximilian's Earthen Grasp Protection from Poison Pyrotechnics Shatter Skywrite Snilloc's Snowball Swarm Warding Wind Wellspring 3rd Level Call Lightning Chain Heal Clairvoyance Dispel Magic Elemental Weapon Erupting Earth Fly Haste Ice Lance Magic Circle Meld into Stone Protection from Energy Remove Curse Revivify Sending Sleet Storm Speak with Dead Spirit Beast Thunder Step Tidal Wave Wall of Sand Wall of Water Water Breathing Water Walk Wind Wall 4th Level Aura of Life Aura of Purity Banishment Control Water Death Ward Divination Elemental Bane Fire Shield Freedom of Movement Ice Storm Locate Creature Stone Shape Stoneskin Storm Sphere Summon Elemental Thunderstorm Watery Sphere 5th Level Commune Conjure Elemental Control Winds Geas Greater Restoration Immolation Legend Lore Maelstrom Raise Dead Scrying Sundering Transmute Rock Tranquil Rain Wall of Stone 6th Level Bones of the Earth Chain Lightning Elemental Blast Find the Path Flesh to Stone Heal Heroes' Feast Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Move Earth Otiluke's Freezing Sphere Primordial Ward Wall of Ice Wind Walk Word of Recall 7th Level Fire Storm Plane Shift Regenerate Sequester Symbol Temple of the Gods Whirlwind 8th Level Abi-Dalzim's Horrid Wilting Antipathy/Sympathy Control Weather Earthquake Incendiary Cloud Tsunami 9th Level Foresight Gate Imprisonment Mass Heal Storm of Vengeance Warlock Spells Cantrips (0 Level) Acid Splash Blade Ward Chill Touch Control Flames Create Bonfire Dancing Lights Fire Bolt Friends Light Mage Hand Message Mind Sliver Minor Illusion Poison Spray Produce Flame Resistance Shadow Bolt Shape Water 1st Level Absorb Elements Agony Alarm Arms of Hadar Bane Burning Hands Cause Fear Chaos Bolt Charm Person Command Comprehend Languages Demon Skin Detect Evil and Good Detect Magic Disguise Self Dissonant Whispers False Life Fog Cloud Hellish Rebuke Identify Illusory Script Inflict Wounds Protection from Evil and Good Ray of Sickness Silent Image Sleep Tasha's Caustic Brew Unseen Servant Witch Bolt 2nd Level Aganazzar's Scorcher Alter Self Arcane Lock Blur Conflagrate Continual Flame Crown of Madness Darkness Darkvision Detect Thoughts Earthbind Find Steed (fiend only) Find Traps Flaming Sphere Hold Person XGtE CoA TCoE CoAXGtE XGtE XGtE TCoE XGtE CoA XGtE XGtE XGtE XGtE XGtEXGtECoA XGtE CoA CoA XGtE XGtE XGtE XGtE XGtE XGtE XGtE XGtE CoA CoA XGtE CoACoAXGtE XGtE XGtE XGtEXGtE XGtE TCoE CoA XGtE XGtE XGtE XGtE CoA XGtE CoA XGtE CoA XGtE XGtEXGtE XGtE XGtEXGtE XGtE XGtE XGtE XGtE TCoE CoA XGtE XGtE CoA XGtE XGtE CoA TCoE XGtE CoA XGtE 87
Spell Descriptions The spells are presented in alphabetical order. Acid-Bite Blade Evocation cantrip Casting Time: 1 Action Range: Self (5 feet) Components: V, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and becomes coated in corrosive bile until the start of your next turn. If the target willingly attacks a creature other than the caster before then, it immediately takes 1d8 acid damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for attacking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Agony 1st-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You curse a creature that you can see within range with crippling pain. Immediately, and at the end of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage, of half as much damage on a successful save. In addition, choose one ability when you cast the spell. The target has disadvantage on ability checks made with this ability until the spell ends. If the target drops to 0 hit points before this spell ends, you can use an action on a subsequent turn of yours to curse a new creature. The spell ends after three successful saving rolls are made against it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Invisibility Knock Locate Object Magic Mouth Magic Weapon Melf's Acid Arrow Mind Spike Nystul's Magic Aura Phantasmal Force Ray of Enfeeblement Scorching Ray See Invisibility Silence Suggestion Web 3rd Level Animate Dead Bestow Curse Clairvoyance Counterspell Dispel Magic Enemies Abound Fear Feign Death Fly Glyph of Warding Hand of Gul'dan Hunger of Hadar Hypnotic Pattern Life Transference Magic Circle Major Image Melf's Minute Meteors Nondetection Phantom Steed Rain of Fire Remove Curse Sending Shadowburn Speak with Dead Stinking Cloud Tiny Servant Tongues Water Breathing 4th Level Arcane Eye Banishment Compulsion Dimension Door Elemental Bane Evard's Black Tentacles Find Greater Steed (fiend only) Greater Invisibility Hallucinatory Terrain Leomund's Secret Chest Locate Creature Mordenkainen's Private Sanctum Phantasmal Killer Shadowfury Shadow of Moil Summon Greater Demon Vitriolic Sphere 5th Level Cloudkill Contact Other Plane Creation Dominate Person Enervation Geas Hallow Hold Monster Immolation Mislead Modify Memory Negative Energy Flood Rary's Telepathic Bond Scrying Seeming 6th Level Arcane Gate Channel Demonfire Circle of Death Contingency Drawmij's Instant Summons Eyebite Harm Magic Jar Mass Suggestion Mental Prison Programmed Illusion Soul Cage Summon Fiend Tasha's Otherworldly Guise True Seeing 7th Level Finger of Death Fire Storm Phantom Singularity Plane Shift Project Image Sequester Symbol 8th Level Demiplane Dominate Monster Earthquake Feeblemind Maddening Darkness Maze Trap the Soul 9th Level Astral Projection Blade of Disaster Gate Imprisonment Psychic Scream Rain of Chaos Weird XGtE XGtE CoA XGtE XGtE CoA CoA XGtE XGtE CoA XGtE XGtE XGtE XGtE XGtE XGtE CoA XGtE XGtE TCoE TCoE CoA XGtE TCoE XGtE CoA 88
Arcane Barrage 3rd-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You unleash three bursts of arcane power at targets you can see within range. Make a ranged spell attack for each ray. On a hit, the target takes 4d4 force damage. The bursts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more burst for each slot level above 3rd. Arcane Blast Evocation cantrip Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You strike a creature or object you can see within range with a blast of pure mana. Make a ranged spell attack against the target, which ignores cover. On a hit, the target takes 1d8 force damage. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Arcane Explosion 2nd-level evocation Casting Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Instantaneous You emit a pulse of destructive arcane energy. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw or take 2d10 force damage, and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Beacon of Light 2nd-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You bless a creature you can see within range with a radiant boon. Until the spell ends, whenever you cast a spell of 1st level or higher that restores hit points to a creature within 30 feet of the beacon of light target, the blessed creature regains hit points equal to 1d6 + your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Blast Wave 6th-level evocation Casting Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: 1 round You overwhelm creatures near you with a blast of debilitating flame. Each creature within 15 feet of you must succeed on a Constitution saving throw or take 4d8 fire damage, be pushed 10 feet away from you, and be incapacitated until the end of your next turn. A creature that succeeds on its saving throw takes half as much damage and suffers no other effects. The fire ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Chain Heal 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You create a beam of healing energy that surges toward a creature of your choice that you can see within range. Three beams then leap from that target to as many as three other creatures, each of which must be within 30 feet of the first target. A creature can be targeted by only one of the beams. Each target regains hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3th. Channel Demonfire 6th-level evocation Casting Time: 1 action Range: Self Components: V, S, M (a pinch of sulfur) Duration: Concentration, up to 1 minute You suffuse your body with searing demonfire, which you can use to immolate your foes. When you cast the spell, and as an action on your subsequent turns, you can choose three different targets you can see within 120 feet of you. Make a ranged spell attack for each target. On a hit, the target takes 6d6 fire damage. Regardless of if these attacks hit or miss, you also take 1d6 fire damage, which can't be reduced or prevented in any way. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Chilling Blade Evocation cantrip Casting Time: 1 Action Range: Self (5 feet) Components: V, M (a melee weapon worth at least 1 sp) Duration: 1 round 89
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and becomes engulfed by a freezing aura until the start of your next turn. If the target willingly uses a reaction before then, it immediately takes 1d8 cold damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for taking a reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Comet Storm 7th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (seven hailstones) Duration: Instantaneous Frozen chunks of ice plummet to the ground at seven different points you can see within range. Each creature in a 5-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage and 6d6 cold damage on a failed save, or half as much damage on a successful one. Any creature that fails its saving throw is also knocked prone. A creature in the area of more than one frozen burst is affected only once. The spell damages objects in the area that aren't being worn or carried, and extinguishes nonmagical flames. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon an additional comet for each slot level above 7th. Conflagrate 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of sulfur) Duration: Instantaneous You set a creature you can see within range ablaze with debilitating flame. The target must make a Constitution saving throw. On a failed save, it takes 4d8 fire damage, and is incapacitated until the end of your next turn. On a successful save, the target takes half as much damage and isn't incapacitated. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Demon Skin 1st-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (tanned demon hide) Duration: 8 hours You reinforce yourself with demonic resilience. Your base AC becomes 10 + your Dexterity modifier + your Constitution modifier. In addition, your hit point maximum and current hit points increase by 2. The spell ends if you don armor or if you dismiss the spell as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your hit point maximum and current hit points increase by an additional 2 for each slot level above 1st. 90
Divine Shield 3rd-level abjuration Casting Time: 1 bonus action Range: Self Components: V, S, M (a glass bead blessed by a priest) Duration: 1 round You surround yourself with an impenetrable barrier of divine energy. Until the beginning of your next turn, you are immune to all damage, and can't take reactions. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it lasts for an additional full round for each slot level above 3rd. Divine Star 4th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S Duration: Instantaneous You fire a holy bolt forward in a line 6 feet long and 5 feet wide in a direction you choose. For each creature in the line, you decide whether it is hurt or healed by the holy bolt. Roll 5d8. Creatures to be harmed must succeed on a Dexterity saving throw or take radiant damage equal to the amount rolled, or half as much damage on a successful save. Creatures to be healed instead regain hit points equal to half the amount rolled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount rolled increases by 1d8 for each slot level above 4th. Ebon Bolt 8th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You launch a jagged shard of icy darkness at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 8d8 cold damage and 8d8 necrotic damage. In addition, until the spell ends the target deals half damage with its weapon attacks, and you have advantage on saving throws, as you steal the target's strength and vitality. The creature can make a Constitution saving throw at the end of each of its turn, ending the spell on a success. If this spell kills the creature, or if the creature dies before the spell ends, you have advantage on saving throws until the spell ends. Elemental Blast 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a stone touched by elementals of air, fire, and water) Duration: Instantaneous You unleash a bolt of pure elemental energy against a target you can see within range, which must make a Dexterity saving throw. A target takes takes 5d6 cold damage, 5d6 fire damage, and 5d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cold, fire, and lightning damage all increase by 1d6 for each slot level above 6th. Elemental Shock 1st-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You overwhelm a creature you can see within range with elemental energy. Choose one of the shocks listed below, and then make a ranged spell attack against the target. If the attack hits, the creature takes 2d10 damage and suffers the listed effect. Earth Shock. The spell deals acid damage, and the next attack roll the target makes before the end of your next turn has disadvantage. Flame Shock. The spell deals fire damage, and the target is set ablaze. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns. Frost Shock. The spell deals cold damage, and the target's speed is halved until the end of your next turn. Wind Shock. The spell deals thunder damage, and the target is pushed up to 10 feet away from you in a straight line. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. The secondary effects are unaffected. Endless Quiver 1st-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (one piece of ammunition for the target weapon worth at least 1 cp, consumed) Duration: 10 minutes You touch a ranged weapon, which is then capable of producing its own ammunition. For the duration of the spell, that ranged weapon ignores the ammunition property. Instead, if you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. Eyes of the Eagle 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a feather from an eagle) Duration: Concentration, up to 1 hour 91
You touch a willing creature to give it the ability to see at great distances. Until the spell ends, the target has advantage on Wisdom (Perception) checks. Additionally, they may see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away. Faerie Swarm 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You summon faerie magic to harry and distract a creature you can see within range. The target must make a Dexterity saving throw. It takes 6d6 force damage on a failed save, or half as much damage on a successful one. If the target fails its saving throw, its movement speed is halved and they have disadvantage on attack rolls for the spell's duration. At the end of each of its turns, the target repeats the saving throw. On a failed save it takes 3d6 force damage, and on a successful one it takes half as much damage and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the immediate and recurring damage increase by 1d6 for each slot level above 3rd. Flare 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (flint and tinder) Duration: 1 round You summon a burst of bright light at a point you can see within range, illuminating the area within 30 feet of that point until the end of your next turn. During this time, the area is brightly lit, and invisible creatures and objects within it are revealed. In addition, Dexterity (Stealth) checks made within the illuminated area are made with disadvantage. Frostfire Bolt 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You weave together a bolt of fire and frost magic and hurl it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 cold damage and 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold and fire damage both increase by 1d6 for each slot level above 1st. Frost Nova 1st-level evocation Casting Time: 1 bonus action Range: Self (15-foot radius) Components: V, S Duration: 1 round You emit a freezing blast of ice around you, capable of rooting your foes in place. Each creature on the ground within 15 feet of you must succeed on a Constitution saving throw or be restrained by the ice until the end of your next turn. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Force of Nature 5th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (three tree seeds, consumed) Duration: Concentration, up to 1 minute You summon two animated trees which appear in unoccupied spaces that you can see within range. These treants use the Lesser Treant stat block. The treants are allies to you and your companions. In combat, the creatures share your initiative count, but it take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, they takes the Dodge action and use their move to avoid danger. The treants disappear when they drop to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a total number of treants equal to half the spell's level. In addition, use the higher level wherever the spell's level appears in the stat block. 92 Lesser Treant Medium plant, unaligned Armor Class 10 + the level of the spell (natural armor) Hit Points 40 + 10 for each spell level above 5th Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 14 (+2) 10 (+0) 10 (+0) 6 (-2) Vulnerabilities Fire Damage Resistances Bludgeoning, Piercing Senses passive Perception 10 Languages understands the languages you speak Challenge — Proficiency Bonus equals your bonus False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree. Siege Monster. The treant deals double damage to objects and structures. Actions Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 3 + the spell's level bludgeoning damage.
Guardian of Ancient Kings 4th-level abjuration Casting Time: 1 reaction, which you take when a creature you can see within range takes damage Range: 60 feet Components: V, S Duration: 1 round When a creature you can see within range takes damage, you can use your reaction to summon a holy bulwark to protect them. The creature gains resistance to all damage until the end of its next turn, including against the triggering damage. Hand of Gul'dan 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a fragment of igneous rock) Duration: Concentration, up to 10 minutes You conjure a demonic meteor to crash into a point you can see within range. Each creature within 10 feet of that point must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. As the meteor explodes, a swarm of imps bursts forth to aid you for the spell's duration, using the Imp Swarm stat block. The swarm begins in the space where the meteor fell, even if it is occupied. The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. The swarm disappears when it drops to 0 hit points or when the spell ends, banished back to the Twisting Nether. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the meteor's damage increases by 1d6 for each slot level above 3rd. In addition, use the higher level wherever the spell's level appears in the Imp Swarm stat block. Holy Fire 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You smite a creature you can see within range with righteous flame. Immediately, and at the end of each of its turns, the target must make a Dexterity saving throw. It takes 1d6 fire damage and 1d6 radiant damage on a failed save, or half as much damage on a successful one and the spell ends. For the spell's duration, the burning target sheds bright light in a 10- foot radius and dim light for an additional 10 feet. These magical flames can't be extinguished by nonmagical means. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire and radiant damage both increase by 1d6 for each slot level above 2nd. 93 Imp Swarm Medium swarm of tiny fiends (demons), chaotic evil Armor Class 12 + the level of the spell (natural armor) Hit Points 30 + 10 for each spell level above 3rd Speed 20 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 10 (+0) Damage Resistances* Bludgeoning, Piercing, Slashing Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses darkvision 60 ft., passive Perception 12 Languages Eredun, Common, Orcish Challenge — Proficiency Bonus equals your bonus Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny imp. The swarm can't regain hit points or gain temporary hit points. When the swarm is at half HP or less, the damage of its attacks and Implosion are halved. Demon Sight. Magical darkness doesn't impede the swarm's darkvision. Actions Multiattack. The swarm makes a number of attacks equal to half this spell's level. Firebolts. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 2d6 + 2 + the spell's level fire damage. Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 2 + the spell's level slashing damage. Implosion. The swarm violently explodes in a fiery blast, reducing it to 0 hit points. Each creature within 10 feet of the swarm must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, plus an additional 1d6 for each spell level above 3rd. A target takes half as much damage on a successful save. If the swarm occupies a creature's space, that creature has disadvantage on its saving throw.
Holy Nova 6th-level evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Instantaneous A wave of holy energy bursts forth from you, searing your enemies while restoring your allies. Roll 5d6. Each hostile creature within 30 feet of you must succeed on a Constitution saving throw or take radiant damage equal to the amount rolled, or half as much damage on a successful save. Each friendly creature within 30 feet of you regains hit points equal to the amount rolled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount rolled increases by 1d6 for each slot level above 6th. Ice Block 3rd-level abjuration Casting Time: 1 reaction, which you take when you take damage Range: Self Components: V, S Duration: Concentration, up to 1 minute You can use your reaction when you take damage to surround yourself with a protective layer of ice, gaining resistance to the triggering damage. For the rest of the spell's duration you are immune to all damage and are considered to be behind full cover. During this time you can't take actions or reactions, and your speed is reduced to 0. Ice Lance 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a small shard of glass or crystal) Duration: Instantaneous You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 cold damage. If the target is on the ground or also adjacent to a wall, or a similar large, immobile object, it is pinned to that surface and restrained until the end of your next turn. A pinned creature can end this effect early by using its action to make a successful Strength check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Inner Fire 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a candle wick) Duration: 8 hours You touch a willing creature who isn't wearing armor, and it is protected by your faith and conviction until the spell ends. The target's base AC becomes 10 + your Charisma modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Lava Burst 1st-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a fragment of igneous rock) Duration: Instantaneous You hurl molten stone and flame at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 bludgeoning damage and 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning and fire damage both increase by 1d6 for each slot level above 1st. Lightning Shield 1st-level evocation Casting Time: 1 action Range: Self Components: V, S, M (A bit of fur and a rod of amber, crystal, or glass) Duration: Concentration, up to 10 minutes You summon motes of lightning to orbit your body. Until the spell ends, whenever a creature hits you with a melee attack, it takes 1d4+1 lightning damage. In addition, once per turn when you deal damage to a creature with an attack or spell, you can deal an additional 1d4+1 lightning damage to that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1 for each slot level above 2nd. Lightning Strike Evocation cantrip Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You hurl a bolt of lightning at a target within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal or is made primarily of metal. On a hit, the target takes 1d8 lightning damage. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Living Bomb 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of oil-soaked string) Duration: 1 round You ignite a creature you can see within range, making them a ticking bomb waiting to explode. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 fire damage and becomes a living bomb. On a successful save, the target takes half as much damage and suffers no additional effects. 94
If the target failed its saving throw, then at the beginning of its next turn it explodes in a fiery blast. Each creature within 10 feet of the target must make a successful Dexterity saving throw or take 2d8 fire damage, or half as much damage on a success. The original target instead takes the full amount of damage, without making a saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial and secondary damage increases by 1d8 for each slot level above 2nd. Lunar Fury 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You assail a creature you can see within range with an aspect of Elune's power. Choose whether to invoke the new moon, half moon, or full moon. The creature must make a Wisdom saving throw. On a failed save, it suffers the damage and the effect listed below, based on your choice. On a success, it suffers half as much damage and no other effect. New Moon. The target takes 8d8 psychic damage and is frightened of you until the end of your next turn. Half Moon. The target takes 8d8 force damage and is charmed by you until the end of your next turn. Full Moon. The target takes 8d8 radiant damage and is blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 3rd. Magic Orb 4th-level conjuration Casting Time: 1 action Range: Self (60-foot line) Components: V, S Duration: Instantaneous You fire an orb of elemental power forward in a line 6 feet long and 5 feet wide in a direction you choose. Choose one of the elemental orbs listed below. Each creature within 5 feet of this line must succeed on a Dexterity saving throw or take 4d10 damage and suffer the listed effect. On a successful save, the creature takes half as much damage and suffers no additional effect. Arcane Orb. The spell deals force damage, and the target is pushed 15 feet directly away from the line. Frozen Orb. The spell deals cold damage, and the target's speed is halved until the end of your next turn. Scorching Orb. The spell deals fire damage, and the target is set ablaze. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. The secondary effects are unaffected. Mind Blast 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: S Duration: 1 round You overload the senses of a creature you can see within range with a psychic onslaught. The target must make a Wisdom saving throw. On a failed save, it takes 3d10 psychic damage and has disadvantage on ability checks until the end of your next turn. On a successful save, the target takes half as much damage and suffers no additional effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Mind Flay Evocation cantrip Casting Time: 1 action Range: 120 feet Components: S Duration: Instantaneous You fire a beam of psychic energy at a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage. If you used this spell against that target on your previous turn, it instead takes 1d12 psychic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Mind Sear 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Choose one creature within range, which begins to glow with an eerie darkness. It suffers no ill effects, but you may use your bonus action to cause them to radiate corrosive shadow energy. All other creatures within 15 feet of the initial target must make a successful Wisdom saving throw or take 3d6 psychic damage. A creature that succeeds on its saving throw takes half this amount of damage. On each of your turns until the spell ends, you can use your bonus action to repeat this shadowy pulse, dealing damage to all creatures within 15 feet of the initial target. The spell ends if your initial target is ever more than 120 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Moonfire/Sunfire 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round 95
You sear a target you can see within range with burning moonfire or sunfire. The target must make a Dexterity saving throw. It takes 2d10 force damage (moonfire) or radiant damage (sunfire) on a failed save, or half as much damage on a successful one. If the target fails its saving throw, it takes an additional 2d10 damage of the same damage type at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the immediate and delayed damage increase by 1d10 for each slot level above 2nd. Nourish 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round You infuse a creature you can see within range with invigorating energy. That creature regains hit points equal to 2d6 + your spellcasting ability modifier immediately. Until the beginning of your next turn, the creature has advantage on saving throws, at which time the spell ends and they regain another 2d6 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial and delayed healing increase by 1d6 for each slot level above 2nd. Phantom Singularity 7th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of obsidian) Duration: Concentration, up to 1 minute This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 20 feet. The area within this sphere is filled with horrifying darkness that saps the will and life of creatures within it. As a bonus action, you can move the sphere up to 20 feet. The sphere's area is filled with magical darkness, which spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 7th level or lower, can't illuminate the area. Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Wisdom saving throw. The creature takes 6d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is frightened until the beginning of its next turn. For the spell's duration, you regain 3d6 hit points at the beginning of each of your turns, provided this spell damaged a creature since the end of your last turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage and healing increase by 1d6 for each slot level above 7th. 96
Pyroblast 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (an igneous rock and sulfur) Duration: Instantaneous You hurl an immense fiery boulder towards a target you can see within range. Make a ranged spell attack dealing 3d8 bludgeoning damage against the target. This attack is automatically a critical hit if it is successful. Hit or miss, the boulder then explodes. The target and each creature within 10 feet of it must make a Dexterity saving throw. A target takes 6d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d8 for each slot level above 5th. Rain of Chaos 9th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a fragment of igneous rock) Duration: Concentration, up to 10 minutes Blazing meteors of brimstone and felfire plummet to the ground at three different points you can see within range. Each creature in a 20-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 5d6 fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one meteor strike is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. On your next turn, towering infernals appear at each of the three points where the meteorites fell, using the Bound Greater Infernal stat block. Each infernal begins in the space where a meteor fell, even if it is occupied, but must use its movement to move to an unoccupied space. The infernals are allies to you and your companions. In combat, the infernals share your initiative count, but take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, they take the Dodge action and use their move to avoid danger. The infernals disappear when they drop to 0 hit points or when the spell ends, crumbling into rubble. Rain of Fire 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of sulfur) Duration: Concentration, up to 1 minute A cloud of roiling darkness appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the dark cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of hellfire rains down from the cloud to strike that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down hellfire in this way again, targeting the same point or a different one. The spell damages also objects within 5 feet of a hellfire strike and ignites flammable objects that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. 97 Bound Greater Infernal Large fiend (demon), chaotic evil Armor Class 20 Hit Points 100 Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 2 (-4) Damage Resistance fire; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands Eredun and the languages you speak Challenge — Proficiency Bonus equals your bonus Immutable Form. The infernal is immune to any spell or effect that would alter its form. Magic Resistance. The infernal has advantage on saving throws against spells and other magical effects. Magic Weapons. The infernal's weapon attacks are magical. Siege Monster. The infernal deals double damage to objects and structures. Immolation Aura. When a creature begins its turn within 5 feet of the infernal, or enters that area for the first time on a turn, it must make a Constitution saving throw against your spell save DC. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The infernal makes two slam attacks. Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d12 + 5 bludgeoning damage.
Rejuvenation 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You imbue a creature you can see within range with restorative magic. The creature regains hit points equal to 1d6 + your spellcasting ability modifier immediately. Until the spell ends, the creature regains 1d6 hit points at the beginning of each of its turns. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot 3rd level of or higher, the initial and recurring healing increase by 1d6 for every two slot levels above the 2nd. Ring of Frost 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a silver ring) Duration: Concentration, up to 1 minute You summon a ring of icy mist that freezes enemies that cross its borders. The ring is centered on a point in range that you can see, is 20 feet in diameter, 20 feet high, and 1 foot thick. When the ring appears, each creature within its area must make a Constitution saving throw. For the spell's duration, a creature that enters the ring's area for the first time on a turn or ends its turn within 5 feet of the ring must also make this saving throw. On a failed save, a creature takes 4d8 cold damage and is restrained until the beginning of its next turn. On a successful save, a creature takes half as much damage and suffers no additional effects. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Shadowburn 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You unleash a shadowy blaze on a creature you can see within range. The target must make a Dexterity saving throw. A target takes takes 4d6 fire damage and 4d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire and necrotic damage both increase by 1d6 for each slot level above 3rd. Shadowfury 4th-level evocation Casting Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: 1 round You unleash a wave of necrotic energy to overwhelm nearby foes. Each creature within 15 feet of you must succeed on a Constitution saving throw or take 4d6 necrotic damage, and be incapacitated until the end of your next turn. A creature that succeeds on its saving throw takes half as much damage and isn't incapacitated. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Shadow Bolt Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a bolt of necrotic shadow at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. You have advantage on the attack roll if the target is in dim light or darkness. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Spirit Beast 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a trophy from a dire beast) Duration: Concentration, up to 1 hour You transform into a spirit beast, a spectral creature capable of moving swiftly and stealthily. You decide the exact form of your spirit beast, though wolves and raptors are particularly common among Azeroth's shaman. The transformation lasts for the spell's duration, or until you drop to 0 hit points or die. Your game statistics are replaced by the spirit beast statistics, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the spirit beast. If the spirit beast has the same proficiency as you and the bonus in its stat block is higher than yours, use the spirit beast's bonus instead of yours. When you transform, you assume the beast's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You are limited in the actions you can perform and can't speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment while transformed. 98
Starfall 6th-level conjuration Casting Time: 1 action Range: Self (60-foot radius) Components: V, S (drops of rainwater untouched by daylight) Duration: Concentration, up to 1 minute You call down waves of stars to strike your enemies. When you cast the spell, and as a bonus action on your subsequent turns, you can choose three different targets you can see within 60 feet of you. Each target must make a Dexterity saving throw. A target takes 4d8 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Starfire 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous You launch a brilliant bolt of starfire at one target within range. Make a ranged spell attack against the target. The target takes 2d10 force damage on a hit, or half as much damage on a miss. Whether you hit or miss, each creature within 5 feet of the target must make a Dexterity saving throw (other than the target itself). Each of these creatures takes 1d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for both effects of the spell increases by 1d10 for each slot level above 1st. Starsurge 4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You summon a beam of celestial radiance to strike a target you can see within range. The target must make a Dexterity saving throw. A target takes takes 5d6 force damage and 5d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force and radiant damage both increase by 1d6 for each slot level above 4th. Sundering 5th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S Duration: Instantaneous You strike the earth, and explosively sunder the ground in a line originating from you that is 60 feet long and 5 feet wide. The line follows the elevation of the ground, even travelling up walls or down cliffs. Each target within 5 feet of this line must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. In addition, the ground in the sundered line becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Supernova 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You gesture to a point you can see within range, which then explodes with concussive arcane force. Each creature in a 10- foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 6d10 force damage, is pushed 10 feet away from the center of the sphere, and is knocked prone. On a successful save, a target takes half as much damage and suffers no other effects. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. 99 Spirit Beast Medium beast Armor Class 12 + PB (natural armor) Hit Points five times your level Speed 50 ft. STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 15 (+2) — — — Saving Throws STR +2 plus PB, DEX +2 plus PB, CON +2 plus PB Skills Acrobatics +2 plus PB, Athletics +2 plus PB, Stealth +2 plus PB Senses Darkvision 60 ft. Challenge — Proficiency Bonus (PB) equals your bonus Spirit Walk. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained. Actions Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage. Invisibility. You turn invisible until you attack, make a damage roll, force someone to make a saving throw, or the spell ends.
Thermal Void 9th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous You remove all heat from the area around a point you choose within range, instantly lowering the temperature to lethal levels. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature taked 15d8 cold damage and is petrified, as their body is frozen solid. On a successful save, a creature takes half as much damage and suffers no additional effects. If this damage reduces a creature to 0 hit points, it is reduced to shards of ice, leaving behind everything it was wearing and carrying. If a creature petrified by this spell is reduced to 0 hit points, it is similarly shattered. In both cases, the creature can be restored to life only by means of a true resurrection or a wish spell. Thunderstorm 4th-level evocation Casting Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Instantaneous You erupt with thunderous might, knocking enemies away from you. Each creature within 15 feet of you must succeed on a Constitution saving throw or take 5d8 thunder damage, and be pushed 15 feet away from you. A creature that succeeds on its saving throw takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 6th. Tranquil Rain 5th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (pure rainwater) Duration: Concentration, up to 1 minute Healing rain falls from the sky in a 20-foot-radius, 40-foothigh cylinder centered on a point you can see within range. Until the spell ends, whenever you or a creature you can see enters the area for the first time on a turn or starts its turn there, you can choose to restore 2d6 hit points to it. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d6 for every two slot levels above 5th. Ursol's Vortex 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a bear's claw) Duration: Instantaneous A 20-foot-radius sphere or whirling air forms at a point you can see within range that batters and pulls the creatures within. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3th. Wellspring 2nd-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous You emit a wave of soothing energy. Each creature in a 15- foot cone regains hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Wild Growth 4th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round Revitalizing energy blossoms forth from a point of your choice within range. Choose up to six creatures in a 30-footradius sphere centered on that point. Each target regains hit points equal to 1d6 + your spellcasting ability modifier. At the beginning of each affected creature's next turn, they regain an additional 1d6 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and delayed healing increase by 1d6 for each slot level above 4th. Wrath Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a bolt of celestial energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force or radiant damage, chosen when you cast this spell. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 100