The Ritualist Artist Credit: Cliffside Ritual - space goose.
M Ritualist uttering under his breath, an elf in a long cloak draws a circle in chalk in the highest room of a tall tower. He removes a delicate silver bell from a glass case, rings it thrice, and sits cross-legged in the centre of the circle. As he closes his eyes, visions of a far-off place begin to take shape in his mind. A well-groomed halfling sits upright with a gasp, feeling the blade of a sword resting on the back of her neck. A gruff voice in her ear demands she surrender peacefully. Smiling, she rolls up her sleeve, running her fingers over the runes of flame drawn upon her arm. As goblin arrows fly, a half-orc in thick leathers calls for her fellows to protect her as she kneels before the body of a fallen comrade. She works frantically, sprinkling strange powders and lighting small candles as she ducks another bolt. As the horde advances, the candleflames flare ghostly blue, and the body begins to twitch. Ritualists are experts in ritual magic, producing powerful magical effects through careful preparation. By drawing arcane runes, burning special herbs and other such seemingly innocuous means, ritualists summon spirits, ensnare their enemies, perceive the unseen and reshape the world around them. Esoteric Principles Ritualists practice an ancient magical art, drawing on holistic ideas which bring together arcane, divine and primal spellcasting. Rather than drawing on energies within the caster to power spellcraft, ritual magic draws its power from the threads of connected energy which suffuse all reality. Some scholars believe ritualism to be the oldest form of magic, aiding the birth of the first great civilisations. In the modern day, it is perceived more as a curiosity than a genuine field of study, but the wisest know better than to mistake subtlety for weakness. Ritualists must spend time preparing each spell, unable to rely on the instantaneous power wielded by wizards, druids and other, more direct spellcasters. However, while their esoteric approach may lack focus, it boasts an unmatched breadth of possibility. Hedge Magic Ritualists are not taught in great schools and universities. Theirs is a folk art, shared among rural communities, in close-knit societies and secluded places of learning. Ritualists can often be found holding positions as town magicians in harsh or dangerous locations, selling their services in the underbellies of cities or among the wealthy elite, studying occult lore between raucous parties and political schemes. Creating a Ritualist Ritual magic is a secretive, elusive trade. When creating a ritualist character, consider how it was that they came upon such knowledge, or why they sought it out. Were your spells passed down by a wise mentor? Did you learn the basic principles from encounters with fairies or other magical beings? Perhaps you sought out ritual magic after being rejected from more traditional avenues for learning, such as having a wizard’s apprenticeship cut short, or being forced to leave a druidic circle. Once you had begun to master ritual magic, what roused you from your study? Do you seek rare and valuable components for a special spell? Do you desire to do good, or prove your esoteric abilities as valid as other forms of magic? Perhaps you simply tire of dusty tomes, and wish to put your power to the test. Quick Build You can make a ritualist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the hermit background. Third, choose the mage hand, minor illusion and ray of frost cantrips, and prepare the spells bless and charm person in your first-level spell slots. Class Features As a ritualist, you gain the following class features Hit Points Hit Dice: 1d8 per ritualist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ritualist level after 1st Proficiencies Armour: Light armour Weapons: Simple weapons Tools: One type of artisan’s tools of your choice Saving Throws: Intelligence, Wisdom Skills: Choose 3 from Arcana, History, Insight, Investigation, Medicine, Nature, Religion and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a scholar's pack, (b) a dungeoneer's pack or (c) a priest's pack. A component pouch, leather armor, a dagger and one set of artisan’s tools of your choice Alternatively, you may start with 4d4 × 10 gp to buy your own equipment. Mutliclassing Ability Score Minimum: Intelligence 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. Armor: Light Weapons: Simple weapons 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Ritualist Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Rites Known 1st +2 Spellcasting, Ritual Specialist 3 2 — — — — — — — — — 2nd +2 Ritualist Society 3 3 — — — — — — — — — 3rd +2 Mystic Rites 3 4 2 — — — — — — — 2 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 2 5th +3 Reshape Spells 4 4 3 2 — — — — — — 3 6th +3 Ritualist Society Feature 4 4 3 3 — — — — — — 3 7th +3 ─ 4 4 3 3 1 — — — — — 4 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 4 9th +4 ─ 4 4 3 3 3 1 — — — — 5 10th +4 Ritualist Society Feature 5 4 3 3 3 2 — — — — 5 11th +4 ─ 5 4 3 3 3 2 1 — — — 5 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 6 13th +5 ─ 5 4 3 3 3 2 1 1 — — 6 14th +5 Ritualist Society Feature 5 4 3 3 3 2 1 1 — — 6 15th +5 ─ 5 4 3 3 3 2 1 1 1 — 7 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 7 17th +6 ─ 5 4 3 3 3 2 1 1 1 1 7 18th +6 Greater Reshape Spells 5 4 3 3 3 3 1 1 1 1 8 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 8 20th +6 Ritual Mastery 5 4 3 3 3 3 2 2 1 1 8 Spellcasting As a ritualist, you draw on esoteric, external forces to prepare spells that you can later cast. Cantrips At 1st level, you know three cantrips of your choice from the ritualist spell list. You learn additional ritualist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ritualist table. Preparing and Casting Spells The Ritualist table shows how many spells slots you have to cast your ritualist spells of 1st level or higher. To cast one of these spells, it must be prepared in a spell slot of the spell’s level or higher, which is expended upon casting. You regain all expended spell slots when you finish a long rest. You prepare the ritualist spells that are available for you to cast, choosing from the ritualist spell list. When you do so, assign each of your spell slots a spell of their level or lower. Only one spell can be prepared for each spell slot, but multiple copies of the same spell can be prepared in different slots. For example, if you are a 3rd-level ritualist, you have four 1st-level and two 2nd-level spell slots. If you prepare the 1stlevel spell Cure Wounds in a 1st level spell slot, you can then expend that spell slot to cast the spell at 1st level. If you were to instead prepare Cure Wounds in a 2nd-level slot, it would be cast at 2nd level. However, you could not prepare the 3rdlevel spell Hypnotic Pattern, as you do not possess any spell slots of 3rd level or higher in which to prepare it. You can also change your prepared spells when you finish a long rest. Preparing new ritualist spells requires time spent performing arcane rituals: at least 1 minute per spell level for each spell slot you prepare a spell with. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting Ability Intelligence is your spellcasting ability for your ritualist spells, since you learn your ritualist spells through the accumulation of knowledge. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a ritualist spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a ritualist spell as a ritual if that spell has the ritual tag, and it is of a level you can cast. You don’t need to have the spell prepared. Ritual Tools You have a set of ritual tools that you can use as an arcane focus for your ritualist spells. Sets of ritual tools are usually unique to the ritualist who uses them, but common features include chalk, ink or other drawing supplies, bundles of dried herbs and animal bones, candles or stones bearing runic inscriptions. Ritual Specialist At 1st level, you are uniquely well-versed in the casting of ritual spells. When you cast a ritualist spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. You can use this ability a number of times equal to your proficiency bonus, and once you have done so, you can't do so again until you finish a long rest. Ritualist Society When you reach 2nd level, you choose a ritualist society from the list of available societies, refining your ritual practices. Your choice grants you features at 2nd level, and again at 6th, 10th and 14th level. Mystic Rites In your holistic studies of magic, you have learned a number of mystic rites, unique rituals that go beyond the bounds of traditional spellcraft. At 3rd level, you learn two mystic rites of your choice. When you gain certain ritualist levels, you learn additional rites of your choice, as shown in the Rites Known column of the Ritualist table. Additionally, when you gain a level in this class, you can choose one of the rites you know and replace it with another rite that you could learn at that level. If a mystic rite has prerequisites, you must meet them to learn it. You can learn the rite at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Rites must be invoked in order to perform their functions. Different rites have different invocation times. While invoking a rite, you must use your action each turn to maintain the effect, and cannot move or the invocation fails. You must have access to your ritual tools in order to invoke a mystic rite. Once you have successfully invoked a rite, you cannot invoke that rite again until you finish a long rest. If a Mystic Rite requires a creature to make a saving throw, the DC is your ritualist spell save DC. Some rites can be empowered using special components that you may be able to find or purchase during your adventures. The unique component each rite requires is listed in its description. When you finish invoking a rite while holding its requisite component, you can choose to empower it to produce additional effects. Doing so consumes the component. Optional Rule: Crafting Special Components When playing a ritualist in a game without a feasible method of purchasing special components, consider the following optional rule: When you finish a long rest, you can use your ritual tools to create a number of special components, up to one for each of your known rites that can be empowered. Creating a component costs its listed worth in gp, representing materials expended in its creation. You cannot create a component without a listed cost. Components created in this way lose their potency whenever you finish a long rest. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Reshape Spells At 5th level, you have learned to rework some of your prepared spells into new forms. Once per day when you finish a short rest, you can choose a number of unused spell slots to prepare new spells in. The spell slots can have a combined level that is equal to or less than half your ritualist level (rounded up), and none of the slots can be 6th level or higher. You may prepare new spells for the chosen slots in the manner described in your spellcasting feature. The spells originally prepared for those slots are lost. Greater Reshape Spells At 18th level, when you use your Reshape Spells feature, you can prepare new spells in as many unused spell slots as you choose. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ritual Mastery At 20th level, you are an unmatched master of ritual magic. When you cast a ritualist spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Ritualist Societies Ritual magic is an intimate tradition, passed down from teach to pupil in close-knit communities of practitioners – though these communities are not always made up of mortals. As a result, many unique traditions of ritual magic have sprung up as practitioners develop new ideas in isolation from one another. These magical heritages are called ritualist societies, and each one offers a unique perspective into the vast kaleidoscope of potential that their magic represents. Some ritualist societies are formalised affairs; groups of practitioners who meet regularly in taverns and drawing rooms to discuss their ideas. Others are single lineages of knowledge, passed directly from one master to one pupil over the generations. Some are traditions maintained by creatures far longer-lived than men or elves, though the humanoid races may occasionally be allowed a glimpse at such wisdom under the right circumstances. When ritualists of different societies do meet, it is often in the spirit of contest, friendly or otherwise. Most ritualists are fiercely loyal to their societies, and keen to prove their methods superior. Medicinal Society Ritualists of medicinal societies study the mystical powers of certain substances to affect the mind and body. Merging the chemical and the spiritual, they prepare tonics, tinctures, salves and solutions to invigorate, befuddle, encourage and empower. Their study is a great deal more rote than most societies, dealing in the particular properties of a vast array of herbs, fungi, minerals and animal products, as well as the proper techniques by which to draw out their true power through ritual magic. Bonus Proficiencies At 2nd level when you choose this society, you gain proficiency in Herbalism Kits and Poisoner's Kits. Medicinal Tonic Also at 2nd level, you learn to concoct magical medicines. As part of a long rest, you can prepare a number of medicinal tonics equal to your proficiency bonus. When you create a tonic, choose two of the following benefits. A creature can consume the tonic as a bonus action to gain these benefits, or feed it to an unconscious creature as an action. Healing: The creature regains hit points equal to your Intelligence modifier. This healing increases to 1d10 (plus your modifier) at 6th level, 2d10 at 10th level, 3d10 at 14th level and 4d10 at 18th level. Invigoration: The first time in the next minute the creature hits with a weapon attack, the attack deals additional damage of its type equal to your Intelligence modifier. This damage increases to 1d12 (plus your modifier) at 6th level, 2d12 at 10th level, 3d12 at 14th level and 4d12 at 18th level. Energy: The creature’s movement speed is increased by 15 feet for 1 minute. Vision: The creature gains darkvision out to a range of 60 feet and can see into the ethereal plane for 1 minute. Fortitude: The first time in the next minute the creature that the creature must make a Strength, Dexterity or Constitution saving throw, they add your Intelligence modifier to the roll. Acuity: The first time in the next minute the creature that the creature must make an Intelligence, Wisdom or Charisma saving throw, they add your Intelligence modifier to the roll. Combat Concoction At 6th level, you have learned to produce harmful vapours to bring the fight to your foes. When you create medicinal tonics as part of a long rest, you may also manufacture a vapour grenade. When you create a vapour grenade, choose two of the following effects. A creature can throw a vapour grenade as an action at a point of its choice within 60 feet. A cloud of lingering gas grows to fill a 10-foot radius sphere centred on the point where the grenade lands. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you create the grenade, you choose whether the area the gas fills is lightly or heavily obscured. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw against your ritualist spell save DC. On a failed save, the creature experiences the effects you chose. Poisoning: The creature takes poison damage equal to 1d10 + your Intelligence modifier. This damage increases to 2d10 (plus your modifier) at 10th level, 3d10 at 14th level and 4d10 at 18th level. Lethargy: The creature’s movement speed is halved until the start of its next turn. Nausea: The creature is poisoned until the start of its next turn. Paranoia: The creature must immediately use its reaction to make a melee attack against a creature it can see within 5 feet. If no target is available, the creature must make the attack the first time a creature it can see is within 5 feet of it before the start of its next turn. Herbal Remedies At 10th level, you can use magically infused herbs to encourage the natural healing process. As part of a short rest, you can use your ritual tools or a herbalism kit to aid in healing. If you or any friendly creature spends one or more Hit Dice to regain hit points, they regain additional hit points equal to your ritualist level. Extraordinary Compounds At 14th level, you have learned secrets of chemistry and magic that allow you to create devilishly complex substances. When choosing between effects for your medicinal tonics and vapour grenades, you may choose three effects instead of two. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oracular Society Ritualists of oracular societies focus on the ritual arts’ capacity for divination. Many of the strongest known spells of prophecy are ritual in nature, and oracular ritualists – often known as seers – understand best the foretelling power contained in tools as simple as playing cards, carved bones and crystal balls. Bonus Proficiencies When you choose this society at 2nd level, you gain proficiency in one gaming set of your choice. Fortune Teller Also at 2nd level, as part of a long rest you can use your ritual tools, an arcane focus or a gaming set to foretell events yet to transpire. While the signs you receive may seem vague or unclear at first, their message becomes clear in the moments before disaster strikes, giving you a chance to act or cry a warning. Roll on the Foretelling Signs table a number of times equal to your proficiency bonus. You gain a benefit based on each sign you see in your fortune telling. If you see the same sign multiple times, you gain another use of the benefit for each time. You can only possess a number of these benefits at a time equal to your proficiency bonus, and you lose any unused benefits when you take a long rest. Once you have used a sign’s benefit as many times as you saw it, you cannot use it again until you roll it again. d6 Foretelling Sign 1 Death: When a creature who can see or hear you within 60 feet is reduced to 0 hit points, you can use your reaction to allow them to drop to hit point instead. 2 The Tower: When a creature who can see or hear you within 60 feet fails an ability check, attack roll or saving throw, you can use your reaction to allow them to reroll the d20. 3 The Emperor: When a creature who can see or hear you within 60 feet succeeds on an ability check, attack roll or saving throw, you can use your reaction to force them to reroll the d20. 4 Strength: When a creature who can see or hear you within 60 feet deals damage to a creature, you can use your reaction to allow them to roll the damage a second time, and for one creature they are damaging to take the higher result. You must choose to do so before the damage dice are rolled. 5 Temperance: When a creature who can see or hear you withing 60 feet regains hit points through an effect which rolls dice to determine the hit points gained, you can use your reaction to allow the dice to be rolled a second time, and for that creature to take the higher result. You must choose to do so before the dice are rolled. 6 The World: You receive the benefits of a foretelling sign of your choice. Insightful Reading At 6th level, you can perform readings on creatures to learn information about them. As an action, you can force a creature you touch to make a Charisma saving throw against your ritualist spell save DC. On a failed save, you learn its race, creature type, age, alignment, its given name, whether it intends you or your allies harm, and you can divine a spiritual icon that marks its journey through life. The icon you divine is chosen by the DM. A creature does not automatically know it has been affected by this ability. Spiritual Signs The Grave: The creature has been greatly affected by a death in their life, experienced or caused. The Dragon: The creature holds, or once held, great power. This could be magical, physical, financial or even spiritual. The Archdevil: The creature has committed an act of great evil. The Angel: The creature has committed an act of great virtue. The Phantom: The creature has done something they are greatly ashamed of. The Revenant: The creature holds a hateful grudge against another. The Unicorn: The creature holds true love, romantic or platonic, for another. The Path: The creature is marked by no particular Icon, or your divination cannot affect them. Alternatively, you can read a creature by performing a 1- minute divination ritual using your ritual tools, an arcane focus or a gaming set while within 5 feet of the creature. Performing a reading in this way does not permit the creature to make a saving throw to resist the effect. Once you have used this feature, you cannot do so again until you finish a short or long rest. Whispers of Wisdom At 10th level, you glean additional knowledge of the future when you cast a divination spell of first level or higher. Once, in the next hour, when you make an attack roll, ability check or saving throw, you can choose to roll 1d10 and add the number rolled to your total. You must choose to do so before the attack roll, ability check or saving throw is rolled. Once you have used this feature, you cannot use it again until you next cast a divination spell. Ceaseless Visions At 14th level, omens of the future appear wherever you look. When you finish a short rest, you can roll up to two times on the Foretelling Signs table, gaining their benefits as normal, as long as the number of benefits you receive does not exceed your maximum. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sympathetic Society Ritualists of sympathetic societies study the spiritual connections between objects, people and places. By pulling on these connecting threads, they can affect great changes through the manipulation of the small and mundane. Their teachings expound on the power of symbolism to affect reality, and the wholeness of pieces, even when separate. Bonus Proficiencies When you choose this society at 2nd level, you gain proficiency in one tool of your choice from the following list: Glassblower’s Tools, Painter’s Supplies, Potter’s Tools, Tinker’s Tools, Weaver’s Tools, Woodcarver’s Tools. The Binding of Kind Also at 2nd level, you create a set of enchanted poppets from materials of your choice, simple effigies representing various types of creatures. If your poppets are lost or destroyed, you can create new poppets as part of a long rest, using your ritual tools or a set of artisan’s tools listed in your Bonus Proficiencies feature. You can use your poppets as arcane foci to cast your ritualist spells. You can use a bonus action to bind the essence of a creature you can see within 60 feet to a poppet you are holding which represents the creature’s type. The creature remains bound to the poppet for 1 minute, until it moves more than 120 feet away from you, or until you bind a new creature. While a creature is bound to your poppet, any ritualist spells you cast targeting the poppet will instead target the creature, regardless of distance or cover, and the poppet counts as a creature for the purpose of spells that target creatures. Additionally, while a creature is bound to your poppet, you can exert a small measure of control to aid or hinder them. When an allied creature bound to your poppet makes a saving throw, they can roll a d4 and add the number rolled to the saving throw. When an enemy creature bound to your poppet makes a saving throw against a spell you cast, they must roll a d4 and subtract the number rolled from the saving throw. You can exert greater control through your poppets with the aid of a small piece of your target. While your poppet is bound to a creature, if you hold or attach to your poppet a sample of blood, hair, skin or other bodily detritus from the bound creature, they roll a d6 rather than a d4 to subtract from saving throws made against spells you cast. The body part you use is consumed when the binding ends. Shared Suffering At 6th level, you can force a creature bound to your poppet to share in your pain. As a reaction when you take damage while a creature is bound to your poppet, you can gain resistance to the damage, and cause them to take the same amount of damage you do. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Two Become One At 10th level, you can cause bound targets to experience the effects of spells cast upon others. When you cast a spell that targets only one creature and doesn't have a range of self, you can target a creature bound to your poppet with the same spell. Once you have done this, you cannot do so again until you finish a long rest. Soul Binding At 14th level, you learn a binding ritual of immense power. You can perform a 1-hour ritual over an unconscious humanoid to attune a poppet which represents their creature type to their soul. A poppet attuned to a creature’s soul cannot be used to bind any other creature’s essence. Instead, while wielding a soulbound poppet, you can bind it to the creature whose soul it is attuned to regardless of distance. While a creature holds another creature’s soulbound poppet, they can communicate with the attuned creature telepathically, and as an action, they can manipulate the poppet in one of the following ways, affecting the creature attuned to it: Harm: The creature attuned to the poppet takes 5d10 necrotic damage. Move: The creature attuned to the poppet is forcibly moved up to 30 feet in a direction of your choice, including straight up, or falls prone. Find: You learn the exact location of the creature attuned to the poppet. If the poppet is destroyed, its magic fails. Additionally, a Remove Curse spell cast on the creature attuned to the poppet can remove the magical connection. However the caster must first succeed on an ability check using their spellcasting ability modifier against your spell save DC. The poppet does not function while it and the creature attuned to it are on different planes of existence. 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mystic Rites Rite of Aspects Invocation time: 1 minute. You infuse a creature with the powers of beasts. Choose two of the following benefits. A creature of your choice within 10 feet gains them for 8 hours. Their jump distance is tripled. They gain a climbing speed equal to their walking speed. They gain a swimming speed equal to their walking speed. They gain natural weapons (such as teeth, horns or claws) that deal slashing, piercing or bludgeoning damage (your choice) equal to 1d6 + their Strength modifier. They have advantage on perception checks involving smell. They have Darkvision out to 60ft. When they aren’t wearing armour, their AC equals 13 + their Dexterity modifier. Empowerment: A goat’s horn growing feathers, worth 100gp. The chosen creature gains all the listed benefits, rather than two. Rite of Conversation Invocation time: 1 minute. Choose one language. Until your next long rest, you can speak and understand this language fluently. Empowerment: A pouch full of powdered baby teeth from different races worth 50gp. While under this effect, you can instead speak and understand all languages fluently. Rite of Countermagic Invocation time: 10 minutes. A number of creatures of your choice equal to your proficiency bonus within 10 feet gain advantage on saving throws against spells and other magical effects for the next hour. Empowerment: A blue-jewelled pendant depicting an eye, worth 50gp. When affected creatures succeed on a saving throw against a spell or magical effect, the creature who subjected them to the effect takes force damage equal to your proficiency modifier as the energy of its magic is reflected back at it. Rite of Domination Prerequisite: 9th level. Invocation time: 1 hour. You overpower a creature’s will and replace it with your own. A creature you were touching for the entire duration of this rite’s invocation is charmed by you for 24 hours. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. When the creature takes damage, they can make a Wisdom saving throw against your Ritualist spell save DC, ending the effect on a success. Empowerment: A small gilded whip, worth 50gp. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Rite of Draining Prerequisite: 5th level. Invocation time: 10 minutes. Until your next long rest, the first time on each of your turns that you deal damage with a ritualist cantrip, you or a creature of your choice within 30 feet can gain temporary hit points equal to your proficiency bonus. The number of temporary hit points increases to twice your proficiency bonus at 11th level. Empowerment: The fang of a vampire thrall, worth 50gp. When you grant temporary hit points to another creature using this feature, you also gain them yourself. Rite of Enchantment Invocation time: 1 minute. You touch a weapon. For 1 hour, the weapon becomes magical it was not already, and on a hit, it deals additional damage of its type equal to your proficiency bonus. Empowerment: Gold dust worth 50gp. The effect lasts for 8 hours. Rite of Finding Invocation time: 10 minutes. You magically determine the location of a creature or object. Name a creature or object that is familiar to you. For the next hour, you can sense the direction to the target’s location and how far away it is, as long as that creature is within a mile of you. If the target is moving, you know the direction of its movement. The rite can locate a specific target that is familiar to you, or the nearest target of a particular kind, such as a human or a certain kind of jewel. Empowerment: A sample of blood, hair, skin or other bodily detritus from the target creature or a piece of the target object. The effect lasts 8 hours. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rite of Harm Invocation time: 1 minute. Until your next long rest, you add your Intelligence modifier to any damage you deal with ritualist cantrips. Empowerment: A wand carved with runes, worth 25gp. While under the effects of the rite, you can cast a ritualist cantrip as a bonus action a number of times equal to your proficiency bonus. Rite of Knowledge Invocation time: 1 minute. Choose Arcana, History, Medicine, Nature, Religion or Survival. For the next hour, you have advantage on checks made with the chosen skill. Empowerment: A clay tablet inscribed with arcane sigils worth 50gp. While under this effect, when you make a roll with your chosen skill, you can treat a d20 roll of 9 or lower as a 10. Rite of Luck Invocation time: 1 minute. You bless a creature you can see within 10 feet with increased luck. For the next hour when the creature makes an ability check, they can roll a d4 and add the number rolled to the roll. Empowerment: A rabbit’s foot charm worth 50g. The target can roll a d6 instead of a d4. Rite of Major Spellcraft Prerequisite: 9th level. Invocation time: 8 hours. Choose one spell of first level or higher from any class's spell list. The spell you choose must be of a level you can cast, as shown on the ritualist table. The chosen spell counts as a ritualist spell for you until you next invoke this rite, or until you no longer know it, and can be prepared as you would normally prepare your ritualist spells. Rite of Mimicry Prerequisite: 5th level. Invocation time: 10 minutes. You take on the physical form of a humanoid creature you have seen. This change affects all physical characteristics including your height, race, hair colour, eye colour, sound of your voice etc. If you choose, you can also change the form of any mundane clothing you are wearing into clothes you have seen the creature wearing. This change lasts 8 hours. After every hour you spend transformed, you must succeed on a concentration check or revert to your original appearance. The DC for this check is initially 10, but the DC is raised by 2 for each subsequent check to an eventual DC of 22 after spending 7 hours transformed. Empowerment: A sample of blood, hair, skin or other bodily detritus from the target creature. You do not need to make concentration checks to remain transformed for the effect’s full duration, and while transformed, you gain access to all information that the humanoid you are mimicking would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the humanoid by drawing on its memories. Rite of Minor Spellcraft Invocation time: 10 minutes. Choose three cantrips from the ritualist spell list. Until your next long rest, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a ritualist cantrip for you. Empowerment: Grains of wood from an arcane focus, suspended in alcohol worth 25gp. The cantrips you choose can be from any class’s spell list. Rite of Paths Invocation time: 10 minutes. Until your next long rest, you gain the ability to perceive faerie roads – hidden connections between places through the shallowest layers of the feywild. While under this effect, as an action, you can create a sigil of transportation which occupies a 5-foot square on the ground, centred on you. Only creatures of your choice can see the sigil. You can only create two sigils at a time. When you create a new sigil while two are already in place, you must choose which existing sigil will vanish. You can also will a sigil to vanish as an action. When a sigil you create is within 120ft of another sigil, the pair become linked. A creature standing in the space of a linked sigil can use their bonus action to teleport to the space of the other linked sigil. Empowerment: Pixie dust worth 100gp. You can create and destroy sigils as a bonus action. Rite of Ramparts Invocation time: 10 minutes. Until your next long rest, you can use your action to magically create a 10-foot-by-10-foot wall of stone, 3 inches thick at a point of your choice within 10 feet. The wall cannot occupy the same space as a creature or object. If a wall is created such that it will do so, it fills what space it can, potentially leaving a hole or gap in the structure. The wall can appear in any orientation you desire, however it must be connected to the ground on at least one side. The wall is an object made of stone that can be damaged and breached. It has an AC of 15 and hit points equal to four times your level. The wall crumbles to dust after 1 hour, or if you will it as an action. You can create a number of walls equal to your proficiency bonus. Empowerment: A small model of a fortress worth 100gp. Walls you create have an additional 30 hit points, and can be up to 20-feet-by-20-feet in size. Rite of Rejuvenation Invocation time: 10 minutes. A number of creatures of your choice equal to your proficiency bonus within 10 feet regain hit points equal to 2d8 plus your Intelligence modifier. This healing increases to 3d8 at 7th level, 4d8 at 11th level and 5d8 at 15th level. Empowerment: A sacred chime worth 50gp. In addition to healing affected creatures, you can end one disease or one condition afflicting each of them. The condition can be blinded, charmed, deafened, paralyzed, petrified or poisoned. 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rite of Resurrection Prerequisite: 9th level. Invocation time: 1 minute. You restore a creature you touch to life. The creature regains 1 hit point. This rite cannot restore a creature that has died of old age, nor can it restore any missing body parts, and the creature’s soul must be both willing and at liberty to re-join the body. For this rite to succeed, you must have begun invoking it no more than one turn after the creature died. Empowerment: A diamond carved with runic inscriptions worth 500gp. You do not need to have begun invoking the ritual soon after the creature’s death. Instead, you can restore a creature to life that has been dead for no longer than 10 days. The rite also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. Rite of Roaming Invocation time: 10 minutes. Up to 6 creatures you can see within 10 feet have their speed increased by 10 feet until your next long rest. Empowerment: Special mineral salts worth 50gp. Affected creatures have their speed increased by an additional 10 feet. Rite of Runebolts Prerequisite: 9th level. Invocation time: 10 minutes. You draw a number of runes of lightning on the bodies of willing creatures you can see within 10 feet. You can draw a number of runes equal to your proficiency bonus, and can place as many as you choose on a targeted creature. For example, if your proficiency bonus is +3, you can mark 2 runes on your own body and 1 on another willing creature. Runes vanish after 1 hour. As an action, a creature bearing a rune can expend the rune’s power, causing it to vanish and unleashing a bolt of electricity in a 30-foot long, 5-foot wide line emanating from the creature in a direction they choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d6 lightning damage on a failed save, and half as much on a successful one. This damage increases to 6d6 at 15th level. Empowerment: A metal figure of a kite worth 50gp. Runes create a 60-foot line, rather than a 30-foot one, and their damage is increased by 1d6. Rite of Runefire Prerequisite: 5th level. Invocation time: 10 minutes. You draw a number of runes of fire on the bodies of willing creatures you can see within 10 feet. You can draw a number of runes equal to your proficiency bonus, and can place as many as you choose on a targeted creature. For example, if your proficiency bonus is +3, you can mark 2 runes on your own body and 1 on another willing creature. Runes vanish after 1 hour. As an action, a creature bearing a rune can expend the rune’s power, causing it to vanish and unleashing a gout of flame. Each creature in a 15-foot cone originating from the creature must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, and half as much on a successful one. This damage increases to 4d6 at 11th level and 5d6 at 15th level. Empowerment: The scale of a draconic creature, worth 100gp. Runes create a 30-foot cone, rather than a 15-foot one. Rite of Runeforce Invocation time: 10 minutes. You draw a number of runes of force on the bodies of willing creatures you can see within 10 feet. You can draw a number of runes equal to your proficiency bonus, and can place as many as you choose on a targeted creature. For example, if your proficiency bonus is +3, you can mark 2 runes on your own body and 1 on another willing creature. Runes vanish after 1 hour. As an action, a creature bearing a rune can expend the rune’s power, causing it to vanish and unleashing a concussive wave of pure force, forcing creatures other than themselves within 15 feet of them to make a Strength saving throw. On a failed save, a creature is pushed 15 feet away from them. Empowerment: A glass bead inscribed with impossibly miniscule writing, worth 50gp. Creatures take 1d10 force damage on a failed save against this effect, and half as much on a successful one. This damage increases to 2d10 at 7th level, 3d10 at 11th level and 4d10 at 15th level. Rite of Runefrost Prerequisite: 5th level. Invocation time: 10 minutes. You draw a number of runes of ice on the bodies of willing creatures you can see within 10 feet. You can draw a number of runes equal to your proficiency bonus, and can place as many as you choose on a targeted creature. For example, if your proficiency bonus is +3, you can mark 2 runes on your own body and 1 on another willing creature. Runes vanish after 1 hour. As an action, a creature bearing a rune can expend the rune’s power, causing it to vanish and unleashing a burst of frost. Each creature in a 15-foot cone originating from the creature must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and has their movement speed halved until the end of their next turn. On a successful save, they take half as much and their movement is not reduced. This damage increases to 3d6 at 11th level and 4d6 at 15th level. Empowerment: A crystal snowflake worth 50gp. When a creature expends their runes power, they roll dice equal to the cone’s damage and gain that many temporary hit points. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rite of Runeshields Invocation time: 10 minutes. You draw a number of runes of protection on the bodies of willing creatures you can see within 10 feet. You can draw a number of runes equal to your proficiency bonus, and can place as many as you choose on a targeted creature. For example, if your proficiency bonus is +3, you can mark 2 runes on your own body and 1 on another willing creature. Runes vanish after 1 hour. When a creature bearing a rune takes damage, they can use their reaction to expend its power, causing the rune to vanish. They may then roll a d10, add your Intelligence modifier, and reduce the damage by that total. A creature can roll 2d10 at 7th level, 3d10 at 11th level and 4d10 at 15th level. Empowerment: A chunk of stone carved with a stern face, worth 25gp. If a rune reduces its triggering damage to 0, it is not expended. Rite of Seeing Prerequisite: 9th level. Invocation time: 1 minute. You gain Truesight out to 120ft for 1 hour. Empowerment: A powder made from exotic mushrooms worth 150gp. The effect lasts 8 hours. Rite of Territory Prerequisite: 5th level. Invocation time: 1 minute. You create a zone of protected ground in a 15-foot radius sphere centred on you that lasts for 1 hour. The sphere does not move with you. Creatures of your choice have a +2 bonus to AC while in the sphere’s area, and if they have to make a saving throw, they can roll a d6 and add the number rolled to the total. Empowerment: A scrap of cloth from a banner, wrapped around a golden rod worth 50gp. Unconscious creatures of your choice who start their turn in the zone regain 1 hit point. Rite of Thorns Invocation time: 10 minutes. Until your next long rest, you can use your action to magically create a 20-foot square of vicious thorns starting from a point within 90 feet. The thorns remain for 1 hour, making the ground in the area they fill difficult terrain. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels. This damage increases to 2d4 at 7th level, 3d4 at 11th level, 4d4 at 15th level and 5d4 at 18th level. You can create a number of patches of thorns equal to your proficiency bonus. Empowerment: A rose grown from a plant watered in blood, worth 50gp. Creatures of your choice are immune to the effects of the thorns. Rite of Traps Prerequisite: 5th level. Invocation time: 1 minute. You lay a number of invisible, magical traps across the ground within 60 feet of you. Choose a number of 5 foot squares within range equal to your proficiency bonus + your Intelligence modifier. When a creature enters one of your chosen squares, they must succeed on a Dexterity saving throw against your Ritualist spell save DC or take 2d12 acid, cold, fire, lightning or poison damage (your choice). The traps remain for 8 hours, then vanish. When you invoke this rite, you can choose any number of creatures to be able to see the traps. The damage increases to 3d12 at 7th level, 4d12 at 11th level and 5d12 at 15th level. Empowerment: A trapdoor spider encased in amber worth 50gp. Creatures who succeed on their saving throws against your traps take half damage instead of none. Rite of Vanishing Invocation time: 1 minute. You call down a magical veil over a 15-foot-sphere centred on you for 1 hour or until you end it as an action. Creatures within the veil are invisible, and gain a bonus to stealth rolls equal to your Intelligence modifier. The veil cannot move, and ends if you step outside of it or if any creature inside attacks or casts a spell. Empowerment: An owl feather encased in amber, worth 100gp. The veil moves with you. Rite of Warding Invocation time: 10 minutes. Choose acid, cold, fire, lightning, poison, or thunder. A number of creatures of your choice equal to your proficiency bonus within 10 feet gain resistance to the chosen damage type for 8 hours. Empowerment: A polished chunk of quartz worth 50gp. When choosing your damage type, you may also choose between necrotic, radiant or psychic damage. Rite of Will Invocation time: 10 minutes. Choose a number of creatures within 10 feet equal to your proficiency bonus. For the next hour, these creatures have advantage on saving throws made to resist being charmed or frightened, and gain temporary hit points equal to your ritualist level. The number of temporary hit points increases to twice your ritualist level at 7th level, and three times at 15th level. Empowerment: A silver sword hilt worth 50gp. Affected creatures are immune to being charmed or frightened. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ritualist Spell List Cantrips (0 Level) Acid Splash Blade Ward Chill Touch Control Flames Dancing Lights Druidcraft Firebolt Frostbite Gust Infestation Light Lightning Lure Message Mind Sliver Minor Illusion Mold Earth Poison Spray Prestidigitation Ray of Frost Resistance Shape Water Shillelagh Shocking Grasp Spare the Dying Sword Burst Thaumaturgy Thunderclap Toll the Dead True Strike 1st Level Alarm Animal Friendship Bane Bless Cause Fear Ceremony Charm Person Chromatic Orb Colour Spray Command Comprehend Languages Cure Wounds Detect Magic Disguise Self Dissonant Whispers Entangle Expeditious Retreat Faerie Fire Feather Fall Find Familiar Fog Cloud Grease Guiding Bolt Healing Word Hex Identify Illusory Script Mage Armour Magic Missile Protection from Evil and Good Purify Food and Drink Sanctuary Shield of Faith Silent Image Sleep Speak with Animals Tasha's Hideous Laughter Tenser's Floating Disk Unseen Servant 2nd Level Aid Alter Self Animal Messenger Augury Barkskin Beast Sense Blindness/Deafness Blur Calm Emotions Cloud of Daggers Cordon of Arrows Darkness Darkvision Detect Thoughts Dragon's Breath Dust Devil Earthbind Enhance Ability Enlarge/Reduce Flock of Familiars Gentle Repose Healing Spirit Hold Person Invisibility Knock Lesser Restoration Levitate Locate Animals or Plants Magic Mouth Maximillian's Earthen Grasp Mind Spike Mirror Image Misty Step Moonbeam Pass Without Trace Phantasmal Force Protection from Poison Ray of Enfeeblement Scorching Ray See Invisibility Silence Skywrite Spider Climb Spike Growth Suggestion Summon Beast Vortex Warp Warding Wind Web Zone of Truth 3rd Level Animate Dead Aura of Vitality Bestow Curse Blink Clairvoyance Conjure Animals Counterspell Create Food and Water Daylight Dispel Magic Enemies Abound Fear Feign Death Fly Gaseous Form Glyph of Warding Haste Intellect Fortress Leomund's Tiny Hut Life Transference Magic Circle Major Image Mass Healing Word Meld Into Stone Nondetection Phantom Steed Plant Growth Remove Curse Sending Slow Speak with Dead Speak with Plants Spirit Shroud Stinking Cloud Summon Fey Summon Lesser Demons Summon Shadowspawn Summon Undead Thunder Step Tiny Servant Vampiric Touch Wall of Sand Wall of Water Water Breathing Water Walk Wind Wall 4th Level Arcane Eye Aura of Life Aura of Purity Banishment Charm Monster Confusion Conjure Minor Elementals Conjure Woodland Beings Control Water Death Ward Dimension Door Divination Dominate Beast Elemental Bane Fabricate Fire Shield Freedom of Movement Giant Insect Grasping Vine Greater Invisibility Hallucinatory Terrain Mordenkainen's Faithful Hound Mordenkainen's Private Sanctum Otiluke's Resilient Sphere Phantasmal Killer Polymorph Stone Shape Stoneskin Summon Aberration Summon Construct Summon Elemental Summon Greater Demon Wall of Fire Watery Sphere 5th Level Antilife Shell Awaken Bigby's Hand Circle of Power Cloudkill Commune Commune with Nature Conjure Elemental Contact Other Plane Control Winds Creation Danse Macabre Dawn Dispel Evil and Good Dominate Person 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dream Enervation Far Step Greater Restoration Hallow Hold Monster Infernal Calling Insect Plague Legend Lore Mass Cure Wounds Mislead Modify Memory Passwall Planar Binding Rary's Telepathic Bond Scrying Seeming Skill Empowerment Summon Celestial Summon Draconic Spirit Synaptic Static Telekinesis Teleportation Circle Transmute Rock Tree Stride Wall of Light Wall of Stone Wrath of Nature 6th Level Arcane Gate Blade Barrier Bones of the Earth Conjure Fey Create Homunculus Create Undead Drawmij's Instant Summons Druid Grove Eyebite Find the Path Fizban's Platinum Shield Flesh to Stone Forbiddance Globe of Invulnerability Guards and Wards Heal Heroes' Feast Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Magic Jar Mass Suggestion Mental Prison Move Earth Otto's Irresistible Death Planar Ally Primordial Ward Programmed Illusion Scatter Soul Cage Summon Fiend Tasha's Otherworldly Guise Wall of Ice Wall of Thorns Wind Walk Word of Recall 7th Level Conjure Celestial Crown of Stars Draconic Transformation Etherealness Mirage Arcane Mordenkainen's Magnificent Mansion Mordenkainen's Sword Plane Shift Power Word: Pain Prismatic Spray Project Image Regenerate Reverse Gravity Sequester Symbol Teleport Whirlwind 8th Level Animal Shapes Antimagic Field Antipathy/Sympathy Control Weather Demiplane Dominate Monster Earthquake Glibness Holy Aura Illusory Dragon Maddening Darkness Maze Mighty Fortress Mind Blank Power Word: Stun Telepathy 9th Level Astral Projection Foresight Gate Imprisonment Invulnerability Mass Heal Mass Polymorph Power Word: Heal Power Word: Kill Prismatic Wall Shapechange Storm of Vengeance Time Stop True Polymorph Weird Wish This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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