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D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

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D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

50 ROGUE At 3rd leveL a rogue gains the Roguish Archetype feature. Here is a new air-themed option for that feature: the Aerialist. AERIALIST You have a knack for incredible leaps, falls, and feats of acrobatics. Circus performers, airship sailors, tree-top scouts, and flying characters like aarakocra often follow this archetype. Your tactics usually involve striking from above, leaping over enemies or onto the high ground for better aim. You might even seek that rush of adrenaline that your daring feats bring, always looking for new and more dangerous stunts to slake your thirst. NATURAL ACROBAT When you choose this archetype at 3rd leveL you gain proficiency in the Acrobatics skill If you already have proficiency in this skilL you gain proficiency with a tool of your choice or learn a language of your choice instead Also, your proficiency bonus is doubled for any ability check you make using the Acrobatics skill AERIAL AGILITY Starting at 3rd leveL you are capable of incredible flips, jumps, and aerial maneuvers. You have a flying speed equal to half your walking speed on each of your turns. To make use of this speed, you can't be wearing medium or heavy armor. When you end your turn while flying using this speed, you fall unless you can stop the fall In addition, you can choose to calculate your jumping distance using your Dexterity score instead of Strength. HEIGHT ADVANTAGE At 3rd leveL you also learn how to tactically exploit any height advantage, gaining an additional way to use your Sneak Attack. You don't need advantage on the attack roll to use your Sneak Attack against a creature if the bottom of your space is vertically higher than the top of the target's space by at least 1 foot for every 3 feet of horizontal distance between you and the target. For example, if you are 15 feet away from the target, then the bottom of your space must be at least 5 feet higher than the top of the target's space. If you are 60 feet away, then it must be at least 20 feet higher. If there is 0 feet between your spaces, as there would be if you were making a melee attack with most weapons, then the bottom of your space must simply be above the top of the target's space. All the other rules for Sneak Attack still apply to you. AGILE KIP-UP Starting at 9th leveL you only use 5 feet of movement to stand up from prone. Also, when you're knocked prone, you can use your reaction to immediately stand back up and move up to 5 feet to an unoccupied space without provoking opportunity attacks. CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.0) RULES TIP: FALLING AND PRONE Reducing the damage from a fall can enable you to stay on your feet when you finally land! Falling. At the end of a fall, a creature takes l d6 bludgeoning damage for every l O feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. STICK THE LANDING At 13th leveL the distance you can high jump is doubled, and you can use your reaction when you fall to make a Dexterity (Acrobatics) check and reduce any falling damage you take by the result. In addition, the flying speed granted by your Aerial Agility feature is increased by 5 feet. ACROBATIC DODGE When you reach 17th leveL you learn how to incorporate your acrobatic maneuvers into your defenses. When you use your Uncanny Dodge feature, you make a Dexterity (Acrobatics) check and also reduce the damage you take from the attack (after it has been halved) by the result. You can't make this check if you are prone, you can't move, or your speed is reduced f l~ria/i$f r············ I ••• CoaJd goa a.stz th1°Ji dit;lgrtJm for goar mtmatJI? Mg lrnintzf2a5 /ind lht°Ji tmg!,12 idtztJ!! I ••••••••••••••••••• 10 ft.: ··········· :L -------:-:-:::-----·-··· .... ,_ ... _ rarg.et 50ft. 'FW THF F I'\fJ:


SORCERER At 1st leveL a sorcerer gains the Sorcerous Origin feature. Here are new options for that feature: Cosmic Affinity, Elemental Magic, and Green Thumb. COSMIC AFFINITY Your innate magic is that of the far reaches of the Astral Plane and the Far Realm beyond it, that of the stars, the sun, the moon, and the old things that glide through the dark. Your magical gifts shift through cycles of burning radiance and freezing shadows just as the cosmos itself does. Perhaps you were born under an auspicious star or eldritch constellation. You might be the descendant of a powerful warlock who drew magic from a distant star, or you might have been exposed to the strange magic of the cosmos directly as an adult. COSMIC MAGIC At 1st leveL you learn the light cantrip. You also learn additional spells when you reach certain levels in this class, as shown on the Cosmic Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells or cantrips you know. These spells can't be replaced when you gain a level in this class. CosM 1c SPELLS Sorcerer Level Spell l st 3rd 5th 7th 9th AsTRAL PHASES guiding bolt moonbeam daylight holy glare (new) dawn (XGE) Also at 1st leveL you embody the cosmic power of the sun and moon, but only one of them at a time. Choose either the lunar or solar phase. You begin in this phase, and you are always in one phase or the other. After you cast a spell that deals radiant damage, you automatically switch phases at the start of your next turn. You can choose to switch phases when you finish a short or long rest and after you cast a sorcerer spell of 1st-level or higher that doesn't deal radiant damage. You can also use a bonus action on your turn and spend 1 sorcery point to switch phases. You can't switch phases more than once per turn. The two phases grant you different benefits. Lunar. When you enter the lunar phase, you can choose to emit a cloud of icy dust extending 10 feet out from you that stays centered on you. The area is lightly obscured, and lasts until you enter the solar phase or use a bonus action on your turn to end the effect. After you cast a sorcerer spell of 1st-level or higher that deals cold or radiant damage while you're in the lunar phase, you gain an orbiting lunar ward that lasts for 1 minute or until you enter the solar phase. If you are attacked while it lasts, you roll ld4 and apply the result as a penalty to the attack rotL and the ward disappears. You can't have more than one lunar ward at once. Solar. When you enter the solar phase, you can shed bright light in a 15-foot radius and dim light for 15 feet beyond that until you enter the lunar phase or use a bonus action on your turn to end the light. After you cast a sorcerer spell of 1st-level or higher that deals fire or radiant damage while you're in the solar phase, you can emit a solar flare, dealing 2 fire damage to one creature that you can see within 15 feet of you. The damage increases when you reach certain levels in this class, increasing to 3 at 5th leveL 4 at 10th leveL 5 at 15th leveL and 6 at 20th level COSMIC EMPOWERMENT At 6th leveL you learn to strengthen your spells with the power of the astral phase you inhabit. You gain certain benefits based on which phase for your Astral Phases feature you are in. Lunar. While in the lunar phase, you have resistance to cold damage, and when you cast a spell of 1st-level or higher that deals cold or radiant damage, you can add your Charisma modifier to one damage roll of that spell Solar. While in the solar phase, you have resistance to fire damage, and when you cast a spell of 1st-level or higher that deals fire or radiant damage, you can add your Charisma modifier to one damage roll of that spell CHAPTER ONE I CHARACTER OPTIONS THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 51


STELLAR NOVA Starting at 14th leveL when you change which phase for your Astral Phases feature you are in, you can spend 3 sorcery points to burst with cosmic power, causing an effect depending on which phase you are entering. The saving throw DC for this effect is your spell save DC. Lunar. Each other creature within 15 feet of you must make a Constitution saving throw. On a failed saving throw, a creature is restrained until the end of your next turn. Also, if you choose, the ground within 15 feet of you becomes frozen by ice, making it difficult terrain for other creatures that lasts for 1 minute. The difficult terrain ends instantly if you enter the solar phase or use a bonus action on your turn to end it. Solar. Each other creature within 15 feet of you must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of your next turn. Also, if you choose, the ground within 15 feet of you becomes lit with golden flames that reach 5 feet high and last for 1 minute. Each creature other than you that ends its turn in the area takes fire damage equal to your Charisma modifier (minimum 1). The fire vanishes instantly if you enter the lunar phase or use a bonus action on your turn to end it. ECLIPSE When you reach 18th leveL you gain the ability to enter a state of cosmic alignment that combines solar and lunar power. As a bonus action, you enter the eclipse state, which lasts for 1 minute. You gain the following benefits while in the eclipse state. • You gain the benefits for being in both the lunar and solar phases from your Astral Phases and Cosmic Empowerment features, regardless of what phase you are actually in. The bonus to damage from spells that deal radiant damage is not cumulative. • Your Astral Phases feature is improved: the lunar ward affects the next two attacks instead of only one, and the range for the solar flare increases to 30 feet. • You have a flying speed equal to your walking speed • You have resistance to radiant damage. • Enemies have disadvantage on saving throws made to resist your Stellar Nova feature, and it only costs 2 sorcery points to use instead of 3. Once you have used this ability, you cannot use it again until you finish a long rest. ELEMENTAL MAGIC You manifest magic of the four elements: water, earth, fire, and air. Your magic could be the result of at least one genie in your ancestry, emerging as magical power instead of ( or in addition to) making you a genasi. It could be the result of a journey through the Elemental Planes that infused you with magic. Or perhaps you even absorbed an elemental's power in an eldritch ritual You might wield the power of only one of the four elements, or you might pursue all four nearly equally. Every elemental sorcerer begins with a natural talent for one element. Some choose to focus on that element exclusively, while others spend their careers gradually learning how to use all four elements. ELEMENTAL SPECIALTY Beginning at 1st leveL you select one element to specialize in out of the four options: Air, Earth, Fire, or Water. This is your primary specialization, and you gain the benefits listed below for your selection. Air. You can hold your breath indefinitely while you're not incapacitated, and when you speak, you can choose to speak up to twice as loudly as normal Earth. You add your Charisma modifier (minimum+ 1) to any saving throws you make against disease, petrification, or nonmagical exhaustion. Fire. You don't suffer the effects of extreme heat or cold, as described in the Dungeon Master's Guide. Also, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and ignite it. Water. You can breathe underwater, and you gain a swimming speed equal to your walking speed while you are concentrating on it as if it were a spell You also learn additional spells when you reach certain levels in this class, as shown on the table for your chosen THE ELEMENTS AND BEYOND


element. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you can know. These spells can't be replaced when you gain a level in this class. AIR MAGIC SPELLS Sorcerer Level Spell l st thunderwave 3rd gust of wind 5th fly 7th cyclone (new) 9th control winds (XGE) EARTH MAGIC SPELLS Sorcerer Level Spell l st shield of faith 3rd terra spike (new) 5th petrify (new) 7th stone shape 9th wall of stone FIRE MAGIC SPELLS Sorcerer Level Spell l st hellish rebuke 3rd heat metal 5th fireball 7th wall of fire 9th immolation (XGE) WATER MAGIC SPELLS Sorcerer Level Spell l st 3rd 5th 7th 9th create or destroy water drown (new) tidal wave (XGE) control water maelstrom (XGE) .ARMORED BY THE ELEMENTS Also at 1st leveL you gain benefits based on your choice for your Elemental Specialty feature. Air or Fire. At the start of each of your turns, you can choose to deal damage equal to 2 + half your sorcerer level to each creature that is grappling you. Any creature that critically hits you with a melee attack while within 5 feet of you also takes this damage. If you chose Air, this damage is thunder damage; if you chose Fire, it is fire damage. Earth or Water. Your AC equals 13 + your Dexterity modifier while you aren't wearing armor. If you chose Earth, your body is protected by stone, tough skin, thick fur, soft metaL clay, sand, dirt, crystaL or some other form of earth; if you chose Water, it is protected by mist, coraL ice, sea shells, fish scales, tough skin, a layer of blubber, swirling water, or some other form of water (you choose the form of protection when you gain this feature). ELEMENTAL MASTERY Starting at 6th leveL you can spend 1 sorcery point as an action on your turn to gain resistance for 1 hour to a particular damage type determined by your choice for your Elemental Specialty feature. Air. You gain resistance to thunder damage. Earth. You gain resistance to poison damage. Fire. You gain resistance to fire damage. Water. You gain resistance to cold damage. In addition, you choose one of the following cantrips, each found in Xanathar's Guide to Everything and also the Elemental Evil Player's Companion: control flames, gust, mold earth, or shape water. If you don't know the chosen can trip, you learn it, and it doesn't count against the number of cantrips you can learn as a sorcerer. This spell can't be replaced when you gain a level in this class. If you already know the cantrip, it becomes more powerful for you instead: the range of the spell is increased by 30 feet for you. When you reach 10th leveL then again at 14th leveL you choose a cantrip from the list again. You can choose a new cantrip or the same cantrip again. The effects are the same, and the increases to range are cumulative. If you choose the same cantrip all three times, distances within the spell's description are also tripled for you. Whenever you gain a sorcerer leveL you can change up to one of the decisions you made for this feature. ELEMENTAL TALENT Also at 6th leveL you gain 3 bonus sorcery points. These sorcery points can't be converted into spell slots and can only be used for metamagic or a class feature granted by this subclass. If metamagic, the option you use must affect a spell of 1st-level or higher, and it must fit certain criteria that are determined by your choice of one of five talents when you gain this feature. CHAPTER ONE I CHARACTER OPTIONS THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 53


You regain any unexpended sorcery points when you finish a long rest. You gain an additional one of these bonus sorcery points when you reach 10th leveL and again at 14th level and 18th level Choose one of the following options for your talent. Aeromancy. The spell must be an aeromancy spell Elemaney. The spell must be an elemancy spelL or else the spell must be either an aeromancy, geomancy, hydromancy, or pyromancy spelL it can't be of any of the same specializations as the last spell you cast, and you must be affected by a special magical rhythm. You enter this rhythm after you cast an aeromancy, geomancy, hydromancy, or pyromancy spelL and it lasts until the end of your next turn or until you roll initiative. Geomancy. The spell must be a geomancy spell Hydromancy. The spell must be a hydromancy spell .Pyromancy. The spell must be a pyromancy spell PRIMORDIAL EMISSARY Starting at 14th leveL you know conjure elemental and conjure minor elementals as sorcerer spells, and they don't count against the number of sorcerer spells you can learn. As an action, you can spend 4 sorcery points to cast conjure minor elementals or 5 sorcery points to cast conjure elemental, without expending a spell slot. You can cast conjure minor elementals once as an action without expending a spell slot or sorcery points, and you regain the ability to do so when you finish a long rest. When you cast a spell that summons or creates an elementaL you gain a bonus to any Constitution saving throws you make to maintain concentration on the spell equal to your Charisma modifier (minimum+ 1} In addition, you can speak, read, and write Primordial Knowing this language allows you to understand and be understood by those speaking its dialects: Aquan, Auran, Ignan, and Terran. Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check. 'TRANSMUTE BODY At 18th leveL your body becomes a vessel for elemental magic, and you choose one of the following elementals: air elementaL earth elementaL fire elementaL or water elemental You can spend 4 sorcery points as an action on your turn to transform into that element. For 1 minute, your game statistics are replaced by the statistics of your chosen elementaL but you retain your size, hit points, alignment, personality, and your Intelligence, Wisdom, and Charisma scores. You retain your AC if it is higher than your new form's. You also retain all of your skill and saving throw proficiencies, and the benefit of any features from your class, race, or other source. You can still speak, use your hands, and cast spells. Your equipment is unharmed by your new form and you can use it as normal The transformation ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you have used this feature, you can't use it again until you finish a short or long rest. GREEN THUMB You carry an innate magic connected to the spirits of nature and flora, such as plants and fungi. There might be dryads among your ancestors, or your mother could have been infested with a magical fungus when you were in the womb. Maybe you were born in a druid's grove during a solstice, or perhaps you were touched by the magic of an archfey as a young child The primal power that flows within you will inevitably affect you and your surroundings. Many sorcerers of the green thumb find from childhood that they are different, and as they age, the oddities only grow. At your option, you can pick from or roll on the Green Magic Quirks table to create a quick for your character. GREEN MAGIC QUIRKS d6 Quirk 2 3 4 5 6 7 8 MEBREW Your eyes are an eerie emerald green, and your skin, which is faintly greenish, is covered with fuzz like that of a peach. You smell like flowers in bloom and you attract the friendly attention of pollinators, like bees. While standing, you always find yourself leaning in the direction of sunlight, if you can see any. Plants within l O feet of you will sometimes randomly bloom, even out of season. You prefer to take your long rests while partially covered or buried in fresh soil if possible. Flowers grow naturally from your hair as if they had been woven there, and mushrooms can be found sprouting from your body in places. One or both of your thumbs are actually green. When you leave tracks over soil, seeds from random plants are sowed in your footprints. This does not make you any easier to track. THE ELEMENTS AND BEYOND


PLANT MAGIC Starting at 1st leveL you add both the new razor leaf cantrip and the thorn whip cantrip to your sorcerer class spell list. You also learn additional spells when you reach certain levels in this class, as shown on the Plant Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells or cantrips you know. These spells can't be replaced when you gain a level in this class. PLANT SPELLS Sorcerer Level Spells l st entangle, leaf shield (new) 3rd barkskin, spike growth 5th plant growth, speak with plants 7th grasping vine, stockade sprouts (new) 9th awaken, tree stride BLOOMING VITALITY Beginning at 1st leveL you rest as deeply as a plant, and you bloom with verdant life. When you are struck, this extra vitality wilts, but it will bloom again in time. Whenever you finish a long rest, you gain temporary hit points equal to half your sorcerer level (minimum 1} BOTANICAL MASTERY Also at 1st leveL you know how to make the most of your connection to plants. When you cast the thorn whip or razor leaf can trips, you roll the same number of damage dice as normaL but they are dlOs instead of d6s. When you cast the new leaf shield spelL you are considered proficient with the shield you create while you are wielding it without using any hands. Finally, you have advantage on ability checks made to cultivate or tend to plants or to socially interact with plant creatures. SPELL SEEDS At 6th leveL you gain the ability to plant magic seeds in the wounds of your enemies to sprout into sorcery. When you deal a creature force, necrotic, piercing, poison, or slashing damage using a sorcerer spelL you can pay 1 sorcery point to plant a hidden magical seed in the creature that lasts until you finish a long rest. While a creature is seeded by you, you cannot plant any additional magical seeds in it. As an action, you can choose one creature that you have seeded, causing the seed to sprout from its body and bloom into magic. You cast a spell that has a casting time of 1 action or bonus action, expending spell slots and requiring components as normaL but the spell is cast from the seed's location instead of your own. If the spell targets creatures, you must include the seeded creature as a target, and if it targets a point or location, it must target the seeded creature's location. If the spell normally requires you to see the target, you can ignore that requirement. If you make a spell attack against the target as part of the spelL it ignores bonuses to AC granted by shields and cover, and it never suffers disadvantage for being too close to the target. If the seeded creature is in sunlight when you sprout its spell seed, you can add your Charisma modifier to one damage roll of the spell


VERDUROUS SOUL At 14th leveL you learn to restore your body by drawing power from nature as plants do. You can use a bonus action and spend 1 to 5 sorcery points while you are within bright light or a body of water, regaining 3d6 hit points for each sorcery point spent. Either the light must be sunlight, or the water must be clean enough to see through and not acidic enough to deal damage. Also, when you take a short rest in such a place, you can regain a number of hit points equal to your sorcerer level + your Charisma modifier. Once you do, you can't do so again until you finish a long rest. Finally, you can feed yourself for a day without eating anything by staying in both sunlight and clean water at the same time for at least 1 hour. 'TREE OF MAGIC Starting at 18th leveL you can use an action on your tum to plant a magical tree in an unoccupied space within 5 feet of you. The tree grows instantly to full size: its trunk is 3 feet in diameter and occupies its space, and the tree is up to 20 feet talL but obstacles can constrain its height. The tree glows with magic and it is immune to damage, but it is still a physical object. It is tangible, it provides cover, it can be climbed, etc. When the tree appears, you can imbue the tree with one sorcerer spell you know of 5th-level or lower, but you must spend sorcery points equal to the spell's level to do so. The spell must target only one creature and it can't be a cantrip or have a range of Self. The tree lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell), and it provides the following benefits for the duration. • The tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • Each creature of your choice within 30 feet of the tree has advantage on saving throws against spells and on any spell attacks it makes using a cantrip. • If you imbued the tree with a spelL each creature of your choice that enters the area within 30 feet of the tree for the first time on a tum or starts its tum there becomes affected by the imbued spell as if you had cast the spell on it, requiring no concentration. The spell ends immediately on the creature when it is no longer within 30 feet of the tree. Once you have used this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.


WAR.LOCK At 1st levei a warlock choose an Otherworldly Patron. Here is a new option for that feature: The Dragon. THE DRAGON Your patron is an ancient spellcasting dragon, either a chromatic dragon (black, blue, green, red, or white) or a metallic dragon (brass, bronze, copper, gold, or silver} Dragons vary from lawful good to chaotic evil and often have far-reaching, inscrutable goals on account of their extremely long lifespans and great power. Some merely desire agents to help them locate and obtain treasures for their hoard, but most do so for reasons that may only come up once every few decades. Such long periods of inaction are trifling to a dragon. Many ancient dragons have acquired enough magical skill to share their power in a pact. Some aspiring warlocks even make pacts with the dragon goddess Tiamat, making a bargain with one of her five heads in particular and drawing on her power as a dragon rather than as a fiend or goddess. You choose the scales of your dragon or determine it randomly, using the Dragon Kind table. Each dragon is associated with a damage type and a breath weapon, as shown on the table. The damage type and type of breath weapon used by your patron is referenced by some of the features of this subclass. DRAGON KIND dl0 Dragon Patron Damage Type Breath Weapon , Black Acid 5 by 30 ft. line 2 Blue Lightning 5 by 30 ft. line 3 Brass Fire 5 by 30 ft. line 4 Bronze Lightning 5 by 30 ft. line 5 Copper Acid 5 by 30 ft. line 6 Gold Fire l 5 ft. cone 7 Green Poison l 5 ft. cone EXPANDED SPELL LIST 8 Red Fire 9 Silver Cold 10 White Cold DRAGON EXPANDED SPELLS Spell Level l st 2nd 3rd 4th 5th 9th Dragon Spells chromatic orb dragon's breath (XGE) protection from energy stoneskin (as scales) Bigby's hand (as a dragon claw) shapechange (into dragons only) THE ELEMl<:NTS AND BEYOND The Dragon lets you choose from an expanded list of l 5 ft. cone spells when you learn a warlock spell The Dragon l 5 ft. cone Expanded Spells table shows the dragon spells that are l 5 ft. cone added to the warlock spell list for you, along with the spells associated in the table with your dragon's kind Black Spells Blue Spells Tasha's caustic Radic's sudden brew(TCE) spark(new) Melfs acid arrow dust devil (XGE) acid cloud (new) lightning bolt glistening acid slick storm sphere (XGE) (new) maelstrom (XGE) fingers oflightning (new) FANMADE HOMEBREW Green Spells ray of sickness protection from poison toxic breath (new) envenomed weapon (new) cloudki/1 Red Spells burning hands flaming sphere fireball White Spells fog cloud ice sculpture (new) cold snap (new) fire shield ice storm immolation cone of cold (XGE) CHAPTER ONE I CHARACTER OPTIONS


DRAGON EXPANDED SPELLS Spell Level Brass Spells Bronze Spells l st burning hands thunderwave 2nd scorching ray drown (new) 3rd fireball lightning bolt 4th fire shield storm sphere (XGE) 5th immolation (XGE) fingers of lightning (new) ARMOR OF THE WYRM At 1st leveL you gain a gift of draconic scales from your patron. Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. BREATH OF THE WYRM Also starting at 1st leveL you can borrow your patron's breath weapon. You have a pool of d6s that you spend to exhale the breath weapon. The number of dice in the pool equals 1 + half your warlock level As a bonus action, you can exhale this breath weapon in an area, spending dice from the pool to do so. The maximum number of dice you can spend at once equals your proficiency bonus + 1, divided by two. Roll the dice you spend, add them together, and deal that much damage to each creature in the area. The area and the type of damage are determined by your dragon's entry on the Dragon Kind table. Your pool regains all expended dice when you finish a long rest. At 6th leveL the area of cone weapons increases by 5 feet and the length of line weapons increases by 10 feet. They increase again this way at 10th and 14th levels. DRACONIC ESSENCE Starting at 6th leveL your bond with your patron imbues you with a piece of their magical draconic essence. You have resistance to the damage type dealt by your Breath of the Wyrm feature, and when one of your spells or class features deals damage of that type to a creature, you can subject that creature to your patron's terrifying draconic presence. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed saving throw, it becomes frightened for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't use it again until you finish a short or long rest. Copper Spells Gold Spells Silver Spells Tasha's caustic brew (TCE) burning hands fog cloud Me/f's acid arrow heat metal gust of wind acid cloud (new) fireball cold snap (new) glistening acid slick (new) fire shield ice storm sinking maw (new) immolation (XGE) cone of cold EVERLASTING SCALES At 10th leveL your patron grants you the ability to draw on the true might of its scales. Before you take damage, you can use your reaction to harden your scales for a brief moment. Until the end of your next turn, you gain resistance to bludgeoning, piercing, and slashing damage, and immunity to the damage type dealt by your Breath of the Wyrm feature. Once you use your reaction in this way, you can't do so again until you finish a short or long rest. WINGS OF TERROR Starting at 14th leveL you can use an action to manifest spectral dragon wings as a symbol of your patron's raw power and magic. The wings are made of your patron's breath weapon energy, such as fire, frost, or lightning. When they appear, you can choose to beat the wings in a wing attack, knocking each creature within 10 feet of you prone and dealing each of them damage of the type dealt by your Breath of the Wyrm feature equal to 2d6 + your Charisma modifier (minimum+ 1), and flying up to half your speed to an unoccupied space. Then, whether you performed a wing attack or not, the wings' appearance casts a frightening presence over the battlefield Each creature of your choice within 60 feet of you that is aware of you must make a Wisdom saving throw against your warlock spell save DC. On a failed saving throw, a creature becomes frightened for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The wings remain for 1 minute, granting you a flying speed equal to your walking speed Once you use this feature, you can't use it again until you finish a long rest.


WARLOCK: ELDRITCH INVOCATIONS At 2nd leveL a warlock gains the Eldritch Invocations feature. Here are new available options for that feature, in addition to the options in the Player's Handbook and other sources. These options are presented in order of ascending level prerequisites. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class. If one of these invocations refers to a saving throw, the DC is your warlock spell save DC. DEATHLY CHILLS When you deal cold damage to a creature using a warlock spell or feature, you ignore resistance to cold damage unless the creature also has resistance or immunity to necrotic damage, and you treat vulnerability to necrotic damage as vulnerability to both damage types. ELDRITCH DIGESTION When you deal acid damage to a creature using a warlock spell or feature, you ignore resistance to acid damage unless the creature also has resistance or immunity to force damage, and you treat vulnerability to force damage as vulnerability to both damage types. ELEMENTAL ATTUNEMENT When you finish a long rest, you choose one of four elements below to attune to. While attuned to an element, you know an associated can trip ( each is from Xanathar's Guide to Everything) as a warlock spelL and it doesn't count against the number of cantrips you can know as a warlock. You gain the following benefits while attuned to each element: Air. You know the gust cantrip, and you can hold your breath for twice as long. Earth. You know the mold earth cantrip, and you have advantage on ability checks made to climb earth or stone. Fire. You know the control flames cantrip, and you have advantage on saving throws made to resist the effects of extreme heat. Water. You know the shape water cantrip, and you have advantage on saving throws made to resist the effects of extreme cold HEAVENLY BOLTS When you deal lightning damage to a creature using a warlock spell or feature, you ignore resistance to lightning damage unless the creature also has resistance or immunity to radiant damage, and you treat vulnerability to radiant damage as vulnerability to both damage types. HUSH OFWINTER When you deal cold damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target is deafened and can't speak until the end of your next turn. Once you use this invocation, you must finish a long rest before you can use it again. NOXIOUS FuMES When you deal acid damage to a creature using a warlock spell or feature, you can force the target to make a Constitution saving throw. On a failed save, the target is poisoned until the end of its next turn. Once you use this invocation, you must finish a long rest before you can use it again. PRISMATIC BLAZE When you deal fire damage to a creature that isn't blinded using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target becomes charmed until the end of its next turn. While charmed in this way, the target is incapacitated and has a speed of 0. The effect ends if the target takes any additional damage or if someone else uses an action to shake it out of its stupor. Once you use this invocation, you must finish a long rest before you can use it again. SCORCHING RADIANCE When you deal radiant damage to a creature using a warlock spell or feature, you ignore resistance to radiant damage unless the creature also has resistance or immunity to fire damage, and you treat vulnerability to fire damage as vulnerability to both damage types. UMBRA FLAME When you deal fire damage to a creature using a warlock spell or feature, you ignore resistance to fire damage unless the creature also has resistance or immunity to necrotic damage, and you treat vulnerability to necrotic damage as vulnerability to both damage types. VOICE FROM BEYOND When you deal thunder damage to a creature using a warlock spell or feature, you ignore resistance to thunder damage unless the creature also has resistance or immunity to psychic damage, and you treat vulnerability to psychic damage as vulnerability to both damage types. WELCOMING LIGHT When you deal radiant damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target becomes charmed by you until the end of your next turn. While charmed in this way, the target regards you as a friendly acquaintance. Once you use this invocation, you must finish a long rest before you can use it again. CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 59


60 WHISPER THE DREAD WIND When you deal thunder damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of its next turn. Once you use this invocation, you must finish a long rest before you can use it again. WITHERING LIGHTNING When you deal lightning damage to a creature using a warlock spell or feature, you can force the target to make a Constitution saving throw. On a failed save, the target's hit point maximum is reduced for 1 minute by an amount equal to the lightning damage it took. Any effect that removes a disease allows the target's hit point maximum to return to normal before that time passes. Once you use this invocation, you must finish a long rest before you can use it again. AMBASSADOR OF THE DEPTHS Prerequisite: 5th level You can expend a warlock spell slot to cast the new dive spell While the spell affects a target, that target also has darkvision that extends out to a range of 120 feet. DESERT ROAMER Prerequisite: 5th level You are adapted to both hot climates and cold climates, as described in the Dungeon Master's Guide, and you don't need to drink water to survive. FLAME WALKER Prerequisite: 5th level You and any equipment you are wearing or carrying are immune to the damage dealt by nonmagical fire, and you can breathe ashes, smoke, and the stinking cloud spell without any negative effects. This can't prevent damage dealt by traps or creatures, such as the breath weapon of a red dragon or the blast of a fire cannon. WEIGHTLESSNESS Prerequisite: 5th level You can cast feather fall targeting only yourself at wilL without expending a spell slot or requiring components. EXPLOSIVE VENGEANCE Prerequisite: 7th leve~ Pact of the Chain, fireball known as a warlock spell When another creature deals damage to your familiar and reduces it to O hit points, you can choose to use your reaction to cast fireball using a warlock spell slot centered at the location of your familiar, even if it is outside your normal range or line of sight for the spell The spell originates from your familiar. After you do this, you gain one level of exhaustion and you can't cast any spells of 1st-level or higher on your next turn. Once you use this invocation, you must finish a long rest before you can use it again. CHAPTER ONE I CHARACTER OPTIONS GRAVEBORNE Prerequisite: 7th level While you are buried or burrowing in earth or sealed underground, you don't need to eat, drink, or breathe. BREATH OF BAHAMUT Prerequisite: 9th leve~ Dragon Patron (Any Metallic) You can use an action to expend a warlock spell slot to exhale a secondary breath weapon in a 30-foot cone. Each creature in the area suffers the following effects, determined by your dragon patron's kind These effects end instantly if you lose your concentration (as if you were concentrating on a spell} Any saving throws are made against your warlock spell save DC. Brass. Targets must succeed on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Any creature with hit points equal to or greater than your warlock level x 4 automatically succeeds on the saving throw. Bronze. Targets must succeed on a Strength saving throw or else be pushed 60 feet away from you. Copper. Each target must make a Constitution saving throw. On a failed save, a creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. Also, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Gold Each target must succeed on a Strength saving throw or suffer disadvantage on Strength-based attacks, Strength checks, and other Strength saving throws for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Silver. Targets must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. Any creature with hit points equal to or greater than your warlock level x 3 automatically succeeds on the saving throw. TIAM.AT' S BARGAIN Prerequisite: 9th leve~ Dragon Patron (Any Chromatic) When you use your Breath of the Wynn feature, you can choose to use the breath weapon and damage type of any of the chromatic dragons from the list, instead of using the entry for your patron. When you finish a long rest, you can choose to change the damage type that your Draconic Essence feature grants resistance to. Choose one from acid, cold, fire, lightning, or poison damage. FIERY BREATH Prerequisite: 12th levd burning hands known as a warlock spell When you cast burning hands, you can do so as a bonus action, requiring only verbal components. Once you do, you can't do so again until you finish a long rest. D&D UNLEASHED (vl.0) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


OPEN THE GATE BELOW Prerequisite: 12th levei Any Water-themed Patron or Hydromancer feat You can expend a warlock spell slot to cast the new dark lagoon spelL requiring only somatic components. Once you do so, you can't do so again until you finish a long rest. TENTACLE GROWTH Prerequisite: 12th levei Fathomless Patron or Great Old One Patron You have an additional extremely flexible arm (a tentacle) that has reach 10 feet. Melee weapons wielded using this arm and no other arms have an additional 5 feet of reach, but the arm cannot wear shields. You also have advantage on ability checks made to grapple using this arm. If the arm is cut off or destroyed, it regrows with no apparent damage when you finish a long rest. You can take this invocation multiple times. GIFT OF THE 'TREANTS Prerequisite: 15th levei Archfey Patron or any Plantthemed Patron You can expend the 8th-level use of your Mystic Arcanum to cast the new animate tree spell HELLISH BLOOD Prerequisite: 15th levei Fiend Patron or Pyromancer Feat You are constantly affected by a lesser form of fire shield (warm option) that deals only ld6 damage. You can also expend a warlock spell slot to cast fire shield (as warm option only) on yourself as a bonus action, to increase the effect to that of a fire shield that deals 2d8 + ld6 fire damage for the normal duration. LOST TO THE COSMOS Prerequisite: 15th level You can cast nondetection using a warlock spell slot without requiring components, but you can only target yourself when you do so. PULL OF THE DARK Prerequisite: 15th levei Fathomless Patron, Eldritch Blast cantrip When you hit a creature with eldritch blast more than once in a turn, you can have it make a Strength saving throw. On a failed saving throw, the creature is knocked prone or pulled up to 10 feet toward you (your choice} WAVE CALLER Prerequisite: 15th levd Any Water-themed Patron or Hydromancer feat You can cast control water at-wilL expending no spell slots and requiring only verbal components. CONSIGN TO THE EARTH Prerequisite: 18th levei Any Earth-themed or Gravethemed Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new earth whelm spell Foo FORM Prerequisite: 18th levei Any Water-themed Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new ordainment of mist spell MAGMA FORM Prerequisite: 18th levei Any Fire-themed Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new ordainment of lava spell STEEL FORM Prerequisite: 18th levd Any Tech-themed or Weaponthemed Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new ordainment of metal spell PEERS OF THE PATRON Prerequisite: 18th levei Archfey Patron or any Elemental-themed Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new summon primal spirit spell TAME THE WIND Prerequisite: 18th levei Any Air-themed or Stormthemed Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new wind wake spell THOUSAND-YEAR FLOOD Prerequisite: 18th levei Any Water-themed Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new grand flood spell VOLCANIC HERALD Prerequisite: 18th levei Any Fire-themed Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new caldera spell THEME PREREQUISITES Some of these invocations have prerequisites such as "Any Fire-themed Patron" or "Any Plant-themed Patron." These are left up to the DM's discretion, but they can generally be determined by assessing the patron's spell list, abilities, and lore. For example, the Fiend Patron is fire-themed, the Undying Patron is grave-themed, and the Fathomless Patron is water-themed. Some are determined by choices the player makes, such as choosing a kind of Genie or a kind of Dragon. Some are determined by flavor agreed upon by the player and the DM. For example, you might agree on a fire-themed Archfey Patron, such as a summer fey, or a Great Old One Patron that's water-themed, such as an aboleth. CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 61


62 FEATS our character gains power in a variety of ways as they gain levels. In addition to the features granted by your class levels, your DM might allow you to use feats to customize a character. Feats are an optional rule in chapter 6, "Customization Options," of the Player's Handbook. The DM decides whether they're used and may also decide that some feats are available in a campaign and others aren't. This section introduces new feats that characters can take, if allowed by the DM. SPELLCASTING FEATS There are many choices a spellcaster can make as they gain levels in Dungeons and Dragons, but there are few feats that directly affect spellcasting. This section has new feats that are only available to spellcasters. These feats modify certain spells, allowing the spellcaster to specialize in a particular style of magic. If a spell 's name is followed by an asterisk (*) in this section, the spell can be found in Xanathar's Guide to Everything or in the Elemental Evil Player's Companion instead of the Player's Handbook or this compendium. Spell lists for aeromancy, elemancy, geomancy, hydromancy, and pyromancy spells can be found on page 126. The feats are presented below in alphabetical order. AEROMANCER Prerequisite: Spellcasting or Pact Magic class feature You specialize in the magic of the air, commanding howling wind and thunderous storm. You gain the following benefits: • You have spell prowess with aeromancy spells. • The spells control winds,* gust,* silence, and whirlwind* are added to the spell list of your spellcasting class. • When you cast an aeromancy speli you choose one creature within 5 feet of you. That creature cannot make opportunity attacks against you this turn. Also, if the spell pushes or pulls any creature, it moves that creature 5 extra feet. • When you cast an aeromancy spell of 1st level or higher, if you have a flying speed, you may choose to increase it by 15 feet for that turn. If you don't, you gain a flying speed of 15 feet for that turn, and if you are still aloft at the end of the turn, you fall unless you are held aloft by other means. · fv('-l P"{ZOPO~t.. -r-HA-r "t1t6 ~Tl; . 1?6 u?DA~ -ro tfJct.uV6 TI-t6 et-6- MeN-r or::: ~u'{2.P'(2J.~6 COfJ-rtNue-~ -ro 1?6 l~012€01?'-{ M.'-{ ?6~/ • . -~ewuv _ CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.O) FAN ELEMENTALIST Prerequisite: Spellcasting or Pact Magic class feature You specialize in all four elements - air, earth, fire, and water - commanding them as one in a flowing, weaving rhythm. You gain the following benefits: • You have spell prowess with elemancy spells. • The spells absorb elements* and elemental bane* are added to the spell list of your spellcasting class, plus the new spells golem armor and magic orb. • After you cast an aeromancy, geomancy, hydromancy, or pyromancy spen you gain spell prowess with spells of the other three specializations until the end of your next turn. • When you cast an aeromancy, geomancy, hydromancy, or pyromancy spell of 1st-level or higher, if you have spell prowess with the speli you can choose a damage type out of acid, cold, fire, lightning, or thunder. You gain resistance to that damage type until the end of your next turn. NEW MECHANIC: SPELL PROWESS Spell Prowess is a new feature for spellcasters. If you have spell prowess with a spell, you gain a bonus to the damage rolls of that spell equal to half your proficiency bonus. Also, when you attempt to cast a spell at a spell level equal to or less than two-thirds of your proficiency bonus and you have spell prowess with that spell, you can choose one component to ignore for that casting of the spell. You can't use this rule to ignore components that are consumed or are worth more than l Ogp, and you can't use this rule to make a spell require no components at all. For more information, see page 226. / ..


ENERGY SPECIALIST Prerequisite: Spellcasting or Pact Magic class feature You have explored the mysteries of one of the energies of your magic, gaining you the following benefits: • This feat can be taken multiple times, but you must choose a different damage type each time. • Choose one damage type from the table below. You apply half your proficiency bonus to your spells' damage rolls of the chosen type. • Whenever a creature rolls a 1 on the d20 for a saving throw from a spell you cast that deals damage of the chosen type and it fails the save, the spell inflicts a special effect on it. If you critically hit a creature with a spell attack from a spell you cast that deals damage of the chosen type, the spell also inflicts the special effect on the target. The special effect depends on the damage type, as shown in the table below: Damage Type Special Effect Acid The target grants enemies advantage on attacks made against it until the end of its next turn, and if it wears nonmagical armor, that armor is corroded and loses 3 AC permanently. Cold The target is restrained until the start of its next turn, and has its speed reduced by half until the end of its next turn. Fire The target is lit ablaze. It takes fire damage equal to your proficiency bonus at the start of each of its turns until a creature takes an action to douse the fire. Lightning The target is knocked prone and is unable to take reactions until the end of its next turn. Necrotic The target can't regain hit points until the end of its next turn, and if the target isn't an undead or a construct, you gain temporary hit points equal to your proficiency bonus. Poison The target is poisoned until the end of its next turn. If it was already poisoned, it becomes paralyzed until the start of its next turn instead. Psychic The target is frightened of you or charmed by you (your choice) until the end of its next turn. Radiant The target has disadvantage on attack rolls that rely on sight until the end of its next turn. Thunder The target is deafened until the end of its next turn, and you can choose to push the target up to l 5 feet away from you. GEOMANCER Prerequisite: Spellcasting or Pact Magic class feature You specialize in the magic of the earth, commanding earthen arms and armor and beckoning quakes from the ground beneath you. You gain the following benefits: • You have spell prowess with geomancy spells. • The spells bones of the earth,* mold earth,* shield of faith, and stone shape are added to the spell list of your spellcasting class. • Whenever you cast a geomancy spelL you gain a + 1 bonus to AC and temporary hit points equal to half of your proficiency bonus, both of which last until the end of your next turn or until you roll initiative. • Whenever you make a saving throw to maintain concentration on a geomancy spelL you roll ld4 and add it to the result. HYDROMANCER Prerequisite: Spellcasting or Pact Magic class feature You specialize in the magic of water, commanding seas, rivers, glaciers, and steam geysers all as one. You gain the following benefits: • You have spell prowess with hydromancy spells. • The spells create or destroy water, maelstrom,* shape water,* and tsunami are added to the spell list of your spellcasting class. • The range for your hydromancy spells is increased by 30 feet, unless the spell 's range is Self. This also increases the range of Touch spells. • When a hydromancy spell that you cast pushes or pulls a creature, it moves that creature 10 extra feet. When one knocks a creature prone, you can choose to also push that creature 10 feet away from you. When one reduces a creature's speed, it is reduced by 10 additional feet. When one creates liquid water, it creates twice as much.


PYROMANCER Prerequisite: Spellcasting or Pact Magic class feature You specialize in the magic of flame, commanding the largest, brightest, and most explosive of fires to reduce nearly anything to ash, smoke, and cinders. You gain the following benefits: • You have spell prowess with pyromancy spells. • The spells control flames,* fire storm, heat metal, and immolation* are added to the spell list of your spellcasting class. • When you cast a pyromancy spelL you can choose to shed bright light in a 20-foot radius and dim light for an additional 20 feet until the end of your next turn. • When you cast a pyromancy spell of 1st level or higher, you can choose to explode the spell or ignite the spell PYROMANCY: EXPLODING AND IGNITING Whenever you cast a pyromancy spell that is exploded, you may choose the spell's range or one length, range, or radius within the spell's description. You treat that range, length, or radius as if it were 5 feet longer for this casting of the spell. This bonus cannot increase the range of any Self or Touch effects or spell ranges. Right after you cast a pyromancy spell that is ignited, you can choose to ignite flammable objects that are not being worn or carried in a particular area. That area is your choice of the spell's area, the area within l O feet of you, or the area within l O feet of one creature or object that was dealt fire damage by the spell (you choose each time you cast). Each affected object that is already on fire takes fire damage equal to your proficiency bonus+ twice the spell's level that ignores resistance instead. HIT DICE FOR SUMMONED CREATURES Some summoning spells, such as summon beast or summon shadowspawn, use statistics for creatures that do not have any hit dice. When an effect such as that of the Summoner feat grants a creature extra hit points based on the number of Hit Dice it has, you can treat those creatures as if they had l Hit Die for every 8 maximum hit points, before any increases to hit points are applied. SUMMONER Prerequisite: Spellcasting or Pact Magic class feature You specialize in the magic of summoning powerful creatures to aid you in combat. Any creature summoned or created by a spell that you cast appears with 1 extra hit point per Hit Die it has. While you are within 30 feet of it and you can see it and control it, it gains a bonus to its AC and saving throws equal to half your proficiency bonus, and any ability checks to dispel it are made with disadvantage. This feat does not affect creatures you summon that have class levels. WARD MAGE Prerequisite: Spellcasting or Pact Magic class feature You have learned how to bolster your shields, barriers, and walls of magic beyond their normal capabilities in order to better control a battlefield and protect yourself and your allies. You gain the following benefits: • When one of your spells or class features grants a protective ward with hit points to a creature (such as the Abjuration Wizard's ward, or the new barrier spell} you grant that ward extra hit points equal to your proficiency bonus. • When a spell you cast creates a wall or barrier with no creature as a target (such as wall of stone or the new screen of protection spell} you increase the hit points of that object by an amount equal to twice your proficiency bonus, and you increase its AC by 2. • When a spell you cast grants a creature temporary hit points, you increase the temporary hit points by an amount equal to your proficiency bonus. • Any creature that has its AC increased from a spell you cast or that has a protective ward with hit points granted by a spell you cast also has an additional + 1 bonus to AC. This bonus is not cumulative.


NEW RACIAL FEATS This section introduces a collection of feats that allow you to explore your character's race further. These feats are each associated with a race or subrace from this compendium. A racial feat represents either a growing connection to your race's culture or a physical change or transformation that brings you closer to an aspect of your race's lineage. The feats are presented below in alphabetical order. CELESTIAL RESILIENCE Prerequisite: Elf (bright) Your connection with the celestial light that has infused the bright elves is stronger and more pure than that of the common folk, making you hearty like an angel You gain the following benefits: • Increase your Constitution score by 1, to a maximum of 20. • You have resistance to poison and necrotic damage. • You have advantage on saving throws against poison and disease. CRYSTAL TELEPATHY Prerequisite: Crystalkin (glassheart or shardmind) You have learned to connect with other minds as easily as you connect ( or once connected) with the Mother CrystaL by tapping into your nature as either a being of mind or a being of celestial light. You gain the following benefits: • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. • You can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with a creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If you have telepathy from another source, the range is doubled, and the target can also respond to you telepathically. DARK OF THE DEEP Prerequisite: Deepling You awaken to latent instincts you have from the cold, dark depths of the ocean, unlocking the hidden powers within you and enabling you to conjure inky clouds of mist and darkness. You gain the following benefits: • You have resistance to cold damage. • You learn fog cloud and darkness, 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. Intelligence is your spellcasting ability for both spells. When you cast one of these spells in this way, you can't be perceived by blindsight while you are in the area. THEELEMENTSANDBEYOND HARBINGER OF DEATH Prerequisite: Corvian You have been touched by the magic of death itself, whether by ancient lineage or eldritch accident, and the Raven Queen's power flows through you like blood Instead of growing mad, your mind has become accustomed to the dark beyond death. You gain the following benefits: • Your darkvision has a range of 120 feet, instead of 60. • You have resistance to necrotic and psychic damage. • You have advantage on saving throws made to resist curses or to resist having your mind read, and you can't be aged magically. • You learn both the spare the dying and toll the dead cantrips, and can cast them at-will Intelligence is your spellcasting ability for these spells. KRAKEN ANATOMY Prerequisite: Deepling Your tentacles are covered in octopus suckers and sturdy enough that fewer are needed to support you, giving you an iron grip and an unparalleled advantage when wrestling. You gain the following benefits: • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. • You cannot be disarmed, you have advantage on ability checks and saving throws made to escape from being grappled or restrained, and creatures have disadvantage on ability checks and saving throws made to escape from your grapples. • You have two extra arms (tentacles) that you can use as normal or hide inside your body while they aren't holding anything. These arms can't be used to wield shields or weapons. • Your base swimming speed increases by 10 feet. MAGIC OF THE DRYADS Prerequisite: Elf (green) You learn the ancient magic of the dryads, for which your people have a natural talent. You learn the thorn whip spell and can cast it at-wilL without expending a spell slot. You also learn barkskin and pass without trace, 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. Charisma is your spellcasting ability for all three spells.


• • 66 NIMBLE COMBATANT Prerequisite: Fairy or Elf (thimble) You are uncannily nimble and agile even for a member of your diminutive race, with matching tenacity and grit. You gain the following benefits: • Increase your Dexterity or Constitution score by 1, to a maximum of 20. • You can take the Dodge action as a bonus action on your turn. You can only do this up to a number of times equal to 1 + half your proficiency bonus. You regain all expended uses when you finish a long rest. • You have advantage on Dexterity checks made to avoid becoming grappled by a creature of a size larger than you. PIXIE MAGICAL TALENT Prerequisite: Fairy (pixie) You gain a more complete mastery over your natural pixie magic. You learn the detect evil and good spell and can cast it at-wil~ without expending a spell slot. You also learn detect thoughts and fly, 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. Charisma is your spellcasting ability for all three spells. SCAMP SOCIAL TRICKS Prerequisite: Fairy (scamp) Your words have a special power, and you've honed that power to an edge. You learn the friends and message spells and can cast them at-will You also learn charm person and enthrall, 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. Charisma is your spellcasting ability for all four spells. When cast in this way, they only require verbal components and can't affect deafened creatures. SHARD SWARM Prerequisite: Crystalkin You have meditated upon your nature as a fragment of a greater crystal and discovered how to relocate your mind in space, causing your physical body to follow and leaving a fragment of yourself behind to burst apart. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Constitution is your spellcasting ability for this spell When you cast it in this way, the spell's range is doubled, and you can also choose to leave a cloud of crystal dust in a 15-foot diameter sphere centered on the space you teleported from which lasts until the end of your next turn. The cloud is difficult terrain and heavily obscured for other creatures. SPRITE PHYSICAL GIFTS ----------- Prerequisite: Fairy (sprite) You have honed your tiny body past its physical peaks, making use of your fey nature to strengthen yourself beyond the normal limits of your size. You gain the following benefits: • Your base flying speed increases by 10 feet. • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, including for your grapples. • You ignore the effects of your Puny Body racial trait. THE RAVEN'S EAR Prerequisite: Corvian You have the hearing and mimicry capabilities of the raven, an extension of the corvian talent for memory and observation. You gain the following benefits: • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on hearing. • You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. THE ELEMENTS AND BEYOND


CHAPTER TWO eyond the Material Plane, in the vast world of each Dungeons and Dragons cosmos, the very energies of creation weave among each other and create spectacular magics. Fire, earth, water, and air are only the start of a journey through the primordial forces that are available to a spellcaster in these worlds. To help both players and DMs use spellcasters with such variety, this chapter provides options for new spells, fixes for existing spells, and new rules for using spells, all relating to journeying through the planes, to the beyond, or to the primordial forces. This chapter has the following sections. They're listed in the same order as they appear in the chapter. New Spells. This section provides new spells for any spellcasting characters or monsters. The DM decides which of these spells are available in a campaign and how they can be learned, as always. Optional Spell Revisions. This section contains a short list of optional minor revisions that can be applied to spells from the Player's Handbook and Xanathar's Guide to Everything. These revisions help balance out the power of some of the stronger and the less powerful spells and spellcasting classes. Spell Variants. This section has a variety of optional spells that are based on existing spells but with minor changes, such as damage type, saving throws, or school of magic. Use these spells if you want to have a wealth of options for every damage type and theme. Magic Specialization Lists. This section contains spell lists for the aeromancy, geomancy, hydromancy, pyromancy, and elemancy magic specializations, along with some information about the rules for magic specializations. For more information, see page 226. SPELLS


68 NEW SPELLS pells are one of the most exciting aspects of the game for many players and DMs. New spells can add a wealth of fun and engaging moments to your campaign. As always, the Dungeon Master decides which of these spells are available in a campaign and how they can be learned For example, a DM might decide that some of the spells are freely available, that others are unobtainable, and that a handful can be found only after a special quest, perhaps discovered in a long-lost tome of magic. Wizard spells, in particular, can be introduced to a campaign in spellbooks as treasure. When a DM adds spells to a campaign, clerics, druids ARTIFICER SPELLS 5TH LEVEL (ANTRI PS (0 LEVEL} Burrow Rejuvenate Conjure Arms Water to Acid Force Strike Guard BARD SPELLS Magic Orb (ANTRI PS (0 LEVEL} Renewal Conjure Arms Topple Guard Water Spout Renewal Weathering Topple 1ST LEVEL 1ST LEVEL Barrier Barrier Beluud's Corrosive Caress Glide 2ND LEVEL Radic's Sudden Spark Screen of Protection Swoop Shield Other 2ND LEVEL 3RD LEVEL Dive Healing Wave Cannon Blast Mass Shield Ice Sculpture Relocate Screen of Protection Swift Ward Shield Other 4TH LEVEL 3RD LEVEL Greater Renewal Healing Wave March of Blades Mass Shield Relocate 5TH LEVEL Sand Cloak Sonic Boom Swift Ward 6TH LEVEL 4TH LEVEL Howling Void Enhance Body Zone of Restoration Envenomed Weapon Greater Renewal 7TH LEVEL Heat Wave Misty March Life Spring Wind Funnel CHAPT ~R TWO I SPELLS and paladins require special consideration. When characters of those classes prepare their spells, they have access to the entire spell list for their class. Given that fact, the DM should be cautious about making all of these new spells available to a player who is overwhelmed when presented with many options. For such a player, consider adding only story-appropriate spells to the spell list of that player's character. SPELL LISTS The following spell lists show which spells can be cast by characters of each class. 8TH LEVEL Great Voice 9TH LEVEL Mass Renewal Ordainment of Metal Resonance Wind Wake CLERIC SPELLS CAN TRI PS (0 LEVEL} Conjure Arms Guard Renewal 1ST LEVEL Barrier Flash Halo of Glory 2ND LEVEL Sanctify Water Screen of Protection Shield Other 3RD LEVEL Healing Wave Mass Shield Swift Ward 4TH LEVEL Enhance Body Greater Renewal Holy Glare Life Spring 5TH LEVEL Heavenly Pillar Rejuvenate Shining Armor 6TH LEVEL Shelter From Energy Zone of Restoration 7TH LEVEL Rescue the Dying 8TH LEVEL Great Voice 9TH LEVEL Grand Flood Mass Renewal Ordainment of Colors Ordainment of Metal Torch oflife DRUID SPELLS (ANTRI PS (0 LEVEL} Earth Stomp Razor Leaf Renewal Tend Plants Water Spout Weathering 1ST LEVEL Barrier Conflagration Conjure Critters Glide Leaf Shield Swoop Water Whip 2ND LEVEL Blades of Grass Dive Drown D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


~nts, itltAsignS, ne.crofn,A,11,C:t.e.>, )VVI., rn,""? ""'• Y .,H "'- •• • • ·1 -· , '- 1 / d._11vrk.n.e.SS A,n~fcrtA !ne.SS intc, the vui(, ne..ve.r to pe. re.A-d._ A-'A-in. A-tPvS,, Pe.C.A-1ASe. fn- ,untreuts witf:i. urt11vin e.,rtr11v!'Lp.,n.A,r entities re.~ire. fn,e. tv p1-1}tish. f,\.tl m-1-f SP, rest-11,rcJ1,, I wilt h rtMi""J the)<, frrln((en, "'""Jidc.s into,., Si""jle toi,,,.e. th,/0,t r ntmt- 5f,..f,\.U e..ve.r fi-m{: tft-e. Ifn.J'e.rn,,issic.cm. - ~f,\.n,forA-n Ice Sculpture 8TH LEVEL RANGER SPELLS 1ST LEVEL Terra Spike Animate Tree Encasing Ice 1ST LEVEL Beluud's Corrosive Caress 3RD LEVEL Wall of Lava Barrier Conflagration Acid Cloud Windcage Conjure Critters Flash Cold Snap Glide Glide Healing Wave 9TH LEVEL Radic's Sudden Spark Pyrokinesis Quake Walk Caldera Leaf Shield Radic's Sudden Spark Sand Cloak Combustion Swoop Stone Blast Swoop Swift Ward Earth Whelm Terra Steed Grand Flood 2ND LEVEL Water Whip 4TH LEVEL Mass Renewal Blades of Grass 2ND LEVEL Ordainment of Mist Cyclone Strike Envenomed Weapon Ordainment of Storms Dive Beluud's Brutal Jaunt Cyclone Summon Primal Spirit Drown Cannon Blast Glistening Acid Slick Torch of Life Gale Weapons Dive Drown Greater Renewal Wind Wake Heat Wave 3RD LEVEL Ice Sculpture Steam Strike PALADIN SPELLS Healing Wave Jolt of Pain Stockade Sprouts 1ST LEVEL Quake Walk Screen of Protection Wind Funnel Barrier Sand Cloak Terra Spike Flash Swift Ward 5TH LEVEL Halo of Glory Terra Steed 3RD LEVEL Acid Cloud Burrow Molten Upheaval 2ND LEVEL 4TH LEVEL Cold Snap Rejuvenate Sanctify Water Enhance Body Quake Walk Sinking Maw Screen of Protection Envenomed Weapon Relocate Sonic Boom Shield Other Greater Renewal Sand Cloak Sun Flower Life Spring Swift Ward Water to Acid 3RD LEVEL Stockade Sprouts Terra Steed Wild Stampede Healing Wave Wind Funnel Toxic Breath 6TH LEVEL Mass Shield 5TH LEVEL 4TH LEVEL Swift Ward Dark Lagoon Blazing Thunderbolt Strike Boulder Shot Force of Nature 4TH LEVEL Burrow Cyclone Howling Void Enhance Body Hunter's Arrow Enhance Body Seismic Jaws Holy Glare Rainbow Glistening Acid Slick Shelter from Energy Life Spring Rejuvenate Heat Wave Swelling Storm Soar March of Blades Zone of Restoration 5TH LEVEL Wild Stampede Steam Strike Wind Funnel Blazing Thunderbolt Strike SORCERER SPELLS 7TH LEVEL Heavenly Pillar Elemental Chains Rejuvenate (ANTRI PS (0 LEVEL) 5TH LEVEL Globe of Winter Shining Armor Conjure Arms Burrow Living Burial Earth Stomp Fingers of Lightning Mighty Roots Force Strike Heavenly Pillar Primordial Tides Guard Molten Upheaval Rescue the Dying Magic Orb Sinking Maw Sandstorm Tend Plants Soar Topple Water Spout CHAPTER TWO I SPELLS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 69


Sonic Boom Weathering Topple Sonic Boom Sun Flower Water Spout Sun Flower l ST LEVEL Weathering Water to Acid 6TH LEVEL Beluud's Corrosive Caress Annihilation Disk Pyrokinesis 1ST LEVEL 6TH LEVEL Dark Lagoon Starlight Beluud's Corrosive Caress Annihilation Disk Howling Void Stone Blast Conflagration Beluud's Boiling Bubble Seismic Jaws Flash Dark Lagoon Shelter from Energy 2ND LEVEL Glide Gate Walk Star Step Beluud's Brutal Jaunt Pyrokinesis Howling Void Swelling Storm Cannon Blast Radic's Sudden Spark Seismic Jaws Trailblazer Drown Stone Blast Shelter from Energy Jolt of Pain Swoop Star Step 7TH LEVEL Terra Spike Swelling Storm Beluud's Bile Blossom 2ND LEVEL Trailblazer Elemental Chains 3RD LEVEL Beluud's Brutal jaunt Explosive Rift Petrify Cannon Blast 7TH LEVEL Globe of Winter Swift Ward Cyclone Strike Beluud's Bile Blossom Living Burial Dive Elemental Chains Primordial Tides 4TH LEVEL Drown Explosive Rift Sandstorm Boulder Shot Gale Weapons Globe of Winter Storm God's Haste Heat Wave Ice Sculpture Living Burial Storm Spear Wind Funnel jolt of Pain Misty March Screen of Protection Sandstorm 8TH LEVEL 5TH LEVEL Terra Spike Storm God's Haste Corrosive Plume Blazing Thunderbolt Strike Storm Spear Electric Interdiction Soar 3RD LEVEL Encasing Ice Water to Acid Acid Cloud 8TH LEVEL Fist of Flame Cold Snap Corrosive Plume Golem Armor 6TH LEVEL Mass Shield Electric Interdiction Great Voice Dark Lagoon Petrify Elemental Meteor Wall of Lava Howling Void Relocate Encasing Ice Windcage Star Step Swift Ward Fist of Flame Trailblazer Terra Steed Flaring Weapon 9TH LEVEL Toxic Breath Golem Armor Acid Ward 7TH LEVEL Great Voice Deep Freeze Elemental Chains 4TH LEVEL Wall oflava Elemental Step Globe of Winter Boulder Shot Windcage Megalith Living Burial Cyclone Obliteration Beam Misty March Enhance Body 9TH LEVEL Ordainment of Colors Envenomed Weapon Acid Ward Ordainment of Crystal 8TH LEVEL Frost Armor Caldera Ordainment of Lava Encasing Ice Glistening Acid Slick Combustion Ordainment of Metal Golem Armor Heat Wave Deep Freeze Ordainment of Mist Great Voice March of Blades Earth Whelm Ordainment of Storms Wall of Lava Steam Strike Elemental Step Plasma Coil Stockade Sprouts Megalith Resonance 9TH LEVEL Wind Funnel Obliteration Beam Wind Wake Ordainment of Colors Ordainment of Colors WARLOCK SPELLS WIZARD SPELLS 5TH LEVEL Ordainment of Crystal (ANTRI PS (0 LEVEL) Blazing Thunderbolt Strike Ordainment of Lava CANTRI PS (0 LEVEL) Burrow Ordainment of Metal Earth Stomp Conjure Arms Fingers of Lightning Ordainment of Mist Force Strike Earth Stomp Molten Upheaval Ordainment of Storms Guard Force Strike Shining Armor Plasma Coil Topple Guard Sinking Maw Resonance Water Spout Magic Orb Soar Wind Wake CHAPT ~R TWO I SPELLS Tend Plants 70 D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


NEW SPELL DESCRIPTIONS The spells are presented in alphabetical order. For each speli after the spell's level and schooi the classes whose spell lists the spell appears on are given in parentheses. These lists do not include subclasses that grant spells. AcmCLoun 3rd-level conjuration (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You conjure a cloud of acidic vapor over the head of one creature you can see within range. The cloud follows the target as it moves and sprays acid upon it periodically. At the start of each of the target's turns while the cloud remains, the target and each other creature in the target's space must succeed on a Dexterity saving throw or take 5d4 acid damage. The cloud lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If the target ends any of its turns at least 50 feet away from where it began that turn, the spell immediately ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ld4 for each slot level above 3rd AcmWARD 9th-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (a bit of solvent or a swamp frog) Duration: 1 hour You are surrounded by a swirling shield of protective green acid that doesn't damage you or your equipment. You can end the spell early by using an action to dismiss it. Until the spell ends, you gain the following benefits: • You have resistance to acid damage. • You can't be restrained by nonmagical objects. • Any creature that grapples you or begins its turn while grappling you takes 12d4 acid damage. • Whenever a creature within 5 feet of you makes a melee attack against you, the creature has disadvantage on the attack, and it takes 8d4 acid damage before the attack hits or misses. • When you are attacked with a weapon, the attack misses and the swirling acid consumes the weapon, dissolving it and destroying it. If ammunition was used, it is consumed instead This doesn't happen if the weapon is magical or a natural weapon, or if the attack used magical ammunition. A creature killed by this spell is dissolved into slime. .ANNIHILATION DISK 6th-level evocation (Sorcerer, Wizard) Casting Time: 1 action Range: 90 feet Components: V, S Duration: 1 minute You hurl a swirling disk of destructive force at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 8d6 + 15 force damage and the spell ends. This spell ignores resistance, and targets with vulnerability to slashing damage have vulnerability to the spell's damage. On a miss, the disk flies past the target and begins flying through the air on its own, seeking out another target. Note the location of your target when you cast the spell At the start of your next turn, you must repeat the spell attack (no action) against the creature within range that is now closest to that space, possibly even attacking yourself. If this attack misses or has no target, repeat this process using the location of the last target when the spell attacked it, repeating the attack each round until the spell ends. The disk uses blindsight to find its targets, not vision, and it weaves around obstacles to reach its target, so subsequent attacks after the first ignore half cover and three-quarters cover and do not suffer disadvantage if you cannot see the target. If multiple creatures are tied for being the closest to the disk when you repeat the attack, you choose which one the disk attacks. The disk damages objects in its path that aren't being worn or carried When this spell destroys an object or kills a creature, it is sliced in twain. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 2d6 for each slot level above 6th. ANIMATE 'TREE 8th-level transmutation (Druid only) Casting Time: 1 minute Range: Touch Components: V, S, M (the bark of a tree that fell on its own) Duration: Concentration, up to 1 hour You touch a Large or Huge non-creature plant and fill it with animating magic. Until the spell ends, the target is a creature and uses a treant's statistics, except that it can't speak, it lacks the Animate Trees ability, and it has Intelligence and Charisma scores of 1. The spell ends when the treant drops to O hit points. (The DM has game statistics for this creature.) When the spell is cast, the target uproots, gains the ability to move its limbs, roots, vines, and so forth, grows to size Huge if it was smaller, and gains senses similar to a human's. It is friendly to you and your companions for the duration. Roll initiative for the treant, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you} If you don't issue any CHAPTER TWO I SPELLS THF, ELEMENTS AND BEYOND H\NMADE HOMEBREW D&D UNLEASHED (vl.0) 71


72 commands to the treant, it defends itself from hostile creatures but otherwise takes no actions. When the spell ends, the target stops being a creature and becomes inanimate once again, returning to its original size in the process. The plant then takes root in its current location if possible. BARRIER 1st-level abjuration (Artificer, Bard, Cleric, Druid, Paladin, Ranger) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You shroud one creature that you can see within range in a protective bubble of rubbery force that has hit points equal to 2d8 + your spellcasting ability modifier and lasts for the duration. If the target would take damage before the spell ends, the ward blocks that damage and takes the damage instead The ward cannot block psychic or poison damage unless it is dealt by an attack. If the ward is reduced to O hit points, the target takes any remaining damage and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ward hit points increase by 2d8 for each slot level above 1st. BELUUD'S BILE BLOSSOM 7th-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: 120 feet Components: V, S, M (two animal stomachs, one inside the other) Duration: Instantaneous You blast one creature or object that you can see within range with a spiraling beam of greenish-yellow acidic bile that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 12d4 acid damage. In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in its area. Each creature in the area (including the target) must make a Dexterity saving throw. On a failed saving throw, a creature takes 12d4 acid damage, or half as much damage on a success. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the acid damage dealt (for both parts) increases by 2d4 for each slot level above 7th. BELUUD'S BOILING BUBBLE 6th-level conjuration (Wizard only) Casting Time: 1 action Range: 90 feet Components: V, S, M (a boiled frog) Duration: Concentration, up to 1 minute CHAPT ~R TWO I SPELLS You conjure a steaming bubble of boiling water to capture one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, it is trapped inside the bubble and it takes 4d8 fire damage. On a success, it takes half as much damage and the spell ends. While trapped by the bubble, the target is restrained and unable to breathe unless it can breathe water, and at the start of each of its turns, it must succeed on a Constitution saving throw or become blinded until the start of its next turn. Also, when the target ends its turn within the bubble, it takes 4d8 fire damage, and the bubble rises 10 feet higher into the air. The target does not fall while it is trapped in the bubble. To escape the bubble, the target can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself from the bubble and falls unless it can fly or stop the falL and the spell ends. When the spell ends, the bubble vanishes, and each creature trapped inside falls unless it can stop the fall BELUUD'S BRUTALjAUNT 2nd-level conjuration (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (a spiked ring) Duration: Instantaneous You leap through space in a blur, smashing into a foe as you pass between realms. You teleport to an unoccupied space of your choice that you can see within range. You can also choose up to one creature in a line 5 feet wide originating at the space you left and ending at the space you teleported to. The target must make a Constitution saving throw. On a failed saving throw, the target takes 3d10 force damage and is knocked prone. On a successful saving throw, the target takes half as much damage and is not knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum number of creatures you can target increases by one for each slot level above 2nd BELUUD'S CORROSIVE CARESS 1st-level conjuration (Artificer, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You attempt to touch a creature as you conjure magical acid into the palm of your hand Make a melee spell attack against the target. On a hit, the target takes 5d4 acid damage, and nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


Armor that is affected or destroyed by this spell can be fully restored with the mending spelL or through the use of appropriate tools. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. BLADES OF GRASS 2nd-level transmutation (Druid, Ranger) Casting Time: 1 bonus action Range: Touch Components: V, S, M (pieces of grass or conifer leaves) Duration: Concentration, up to 1 hour Up to 15 pieces of grass or conifer leaves that you touch transform into magical weaponry. You transform each object into your choice of an arrow, blowgun needle, or crossbow bolt. If you target no more than two objects, your choices for transformation also include a dagger, shortsword, scimitar, rapier, longsword, or greatsword The weapons and ammunition are constructed out of plant material and weigh half as much as normal They are extra sharp, granting them a + 1 bonus to damage rolls. You can choose to have them be magical; if you don't, the spell does not use concentration. Ammunition created by this spell is destroyed when it hits a target. When the spell ends, all the weaponry turns to dust. BLAZING THUNDERBOLT STRIKE 5th-level evocation (Paladin, Ranger, Warlock, Wizard) Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during this spell's duration, a bolt of flaming lightning streaks down from above and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and is lit ablaze. Until a creature takes an action to douse the fire, it takes ldl0 fire damage at the start of each of its turns. This fire continues even after the spell ends. If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by ld8. If the target is already ablaze when you hit with the attack, the fire damage increases by 2d6. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by ld8 (or 2d8 in stormy conditions) and the fire damage dealt increases by ld6 (or 2d6 if the target is already ablaze) for each slot level above 5th. BOULDER SHOT 4th-level transmutation (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You summon a boulder from an unoccupied space adjacent to a surface within range that you can see, like a floor, walL or ceiling. The surface doesn't have to be made of a single contiguous materiaL but it must mostly be made of earth, sand, stone, metaL crystaL or another suitable earthen or stone-like materiaL and it must be at least 1 foot deep, or else the spell fails. When the boulder appears, you use magic to hurl it at one creature or object within 120 feet of the boulder that you can see. Make a spell attack against the target. On a hit, the target takes 6d10 nonmagical bludgeoning damage and must make a Strength saving throw, falling prone and being pushed 15 feet on a failed save. On a miss, the target takes half damage and is not knocked prone or pushed The spell attack you make with this spell determines cover and line of effect (including the direction to push) as if it was made from the location where the boulder was summoned rather than your location, and it ignores disadvantage caused by a target being prone. This spell deals double damage to objects and structures. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by ldl0 for each slot level above 4th. I THE ELEMENTS AND BEYOND FANMADE HOMEBREW - 73


BURROW 5th-level transmutation (Artificer, Druid, Ranger, Sorcerer, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (a groundworm or mole's claw) Duration: Concentration, up to 1 hour You become magically attuned to the earth and ground around you, enabling you to traverse it like a fish does water. Until the spell ends, you have tremorsense that extends out to 60 feet around you, you gain a burrowing speed of 40 feet, and you can hold your breath for 10 times as long as normal If this spell ends while you are underground and you lack a burrowing speed, you are trapped underground Until you are excavated or you manage some way out on your own, you are buried (See Appendix A, page 225} CALDERA 9th-level transmutation (Druid, Wizard) Casting Time: 1 action or 1 hour Range: 90 feet Components: V, S, M (a diamond worth at least 800gp) Duration: Concentration, up to 1 minute, or Instantaneous (if cast over 1 hour) There are two possible uses for the spen granting either immediate or long-term effects. Lava. If you cast this spell using 1 action, the ground within 60 feet of a point that you choose within range is transformed into superheated molten lava that extends 5 feet deep until the spell ends. The lava sheds bright light for 30 feet and dim light for an additional 30 feet beyond that. A creature walking on the lava must spend 4 feet of movement for every 1 foot it moves. Each creature that touches the lava for the first time on a turn must make a Dexterity saving throw, unless it is already restrained by the lava. On a failed save, it takes 8d8 fire damage and is restrained by the lava. On a success, it takes half damage and it isn't restrained RULES TIP: BURROWING & TREMORSENSE A creature that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. Most forms of burrowing (such as the burrow spell) don't allow you to burrow through solid rock. A creature's reach with melee attacks is not considered to extend into the floor, walls, ceiling, or other obstacles. Thus a creature who burrows into the ground will trigger opportunity attacks before it gains total cover from the ground. A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Each creature that starts its turn within 15 feet of the lava or enters that area for the first time on a turn takes 4d8 fire damage, or 12d8 fire damage if it is restrained by the lava. When a restrained creature ends its turn, it sinks into the lava. In addition, whenever a creature falls prone within the lava or ends its turn while prone within the lava, it takes 8d8 additional fire damage and sinks into the lava. This spell treats creatures that cannot be prone as if they are always prone instead A restrained creature can use an action to attempt to escape. It makes a Strength check against your spell save DC, with disadvantage if it has sunk into the lava. On a success, it frees itself and stands atop the lava. The lava damages objects in the area and ignites flammable objects that aren't being worn or carried, and it flows downhill and through holes or channels (at the DM's discretion} When the spell ends, the lava cools and hardens into black obsidian glass. The obsidian is broken wherever a creature would be trapped inside. Magma. If you cast this spell over 1 hour, you call forth magma deep beneath the land The spell's material components are consumed, the ground level rises by twenty feet, and if there is a volcano at your location, it grows taller and stronger. Doing this at the same location once every 30 days for 10 years creates a permanent volcano, topped with a permanent caldera that functions the same as the Lava version of this spell The volcano has a radius of at least 1 mile at its base. It's activity leveL topography, and growth rate are determined by the DM. CANNON BLAST 2nd-level evocation (Artificer, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self (60 feet) Components: V Duration: 1 turn You release a blast of flame behind you that rockets you into the air. You fly up to 60 feet in a straight line and MEBREW THE ELEMENTS AND BEYOND


stop at the first creature you contact. You can choose to make a melee spell attack against the creature, hitting it with a magic barrier. On a hit, the target takes 3d6 fire damage and 2d6 force damage, and it must succeed on a Strength saving throw or be knocked prone. On a miss, the target takes half as much damage and isn't knocked prone. For this turn, your barrier grants you resistance to damage from falls, and falls do not knock you prone upon landing. Upon finishing the movement and attack caused by this spelL you fall if you are still aloft, unless you can stop the fall At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage dealt increases by ld6 for each slot level above 2nd COLD SNAP 3rd-level evocation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 60 feet Components: S Duration: 1 round or 10 minutes With a snap of your fingers you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava. If you target a creature, it must make a Constitution saving throw. On a failure, the target takes Sdl0 cold damage and until the end of your next turn, its speed is reduced to 0 feet and it has disadvantage on weapon attack rolls. It also gains one level of exhaustion unless it has resistance or immunity to the spell's damage. On a success, it only takes half damage and it doesn't suffer any other effects. If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30 foot cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations. Any levels of exhaustion caused by this spell are removed from a creature when it finishes a short or long rest in a warm environment. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ldlO for each slot level above 3rd COMBUSTION 9th-level transmutation (Druid, Wizard) Casting Time: 1 action Range: Self (90 feet) Components: V, S Duration: Concentration, up to 1 minute You become a locus for the primal force of combustion itself. Until the spell ends, the following effects occur within 90 feet of you and are not blocked by total cover: • Objects in the area have vulnerability to fire damage. • Flammable objects in the area that aren't being worn or carried are automatically on fire. • Fire in the area cannot be doused, extinguished, or smothered and doesn't require air. • Each creature that enters the area or starts its turn in it is lit ablaze. A burning creature takes ldlO fire damage at the start of each of its turns until someone takes an action to douse the fire. • Metal objects in the area are heated A creature in physical contact with a heated object takes 2d8 fire damage at the end of each of your turns, and it has disadvantage on attack rolls and ability checks while holding or wearing a heated object unless it is immune to fire damage. • When another effect in the area rolls a 1 or a 2 on a damage die for fire damage, the die is rerolled and must use the new rolL even if the new roll is a 1 or 2. When you cast the spelL you can choose any number of creatures and objects to be completely unaffected by the spell CONFLAGRATION 1st-level evocation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (flint and tinder, or a flame) Duration: Concentration, up to 1 minute Fire springs from the ground within 10 feet of a point that you can see within range and lasts until the spell ends or until it is extinguished by any means. The fire extends 5 feet above the ground Each time a creature starts its turn in the fire or enters it for the first time on a turn, it must succeed on a Dexterity saving throw or else take ldlO fire damage. The spell ignites any flammable objects in the fire that aren't being worn or carried At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st. CHAPTER TWO SPELLS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 75


76 CONJURE ARMS Conjuration cantrip (Artificer, Bard, Cleric, Sorcerer, Wizard) Casting Time: 1 reaction, taken at the start of your turn Range: Self Components: V, S Duration: 1 minute Until the end of your turn, when you would be able to draw a weapon or shield, you can instead conjure an object of that form into your hand(s) as if you'd drawn it. You cannot create items of value greater than 50 gp in total If you conjure a shield, you can choose to have it appear already equipped to you. Equipment made by this spell is slightly translucent and obviously conjured, and is no sturdier than equipment of low quality, but otherwise functions the same as any nonmagical version for the duration. Though they are conjured by magic, they are not magical If the spell ends, you cast the spell again, or you do not hold the equipment for an entire round, the conjured equipment instantly vanishes. When you reach 5th leveL this spell's duration increases to 10 minutes. It increases to 1 hour at 11th leveL and it increases to 8 hours at 17th level CONJURE CRITTERS 1st-level conjuration (Druid, Ranger) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour You summon minor fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One beast of challenge rating 1/4 or lower • Two beasts of challenge rating 1/8 or lower • Four beasts of challenge rating 0 • Eight beasts of challenge rating 0, but these beasts can't deal any damage, regardless of their statistics. Each beast is also considered fey, and it disappears when it drops to O hit points or when the spell ends. The summoned creatures are friendly to you and your companions. You roll initiative for the summoned ' creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you} If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 3rd-level slot, three times as many with a 5th-level slot, four times as many with a 7th-level slot, and five times as many with a 9th-level slot. CHAPTER TWO I SPELLS CORROSIVE PLUME 8th-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: 100 feet Components: V, S Duration: Instantaneous A wave of acidic gas erupts from your hands in a line 100 feet long and 15 feet wide. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 13d6 acid damage, and if it is wearing nonmagical armor that isn't adamantine, that armor is dissolved and destroyed On a success, a creature takes half as much damage and nothing else. The spell damages objects in the area. CYCLONE 4th-level transmutation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round A swirling coil of fierce wind rises around one creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 5d8 bludgeoning damage, you can choose to push it up to 15 feet in any direction, and if the target is Huge or smaller, it is thrown 30 feet up into the air. It remains aloft until the end of your next turn, at which point it falls unless it can stop the fall While held aloft by this spelL a creature is restrained if it cannot fly. On a successful saving throw, the target takes half damage and isn't pushed or launched into the air. RULES TIP: MAGICAL OR NONMAGICAL? Some creatures and effects describe resistance to nonmagical bludgeoning, piercing, and slashing damage. Unless otherwise stated, all spells in this document and in any other D&D book which deal bludgeoning, piercing, or slashing damage count as dealing magical damage. Exceptions will specify their damage as nonmagical. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


CYCLONE STRIKE 2nd-level transmutation (Ranger, Wizard) Casting Time: 1 action Range: 10 feet Components: V, M (one or two weapons) Duration: 1 round Slicing wind swirls around you in a cyclone as you make a magical spinning strike. You make a melee attack with a weapon that you are holding against each creature of your choice within the spell's range. If you are holding two weapons that you can use for two-weapon fighting, you can make an attack with each of those weapons against each target, using two-weapon fighting rules to determine each attack's damage. For these attacks, the weapons count as magical for the purposes of overcoming resistance and their reach is the spell's range. After the attacks, the wind disperses gas or vapor and extinguishes unprotected flames that are torch-sized or smaller within 20 feet of you. Until the start of your next turn, any ranged weapon attacks made against you have disadvantage. DARK LAGOON 6th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S, M (a conch shell) Duration: Concentration, up to 1 hour You conjure a 60 foot cube of sloshing murky water centered on a point that you can see within range. The water does not leave the confines of the cubic area, nor is it affected by gravity. The water is heavily obscured for everyone except you. To you, it only appears lightly obscured You can breathe and speak in this conjured water, and you have a swim speed equal to your walking speed while you are within it. The cube of water appears instantly, and creatures whose space is inside the edge of the area can make a Dexterity saving throw. On a failed saving throw, they are trapped inside the area. On a successful saving throw, a creature can use its reaction to move up to its speed to an unoccupied space that is outside the area. Once the spell has been cast, the water tension on each side of the cube makes it tough to escape. Any creature that attempts to move out of the area must make a Strength saving throw. On a failed saving throw, it is unable to leave the area this turn. When the spell ends, you choose to have the water either vanish or remain. If it remains, the water loses its magic, and collapses in a wave. Each creature in a 40- foot radius on the ground under the cube must make a Strength saving throw. On a failed saving throw, a creature takes 6d6 nonmagical bludgeoning damage, is pushed 20 feet away from the center of the effect, and is knocked prone. This wave of water also pushes and damages objects that aren't being held or carried THEELEMENTSANDBEYOND FAN DEEP FREEZE 9th-level evocation (Sorcerer, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You freeze the liquid inside one creature that you can see within range. The target is paralyzed until the spell ends, and it must make a Constitution saving throw. On a failed save, the target takes 7d10 + 30 cold damage, or half as much damage on a success. Water elementals make this saving throw with disadvantage and are never immune to this paralysis. The target makes another Constitution saving throw at the end of each of its turns, ending the spell on a success. This spell has no effect on creatures that are immune to cold damage, constructs, or undead A creature killed by this spell is transformed completely into ice. DIVE 2nd-level transmutation (Artificer, Druid, Ranger, Sorcerer, Wizard) Casting Time: 1 action Range: Touch Components: V, S, M (fish scales and a sea shell) Duration: Concentration, up to 10 minutes You touch one creature and imbue it with aquatic magic, allowing it to traverse watery environments with ease. Until the spell ends, the target gains a swimming speed of 60 feet, it can breathe water, and it doesn't suffer disadvantage on attack rolls for being underwater. While the spell lasts, the target also has advantage on saving throws made to resist the dark lagoon, scalding sphere, and watery sphere spells, and it ignores any difficult terrain or obscurement caused by the presence of water (but not the effects of water currents~ At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for ea~h .slot 19 ~1 above 2nd . . . ..


78 DROWN 2nd-level conjuration (Druid, Ranger, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (teeth, seaweed, and seawater) Duration: Concentration, up to 1 minute You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, it takes 2d8 bludgeoning damage at the start of each of its turns. At the end of each of its turns, the creature can repeat the saving throw. On a success, the creature breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating. EARTH STOMP Transmutation cantrip (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 5 feet Components: S Duration: Instantaneous You stomp the ground, causing it to shake and flinging bits of earth and stone at nearby foes. Each creature within range other than you must make a Dexterity saving throw. On a failed saving throw, a creature takes ld6 bludgeoning damage. The spell fails if the caster is not touching the ground when it is cast. The spell's damage increases by ld6 when you reach 5th level (2d6), 11th level (3d6), and 17th level ( 4d6). EARTH WHELM 9th-level transmutation (Druid, Wizard) Casting Time: 1 action Range: 1 mile Components: V, S, M (a vial of quicksand) Duration: Concentration, up to 10 minutes You use primal magic to confuse the elements in a 150- foot cube centered on a point that you can see within range. Ground in the area becomes fluid without losing its shape. This effect extends through total cover, below the ground's surface. Each creature and object on the ground in the area sinks partially into the ground, as if the ground were a liquid CHAPTER TWO I SPELLS RULES TIP: SUFFOCATION A creature can hold its breath for a number of minutes equal to l + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of l round). At the start of its next turn, it drops to O Hit Points and is dying, and it can't regain Hit Points or be stabilized until it can breathe again. For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to O Hit Points. Ground in the area must be traversed as if it were a water-like liquid - walking or burrowing normally is impossible. The ground is heavily obscured and difficult terrain. A creature that is entirely submerged in it must hold its breath or suffocate, and any creature that ends its turn while touching it must make a Strength saving throw. On a failed saving throw, a creature is pulled 20 feet downward, below the ground's surface. Each structure touching the ground in the area sinks 5 feet into the ground at the start of each of your turns for the duration. The ground flows around corners and into open structures, affecting the creatures inside, but it can't flow through total cover. When the spell ends, either because your concentration is broken or because you decide to end it, ground in the area returns to its normal state. Each creature that is entirely immersed in ground becomes trapped Until it is excavated or it manages some way out on its own, it is buried (See Appendix A, page 225). This spell only affects ground composed primarily of some form of earth, such as dirt, sand, clay, crystaL ash, metaL etc. It does not affect other materials like bone, wood, ice, etc. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


ELECTRIC INTERDICTION 8th-level evocation (Sorcerer, Wizard) Casting Time: 1 reaction, taken when a creature within range moves, uses an action, bonus action, reaction, or legendary action, or interacts with an object Range: 60 feet Components: V, S Duration: Instantaneous Just before the event can occur, you blast the triggering creature with lightning, forcing it to make a Dexterity saving throw. On a failed saving throw, the target takes 1 0d8 lightning damage and must make a Constitution saving throw. On a successful Dexterity saving throw, the target takes half damage and no other effects. If the target fails the Constitution saving throw, the action or effect that triggered this spell is foiled Any spell slots or abilities that the target would have expended are still expended Its speed is reduced to 0 feet for the rest of the turn, and if it is the target's turn, the turn ends immediately. At Higher Levels. When you cast this spell using a spell slot of 9th leveL the damage dealt increases by 2d8. ELEMENTAL CHAINS 7th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 120 feet Components: V, S, M (a length of chains, at least 10 ft.) Duration: Concentration, up to 1 minute You conjure magical chains of elemental energy that lurch toward your foes to shackle them. Choose up to five creatures that you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each target must make a Dexterity saving throw. On a failed saving throw, a target is restrained until the spell ends. At the end of each of your turns while the spell lasts, you can choose to pull any number of targets restrained by this spell up to 20 feet closer to you. A creature restrained by the chains takes 6d8 damage of the chosen type at the start of each of its turns. In addition, it can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to one additional creature for each slot level above 7th. ELEMENTAL METEOR 8th-level conjuration (Wizard only) Casting Time: 1 action Range: 500 feet Components: V, S, M (a piece of a meteor) Duration: Concentration, up to 1 hour You beckon an elemental meteor to descend from above and strike the ground in a fiery explosion at a point you can see within range. Each creature within a 30-foot sphere centered on that point must make a Dexterity saving throw. A creature takes 3d10 fire damage and 3d10 bludgeoning damage on a failed save, or half as much damage on a success. After impact, the flaming meteor lurches out of its crater, awakens, and separates into a fire elemental and an earth elementaL each of which disappears when it drops to 0 hit points or when the spell ends. Each of the elementals takes bludgeoning damage equal to half its maximum hit points from the impact. Creatures in the earth elemental's space are pushed away from the center of the impact point until they are completely outside the elemental's space. The elementals are friendly to you and your companions for the duration. Roll initiative for the elementals, which have their own turns. They obey any verbal commands that you issue to them (no action required by you} If you don't issue any commands to the elementals, they defend themselves from hostile creatures but otherwise take no actions. If your concentration is broken, the elementals don't disappear. Instead, you lose control of the elementals, they become hostile toward you and your companions, and they might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elementals' statistics. This spell deals double damage to objects and structures in the area of the meteor impact. Additionally, ground within the area becomes difficult terrain until cleared Each 5- foot-diameter portion of the area requires at least 1 minute to clear by hand ELEMENTAL STEP 9th-level evocation (Sorcerer, Wizard) Casting Time: 1 action Range: 10 miles Components: V, S Duration: Instantaneous You transform into a bolt of lightning and race instantly across the landscape, teleporting yourself to a location of your choice within range. The destination you choose must be known to you, and it must be on the same plane of existence as you. When you arrive at your destination, you return to normal and a column of lightning crashes down around you in a 20-foot-radius, 200-foot-high cylinder centered on you. Flame blasts from you as welL filling a 40-foot radius sphere centered on you which spreads around corners. Each other creature in either area must make a Dexterity saving throw. On a failure, a creature takes 8d8 lightning damage if it's in the column and 1 Od6 fire damage if it's in the sphere, or half as much damage on a success. Your arrival also creates a wave of seismic tremors in a 60-foot cube centered on a point of your choice. The cube extends through total cover and must contain your CHAPTER TWO I SPELLS TFE ELEMENTS AND BEYOND FA 'llMADF HOMEBREW D&D UNLEASHED (vl.0) 79


80 new space. It also creates a tide of freezing ice and mist in a 60-foot cone emanating from you. Other creatures in either area must each make a Constitution saving throw. On a failed saving throw, a creature takes 4d12 bludgeoning damage and is knocked prone if it's in the cube, and it takes 5d10 cold damage and has its speed reduced by 30 feet until the end of its next turn if it's in the cone. On a success, a creature takes half as much damage and isn't knocked prone or slowed Any ground in the cube is smashed and broken by the tremors. It becomes difficult terrain until cleared, with each 5-foot-square portion of terrain requiring at least 1 minute to clear by hand The spell damages objects, and it ignites flammable objects in the sphere or cylinder that aren't being worn or carried ENCASING ICE 8th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of water) Duration: Concentration, up to 1 hour You conjure a block of ice at a location within range. The ice consists of up to three 15-foot-cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. The ice is a magical object with 20d6 + 100 hit points and 16 AC. It grants cover and occupies space. It has immunity to cold damage, vulnerability to bludgeoning, fire, and thunder damage, and resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons. The ice lasts until it reaches O hit points or the spell ends. Each creature in the ice when it appears can make a Dexterity saving throw. On a success, it uses its reaction to move up to half its speed so that it is no longer within the block of ice. Otherwise, it is trapped in the ice. The ice is translucent, so things can be seen through it, and the inside is lightly obscured When you cast the spel~ you choose whether the ice is hollow or not. Hollow. Each creature trapped in the ice block is pushed entirely inside the ice if it wasn't already. The inside is cool and lightly obscured by mist, and the walls of the ice are 1 foot thick. Not Hollow. Each creature trapped in the ice block is restrained until the spell ends or it escapes. A trapped creature must make a Constitution saving throw at the start of each of its turns, taking 6dl0 cold damage on a failed save, or half as much damage on a success. Any creature whose space is entirely within the ice is also paralyzed and can't breathe while restrained by it. A creature restrained by the ice can use its action to attempt to escape by breaking free of the ice, even if it is paralyzed by the ice. It makes a Strength check against your spell save DC, with disadvantage if it's paralyzed by the ice. On a success, it frees itself and breaks the ice in its space. When the ice surrounding a creature is broken in this way, it is freed even if it didn't attempt to escape. CHAPTER TWO I SPELLS D&D UNLEASHED (vl.O) Every 5-foot cube portion of ice that is broken reduces the block's hit points by 15. ENHANCE BODY 4th-level transmutation (Artificer, Cleric, Paladin, Ranger, Sorcerer, Wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one creature, imbuing the target with magic that enhances and empowers its body. Choose either Strength or Dexterity to empower. Until the spell ends, the target gains the following benefits: • The target has advantage on ability checks that use the chosen ability score and on saving throws made to maintain concentration. • The target's speed increases by 10 feet. • The target has advantage on weapon attacks. • When the target takes the Attack action, it gains a bonus to the damage rolls of each weapon attack it makes as part of that action. The bonus is equal to your spellcasting modifier (minimum+ 1} ENVENOMED WEAPON 4th-level conjuration (Artificer, Druid, Ranger, Wizard) Casting Time: 1 bonus action Range: Touch Components: V, S, M (a vial of poison) Duration: Concentration, up to 1 hour You touch a weapon and wreathe it in magical venom. Until the spell ends, the weapon is magical if it wasn't already, and each time an attack using the weapon hits a creature, it must succeed on a Constitution saving throw or take 3d6 extra poison damage from the attack. /.


EXPLOSIVE RIFT 7th-level evocation (Sorcerer, Wizard) Casting Time: 1 action Range: Self (90 feet) Components: V, S Duration: Concentration, up to 1 minute You clap your hands together, sending out a wave of explosive gas and flames that blast outward in a wall emanating out from you in a direction you choose. The wall lasts until the spell ends. It is 5 feet wide, 30 feet talL and up to 90 feet long, but you can choose a shorter length. The wall's space is lightly obscured and difficult terrain. Any ranged weapon attacks that pass in or out of the wall's area have disadvantage. Each creature within 5 feet of the wall when it appears must make a Strength saving throw. A creature must also make this saving throw when it starts its tum in the wall or enters the wall for the first time on a tum. On a failed saving throw, a creature takes 8d10 fire damage and is pushed 20 feet away from the wall and knocked prone. On a successful saving throw, a creature takes half damage and isn't pushed or knocked prone. This spell ignites flammable objects in the area that aren't being worn or carried, and the ground in the area is smashed by the spell's initial blast. If any ground in the area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-square portion requiring at least 1 minute to clear by hand At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire damage dealt increases by ldlO for each slot level above 7th. FINGERS OF LIGHTNING 5th-level evocation (Sorcerer, Wizard) Casting Time: 1 action Range: Self (100-foot line) Components: V, S, M (a bit of fur; a piece of amber, glass or a crystal rod; and four copper pins) Duration: Instantaneous Your hands arc with electricity as you create 4 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and lines can overlap, but they must all fit within a 180 degree angle from you. Each creature within the spell's area must make a Dexterity saving throw. On a failed save, a creature takes 7d6 lightning damage plus ld6 lightning damage for each line area that they are within. On a successful save, a creature takes half as much damage. The lightning 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 6th level or higher, you create an additional line of lightning for each slot level above 5th. FIST OF FLAME 8th-level evocation (Sorcerer, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous You launch a blast of flame and kinetic force at one target you can see within range. Make a ranged spell attack against it. On a hit, the target takes 4d8 + 20 fire damage and 4d8 + 20 bludgeoning damage. It must also succeed on a Constitution saving throw or become stunned until the start of your next turn, and if you choose so, it must succeed on a Strength saving throw or be pushed 50 feet away from you and knocked prone. On a miss, the target takes half damage and it isn't stunned, pushed, or knocked prone. If the target is an object, it automatically fails any saving throws for this spell This spell ignites flammable objects that aren't being worn or carried At Higher Levels. When you cast this spell using a spell slot of 9th leveL the fire and bludgeoning damage dealt both increase by 2d8. FLARING WEAPON 8th-level evocation (Wizard only) Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a weapon and cause it to erupt with blazing hot fire when it is drawn. For the duration, the weapon emits bright light for 20 feet and dim light for another 20 feet while it is being held, it is magical if it was not CHAPTER TWO I SPELLS D&D UNLEASHED (vl.O) 81


82 already, and attacks made with the weapon deal bonus fire damage on a hit equal to 3d8 + your Spellcasting modifier. When the weapon is used to score a critical hit or hit with an opportunity attack, if the attack's target is flammable or is a creature, it is lit ablaze. It instantly takes ldl0 fire damage, and until a creature takes an action to douse the fire, it takes ldlO fire damage again at the start of each of its turns. FLASH 1st-level evocation (Cleric, Paladin, Sorcerer, Wizard) Casting Time: 1 action Range: 5 feet Components: V, S, M (a bit of phosphorus) Duration: 1 round You burst with blinding light that shines briefly from your skin before fading away. Each other creature within range must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of your next turn, and any opportunity attacks it makes against you this turn automatically miss. Until the end of your next turn, you shed bright light in a 10-foot radius and dim light for an additional IO feet. FORCE OF NATURE 6th-level conjuration (Druid only) Casting Time: 1 action Range: 30 feet Components: V, S, M (staff made from a sapling) Duration: Concentration, up to 1 hour You conjure fey spirits to temporarily inhabit up to three Small or larger non-creature plants you can see within range. Until the spell ends, each target is a creature and uses the statistics for an awakened tree (CR 2), except that it can't speak, it has Intelligence and Charisma scores of 1, and it is considered a fey as well as a plant. (The DM has game statistics for these creatures.) When the spell is cast, each target uproots, grows to size Large if smaller, gains the ability to move its limbs, roots, vines, creepers, and so forth, and gains senses similar to a human's. The plants are friendly to you and your companions. Roll initiative for the plants as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. When a target is reduced to 0 hit points or when the spell ends, it stops being a creature and becomes inanimate once again, returning to its original size in the process. The plant then takes root in its current location if possible. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of plants you can target increases by one. CHAPTER TWO I SPELLS FORCE STRIKE Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, M (a melee weapon) Duration: Instantaneous As part of the action used to cast this spelL you must make a melee attack with a weapon against one target within the spell's range, otherwise the spell fails. Your reach for this melee attack is the range of the spell instead of its normal reach and the attack also counts as a ranged spell attack. Your weapon projects a wave of magical force in the shape of the blow toward your target. On a hit, the target suffers the attack's normal effects, except the weapon deals force damage for this attack instead of its normal damage type. This spell's damage increases when you reach higher levels. At 5th leveL the attack deals an extra ld8 force damage. At 11th level this increases to 2d8 bonus damage, and at 17th level the bonus increases to 3d8. FROST.ARMOR 4th-level evocation (Wizard only) Casting Time: 1 action Range: 30 feet Components: V, S, M (a small crystal and a metal armlet) Duration: Concentration, up to 10 minutes You point at one creature that you can see within range that is wearing armor. The target's armor becomes frosted and icy until the spell ends, protecting the target and granting it the following benefits while worn: • The target has resistance to cold damage. • The target has a +2 bonus to AC. • When the target is hit with a melee attack by an attacker within 5 feet of it, if the attacker doesn't have resistance or immunity to cold damage, its speed is reduced by 15 feet and it has disadvantage on weapon attack rolls until the end of its next turn. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


GALE WEAPONS 2nd-level transmutation (Ranger, Wizard) Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour One or two weapons that you are holding are enveloped in small whirlwinds. For the duration, the weapons are magical if they weren't already, and they also have a+ 1 bonus to damage rolls. This effect is suppressed for a weapon while you aren't holding it. In addition, if you use an affected weapon to make a weapon attack on your turn, the attack gains benefits based on whether it is melee or ranged Melee. The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach. Ranged The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property. GATE WALK 6th-level conjuration (Wizard only) Casting Time: 1 action Range: 120 feet Components: V, S, M (a glass bangle) Duration: Concentration, up to 10 minutes You conjure spinning rings of magical light around the ankles and wrists of one creature you can see within range that last for the duration. Using these bands, the target can conjure small and fleeting spatial gateways to aid in combat. Until the spell ends, the target gains the following benefits: • As a bonus action on its turn and as a reaction when the spell is cast, the target can teleport up to 15 feet to an unoccupied space that it can see. • Whenever the target makes an attack on its turn, it can open a small arcane gateway for the attack to pass through. If it is a melee attack, the target can increase the reach of that attack up to 60 feet. If it is a ranged attack, it ignores half cover, three-quarters cover, and long distance penalties. • Whenever the target hits a creature with a weapon attack, the weapon is treated as magical for the purpose of overcoming resistances with that attack, and the attack deals 2d8 bonus force damage. This bonus damage can only be dealt once per turn. • When the target is hit by an attack, it can use its reaction to open a small arcane gateway to disrupt the attack. The attacker must reroll the attack roll and use the new result. GLIDE 1st-level transmutation (Artificer, Druid, Ranger, Sorcerer, Wizard) Casting Time: 1 reaction, which you take when you fall Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave magic in a swirl as you falL creating an invisible sheet of force much like a glider or parachute in one or two of your hands that allows you to slow your descent and convert it to horizontal movement. Until the spell ends, you fall no faster than 100 feet per round and you do not take falling damage. While you are holding the glider with two hands, you can move up to 2 feet horizontally for every 1 foot you descend while falling. Your aerial movement using this spell is highly affected by air currents. You can be blown off-course if the wind around you is significantly unfavorable. If you are no longer holding the glider at any time, the spell ends. When the spell ends, you fall if you are still aloft, unless you can stop the fall At Higher Levels. When you cast this spell using a spell slot of 2nd leveL the maximum duration increases to 10 minutes. A slot of 3rd level or higher increases it to 1 hour. GLISTENING ACID SLICK 4th-level conjuration (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: Self (60 feet) Components: V, S Duration: Concentration, up to 1 minute You conjure a spray of translucent acid that covers the ground in a 60-foot cone. Until the spell ends, ground in the area is covered by slippery patches of foaming acid, making it difficult terrain. When the area appears, each creature in the area takes 2d4 acid damage and must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there takes 2d4 acid damage and must also succeed on a Dexterity saving throw or fall prone. In addition, whenever a creature falls prone within the area or ends its turn while prone within the area, it takes 6d4 acid damage. This spell treats creatures that cannot be prone as if they are always prone instead This spell only affects creatures that are on the ground CHAPTER TWO I SPELLS D&D UNLEASHED (vl.O) 83


GLOBE OF WINTER 7th-level evocation (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self (30 feet) Components: V, S, M (a glass sphere at least 4 inches in diameter containing any white powder) Duration: Instantaneous A miniature blizzard briefly rages in a 30-foot radius sphere centered on you, pelting the area with ice and cold The blizzard spreads around corners. Each other creature in the area must make a Constitution saving throw. On a failed saving throw, a creature takes 1 ld8 cold damage, is restrained until the end of its next turn and has its speed reduced to O feet. On a successful ' saving throw, a creature takes half damage and only has its speed reduced by 20 feet. A creature with reduced speed because of this spell recovers up to 10 feet of its speed at the end of each of its turns, but not when it is also restrained by this spell In addition, the spell freezes ground in the area into difficult terrain for 10 minutes. Frozen ground thaws instantly where there is fire or intense heat. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the cold damage dealt increases by 2d8 for each slot level above 7th. GoLEMARMOR 8th-level conjuration (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure a massive hollow construct to armor you, placing yourself in the center of the golem to control it, inside a small cavity that is perfectly sized to fit you and your equipment. Choose one of the following options for your golem armor from the table below, which shows the pages on which you can find the statistics for each option: Golem Armor Page Golem Armor Page Ice Golem Armor l 54 Metal Golem Armor l 5 5 Lava Golem Armor l 5 5 Stone Golem Armor l 5 6 The golem armor appears instantly in your space when the spell is cast. You roll initiative for the golem armor, which has its own turns. The golem armor lasts for the duration or until it is reduced to O hit points. While you're inside the golem armor, you're paralyzed even if you would normally be immune to the condition, but it doesn't interrupt your concentration on the spell You see through the golem's eyes and hear through its ears, you completely control the way it moves and the actions it takes, and you have total cover from anything that is outside the golem armor. When the golem armor takes 30 or more damage at once, you must succeed on a Constitution saving throw to maintain concentration on this spell The DC is equal to half of the triggering damage, but you also gain a +5 bonus to the roll The spell fails upon casting if there is not enough unoccupied space around you for the golem armor, or if you are size Huge or larger (since you can't fit inside} GRAND FLOOD 9th-level conjuration (Cleric, Druid) Casting Time: 1 action Range: 1 mile Components: V, S, M (a carved rainstick) Duration: 1 hour You beckon the heavens to flood the land around you. Water rises from the lowest ground point within range. As the water rises and covers more ground, it begins to rise from any ground in the area that is lower than the water levei covering lower ground before higher ground The water rises 20 feet each round until the spell has conjured an amount of water equal to 20 feet of rainfall averaged across the area, and then stops rising. While the water rises, it does not spill or flow like normal and stays within the spell's area. Once the water has stopped rising, it flows with gravity and spills onto the terrain outside the area as appropriate. When the spell ends, the water stops rising and starts to vanish, disappearing over 5 minutes. Living things do not receive nourishment from the water because it will quickly disappear from their bodies. The spell fails if the caster is indoors or underground when it is cast, and any ground that is indoors or underground is excluded from the spell's area. THE ELEMENTS AND BEYOND


GREATER RENEWAL 4th-level transmutation (Artificer, Bard, Cleric, Druid, Ranger) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Your magic forces one willing creature that you can see within range to expend great energy as you kindle its body's natural healing processes for an instant. You can cure one poison or disease afflicting the target. The target also gains one level of exhaustion and regains hit points equal to 25 + your spellcasting modifier (minimum+ 1) + a number of d6s equal to the target's Constitution modifier (minimum ld6~ This spell has no effect on constructs, undead, or creatures that are naturally immune to exhaustion. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 2d6 for each slot level above 4th. GREATVOICE 8th-level transmutation (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 10 minutes Your voice booms like rolling thunder. For the duration, when you speak, you can choose to speak up to ten times as loudly as normaL and you can use an action on each of your turns to create a wave of sound that roars out from you and can be heard up to 3 miles away. You choose whether the wave is a 60-foot cone emanating from you or a spherical area that extends to 30 feet out from you in all directions. Each creature other than you in the area must make a Constitution saving throw. On a failed saving throw, a creature takes 4d12 thunder damage, it is pushed 30 feet away from you and knocked prone, and it is deafened for 1 minute. On a successful saving throw, a creature takes half as much damage and nothing else. When you create a wave of sound with this spelL unsecured objects that are completely within the area of effect are pushed 30 feet away from you by the spell's effect. You can't create a wave of sound with this spell if you cannot speak. GUARD Abjuration cantrip (Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 round You shroud yourself or a creature that you touch in a magical ward that has ld6 hit points and lasts until the end of your next turn. If the target would take damage before the spell ends, the ward blocks that damage and takes the damage instead The ward can't block psychic or poison damage unless it is dealt by an attack. If the ward is reduced to O hit points, the target takes any remaining damage and the spell ends. If you target yourself with this spelL it doesn't require concentration. The ward's hit points increase by ld6 when you reach 5th level (2d611 lth level (3d61 and 17th level ( 4d6~ HALO OF GLORY 1st-level abjuration (Cleric, Paladin) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes A glowing halo of light appears above the head of a creature you touch and lasts for the duration. The halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet, follows the target as it moves, and bathes the target in an impression of heavenly glory, granting it advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. If a creature hits the target with an attack before the spell ends, the halo shoots a ray of light at the attacker, which must make a Dexterity saving throw if it is within 60 feet of the target. On a failed saving throw, the attacker takes 2d6 radiant damage. The spell ends after shooting one ray. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of rays the halo can shoot before the spell ends increases by one for each slot level above 1st. HEALING WAVE 3rd-level evocation (Artificer, Bard, Cleric, Druid, Ranger, Paladin) Casting Time: 1 action Range: 15 feet Components: V, S Duration: 1 round Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to ld6 + your spellcasting ability modifier, If you are still conscious at the start of your next turn, you and up to five other creatures of your choice within range regain hit points again in the same way. This spell has no effect on undead, constructs, or creatures that have O hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing done at the start of your next turn increases by ld6 for each slot level above 3rd CHAPTER TWO I SPELLS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 85


86 HEATWAVE 4th-level evocation (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self (50 feet) Components: V, S, M (a chunk of cast iron) Duration: Instantaneous A wave of nauseatingly hot air swirls briefly in a SO-foot cube emanating from you that spreads around corners. Each creature in the area other than you must make a Constitution saving throw. On a failed saving throw, a creature takes 4d10 fire damage, is poisoned until the end of your next turn, and gains one level of exhaustion. On a success, a creature takes half as much damage, is not poisoned, and doesn't gain any exhaustion. A creature has disadvantage on the saving throw if it has resistance or immunity to cold damage. If it has resistance to fire damage or immunity to fire damage, it has advantage on the saving throw and it can't gain any exhaustion from the spell Any levels of exhaustion caused by this spell are removed from a creature when it finishes a short or long rest in a cool or cold environment. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by ldlO for each slot level above 4th. HEAVENLY PILLAR 5th-level evocation (Cleric, Paladin, Sorcerer) Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You bellow a determined prayer that calls down a pillar of light from the heavens to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed saving throw, the target takes Sd8 radiant damage and is stunned until the end of your next turn. On a successful saving throw, the target takes half damage and is not stunned If the target is outside and underneath the sky, the spell's damage increases by 2d8. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by ld8 for each slot level above 5th. HOLY GLARE 4th-level evocation (Cleric, Paladin) Casting Time: 1 bonus action Range: Self (10 feet) Components: V Duration: Concentration, up to 1 minute With a word, you begin to glow with a circular aura of swirling light that sears and rebukes your foes. For the duration, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. When a creature ends its turn within 10 feet of you, you can force it to make a Constitution saving throw. CHAPTER TWO I SPELLS On a failed saving throw, it takes 3d6 radiant damage and it has disadvantage on any attack rolls made against you before the end of its next turn. On a success, a creature takes half damage and suffers no other effects. Creatures of your choice within 10 feet of you have disadvantage on Wisdom (Perception) checks that rely on sight and on saving throws to maintain concentration. HOWLING VOID 6th-level transmutation (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 90 feet Components: V, S, M (a bit of earwax) Duration: Concentration, up to 1 minute You destroy the air in a 30-foot radius sphere centered on a point you can see within range, creating an unseen magical area of vacuum that spreads around corners and lasts until the spell ends. No sound can be created within or pass through the area, and nonmagical flight in the area is impossible. The area disperses gas or vapor, and it extinguishes nonmagical fires of any size. Any creature or object entirely inside the area is immune to thunder damage, is deafened, and cannot breathe or speak. Any creature inside the area when it first appears or that ends its turn within the area must make a Constitution saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 psychic damage and gains one level of exhaustion. On a successful saving throw, a creature takes half damage and does not gain any levels of exhaustion. The damage dealt by this spell ignores resistance and immunity to thunder damage, but not resistance or immunity to all damage. Creatures that are immune to exhaustion are also immune to the psychic damage dealt by this spell When a creature ends its turn outside the area, it reduces any exhaustion caused by this spell by one level HUNTER'S ARR.ow 5th-level conjuration (Ranger only) Casting Time: 1 action Range: 150 feet Components: V, M (a ranged weapon) Duration: Concentration, up to 1 hour As part of the action used to cast this spel~ you must make a ranged attack with a weapon against one creature within the spell's range, otherwise the spell fails. A spirit of predator beasts guides your strike. You have advantage on the attack roll and for this attack, your weapon counts as magical for the purpose of overcoming resistance and immunity. On a hit, the target suffers the attack's normal effects and the attack deals 4d8 bonus poison damage. Then, hit or miss, your attack conjures a fey hunting spirit taking the form of a beast and appearing in a D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


space adjacent to the target. The beast is challenge rating 2 or lower, and as a spirit, it gains extra traits in addition to its normal statistics. • Its Intelligence, Wisdom, and Charisma scores are each raised to 10 if that score is normally lower than 10. This doesn't confer any additional languages. • It has resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons. • It has advantage on attacks made against the target. • It can move through other creature's spaces and end its tum there. The beast is also considered fey, and it disappears when it drops to O hit points or when the spell ends. The beast is friendly to you and your companions. Roll initiative for the beast - it has its own turns. If the target is still alive, the beast ignores your commands; it will decide how to take its own turns with no goal other than the death of the target. Once the target dies, the beast obeys any verbal commands that you issue to it (no action required by you} If you don't issue any commands, it defends itself from hostile creatures, but otherwise takes no actions if the target is dead The DM has the beast's statistics. ICE SCULPTURE 2nd-level conjuration (Artificer, Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S Duration: 10 minutes You conjure a magical chunk of ice into an unoccupied space that you can see within range. The ice created must be no larger than a 10-foot cube, and the ice must be of a form that you have seen before, though the form need not have been made of ice when you saw it. This spell cannot create complicated machinery with moving parts, such as a clock or firearm. When you cast the spelL you also choose whether the ice is clear and transparent or cloudy and heavily obscured The ice has hit points equal to 5d8 + twice your spellcasting modifier (minimum 5 hit points~ and its AC is equal to 10 + your spellcasting modifier. It has immunity to cold damage, but it has vulnerability to bludgeoning, fire, and thunder damage. The ice object is destroyed when it reaches O hit points or the spell ends. The ice melts after 2d4 minutes in a hot environment, and only 1 minute in an extremely hot environment. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the hit points of the ice increase by 2d8 for each slot level above 2nd, and the maximum size of the object increases by 5 feet for every 3 slot levels above 2nd CHAPTER TWO I SPELLS THE ET ,EMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 87


88 JOLT OF PAIN 2nd-level evocation (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (blue amber worth at least lS0gp) Duration: Instantaneous A bolt of white lightning infused with magical pain leaps from your outstretched finger to strike one creature that you can see within range. You make a ranged spell attack against the target. On a hit, the target takes Sd8 lightning damage and can't take reactions until the end of your next turn. If damage dealt by this spell forces the target to make a saving throw to maintain concentration, the DC is increased by an amount equal to your spellcasting modifier (minimum+ 11 and the target has disadvantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ld8 for each slot level above 2nd LE.AF SHIELD 1st-level transmutation (Druid, Ranger) Casting Time: 1 action Range: Touch Components: V, S, M (a leaf, petaL or toadstool) Duration: 10 minutes You touch one leaf, petaL or toadstool The object grows and is transformed into a magical shield made out of plant material that lasts for the duration. The magical shield is lightweight and flexible, and it has straps made of stem, root, or vine, so a creature can wield this shield without requiring the use of any hands. When wielded in this way, the shield only increases the wielder's Armor Class by 1. The shield has resistance to all damage and is selfrepairing, regaining up to 1 hit point every round When the spell ends, it withers to dust. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. If you use a spell slot of 5th level or higher, it is 8 hours. LIFE SPRING 4th-level evocation (Artificer, Cleric, Ranger, Paladin) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A burst of healing energy blooms into existence in a 15- foot radius sphere centered on a point you can see within range. Up to four creatures of your choice within the area each regain hit points equal to 2d6 + your spellcasting ability modifier. Any creature that has more than 0 hit points when it is affected by this spell also gains temporary hit points equal to your spellcasting ability modifier (minimum of one} CHAPTER TWO I SPELLS 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 temporary hit points gained increases by 2 and the healing increases by ld6 for each slot level above 4th. LIVING BURIAL 7th-level transmutation (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (a chunk of bedrock) Duration: Concentration, up to 1 minute The ground opens beneath one creature on the ground that you can see within range. The target must make a Strength saving throw as magically fluid earth sucks it downward into the ground On a failed saving throw, it takes 7 d8 bludgeoning damage and it is pulled 10 feet under the ground and buried until the spell ends (See Appendix A, page 225). On a success, it takes half as much damage and it isn't pulled or buried Until the spell ends, at the end of each of the target's turns while it is still buried, it takes 4d8 nonmagical bludgeoning damage. It can use an action on its turn to attempt to dig upward, making a Strength check against your spellcasting DC. If it succeeds or if the spell ends early, the target makes it up to the surface and is only partially stuck in the ground While partially stuck, a creature is restrained by the ground itself. It can use an action on its turn to attempt to escape the ground It makes a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself, falling prone on the ground If the spell lasts its full duration, the target remains buried permanently, until it escapes or is rescued At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by ld8 for each slot level above 7th. MAGIC ORB Conjuration cantrip (Artificer, Sorcerer, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You conjure magic into a simple orb of magical air, water, sand, or other inert substance in your hand and use it to strike a creature or object that you can see within range. Make a ranged spell attack against the target. If the target is within 5 feet of you, you can choose to make a melee spell attack against it instead On a hit, the target takes ldlO bludgeoning damage. The orb vanishes at the end of the turn. The spell's damage increases by ldlO when you reach 5th level (2d101 llth level (3d101 and 17th level (4d10} D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


MARCH OF BLADES 4th-level conjuration (Bard, Sorcerer, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (any bladed weapon) Duration: Concentration, up to 1 minute You conjure a row of synchronized floating blades made of magical energy in a line 30 feet long and 5 feet wide. The line extends in any direction and originates from any point you can see within range. The blades slash in a wide arc as they appear, forcing each creature in the area to make a Dexterity saving throw. A creature takes 3dl0 slashing damage on a failed save, or half as much damage on a success. The blades provide half-cover to creatures behind them. You can use a bonus action on subsequent turns to move one or both ends of the line to different locations up to 30 feet away that you can see. When you finish moving the area in this way on a turn, you may choose to have the blades slash again, forcing all creatures in the area to repeat the Dexterity saving throw. The blades last until the spell ends, at which point they vanish. If at any time you aren't within range of at least one end of the line, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the slashing damage dealt increases by ldlO for each slot level above 4th. M.Ass RENEWAL 9th-level transmutation (Bard, Cleric, Druid) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You invoke great magic to spark sudden and miraculous healing out of the natural healing capabilities of up to twenty creatures that you can see within range. Each target must be willing or unconscious. Each target gains one level of exhaustion, can cure one poison or disease affecting it, regains hit points equal to 50 + half of its maximum hit points, and must / succeecf on a DC 20 Constitution saving throw or gain one additional level of exhaustion. It can also choose to instantly spend hit dice to regain hit points as if it had just finished a short rest, up to a number of hit dice equal to its Constitution modifier (minimum 1 hit die). Any unconscious creature whose maximum hit points are less than 50 automatically fails the Constitution saving throw when healed by this spelL and its body is so drained of energy that it won't regain consciousness until it finishes a long rest. This spell has no effect on creatures that are naturally immune to exhaustion, constructs, or undead M.Ass SHIELD 3rd-level abjuration (Artificer, Bard, Cleric, Paladin, Wizard) Casting Time: 1 reaction, which you take when you or another creature within range that you can see are hit by an attack or targeted by the magic missile spell Range: 5 feet Components: V, S, M (a woven bracelet) Duration: 1 round A shimmering barrier of magical force appears and protects you and up to two other creatures you can see within range. The attacked creature must be among your targets. Until the start of your next turn, each affected creature has a +5 bonus to AC, including against the triggering attack, and takes no damage from magic missile. If a creature leaves the range of the spelL the effect ends on them. MEGALITH 9th-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: 300 feet Components: V, S, M (a stone with no moss) Duration: Concentration, up to 10 minutes You conjure a massive stone orb with a diameter of 20 feet at a point that you can see within range. It crashes into the ground then rolls up to 100 feet in a straight line to an unoccupied space. The orb grants cover and blocks vision. It is an object with 17 AC and 150 hit points, it has vulnerability to thunder damage, and the spell ends if it is destroyed Each creature in the orb's space when it appears or in its path when it rolls must succeed on a Dexterity saving throw or take 10d12 bludgeoning damage and be knocked prone. For the duration, you can use an action on your turn if you are within range of the orb to push it with magic, causing it to roll up to 100 feet in a straight ~ line to an unoccupied space again. The orb deals double damage to objects, but it can't roll through an object unless it deals enough damage to destroy the object. If the orb finishes its movement on an incline, it may roll downhill at the end of that turn (at the DM's discretion} rolling each turn until you use an action to roll it again or it reaches level ground When the spell ends, the orb vanishes. CHAPTER TWO I SPELLS HOMEBREW D&D UNLEASHED (vl.O)


90 MIGHTY ROOTS 7th-level conjuration (Druid only) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure up to three thick and powerful plant roots, sprouting from the ground in unoccupied spaces you can see within range. The roots are Large and last for the duration, acting like giant tentacles. Each root is an object with AC 16 and 120 hit points that can't be pushed or pulled out of its space. Each root has a Strength of 26 (+8) and a Dexterity of 18 (+4} If a root drops to O hit points, it is destroyed If all the roots are destroyed, the spell ends. When you cast the spell and as a bonus action on your subsequent turns, you can choose to cause one of the following effects with each of the roots. The roots do not have to perform the same actions as each other. If a creature is in the area of multiple effects, you choose which root it is affected by. Grab. The root attempts to grapple a Huge or smaller target within 15 feet of it, using its own statistics. If the target is Large or smaller, the root has advantage. At the start of each of your turns, you can choose to deal any target grabbed by the roots Sd6 bludgeoning damage. Slam. The root slams into the ground Each creature in a line 30 feet long and 5 feet wide extending from the root must make a Dexterity saving throw. A creature takes 7 d8 bludgeoning damage on a failed save, or half as much damage on a success. Sweep. The root sweeps along the ground in an arc. Each creature on the ground in a 30-foot cone emitted from the root must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be knocked prone. Throw. The root hurls whatever it has grabbed up to 60 feet in a direction of your choice. The thrown target is knocked prone, and if it strikes a solid surface, it also takes 7 d6 bludgeoning damage. If it was thrown toward a creature, that creature must succeed on a Dexterity saving throw or take the same bludgeoning damage and be knocked prone. MISTY MARCH 7th-level conjuration (Bard, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes Choose up to six creatures that you can see within range. For the duration, each target can use a bonus action on each of its turns while it is within range of you to teleport up to 60 feet to an unoccupied space that it can see. Also, on each of your turns before the spell ends, you can use an action to teleport each willing target to an unoccupied space that you can see within range. Targets that are more than 500 feet away or on a different plane are not teleported CHAPTER TWO I SPELLS MOLTEN UPHEAVAL 5th-level transmutation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 90 feet Components: V, S, M (a chunk of brimstone) Duration: Concentration, up to 1 minute Molten geysers erupt out from the earth in a 40 foot cube centered on a point on the ground that you can see within range. The area extends into the ground and spreads around corners. Each creature in the area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save or half as much damage on a success. Cracks and fissures filled with molten lava open up in the area and churn the remaining solid earth, making the ground in the area difficult terrain until the spell ends. Any creature that enters the spell's area for the first time on a turn or ends its tum there must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much on a success. A creature has disadvantage on the saving throw if it is burrowing or prone, but creatures that aren't touching the ground automatically succeed on the saving throw. This spell ignites flammable objects in the area that aren't being worn or carried When the spell ends, the ground in the area cools, solidifying into difficult terrain until cleared Each 5-foot-square portion of ground in the area requires at least 10 minutes to clear using mason's tools or a miner's pick. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ld6 for each slot level above 5th. OBLITERATION BEAM 9th-level evocation (Sorcerer, Wizard) Casting Time: 1 action Range: 500 feet Components: V, S, M (a diamond worth at least 800gp) Duration: 1 round You emit a massive beam of bright, powerful energy in a line 500 feet long and 25 feet wide that blasts away all in its destructive path. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes lldlO radiant damage and lldlO force damage, is pushed 50 feet away from you, and is knocked prone. On a success, a creature takes half as much damage and is not pushed or knocked prone. Until the end of your next tum, the area emits bright light for 500 feet and dim light for an additional 500 feet. The spell damages and pushes objects in the area. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


ORDAINMENT OF COLORS 9th-level transmutation (Cleric, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (an opal worth at least S00gp) Duration: Concentration, up to 10 minutes Your body transforms entirely into colorful magical light for the duration, granting you the following benefits: • You are immune to radiant damage and you have resistance to all damage except psychic damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • You cannot be grappled or restrained • You can move into and end your turn in the spaces of any objects that light can pass through (such as glass or crystal), but they are difficult terrain for you. • At the start of each of your turns, you choose to glow or stop glowing. While glowing, you shed bright light in a 60-foot radius and dim light for an additional 60 feet, magical darkness is suppressed within 30 feet of you, and creatures within 30 feet of you can't benefit from invisibility. You choose the light's color. • When a spell you cast deals radiant damage, it ignores resistance to radiant damage, and it deals extra radiant damage equal to 10 + twice the spell's level A spell can't deal this extra damage to any creature more than once per turn. ORDAINMENT OF CRYSTAL 9th-level transmutation (Sorcerer, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (a diamond worth at least S00gp) Duration: Concentration, up to 10 minutes Your body transforms entirely into magical crystal for the duration. Choose either force or radiant damage. You gain the following benefits while transformed: • You have resistance to all damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • When you cast a spell of 1st-level or higher, you can choose one or two creatures that you can see within 60 feet of you. If you chose only one creature, that target takes damage of the chosen type equal to 2d6 + twice the spell's level Otherwise, each target takes damage equal to ld6 + the spell's level Treat this damage as if it had come from the magic missile spell (for example, it is blocked by the shield spell), but it ignores resistance to the chosen damage type. • When another spell you cast deals damage of the chosen type, it ignores resistance to that type, and it deals extra damage of that type equal to 10 + twice the spell's level A spell can't deal this extra damage to any creature more than once per turn. ORDAINMENT OF LAVA 9th-level transmutation (Sorcerer, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (a ruby, jacinth, or fire opal worth at least S00gp) Duration: Concentration, up to 10 minutes Your body transforms entirely into magical lava for the duration, granting you the following benefits: • You are immune to fire damage and you have resistance to all damage except cold damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • When a creature ends its turn while grappling you or being grappled by you, it takes 8d8 fire damage. • You can use an action to try to grapple a creature with a free hand made of magic lava. Make a melee spell attack against one creature. On a hit, the target takes 8d8 fire damage and it is grappled by you and restrained while it is grappled The grapple's escape DC is equal to your spell save DC. • When another spell you cast deals fire damage, it ignores resistance to fire damage, and it deals extra fire damage equal to 10 + twice the spell's level A spell can't deal this extra damage to any creature more than once per turn. ORDAINMENT OF METAL 9th-level transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (a small piece of adamantine worth at least S00gp) Duration: Concentration, up to 10 minutes Your body transforms entirely into magical resonant metal for the duration. Choose one damage type out of bludgeoning, piercing, slashing, or thunder. You gain the following benefits while transformed: • You are immune to thunder damage and you have resistance to all damage except lightning damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • You gain a +2 bonus to AC, and your AC can't be less than 18, regardless of what armor you are wearing. • You are five times as loud, and any creature that sees you can hear you as if you were only 10 feet away. • You are immune to the silence and howling void spells, and to the effects of being in an environment with high or low pressure. You cannot be prevented from speaking or providing verbal components. • When a spell you cast deals damage of the chosen type, it ignores resistance to that damage type, and it deals extra damage of that type equal to 10 + twice the spell's level A spell can't deal this extra damage to any creature more than once per turn. CHAPTER TWO I SPELLS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 91


92 ORDAINMENT OF MIST 9th-level transmutation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (a sapphire or aquamarine worth at least S00gp) Duration: Concentration, up to 10 minutes Your body transforms entirely into magical icy mist for the duration, granting you the following benefits: • You are immune to cold damage and you have resistance to all damage except fire damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • You cannot be grappled or restrained • You can use a bonus action on each of your turns to release a breath of icy mist in a 30-foot cone which spreads around comers and extinguishes nonmagical flames, lasting until the start of your next tum. The area is heavily obscured and difficult terrain. Each creature standing on ground in the area when it appears, that moves or is moved onto ground in the area, or that ends its turn there must succeed on a Dexterity saving throw or fall prone. • When another spell you cast deals cold damage, it ignores resistance to cold damage, and it deals extra cold damage equal to 10 + twice the spell's level A spell can't deal this extra damage to any creature more than once per tum. ORDAINMENT OF STORMS 9th-level transmutation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (an amber or topaz worth at least S00gp) Duration: Concentration, up to 10 minutes Your body transforms entirely into magical clouds for the duration. Choose either lightning or thunder damage. You gain the following benefits while transformed: • You are immune to lightning damage and you have resistance to all damage except thunder damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • You cannot be grappled or restrained • You have a flying speed of 60 feet, and you can hover. When the spell ends, you fall if you are still aloft, unless you can stop the fall • When a spell you cast deals damage of the chosen type, it ignores resistance to that damage type, and it deals extra damage of that type equal to 10 + twice the spell's level A spell can't deal this extra damage to any creature more than once per turn. CHAPTER TWO I SPELLS PETRIFY 3rd-level transmutation (Druid, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (petrified bone or amber worth at least 75gp) Duration: Concentration, up to 1 minute A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes Sdl0 necrotic damage, and it must make a Constitution saving throw if it has any limbs. On a failed saving throw, you choose one of its limbs to affect. That limb is turned to stone until the spell ends, and cannot be used to make attacks. The effect of losing a limb can be found in the following table, based on the chosen limb: Affected Limb Effects of Petrification Arm Leg The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all. The target's speed on foot is halved. If half or more of its legs are not functional and not replaced by prostheses, it must use a cane or crutch to move, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. If no legs remain, it can't walk at all, and must crawl. Wing The target's flying speed is halved. If half or more of its wings aren't functional or replaced by prostheses, it cannot fly without the aid of magic. Tail The target's swimming and climbing speeds are halved, except those granted by magic, unless the limb is replaced by a prosthesis. Fin The target's swimming speed is halved unless it is granted by magic or the limb is replaced by a prosthesis. For the duration, the target must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell two times, the spell ends. If it fails saves four times, it stops making saving throws for this spell The successes and failures don't need to be consecutive; keep track of both until the target collects enough of either kind If you maintain your concentration on this spell for the entire possible duration, the limb stays petrified until the effect is dispelled or removed Any effect that can end the petrified condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. Undead, constructs, and creatures that cannot be petrified are entirely immune to this spell At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ldlO for each slot level above 3rd D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


PLASMA COIL 9th-level evocation (Sorcerer, Wizard) Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 10 minutes You evoke a whip-like cord of writhing plasma in your free hand The whip sheds bright light in a 10-foot radius and dim light for an additional 10 feet and lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a bonus action. You can use your action to lash out with the whip, which stretches and weaves between foes. Up to five targets of your choice that you can see within range must make a Dexterity saving throw. A target takes Sd8 lightning damage and Sd8 force damage on a failed save, or half as much on a success. Objects automatically fail the saving throw. Damage from this spell ignores resistance, and it ignores immunity to lightning damage when dealing damage to objects. PRIMORDIAL TIDES 7th-level evocation (Druid, Sorcerer) Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: 3 rounds You release a blast of chaotic magic that washes out from you in a 60-foot cone. Until the spell ends, ground in the area is difficult terrain, and at the end of each of your turns a wave of elemental energy pulses through the area, targeting each creature in the area with a magical effect. The effect is different each round: • Round 1. Targets must make a Constitution saving throw. On a failure, a target takes 7 d6 cold damage and its speed is reduced by 20 feet until the next pulse. On a success, a target takes half damage and its speed is not reduced • Round 2 Targets must make a Strength saving throw. On a failure, a target takes 4d6 lightning damage and 3d6 thunder damage and is knocked prone. On a success, a target takes half damage and isn't knocked prone. • Round 3. Targets must make a Dexterity saving throw. On a failure, a target takes 7 d6 fire damage and is lit ablaze. Until a creature takes an action to douse the fire, the target takes ldl0 fire damage at the start of each of its turns. On a success, a target takes half damage and is not lit ablaze. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire, cold, and lightning damage dealt all increase by ld6 for each slot level above 7th. THE ELEMENTS AND BEYOND PYROKINESIS 1st-level evocation (Sorcerer, Warlock, Wizard) Casting Time: 1 bonus action Range: 30 feet Components: M (brimstone or a flame) Duration: Concentration, up to 1 minute With a thought, you cause one creature that you can see within range to spontaneously combust. The target must make a Constitution saving throw. On a failed saving throw, the target ignites in flames, taking ldlO fire damage and burning for the duration. At the start of each of its turns while it is burning, the target must repeat the Constitution saving throw. On a failed save, it takes ld6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. You can choose to target an object that you can see within range which isn't being worn or carried instead


94 of targeting a creature. If you do, the object automatically fails its saving throws, and it doesn't stop burning when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage dealt increases by ldl0 for each slot level above 1st. QUAKE WALK 3rd-level transmutation (Druid, Ranger, Sorcerer) Casting Time: 1 action Range: Self (15 feet) Components: V, S Duration: Concentration, up to 1 minute You begin stomping and grinding your feet, causing the ground around you to temporarily deform like rubber under your earthen magic. Each other creature within 15 feet of you must make a Dexterity saving throw. On a failed saving throw, a creature is knocked prone. Until the spell ends, the ground within 15 feet of you is difficult terrain for other creatures. In addition, you can use a bonus action on each of your turns after the first to stomp the ground, forcing all other creatures within the area to repeat the saving throw, falling prone on a failed save. This spell can't affect creatures that aren't on the ground, and only functions while you are on the ground or in the ground and you aren't incapacitated RADIO'S SUDDEN SPARK 1st-level evocation (Artificer, Ranger, Sorcerer, Wizard) Casting Time: 1 reaction, which you take when you hit with a melee weapon attack or are hit by a melee weapon attack Range: Self Components: V Duration: Instantaneous You electrify the attacker's weapon as it strikes its target. The spell deals a creature 2d6 lightning damage on a failed Constitution saving throw, or half as much damage on a successful save. If the attack was a critical hit, the damage increases by ld6. The spell's target is determined by who made the triggering attack: • Defensive. If you were hit by the triggering attack, the attacker rolls the saving throw, with disadvantage if it used a metal weapon to make the attack. On a failed saving throw, it also drops the weapon used in the attack. • Offensive. If you made the triggering attack, the target of your attack rolls the saving throw, with disadvantage if it is wearing armor made of metal On a failed saving throw, it also can't take reactions until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld6 for each slot level above 1st. CHAPTER TWO I SPELLS RAINBOW 5th-level evocation (Ranger only) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour You conjure a shortbow or longbow (your choice) made of multicolored light into one of your hands, which sheds bright light in a 5-foot radius and dim light for an additional 5 feet and lasts for the duration. The weapon is a solid object that you can use to make attacks as normal It is magicai and instead of one bowstring it has seven different bowstrings made of light, with each made of a different color. When you pull one back, a magical arrow made of light of the same color appears upon the bowstring, ready to fire. The arrow disappears when it hits a target. Thus, this weapon doesn't require ammunition to make attacks. When you make a ranged weapon attack using this weapon, you choose one of the following bowstrings. Your attack deals damage of a different type based on that color instead of its normal damage type, it gains the benefits described for that color, and it deals an extra 2d6 damage on a hit. Red The attack deals fire damage. On a critical hit, the target is lit ablaze if it is flammable or it is a creature. until a creature takes an action to douse the fire, the target takes ldl0 fire damage at the start of each of its turns. Orange. The attack deals acid damage. On a critical hit, if the target does not have resistance or immunity to acid damage, it grants attackers advantage on attacks made against it and it doesn't benefit from any damage resistances until the end of your next turn. Yellow. The attack deals lightning damage. On a critical hit, the target is unable to take reactions and has its speed reduced to 0 until the end of its next tum. Green. The attack deals poison damage. On a critical hit, the target is poisoned until the end of your next tum. Blue. The attack deals cold damage. On a critical hit, the target is restrained until the start of its next tum, and its speed is reduced by 10 feet for 1 minute if it doesn't have resistance or immunity to cold damage. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


Indigo. The attack deals necrotic damage. On a critical hit, the target gains one level of exhaustion. This attack has no effect on targets that can't be petrified Violet. The attack deals force damage. On a critical hit, you teleport the target up to 30 feet to an unoccupied space that you can see. This attack has no effect on targets that can't be paralyzed In addition, while you are wielding this weapon, you can use an action to pull back and release all seven bowstrings at once, ending the spell and releasing a wave of multicolored light and harmonic sound in a line 60 feet long and 15 feet wide. Each creature in the area must make a Constitution saving throw. On a failed saving throw, a creature takes 6d6 radiant damage and it is blinded and deafened until the end of your next turn. On a success, a creature takes half damage and isn't blinded or deafened RAzORLEAF Transmutation cantrip (Druid only) Casting Time: 1 action Range: 120 feet Components: S Duration: Instantaneous You hurl a leaf or blade of grass that you are holding at a creature or object within range as your magic aids its flight. If you are not holding a leaf or blade of grass, one is magically plucked from a random non-creature plant within 60 feet of you and flies to the target. If there are no leaves or blades of grass within 60 feet of you, the spell fails. Make a spell attack against the target. On a hit, the target takes ld6 damage. The damage type is determined by the projectile. If you used a needle (such as from a pine tree), the spell deals piercing damage. Otherwise it deals slashing damage. If you were not holding the projectile, the attack determines cover and line of effect as if it was made from the projectile's original location instead of your location. The spell's damage increases by ld6 when you reach 5th level (2d6), 11th level (3d6), and 17th level ( 4d6} REJUVENATE 5th-level evocation (Artificer, Cleric, Druid, Paladin, Ranger) Casting Time: 1 action Range: Touch Components: V, S, M (a seed or a bit of water) Duration: Concentration, up to 1 minute You imbue one creature that you touch as part of casting the spell with a magic that revitalizes and protects. Until the spell ends, at the start of each of the target's turns, it regains ld8 hit points and gains a number of temporary hit points equal to 3d6 + twice your spellcasting ability modifier. RULES TIP: FALLING & INSTANT DEATH If a creature is teleported into the air (such as by the new relocate spell), it fal Is if it does not have a flying speed. The rules for falling assumes that a creature immediately drops the entire distance when it falls if the fall is 5 00 feet or shorter. At the end of a fall, a creature takes l d6 bludgeoning damage for every l 0 feet it fell, to a maximum of 20d6. The creature falls prone, unless it avoids taking damage from the fall. Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your max hit points. RELOCATE 3rd-level conjuration (Artificer, Bard, Sorcerer, Wizard) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Your magic relocates one other creature that you touch. If the target is willing, it is teleported up to 90 feet to an unoccupied space that you can see. If the target is not willing, you must make a melee spell attack against the target as you attempt to touch it. On a hit, the target must make a Charisma saving throw. On a failed saving throw, the target is teleported up to 90 feet to an unoccupied space that you can see. CHAPTER TWO I SPELLS THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 95


96 RENEWAL Transmutation cantrip (Artificer, Bard, Cleric, Druid) Casting Time: 1 minute Range: Touch Components: V, S, M (clean water and dressing) Duration: Instantaneous You gently apply vital magic to one creature that you touch, causing its body to accelerate its natural healing. The target can expend hit dice and regains hit points as if it had done so during a short rest. The minimum number of hit points the target regains from each hit die expended this way equals your Spellcasting modifier. A creature can only expend up to a number of hit dice equal to its Constitution modifier (minimum of 1) via this spell before it finishes a long rest, no matter how many times the spell is cast or who casts it. At 5th leveL the limit on hit dice expended per long rest is increased by one hit dice. At 11th level it is increased by one more hit dice, and at 17th level it is again increased by one. This spell has no effect on undead or constructs. RESCUE THE DYING 7th-level evocation (Cleric, Druid) Casting Time: 1 reaction, which you take when another creature within range is reduced to O hit points or rolls a death saving throw. Range: 90 feet Components: V Duration: 1 round With a word, you call positive energy into the target's body to heal and ward it. The target regains a number of hit points equal to 4d10 + 30. It also gains temporary hit points equal to half that amount and resistance to all damage, both lasting until the end of your next turn. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the healing increases by 2d10 for each slot level above 7th. RESONANCE 9th-level evocation (Bard, Sorcerer, Wizard) Casting Time: 1 action Range: 300 feet Components: V, S, M (a tuning fork) Duration: Concentration, up to 1 minute You cause nauseating sonic vibrations to pulse from a point of your choice within range. The sound fills a 60- foot radius sphere centered on that point for the duration. The area extends beyond total cover, and creatures within the area are deafened At the end of each of your turns until the spell ends, each creature in the area must make a Constitution saving throw. On a failed saving throw, a creature takes 8d8 thunder damage and it is poisoned for 1 minute. On a successful saving throw, a creature takes half as much damage and isn't poisoned CHAPTER TWO I SPELLS While it is poisoned by this spelL a creature's speed is reduced by half and it is deafened Each time it ends its turn outside the area, it must make a Constitution saving throw. On a success, it is no longer poisoned The spell damages objects in the area that aren't being worn or carried if they are made of inorganic material such as stone, crystaL or metal It also deals maximum damage to creatures and objects made of such material SANCTIFY WATER 2nd-level abjuration (Cleric, Paladin) Casting Time: 1 minute Range: Touch Components: V, S, M (salt, herbs, and incense worth at least 10 gp, which the spell consumes) Duration: 1 hour You invoke a holy or unholy blessing upon a 30-foot cube area within range. Until the spell ends, all water within the area is sanctified Choose up to two of the following types of creatures: celestials, elementals, fey, fiends, or undead When a creature of one of the chosen types starts its tum within the sanctified water or enters it for the first time on a turn, it must make a Constitution saving throw. On a failure, it takes 3d6 radiant damage and has disadvantage on any attack rolls it makes before the start of its next turn. On a success, it takes half damage and suffers no other effects. When sanctified water is transformed into Holy Water, the ritual to do so only takes 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th leveL the duration increases to 8 hours. When you cast this spell using a spell slot of 6th or 7th leveL the duration increases to 24 hours. When you cast this spell using a spell slot of 8th level or higher, the duration increases to 7 days, and if you cast the spell with this duration on the same spot once every 7 days for a year, the spell becomes permanent. SAND CLOAK 3rd-level conjuration (Artificer, Druid, Ranger, Sorcerer) Casting Time: 1 action Range: Self (15 feet) Components: V, S Duration: Concentration, up to 10 minutes You create a swirling cloak of sand and dust extending 15 feet out from you that lasts for the duration. The area is lightly obscured difficult terrain for other creatures, and it moves with you as you move. You can use a bonus action to reduce or increase the radius of the area, up to a maximum of 15 feet. When a creature other than you enters the area for the first time on a tum or starts its turn there, it is buffeted by sand and dust, and it must succeed on a Constitution saving throw or be blinded until the start of its next turn. D&D UNLEASHED (vl.0) FAN MADE HOMEBREW THE ELEMENTS AND BEYOND


SANDSTORM 7th-level conjuration (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 500 feet Components: V, S, M (a bit of sand and a mummified scorpion tail) Duration: Concentration, up to 1 hour You call a swirling column of sand down to fill a 150- foot-radius, 100-foot-high cylinder that spreads around comers centered on a point you can see within range. For the duration, the area is difficult terrain and heavily obscured Creatures in the area are deafened, and any ranged weapon attacks that pass in or out of the area are made with disadvantage. The sand disperses any vapor, gas, and fog that can be dispersed by strong wind, and it extinguishes unprotected flames if they're Largesized or smaller. If you're within range of the cylinder, you can move it up to 60 feet as a bonus action on your turn. At Higher Levels. If you cast this spell using a spell slot of 8th leveL the range is 1 mile. If you use a spell slot of 9th leveL the range is Sight. SCREEN OF PROTECTION 2nd-level abjuration (Artificer, Bard, Cleric, Paladin, Sorcerer, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (a mirror or diamond) Duration: Concentration, up to 10 minutes You create a magical wall of solid silvery force centered on a point that you can see within range. The wall lasts for the duration. It can be up to 20 feet wide and 20 feet talL but it has no depth. The outward side faces directly away from you, and the inward side faces directly toward you. The wall passes harmlessly through objects when it is created, but after that it blocks the movement of any object that it is not passing through. If the wall passes through any creatures when it is created, the · spell fails and the wall vanishes. The wall provides total cover and acts like any solid walL but it doesn't block sight or any other senses, and anything on the other side is lightly obscured by the wall's colors. Moving through the wall is only possible from the inward side to the outward side, and it costs 15 extra feet of movement to pass through. Ranged attacks can pass through the wall with disadvantage if made from the inward side, but are blocked if made from the outward side. Melee attacks are blocked from either side. The wall has 30 hit points and AC equal to 11 + your spellcasting modifier (minimum 12 AC} It automatically fails saving throws for spells and effects. If the wall blocks a spell or effect that deals damage, it takes the damage. If it blocks an attack, the attack is made against it instead, and it takes the damage on a hit. If the wall is reduced to 0 hit points, the spell ends. THEEIEMF,NTSANDBEYOND At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall's hit points increase by 15 and its height and width increase by 5 feet for each slot level above 2nd SEISMIC JAWS 6th-level transmutation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a petrified jawbone) Duration: Instantaneous You chum the earth, causing massive slabs of stone to crash out of the ground and slam together in a 20-foot cube centered on a point on the ground that you can see within range. The area extends into the ground Each creature in the area must make a Constitution saving throw. Flying creatures and Gargantuan creatures have advantage on the saving throw, and burrowing creatures have disadvantage on it. On a failed saving throw, a creature takes Sdl0 nonmagical bludgeoning damage, is stunned until the start of your next tum, and is knocked prone. On a successful saving throw, a creature takes half as much damage and suffers no other effects. Additionally, ground within the area 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 7th level or higher, the damage dealt increases by ldlO for each slot level above 6th.


98 SHELTER FROM ENERGY 6th-level abjuration (Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour Choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder, and choose up to six willing creatures you can see within range. For the duration, targets have resistance to that damage type. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may target up to one additional willing creature for each slot level above 6th. SHIELD OTHER 2nd-level abjuration (Artificer, Bard, Cleric, Paladin) Casting Time: 1 reaction, which you take when another creature within range that you can see is hit by an attack or targeted by the magic missile spell Range: 15 feet Components: V, S, M (a bead bracelet) Duration: 1 round A shimmering barrier of magical force appears and protects the attacked creature. Until the start of your next turn, the target has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile. SHINING ARMOR 5th-level evocation (Cleric, Paladin, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (a glass orb) Duration: Concentration, up to 1 hour You wreathe yourself in weightless magical armoring crafted from plates of pure light. Until the spell ends, you shed bright light in a 20-foot radius and dim light for an extra 20 feet. You also gain the following benefits for the duration: • When a creature within 10 feet of you hits you with a melee attack, the plates burst with beams of light. The attacker takes 3d6 radiant damage, and other creatures of your choice within 10 feet of you take half that damage. • Attacks made against you have disadvantage. • You have resistance to radiant damage. In addition, if you are critically hit before the spell ends, you can use your reaction to end the spelL causing the plates to explode in a protective blast of light. The attack misses, and the attacker as well as each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn. When the spell ends, the magical plates vanish. CHAPTER TWO I SPELLS SINKING MAW 5th-level transmutation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S, M (an antlion shell filled with sand) Duration: Concentration, up to 1 minute Choose a point on the ground that you can see within range. Ground within 30 feet of that point becomes swirling sand until the spell ends. The sand is difficult terrain. Each creature standing on the sand when the spell is cast must make a Dexterity saving throw. Any creature that enters the area for the first time on a turn or starts its turn within the area must also make the saving throw. On a failure, a creature sinks halfway into the sand and becomes restrained by the ground Until the spell ends, if a creature ends its turn while restrained by the ground in this way, it is pulled up to 10 feet toward the center of the area. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and clambers onto the surface. When the spell ends, either because your concentration is broken or because you decide to end it, the ground returns to the solid form it had before the spell was cast. Each creature restrained by the spell must make a Constitution saving throw. A creature takes 9d6 nonmagical bludgeoning damage on a failed save, or half as much damage on a success. Creatures are still restrained by the solid ground (not by any creature or spell) until they escape, and they have disadvantage on ability checks made to escape solid ground Creatures with a burrowing speed can't be restrained by the ground using this spell D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


SOAR 5th-level transmutation (Artificer, Ranger, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Touch Components: V, S, M (an arrow or dart) Duration: Concentration, up to 10 minutes You touch a willing creature. The target gains a flying speed of 120 feet for the duration. While the target is flying using this speed, it gains a + 1 bonus to AC, it has advantage on Dexterity saving throws, and opportunity attacks it provokes by flying have disadvantage. When the spell ends, the target falls if it is still aloft, unless it can stop the fall At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature in range for each slot level above 5th. SONIC BOOM 5th-level evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous A bead of thunderous force rockets from your fingertips toward a point you can see within range, where it explodes into a wave of sound that expands to a 20-foot radius sphere centered on that point. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes Sdl0 thunder damage, is deafened until the end of your next turn, is knocked prone, and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half damage and is not knocked prone, pushed, or deafened Unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from the center of the area by the spell's effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ldl0 and the distance a creature is pushed increases by 5 feet for each slot level above 5th. STAMPEDE OF SAVAGERY 5th-level conjuration (Druid, Ranger) Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of animal dung) Duration: Concentration, up to 1 hour You call fey spirits to appear as wave of frenzied beasts, which washes over your enemies like a storm of fang and claw in your choice of either a 60-foot-tall cylinder with a 20-foot radius centered on a point you can see within range, or as a 60-foot cone emanating from you. Ten fey spirits taking the form of beasts appear in unoccupied spaces of your choice within the area. Each beast is challenge rating 1/4 or lower and is also considered fey. A beast disappears when it drops to 0 hit points or when the spell ends. When the beasts appear, each other creature in the area must make a Dexterity saving throw, taking 2d8 piercing damage, 2d8 bludgeoning damage, and 2d8 slashing damage on a failure, or half as much damage on a success. This damage is nonmagical The summoned beasts are friendly to you and your companions. Roll initiative for the beasts as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you} If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bludgeoning damage increases by ld8 for each slot level above 5th. In addition, when you cast this spell using a spell slot of 8th level or higher, twice as many creatures appear. STARLIGHT 1st-level evocation (Warlock only) Casting Time: 1 action Range: 60 feet Components: V, S, M (a star chart or astrolabe) Duration: Concentration, up to 1 minute You call eerie starlight down upon one creature you can see within range. The target's space is filled with dim light until the end of your next turn, and it must make a Wisdom saving throw. On a failed save, it becomes charmed for the duration. While charmed by the speli a creature is incapacitated and it can't move or speak. The target repeats the Wisdom saving throw at the end of each of its turns, ending the spell on a success. The spell also ends if the target takes any damage or if someone else uses an action to touch the target and shake it out of its stupor. The target has disadvantage on CHAPTER TWO I SPELLS D&D UNLEASHED (vl.O) 99


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