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Published by gkkschindler, 2020-11-19 21:00:19

Tasha's Cauldron of Everything v2

Tasha's Cauldron of Everything v2

Keywords: DND,D&D,Tasha's Cauldron of Everything

Eldritch Versatility

4th-level warlock f eature
Whenever you reach a level in this class that
grants the Ability Score Improvement feature,
you can do one of the following representing
a change of focus in your occult studies:

● Replace one cantrip you learned from
this class’s Pact Magic feature with
another cantrip from the warlock
spell list.

● Replace the option you chose for the
Pact Boon feature with one of that
feature’s other options.

● If you’re 12 level or higher, replace
one spell from your Mystic Arcanum
feature with another warlock spell of
the same level.

If this change makes you ineligible for any of
your Eldritch Invocations, you must also
replace them now, choosing invocations for
which you qualify.

Eldritch Invocation Options

When you choose eldritch invocations, you
have access to these additional options.

Bond of the Talisman

Prerequisite: 1 2th-level warlock, P act o f t he
Talisman f eature

While someone else is wearing your talisman,
you can use your action to teleport to the
unoccupied space closest to them, provided
the two of you are on the same plane of

existence. The wearer of your talisman can do When any creature whose name is on the
the same thing, using their action to teleport page is reduced to 0 hit points but not killed
to you. The teleportation can be used a outright, the creature magically drops to 1 hit
number of times equal to your pro iciency point instead. Once this magic is triggered, no
bonus, and all expended uses are restored creature can bene it from it until you inish a
when you inish a long rest. long rest.

Eldritch Mind As an action, you can magically erase a name
on the page by touching it.
You have advantage on Constitution saving
throws that you make to maintain your Investment of the Chain Master
concentration on a spell.
Prerequisite: P act of the C hain f eature
Far Scribe
When you cast ind familiar, you infuse the
Prerequisite: 5th-level warlock, Pact o f the summoned familiar with a measure of your
Tome f eature eldritch power, granting the creature the
following bene its:
A new page appears in your Book of Shadows.
With your permission, a creature can use its ● The familiar gains either a lying speed or
action to write its name on that page, which a swimming speed (your choice) of 40
can contain a number of names equal to your feet.
pro iciency bonus.
● As a bonus action, you can command the
You can cast the sending s pell, targeting a familiar to take the Attack action.
creature whose name is on the page, without
using a spell slot and without using material ● The familiar’s weapon attacks are
components. To do so, you must write the considered magical for the purpose of
message on the page. The target hears the overcoming immunity and resistance to
message in their mind, and if the target nonmagical attacks.
replies, their message appears on the page,
rather than in your mind. The writing ● If the familiar forces a creature to make a
disappears after 1 minute. saving throw, it uses your spell save DC.

As an action, you can magically erase a name ● When the familiar takes damage, you can
on the page by touching it. use your reaction to grant it resistance
against that damage.
Gift of the Protectors
Protection of the Talisman
Prerequisite: 9 th-level warlock, P act o f t he
Tome f eature Prerequisite: 7 th-level warlock, Pact o f the
Talisman f eature
A new page appears in your Book of Shadows.
With your permission, a creature can use its When the wearer of your talisman fails a
action to write its name on that page, which saving throw, they can add a d4 to the roll,
can contain a number of names equal to your potentially turning the save into a success.
pro iciency bonus. This bene it can be used a number of times
equal to your pro iciency bonus, and all

expended uses are restored when you inish a Perhaps you were born into a generational
long rest. cult that venerates the Fathomless and its
spawn. Or you might have been shipwrecked
Rebuke of the Talisman and on the brink of drowning when your
patron’s grasp offered you a chance at life.
Prerequisite: Pact of t he T alisman feature Whatever the reason for your pact, the sea
and its unknown depths call to you.
When the wearer of your talisman is hit by an
attacker you can see within 30 feet of you, you Entities of the deep that might empower a
can use your reaction to deal psychic damage warlock include krakens, ancient water
to the attacker equal to your pro iciency elementals, godlike hallucinations dreamed
bonus and push it up to 10 feet away from the into being by kuo-toa, merfolk demigods, and
talisman’s wearer. sea hag covens.

Undying Servitude Expanded Spell List

Prerequisite: 5th-level warlock 1st-level F athomless f eature

You can cast animate d ead without using a The Fathomless lets you choose from an
spell slot. Once you do so, you can’t cast it in expanded list of spells when you learn a
this way again until you inish a long rest. warlock spell. The following spells are added
to the warlock spell list for you.
Otherworldly Patrons
Fathomless E xpanded Spells
At 1st level, a warlock gains the Otherworldly
Patron feature, which offers you the choice of Spell Spells
a subclass. The following options are available Level
to you when making that choice: the
Fathomless and the Genie. 1st create or d estroy water,
thunderwave
The Fathomless
2nd gust of wind, silence
I never understood why some people get so
jittery about tentacles. Have you ever had 3rd lightning b olt, s leet s torm
octopus nigiri? One of the few pieces of
evidence of a benevolent multiverse. 4th control water, s ummon e lemental
TASHA (water only, a spell in chapter 3)

You have plunged into a pact with the deeps. 5th Bigby’s hand ( appears as a
An entity of the ocean, the Elemental Plane of tentacle), cone o f cold
Water, or another otherworldly sea now
allows you to draw on its thalassic power. Is it Tentacle of the Deeps
merely using you to learn about terrestrial
realms, or does it want you to open cosmic 1st-level Fathomless f eature
loodgates and drown the world?
You can magically summon a spectral tentacle
that strikes at your foes. As a bonus action,
you create a 10-foot-long tentacle at a point
you can see within 60 feet of you. The tentacle

lasts for 1 minute or until you use this feature one of those creatures and reduce the damage
to create another tentacle. to that creature by 1d8. When you reach 10th
level in this class, the damage reduced by the
When you create the tentacle, you can make a tentacle increases to 2d8.
melee spell attack against one creature within
10 feet of it. On a hit, the target takes 1d8 cold Grasping Tentacles
damage, and its speed is reduced by 10 feet
until the start of your next turn. When you 10th-level F athomless feature
reach 10th level in this class, the damage
increases to 2d8. You learn the spell Evard’s b lack t entacles. It
counts as a warlock spell for you, but it
As a bonus action on your turn, you can move doesn’t count against the number of spells
the tentacle up to 30 feet and repeat the you know. You can also cast it once without a
attack. spell slot, and you regain the ability to do so
when you inish a long rest.
You can summon the tentacle a number of
times equal to your pro iciency bonus, and Whenever you cast this spell, your patron’s
you regain all expended uses when you inish magic bolsters you, granting you a number of
a long rest. temporary hit points equal to your warlock
level. Moreover, damage can’t break your
Gift of the Sea concentration on this spell.

1st-level F athomless feature Fathomless Plunge

You gain a swimming speed of 40 feet, and 14th-level F athomless f eature
you can breathe underwater.
You can magically open temporary conduits to
Oceanic Soul watery destinations. As an action, you can
teleport yourself and up to ive other willing
6th-level F athomless feature creatures that you can see within 30 feet of
you. Amid a whirl of tentacles, you all vanish
You are now even more at home in the depths. and then reappear up to 1 mile away in a
You gain resistance to cold damage. In body of water you’ve seen (pond size or
addition, when you are fully submerged, any larger) or within 30 feet of it, each of you
creature that is also fully submerged can appearing in an unoccupied space within 30
understand your speed, and you can feet of the others.
understand theirs.
Once you use this feature, you can’t use it
Guardian Coil again until you inish a short or long rest.

6th-level Fathomless feature The Genie

Your Tentacle of the Deeps can defend you I know inding housing in Greyhawk is
and others, interposing itself between them rough, but when genies or warlocks offer
and harm. When you or a creature you can you cheap rent, run.
see takes damage while within 10 feet of the TASHA
tentacle, you can use your reaction to choose

2nd phantas spike gust of scorchi blur
mal growth wind ng ray
You have made a pact with one of the rarest force
kinds of genie, a noble genie. Such entities
rule vast iefs on the Elemental Planes and 3rd create meld wind fireball sleet
have great in luence over lesser genies and food into wall storm
elemental creatures. Noble genies are varied and stone
in their motivations, but most are arrogant water
and wield power that rivals that of lesser
deities. They delight in turning the table on 4th phantas stone greater fire control
mortals, who often bind genies into servitude, mal shape invisibili shield warmer
and readily enter into pacts that expand their killer ty
reach.
5th crea o wall of seemin flame cone of
n stone g strike cold

9th wish - - - -

You choose your patron’s kind or determine it Genie’s Vessel
randomly, using the Genie Kind table
1st-level Genie f eature
Genie K ind Element
d4 Kind Your patron gifts you a magical vessel that
grants you a measure of the genie’s power.
1 Dao Earth The vessel is a Tiny object, and you can use it
as a spellcasting focus for your warlock spells.
2 Djinni Air You decide what the object is, or you can
determine what it is randomly by rolling on
3 Efree Fire the Genie’s Vessel table

4 Marid Water Genie’s Vessel

Expanded Spell List d6 Vessel

1st-level G enie f eature 1 Oil lamp

The Genie lets you choose from an expanded 2 Urn
list of spells when you learn a warlock spell.
The Genie Expanded Spells table shows the 3 Ring with a compartment
genie spells that are added to the warlock
spell list for you, along with the spells 4 Stoppered bo le
associated in the table with your patron’s
kind: dao, djinni, efreeti, or marid. 5 Hollow statue e

Genie E xpanded Spells 6 Ornate lantern

Spell Genie Dao Djinni Efree Marid While you are touching the vessel, you can
Level Spells Spells Spells Spells Spells use it in the following ways:

1st detect sanctua thunder burning fog Bottled Respite. A s an action, you can
evil and ry wave hands cloud magically vanish and enter your vessel,
good

which remains in the space you left. The if it still exists. The vessel vanishes in a lare
interior of the vessel is an of elemental power when you die.
extradimensional space in the shape of a
20-foot radius cylinder, 20 feet high, and Elemental Gift
resembles your vessel. The interior is
comfortably appointed with cushions and 6th-level Genie feature
low tables and is a comfortable
temperature. While inside, you can hear You begin to take on characteristics of your
the area around your vessel as if you were patron’s kind. You now have resistance to a
in its space. You can remain inside the damage type determined by your patron’s
vessel up to a number of hours equal to kind: bludgeoning (dao), thunder (djinni), ire
twice your pro iciency bonus. You exit the (efreeti), or cold (marid).
vessel early if you use a bonus action to
leave, if you die, or if the vessel is In addition, as a bonus action, you can give
destroyed. When you exit the vessel, you yourself a lying speed of 30 feet that lasts for
appear in the unoccupied space closest to 10 minutes, during which you can hover. You
it. Any objects left in the vessel remain can use this bonus action a number of times
there until carried out, and if the vessel is equal to your pro iciency bonus, and you
destroyed, every object stored there regain all expended uses when you inish a
harmlessly appears in the unoccupied long rest.
spaces closest to the vessel’s former
space. Once you enter the vessel, you can’t Sanctuary Vessel
enter again until you inish a long rest.
10th-level Genie feature
Genie’s Wrath. O nce during each of your
turns when you hit with an attack roll, When you enter your Genie’s Vessel via the
you can deal extra damage to the target Bottle Respite feature, you can now choose up
equal to your pro iciency bonus. The type to ive willing creatures that you can see
of this damage is determined by your within 30 feet of you, and the chosen
patron: bludgeoning (dao), thunder creatures are drawn into the vessel with you.
(djinni), ire (efreeti), or cold (marid).
As a bonus action, you can eject any number
The vessel’s AC equals your spell save DC. Its of creatures from the vessel, and everyone is
hit points equal your warlock level plus your ejected if you leave or the vessel is destroyed.
pro iciency bonus, and it is immune to poison
and psychic damage. In addition, anyone (including you) who
remains in the vessel for at least 10 minutes
If the vessel is destroyed or you lose it, you gains the bene it of inishing a short rest, and
can perform a 1-hour ceremony to receive a anyone can add your pro iciency bonus to the
replacement from your patron. This number of hit points they regain if they spend
ceremony can be performed during a short or any Hit Dice as part of a short rest there.
long rest, and the previous vessel is destroyed
Limited Wish

14th-level G enie feature

You entreat your patron to grant you a small
wish. As an action, you can speak your desire
to your Genie’s Vessel, requesting the effect of
one spell that is 6th level or lower and has a
casting time of 1 action. The spell can be from
any class’s spell list, and you don’t need to
meet the requirements in that spell, including
costly components; the spell simply takes
effect as part of this action.

Once you use this feature, you can’t use it
again until you inish 1d4 long rests.

Wizard 2nd L evel
Augury (divin., ritual)
The wizard class receives new features and Enhance a bility ( trans.)
subclasses in this section. Tasha’s m ind whip* ( ench.)

Optional Class Features 3rd Level
Intellect f ortress* ( abjur.)
You gain class features in the Player’s Speak with dead (necro.)
Handbook when you reach certain levels in Spirit s hroud* (necro.)
your class. This section offers additional Summon f ey* (conj.)
features that you can gain as a wizard. Unlike Summon shadowspawn* ( conj.)
the features in the Player’s Handbook, you Summon undead* (conj.)
don’t gain the features here automatically.
Consulting with your DM, you decide whether 4th L evel
to gain a feature in this section if you meet the Divination ( divin., r itual)
level requirement printed in the feature Summon a berration* ( conj.)
description. These features can be selected Summon construct* (conj.)
separately from one another; you can use Summon e lemental* ( conj.)
some, all, or none of them.
6th L evel
Additional Wizard Spells Summon iend* ( conj.)
Tasha’s otherworldly guise* (trans.)
1st-level w izard feature
7th L evel
The spells in the following list expand the Dream of the b lue veil* (conj.)
wizard spell list in the Player’s Handbook. The
list is organized by spell level, not character 9th L evel
level. A spell’s school of magic is noted, and if Blade o f d isaster* (conj.)
a spell can be cast as a ritual, the ritual tag
appears after the spell's name. Each spell is in Cantrip Formulas
the Player’s H andbook, unless it has an
asterisk (a spell in chapter 3). Xanathar’s 3rd-level w izard f eature
Guide to Everything also offers more spells.
You have scribed a set of arcane formulas in
Cantrip ( 0 L evel) your spellbook that you can use to formulate
Booming b lade* (evoc.) a cantrip in your mind. Whenever you inish a
Green- lame b lade* (evoc.) long rest and consult these formulas in your
Lightning l ure* ( evoc.) spellbook, you can replace one wizard cantrip
Mind sliver* ( ench.) you know with another cantrip from the
Sword burst* (conj.) wizard spell list.

1st L evel Arcane Traditions
Tasha’s caustic brew* (evoc.)
At 2nd level, a wizard gains the Arcane
Tradition feature, which offers you the choice

of a subclass. The following options are graces you with supernatural speed, agility,
available to you when making that choice: and focus.
Bladesinging and the Order of Scribes.
You can use a bonus action to start the
Bladesinging Bladesong, which lasts for 1 minute. It ends
early if you are incapacitated, if you don
When faced with the endless onslaught of medium or heavy armor or a shield, or if you
magical possibilities, many wizards suffer use two hands to make an attack with a
identity crises. Some overcome, some weapon. You can also dismiss the Bladesong
break, and some become sword-bards. at any time (no action required).
TASHA
While your Bladesong is active, you gain the
Bladesingers master a tradition of wizardry following bene its:
that incorporates swordplay and dance.
Originally created by elves, this tradition has ● You gain a bonus to your AC equal to your
been adopted by non-elf practitioners, who Intelligence modi ier (minimum of +1)
honor and expand on the elven ways.
● Your walking speed increases by 10 feet.
In combat, a bladesinger uses a series of ● You have advantage on Dexterity
intricate, elegant maneuvers that fend off
harm and allow the bladesinger to channel (Acrobatics) checks.
magic into devastating attacks and a cunning ● You gain a bonus to any Constitution
defense. Many who have observed a
bladesinger at work remember the display as saving throw you make to maintain your
one of the more beautiful experiences in their concentration on a spell. The bonus
life, a glorious dance accompanied by a equals your Intelligence modi ier
singing blade. (minimum of +1).

Training in War and Song You can use this feature a number of times
equal to your pro iciency bonus, and you
2nd-level B ladesinging f eature regain all expended uses of it when you inish
a long rest.
You gain pro iciency with light armor, and you
gain pro iciency with one type of one-handed Extra Attack
melee weapon of your choice.
6th-level B ladesinging f eature
You also gain pro iciency in the Performance
skill if you don’t already have it. You can attack twice, instead of once,
whenever you take the Attack action on your
Bladesong turn. Moreover, you can cast one of your
cantrips in place of one of those attacks.
2nd-level B ladesinging f eature
Song of Defense
You can invoke an elven magic called the
Bladesong, provided that you aren’t wearing 10th-level B ladesinging feature
medium or heavy armor or using a shield. It
You can direct your magic to absorb damage
while your Bladesong is active. When you take
damage, you can use your reaction to expend

one spell slot, and reduce that damage to you Magic of the book—that’s what many folk call
by an amount equal to ive times the spell wizardry. The name is apt, given how much
slot’s level. time wizards spend poring over tomes and
penning theories about the nature of magic.
Song of Victory It’s rare to see wizards traveling without
books and scrolls sprouting from their bags,
14th-level B ladesinging f eature and a wizard would go to great lengths to
You can add your Intelligence modi ier plumb an archive of ancient knowledge.
(minimum of +1) to the damage of your melee
weapon attacks while your Bladesong is Among wizards, the Order of Scribes is the
active. most bookish. It takes many forms in different
worlds, but its primary mission is the same
Order of Scribes everywhere: recording magical discoveries so
that wizardry can lourish. And while all
Magic is great and all, but have you smelled wizards value spellbooks, a wizard in the
a book? Order of Scribes magically awakens their
TASHA book, turning it into a trusted companion. All
wizards study books, but a wizardly scribe
talks to theirs!

Wizardly Quill

2nd-level Order of the Scribes feature

As a bonus action, you can magically create a
Tiny quill in your free hand. The magic quill
has the following properties:

● The quill doesn’t require ink. When you
write with it, it produces ink in a color of
your choice on the writing surface.

● The time you must spend to copy a spell
into your spellbook equals 2 minutes per
spell level if you use the quill for the
transcription.

● You can erase anything you write with the
quill if you wave the feather over the text
as a bonus action, provided the text is
within 5 feet of you.

This quill disappears if you create another
one or if you die.

Awakened Spellbook the book is on your person, you can cause the
mind to manifest as a Tiny spectral object,
2nd-level Order of t he S cribes f eature hovering in an unoccupied space of your
choice within 60 feet of you. The spectral
Using specially prepared inks and ancient mind is intangible and doesn’t occupy its
incantations passed down by your wizardly space, and it sheds dim light in a 10-foot
order, you have awakened an arcane radius. It looks like a ghostly tome, a cascade
sentience within your spellbook. of text, or a scholar from the past (your
choice).
While you are holding the book, it grants you
the following bene its: While manifested, the spectral mind can hear
and see, and it has darkvision with a range of
● You can use the book as a spellcasting 60 feet. The mind can telepathically share
focus for your wizard spells. with you what it sees and hears (no action
required).
● When you cast a wizard spell with a spell
slot, you can temporarily replace its Whenever you cast a wizard spell on your
damage type with a type that appears in turn, you can cast it as if you were in the
another spell in your spellbook, which spectral mind’s space, instead of your own,
magically alters the spell’s formula for using its senses. You can do so a number of
this casting only. The latter spell must be times per day equal to your pro iciency
of the same level as the spell slot you bonus, and you regain all expended uses
expend. when you inish a long rest.

● When you cast a wizard spell as a ritual, As a bonus action, you can cause the spectral
you can use the spell’s normal casting mind to hover up to 30 feet to an unoccupied
time, rather than adding 10 minutes to it. space that you or it can see. It can pass
Once you use this bene it, you can’t do so through creatures but not objects.
again until you inish a long rest.
The spectral mind stops manifesting if it is
If necessary, you can replace the book over ever more than 300 feet away from you, if
the course of a short rest by using your someone casts dispel magic on it, if the
Wizardly Quill to write arcane sigils in a blank Awakened Spellbook is destroyed, if you die,
book or a magic spellbook to which you’re or if you dismiss the spectral mind as a bonus
attuned. At the end of the rest, your action.
spellbook’s consciousness is summoned into
the new book, which the consciousness Once you conjure the mind, you can’t do so
transforms into your spellbook, along with all again until you inish a long rest, unless you
its spells. If the previous book still existed expend a spell slot of any level to conjure it
somewhere, all the spells vanish from its again.
pages.
Master Scrivener
Manifest Mind
10th-level Order of S cribes feature
6th-level Order of Scribes feature

You can conjure forth the mind of your
Awakened Spellbook. As a bonus action while

Whenever you inish a long rest, you can could mean one 9th-level spell, three
create one magic scroll by touching your 3rd-level spells, or some other combination. If
Wizardly Quill to a blank piece of paper or there aren’t enough spells in the book to
parchment and causing one spell from your cover this cost, you drop to 0 hit points.
Awakened Spellbook to be copied onto the
scroll. The spellbook must be within 5 feet of Until you inish 1d6 long rests, you are
you when you make the scroll. incapable of casting the lost spells, even if you
ind them on a scroll or in another spellbook.
The chosen spell must be of 1st or 2nd level After you inish the required number of rests,
and must have a casting time of 1 action. Once the spells reappear in the spellbook.
in the scroll, the spell’s power is enhanced,
counting as one level higher than normal. You Once you use this reaction, you can’t do so
can cast the spell from the scroll by reading it again until you inish a long rest.
as an action. The scroll is unintelligible to
anyone else, and the spell vanishes from the
scroll when you cast it or when you inish
your next long rest.

You are also adept at crafting spell scrolls,
which are described in the treasure chapter of
the Dungeon Master’s G uide. The gold and
time you must spend to make such a scroll are
halved if you use your Wizardly Quill.

One with the Word

14th-level O rder of the S cribes feature

Your connection to your Awakened Spellbook
has become so profound that your soul has
become entwined with it. While the book is
on your person, you have advantage on all
Intelligence (Arcana) checks, as the spellbook
helps you remember magical lore.

Moreover, if you take damage while your
spellbook’s mind is manifested, you can
prevent all of that damage to you by using
your reaction to dismiss the spectral mind,
using its magic to save yourself. Then roll 3d6.
The spellbook temporarily loses spells of your
choice that have a combined spell level equal
to that roll or higher. For example, if the roll’s
total is 9, spells vanish from the book that
have a combined level of at least 9, which

FEATS ● With one hour of work or when you inish
a long rest, you can cook a number of
New feats are presented here in alphabetical treats equal to your pro iciency bonus.
order for groups that use them. These special treats last 8 hours after
being made. A creature can use a bonus
Arti icer Initiate action to eat one of those treats to gain
temporary hit points equal to your
You’ve learned some of an arti icer’s pro iciency bonus.
inventiveness:
Crusher
● You learn one cantrip of your choice from
the arti icer spell list, and you learn one You are practiced in the art of crushing your
1st-level spell of your choice from that enemies, granting you the following bene its:
list. Intelligence is your spellcasting
ability for these spells. ● Increase your Strength or Constitution by
1, to a maximum of 20.
● You can cast this feat’s 1st-level spell
without a spell slot, and you must inish a ● Once per turn, when you hit a creature
long rest before you can cast it in this way with an attack that deals bludgeoning
again. You can also cast the spell using any damage, you can move it 5 feet to an
spell slots you have. unoccupied space provided the target is
no more than one size larger than you.
● You gain pro iciency with one type of
artisan’s tools of your choice, and you can ● When you score a critical hit that deals
use that type of tool as a spellcasting bludgeoning damage to a creature, attack
focus for any spell you cast that uses rolls against that creature are made with
Intelligence as its spellcasting ability. advantage until the start of your next
turn.
Chef
Eldritch Adept
Time spent mastering the culinary arts has
paid off, granting you the following bene its: Prerequisite: S pellcasting o r Pact M agic
feature
● Increase your Constitution or Wisdom
score by 1, to a maximum of 20. Studying occult lore, you have unlocked
eldritch power within yourself: you learn one
● You gain pro iciency with cook’s utensils Eldritch Invocation option of your choice
if you don’t already have it. from the warlock class. If the invocation has a
prerequisite of any kind, you can choose that
● As part of a short rest, you can cook invocation only if you’re a warlock who meets
special food provided you have the prerequisite.
ingredients and cook’s utensils on hand.
You can prepare enough of this food for a Whenever you gain a level, you can replace
number of creatures equal to 4 + your the invocation with another one from the
pro iciency bonus. At the end of the short warlock class.
rest, any creature who eats the food and
spends one or more Hit Dice to regain hit
points regains an extra 1d8 hit points.

Fey Touched ● You gain pro iciency with irearms (see
“Firearms” in the Dungeon M aster’s
Your exposure to the Feywild’s magic has Guide) .
changed you, granting you the following
bene its: ● You ignore the loading property of
irearms. Being within 5 feet of a hostile
● Increase your Intelligence, Wisdom, or creature doesn’t impose disadvantage on
Charisma score by 1, to a maximum of 20. your ranged attack rolls.

● You learn the misty step spell and one Metamagic Adept
1st-level spell of your choice. The
1st-level spell must be from the divination Prerequisite: Spellcasting o r Pact M agic
or enchantment school of magic. You can feature
cast each of these spells without
expending a spell slot. Once you cast You’ve learned how to exert your will on your
either of these spells in this way, you can’t spells to alter how they function:
cast that spell in this way again until you
inish a long rest. You can also cast these ● You learn two Metamagic options of your
spells using spell slots you have of the choice from the sorcerer’s class. You can
appropriate level. The spells’ spellcasting use only one Metamagic option on a spell
ability is the ability increased by this feat. when you cast it, unless the option says
otherwise. Whenever you reach a level
Fighting Initiate that grants the Ability Score Improvement
feature, you can replace one of these
Prerequisite: Pro iciency with a m artial Metamagic options with another one from
weapon the sorcerer class.

Your martial training has helped you develop ● You gain 2 sorcery points to spend on
a particular style of ighting. As a result, you Metamagic (these points are added to any
learn one Fighting Style option of your choice sorcery points you have from another
from the ighter class. If you already have a source but can be used only on
style, the one you choose must be different. Metamagic). You regain all spent sorcery
points when you inish a long rest.
Whenever you reach a level that grants the
Ability Score Improvement feature, you can’t Piercer
replace this feat’s ighting style with another
one from the ighter class that you don’t have. You have achieved a penetrating precision in
combat, granting you the following bene its:
Gunner
● Increase your Strength or Dexterity by 1,
You have a quick hand and keen eye when to a maximum of 20.
employing irearms, granting you the
following bene its: ● Once per turn, when you hit a creature
with an attack that deals piercing damage,
● Increase your Dexterity score by 1, to a you can reroll one of the attack’s damage
maximum of 20. dice, and you must use the new roll.

● When you score a critical hit that deals
piercing damage to a creature, you can
roll one additional damage die when

determining the extra piercing damage spells in this way, you can’t cast that spell
the target takes. in this way again until you inish a long
rest. You can also cast these spells using
Poisoner spell slots you have of the appropriate
level. The spell’s spellcasting ability is the
You can prepare and deliver deadly poisons, ability increased by this feat.
granting you the following bene its:
Skill Expert
● When you make a damage roll that deals
poison damage, it ignores resistance to You have honed your pro iciency bonus with
poison damage. particular skills, granting you the following
bene its:
● You can apply poison to a weapon or
peace of ammunition as a bonus action, ● Increase one ability score of your choice
instead of an action. by 1, to a maximum of 20.

● You gain pro iciency with the poisoner’s ● You gain pro iciency in one skill of your
kit if you don’t already have it. With one choice.
hour of work using a poisoner’s kit and
expending 50 gp worth of materials, you ● Choose one skill in which you have
can create a number of doses of potent pro iciency. You gain expertise with that
poison equal to your pro iciency bonus. skill, which means your pro iciency bonus
Once applied to a weapon or piece of is doubled for any ability check you make
ammunition, the poison retains its with it. The skill you choose must be one
potency for 1 minute or until you hit with that isn’t already bene iting from a
the weapon or ammunition. When a feature, such as Expertise, that doubles
creature takes damage from the coated your pro iciency bonus.
weapon or ammunition, that creature
must succeed on a DC 14 Constitution Slasher
saving throw or take 2d8 poison damage
and become poisoned until the end of You’ve learned where to cut to have the
your next turn. greatest results, granting you the following
bene its:
Shadow Touched
● Increase your Strength or Dexterity by 1,
Your exposure to the Shadowfell’s magic has to a maximum of 20.
changed you, granting you the following
bene its: ● Once per turn when you hit a creature
with an attack that deals slashing damage,
● Increase your Intelligence, Wisdom, or you can reduce the speed of the target by
Charisma score by 1, to a maximum of 20. 10 feet until the start of your next turn.

● You learn the invisibility s pell and one ● When you score a critical hit that deals
1st-level spell of your choice. The slashing damage to a creature, you
1st-level spell must be from the illusion or grievously wound it. Until the start of
necromancy school of magic. You can cast your next turn, the target has
each of these spells without expending a disadvantage on all attack rolls.
spell slot. Once you cast either of these

Telekinetic ability increased by this feat. If you have

You learn to move things with your mind, spell slots of 2nd level or higher, you can
granting you the following bene its: cast this spell with them.

● Increase your Intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.

● You learn the mage hand c antrip. You can
cast it without verbal or somatic
components, and you can make the
spectral hand invisible. If you already
know this spell, its range increases by 30
feet when you cast it. Its spellcasting
ability is the ability increased by this feat.

● As a bonus action, you can try to
telekinetically shove one creature you can
see within 30 feet of you. When you do so,
the target must succeed on a Strength
saving throw (DC 8 + your pro iciency
bonus + the ability modi ier of the score
increased by this feat) or be moved 5 feet
toward you or away from you. A creature
can willingly fail this save.

Telepathic

You awaken the ability to mentally connect
with others, granting you the following
bene its:

● Increase your Intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.

● You can speak telepathically to any
creature you can see within 60 feet of you.
Your telepathic utterances are in a
language you know, and the creature
understands you only if it knows that
language. Your communication doesn’t
give the creature the ability to respond to
you telepathically.

● You can cast the detect t houghts spell,
requiring no spell slot or components,
and you must inish a long rest before you
can cast this it this way again. Your
spellcasting ability for the spell is the



Chapter 2: Group serve as a launchpad tailored for
Patrons organizations of your design. For example, the
guild group patrons could represent the
Each adventuring group is bound together by Harpers or the Zhentarim of the Forgotten
the quests it embarks on and by the dangers Realms, the Clifftop Adventurers’ Guild in
its members face together. This chapter offers Eberron, or a homebrew league of caravan
another way to bind your party together: a guards. Or perhaps a criminal syndicate,
group patron. These patrons provide a strong military force, or other category of patron
binding element: an individual or an better its the party’s goals. Choose and
organization that unites a party as a team in customize the group patron that works best
service to a greater purpose. A group patron for your party and the types of adventures
can help set the tone of your party’s entire you want to explore.
campaign. For example, a group whose patron
is an academic institution is likely to have a Group Assistance
very different story from a group that serves a
military. A patron can in luence characters’ Having a group patron gives an adventuring
relationships, their backstories, and the types group a common purpose, which inspires
of dangers they face. better coordination in the form of guidance
and encouragement. As a result of this unity,
During character creation, every player has each member of the party can grant
the opportunity to weave connections advantage to an ability check, an attack roll,
between their character and the other or a saving throw of another member of the
members of their party. Rather than (or in party. To grant advantage in this way, a
addition to) creating a web of established character and the chosen target must be able
relationships, players can work with the DM to see or hear each other, and neither can be
to choose a group patron. And if you’re incapacitated. Once a party member grants
interested in being your own patron, see the this advantage, that individual can’t do so
“Being Your Own Patron” section at the end of again until they inish a long rest.
the chapter.
Perks
How Patrons Work
A group patron offers your party a number of
The following sections present several group perks for your service. These range from
patron options. The description of each standard business arrangements, such as a
patron provides an overview of the types of steady wage and access to staff facilities, to
organization the group patron represents, extraordinary boons, such as audiences with
perks of membership, and quests the patron powerful igures or exceptions from certain
encourages adventurers to undertake. laws. Speci ic perks are presented in the
description of each group patron.
With the input of your DM, you can customize
these patrons to re lect speci ic The DM should not feel limited to providing
establishments in your campaign world or to only the perks noted in each group patron’s
description. Patrons give a party access to
solutions and support they wouldn’t have

otherwise, and a patron can use their varied Academy
resources to guide their agents or prepare
them for greater adventures. The world’s mysteries are innumer<missing>
pursue them with vigor. As operat<missing>
Assignments academy, you seek to unravel the <missing>

Your group’s patron occasionally offers you an In your work, you brush shoulders <missing>
assignment, a mission that provides a wisest in the land, travel to places <missing>
springboard for adventure. Of course, it’s up myth, and discover truths beyond <missing>
to you how you respond to your patron’s Denying ignorance, you pursue wor<missing>
demands, and interesting stories can result if and endlessly unearth new facts. U<missing>
you decide to refuse an assignment. creatures, the covetous dead, and <missing>
impede your work, but in the
A more hands-off patron can still signi icantly pursuit<missing>
motivate your group. Maybe you seek knowledge, no risk is too great.
adventures based on what pleases your
patron, possibly earning status and rewards Types of Academies
within your organization. An academy, for
example, might not organize particular Any assemblage of scholars and
missions, so you hunt down ancient artifacts trut<missing>
knowing that your patron will reward you for a network of learned individuals, a<missing>
bringing them back. You have the freedom to support common goals. Passing on <missing>
chart your own destiny, while letting the members ind opportunities to und<missing>
patron shape the nature of your group and libraries, after all. An academy’s fo<missing>
the adventures you undertake For every topic, with unexplored po<missing>

Example Patrons Roll or pick from the Academy Type<missing>

Here are some of the most likely patrons for Academy T ype
an adventuring group. Presented in
alphabetical order, these patrons can serve as Academy Perks
inspiration for you to create patrons of your
own: With an academy as your group’s
patron<missing>
Academy Guild
Ancient Being Military Force Compensation. T he academy pays <missing>
Aristocrat Religious Order in luences your compensation. On <missing>
Criminal Syndicate Sovereign or enough to sustain a modest
lifestyle<missing>
artifact or relevant discovery you b<missing>

Documentation. E ach member of y<missing>
academy. This association carries <missing>
documentation, letters of
introduction<missing>

documents grant you special status <missing> that’s already in con lict with powerful,
areas. Such identi ication isn’t unscrupulous people.
always<missing>
<missing> Crime—what’s the point? Why steal from
someone when you can simply outwit them
Ancient Being or turn them into a toad?
TASHA
Aristocrat
Types of Criminal Syndicates
Criminal Syndicate
Criminal syndicates range from the local
A network of criminals employs your group. thieves’ guild, to a corrupt consortium of
You could be full- ledged members in good merchant princes, to a ring of otherworldly
standing with the syndicate or probationary invaders in iltrating all levels of society for a
inductees looking to make your mark and nefarious purpose. Whatever form it takes,
earn its trust. Perhaps your group works for the syndicate is largely concerned with
the syndicate against your will: you owe them increasing wealth for its members at the
big for a job gone wrong, for killing the wrong expense of society at large.
person, or simply for being born into a family

Conversely, the syndicate could be an
underground organization of good-hearted
people ighting against a wicked power
structure. Criminal syndicates with a heroid
bent include the band of plucky outlaws who
hijack taxes from the cruel baron and return
them to the downtrodden and a hard-bitten
ring of deserters who ight their homeland’s
invaders.

Roll or pick from the Syndicate Types table to
determine what table of criminal organization
you serve.

Syndicate T ypes

Guild

Military Force

Religious Order

Sovereign

Being Your Own Patron

Chapter 3: Magical also notes the school of magic of a spell,
Miscellany whether it requires concentration, whether it
bears the ritual tag, and which classes have
Magic is everywhere in D&D. Many creatures access to it.
in the D&D multiverse exist solely because of
the in luence of magic, spellcasters harness If you’d like to use any of these spells, talk to
magical energy every day in the form of your DM, who may allow some, all, or none of
spells, and supernatural power thrums at the
heart of the magic items sought by them.
adventurers. This chapter is all about those
last two things—spells and magic items. Spells

The chapter irst presents new spells for Level Spell School Co Ri Class
player characters and monsters to use. Those nc. tu
spells are followed by suggestions on al
customizing the look of your spells. The
chapter then offers a selection of new magic Ar ficer,
items, including artifacts of mythic power and Booming N Sorcerer,
magic items that can be printed on one’s body 0 Blade Evoca on No o Warlock,
in the form of tattoos.
Wizard
The DM decides how the options in this
chapter appear in a campaign and may Ar ficer,
choose to use some, all, or none of them, so Green-Flame N Sorcerer,
make sure to let your DM know which options 0 Blade Evoca on No o Warlock,
you’d most like to use in play.
Wizard
Spells
Ar ficer,
Well, darn. Whatever could have happened Lightning N Sorcerer,
to the spells Mordenkainen’s Bountiful 0 Lure Evoca on No o Warlock,
Back-Patting, Heward’s Hot Air, and all the
rest? I’m sure I submitted the spells they Wizard
insisted I include herein. Seems they got
lost in the shuf le. Shame. 0 Mind Sliver Enchantment No N Sorcerer,
TASHA o Warlock,
Wizard
This section contains new spells that the DM
may add to a campaign, making them N Ar ficer,
available to player character and monster o Sorcerer,
spellcasters alike. The Spells table lists the 0 Sword Burst Conjura on No Warlock,
new pells, ordering them by level. The table
Wizard

1st Tasha’s Evoca on Yes N Ar ficer,
Caus c Brew o Sorcerer,
Wizard

2nd Summon Conjura on Yes N Druid,
Beast o Ranger

2nd Tasha’s Mind Enchantment No N Sorcerer,
Whip o Wizard

3rd Intellect Abjura on Yes N Ar ficer,
Fortress o Bard,
Sorcerer,
Warlock,
Wizard

N Cleric,
o Paladin,
3rd Spirit Shroud Necromancy Yes Warlock,

Wizard

3rd Summon Fey Conjura on Yes N Druid, When you cast this spell, you can make up to
o Ranger, two melee spell attacks with the blade, each
Warlock, one against a creature, loose object, or
Wizard structure within 5 feet of the blade. On a hit,
the target takes 4d12 force damage. This
Summon Yes N Warlock, attack scores a critical hit if the number on
3rd Shadowspaw Conjura on o Wizard the d20 is 18 or higher. On a critical hit, the
blade deals an extra 8d12 force damage (for a
n total of 12d12 force damage).

3rd Summon Necromancy Yes N Warlock, As a bonus action on your turn, you can move
Undead o Wizard the blade up to 30 feet to an unoccupied
space you can see and then make up to two
4th Summon Conjura on Yes N Warlock, melee spell attacks with it again.
Aberra on o Wizard
The blade can harmlessly pass through any
4th Summon Conjura on Yes N Ar ficer, barrier, including a wall of f orce.
Construct o Wizard
Booming Blade
4th Summon Conjura on Yes N Druid,
Elemental o Ranger, Evocation c antrip
Wizard
Casting Time: 1 action
5th Summon Conjura on Yes N Cleric, Range: Self (5-foot radius)
Celes al o Paladin Components: V, M (a melee weapon worth at
least 1 sp)
6th Summon Conjura on Yes N Warlock, Duration: 1 round
Fiend o Wizard
You brandish the weapon used in the spell’s
6th Tasha’s Transmuta o Yes N Sorcerer, casting and make a melee attack with it
Otherworldly n o Warlock, against one creature within 5 feet of you. On a
Guise Wizard hit, the target suffers the weapon attack’s
normal effects and then becomes sheathed in
Dream of the N Bard, booming energy until the start of your next
Blue Veil o turn. If the target willingly moves 5 feet or
7th Conjura on No Sorcerer, more before then, the target takes 1d8
Warlock, thunder damage, and the spell ends.
Wizard
This spell’s damage increases when you reach
9th Blade of Conjura on Yes N Sorcerer, certain levels. At 5th level, the melee attack
Disaster o Warlock, deals an extra 1d8 thunder damage to the
Wizard target on a hit, and the damage the target
takes for moving increases to 2d8. Both
Spell Descriptions damage rolls increase by 1d8 at 11th level

The spells are presented in alphabetical order.

Blade of Disaster

9th-level conjuration

Casting T ime: 1 bonus action
Range: 6 0 feet
Components: V , S
Duration: C oncentration, up to 1 minute

You create a blade-shaped planar rift about 3
feet long in an unoccupied space you can see
within range. The blade lasts for the duration.

(2d8 and 3d8) and again at 17th level (3d8 Traveling t o Other W orlds
and 4d8).
The Material Plane holds an in inite
Dream of the Blue Veil number of worlds. Some—like Oerth, Toril,
Krynn, and Eberron—are well documented,
7th-level conjuration but there are countless others. You and
your friends may even have created some
Casting Time: 1 0 minutes homemade D&D worlds yourselves!
Range: 2 0 feet
Components: V , S, M (a magic item or a It was not always so. Various scholars speak
willing creature from the destination world) of a primordial state, a single reality they
Duration: 6 hours call the First World, which preceded the
multiverse as we know it. Many of the
You and up to eight willing creatures within peoples and monsters that inhabit the
range fall unconscious for the spells’ duration worlds in the Material Plane originated
and experience visions of another world on there. After the First World was shattered
the Material Plane, such as Oerth, Toril, by a great cataclysm—giving birth to the
Krynn, or Eberron. If the spell reaches its full worlds that came in its wake—the progeny
duration, the visions conclude with each of of the irst elves, dwarves, beholders, and
you encountering and pulling back a other iconic creatures took root on world
mysterious blue curtain. The spell then ends after world, like seeds scattered by a cosmic
with you mentally and physically transported wind. If the musings of these great sages
to the world that was in the visions. are true, every world is a re lection—and in
some cases, a distortion—of the First
To cast this spell, you must have a magic item World.
that originated on the world you wish to
reach, and you must be aware of the world’s Transit between these worlds is rare but
existence, even if you don’t know the world’s not impossible and can be accomplished in
name. Your destination in the other world is a various ways. One such method is called the
safe location within 1 mile of where the magic Great Journey, an epic voyage fraught with
item was created. Alternatively, you can cast peril and littered with obstacles to be
the spell if one of the affected creatures was overcome. This journey most often occurs
born on the other world, which causes your aboard a vessel powered by magic.
destination to be a safe location within 1 mile
of where that creature was born. Another method is the Dream of Other
Worlds; travelers fall into a deep slumber
The spell ends early on a creature if that and dream themselves into a new realm.
creature takes any damage, and the creature The spell dream o f t he blue v eil employs this
isn’t transported. If you take any damage, the method of transit.
spell ends for you and all other creatures,
with none of you being transported. The most direct method is the Leap to
Another Realm; a spellcaster casts
teleportation c ircle o r teleport, aiming to
appear in a known teleportation circle or
some other location in another world.

Whatever method you use to reach a world,
the DM determines whether you succeed

and where exactly you appear if you do At Higher Levels. W hen you cast this spell
arrive in that realm. using a spell slot of 4th level or higher, you
can target one additional creature for each
Green-Flame Blade slot level above 3rd. The creatures must be
within 30 feet of each other when you target
Evocation c antrip them.

Casting Time: 1 action Lighting Lure
Range: Self (5-foot radius)
Components: V, M (a melee weapon worth at Evocation c antrip
least 1 sp)
Duration: Instantaneous Casting T ime: 1 action
Range: S elf (15-foot radius)
You brandish the weapon used in the spell’s Components: V
casting and make a melee attack with it Duration: Instantaneous
against one creature within 5 feet of you. On a
hit, the target suffers the weapon attack’s You create a lash of lightning energy that
normal effects, and you can cause green ire strikes at one creature of your choice that you
to leap from the target to a different creature can see within 15 feet of you. The target must
of your choice that you can see within 5 feet succeed on a Strength saving throw or be
of it. The second creature takes ire damage pulled up to 10 feet in a straight line toward
equal to your spellcasting ability modi ier. you and then take 1d8 lightning damage if it is
within 5 feet of you. This spell’s damage
This spell’s damage increases when you reach increases by 1d8 when you reach 5th level
certain levels. At 5th level, the melee attack (2d8), 11th level (3d8), and 17th level (4d8).
deals an extra 1d8 ire damage to the target
on a hit, and the ire damage to the second
creature increases to 1d8 + your spellcasting
ability modi ier. Both damage rolls increase
by 1d8 at 11th level (2d8 and 2d8) and 17th
level (3d8 and 3d8)

Intellect Fortress

3rd-level abjuration

Casting T ime: 1 action
Range: 3 0 feet
Components: V
Duration: Concentration, up to 1 hour

For the duration, you or one willing creature
you can see within range has resistance by
psychic damage, as well as advantage on
Intelligence, Wisdom, and Charisma saving
throws.

Mind Sliver Spirit Shroud

Enchantment cantrip 3rd-level n ecromancy
Casting Time: 1 bonus action
Casting T ime: 1 action Range: S elf
Range: 60 feet Components: V, S
Components: V Duration: Concentration, up to 1 minute
Duration: 1 round
You call forth spirits of the dead, which lit
You drive a disorienting spike of psychic around you for the spell’s duration. The
energy into the mind of one creature you can spirits are intangible and invulnerable.
see within range. The target must succeed on
an Intelligence saving throw or take 1d6 Until the spell ends, any attack you make
psychic damage and subtract 1d4 from the deals 1d8 extra damage when you hit a
next saving throw it makes before the end of creature within 10 feet of you. This damage is
your next turn. radiant, necrotic, or cold (your choice when
you cast the spell). Any creature that takes
This spell’s damage increases by 1d6 when this damage can’t regain hit points until the
you reach certain levels: 5th level (2d6), 11th start of your next turn.
level (3d6), and 17th level (4d6).
In addition, any creature of your choice that
you can see that starts its turn within 10 feet

of you has its speed reduced by 10 feet until ABERRANT SPIRIT
the start of your next turn.
Medium aberration
At Higher L evels. W hen you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d8 for every two slot Armor C lass 1 1 + the level of the spell
levels above 3rd. (natural armor)
Hit Points 40 + 10 for each spell level
Summon Aberration above 4th
Speed 30 ft.; ly 30 ft. (hover) (Beholderkin
4th-level c onjuration only)

Casting T ime: 1 action STR DEX CON INT WIS CHA
Range: 90 feet 16 10 15 16 10 6
Components: V, S, M (a pickled tentacle and (+3) (+0) (+2) (+3) (+0) (-2)
an eyeball in a platinum inlaid vial worth at
least 100 gp) Damage Immunities psychic
Duration: C oncentration, up to 1 hour. Senses darkvision 60 ft., passive
Perception 10
You call forth an aberrant spirit. It manifests Languages D eep Speech, understands the
in an unoccupied space that you can see languages you speak
within range. This corporeal form uses the Challenge —
Aberrant Spirit stat block. When you cast the Pro iciency Bonus equals your bonus
spell choose Beholderkin, Slaad, or Star
Spawn. The creature resembles an aberration
of that kind, which determines certain traits Regeneration ( Slaad O nly). T he aberration
in its stat block. The creature disappears regains 5 hit points at the start of its turn if
when it drops to 0 hit points or when the spell it has at least 1 hit point.
ends.
Whispering A ura ( Star Spawn Only). A t
The creature is an ally to you and your the start of each of the aberration’s turns,
companions. In combat, the creature shares each creature within 5 feet of the
your initiative count, but it takes its turn aberration must succeed on a Wisdom
immediately after yours. It obeys your verbal saving throw against your spell save DC or
commands (no action required by you). If you take 2d6 psychic damage, provided that the
don’t issue any, it takes the Dodge action and aberration isn’t incapacitated.
uses its move to avoid danger.

At Higher L evels. W hen you cast this spell
using a spell slot of 5th level or higher, use the ACTIONS
higher level wherever the spell’s level appears Multiattack. T he aberration makes a
on the state block. number of attacks equal to half this spell’s
level (rounded down).

Claws (Slaad Only). M elee Weapon A ttack:
your spell attack modi ier to hit, reach 5 ft.,
one target. Hit: 1d10 + 3 + the spell’s level
slashing damage. If the target is a creature,
it can’t regain hit points until the start of
the aberration’s next turn.

Eye R ay (Beholderkin Only). R anged Spell BESTIAL SPIRIT
Attack: y our spell attack modi ier to hit,
range 150 ft., one creature. Hit: 1d8 + 3 + Small b east
the spell’s level psychic damage.
Armor Class 11 + the level of the spell
Psychic Slam (Star Spawn O nly). M elee (natural armor)
Spell A ttack: your spell attack modi ier to Hit P oints 2 0 (Air only) or 30 (Land and
hit, reach 5 ft., one creature. Hit: 1d8 + 3 + Water only) + 5 for each spell level above
the spell’s level psychic damage. 2nd
Speed 30 ft., climb 30 ft. (Land only), ly 60
Summon Beast ft. (Air only), swim 30 ft. (Water only)

2nd-level c onjuration STR DEX CON INT WIS CHA
18 11 16 4 14 5
Casting Time: 1 action (+4) (+0) (+3) (-3) (+2) (-3)
Range: 90 feet
Components: V , S, M (a feather, tuft of fur, and Senses darkvision 60 ft., passive
ish tail inside a gilded acorn worth at least Perception 12
200 gp) Languages u nderstands the languages you
Duration: Concentration, up to 1 hour speak
Challenge —
You call forth a bestial spirit. It manifests in Pro iciency Bonus equals your bonus
an unoccupied space that you can see within
range. This corporeal form uses the Bestial Flyby ( Air O nly). The beast doesn’t provoke
Spirit stat block. When you cast the spell, opportunity attacks when it lies out of an
choose an environment: Air, Land, or Water. enemy’s reach.
The creature resembles an animal of your
choice that is native to the chosen Pack T actics ( Land a nd Water O nly). T he
environment, which determines certain traits beast has advantage on an attack roll
in its stat block. The creature disappears against a creature if at least one of the
when it drops to 0 hit points or when the spell beast’s allies is within 5 feet of the creature
ends. and the ally isn’t incapacitated.

The creature is an ally to you and your Water B reathing (Water Only). T he beast
companions. In combat, the creature shares can breathe only underwater.
your initiative count, but it takes its turn
immediately after yours. It obeys your verbal ACTIONS
commands (no action required by you). If you Multiattack. T he beast makes a number of
don’t issue any, it takes the Dodge action and attacks equal to half the spell’s level
uses its move to avoid danger. (rounded down).

At Higher L evels. W hen you cast this spell Maul. M elee W eapon Attack: y our spell
using a spell slot of 3rd level or higher, use the attack modi ier to hit, reach 5 ft., one target.
higher level where the spell’s level appears in Hit: 1 d8 + 4 + the spell’s level piercing
the stat block. damage.

Summon Celestial (+3) (+2) (+3) (+0) (+2) (+3)

5th-level c onjuration Damage Resistances r adiant
Condition Immunities c harmed,
Casting Time: 1 action
Range: 90 feet frightened
Components: V , S, M (a golden reliquary Senses darkvision 60 ft., passive
worth at least 500 gp) Perception 12
Duration: Concentration, up to 1 hour Languages C elestial, understands the
languages you speak
You call forth a celestial spirit. It manifests in Challenge —
an angelic form in an unoccupied space that Pro iciency Bonus equals your bonus
you can see within range. This corporeal form
uses the Celestial Spirit stat block. When you ACTIONS
cast the spell, choose Avenger or Defender. Multiattack. T he celestial makes a number
Your choice determines the creature’s attack of attacks equal to half this spell’s level
in its stat block. The creature disappears (rounded down).
when it drops to 0 hit points or when the spell
ends. Radiant Bow (Avenger Only). R anged
Weapon A ttack: y our spell attack modi ier
The creature is an ally to you and your to hit, reach 150/600 ft., one target. Hit:
companions. In combat, the creature shares 2d6 + 2 + the spell’s level radiant damage.
your initiative count, but it takes its turn
immediately after yours. It obeys your verbal Radiant Mace (Defender Only). M elee
commands (no action required by you). If you Weapon A ttack: y our spell attack modi ier
don’t issue any, it takes the Dodge action and to hit, reach 5 ft., one target. Hit: 1d10 + 3 +
uses its move to avoid danger. the spell’s level radiant damage, and the
celestial can choose itself or another
At H igher L evels. W hen you cast this spell creature it can see within 10 feet of the
using a spell slot of 6th level or higher, use the target. The chosen creature gain 1d10
higher level whenever the spell’s level temporary hit points.
appears in the stat block.
Healing T ouch (1/Day). T he celestial
CELESTIAL SPIRIT touches another creature. The target
magically regains hit points equal to 2d8 +
Large c elestial the spell’s level.

Armor Class 1 1 + the level of the spell Summon Construct
(natural armor) + 2 (Defender only)
Hit Points 40 + 10 for each spell level 4th-level c onjuration
above 5th
Speed 30 ft., ly 40 ft. Casting Time: 1 action
Range: 90 feet
STR DEX CON INT WIS CHA Components: V, S, M (an ornate stone and
16 14 16 10 14 16 metal lockbox worth at least 400 gp)
Duration: Concentration, up to 1 hour

You call forth the spirit of a construct. It
manifests in an unoccupied space that you

can see within range. This corporeal form Heated B ody (Metal Only). A creature that
uses the Construct Spirit stat block. When you touches the construct or hits it with a melee
cast the spell, choose a material: Clay, Metal, attack while within 5 feet of it takes 1d10
or Stone. The creature resembles a golem or a ire damage.
modron (your choice) made of the chosen
material, which determines certain traits in Stony Lethargy ( Stone O nly). W hen a
its stat block. The creature disappears when it creature the construct can see starts its
drops to 0 hit points or when the spell ends. turn within 10 feet of the construct, the
construct can force it to make a Wisdom
The creature is an ally to you and your saving throw against your spell save DC. On
companions. In combat, the creature shares a failed save, the target can’t use reactions
your initiative count, but it takes its turn and its speed is halved until the start of its
immediately after yours. It obeys your verbal next turn.
commands (no action required by you). If you
don’t issue any, it takes the Dodge action and ACTIONS
uses its move to avoid danger. Multiattack. T he construct makes a
number of attacks equal to half this spell’s
At Higher L evels. W hen you cast this spell level (rounded down).
using a spell slot of 4th level or higher, use the
higher level wherever the spell’s level appears Slam. M elee Weapon Attack: y our spell
in the stat block. attack modi ier to hit, reach 5 ft., one target.
Hit: 1d8 + 4 + the spell’s level bludgeoning
CONSTRUCT SPIRIT damage.

Medium c onstruct REACTIONS
Berserk Lashing ( Clay O nly). W hen the
Armor Class 1 3 + the level of the spell construct takes damage, it makes a slam
(natural armor) attack against a random creature within 5
Hit Points 40 + 15 for each spell level feet of it. If no creature is within reach, the
above 3rd construct moves up to half its speed toward
Speed 30 ft. an enemy it can see, without provoking
opportunity attacks.
STR DEX CON INT WIS CHA
18 10 18 14 11 5 Summon Elemental
(+4) (+0) (+4) (+2) (+0) (-3)
4th-level conjuration
Damage Resistances p oison
Condition I mmunities c harmed, Casting Time: 1 action
Range: 90 feet
exhaustion, frightened, incapacitated, Components: V, S, M (air, a pebble, ash, and
paralyzed, petri ied, poisoned water inside a gold inlaid vial worth at least
Senses darkvision 60 ft., passive 400 gp)
Perception 10 Duration: Concentration, up to 1 hour
Languages u nderstands the languages you
speak
Challenge —
Pro iciency Bonus equals your bonus

You call forth an elemental spirit. It manifests Challenge —
in an unoccupied space that you can see Pro iciency Bonus equals your bonus
within range. This corporeal form uses the
Elemental Spirit stat block. When you cast the Amorphous Form ( Air, F ire, a nd W ater
spell, choose an element: Air, Earth, Fire, or Only). The elemental can move through a
Water. The creature resembles a bipedal form space as narrow as 1 inch wide without
wreathed in the chosen element, which squeezing.
determines certain traits in its stat block. The
creature disappears when it drops to 0 hit Multiattack. T he elemental makes a
points or when the spell ends. number of attacks equal to half this spell’s
level (rounded down).
The creature is an ally to you and your
companions. In combat, the creature shares Slam. M elee W eapon Attack: y our spell
your initiative count, but it takes its turn attack modi ier to hit, reach 5 ft., one target.
immediately after yours. It obeys your verbal Hit: 1 d10 + 4 + the spell’s level bludgeoning
commands (no action required by you). If you damage (Air, Earth, and Water only) or ire
don’t issue any, it takes the Dodge action and damage (Fire only).
uses its move to avoid danger.
Summon Fey
At Higher L evels. W hen you cast this spell
using a spell slot of 5th level or higher, use the 3rd-level conjuration
higher level wherever the spell’s level appears
in the stat block. Casting T ime: 1 action
Range: 90 feet
ELEMENTAL SPIRIT Components: V, S, M (a gilded lower worth
at least 300 gp)
Medium e lemental Duration: Concentration, up to 1 hour

Armor C lass 1 3 + the level of the spell You call forth a fey spirit. It manifests in an
(natural armor) unoccupied space that you can see within
Hit Points 40 + 15 for each spell level range. This corporeal form uses the Fey Spirit
above 3rd stat block. When you cast the spell, choose a
Speed 30 ft. mood. Fuming, Mirthful, or Tricksy. The
creature resembles a fey creature of your
STR DEX CON INT WIS CHA choice marked by the chosen mood, which
18 10 18 14 11 5 determines one of the traits in its stat block.
(+4) (+0) (+4) (+2) (+0) (-3) The creature disappears when it drops to 0
hit points or when the spell ends.
Damage Resistances p oison
Condition Immunities charmed, The creature is an ally to you and your
exhaustion, frightened, incapacitated, companions. In combat, the creature shares
paralyzed, petri ied, poisoned your initiative count, but it takes its turn
Senses darkvision 60 ft., passive immediately after yours. It obeys your verbal
Perception 10 commands (no action required by you). If you
Languages understands the languages you don’t issue any, it takes the Dodge action and
speak uses its move to avoid danger.

At Higher L evels. W hen you cast this spell Fuming. The fey has advantage on the next
using a spell slot of 4th level or higher, use the attack roll it makes before the end of this
higher level wherever the spell’s level appears turn.
in the stat block.
Mirthful. The fey can force one creature it
FEY SPIRIT can see within 10 feet of it to make a
Wisdom saving throw against your spell
Small fey save DC. Unless the save succeeds, the
target is charmed by you and the fey for 1
Armor C lass 12 + the level of the spell minute or until the target takes any
(natural armor) damage.
Hit Points 30 + 10 for each spell level
above 3rd Tricksy. The fey can ill a 5-foot cube within
Speed 40 ft. 5 feet of it with magical darkness, which
lasts until the end of its next turn.
STR DEX CON INT WIS CHA
13 16 14 14 11 16 Summon Fiend
(+1) (+3) (+2) (+2) (+0) (+3)
6th-level c onjuration
Condition Immunities charmed
Senses d arkvision 60 ft., passive Casting Time: 1 action
Perception 10 Range: 90 feet
Languages Sylvan, understands the Components:V , S, M (humanoid blood inside
languages you speak a ruby vial worth at least 600 gp)
Challenge — Duration: Concentration, up to 1 hour
Pro iciency B onus equals your bonus
You call forth a iendish spirit. It manifests in
ACTIONS an unoccupied space that you can see within
Multiattack. T he Fey makes a number of range. This corporeal form uses the Fiendish
attacks equal to half the spell’s level Spirit stat block. When you cast the spell,
(rounded down). choose Demon, Devil, or Yugoloth. The
creature resembles a iend of the chosen type,
Shortsword. M elee W eapon Attack: y our which determines certain traits in its stat
spell attack modi ier to hit, reach 5 ft., one block. The creature disappears when it drops
target. Hit: 1d6 + 3 + the spell’s level to 0 hit points or when the spell ends.
piercing damage + 1d6 force damage.
The creature is an ally to you and your
BONUS A CTIONS companions. In combat, the creature shares
Fey S tep. T he fey magically teleports up to your initiative count, but it takes its turn
30 feet to an unoccupied space it can see. immediately after yours. It obeys your verbal
Then one of the following effects occurs, commands (no action required by you). If you
based on the fey’s chosen mood. don’t issue any, it takes the Dodge action and
uses its move to avoid danger.

At Higher L evels. W hen you cast this spell
using a spell slot of 7th level or higher, use the

higher level wherever the spell’s level appears ACTIONS
in the statblock. Multiattack. T he iend makes a number of
attacks equal to half this spell’s level
FIENDISH SPIRIT (rounded down).

Large iend Bite (Demon Only). M elee Weapon A ttack:
your spell attack modi ier to hit, reach 5 ft.,
Armor C lass 1 2 + the level of the spell one target. Hit: 1d12 + 3 + the spell’s level
(natural armor) necrotic damage.
Hit P oints 50 (Demon only) or 40 (Devil
only) or 60 (Yugoloth only) + 15 for each Claws ( Yugoloth Only). M elee W eapon
spell level above 6th Attack: y our spell attack modi ier to hit,
Speed 40 ft., climb 40 ft (Demon only)., ly reach 5 ft., one target. Hit: 1d8 + 3 + the
60 ft. (Devil only) spell’s level slashing damage. Immediately
after the attack hits or misses, the iend can
STR DEX CON INT WIS CHA magically teleport up to 30 feet to an
13 16 15 10 10 16 unoccupied space it can see.
(+1) (+3) (+2) (+0) (+0) (+3)
Hurl F lame (Devil O nly). R anged S pell
Damage Resistances ire Attack: y our spell attack modi ier to hit,
Damage Immunities p oison range 150 ft., one target. Hit: 2 d6 + 3 + the
Condition Immunities p oisoned spell’s level ire damage. If the target is a
Senses darkvision 60 ft., passive lammable object that isn’t being worn or
Perception 10 carried, it also catches ire.
Languages A byssal, Infernal, telepathy 60
ft. Summon Shadowspawn
Challenge —
Pro iciency B onus equals your bonus 3rd-level conjuration
Casting Time: 1 action
Death T hroes (Demon O nly). W hen the Range: 90 feet
iend drops to 0 hit points or the spell ends, Components:V , S, M (tears inside a gem
the iend explodes, and each creature worth at least 300 gp)
within 10 feet of it must make a Dexterity Duration: Concentration, up to 1 hour
saving throw against your spell save DC. A
creature takes 2d10 + the spell’s level ire You call forth a shadowy spirit. It manifests in
damage on a failed save, or half as much an unoccupied space that you can see within
damage on a successful one. range. This corporeal form uses the Shadow
Spirit stat block. When you cast the spell,
Devil’s Sight ( Devil O nly). Magical choose an emotion: Fury, Despair, or Fear. The
darkness doesn’t impede the iend’s creature resembles a misshapen biped
darkvision. marked by the chosen emotion, which
determines certain traits in its stat block. The
Magi R esistance. T he iend has advantage creature determines when it drop to 0 hit
on saving throws against spells and other points or when the spell ends.
magical effects.

The creature is an ally to you and your ACTIONS
companions. In combat, the creature shares Multiattack. T he spirit makes a number of
your initiative count, but it takes its turn attacks equal to half the spell’s level
immediately after your. It obeys your verbal (rounded down).
commands (no action required by you). If you
don’t issue any, it takes the Dodge action and Chilling H and. M elee W eapon Attack: y our
it uses its move to avoid danger. spell attack modi ier to hit, reach 5ft., one
target. Hit: 1 d12 + 3 + the spell’s level cold
At H igher L evels. W hen you cast the spell damage.
using a spell slot of 4th level or higher, use the
higher level wherever the spell’s level appears Dreadful S cream ( 1/Day). T he spirit
on the stat block. screams. Each creature within 10 feet of it
must succeed on a Wisdom saving throw
SHADOW SPIRIT against your spell save DC or be frightened
of the spirit for 1 minute. The frightened
Medium monstrosity creature can repeat the saving throw at the
end of each of its turns, ending the effect on
Armor C lass 1 1 + the level of the spell itself on a success.
(natural armor)
Hit P oints 35 + 15 for each level of the BONUS A CTION
spell above 3rd Shadow Stealth (Fear O nly). W hile in dim
Speed 4 0 ft. light or darkness, the spirit takes the Hide
action.
STR DEX CON INT WIS CHA
13 16 15 4 10 16 Summon Undead
(+1) (+3) (+2) (-3) (+0) (+3)
3rd-level n ecromancy
Damage R esistances n ecrotic
Condition I mmunities f rightened Casting Time: 1 action
Senses d arkvision 120 ft., passive Range: 90 feet
Perception 10 Components: V, S, M (a gilded skull worth at
Languages u nderstands the languages you least 300 gp)
speak Duration: Concentration, up to 1 hour
Challenge —
Pro iciency Bonus e quals your bonus You call forth an undead spirit. It manifests in
an unoccupied space that you can see within
Terror F renzy ( Fury O nly). T he spirit has range. This corporeal form uses the Undead
advantage on attack rolls against frightened Spirit stat block. When you cast the spell,
creatures. choose the creature’s form: Ghostly, Putrid, or
Skeletal. The spirit resembles an undead
Weight o f Sorrow ( Despair Only). A ny creature with the chosen form, which
creature, other than you, that starts its turn determines certain traits in its stat block. The
within 5 feet of the spirit has its speed creature disappears when it drops to 0 hit
reduced by 20 feet until the start of that points or when the spell ends.
creature’s next turn.

The creature is an ally to you and your spirit can move through other creatures
companions. In combat, the creature shares and objects as if they were dif icult terrain.
your initiative count, but it takes its turn If it ends its turn inside an objects, it is
immediately after yours. It obeys your verbal shunted to the nearest unoccupied space
commands (no action required by you). If you and takes 1d10 force damage for every 5
don’t issue any, it takes the Dodge action and feet traveled.
uses its move to avoid danger.
ACTIONS
At H igher L evels. W hen you cast this spell Multiattack. T he spirit makes a number of
using a spell slot of 4th level or higher, use the attacks equal to half the spell’s level
higher level wherever the spell’s level appears (rounded down).
in the stat block.
Deathly Touch (Ghostly Only). M elee
UNDEAD SPIRIT Weapon Attack: y our spell attack modi ier
to hit, reach 5 ft., one target. Hit: 1 d8 + 3 +
Medium u ndead the spell’s level necrotic damage, and the
creature must succeed on a Wisdom saving
Armor Class 1 1 + the level of the spell throw against your spell save DC or be
(natural armor) frightened of the undead until the end of
Hit P oints 30 (Ghostly and Putrid only) or the target’s next turn.
20 (Skeletal only) + 10 for each level of the
spell above 3rd Grave B olt (Skeletal Only). R anged Weapon
Speed 3 0 ft., ly 40 ft. (hover) (Ghostly Attack: y our spell attack modi ier to hit,
only) reach 150 ft., one target. Hit: 2d4 + 3 + the
spell’s level necrotic damage.
STR DEX CON INT WIS CHA
12 16 15 4 10 9 Rotting C law (Putrid O nly). M elee Weapon
(+1) (+3) (+2) (-3) (+0) (-1) Attack: y our spell attack modi ier to hit,
reach 5 ft., one target. Hit: 1 d6 + 3 + the
Damage I mmunities n ecrotic, poison spell’s level slashing damage. If the target is
Condition I mmunities e xhaustion, poisoned, it must succeed on a Constitution
frightened, paralyzed, poisoned saving throw against your spell save DC or
Senses d arkvision 60 ft., passive be paralyzed until the end of its next turn.
Perception 10
Languages u nderstands the languages you Sword Burst
speak
Challenge — Conjuration c antrip
Pro iciency Bonus e quals your bonus
Casting T ime: 1 Action
Festering A ura (Putrid Only). A ny Range: S elf (5-foot radius)
creature, other than you, that starts its turn Components: V
within 5 feet of the spirit must succeed on a Duration: I nstantaneous
Constitution saving throw against your
spell save DC or be poisoned until the start You create a momentary circle of spectral
of its next turn. blades that sweep around you. All other
creatures within 5 feet of you must succeed
Incorporeal Passage ( Ghostly O nly). T he

on a Dexterity saving throw or take 1d6 force At Higher Levels. W hen you cast this spell
damage using a spell slot of 3rd level or higher, you
can target one additional creature for each
This spell’s damage increases by 1d6 when slot level above 2nd. The creatures must be
you reach 5th level (2d6), 11th level (3d6), within 30 feet of each other when you target
and 17th level (4d6). them.

Tasha’s Caustic Brew Tasha’s Otherworldly Guise

1st-level evocation 6th-level transmutation

Casting T ime: 1 action Casting T ime: 1 bonus action
Range: Self (30-foot line) Range: Self
Components: V, S, M (a bit of rotten food) Components: V, S, M (an object engraved
Duration: Concentration, up to 1 minute with a symbol of the Outer Planes, worth at
least 500 gp)
A stream of acid emanates from you in a line Duration: Concentration, up to 1 minute
30 feet long and 5 feet wide in a direction you
choose. Each creature in the line must Uttering an incantation, you draw on the
succeed on a Dexterity saving throw or be magic of the Lower Planes or Upper Planes
covered in acid for the spell’s duration or (your choice) to transform yourself. You gain
until a creature uses its action to scrape or the following bene its until the spell ends:
wash the acid off itself or another creature. A
creature covered in the acid takes 2d4 acid ● You are immune to ire and poison
damage at start of each of its turns. damage (Lower Planes) or radiant and
necrotic damage (Upper Planes).
Tasha’s Mind Whip
● You are immune to the poisoned
2nd-level e nchantment condition (Lower Planes) or the charmed
condition (Upper Planes).
Casting Time: 1 action
Range: 9 0 feet ● Spectral wings appear on your back,
Components: V giving you a lying speed of 40 feet.
Duration: 1 round
● You have a +2 bonus to AC.
You psychically lash out at one creature you ● All your weapon attacks are magical, and
can see within range. The target must make
an Intelligence saving throw. On a failed save, when you make a weapon attack, you can
the target takes 3d6 psychic damage, and it use your spell casting ability modi ier
can’t take a reaction until the end of its next instead of Strength or Dexterity for the
turn. Moreover, on its next turn, it must attack and damage rolls.
choose whether it gets a move, an action, or a ● You can attack twice, instead of once,
bonus action; it gets only one of the three. On when you take the Attack action on your
a successful save, the target takes half as turn. You ignore this bene it if you already
much damage and suffers none of the spell’s have a feature, like Extra Attack, that lets
other effects. you attack more than once when you take
the Attack action on your turn.

Personalizing Spells

Just as every performer lends their art a
personal lair and every warrior asserts
th<missing>
through the lens of their own<missing>
a spellcaster use magic to express<missing>
individuality. Regardless of what<missing>
spellcaster you’re playing, you c<missing>
cosmetic effects of your character<missing>
Perhaps you wish the effects of <missing>
spells to appear in their favorite<missing>
the training they received from <missing>
mentor, or to exhibit their conn<missing>
season of the year. The possibilit<missing>
might cosmetically customize y<missing>
spells are endless. However, such<missing>
change the effects of a spell. The<missing>
one spell seem like another—you<missing>
Example, make a magic missile <missing>

When customizing your spellcast<missing>
versatile the better. You may de<missing>
an interesting addition to a story<missing>
character, like making a bard’s <missing>
around their deity.

For example, the ireball of a wizard<missing>
burst of red lightning (without <missing>
might line the target in faint thu<missing>

Alternatively, a cleric who serves<missing>
cast cure w ounds, or their shield< missing>

Further still, a druid could choose<missing>
pink leaves to grow when they <missing>
wind-tossed petals than lames. <missing>

The Magic Themes table offers <missing>
character’s spells.

Magic T hemes

Magic Tattoos The rarer a magic tattoo is, the more space it
typically occupies on a creature’s skin. The
Blending magic and artistry with ink and Magic Tattoo Coverage table offers guidelines
needles, magic tattoos imbue their bearers for how large a given tattoo is.
with <missing>
abilities. Magic tattoos are initially bound to Magic Tattoo Coverage
magic needles, which transfer their magic Tattoo R arity Area C overed
<missing>
Common One hand or foot or a
Once inscribed on a creature’s body, damage quarter of a <missing>
or injury doesn’t impair the tattoo’s
function<missing> Uncommon Half a limb or the scalp
tattoo is defaced. When applying a magic
tattoo, a creature can customize the tattoo’s Rare One limb
<missing>
magic tattoo can look like a brand, Very Rare Two limbs or the chest or
scari ication, a birthmark, patterns of scale, or upper <missing>
any other<missing>
alteration. Legendary Two limbs and the torso

MAGIC ITEMS Cauldron of Rebirth

Absorbing Tattoo Coiling Grasp Tattoo
Alchemical Compendium
All-Purpose Tool Wondrous i tem ( tattoo), u ncommon ( requires
Amulet of the Devout attunement)
Arcane Grimoire
Astral Shard Produced by a special needle, this magic
Astromancy Archive tattoo has long intertwining designs.
Atlas of Endless Horizons
Baba Yaga’s Mortar and Pestle Tattoo A ttunement. T o attune to this item,
Barrier Tattoo you hold the needle to your skin where you
Bell Branch want the tattoo to appear, pressing the needle
Blood Fury Tattoo there throughout the attunement process.
Bloodwell Vial When the attunement is complete, the needle
turns into the ink that becomes the tattoo,
which appears on the skin.

Grasping Tendrils. While the tattoo is on
your skin, you can, as an action, cause the
tattoo to extrude into inky tendrils, which
reach for a creature you can see within 15 feet
of you. The creature must succeed on a DC 14
Strength saving throw or take 3d6 force
damage and be grappled by you. As an action,
the creature can escape the grapple by
succeeding on a DC 14 Strength (Athletics) or
Dexterity (Acrobatics) check. The grapple also
ends if you halt it (no action required), if the
creature is ever more than 15 feet away from
you, or if you use this tattoo on a different
creature.

Crook of Rao

Crystalline Chronicle

Demonomicon of Iggwilv Ghost Step Tattoo
Devotee’s Censer
Duplicitous Manuscript Guardian Emblem
Eldritch Claw Tattoo
Elemental Essence Shard Heart Weaver’s Primer
Far Realm Shard
Feywild Shard Illuminator’s Tattoo
Fulminating Treatise
Libram of Souls and Flesh

Lifewell Tattoo

Luba’s Tarokka of Souls

Lyre of Building

Masquerade Tattoo

Wondrous i tem ( tattoo), common (requires
attunement)
Produced by a special needle, this magic
tattoo appears on your body as whatever you
desire.

Tattoo Attunement. T o attune to this item,
you hold the needle to your skin where you
want the tattoo to appear, pressing the needle
there throughout the attunement process.
When the attunement is complete, the needle
turns into the ink that becomes the tattoo,
which appears on the skin.

If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in
the closest unoccupied space to you.

Fluid Ink. As a bonus action, you can shape Planecaller’s Codex
the tattoo into any color or pattern and move
it to any area of your skin. Whatever form it Prosthetic Limb
takes, it is always obviously a tattoo. It can
range in size from no smaller than a copper Wondrous I tem, c ommon
piece to an intricate work of art that covers all This item replaces a lost limb—a hand, an
your skin. arm, a foot, a leg, or a similar body part. While
Disguise S elf. A s an action, you can use the the prosthetic is attached, it functions
tattoo to cast the disguise self spell (DC 13 to identically to the part it replaces. You can
discern the disguise). Once the spell is cast detach or reattach it as an action, and it can’t
from the tattoo, it can’t be cast from the tattoo be removed against your will. It detaches if
again until the next dawn. you die.

Mighty Servant of Leuk-o Protective Verses
Moon Sickle
Nature’s Mantle Reveler’s Concertina
Outer Essence Shard
Rhythm-Maker’s Drum

Shadowfell Brand Tattoo

Shadowfell Shard

Spellwrought Tattoo

Teeth of Dahlver-Nar



Chapter 4: Dungeon Often a session zero includes building
Master’s Tools characters together. As the DM, you can help
players during the character creation process
The Dungeon Master employs many tools by advising them to select options that will
when preparing and running a D&D serve the adventure or campaign that awaits.
campaign. As a DM, your tools include your
imagination, your ability to discern what Character and Party
entertains your players, your storytelling Creation
acumen, your sense of humor, your ability to
listen well, your facility with the game’s rules, Each player has options when it comes to
and more. This chapter adds to your toolbox choosing a character race, class, and
with guidance and optional rules for a variety background, though you may restrict certain
of situations. The chapter also includes a options that are deemed unsuitable for the
section of ready-to-use puzzles, which you campaign. If there are multiple players in the
can drop into any campaign. group, you should encourage them to choose
different classes so that the adventuring party
The tools herein build on the material in the has a range of abilities. It’s less important that
Dungeon M aster’s G uide and the Monster the party include multiple backgrounds, as
Manual. You may use some, all, or none of sometimes it’s fun to play an all-soldier party
these tools, and feel free to customize how or a troupe of adventuring entertainers. The
they work. Your group’s enjoyment is backgrounds they choose de ine who their
paramount, so make these rules your own, characters were before becoming adventurers
aiming to match your group’s tastes. and also include roleplaying hooks in the
form of ideals, bonds, and laws—things you
Session Zero ought to know. For example, if a player
chooses the criminal background, one of the
Establish boundaries. And if anyone crosses options for the character’s bond is, “I’m trying
them, speak up. If they don’t listen, there’s to pay off an old debt I owe to a generous
always cloudkill… benefactor.” If that’s the character’s bond, you
TASHA should work with the player to decide who
that generous benefactor is and build relevant
Before making characters or playing the storylines into the larger campaign.
game, the DM and players can run a special
session—colloquially called session zero—to Party Formation
establish expectations, outline the terms of a
social contract, and share house rules. Making During session zero, your role is to let the
and sticking to these rules can help ensure players build the characters they want and to
that the game is a fun experience for everyone help them come up with explanations for how
involved. their characters came together to form an
adventuring party. It can be helpful to assume
that the characters know each other and have
some sort of history together, however brief
that history might be. Here are some
questions you can ask the players as they

create characters to get a sense of the party’s 4 A funeral brings the characters
relationships: together.

● Are any of the characters related to each 5 A festival brings the characters
other? together.

● What keeps the characters together as a 6 The characters ind themselves
party? trapped together.

● What does each character like most about
every other member of the adventuring
party?

● Does the group have a patron? See
chapter 2, “Group Patrons,” for patron
examples.

If the players are having trouble coming up
with a story for how their characters met,
they may choose an option from the Party
Origin table or let a d6 roll choose it for them.
You should spend part of a session zero
helping the players lesh out the details. For
example, if the characters came together to
overcome a common foe, the identity of this
enemy needs to be determined. If a funeral
gathered the group, the identity of the
deceased and each character’s relationship to
them will need to be leshed out.

Party Origin

d6 Origin Story

1 The characters grew up in the same
place and have known each other
for years.

2 The characters have united to
overcome a foe.

3 The characters were brought
together by a common benefactor
who wishes to sponsor their
adventures.

SIDEKICKS You decide who plays the sidekick. Here are
some options:
My soon-to-be sidekick could learn a thing
or two from all this—more material for ● A player plays the sidekick as their second
Project Humblekainen. character—ideal when you have only one
TASHA or two players.

This section provides a straightforward way ● A player plays the sidekick as their only
to add a special NPC—called a sidekick—to character—ideal for a player who wants a
the group of adventurers. These rules take a character who’s simpler than a typical
creature with a low challenge rating and give player character.
it levels in one of three simple classes: Expert,
Spellcaster, or Warrior. ● The players jointly play the sidekick.
● You play the sidekick.
A sidekick can be incorporated into a group at
the party’s inception, or a sidekick might join There’s no limit to the number of sidekicks in
them during campaign. For example, the a group, but having more than one per player
characters might meet a villager, an animal, or character can noticeably slow down the game.
another creature, forge a friendship, and And when estimating the dif iculty of an
invite the creature to join them on their upcoming encounter, count each sidekick as a
adventures. character.

You can also use these rules to customize a Gaining a Sidekick Class
monster for your own use as DM.
When you create a sidekick, you choose the
Creating a Sidekick class it will have for the rest of its career:
Expert, Spellcaster, or Warrior, each of which
A sidekick can be any type of creature with a is detailed below. If a sidekick class contains a
stat block in the Monster M anual or another choice, you may make the choice or let the
D&D book, but the challenge rating in its stat players make it.
block must be 1/2 or lower. You take that stat
block and add to it, as explained in the Starting L evel
“Gaining a Sidekick Class” section.
The starting level of a sidekick is the same as
To join the adventurers, the sidekick must be the average level of the group. For example, if
the friend of at least one of them. This a 1st-level group starts out with a sidekick,
friendship might be connected to a that sidekick is also 1st level, but if a
character’s backstory or to events that have 10th-level group invites a sidekick to join
transpired in play. For example, a sidekick them, that sidekick starts at 10th level.
could be a childhood friend or pet, or it might
be a creature the adventurers saved. As a DM, Leveling Up a S idekick
you determined whether there is suf icient
trust established for the creature to join the Whenever a group’s average level goes up, the
group. sidekick gains a level. It doesn’t matter how
much of the group’s recent adventures the
sidekick experienced, the sidekick levels up
because of a combination of the adventures it
shared with the group and its own training.

Hit Points the attacks in its stat block, and increase the
Whenever the sidekick gains a level, it gains DCs in its stat block by 1.
one Hit Die, and its hit point maximum
increases. To determine the amount of the Ability S core I ncreases
increase, roll the Hit Die (the type of die Whenever the sidekick gains the Ability Score
appears in the sidekick’s stat block), and add Improvement feature, adjust anything in its
its Constitution modi ier. It gains a minimum stat block that relies on an ability modi ier
of 1 hit point per level. that you increase. For example, if the sidekick
has an attack that uses its Strength modi ier,
If the sidekick drops to 0 hit points and isn’t increase the attack’s modi iers to hit and
killed outright, it falls unconscious and damage, if the Strength modi ier increases.
subsequently makes death saving throws, just
like a player character. If it’s unclear whether a melee attack in the
stat block uses Strength or Dexterity, the
Pro iciency B onus attack can use either.
The sidekick’s pro iciency bonus is
determined by tis level in its class, as shown
in the class’s table.

Whenever the sidekick’s pro iciency bonus
increases by 1, add 1 to the hit modi ier of all

Expert 16th +5 Ability Score Improvement

The Expert is a master of certain tasks or 17th +6 —
knowledge, favoring cunning over brawn. It
might be a scout, a musician, a librarian, a 18th +6 Sharp Mind
clever street kid, a wily merchant, or a
burglar. 19th +6 Ability Score Improvement

To gain the Expert class, a creature must have 20th +6 Inspiring Help (2d6)
at least one language in its stat block that it
can speak. Bonus Pro iciencies

A sidekick gains the following class features 1st-level E xpert feature
as it gains levels, as summarized on the
Expert table. The sidekick gains pro iciency in one saving
throw of your choice: Dexterity, Intelligence,
The E xpert or Charisma.
Level Proficiency Features
In addition, the sidekick gains pro iciency in
Bonus ive skills of your choice, and it gains
pro iciency with light armor. If it is a
1st +2 Bonus Proficiencies, Helpful humanoid or has a simple or martial weapon
in its stat block, it also gains pro iciency with
2nd +2 Cunning Ac on all simple weapons and with two tools of your
choice.
3rd +2 Exper se
Helpful
4th +2 Ability Score Improvement
1st-level Expert f eature
5th +3 —
The sidekick is adept at giving well-timed
6th +3 Coordinated Strike assistance: the sidekick can take the Help
action as a bonus action.
7th +3 Evasion
Cunning Action
8th +3 Ability Score Improvement
2nd-level Expert feature
9th +4 —
The sidekick’s agility or quick thinking allows
10th +4 Ability Score Improvement it to act speedily. On its turn in combat, it can
take the Dash, Disengage, or Hide action as
11th +4 Inspiring Help (1d6) bonus action.

12th +4 Ability Score Improvement Expertise

13th +5 — 3rd-level Expert feature

14th +5 Reliable Talent Choose two of the sidekick’s skill
pro iciencies. The sidekick’s pro iciency
15th +5 Exper se bonus is doubled for any ability check it

makes that uses any of the chosen When the sidekick takes the Help action, the
pro iciencies. creature who receives the help also gains a
1d6 bonus to the d20 roll. If that roll is an
At 15th level, choose two more of the attack roll, the creature can forgo adding the
sidekick’s skill pro iciencies to gain this bonus to it, and then if the attack hits, the
bene it. creature can add the bonus to the attack's
damage roll against one target.
Ability Score Improvement
At 20th level, the bonus increases to 2d6.
4th-level E xpert f eature
Reliable Talent
At 4th level and again at 8th, 10th, 12th, 16th,
and 19th level, the sidekick increases one 14th-level Expert feature
ability score of your choice by 2, or the
sidekick increases two ability scores of your The sidekick has re ined its skills to an
choice by 1. The sidekick can’t increase an exceptional degree. Whenever the sidekick
ability score above 20 using this feature. makes an ability check that includes its whole
pro iciency bonus, it can treat a d20 roll of 9
Coordinated Strike or lower as a 10.

6th-level E xpert feature Sharp Mind

The sidekick is adept at ighting in concert 18th-level Expert f eature
with a companion. When the sidekick uses its
Helpful feature to aid an ally in attacking a The sidekick gains pro iciency in one of the
creature, that target can be up to 30 feet away following saving throws of your choice:
from the sidekick, and the sidekick can deal Intelligence, Wisdom, or Charisma.
an extra 2d6 damage to it the next time the
sidekick hits it with an attack roll before the
end of the current turn. The extra damage is
the same type of damage dealt by the attack.

Evasion

7th-level Expert feature

Because of extraordinary good luck, the
sidekick is skilled at avoiding danger. When
the sidekick is subjected to an effect that
allows it to make a Dexterity saving throw to
take only half damage, it instead takes no
damage if it succeeds on a saving throw, and
only half damage if it failed. The sidekick
doesn’t bene it from this feature while
incapacitated.

Inspiring Help

11th-level E xpert feature

Spellcaster 17th +6 — 4 10 4 3 3 3 1
18th +6 4 10 4 3 3 3 1
A sidekick who becomes a Spellcaster walks Ability Score
the paths of magic. The sidekick might be a 19th +6 Improvement 4 11 4 3 3 3 2
hedge wizard, a priest, a soothsayer, a magical 20th +6 4 11 4 3 3 3 2
performer, or a person with magic in their —
veins.
Focused
Cas ng

To gain the Spellcaster class, a creature must Bonus Pro iciencies
have at least one language in its stat block
that it can speak. 1st-level S pellaster f eature

A sidekick gains the following class features The sidekick gains pro iciency in one saving
as it gains levels in this class, as summarized throw of your choice: Wisdom, Intelligence, or
Charisma.
on the Spellcaster table.
In addition, the sidekick gains pro iciency in
The S pellcaster two skills of your choice from the following
list: Arcana, History, Insight, Investigation,
Lev Prof Features Cantrips Spells 12345 Medicine, Performance, Persuasion, and
el icie Known s nr t t Religion.
t ddhh
ncy

1st +2 Bonus 2 1 2 ———— The sidekick gains pro iciency with light
Proficiencies, armor, and if it is a humanoid or has a simple
Spellcas ng or martial weapon in its stat block, it also
gains pro iciency with all simple weapons.
2nd +2 -— 2 2 2 ————
3rd +2 -— 2 3 3 ————

4th +2 Ability Score 3 3 3 ———— Spellcasting
Improvement
1st-level Spellcaster feature
5th +3 — 2 4 4 2 ———
6th +3 3 4 4 2 ——— The sidekick gains the ability to cast spells (if
Potent the creature already has the Spellcasting trait,
Cantrips this feature replaces that trait). Choose the
Spellcaster’s role: Mage, Healer, or Prodigy.
7th +3 — 3 5 4 3 ——— This choice determines the spell list and
spellcasting ability used by the sidekick, as
8th +3 Ability Score 3 5 4 3 ——— shown on the Spellcasting table.
Improvement

9th +4 — 3 6 4 3 2 ——

10th +4 — 4 6 4 3 2 ——

11th +4 — 4 7 4 3 3 —— Spellcasting
Role Spell List
12th +4 Ability Score 4 7 4 3 3 ——
Improvement
Ability

13th +5 — 4 8 4331—

14th +5 Empowered 4 8 4331— Mage Wizard Intelligence
15th +5 Spells 4 9 4332—
Healer Cleric and Wisdom
— Druid

16th +5 Ability Score 4 9 4332— Prodigy Bard and Charisma
Improvement

Warlock modi ier when setting the saving throw DC
for a spell it casts and when making an attack
Spell Slots. T he Spellcaster table shows how roll with one.
many spell slots the sidekick has to cast its
Spellcaster spells of 1st level and higher. To Spell save DC = 8 + sidekick’s proficiency bonus +
cast one of these spells, the sidekick must spellcas ng ability modifier
expend a slot of the spell’s level or higher. The
sidekick regains all expended spell slots when Spell a ack modifier = sidekick’s proficiency bonus +
it inishes a long rest. spellcas ng ability modifier

Spells Known. T he sidekick knows two Spellcasting F ocus. T he sidekick can use a
cantrips and one 1st-level spell of your choice focus for its spell depending on the choice you
from its spell list. Here are recommendations made on the Spellcasting table. A Mage can
for a 1st-level spell caster of each role: use an arcane focus, a Priest can use a holy
symbol, and a Prodigy can use an arcane focus
Mage: mage hand, r ay o f f rost, t hunderwave or a musical instrument.
Healer: cure w ounds, g uidance, s acred lame
Prodigy: e ldritch blast, healing w ord, l ight Ability Score Improvement

The Cantrips Known and Spells Known 4th-level Spellcaster feature
columns of the Spellcaster table shows when
the sidekick learns more spells of your choice. At 4th level and again at 8th, 12th, 16th, and
Each of the spells in the Spells Known column 18th level, the sidekick increases one ability
must be of a level for which the sidekick has score of your choice by 2, or the sidekick
spell slots, as shown on the table. For increases two ability scores of your choice by
instance, when the sidekick reaches 5th level 1. The sidekick can’t increase an ability score
in this class, it can learn one new spell of 1st above 20 using this feature.
or 2nd level.
Potent Cantrips
Additionally, when the sidekick gains a level
in this class, you can choose one of the spells 6th-level S pellcaster f eature
it knows from its spell list. The new spell
must be a cantrip or of a level for which the The sidekick can add its spellcasting ability
sidekick has spell slots. modi ier to the damage it deals with any
cantrip.
Spellcasting A bility. The sidekick’s
spellcasting ability for these spells depends Empowered Spells
on the choice you made on the Spellcasting
table. 14th-level Spellcaster f eature

The sidekick uses its spellcasting ability Choose one school of magic. Whenever the
whenever a spell refers to that ability. In sidekick casts a spell of that school by
addition, it uses its spellcasting ability expending a spell slot, the sidekick can add its
spellcasting ability modi ier to the spell’s
damage roll or healing roll, if any.

Focused Casting

20th-level S pellcaster feature


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