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Published by archangel777, 2023-02-15 08:34:40

D&D 5e Ravenloft Player's Compendium

D&D 5e Ravenloft Player's Compendium

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


151 minimum of 1). For each spell you prepare with this feature, you must choose one spell of the same level or higher from your spellbook and loan it to the spellpool. A spell you loan in this way is lost from your spellbook until the next time you finish a long rest, at which time it reappears in your spellbook, exactly as it was before. You cannot loan a spell you currently have prepared. When you cast a spell you prepared via the spellpool, it is cast normally, with all the necessary components and other requirements. All spells prepared using the spellpool return to the spellpool the next time you finish a long rest. Having successfully prepared a spell with this feature before does not allow you to prepare it with this feature again, nor does it alter your chances of finding that same spell available the next time you search for it. MASTER OF WIZARDRY At 14th level, you are elevated to your guild’s trusted inner circle of wise, experienced masters, and you’ve spent so much time interacting with other mages that you can quickly analyze their casting and seek to counter it. When a spell cast by another creature you can see allows you to make a saving throw to take only half damage, if you succeed on the saving throw, you can expend a wizard spell slot of 1st-level or higher as a reaction to instead take no damage at all. In addition, when you this feature, you can instead choose to reflect the spell back on the caster. When you do so, as part of the same reaction, you cause the spell to target its caster instead of you, and the caster makes its own saving throw against the same DC. If the spell you are trying to reflect is 6th-level or higher this ability fails. After you use this feature to reflect a spell you cannot use it again until you finish a long rest. THE PURPOSE OF WIZARDS’ GUILDS Guilds of wizard arise for many reasons. Some exist to preserve arcane traditions and instruct new magicusers. Others organize the efforts of their members in the service of a worthy (or sometimes not so worthy) cause. A wizard’s guild might operate openly or exist as a hidden society. Some guilds are large, formal hierarchies in which members are expected to obey the orders of their superiors, while others are small fellowships in which no one member is considered superior to his or her fellows. In all cases, part of their purpose is to pool their resources to more quickly advance in eldritch knowledge and might. Spell-dueling is an important tradition in such guilds, and members become experts in fighting other magic-users.


152 SCHOOL OF MENTALISM You have made an advanced study of psionic techniques and spells, specializing in telepathic communication. The disciplined mind required for a career as a wizard have provided a strong foundation for you to expand your psychic powers, and new vistas of enlightenment have opened before you. You’ve become a master of magic that allows mental contact and control of other sentient creatures. This allows mentalists like you to deceive or destroy the minds of their enemies with ease. MENTALIST DISCIPLINES When you choose this arcane tradition, you learn mage hand and your choice of one of the following cantrips: guidance, message, mind sliver TCoE , minor illusion, or vicious mockery. These are wizard spells for you, but don’t count against the number of cantrips or other spells you learn from your wizard class. Also, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If a creature can speak at least one language, it can respond to you telepathically as well. Once you successfully communicate with a creature using this feature, you cannot communicate in this way with any other creature until you use a bonus action to sever your telepathic bond with the first creature and move it to a new one. EGO WHIP At 2nd level, you learn to augment your psychic attacks. When you deal psychic damage with a cantrip, you can add your proficiency bonus to the damage dealt to each target. In addition, when you cast a spell that deals psychic damage, it requires no verbal or somatic components, and it requires no material components unless they are consumed by the spell. TELEPATHIC DISRUPTION Starting at 6th level, while you are in telepathic communication with a creature, if you deal psychic damage to it during your turn, you can use a bonus action to force it to make an Intelligence saving throw against your wizard spell DC. On a failure, the target has disadvantage on the next Intelligence or Wisdom saving throw it makes before the end of your next turn. THOUGHT SHIELD Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. GREATER TELEPATHIC DISRUPTION Starting at 14th level, when a creature fails the saving throw against your Ego Whip feature, it also suffers your choice of one of the following effects: You immediately ask the target one question telepathically, and it must immediately answer you truthfully. For the next 5 minutes, the target believes one statement of your choice that you communicate to it. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. You choose all of the target’s movement on its next turn. The target is restrained until the start of your next turn.


153 SCHOOL OF NETHERMANCY You focus your studies on shadow magic, also known as nethermancy, a method for extricating the magical substance of primordial shadow from various environments, then blending it with arcane forces to augment magical effects. By such means, the spells of a shadow mage can excite or dull the senses, punch holes through reality to allow swift passage, and spin creatures from the raw substance of night. IN THE DOMAINS OF DREAD Common folk are often quick to distrust a nethermancer—especially amid the fear and superstition of the realms of Ravenloft—but shadow magic’s apologists defend their art by pointing out that with spells, just like any other tool, the evil is in their misapplication, not in the magic itself. The most intense pursuit of nethermancy’s secrets has been made by wizards in Darkon, Har’Akir, Hazlan, Sithicus, and Souragne. The discovery of the Trail of Five Darknesses—the ritual that creates a shade (as described the Lineages chapter)—also represented a great leap forward in these studies. UMBRAL INSIGHTS Beginning at 2nd level when you choose this arcane tradition, you understand the darkness as few mortal beings can. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Additionally, the gold and time you must spend to copy a spell into your spellbook is halved if the copied spell does one or more of the following things: Creates magical darkness Deals necrotic damage Teleports you Conjures or summons creatures CASTING SHADOWS Starting at 2nd level, nearby shadows assist you in concealing your spellcasting and disturbing your enemies. While you are in dim light or darkness, you have advantage on Charisma (Intimidation) checks, and spells of 5th level or lower that you cast using a wizard spell slot do not require verbal components. STEP INTO DARKNESS At 6th level, you add the darkness and misty step spells to your spellbook, in addition to any other spells you add from gaining a wizard level. While you are in dim light or darkness, if you cast misty step to teleport into an area of dim light or darkness, you can take the Hide action as part of the same bonus action, and you immediately regain the spell slot you used to cast the spell. You can these special benefits when casting misty step a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses the next time you finish a short or long rest. UNRAVELING SHADOWS Beginning at 10th level, you can sense, and sometimes direct, a silent and malevolent awareness in the magical currents of shadow magic: a presence that seeks out weakness. When you cast a spell that inflicts necrotic or psychic damage during your turn, you can choose one target of that spell. If the target is vulnerable to any damage types, it also becomes


154 vulnerable to necrotic and psychic damage until the end of the turn. If the target has no vulnerabilities, you add your Intelligence modifier (minimum of 1) to the damage the spell deals to that creature. CONJURED GLOOM Starting at 14th level, you can invest shadow magic into creatures you conjure. When you use a conjuration spell to summon or create one or more creatures, you can choose to grant each of those creatures 15 temporary hit points, and advantage on Dexterity (Stealth) checks for the spell’s duration. A creature with sight that gains these benefits also gains darkvision out to a range of 60 feet. If such a creature already has darkvision, its range increases by 60 feet. Creatures you augment in this way also have sunlight sensitivity, giving them disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight whilst in direct sunlight. Additionally, when you cast a conjuration spell that summons or creates one or more creatures, you can choose for the space in which each creature first appears to become heavily obscured by magical darkness until the end of your next turn. IN OTHER D&D WORLDS In the Realms of Faerûn, it is said that wizards of the lost empire of Netheril were the first to codify these arts, as part of their explorations of the Shadowfell. They delved into the secrets of that gloomy realm and discovered the malign influences there, eventually identifying shadow magic as an impetus behind the plane’s very existence. Some believe the very name “nethermancy” derives from Netheril and its wizards. Netherese researchers of shadow magic built sanctums in the Shadowfell at the height of their empire’s power, believing the dark energies they harnessed to be the leftover byproduct of primordial creation. Later, the culture and lore of Netheril would be preserved in such places of refuge, after the empire’s cataclysmic demise. SCHOOL OF PHOSPHOROMANCY Training has developed your natural aptitude for the discipline of light magic, also called phosphoromancy. Practitioners of this magic— usually called phosphoromancers, sun summoners, or light mages—are adept at focusing light to sear or blind their enemies, and at redirecting it to hide themselves or create false images. Mastering such magic requires not only intense study, but a level of inborn talent. IN THE DOMAINS OF DREAD Superstitious residents of a darklord’s domain are more likely to trust a light mage than other wizards. In lands best by darkness, most see light as a source of safety and symbol of good. In fact, phosphoromancers often inspire reverence or even religious devotion, from those who view them as potential saviors. Legends in some domains speak of those born with a sun summoner’s gifts as being sent by the gods to purge evil from the land—a theory sages are unable to dismiss out of hand. Yet most students of light magic are uncomfortable with such expectations. STUDENT OF ILLUMINATION When you choose this arcane tradition, your studied insights into the nature of light magic grant you a number of benefits: You can use a magnifying glass as a spellcasting focus for your wizard spells. All evocation spells that deal radiant damage are wizard spells for you. You learn your choice of one of the following cantrips: dancing lights, light, sacred flame, or word of radiance XGtE. Once during each of your turns, when one or more targets take radiant damage, if you have a spellcasting focus in hand, you can increase the radiant damage dealt to one target by an amount equal to your proficiency bonus.


155 LUMINIOUS FORM As a bonus action, you can cause your body to radiate light as bright as daylight for 1 minute. When you do so, you emit bright light out to a number of feet equal to 10 x your proficiency bonus. You also emit dim light out to double that distance. If the area of bright light overlaps with an area of darkness created by a spell, if the spell's level is half your level or lower, it ends. If not, make an Intelligence (Arcana) check. The DC equals 12 + the spell's level. On a successful check, the spell ends. Multiple spells can be abolished in this way. At the DM's option, this feature may dispel other forms of magical darkness as well. Once you reach 14th level in this class, at the start of each of your turns, you can choose any number of creatures you can see within the area of bright light created by this feature. Each creature takes radiant damage equal to your Intelligence modifier (minimum 1). Once use this feature, you cannot do so again until you finish a short or long rest. LIGHT'S RESURGENCE Starting at 6th level, you can absorb the energy of light to restore your magic. When you use a spell slot to cast an evocation or illusion spell of 2nd level or higher, if you are in an area of bright light, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. INNER RADIANCE At 10th level, you gain resistance to cold and radiant damage, and when you use a spell slot to cast a wizard spell, you can change fire damage dealt by that spell into radiant damage, or change radiant damage dealt by that spell into fire damage. BLINDING FOCUS Starting at 14th level, when you use your Student of Illumination feature to increase the radiant damage dealt to a creature, you can also force that creature to make a saving throw against your wizard spell DC. On a failure, that creature is blinded until the end of your next turn.


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


157 Constitution modifier + your Intelligence modifier + five times your wizard level, whichever is higher. It is immune to lightning and poison damage, and to the charmed condition. It understands the languages you can speak when you create it, but it cannot speak. It cannot cast spells. If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its own reaction to make a melee attack against the attacker. It adds your proficiency bonus to all its attack rolls, Charisma (Intimidation) checks, Strength and Constitution checks, and Strength and Constitution saving throws. Its carrying capacity (including maximum load and maximum lift) is doubled. It has disadvantage on Charisma (Persuasion) and Charisma (Deception) checks against humanoids and beasts. If it takes fi re damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Its weapon attacks are magical for the purposes of overcoming damage immunities and resistances. In combat, the reanimated servant shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but unless commanded otherwise by you, the only action it can take on its turn is the Dodge action. If you use your bonus action to command it, your reanimated servant can take one of the following actions: Dash, Disengage, Help, Hide, Search, or Use an Object. If the servant is killed, you can return it to life by magical means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body and your alchemist’s supplies, and you expend a spell slot of 1st level or higher. If you do so, at the end of the long rest, the reanimated servant returns to life with all its hit points restored. At the end of a long rest, you can create a new reanimated servant if you have your alchemist’s supplies with you. You can only have one reanimated servant at any given time using this feature. If you already have a reanimated servant and create a new one, the original reanimated servant is immediately destroyed. Additionally, when you gain this feature, you add the animate dead and revivify spells to your spellbook. ENERGIES OF LIFE Beginning at 10th level, performing the ritual for your Alchemical Vitalism feature can change up to three vials of water into curative admixtures, and you can have up to three curative admixtures active at once instead of two. Additionally, a creature that regains hit points by using one of your curative admixtures also gains temporary hit points equal to your Intelligence modifier (minimum of 1) While a creature still has temporary hit points gained from this feature, it gains a bonus to


158 melee weapon damage rolls equal to the number of temporary hit points it has remaining. Additionally, when you gain this feature, you add the modify memory and reincarnate spells to your spellbook. IMPROVED SERVANT At 14th level, as a ritual, you can spend 8 hours and expend one spell slot of 6th level or higher to transform your reanimated servant into a powerful construct akin to a flesh golem. The reanimated servant is transformed in the following ways: Its Strength score becomes 19 if it was lower. Its Constitution score becomes 18 if it was lower. It becomes immune to any spell or effect that would alter its form. It gains advantage on all saving throws against spells and other magical effects. It becomes immune to the following conditions; charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. It becomes immune to lightning and poison damage, and to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine. Whenever it is subjected to lightning damage, but takes no damage due to its immunity, it can use its reaction to regain a number of temporary hit points equal to half of the lightning damage dealt. IN THE DOMAINS OF DREAD Macabre rumors whisper of experiments in reanimation being performed in Darkon, Dominia, Nova Vaasa, Paridon, and Richemulot. However, the undeniable center for research of this kind is the realm of Lamordia. It began with an anonymous journal detailing observations from successful research in reviving dead flesh, which circulated widely among fascinated scholars. Today, the dead are reanimated to perform a variety of services, and such constructs are a common sight on city streets.


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


160 TOOL PROFICIENCY You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. ERADICATOR SPELLS You always have certain spells prepared after you reach particular levels in this class, as shown in the Eradicator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ERADICATOR SPELLS Artificer Level Spells 3rd detect evil and good, protection from evil and good 5th calm emotions, gentle repose 9th magic circle, remove curse 11th death ward, freedom of movement 17th banishing smite, dispel evil and good STUDENT OF LIFE AND UNLIFE At 3rd level, you have studied both the lifegiving energies of nature and the unnatural powers of eldritch abominations. When you attack with wooden weapons, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. Any weapon or projectile that is all or mostly made of wood counts for this feature. Whenever you attack with a wooden weapon that does bludgeoning damage, you can cause one end of it to magically sharpen, allowing you to choose to do piercing damage instead of bludgeoning. This also allows such a weapon to be used as a wooden stake for the purpose of defeating vampires and similar creatures. Finally, when you gain this feature, you learn the Infernal language and you select a species focus, chosen from the following creature types: constructs, elementals, fey, giants, monstrosities, oozes, or plants. Alternatively, you can choose shapechangers of all types as your species focus. Work with your DM to determine an appropriate type of monster for the campaign. You have advantage on Intelligence and Wisdom checks to discern information about creatures that are undead, fiends, aberrations, or your species focus. HUNTER’S FOCUS By 3rd level, long hours spent in crafting and study have allowed you to create a hunter’s focus, a cunningly designed tool that also functions as a weapon and is emblazoned with a sigil that focuses your magic. This item must be a tool of a type you are proficient with, made all or mostly of wood. The item also functions as one simple weapon of your choice, selected when you create it. This item grants you several benefits while you are holding it: You gain a +2 bonus to armor class while you are not wearing heavy armor or using a shield. You gain advantage on all ability checks to use your hunter’s focus as a tool, and on all saving throws against becoming charmed or frightened. Once during each of your turns, when you deal damage with an attack using your hunter’s focus, you can choose one target who took that damage. That target takes an additional d6 psychic damage and until the end of your next turn, it is marked by you and cannot take reactions. This extra psychic damage increases to While it is within 5 feet of you, a creature marked by you with this feature has disadvantage on any attack roll that doesn't target you. A creature stops being marked by you if you are incapacitated or you die or if someone else marks the creature. When you cast a spell of 1st level or higher during your turn, any creature within 30 feet of you that is undead, a fiend, an aberration, or your species focus that takes damage


161 from your spell is marked by you until the end of your next turn. When you mark one or more creatures during your turn, at the end of that turn you gain temporary hit points equal to your proficiency bonus + the number of creatures you marked during that turn. If you lose your hunter’s focus, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of wood and or other raw materials. TURN DARK FORCES Starting at 9th level, you can attempt to repel threats with the strength of your convictions. As an action, you present your focusing symbol, and each creature within 30 feet of you that you have marked within the past minute must make an Intelligence saving throw against your artificer spell DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Once you use this feature once, you cannot use it again until you finish a short or long rest. SERENITY OF SPIRIT At 15th level, you are an island of calm resolution in a sea of fear and aggression. You are immune to psychic damage, you cannot be charmed or frightened, and if you use a spell slot to cast calm emotions while you have your hunter’s focus in hand, you immediately regain that spell slot. In addition, when a creature within 60 feet of you takes psychic damage during your turn, you can use a bonus action to force it to make a Wisdom saving throw against your artificer spell save DC. On a failure, that creature is frightened of you until the end of your next turn. If you are 17th level or higher, this feature ignores immunity to fear, though creatures who are normally immune to fear gain advantage on their saving throw. NEW ARTIFICER SPECIALIST: SALVAGER A salvager specialist is an expert at creating tools for survival out of whatever is at hand. From metal odds and ends to rocks, vines, and bamboo stalks, you can always improvise the implements you need. Being marooned on a desert island or snowed in on a high mountain


162 pass is no problem for an artificer with your skills. SALVAGER FEATURES Artificer Level Features 3rd Scavenger’s Tools, Salvager Spells, Box of Scraps, Makeshift Toxin 5th Trapmaster 9th Improved Toxins 15th Expert Salvager SCAVENGER’S TOOLS When you adopt this specialty at 3rd level, you assemble a foraged collection of hand-made items into a unique kit of scavenger’s tools. You are constantly updating your scavenger’s tools, and if you lose this toolkit, you can create a new set as a downtime activity requiring 3 days of work, using odds and ends you find around you. You can use your scavenger’s tools as tinker’s tools, and as a spellcasting focus which you hold in one hand. Additionally, you become proficient with the Survival skill and blowguns. SALVAGER SPELLS At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Salvager Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. SALVAGER SPELLS Artificer Level Spell 3rd catapult XGE , illusory script 5th arcane lock, knock 9th conjure barrage, nondetection 13th fabricate, Leomund’s secret chest 17th creation, swift quiver BOX OF SCRAPS At 3rd level, you can use your Salvager’s tools to create helpful items useful in survival. You can create any item from the salvage table using objects found around you from your environment. SALVAGE TABLE Item Time to Make Antitoxin 1 hour per dose Basket 1 hour Caltrops (20) 1 hour Case, map or scroll 1 hour Fishing tackle* 24 hours Hourglass* 48 hours Ink* 10 minutes Ink pen 10 minutes Ladder 1 hour per 10 feet Lamp & oil 1 hour Mirror, steel* 4 hours Paper (papyrus)* 1 hour per sheet Pouch 10 minutes Rope, local fiber 1 minute per foot Sack 10 minutes Signal Whistle 1 hour Soap (1 lb)* 24 hours Tent, two-person* 4 hours Tinderbox 1 hour Torch (6) 10 minutes Waterskin* 30 minutes Whetstone* 10 minutes In addition to these items, you can create simple weapons, blowguns, blowgun ammunition, or shields. Creating one of these items (or 50 shots worth of blowgun ammunition) takes 1 hour. No item crafted in this way is of high enough quality to sell. When you craft blowgun ammunition, instead of creating 50 at a time, you can choose to spend an hour crafting 10 shots, each a needle loaded with one of the toxins from your Makeshift Toxin feature. Items created are temporary, and the magic holding them together fades the next time you finish a short or long rest unless they’re marked with an asterisk (“*”), in which case they last until the next time you finish a long rest. MAKESHIFT TOXIN At 3rd level, you can utilize toxins which are applied to the blowgun needles you create. Choose one of the following types of damage:


163 acid, necrotic, or poison. A creature which takes damage from a toxin needle takes 2d4 additional damage of the selected type and must succeed on a Constitution saving throw against your spell save DC or suffer one of the following effects of your choice. If the creature takes no damage from the attack, they automatically succeed on their saving throw. Poison. The creature becomes poisoned until the end of your next turn. Sleeping. The creature cannot use their reactions until the end of your next turn. Slowing. The creature has each of their speeds reduced by 5 feet until the end of your next turn. The extra damage you deal increases by 1d4 when you reach certain levels in this class. It increases at 5th (3d4), 11th (4d4), and 17th (5d4) level. TRAPMASTER When you reach 5th level, you’ve learned how to use your tools to create traps. As an action, you can place down a trap you’ve created with your Salvager’s Tools into an unoccupied space within 5 feet. A trap blends into the area surrounding it, although creatures with a passive Perception equal to or greater than your spell save DC can see the trap and those actively attempting to search for it using their Wisdom (Perception) must meet your spell save DC in order to detect the trap. You can create a number of traps equal to your Intelligence modifier. When you create a new trap exceeding this amount, your oldest trap falls apart. The first time a creature steps onto a trap, it must make a Dexterity saving throw against your artificer spell save DC. On a failure, it takes 1d6 piercing damage. When you place a trap, you can add one of your Makeshift Toxins as though it were a blowgun needle, dealing additional damage. When creating this trap you can select a toxin effect or the following effect: Restraining. Creatures who step into this trap are restrained. A creature can use their action and make a Strength (Athletics) check against your spell save DC to escape the trap or help others escape. Creatures in the trap suffer disadvantage on this check. IMPROVED TOXINS At 9th level, you add the following options to the Makeshift Toxin effects you can select when creating a blowgun needle or trap. The creature must still succeed on a Constitution saving throw against your spell save DC to avoid the effects: Corrosive. Constructs and objects take double damage from this needle or trap. Fear Toxin. The creature is filled with a toxin that affects their senses, causing panic. The creature can’t willingly move closer to you until the end of your next turn. Happy Juice. The creature falls prone, and until the end of your next turn, any attempt to stand up causes them to fall prone again. Hallucinogenic Toxin. The creature is blinded until the end of your next turn. Pain Toxin. The creature has disadvantage on the first attack roll or ability check it makes each turn. This lasts until the end of your next turn. EXPERT SALVAGER By 15th level, you are a master planner who always has a magic item ready. You gain the Replicate Magic Item artificer infusion, but it does not count against the number of artificer infusions you can have. As an action, you can produce one magic item you can create with the Replicate Magic Item infusion that does not require attunement. This jury-rigged item lasts for a number of turns equal to your Intelligence modifier before it falls apart. You can use this feature twice, regaining both uses on a long rest. You can expend both uses to produce an item that requires attunement instead. The first creature to use the item is automatically attuned to it, if it isn’t already attuned to the maximum number of magic items it can attune to.


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


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


166 NEW ARTIFICER INFUSIONS These following new infusions are available for the artificer’s Infuse Item feature. ARTISAN'S GLOVES Item: A pair of gloves While wearing these gloves, a creature can cast the following cantrips, using Intelligence as its spellcasting ability: create item*, magecraft focus*, and mending. The creature also gains a +2 bonus on Constitution saving throws, and it cannot be forced to drop an object it is holding. JURY-RIGGED CONVEYANCE Prerequisites: 17th-level artificer Item: A barrel This complicated, self-propelled vehicle is exactly like an apparatus of Kwalish (as described in the Dungeon Master’s Guide), but made of various scavenged materials rather than just iron. ROOF-RUNNER’S ARMOR Prerequisites: 10th-level artificer Item: A suit of light armor (requires attunement) A creature wearing this light armor can add a bonus equal to its Intelligence modifier to its Dexterity checks, Wisdom checks, and Strength (Athletics) checks. This armor has 4 charges. As a bonus action, you can expend 1 charge to cast spider climb, targeting yourself only. It regains all expended charges each day at dawn. VIGILANTE'S GLASS Item: A magnifying glass Whenever a creature carrying this magnifying glass casts a divination, enchantment, or illusion spell of 1st level or higher, for the next hour, every time it makes a Wisdom (Insight or Perception) check, an Intelligence (Investigation) check, or a Charisma (Intimidate) check, it can treat a roll of 4 or lower on the d20 as an 5. The magnifying glass has 4 charges. Whenever a creature holding it fails an ability check, it can expend 1 charge to reroll that check with advantage. Each day at dawn, the magnifying glass regains 1d4 expended charges.


167 THE BLOOD HUNTER This section includes a new subclass for the Blood Hunter class by Matt Mercer, which can be downloaded from the DMs Guild for a Pay-WhatYou-Want price at this link: https://www.dmsguild.com/product/301641/BloodHunter-Class-for-DD-5e-2020 Called to hunt down the likes of undead, werewolves, and users of evil magic, blood hunters seem uniquely suited to Ravenloft’s dangers. The magic of hemocraft fuels their power, and all blood hunters have cursed themselves with alchemical poison to gain these so-called “gifts.” Having inextricably connected themselves to the dark forces they seek to destroy, blood hunters often feel conflicted about their own powers. By learning more of eldritch matters, they can better foresee how their prey will exploit their own supernatural gifts. This makes them acutely aware of the benefits and temptations of darker powers. New Blood Hunter Orders ORDER OF THE WITCHBREAKER You stand apart from civilization, shaped to defend its inhabitants from dark magic. While all blood hunters gain their abilities by imbibing the eldritch toxin known as the Hunter’s Bane, your transformation began long before. Many years ago, certain power-hungry alchemists began “priming” children in their care with magical treatments, administered over the course of years. If the subjects later became blood hunters, over time they would develop additional powers related to breaking curses and defeating evil spellcasters. The other orders stamped out this twisted program, yet to this day some foundlings are still trained and mutated in secret. You learned fragments of lore from all the other orders, all in the name of guarding innocent folk from unnatural forces. The only choice the elder witchbreakers gave you was whether or not to take the Hunter’s Bane when you reached adulthood—but by then, would there have been any point in trying to fit in with common mortal folk? ELDRITCH SENSES Starting at 3rd level, your uncanny senses discern magical secrets your foes would hide. When you use a bonus action to activate this feature, until the end of your next turn, you learn whether or not each creature that you can see within 60 feet of you is a


168 fey, fiend, humanoid, or undead. If it is a humanoid, you also learn if it is a shapechanger, a spellcaster, or both. Once you have used this feature to confirm that a humanoid is a shapechanger or spellcaster, you gain the bonuses from your Hunter's Bane feature against that humanoid as if it were a fiend. If a creature is hidden from divination magic, this feature reveals nothing about that creature, except the fact that it is hidden from divination magic. Starting at 7th level, when you activate this feature, you can also choose one creature within 60 feet that you can see. Unless that creature is hidden from divination, you instantly learn if it has any damage immunities, resistances, or vulnerabilities, and if so, what they are. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses when you finish a long rest. PRETERNATURAL BEING By 3rd level, your supernatural mutations fully manifest, granting you the following benefits: You are immune to diseases. You gain darkvision out to a range of 60 feet if you don’t already have it. Whenever you take poison damage or make a saving throw against the poisoned condition, you can roll your hemocraft die. The number rolled is either the amount by which you reduce the poison damage you take or the bonus you gain to your saving throw. If your Strength and Dexterity scores are both 13 or higher, when you attack with a melee weapon that lacks the two-handed property, you can use your Dexterity modifier, instead of Strength, for the attack and damage rolls. ABJURANT WITCHERY At 7th level, an ancient pact negotiated by elder witchbreakers before you were born allows their students to cast certain protective spells. When you gain this feature, you learn the prestidigitation cantrip, and one of the following cantrips of your choice: chill touch, frostbite XGtE , lightning lure XGtE , produce flame, thunderclap, or vicious mockery. You also gain one 3rd-level spell slot, which you can use to cast any spell from the following list: aegis of shielding*, dispel magic, magic circle, redirect spell*, and remove curse. You regain your expended spell slot when you finish a long rest. You can also regain your expended spell slot for this feature by spending three of your Hit Dice as a bonus action, regaining hit points normally. Once you spend Hit Dice to regain a spell slot, you can’t do so again until you finish a short or long rest. Intelligence is your spellcasting ability for your spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier AFTER-MARKET ALCHEMY At 11th level, you accumulate the castoff knowledge, abandoned notes, and scavenged reagents you need to brew alchemical concoctions in a pinch, even if you don't have a


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


170 ORDER OF THE VENOMBLOODED While the alchemical poison known as Hunter's Bane transforms all blood hunters, you have become living poison. You taint your own essence using meditation, toxic herbs, and corrupt monkish teachings on the balancing of ki. You often employ covert spying, sabotage, and even assassination to hunt your prey. The poison in your veins gives a purplish or night blue cast to your features. This effect manifests differently for each individual, but always becomes more noticeable over time. Hair, lips, nails, eyes, teeth, and even horns or scales (for races who have them) may all darken with this taint of toxic ichor. ENVENOMED KI When you join this order at 3rd level, you have mastered martial arts like those of a monk and studied ki, the mysterious elemental energy that suffuses living things. You have a number of ki points equal to half your blood hunter level (rounded up). These ki points are regained whenever you finish a short or long rest. You can spend 1 ki point to take the Dash action. When you do so, you gain a climbing speed equal to your walking speed, and you have advantage on Strength (Athletics) and Dexterity (Stealth) checks until the end of the turn. In addition, while you are not wearing medium or heavy armor, you can use your Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and on a hit, you can roll a d4 in place of the normal damage. POISON TASTER Starting at 3rd level, whenever you take poison damage, you reduce the amount of poison damage you take by an amount equal to your blood hunter level. In addition, you gain proficiency with poisoner’s kits, and you have advantage on ability checks to identify poisons. RITE OF THE FANG At 3rd level, you learn the Rite of the Fang primal rite (detailed below). Rite of the Fang. Your rite damage is poison damage. While this rite is active, you gain the following additional benefits: You can deal your crimson rite damage with your unarmed strikes Whenever you deal poison damage to a creature, you treat immunity to poison damage as if it were only resistance to poison damage Poison damage that your attacks would deal is automatically converted to acid damage if


171 doing so would increase the amount of damage the creature takes. BRAND OF LIVING VENOM Starting at 7th level, your very blood, sweat, and tears are infused with poison, and you exude toxins from your very flesh. You are immune to poison damage and the poisoned condition, and you can poison creatures that touch you. In response to the end of any turn, you can spend 1 ki point as a reaction to choose one creature that grappled you, hit you with a melee attack, or willingly touched you during that turn. You deal poison damage to the chosen creature equal to a roll of your hemocraft die. As part of the same reaction, you can use your Brand of Castigation feature to brand the target, just as if you had dealt your Crimson Rite damage to it. CAUSTIC SPELLS Starting at 11th level, your ki can duplicate the effects of certain spells. As an action, you can spend 2 of your ki points to cast create poison*, detect poison and disease, lesser restoration, or protection from poison. You use your choice of Intelligence or Wisdom as your spellcasting ability for these spells. You gain more of these spell-like abilities as you gain levels. At 11th level, you can spend 5 ki points to cast greater invisibility, lesser water to poison*, or vampiric touch. At 17th level, you can spend 6 ki points to cast greater water to poison* or contagion. You can spend additional ki points to increase the level of a spell you cast with this feature. The spell's level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) equals your proficiency bonus. MURDEROUS SKIN Starting at 11th level, any creature that willingly makes skin-to-skin contact with you lasting more than a minute must make a Constitution saving throw against your hemocraft save DC the next time it finishes a long rest. This effect takes place whether or not you want it to. On a failure, its Constitution score is reduced by 1d4, and it must repeat the saving throw the next time it finishes a long rest. A successful saving throw ends this effect immediately, though reduced Constitution must be regained normally. The greater restoration spell also ends this effect, and restores all lost Constitution. Once a creature has failed its Constitution saving throw against this feature, if it once again makes skin-to-skin contact with you for 1 miniute or longer, you can choose to allow to that creature to automatically succeed on its next saving throw. BLOOD CURSE OF CORROSION Starting at 15th level, your blood curse can wrack a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature, ignoring its prerequisites. This does not count against your number of blood curses known. KI REVERSAL At 18th level, you can disrupt your own ki to reverse the flow of ki in another’s body entirely. If you have at least 5 ki points, you can touch one creature without 5 feet of you and spend all of your remaining ki points. The creature makes a Wisdom saving throw against your hemocraft save DC. On a failed save, a target takes 10d6 + 50 necrotic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, X. A stunned target can make a Wisdom saving throw against your hemocraft save DC at the end of each of its turns. On a successful save, the stunning effect ends. When you damage a creature with this feature, you also roll your hemocraft die. Your current hit points and hit point maximum are both reduced by the result. This reduction can’t be lessened in any way, and the reduction to


172 your hit point maximum lasts until you finish a long rest. Until this reduction to your hit point maximum ends, you only regain half your ki points when you finish a short rest, and whenever you spend Hit Dice at the end of a short rest, you only regain half the normal number of hit points. Once you use this feature, you cannot do so again until the next time you finish a long rest. IN THE DOMAINS OF DREAD It is said that Ravenloft’s first blood hunters of this order came from the cursed creatures known as the ermordenung, whose venomous natures alienate them from other mortals. Fleeing their home domain of Borca, they founded secret schools in Rokushima Táiyoo and Tepet, where they taught disciples to emulate their poison in their own flesh. Hunters of this order are known for having various ways for common people who seek reciprocity to petition them, whether via direct contact or detailed written messages. If it such a please suits their criteria, one or more blood hunters will make such a cause their own, and woe to the target who receives their vengeance. NEW BLOOD CURSES When you choose blood curses for your Blood Maledict feature, you gain access to the following additional blood curse options. BLOOD CURSE OF THE AVENGING STEP Prerequisites: 15th level, Order of the Witchbreaker When a creature you can see forces you or a creature within 5 feet of you to make a saving throw, you can use your reaction to move up to your speed towards that creature. This movement does not provoke opportunity attacks. If you end this movement within 5 feet of that creature, you can make an opportunity attack against it as part of the same reaction. When you make this opportunity attack, you gain a bonus on the attack roll equal to a roll of your hemocraft die. Amplify. The creature that forced the triggering saving throw takes force damage after the saving throw is made. This damage is equal to the hit points you lost to amplify this curse. Also if the triggering saving throw resulted in failure, it can be rerolled. The second roll must then be used. BLOOD CURSE OF THE COVEN BREAKER Prerequisites: 15th level, Order of the Witchbreaker When you brand a creature with your Brand of Castigation feature during your turn, at the end of that turn you can choose any number of other creatures who also took damage from your Crimson Rite feature that turn and brand them as well. Until the start of your next turn, those additional creatures all suffer the effects of your Brand of Castigation Amplify. Each creature you target takes necrotic damage equal to your Intelligence modifier at the start of your next turn. BLOOD CURSE OF THE DUEL When you hit a creature with a melee weapon attack, you can use a bonus action to mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. In addition, at the end of each turn, if a creature marked by you dealt damage to anyone other than you or willingly moved more than 15 feet away from you, that creature takes 2d8 necrotic damage. Amplify. When you deal necrotic damage to a creature with this blood curse, you can use your reaction to teleport up to 30 feet to an unoccupied space of your choice within 5 feet of that creature and make a melee weapon attack against it. BLOOD CURSE OF THE HUNGRY BLADE When a weapon attack hits you or a creature within 5 feet of you, if you have a melee weapon in hand that lacks the two-handed property, you can use your reaction to deflect the attack with your weapon. When you do so, you roll your hemocraft die, reducing the damage of the


173 attack by an amount equal to your hemocraft die roll + your proficiency bonus. If the attack was a ranged attack, you can add your Dexterity modifier to the amount by which you reduce the damage, as you strike the projectile in mid-air. Amplify. The creature that made the triggering attack takes force damage equal to the amount by which you reduced the attack’s damage, and if it is Large or smaller, you can push it up to 15 feet away from you with a burst of telekinetic force. NEW FIGHTING STYLE OPTIONS You can select the following additional options for the Fighting Style feature a blood hunter gains at 2nd level. BLOOD MAGIC TRICKS You learn one maneuver of your choice from among those available to the Battle Master archetype of the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, it rolls against your Hemocraft save DC. You gain one superiority die (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers, and it is a die of the same type as your hemocraft die (so if your hemocraft die is a d4, so is your superiority die, and it changes as your hemocraft die changes). A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. DAISHO When you wield a versatile weapon in one hand and a light weapon in your other hand, the versatile weapon gains the light and finesse weapon properties. DUSKBLADE You learn two cantrips of your choice from the warlock spell list. Neither of the cantrips you choose can have a range greater than 60 feet. Intelligence is your spellcasting ability for these spells. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the warlock spell list. (If you gain spells from the blood hunter order you choose at 3rd level, you can cast these cantrips as spells from that subclass, but they do not count against the number of spells you know.) HARRIER When you hit a creature with an unarmed strike or a melee attack using a weapon that doesn't have the two-handed or heavy property, the creature's speed is reduced by 10 feet until the end of its next turn. POINT BLANK SHOT Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks, and when you hit a creature within 30 feet of you with a ranged attack, you gain a +2 bonus on the damage roll.


174 CHAPTER 4: FEATS For campaigns that use the optional Feat rules, these options are provided. Distinction Feats. Beyond providing mechanical benefits, the feats here are intended to help establish who your character is and what distinguishes them from others. Each represents a key portion of a character’s identity. This may be a cultural heritage, a vocation, a course of education, a defining experience, or a unique, life-changing gift. None of these feats should be taken lightly, and each should be chosen in consultation with the DM. ALCHEMIST TRAINING The secrets of alchemy are crucial to the survival of many adventurers, requiring professionally trained experts such as yourself. Alchemists can be found in any major city, though they are most common in places where the ways of mages and artificers are taught formally. This feat grants you the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency with alchemist’s supplies, and with the Arcana skill. You gain expertise with alchemist’s supplies, which means your proficiency bonus is doubled for any ability check you make with them. As an action, you can choose one potion you can see within 5 feet of you. You identify that potion as if you had tasted it. When you finish a short rest, if you have alchemist’s supplies, you can improve the potency of certain kinds of healing potions. Choose one potion you have had access to for the past hour, which must be one of the following potion types: potion of healing, potion of greater healing, potion of superior healing, or potion of supreme healing, If that potion is drunk within 1 hour of the end of the short rest, when the creature drinking the potion rolls to determine the amount of healing they receive, they add your proficiency bonus to the final total, and they can reroll a number of the dice up to your Intelligence modifier (minimum of one). They must use the new rolls. ALREADY DEAD After a near-death experience, you've decided you're living on borrowed time, and this attitude fortifies your determination. This feat grants you the following benefits: Increase your Wisdom score by 1, to a maximum of 20. When you succeed on a Wisdom save, you gain advantage on all Wisdom saves for 1 minute. However, once you fail a Wisdom save, this effect ends, and you cannot gain advantage from this feat again for 1 minute. BACK TO THE WALL You are at your best when things are at their worst, and even if foes overwhelm you, you'll hang on long enough to take a few down with you. This feat grants you the following benefits: Increase your Constitution score by 1, to a maximum of 20. When damage would reduce you to 0 hit points, you can use your reaction to spend one Hit Die. You regain half the normal number of hit points you would normally regain for spending a Hit Die at the end of a short rest, but you also gain a +2 bonus to your AC for 1 minute. This bonus ends early if your current number of hit points exceeds half your hit point maximum. Once you use this benefit, you cannot do so again until the next time you finish a short or long rest. BLOOD BOUND Prerequisites: Proficient with the Deception and Stealth skills


175 You have partaken of a mysterious secret that grants you long life, and which may one day grant you immortality. You do not know the true nature of the ritual that gave you your gifts, only that it involved drinking blood. In exchange for this unmatched generosity, you serve the master who granted it to you with unswerving loyalty. You know that they still have much to teach, including the secret of immortality, but you cannot perform this ritual on your own. Because you do not know the final stages, you would perform it incorrectly and curse yourself, becoming a vampire or worse rather than attaining true immortality. This feat confers the following benefits. Benefits marked with an asterisk “*” are lost whenever the character goes longer than one year without renewing the ritual with their immortal master, but are regained instantly when the ritual is performed again: Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. You add a bonus equal to your Constitution modifier (minimum of 1) to all Strength checks and Strength saving throws, and your carrying capacity (including maximum load and maximum lift) is increased by half.* You have advantage on all saving throws against effects that would age you.* Your aging is slowed, and you only age only three months for every year that passes.* You gain the following Bond: “I know vampires exist, but my master could not be one. My master is a true immortal, not undead, and will share their secret with me if I earn it, so only they deserve my undying trust and loyalty.” If you drink any amount of vampire blood within a year of either performing your ritual of longevity with your master or having previously drunk any vampire blood, you must roll a DC 21 Charisma saving throw. If you fail, you are afflicted with short-term madness. If you fail by 10 or more, you are still afflicted with short-term madness, and are also afflicted by indefinite madness as soon as the short-term madness ends. BRAVE ONE You are not immune to fear, but you are skilled at controlling it. This feat grants you the following benefits: Choose either Constitution, or Wisdom. Increase the chosen score by 1, to a maximum of 20. When you make a saving throw against becoming frightened, you can use your reaction to spend one Hit Die. Instead of regaining hit points, you gain temporary hit points equal to the normal number of hit points you would regain for spending a Hit Die. While you retain these temporary hit points, you have advantage on all saving throws against becoming frightened (including the one that triggered your reaction for this feat). COLD ONE The first time you took necrotic damage, something changed within you, and now your flesh has been cold and clammy to the touch, as if you were half-dead already. This feat grants you the following benefits: You learn the blade ward cantrip, and can cast it without any components. You learn certain spells and gain the ability to innately cast them. You can cast each spell at its lowest level without using a spell slot, but when you do, you can only target yourself with the spell. Once you cast a spell in this way, you must finish a long rest before you can cast it with this benefit again. The first spell you learn and cast in this way


176 is false life. At 5th level, you also learn and cast the feign death spell with this feat. You can cast the sanctuary spell targeting yourself at will, without using a spell slot or any components. However, when you cast sanctuary in this way, living creatures (not Constructs or Undead) automatically succeed on their saving throw against this casting of the spell. You gain a bonus on all death saves equal to half your Constitution modifier (minimum 1). Your spellcasting ability for all spells and cantrips gained from this feat is Constitution. COMPETITOR You are an expert in games, tourneys, jousts, and other competitions. You gain the following advantages: Increase one of your ability scores by 1, to a maximum of 20. You gain proficiency with one type of gaming set or vehicle. You always know the current gambling odds on any public game, competition, or sport. You have 3 competition points. Whenever you make an ability check that is directly related to a game, sporting event, or competition, or that is contested by another creature’s ability check, you can spend a competition point to gain advantage on that roll. You regain your expended competition points when you finish a long rest. DEFENDER’S MARK Prerequisites: Proficiency with all martial weapons Your weapon prowess and combat agility make it dangerous for any foe to ignore you. This feat grants you the following benefits: When you make a melee weapon attack against a creature, whether the attack hits or misses, you can mark the creature until the end of your next turn. This effect ends


177 early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. When you make a melee weapon attack as part of your reaction, you can move up to 5 feet before you make the attack roll. When you hit with an opportunity attack using a melee weapon, if the target is a Large or smaller creature marked by you, you can force that creature to make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failure, the creature is knocked prone. EXPERT MOUNTAINEER Prerequisites: Constitution 13 or higher You are a skilled climber of mountains and other great heights. You gain the following benefits: Choose one of the following ability scores: Strength, Dexterity, or Constitution. Increase the chosen ability score by 1, to a maximum of 20. You gain advantage on Strength (Athletics) checks related to climbing, and on Dexterity (Acrobatics) checks related to keeping your balance. You have advantage on all saving throws against being pushed, pulled, or knocked prone. You are acclimated to high altitude, including elevations above 20,000 feet. Climbing does not cost you extra movement. FEY-TAKEN You were kidnapped by evil fey and somehow escaped to tell the tale, though the experience changed you forever. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. As an action, you can sense the presence of the fey. Until the end of your next turn, you know the location of any fey creature within 60 feet of you that is not behind total cover. In addition, if there is any location within 1 mile of you that is linked to the Feywild or Shadowfell (such as a fey crossing, gate, portal, or teleport circle), you are aware of the nearest such location and what direction it is from you until the end of your next turn. Once you use this benefit, you cannot do so again until you finish a short or long rest. As an action you can cast etherealness as a 7th-level spell without using a spell slot or any components. When you cast the etherealness spell in this way, it ends at the end of the current turn. Once you cast etherealness with this benefit, you cannot do so again until you finish a long rest. Constitution is your spellcasting ability score for this spell. FRONTLINE SOLDIER You have trained in fighting with on the frontline of an army, perhaps as part of a phalanx, shield-wall, or other organized infantry formation. This grants you the following benefits: Choose either Strength or Constitution. Increase the chosen ability score by 1, to a maximum of 20. You gain a +1 bonus to AC while you are wearing medium armor. You gain proficiency with one martial weapon of your choice. You have advantage on all saving throws against effects that would push you or cause you to fall prone. When a creature within 5 feet of you is hit by an attack, if you're holding a melee weapon or a shield, you can use your


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


179 However, even when your spirit is not manifested, its tie to you allows you to perform certain tasks you seek, which have effects similar to spells. You learn the spells unseen servant and catapult. You can cast each of these spells once without expending a spell slot or any components. You regain the ability to cast those two spells in this way when you finish a long rest. You also learn the mage hand cantrip. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma, chosen when you gain this feat. HYPNOTIST Prerequisites: 3rd level or higher, proficiency in Insight You have learned to influence others’ minds with the power of suggestion. You automatically succeed on ability checks to counsel a character afflicted with madness, and if you speak to a creature for 10 minutes while you have its undivided attention, you can make an Intelligence (Medicine) or Wisdom (Insight) check. The creature must then make a Wisdom saving throw against a DC equal to your ability check result. If the saving throw fails, the creature is affected as if you had cast the suggestion spell on it (though this is not a magical effect). While a creature is under these effects, it has disadvantage on all Wisdom saving throws against you. Once a creature has failed a Wisdom saving throw against this effect, it will always have at least a small vulnerability to this effect. If such a creature can hear or see you, you can use an action to grant the creature confidence, as if it has benefitted from a guidance spell cast by you. While such a creature can hear you and is within 30 feet of you, if you can see it, you can also give it a one-word command, and the creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)). On a failure, it must obey the command, as if it had failed a saving throw against a command spell cast by you. None of the spell-like abilities granted by this feat are actual magical effects, and they are not affected by the casting of spells like counterspell or dispel magic. HAUNTING SPIRIT Medium undead, same alignment as yours Armor Class 9 + your proficiency bonus Hit Points equal 10 + twice your level Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 14 (+2) 11 (+0) Damage Resistances Acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities Cold, necrotic, poison Condition Immunities Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses passive Perception 12 Languages Same languages as you Challenge — Proficiency Bonus equals your proficiency bonus Flyby. The haunting spirit doesn't provoke opportunity attacks when it flies out of an enemy's reach. Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ACTIONS (REQUIRES YOUR BONUS ACTION) Withering Touch. Melee Weapon Attack: 2 + your proficiency bonus to hit, reach 5 ft., one target you can see. Hit: 2d6 + your proficiency bonus necrotic damage. Catapult (1/day). The spirit casts catapultXGtE (spell save DC 10 + your proficiency bonus), using no components, with Wisdom as its spellcasting ability. Dissonant Whispers (1/day). The spirit casts dissonant whispers (spell save DC 10 + your proficiency bonus), using no components, with Wisdom as its spellcasting ability.


180 OPEN MINDED Your adaptable perspective on life keeps your mind resilient. This feat grants you the following benefits: Increase your Intelligence score by 1, to a maximum of 20. When you fail an Intelligence or Wisdom saving throw, you can use your reaction to spend one Hit Die. You do not regain hit points when you spend a Hit Die in this way, but you can reroll the failed save. You must use the second roll. You can use this benefit a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest. STEADY AT THE HELM You are highly skilled in steering vessels that travel by sea, such as ships, sailboats, fishing boats, yachts, and other types of maritime vessels. This feat grants you the following benefits: Increase your choice of either your Dexterity or Wisdom score by 1, to a maximum of 20. You gain proficiency with navigation tools and with vehicles (water). You gain expertise with your proficiency in vehicles (water), which means your proficiency bonus is doubled for any ability check you make with that proficiency. You have advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks related to swimming, climbing, keeping your balance, or avoiding falling. You can use a sudden maneuver to aid an ally in combat. You can use the Help action to aid an ally’s attack roll, even if they are not within 5 feet of you, so long as you can see both your ally and their target, and both are aboard a vehicle you are piloting.


181 TELEPATH You possess the psionic ability to touch other minds with your own, granting you the following benefits: You learn the message cantrip, and can cast it without any components. You learn certain spells and gain the ability to innately cast them. You can cast each spell at its lowest level without using a spell slot. Once you cast a spell in this way, you must finish a long rest before you can cast it with this benefit again. The first spell you learn and cast in this way is charm person. At 5th level, you also learn and cast the detect thoughts spell with this feat. At 9th level, you also learn and cast the sending spell. If you are 3rd level or higher, you can telepathically speak to any creature you can see within 30 feet of you. You must share a language with the creature for it to understand your telepathic utterances. You can speak telepathically in this way to one creature at a time. You add a bonus equal to your Intelligence modifier (minimum of 1) to all Wisdom (Insight) checks. Your spellcasting ability for all spells and cantrips gained from this feat is Intelligence. You cast these spells and cantrips innately without verbal or somatic components, though you must still expend any material components. THOUSAND FACES You are able to quickly change your appearance or that of an ally, allowing you to disguise your appearance at a moment’s notice or to create a false cover identity. This grants you the following benefits: Increase your Charisma score by 1, to a maximum of 20. You gain proficiency with disguise kits. You gain expertise with disguise kits, which means your proficiency bonus is doubled for any ability check you make with them. You have a number of pre-made disguises or specialty outfits, known as looks, equal to 1 + your proficiency bonus. Due to hours of practice, when you put on one of these looks, you may do so as a bonus action, You can also give someone else one of your prepared looks, though doing so takes 1 minute instead of just 1 bonus action. Putting on a prepared look can give you the fabulous air of a noble at a ball, the extravagant beauty of a celebrated stage performer, or the humble anonymity of a workaday commoner. A look that functions as a disguise is nearly perfect if properly applied. Such disguises are generally not based on an individual, but are invented identities based on a general type (a local lord, a helmed member of the Town Watch, a wealthy merchant bearing expensive pigments from distant lands, etc.). If you wish to create a look that is a specialty disguise based on a specific person, you must observe that person for 8 hours. When your proficiency bonus increases, you automatically gain a new look. However, if you wish to replace one of your existing looks, doing so takes 8 hours. You can establish a reputation or unique social status for the identity you take on in one of your specialty disguises by spending downtime to Sow Rumors (as per the downtime activity described in the Dungeon Master’s Guide). WONDER WORKER Whether or not you create magic items or wondrous devices, you practice eldritch crafting techniques. This grants you the following benefits: You learn two of the following cantrips of your choice: light, mending, magecraft


182 focus*, minor illusion, prestidigitation, spare the dying, or thaumaturgy. Choose one spell that has the ritual tag. You can cast the chosen spell, but only as a ritual. You keep a written record of any ritual spell you learn to cast with this feat (if you keep a wizard’s spellbook or another book that contains ritual spells, the record can be kept in the same book). In order to cast the spell as a ritual, you must have had access to the written record for that spell for at least 1 minute since the last time you finished a long rest. At 9th level, you learn one additional ritual spell, subject to the same limitations. Any ritual spell you choose for this feat must be of a level less than or equal to half your current level (rounded up). If the written record of a ritual spell you learned with this feat is lost or destroyed, you can recreate it by writing it down using appropriate means (such as pen, ink, and parchment), a process which takes 2 hours per level of the spell. You gain one tool proficiency of your choice. You gain expertise in the use of one tool in which you are proficient, which means your proficiency bonus is doubled for any ability check you make using that tool proficiency. You can grant temporary hit points to crafted objects. By spending 10 minutes using appropriate tools to work on an object or structure you can touch, you can make a DC 10 ability check with those tools. On a success, you grant that object (or a section of it equivalent to a 5-foot cube if it is larger than that) temporary hit points equal to your proficiency bonus + your level. Choose Intelligence or Wisdom as your spellcasting ability score for spells gained from this feat.


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


184 AEGIS OF SHIELDING 3rd-level abjuration Casting Time: 1 reaction, which you take when a creature within range that you can see succeeds on a melee attack roll that would hit one of your allies Range: 30 ft. Components: V, M (a weapon) Duration: 1 round Spell Lists: Artificer, Paladin, Wizard You protect your ally with a barrier of invisible force. Until the end of the turn, the target of the triggering attack gains resistance to bludgeoning, piercing, and slashing damage and a +5 bonus to AC, including against the triggering attack. After the triggering attack is resolved (whether it hits or misses), the creature that made the attack takes 1d4 force damage and you mark it until the end of your next turn. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. This spell ends early if you are incapacitated or you die, or if someone else marks the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the force damage increases by 1d4 for each slot level above 3rd. ALIGN WEAPON 3rd-level abjuration Casting Time: 1 action Range: Touch Components: V, M (one weapon or 50 projectiles) Duration: Concentration, up to 1 minute Spell Lists: Artificer, Cleric, Paladin You infuse a weapon you touch with the energies of one of the Outer Planes, energies which correspond strongly to certain ethical or moral alignments and inflict extra damage against certain types of creatures. When you cast this spell, choose one of these four planes: Elysium (Good): Aberrations, chromatic dragons, elementals, fiends, or undead. Hades (Evil): Beasts, celestials, metallic dragons, humanoids, or plants. Limbo (Chaos): Constructs, angels, dragons, devils, or giants. Mechanus (Law): Aberrations, demons, fey, monstrosities, oozes, or undead. Until the spell ends, the weapon inflicts an additional 2d6 force damage against the types of creatures listed for the chosen plane. Your alignment may limit your choice of planar energies when you cast this spell. If you are evil-aligned, you cannot choose Elysium; if you are good-aligned, you cannot choose


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


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


187 created with this spell retain their potency until the next time you finish a long rest, at which point they return to being water. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional dose of poison for every two levels above 1st. When you cast this spell using a spell slot of 4th level or higher, the poison gains an extra effect: if a creature fails the saving throw by 5 or more, its Constitution score is reduced by 1d4. DIVINE SANCTION 1st-level evocation Casting Time: 1 bonus action Range: 30 feet Components: V, M (a melee weapon) Duration: Concentration, up to 1 hour Spell Lists: Paladin You place a divinely empowered curse on a creature that you can see within range. While it is within reach of your weapon, the target provokes an opportunity attack from you whenever it makes an attack roll that does not target you. In addition, at the end of each of ithe target’s turns, it takes 1d6 radiant damage if it hit has a creature other than you with an attack roll since the end of its previous turn. If the target drops to 0 hit points before the spell ends, you can use a bonus action on your turn to move the spell's effect to a new creature within range. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. DREAD REVELATION 1st-level illusion Casting Time: 1 bonus action Range: Self Components: V, M (a weapon) Duration: Concentration, up to 1 minute Spell Lists: Bard, Cleric, Paladin, Warlock, Wizard The next time you hit a creature with a weapon attack before this spell ends, images of you and your companions as daunting figures discourage your foe from confronting you. The attack deals an extra 1d8 psychic damage to the target, and you can push the target up to 5 feet away from you. In addition, the next time the target makes an attack roll against you or a creature friendly to you before the end of its next turn, it takes psychic damage equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st. EYES OF THE VESTIGE Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Spell Lists: Warlock Your enemy’s eyes glow with an eldritch light as a vestige of lost power from a past era takes hold, scouring that foe’s mind while you curse another nearby foe. Choose a creature within range, which must roll a Charisma saving throw. On a failure, the target takes 1d6 psychic damage, and your magic curses a different creature of your choice that you can see within 15 feet of it. The second creature takes necrotic damage equal to your spellcasting ability modifier. If the second creature is already the target of a spell you cast that curses (such as hex) or of a warlock feature of yours that curses (such as Sign of Ill Omen), it has disadvantage on the next attack roll it makes before the start of your next turn. At 5th level, the psychic damage to the target increases by 1d6, and the necrotic damage to the second creature increases to 1d6 + your spellcasting ability modifier. Both damage rolls


188 increase by 1d6 at 11th level and 17th level. FEYWILD GUARDIAN Conjuration cantrip Casting Time: 1 reaction, which you take when a hostile creature you can see within 10 feet of you takes the Disengage action or makes an attack that does not target you Range: 10 feet Components: V, M (a melee weapon) Duration: Instantaneous Spell Lists: Druid, Sorcerer, Warlock, Wizard You draw on magic of the Feywild to quickly teleport in order to punish an enemy who ignores you. When you use your reaction to cast this spell, you can teleport up to 10 feet to any unoccupied space where the triggering creature would be within the reach of your melee weapon. As part of the same reaction, you can immediately make one melee weapon attack against the triggering creature. The amount of damage inflicted by this attack cannot be higher than your spellcasting ability modifier. The damage of attacks you make with this spell increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d4 radiant damage to the target. This extra radiant damage increases to 2d4 at 11th level and 3d4 at 17th level. Whenever you add this radiant damage to the damage of your weapon attack, the maximum amount of damage the attack can inflict is equal to your spellcasting ability modifier + the amount of additional radiant damage granted by this spell. FIRE HAWK Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round Spell Lists: Druid You conjure a minor spirit in the form of a flaming hawk, which makes a swooping attack against your foe and then circles above it for a moment to strike again if your foe's defenses falter. Make a ranged spell attack against a creature within range. If the attack hits, the creature takes 1d8 fire damage and has the fiery hawk looming above until the start of your next turn. If the target provokes an opportunity attack before then (whether such an attack is actually made or not), it immediately takes 1d8 psychic damage and the spell ends. The fire damage from this ranged spell attack increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). FOESNARE 1st-level enchantment Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round Spell Lists: Artificer, Warlock, Wizard As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and takes an additional 1d6 force damage as links of solid eldritch energy burst from its flesh, binding its bones to the ground. The creature you hit is restrained until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.


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


190 poison to one weapon, piece of ammunition, or portions of food or drink. Once applied, the poison retains potency for the duration of the spell or until someone must save against it. If a creature is struck with the poisoned weapon or ammunition, or if it ingests the poisoned food or drink, it must make a Constitution save or be poisoned for the duration and take 1d8 poison damage, or 2d8 if the poison is ingested. If the creature fails the saving throw by 5 or more, its Constitution score is reduced by 1d4. Creatures that succeed on their save take half damage, but suffer no other effects. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature who is drinking at the same time, and the damage increases by 1d8 for each slot level above 5th. GUILT LASH 5th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Spell Lists: Special You coalesce your own feelings of guilt into a strand of psychic power that lashes out and forces a nearby creature to relive the moments of its life it feels guiltiest about. You choose one humanoid creature within range and force it to make a Charisma saving throw. On a failure, until the spell ends, the target’s speed is reduced by 10 feet and it has disadvantage on all attack rolls, Wisdom and Charisma saving throws, and Wisdom and Charisma ability checks. At the end of each of the target’s turns, it must make another Charisma saving throw. After it fails three of these saving throws, these guilt effects last for the duration, and the creature stops making these saves. After the target succeeds on three of these saving throws, it snaps out of its guilt-driven flashbacks, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration increases to 10 minutes. LEARNING GUILT LASH The only known way to learn the guilt lash spell (besides becoming a warlock of the Wyrd coven or finding it in a spellbook somewhere) is by visiting the Domain of Dread known as Sithicus, a neighbor of Barovia. Since a cataclysmic event known as the Hours of Screaming Shadows, the deathknight Lord Soth (who once ruled that domain) has not been seen, and a miasma of overpowering guilt lingers over the land. One side-effect of this guilt is that any spellcasting creature finishing a long rest in Sithicus will, from that point, treat the guilt lash spell as if it were on all of the spell lists from which it can learn spells. They can learn the spell whenever they would normally be able to learn a 5th-level spell, even after they leave that domain. Wizards of 9th level or higher who have finished a long rest in Sithicus can scribe guilt lash in their spellbooks at any time after that, for the usual cost in gold and time. It is said those who learn the spell from spending time in Sithicus dream of a chorus of banshees, recounting their sins in song. INEVITABLE WINTER 6th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (the mummified finger of a humanoid who froze to death) Duration: Instantaneous Spell List: Bard, Druid, Sorcerer, Warlock, Wizard You call spirits of death and winter, commanding them to surround a foe to sap its vitality. Choose one creature you can see within range. The creature takes 2d12+20 cold damage, and it must make a Wisdom saving throw. If the save fails, the creature takes necrotic damage equal to the amount of cold damage it took from this spell, and the next time it makes a saving throw before the end of its next turn, the target must roll a d6 and subtract the number rolled from the saving throw.


191 At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 1d12 for each slot level above 6th. INTENT LAID BARE Divination cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round Spell Lists: Bard, Cleric, Druid, Sorcerer, Wizard As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. You can use your spellcasting ability instead of Strength for the attack roll and damage roll of this attack. On a hit, the target suffers the attack's normal effects, and its moment of pain gives you an opening to search your target's mind. sensing its intentions until the start of your next turn. Until then, the target cannot benefit from the disengage action, and it cannot benefit from advantage on melee attack rolls against you. In addition, for the duration, if you and the target share a language, you can communicate telepathically with it as long as it is within 30 feet. The damage of attacks you make with this spell increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 psychic damage to the target. This extra damage increases to 2d6 at 11th level and 3d6 at 17th level. JINX SHOT Enchantment cantrip Casting Time: 1 action Range: 30 feet Components: V, M (a ranged weapon) Duration: Instantaneous Spell List: Bard As part of the action used to cast this spell, you must make a ranged weapon attack against a creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and your enchanted shot renders your foe unaccountably clumsy. It has disadvantage on the next attack roll it makes before the start of your next turn. If that attack misses, it falls prone and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 psychic damage to the target. This


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


193 psychic damage, and you choose one willing ally within 30 feet of both you and the target. That ally marks the target until the end of your next turn. While a target marked with this spell is within 5 feet of the ally that marked it, it has disadvantage on any attack roll that doesn’t target that ally. This spell ends early if the marking ally dies or is incapacitated, or if the target marked with this spell is marked by a creature besides the ally you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. PRIME SHOT 1st-level divination Casting Time: 1 reaction, which you take when you make an attack roll against a creature and none of your allies are closer to that creature than you are Range: 120 feet Components: S Duration: 1 minute Spell Lists: Ranger, Warlock When you cast this spell, you curse the target of the triggering attack roll for the duration. Until the spell ends, whenever you make an attack roll against that creature (including the triggering attack) while none of your allies are closer to that creature than you are, you can roll a d4 and add the result to your attack roll. If you use a spell slot to cast this spell and deal damage to the target, as part of the magic of this spell, you immediately regain the spell slot you used to cast it. PROPHESIED STRIKE 1st-level divination Casting Time: 1 action Range: 5 feet Components: V, S, M (a melee weapon) Duration: Instantaneous Spell Lists: Bard, Cleric You cast your mind’s eye forward a split second, predicting the best moment for a telling blow. As part of the action used to cast this spell, you must make a melee weapon attack against a creature within range, otherwise the spell fails. You can use your spellcasting ability instead of Strength for the attack and damage bonus for this attack. If the attack hits, it deals an extra 2d6 damage of the weapon’s type, and the next attack roll made against the target before the end of your next turn is made with advantage.


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


195 level (3d8 or 3d12), and 17th level (4d8 or 4d12). STAGGERING NOTE Evocation cantrip Casting Time: 1 action Range: 30 feet Components: V, M (a musical instrument) Duration: Instantaneous Spell Lists: Bard As part of the action used to cast this spell, you must make a Charisma (Performance) check, otherwise the spell fails. Choose one Large or smaller creature within the spell’s range when you make this Charisma check. If the result of your check equals or exceeds the target’s Armor Class, you can push it up to 10 feet away from you. This forced movement does not provoke opportunity attacks. If your check exceeded the target’s Armor Class by 5 or more, the target takes thunder damage equal to your spellcasting ability modifier, and after you push the target, you can use a bonus action to choose one ally within 5 feet of the it. That ally can use its reaction to make one melee attack against the target. This spell’s damage increases when you reach higher levels. At 5th level, the thunder damage increases to 1d4 + your spellcasting ability modifier. This damage roll increases by an additional 1d4 at 11th level and again at 17th level. STORM SHIELD 3rd-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Spell Lists: Cleric, Druid You conjure a small area of whirling air that occupies a 5-foot radius sphere centered on a point you choose within range. The swirling air forms a shield that blocks acid, cold, fire, lightning, and thunder damage. The shield attracts all elemental discharges and neutralizes them, granting all creatures within a 30-foot radius from its center immunity to the listed damage types. However, the shield's immunity is limited. If the shield reduces damage a creature would take to 0, the spell ends if it is not the first time that the shield has reduced damage that particular creature would have taken to 0 since this spell was cast. SUMMONS OF KHIRAD 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a fishhook and line) Duration: Instantaneous Spell Lists: Warlock You shoot a bolt of blue flame at your enemy, who shimmers for a second before teleporting to a place of your choosing. Make a ranged spell attack. On a hit, you deal 5d6 psychic damage to the target and it must make a Wisdom saving throw. On a failure, you can teleport it to any empty space you can see within 30 feet of it where it would be on solid ground that can support its weight. Once the target is teleported, it immediately provokes opportunity attacks from all creatures within 5 feet of it. SWORDSHUN 4th-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (a bejeweled shortsword worth at least 50gp) Duration: Until dispelled Spell Lists: Artificer, Cleric, Paladin As you cast this spell, you plunge the shortsword into the side of your own body. You or any other creature within 5 feet of you can end this spell instantly by taking an action to remove this shortsword from your side, which requires only a DC 5 Strength (Athletics) check. Until the spell ends, you cannot regain hit points, and at the start of each of your turns you


196 take 1d6 magical piercing damage that cannot be reduced or avoided by any means, but you are also immune to nonmagical bludgeoning, piercing, and slashing damage for the same duration. TEARING CLAWS 1st-level conjuration Casting Time: 1 action Range: Self (15-foot cone) Components: V Duration: Instantaneous Spell Lists: Artificer, Druid, Sorcerer, Wizard Spectral draconic claws strike out from your body, slashing at your foes and shoving them backward. Each creature in a 15-foot cone emanating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d10 magical slashing damage and is pushed 5 feet away from you. On a successful save, the creature takes half damage and isn't pushed. Creatures that only have hit points equal to half their hit point maximum or fewer have disadvantage on the saving throw, and are pushed back 15 feet on a failed saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d10 for each slot level above 1st. TELEPORT OBJECT Conjuration cantrip Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Instantaneous Spell Lists: Artificer, Bard, Sorcerer, Warlock, Wizard You teleport an object you’re holding a short distance away. One object in your hand vanishes in a puff of blue mist as you teleport it to an unoccupied space you can see within range. Alternatively, you can teleport the object to a willing creature you can see within range, either causing the object to land at the creature’s feet, or within reach of its free hand. This spell can only teleport Tiny objects that weigh 25 pounds or less and can be held in one hand. TENDRILS OF THUBAN 5th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a mind flayer’s tendril) Duration: Concentration, up to 1 minute Spell Lists: Warlock The air seems to freeze in your lungs as an emerald green star appears in the sky, and tendrils the same color reach down from inside that frozen star and lift your opponents into the


197 air, squeezing the life out of them. Choose a number of targets within range that and within 30 feet of each other equal to your spellcasting ability modifier. They take 2d10 cold damage and 2d10 bludgeoning damage and are restrained 10 feet in the air on a failed save. They take half damage and are not restrained on a successful saving throw. Targets restrained by the tendrils take 2d10 cold damage and 2d10 bludgeoning damage at the start of their turns. A restrained target may make a Strength check against your spell save DC to escape the tendrils. WAILING WIND 1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V Duration: 8 hours Spell Lists: Cleric, Druid, Ranger When this spell is cast, you set up a magical warning system. Choose any kind of area within range that is an exit or entrance to an indoor or underground area of any kind. The total size of the entrance or exit chosen must fit with a 40-foot cube. Until the spell ends, a wailing, whistling wind blows towards you whenever a Tiny or larger creature touches or enters the warded area. You do not have to be in the area to receive the knowledge this spell provides. The wailing wind will seek you out as long as you are within 500 feet of the target area. The wailing wind has a distinct audible sound that can be heard by any creature, though they do not know what it means unless they are familiar with this spell. WARNING SHOT 1st-level enchantment Casting Time: 1 bonus action Range: 60 feet Components: V, M (a ranged weapon or spellcasting focus) Duration: 1 minute Spell List: Ranger, Warlock With an aggressive strike, you threaten to punish any creature that dares enter the space you claim as yours. Until this spell ends, whenever you hit one or more creatures with a ranged attack, you can psychically claim an unoccupied space of your choice


198 within 5 feet of one target that attack. Every creature within 30 feet of a space claimed with this spell perceives the illusion of a swirling ring of red energy floating just above that space, emitting tiny sparks. These creatures all know this is an illusion, but also instinctively sense the consequences for entering that space. Until the spell ends, if any creature willingly enters the claimed space, you can use your reaction to either make a ranged weapon attack against that creature or to cast a cantrip with a casting time of 1 action that targets only that creature. If you hit the creature or it fails its saving throw, you deal an extra 1d8 psychic damage to the creature. A space you claim with your warning shot remains claimed until the spell ends, until the *space is occupied at the end of any creature’s turn, or until you use this spell to claim a different space. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the psychic damage inflicted by this spell increases by 1d8 for every two levels above 1st. If you cast this spell using a spell slot of 4th level or higher, you can have up to two spaces claimed at once. When you claim a third space, the space you’ve claimed longest stops being claimed. WARP STONE 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a chisel) Duration: Instantaneous Spell List: Artificer, Cleric, Druid, Sorcerer, Warlock You twist and warp stone. If this spell is cast on a stone door, or a door in a stone frame, the door opens and cannot be closed. If the target is a stone wall, the next attack to that section of the wall will deal double damage. If the target is a stone statue, the statue becomes a leering grotesque. WINGED HORDE Illusion cantrip Casting Time: 1 action Range: 60 feet Components: V S Duration: Instantaneous Spell List: Sorcerer, Warlock Swatting at your illusory horde of fleshdevouring sprites or other creatures distracts your enemies from your allies' maneuvers. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Wisdom saving throw or it takes 1d4 psychic damage and it can't take reactions until the start of its next turn. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). WRATH OF THE IRON CITY 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (an iron effigy of the archdevil Dispater) Duration: 1 round Spell List: Warlock A crushing hand of iron appears, barely under your control, and as you attempt to unleash it against your foe and protect yourself, you risk grinding your own flesh. One target of your choice within range must make a Strength saving throw. On a failure, the target takes 2d12 magical bludgeoning damage and can’t willingly move closer to you until the start of your next turn, and you gain resistance to all damage except necrotic and psychic damage until the start of your next turn. On a success, you take half as much damage as the target would have taken, and you can choose one other creature within range, which must make a Strength saving throw. On a failure, this second creature can’t willingly move closer to you until the start of your next turn and


199 it takes the same amount of magical bludgeoning damage you took. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. YOUR DELICIOUS WEAKNESS 2nd-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Spell List: Warlock Your choice of one creature within range must make an Intelligence saving throw. The target takes 4d6 psychic damage, or half as much on a success. If the target is vulnerable to any damage types, it also becomes vulnerable to the psychic damage from this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the psychic damage increases by 1d6 for each slot level above 2nd. YOUR GLORIOUS SACRIFICE 1st-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Spell List: Warlock Make a ranged spell attack against a target within range. If the attack hits, the target takes 5d4 necrotic damage and its speed is reduced by half until the end of your next turn. As part of the same action used to cast this spell, before you make the ranged spell attack, you may choose to inflict necrotic damage equal to 1d4 plus your spellcasting ability modifier on a willing ally within 5 feet of you. This damage cannot be reduced or prevented in any way. If you inflict this damage on an ally, you gain advantage on the ranged spell attack roll against your main target. In addition, if the ranged spell attack hits, your target takes additional poison damage equal to the necrotic damage you dealt to your ally. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage you inflict on your target and your ally both increase by 1d4 for each slot level above 1st.


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