Kaleidoscope of Features

by 3athompson

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Kaleidoscope of Features

V1.1.4 By /u/3athompson
Art credit: /u/3athompson

Kaleidoscope of Features

Features Index

Optional Class Features

Pages 3-7. Mostly replacements or alternate uses for existing class features. Includes a new pact boon option for the warlock, the return of the evil cleric's channel divinity options, and ranger and sorcerer subclass spell lists.

Artificer Infusions

Pages 8-10. 24 artificer infusions that add additional weapons and armor infusion options and also add infused tools.

Fighting Styles

Page 11. 11 fighting styles for a variety of underused weapons.

Metamagic

Page 11. 4 metamagic options for sorcerers of all types.

Warlock Invocations

Page 12. 12 invocations mostly made for specific warlock pacts. Includes 5 invocations for the included pact boon.

Feats

Page 13. 9 feats to gain a bit of multiclass flavor without actually multiclassing, or a way of giving you more of your precious class feature uses.

Spells

Pages 14-16. Spell Index by Class. 65 total spells.


Page 17. 7 Cantrips.


Pages 18-19. 11 spells of 1st-level.


Pages 20-21. 13 spells of 2nd-level.


Pages 22-23. 12 spells of 3rd-level.


Pages 24-25. 12 spells of 4th-level.


Pages 26-27. 10 spells of 5th-level.

Rest Balance

D&D tables can vary significantly in the number of combats they have per long rest as well as the number of short rests they have per long rest. Several of the optional class features are targeted at different resting styles.

Long Rest-Focused

If your table has 1-2 encounters on average per long rest and 0-1 short rests on average per long rest, your table is long rest-focused. Full casters such as sorcerers and wizards can feel dominantly effective, but short rest or at-will classes such as fighters, monks, rogues, and warlocks can feel overshadowed or resource-restricted. If your table is long rest-focused, consider using the listed features:

Class Feature
All Surge of Power
Bard Song of Vigor
Wizard Instant Recovery

Surge of Power

1st-level feature


At 1st level, you can temporarily exceed your limits at the risk of exhausting your powers. You can use an action to regain all resources that are regained on a short rest. You then no longer gain any benefit from short rests, apart from being able to spend hit dice, until you take a long rest.


Once you use this feature, you can’t use it again until you finish a long rest.

Short Rest-Focused

If your table has 6+ encounters on average per long rest and 2-3 short rests on average per long rest, your table is short rest-focused. Some full casters as well as barbarians might start feeling taxed for resources. If your table is short rest-focused, consider using the listed features:

Class Feature
Artificer Spare Parts
Barbarian Calm Before the Storm
Bard Inspiring Recovery
Cleric Harness Divine Power*
Druid Nature's Gift
Paladin Harness Divine Power*
Ranger Primeval Gift
Sorcerer Power of Blood

*Printed in Tasha's Cauldron of Everything

Optional Class Features

Artificer

Magical Alchemy

1st-level artificer feature, which replaces Magical Tinkering


At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have alchemist's tools in hand. You then touch a Tiny flask of nonmagical liquid and give it one of the following magical properties of your choice:

  • The liquid sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • The liquid heats up or cools down whatever it touches by 10 degrees Fahrenheit.
  • The liquid's consistency and flavor changes to a consistency and flavor of your choice.
  • The liquid gains a color and quality (metallic, transparent, translucent, opaque, and the like) of your choice.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.


You can bestow magic on multiple flasks of liquid, touching one object each time you use this feature, though a single flask of liquid can only bear one property at a time. The maximum number of flasks you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spare Parts

3th-level artificer feature


Starting at 3th level, you can spend your breaks working on backups to your spellcasting tools. When you finish a short rest, you can choose a number of expended 1st level spell slots to recover which can be no higher than half your proficiency bonus (rounded up). Starting at 11th level, The spell slots can be 1st or 2nd level.


Once you use this feature, you can’t use it again until you finish a long rest.

Tool Versatility

6th-level artificer feature, which replaces Tool Expertise


Starting at 6th level, you gain proficiency in all tools.

Barbarian

Calm Before the Storm

2nd-level barbarian feature


Starting at 2th level, you can spend your short rests honing your primal ferocity internally while outwardly resting. When you finish a short rest, you can recover 1 use of your Rage feature.


Once you use this feature, you can’t use it again until you finish a long rest.

Wounding Critical

9th, 13th, and 17th-level barbarian feature


Beginning at 9th level, when you score a critical hit on a creature, you injure the target in some way. Choose a body part that the creature has: arms, body, head, legs. The target is injured in that location and suffers the effect shown in the table below.

Injury Location Effect
Arms Whenever the target makes an attack roll, the target must roll a d4 and subtract the number rolled from the attack roll.
Body Whenever a creature makes an attack roll against the target, the attacker can roll a d4 and add the number rolled to the attack roll.
Head Whenever the target makes an saving throw, the target must roll a d4 and subtract the number rolled from the saving throw.
Legs The target's speed is reduced by 10 feet.

A creature can only suffer from one injury of each type at the same time. An injury lasts until a creature takes an action to heal the injury with a successful DC 10 Wisdom (Medicine) check. All injuries are healed if the target receives magical healing.


The d4s turn into d6s at 13th level and d8s at 17th level. The speed reduction from a leg injury increases to 15 feet at 13th level and 20 feet at 17th level.

Mighty Weapon

11th-level barbarian feature


Beginning at 11th level, you can wield oversized weapons with ease. All melee weapons count as light and versatile and lose their two-handed property while you wield them.


When you are wielding a melee weapon with two hands, you gain a +3 bonus to damage rolls with that weapon.

Bard

Song of Vigor

2nd, 9th, 13th, and 17th-level bard feature


Beginning at 2nd level, you can use an action to deliver rousing words to inspire your wounded allies. Each creature of your choice that can hear you within 30 feet of you regains 1d6 hit points.


The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.


Once you use this feature, you can’t use it again until you finish a long rest. You also can't peform Song of Rest until you finish a long rest.

Inspiring Recovery

2nd, 5th, 10th, and 15th-level bard feature


Beginning at 2nd level, you can use a bonus action to expend two Bardic Inspiration dice and regain one expended spell slot of 1st level. You can use this feature once at 2nd level and twice at 5th level. You regain all expended uses when you finish a long rest.


You can regain higher level spell slots when you reach certain levels in this class: 2nd level or lower at 5th level, to 3rd level or lower at 10th level, and to 4th level or lower at 15th level.

Skilled

3rd and 10th-level bard feature, which replaces Expertise


Starting at 3rd level, you gain proficiency in any combination of three skills or tools of your choice.


At 10th level, you can choose another three skills or tools to gain proficiency in.

Cleric

Rebuke Undead

2nd-level cleric feature, which replaces Turn Undead


As an action, you present your holy symbol and invoke a command to the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is rebuked for 1 minute or until it takes any damage.

A rebuked creature's speed becomes 0. It also can’t take reactions. For its action, it can use only the Dodge action.

Command Undead

5th-level cleric feature, which replaces Destroy Undead


Starting at 5th level, when an undead fails its saving throw against your Rebuke Undead feature, the creature is instead charmed by you if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. The creature obeys you as if you cast the animate dead spell on it, except the creature is only under your control for 1 minute or until it takes any damage from you or your allies.

Druid

Raised by Beasts

1st-level druid feature, which replaces Druidic


Choose one beast that you have seen before. You can comprehend and verbally communicate with with others of its kind. Your DM may decide that your ability to speak with the species of beast allows you to speak with a similar species of beast. For example, if you can speak with brown bears, your DM may decide that you can also speak with polar bears.

Borrowing

2nd-level druid feature


You gain the ability to borrow the mind of an animal: as an action, you can touch a willing beast and expend a use of your Wild Shape feature to cast the beast sense spell, without material components and without requiring concentration.


When you cast the spell in this way, the spell doesn't require concentration and it lasts a number of hours equal to half your druid level. The material body you leave behind is unconscious until you end the spell by using your action to return to your normal senses.

Nature's Gift

2nd-level druid feature


You can expend a use of your Wild Shape as a bonus action and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 8th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Plant Shape

4th-level druid feature


You gain the ability to turn into plant life: as an action, you can expend a use of your Wild Shape feature to turn into a Large or smaller plant. Your plant form has 15 hit points for each level you have in this class. You can stay in a plant shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Until your Plant Shape ends, you can't move or take reactions and the only action you can take is using a bonus action on your turn to end the plant shape.


At 8th level, you can turn into a Huge or smaller plant.

Prophetic Visions

18th-level druid feature, which replaces Timeless Body


Starting at 18th level, your connection to primal magic causes you to receive fragments of prophecy. The DM decides when you receive the prophecy and what the nature of the message is.

Fighter

Burst of Speed

2nd, 5th, 11th, 17th, and 20th-level fighter feature, which replaces Action Surge


Starting at 2nd level, you can push yourself beyond your normal limits for a moment. Once on your turn, you can take one additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. At 17th level, you can make two weapon attacks with the Attack action granted by this feature.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 5th level you can use it twice before a rest, starting at 11th level you can use it three times before a rest, and starting at 20th level you can use it four times before a rest.

Unyielding Determination

5th-level fighter feature


You can power through impossibly stacked situations. When you take damage and you can use your Second Wind feature, you can use your reaction to power through the damage. If the damage reduces you to 0 hit points but you are not killed outright, you drop to 1 hit point instead. Immediately after you take the damage, you gain temporary hit points equal to 1d10 + your fighter level, which last for 1 hour. Once you use this feature, you can't use your Second Wind feature until you finish a short or long rest.

Weapon of Legends

6th-and-14th-level fighter feature, which replaces Ability Score Improvement


Beginning at 6th level, your bond with your weapon is legendary, and you know how to use it in ways nobody else can hope to match. Choose one of your weapons and one maneuver of your choice from among those available to the Battle Master archetype. When you roll initiative, you gain three special superiority dice that can only be used while wielding the chosen weapon and can only be used for the chosen maneuver. The superiority dice are a d6, and a die is expended when you use it.


Beginning at 14th level, you gain an additional maneuver that you can apply to the same weapon or to a different weapon, and you gain three superiority dice for that maneuver. All special superiority dice turn into d8s.


Whenever you gain a level in this class, you can either change one of the maneuvers on a weapon, or you can change which weapon a maneuver applies to.

Unyielding Soul

9th, 13th, and 17th-level fighter feature, which replaces Indomitable

Starting at 9th level, you gain a +2 bonus to all saving throws. This bonus increases to +3 at 13th level and +4 at 17th level.

Monk

Judo Block

3rd-level monk feature, which replaces Deflect Missiles


Starting at 3rd level, you can use your reaction to block part of the force of a blow when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 + your Strength modifier + your monk level.

If you reduce the damage to 0 and the attacker is Large or smaller, you can spend 1 ki point to attempt to shove the creature, as part of the same reaction.

Paralyzing Strike

5th-level monk feature, which replaces Stunning Strikes


Starting at 5th level, you can interfere with the acupressure points in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a paralyzing strike. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.

Strikes of Ten Ways

6th-level monk feature, which replaces Ki-Empowered Strikes


At 6th level, choose two of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Each time you deal damage with an unarmed strike, you can deal one of your chosen damage types instead of bludgeoning damage.


You can change either damage type when you gain a level in this class.

Standing Leap

9th-level monk feature, which replaces Unarmored Movement Improvement

Your long jump is up to a number of feet equal to your unarmored movement bonus + 10 and your high jump is up to a number of feet equal to your unarmored movement bonus, with or without a running start.

Expertise

10th-level monk feature, which replaces Purity of Body


At 10th level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Heavenly Transformation

13th-level monk feature, which replaces Tongue of the Sun and Moon


At 13th level, you can cast polymorph. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.


Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest.

Paladin

Divine Sanity

3rd-level paladin feature, which replaces Divine Health


By 3rd level, the divine magic flowing through you makes you immune to madness and magical alignment changes.

Aura of Health

10th-level paladin feature, which replaces Aura of Courage


Starting at 10th level, you and friendly creatures within 10 feet of you gain immunity to poison and disease while you are conscious.


At 18th level, the range of this aura increases to 30 feet.

Ranger

Mark Enemy

2nd-level ranger feature, which augments Favored Enemy


When you hit a creature with a weapon attack, you can expend a spell slot to call on your mystical bond with nature to mark your target for 1 minute.


When you mark the creature, and on the first time on each of your subsequent turns that you hit the marked target with a weapon attack, you deal extra damage to the target. The extra damage is 2d4 for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. The damage increases by 1d4 if the target is a favored enemy, to a maximum of 6d4.

Primeval Gift

3rd-level ranger feature

As a bonus action, you can expend one hit die and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Archetype Spells

3rd-level ranger feature (hunter and beastmaster only)


You learn additional spells when you reach certain levels in this class, as shown on the Spells table corresponding to your subclass. Each of these spells counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Hunter
Ranger Level Spell
3rd hunter's mark
5th cordon of arrows
9th conjure barrage
13th stoneskin
17th conjure volley
Beastmaster
Ranger Level Spell
3rd animal friendship
5th beast sense
9th conjure animals
13th dominate beast
17th awaken

Friend of the Beasts

8th-level ranger feature, which replaces Land's Stride


Starting at 8th level, you can comprehend and verbally communicate with beasts. Beasts are friendly or indifferent about you and your allies. This indifference ends if a beast is attacked or harmed by a spell or if it witnesses any of its friends being harmed.


In addition, beasts have disadvantage on saving throws against being charmed by you.

Relentless Pursuit

14th-level ranger feature, which replaces Vanish


Starting at 14th level, you can use the Dash action as a bonus action on your turn. Also, you have advantage on Constitution checks and saving throws to avoid exhaustion during chases and forced marches.

Rogue

Rogue's Knack

1st-level rogue feature, which replaces Thieves' Cant


As part of your life experiences, you've developed an unusual talent. You learn one language or gain one tool proficiency of your choice.

Stand Against the Tide

5th-level rogue feature, which replaces Uncanny Dodge


Starting at 5th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Improved Cunning Action

10th-level rogue feature, which replaces Ability Score Improvement


Starting at 10th level, your quick thinking and agility are improved even further. You can take the Attack (one weapon attack only), Dodge, Help, or Ready, Search, or Use an Object actions as a bonus action.

Polymath

11th-level rogue feature, which replaces Reliable Talent


By 11th level, you have come up clutch in myriad situations. You gain a +5 bonus to ability checks.

Sorcerer

Sorcerous Spells

1st-level sorcerer feature


You learn additional spells when you reach certain levels in this class, as shown on the Spells table corresponding to your subclass. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. If a subclass isn't shown, work with your DM to generate a table with 1 spell for each sorcerer level in the table.

Divine Soul
Sorcerer Level Spell
1st sanctuary
3rd lesser restoration
5th revivify
7th death ward
9th raise dead
Draconic Bloodline
Sorcerer Level Spell
1st burning hands
3rd acid arrow
5th lightning bolt
7th ice storm
9th cloudkill
Shadow Magic
Sorcerer Level Spell
1st false life
3rd invisibility
5th fear
7th greater invisibility
9th creation
Storm Sorcery
Sorcerer Level Spell
1st fog cloud
3rd shatter
5th lightning bolt
7th ice storm
9th cone of cold
Wild Magic
Sorcerer Level Spell
1st magic missile
3rd mirror image
5th fireball
7th polymorph
9th seeming

Power of Blood

2nd-level sorcerer feature


You can expend one of your hit dice as a bonus action and regain a number of sorcery points equal to your proficiency bonus. Once you use this feature, you can’t use it again until you finish a long rest.

Warlock

Pact of the Earthly Fiend

3rd-level warlock feature


Your patron gives you the power to shapeshift into a beast. Choose a beast that has a challenge rating of 1/4 or lower. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into that beast.


Additionally, you retain your mental ability scores and your ability to speak when you cast polymorph in this way.


This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.


Whenever you gain a level in this class, you can choose a different beast to transform into.

Wizard

Instant Recovery

2nd-level wizard feature


Starting at 2nd level, you can quickly gather your mind to recover magical energy. If you have not used your Arcane Recovery feature, you can use a bonus action to choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one third of your wizard level (rounded down), and none of the slots can be 6th level or higher.


For example, if you’re a 7th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.


Once you use this feature, you can't use it or Arcane Recovery again until you finish a long rest.

Artificer Infusions

Animated Gaming Set

Item: a gaming set


This gaming set is imbued with sapience and animation. It can move its components around with a hover speed of 10 feet and it makes ability checks to play itself with a +10 bonus.


A creature can play an hour-long game with the animated gaming set, which can be part of a short or long rest. If the creature beats the animated gaming set, it gains one point, which does nothing. Win or lose, the creature gains temporary hit points equal to your Artificer level at the end of the game.


If any of its components get separated from the rest of the gaming set for more than 1 minute, the piece is no longer animated, and the animated gaming set becomes despondent and will not play games with others until its missing part is returned or rebuilt.

Automatic Shot

Prerequisite: 10th level artificer

Item: a simple or martial weapon with the ammunition property (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.


When you use the Attack action and attack with the weapon, you can use a bonus action to attack with the weapon.


If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Brutish Weapon

Prerequisite: 6th level artificer

Item: a simple or martial weapon


When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.


The bonus increases to 14 when you reach 14th level in this class.

Chirurgeon's Herbalism Kit

Prerequisite: 6th level artificer

Item: an herbalism kit (requires attunement)


This kit has 4 charges. While holding it, a creature proficient with the herbalism kit can use a bonus action and expend 1 charge to create a vial of antitoxin or a potion of healing.


The kit regains 1d4 expended charges daily at dawn.

Counterfeiter's Forgery Kit

Prerequisite: 6th level artificer

Item: a forgery kit (requires attunement)


This kit has 4 charges. While holding it, a creature proficient with the forgery kit can expend 1 charge to cast illusory script or 2 charges to cast arcanist's magic aura.


The kit regains 1d4 expended charges daily at dawn.

Curving Weapon

Prerequisite: 10th level artificer

Item: a simple or martial weapon with the thrown property


This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.


If the magic weapon misses its target, the wielder can reroll the attack roll, potentially turning a miss into a hit. This feature of the weapon can only be used once on each of the wielder's turns.

Elemental Weapon

Prerequisite: 6th level artificer

Item: a simple or martial weapon (requires attunement)


This magic weapon deals an additional 1d4 damage of one of the following damage types to any target it hits, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.


As a bonus action, you can turn the weapon into a pure elemental form. While it is in this form, its base weapon damage is changed from bludgeoning, piercing, or slashing to the chosen damage type. The elemental form lasts until you use a bonus action to deactivate the form or until you drop or sheathe the weapon.


The bonus damage increases to 1d8 when you reach 14th level in this class.

Explorer's Tools

Item: a set of navigator's tools


While using the Explorer's Tools, a creature proficient in navigator's tools can spend 10 minutes to focus their awareness on the region around them. The creature can sense whether land or other ships are present within 6 miles of the creature. This feature doesn’t reveal the the location of land or other ships or their number.


Additionally, a creature proficient in navigator's tools that uses the Explorer's Tols to navigate can't become lost at sea except through magical means.

Fabricating Tools

Prerequisite: 6th level artificer

Item: a set of artisan's tools (requires attunement)


While holding this set of artisan's tools, a creature proficient with the artisan's tools can use the tools as a spellcasting focus and gains a +1 bonus to spell attack rolls made with the tools.


The creature can spend 10 minutes using the artisan's tools to fabricate a copy of a nonmagical object that can be crafted with the artisan's tools. This object can cost no more than 50 gp, be no larger than 3 feet on a side, and weigh no more than 10 pounds. The fabricated object is visibly magical, radiating dim light out to 5 feet. The fabricated object disappears when this feature is used again.


The cost, dimension, and weight limit double and bonus to spell attack rolls increases to +2 when you reach 10th level in this class.

Force Shield

Prerequisite: 14th level artificer

Item: a shield (requires attunement)


A creature gains a +2 bonus to Armor Class while wielding this shield.

While wielding the shield, you can use a bonus action to activate or deactivate a field of shimmering protection that extends 15 feet from the shield. While the field is active, it provides half cover against attacks made through the field.


The shield has 6 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d6 expended charges daily at dawn.

Heart Weapon

Item: a simple or martial weapon (requires attunement by a spellcaster)


This magic weapon can be used as a spellcasting focus for the wielder's spells. When the wielder attacks with this weapon, it can add its spellcasting ability modifier, instead of Strength or Dexterity, to the attack and damage rolls.

Helmet of Sending

Prerequisite: 10th level artificer

Item: a helmet and 5 stones (requires attunement by the helmet's wearer)


While wearing this helmet, a creature can use an action to cast the sending spell on a bearer of one of the infused stones. In addition, a creature holding one of the infused stones can cast the sending spell on the helmet's wearer.


If any of the stones are destroyed, the remaining stones still function and a new stone can be infused at the end of a long rest. If the helmet is destroyed, the stones become nonmagical.

Helmet of Far Sight

Prerequisite: 14th level artificer

Item: a helmet and 5 stones (requires attunement by the helmet's wearer)


While wearing this helmet, a creature can cast the scrying spell, using the helmet as the material component, on a bearer of one of the infused stones. The bearer of the stone has a -10 physical connection modifier when the spell is cast in this way.


If any of the stones are destroyed, the remaining stones still function and a new stone can be infused at the end of a long rest. If the helmet is destroyed, the stones become nonmagical.

Incandescent Weapon

Prerequisite: 14th level artificer

Item: a simple or martial melee weapon (requires attunement)


This magic weapon grants a +2 bonus to attack and damage rolls made with it, and it deals radiant damage instead of its normal damage type.


The weapon emits bright light in a 15-foot radius and dim light for an additional 15 feet. While holding it, the wielder can take a bonus action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.


The weapon has 6 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d6 expended charges daily at dawn.

Master Thief's Tools

Prerequisite: 6th level artificer

Item: a set of thieves' tools (requires attunement)


While holding this set of thieves' tools, a creature proficient with the thieves' tools can use the tools as a spellcasting focus and gains a +1 bonus to spell attack rolls made with the tools.


The thieves' tools have 4 charges. The wielder of the thieves' tools can spend 1 charge to cast detect magic or identify or 2 charges to cast arcane lock or knock. The thieves' tools regain all charges at dusk.


The number of charges increases to 6 and the bonus to spell attack rolls increases to +2 when you reach 10th level in this class.

Mirror Shield

Prerequisite: 6th level artificer

Item: a shield (requires attunement)


A creature gains a +1 bonus to Armor Class while wielding this shield.


The shield has 4 charges. As a reaction immediately after being hit by a spell attack or after failing a saving throw against a spell or magical effect, the wielder can expend 1 charge and cause the attacker to take 2d8 force damage, unless the attacker succeeds on a Dexterity saving throw against your spell save DC.


The shield regains 1d4 expended charges daily at dawn.

Soul Weapon

Prerequisite: 10th level artificer

Item: a simple or martial weapon (requires attunement by a spellcaster)


This magic weapon can be used as a spellcasting focus for the wielder's spells. When the wielder attacks with this weapon, it can add its spellcasting ability modifier, instead of Strength or Dexterity, to the attack and damage rolls. Additionally, this weapon grants a +1 bonus to attack and damage rolls made with it and spell attack rolls made using this weapon as the focus.

Spellmirror Shield

Prerequisite: 14th level artificer

Item: a shield (requires attunement)


A creature gains a +1 bonus to Armor Class and a +1 bonus to saving throws while wielding this shield.


The shield has 6 charges. As a reaction immediately after being hit by a spell attack or after failing a saving throw against a spell or magical effect, the wielder can expend 1 charge and cause the attacker to take 4d8 force damage, unless the attacker succeeds on a Dexterity saving throw against your spell save DC.


The shield regains 1d6 expended charges daily at dawn.

Spell-Refactoring Ring

Prerequisite: 14th level artificer

Item: a ring (requires attunement)


While wearing this ring, the creature can recover any number of expended slots as an action. The spell slots can have a combined level that is equal to or less than 5. Once used, the ring can’t be used again until the next dawn.

Spy's Disguise Kit

Prerequisite: 6th level artificer

Item: a disguise kit (requires attunement)


This kit has 4 charges. While holding it, a creature proficient with the disguise kit can expend 1 charge to cast disguise self (DC 15) or 2 charges to cast alter self.


The kit regains 1d4 expended charges daily at dawn.

Staff of Force Blasts

Prerequisite: 14th level artificer

Item: a staff


This staff has 7 charges. While holding it, the wielder can use an action to expend 1 or more of its charges to fire a force sphere at a point within 120 feet of the wielder. Each creature and object in a 10-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. A target takes force damage equal to 4d8 plus an additional 1d8 force damage for each expended charge on a failed save, or half as much damage on a successful one. Each creature in the sphere is pushed up to 5 feet away from the center of the point, and is knocked prone on a failed save.


The staff regains 1d6 + 1 expended charges daily at dawn.

Troubador's Instrument

Prerequisite: 6th level artificer

Item: a musical instrument (requires attunement by an artificer or bard)


While holding this musical instrument, a creature gains a +1 bonus to spell attack rolls made with the musical instrument.


Additionally, the instrument stores two different 1st level spells from any class list, which you choose when you infuse the item. Each spell can be cast once through the instrument, using the wielder's spellcasting ability. The instrument regains the ability to cast its spells daily at dawn.


You can store 2nd level spells and the bonus to spell attack rolls increases to +2 when you reach 10th level in this class.

Wand of Force Bolts

Prerequisite: 6th level artificer

Item: a wand


This wand has 7 charges. While holding it, the wielder can use an action to expend 1 or more of its charges to make a ranged spell attack from it at one or more creatures or objects within 120 feet of the wielder. The wielder can target a number of creatures equal to the number charges expended. The spell attack has a +7 bonus to the attack roll. On a hit, a target takes 4d8 force damage. If the target is a creature, it is pushed up to 5 feet away from the wielder.


The wand regains 1d6 + 1 expended charges daily at dawn.


The damage of the attack increases to 6d8 when you reach 10th level in this class.

Weapon of Smiting

Item: a simple or martial weapon (requires attunement)


The magic weapon has 4 charges. When this weapon hits a target, the wielder can expend 1 of the weapon's charges to deal an additional 2d4 force damage to the target of the attack. The force damage is maximized if the target is an object or a construct. The weapon gains 1d4 expended charges daily at dawn.


The bonus damage increases to 4d4 when you reach 10th level in this class.

Fighting Styles

Balance

Fighter, Paladin, Ranger


When you are wielding a weapon with the versatile property, you can gain a +3 bonus to damage rolls with that weapon but the weapon's damage die is decreased by one size.

Brute

Fighter, Paladin


When you hit a creature with a weapon that deals bludgeoning damage, you can push the creature up to 5 feet away from you in a straight line.

Conduit

Paladin, Ranger


While you are wielding a nonmagical weapon, the weapon counts as a magic weapon with a +1 bonus to attack and damage rolls.

Endurance

Fighter, Paladin, Ranger


When you take damage, you can use your reaction to spend one Hit Die. Roll the die and add your Constitution modifier. The damage is reduced by an amount equal to the total (minimum reduction of 1, minimum of 0 damage taken).

Fell Fighting

Fighter, Paladin


When you hit a creature with a flail, morningstar, war pick, or warhammer, you can use your reaction to impose disadvantage on the next attack roll the creature makes.

Imbalance

Fighter, Paladin, Ranger


When you make an attack with a weapon with a damage die of 1d4, the weapon's damage die is increased to 1d8.

Net Fighting

Fighter, Ranger


Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a net. When you are wielding a trident in one hand and a net in the other hand and you hit a creature with a trident, you can use a bonus action to attack the creature with the net.

Polearm Fighting

Fighter, Paladin


When you make an attack with a glaive, halberd, lance, or pike on your turn, your reach for it is 15 feet.

Precision

Fighter, Ranger


Your weapon attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a weapon attack, the target takes an extra 10 damage of the weapon’s type.

Shield Fighting

Fighter, Paladin, Ranger


After you take the Attack action while holding a shield, you can use a bonus action to make a melee weapon attack you are proficient in with the shield; On a hit, the shield deals bludgeoning damage equal to 1 + your Strength modifier.

Sickle Fighting

Fighter, Ranger


When you engage in two-weapon fighting with a sickle in each hand, you can add your ability modifier to the damage of the second attack, and when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Metamagic

Breath Spell

When you cast a spell of 1st level or higher that creates an area of effect that isn't a wall, you can change its shape to either a 30-foot cone or a line that is 60 feet long and 5 feet wide that emanates from you.


You can use Breath Spell even if you have already used a different Metamagic option during the casting of the spell.

Durable Spell

When you cast a spell that requires concentration, you can spend 3 sorcery points to cast the spell without requiring concentration. The spell ends if you cast another spell that requires concentration or if you use this metamagic again.

Repositioned Spell

If you are concentrating on a spell that is affecting one or more creatures, you can spend 2 sorcery points as a a bonus action to attempt to reposition the spell. Choose two creatures you can see that are within 30 feet of each other, one of which is affected by your spell and one of which isn't affected. The spell ends on the affected creature, and the unaffected creature is targeted by the spell as if it were an original target of the spell.


You can use Repositioned Spell even if you have already used a different Metamagic option during the casting of the spell.

Warlock Invocations

Broken Wings

Prerequisite: 15th level


You gain wings, which grant you a flying speed of 30 feet while you aren't wearing heavy armor. The wings can have an appearance of your choice, including eagle wings, bat wings, butterfly wings, or tentacles.

Chain Monster

Prerequisite: 12th level, Pact of the Chain feature


When you cast find familiar, you can summon a much larger creature. The following forms are added to the list of special forms your familiar can take: Death Dog, Gargoyle, Mimic, Nothic, Peryton, Spined Devil, Will-o'Wisp (Your GM might allow other creatures CR 2 or lower and Medium or smaller to become your familiar.)


When you cast find familiar and whenever your familiar benefits from a long rest, it gains temporary hit points equal to 4 times your warlock level.

Eldritch Armor

Prerequisite: Pact of the Blade


You can use an action surround yourself with a protective magical crackling energy field that lasts until you don armor or dismiss the energy field as an action. Your base AC becomes 16 (your Dexterity modifier doesn’t affect this number). If your strength score is less than 13, your speed is reduced by 10 feet until the energy field ends. You have disadvantage on Dexterity (Stealth) checks until the energy field ends.

Frenzied Blade

Prerequisite: 15th level warlock, Pact of the Blade feature


You can use your action to make a melee attack with your pact weapon against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Improved Earthly Form

Prerequisite: 7th-level warlock, Pact of the Earthly Fiend feature


You can choose a beast that has a challenge rating of 2 or lower for your Pact of the Earthly Fiend transformation.

Lord of the Beasts

Prerequisite: Pact of the Earthly Fiend feature


You can cast animal friendship at will, without expending a spell slot or material components.

Magical Beast

Prerequisite: Pact of the Earthly Fiend feature


You can perform the somatic and verbal components of a warlock spell while polymorphed into your Pact of the Earthly Fiend transformation, but you aren’t able to provide material components. Your hide or fur glows becomes visibly magical for 1 minute after casting a spell, radiating dim light out to 5 feet.

Master of Rote Magic

Prerequisite: Pact of the Tome


When you cast a damage-dealing cantrip other than eldritch blast or eldritch blade, add your Warlock level to one damage roll of that spell.

Minor Arcana

Prerequisite: 9th level, Pact of the Tome feature


While you are holding your Book of Shadows, you can cast a 1st or 2nd level spell at its lowest level without expending a spell slot.


You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Coven

Prerequisite: 5th-level warlock, Pact of the Earthly Fiend feature


You can cast conjure animals once using a warlock spell slot. You can’t do so again until you finish a long rest.

World of Beasts

Prerequisite: 15th-level warlock, Pact of the Earthly Fiend feature


You can cast polymorph at will — choosing the beast you selected for your Pact of the Earthly Fiend transformation — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Sight of the Beyond

Prerequisite: Pact of the Chain


As an action, you gain the ability to detect celestials, elementals, and fiends to a range of 60 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, celestials, elementals, and fiends bear a faint colored aura which you can distinguish between.


Once you use this invocation, you can’t use it again until you finish a short or long rest.

Feats

Alchemical Fighter

Dabbling in the alchemical arts has paid off. You gain the following benefits:

  • You are proficient with improvised weapon attacks made with flasks and vials.
  • You can use a vial of acid, alchemist's fire, antitoxin, or oil as a bonus action, instead of an action.
  • You gain proficiency with the alchemist’s supplies if you don’t already have it. With one hour of work using alchemist's supplies and expending 50 gp worth of materials, you can create a number of vials, each filled with your choice of acid, alchemist's fire, antitoxin, or oil, equal to your proficiency bonus.

Combat Training

Prerequisite: Strength or Dexterity 13 or higher


You have trained to become proficient in the tools of combat, granting you proficiency with simple weapons, martial weapons, all armor, and shields.

Commander

Prerequisite: Intelligence or Charisma 13 or higher


Your orders in combat allows your comrades to position themselves tactically. As an action or bonus action, you can choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Proficiency Bonus. Each of them can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Infusion Initiate

Prerequisite: Intelligence 13 or higher


You have unlocked superior enchanting techniques: you learn two Artificer Infusions of your choice from the Artificer class, and you can infuse one additional object. If the infusion has a prerequisite, you can choose that invocation only if you’re an artificer and only if you meet the prerequisite.


Whenever you gain a level, you can replace one of the infusions known with another one from the artificer class that you meet the prerequisite for.

Inspiring

Prerequisite: Charisma 13 or higher


You have a way with words. You gain two bardic inspiration dice, which are a d6 (these dice are added to any bardic inspiration dice you have from another source). A bardic inspiration die is expended when you use it. You regain your expended bardic inspiration dice when you finish a long rest. If you have the Font of Inspiration class feature, you regain your expended bardic inspiration dice when you finish a short rest.

Martial Arts Initiate

Prerequisite: Wisdom 13 or higher


You use your connection to your life force to deepen your connection with ki. You gain the following benefits:

  • You gain 2 ki points to spend on ki features (these points are added to any ki points you have from another source). You regain all spent ki points when you finish a short rest.
  • You learn the Patient Defense and Step of the Wind features from the monk class.
  • You gain the Unarmored Defense feature from the monk class.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which use a d4 for damage.

Primal Fighter

Your primal spirit makes your unarmed strikes and natural weapons deadlier. You gain the following benefits:

  • The damage die of your unarmed strikes and natural weapons increase in size by one stage. A 1 increases to a d4, a d4 increases to a d6, a d6 increases to a d8, a d8 increases to a d10, and a d10 increases to a d12.
  • You gain one use of Rage from the barbarian class. If you are not a barbarian, your Rage damage bonus is +2. Once you use this ability, you can't use it again until you finish a long rest.
  • Your unarmed strikes and natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Religious Blessing

Prerequisite: Wisdom or Charisma 13 or higher


You feel a connection to your god deepen. You gain the following benefits:

  • You learn Channel Divinity: Turn Undead if you do not already know it. The saving throw DC equals 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).
  • You gain one charge of Channel Divinity (this charge is added to any charges you have from another source). This charge is used to create Channel Divinity effects. A charge is expended when you use it. You regain your expended charge when you finish a short or long rest.

Wildblood

Prerequisite: Wisdom 13 or higher


You are kin to animals and can become one with them temporarily. You gain one use of Wild Shape from the druid class. If you are not a druid, you can wild shape into a beast of CR 1/4 or lower with no flying or swimming speed. You can stay in this form for an hour. Once you use this ability, you can't use it again until you finish a short or long rest.

Artificer Spells

Cantrips (0 Level)
  • Force Bolt
  • Memo Mouth
  • Rockfall
1st Level
  • Binding Ropes
  • Charged Bolts
  • Succor
2nd Level
  • Mental Restoration
  • Fend
  • Protection from Disease
  • Spellblock
3rd Level
  • Blinding Flash
  • Glitterdust
  • Metafactorial
4th Level
  • Alchemist's Folly
  • Charged Strike
  • Prototype
5th Level
  • Antiforce Shell
  • Disenchantment

Bard Spells

Cantrips (0 Level)
  • Cause Pain
  • Memo Mouth
1st Level
  • Apathy
  • Cause Anger
  • Succor
2nd Level
  • Mental Restoration
  • Shroud of Disgust
  • Zone of Peace
3rd Level
  • Glitterdust
  • Renew Hope
4th Level
  • Clarity of Mind
  • Destructive Resonance
  • Hypnosis
  • Mantle of Courage
5th Level
  • Chant of Resolve
  • Insanity

Cleric Spells

Cantrips (0 Level)
  • Cause Pain
  • Lingering Spirit
1st Level
  • Succor
  • Ward of Faith
2nd Level
  • Mental Restoration
  • Protection from Disease
  • Protection from Insanity
  • Zone of Peace
3rd Level
  • Beacon of Resolve
  • Blessed Missile
  • Renew Hope
4th Level
  • Clarity of Mind
  • Mantle of Courage
5th Level
  • Fist of the Heavens

Druid Spells

Cantrips (0 Level)
  • Rockfall
1st Level
  • Succor
  • Rupture Ground
  • Wicked Wood
2nd Level
  • Mental Restoration
  • Observant Veil
  • Protection from Disease
  • Wall of Fog
3rd Level
  • Glaciation
  • Lightning Lances
  • Twister
4th Level
  • Alchemist's Folly
  • Blizzard
  • Clarity of Mind
  • Flock of Ravens
5th Level
  • Fatal Attraction
  • Insanity

Paladin Spells

1st Level
  • Sacrifice
  • Succor
  • Ward of Faith
2nd Level
  • Aura of Thorns
  • Fend
  • Mental Restoration
  • Protection from Disease
  • Protection from Insanity
  • Zone of Peace
3rd Level
  • Aura of Vigor
  • Blessed Missile
  • Renew Hope
4th Level
  • Aura of Meditation
  • Aura of Resistance
  • Mantle of Courage
5th Level
  • Aura of Conviction
  • Aura of Fanaticism

Ranger Spells

1st Level
  • Binding Ropes
  • Magic Arrow
  • Succor
  • Wicked Wood
2nd Level
  • Cold Arrow
  • Immolation Arrow
  • Fend
  • Mental Restoration
  • Observant Veil
  • Protection from Disease
  • Wall of Fog
3rd Level
  • Aura of Vigor
  • Lightning Lances
  • Plague Arrow
4th Level
  • Charged Strike
  • Clarity of Mind
  • Flock of Ravens
5th Level
  • Strafe

Sorcerer Spells

Cantrips (0 Level)
  • Cause Pain
  • Magic Dart
  • Memo Mouth
1st Level
  • Cause Anger
  • Charged Bolts
  • Gish Armor
  • Rupture Ground
2nd Level
  • Mind Block
  • Spellblock
  • Wall of Fog
3rd Level
  • Blinding Flash
  • Glaciation
  • Glitterdust
  • Lightning Lances
4th Level
  • Blizzard
  • Destructive Resonance
  • Hypnosis
5th Level
  • Fatal Attraction
  • Magic Starstorm

Warlock Spells

Cantrips (0 Level)
  • Cause Pain
  • Lingering Spirit
  • Spectral Blades
1st Level
  • Apathy
  • Cause Anger
2nd Level
  • Protection from Insanity
  • Shroud of Disgust
  • Spellblock
3rd Level
  • Glitterdust
  • Veiled Mists
4th Level
  • Destructive Resonance
  • Hypnosis
5th Level
  • Insanity

Wizard Spells

Cantrips (0 Level)
  • Cause Pain
  • Lingering Spirit
  • Magic Dart
  • Memo Mouth
1st Level
  • Cause Anger
  • Charged Bolts
  • Gish Armor
  • Rupture Ground
2nd Level
  • Mind Block
  • Protection from Insanity
  • Spellblock
  • Wall of Fog
3rd Level
  • Blinding Flash
  • Glaciation
  • Glitterdust
  • Lightning Lances
4th Level
  • Alchemist's Folly
  • Blizzard
  • Destructive Resonance
  • Hypnosis
  • Storm Shield
5th Level
  • Antiforce Shell
  • Fatal Attraction
  • Insanity
  • Magic Starstorm

Cantrips

Cause Pain

Enchantment cantrip (bard/cleric/sorcerer/warlock/wizard)


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

You attempt to spontaneously injure a creature in range. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage. When this spell damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.


The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Force Bolt

Evocation cantrip (artificer)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a wand, staff, or rod)
  • Duration: Instantaneous

You send a concussive blast of force at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. If the target is a creature, you push the creature up to 5 feet away from you.


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

Lingering Spirit

Conjuration cantrip (cleric/warlock/wizard)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You summon a weak spirit of the dead that flits toward a creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage and if it is reduced to 0 hit points before the start of your next turn, you gain temporary hit points equal to the damage dealt.


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

Magic Dart

Evocation cantrip (sorcerer/wizard)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You create a glowing dart of magical force. The dart hits a creature of your choice that you can see within range, dealing 1d4 force damage to its target.


This spell’s damage increases by 3 when you reach 5th level (1d4+3), 11th level (1d4+6), and 17th level (1d4+9).

Memo Mouth

Illusion cantrip (artificer/bard/sorcerer/wizard)


  • Casting time: 1 minute
  • Range: Touch
  • Components: V, S, M (a throat lozenge)
  • Duration: Until Dispelled

You implant a message within a tiny object you are holding, a message that is uttered when a trigger condition is met. Then speak the message, which must be 25 words or less, which can be delivered over as long as 1 minute. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, the object recites the message in your voice and at the same volume you spoke. The spell ends after it delivers its message.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Rockfall

Conjuration cantrip (artificer/druid)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a die carved from ivory)
  • Duration: Instantaneous

You cause a rock to fall on a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage. The target gains no benefit from half or three-quarters cover for this saving throw.


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

Spectral Blades

Evocation cantrip (warlock)


  • Casting time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: 1 round

A a blade-shaped construct of crackling energy swings at a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 force damage. Until the start of your next turn, if a hostile creature's movement provokes an opportunity attack from you, you can use your reaction make a single attack with a blade rather than making an opportunity attack.


The spell creates more than one blade when you reach higher levels: two blades at 5th level, three blades at 11th level, and four blade at 17th level. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade.

Gains the properties of all warlock invocations that modify eldritch blast other than eldritch spear and grasp of hadar

1st-level spells

Apathy

1st-level Enchantment (bard/warlock)


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

Each creature in a 20-foot cube within range has their violent thoughts drained. Each creature in the area that can be charmed must make a Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls. On a success, the creature can't gain advantage on its attack rolls.


At the end of each of its turns, and each time it takes damage, an affected creature can make another Wisdom saving throw. A creature has advantage on the saving throw if it's triggered by damage. On a success, the creature suffers the effects of succeeding the saving throw instead.

Binding Ropes

1st-level Conjuration (artificer/ranger)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (25 feet of rope)
  • Duration: Concentration, up to 1 minute

You throw forward magical ropes that seek to bind a creature within range. Make a ranged spell attack against the target. On a hit, the target is restrained by the ropes until the spell ends. A creature restrained by the ropes can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends.

Cause Anger

1st-level Enchantment (bard/sorcerer/warlock/wizard)


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S, M (a red handkerchief)
  • Duration: Concentration, up to 1 minute

You taunt a creature within range. Creatures that can't be charmed are immune to this effect. An affected creature must make a Wisdom saving throw. On a success, the creature has disadvantage on attack rolls against creatures other than you while within 30 feet of you for the duration of the spell. On a failure, the creature must attempt to target you with all attacks and harmful abilities and magical effects it can. If it can't target you it must take the Dash action and move towards you by the safest available route on each of its turns, unless there is nowhere to move. The creature cannot willingly move farther away from you. If the creature ends its turn without having targeted you with an attack, harmful ability, or harmful magical effect, the creature can make a Wisdom saving throw. On a success, the creature suffers the effects of succeeding the saving throw instead.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Charged Bolts

1st-level Evocation (artificer/sorcerer/wizard)


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, M (amber and wool)
  • Duration: Instantaneous

You unleashed motes of lightning that move forward erratically. Each creature in a 30-foot cone must make a Dexterity saving throw. The creatures are affected in ascending order of the result of their Dexterity saving throws.


Starting with the creature that had the lowest Dexterity saving throw, each creature affected by this spell takes 1d12 lightning damage. A creature that succeeded on their Dexterity saving throw takes half as much damage. This spell can affect a maximum of 3 creatures.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st and it can affect an additional creature.

Gish Armor

1st-level Abjuration (sorcerer/wizard)


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S, M (linked metal chain loops)
  • Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 16 (its Dexterity modifier doesn’t affect this number). If the creature's strength score is less than 13, the creature's speed is reduced by 10 feet until the spell ends. The creature has disadvantage on Dexterity (Stealth) checks until the spell ends. The spell ends if the target dons armor or if you dismiss the spell as an action.

Magic Arrow

1st-level Transmutation (ranger)


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

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, instead splits into three glowing darts of magical force. Each dart hits a creature of your choice that you can see within the weapon's long range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.


The piece of ammunition or weapon then returns to your hand, fully reformed.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ammunition or weapon splits into one more dart for each slot level above 1st.

Rupture Ground

1st-level Evocation (druid/sorcerer/wizard)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

The ground ruptures and creates unstable ground in a location you choose within range. The area of the ruptured ground consists of up to six 10-foot squares, which you can arrange as you wish. Each square must have at least one side adjacent to the side of another square. The ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of squares increases by 2 for each slot level above 1st.

Sacrifice

1st-level Necromancy (paladin)


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

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon absorbs your vitality to punish your foe. You take 2d6 necrotic damage, which can’t be reduced in any way, and the attack deals radiant damage equal to twice the necrotic damage you take. If the necrotic damage reduces you to 0 hit points, the attack deals radiant damage equal to four times the necrotic damage you take instead.


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

Succor

1st-level Abjuration (artificer/bard/cleric/druid/paladin/ranger)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 Hour

A creature of your choice that you can see within range gains 1d6+6 temporary hit points for the duration.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creature gains 7 additional temporary hit points for each slot level above 1st.

Ward of Faith

1st-level Abjuration (cleric/paaldin)


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a small parchment with a bit of holy text written on it)
  • Duration: Concentration, up to 10 minutes

A glowing field appears and surrounds a creature of your choice within range, granting it a +2 bonus to saving throws for the duration.

Wicked Wood

1st-level Conjuration (druid/ranger)


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

You call forth a spiteful tree. It manifests in an unoccupied space that you can see within range. This tree uses the Wicked Wood stat block. The tree disappears when it drops to 0 hit points or when the spell ends.


The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it does not take actions.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Wicked Wood

Medium Plant, unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 15 + 15 for each spell level above 1st
  • Speed 0 ft.

STR DEX CON INT WIS CHA
17 (+3) 1 (-5) 14 (+2) 7 (-2) 7 (-2) 7 (-2)

  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities grappled, prone
  • Senses passive Perception 8
  • Languages understands the languages you speak
  • Challenge

Reactions

Snagging Branches. Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage, and if the target is a creature, its speed is reduced by 10 feet until the end of its next turn.

2nd-level spells

Aura of Thorns

2nd-level Abjuration (paladin)


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Vengeance radiates from you, rebuking those that strike allies within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, whenever a friendly creature in the area (including you) is hit by a melee attack, the attacker takes 2d4 radiant damage.

Cold Arrow

2nd-level Transmutation (ranger)


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

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a shard of ice. Make the attack roll as normal. The target takes 3d8 cold damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.


Whether you hit or miss, the ground within 10 feet of the target is slicked over with ice and becomes difficult terrain for the duration. When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.


The piece of ammunition or weapon then returns to its normal form.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the attack increases by 1d8 for each slot level above 2nd.

Fend

2nd-level Transmutation (artificer/paladin/ranger)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Concentration, up to 1 round

You prepare yourself for extraordinary vigilance. Until the spell ends, you are unable to take your normal reaction, and get a special reaction that you can take once on every creature’s turn, except your turn. Whenever a creature starts its turn within your reach or enters your reach for the first time on its turn, you can use this special reaction to make a melee weapon attack against it.


At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 1 minute. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 1 hour.

Immolation Arrow

2nd-level Transmutation (ranger)


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

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a streak of fire. Make the attack roll as normal. The target takes 3d8 fire damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.


Whether you hit or miss, the ground within 10 feet of the target starts to burn until the start of your next turn. A creature that enters the area or ends its turn there takes 2d8 fire damage.


The piece of ammunition or weapon then returns to its normal form.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 2nd.

Mental Restoration

2nd-level Abjuration (artificer/bard/cleric/druid/paladin/ranger)


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

You touch a creature and can end the effects of the confusion spell, short- or long-term madness, or one condition afflicting it. The condition can be charmed, frightened, or stunned.

Mind Block

2nd-level Transmutation (sorcerer/warlock/wizard)


  • Casting time: 1 reaction, which you take when you fail an Intelligence, Wisdom, or Charisma saving throw
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You quickly ward your mind. Until the start of the next turn, you have a +3 bonus to Intelligence, Wisdom, and Charisma saving throws, including against the triggering effect.

Observant Veil

2nd-level Abjuration (druid/ranger)


  • Casting time: 1 action
  • Range: Self (30 feet)
  • Components: V, S, M (a handful of dried guarana fruit)
  • Duration: Concentration, up to 1 hour

A veil of watchfulness radiates from you, aiding the detection of you and your companions. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Wisdom (Perception) checks and can't be surprised while conscious.

Protection from Disease

2nd-level Abjuration (artificer/cleric/druid/paladin/ranger)


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

You touch a creature. If it is suffering from a disease, you cure the disease. If more than one disease afflicts the target, you cure one disease that you know is present, or you cure one at random.


For the duration, the target is immune to disease.

Protection from Insanity

2nd-level Abjuration (cleric/paladin/warlock/wizard)


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature. If it is suffering from a short- or long-term madness, you cure the madness. If the target is suffering from indefinite madness or permanent alignment changes, you suppress the indefinite madness or alignment change for the duration of the spell.


For the duration, the target has advantage on saving throws against madness and alignment changes.

Shroud of Disgust

2nd-level Enchantment (bard/warlock)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (some skunk fur)
  • Duration: Concentration, up to 1 minute

You create a psychic aura of repulsion in a 10-foot radius. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. Creatures that can't be frightened also can't be affected. An affected creature in the area must spend 2 feet of movement for every 1 foot it moves if it attempts to move towards you, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks until the start of its next turn. On a successful save, the creature has disadvantage on attack rolls and ability checks until it leaves the spell's area.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the aura increases by 10 feet for each slot level above 2nd.

Spellblock

2nd-level Abjuration (artificer/sorcerer/warlock/wizard)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a torn piece of cloth)
  • Duration: Concentration, up to 1 minute

Choose a creature that has spellcasting or a similar feature like pact magic or innate spellcasting that you can see within range. The target must succeed on a Charisma saving throw or have its connection to its spellcasting severed for the duration. The creature can still cast spells from magic items and other exterior sources. When the target attempts to cast a spell using its spellcasting, the spell fails and has no effect.


At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Wall of Fog

2nd-level Conjuration (druid/ranger/sorcerer/wizard)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a wall of fog on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Zone of Peace

2nd-level Enchantment (bard/cleric/paladin)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes

You create a magical zone that guards against violence in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature in the spell's area can't make an attack, attempt to grapple or shove a target, cast a spell, or deal damage to another creature inside the spell's area.


If any creature inside the spell's area is attacked or harmed by a spell or if it witnesses any of its friends being harmed, this spell ends.

3rd-level spells

Aura of Vigor

3rd-level Transmutation (paladin/ranger)


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S
  • Duration: 8 hours

An aura of speed radiates from you, bolstering allies within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature (including you) that starts its turn in the area or enters the area for the first time on its turn has its speed increased by 10 feet until the end of its turn. Additionally, an affected creature's travel pace is doubled.

Beacon of Resolve

3rd-level Enchantment (cleric)


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

This spell bestows grit and focus. Choose any number of creatures within range. For the duration, each target has advantage on Constitution saving throws. Additionally, the first time a target drops to 0 hit points but is not killed outright, it can drop to 1 hit point instead.

Blessed Missile

3rd-level Transmutation (cleric/paladin)


  • Casting Time: 1 action
  • Range: Self (20 feet)
  • Components: V, M (a weapon with the thrown property)
  • Duration: Instantaneous

You hurl a throwing weapon into an orbit around you, ignoring cover. Each creature you choose within 20 feet of you must make a Dexterity saving throw. Undead have disadvantage on the saving throw. On a failed save, a creature takes radiant damage as if it were hit by the thrown weapon, plus an extra 1d6 radiant damage. On a successful save, a target takes half as much damage. Immediately after the spell, the weapon flies back to your hand.

Blinding Flash

3rd-level Evocation (artificer/sorcerer/wizard)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You unleash a blinding flash of light inside a 30-foot cube within range. Each creature in the cube that sees the light must make a Constitution saving throw. On a successful save, the creature has disadvantage on attack rolls until the end of your next turn. On a failed save, the creature is blinded until the end of your next turn. If the creature fails the saving throw by 5 or more, it is stunned until the end of your next turn. If the creature fails the saving throw by 10 or more, it drops to 0 hit points.

Glaciation

3rd-level Evocation (druid/sorcerer/wizard)


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

You cause an icy wind to swirl around a over a creature of your choice you can see within range. The creature must make a Constitution saving throw, taking 5d12 cold damage on a failed save, or half as much damage on a successful one. If the creature fails the saving throw by 5 or more, its speed is reduced to 0 and it becomes incapacitated until the start of your next turn.


A creature killed by this spell becomes a frozen statue until it thaws.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Glitterdust

3rd-level Conjuration (artificer/bard/sorcerer/warlock/wizard)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (sand and phosphorus)
  • Duration: Concentration, up to 1 minute

A cloud of golden particles covers everyone and everything inside a 10-foot-radius sphere centered on a point within range. All creatures in the area are covered in a bright dust, and must make a Constitution save or be blinded. Attacks against affected creatures are made with advantage, and an affected creature or object can't be invisible.


A creature that is blinded by the glitter can make a Constitution saving throw as an action and at the end of each of its turns. The target has advantage on the saving throw if it uses its action. On a success, it is no longer blinded.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere increases by 10 feet for each slot level above 3rd.

Lightning Lances

3rd-level Evocation (druid/ranger/sorcerer/wizard)


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

You create two lightning bolts and hurl them at targets within range. You can hurl them at one target or several.


Make a ranged spell attack for each bolt. On a hit, the target takes lightning damage equal to 2d10 + your spellcasting modifier. If you rolled a 20 on the attack roll, the target is paralyzed until the start of your next turn.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lightning bolt for every two slot levels above 3rd.

Metafactorial

3rd-level Transmutation (artificer)


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

You gain 3 1st-level spell slots. Any spell slot you create with this spell vanishes when you finish a long rest.


At Higher Levels. When you cast this spell using a spell slot of 5th level, you gain 4 1st-level spell slots.

Plague Arrow

3rd-level Transmutation (ranger)


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

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a poisonous cloud. Make the attack roll as normal. The target takes 4d8 poison damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. If the attack hits, the target is also poisoned until the start of your next turn.


Whether you hit or miss, a cloud of poison fills the air within 10 feet of the target until the start of your next turn. Its area is heavily obscured. A creature that enters the spell's area for the first time on a turn or starts its turn there, must make a Constitution saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Creatures that don't need to breathe are immune to this effect.


The piece of ammunition or weapon then returns to its normal form.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 2nd.

Renew Hope

3rd-level Evocation (bard/cleric/paladin)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

A creature of your choice that you can see within range is filled with hope and determination. The creature regains hit points equal to 3d8 + your spellcasting ability modifier, and gains 8 temporary hit points for the duration. Until the spell ends, the creature is immune to being frightened. This spell has no effect on undead or constructs.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, The creature gains 8 additional temporary hit points for each slot level above 3rd.

Twister

3rd-level Evocation (druid)


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

A twister erupts on a point that you can see on the ground within range. The twister is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the twister up to 20 feet in any direction along the ground. The twister sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.


When a creature enters the spell's area for the first time on a turn or starts its turn there, it is buffeted by the strong winds and must make a Strength saving throw. It takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails the save has its speed reduced by 10 feet until the start of your next turn.


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

Veiled Mists

3rd-level Illusion (warlock)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 40-foot-radius sphere of strange mists centered on a point within range. The sphere spreads around corners, and its area is heavily obscured for all creatures other than you. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


When a creature enters the spell's area for the first time on a turn or starts its turn there, you can force the creature to make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. Undead or constructs automatically succeed on the saving throw.


The phantasm includes sound, temperature, and other stimuli, also evident only to the creature, but the creature cannot take damage from the phantasm. The phantasm is not obscured by the mists for that creature.


The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the target automatically succeeds on saving throws against this spell.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the mists increases by 20 feet for each slot level above 3rd.

4th-level spells

Aura of Meditation

4th-level Transmutation (paladin)


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V
  • Duration: Concentration, up to 1 minute

Magical energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to allow one creature in the aura (including you) to regain an expended resource. A creature can choose to regain a spell slot of 2nd level or lower, 2 ki, 1 sorcery point, up to 2 uses of a class feature that recharges on a short or long rest, or 1 use of a class feature that recharges on a long rest.

Aura of Resistance

4th-level Abjuration (paladin)


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Primordial energy radiates from you, warding the elements within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has resistance to one damage type that you choose when you cast this spell: acid, cold, fire, lightning, or thunder.

Alchemist's Folly

4th-level Transmutation (artificer/druid/wizard)


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of quicksilver)
  • Duration: Instantaneous

You touch a nonmagical metal object of Medium size or smaller or a section of metal no more than 5 feet in any dimension. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. The metal in the object turns into liquid quicksilver.

Blizzard

4th-level Evocation (druid/sorcerer/wizard)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, a torrential amount of snow falls in a 20-foot-tall cylinder with a 30-foot radius centered on a point you choose within range.


When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 3d10 cold damage and its speed is reduced by 20 feet until the start of its next turn. On a success, it takes half as much damage and is not slowed.

Charged Strike

4th-level Transmutation (artificer/ranger)


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

The next time you hit a creature with a melee weapon attack during this spell’s duration, the weapon emits a flurry of charged bolts. Each creature in a 30-foot cone originating from you that includes the hit creature must make a Dexterity saving throw. The creatures are affected in ascending order of the result of their Dexterity saving throws. The creature hit by the attack makes its Dexterity saving throw with disadvantage.


Starting with the creature that had the lowest Dexterity saving throw, each creature affected by this spell takes 4d12 lightning damage. A creature that succeeded on their Dexterity saving throw takes half as much damage. This spell can affect a maximum of 6 creatures.

Clarity of Mind

4th-level Abjuration (bard/cleric/druid/ranger)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a headband)
  • Duration: 1 hour

You touch a willing creature. For the duration, spells and other magical effects can't cause the target to be charmed or frightened.


The target can also automatically end an effect causing it to be stunned at the end of its turn.

Destructive Resonance

4th-level Evocation (bard/sorcerer/warlock/wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A low, dull hum spreads within a 30-foot-radius sphere centered on a point you choose within range. The hum spreads around corners, and it lasts until the spell ends.


When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature takes 10 thunder damage and must make a Constitution saving throw. On a failed save, the spell's damage is doubled next time the creature takes damage from it.


An object in the spell's area that isn't being worn or carried is destroyed after a minute of being in the spell's area.

Flock of Ravens

4th-level Conjuration (druid/ranger)


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

You create a large swarm of raven spirits within range that last for the duration. The raven spirits count as neither creatures nor objects. The space of the raven spirits is lightly obscured. When you cast the spell, you can command the swarm to make a melee spell attack against a creature inside its space. On a hit, the target takes 6d8 piercing damage. On a miss, the target takes half as much damage. If you rolled a 20 on the attack roll, the target is blinded until the start of your next turn.


As a bonus action on your turn, you can move the swarm up to 50 feet and repeat the attack against a creature in its space.

Hypnosis

4th-level Enchantment (bard/sorcerer/warlock/wizard)


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S, M (a pocketwatch)
  • Duration: Concentration, up to 1 minute

This spell lulls creatures into complacency and suggestivity. Each creature in a 30-foot cone must succeed on a Wisdom saving throw when you cast this spell or become charmed for the duration. While charmed by this spell, the creature can't take reactions and its speed is halved.


As a bonus action on your turn, you can suggest a course of activity to all creatures that failed the save (limited to a sentence or two) and magically influence them if a creature can can hear and understand you. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect for the creature. The creature pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the creature takes no further actions.


If the creature does not receive a suggestion, it does not take any actions.


At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, this effect ends for that target.

Mantle of Courage

4th-level Evocation (bard/cleric/paladin)


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V
  • Duration: Concentration, up to 1 minute

You create a psychic aura of resolve in a 30-foot radius. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against being frightened. Additionally, a friendly creature (including you) that starts its turn in the aura gains temporary hit points equal to 2d6 plus your spellcasting ability modifier.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points gained increases by 1d6 for each slot level above 4th.

Prototype

4th-level Transmutation (artificer)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a set of artisan's tools)
  • Duration: 8 hours

You touch a non-magical object and imbue it with magic, turning it into a magic item for the duration of the spell. Choose a magic item from among the common or uncommon magic items in the game. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. If the item requires attunement, you can attune one willing creature within 10 feet of it the instant you infuse the item. If the item is a consumable, it loses its magic after being used. If the item has charges, it is created with maximum charges.

Storm Shield

4th-level Evocation (wizard)


  • Casting time: 1 action
  • Range: Self
  • Components: V, S, M (a metal rod)
  • Duration: 10 minutes

Crackling electricity wreathes your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.


The electricity grants you resistance to lightning and thunder damage.


In addition, whenever a creature more than 5 feet from you hits you with a ranged attack, the shield crackles with lightning. The attacker takes 2d8 lightning damage.

5th level spells

Antiforce Shell

5th-level Abjuration (artificer/wizard)


  • Casting Time: 1 action
  • Range: Self (10 feet)
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you. The barrier lasts for the duration.


The barrier prevents all attacks, spell effects, and instantaneous area of effect effects from passing or reaching through in both directions.


A creature can spend 10 feet of movement to move through the barrier, and can only do so once per turn.


If you move so that a lingering area of effect is forced to pass through the barrier, the area of effect is able to affect targets inside the barrier.


If you move so that a creature is forced to move through the barrier, the creature can use their reaction to move with the barrier. If a creature does not move with the barrier, the creature must make a Strength saving throw against your spell DC. On a failure, the creature is forcibly moved with the barrier, and you must spend 2 feet of movement for every 1 foot you move. On a success, the spell ends.

Beacon of Conviction

5th-level Transmuation (paladin)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Determination radiates from you, causing the guard of enemies to falter. Choose any number of creatures that you can see within range. Each target must succeed on a Constitution saving throw or be affected by this spell for the duration.


The first time on a turn an affected creature is targeted by an effect that deals acid, cold, fire, lightning, or thunder damage, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the end of the current turn. Additionally, attack rolls against an affected creature have advantage.

Aura of Fanaticism

5th-level Transmutation (paladin)


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V
  • Duration: Concentration, up to 1 minute

Fervor radiates from you, increasing the zealousness of attacks within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, when a friendly creature in the area (including you) takes the Attack action on its turn, it can make one additional attack as part of that action.

Disenchantment

5th-level Evocation (artificer)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of torn fabric)
  • Duration: Instantaneous

You disrupt magic in a 20-foot radius sphere at a point you choose in range.


Magic Item Disruption. All non-artifact magic items in the sphere have their magic suppressed and become mundane items for 8 hours. A spellcaster can touch a magic item as an action and expend a spell slot of 2nd level or higher to restore the magic of the item.


Dispel Magic. Any active spell of 4th level or lower or other magical effect on a creature or an object in the sphere is dispelled. For each spell of 5th level or higher on a creature or object, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.


Creatures and Objects. A creature or object summoned or created by magic must make a Constitution saving throw. On a failure, the creature or object winks out of existence. On a success, the creature or object winks out of existence, then instantly the target reappears in the space it left or in the nearest unoccupied space if that space is occupied at the end of its next turn.


Sever Magical Connection. A creature capable of casting spells or using teleportation or planar travel must make a saving throw using its spellcasting ability with disadvantage. On a failure, the creature is unable to cast spells, or travel magically. The affected target must make a saving throw using its spellcasting ability at the end of each of its turns. On a successful save, this effect ends. On a success, if the creature attempts to cast a spell with a casting time of 1 action or travel magically before the end of its next turn, roll a d20. On an 11 or higher, the spell or magical travel attempt doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell or magical travel attempt. If it can't, the spell or magical travel attempt is wasted.

Fatal Attraction

5th-level Evocation (druid/sorcerer/wizard)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a lodestone)
  • Duration: Instantaneous

You create an orb of lightning roughly a foot in diameter at a point in range. All creatures within 30 feet of it must make a Strength saving throw, with disadvantage if a target is wearing armor made of metal. On a failed save, a creature takes 4d12 lightning damage and is moved up to 20 feet towards the orb of lightning. On a successful save, it takes half as much damage and suffers no other effect.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

Fist of the Heavens

5th-level Evocation (cleric/paladin)


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

You call a bolt of lightning from the heavens that creates a burst of divine energy in a location you specify. Each creature you choose within 20 feet of that point must make a Dexterity saving throw. Fiends and undead have disadvantage on this saving throw. A creature takes 3d6 radiant damage on a failure, or half as much damage on a successful one. Additionally, a creature within 5 feet of the point takes an additional 3d10 lightning damage on a failed save, or half as much damage on a successful one. All other creatures within 20 feet of the point that aren't fiends, constructs, or undead gain temporary hit points equal to the spell's radiant damage roll.

Insanity

5th-level Divination (bard/druid/warlock/wizard)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You expose nearby creatures to the horrors of the beyond. Choose up to three creatures of your choice that you can see within range that aren't aberrations. Each target must make an Intelligence saving throw. On a failure, the target takes 6d6 psychic damage and becomes insane. While insane, the target is incapacitated, can't understand what other creatures say, can't read, and speak only in gibberish. On a success, the target takes half as much damage and suffers no other effect.


Each time the target takes damage, the target can make another Intelligence saving throw with advantage. On a success, this effect ends for that target. The target automatically succeeds on its third saving throw attempt. Greater restoration or similar magic also ends this effect on a creature.

Magic Starstorm

5th-level Evocation (sorcerer/wizard)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a cascade of magic darts to strike an area you specify. Each creature in a 30-foot-radius, 60-foot-high cylinder centered on a point within range is hit by the darts, taking 7d4+7 force damage.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4+1 for each slot level above 5th.

Resolve

5th-level Abjuration (bard)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature flag)
  • Duration: 8 hours

Your spell bolsters your allies with determination. Choose up to six creatures within range, including yourself. Each target gains the following benefits for the duration:

  • The target's hit point maximum and current hit points increase by 20.
  • The target's speed increases by 10 feet.
  • The target can add 1d4 to ability checks it makes.

Strafe

5th-level Conjuration (ranger)


  • Casting time: 1 action
  • Range: Self
  • Components: V, S, M (a quiver containing at least one piece of ammunition)
  • Duration: Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.


When you cast the spell, choose any number of creatures within range of your weapon. Make a ranged weapon attack against each target with a weapon that uses ammunition from the quiver. Your quiver magically replaces the pieces of ammunition used with a similar piece of nonmagical ammunition. On each of your turns until the spell ends, you can use your action to make more ranged attacks, targeting the same creatures or different ones. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the ranged weapon or quiver leave your possession, the spell ends.

 

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