Caraman's Tome of Lost Skill

by AGerards

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Caraman's Tome of Lost Skill

Part II

Feats and Feature Variants

Introduction

This section reveals some optional feats that a player can take in addition to the feats described in the Player’s Handbook.

Some of these feats are designed to give more racial options to the races described in Volo’s Guide to Monsters and Mordenkainnen’s Tome of Foes, while others are designed to promote styles of gameplay that are often overlooked, such as thrown weapons or poisons.

Feat Descriptions

Adaptive Wellspring

Prerequisite: The spellcasting or pact magic feature, and the ability to cast spells of at least 1st level

Through magical adaption or intense training, you have gained a mutation that allows you to pull on magic from another magical practice, gaining the following benefits:

  • Choose 1 class that has a spell list. When you gain this feat, you learn a spell from that class’s spell list that is of a level that is at least 1st-level, which you can cast using your Spellcasting or Pact Magic feature. You may cast this spell using one of your spell slots once, regaining your ability to do so again after completing a short or long rest. The spellcasting ability for this spell is the spellcasting ability of the class’s spellcasting or pact magic feature. This is Intelligence for Artificer, Wizard, Light Bearer, and Psychic; Wisdom for Cleric, Druid, Ranger, Deadwalker, Seer, and Spear Bearer; and Charisma for Bard, Paladin, Sorcerer, Warlock, Artifact, or Wave Controller.
  • When you complete a long rest, you may change the spell that you had learned from this feature, replacing it with another spell from the chosen class’s spell list that is at least 1st level and is of a spell level you can cast.
  • You may use or create magical items, including scrolls, as if you were trained in the class whose spell list you chose at a level equal to your total character level. When creating scrolls in this way, you may create a spell scroll from the chosen class only of the spell that you have known at the time from that spell list.

Blowdart Toxins

Prerequisite: Proficiency with the Blowgun
Training with the blowgun and its poison filled darts, you gain mastery over them and gain the following bonuses with them:

  • The poison damage dealt by poisons applied to your blowgun or dart ranged weapon attacks ignore poison resistance.
  • You learn to make a special poison that you can coat 10 of your blowgun darts at the end of a short rest. Any unused dart poison disappears at the end of your next short rest. On a hit with any of your blowgun darts, you an additional 1d6 poison damage, and they must succeed on a Constitution saving throw against a DC of 8 + your Proficiency bonus + your Dexterity modifier or become poisoned until they end their next turn, when they take an additional 1d6 poison damage if the poison has not been cured.
  • When a creature takes damage from a your blowgun or a dart you throw while you are hidden from them, the creature must succeed on a Wisdom (Perception) check against a DC of 8 + your Proficiency bonus + your Dexterity modifier. On a failure, they do not notice the dart nor the piercing damage they take from it. If they fail to notice the dart, they do not notice any poison damage or a condition created by a poison on your dart until they are reduced to half hit points.

Carthus Beacon

Prerequisite: The Extra Attack feature.
Adopting a swift and precise fighting style from the warriors of Carthus, you gain the following benefits:

  • Any spell or item buff that applies to a single weapon you are holding, such as Magic Weapon spell or a use of Charcoal Pine Resin, can also be applied any off-hand weapon you are holding with the same casting or item.
  • When you take the Attack action and hit with at least 1 attack, your movement speed increases by 10 until the end of your turn.
  • Whenever you make a weapon attack roll and you have already attacked once this turn, you gain a bonus to hit and damage equal to the number of times you have previously dealt damage with a weapon attack on this turn.

Dragonbane Weapon Training

Learning to fight with the unique fighting style of ancient dragon slayer knights, you become able to fight with one of the oversized and unwieldy Dragonbane weapons.

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.
  • You gain proficiency with 1 Dragonbane weapon of your choice.
  • If you chose the weighted spear, wolf greatsword, or tracer Dragonbane weapons, you then have a number of Slayer Points equal to your Proficiency Bonus. By using a Slayer point as a bonus action, you can use these three Dragonbane weapons' Special Traits until the end of your turn. You regain all expended Slayer Points at the end of a long rest.
  • If you chose the dragon tooth or greatbow, their Whiff and Turret special traits apply for all attacks.

Drake Tail Crafter

Prerequisite: Lizardfolk
You have learned an ancient art of creating weapons from a slain creature's tail and imbuing it with their elemental power, gaining the following benefits:

  • You are proficient with any weapon you create with your Cunning Artisan feature.
  • Any weapon created with your Cunning Artisan feature is considered magical for the purposes of overcoming damage reduction and immunity.
  • When you use your Cunning Artisan on a creature of Large or larger size that had a tail, you may instead create a longsword, greatsword, handaxe, battleaxe, greataxe, dagger, or whip.
  • If you create a weapon from the list above from an enemy who had the Breath Weapon ability, you may also spend 1 hour imbuing it with natural power. From then on, it becomes a magical weapon that you must attune to. As an Action, you may cast the Breath Weapon from the weapon as if you were its source. The DC equals 8 + your Wisdom modifier + your Proficiency bonus. If it would deal more damage dice than your maximum number of hit dice, it instead deals damage dice equal to your maximum number of hit dice. Once you use this ability, you cannot use it again until you complete a long rest. Additionally, you must roll a d20 when you use this ability. On a 1, the weapon disintegrates and is destroyed. If you create a new weapon of this type, any previous weapons instantly disintegrate and are destroyed.

Exotic Weapon Training

Training using the weapons of the Tower and other exotic places, you know how to use strange weapons to your best ability.

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.
  • You gain proficiency with 3 exotic weapons of your choice.

Expeditious Trapper

Prerequisite: Thieves’ tools proficiency and Intelligence 13
You have learnt how to quickly set magical and mundane traps, gaining the following benefits:

  • The time it takes for you to set or reset mundane or magical traps is halved.
  • When you cast a spell which creates a trap or other effect which activates only after a specific condition is met, you can choose to cast that spell in 1 action. Once you cast a spell this way, you cannot do so again until you take a long rest.
  • You can spend 1 minute in a ritual over a trap you can see within 5 feet of you. When that ritual is complete, that trap’s damage is considered magical for the purposes of damage reduction and immunity. This remains so until you use this ability on another trap.

Forlorn Soul

Prerequisite: Any monstrous race
Your persecuted soul has become cold and linked to a mysterious realm known as the Arias. You gain the following benefits:

  • Your Intelligence score increases by 1, to a maximum of 20.
  • You gain resistance to cold damage.
  • While within magical fog or snow, such as created by a Sleet Storm or Fog Cloud spell, you may use a bonus action to cast Misty Step at will without providing any components, and you do not need to see the point to which you teleport when casting Misty Step in this way, although the spell fails if you would teleport into an occupied space or a space that is not within magical fog or snow.

Giant Strength

Prerequisite: The Powerful Build feature.
You have trained yourself in the strength of giants, gaining the following effects:

  • Your Strength score increases by 1, to a maximum of 20.
  • You are considered a Large creature for the purposes of grappling, shoving, and spells or other abilities.
  • When you hit with an attack roll using Strength on your turn, you may use a bonus action on that turn to attempt to shove the creature 5 feet away from you.

Kith'rak Command

Prerequisite: Githyanki
Your military training has granted you the powerful presence of a Kith'rak commander.

As a bonus action on your turn, you can let out a battle cry to end the charmed or frightened condition on yourself and any willing creature of your choice within 30 feet of you.

You may use this ability twice, regaining all expended uses after completing a long rest.

High Light Bearer

Prerequisite: Aasimar
You have begun to tap into your inner power, fostering a higher connection with your divine heritage:

  • Your Wisdom or Charisma score increases by 1, to a maximum of 20.
  • Choose a single spell of second level or lower. You may expend your use of Healing Hands to cast this spell at 2nd level while providing only Somatic components, unless it requires a component with a gold cost, which is then required as well. If you are a Protector Aasimar, you must choose a spell with the Miracle subtype. If you are a Sourge Aasimar, you must choose a spell with the Pyromancy subtype. If you are a Fallen Aasimar, you must choose a spell with the Dark subtype. The spell slot level at which you cast this spell increases as you gain levels- 3rd at level 7, 4th at level 12, and 5th at level 17. Whenever you gain a level, you may change one spell out for another, granted it is still of a subtype and level that you can use. Charisma is your spellcasting ability for this spell.
  • If your Aasimar changes subrace, you may choose to change your spell to a spell of the appropriate level and subtype that you can cast.

Magical Mimicry

Prerequisite: Kenku
Your mimicry and art for the arcane has granted you the ability to copy spells others know. You gain the following benefits:

  • Your Intelligence score increases by 1, to a maximum of 20.
  • You learn 1 cantrip from the Wizard spell list. Intelligence is your spellcasting ability for it. Whenever you see a creature within 30 feet of you cast a cantrip from the Bard, Sorcerer, Warlock, or Wizard spell list, you can use your reaction to copy the spell. Make an Intelligence (Arcana) check against the triggering creature's spell DC. If you succeed, you replace the cantrip gained from this ability with the cantrip cast at you, although your spellcasting modifier is still Intelligence. Regardless of whether you succeed or not, you may not use this reaction again until you complete a long rest.

Jolly Cooperator

Prerequisite: Wisdom 13
You share some of the cooperative magic of the Disciples, and can manifest it as a Luminous Action. Choose one Luminous Action from the Disciple class feature, and you can use that Luminous Action once, regaining your ability to do so whenever you complete a long rest.

When you use this Luminous Action, and you do not have any levels in the Disciple class, you are considered level 1 for the purposes of determining bonuses from the action’s description. Additionally, when you use this Luminous Action, you can select a companion within 10 feet of you. For this Luminous Action only, they are considered to be holding a Token of Alliance for the duration of the Luminous Action, regardless of whether they are or not.

Legionnaire Training

Prerequisite: Dexterity 13 or Wisdom 13
You train in the art of fighting in packs against bloodied foes. You learn one Legion Flourish from the Legion Combat trait of the Ranger’s Abysswatcher Conclave.

When you use the Legion Flourish learned from this feat, your total level is considered your Ranger level for the purposes of scaling Flourishes.

You can use this Legion Flourish a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Misting

Prerequisite: Wisdom or Constitution 13 or higher, no Mistborn levels
You manifest a genetic mutation that allows you to manipulate a single allomantic metal like a mistborn. Mistings often must "snap" into their power after a traumatic event- which is why they often snap during combat or adventuring experiences. Mistborn cannot become mistings. You can find all descriptions of these allomantic abilities in the Mistborn class features.

  • You gain proficiency with alchemist's supplies.
  • Choose a single Basic or Higher metal. If you choose a Basic metal, you gain 10 Allomancy Stores that can only store that metal. You may burn the metal as a mistborn can. Additionally, you learn a single flare, with a Toxin Threshold of 2. You may only flare once per long rest.
  • If you choose a Higher metal, you can store one use of that metal. You may burn that metal as a mistborn once per long rest. Duralumin and Aluminum do not do anything when burnt by a misting.
  • Granted you have your Alchemist's Tools with you, you can recover all Allomancy Stores or your use of your chosen Higher metal at the end of a long rest.

Mystical Detective

You have been trained to hunt down for magical creatures and secrets, gaining the following benefits:

  • Your Wisdom score increases by 1, to a maximum of 20.
  • Gain advantage on Wisdom (Insight) or Wisdom (Perception) checks made to disbelieve illusions or notice illusions.
  • When a creature teleports while within 120 feet of you and you can see them, you know the general direction and location of where they are teleporting to. Generally, this occurs as you see through the small rift in space and take note of the scenery that you may notice through there.

Natural Guardian

Prerequisite: Firbolg, Forest Gnome, or Wood Elf
You have increased your inherent attunement with nature, allowing you to sense natural disturbances. You gain the following benefits:

  • Your Wisdom score increases by 1, to a maximum of 20.
  • You have advantage on any saving through caused by a natural disaster, such as lightning, earthquakes, or tidal waves. This includes all spells that simulate these disasters, such as Call Lightning or Tsunami.
  • As an Action, you can tap into the web of nature around you. You learn of any dangerous, unnatural creatures, settlements, or magics that are effecting the land within 5 miles of you. "Dangerous" in this sense means a danger to the natural world- so, invasive species, deforesting communities, and the lairs of Undead all could be possible points, but any native predators or natural hazards to the party would not be located. You know the general location and distance of the danger from you, but you do not know the nature of threat threat. A creature hidden from divination magic is not hidden from this ability. Once you use this feature, you cannot use it again until 3 days have passed.

Nine Lives

Prerequisite: Tabaxi
You have a knack for surviving things that would kill most creatures. Whenever you make any type of saving throw against an effect that you can see, you can choose to gain 1d6 + your Proficiency Bonus in temporary hit points before the roll.

The amount of dice you roll for your temporary hit points increases as you gain levels: 2d6 at level 7, 3d6 at level 12, 4d6 at level 17.

Once you use this feature, you cannot do so again until you complete a short or long rest.

Poisoner

You have trained not only in the use of poisons, but also their discreet application.

  • Your Dexterity or Intelligence score increases by 1, to a maximum of 20.
  • You gain proficiency with the Poisoner's Kit.
  • Applying a poison to a weapon or three pieces of ammunition only requires a bonus action for you.
  • While hidden and within 5 feet of a creature you can see, you can use an action to attempt a Dexterity (Sleight of Hand) check contested by the other creature's Wisdom (Perception) check to subtly apply a poison with the injury, contact, or inhaled properties. If the creature was eating, than it may also have the ingested property. On a successful check, the effect of the poison is subtly cut, placed, or wafted onto the target and then takes effect after a one minute delay. On a failed contest, you are not caught and your dose of poison is not expended, but you recognize that you cannot attempt this subtle poisoning against that creature for 1 hour without getting caught.

Shinsu Bomber

Prerequisite: Intelligence 13 or higher
You have trained to specifically utilize a newer form of exotic weapon called a Shinsu bomb, tinkering and changing its properties as you wish.

  • You gain proficiency the Shinsu Bomb exotic weapon and tinker's tools.
  • You may use your Intelligence modifier for attack and damage rolls using your Shinsu Bomb instead of your Strength or Dexterity, and the DC of its saving throw equals either 16 or 8 + your Proficiency bonus + your Intelligence modifier, whichever is higher.
  • You can craft Shinsu Bombs at half their store price using Tinker's Tools and materials that can commonly be purchased or scavanged in an urban environment.
  • At the end of a short rest, if you have your Tinker's Tools with you, you may select up to two Shinsu Bombs you have within 5 feet of you and modify them into a Potent Shinsu Bomb. A Potent Shinsu Bomb's area of effect force damage deals an additional amount of damage equal to your Intelligence modifier, and effected creatures still take half damage on a failed save. A Shinsu Bomb loses its Potency if unused by the end of your next short rest.

Stance Mastery

Prerequisite: The Fighting Style feature
You train and focus on your connection with your weapon and the Shinsu in the air around you. You learn one Basic Stance, choosing from the Stance feature of the Fisherman class list.

If you do not have any levels in the Fisherman class, you can choose to activate this Stance on your turn as a bonus action, and remain in it until you begin your next turn, where you can choose to continue it until the beginning of your next then. You enter or maintain a Stance this way a number of times equal to your proficiency bonus, recovering all expended uses after completing a short or long rest.

Additionally, you have one Shinsu Control Dice, or one more if you already have the Shinsu Control feature. This Control Die is a d4 or the die size described by your Fisherman level, and, once expended, returns when you complete a long rest. You can use this Control Die to use Shinsu Control maneuvers attributed to the Basic Stance learned through this feat, even if you are not in an attributed Stance, and they remain even if you are in a non-attributed Stance or in no Stance. Your Control Maneuver DC is 8 + your Proficiency bonus + your Wisdom Modifier.

Trick Weapon Training

Training in the ways of the ancient Hunters, you have learned to fight with some of their unique Trick Weapons, gaining the following benefits:

  • You gain proficiency with one Uncanny or Bloodtinge weapon of your choice. You also gain proficiency with one artisan's tools based on your choice- smith's tools for Uncanny weapons, or tinker's tools for Bloodtinge weapons.
  • You gain the ability to transform a trick weapon you are proficient as a bonus action, as with the Trick Weapon Fighting Style feature of the Blood Hunter Order of the Workshop.
  • You can use your smith's or tinker's tools to craft your an Uncanny or Bloodtinge weapon you are proficient with, using supplies worth the weapon's cost that can be found in common urban settings.
  • Additionally, at the end of a long rest, you can magically conjure a number of quicksilver bullets equal to 3 + your Proficiency Bonus, which you can use to attack with a Bloodtinge Weapon you are proficient with. These quicksilver bullets magically disappear after they attack a target or after you complete your next long rest.

Underwater Command

Prerequisite: Triton or any race with a swimming speed
You are trained to fight in the cold depths of your home, and can help your allies do the same. While fighting underwater, you gain the following benefits:

  • While underwater, yourself and any underwater allies within 30 feet of you who can see you cannot be moved against their will and they have advantage on checks against being grappled.
  • When a creature attempts to attack an ally within 30 feet of you who you can see and who is underwater, you may use your reaction to magically manipulate the water around them and cause the attack roll to be made at disadvantage.
  • While underwater and within 30 feet of you, your allies have a swimming speed equal to your own.

Your allies never gain these benefits if you are incapacitated or unable to speak and move.

Wave Initiate

You tap into the secrets of magic around you, granting you single Shinsu Manifestation from the Wave Controller class list. If the Manifestation has a prerequisite of any kind, you meet the prerequisite and have at least one level in the Wave Controller class to choose it.

Weapon Juggler

You have become more and more adept at using thrown weapons, capable of attacking at odd angles and targeting specific parts of an enemy.

  • You can draw a weapon with the thrown property as part of your attack with one.
  • You can choose to consider all weapons as finesse weapons when thrown, allowing you to use either Strength or Dexterity for attack and damage rolls with them.
  • You have a number of Trick points equal to your Proficiency Bonus. You can spend a trick point to perform one of the tricks below when attacking with a weapon with the thrown property. The DC for these tricks equals 8 + your proficiency bonus + either your Strength or Dexterity modifier. You may only use one Trick per turn. You regain all expended Trick points after you complete a long rest.
    • Stagger. When you hit a creature with a ranged weapon attack using a thrown weapon, you can expend a Trick point to daze, hinder, or otherwise throw that creature off-balance for 1 minute. While off-balance in this way, they have disadvantage on any ability check or saving throws made to avoid being knocked prone or moved against their will. Once they are knocked prone or moved against their will, this effect ends.
    • Ricochet. When you attack a creature with a thrown weapon attack, you may use a bonus action and a Trick point to make the attack ricochet and strike at another creature within the weapon’s first range increment from the first target of the attack. Make another ranged attack against that new creature. This second attack is at disadvantage if you cannot see the second target.
    • Showmanship. You can use a Trick point to gain advantage on any Intimidation or Performance check you make using your thrown weapons.

Zerth Training

Prerequisite: Githzerai
You have begun down the path of the Enlightened, to become a Zerth amongst the Githzerai. You gain the following benefits:

  • You may cast the feather fall and jump spells at will, only targeting yourself. Additionally, you may cast either the haste or slow each once per day using this ability. These spells are psionic and require no components. Wisdom is your spellcasting ability for these spells.
  • You gain telepathy out to 30 feet, or any existing telepathy you may have increases by 30 feet instead. You must share a langugae with the target of your telepathy to communicate, and the target cannot respond telepathically with this feature.

Alternate Fighting Styles

These fighting styles can be chosen as alternative options whenever they gain the Fighting Style feature. Any class that gains a Fighting Style may choose these instead of their regular options. Others will have the classes available and level of that class required in their titles.

Bleeder

When you take the Attack action and hit a creature with a weapon which deals piercing or slashing damage, you can add one bleed token to that creature. A creature cannot have more bleed tokens than their maximum hit dice. As a bonus action on your turn immediately after you add a bleed token to a creature, you can deal slashing damage equal to the number of bleed tokens that creature has.

Any magical healing or an expended use of a healer's kit removes all bleed tokens on a creature. Damage caused by Bleed Tokens are considered magical for the purposes of damage reduction or immunity if at least one was added using an attack from a magical weapon.

Honed Edge

At the end of a short rest, you may choose one damage type from bludgeoning, piercing, or slashing. Until you change your choice at the end of another short rest, your weapon attacks ignore resistance to that damage type.

Patient Fighting

When you use the Ready action and prepare the Attack action using weapons that you are proficient with, you can use your Extra Attack feature to make multiple attacks as part of that Readied action.

Additionally, you gain a +2 bonus on attack rolls you make as part of a reaction.

Quick Draw

You can swiftly change out weapons and even load weapons for use later. You can pre-load a weapon as a bonus action, allowing you to ignore their Loading property for the first attack you make with them per turn. You can have up to three pre-loaded weapons at a time.

When you pre-load a weapon, you can choose to modify it so that the first attack made with it either ignores half cover, has a +2 bonus to damage, or lowers a hit target's AC by 1 until the start of your next turn.

Metamagic Options

These options expand upon the current metamagic options available to the Sorcerer class.

Enduring Spell

When you cast a spell, you can spend 1 sorcery point to reinforce it with magic. Thereafter, if another spellcaster than you would attempt to dispel or counter your magic, such as through the dispel magic or counterspell spells, they must succeed on a Wisdom saving throw or fail to do so, and be unable to attempt again to dispel this spell for 1 minute.

You may only have one spell under the effects of this metamagic at a time, with the effects fading on your last spell should you use this metamagic again.

Patient Spell

When you use the Ready action to prepare to cast a spell, you can spend 1 sorcery point to no longer need to Concentrate while holding the spell, although if the spell will still use your concentration of that is part of its duration once it is cast.

At any time while you are Readying a spell with this metamagic, you can spend 1 sorcery point to stop readying the spell and recover the spell slot expended for that spell.

Ricocheting Spell

When you deal damage to only a single target with a spell, you can spend at least 2 sorcery points to reduce that damage by any number of damage dice, as the magic peels away from the target towards another enemy within 30 feet of them. Make a ranged spell attack, which deals damage equal to the damage dice reduced and equal to the damage type the spell deals, plus additional damage dice equal to the number of sorcery points expended.

PART III

Spells

Introduction

This section offers new spells for classes both in the Player’s Handbook and in Finn’s Tome of Lost Heroes. These spells are listed in alphabetical order below.

Your DM may allow some or all of these spells in your game, but keep in mind that they are rare and might require your character to research and invent them.

Difficult Spells

Keep in mind that there are some spells in this Tome that are potentially game-breaking or simply difficult to adjudicate as a DM, and they require preperation from both the player and DM to play properly. In particular, there are several spells below that absolutely require the DM and the players to prepare beforehand. These are the Conjure Heroic Spirits, Enchant Item, Swift Attunement, and Time Travel.

For all of these, make sure the DM knows beforehand if you will select it. I would highly suggest using the Exotic Magic optional rule for these specific spells, which means that the DM may grant these spells if they wish or when they are ready, and the players may have to adventure simply to gain access to them.

Spell Subtypes

Some spells belong to a unique group of spells called a Subtype. A subtype is a thematic spell list that is to by some spells, features, and class from some class and subclass features from Finn’s Tome of Lost Heroes and Orianna's Tome of Adventures. Spell Subtypes are listed at the end of the spell descriptions.

The current subtype lists are Crystal, Dark, and Pyromancy.

When a creature casts Detect Magic, they do not learn the spell’s subtype, but Identify or similarly powerful magic, such as Legend Lore, does reveal it.

Spell List
Name Classes Level and School
Amnesia Bard, Wizard, Psychic 3rd-level enchantment
Anais' Infravision Seer, Light Bearer, Spear Bearer 3rd-level divination
Aura of Hellfire Warlock, Wave Controller 1st-level evocation
Baam's Infinite Halo Wave Controller 1st-level evocation
Blink Bolt Deadwalker 2nd-level evocation
Bone Swarm Wave Controller 2nd-level necromancy
Capsule Homunculus Cleric, Warlock, Wizard, Deadwalker 2nd-level necromancy
Caustic Oil Artifact, Artificer 3rd-level conjuration
Chromamancy Light Bearer Illusion cantrip
Chromatic Dart Light Bearer Conjuration cantrip
Chronomancy Wizard, Seer Transmutation cantrip
Constantine's Capricious Parasite Cleric, Druid, Warlock, Wizard, Deadwalker 1st-level conjuration
Concussive Clap Bard, Sorcerer, Psychic, Wave Controller 2nd-level evocation
Conjure Vehicle Artificer, Druid, Ranger 3rd-level conjuration (ritual)
Construct Affinity Artifact, Artificer 4th-level transmutation
Coffin of Grey Realms Deadwalker 3rd-level necromancy (ritual)
Copy Venom Ranger, Deadwalker 1st-level transmutation
Corrupt Holy Cleric, Warlock 3rd-level transmutation
Create Chimera Warlock, Wizard, Spear Bearer 4th-level transmutation
Crystal Hail Artificer, Sorcerer, Wizard, Light Bearer, Spear Bearer, Wave Controller 2nd-level conjuration
Dark Bead Sorcerer, Warlock, Wave Controller 6th-level evocation
Dark Orb Sorcerer, Warlock, Wizard, Wave Controller Evocation cantrip
Deadly Wellspring Ranger, Spear Bearer, Wave Controller 1st-level divination
Deep Pressure Wave Controller Evocation cantrip
Dismantle Artificer, Sorcerer, Artifact, Light Bearer 5th-level transmutation
Disrupting Strike Bard, Wizard, Psychic, Seer, Wave Controller Enchantment cantrip
Ego Crash Psychic Enchantment cantrip
Electric Loop Sorcerer, Wizard, Wave Controller Enchantment cantrip
Elusive Arcana Artificer, Bard, Warlock, Wizard, Psychic Illusion cantrip
Enchant Item Artificer, Bard, Wizard, Light Bearer 4th-level enchantment
Felkin's Resonant Flesh Deadwalker 1st-level necromancy
Foretell Wound Seer Divination cantrip
Grave Weapon Deadwalker 2nd level necromancy
Haki's Freezing Spear Druid, Sorcerer, Wizard 2nd-level evocation
Heroic Fate Bard, Cleric, Druid, Artifact, Seer 9th-level divination
Hijack Spike Artificer, Psychic, Artifact, Light Bearer 5th-level enchantment
Spell List
Spell Name Classes Level
Id Unleash Psychic, Wave Controller 1st-level evocation
Invert Light Bard, Cleric, Druid, Ranger, Sorcerer, Light Bearer 4th-level illusion (ritual)
Invisible Explosion Sorcerer, Psychic, Spear Bearer 3rd-level enchantments
Jinx Bard, Wizard, Psychic 2nd-level enchantment
Kinetic Sling Psychic Transmutation cantrip
Leaden Bullet Wizard, Seer Divination cantrip
Maddening Totem Bard, Warlock, Wizard, Psychic Illusion cantrip
Mana Leech Warlock, Wizard, Spear Bearer, Wave Controller 2nd-level necromancy
Mass Amnesia Bard, Wizard, Psychic 6th-level enchantment
Memory Anchor Seer 2nd-level conjuration
Merfolk's Blessing Druid, Ranger, Spear Bearer 2nd-level transmutation (ritual)
Minor Curse Seer Divination cantrip
Monomorph Artificer, Bard, Druid, Wizard, Artifact, Light Bearer 4th-level abjuration
Moonlight Arrows Bard, Druid, Ranger, Wizard, Spear Bearer, Wave Controller 4th-level enchantment
Mutagenic Smite Cleric, Paladin, Warlock, Deadwalker, Spear Bearer 1st-level transmutation
Noctellian's Desecrated Reliquary Cleric, Wizard, Deadwalker 2nd-level necromancy (ritual)
Onomast's True Syllable Bard, Warlock, Wizard, Deadwalker, Seer 1st-level divination
Ooze Tendril Artificer, Druid, Artifact 1st-level conjuration
Orianna's Obscuring Orison Bard, Cleric, Paladin, Warlock 5th-level conjuration
Orientation Lock Artificer, Wizard, Artifact, Light Bearer 4th-level transmutation
Overwhelming Beam Psychic, Light Bearer 3rd-level evocation
Pale Beacon Cleric, Warlock, Wizard, Deadwalker 2nd-level necromancy
Pale Dragon Breath Wizard, Light Bearer 9th-level conjuration
Psionic Darts Psychic, Seer, Light Bearer, Wave Controller 2nd-level conjuration
Pursuer's Hazy Volition Sorcerer, Spear Bearer, Wave Controller 3rd-level conjuration
Rain of Lances Spear Bearer 3rd-level conjuration
Refractor Beam Artificer, Light Bearer 1st-level evocation
Rend Arcanum Psychic 4th-level enchantment
Repair Artificer, Wizard, Artifact, Light Bearer 1st-level transmutation
Runic Counter Paladin, Warlock, Artifact, Spear Bearer 1st-level abjuration
Seraina's Chaotic Dweomer Sorcerer, Spear Bearer 3rd-level conjuration
Sensory Shutdown Bard, Psychic 7th-level enchantment
Serpent Tears Druid, Warlock Necromancy cantrip
Sharpen Sight Druid, Ranger, Psychic, Seer, Spear Bearer 2nd-level divination
Shinsu Cannon Wave Controller Evocation cantrip
Sian's Magma Dart Druid, Ranger, Sorcerer, Wizard 1st-level conjuration
Soul Arrow Ranger, Sorcerer, Warlock, Wizard, Deadwalker, Seer 1st-leve evocation
Soul Dregs Cleric, Sorcerer, Warlock, Deadwalker 3rd-level conjuration
Spell List
Spell Name Classes Level
Soul Greatsword Paladin, Sorcerer, Wizard, Spear Bearer 3rd-level evocation
Spacial Rend Seer 3rd-level transmutation
Spirit Command Bard, Cleric, Druid, Sorcerer, Wizard, Artifact, Seer 2nd-level enchantment
Static Cloud Artificer, Sorcerer, Wizard, Light Bearer, Wave Controller Evocation cantrip
Stone Roots Artificer, Ranger, Spear Bearer 1st-level transmutation
Stone Tomb of Bilarro Bard, Warlock, Wizard, Deadwalker 5th-level transmutation
Summon Instrument Bard Conjuration cantrip
Summon Heroic Spirit Bard, Cleric, Paladin, Sorcerer, Wizard, Artifact, Seer 3rd-level conjuration (ritual)
Swift Attunement Artificer, Ranger, Artifact, Light Bearer 4th-level enchantment (ritual)
Tenser's Levitating Platform Artificer, Wizard, Light Bearer 3rd-level transmutation
Tether Artificer, Artifact, Psychic 1st-level conjuration
Time Bolt Sorcerer, Warlock, Seer Transmutation cantrip
Time Travel Wizard, Seer 8th-level transmutation
Thorns of Doubt Bard, Psychic 1st-level abjuration
Tyriok's Carved Cartography Artificer, Bard, Wizard, Seer 3rd-level divination (ritual)
Wall Sight Artificer, Bard, Wizard, Seer, Light Bearer 2nd-level transmutation (ritual)
Ward of the Merrenoloth Artficer, Warlock 3rd-level abjuration
Way of White Corona Paladin, Light Bearer, Wave Controller 1st-level evocation
Whispers of Treason Bard, Warlock, Psychic 1st-level enchantment

Spell Descriptions


Amnesia

3nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: S, M (A metal cylinder filled with a source of blue light)
  • Duration: Instantaneous

The caster attempts to remove the memories a target within range. The target must succeed on an Intelligence saving throw or have their memory wiped for up to 1 minute in the past. A creature you are fighting automatically succeeds on this saving throw. Targets whose minds are wiped will not know explicitly that you wiped their memory, but may become suspicious without explanation, as they do not have any recollection of that 1 minute. On a successful save, the target's mind is not wiped and they realize that you just attempted to wipe their memory.

At Higher Levels. When this spell is cast with a spell slot of 4th level or higher the length of time forgotten increases. With a 4th level spell slot, the time is 10 minutes. At 5th level the time is 1 hour. At 6th level the time is 4 hours. At 7th level the time is 24 hours. At 8th level the time is 3 days. At 9th level the time is 10 days.

Anais' Infravision

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (An abberation's eye enclased in green glass, worth at least 25 gp)
  • Duration: Concentration, up to 10 minutes

For the duration, you are able to see the heat of creatures or objects within 30 feet of you for the duration. Hot objects glow red in your vision, while cold objects dimly glow blue. Living creatures may leave heat imprints on objects they handle or walk past, and they have disadvantage on Stealth checks made to hide from your sight. These heat imprints may remain for up to 10 minutes, and allow you to track creatures as if they left footprints on the ground. Magical fire or heat glows white in your vision. You cannot perceive a heat imprint or the heat signature of a creature or object that is gaining full cover from an opaque object, although you may see heat signatures through illusions or particulates in the air (such as mist or fog).

At Higher Levels. When cast with a spell slot of 4th level, the duration extends to 1 hour. When cast with a spell slot of 5th level or higher, the duration extends to 8 hours. When cast with a spell slot of 4th level or higher, it does not require concentration.

Aura of Hellfire

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, M (a pinch of brimstone or red chalk)
  • Duration: Concentration, up to 1 hour

You summon forth a dull-red, shimmering aura in a 10 foot radius centered at point you can see within range. The first time on your turn that a creature within the sphere takes damage from your attack or a spell you cast, they take an additional 1d6 fire damage. This additional damage can apply to multiple creatures, but only once to each of them on your turn, and it can be from the same or separate instances of damage.

The sphere remains for the duration until you use a bonus action to create a new one or cause it to disappear as a bonus action on your turn.

You automatically succeed on Constitution saving throws made to maintain concentration on this spell, so long as the source of the damage is completely inside the area of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the aura's radius increases by 5 feet, to a maximum of 30 feet at 5th level. Additionally, it’s duration increases by 1 hour per spell slot past 1st.

Baam's Infinite Halo

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a thin halo of limitless Shinsu around your head, which you can force into the shape of other spells. When you cast this spell, choose a cantrip from any spell list or a 1st level spell from the Wave Controller spell list. This cantrip or spell must have a casting time of 1 action and not require concentration. When you cast this spell, and as an action on each subsequent turn you are concentrating on this spell, you may cast your chosen cantrip or spell (a 1st or higher level spell is cast at its lowest level, and without expending a spell slot).

At Higher Levels. When cast with a spell slot of 5th level, you can instead choose a 2nd level spell with this spell, and if you choose a 1st level spell, it is cast as if at 2nd level.

If they would be teleported into a space that is already occupied, they teleport back into their space and are knocked prone. This teleportation never moves a target more than 60 feet away from you, stopping the teleportation just before that point.

When a creature ends their turn out of your line of sight or more than 60 feet away from you, they may make a Dexterity saving throw, ending the effect on a success.

At Higher Levels. When you cast this spell with a spell slot of 3rd or higher, you deal an additional 1d8 lightning damage on the initial attack roll per spell slot above 2nd.

Bone Swarm

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a fistful of shattered bone fragments)
  • Duration: Concentration, up to 1 minute

You summon a Medium-sized, hovering maelstrom of undead bones fills an unoccupied space within range. Creatures can move through the swarm’s space by spending 4 feet of movement for every 1 foot traveled, but they are ejected to a random, unoccupied space within 5 feet of it if they end their turn there. Any creature within 5 feet of the swarm when it appears, who ends their turn within 5 feet of it, or who willingly moves through it for the first time on their turn, must succeed on an Dexterity saving throw or take 2d6 necrotic damage. As an action on your turn, you can cause the swarm to fly up to 30 feet, so long as it remains within 60 feet of you. If it is ever more than 60 feet from you, the swarm disappears and the spell ends.

As a bonus action on your turn, you can cause the bone swarm to explode in a 15 foot radius around it. Any creature in that area must succeed on an Dexterity save or take 2d6 piercing damage, or half as much on a successful save. The spell then ends.

At Higher Levels. When cast with a spell slot of 3rd level or higher, both the necrotic damage and the piercing damage increase by 1d6 per level past 2nd.

Capsule Homunculus

2nd-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (A Tiny, empty capsule made of crystal worth 10 gp per each hit dice it can store)
  • Duration: Instantaneous

Touching the body of a creature killed within the last 24 hours that has not been used for this spell, you store the creature’s vitality in a small, biotic creature that lives, unconscious, in capsule material component. You cannot create a capsule homunculus from the corpse of an undead or construct. You cannot have more than one capsule homunculus at a time, and creating a new one destroys the previous homunculus and capsule.

This capsule homunculus stores a number of hit dice of the size the dead creature used equal to the level this spell was cast at. Any hit dice larger than a d12 are instead considered a d12 for this spell. If you or another creature you see would spend hit dice to fuel magic or to recover hit points, you may use the hit dice in the capsule homunculus instead. If they are unwilling, they must succeed on a Wisdom saving throw to resist the effect. Once you use all stored hit dice, the capsule homunculus and the capsule crumbles to dust.

Caustic Oil

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (An oil lamp made of ankheg chitin worth 50 gp, and a flask of oil which the spell consumes.)
  • Duration: 1 minute

The caster ushers forth a cone of reflective, green oil that burns away organic flesh. You create a 30-foot cone of acid in a direction of your choice. All creatures who are not constructed of inorganic material must succeed on a Dexterity saving throw or take 8d4 acid damage and be covered in acid for the duration, or half as much on a failed save and they avoid being covered in acid. The acid instantly disappears when it splashes onto objects or creatures not made of organic material.

A creature who is covered in acid by this spell takes 2d4 acid damage at the beginning of each of their turns until the spell ends and the acid disappears. A creature can only be coated in acid by one instance of this spell at a time. A creature or one of their allies within 5 feet of them can use their action on their turn to make a Dexterity ability check against your spell save DC to remove the acid, and if they have proficiency with Alchemist’s Tools, they may add that proficiency bonus to their roll. When the acid is removed from all creatures, the spell ends.

Alternatively, the acid is incredibly volatile and can explode. If a creature covered in this acid takes any fire or lightning damage, they must succeed on a Dexterity Saving Throw against your spell save DC or the oil explodes in a flash of green flame. If the oil explodes, the covered target and any creature within 10 feet of them must succeed on a Dexterity saving throw or take 3d6 fire damage and be knocked prone. The coated creature automatically fails this saving throw. A creature who succeeds on this saving throw takes half as much fire damage and is not knocked prone.

At Higher Levels. When cast using a spell slot of 4th level or higher, the initial acid damage increases by 2d4, and the fire damage on an ignition increases by 1d6, per level of spell slot expended above 3rd.

Chromamancy

Illusion cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A shard of broken glass or a paintbrush)
  • Duration: Instantaneous

You cause a unique trick of light to change what an object looks like. All effects last for the duration of the spell. Choose one of the effects below:

  • Choose up to a five foot cube within range. You can either change each color or each texture within that area.
  • You can change each of the colors of a Medium-sized creature and their equipment in range.
  • You can change the color of all light within a 10 foot radius a point you choose within range.
  • You can cause a small object or surface no larger than a one foot cube constantly shift colors of your choice, appearing to be magical unless inspected as an Action, with a successful Intelligence (Arcana) check against your spell save DC.

You may have up to three of these effects up at the same time. If you cast this spell while three effects are already active, the oldest effect ends.

Chromatic Dart

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Seven different dyed inks or paints)
  • Duration: Instantaneous

You point forwards and conjure a dart of seeking, multicolored energy, which launches at a creature you can see within range. Make a ranged spell attack for each dart, dealing 1d6 damage on a hit. The damage of the dart is your choice of acid, cold, fire, lightning, necrotic, radiant or thunder, depending on the color of the dart.

You can conjure more darts in a single casting at higher levels. These darts can hit the same or different creatures within range, and you can choose for them to individually deal different damage. At level 6, you can conjure 2 darts; at level 11, you can conjure 3 darts; and at level 17, you can conjure 4 darts. Make a separate spell attack roll for each dart.

Chronomancy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an hourglass or a twisted sundial)
  • Duration: Instantaneous

You bend, slow, or hasten the time flow around you, creating one of these magical effects within range:

  • You cause an object no larger than a 5-foot cube to speed up in time, becoming as it would be if it were untouched in its previous position for 6 seconds. For instance, if a fuse is burning, it burns 6 seconds instantaneously.
  • You cause an object no larger than a 5-foot cube to revert to the form it had 6 seconds ago. If an object is broken, it pulls all available parts within a 5 foot cube of it, attempting to place itself back into its past form, regardless of stability. This ability can be used on a creature to repair minor injuries, such as lost hair, minor scratches, and scars, that occurred within the last 6 seconds.
  • You cause an shaky, spectral reenactment of a scene you had witnessed within the last 10 minutes appears within a 10-foot cube within range. The scene plays out for as long as you do not cast any other spell or take damage, and it is clearly illusory. If you cast another of these images, this previous scene disappears.
  • You cause time to slow for a dying creature, preventing it from rolling a death saving throw on their turn until the beginning of your next turn. They can still lose death saving throws as a result of taking damage.
  • Choose a creature who has stabilized from a dying state since your last turn. That creature must make a Constitution saving throw or have their hit points reduced to 0 and have them begin dying again.

Constantine's Capricious Parasite

1st-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a live tick or leech)
  • Duration: 10 minutes

You infest a willing target you touch with a newly-created, symbiotic parasite for the duration. A creature is infested with a parasite, and they take 1d4 piercing damage for each parasite as they burrow into their skin.

The parasite remains dormant until the target activates it as a reaction, either when they would recover hit points or when they would deal damage with an attack against a creature who has temporary hit points. It activates as a Warding Parasite if activated when they would restore hit points, or as a Savage Parasite if activates when they would deal damage to a creature with temporary hit points. After activating either kind of parasite, the spell then ends.

If the target is already infested with a magical parasite not created with this casting of the spell, such as with a previous casting of this spell or through another spell such as Mana Leech, this spell fails, and it ends on a creature as soon as they are infested by a different magical parasite.

Warding Parasite. The parasite absorbs the healing magic that triggered its activation, and converts it into a magical mutation that protects its host. You do not recover any hit points, but instead gain temporary hit points equal to twice the hit points you would have recovered. These temporary hit points remain for 1 minute. The total of your current hit points and any temporary hit points gained from this spell cannot exceed your hit point maximum- if you would heal recover hit points or otherwise gain more temporary hit points than your maximum, you lose temporary hit points until the combination no longer exceeds your maximum hit points.

Savage Parasite. The parasite heightens your metabolism to increase the power of your attack. Before you deal damage with the triggering attack, you may choose to spend up to half of your own hit dice. Roll dice equal to the hit dice spent and reduce the target’s temporary hit points by the amount rolled, and then deal damage with the triggering attack.

At higher levels. When you cast this spell with a spell slot of 2nd level or higher, you can create one more parasite per each level above 1st. Any number of these additional parasites may infest either the target or other willing creatures within 5 feet of the target.

Concussive Clap

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You clap and launch a wave of crushing pressure out in a 15-foot cone originating from yourself. Each creature within the cone must succeed on a Constitution saving throw or take 4d6 thunder damage and become deafened for 1 minute. On a successful save, the target is not deafened and takes half the thunder damage.

A creature deafened by this spell may use their action to make a Constitution ability check against this spell save DC, ending the deafness on a success.

At Higher Levels. When you case this spell using a spell slot of 3rd level or higher, the thunder damage increases by 1d6 for each slot above 2nd.

Conjure Vehicle

3rd-level conjuration (ritual)

Casting Time: 10 minutes
Components: V, S, M (An intricate miniature model of the vehicle you wish to create, worth half of the value of the mundane version of the vehicle.)
Range: 30 feet
Duration: Concentration, up to 1 hour

Causing vines to stitch together and water to harden into an icy hull, you conjure one land or water vehicle of your choice at a point within range. Land vehicles that require beasts of burden are pulled by conjured elk or other natural beasts. These creatures cannot attack or use actions other than to move the vehicle. If you concentrate on the spell for 1 hour, its duration becomes 24 hours without concentration. Recasting this spell on a vehicle you already have created allows you to maintain the vehicle for 24 more hours. If you cast this spell to create a new vehicle, any previous vehicles immediately fade away.

These vehicles ignore rough terrain caused by rough water, natural brush, or rubble, and they ignore plant-based restraining spells such as entangle. As a bonus action on your turn, you can command the vehicles to move up to their speed to a point you can see if you are within 120 feet of them and you can see them. Land vehicles have a movement speed of 50 feet and an effective carrying capacity equal to 2000 lbs. Waterborne vehicles have a speed in miles per hour equal to your Wisdom modifier (minimum of 1) or their standard counterpart’s speed, whichever is higher.

Each vehicle is a magical Construct with hit points equal to 10 times the your level, and an AC equal to your spellcasting DC. It is immune to psychic damage, resistant to bludgeoning, slashing, and piercing from non-magical sources, and vulnerable to poison and fire damage.

Construct Affinity

4th-level transmutation


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (A golem rune paper worth 200 gp)
  • Duration: Concentration, up to 1 hour

This spell changes the caster’s body into the form of an animated object or Construct for the duration, or until you are reduced to 0 hit points. Your gear melds into your new form, and you do not benefit from any of your equipment.

You choose to either transform into a Construct or meld into an already crafted object to animate it. You assume the hit points of your new form, and when you revert to your normal form, you resume with the hit points you had in your normal form. Damage carries over if you are reduced to 0 hit points.

The following rules apply if you choose to transform into a Construct or meld into an object to Animate it:

Construct. You transform into a creature with the Construct type whose challenge rating is no more than half your level (or challenge rating, if you do not have a level), rounded down. Your game statistics, with the exception of their alignment, personality, and their Intelligence, Wisdom, and Charisma scores, are replaced by the statistics of the chosen construct.

You are limited to actions it can perform by its nature and you cannot speak or use any abilities apart from the construct’s innate abilities and features.

Animated Object. Instead of transforming, you meld with a single, non-magical object within range that is no larger than Huge. You are considered a magical construct for the duration, and you have the Strength, Dexterity, and Armor Class of the same size that was animated as with the animate objects spell for the duration. See the animate object spell's description for your statistics. In this form you may cast spells and use all class features as normal, except those that would be impossible with the form you are inhabiting.

You cannot use any equipment you had equipped on you, as they would meld into the object when you cast this spell.

When you end this spell, either through reaching 0 hit points or ending your concentration, you are magically ejected into the nearest unoccupied space within 5 feet of you. If there’s is no unoccupied space, than you move to the nearest unoccupied space, taking 1d6 force damage per 5 feet traveled.

Any remaining damage carries over both to your hit points and to the object.

Coffin of Grey Realms

3rd-level necromancy (ritual)


  • Casting Time: 1 minute
  • Range: 5 miles
  • Components: V, S, M (a tiny coffin made from the remains of a sunken ship or a burnt down manor worth at least 500 gp)
  • Duration: 1 hour

The tiny coffin material component grows to a size that can fit you, usually Medium, and reverts once you leave it. You lie down inside the coffin, and your mind and spirit attunes itself with the plane of death. When you cast this spell, you die, but if the coffin component is intact when the spell ends, you restore to life with the same conditions and hit points you had when you began the spell. The coffin has an AC of 18, 30 hit points, and immunity to poison and psychic damage.

During the duration of this spell, you may choose any number of the following options, as your spirit wanders through the planes of death.

  • Deadly Attunement. You have advantage on all Intelligence and Wisdom ability checks made about undead or creatures heavily attuned with death (such as necromancers or monsters who have killed a significant amount of creatures in the area) within the range of this spell until your hit point maximum is restored.
  • Plots and Schemes. Name any number of specific creatures you know are in range. You learn if there any plots to assassinate or hunt those creatures, the means by which those plots intend to do so, and roughly when they will occur, with about four hours a day of error. This only captures the plot in the moment, and doesn’t take into account any of the party’s actions, which may change the plot’s inevitable course of action or whether it is executed at all.
  • Ethereal Sight. You learn of any ethereal or invisible creatures in range, and can see those creatures when they are ethereal or invisible as faint, shimmering shades for as long as your hit point maximum is lowered.

For each option you choose, roll 2d6. Your hit point maximum and hit points when the spell ends are reduced by that amount until you complete a long rest, but this reduction cannot bring your hit point maximum to 0.

Copy Venom

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a weapon worth at least 2 sp)
  • Duration: 10 minutes

Pointing at a poisonous creature or the corpse of a poisonous creature within range, you imbue a weapon you are holding with their venom. A living creature may make a Charisma saving throw to resist this effect, ending the spell on a success. For the duration, when you hit with an attack roll with the envenomed weapon, the target of the attack must succeed on a Constitution saving throw against poison or be effected poison part of that creature’s natural weapon. If that part requires a saving throw, then treat the Constitution saving throw of this spell as the saving throw for the poison.

Once a creature fails this Constitution saving throw, this spell ends. Once you use this spell on the body of a venomous creature, you cannot cast this spell on that body again.

At Higher Levels. When cast with a spell slot of 2nd level, the duration increases to 1 hour. With a 3rd level or higher slot, is 2 hours, plus 1 hour for every spell level past 3rd.

Corrupt Holy

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a holy symbol of a deity of worth at least 25 gp, which the spell consumes.)
  • Duration: Instantaneous

You utter ancient words of corruption, targeting all vessels of goodness in range. When you cast this spell, choose one of these effects:

  • Turn any amount of holy water within range you choose into an identical amount of basic acid (vials of holy water become vials of acid, and so on). The acid is visually identical to holy water, but has a distinct acidic smell that can be noticed with a Wisdom (Perception) check against your spell save DC.
  • Any creatures who worship or fears the deity whose holy symbol you corrupted must succeed on a Constitution saving throw or become frightened of you for 1 minute. They can make the saving throw at the end of each of their turns if they move to a location where they are not within line of sight of you, ending the effect on a success. While frightened in this way, those creatures cannot use Channel Divinity or cast any spell they gain as a Cleric or Paladin.
  • You choose a single creature who believes in the deity whose holy symbol you corrupted in the material of this spell. That creature must make a Wisdom saving throw or become cursed. While cursed, the creature becomes indistinguishable from a tiefling, gaining demonic features, and they can only speak in Infernal, although they do not necessarily understand the language. Remove Curse or comparable magic will cure this effect. Death does not remove the curse.

Once the spell is cast, the holy symbol used in the spell becomes corrupted instantly.

Create Chimera

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pair of gold and platinum chains, each worth 50 gp, and both of which the spell consumes)
  • Duration: Concentration, up to 1 hour

Speaking a word of chaos, you attempt to fuse two creatures you can see within 5 feet of a point within range into a new, monstrous entity. These two creatures must succeed on Charisma Saving throws or begin to be fused together. If either succeeds, they both instead take 3d10 force damage and the spell ends.

If they fail, they begin to painfully fuse together. They are both moved to the point within range and occupy the same space. Their movement speeds cannot be more than 15 feet for the duration, and if either moves, the other moves with them. They make any Dexterity checks and saving throws at disadvantage, and all their attack rolls for the duration are at disadvantage. If one creature is effected by a condition, the other is as well.

At the end of each creature’s turns, they may make a Charisma Saving throw. If either succeeds, if either dies, or if either is reduced to 0 hit points, the spell ends early, and they both take 3d10 force damage and are pushed 5 feet away from each other in random directions. If one of these creatures fails this saving throw three times, they cannot make it again until the spell ends.

If one minute passes, the creatures magically morph into a single creature with aspects of both creatures. Average their hit dice and current hit points to determine their hit points, and average all their ability scores and proficiency bonus. They roll a new initiative, their alignment shifts to chaotic neutral, and their type is monstrosity. Average their movement speeds, and they no longer are restricted to 15 feet, nor do they gain disadvantage on attack rolls. They lose any multiattack features they may have and may make a number of attacks equal to the number of creatures fused together, and each attack must be a single attack from from a different creature’s statblock. If reduced to 0 hit points, the fused creature dies and splits into the two other creatures, who are unconscious at 0 hit points. While a creature is fused in this way, it automatically fails any saving throws against spells you cast to command, charm, or frighten them.

If you concentrate on this spell for the full 1 hour duration, the creature’s transformation becomes permanent until targeted by dispel magic or some other ability, and it instead only has disadvantage against saving throws from spells you cast to command, charm, or frighten it.

At Higher Levels. When cast using a spell slot of 6th or 7th level, you can target three creatures instead of two. When cast at 8th or 9th level, you can target four creatures instead of two.

Crystal Hail

2nd-level conjuration

Casting Time: 1 action
Components: V, S, M (An enchanted glass globe)
Range: 90 feet
Duration: Concentration, up to 1 minute

You point upwards, creating a cloud of chaotic crystal at a point within range. When you cast this spell and as an action during its duration, you can cause shards of crystal to hail down upon the previously selected point and everything surrounding it. Every creature within 20 feet of the point must succeed on a Dexterity saving throw or take 2d6 piercing and 2d6 force damage, or half as much on a successful save. This spell ignores 1/2 and 3/4 cover.

After causing crystal to rain down on that region three times, the spell ends.

At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the force damage increases by 1d6 per spell slot past 2nd.

Dark Bead

6th-level evocation

Casting Time: 1 action
Components: V, S
Range: Self
Duration: Instantaneous

You let forwards up to seven beads of shadow to home in and strike your foes. You can choose a 30 foot cone originating from yourself to fire these small soul masses in. These beads can attack individual creatures or the same creature in any combination, but all targets must be in the 30 foot cone. Make a spell attack roll against each creature targeted by the beads, dealing 1d10 necrotic damage per bead used on that target.

At higher levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional bead for each level above 6th.

Dark Orb

Evocation cantrip

Casting Time: 1 action
Components: V, S, M (A broken arcane focus or a vial of mild poison)
Range: 60 feet
Duration: Instantaneous

You point forwards and fire a large orb of life-eating shadow at a target in range. Make a ranged spell attack, dealing 1d8 necrotic damage on a hit. Damage from this attack ignores temporary hit points and deals damage directly to the target's hit points, reducing their temporary hit points to 0 if their standard hit points are reduced to 0.

This spell's damage increases to 2d8 at level 6, 3d8 at level 11, and 4d8 at level 17.

Deadly Wellspring

1st-level divination

Casting Time: 1 bonus action
Components: V, M (A small lodestone)
Range: Self
Duration: Concentration, up to 1 minute

Your attacks generate greater lethality, as they hone into your target's weak points. When you make an attack roll, your attack is a critical hit on a die roll of 19-20. Whenever you make an attack roll but do not critically hit, your subsequent attacks are also considered a critical hit on one lower number than the last, increasing the effective critical range. When you deal a critical hit, you also roll 1d6 force damage and add it after the damage of the critical hit. This spell then ends.

At higher levels. When cast using a spell slot of 2nd level or higher, the force damage increases by 1d6 per level past 1st. Additionally, the initial critical hit range is reduced by 1 per every two levels of spell slots above 1st- 18-20 for 3rd level, 17-20 for 5th, 16-20 for 7th, and 15-20 for 9th.

Deep Pressure

Evocation cantrip

Casting Time: 1 action
Components: V, S
Range: Touch
Duration: 1 round

You attempt to crush an enemy within range with pressure caused by Shinsu. Make a melee spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage, and is surrounded by an aura of dense pressure until the end of your next turn. While they have this aura and you can see the target, you can use your reaction to impose disadvantage on a Strength ability check or a melee weapon attack they use which does not use a natural or finesse weapon. The aura then fades.

This spell‘s bludgeoning damage increases as you gain levels- to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

Dismantle

5th-level transmutation

Casting Time: 1 action
Components: V, S, M (An obsidian crowbar worth 300 gp)
Range: 60 feet
Duration: Instantaneous

You designate a single object, structure, or a Construct creature you can see within range to instantly lose stability and fall apart. An object or structure must be mostly metal and no larger than a 20 foot cube to be effected by this ability, but a Construct does not necessarily have to be.

A targeted object or structure falls to the ground in its base materials, requiring time and gold to reforge it back into its original form. If the object is a magic item, this spell only partially works, and the item is instead rendered non-magical for 1 minute and enough of it falls away that it is unusable, but the magic item then repairs itself after 1 minute has passed. If you target an object that is carried or worn by a creature, that creature may make a Dexterity saving throw to avoid the spell's effect.

Alternatively, you can target any creature within range with the Construct type using this spell. When you do so, the creature must succeed on a Constitution Saving Throw or take 8d8 force damage and become incapacitated 1 minute, or until they take any more damage. On a successful save, they take half as much damage and are not incapacitated. If the construct is normally immune or resistant to force damage, it is not for this attack. A Construct who is reduced to 0 hit points by this spell is reduced to its most basic components and must be rebuilt from scratch.

At Higher Levels. When cast using a spell slot of 6th level or higher, the size of the cube an object or structure is restricted by the spell increases by 10 feet per spell level beyond 5th, to a maximum of a 60 foot cube at 9th level. The damage dealt to a Construct targeted by this spell also increases by 1d8 per spell level beyond 5th.

Disrupting Strike

Enchantment cantrip

Casting Time: 1 action
Components: V, M (A weapon)
Range: Self (5 foot radius)
Duration: Instantaneous

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 as dazing magic courses through their body. If the target was concentrating on a spell or a feature which requires concentration, they take an additional 1d8 psychic damage.

Weapon attacks made in this way are considered magical for the purposes of overcoming damage immunity and reduction. The psychic damage increases as you gain levels, to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.

Ego Crash

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You mentally extend an invisible lash of psychic energy to assault the mind of a target you touch. Make a melee spell attack against that target. On a hit, the target takes 1d8 psychic damage. Additionally on a hit, roll 1d4, and subtract that number from the total of the next attack roll or ability check the target makes before the end of their next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Electric Loop

Evocation cantrip

Casting Time: 1 action
Components: S, M (a steel string lasso)
Range: 30 feet
Duration: Instantaneous

You lash out with a lasso of electrical energy at an enemy within range. Make a melee spell attack against the target. On a hit, you deal 1d6 lightning damage. If another creature is within 10 feet of your target, the electricity bounces off of your attack, and you may make one additional attack against them, dealing 1d6 lightning damage on a hit. You may not make more than one extra spell attack with this cantrip. The damage on both attacks increases as you level- to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Elusive Arcana

Illusion cantrip

Casting Time: 1 bonus action
Components: M (a small crystal prism or a dice with multicolored sides)
Range: Self
Duration: 1 round

You lay a hand upon your arcane focus or component material and create a confounding illusion around your spellcasting. The next spell you cast until the end of your next turn magically appears to use the same components as another spell of your choice that you have seen or that you know. This does not change actual requirements for the spell to be cast. It must have the same casting time and range of the actual spell being cast. Divination spells detect the spell as a school that is the same as the spell it is imitating.

If you cast this cantrip as a bonus action on your turn, you may cast a spell of 1st level or higher as your action on that same turn, even if you normally could not.

Enchant Item

4th-level enchantment


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (an alchemist's kit, a mundane weapon, armor, or tool set. It also requires a variety of alchemical elements and rare metals worth at least 1000 gp, which the spell consumes)
  • Duration: 24 hours

You slowly begin to inscribe runes and imbue a single item with powerful magic. During this time, you can designate a single piece of mundane armor, a single mundane weapon, or a single set of mundane tools. For the duration after casting the spell, the armor, weapon, or tools are considered a +1 magical item, giving a +1 bonus to AC (if armor), to hit and damage (if weapon), or to any ability checks made with them (if a tool set). If a creature attempts to dispel this spell, the DC for their spellcasting ability check is your spell save DC or the normal DC, whichever is higher.

If you cast this spell on the object every day for a workweek, or 5 days, the object permanently becomes an enchanted, +1 magical item. Dispelling a permanent enchantment with Dispel Magic instead just suppresses this enchantment for 24 hours.

At Higher Levels. When cast using a spell slot of 6th level or higher, the enchantment bonus increases to +2, and the cost of the consumed material components increases to 2000 gp. When cast using a spell slot of 9th level, the enchantment bonus increases to +3, and the cost of the consumed material components increases to 4000 gp.

Felkin's Resonant Flesh

1st level necromancy (ritual)

Casting Time: 1 action
Components: V, S, M (An ounce of once-zombified flesh)
Range: Self (15 foot radius)
Duration: Concentration, up to 1 hour

You sear a symbol of undeath onto your skin, which you can use to bolster the strength of your allies. When you cast this spell and at the beginning of each turn thereafter, you can choose to lose one hit point per level of this spell (this ignores temporary hit points, and is not considered taking damage for the purposes of concentration). When you do so, you can distribute a total number of temporary hit points equal to twice this spell’s level plus your spellcasting ability modifier among any creatures within 15 feet of you, including yourself. When you distribute temporary hit points again with this spell, any previous temporary hit points caused by it are removed.

At Higher Levels. when cast using a spell slot of 2nd level or higher, the amount of temporary hit points and hit points lost with each activation of this spell increases.

Foretell Wound

Divination cantrip

Casting Time: 1 action
Components: V
Range: 30 feet
Duration: Instantaneous

You speak an omen of wounds for an enemy, and you bend reality to cause wounds to appear. Choose a target within range who can hear you. They take force damage equal to your level. A creature who is immune to divination magic or curses is immune to this spell.

Grave Weapon

2nd level necromancy

Casting Time: 1 bonus action
Components: V
Range: Touch
Duration: Concentration, up to 1 hour

You mark a weapon or up to ten pieces of ammunition you touch with a sigil of the grave. While this weapon is poisoned, it becomes a magical weapon, if it was not one already, and gains a +2 bonus to its attack rolls. The DC of any poisons which coat this weapon equal your spell save DC, if it is higher than the poison’s normal DC.

Additionally, when a creature hit by this weapon would be immune or resistant to the poison it is coated with, you can can choose for them to not be immune or resistant to that poison- they take the poison damage as normal, and lose immunity to the poisoned condition for as long as they are poisoned by the triggering attack. Once you use this aspect of this spell on an enemy, you cannot use it on that enemy again until you cast this spell again.

At Higher Levels. When cast this spell using a 3rd level spell slot, this weapon’s attack bonus while poisoned increases to +3.

Haki's Freezing Spear

2nd-level evocation

Casting Time: 1 action
Components: V, S
Range: 10 feet
Duration: Instantaneous

You strike out with a spear of frozen energy at a target within range. Make a melee spell attack against the target, who takes 4d8 cold damage on a hit.

Hit or miss, any flames or fiery creations within 5 feet of the target are snuffed out. If the flames were created by a spell, such as flame blade or wall of fire, the flames are snuffed out in that area only if the spell which produced those flames is of an equal or lower level than the level this spell is cast at. If this spell extinguishes all the magical flame produced by a given spell, that spell ends.

At Higher Levels. When cast using a spell slot of 3rd level or higher, the cold damage increases by 1d8 per spell level above 2nd.

Heroic Fate

9th-level divination

Casting Time: 1 action
Components: V, S, M (Two ruby dice each worth 2500 gp, one of which the spellcaster holds and the other the target of the spell holds)
Range: Touch
Duration: 8 hours

Casting part of the soul of a willing target you touch back in time, you tap into the luck of ancient heroes past. Until the spell ends, the target can choose to succeed on any saving throw, ability check, or attack roll, or to have any attack against them miss. They must do so before they roll or their enemies roll against them. They must see the source of the attack against them or the source of the saving throw to use this ability.

Once this ability has been used three times before the duration is over, the spell ends. If you cast this spell again before the duration is over, the previous casting of this spell ends. If the target or the spellcaster ever has the ruby dice material component not on their body, or if either die is destroyed, the spell ends early.

Hijack Spike

5th-level enchantment

Casting Time: 1 action
Components: V, S, M (An adamantine spike worth 300 gp)
Range: Touch
Duration: Concentration, up to 10 minutes

Trying forcefully control a construct’s mind, you attempt to jam the adamantine spike material component into a Construct within range. Make a melee spell attack against that creature, dealing 2d4 piercing damage and embedding the spike on a hit. If you have another construct that is being hijacked by you, that is immediately dispelled when you successfully use this ability again.

While the spike is embedded inside a Construct, the construct is not immune to the charmed or frightened conditions, and is considered a humanoid for the purposes of casting spells that inflict those conditions. If they were charmed or frightened when this spell ends, they immediately recover from those conditions.

Additionally, if the construct targets you with an attack or harmful effect that only targets you while the spike is in embedded in it, you may use your reaction to cause it to make a Wisdom Saving Throw. On a failure, they must choose a new target within range for their attack or lose the attack.

A creature within 5 feet of the adamantine spike may use an Action to attempt to pull it out and make a Strength (Athletics) check against your spell save DC. On a success, they pull out the spike and the spell ends. When the spell is over, the spike remains in the creature unless removed by some force. An adjacent creature can use an Action to pull out the spike from a dead or unconscious construct.

At Higher Levels. When casting this spell with a 7th level spell slot or higher, you no longer need to concentrate on it. When cast with a 6th level spell slot, the duration is concentration, up to 1 hour. With a 7th level spell slot, it is 8 hours. With an 8th level spell slot, it is 24 hours. With a 9th level spell slot, it lasts until dispelled.

Id Unleash

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You emit a psionic scream centered on yourself. All creatures within 10 feet of you must succeed on an Intelligence saving throw or take 2d6 psychic damage and be shoved 10 feet directly away from you. On a successful save, the creature takes half as much damage and are not shoved backwards.

At Higher Levels. When this spell is used at 2nd level or higher, the distance that creatures are shoved increases by 5 feet and the damage dealt increases by 1d6 per each level above 1st.

Invert Light

4th-level illusion (ritual)


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You begin to transform the area around a point you see within range to make shadows bright and lights dark. For the duration of the spell, all area within 60 feet of the point you choose that you can see becomes magically inverted. While an area is inverted like this, any brightly lit areas become magical darkness and any dark shadows become magically lit.

If a creature takes radiant damage while inside the inverted area, the damage is changed to necrotic. Conversely, if a creature takes necrotic damage while inside the inverted area, the damage is changed to radiant. Any creature that would normally have resistance to either damage type does not while inside the inverted area.

Magical darkness, such as created by the Darkness spell, is changed to light but still cannot be seen through without Truesight, as the light is extremely bright.

Invisible Explosion

3nd-level enchantment


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: S
  • Duration: Instantaneous

You cause a blast of psionic energy at a point within range. A wave of psychic energy then emanates out from that point in a 20 foot radius sphere that goes around corners. Any number of creatures of your choice within the sphere must succeed on a Wisdom saving throw or take 3d10 psychic damage, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher add an extra 1d10 of damage for each level above 3rd.

Jinx

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a kenku feather)
  • Duration: Concentration, up to 1 minute

The caster speaks a confounding word towards a single target they can see within range and forces them to only be able to repeat words that they had said recently. The target must succeed on a Charisma saving throw or become Charmed by you for the duration. A creature that cannot hear you automatically succeeds on this saving throw. While the target is charmed in this way, they cannot speak any words except by repeating words, in any order they choose, that they have spoken since the beginning of their last turn.

If the creature had cast a spell that requires a Verbal component during that time, they can only cast that spell for the duration. Otherwise, they cannot cast spells that require Verbal components.

During the creature's turn, they may use an Action to make a Charisma Saving Throw, ending the spell early on a success. A creature who does not understand any languages or that has an Intelligence of 2 or lower is not effected by this spell.

At Higher Levels. When cast using a spell slot of 3rd level or higher, you may target one additional creature of your choice with this spell per spell slot expended above 2nd. These additional targets must be within range and within 30 feet of the original target.

Kinetic Sling

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: S
  • Duration: Instantaneous

You mentally fling an object within that is not being held and is no more than 5 pounds towards another point or target within range. If the point was a target, make a ranged spell attack against that target, dealing 1d8 bludgeoning damage on a hit. This spell does not damage the object flung, which is magically reinforced for the attack roll only. If the flung object would logically deal another form of damage due to its form, such as a lit torch dealing fire damage or an arrow dealing piercing damage, this attack then deals that type of damage instead.

This spell can fling additional objects when you reach higher levels: two objects at 5th level, three objects at 11th level, and four objects at 17th level. You can direct the objects at the same target or at different ones. Make a separate attack roll for each object.

Leaden Bullet

Divination cantrip


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (A pinch of lead dust)
  • Duration: Instantaneous

You launch a solid bullet of leaden metal at an target within range. Make a ranged spell attack against the target, dealing 1d8 piercing damage on a hit. The attack roll you make with this spell cannot have advantage nor disadvantage, and cannot be targeted by features that would replace or re-roll the original attack roll. As you gain levels, this spell’s damage increases- to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.

Maddening Totem

Illusion cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You point your finger and speak a terrible word. At a point within range, you summon an unspeakable, flickering totem inscribed with the images of souls twisted in agony and terrible inscriptions. Until the spell ends, the horrifying totem fills a 5-foot cube. Any creature inside the totem's space are drawn to reading it, and must make a Intelligence saving throw or take 1d6 psychic damage. A creature must also succeed on the saving throw when it moves into the totem's space for the first time or ends its turn there.

A creature who cannot see the totem due to blindness or another reason is not effected by the spell. A creature does not need to be able to read to be effected by the spell.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mana Leech

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an amber crystal in gum arabic worth at least 200 gp)
  • Duration: Concentration, up to 1 minute

You point at a target within range and magically call a spectral leech to latch onto their body, which then attempts to siphon the magic power from that creature. The target must succeed on an Intelligence saving throw or have any Spellcasting, Pact Magic, or Innate Spellcasting DCs they may have lowered by 1d4 for the duration. They may make this Intelligence saving throw at the end of each of their turns, ending the effect on a success.

Additionally, whenever you would expend a spell slot of 1st level, you may attempt to use the spell slot of the effected creature that you can see within 30 feet of you instead of your own. If the target had that spell slot, they must make an Intelligence saving throw or have that spell slot drained in place of yours. Once you use this feature of this spell successfully, the spell ends.

At Higher Levels. When cast using a spell slot of 3rd level or higher, the amount the spell save DCs at lowered by increases by 1d4 per spell level used past 2nd.

Additionally, when cast using a spell slot of 4th or 5th level, you can siphon a spell slot of 2nd level or lower. When cast using a spell slot of 6th or 7th level, you can siphon a spell slot of 3rd level or lower. When cast using a spell slot of 8th level or higher, you can siphon a spell slot of 4th level or lower.

Mass Amnesia

6nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: S, M (a blue, crystal hooded lantern worth 100 gp)
  • Duration: Instantaneous

The caster attempts to remove the memories all creatures who can see you within range. The target must succeed on an Intelligence saving throw or have their memory wiped for up to 1 hour in the past. A creature you are fighting automatically succeeds on this saving throw. Targets whose minds are wiped will not know that you wiped their memory, but may become suspicious as they do not have any recollection of that 1 hour. On a successful save, the target's mind is not wiped and they realize that you attempted to wipe their memory.

You may select any number of creatures that you can see to automatically succeed on this saving throw, and they do not know that you attempted to wipe their memory.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the range increases by 30 feet per every spell level past 7th.

Memory Anchor

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You anchor yourself to a point in time and space, granting you the ability to recall to that point. When you cast this spell, record your location and position (prone, falling, sitting, etc.). Then, as an action on any turn until your concentration ends, you may teleport instantly back to this point and are placed in the position you were when casting the spell.

The spell is broken if you move more than 300 feet from your anchor point or if you step into another plane of existence.

Merfolk Blessing

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a miniature crown made of coral or ice)
  • Duration: 1 hour

You touch a single weapon or armor within reach and enchant it with the blessing of the Merfolk. Until this spell ends, creatures do not suffer any penalties for fighting or swimming with that weapon or armor whilst underwater. This applies to the range of any ranged weapon chosen by this spell as well, even if the ammunition is not enchanted.

Minor Curse

Divination cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of salt or a broken mirror)
  • Duration: 1 round

You point your finger at a creature you can see within range, twisting its fate to a less favorable future. That creature must succeed on a Charisma saving throw or become cursed until the beginning of your next turn. While cursed in this way, it has disadvantage on the first attack roll, ability check, or saving throw it makes, after which the curse's effect ends. Creatures who are immune to divination magic or curses are immune to this spell.

Monomorph

4th level abjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (an ornate key worth 50 gp)
  • Duration: Concentration, up to 8 hours

You place a ward against shapechanging on a creature within range. An unwilling target can make a Wisdom saving throw when first targeted by this spell to resist it, or they can use an Action on their turn to make the saving throw again, ending the spell on a success. For the duration, a target of this spell cannot change shape through spells, magic effects, or natural abilities, like the Shapechanger feature. They do, however, revert back to their original usual form if a spell that is changing them ends.

At higher levels. When cast with a spell slot of 5th level or higher, you can target another creature in range per spell slot used above 4th.

Moonlight Arrows

4th level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (four silvered arrows worth at least 10 gp each, and a topaz ring worth at least 200 gp, which must be worn for the duration of the spell)
  • Duration: 1 hour

The four arrows used for this spells description animate and float around your head for the duration, shimmering with moonlight and emitting bright light around you for 30 feet and dim light for 30 more feet. If you take off the topaz ring spell component, the spell ends and the arrows drop to the ground harmlessly.

Whenever you take damage while this spell is in effect from a source you can see within 60 feet of you, you can fire one or two arrows at that source as a reaction. Make a ranged spell attack for each arrow, which deals 2d6 radiant damage on a hit. If the target is a fey, fiend, or a shapechanger not in their true form, this ranged attack has advantage. An arrow fired in this way is consumed by the spell.

You must not be restrained and the hand wearing the topaz ring must be free and not holding anything to use this reaction.

At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, the number of arrows you can animate increases by 2 per spell slot past 4th. You must have the silvered arrow component for each arrow animated.

Mutagenic Smite

1st level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

When you cast this spell, a thin, green film covers your weapon. The next time you hit with a weapon attack, choose one condition, from blinded, deafened, frightened, paralyzed, poisoned, prone, or stunned. The target must succeed on a Constitution saving throw or mutate and lose immunity to that condition for the duration. If they fall under that condition, and it lasts longer than the duration of this spell, the duration of this spell changes to match the duration of the condition applied.

Additionally, when you hit with a weapon attack while concentrating on this spell, you may spend one or more hit dice, rolling the dice and adding it to the damage of the attack. You can only spend a number of hit dice this way equal to the level do this spell.

Noctellian's Desecrated Reliquary

2nd-level necromancy (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a piece of the target body or a special item the target used in life, and lapis lazuli dust worth 50 gp, which the spell consumes)
  • Duration: Instantaneous

Channeling necromantic energy into a deceased body, you create a foul relic attuned to negative energy, preventing the soul that once resided in the body from being revived, summoned, or contacted magically. It also prevents the body from being targeted by the Gentle Repose spell. When you cast this spell, you create a desecrated reliquary from one of the body parts of the body or from an object that was vitally important in the life of the targeted creature, which is considered a cursed item. The reliquary can only be purified by means of the Remove Curse spell, or other magical means that remove curses. When the reliquary is purified, then the spell ends on the body and soul.

Onomast's True Syllable

1st-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a kaleidoscopic visor)
  • Duration: Concentration, up to 1 hour

You cause a single creature within range to convey part of their true name to you, granting you some power over them in the future. The target must make a Charisma saving throw, or relinquish part of their identity to you for the spell’s duration. As a bonus action during this spell’s duration, or as part of first casting this spell, you may ask the DM one of the following questions about the creature you pulled the name from, which is conveyed through emotions and important parts of their past.

  • Training: You may learn all of the target’s skill proficiencies, if any, and you learn the skill(s) or ability score(s) with the highest bonus.
  • Resilience: You learn all of the target’s Saving Throw proficiencies, if any, and you learn the ability score(s) with the highest saving throw bonus.
  • Identity: You learn the most common alias or title of the the target, and you know if there are any other aliases they often use.
  • Defense: You learn the target’s condition and damage immunities, and their damage resistances.
  • Community: You learn what communities they strongly identify or associate with, and if you are familiar with a creature that they also are familiar with, you learn the kind of relationship they share together.

At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, you may use the bonus action to pull parts of their true name an additional time per spell level last 1st, choosing a different aspect each time, up to a maximum of 5th level. You must use a separate bonus action for each aspect you evoke.

Ooze Tendril

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

The caster conjures a single, deep green tendril of twisting ooze that surges forwards from their hand in a line that is 20-feet long and 5-feet wide. Any creature within that area must succeed on a Dexterity saving throw or take 4d4 acid damage, or half as much on a failed save.

A creature who fails their saving throw also has disadvantage on the first attack roll or Dexterity ability check they make before the end of your next turn, as the acid hinders their movement.

At Higher Levels. When cast using a spell slot of 2nd level or higher, the acid damage increases by 2d4 per spell slot used above 1st.

Orianna's Obscuring Orison

5th-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, M (a slip of paper with Celestial runes.)
  • Duration: Concentration, up to 1 minute

A 60 foot radius sphere of purple, space-warping calligraphy appears at a point within range that you can see, and faint, mournful hymn can be heard everywhere on the inside. Everything within the sphere is considered heavily obscured from any creature outside of the sphere, and creatures have disadvantage on Perception checks made to hear while within the sphere.

While within the sphere, any creature within the sphere may use a bonus action to teleport up to 60 feet to a point within the sphere. If the point is occupied, the creature takes 3d8 psychic damage and is shunted back to their original point they teleported from. If a creature that the caster can see teleports while inside the sphere, the caster may use their reaction to cause that creature to make a Charisma saving throw. On a failure, the creature is instead teleported to a point of the caster’s choice within 60 feet of the creature’s original position. If a creature attempts to exit the sphere, by moving out of it, they instead are teleported horizontally to the nearest unoccupied point to the opposite, horizontal point of the sphere.

A Passwall spell creates an opening that is not effected by this spell, but it passes through all another spells, including objects of force such as Walls of Force or Forcecage.

Orientation Lock

4th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S, M (a crystal abacus or level that is worth at least 100 gp.)
  • Duration: Concentration, up to 1 minute

You force a single target within range that they can see to be locked in their physical orientation. When you do so, the target must succeed on an Intelligence Saving Throw, as reality is warped around it by the force of the caster's mind. On a successful save, the spell ends. On a failed save, the target is locked out of a single dimension of your choice, gaining properties based on the list below.

Horizontal Lock. The target becomes unable to move horizontally, in relation to the flow of gravity on this plane. Magical abilities cannot move them horizontally, and they must succeed on an Intelligence Saving Throw when they try to use magic to teleport horizontally or the teleportation fails. If the target tries to move horizontally, or if another adjacent creature tries to move the target horizontally, the target or the adjacent creature must succeed on a Strength (Athletics) check against the spell save DC. On a success, the target can move horizontally with great difficulty until the end of that turn, using 4 feet of movement every 1 foot traveled.

Vertical Lock. The target is unable to move vertically, in relation to the flow of gravity on this plane. Gravity and magical effects cannot move the target up or down, and the target effectively floats during the duration of this time if they would not have solid ground beneath them. If floating in this way, the target cannot move themselves unless they can push off of walls or use some significant propelling force. The friction of floating in the air from this spell is the same as on slick ice.

Magical abilities cannot move the target vertically, and they must succeed on an Intelligence Saving Throw when they try to use magic to teleport vertically or the teleportation fails. If the target tries to move vertically, or if another adjacent creature tries to move the target vertically, the target or adjacent creature must succeed on either a Strength (Athletics) check against the spell save DC. On a success, the target can move vertically with great difficulty until the end of that turn, using 4 feet of movement every 1 foot traveled.

Rotational Lock. The target is unable to rotate their body from the direction they are facing, though they retain enough motor control to to be able to move in any direction they wish. Their vision, unless they are able to sense something without facing at it, is restricted to a cone extending in an area directly where they are facing. The target cannot target any creature with an attack or spell that is not within that cone, and other creatures can attempt to Hide from the target so long as they are not within their cone of vision.

A creature effected by this spell may use their Action to make an Intelligence Saving Throw, ending the effect on a success. If the target ever enters the Astral Plane, the Ethereal Plane, or the Border Ethereal Plane during the duration of this spell, or if they are otherwise not currently in a three-dimensional space during the duration of this spell, then this spell automatically ends.

Overwhelming Beam

3nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

The caster launches a brilliant beam of psionic energy in a 60-foot long, 5-foot wide line. Every creature in the line must succeed on a Wisdom saving throw or take 8d6 psychic damage, or half as much on a successful save.

At Higher Levels. When this spell is cast at 4th level or higher, an additional 1d6 is added per additional spell level.

Pale Beacon

2nd-level necromancy

Casting Time: 1 action
Components: V, S, M (A moth in amber)
Range: 30 feet
Duration: 1 minute

Pointing towards a single undead creature you can see within range, you cause pale light, sickly light to flow from their eyes or eye sockets. Choose one effect for that undead at the beginning of each of their turns for the duration or until you are incapacitated.

Dark Recovery. The undead’s wounds stitch up, causing it to recover 1d4 + your spellcasting ability hit points.

Rebuke Holy. The undead becomes unaffected by any Turn Undead effect currently applied to it, becomes immune to Turn Undead until the beginning of its next turn, and becomes resistant to radiant damage until the beginning of its next turn.

At Higher Levels. When cast using a spell slot of 3rd level or higher, you can choose an additional undead target within range.

Pale Dragon Breath

9th-level conjuration

Casting Time: 1 action
Components: V, S, M (An enchanted crystal worth at least 5,000 gp.)
Range: Self
Duration: 1 hour

You point forwards and channel the power of the Scaleless Dragon into a single line of crystal breath. Crystals grow along the ground in a 10 foot wide and tall, 300 foot long line originating from you, climbing up and down walls and turning corners at your choice if it hits an edge or wall. Any creature within that line must succeed on a Dexterity saving throw or take 10d12 piercing damage and 10d12 force damage, or half as much on a failed save.

The crystals then stay in that space for the duration, making it difficult terrain and dealing 1d12 force and 1d12 piercing damage for every 5 feet walked through it.

Psionic Darts

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a piece of ammunition or a dart)
  • Duration: Instantaneous

You launch four darts of dull, luminescent energy towards targets within range. Make a ranged attack roll for each dart, each of which deals deals 1d8 psychic damage. They may all strike the same targets or different targets.

At Higher Levels. When this spell is cast at the 3rd level or higher, add one additional dart per level above 2nd.

Pursuer's Hazy Volition

3rd-level conjuration


  • Casting Time: 1 reaction, which you take when you see a creature within range teleport
  • Range: 90 feet
  • Components: S, M (a spike of adamantine worth 100 gp, which the spell consumes if successful)
  • Duration: Concentration, up to 1 minute

When a creature within range that you can see teleports, you can use your reaction to make a hazy, one-way tear in reality at the point they left. A roughly 5 foot diameter, circular portal filled with an opaque, red haze appears where the creature left, and a linked, invisible portal appears at the point they appeared from their teleportation, both of which remain for the duration.

Non-magical senses cannot perceive through either portal, and creatures and objects can only pass through the hazy red portal- the invisible portal is intangible and cannot be passed through. A creature who can see invisible objects sees the invisible portal as an intangible, dark red rift filled with opaque, red mist. When you successfully create a portal with this spell this spell, you know only whether or not the linked portal is on the same or a different plane of existence as you are currently.

This spell cannot target creatures who teleported due to banishment. If you cast this spell, but it fails (such as if the target creature did not actually teleport or it was countered) the adamantine spike material component is not consumed.

At Higher Levels. When cast using a spell slot of 5th level or higher, the duration lasts for 10 minutes. When cast with a spell slot of 7th level or higher, the duration is 1 hour. When cast with a spell slot of 9th level, the duration is 24 hours. When cast with a spell slot of 5th level or higher, the spell also does not require concentration.

Rain of Lances

3rd-level conjuration


  • Casting Time: 1 action
  • Components: V, S, M (a golden warhorn worth at least 100 gp)
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

Pointing at a point within range, you create an ethereal portal to a realm of warriors. This portal is a circle that is 5 feet in diameter and is an opaque golden color.

For the duration, you can use a bonus action on your turn to cause a flurry of golden spears to burst from the portal at a point on the ground you can see within 30 feet of the portal. Any creature within 5 feet of that point must succeed on a Dexterity saving throw or take 3d8 piercing damage, or half as much on a successful save. The spears then disappear after they hit the ground.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d8 per spell level used above 3rd.

Refractor Beam

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a crystal prism or silver mirror)
  • Duration: Instantaneous

You target a single Construct creature you can see that you have created, or that you are currently controlling, within range, and fire a magical tether of light which connects you to it for the duration. This spell ends if the Construct moves more than 30 feet from you. As a bonus action on each of your turns for the duration, you can cause the Construct to fire a beam of light at a creature within 120 feet of it it can see, which is a ranged spell attack using your spell attack modifier for its attack roll. On a hit, it deals 1d4 + your spellcasting ability modifier radiant damage.

Rend Arcanum

4nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: S
  • Duration: Concentration, up to 1 minute

The caster weakens the mind of a target you can see within range, leaving them vulnerable for a time. A target must succeed on an Wisdom saving throw or take 6d8 psychic damage and have their mental barriers reduced for the duration. On a successful save, the target takes half as much damage, and the spell ends.

While their mental barriers are reduced in this way, they must make a Wisdom saving throw against your spell save DC whenever they attempt cast a spell, or they fail to cast the spell. If a spell is stopped in this way, the spell slot is not expended, but the action used to attempt the spell is expended. If a target succeeds their Wisdom Save, the spell then ends.

At Higher Levels. When this spell is cast using a spell slot of 5th level or higher, the psychic damage increases by 1d8 for each spell level above 4th.

Repair

1st-level transmutation

Casting Time: 1 action
Components: V, S
Range: Touch
Duration: Instantaneous

Laying your hand on a damaged object, structure, or Construct, restorative energy causes the target to recover 2d4 + your spellcasting modifier hit points.

At Higher Levels. When cast using a spell slot of 2nd level or higher, the healing increases by 2d4 per spell level above 1st.

Runic Counter

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round

The caster imbues a weapon they touch with a sheen of protective energy. After casting this spell, every time the wielder of the weapon takes damage, the weapon stores kinetic energy, gaining one rune. A weapon can have no more than 3 runes activated on it.

The weapon has a bonus to hit equal to the number of runes on it. The next time a creature hits a target with a weapon attack using the runic weapon before the end of the caster’s next turn, the target takes an additional 1d6 thunder damage on the weapon attack, plus an additional 1d6 of thunder damage per active rune on the weapon. The spell then ends.

At Higher Levels. When cast using a spell slot of 2nd level or higher, the maximum number of runes increases by 1 per spell level above 1st.

Seraina's Chaotic Dweomer

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Varies
  • Components: V, S, M (a platinum coin or dice set)
  • Duration: Concentration, up to 1 minute

Using a your inner, magical potential, you force your intent onto reality, but allow fate to choose the intent’s form. Choose one of the following intent options below when you cast the spell, then roll a d6. You produce the listed under that intent, and, if the effect is a spell, it is cast at a level equal to the level you cast this spell at. Any spell cast this way is considered a Sorcerer spell for you, and a spell which requires concentration is instead maintained for as long as you concentrate on this spell.

You can use a bonus action on each of your subsequent turns while concentrating on this spell to roll on the Wild Magic Surge table of the PHB (pg. 104). After doing so, you can use your action on the same turn to re-roll your effect on your original Intent table.

Choose from the following Intents. If you choose “Wrath”, the effect originates at a point you can see within 60 feet of you. If you choose “Compassion”, the range is Touch. If you chose “Protection”, the range is Self.

Wrath (d6) Description
1 You cast chaos bolt at a target within 30 feet of the point you chose.
2 You summon a Gazer (Volos, pg. 126) within 10 feet of the point you chose for the duration. It is allied to you, acts at the end of your turn on your Initiative, and the saving throws for its eye rays equal to your spell save DC. You can summon a new gazer within 10 feet of that point as an action for the duration, with any previously summoned ones disappearing.
3 You cast slow.
4 You cast fireball.
5 You cast stinking cloud.
6 Each creature within 10 feet of the point you choose must make a Wisdom Save or be teleported up to 30 feet to an unoccupied space you can see.
Compassion (d6) Description
1 You enchant the target for the duration, giving them a +2 bonus to armor class, ability checks, and attack rolls.
2 The target becomes proficient with one Saving Throw of your choice for the duration, if they were not already.
3 You cast haste on a creature you can Touch.
4 You cast cure wounds.
5 You cast protection from energy on a creature you can Touch.
6 Choose a Condition other than Unconscious. The target is immune to this Condition for the duration.
Protection (d6) Description
1 A magical suit of ethereal armor appears around you. For the duration, your AC cannot be lower than 18, and critical hits against you are considered normal hits.
2 A magical steed appears within 10 feet of you, saddled and bonded with you for the duration as if you had cast find steed. If you cast this spell at 4th level or higher, you can choose from the list of find greater steed instead. The steed is in magical barding, and its AC equals your spell save DC.
3 You cast fly (targeting only yourself).
4 You cast false life.
5 You cast beacon of hope.
6 You summon a Shield Guardian (MM, pg. 271) within 10 feet of you for the duration, and the amulet to control it appears around your neck. This Shield Guardian cannot recover hit points, has hit points equal to this spell’s level times 10, and has an AC equal to your spell save DC. This shield guardian is your ally and acts at the end of each of your turns, on your initiative.

Sensory Shutdown

7th-level enchantment


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: S
  • Duration: Instantaneous

The caster invisibly assails the minds of hostile creatures and disables some of their senses. All creatures within a 30 foot sphere based on a point in range must make an Intelligence saving throw or take 10d6 psychic damage and be blinded or deafened, you choose one condition for all targets, for 1 hour. Those who succeed on the the saving throw take half damage and retain their senses. A creature who is blinded or deafened by this ability may make an Intelligence saving throw at the end of each of their turns, ending the effect for them on a success.

At Higher Levels. When this spell is cast at 8th level or higher, the damage increases by 2d6 for each level above 7th.

Serpent Tears

Necromancy cantrip

Casting Time: 1 action
Components: V, S
Range: 60 feet
Duration: 1 round

You cause a lash of green energy to bite at an enemy, causing them to generate poison when they are hurt. Make a ranged weapon attack. On a hit, the target takes 1d8 poison damage, and their tears become poisonous. Every time they take damage until the end of your next turn, they also take an additional 1 point of poison damage.

The initial poison damage increases when you increase in level to 2d8 at level 5, 3d8 at level 11, 4d8 at level 17.

Sharpen Sight

2nd-level divination


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (an eagle's eye)
  • Duration: Concentration, up to 10 minutes

The caster targets one willing creature they can see within range. The target's mind and visual senses are refined for the duration. The target adds the caster’s spellcasting ability modifier to any Wisdom (Perception) or Intelligence (Investigation) checks made to search for objects or creatures, and also adds them to all Dexterity checks and saving throws. The target does not gain this benefit if the target is blinded or deafened, unless they have other senses they can use to see such as blindsight.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, one additional creature may be targeted per level of spell slot past 2nd, as long as the extra targets are within 10 feet of the original target.

Shinsu Cannon

Evocation cantrip

Casting Time: 1 bonus action
Components: V, S
Range: 60 feet
Duration: 10 minutes

You create four orbs of condensed Shinsu, which float around your head for the duration. As an Action for the duration of this spell, you can fire one of these orbs at a target within range. On a hit, the target takes 2d4 acid damage, and you can push the target 5 feet away from you if they are at least your size category or smaller.

At higher levels, you can fire more orbs as the same action- to 2 orbs at level 5, 3 orbs at level 11, and all 4 orbs at level 17.

Sian's Magma Dart

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a polished piece of obsidian worth at least 10 gp)
  • Duration: 24 hours

You reach forwards as hot veins of magma boil under your skin, darting towards your foe in a bolt of magma. Make a ranged spell attack against the foe, dealing 2d12 fire damage on a hit.

When a target is hit, the target must make a Constitution saving throw or have their hit points reduced by the amount of damage dealt, as black obsidian grows beneath the wound, preventing healing. These maximum hit points can only be healed by taking a long rest after the spell's duration or until the obsidian is removed. A lesser restoration or comparable magic removes the obsidian.

At Higher Levels. When you cast this spell with a spell slot of 2nd or higher, the damage increases by 1d12 for each slot above 1st.

Soul Arrow

1st-level evocation


  • Casting Time: 1 action
  • Components: V, S
  • Range: 60 feet
  • Duration: Instantaneous

You raise your hand into the air and let loose a small arrow of blue energy. Make a ranged spell attack against a creature within range. On a hit, they take 3d6 + your spellcasting ability modifier force damage.

At Higher Levels. When cast using a spell slot of 2nd or higher, the force damage increases by 1d6 per level of spell slot above 1st.

Soul Dregs

3rd-level conjuration


  • Casting Time: 1 action
  • Components: V, S, M (A broken pendant or mask)
  • Range: Self
  • Duration: Concentration, up to 1 minute

You speak a creature’s name aloud or designate a single creature you can see as your target, and release black creature made entirely of shadow called a Greater Humanity that seeks that creature out. The target must succeed on a Charisma Saving through or be pursued by the Greater Humanity for the duration. Otherwise, the spell fails.

At the end of your turn, the Greater Humanity moves 30 feet towards its target. It knows where your target is and the shortest path to them. It can move through openings as small as one inch. The Greater Humanity is immune to all damage except radiant. It had an AC equal to your spell save DC, and it has hit points equal to your highest spell slot level. It uses your ability scores for the purposes of saving throws and ability scores. If your Greater Humanity is slain, you may use an Action (so long as you are still concentrating on this spell) to conjure it again in a space within 5 feet of you, and it continues to pursue the spell's target.

As a bonus action on your turn until the spell ends, you may cause the Greater Humanity to explode outwards in a wailing curse. Any creature within 15 feet of the Greater Humanity must succeed on a Charisma Saving Throw or take 3d12 necrotic damage, or half as much on a failed save. The creature whose name you spoke always fails this Saving Throw, since they failed it earlier. The spell then ends.

At Higher Levels. When cast with a spell slot of 4th level or higher, the necrotic damage increases by 1d12 per level above 3rd.

Soul Greatsword


  • 3rd-level evocation
  • Casting Time: 1 action
  • Components: V, S, M (A small, sapphire sword figurine worth at least 25 gp)
  • Range: Self
  • Duration: Instantaneous

You create a large, arcing sword of blue energy that slashes forwards. Every creature in a 15 foot, 180 degree arc from your position must succeed on a Dexterity saving throw or take 6d6 + your spellcasting ability modifier force damage, or half as much on a successful save. This spell passes through objects harmlessly and ignores any cover.

At higher levels. When cast using a spell slot of 4th level or higher, the force damage increases by 1d6 for every slot above 3rd.

Spacial Rend

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S , M (A small metronome)
  • Duration: Instantaneous

You cause rifts in time and space to rip open around several points you can see within range. Choose 3 points within range. Distortion cylinders appear centered on each of those points, each with a 5 foot radius, and 20 foot height. Any creature in these cylinders must make a Dexterity saving throw or take 2d6 force damage per cylinder it is in, or take half as much on a failed save. Cylinders can overlap each other.

If two or more cylinders have a failed creature or have no creature, you can choose to teleport those two creatures to each other's location or to a location inside a cylinder with no creatures it. The teleported creatures must be of Large size or smaller. You cannot teleport a creature using a cylinder whose point was created off of the ground, and the point they are teleported to in an empty cylinder must be on the ground.

At Higher Levels. When you cast this spell with a spell slot of 4th or higher, you can choose 1 more point within range at which a distortion cylinder is created for each slot above 3rd.

Spirit Command

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S , M (A personal standard or scepter worth 25 gp)
  • Duration: 10 minutes

Pointing at a spirit in range, you cause a surge of inspiring energy to run through them if they are a Heroic Spirit or another Spirit conjured through a Summon spell, such as Summon Beast or Summon Shadowspawn. This spell ends on a previous target if you cast it again. The first time each turn that creature deals damage with an attack roll, it can gain 1d6 + your spellcasting ability modifier in temporary hit points. Additionally, if the target is a Heroic Spirit, they can use their Action while linked to end this spell to attempt to use their Noble Phantasm.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 1d6 per every two spell slots past 2nd- 2d6 at 4th level, 3d6 at 6th level, and 4d6 at 8th level.

Static Cloud

Evocation cantrip

Casting Time: 1 action
Components: V, S
Range: 60 feet
Duration: Instantaneous

You cause a burst of static electricity to surround an enemy that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 lightning damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Stone Roots

1st-level transmutation

Casting Time: 1 bonus action
Components: V, S, M (a piece of petrified wood)
Range: Self
Duration: Concentration, up to 1 minute

As part of the bonus action used to cast this spell, and as a bonus action during each of your turns for the duration, you may cause your feet to magically grow stone roots and latch yourself onto the surface you are standing on, rooting you in place. While you are rooted in place, your speed is 0, but you cannot be moved or knocked prone, even by magical means. At the beginning of each of your turns, you can choose to uproot yourself, and then you may use a bonus action on your turn to re-root yourself, granted you are still concentrating on the spell.

Stone Tomb of Bilarro

5th-level transmutation

Casting Time: 10 minutes
Components: V, S, M (a Small, mithral sarcophagus worth 50 gp; bone dust of a jester; and a special component for each trap set with this spell worth 25 gp each, which the spell consumes only if the trap is triggered)
Range: 150 feet
Duration: 8 hours

You sprinkle the bone dust over level ground within range, which shimmers and becomes invisible for the duration. You can sprinkle the bone dust in 10 foot squares on the ground, which must be touching on at least one side to another square. You can create up to six squares of bone dust within range, each adjacent to another. Then, place the mithral sarcophagus in one of the squares, which becomes invisible until the tomb activates. If the sarcophagus is ever destroyed, or if dispel magic is cast on it at this spell’s level or higher, this spell ends. Otherwise, this spell cannot be ended by dispel magic.

After placing the sarcophagus, you can place one magical trap in each box by placing its prerequisite component where you want the trap to originate from. The component them becomes invisible until the spell ends, or it is consumed by the trap activating.

When a creature enters one of the bone squares, the tomb activates, unless you will it not to. When it activates, the bone squares magically become stone rooms that are 10 feet wide, connected to each adjacent room by a simple, sliding stone door. Huge or larger creatures in the area are shunted to the nearest unoccupied space. Each 10-foot segment of the tomb’s walls have an AC of 18 and 30 hit points, and immunity to poison and psychic damage. A destroyed wall restores magically reforms with full hit points at Initiative count 20 (losing any initiative ties). Whenever a creature is inside a room with a trap component, that trap activates, and continues until the spell ends, dispel magic is cast on the interior of the room, or the sarcophagus is destroyed or dispelled. The sarcophagus’s AC is equal to your spell save DC, and it has hit points equal to three times the level of this spell. After activating, the tomb remains for 10 minutes or until the sarcophagus is destroyed, after which it crumbles to dust. The sarcophagus takes no damage from traps set by this spell.

The following components can be used to trap rooms in the tomb:

  • Crystal Orb. When this trap triggers, it casts a 1st level spell you know or can prepare, which you choose when you set the trap. This spell targets the one who set the trap, or covers the whole interior of the room if it has an area of effect. The spell must require 1 action to cast, and, if it requires Concentration, you can begin to concentrate on it. If this trap goes off and you are already concentrating on another 1st level spell cast through a trap, you can concentrate on them all at the same time, so long as they are no the same spell.
  • Dragon’s Fang. This room has gouts of flame burning along its floor and walls. Each creature who enters it for the first time on a turn or ends their turn there must succeed on a Dexterity save or take 3d6 fire damage, or half as much in a successful save.
  • Ettercap Skull. The interior of this room is filled with webs, as created by the web spell.
  • Gnomish Oil. The surfaces inside this room are under the effects of the grease spell, including the walls and ceiling.
  • Mithral Garrote. The interior of the room is considered under the effects of the silence spell.
  • Myconid Spores. This room has toxic clouds of gas lightly obscuring its interior. Each creature who enters it for the first time on a turn or ends their turn there must succeed on a Constitution save or take 3d8 poison damage.

At Higher Levels. When this spell is cast using a spell slot of 6th level or higher, you can create two additional rooms per spell level past 5th. When cast with a spell slot of 7th level or higher, the duration becomes 24 hours. When cast with a spell slot of 9th level, the duration becomes 7 days.

Summon Heroic Spirit

3rd-level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 15 feet
  • Components: V, S, M (An appropriate relic of an Ysgardian hero, a vial of the caster’s blood, and a combination of powdered crystal or rare oils worth at least 300 gp, which is consumed)
  • Duration: Instantaneous

You call upon the halls of Ysgard, and infuse an Ysgardian relic you hold with the soul of an ancient warrior. The Ysgardian relic material component of this spell glows slightly, and you bind a Celestial being formed of myth and history into it who will fight alongside you- known as a Heroic Spirit. You also gain three marks known as Command Seals, which you can use to summon your Spirit after it has been destroyed or to command them against their motivation.

When you summon your Spirit, the kind of relic used produces which Class Trait it gains- which are split into either Archer, Assassin, Berserker, Caster, Lancer, Rider, or Saber features. Then, your GM either rolls a unique Trait of that spirit, or they choose one from their class list. Your Heroic Spirit’s traits, statistics, and example relics are listed in the Heroic Spirits section of this document.

You only know your Spirit’s class type, and your GM chooses an alignment and either rolls a motivation from the Heroic Spirits Motivations table (see chapter VI) or chooses one. You recover an expended command seal when you go out of your way to fulfill your heroic spirit’s motivation. The GM also chooses a spell of one level lower than this spell was cast at, which becomes the spirit’s Noble Phantasm, though you do not know the spell and cannot have them cast it without the Spirit Command spell or a magic item. When your spirit attempts to use a Noble Phantasm, you must expend a spell slot one level higher than the level they intend to cast the Noble Phantasm at, or it fails.

Your spirit is generally stored in a harmless, pocket demiplane inside the relic you used to conjure them. They are incapacitated in this demiplane, but can telepathically communicate with you and sense what you can sense within 30 feet of you. As an Action, you can summon them while holding the relic, in an unoccupied space within 30 feet of you (you must spend a Command Seal if your spirit was last forced into your relic after being killed). Maintaining a spirit requires your concentration, as if concentrating on a spell, or they immediately teleport back to the demiplane inside their relic. If you lose concentration on your spirit, you cannot summon them again until you complete a short or long rest. If you have no Command Seals, you cannot summon your spirit from its relic until you gain at least one.

If you conjure a new Heroic Spirit, your old one is released back to Ysgard. You can cast this spell again while you already have a Spirit bound that you created with a lower level spell slot in order to add additional Traits to your Spirit so they match Traits gained with the spell slot used.

In combat, your spirit acts on your Initiative at the end of your turn. Your spirit can only take the Attack (one weapon attack only), Dash, Disengage, Dodge, Help, Hide, and Use Object Actions. As a bonus action on your turn, you can Link to a spirit you can see, allowing them to use any Linked ability or action they have until the beginning of your next turn, or allows them to take a separate Action not described above. You control your spirit, unless you would force them to act against their motivation, in which case the GM may disallow the action.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the summoned spirit gains one more trait for every level above 3rd. Their Noble Phantasm's level also increases by one level, to a maximum of 8th level with a 9th level spell slot.

Summon Instrument

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

With a flourish, you summon forth a magical instrument that you are proficient in, which disappears if it leaves your grasp or if you summon another one. When you cast this spell, you can select a creature within 30 feet of you. That creature can hear the sound of your instrument irregardless of how far they are from you, so long as they are on the same plane of existence as you, and such a creature is always considered in range for your Bard abilities (but not spells) while playing this instrument, such as Bardic Inspiration or Countercharm.

Swift Attunement


  • 4th-level enchantment (ritual)
  • Casting Time: 1 bonus action
  • Components: V, M (A small silver chain worth 50 gp, which the spell consumes, and a magic item you are not attuned to)
  • Range: Self
  • Duration: Instantaneous

Holding a magical object that requires attunement in your hands, you speak a word of power and become attuned to the object instantly. If there are any special requirements for attuning to an object, you still must complete them as normal.

You may cast this spell as an action. When you do so, you may also break your attunement to a single magical object that you touch as soon as you become attuned to the target of this spell. If there it a magical object with special requirements for breaking attunement, you still must complete them as normal.

If you cast this spell as an action, you cannot do so again until you take a long rest.

Tenser's Levitating Platform

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of platinum dust and mercury worth at least 100 gp)
  • Duration: Concentration, up to 10 minutes

The caster waves their hands and creates a horizontal, circular platform of force at a point within range. This platform is translucent and always floats at least 3 inches above the ground. It is at least 1 foot thick and can be up to 30 feet wide in radius. If it would be created in the space of a fixed or immovable object, the spell fails, but it moves objects of Medium size or smaller that are not affixed to anything to the nearest unoccupied space on the outside of the disk's radius. The platform can hold up to 5,000 lbs and remains for the duration or until it has more than 5,000 lbs placed on it, after which the spell ends and everything on it falls to the ground.

The platform is immune to all damage. The platform is usually created underneath creatures, but the spell fails if it is created in a creature's space that is not on the ground (such as the chest of a Huge creature).

This platform remains immobile where it is created. The creator can use an action to move the platform up to 30 feet on their turn in any direction, so long as they can see the platform. The platform is instantly destroyed by the disintegrate spell.

Tether

1st-level conjuration


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (A steel bracelet or link)
  • Duration: Concentration, up to 1 minute

Pointing at a creature within range, you cause an invisible strand of energy to strike out between yourself and the target. An unwilling target must succeed on a Strength Saving Throw, ending the spell on a success. On a failure, you are magically tethered to the creature for the spell’s duration.

When you create a tether, you can choose for it to be anywhere between 15 and 60 feet in length. Both yourself and the target cannot move further from each other than the length of the tether. If you or a tethered creature tries to teleport or change planes, they must make a Strength Saving Throw, ending the spell on a success, or their teleportation fails and they remain on that plane. This invisible tether moves through all objects, but cannot be attacked and is immune to damage. If you or the tethered creature tries to move away from the other past the tether’s limit, they must succeed on a contended Strength (Athletics) check against the other tethered creature, dragging the other with them as if through difficult terrain. A creature who tries to forcibly move you or a tethered creature past the tether’s limit must also make this Strength (Athletics) check, ending the spell on a success, or they cannot move either tethered creature.

If a tethered creature cannot be dragged when the other is forcibly moved, the spell ends. If the two are forcibly moved more than the tether length apart, the spell ends. This spell does stop a person from falling at the end of its tether length, but natural or magical phenomena that would actively move them apart either drags the other or breaks the spell as normal.

A tethered creature can use an Action on their turn to attempt a Strength Saving Throw, ending this spell on a success.

Time Bolt

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You manipulate the tides of time and send out a rippling bolt of temporal energy at a creature within range. Make a ranged spell attack against that target. On a hit, the creature takes 1d8 force damage.

If you roll a 20 on the attack dice, you surge with hasted temporal energy, and you may instantaneously cast Time Bolt again, targeting a creature within range. However, if you roll a 1 on the attack dice, you slow the time around yourself, reducing your speed by half and making it so you cannot take reactions until the end of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Time Travel

8th-level transmutation


  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, S , M (a crystal hourglass worth at least 5,000 gp, which the spell consumes)
  • Duration: 1 week

You cause time to distort and shift around you, jumping you and 8 creatures of your choice within range backwards in time. Choose a year between 1 and 1,000 years ago. All transported creatures appear in that time in the place that they cast the spell, or the nearest unoccupied space. This spell assumes a 365 day year. You increase the effective time span by 1,000 years for every 5,000 extra gp the crystal hourglass component is worth.

While in the past, you are in an alternate timeline. Anything you do or change in this timeline will not effect the timeline you return to, and you cannot bring creatures back to this timeline. However, when you return from this timeline, you may bring any number of items with you, so long as they do not exceed your carrying capacity. If you exceed your carrying capacity when the spell ends, you become stuck in the alternate timeline, with no means of returning to your original time. If you cast this spell again or once one week has passed in the alternate past, you are instantly returned to the spot and time when you cast the first Time Travel spell, and the spell ends. You do not need the crystal hourglass component if casting in the alternate past. If you are targeted by a dispel magic spell (8th level or DC of 18), you are instantly brought back to your own timeline in the time and space you were teleported away.

Every time this spell is cast, you produce a different alternate timeline. Artifacts or powerful/unique magic items, such as phylacteries or sentient weapons, cannot be brought through timelines. If bringing an object through a timeline would cause a spacial distortion, such as a paradox, it cannot be brought through the time line.

Thorns of Doubt

1st-level abjuration


  • Casting Time: 1 reaction, which you take when you or a creature within range is attacked by another creature within range
  • Range: 60 feet
  • Components: S, M (a bracelet made of a thorned plant stem)
  • Duration: Instantaneous

When you or a creature you can see within range who is targeted by an attack roll from a source you can see that is also within range, you can use your reaction to attempt to pierce the mind of the attacker with uncertainty.

The attacker must succeed on an Wisdom saving throw. On a failure, the attacker makes their attack at disadvantage and is unable to take reactions until the end of their next turn.

Tyriok's Carved Cartography

3rd-level divination (ritual)


  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S, M (A blank stone or slate slab at least 5x5 inches, and a golden thread and needle worth 50 gp, which the spell consumes.)
  • Duration: Instantaneous

You lay out the stone slab or slate stated and perform your spell. Once the spell is complete, the needle and thread disappears and spreads out in all directions. On the slab, a carved outline of any caverns, hills, or other obstructions appears. It shows, through different textures that the spellcaster and anyone proficient with a Cartographer's Tools can interpret, the locations of any bodies of liquid, doors, holes, plantlife, and the instantaneous position of any creatures of Huge size or larger when the spell is cast, granted those creatures are not hidden fron divination magic.

Any entrance, cavern, or geographical feature that would be picked up by this spell, but is hidden from divination magic, is not found by the spell. The spell ignores illusions and anything not placed on the ground.

Creatures with Truesight or those who can see invisibility can see a golden thread tracing the walls and obstructions as you cast this spell.

At Higher Levels. When you cast this spell with a spell slot of 3rd or higher, the range increases by 100 feet for each slot above 3rd.

Wall Sight

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A small hand-mirror with a gold film back worth 25 gp)
  • Duration: 1 minute

You touch a stone wall that is no thicker than 100 feet, a wooden wall that is no thicker than 200 feet, or a metal or other material wall that is no thicker than 50 feet. On your side of the wall, a 10-foot square section of the wall becomes magically transparent. On the other side of the wall, nothing appears to happen, although creatures with Truesight can see the wall shimmer but do not see to the other side. On your side of the wall, the changed section of the wall appears invisible, allowing you to see into the other side.

Light from your side of the wall does not enter their side. Walls enchanted with powerful magical wards, such as with the Guards and Wards spell or comparable magic, cause this spell to fail. Additionally, a thin layer of lead causes the area of this spell to become lightly obscured.

Ward of the Merrenoloth

3rd-level abjuration


  • Casting Time: 1 action
  • Components: V, S, M (a piece of a sunken ship)
  • Range: Touch
  • Duration: 1 hour

You place your hand down on a single vehicle and ward against harm. For the duration, the vehicle is immune to all non-magical damage, resistant to magical damage, and cannot be mundanely or magically moved against the spellcaster’s will.

Additionally, if the vehicle would be brought to 0 hit points or sunk while you can see it, you may use your reaction to begin concentrating on this spell for the remaining duration and instead cause it to remain at 1 hit point and functional. While concentrating on this spell in this way, you must spend your action at the beginning of each of your turns to keep the vehicle intact, or the spell ends and the vehicle is reduced to 0 hit points.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the ship recovers hit points equal 1d8 per spell level above 3rd at the beginning of each of your turns. Additionally, when using a spell slot of 4th level, the duration of the spell increases 4 hours. When using a spell slot of 5th level, it increases to 24 hours.

Way of White Corona

1st-level evocation


  • Casting Time: 1 action
  • Components: V, S
  • Range: Self
  • Duration: Concentration, up to 1 round

You throw out a spinning disk of radiant light. The disk moves 30 feet away from you and stops, floating there. Any creature who the disk moves into, who moves into the disk for the first time on their turn, or who begins their turn inside the same space as the disk must succeed on a Dexterity saving throw or take 3d6 radiant damage. The disk can pass through translucent objects and all creatures, but it is destroyed and the spell ends after it hits an opaque object.

At the end of your next turn, granted you are still maintaining concentration, the disk shoots back in a straight line towards you, disappearing once it either moves 60 feet or is within 5 feet of you. The spell then ends.

At Higher Levels. When cast using a spell slot higher than 1st, the radiant damage increases by 1d6 per slot above first.

Whispers of Treason

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, S, M (a drop of viper venom)
  • Duration: Instantaneous

You create an urge of wave of betrayal that extends from a point within range. Every creature of your choice within 5 feet of the point must succeed on a Wisdom saving throw or become overwhelmed with fury, using their reaction to make a single weapon attack against another creature within 5 feet of them that considers them an ally. If there are multiple possible targets of a weapon attack forced by this spell, the caster chooses who is attacked.

Creatures immune to the charmed condition and creatures who are deafened when the spell is cast automatically succeed on their saving throws.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 10 feet per slot level past 1st, and the radius also increases by 5 feet for every two slot levels above 1st.

Spell Subtypes


The spell subtype lists are listed below in alphabetical order. These subtypes are only important for the specific abilities and features which utilize them in this and other documents of mine.

Additionally, there is a Psionic spell list, which can be found at the end of the Psychc class document in Finn's Tome of Lost Heroes.

The current subtypes are arranged as follows...

Crystal Spells

Crystal spells are focused around pulling magical essence from the air and hardening it into physical substance in the world. Most ice and prismatic spells fall into this category, as well as many abjurations, as it is a subtype that is focused on protection and immutability.

Dark Spells

Dark spells focus on pulling magic from places of memory and shadow, such as the Shadowfell. They often fall into psychic, necrotic, and illusory categories, focusing on the shadowed corners of the soul.

Iconomancy Spells

Iconomancy spells are spells focused on the mutation and manipulation of the physical and spiritual forms of a creature. These include many transmutation and conjuration spells.

Miracle Spells

Miracles are proof of the magic of the light and the gods. They harness the radiance from a deity's warmth, and lightning from a deity's wrath. These spells often focus on assistance or healing, with some heavy-hitting attacks.

Pyromancy Spells

A type of magic developed in the wilds or swamps, and focusing around using flame and poisonous smoke to destroy your enemies. It is associated with demonic worship and nature magic, as well as the arcane might of the evocation school.

Crystal Spell List

Cantrips (0 Level)

  • Blade Ward
  • Chromatic Dart°
  • Frostbite
  • Magic Stone
  • Ray of Frost
  • Resistance
  • Shape Water
1st Level

  • Absorb Elements
  • Armor of Agathys
  • Chromatic Orb
  • Color Spray
  • Ice Knife
  • Mage Armor
  • Shield
2nd Level

  • Crystal Hail
  • Dragon's Breath
  • Mirror Image
  • Misty Step
  • Shatter
  • Snilloc's Snowball Swarm
  • Spike Growth
3rd Level

  • Elemental Weapon
  • Magic Circle
  • Protection from Energy
  • Sleet Storm
  • Thunder Step
  • Wall of Water
4th Level

  • Control Water
  • Fabricate
  • Ice Storm
  • Otiluke's Resilient Sphere
  • Stoneskin
5th Level

  • Antilife Shell
  • Cone of Cold
  • Creation
  • Passwall
  • Scrying
  • Wall of Force
6th Level

  • Blade Barrier
  • Globe of Invulnerability
  • Investiture of Ice
  • Otiluke's Freezing Sphere

  • Primordial Ward
  • Wall of Ice
7th Level

  • Forcecage
  • Prismatic Spray
  • Sequester
  • Simulacrum
8th Level

  • Power Word Stun
  • Mighty Fortress
  • Tsunami
9th Level

  • Invulnerability
  • Prismatic Wall
  • Pale Dragon Breath

Dark Spell List

Cantrips (0 Level)

  • Chill Touch
  • Dark Orb
  • Infestation
  • Mage Hand
  • Minor Illusion
  • Thaumaturgy
  • Toll the Dead
1st Level

  • Arms of Hadar
  • Bane
  • Cause Fear
  • Disguise Self
  • Hex
  • Silent Image
2nd Level

  • Blindness/Deafness
  • Crown of Madness
  • Darkness
  • Invisibility
  • Phantasmal Force
  • Shadow Blade
  • Silence
3rd Level

  • Animate Dead
  • Bestow Curse
  • Fear
  • Feign Death
  • Hunger of Hadar
  • Major Image
  • Speak with Dead
  • Soul Dregs
  • Vampiric Touch
4th Level

  • Banishment
  • Blight
  • Greater Invisibility
  • Hallucinatory Terrain
  • Phantasmal Killer
  • Shadow of Moil
5th Level

  • Contact Other Plane
  • Danse Macabre
  • Enervation
  • Insect Plague
  • Negative Energy Flood
6th Level

  • Circle of Death
  • Create Undead
  • Dark Bead
  • Eyebite
  • Programmed Illusion
  • Soul Cage
7th Level

  • Etherealness
  • Finger of Death
  • Mirage Arcane
  • Power Word Pain
8th Level

  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Antipathy/Sympathy
  • Maddening Darkness
9th Level

  • Power Word Kill
  • Psychic Scream
  • Weird

Iconomancy Spell List

Cantrips (0 Level)

  • Druidcraft
  • Infestation
  • Poison Spray
  • Primal Savagery
  • Shillelagh
  • Thorn Whip
  • Toll the Dead
1st Level

  • Arms of Hadar
  • Constantine's Capricious Parasite°
  • Copy Venom°
  • Find Familiar
  • Mutagenic Smite°
  • Speak with Animals
  • Stone Roots°
  • Zephyr Strike
2nd Level

  • Alter Self
  • Capsule Homunculus°
  • Dragon's Breath
  • Grave Weapon°
  • Mana Leech
  • Protection from Poison
  • Spider Climb
3rd Level

  • Gaseous Form
  • Intellect Fortress
  • Life Transference
  • Merfolk's Blessing°
  • Tongues
  • Vampiric Touch
4th Level

  • Corrupt Holy°
  • Create Chimera°
  • Evard's Black Tentacles
  • Monomorph°
  • Polymorph
  • Stoneskin
5th Level

  • Awaken
  • Enervation
  • Insect Plague
  • Planar Binding
  • Reincarnate
6th Level

  • Create Homunculus
  • Eyebite
  • Flesh to Stone
  • Primordial Ward
  • Tenser's Transformation
7th Level

  • Divine Word
  • Dream of the Blue Veil
  • Regenerate
  • Sensory Shutdown°
8th Level

  • Abi-Dalzim's Horrid Wilting
  • Animal Shapes
  • Clone
  • Feeblemind
  • Mind Blank
9th Level

  • Invulnerability
  • Mass Polymorph
  • True Polymorph

Miracle Spell List

Cantrips (0 Level)

  • Guidance
  • Light
  • Sacred Flame
  • Shillelagh
  • Spare the Dying
  • Thaumaturgy
  • Word of Radiance
1st Level

  • Bless
  • Ceremony
  • Cure Wounds
  • Divine Favor
  • Guiding Bolt
  • Heroism
  • Sanctuary
  • Shield of Faith
  • Thunderwave
  • Way of White Corona
2nd Level

  • Aid
  • Augury
  • Calm Emotions
  • Lesser Restoration
  • Moonbeam
  • Prayer of Healing
  • Protection from Poison
  • Spiritual Weapon
  • Warding Bond
3rd Level

  • Aura of Vitality
  • Beacon of Hope
  • Create Food and Water
  • Daylight
  • Lightning Arrow
  • Lightning Bolt
  • Revivify
  • Spirit Guardians
4th Level

  • Aura of Life
  • Aura of Purity
  • Death Ward
  • Divination
  • Guardian of Faith
  • Sickening Radiance
  • Storm Sphere
5th Level

  • Dawn
  • Greater Restoration
  • Hallow
  • Holy Weapon
  • Mass Cure Wounds
  • Raise Dead
  • Wall of Light
6th Level

  • Chain Lightning
  • Heal
  • Planar Ally
  • Sunbeam
  • Word of Recall
7th Level

  • Conjure Celestial
  • Crown of Stars
  • Divine Word
  • Regenerate
  • Resurrection
  • Temple of the Gods
8th Level

  • Control Weather
  • Holy Aura
  • Sunburst
9th Level

  • Mass Heal
  • Power Word Heal
  • True Resurrection

Pyromancy Spell List

Cantrips (0 Level)

  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Green-Flame Blade
  • Poison Spray
  • Produce Flame
1st Level

  • Burning Hands
  • Chaos Bolt
  • Charm Person
  • Detect Poison And Disease
  • Faerie Fire
  • Hellish Rebuke
  • Ray of Sickness
  • Searing Smite
  • Sian's Magma Dart
2nd Level

  • Aganazzar's Scorcher
  • Continual Flame
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Pyrotechnics
  • Scorching Ray
  • Spider Climb
  • Web
3rd Level

  • Daylight
  • Fireball
  • Flame Arrows
  • Protection from Energy
  • Stinking Cloud
  • Summon Lesser Demons
4th Level

  • Charm Monster
  • Conjure Minor Elementals
  • Elemental Bane
  • Fire Shield
  • Summon Greater Demon
  • Polymorph
  • Wall of Fire
5th Level

  • Cloudkill
  • Commune with Nature
  • Contagion
  • Conjure Elemental
  • Dominate Person
  • Hold Monster
  • Immolation
6th Level

  • Flesh to Stone
  • Investiture of Flame
  • Investiture of Stone
  • Primordial Ward
7th Level

  • Delayed Blast Fireball
  • Fire Storm
  • Power Word Pain
8th Level

  • Animal Shapes
  • Dominate Monster
  • Earthquake
  • Incendiary Cloud
9th Level

  • Mass Polymorph
  • Meteor Swarm
  • True Polymorph

Part IV

Magic Items

The following magic items are largely inspired by the Dark Souls universe, as well as being used for the summon heroic spirits spell.

Magic Item Descriptions

Ashen Estus Flask

Wondtrous Item, Rare (requires attunement by a creature with a Darksign)
This dull grey, crystalline estus flask turns a bonfire's flames cold and recovers focus. You may use a bonus action to drink from this flask. When you do so, you recover an expended 1st-level spell slot.

Alternatively, you could choose to recover an expended Superiority die when you use this flask. If you do so, this superiority dice is a d4, instead of your normal die value.

Once you use this item, you must spend a short rest next to an Undead bonfire to use it again.

Black Knight Weapon

Weapon (Any heavy weapon), rare
Large, blackened steel weapons forged to hunt down Chaos Demons. You gain +1 to hit and damage with this magic weapon.

Whenever you hit a Large or smaller creature with this weapon, you may use a Bonus Action on the same turn to launch the creature into the air. That creature must succeed on a DC 13 Strength saving throw or take 1d12 bludgeoning damage and be knocked into the air 5 feet, landing prone.

Bloodlust

Weapon (katana), rare (requires attunement)
This rusted katana is coated in layers of dried blood. It as a +1 bonus to hit and damage.

As an Action, you can plunge the blade into your body, dealing 2d6 + 4 necrotic damage to yourself and temporarily reducing your maximum hit points by that amount. Once the weapon is pulled out, it is surrounded in red energy for 10 minutes, dealing an additional 2d6 necrotic damage on a hit. The hit point reduction ends when the enchantment fades.

Bloodred Moss Clump

Wondrous Item, common
These slightly magical moss can protect somoeone from weapons designed to cause swift bleeding. As an Action, you can consume the moss clump, removing any bleed tokens and becoming immune to gaining any bleed tokens for 1 minute.

Bleed tokens are gained from Exotic weapons, such as the katana or scythe, or from the Bleeder fighting style.

Catarina Armor

Armor (Plate), rare
This onion-shaped armor is masterfully forged for parrying, and is worn by the proud Catarina knights.

You gain a +1 bonus to AC while wearing this magic armor. Additionally, whenever a creature misses you with a melee weapon attack, you may use your reaction to force that creature off-balance using the curved form of your armor. The enemy must succeed on a DC 15 Dexterity saving throw or be thrown off-balance. The next weapon attack against that creature has advantage until the end of your next turn.

Deepdiver Suit

Armor (any metal armor), uncommon (ring mail, chain mail, chain shirt, scale mail), rare (breastplate, splint), very rare (half-plate, full plate)
A combination of a reinforced helmet and body suit, the Deepdiver's suit is weighted to allow regular creatures to move about underwater. It consists of a breastplate and a bowl-like helmet, as well as large, rubber or steel flippers.

While you wear this suit, you are unaffected by the Deep Pressure condition. You also have a swimming speed equal to your walking speed or 25 feet, whichever is slower.

This armor is incredibly heavy and cumbersome outside of water. While outside of water, your walking speed is reduced by 10, regardless of your Strength score. This is not cumulative with the penalty recieved when wearing heavy armor without the prerequisite Strength.

Every Deepdiver Suit is unique, built to a specific person. A suit that is found would need to be heavily tailored and fitted to a new owner, which could possibly cost more than building a suit from scratch.

Divine Blessing

Potion, legendary
You recover all hit points when you drink this potion. This small, golden flask has a flowing, white mist on the inside, which pours slowly like honey.

Dragonslayer Spear

Weapon (weighted spear), very rare (requires attunement)
This golden spear was wielded by Ornstein, captain of the four knights of Gwyn. It is heavily weighted before the spearhead to pierce the stone scales of the old dragons. You gain a +2 bonus to attack and damage with this magic weapon.

As an Action, you may dash forwards up to 120 feet and make a melee weapon attack with this spear, dealing an additional 2d12 lightning damage on a hit. Once you use this ability, you cannot use it again until you complete a long rest.

Estus Flask

Wondtrous Item, uncommon (requires attunement by a creature with a Darksign)
This dull green flask of can hold the healing energy of undead bonfires within it. As a bonus action, you may drink from the flask. When you do so, you recover 1d6 + your Proficiency Bonus hit points.

Once you use this item, you must spend a short rest next to an Undead bonfire to use it again.

Estus Shard

Wondrous Item, Rare
This small, Estus soaked shard of glass is a rare occurence that occasionally occurs when an undead's soul is destroyed while it is attuned to an Estus Flask. Any character proficient with Smith's Tools can graft the shard onto an in-tact Estus or Ashen Estus Flask.

If you graft it onto a regular Estus Flask, it increases the amount of estus the flask can hold. The number of times you can use the Estus Flask before refilling it at a bonfire increases by 1, to a maximum of 5.

If you graft it onto an Ashen Estus Flask, it increases the amount of estus the flask can hold. The number of times you can use the Ashen Estus Flask before refilling it at a bonfire increases by 1, to a maximum of 3.

False Grail

Wondrous item, rare
This silver chalice is covered in red rubies and exudes a malicious energy. In a 10 minute ritual, you and up to six other creatures can drink a golden liquid that arises from the false grail, and all who do so are granted the magical ability to cast the Conjure Heroic Spirit spell without expending a spell slot, though they still need a relic. A creature who already has a bound heroic spirit can’t use this magical item.

When they cast this spell in this way, each of the characters must summon a different Class of spirit. When you cast the Conjure Heroic Spirit spell in this way, you cast it as if you used a spell slot equal to half your level when you drank from grail, rounded down, to a minimum of 3rd level and a maximum of 9th level. Each character can choose either their Intelligence, Wisdom, or Charisma, which becomes their spellcasting ability for this casting of Conjure Heroic Spirit. Once the false grail has been used in this way, it cannot be used again until all but one participant is dead or has summoned and dismissed their heroic spirit.

Cursed. When you use this ritual, the curse of the false grail makes itself apparent. When at least one creature drinks from the grail, an equivalent number of their significant enemies or creatures of the opposite alignment also gain the effects as if they drank from the grail together, and they know they have this power. All creatures who were granted power from the grail also learn that, when only one is alive, they will gain the power to cast the wish spell once without expending a spell slot. The false grail then teleports into a dangerous demiplane protected by powerful monsters. The wish-granting aspect of this curse can be ended by casting remove curse or comparable magic on the false grail, which ends the magic of the grail on all effected by it, including dispelling any Heroic Spirits summoned with its power.

Fire Keeper Soul

Wondrous Item, Very Rare
A small, soul encased in gnawing humanity sprites, found only in the chest of a Fire Keeper who was linked to an Undead bonfire. Another Fire Keeper may use an Action to fuse the soul into an Estus or Ashen Estus Flask, increasing the potency of the flask.

If fused into a regular Estus Flask, it increases the amount of healing received from the flask by 1d6, to a total maximum of an extra 5d6.

If fused into an Ashen Estus Flask, it increases the level of Spell Slot regained by 1, to a maximum of 4th level. It also increases the Superiority die value for each Fire Keeper soul fused, to 1d6, 1d8, and 1d10.

Frayed Blade

Weapon (katana), legendary (requires attunement)
A katana forged from the soul of an ancient dragon consumed by darkness, its blade has been corroded by gnawing insects. It has a +3 bonus to hit and damage.

When you deal damage with this magic weapon, you deal an additional 1d12 necrotic damage. As an Action, you may cause a shockwave of necrotic energy to burst from the ground away from you in a line 20 feet long and 5 feet wide. Any creature within this line must succeed on a DC 17 Dexterity saving throw or take 6d12 necrotic damage, or half as much on a successful save.

Once you use this ability, you cannot use it until you complete a long rest, and you do not deal the additional necrotic damage until you complete a long rest.

Havel's Armor

Armor (Plate), legendary
Armor of Havel the Rock, the legendary dragon slayer and friend of the lord of Sunlight, who forged this armor of the stone scales of his defeated foes. You must have at least 18 Strength to wear this armor, instead of 15, as it is forged heavy stone scales.

You have a +3 bonus to AC while wearing this magic armor. Additionally, you have advantage on any saving throw you are forced to make from an enemy with the Dragon type.

Homeward Bone

Wondrous item, very rare
A shard of bone taken from an ancient Undead bonfire and then engraved with magical runes, homeward bones are used by bearers of the darksign to return to their bonfire. If you are cursed by the darksign, you may use a 1 minute ritual reading out the bone's inscriptions. Once complete, you teleport instantly to the nearest unoccupied space to the last Undead bonfire you rested at. After using the bone, it crumples to dust and is destroyed.

If you are interrupted in reading the inscriptions or the bonfire no longer exists, the Homeward Bone crumples to dust and is destroyed.

Imbued Pine Resin

Wondrous Item, rare
This magically enchanted substance can be smeared along a weapon as a bonus action, instantly flaring to life with a certain element. The weapon deals an additional 1d8 damage of the resin's type for 1 minute or until the resin is somehow removed. The different resin types and their corresponding damage types are listed below.

Name Damage
Charcoal Fire
Gold Lightning
Pale Force
Rotten Poison
Human Necrotic

Morion Blade

Weapon (any sword), rare
This strange, black blade has barbs and serrated edges. While you are holding this weapon and your hit points are equal to or less then your maximum number of hit dice, this magical weapon gains a +3 bonus to attack rolls made with it, and deals an additional 3d4 necrotic damage on a hit.

Mythic Excerpt

Scroll, rarity varies
This ancient text contains the myths of an ancient hero. As an Action, you can read this text to magically divine either the Class, Noble Phantasm, or Motivation of a Heroic Spirit within 60 feet of you that you can see. If the spirit is unwilling, they may make a Wisdom saving throw (DC 15) to resist this effect, and, on a success, they can’t be effected by this aspect of this Mythic Excerpt again.

If you have a Heroic Spirit summoned, you can use an Action on your turn to burn this item, destroying it. When you do so, you Link to your Spirit, and they can use their Noble Phantasm once during this turn without you expending a spell slot. This item’s rarity determines what spell level your spirit casts their Noble Phantasm- it cannot grant the ability to use Noble Phantasms that are higher level than the spell level of this item.

Noble Phantasm Level Rarity
2nd Uncommon
3rd Uncommon
4th Rare
5th Rare
6th Very Rare
7th Very Rare
8th Legendary

Pendant of Siphoned Breath

Wondrous Item, common
A relatively easy item to enchant, and commonly made by the Tidedrifter Gnomes and human divers, this silver pendant has a symbol of a cloud engraved on it. The pendant has a slot for a single pearl. When a black pearl is placed inside this pendant, it can store air for the user for an amount of time determined by the value/rarity of the pearl, as determined by the table below.

Cost Rarity Breath
1 gp Common 20 minutes
5 gp Common 1 hour
25 gp Uncommon 6 hours
100 gp Rare 12 hours
300 gp Very Rare 24 hours
1000 gp Very Rare 1 week, or 24 hours in the Deep
5000 gp Legendary Indefinitely, or 1 week in the Deep

When you put on the necklace, you may speak its command word while in the air to begin siphoning its breath. You may then breath underwater as a magical bubble of air appears around your mouth.

However, when you cast spells with a Verbal component while using this item, the magical strain on the bubble forces it to loose 10 minutes of stored air per level of spell cast. If casting this spell would deplete your stored air, you still manage to cast the spell before the enchantment ends. Cantrips do not deplete your air supply.

When you run out of stored air, the bubble dissapears. You must bring the pendant back up to the surface and leave the black pearl in open air for at least 1 hour before it can recharge its air supply. It can then be used as normal.

Potion of the Hydromancer

Potion, uncommon
Water has no impact on the effects of your spells for the 1 hour after drinking this potion. This potion mixes with a potion of water breathing with no ill-effects, and can be combined into one vial for a single use. This potion is a thick purple with a small, squirming squid tentacle inside. When mixed with a potion of water breathing, it turns into a deep green with a squid-like bubble floating around inside.

Prism Stone

Wondrous Item, common
A smooth and unremarkable round stone. You can use an Action to strike the stone against a strong surface, where it will immediately begin to emanate bright, multicolored light for 30 feet, and dim light for 30 more. This property lasts for 1 hour, after which it becomes a regular stone.

If dropped from a height, and it makes a loud sound upon breaking at the bottom, the fall deals more dice of damage than your maximum hit dice, and is likely lethal.

Purging Stone

Wondrous Item, very rare
A strange stone with a skull engraved on the front, said to be able to remove even the deepest curse of the undead, though not even it can remove the curse of the Darksign. As an Action, you may press this stone on your skin. You are effected by the Remove Curse spell, as if cast at 3rd level. The stone then shatters.

Additionally, you lose one level of Hollowing, if you had any. This cannot cure a Mindless Hollow.

Purple Moss Clump

Wondrous Item, common
These slightly magical moss can near instantaneously purge a creature of poison. As an Action, you can consume the moss clump, removing any poisoned condition you may have.

Ricard's Rapier

Weapon (rapier), very rare (requires attunement)
This rapier has a beautifully designed golden hilt, wielded by a legendary undead prince. You gain a +2 bonus to hit and damage with this magic weapon.

Whenever you take the Attack action with this rapier, you may use a bonus action to make two weapon attacks with it. Once you use this ability, you cannot use it again until you complete a short or long rest.

Scabbard of the King (+1, +2, or +3)

Wondrous item, rarity varies (rare (+1), very rare (+2), or legendary (+3)) (requires attunement by someone who has bound a Heroic Spirit)
This golden scabbard used to belong to a king of Ysgard. While attuned to this item, your Heroic Spirit gains a bonus to their attack and damage rolls based on this item’s rarity.

Additionally, you can use an Action to link with your Spirit, giving them the power to use their Noble Phantasm once on that turn. Once you use this ability, you cannot do so again until you complete a long rest.

Undead Hunter Charm

Wondrous item, uncommon
A small, enchanted mirror that bursts into grey mist when thrown, used long ago to hunt hollows and those afflicted by the Darksign. You can use an Action to throw this charm at a point on the ground within 20 feet of you. Every creature within 5 feet of that point must succeed on a DC 15 Charisma saving throw or become cursed for 1 minute.

While cursed in this manner, any Estus or Ashen Estus Flask that you are attuned to becomes stoppered, and you cannot drink from it.

If a mimic becomes cursed in this way, it immediately becomes incapacitated and ooze-like for the duration or until it takes damage. Any objects it has stashed inside its body can be safely removed during this time.

Part V

House Rules

Curses and Poisons

How curses and poisons, along with many other lingering wounds, are treated in Fifth Edition leaves them feeling very weak, or at the very least simply minor inconveniences. These rules can adjust the severity of poisons and curses to make them less trivial or more dynamic.

Leveled Status Effects

Using a similar method to how Dispel Magic works, you could change the Remove Curse definition as follows:

Choose one creature, magical object, or cursed area that you touch. Any curse of 3rd level or lower on the target ends. For each curse of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the curse's level. On a successful check, the curse ends.

If the spell succeeds against an object that is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a curse on the target if the curse's level is equal to or less than the level of the spell slot you used.

And change Protection from Poison as follows:

Choose one poisoned creature that you touch. Choose a single poison you know is effecting the target or choose a poison effecting the creature randomly. If the poison is of 3rd level or lower, it is immediately neutralized. If the poison is of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the poison's level. On a successful check, the poison is neutralized.

Regardless of whether the initial poison was neutralized, the target has advantage on saving throws against being poisoned and it has resistance to poison damage for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you automatically neutralize a poison on the target if the poison's level is equal to or less than the level of the spell slot you used.

Additionally, changing the descriptions of the Lesser Restoration and Greater Restoration spells increases the effectiveness of all status conditions.

Lesser Restoration:

You touch a creature and can aid against one disease or one other status effect afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Immediately, the remake their initial saving throw against this ability, adding your spell casting ability to the result and ending the effect on a success.

If it did not have a saving throw applied to the effect originally, instead they make a Constitution saving throw with a DC equal to 10 + the level of the status effect, and still end the effect on a success.

and Greater Restoration:

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or magically aid against one of the following effects on the target:

• One effect that charmed or petrified the target
• One curse, including the target’s attunement to a cursed magic item
• Any reduction to one of the target’s ability scores
• One effect reducing the target’s hit point maximum

Immediately, the remake their initial saving throw against this effect, adding your spell casting ability to the result and ending the effect on a success.

If it did not have a saving throw applied to the effect originally, instead they make a Constitution saving throw with a DC equal to 10 + the level of the status effect, and still end the effect on a success.

Doing this allows for there to still be the possibility of status effects severely impacting a party or being a credible threat.

Now, to use this system, all status effects have to have a level from 1-9. To apply levels, ask if the status effect is coming from a spell or not. If it is, then the status effect is always equal to the level of the spell slot used to cast it.

If it isn't from a spell, determine the source. If it is from a creature, the level is half the CR of the creature, rounded down (minimum of 0 and maximum of 9). If it is from a trap or similar hazard, than determine the severity of the hazard and assign an appropriate level to it in relation to the average party level. See the Dungeon Master's Guide or Xanathar's Guide to Everything for the severity of traps and hazards.

If the trap or hazard is a simple setback, than it is half the party level, rounded down, - 2 (minimum of 0). If the trap or hazard is dangerous, than it is half the party level, rounded down (minimum of 0). If the trap or hazard is deadly, than it is half the party level, rounded down + 2 (maximum of 9).

Status effect levels can be used to determine the save DCs of certain abilities as well, as they now parallel detrimental spells of a similar level. The Rarity common will show the rarity of poisons or other items that can inflict that specific ailment.

Effect Level Save DC Rarity
0 13 Common
1 13 Common
2 13 Uncommon
3 15 Uncommon
4 15 Rare
5 17 Rare
6 17 Very Rare
7 18 Very Rare
8 18 Very Rare
9 19 Legendary

Hollowing

Many spells and other features use mechanics from the Dark Souls franchise of video games, created by Fromsoftware. Perhaps the most important, and iconic, mechanic of dark souls is the Hollowing mechanic. Using this optional rule, characters revive upon death, but slowly lose their memories and sense of self each time they die, until they eventually turn into mindless Hollows.

This rule set will make the game more difficult. It is intended for use with tough enemies. You should grant PCs who are Cursed Undead the chance to gain an Estus flask and upgrade it, as it may be their only hope of survival.

The Darksign

A terrible ring of burning darkness, the Darksign brands the undead. Those unfortunate souls cursed with the Darksign become Cursed Undead (also called Chosen Undead in certain lands). Those who die while bearing the Darksign will revive upon death, losing a part of themselves in the process, until they lose their mind and turn Hollow.

When a player creates a Cursed Undead character, they have a Darksign branding their bodies, usually on their cheek or chest. Their type changes to Undead. Whenever they die, they slowly begin to fade over the next 10 minutes, fading into dusty powder. If a resurrection spell is cast on them during this time, such as Revivify, they return as usual, and do not suffer any drawbacks. They do not revive if they are turned into an animated Undead until the animated form is slain. You retain all Magical Items you had in your possession when you revive, but all mundane equipment and any Souls are left at that spot. Only you can retrieve half the Souls left there, in the form of a small, Green sprite with spectral blood surroundings it in a foot wide puddle, called a Bloodstain. If you die again before retrieving your Bloodstain, those souls are lost forever.

Whenever you revive, you revive either at the Undead Bonfire you last rested at, or, if you have not rested at a bonfire, at a random location within 5 miles of the place you became a Cursed Undead. When you revive in this way, you take one level of Hollowing as the Darksign spreads. The area around the Darksign begins to rot away and darken as the curse spreads, and you lose some of your memories. You gain penalties based on the Hollowing chart below. When you become a Mindless Hollow, as seen below, you do not fade, but lie dead for 24 hours before reanimating and becoming a hostile NPC bound to that location.

You revive at the Bonfire in 2d12 hours from when you died. If the Bonfire was destroyed, you revive at a random place within 5 miles of where you became a Cursed Undead.

Hollowing Table

This table lists the penalties for each level of Hollowing obtained. The Amnesia table determines what about your past you cannot remember or recall. You can make new memories after losing old ones, and you recover the appropriate lost memories after curing yourself of a level of Hollowing. This Amnesia is additive with previous lost memories.

The Soul Requirement is the amount of Souls you must sacrifice per day to maintain your Hollowing level. If you do not meet it at the end of 24 hours since sacrificing Souls, you gain a level of Hollowing.

Hollowing Level Amnesia Soul Requirements Penalties
0 You do not remember the 24 hours before or after you became a Cursed Undead. 0 If you go 24 hours without at least 1 Soul imbibed, you gain 1 level of Hollowing.
1 You do not remember old acquaintances, distant family members, or the specifics of towns you have passed through. 1 Your will has begun to crack, granting you a -2 penalty to Wisdom Saving throws. You forget one language or tool proficiency of your choice.
2 You forget your previous job, your close family and friends, and your family name. 4 You have begun to physically fall apart, granting you a -2 penalty to Strength and Constitution Saving throws. You have disadvantage to hide your Hollowing. You forget one Skill Proficiency of your choice.
3 You forget your name, and the names of your close allies. You forget where you are periodically (about every 4 hours). 8 You have a -2 penalty to all saving throws. You forget all languages except Common. You forget all tool proficiencies. You cannot hide your Hollowing.
4 You forget everything, becoming a Mindless Hollow. You do not fade and revive at a Bonfire, but instead reanimate after 24 hours have passed. You may try to futilely continue your most recent simple task, but you attack any creatures who have more than 1 Soul Imbibed. If slain, you are permanently slain. None You become an NPC under the DM's control, as a Mindless Hollow.

Undead Bonfires

Scattered throughout lands at crossroads or places of significant power are the Undead Bonfires. Small, continually burning fires of bone with a single, blunt sword stuck into the center. These Bonfires appear seemingly randomly inside places that the Curse of the Darksign is prevalent.

Any creature who comes within 30 feet of the Undead Bonfire must succeed on a Charisma Saving Throw (DC 20) or be magically unable to willingly come within 30 feet of the Bonfire for the next 24 hours. Cursed Undead do not need to make this Saving Throw unless they are a Mindless Hollow.

A creature who is cursed by the Darksign may take a special Long Rest within 30 feet of the Bonfire. This rest takes only 1 hour (30 minutes with the Trance feature). While taking this rest, you recover any expended uses of your Estus or Ashen Estus Flask. You also lose any levels of exhaustion you might have. Once you rest at an Undead Bonfire, you revive there if you die.

An Undead Bonfire has 50 HP, an AC of 12, immunity to all non-magical damage and all fire psychic, and cold damage, resistance to magical acid, poison, piercing, slashing, radiant, necrotic, and bludgeoning damage. The Bonfire recovers 2d6 + 4 (10) HP every hour. An Undead Bonfire cannot be moved, nor can it’s sword be taken out until it is destroyed.

Fire Keepers

Some Bonfires are linked to the souls of certain individuals that attract strange, black humanity sprites. A Fire Keeper cannot move more than 300 feet away from their bonded Bonfire. If they are killed, the Bonfire goes cold and dies. It is possible to retrieve the Fire Keeper’s Soul (see Magic Items) from that Fire Keeper and use it as the Material Component for a resurrection spell on that Fire Keeper only. You may only revive a dead Fire Keeper in this way. Most Fire Keepers are clerics or humanoids with souls that attract Humanity sprites, such as Hexborn Sorcerers.

Variant Rule: Low Death Saves

To balance the seemingly lenient amount of reviving in the game, you may play with no death saves or to play with only one Death Save. If you choose to play with none, your character instantly dies if their hit points equal 0, unless they have an effect which prevents them from hitting 0 hit points. This makes encounters difficult and increases the chances of dying. While this rule is suggested, you do not need to implement it.

Imbued Souls

A core mechanic of Dark Souls is their currency system- the strange energy they simply call Souls. These Souls are stored inside a Cursed Undead’s heart, and are necessary to prevent Hollowing.

Inherent Souls

Every creature starts with 1 Soul. Whenever you gain a level, you gain Souls equal to your level. Any creature with a CR of 2 or higher has Souls equal to twice their CR- otherwise, they either have 1 Soul or no Souls. Certain creatures, especially creatures who are particularly powerful or legendary, may have more Souls than normal. A creature who hunts for Souls May have more than their challenge rating would suggest.

Stealing Souls

Whenever you kill a creature, you steal Souls equal to half their current imbued souls. If a creature dies of a cause unrelated to any other creature, it has a small chance to leave a small “packet” of Souls equal to half their previous Soul Count, alongside their bloodstain. When this instance might occur, roll a d20. On a 20, the Packet of Souls is left, appearing as a small white orb with a faint humming sound emanating from it. A packet can be absorbed as an Action.

Uses for Souls

Souls are a versatile energy source, used to empower the Undead, used for currency, and used to delay their inevitable Hollowing.

Souls as Power

When you benefit from a Long Rest from an Undead Bonfire, you may consume any number of Souls in your possession to create one of the effects listed below on the Bonfire Empowerment Table. You may only have one of these Bonfire Empowered traits at a time. You cannot use more Souls than your level in this way.

Soul Empowerment Table
Name Minimum Souls Effect
Vitality 1 You bolster your body’s natural abilities. You gain 2 Temporary Hit Points per Soul used.
Endurance 5 If you have the Extra Attack Feature, you can make one more attack with it. You may use this ability once, gaining more uses by expending more Souls: twice with 10 Souls; three times with 15 Souls; and four times with 20 Souls.
Attunement 2 If you have a Spellcasting feature that has to prepare spells, you can Prepare one more spell until your next long rest. This increases to two spells with 6 Soul, three spells with 12 Soul, and four spells with 20 Soul.
Luck 3 If you have the sneak attack feature, you may choose reroll the damage die when you deal sneak attack damage once per short rest. You may reroll a number of dice equal to every three Souls used.

Souls as Currency

You may also use Souls as currency, which is the only currency of value most Cursed Undead recognize. As an Action, you may grant any number of souls you have to a willing creature you touch. The prices for equipment and items from Undead merchants are notoriously high, so be prepared with plenty of Souls entering into negotiations.

Exotic Magic or Feats

There are many ways to present magic and spells in the D&D universe. Particularly, some spells may be more difficult to learn or cast compared to others of the same level. For these, you may apply the Exotic sub-type to the spell.

The DM and players may agree to apply the Exotic subtype for any spell or feat that is allowed at the table, which is usually done at a Session 0.

Exotic Spells

When a spell has the Exotic sub-type applied to it, it cannot be normally learned, inscribed, or prepared, even if it is on your spell list or spell selection. In order to gain access to the spell, you must have access to a specific Material component, train with a certain teacher, slay a certain monster, or another quest that begets adventures. Once you gain access to the spell, you may learn, inscribe, and prepare it as normal for your class.

This can allow the DM to prepare for a certain spell, or can allow spells that are effectually more powerful than others for the campaign to be used as a form of treasure to be found during the course of adventuring.

Spells that are determined as Exotic should be determined as such for the purposes of retaining a theme in the Campaign- perhaps a campaign where resurrections are very rare may place an Exotic tag on Raise Dead or Revivify. Otherwise, they should be determined as Exotic for practical purposes- if the DM does not have the entire Cosmology of a Homebrew world figured out, they should place the Exotic tag on spell such as Plane Shift or Astral Projection, to avoid having to improvise too much of their cosmology.

Exotic Feats

As with spells, a feat can be agreed to be made Exotic for the purposes of allowing the DM time to plan for them or for world building purposes. However, if a player wants to eventually learn an Exotic Feat by using an Ability Score Increase, they may instead only increase one Ability Score of their choice by +1, and say they are working on learning the feat.

When the DM is ready, or when they successfully find a trainer or mentor that unlocks the Exotic feat for them, the player may then replace their Ability Score Increase with the previously restricted Feat.

Background Feats

This works well with another house rule I use often, which is that every character starts with a Feat at 1st level (therefore not allowing the Variant Human, as it would be redundant). Setting some feats as Exotic makes this house rule much more viable and lets the player characters to become more specialized at 1st level without drastically increasing their damage output, especially in a smaller group.

Common Exotic Feats with this house rule are Crossbow Expert, Great Weapon Master, Polearm Master, Sharpshooter, and War Caster. Getting access to these feats, which drastically increase the damage output with specific weapons or spells, especially at 1st level, is an adventure in and of themselves, or perhaps requires the characters to be a certain level before they can take them- levels 6, 8, or 11 are good points, I have found.

Alternate Proficiencies

Oftentimes, skill proficiencies are the only proficiencies considered during ability checks in a game of D&D. However, there are some proficiencies that a character writes down at the beginning of character creation, but could be used to further specialize their character's knowledge or mastery of those domains.

Language Proficiencies

Language proficiencies are often just written down and used to say that a character understands a language fluently. In my experience, many are written down in character creation, and never used again. However, language is also a powerful tool of study that reflects the cultures who founded them.

Using the following variant rule, you can use language to reflect a character's specific, cultural knowledge, just as tool proficiencies can represent knowledge of that craft alongside the actual application of those tools.

Whenever a character would make a Wisdom or Intelligence ability check about a given cultural phenomena or when trying to interpret something about the nuances of that language, they may add their Proficiency bonus to the roll if they are proficient in the primary language of that culture. Oftentimes, these checks could also be made with a skill proficiency such as Arcana or History, but these would give generalized, not specific, information.

For example, if a a character wanted to know about an ancient hero of the Dragonborn, they could make an Intelligence (History) check to know the text and scholarly understanding of the story. But if a character instead made an Intelligence (Draconic) check, then they would know how that story is passed down in Dragonborn clans and families, with all the distortions (and hidden truths) that an oral, cultural history of an event might take.

Ranger Language Proficiencies

The Ranger's Favored Enemy feature gives them advantage on all Intelligence ability checks made about their favored enemy, as well as proficiency in a language they speak. With this set of rules, this effectively allows the Ranger to gain proficiency on these same checks they also have advantage on, such as a Ranger with a Dragon Favored Enemy gaining advantage and proficiency with the Intelligence (Draconic) check from the example above.

In my play experience, this does not break the game or make the Ranger any kind of overpowered, and in fact reinforces the intention of the Favored Enemy feature.

Druidic, Linguist, and Thieves' Cant

There are three ways to represent a character that can encode or break codes in D&d- the Druid and Rogue each have their own types of codes, which are Druidic and Thieves' Cant respectively, and any character can learn to make written ciphers and codes with the Linguist feat.

Using this system, both Druidic and Thieves' Cant can be considered their own language proficiencies. Druidic checks can be called when trying to recall secretive Druid traditions or Circles. Thieves' Cant can be used to know gang or thievery guild relationships and other criminal knowledge.

Linguist allows one to create ciphers in a given language. If someone is trying to break the cipher in a given language with an Intelligence check, they may add that language's proficiency, if they understand it.

Weapon Proficiencies

A character who is proficient with a given type of weapon has studied how to use that weapon in combat for a significant amount of time- perhaps years or decades, in the case of the more martial classes. As such, it makes sense that, when attempting to understand the history or knowledge of a given weapon that you are proficient in, you may add your Proficiency bonus to that ability check.

As with language proficiencies, most ability checks with a weapon proficiency are much more specific than the broader knowledge from Arcana or History checks on the same subject. Weapon proficiencies apply to Intelligence, Wisdom, or Charisma ability checks related to the way in which a weapon is utilized in battle, where these weapons are commonly seen, or how skilled a person wielding that weapon is with it.

For example, if a character with proficiency in all Simple and Martial weapons sees a hobgoblin wielding a greataxe made of bone, she may make an Wisdom (Greataxe) check to see how skilled the hobgoblin is with the weapon. On a success, she may realize that the hobgoblin isn't proficient with the weapon- or that they are very proficient with it- by the way they move or act. If they instead wanted to know where those strange, bone greataxes are from, they could instead make an Intelligence (Greataxe) check, learning that these are, in fact, Orcish greataxes, used by Orc scouts and reavers, which implies that it is a trophy from a conflict with nearby Orc tribe.

PART VI

Heroic Spirits

Introduction

On occasion, the heroes of ages past and from other universes can be called into a campaign world for a specific reason or by a powerful summoner. These powerful beings are called Heroic Spirits, or occasionally Servants by those who summon them. These spirits can be summoned in many ways, but most often through a ritual spell called Conjure Heroic Spirit, listed in the spells section above.

Heroic Spirits are powerful and unique NPCs. Once summoned, Heroic Spirits require constant supplies of magical energy to sustain themselves and to activate their abilities. Conjuring a Heroic Spirit, like any conjuring spell, requires a bit of preperation on your DM's part, so ask your DM before you learn a spell such as Conjure Heroic Spirit to see if you are allowed to use it.

This section is inspired heavily by the Fate/ series by Type-Moon, mostly inspired by the anime series.

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Spirits of Ysgard

Heroic Spirits come from the realm of Ysgard, or a similar realm in your setting. This is a realm of ancient heroes and reveling glory in combat, and the deeds of great heroes can even bleed from one universe over into another.

The appearance of Heroic Spirits is a combination of their myths and real appearance. Their personalities can also be like this, although they are often compelled strongly by a single alignment, since they are always Celestial. These Ysgardian spirits know their pasts and know the basics of this world and time that their summoner knows.

Summoned by Relics

In order to summon a Heroic Spirit, you must find a Relic of a great hero, usually somehow related to the hero that you wish to summon. This relic could be anything- a sword sheathe, a piece of armor, an old journal, etc. You can use the Relic Form table to either inspire your own relic idea or to randomly roll one.

A relic is a required component for the spell or for any other magical procedure to summon a Heroic Spirit. A relic is not destroyed after it is used, but it cannot be used to summon another Heroic Spirit for 1 year.

Relics are strange artifacts. They might seem normal, mundane objects at first, but any spellcaster who can cast spells of 3rd level or higher or any creature who is using detect magic can tell that it has a powerful conjuration magic attached to it. Identify informs you the rarity and name of the relic, but not which spirits it can summon.

Summoning a Heroic Spirit

Whether you had used Summon Heroic Spirit or were granted your ability by another manner, you use the rules of summoning and controlling the spirit listed in the spell describe above. It uses the statistics below, but also has a Class (which grants certain features) and a number of Traits. You can find tables for these below.

The Heroic Spirit

A summoned hero is a combination of the myths surrounding the hero and the hero’s true life. They are an NPC under the DM’s control, but are usually cooperative with the PC and will follow their commands unless abused or ordered to take actions against their alignment or morals. Heroic spirits may have their own agendas and ask that the caster help them with their task once the spirit has helped the caster.

Heroic Spirit Statistics

All Heroic Spirits use the following as the basis for their statistics.


Heroic Spirit

Medium celestial (heroic spirit), any alignment


  • Armor Class 11 + your PB (Unarmored)
  • Hit Points five times the level of this spell + your PB times the level of this spell (your spirit has a number of d8 hit dice equal to the level of this spell)
  • Speed 30 feet

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 10 (+1) 13 (+1) 15 (+2)

  • Saving Throws Dex +1 plus PB, Wis +1 plus PB
  • Skills History +0 plus PB
  • Senses Darkvision 60 feet, passive Perception 11
  • Languages Common and the languages its Summoner knows

Dispel Vulnerability. When the spirit would be dispelled, such as through dispel magic or another effect, or if they would overlap with an area of antimagic, they instead take 3d12 force damage and are forced back into their relic, and can’t be summoned again for 1 hour.

Spiritual Essence The heroic spirit does not need to drink, eat, or sleep, but they need to remain in the relic while their summoner rests to gain the benefits of a short or long rest. They restore all hit points after a long rest, even if they were at 0 when they started the rest.

Guided Strikes. When your heroic spirit attacks with a weapon attack they are proficient with, they can use your spellcasting ability for their attack and damage rolls instead of their Strength of Dexterity.


Actions

Linked Multiattack. When their summoner uses a bonus action to Link with their Heroic Spirit, they can make two weapon attacks as part of their Attack action on their turn, instead of one.

Regalia

A heroic spirit uses special equipment known as Regalia, which is included in their Class features, but they can also use any other equipment as normal. They are proficient with any weapons or armor you are and any types of weapons or armor they have as part of their Regalia. Anything they are equipping than their Regalia are dropped to the ground in their space when they return to their relic. Regalia is spectral and intangible if anybody other than a heroic spirit tries to manipulate it.

Additionally, in order for a Heroic Spirit to attune to a magical item, you must also attune to that item, though you gain none of the item’s benefits.

Heroic Classes

A heroic spirit has one of the following classes, which grants it its Class features and adjusts its statistics.

Archer

The Archer is a long range specialist with a bow and arrow, one of the "Knight" Classes.

Archer Features

Archer Regalia. The Archer has a longbow, a quiver and 20 arrows which return to the quiver after being shot, studded leather armor, and a shortsword.

Archer Abilities. The Archer has an 18 Dexterity and adds your PB to its Perception checks.

Archer Traits. The Archer gains one Trait, plus one more per level of spell slot used to summon them past 3rd. Roll a d8 to randomly determine them, or the GM chooses the most appropriate traits.

  1. Deadeye. The spirit ignores any bonus to AC that a target may have from cover or their Dexterity score when they make a ranged weapon attack.
  2. Wardbreaker. The spirit ignores AC bonuses that a target may have from abjuration spells, such as mage armor or shield of faith, when they make a ranged weapon attack.
  3. Enchanted. The spirit‘s weapon attacks gain a +1 bonus to hit and deal an additional 1d4 force damage on a hit.
  4. Elusive. The spirit can disengage as a bonus action on their turn while Linked.
  5. Swiftstride. The spirit‘s walking speed increases by 10 feet, and they can’t be impeded by difficult terrain.
  6. Opportunist. When the spirit deals damage to a target with a ranged weapon attack or an attack with a finesse weapon, the attack deals an additional 1d6 damage if the target was missing any of their hit points.
  7. Magic Eyes. The spirit can see through magical darkness with their Darkvision.
  8. Expert. The spirit doubles their proficiency bonus for skill checks made using the skill proficiency they gain from their class.

Assassin

The Assassin is a stealthy skirmisher who deals in darkness and subterfuge.

Assassin Features

Assassin Regalia. The Assassin has a hand crossbow, a crossbow case and 20 bolts which return to the case after being shot, studded leather armor, and two shortswords.

Assassin Abilities. The Assassin has an 18 Dexterity and adds your PB to its Stealth checks.

Assassin Traits. The Assassin gains one Trait, plus one more per level of spell slot used to summon them past 3rd. Roll a d8 to randomly determine them, or the GM chooses the most appropriate traits.

  1. Mantle of Darkness. The spirit gains half cover while in dim light or darkness.
  2. Critical. The spirit deals a critical hit on an attack roll of 19 or 20.
  3. Enchanted. The spirit‘s weapon attacks gain a +1 bonus to hit and deal an additional 1d4 force damage on a hit.
  4. Elusive. The spirit can disengage as a bonus action on their turn while Linked.
  5. Swiftstride. The spirit‘s walking speed increases by 10 feet, and they can’t be impeded by difficult terrain.
  6. Opportunist. When the spirit deals damage to a target with a ranged weapon attack or an attack with a finesse weapon, the attack deals an additional 1d6 damage if the target was missing any of their hit points.
  7. Magic Eyes. The spirit can see through magical darkness with their Darkvision.
  8. Expert. The spirit doubles their proficiency bonus for skill checks made using the skill proficiency they gain from their class.

Berserker

The Berserker is a large brute and a physical presence on the battlefield.

Berserker Features

Berserker Regalia. The Berserker has a greataxe.

Berserker Abilities. The Berserker has an 18 Strength and has 2 more hit points per spell level (their hit dice are d12s).

Berserker Traits. The Berserker gains one Trait, plus one more per level of spell slot used to summon them past 3rd. Roll a d8 to randomly determine them, or the GM chooses the most appropriate traits.

  1. Defensive. As a reaction while linked, the spirit can reduce damage they take by 1d8 plus their summoner’s spellcasting ability modifier.
  2. Critical. The spirit deals a critical hit on an attack roll of 19 or 20.
  3. Enchanted. The spirit‘s weapon attacks gain a +1 bonus to hit and deal an additional 1d4 force damage on a hit.
  4. Uncontrolled. The spirit cannot be knocked prone, grappled, restrained, or charmed.
  5. Swiftstride. The spirit‘s walking speed increases by 10 feet, and they can’t be impeded by difficult terrain.
  6. Undying. When the spirit is be reduced to 0 hit points, they instead continue to stat conscious until they end their next turn, where they then die and disappear. They cannot recover hit points while at 0 hit points in this way.
  7. Blood Drinker. The spirit recovers 1d8 + your PB hit points when they reduce an enemy to 0 hit points.
  8. Bulky. The spirit adds their proficiency bonus for to Athletics checks and all Constitution ability checks.

Caster

The Caster is a magical summon able to cast their own cantrips in battle.

Caster Features

Caster Regalia. The Caster has an arcane focus and a dagger.

Caster Abilities. The Caster has an 16 Intelligence and can cast a cantrip while Linked as their action, depending on their known Traits. They use your level and spellcasting ability modifier for these cantrips. Caster cannot cast a cantrip if their summoner cast a spell of 1st level or higher during their turn.

Caster Traits. The Caster gains one Trait, plus one more per level of spell slot used to summon them past 3rd. Roll a d8 to randomly determine them, or the GM chooses the most appropriate traits.

  1. Defensive (Blade Ward). As a reaction while linked, the spirit can reduce damage they take by 1d8 plus their summoner’s spellcasting ability modifier.
  2. Mantle of Darkness (Chill Touch). The spirit gains half cover while in dim light or darkness.
  3. Enchanted (Acid Splash). The spirit‘s weapon attacks gain a +1 bonus to hit and deal an additional 1d4 force damage on a hit.
  4. Beacon (Sacred Flame). When a creature recovers hit points within 5 feet of the spirit, that creature recovers additional hit points equal to your PB.
  5. Wardbreaker (Ray of Frost). The spirit ignores AC bonuses that a target may have from abjuration spells, such as mage armor or shield of faith, when they make a ranged attack.
  6. Undying (Toll the Dead). When the spirit is be reduced to 0 hit points, they instead continue to stat conscious until they end their next turn, where they then die and disappear. They cannot recover hit points while at 0 hit points in this way.
  7. Magic Eyes (Minor Illusion). The spirit can see through magical darkness with their Darkvision.
  8. Conduit (Shocking Grasp). When either the spirit or the summoner casts a spell with a range other than Self within 30 feet of each other, they can cast the spell as if from the space of the other creature.

Lancer

The Lancer is a fighter who strikes with pikes and spears in a dextrous manner, and is one of the "Knight" classses.

Lancer Features

Lancer Regalia. The Lancer has a pike, a javelin that returns to their hand at the end of a turn after being thrown, and studded leather armor.

Lancer Abilities. The Lancer has 16 Strength and 16 Dexterity, and adds your PB to their Acrobatics checks.

Lancer Traits. The Lancer gains one Trait, plus one more per level of spell slot used to summon them past 3rd. Roll a d8 to randomly determine them, or the GM chooses the most appropriate traits.

  1. Critical. The spirit deals a critical hit on an attack roll of 19 or 20.
  2. Elusive. The spirit can disengage as a bonus action on their turn while Linked.
  3. Swiftstride. The spirit‘s walking speed increases by 10 feet, and they can’t be impeded by difficult terrain.
  4. Enchanted. The spirit‘s weapon attacks gain a +1 bonus to hit and deal an additional 1d4 force damage on a hit.
  5. Uncontrolled. The spirit cannot be knocked prone, grappled, restrained, or charmed.
  6. Tactical. When the spirit hits a creature with a weapon attack on a turn, their summoner has advantage on the next attack they make against that target until the end of their summoner’s next turn.
  7. Magic Eyes. The spirit can see through magical darkness with their Darkvision.
  8. Expert. The spirit doubles their proficiency bonus for skill checks made using the skill proficiency they gain from their class.

Rider

The Rider is a mounted specialist able to summon their own magical mount to assist in combat.

Rider Features

Rider Regalia. The Rider has half-plate armor, a lance and a whip.

Rider Abilities. The Rider can innately cast find steed as an action once, regaining their ability to do so after a short or long rest. A steed found in this way cannot take the Attack or Help actions, acts when Rider acts, and it is stored back to the relic demiplane alongside Rider while Rider is in there, being summoned back out alongside Rider if there is room. Rider also adds your PB to their Animal Handling checks.

Rider Traits. The Rider gains one Trait, plus one more per level of spell slot used to summon them past 3rd. Roll a d8 to randomly determine them, or the GM chooses the most appropriate traits.

  1. Critical. The spirit deals a critical hit on an attack roll of 19 or 20.
  2. Greater Steed. The spirit can innately cast find greater steed instead of find steed. If their steed has a flying speed, it instead does not.
  3. Warded Steed. Creatures have disadvantage to attack a creature that this spirit is riding.
  4. Enchanted. The spirit‘s weapon attacks gain a +1 bonus to hit and deal an additional 1d4 force damage on a hit.
  5. Uncontrolled. The spirit cannot be knocked prone, grappled, restrained, or charmed.
  6. Tactical. When the spirit hits a creature with a weapon attack on a turn, their summoner has advantage on the next attack they make against that target until the end of their summoner’s next turn.
  7. Beacon. When a creature recovers hit points within 5 feet of the spirit, that creature recovers additional hit points equal to your PB.
  8. Expert. The spirit doubles their proficiency bonus for skill checks made using the skill proficiency they gain from their class.

Saber

The Lancer is a fighter who strikes with pikes and spears in a dextrous manner, and is one of the "Knight" classses.

Lancer Features

Saber Regalia. The Saber has a longsword, splint armor, and a shield.

Saber Abilities. The Saber has 16 Strength and 16 Charisma, and adds your PB to their Athletics checks.

Saber Traits. The Saber gains one Trait, plus one more per level of spell slot used to summon them past 3rd. Roll a d8 to randomly determine them, or the GM chooses the most appropriate traits.

  1. Critical. The spirit deals a critical hit on an attack roll of 19 or 20.
  2. Defensive. As a reaction while linked, the spirit can reduce damage they take by 1d8 plus their summoner’s spellcasting ability modifier.
  3. Undying. When the spirit is reduced to 0 hit points, they instead continue to stat conscious until they end their next turn, where they then die and disappear. They cannot recover hit points while at 0 hit points in this way.
  4. Enchanted. The spirit‘s weapon attacks gain a +1 bonus to hit and deal an additional 1d4 force damage on a hit.
  5. Uncontrolled. The spirit cannot be knocked prone, grappled, restrained, or charmed.
  6. Tactical. When the spirit hits a creature with a weapon attack on a turn, their summoner has advantage on the next attack they make against that target until the end of their summoner’s next turn.
  7. Beacon. When a creature recovers hit points within 5 feet of the spirit, that creature recovers additional hit points equal to your PB.
  8. Expert. The spirit doubles their proficiency bonus for skill checks made using the skill proficiency they gain from their class.

Noble Phantasms

Each Heroic Spirit has a unique power that can be unleashed through certain spells or magical items. This is a spell known as a Noble Phantasm.

Noble Phantasms are always a spell one or more levels lower than the spell slot used to summon the Heroic Spirit, and they use their summoner's spellcasting ability and saving throw DCs. When a Heroic Spirit uses a Noble Phantasm through an item or another spell, their summoner must expend a spell slot that is at least one level higher than the Noble Phantasm. The Noble Phantasm is then cast at a level one less than the spell slot expended.

For example, if a Saber Heroic Spirit were to use the 2nd-level Noble Phantasm magic weapon, their summoner expends a 3rd level spell slot, and Saber casts it as a 2nd-level spell.

Burning Command Seals

On a summoner's turn, they may use their Action to Link instead of their bonus action. When they do so, they lose one Command Seal and allow their Heroic Spirit to use their Noble Phantasm this turn.

Noble Phantasm Lists

The GM chooses a Heroic Spirit's Phantasm either by their Class or chooses from the general Noble Phantasm spell list. The Noble Phantasms are listed by level of the spell slot used to cast summon heroic spirit, not their spell level, which is one lower.

General Noble Phantasms
Spirit Level Noble Phantasms
3rd Enhance ability, magic weapon
4th Fly, fireball
5th Locate creature, hallucinatory terrain
6th Raise dead, wall of light
7th Harm, sunbeam
8th Fire storm, teleport
9th Demiplane, sunburst
Archer Noble Phantasms
Spirit Level Noble Phantasms
3rd Cordon of arrows, melf's acid arrow
4th Flame arrows, lightning arrow
5th Moonlight arrows°, dimension door
6th Raise dead, wall of light
7th True seeing
8th Crown of stars
9th Control weather
Assassin Noble Phantasms
Spirit Level Noble Phantasms
3rd Cloud of daggers, darkness
4th Fear, hunger of hadar
5th Invert light°, shadow of moil
6th Far step, mislead
7th Eyebite
8th Power word pain
9th Maddening darkness
Berserker Noble Phantasms
Spirit Level Noble Phantasms
3rd Enlarge/reduce, silence
4th Dispel magic, erupting earth
5th Death ward°, stoneskin
6th Destructive wave, maelstrom
7th Tenser's transformation
8th Regenerate
9th Earthquake
Caster Noble Phantasms
Spirit Level Noble Phantasms
3rd Detect thoughts, flaming sphere
4th Baam's Infinite Halo°, slow
5th Arcane eye, vitriolic sphere
6th Cloudkill, wall of force
7th Circle of death
8th Prismatic spray
9th Feeblemind
Lancer Noble Phantasms
Spirit Level Noble Phantasms
3rd Haki's freezing spear°, spike growth
4th Blink, rain of lances°
5th Freedom of movement, orientation lock°
6th Skill empowerment, steel wind strike
7th Disintegrate
8th Whirlwind
9th Power word stun
Rider Noble Phantasms
Spirit Level Noble Phantasms
3rd Beast sense, warding bond
4th Beacon of hope, phantom steed
5th Dominate beast, Mordenkainen's faithful hound
6th Awaken, insect plague
7th Planar ally
8th Reverse gravity
9th Dominate monster
Saber Noble Phantasms
Spirit Level Noble Phantasms
3rd Branding smite, shadow blade
4th Blinding smite, elemental weapon
5th Fire shield, staggering smite
6th Geas, holy weapon
7th Blade barrier
8th Mordenkainen's sword
9th Holy aura

Motivations

Each Heroic Spirit has a Motivation, either chosen by the GM or rolled for randomly below. This Motivation might be kept secret by the Spirit, and fulfilling that Motivation allows the summoner to recover an expended Command Seal. Motivations are listed below:

Motivations List
d6 Motivation
1 Old Enemies. The spirit hates a particular Faction or group of creatures and wants to go out of their way to deal significant blows to them.
2 Mastery. The spirit is incredibly foolhardy and wants to seek and defeat other masterful humanoids in duels or murder.
3 Knight's Code. The spirit intends to uphold a specific Paladin Oath's Tenets, and wants their summoner to go out of their way to pursue those same Tenets.
4 Scholar. The spirit seeks out a specific kind of knowledge, particularly finding lost secrets of such knowledge.
5 Old Allies. The spirit seeks to restore a fallen or diminished order to which they once were allied.
6 Riches. The spirit wants to seek greater fortune and magical items, both for itself and its summoner, and seeks to spend that fortune in revelry.

Creating a Relic

Relics are almost as important as the Spirits themselves when it comes to story and creating new Heroic Spirits. These magical artifacts can find themselves bleeding across planar and even universal boundaries and being clustered into other hordes of magical items, often seeming so simple or mundane that they go unnoticed by the owner of the horde.

Otherwise, very rare or legendary relics sometimes create their own demiplanes called World Marbles, where they recreate a specific heroic deed or story of the Heroic Spirit they are connected. These World Marbles often require the players to act out or survive through what the Heroic Spirit acted through in order to obtain the Heroic Relic, as a test to see if they are worthy of it.

Additionally, most artifacts, such as the Axe of Dwarvenkind or the Sword of Kas, can also be used as relics to summon the Spirits of their respective creator or wielders. Relics often have other magical properties, and are usually magical items in and of themselves.

Optional Rule: Sentient Relics

Some incredibly powerful relics indeed become sentient in and of themselves, like many artifacts. These relics often will require that you do something for them before you can summon a Heroic Spirit through it.

Finding a Relic

If a creature knows or has the spell Conjure Heroic Spirit prepared, they are more likely to have them appear in hordes of magical items when they find them. Relics are similar to Artifacts, and only show up when the DM wishes them to.

Optional Rule: Random Relics

If you want Relics to appear randomly, they do so when the players find magic hordes. When you find multiple magic items at a time and you have a spellcaster in your party capable of casting 3rd level spells, roll d100. On an 85 or higher, there is also a relic of appropriate rarity that the spellcasting creature in your party can summon. You can only find 1 relic at a time, and it cannot be of higher rarity than the most rare item in the treasure horde.

If a spellcaster in the party knows Conjure Heroic Spirit or has it prepared, they gain a relic at a d100 roll of 60 or higher. At the DM's choice, the relic can be one of the magic items found during this search. If the party has unused relics in their possession equal to the number of spellcasters in the party that can cast 3rd level or higher spells, they cannot randomly find relics until they use one of them or loses one.

Relic Forms

The form of a Relic has an impact on how they are connected to a creature. Either choose or roll one the Relic Form table below to determine what your Relic is.

The relic form can either be general or specific to the type of Heroic Spirit. There are seven types of Heroic Spirit- Saber, Lancer, Archer, Berserker, Assassin, Rider, and Caster. A relic can summon Heroic Spirits of different types. In some game settings, only one of each type of Heroic Spirit can be summoned at a time in the world, and one must be slain and sent back to Ysgard before the Conjure Heroic Spirits spell can be cast again.

Relic Significance

A relic can have high significance with the story of a specific hero they are related to. If you use such a relic, you always summon that hero as your Heroic Spirit.

General Form
d100 Form d100 Form
1-5 A tome of literature about legend of the Heroic Spirit. 68-69 A scorched robe.
6-10 A shard of the Heroic Spirit's weapon. 70-71 A dull falchion that drips seawater.
11-15 A piece of the Heroic Spirit's armor. 72-73 A splintered wooden shard of some boat o ship.
16-20 A crest or emblem of the Heroic Spirit. 74-75 A tall hat with a hole through it.
21-22 An old key. 76-77 A steel rod with bloodstains around it.
23-24 A black tome with unreadable runes. 78-79 A knot of red string.
25-26 A star-shaped pendant. 80-81 An engraved crystal.
27-28 A fossil of a creature that does not exist. 83-84 A gemstone.
29-30 A gilded leaf. 85-86 A brazier that has wisps of smoke falling off of it.
31-32 A deep red cloak. 87-88 A hunting trap with Celestial inscribed around its edge.
33-34 A tattered bandage with a golden sheen. 89-90 A magically unbreakable vial of blood.
35-36 The jagged tooth of a massive beast. 91 A spyglass with bands of purple crystal around it.
37-38 A twisted warhorn. 92 A helmet with a bolt through its side.
39-40 A broken mask. 93 Smith's kit used for Large or larger weapons.
41-42 A scorched shield. 94 A petrified medusa head.
43-44 A mummified hand with three fingers and too many knuckles. 95 A black, steel flask with a platinum filigree.
45-46 A flawed gemstone. 96 A silvered weapon.
47-48 A silver goblet with red stains at the bottom. 97 A set of dice that has runes on all its sides.
d100 Form d100 Form
49-50 A black feather. 98 An engraved diamond prism.
50-60 A journal wrapped with a small chain lock. 99 Roll on the Trinket table.
61-65 A reptilian eye in amber. 100 A magical item of appropriate rarity.
66-67 A gilded eyepatch.
Saber Relics
d6 Form d6 Form
1 The hilt of the Heroic Spirit's sword. 4 A dagger or some other sidearm.
2 The head of a creature beheaded by the Heroic Spirit. 5 The Heroic Spirit's sword sheathe.
3 A bloodied blade shard. 6 A magical sword of appropriate rarity.
Lancer Relics
d6 Form d6 Form
1 The splintered shaft of the Heroic Spirit's spear. 4 A pierced shield.
2 A skull with a javelin in it. 5 A shard of pierced and bloodied chest armor.
3 A leather strap or spear sheathe 6 A magical spear of appropriate rarity.
Archer Relics
d6 Form d6 Form
1 A bowstring from the Heroic Spirit's bow. 4 An engraved arrowhead.
2 A quiver with two unbreakable arrows. 5 A Giant's skull with an arrow through its eye.
3 A bloody arrow. 6 A magical bow of appropriate rarity.
Berserker Relics
d6 Form d6 Form
1 Broken manacles. 4 A bloodied axehead.
2 A broken arm or leg of some inhuman creature. 5 A broken weapon sheathe.
3 A war mask. 6 A magical axe of appropriate rarity.
Assassin Relics
d6 Form d6 Form
1 An unbreakable vial of an unknown poison. 4 A shattered dagger hilt.
2 A silk garrote. 5 A black, bloodied glove.
3 A masquerade mask. 6 A magical dagger of appropriate rarity.
Rider Relics
d6 Form d6 Form
1 A splintered shard of a chariot. 4 A large, bloody wheel.
2 A broken bit and bridle. 5 A set of barding armor.
3 An adamantium horseshoe. 6 A magical whip or lance of appropriate rarity.
Caster Relics
d6 Form d6 Form
1 A ruined spellbook. 4 A white robe with magical inscriptions.
2 The mummified corpse of a familiar. 5 A tattered, unreadable spell scroll.
3 An alchemist's set with emerald engravings. 6 A magical wand of appropriate rarity.

Changelog

1.0- Release!

1.1

  • Spelling changes.
  • Listed feats and spells in alphabetical order.
  • Added and adjusted spell lists, as well as subtype lists.
  • Heroic Spirit adjustments.
  • Many, many grammar and spelling fixes.

1.2

  • Many changes to the Feats section, mostly spelling and balance
  • Many changes to the Spells section and adjusted spell lists, mostly spelling, spell types, and balance
  • Added spells Tether, Orientation Lock, Ooze Tendril, Runic Counter, Tenser's Levitating Platform, Construct Affinity, and Caustic Oil.
  • Added Exotic Magic and Feats optional rules.

2.0

  • Adjusted many specifics of the spells.
  • Renamed many Psychic spells (Psionbolt to Ego Whip, Psychic Null to Fortress of Iron Will, Psychic Thorn to Thorns of Doubt, etc).
  • Reorganized all spells in alphabetical order, with a table of contents.
  • Moved Heroic Spirit information into a more read-able order in the Heroic Spirit section. The spell Conjure Heroic Spirits now only outlines the spell casting process, not the rules for controlling the Spirit.
  • Changed and adjusted much of the Heroic Spirit's abilities- they no longer scale their hit points with their summoner's spellcasting level, in particular.
  • Removed Crushing, Serrated, and Piercing Edge Fighting Style Variants and instead added the Honed Edge Fighting Style.
  • Adjusted the wording of many feats.

2.1

  • Adjusted spacing and rendering issues.
  • Added the alternate rule Alternate Proficiencies to the Table of Contents.

2.2

  • Changed how Heroic Spirits function to make them more streamlined and easier to run.
  • Added Iconomancy spell subtype.
  • Cleaned up the magic items chapter.

Magic

and

Mayhem

Adventurers and villains of Dungeons and Dragons are various and multifaceted characters, as they adventure, they may learn or invent new spells, feats, weapons, or even embark on whole new journeys compared to what they encountered before.

In these pages, you will find over 60 spells, over 20 feats, and many more rules options for 5th edition dungeons and dragons, as well as other useful resources. This is but one of three lost "tomes"- Finn's Tome of Lost Heroes, and Sian's Tome of Lost Nature.

Cover Art by Tan Ho Sim, compiled by Kevin Crawford

If you have questions or comments, you can message me on reddit at /u PaganGoldfish. I'd love to hear your feedback.

Author

Written by PaganGoldfish (Aslan Gerards) (PaganGoldfish Reddit)

Art Credits

Jai Stuart (JaiStuart Deviantart)
Chirart (Jayd Aït Kaci) (chirart Deviantart)

 

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