Image Credit
Cover art by ESO/M. Kornmesser
All other images in this document are made by me, Rachayz, or public domain!
Where can I get more?
I don't do this for the money, but I put a ton of work into this world. Everything in this Player's Version is and always will be free, but some extra things -like the adventure module and high levels spells- are exclusive to the DM's Version.
If you are a DM, or just want to access more materials related to New Dawn, please check out my DM's Guide to New Dawn Here!
DM's Guide to New Dawn is still WIP, will be released.... eventually?
What is in the DM's version?
- Spells higher than 3rd level, for a total of 45 spells! (19 more than in this version, more still in development!)
- More scientific information about the background
- The nature and insides of the timeshattered storms
- Details about the factions and notable people within them
- Secret factions
- 6 new feats
- Two more backgrounds, the Ex-Cultist and the Sun Slave
- In depth details about 10 different cities in New Dawn (final version will likely have many more)
- Over 30 new magic items
- Over 75 new creatures, including Shattered creatures, NPCs of the new subclasses, Dawnforged NPCs, and more!
- An adventure module set in the world of New Dawn alongside several oneshots/short stories!
Is this done?
No. There is still more to be done to this Player's Version, stylistic and otherwise. This is still a WIP build until I finish the DM's guide so I know what else the Player's guide should have. And I won't finish the DM's guide until I finish running some campaigns with my own group to clean it up and flesh it out, so it may still be a while.
However, there is plenty of stuff here. I'm sure you will find something you like.
Table of Contents
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3Introduction
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3History
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3Rings of the World
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4Aftermath
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5The Cities of New Dawn
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6The World Now
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7Factions and Kingdoms
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9New Player Options
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9Races
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11Subraces
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12Subclasses
- 12Wizard: School of Shattering
- 12Monk: Way of the Shattered Fist
- 13Cleric: Faith Domain
- 14Sorcerer: Shattered Soul
- 14Bard: College of Weavesong
- 16Fighter: Weapon Master
- 18Warlock: The Shattered Heart
- 18Paladin: Oath of the Apocalypse
- 19Druid: Circle of Dawn
- 20Barbarian: Path of the Mutant
- 21Rogue: Shattered Blade
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23Backgrounds
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25Class
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33Spells
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34Non-Shattering Spells
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38Shattering Spells
A lot of this is in flux, so page numbers may not always be correct
Welcome to a New Dawn
The last sunrise came so silently, just as any other day had before. I pulled the curtains and sat down to write, unaware of what a monumental moment I was missing. How was anyone supposed to know that the world they knew had ended, and a new one had already begun.
-Joseph Grechin, on the last day
The world of New Dawn is set on a world that was once like any other, but no longer has a day/night cycle. The sun never appears to move in the sky, causing some parts of the world to be in eternal sunlight while others are stuck in eternal night, and the lands between stuck in an eternal dusk. This has caused many changes to the world, causing it to separate into "ring" biomes depending on how much sunlight an area has, and how close to the sun it is.
This world has just survived an apocalyptic event and is still on the road back to normalcy. There are many opportunities that have been created by this, for both good and evil. This guide will provide a comprehensive look at every part of the setting that a player may wish to know about. This may go more into depth than you care about, so feel free to only focus on areas that interest you or are important to the story you are about to participate in with your DM. The most important things to know about in this setting are highlighted in this introductory chapter and should give a good feel for the world and its inhabitants.
History
The world of New Dawn started as a normal world, like others you have seen. Many races and cultures still exist that prospered back then, and some of the older creatures still remember it well. The world was changed by what may seem like a simple event; one day the sun stopped moving in the sky and turned red. At first this was thought to be an omen and nothing more, with worshipers of the sun gods rejoicing. However it was quickly realized that something terrible had happened, especially when the priests and clerics discovered that their gods had gone silent. Most religions kept this quiet for some time, and most suspected nothing as divine power still remained.
Rings of the World
Between five to ten years after this day, known as the "Last Day," the world began to shift geographically. Due to the planet now being tidally locked to the sun, the sun-side became very hot and humid, and the sunless-side became dry and cold. Most oceans and seas were pulled to the sun-side and formed an enormous ocean. The incredible amount of water that was being evaporated combined with the strange weather of the area quickly formed an enormous storm centered on the closest point to the sun.
The world had been divided into five layers, or rings, each with their own unique environments.
The Black Expanse
Also called the Expanse, it is the darkest and coldest place on the planet. Temperatures range from a chilly -20°C to a bone shattering -70°C. Nothing lives here easily that requires any light or warmth, and it has been long claimed by creatures such as Frost Giants and Remorhaz, as well as swarms of undead.
Meltwater Ring
Meltwater is still quite dark and cold, but not nearly as much as the Expanse. The winds from the sun-side bring enough warm temperatures for people to live somewhat easier. This ring is still quite dangerous, with many dark creatures that could not brave the cold of the Expanse still remain.
This ring is the only one that experiences noticeable "seasons", every three months the ice will be much softer and melt for two months before freezing up again. The Meltwater ring is also home to one of the most famous cities of the new world, Lunestria.
Mid-Ring
The Mid-Ring is the most comfortable ring, with equal parts darkness as light and a comfortable climate. Most of the Mid-Ring is used for farming, producing most of the food for the rest of the world. However this ring also contains roughly 70% of the world's population of people, with kingdoms and towns strewn all over the land. One would think this the most peaceful ring, being that it has the most tame environment, but due to the massive wave of immigration caused by the Last Day the value of land is at an all-time high. Skirmishes between kingdoms and disputes over tiny strips of land is commonplace.
Great Ocean
Traveling sunward from the Mid-Ring one is greeted by the Great Ocean, an enormous ocean filled with beautiful creatures and eldritch horrors. The ocean is split into three areas, the islands, the depths, and the eternal storm. Trade ships often use the island paths to quicken their routes, and the water isn't very deep. As you go further sunward the ocean opens up to impossible depths, hiding buried cities from before the Last Day. The wind is strong, but strangely quiet with no bird in the sky.
Soon after entering the depths, the eternal storm can be seen sending hurricanes and enormous thunderstorms to the Mid-Ring. Very few attempt to get through the eternal storm, but those who do find a completely different sight.
Sun Ring
Getting through the storm, you will find yourself in an eerily calm continent, placed in the middle of the storm. The sky is dotted with clouds and thunderstorms still, but it is far more manageable than the eternal storm. The air is incredibly hot, with temperatures ranging from 20° to 70°C. The land here is either desert or rainforest, depending on how close it is to the ocean and eternal storm's effects. This area is home to the Sun Dynasty, who's settlements were built by sun elves who have changed their DNA to survive the heat and worship the sun. Sandworms and salamanders live here, and anyone who is not properly equipped for the heat will quickly succumb to it.
Aftermath
The world has not fallen into chaos however. The people of this planet were far to hardy to be undone by something that won't kill them itself. After all, necessity is the mother of invention. As noted above, civilization still exists even in the most deadly places of the Black Expanse and the Sun Ring. But it took some effort to get there.
After the Last Day, many perished in the following years, unable to keep up with the changes overwhelming the planet. Hundreds of cities were drowned as the great ocean formed, and others frozen in the nightmare of the Expanse. Thousands flocked to the Mid-Ring, building temporary settlements that quickly grew as more refugees flooded in. Cities came into existence overnight and kingdoms were forced to deal with their new neighbors. Of course, this transition did not go well with everyone. Many conflicts arose, with many cities skirmishing with others, kingdoms trying to grab up land, and anti-refugee groups carrying out "justice." Millions died in the transition, with most unable to find safety in time. Most cities and kingdoms closed their borders and doors against the flood of immigrants, knowing they would be unable to support them, or just unwilling to try.
The world settled around 20 years after the Last Day, with the Eternal Storm forming during this time. Another 10 years later cities began to open their doors more, and trade routes were officially established between the remaining cities.



The Cities of New Dawn
There are many cities of note that either survived or were built from the necessity of the Last Day. This is not an exhaustive list, just some outstanding places that show how the world is now.
Lunestria
The city of Lunestria was built on top of an abandoned city which was mostly destroyed in the floods and freezing of the Last Days. It was rebuilt by people who used the ruins as a shelter while escaping the Black Expanse. Eventually others joined in and helped to restore the city. Due to the light of the moon they were able to stay relatively safe from hostile creatures and have enough light to build. Because of the moon's help, they named the new city Lunestria.
Lunestria quickly became the final stop for anyone venturing into the Black Expanse, leading many merchants to set up shop to make money off of the flow of adventurers. Eventually it became a large city with its own walls. It was quickly discovered that the city had a strange magical effect that caused everyone to understand any spoken language. This led to trade becoming even easier and various races of beast-like creatures and more sociable monsters calling this place home. Almost every race can be found here, and tons of adventurers decide to live here and raise a family. There is no end to work for adventurers here, as beasts and dangers still lurk just outside the city.
Lucas City
Once a large inn, owned and operated by the half-elf Lucas Yettle, it happened to be positioned at just the right place to receive a massive flood of refugees after the Last Day. Lucas made the most of the situation, working with the refugees to build more housing for everyone. Eventually the Inn could not be expanded more, and houses sprung up around it. Craftsmen and farmers who fled here set up shop, and Lucas Inn quickly became Lucas Town, then officially became Lucas City when a stone wall was built around it. It kept expanding for years, and is now widely renowned as the most hospitable and friendly city in the Mid-Ring to strangers. Staying one night in the massive Lucas Inn is an experience one does not soon forget.
Dizim, the City of Smoke
The city of Dizim is a beautiful or terrifying sight to anyone who witnesses it. The most notable aspect of the city is that it slowly moves across the world, often between places of light and dark in the Mid-Ring or Meltwater ring. The city is dominated by dwarves, and belches out smoke from their massive forges and furnaces which power the enormous city moving contraption. The city has become very decadent, with much wealth and gambling happening inside.
Soul
The heart of the Sun Ring, the city of Soul was built long ago by giants and was all but destroyed in a war with dragons. It was rebuilt not long after the Last Day, when a group of sun elves determined that it was a holy place. With the help of an enslaved earth elemental, Soul's buildings are magnificent enormous structures that pierce the sky. Large, efficient roads stretching throughout the city and beyond, connecting the Sun Dynasty together.
Everything in this town is built as though the average resident was a giant. Each enormous spire in the town is topped with an iron spike, which protects other buildings from the lightning storms that roll over the desert.
Ark
The only well known town that lives within the Black Expanse, the Ark is a frozen town full of haphazardly built buildings that interlace with bridges strewn between them. The citizens of Ark struggle on a daily basis to defend their town and keep people fed, relying mostly on magic to produce their food.
Ark is known for being a place of powerful magic as well, though the danger of living there is incredibly high some scholars make pilgrimages to this town to learn from the great minds of Ark.
Hibersum
Hibersum is a good example of how things can be twisted in unique ways as a result of the Last Day. Once a small farming town, a fleeing noble stopped here and decided to sponsor its growth. He promised the locals that he would give them the same rights as nobles in the town in a vie for mayor-ship of the town, and won by a landslide.
As the town grew from a little river hamlet into a small town, this promise made an interesting dynamic in the town. When the original noble died, the farmers rose to power. No singular person rules this town anymore, instead everything is decided on a majority vote of all farmers.
Divus
Divus is an interesting city, divided into three segments; Mainland, Queensland, and Small-land. The original ruling family had a dispute over who should rule the town, which eventually led to them dividing it between them. They proved to be inept at ruling on their own, adding laws and rules randomly to the city, much to the despair of the townsfolk. Eventually it became so convoluted that you could get jail time from just humming the wrong song as you pass a guard.
Guilds were the saving grace of the town, and due to the revenue they brought in anyone affiliated with a guild was given an extra bit of freedom from the rules. This led to most citizens joining one guild or another, and the town being truly protected and staffed by guilds.
The World Now
There are some significant changes to the world that are worth noting.
The Silence of gods
Ever since the Last Day, not a peep has been heard from the other planes, including the gods. Power is still given to those who worship the gods, showing that they are still somewhat present. Many scholars still search for the reason for this muting, some believe that the gods have forsaken them and seek to watch the chaos unfold, others think that something out of their control has transpired, forcing them to remain silent for our sake. Every attempt to communicate with a god has failed.
Religion has become incredibly strong, in fact, especially due to the incredible lack of food that the Last Day caused. Most clerics of religious orders are required to learn spells that create food and water. Religions have become almost a necessity in the new world for this trait.
If you wish to become a cleric, it is recommended you join the Order of Faith as they have ways to help you connect to your god.
Shattered Time
Since the Last Day there were many patches of rainclouds that were discovered frozen in place. The rain that was falling from these clouds is similarly stopped, frozen in time where it was falling. Sometimes these patches of timeshattered rain cover a town or city, but since the rain refuses to move from where it is, the citizens and land therein are considered lost.
Scholars like to study this phenomenon, and some wizards have reportedly come up with new spells after studying the timeshattered rain. However these storms are dangrous, and staying within one for too long will cause a phenomenon which has been dubbed "time madness".
The storms are more dangrous the further you go in, eventually encountering shattered creatures such as the common shattered bear to the dangrous shattered dragons.
Shattered Creatures
A new creature type has been added to this setting; shattered. These creatures can be found mostly in timeshattered storms but sometimes venture outside of them if given the oppertunity. Some spells or other effects specifically target or have special effects when targeting shattered creatures, so keep note of this.
Some shattered creatures have two types as well, so just because they are shattered doesn't mean they are not also undead or something else! Expect shattered creatures to deal psychic damage and have sanity draining abilites.
Shattering Magic
A new school of magic has also been added; shattering. These spells typically mess with reality in a timespace way, or with the madness of the mind. Most of these spells are for wizards, but many other classes get to share in the pool.
Severed Dimensions
Travel between planes has become impossible after the last day. Only border planes like the ethereal and dream plane can be entered, but anything beyond that is impossible. Many mages have tried, but any spell or magic item that would allow planar travel seems to fail.
Factions and Kingdoms
The world is affected by every single creature within it, but it is the actions of kingdoms and factions that truly rock the world. Since the Last Day, many factions have found themselves unchanged, their purpose and goals unchanged. Others have changed to have completely new outlooks and goals, following the changing world to new horizons. Still more sprout anew in this chaos, seeking to help the world or benefit from the chaos.
Disciples of the Planet
The Disciples of the Earth are a radical group made up of people and descendants of people who lived in the Mid-Ring prior to the Last Day. Their belief is that they were chosen to survive the event, and those who fled from their lands into the Mid-Ring are trying to defy fate. Some range from being intolerant of non-Midians to others who hunt down and execute people in the name of the planet.
Their presence has faded over time as it has become harder to know who was truly from the Mid-Ring since the Last Day, but their existence still invokes fear among refugees of the Last Day. It is common knowledge that the Disciples offer rewards for turning in non-Midians and sometimes execute people who harbour those cowards, leading to people putting prices on their friends and family.
To become a Disciple requires that your heritage be proven, which is often difficult to accomplish. As such, most members are brought in through family relations, or the word of high ranking Disciples vouching for the purity of a new recruit.
Sun Dynasty
The Sun Dynasty is located in and exerts its influence over the entirety of the Sun Ring. The Sun Dynasty was formed by Sun Elves who altered their DNA long ago to help them resist the heat waves and lack of night that the Sun Ring has, becoming what is now known as the Sun-Ring Elves. As the Sun Ring doesn't get many visitors, they are very close minded to outsiders. The only legal "god" to worship in the Sun Dynasty is the Sun itself, if other religious imagery is found or evidence of worship of other "false" gods seen it is punished forthwith.
The Sun Dynasty has many cities in the Sun Ring, namely the City of Soul. Everything in this town is built big, as though every member of the town was a giant. The city is built directly under the sun and is full of wealth and religion. The Almuk (king) of the Sun Dynasty makes his home here.
While Sun-Ring Elves are the primary population of the Sun Dynasty, some humans and half-elves also live happily among them. Dragonborn, Dwarves, and the rare Fire Genasi are also present but are treated the same as outsiders by most.
Most non-Sun-Ring Elves are slaves here. Some are given the privilege to live alongside the Sun Elves but not many.
Vespad Kingdom
One of the two major kingdoms in the Mid-Ring, the Vespad kingdom holds many towns and cities along the coast of the northern side of the world. They have many trade networks throughout the Mid-Ring, but are restricted from the Meltwater ring by their rival, Battania. There has always been tension between the Vespad kingdom and Battania, and one day everyone knows it will escalate into war.
The Vespad are known for their large armies. They require all races to serve for at least 2 years after reaching adulthood. Many stay in the army, as while it may not pay lucratively it offers security and steady food, which not all citizens get to enjoy. Because there are so many soldiers in their armies, the average infantryman is not well trained, but instead their units are trained to work together to achieve their goals.
The leaders of the Vespad kingdom are not much talked about. While most positions in the Vespad kingdom are democratic, allowing citizens to vote for these positions every two years, the leaders have been constant. The populace do not mind this, as they have served well all these years and keep the kingdom running well.
Battania
The second major kingdom in the Mid-Ring, Battania is a rough but well developed kingdom. They are very self sufficient, and do not have many trade partners. They are situated closer to the Meltwater ring, and have a few trade deals with cities within. They often quarrel with their powerful neighbor the Vespad kingdom, with paid bandits raiding trade routs that the Vespad use.
Their armies often incorporate trained beasts and raging berserkers, but are smaller in size than the Vespad kingdom. Each member of their army is trained for several years before officially joining the ranks. They have powerful magical allies as well in the form of druids and rangers that assist them in capturing and training their warbeasts, as well as providing food and assistance when needed.
The rulers of the Battanians are a bloodline of warrior kings, each succeeding the throne by besting the previous ruler in a tournament of might. The king often joins their armies on the frontlines, carving a path for their allies. The king is never alone however, always escorted by incredibly well trained warriors.
Aquabrand
Aquabrand is a treasure hunting guild formed in Divus, and have since branched out to many locations beyond. They offer services and handle requests that most others cannot handle. The biggest part of Aquabrand is their massive hoard of magical items. They buy up magical items and distribute them around, sometimes giving them to predominant members of the guild or selling them to notables around the world.
Order of Faith
The Order of Faith was created a few years after the last day. It is formed from several clerics and warriors that wished to help others find the path of faith. Becoming a cleric has become more difficult in the days after the last day, with the gods being quiet and thus no longer calling anyone to their service. The Order helps people to hear the call, and to learn how to use the power of the gods to let the world know of them.
While there are many clerics from different faiths in the Order, they do not fight amongst themselves. They know that balance is important, and will not stop someone from accepting the call from a god different than their own. This does not mean they will not advocate for their own faith, if it is ever brought into question.
The Order of Faith is a sanctuary for those who are persecuted for their faith as well. The Order is known by their symbol of two gauntlets embracing, and people are hesitant to start a fight with anyone who wears this mark.
New Player Options
The world has changed, and with it new races, subraces, classes, subclasses, and feats have become available. All of these are player options, but the DM as always has final say on weather any player can choose them.
Race
A couple new races have emerged after the Last Day, alongside a few variants to existing races.
Dawnforged
Created as servants and slaves, the Dawnforged are mechanical constructs given life and purpose. They were created to serve as hungerless farmers, tireless workers, and unstoppable warriors. In the world of New Dawn, food shortages are plentiful. The Dawnforged were the solution to this, until it became clear they were more sentient than previously thought.
Purpose Built
Every Dawnforged was made for a specific purpose, and their bodies were optimized for such. Dawnforged can be modified even after they are awakened, allowing them to become stronger and smarter just like their organic counterparts. While the original Dawnforged are all extremely humanoid and behave like any other person, some Dawnforged were built by other Dawnforged wishing to perpetuate their species and do not adhere to this rule.
Dawnforged Names
Depending on their significance to their creator, Dawnforged are sometimes named similarly to the race of their creator, or given short "pet" names, or even just numbers. Also, while the Dawnforged have no inbuilt gender they will sometimes adopt one based on how they are treated or their own desires.
Dawnforged Traits
The abilities of the Dawnforged vary depending on their creator, but they all share some traits.
Ability Score Increase Increase one of your ability scores by 2 and increase a different score by 1, or increase three different scores by 1.
Age Dawnforged are born with full maturity, but still need roughly one year to learn to effectively use their skills. It is unknown if they suffer any effects from aging.
Alignment Dawnforged take on the alignment of their creator unless they are built otherwise. Most are Lawful, and not many have the capacity to be Evil.
Size Dawnforged are typically 5-6 feet tall and weigh between 300 to 500 pounds. Your size is medium.
Speed Your base walking speed is 30 feet.
Construct Your creature type is construct. If the Mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). You can be effected by spells that cause you to regain hit points, even if the spell would normally be unable to effect a construct. However, such spells only heal you for half as many hit points.
Constructed Resilience You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
Sentry’s Rest You can finish a long rest in 6 hours if you spend the time in an inactive, motionless state. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Specialized Design You gain one tool proficiency of your choice. This tool is built into your body, and cannot be separated from you without specialized equipment.
Languages You know common and one additional language spoken by your creators.
Subraces
The Dawnforged are each built for a specific purpose, and have different abilities depending on their make.
Endurance Frame
You were made to work tirelessly for days on end without breaks.
Relentless Endurance When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.
Tireless You cannot have disadvantage on skill checks due to exhaustion.
War Frame
You were made to serve in the front lines as a disposable soldier or unbreakable wall.
Armor Reinforcement As a bonus action, you prime your body's armor plates for combat. For the next minute, reduce all non-magical bludgeoning, piercing, or slashing damage you receive by an amount equal to your Proficiency bonus.
Once you use this trait, you can't do so again until you finish a long rest.
Athlete You gain proficiency in the Athletics skill.
Agility Frame
You were made to be a scout, an explorer, or a minuteman fighter.
Mechanical Speed Your walking speed increases by 5ft. Additionally, you can disengage as a bonus action.
Lepi
Lepi are an insectoid race that resemble moths and butterflies with their long and thin bodies, antennae, and large wings. Their bodies are incredibly light, and their wings eclipse their body in size. Despite this size, most Lepi cannot fly very quickly, but can do so in near complete silence.
Lepi came into existence from mages and druids experimenting with awakening spells, and discovered that butterflies and moths were particularly receptive of the magic.
Lepi do not typically distinguish between genders, but those born male typically have more vividly colored wings than females.
Like a moth to fire
Lepi are more naturally aware of magical forces in the world, and often live in villages -or make their own- close to highly magical areas. This sense lets them naturally avoid magical traps, or identify magical items from a hoard with ease. They find themselves drawn to sources of magic by instinct, which often leads them to adventure, or an untimely death.
Lepi Names
Lepi are often named after the coloration of their wings, or a creature that has similar patterns. A Lepi of either gender may have one of these names: Luna, Atlas, Tiger, Hawk, Sulpher, Azure, or Monarch.
Lepi Traits
The Lepi have the following traits.
Ability Score Increase Your Intelligence, Wisdom, or Charisma increases by 2, and your Dexterity increases by 1.
Age Unlike their counterparts, Lepi live on average 40 years. They can live up to a century, but their knack for finding magical trouble typically ends their life earlier.
Alignment Lepi vary greatly in alignment, and do not tend towards one or the other.
Size You are Medium or Small. You choose the size when you select this race. A Lepi's body size can range from 4 feet to 6 feet tall, with their wings adding another 1 to 3 feet on top of that. You are incredibly light, weighing in at 50 to 80 pounds.
Speed Your walking speed is 25 feet.
Beast Your creature type is Beast. You have advantage on saving throws to avoid affects that affect only beasts as your body has adapted far from your original state.
Delicate Flight You have a flying speed of 15 feet. To use this speed, you can't be wearing medium or heavy armor. While flying, you cannot use any weapon that has the heavy property.
Magical Attunement You know the prestidigitation cantrip. When you reach 3rd level, you can cast the detect magic spell as a ritual.
Languages You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Subraces
The Lepi race are incredibly varied amongst their subraces, and despite their inability to interbreed they are considered the same race due to their origin and similar abilities.
Allicio
Your wings are particularly strongly colored, and can use your wings to astonish your foes or entice creatures to do your bidding.
Flash of Color As an action, you can expand your wings to their fullest extent, causing fear or fascination in creatures nearby. Any creature within 15 feet of you that can see you must make a Wisdom saving throw or become Charmed or Frightened (you choose when you activate this ability) of you for 1 minute. You must use your action on subsequent turns to keep your wings fully extended, or the effect ends early. A creature can repeat this save at the end of each of their turns.
The DC for this ability is equal to 8 + your Intelligence, Wisdom, or Charisma modifier + your Proficiency bonus.
Glamorous You gain proficiency in your choice of either Persuasion or Deception.
Luna
You are a Lepi who is far more comfortable in the darkness than the light, and are more in tune with magic than the others of your kind.
Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Revealing Touch You know the light cantrip. When you reach 3rd level, you can cast the identify spell as a ritual.
Skipper
You are particularly fast for your race, able to zip into and out of situations with astonishing speed.
Size Your size is small, with your size ranging from 3 to 4 feet tall, and your wings being as large as your body. You weigh from 35 to 65 pounds.
Flighty Your walking speed and flying speed both increase by 5 feet.
Moving Target Any attack of opportunity made against you has disadvantage.
Variant Aarakocra, Elemental Aarakocra
While all Aarakocra once hailed from the elemental plane of air, their elemental affinity reached beyond that. First one, then groups of Aarakocra began to exibit signs of elemental affinity to other elemental planes, or strengthening the ones they had. Eventually, the elemental Aarakocra became its own species, a branch of the avians that were attuned with one of the four elemental planes.
Each subrace of elemental Aarakocra look wildly different from one another, from the more smooth and streamlined aquatic Aarakocra to the constantly flaming phoenix Aarakocra. They take pride in their affinity, but stick together despite differences to ensure a strong tribe. Sometimes however, a group of Aarakocra will nest in an area that few others can tolerate, such as far out at sea or near an active volcano, thus leading to a tribe of mainly one type of elemental Aarakocra.
The names and general societal trends of Elemental Aarakocra differ little from their traditional bretheren.
Elemental Aarakocra Traits
Ability Score Increase Your Dexterity score increases by 2.
Age Aarakocra reach maturity by age 3, but don’t usually live longer than 60 years.
Alignment Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed Your base walking speed is 25 feet.
Flight You gain a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Talons Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages You can speak, read, and write Common, and Aarakocra.
Subraces
Four subraces exist for the elemental Aarakocra, each attributed to one of the four elemental planes.
Each one has an ability that forces a saving throw or skill check. The DC for these abilities are 8 + your Proficiency bonus + your Constitution (for Steel and Phoenix) or your Dexterity (for Aquatic and Tempest) modifier
Phoenix
Your wings are constantly alight with soft comforting flames.
Rebirth When you are reduced to 0 hit points but not killed outright, you can choose to explode in flames, forcing all creatures within 10 feet of yourself to make a Dexterity throw, dealing 2d6 fire damage on failure and half as much on success. After doing this, you regain 1 hit point, appear 1d4 years younger (to a minimum of 3), and are unable to use your flight trait until your next long rest as the burst burned off several of your feathers. If you were airborne, you safely descend to the ground.
You can’t use this feature again until you finish a long rest.
Glow You constantly emit bright light in a 10 foot radius, and dim light for another 10 feet beyond that. As a bonus action, you can suppress this glow for 1 minute or until you choose to (no action required). If a creature damages you with a melee attack while you are glowing, you can use your reaction to deal fire damage to it equal to your Proficiency bonus.
Language You can speak, read, and write Ignan.
Steel
Your feathers are hardened by the energy of the plane of earth, giving you impressive defensive abilities.
Iron Resilience. You gain resistance to poison damage, and have advantage on saving throws to avoid being poisoned.
Transmute As an action, you can call upon the earthen spirits to turn your wings' feathers into steel for 1 minute. While this trait is active, you cannot use your flight trait. You gain temporary hit points equal to your Proficiency modifier at the start of each of your turns.
If you use this trait while airborne, you immediately fall, taking no damage upon landing. Any creature within the space you would land on must make a Dexterity saving throw or take bludgeoning damage equal to your Constitution modifier. If the creature is no more than one size larger or smaller than you, it is pushed 5 feet away to an unoccupied space of its choosing and you can make one attack with your Talons against it as a Bonus Action.
You can end this feature as an action, regaining the ability to use your Flight feature. Once you use this feature, you cannot use it again until you finish a long rest.
Language You can speak, read, and write Terran.
Aquatic
You have become attuned with the plane of water, and now can conquer both the sky and the sea.
Deep Sight. You gain darkvision out to a range of 60 feet.
Riptide As an action, target a space or creature within 60 feet of yourself that you can see. You form a 5-foot radius tube of water between you and that point, and launch yourself through the current. You do not provoke attacks of opportunity while moving in this way. If you chose a creature you can make one melee attack against the creature as part of this action.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.
Swimmer. You gain a swim speed of 30 feet.
Language You can speak, read, and write Aquan.
Tempest
Very similar to the natural Aarakocra, you are in tune with air elementals and can summon the wind to your aid.
Whirlwind You can summon strong air currents around you, allowing you to send your foes flying. As an action, every creature within 10 feet of yourself must make a Dexterity saving throw. On failure, the creature is knocked 10 feet away from you. If a creature impacts an object, such as a wall or floor, the creature also takes 1d10 bludgeoning damage. If the creature is thrown at another creature, that creature must succeed on a Dexterity saving throw or both creatures take the same damage.
You can’t use this feature again until you finish a long rest.
Form of Wind. As a bonus action, you change your form into a whirling cloud of feathers. Until the end of your turn, you do not provoke opportunity attacks and can move through other creatures as if they were difficult terrain. Additionally, you can fit through gaps at lest 1 foot in diameter without squeezing. Additionally, both your walking and flying speed are increased to 60.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.
Electric You know the spell shocking grasp. Dexterity is your spellcasting ability for this spell.
Language You can speak, read, and write Auran.
Shardborn
The Shardborn are unlike other races who were made by god or man, instead they are formed by magic and nature itself. They are born from the timeshattered storms, and their bodies are made of the crystals that scatter the area. It is unknown what triggers their awakening, but they have slowly been appearing all over the world. Their crystalline bodies seem so brittle yet hold so much power within them. The storms are where they feel most at home, but many seek to discover the world and find out what is out there.
Child of Magic
The Shardborn are beings of magical intelligence. Some appear as very angular vaguely humanoid figures made of crystals held together by magic, while others are carved to appear almost perfectly like a crystal statue of a person. Typically one can tell if the Shardborn likes or dislikes people by how people-like they appear.
Shardborn Names
Shardborn refer to each other by their magical energies, a language that no others can understand. The closest words that compare to their names are often very strange, as some are named orange, star, yes, C, etc. The shardborn typically see no difference between words that sound the same, and will sometimes spell their names differently each time its written. Some can be convinced to use more conventional names, in which case their name is similar to those they are most around.
Shardborn Traits
The Shardborn have the following traits.
Ability Score Increase Increase one of your ability scores by 2 and increase a different score by 1, or increase three different scores by 1.
Age Shardborn are affected by time only when outside of a timeshattered storm. They reach maturity at age 5, and can grow to be up to 50 years of age. Shardborn who are about to reach the end of their lives will either stay in a storm to live longer or accept their fate.
Alignment Shardborn are rarely neutral in anything, and are either very lawful or very chaotic.
Size Shardborn have very little variance in sizes, and are typically 5 feet tall. They weigh very little for their size due to the magic in their bodies, only weighing 100-150 pounds. Your size is medium.
Speed Your movement speed is 30 feet.
Crystal Body Your body is made of timeshattered crystals, giving you the following traits.
- You are unaffected by the natural time-maddening effects of timeshattered storms.
- You are immune to disease.
- You gain resistance to Psychic damage.
- Armor must be custom made to fit your strange body, raising the price to buy armor by 50%.
- You don't need to breathe or eat.
- Unlike most races, you speak without any visible movement as you have no mouth, and instead your speech originates from vibrations you cause throughout your body. As a result, you cannot have your lips read, and creatures that cannot hear you are unaware that you are speaking.
Elemental Your creature type is elemental, instead of humanoid.
Heart of Magic When you are reduced to half of your maximum hit points and not reduced to 0 or killed outright, your core cracks and lets out more of your raw magic for 1 minute or until your hit points are restored to above half. You can harness this surge of magic offensively, as a reaction to taking damage (including the triggering damage) you deal force damage to all creatures within 10 feet of yourself equal to half your level.
Once you use this trait, you can't use it again until you finish a long rest.
Magical Inheritance You know the shattercraft cantrip.
Languages You can speak, read, and write Common and Primordial.
Subraces
The Shardborn are a varied race, of every color and size.
Levis
You are a far lighter than others of your species, and weigh only 50 pounds. You also gain the following traits.
Lightstep You can attempt to move stealthily while traveling at a normal pace.
Magical Infusion You are more infused with magic than the others of your race. When you reach 3rd level, you can cast the levitation spell on yourself once with this trait and regain the ability to do so when you finish a long rest.
Gravis
You are far heavier than a normal Shardborn weighing around 200-300 pounds. You gain the following traits.
Natural Weapons Your unarmed attacks count as magical weapons for the purposes of overcoming immunity. You are considered proficient with your fists, dealing 1d8 + your Strength modifier bludgeoning damage.
Weighted Shell Whenever an effect would cause you to be forced to move, you can use your reaction to plant yourself in the ground and become unmovable with a speed of 0 until the end of your next turn. It takes a DC 25 Strength check or 2,000 lbs of weight to move you. If there is no solid ground below you, you cannot use this ability.
Petraborn
Your are very durable for your species, with a more rocky exterior than your brethren.
Stone Camouflage You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. You can attempt to hide in rocky terrain even if you are only lightly obscured by it.
Natural Armor You have a hard, rocky exterior. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Couati
The Couati are a race of feathered serpentine humanoids, not unlike the Yuan-ti purebloods. They range in appearance from nearly indistinguishable from a human to nearly Couatl like in appearance.
They are born from a union of Couatl and humanoid races, appearing as a mixture of the two. Their divine feathers begin small, appearing only in select easily hidden locations, but as one grows they become larger until the feathers may cover the Couati's entire form.
Their natural enemies are the Yuan-ti, as they are nearly diametrically opposed to them in purpose and form. They form groups of Couati and other good natured creatures in order to empower good, and seek to rid the world of evil.
Heavenly Purpose
Couati are divine in nature, and they share some of the memories of their Couatl parent. They naturally align with their parents and very rarely stray to their own path. If a Couati were to become evil, they would slowly loose their feathers and transform into a yuan-ti pureblood, forever scorned by their kin.
A DM is free to rule this differently.
Couati Traits
The Couati have the following traits.
Ability Score Increase Your Dexterity increases by 1, and your Wisdom increases by 2.
Age Couati reach maturity at a young age of 7, and can live up to 700 years.
Alignment Almost all Couati are good aligned, but some are neutral.
Size Couati are the size of their humanoid parent, and vary little from this.
Speed Your movement speed is 30 feet.
Languages You can speak, read, and write Common and Celestial.
Celestial Your creature type is Celestial. Additionally, you are resistant to radiant damage.
Darkvision You gain darkvision out to a range of 60 feet.
Bite Your serpentine mouth is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Divine Boons
You possess boons that were given to you from your celestial parent. You gain one of the following features of your choice:
Celestial Sense
You can cast the spell detect evil and good once per long rest.
Divine Mind
You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.
Peaceful Purpose
When you drop a creature to 0 hit points and not killed outright from a spell or attack, you can cause the creature to become stabilized.
Sedating Bite
When you damage a creature with your Couati bite attack, if the creature has fewer hit points than twice your level after this attack it must make a Constitution saving throw with a DC of 8 + your Proficiency bonus + your Wisdom modifier or fall unconscious for 1 minute. If the creature is reduced to 0 hit points by this attack, it becomes stable.
3rd level
At 3rd level, your divine traits shine through a little further, giving you a new boon of your celestial origin. Choose one of the options you didn't take at 1st level, or one of the following options:
Celestial Blood
You have advantage on saving throws against poison, and you have resistance against poison damage. In addition you are immune to disease.
Powerful Sight
You have advantage on Intelligence (Investigation) checks to disbelieve illusions. You can also see into the ethereal plane up to a range of 10 feet.
Restoring Touch
You can cast the spell lesser restoration once per long rest.
5th level
At 5th level, your divine traits shine through fully, giving you a final powerful boon of your choice. Choose one of the options you didn't take at 1st or 3rd level, or one of the following options:
Divine Tongue
You can cast the tongues spell at will, targeting only yourself.
Healing Touch
You touch a creature as an action, magically restoring up to a number of hit points equal to half your level. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. Once you use this feature, you cannot use it again until you complete a long rest.
Radiant Wings
As a bonus action, you sprout divine wings and gain a flying speed of 30 feet for 1 minute. Once you use this feature, you cannot use it again until you complete a short or long rest.
Beholderkin
A beholder's dreams warp reality around their lairs, and often these warping effects twist them into various forms based on the nature of its dreams. However, sometimes a beholder dreams of those who kill its most powerful threats, those who covet gold often more than it does, those who can slay dragon and demon alike, adventurers. As such, a beholder may manifest or even transform into a beholderkin that resembles a humanoid adventurer. Such beholderkin are born with a passion for adventure and a desire to become as powerful and notable as heroes or villains of old.
Adventurous Purpose. A beholderkin seeks adventure above all else, as its very existence is defined by it. Typically, if a beholderkin is given an option to slay a dragon or delve into a dungeon, it will accept without hesitation.
A New Body. With this new humanoid form, a beholderkin may or may not now have a defined sex. If the beholderkin was born from a fascination with a particular hero or villain, it likely is the same sex and general appearance as them.
In addition, the new beholderkin may not even have memories of its parent or previous life as a beholder, and might believe itself of another race entirely.
Room for Growth. While far weaker than a full beholder at "birth", the adventurous beholderkin sees this as an option to "fit in" with locals, as well as fulfill the adventurous trope of rising from zero to hero. Each magical item, each growth in power, all please an adventurer beholderkin greatly.
Beholderkin Traits
As an adventurous beholderkin, you gain the following traits.
Ability Score Improvement. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Aberration. Your creature type is aberration.
Eye Rays. As an action, you can manifest or hide several spectral eyes which float around your head. While the eyes are manifested, you can use an action to cast a random cantrip from one of the eyes. Roll a d8 and consult the below to determine which cantrip is cast.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
| d8 | Effect |
|---|---|
| 1 | acid splash |
| 2 | chill touch |
| 3 | eldritch blast |
| 4 | fire bolt |
| 5 | poison spray* |
| 6 | ray of frost |
| 7 | shocking grasp* |
| 8 | vicious mockery |
*When cast with this feature, its range becomes 60 feet.
Float. You can cast the levitate spell once with this trait targeting yourself, requiring no material components. You regain the ability to cast it this way when you finish a long rest.
Subraces
Just as beholders come in many shapes and sizes, so do the beholderkin they dream of.
Beholder
Your nature is more pure to a monsterous beholder than others, granting you some powers that you or your parent once had.
Dreams of Reality. When you start a long rest, you can choose to have a dream which shapes reality. At the end of this long rest, roll on the dream table below to determine the nature of your dream.
| d6 | Dream |
|---|---|
| 1 | Nightmare. You wake up terrified, having suffered a nightmare. You have advantage on all saving throws against frighten effects until your next long rest, as nothing can compare to the horrors witnessed in your dream. |
| 2 | Charming. You had a dream of love, however that might manifest for one such as you. You have advantage on the next number of Charisma checks equal to your Proficiency Bonus you make until your next long rest. |
| 3 | Chased. You had a dream where you were being chased by something. Your walking speed increases by 10 feet until your next long rest. |
| 4 | Flying. You had a dream where you soared far above the clouds. You gain a 30 foot flying speed until your next long rest. |
| 5 | Alone. You dream that nobody wanted to talk to you, and anyone you tried to interact with ignored you like you didn't exist. You are Invisible for 1 hour, or until you attack or cast a spell. |
| 6 | Foretold. You had a dream which hints at future events, possibly allowing you to avoid them. Once before your next long rest, when you make an attack roll, ability check, or saving throw, you can choose to remember this dream, granting yourself advantage. |
Antimagic Sight. At 5th level, you learn the spell counterspell and can cast it once without expending a spell slot with this trait. You regain the ability to cast it this way when you finish a long rest. This spell uses the same spellcasting ability modifier as your Eye Rays feature.
Death kiss
When you were formed, blood was on the forefront of the beholder's mind, perhaps the gruesome end of a legend, or a critical slice that made a legend.
Electric Blood. When a creature within 5 feet of you deals piercing or slashing damage to you, you can deal 1d4 lightning damage to the attacking creature.
Spectral Tentacles. You know the cantrip mage hand. When you cast this spell, instead of summoning a hand, you summon a spectral tentacle that appears to reach from your body to the location of the hand. You can have up to 4 of these tentacles active at once, and when you use an action to control one of the tentacles, you can choose to control all of the tentacles instead of one.
Storm of Cuts. At 5th level, you learn the spell bloody banquet and can cast it at 3rd level once without expending a spell slot with this trait. When cast in this way, you do not need material components. You regain the ability to cast it this way when you finish a long rest. This spell uses the same spellcasting ability modifier as your Eye Rays feature.
Bloody Banquet
2nd-level necromancy
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: S, M (a melee weapon that deals slashing damage worth at least 1gp)
- Duration: Instantaneous
- Classes: Artificer, Bard, Cleric, Druid, Paladin, Warlock
You swing the weapon in a sweeping arc, blood forming at the tip of the weapon to cut around you. Creatures of your choice that you can see within 15 feet of you must make a Dexterity saving throw or take 4d6 necrotic damage.
For each small or larger creature that failed the save, you can choose to heal one creature you can see within range. That creature regains 1d6 hit points.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot above 2nd.
Death Tyrant
When you were made, the beholder dreamed of powerful undead, perhaps a lich or a death knight, or maybe a long dead hero who it sought to return to life.
Death Speaker. You can communicate with any undead creature, regardless of if the two of you share a language. If the target undead doesn't know any languages, you can still communicate simple concepts with it.
Grave Sight. At 5th level, you learn the spell summon undead and can cast it once without expending a spell slot with this trait. When cast in this way, you require no material components. You regain the ability to cast it this way when you finish a long rest. This spell uses the same spellcasting ability modifier as your Eye Rays feature.
Undead Form. Unless you choose otherwise, you are considered undead for the purposes of features and spells. In addition, you do not require air, food, drink, or sleep.
New Subraces
A few existing races have adapted and changed to new environments, and thus new subraces have appeared!
Elf
Sun-Ring Elf
The heat of the sun ring is intense, but the Sun-Ring Elves have used magic to change their bodies so that they are more adapted to this new environment.
Ability Score Increase Your Constitution increases by 1.
Heat Tolerance You are comfortable even in sweltering heat. Temperatures up to 100 degrees does not bother you.
Sun-Ring Training You have proficiency with the whip, mace, and shortbow.
Sun's Chosen Your heritage gives you special abilities to better survive the Sun-Ring.
- You need to eat and drink only half as much as a normal elf to sustain yourself
- While in direct sunlight you have advantage on Wisdom (survival) checks
- Your darkvision is reduced to 30 feet
Blessing of Fire You know the Control Flames cantrip and can cast it at will. At 5th level you can cast Scorching Ray once per day without requiring any material components. Your spellcasting modifier is Constitution for these spells.
Frost Elf
The frozen barens of the Expanse treat nobody with mercy, but the Frost Elves have changed their bodies to better survive.
Ability Score Increase Your Constitution increases by 1.
Cold Resilience You are comfortable even in frigid cold. Temperatures down to -70 degrees does not bother you.
Improved Darkvision Your darkvision extends up to 120 feet.
Blessing of Frost You know the Shape Water cantrip and can cast it at will. When you use it you can target ice as well. At 5th level you can cast Moonbeam once per day without requiring any material components. Your spellcasting modifier is Constitution for these spells.
Subclasses
The world of New Dawn is full of new powers and opportunities for everyone. Every class has something they can do in this world that is unique to this setting. Not all of the options are exclusive to this setting however, to differing degrees.
Wizard: School of Shattering
With the dawn of new magic comes a new wizard school that specializes in learning about it. The School of Shattering had its beginnings soon after the Last Day with wizards all across the planet learning about the special properties of the timeshattered storms.
You focus your study on the alien effects of the timeshattered storms, learning about how reality and minds are similarly warped by these phenominon. This knowledge has taught you how to use this power for yourself, granting you extraordinary control over the fabric of time and space.
Shattering Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a shattering spell into your spellbook is halved.
Variant: Mental Savant
If shattering spells are not used, replace Shattering Savant with this feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that forces an intelligence or wisdom saving throw into your spellbook is halved.
Twisted Weave
Once a turn at 2nd level when you cast a spell that targets creatures within an area, you can choose one creature within 15 feet of the affected area. That creature is considered to be within the area of effect of the spell.
Ahead of Time
At 6th level, you gain a level of prescience, allowing you to sense when a battle is about to erupt and ready your allies to action. As a reaction, made before initiative is rolled, creatures of your choice within 15 feet of you gain a bonus to initiative equal to your Intelligence modifier.
After using this feature, you can't use it again until you complete a short or long rest.
Additionally, you can no longer be surprised while you are conscious.
Stolen Moment
Beginning at 10th level you can attempt to steal time from a creatures future. As an action you can choose a creature within 60 feet of you. The target must succeed on an Charisma saving throw against your spell save DC. On a failure, its speed is halved and it can't take actions or reactions until the end of it's next turn.
You can use the stolen time to take one additional action, which can only be used to take the Attack Action (one weapon attack only), cast a Spell (Cantrip only), Dash, Disengage, Hide or Use an Object.
On a successful save, the creatures speed is reduced by 10 feet, and you do not gain an additional action.
You can use this feature twice. and regain all expended uses when you finish a long rest.
Twin Reality
At 14th level, you learn how to bend the flow of time to cast spells even faster. Once a turn when you cast a spell that requires an action to cast, you can choose to cast a different spell that requires an action to cast at the same time. The second spell must use a 5th level spell slot or lower, and neither spell can require concentration as your focus is divided across time itself.
After using this feature, you can't use it again until you complete a long rest.
Monk: Way of the Shattered Fist
Monks of the Way of the Shattered Fist are those who seek to understand the nature of reality and the chaotic elements of the universe and time. To members of this tradition, reality is a secret through which attuning to its natural energies provides a key to unlocking its true potential. Through attuning to the natural energies of the universe, these monks can bend space and alter the very flow of time, harnessing their ki to warp reality to their will.
Reality Bender
At 3rd level, You have gained knowledge on how to bend timespace around your attacks. You can perform one of the following abilities once per turn. Once you have used an ability, you cannot trigger this feature again until the start of your next turn.
- When you make a melee weapon attack, you cause your reach to increase by 5 feet until the start of your next turn. You can spend 1 ki points to extend this 5 feet further.
- You can teleport a creature you hit with a melee weapon attack up to 5 feet away from its current location to an unoccupied space you can see. You can extend this distance by 5 more feet per 1 ki point you spend. You can also teleport with the creature, teleporting to a space within 5 feet of them. The destination of this teleport must be on solid ground for all creatures that are moved by this.
- When you successfully hit a creature with a melee weapon attack you can reduce the initiative of the target creature an amount equal to your Wisdom modifier. No creature can take multiple turns in a single round as a result of this feature.
Synchronicity
At 6th level you learn how to cause your attacks to align with each other across time. When you make an unarmed strike, you can use the result of a previous attack roll you have made since the start of your turn. You must choose to do this before you roll the attack.
You can use this feature once per turn, unless you spend 2 ki points to use it again.
Replay
At 11th level, you gain the ability to rewind time just a moment after an attempt that didn't quite go as you planned. Immediately after learning the result of a skill check, saving throw, or attack roll that you made, you can choose to spend 2 ki points to travel back in time to the moment before this roll.
Dimensional Strike
At 17th level, you have mastered your control over reality to the point that you can cross great distances to deliver a strike. If you can see a creature, you can choose to make an unarmed strike against it as an action by spending 2 ki points. You instantly appear in a position of your choosing within 5 feet of it and then make your unarmed attack, dealing 2d10 extra force damage if you hit. After doing so, you can choose to return to your original position by spending 1 additional ki point.
Timeless Assault
Also at 17th level, you can spend 5 ki points cast time stop. When cast in this way, making an unarmed strike does not end the spell. Unarmed strikes you make while under the effects of time stop have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
Special Help
Thanks for nice flavorful wording from r/Yorviing on the Discord of Many Things
End of Time
Also at 17th level, you can spend 5 ki cast time stop. When cast in this way, making an unarmed strike does not end the spell.
Once you use this feature, you can't use it again until you finish a long rest.
Cleric: Community Domain
In a world where the gods are quiet, you become their hands. The world needs to be brought together more than ever now, and the community domain exists for this purpose. You are sent into the world to attempt to piece together the fractured hopes of its people, and repair decades of hate that drive it further apart.
Community Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | sanctuary, shield of faith |
| 3rd | calm emotions, enhance ability |
| 5th | create food and water, tongues |
| 7th | death ward, fabricate |
| 9th | greater restoration, hallow |
Bonus Cantrip
When you choose this domain at 1st level, you gain the guidance cantrip if you don't already know it.
Consecrate Meal
When you choose this domain at 1st level, you gain the ability to bless the food your allies consume. You can spend 1 minute in prayer to bless a meal before it is consumed, providing all creatures of your choice who consume the meal a d4 blessed dice. This dice lasts until the creature takes a rest. The dice can be spent as part of an attack or ability check, allowing the creature to add 1d4 to the roll.
Your blessed dice becomes 1d6 at 10th level.
Locked Arms
At 6th level, when you and your allies stick by each other's side, you can endure much more than you could alone. Creatures of your choice within 5 feet, and friendly creatures within 5 feet of those creatures, are considered linked for the purposes of this subclass.
Whenever two or more linked creatures are forced to make a saving throw at the same time, if at least one linked creature succeeds the saving throw, all linked creatures can choose to succeed the save.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stand against the World
At 17th level, you and your allies become unstoppable when you stand together. The distance a creature can be from you or another linked creature to gain the benefits of Locked Arms becomes 15 feet, and all linked creatures gain a +2 bonus to their AC and Saving Throws, and can’t be charmed, frightened, or possessed.
Sorcerer: Shattered Soul
You were born in or nearby to a timeshattered storm, and some of the magic from it leaked into your soul, granting you the ability to cast spells.
Memory of Madness
Your shattering magic infused soul grants you magic that you naturally learn, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Sorcerer Level |
Spells |
|---|---|
1st |
presence of mind, time spike, rush |
3rd |
arcane entanglement, psychic wail |
5th |
crack the sky, twist fate |
7th |
accelerate, withdraw |
9th |
mind shield, stop |
Sealed Mind
Your mind is incredibly resilient, allowing you to overcome those who would attempt to pry into it. At 1st level, if you fail an Intelligence, Wisdom, or Charisma saving throw, you can choose to add your Charisma modifier to the roll, potentially turning it into a success.
Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 2nd level in this class, you can also use this feature by spending 1 sorcery point.
Additionally, you are immune to any effect that would read your mind.
Psychic Storm
At 6th level, you can manifest fragments of the timeshattered storm's madness. When you cast a shattering spell of 1st level or higher, you can cause creatures of your choice within 15 feet of yourself or a creature affected by the spell to take psychic damage equal to half your sorcerer level.
Additionally, you are resistant to psychic damage.
Stormfront
At 14th level, the energy from the timeshattered storms run in your blood, and can be focused momentarily to create a localized timeshattered storm. As an action, you can choose a point you can see within 60 feet of you. Each creature in a 10-foot-radius sphere of that point must make an Intelligence saving throw. On a failure, the creature is incapacitated until the end of its next turn and takes 4d8 cold damage and 4d8 psychic damage as both its body and mind begin to freeze. On a successful save, the target takes half as much damage and isn't incapacitated.
You can use this feature twice, and regain all expended uses when you complete a Long rest.
Spatial Tear
At level 18 you can spend 5 sorcery points as a bonus action to enter between time and space, as entropic and violent frozen energies hum through your flesh. Any creature of your choice that start its turn within 15 feet of you takes psychic or cold damage (your choice) equal to your Charisma modifier.
While in this form you use your action to force a creature within 60 feet of you to make a Charisma saving throw. On a failed save, the creature's speed is reduced to 0 and it takes 4d12 psychic damage. On a successful save, the creature takes half as much damage and its speed is not reduced.
Bard: College of Weavesong
When the world was shattered, the air was full of more screams than song. Through that event, the magic of the world got twisted together and frayed in some places. Bards are very attentive to the songs of the world, and some can hear a song even in the weave of magic itself. These bards are known for being able to weave magic as well as they play music, and are formidable in battle and taverns alike.
All bards of the Weavesong college know the Weavesong, a song that is like the heartbeat of the weave of magic. These bards learn a variant of the Weavesong unique to themselves, their own interpretations of what they hear from the weave.
Bonus Proficiencies
When you join the College of Weavesong at 3rd level, you gain proficiency in the Performance skill if you are not already, and your proficiency bonus is doubled for Charisma (Performance) checks you make while using an instrument you are proficient with.
The Song of the Weave
Also from 3rd level, you begin your mastery over the Weavesong. As a bonus action on your turn, you can expend one use of your bardic inspiration to begin one of the below songs. The magic of the music is most potent at short range, and has a range of 15 feet. This song lasts for one minute, however you can chose to end this performance at any time.
Inspiring Song
When you start this song choose one skill you are proficient in. All creatures of your choice (including yourself) have advantage on any check with that chosen skill for the duration of the song while within its range. Should the chosen skill require discretion, the song doesn't make any sound to creatures you didn't choose.
At 14th level, the song grows even stronger and more powerful. You can choose any skill to give advantage on, even if you are not proficient in the chosen skill. Additionally, any creature of your choice within range of your song that rolls below a 10 on the chosen skill can replace their rolled number with a 10.
Rallying Song
You begin to sing or play a song that rallies the spirits of creatures around you, shoring up their will to fight. Whenever a creature within range of your song misses an attack or fails a saving throw, you can use your reaction to roll a d20. The creature can choose to use this result in place of their own. If this was an attack roll, the attack deals extra damage equal to your Charisma modifier. If this was a saving throw, the creature gains a number of temporary hit points equal to your Charisma modifier.
At 14th level, your song speaks to the very soul of those around you. While this song is playing, if a creature within range is charmed or frightened you can use your reaction to end the effect. In addition, when an allied creature is healed within the song's radius, it can add your bardic inspiration dice to the result.
Vicious Song
When you start this song and as a bonus action on subsequent turns, target one creature within range of the song, and string together a weave of insults and diminishing verses. Until the start of your next turn, when an attack is made against that creature you can use your reaction to grant it advantage. If the creature makes an attack, you can use your reaction give it disadvantage.
At 14th level, your cutting words become more ferocious. When you choose a target of this song, that creature must make a Charisma saving throw against your spell save DC or take 14 (4d6) psychic damage. In addition, if the creature is forced to make a saving throw, you can use your reaction to give it disadvantage.
Master of Melody
At 6th level, you gain an additional reaction. This reaction can only be used by a Weavesong.
In addition, you can choose to continue the weavesong for up to 10 minutes instead of 1 minute.
For all to Hear
At 14th level, the range of the effects of your Weavesong increases to 30 feet.
You can also now swap between songs as a bonus action.
Warlock: The Shattered Heart
You have bound yourself to a timeshattered storm, something most people consider to be a magical phenomenon. But you know better now, you can hear its voice, a hundred tiny thoughts flowing though your mind all stretching and reaching in different ways. But once voice dominates the crowd, a voice that demands your mind be put in service of it, a voice that draws you to the storms like a moth to flame. You can hear the storms, all of them. And they want something, but you must become strong enough to journey to the heart of a storm to ask.
Shattered Heart Expanded Spells
Spell Level |
Spells |
|---|---|
1st |
Bane, Chromatic Orb |
2nd |
Silence, Magic Weapon |
3rd |
Bestow Curse, Sleet Storm |
4th |
Confusion, Phantasmal Killer |
5th |
Telekinesis, Modify Memory |
Bonus Cantrips
At 1st level, you learn the shattercraft and warp cantrips. They don't count against your number of cantrips known.
Mystical Secret
Also at 1st level, your bond with your patron teaches you how to use magic that you normally couldn't learn. Choose one 1st level spell from any class's spell list. You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.
Whenever your warlock spell slot level increases you can replace this spell with another one. The new spell must be of a level equal to or lower than your warlock spell slot level.
At 11th level and every level afterwards, you can choose to replace your chosen spell, following the same rules as before.
Body of the Storm
At 6th level, your body becomes changed in strange ways, and you begin to become more like the creatures native to the storms. You gain the following traits.
- For the purposes of spells and magical effects, you are considered to not have a creature type.
- You gain proficiency in Intelligence saving throws.
Mask of Madness
Also at 6th level, as a reaction made when you are targeted by an attack or spell from a creature that you can see within 60 feet of yourself you force the attacking creature to make a Wisdom saving throw against your spell save DC. On failure, the creature is Frightened of you until the end of your next turn and must choose a new target or lose the Attack or spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Heart of the Storm
At 10th level, your patron's influence leaks further into you as you become resistant to the manipulation of others. You become immune to the charmed and frightened condition, and gain resistance to psychic damage.
Temporal Convergence
Your entire being has become so attuned with the reality bending magic of the storms that you can cause reality to be altered to your desires, changing it to one that you prefer. At 14th level, when you hit with a spell attack or fail an ability check, you can choose to treat the dice as though you had rolled a 20. Alternatively, if a creature hits you with an attack, you can choose to cause the attack to become a miss instead.
You can use this feature a number of times equal to 1 + your Charisma modifier. You regain all expended uses when you finish a long rest.
Paladin: Oath of the Apocalypse
When the world breaks and chaos spreads, there needs to be someone to rein in the madness. When hope is fading and the end seems closer than ever, there is always someone with hope shining bright enough for all. When the world seems lost, someone will fight till the last inch.
The Oath of the Apocalypse is a promise made to the world, a promise that you will not stop fighting for it despite the apocalyptic events that surround you. A promise to become the hope and prayers of the people in a world that has all but lost it. To take this oath is not done lightly, as you curse yourself to a lifetime fighting an uphill battle. But to defeat an apocalypse, you must become one.
This subclass is designed for a world that has suffered a great calamity, or is currently enduring one. A paladin with this oath is the frontline fighter against that which would try to end the world, and a bastion for those who yet survive.
Tenets of Apocalypse
Depending on what apocalyptic event may have transpired in a given world, the tenets may vary.
The End is Never the End. No matter how things may appear now, there is always a tomorrow to fight for.
Civilization. In order for a world to recover from an apocalypse, civilization must remain strong through any means necessary.
Restoration. You will restore the natural order and prevent further atrocities from damaging it more.
Avenger. You will right the wrongs caused by this apocalypse, by eliminating the cause or protecting those that remain.
Oath Spells
Paladin Level |
Spells |
|---|---|
3rd |
Heroism, Protection from Evil and Good |
5th |
Lesser Restoration, Warding Bond |
9th |
Beacon of Hope, Create Food and Water |
13th |
Death Ward, Stoneskin |
17th |
Dispel Evil and Good, Greater Restoration |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
-
Defy As a reaction to taking damage you shout a cry of defiance to the world. You and all friendly creatures within 30 feet of you who were also damaged by the triggering effect can reduce the damage by 1d6 + your Paladin level. If this reduces the damage a creature takes to 0, they also suffer no other effects from that attack, spell, or effect.
-
Wrecking Ball As a bonus action you target a creature you can see within 10 feet and ready yourself to take it down. You gain advantage on weapon attack rolls against the creature for 1 minute or until you hit the creature. Upon hitting the creature, you deal bonus damage equal to your Paladin level.
Aura of Perseverance
Starting at the 7th level, bludgeoning, piercing, and slashing damage that you and friendly creatures within 10 feet of yourself take from nonmagical weapons is reduced by an amount equal to your Charisma modifier to a minimum of 1.
At level 18, the range of this aura increases to 30 feet, and the damage reduction also applies to magical weapons.
Unbreakable
At 15th level you have gotten used to fighting against incredible odds. When you take damage, you may use your reaction to shrug it off, taking half damage instead.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Avatar of the Apocalypse
At 20th level you have fought against the apocalypse for so long that you have learned how to become one. As an action, for 1 minute you transform into a being of unstoppable might.
- You gain a number of temporary hit points equal to half your maximum hit points.
- The damage from Improved Divine Smite increases to 2d8 extra radiant damage.
- Whenever you use Divine Smite, all creatures of your choice within 5 feet of the target must make a Dexterity Saving throw against your spell save DC. On failure the creature takes half of the Divine Smite damage.
Once you use this feature, you can't use it again until you finish a Long rest.
Druid: Circle of Dawn
Druids within the circle of dawn have made it their mission to restore the world, or at least regain some semblance of the life it once held. These druids can restore entire swaths of land and create forests in barren deserts. Their very touch can pull plants back from the brink, and allow civilization to flourish even in the most inhospitable environments.
Evolving Touch
At 2nd level, you can spend one minute in contact with a plant and cause it to evolve and become better suited to its current environment. When a plant is evolved in this way, it can grow and produce food (if it does) as though it was in its preferred environment with no care needed to sustain it.
This effect lasts 30 days. At 6th level, it lasts 1 year. At 9th level, it lasts until the plant dies.
Shape of Dawn
Also at 2nd level, you can call upon nature to help you fight more directly. You can expend a use of Wild Shape to change into the Dawn Shape instead of a beast (stat block provided below the subclass).
At various levels your Dawn Shape improves in power.
At 4th level the dawn shape gains a swimming speed of 20 feet.
At 6th level the dawn shape gains the following trait. In addition, the dawn shape's slams are considered magical for the purposes of overcoming resistances.
Multiattack. The dawn shape makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC equal to your spell save DC), and the dawn shape uses its Engulf on it.
At 8th level when you wild shape into the dawn shape, you can choose for the dawn shape's size to become Large.
At 10th level the dawn shape gains the following ability which it can use as a bonus action.
Reform. The dawn shape teleports itself to an unoccupied space within 30 feet of itself that has plant life by reforming itself at the destination.
At 12th level the dawn shape gains resistance to cold and fire damage. Also the dawn shape's slam attack deals 1d6 additional damage.
At 14th level when using Instant regrowth while in dawn shape, the ability considers your expended spell slot as one higher than intended.
At 16th level the dawn shape's multiattack increases to three attacks. It only needs to hit a creature with two attacks to engulf it.
Dawn Shape
Medium plant
- Armor Class 13 + PB (natural armor)
- Hit Points 5 + 5 times your Druid level
- Speed 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) --- --- ---
- Skills Stealth +PB
- Condition Immunities blinded, deafened
- Senses blindsight 30 ft.
False Appearance. While you remain motionless, you are indistinguishable from a grassy mound.
Actions
Slam. Melee Weapon Attack: +4+PB to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) bludgeoning damage.
Engulf. You engulf a creature grappled by you that is at least one size smaller than you. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a Constitution saving throw against your spell save DC at the start of each of your turns or take 9 (2d8) acid damage. If you move, the engulfed target moves with you. You can have only one creature engulfed at a time.
Circle Spells
You gain access to an expanded spell list to help you in restoring the world and enchanting plants around yourself. At 2nd level, you learn the thorn whip cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Dawn Spells table.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Dawn Spells
Druid Level |
Spells |
|---|---|
3rd |
Lesser Restoration, Spike Growth |
5th |
Create Food and Water, Plant Growth |
7th |
Evard's Black Tentacles (appear as grasping roots), Control Water |
9th |
Commune with Nature, Tree Stride |
Circle of Life
Also at 6th level, when a small or larger creature dies within 30 feet of yourself you can cause a magical plant to sprout from their body using the last of their life force. The plant has 1 hit point and 10 AC, and grows into one of the following plants of your choice.
- Bramble. Any creature that steps into this creature's space must make a Strength saving throw against your spell save DC. On failure, their speed is reduced to 0 until the end of their turn.
- Spore. The first time a creature steps into this creature's space, the spore explodes and forces the creature to make a Constitution saving throw against your spell save DC. On failure, the creature's turn ends.
- Privet. The creatures space provides half cover.
- Bloodberry. The bush produces 1 berry. A creature can pick a berry off this bush and consume it as an action, restoring 1 hit point.
- Snapdragon. If a creature ends its turn within 5 feet of this plant, it makes an attack against the creature, using your spell attack modifier. On hit, it deals 1d4 acid damage, and the creature cannot regain hit points until the end of its next turn.
The bramble, spore, and snapdragon have no effect on you or creatures that are friendly to you. After 1 hour, each plant besides the privet becomes a mundane plant and looses its feature.
Trance of Restoration
At 6th level, your very presence can undo decades of damage to an ecosystem. You can sit down and begin a meditative trance as your energies begin to repair the land around you. After 30 minutes, the area within 150 feet of yourself begins to purify itself and regrow. The land, plants, and water within this area are purified of all poison and disease, and where there are dead plants new seeds of those plants begin to sprout.
You can remain in this trance even longer to restore a larger area. After one hour of meditation and for every hour after, the radius increases by 150 more feet.
Favor in Kind
At 10th level, your efforts to restore the world has not gone unnoticed by the spirits of the lands. Whenever you cast a druid spell of 1st level or higher, you can choose a creature within 30 feet of you. The chosen creature gains hit points equal to your Wisdom modifier as the spirits of the lands restore them.
Instant Regrowth
At 14th level, you may use an action to expend a 1st-level spell slot and cause a tree to grow suddenly from loose earth within 30 feet of you. the tree affects an area that is 30 feet tall and 10 feet wide. Any creature in this space must make a Dexterity saving throw against your druid spell DC. On success, they are pushed to an unoccupied space outside of the tree's space. On failure they are impaled, entangled and thrown upwards with the tree as it grows. They take 2d8 piercing damage are grappled by the tree (break DC is equal to your spell save DC). This damage is considered magical for the purposes of overcoming resistances.
The tree you create by this spell is not itself magical, and will remain permanently. It is also fully adapted to the climate you summon it in.
For every two spell slots above 1st you expend, the tree increases in height by 10 feet and increases in width by 5 feet. The damage is also increased by 2d8.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Barbarian: Path of the Mutant
Perhaps you were exposed to the raw magic of a natural phenomenon, or you were experimented on by scientists, or perhaps you fell into an irradiated pond. Regardless of your origin, your body has begun to mutate in strange and unnatural ways. The path of the mutant is a path to becoming a true monstrosity, and while you grow stronger every day you also loose a bit of your former self alongside it.
Catalytic Rage
At 3rd level, your mutant abilities become dramatically heightened alongside powerful emotions. While raging, you gain two of the following features of your choice:
- Reactive. You gain one additional reaction, as your mind adapts superhuman reaction speed. At 10th level, you gain a second additional reaction.
- Stretched. Melee attacks you make have their reach increased by 5 feet, as your body bends and twists in unnatural ways. At 10th level, this becomes 10 feet.
- One Winged. You mutate a singular wing on your back, which protects you from attacks. The wing is considered a shield that you are wielding. At 10th level, the wing grants a +3 bonus to your AC instead of +2.
- Spiked. Spines erupt from your flesh, causing any creature that attacks you with unarmed attacks or natural weapons to take 1d4 piercing damage each time they hit you. At 10th level the damage increases to 1d8.
- Thick Knuckles. Your flesh hardens around your fists, causing your unarmed strikes to deal 1d6 bludgeoning damage. At 10th level, these attacks are considered magical for the purpose of overcoming resistances and immunities, and deal 1d8 damage.
Mutant Adaptations
At 6th level, your body has evolved more clearly in strange yet useful ways. When you finish a short or long rest, choose up to two of the following benefits, which lasts until you finish your next short or long rest:
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- You are immune to falling damage while conscious and not wearing armor as your body grows a thick wing-like film to slow you down. When falling you descend at 60 feet per round.
- You gain a climbing speed equal to half your walking speed while unarmored and can climb on vertical surfaces and upside down on ceilings.
- Whenever you hit a creature with a critical hit, you can knock them prone with the force of your blow.
Terrifying Transformation
At 10th level you can cause your body to suddenly warp and become disfigured, striking fear into those around you. As a reaction to being targeted by an melee attack you can make a Charisma (Intimidation) check and force the attacking creature to make a Charisma saving throw against the result of your check. On failure, the creature becomes frightened of you until the start of your next turn.
Alternatively you may use your action to use this ability, performing the same ability check and force all creatures that can see you within 15 feet to make a Charisma saving throw or become frightened of you until the start of your next turn. So long as at least one hostile creature is forced to make this saving throw, this is considered an attack against them for the purposes of maintaining your rage.
Once you use this feature a number of times equal to your Constitution modifier (minimum of 1), you can't use it again until you finish a Long rest.
Abomination
At 14th level, your body becomes so mutated that you can hardly be recognized as who you once were, as your creature type becomes Monstrosity. Additionally, as an action you can make an attack with Harpoon Strike, causing a harpoon like appendage to grow from your body. You can have up to your Constitution modifier (minimum of 1) creatures grappled by the harpoon strike at a time.
Harpoon Strike
Make an unarmed melee attack with a reach of 30 feet. On hit, you deal 2d4 piercing damage and grapple the target so long as the creature is not more than one size larger than yourself. As a bonus action you can cause all creatures grappled in this way to either take 2d4 piercing damage or pull them 15 feet directly towards you.
Rogue: Witchblade
Sometimes you find an issue that cannot be fixed by a well placed blade, sometimes you need your target to never know a thing in order to defeat them. Crossing shattering magic with powerful curses, a witchblade rogue is capable of applying curses to suit any situation they find themselves in, adding deadly effects on top of their most powerful attacks.
Witchblade
When you choose this archetype at level 3, you learn how to infuse a weapon with cursed energy. During a short rest you can spend the time causing a non-magical weapon you are proficient with to become a witchblade. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. At 9th level, the weapon gains a +1 bonus to hit and damage when you use it. At 13th level, this becomes a +2 bonus, and at 17th level it becomes a +3 level.
When you deal sneak attack damage with an attack using your witchblade, you may try to inflict a curse you know onto the target. It must succeed on a Wisdom Saving throw against your Curse save DC or be cursed.
Alternatively, as an action you can touch a creature and attempt to curse it without attacking directly. The target must succeed on a Wisdom saving throw against your Curse save DC or be cursed. A creature that succeeds the saving throw against your curse in this way becomes immune to your curses for 1 hour. This method makes no noise, and the target feels nothing regardless of their save.
Curse save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Curses
Also at 3rd level, you gain the knowledge of curses and how to apply them. When you gain this feature, you learn two curses of your choice from the curse table below. You learn another one at 5th, 7th, 9th, 12th, 15th, and 18th level. Each time you learn new curses, you can also replace one curse you know with a different one.
Each curse has a secondary effect. In order to trigger it, you must see the target within 30 feet of yourself. Activating the effect causes you to stop being hidden, if you are.
The curse lasts for a number of hours equal to half your Rogue level (rounded up). Only one curse can be applied to a creature at a time, applying a new curse causes the previous one to end.
You can have a number of creatures up to half your rogue level (rounded up) cursed at the same time. If you attempt to curse another, you must choose an already cursed creature and end its curse. You can end a curse on a target at any time as a bonus action.
Mind Break
At 9th level, when you are targeted by a creature that is cursed by you, you can use your reaction to end the curse on the creature and force them to make an Intelligence saving throw against your Curse save DC. On success, you give the attack disadvantage. On a failed save, the creature must choose a new target or lose the attack.
Once you use this feature a number of times equal to your Wisdom modifier (minimum of 1), you can't use it again until you finish a Long rest.
Cursed Link
Also at 9th level, creatures you curse have a hidden bond linking yourself to them. You innately know the location of any creature that you have cursed, so long as it is not on a different plane of existence.
Flurry of Curses
At 13th level, you can attempt to curse every creature around you, releasing many curses in a burst. As an action you can force every creature within 10 feet of yourself to make a Wisdom saving throw against your Curse save DC, cursing them on a failed save.
Once you use this feature, you can't use it again until you finish a Long rest.
Cursed Implosion
At 17th level, you can re-absorb your curses to unleash a devastating blast. As an action, you can cause any number of creatures within 30 feet of yourself to stop being cursed. After drawing in the cursed energy, you unleash it, dealing necrotic damage to creatures of your choice within 30 feet equal to your sneak attack + an additional 2d6 per curse absorbed.
Once you use this feature, you can't use it again until you finish a Long rest.
Curses
Thought Eater
Can read surface level thoughts of this creature while they are within 30 feet of you. The range increases by 15 feet at 9th, 13th, and 17th level.
As a bonus action on your turn you can roll half of your sneak attack dice (rounded up) and cause one creature affected by this curse to take psychic damage equal the damage rolled. After dealing damage in this way, the curse immediately ends for the damaged creature.
Idiopathic
The curse has no effect at first.
When the affected creature takes damage from your sneak attack, you can cause them to become Poisoned for 2 rounds, after which the curse ends. The creature can make a Constitution Saving throw at the end of each of its turns, ending the Poisoned condition and the curse on success. At 9th level, the creature also takes 1d6 necrotic damage at the start of each of its turns while the curse remains. At 13th level the damage increases to 2d6.
Crippling
The creature's movement speed is reduced by 5 feet. The creature's speed is further reduced by 5 more feet at 9th, 13th, and 17th level.
As a reaction made when the creature attempts to move, you reduce its speed to 0 until the end of its current turn and the curse immediately ends.
Empathizing
Any time the creature sees an allied creature within 30 feet of itself take damage, it must make a Wisdom saving throw against your Curse save DC. On failure, it takes 1d4 psychic damage as it feels its ally's pain.
When another creature within 30 feet of this creature takes sneak attack damage, you can cause the cursed creature feels the same pain as though they had been struck (no action required). The creature takes half of the sneak attack damage as force damage, and the curse immediately ends.
Debilitating
Creature takes a -1 penalty to a Saving throw of your choice. At 9th and 13th level, the reduction increases by 1.
When the creature is forced to make a Saving throw of the type you chose, you can use your reaction to force it to roll with disadvantage and the curse immediately ends.
Diseased
At the start of the affected creature's turn it must roll a d10. On a roll of 1, it has disadvantage on all attack rolls made until the end of its turn as it begins to cough violently. At 9th level, the dice becomes a d8. At 13th level, the dice becomes a d6.
As a bonus action, you can cause the creature to suffer disadvantage on all attack rolls on its next turn as it coughs intensely. At the end of the creature's turn the curse ends.
Magic Absorbing
The DC Saving throw or spell attack bonus of the creature is reduced by 1 (choose one). At 9th and 13th level the reduction increases by 1 more.
As a reaction made when the creature attempts to cast a spell it must roll a d20. On a roll of 5 or lower the spell fails to cast, and the spell slot is still consumed. If you successfully cause the spell to fail the curse immediately ends.
Sight-bite
Creature makes Wisdom (Perception) checks with disadvantage. At 13th level, the creature also becomes unable to see with special senses (such as blindsight or truesight) beyond a range of 30 feet.
As a bonus action you cause the creature to be blinded until the end of their next turn. At the end of the creature's turn the curse ends.
Paranoid
The creature will be suspicious of everything, and will regard even trusted friends as possible enemies. It has disadvantage on all Wisdom (Insight) checks, and any Charisma check other than Intimidation made against them is made with disadvantage. At 13th level, any Charisma check you make against them is made with advantage.
The next time a creature with this curse takes damage from your sneak attack, the creature loses the ability to distinguish friend from foe for 1d4 rounds, regarding all creatures it can see as enemies until the curse ends. Each time the creature takes damage, it can repeat the saving throw, ending the curse on success.
Relaxing
Target will be more agreeable and tends to believe things easier. They make all Wisdom (Insight) checks with disadvantage, and Charisma (Persuasion) checks made against them are made with advantage.
As an action you force the creature to make a Wisdom Saving throw against your curse save DC. On success, the creature looses its action on its next turn as its mind spins in confusion. On failure, the creature forgets why they were being hostile towards other creatures for 1 minute. The curse immediately ends, and the creature will only restore this memory if they are subjected to the remove curse spell or similar magic.
Cursed Blessing
The following curses can only be applied to a willing creature you touch as an action. You can also apply the curses to yourself.
Linking
So long as at least one creature cursed by this curse is within 30 feet of you, both you and any creature within 30 feet of you with this curse gains a +1 bonus to its AC. At 13th level, the bonus becomes +2.
If any creature other than yourself with this bonus to its AC takes damage, it chooses to either end the curse on itself or reduce the damage taken by half. If the creature chooses to reduce the damage in this way, you receive damage equal to the amount reduced.
Vampiric
If the creature with this curse damages a creature with blood with an attack, they regain 1 hit point. At 9th, 13th, and 17th level, the creature regains 1 additional hit point. A creature cannot regain more hit points than the damage it deals.
If a creature that has this curse lands a critical hit, at the end of it's turn it must either end the curse on itself become stunned until the start of it's next turn.
Synergize
All creatures with this curse within 30 feet of you share proficiencies with each other. If one cursed creature within range is proficient in a skill or Saving throw, all creatures cursed by this within range are considered proficient.
If a cursed creature fails a saving throw, it can choose to succeed the saving throw and ends the curse on itself as long as at least one creature cursed by this within 30 feet succeeded the saving throw.
Druid: Circle of the Deep
The dangers of the deep ocean are often too much for someone to handle, but to druids some druids it is but another home. The circle of the deep is full of druids who have grown to live in the deep waters and become empowered by the natural waters of the world.
Oceanic Home
At 2nd level the water is your natural home, allowing you to breathe underwater. While not in a wild shape you gain a swimming speed equal to your walking speed. If you use wild shape to assume the form of a creature that does not have a swimming speed, you gain a swimming speed equal to half of the creature's walking speed as it grows adaptations to an aquatic environment, such as webbed feet or fins.
As an action you can gift this ability with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). This shared swimming speed and water breathing lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Shape of the Depths
As a bonus action, you can expend a use of your Wild Shape feature to assume a more eldritch form, rather than transforming into a beast.
While in your eldritch form, you retain your game statistics, but your body sprouts a watery-tentacle; emerging from a point of your choosing, and your body becomes soaked in water as long as you remain in this form. You can stay in your eldritch form for a number of hours equal to half your druid level (rounded down). It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your eldritch form, you gain certain benefits.
Ocean Born. If you are completely submerged in water, your movement speed increases by 30 feet.
Tentacle Attack. As a bonus action you can make a melee attack with your tentacle, using your Wisdom modifier for its attack and damage rolls. It deals 1d6 cold damage on a hit and has a reach of 15 feet.
At 6th level, this becomes 1d8 damage. At 10th level, this becomes 1d10.
Tentacle Grab. As an action you attempt to grapple a creature within 15 feet of you using your tentacle. When you do so, you can forgo the Strength (Athletics) check and use your spell save DC in its place. If you are underwater, your movement speed is not halved. While you grapple a creature in this way, it is also restrained. The tentacle can only grapple one creature at a time, and cannot make attacks while grappling a creature.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to spells listed in the table below. In addition, you learn the ray of frost cantrip.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
At 3rd level, when you learn the find steed spell from this feature, you can summon the spirit of a reef shark in addition to the other forms mentioned in the spell.
Circle Spells
Druid Level |
Spells |
|---|---|
3rd |
Find Steed, Gust of Wind |
5th |
Water Breathing, Water Walk |
7th |
Conjure Minor Elementals, Control Water |
9th |
Cone of Cold, Conjure Elemental |
Ally of the Sea
At 6th level, you can speak to beasts that have a swimming speed. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them.
Ocean's Fury
Also at 6th level, you ignore resistance to cold damage. Additionally, if you are completely submerged in natural water you have advantage on melee attacks.
High Tide
At 10th level, you learn how to summon the ocean to yourself in times where you are without water. As an action, you summon water to fill a 40 foot radius sphere around you. This water spreads around corners and is considered natural water for the purposes of your abilities, but does not leave the boundary of the original sphere.
After 1 minute, the water begins to fade away, lowering the water level from the top of the sphere by 10 feet per round.
You can use this feature twice, and when you finish a Long Rest, you regain all expended uses.
Eldritch Master
At 14th level, you have learned how to master your eldritch form. While in your eldritch form, you gain the following features.
- You treat immunity to cold damage as resistance.
- Your reach with the tentacle increases to 30 feet.
- You gain a second tentacle, allowing you to make two attacks instead of one when using tentacle attack.
- Your Tentacle Grab attack is replaced with improved tentacle grap, allowing you to attack with a tentacle that is restraining a creature.
Improved Tentacle Grab. As an action you attempt to grapple a creature within 15 feet of you using your tentacle. When you do so, you can forgo the Strength (Athletics) check and use your spell save DC in its place. While you grapple a creature in this way, it is also restrained. If you are underwater, your movement speed is not halved. Each tentacle can only grapple one creature at a time.
Wizard: Storytelling
All Wizards gain their magic from study, but some learn the ways of spellcasting through stories of old. The college of Storytelling is full of storytellers and historians who can weave a tale as well as they twist the weave of magic.
Performing Savant
While anyone can know a story, it takes an expert to tell it right. At 2nd level, you gain proficiency in the History skill if you are not already proficient. If you are already proficient in History, you can instead gain proficiency in another Intelligence based skill.
Additionally, whenever you make a Charisma (Performance) check to tell a story, you can choose to roll an Intelligence (History) check instead.
Manifest Story
Also at 2nd level, you can weave heroic stories into powerful forms. As an action you weave one of these forms around you, choosing to appear as a character from legend and gaining bonuses for the form you choose. In addition, you can choose two willing creatures within 60 feet of yourself when you assume a form to gain partial benefit from your form. You maintain this form for 10 minutes, or until you fall unconscious, drop to 0 hit points, or die. At 6th and 10th level, these forms gain a new ability.
You can use your bonus action to swap to a different form. Once you do so, you cannot swap to a different form in this way until you use this feature again.
You can use this feature once, and regain the ability to do so when you finish a long rest. If you have no uses remaining, you can expend a spell slot of any level to use the feature instead.
Warrior
- You have advantage on all Strength (Athletics) checks. Additionally, you manifest an illusory shield which floats around you, granting you a +2 bonus to your AC. Chosen creatures gain a +1 bonus to their AC.
- (6) Attacks from creatures you can see cannot have advantage against you.
- (10) As a reaction to yourself or an allied creature within 60 feet of yourself being hit by an attack, you can use your reaction to cause an illusionary warrior to manifest and protect the chosen target, granting it resistance to the triggering attack.
Mage
- You have advantage on all Intelligence (Arcana) checks. If you make a saving throw against a spell or magical effect with a saving throw you don't have proficiency in, you gain a +2 bonus to the roll. Chosen creatures also gain this +2 bonus.
- (6) Whenever a creature is affected by a spell you cast that deals damage, it always takes at least half of the spell's damage that you roll.
- (10) Once a turn whenever you cast a spell, you can cause an illusionary mage to appear by your side and follow your spell with a bolt of energy. Pick a creature within 60 feet that you can see, and make a ranged spell attack against it. On hit, the attack deals 1d4 + your spellcasting modifier psychic damage.
Rebel
- You have advantage on all Dexterity (Stealth) checks. Additionally, you may attempt to hide even when only lightly obscured. Chosen creatures also are able to hide in this way.
- (6) If an attack misses you, you can use your reaction to move up to 10 feet in any direction. This movement does not provoke attacks of opportunity.
- (10) Once a turn when you hit a creature with an attack while another enemy of the target is within 5 feet of it, you can cause an illusionary assassin to appear behind the creature and strike them, dealing 2d4 + your spellcasting modifier psychic damage.
Noble
- You have advantage on all Charisma (Persuasion) checks. Additionally, you have advantage on saving throws to resist being Charmed or Frightened. Chosen creatures also have advantage on these saving throws.
- (6) Whenever a creature targets you with an attack roll, as a reaction you can force it to make a Charisma saving throw. On failure, the attack has disadvantage.
- (10) When a creature ends its turn within 10 feet of you, you can cause an illusionary duo of angels or guards to manifest around the creature. It must make a Dexterity saving throw or become restrained by the duo until the end of your next turn. You can only have one creature restrained in this way at a time.
Storyteller
At 6th level, when a friendly creature you can see within 60 feet of yourself makes an ability check, you can use your reaction to make an Intelligence (History) check. The creature can choose to use the result of your check in place of its own.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Many Tales
At 10th level, you can swap to a different form an unlimited number of times instead of once.
Undying Story
Starting at 14th level, your Manifested Story forms can sacrifice themselves to save you. If any source of damage would reduce you to 0 hit points or kill you outright while you have a Manifested Story form active, you may instead ignore the triggering effect as your current Manifested Story form takes the brunt of the blow. Your current form immediately ends and you cannot manifest that form until you finish a long rest. You can then swap to a new form as a reaction. If you have no more forms to manifest, your Manifest Story ability ends immediately and can't be used until you finish a long rest.
Rogue: Shatterpoint
Shatterpoint rogues have become attuned to the time altering effects of shattering magic so much that their minds and bodies are always a moment in the future.
Shatterpoint
You have always had an uncanny sense for danger, but now you have developed an unnatural ability to predict upcoming disaster. At 3rd level, you can no longer be surprised, and no attack can have advantage against you as a result of being hidden from you.
Additionally, you can spend time in meditation sensing how an upcoming situation will likely turn out. You can cast Augury, ignoring its material components.
Once you cast this spell you cannot cast it again in this way until you complete a short or long rest.
Timeless Travel
At 3rd level, you gain the ability to stop time as you move, appearing to teleport to your destination. As a bonus action on your turn, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures until you take an action or until the end of your current turn, while you can act as normal.
Additionally, when you take this bonus action, you can choose to grant a number of allied creatures you can see within 30 feet of yourself equal to your Intelligence modifier the ability to take this bonus action as well. They can use this feature once, and loose the ability to do so at the start of your next turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Premonition
At 9th level, you know when an ally is about to fail or an enemy is about to succeed incredibly well. When a non-hostile creature within 30 feet of yourself gets a 1 or 2 on the d20 for an attack, skill, or saving throw, you can use your reaction to allow them to make the roll again. If they do this, the creature must take the second roll.
Alternatively, if a hostile creature makes an attack roll against a creature within 30 feet of yourself and gets a critical hit, you can use your reaction to force them to roll another d20. The creature must use this new roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Marked for Misfortune
Your ability to feel what the future holds and twist it to your favor has become even stronger, and now you can cause the future of a creature to become filled with misfortune. At 13th level, when you hit a creature with a sneak attack, you can use your bonus action to mark them for 1 minute. While marked, all attacks have advantage against this creature.
Once you use this feature you cannot use it again until you complete a long rest.
Out of Time
At 17th level, you have become so in tune with your time altering abilities that you can push you and your allies into the space between time. As an action, you cause As an action, you can bestow willing creatures within 30 feet of you with the effect of the blink spell, with the following changes:
- Instead of rolling a d20 at the end of your turn, a creature under this effect can choose the result they desire.
- The first attack roll a creature under this effect makes at the start of their turn has advantage.
- Attacks of opportunity against creatures under this effect are made with disadvantage.
- Creatures return to an unoccupied space of their choice that they can see within 30 feet of the space they vanished from, instead of 10 feet.
You must concentrate on this effect as though you had cast the spell. If you loose concentration, the effect ends on all creatures.
Once you use this feature you cannot use it again until you complete a long rest.
Backgrounds
In the world of new dawn, new opportunities and disastrous origins can be found.
Awoken
Some adventurers never had a backstory, no family or friends in their memory. Sometimes, their only memory is waking up one day with no memories before it. Whether this is due to being an artificial lifeform (like the Dawnforged or Shardborn), or an adventurer with amnesia, or even an animal given intelligence with no memory of their former self, they are alive now.
You are an awoken creature, with a life ahead of you of your choosing. You do not know where the roads ahead will take you, but with nothing holding you back you stride forward.
Skill Proficiencies. Survival, Investigation
Tool Proficiencies. One artisan tool of your choice
Equipment. One set of traveler's clothes, any one tool you are proficient with, an item that holds significance to when/where you awoke (Alien) OR an item from your past (Amnesiac), and a pouch containing 5 gp
Feature: Alien
Your appearance makes it obvious you are not normal. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the interest of scholars and others intrigued by your nature, as well as nosey everyday folk who will ask about your appearance at any moment.
This might cause people to be automatically suspicious of you or untrusting, and may require more persuasiveness to get a good deal. However you are welcomed without question by others of your kind, as well as any others you can vouch for.
Alternate Feature: Amnesiac
You were once someone from somewhere who was something. You don't have any memories of who you once were other than the clothes on your back and something in your pocket. You spend much of your time searching for clues of who you once were, or you accept this chance at a new life and ignore what you might have been.
While your memories are gone, the people who knew your previous life still have theirs. You may run into people who have a grudge against your former self, or were past friends.
Tell the DM if you choose this feature. The DM can either work with you to make your real background, or make one themselves that you are unaware of. Some DM's may enjoy this task, while others will hate it. Make sure to have DM approval before taking this background.
Suggested Characteristics
Awoken adventurers are adventuring for a reason. Perhaps the thrill of adventure, or the potential to find something to answer their questions. Awoken are clean slates, and may adopt the personality of those around them or make their own.
Awoken Personality Traits
| d8 | Personality Trait |
|---|---|
| 1 | (Amnesiac) I have no reason to search for who I once was, the only thing that matters is what I do now. |
| 2 | (Amnesiac) The past is what made me who I am now, I cannot let those years be meaningless. |
| 3 | (Amnesiac) I constantly fret over whether others know who I am but wont tell me. |
| 4 | I make up stories about who I was. |
| 5 | I enjoy learning about this world at every chance I get. |
| 6 | (Alien) I am self conscious about my appearance. |
| 7 | (Alien) I dont feel comfortable around people like myself, I wish I was more like normal people. |
| 8 | (Alien) Everyone is already going to be staring at me, there's no reason to be quiet. |
Awoken Ideals
| d6 | Ideals |
|---|---|
| 1 | No pure evil. No matter what someone has done in the past, they can always change (Good) |
| 2 | (Amnesiac) Vengeance. I was destined for something, and it was stolen from me. I will get revenge (Evil) |
| 3 | (Amnesiac) Improve. Whoever I once was, I have a chance to become something better. (Any) |
| 4 | Freedom. There is no such thing as destiny. Everyone walks a path of their own choosing. (Chaotic) |
| 5 | Companionship. It is the bonds between people that truly matter. It is the duty of people to help one another. (Lawful) |
| 6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
Awoken Bonds
| d6 | Bonds |
|---|---|
| 1 | Those who helped me out when I first awoke are my true family, and I will help them through anything. |
| 2 | I awoke next to a dead body. I don't know if I killed them, but I must figure out what happened. |
| 3 | I was awoken for a reason, and I will find it. |
| 4 | I want the world to remember me, because I feel like it wanted to forget me. |
| 5 | (Amnesiac) I know, somehow, that I have a family. I will find them one day. |
| 6 | (Alien) I have been berated time and time again about my appearance. I will always protect people from bullies whenever I can. |
Awoken Flaws
| d6 | Flaws |
|---|---|
| 1 | (Alien) Anything that is not like me is obviously inferior. They wish they could be me. |
| 2 | I don't belong here, something is obviously wrong. Every friend could be an enemy and I don't realize it. |
| 3 | I am inflexible in my thinking. |
| 4 | (Amnesiac) Fate tried to stop me from achieving something, so I must be incredibly important. |
| 5 | I enjoy the delights of this new world a little too much. |
| 6 | I don't like being alone and avoid it. |
Ex-Cultist
When the gods went silent, many people turned to other forms of worship. Sometimes charismatic people manage to convince even the most steel-minded people into joining a cult. But sometimes, a person can wake up from this comfortable place and realize what they are doing. These people are ex-cultists, once sheep but no longer.
As an ex-cultist, you are aware of the power that people can have over others even without magic.
Skill Proficiencies. Insight, Deception
Equipment. A robe (common clothes), an item from your time as a cultist, a ceremonial dagger, and a belt pouch containing 10 gp.
Feature: Runaway
You may have left the cult behind, but they still remember you. The leader of the cult may start to search for you in an attempt to make an example of you. Every day you fear that someone near you may be a cult member ready to take you back.
However your time in the cult has taught you many things, and can help you understand and undermine future encounters with other cults. Many cults operate in similar ways, so you would be able to spot the signs of a cult and more easily trace leads to the head of the beast.
Suggested Characteristics
Ex-cultists have seen the worst of people. Your time in the cult or whatever caused you to join initially likely is your flaw, while your reasoning for leaving the cult helps to shape your bond.
Ex-Cultist Personality Traits
| d8 | Personality Trait |
|---|---|
| 1 | I feel tremendous empathy for all who suffer. |
| 2 | I change my mood or my mind as quickly as I change key in a song. |
| 3 | I judge people by their actions, not their words. |
| 4 | I know a story relevant to almost every situation. |
| 5 | I'm oblivious to etiquette and social expectations. |
| 6 | My favor, once lost, is lost forever. |
| 7 | I'm willing to listen to every side of an argument before I make my own judgment. |
| 8 | I'm haunted by memories of things I did in the cult. |
Ex-Cultist Ideals
| d8 | Ideals |
|---|---|
| 1 | Protect. I want to save people from the kind of people that got me into the cult. (Good) |
| 2 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
| 3 | Might. If I become strong, I can take what I want--what I deserve. (Evil) |
| 4 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
| 5 | Honor. If I do an act that the cult would've done, I am more wicked than them. (Lawful) |
| 6 | Independence. When people follow orders blindly they embrace a kind of tyranny. (Chaotic) |
| 7 | Ideals aren't worth killing for or going to war for. (Neutral) |
| 8 | Community. We have to take care of each other, because no one else is going to do it. (Lawful) |
Ex-Cultist Bonds
| d8 | Bonds |
|---|---|
| 1 | Someone in the cult helped me escape and got caught. I will come back for them once I am strong enough. |
| 2 | I swear to one day take down the cult I came from. |
| 3 | No one else is going to have to endure the hardships I've been through. |
| 4 | I have an ancient text from the cult that holds terrible secrets that must not fall into the wrong hands. |
| 5 | I fight for those who cannot fight for themselves. |
| 6 | I have a family that I was stolen from, but I have no idea where they are. One day, I hope to see them again. |
Ex-Cultist Flaws
| d8 | Flaws |
|---|---|
| 1 | My time away from the cult has made me wonder if I made the right decision. |
| 2 | I am easily convinced of anything. |
| 3 | I'm a sucker for a pretty face. |
| 4 | I can get confused quickly when I'm alone. I need someone to help direct me. |
| 5 | The cult broke me mentally, sometimes I revert to my old ways by instinct. |
| 6 | I assume any stranger is a cultist trying to find a perfect moment to capture me once more. |
Class
The world of new dawn leaves many wondering about the nature of the world, and how everything comes together. Thus introducing the new class, Watcher.
Updates to Class
This class can also be found here. If any changes or balances are made to the class, this link will always provide the most up to date version! Classes can be difficult to balance so this is the most likely part of the book that will undergo changes after release. Additionally, the link will allow you to view older versions of this class, if you are into that kind of thing.
This document has Version 16.
Watcher
A mail clad warrior surveys the battlefield. They note the positions of the enemies, and watch their skill with the blade. They see an opening, and take it. Exploiting the weaknesses they spotted in the enemy's swordsmanship, they swiftly maneuver to the back lines where they spot the general. The general draws a blade to fight, unaware the fight is already over. The warrior knows every move they are about to make.
A tiefling approaches the guarded keep in broad daylight. Archers look over the side of the walls on vigilant watch, scanning the numerous bodies full of arrows that they have already felled but don't notice the bright blue tiefling walk through the front door. The blue intruder makes her way unimpeded through the keep, searching rooms until they find the hostage guarded by two powerful guards in full plate. The guards stand stoically as the tiefling picks up the hostage, and whispers an incantation before vanishing in a puff of smoke. "See? It sometimes is as easy as walking in the front door," she jokes to the freed prisoner, who only now realized she was here.
The battle had taken a sudden turn, and despite every advantage somehow the bandits defending the wall couldn't manage to land a single arrow. Ever since the shielded combatant had arrived, nothing seemed to work right. But there was one final trick, as the adventurers approached the front gate and opened it, a set of explosive traps were detonated, sending countless pieces of shrapnel flying. But as the smoke cleared, it seemed fate still had its favorite as the party had hardly a scratch.
The watchers are experienced warriors and mages who have learned how to turn simple understanding into powerful attacks and spells. A watcher's specialty is making openings in hopeless situations, and poking holes in enemy strategies.
To Watch the World Unfold
Watchers pursue understanding just as a wizard hunts knowledge. To know the world and the creatures which inhabit it is their greatest goal, leading most watchers into a life of adventure. A watcher never stops pursuing wisdom, never stopping to settle down. The slower their lives become, the stronger their desire to journey forth becomes.
Creating a Watcher
When creating a watcher, it is important to know who you were before you took the path of the watcher. Were you a simple warrior, a doctor, or an urchin? Was the mantle of watcher thrust upon you by a mentor, or did you find and choose this path yourself?
A watcher can be any alignment, but they are never lazy. Sometimes they are driven by a single question or goal, while others are driven by the desire to understand everything they can. What do you search the world for? Why?
Quick Build
You can make a watcher quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength, or Dexterity. Second, choose the Soldier or Acolyte background.
Watcher Table
| Level | Proficiency Bonus | Features | Understood Bonus |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Eyes from Beyond, Trained Eye, Understanding, Unerring Mark | 2 | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
| 3rd | +2 | Prying Eyes, Watcher Specialty | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Picked Apart | 3 | 4 | 2 | — | — | — |
| 6th | +3 | The Watcher's Gaze, Mimic | 3 | 4 | 2 | — | — | — |
| 7th | +3 | Watcher Specialty feature | 3 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | — | — | — |
| 9th | +4 | Eye for an Eye | 3 | 4 | 3 | 2 | — | — |
| 10th | +4 | Eyes from Further Beyond | 3 | 4 | 3 | 2 | — | — |
| 11th | +4 | Watcher Specialty feature | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Psychosis | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Watcher Specialty feature | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Piercing Gaze, Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Shooting Daggers | 5 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Complete Comprehension | 5 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Watcher, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Watcher level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Watcher level after 1st
Proficiencies
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, hand crossbows, longbows, longswords, rapiers, shortswords
- Tools: none
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, Medicine, Religion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) any simple weapon
- (a) a hand crossbow with 20 bolts or (b) 3 javelins
- (a) leather armor or (b) a chain shirt
- (a) a diplomat's pack or (b) an explorer's pack
- an arcane symbol, a simple weapon, and a shield
Eyes from Beyond
At 1st level, as you begin to learn the ways of the watcher your sight becomes far more powerful. You gain the following features.
- You gain darkvision for 60 feet. If you already had darkvision, increase it's range by 30 feet.
- You gain proficiency in Perception.
- You add double your proficiency bonus to all Wisdom (Perception) checks that rely on sight.
- You can take the Search action as a bonus action.
Trained Eye
Also at 1st level, one of the first things you have mastered is the art of dissecting a foe as it fights. As a bonus action, choose a creature you can see. You consider that creature understood for 1 minute, or until the target dies or you choose a new target with this feature.
Understanding
You always have an edge when fighting an understood foe. At 1st level, the first weapon attack roll you make on your turn against an understood creature gains a +2 bonus. If you are targeted by an understood creature you see, you can use your reaction to gain a +2 bonus to your AC and saving throws until the end of that creature's turn.
This bonus increases as you level, as shown in the Understood Bonus column of the Watcher table.
Unerring Mark
Also at 1st level, you can cast the hunter's mark spell. Once you cast it with this trait, you must complete a short or long rest before you can do so again.
A creature under the effects of hunter's mark cast by you is also considered understood for the duration of the spell.
At 2nd level, it is considered a watcher spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Arcane Discipline
You learn two cantrips of your choice from the wizard or bard spell list. They count as watcher spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard or bard spell list.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Overwatch
At the end of your turn while holding a ranged weapon, choose a direction, aiming an attack down a 60 foot line. If any creature you can see moves into your line of fire, you can use your reaction to make a ranged attack using the held weapon against the creature. The damage from this attack does not include your ability modifier.
Protection
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. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
If you have TCE, you also have the additional options of Blind Fighting, Interception, and Superior Technique
Spellcasting
By the time you reach 2nd level, you have learned to use your perceptive power to cast watcher spells. See chapter 10 for the general rules of spellcasting and the bottom of the class sheet for the watcher spell list.
Spell Slots
The Watcher table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Preparing and Casting Spells
The Watcher table shows how many spell slots you have to cast your spells. To cast one of your watcher spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of watcher spells that are available for you to cast, choosing from the watcher spell list. When you do so, choose a number of watcher spells equal to your Wisdom modifier + half your watcher level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level watcher, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare a 1st-level spell, and you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of watcher spells requires time spent in silent meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your watcher spells. Your magic comes from your powerful understanding of the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a watcher spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Spellcasting Focus
You can use an arcane symbol of an eye as a spellcasting focus for your watcher spells. You must wear it visibly, or bear it on a shield.
Ritual Casting
You can cast a watcher spell as a ritual if that spell has a ritual tag and you have that spell prepared.
Prying Eyes
Watchers keep watch on their foe, but to be seen is a feeling that watchers also know well. At 3rd level as an action, you can focus your senses to detect unwanted attention. If any creature within 60 feet of you is focusing it's eyes and attention on you, you are immediately aware of it and its location. If the observer is invisible or magically created (such as a the arcane eye spell's sensor, or a creature summoned by find familiar) you are instead only aware that you are being watched, but not the creature's location.
After using this ability, you must complete a short or long rest before you can use it again.
Watcher Specialty
At 3rd level, you choose a specialty to focus on. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Picked Apart
Also at 5th level, when you first understand a creature you can choose one piece of information from the following list. The DM will tell you the related information about the creature.
- Highest ability score
- Lowest ability score
- Whether the creature has more than half of its maximum hit points
- Its vulnerabilities, resistances, and immunities.
The Watcher's Gaze
At 6th level you learn how to focus your power into special abilities. You learn two Gaze abilities of your choice. Additionally, when you gain a level in this class, you can choose one of the Gaze abilities you know and replace it with another Gaze ability that you could learn at that level. A level prerequisite in a Gaze Ability refers to watcher level, not character level.
When you take the Attack action, you can replace one of your attacks granted by extra attack with a gaze ability that requires an action to use.
Mimic
At 6th level, you have studied the way creatures move and react to danger, and can now mimic its response. If you fail a saving throw which at least one other creature also subjected to the effect succeeded, you may choose to attempt the saving throw again.
Once you use this feature, you can't do so again until you finish a short or long rest.
Eye for an Eye
At 9th level, when you roll a 20 on a weapon attack roll against a creature, the target must make a Wisdom saving throw against your spell save DC or become magically blinded until the end of your next turn.
Eyes From Further Beyond
At 10th level your already incredible vision improves to incredible levels.
- You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
- You can add double your proficiency bonus for Wisdom (insight) checks made to determine if a creature is lying.
- You open your third eye, and can now learn a total of three gaze abilities instead of two.
- Your eyes can be used as a spellcasting focus in place of your arcane symbol for watcher spells, and you can ignore somatic components for spells cast with your eyes.
Psychosis
At 14th level as an action, you summon countless eyes in the air and on surfaces around you which gaze maddeningly at creatures of your choice within 30 feet, forcing each to make a Wisdom saving throw against your spell save DC. Choose one of the following effects.
- Stricken. A stricken creature is blinded and deafened.
- Muddled. A muddled creature automatically fails Perception checks and can't gain any benefit from blindsight or truesight.
- Silenced. A silenced creature can't speak or concentrate on spells.
On failure, a creature is subjected to the condition you chose for 1 minute or until you end the effect as a bonus action. On success, a creature is subjected to the condition you chose until the end if its next turn. Affected creatures can use their action to try to push your influence away, allowing it to repeat the saving throw. On success, the effect ends on that creature.
When you use this feature, you can't use it again until you finish a long rest.
Piercing Gaze
At 16th level, your sight becomes so powerful that even physical obstructions do not limit your sight. As an action, you can see through most barriers up to a range of 60 feet for 1 minute, but are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Once you use this feature, you can't use it again until you finish a short or long rest.
Shooting Daggers
At 18th level, your very focus causes those you wish to suffer. When an understood creature you can see starts its turn, you can choose to deal 4d8 psychic damage to it.
Complete Comprehension
At 20th level, you have learned how to completely dissect the strengths and weaknesses of your foe with just a glance. When you understand a creature, you can choose to use this ability on it as well. All of your attacks have advantage against the creature, and the creature has disadvantage on all saving throws you force it to make. Additionally, every weapon attack you make that hits this creature is considered a critical hit. This effect lasts as long as the creature remains understood.
Once you use this feature, you can't use it again until you finish a long rest.
Watcher Specialties
Watchers come from many different places and are good at many different things. There are currently three specialties for watchers: the True Watcher, the Watchblade, and the Seer.
True Watcher
Watchers who's focus is purely on their purpose are given the title of True Watchers. True Watchers appear as pacifists to others, while in reality they are waiting for the right moment to strike.
Ever Watchful
When you choose this specialty at 3rd level, your understanding of a creature grants you insight into its company. Once a turn when you understand a creature, you can choose an ally of that creature within 30 feet of it you can see. You understand that creature as well for 1 minute.
Deep Understanding
Also at 3rd level, your understanding goes deeper than physical, allowing you to better deceive or overpower creatures you understand. When a creature you understand attempts to contest a skill check you have made, it suffers a penalty to its check equal to your Understood Bonus.
All Eyes on You
As an action at 11th level, thousands of magical eyes appear around you, flitting about and taking in information about all creatures near you. The eyes remain for 1 minute, or until you choose to dismiss them (no action required). While the eyes remain, all creatures within 60 feet of you that you can see are considered understood. You have advantage on all attacks made against creatures understood in this way.
Once you use this feature, you can't use it again until you finish a long rest.
Eyes of Truth
At 15th level, your eyes can see the world and the creatures within it with clearer eyes than ever. You gain truesight at a range of 60 feet.
You also gain immunity to the Charmed and Frightened condition, having seen and heard it all.
Watchblade
The warriors of the watchers are known as the Watchblades. They use their powerful eyes to spot openings in combat and weaknesses in an enemy's defense.
Live Dissection
At 3rd level, after dealing damage with a weapon attack against a creature you do not currently understand, you can choose to understand the creature. The creature remains understood until the start of your next turn.
Push the Advantage
Also at 3rd level, when you damage a creature you understand with a weapon attack, you deal additional damage equal to your Understood Bonus.
Flow of Battle
At 7th level, you have learned how to turn dodging one attack into dodging them all. If a hostile creature misses an attack against you, you can use your reaction to instantly take the dodge action.
Perfect Opening
At 11th level, you can spot rare but advantageous moments in combat to exploit. As an action, you move in a straight line in a direction of your choice a number of feet equal to your walking speed. You can make a melee attack against every creature or object that comes into your melee range during this movement, and your reach with melee weapons is considered 10 feet if it is not already higher. Any opportunity attack made against you while moving in this way is made with disadvantage.
If the direction chosen would not allow you to move your full movement, you instead move the maximum possible distance. You can use this action only if you haven't moved during this turn, and after you use the action, your speed is 0 until the end of the current turn.
Once you use this feature, you can't use it again until you finish a long rest.
Critical Understanding
At 15th level, you know exactly how to make the most out of an attack against an enemy you understand. Attacks against an understood creature score a critical hit on a roll of 18-20.
Seer
Most watchers simply look around to learn about the world they live in, but seers are different. They seek to learn more about the world than the present can tell, and have found ways to peer into the near future to unleash new kinds of power.
Comprehend Beyond
At 3rd level, when you cast a divination spell from the watcher spell list, you can target up to three creatures within 60 feet of yourself. The targets are considered understood until the end of your next turn as you peer into the possible future and glean insight into the creatures' potential.
If the spell was a cantrip, you only target one creature instead of three.
Stolen Fate
Also at 3rd level, you have learned how to give luck from one creature to another. As a reaction when an understood or willing creature is about to make an attack roll or ability check with advantage, you cause that roll to loose its advantage. As part of that same reaction choose a creature within 30 feet of yourself. That creature has advantage on the next attack roll or ability check it makes.
You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Foreseen
At 7th level, your ability to sense the near future allows you to anticipate danger and counter it. When you or a non-hostile creature within 15 feet of yourself take damage, you can use your reaction to reduce the severity of the damage, causing all creatures within 15 feet of yourself to instead take the minimum possible roll of that damage.
Once you use this feature, you can't use it again until you finish a long rest.
Bend Fate
At 11th level, you have learned how to not only see into the future, but how to change it. If you or a creature you can see makes an attack roll, ability check, or saving throw, you can choose to give it advantage or disadvantage (your choice). This can be done even after a result is determined as you were only seeing a possible future.
Once you use this feature, you can't use it again until you finish a long rest.
Diviner
At 15th level, you can choose three divination spells in any spell list from 1st to 3rd level. These spells become watcher spells for you and are always prepared, and do not count against your maximum prepared spells. You may cast each chosen spell once at its lowest level without using a spell slot, and regain the ability to do so when you complete a long rest.
Mystic
Mystic watchers have learned how to turn their understanding and magical abilities into powerful psionic feats that twist reality and force their foes to question everything they thought they understood.
Open Book
At 3rd level you gain telepathy up to a range of 30 feet. This range increases to 60 feet at 7th level, and 120 feet at 15th level.
If a creature within this range makes an attack, you can choose to understand it for 1 minute, or until it moves outside of this range. You can only have one creature understood in this way at a time.
Psychic Claws
Also at 3rd level, you can manifest a weapon or claws on your hands made of psionic energy as a bonus action. This weapon can be used as a spellcasting focus, has the light and finesse property, and has a reach of 10 feet. It deals 1d6 psychic damage, dealing additional damage equal to your Wisdom modifier to understood creatures. You can cause the weapon to vanish with a bonus action.
This weapon's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6).
Mind Over Body
At 7th level, you can alter reality such that an effect targets a creature's mind instead of its physical body. When you or an understood creature within your telepathy's range is forced to make a Strength, Dexterity, or Constitution saving throw, you can change the saving throw to Intelligence or Wisdom (your choice).
You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Psionic Surge
At 11th level, you can release a surge of powerful psionic energy, enfeebling enemies and bolstering allies. As an action, choose any number of creatures within 30 feet. A chosen creature gains an additional action on its next turn, which cannot be used to cast a 1st level or higher level spell. Creatures not chosen can’t make more than one melee or ranged attack during its next turn, regardless of abilities or magical items on. If a creature that was not chosen attempts to cast a spell with a casting time of 1 action on its next turn, it fails.
Once you use this feature, you can't use it again until you finish a long rest.
Mental Master
At 15th level, you can cast the spell telekinesis once without expending a spell slot, regaining the ability to do so when you finish a long rest. When you cast telekinesis and whenever you use your action to use the spell, you can take an additional action on your turn to use it again.
Additionally, when you affect a creature with telekinesis and succeed the skill contest, you can choose to deal 4d6 psychic damage to the creature as well.
Watcher Spells
Spells not from the PBH have their source listed. The source ND is for New Dawn, more of my homebrew.
1st Level
- alarm
- cause fear (XGE)
- color spray
- command
- compelled duel
- cure wounds
- detect evil and good
- detect magic
- detect poison and disease
- disguise self
- faerie fire
- find familiar
- identify
- presence of mind (ND)
- sleep
- tasha's hideous laughter
- zephyr strike (XGE)
2nd Level
- alter self
- blindness/deafness
- blur
- continual flame
- crown of madness
- detect thoughts
- find traps
- invisibility
- knock
- lesser restoration
- levitate
- locate object
- mind spike (XGE)
- mirror image
- misty step
- pass without trace
- power word pause (ND)
- reposition (ND)
- see invisibility
- silence
- suggestion
3rd Level
- blinding smite
- blink
- clairvoyance
- counterspell
- enemies abound (XGE)
- fly
- focus (ND)
- gaseous form
- glyph of warding
- haste
- hypnotic pattern
- major image
- nondetection
- protection from energy
- revivify
- sending
- slow
- twist fate (ND)
- thunder step (XGE)
- water breathing
4th Level
- arcane eye
- banishment
- confusion
- death ward
- dimension door
- divination
- dominate beast
- fabricate
- freedom of movement
- greater invisibility
- hallucinatory terrain
- locate creature
- phantasmal killer
- smoke and mirrors (ND)
- stoneskin
- withdraw (ND)
5th Level
- animate objects
- circle of power
- contact other plane
- creation
- dominate person
- from whence one came (ND)
- geas
- legend lore
- mind shield (ND)
- mislead
- passwall
- steel wind strike (ND)
- telekinesis
- wall of force
Gaze Abilities
Arcane Meditation
When you complete a short rest, you can recover one 1st level spell slot. Once you use this feature, you cannot do so again until you finish a long rest.
Charming Personality
You learn the spell charm person. You always have this spell prepared and it doesn't count against the number of Spells you can prepare each day. You can cast it once without expending a spell slot, and can't do so again until you finish a long rest.
Defenses Laid Bare
Your weapon attacks ignore resistance to bludgeoning, piercing, and slashing damage. In addition, you treat your weapons as magical for the purposes of immunity to non-magical bludgeoning, piercing, and slashing damage.
Defensive Measures
You can cast mage armor on yourself without expending a spell slot.
Devil's in the Details
The following options are added to the list of information you can request when using Picked Apart;
- Creature Type
- Armor Class
- Spells the creature is under the effects of, if any
- Highest level spell the creature can currently cast, if any
- If the creature has legendary resistance or legendary actions
- Senses of the creature
- Condition Immunities
Distracting Eyes
You can spend 1 minute in conversation with a creature in an attempt to distract it. The creature must make a Wisdom saving throw against your spell save DC. Creatures immune to the charmed condition automatically succeed this saving throw. On success, a creature is immune to this effect for 1 hour. On failure, the creature automatically fails Wisdom (Perception) checks made for the next 10 minutes, or earlier of you choose to end the effect. While under this effect the creature is always considered surprised if attacked.
Eye of Erasure
As an action you focus your gaze on a creature you can see within 60 feet, forcing it to make a Wisdom saving throw. On failure, it becomes unable to cast spells for a number of rounds equal to your Wisdom modifier. You must concentrate on this ability (as though you were concentrating on a spell) to maintain the effect for the duration, and the creature can repeat the Wisdom saving throw at the end of each of their turns for the duration.
When you use this feature, you can't use it again until you complete a long rest.
Eye of Fear
You can cast fear once using a watcher spell slot. You can't do so again until you finish a long rest.
Gift of Sight
You can cast darkvision at will without expending a spell slot.
Impair
As a reaction to when you are targeted by an attack roll from a creature you understand, you give the attack disadvantage. This must be done before the attack is made.
Improve
As a reaction to an ally within 30 feet making an attack roll against a creature you understand, you give the attack advantage. This must be done before the attack is made.
Light Read
Prerequisite: Mystic subclass
You learn the spell detect thoughts. You always have this spell prepared and it doesn't count against the number of spells you can prepare each day. You can cast it once without expending a spell slot, and can't do so again until you finish a long rest.
If the target is understood, it has disadvantage on the Wisdom saving throw when you probe deeper into the creature's mind with this spell.
Magi
When a creature is casting a spell with verbal or somatic components, you immediately learn the name of the spell being cast (no action required).
Additionally, you can attempt to use a spell scroll from any class list, treating it as a watcher spell.
Make Alone
As an action you force one creature you can see to make an Intelligence saving throw against your spell save DC. On failure, the creature can no longer perceive any allies around it, as if they didn't exist. The target rationalizes any effects the allies cause in this state as natural occurrences or caused by your power.
An ally of any affected creature can end this effect by spending an action alerting it to their presence (slapping or shaking it, yelling, etc). This effect lasts 1 minute, or you can end it as a bonus action.
Once you use this feature, you can't use it again until you finish a short or long rest.
Measured Approach
As a Watcher no enemy can cause you to waver from your goals. You have advantage on any saving throw to resist being charmed or frightened.
Medusa's Gaze
As an action, you can force a creature within 30 ft. of you that can see you to make a Constitution saving throw against your spell save DC. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. A creature restrained by this effect must make another Constitution saving throw at the end of its next turn. If it successfully saves against this effect, the effect ends. On failure it is turned to stone. This effect also ends if you use your action to do anything else other than continue this effect, lasting up to 1 hour.
Once you use this feature, you can't use it again until you finish a short or long rest.
Paralytic Glance
You can cast hold person once using a watcher spell slot. You can't do so again until you finish a long rest.
Peaceful Aura
You learn the spell calm emotions. You always have this spell prepared and it doesn't count against the number of spells you can prepare each day. You can cast it once without expending a spell slot, and can't do so again until you finish a long rest.
Power of Kings
When casting Geas, you reduce the casting time to 1 action.
Scopaesthesia
You can use Prying Eyes as a bonus action, and can use it twice before needing to rest to use it again.
Additionally, when using Prying Eyes, you can sense the exact location of even invisible or magical creatures.
Truth of the Beholder
You can cast zone of truth once without expending a spell slot, and regain the ability to do so when you finish a short or long rest.
Unrestricted Gaze
You gain immunity to the blinded condition, and treat lightly obscured areas as though they were unobscured.
Multiclassing
On the DM's discretion, you can multiclass in the Watcher class, as described in a book most players should have (page 163-165). If you do so, the following rules are applied.
Prerequisites
To qualify for an Watcher class, you must meet the ability score proficiencies for the Watcher class, as shown in the table below.
Table: Multiclassing Prerequisites
| Class | Ability Score Minimum |
|---|---|
| Watcher | Strength or Dexterity 13, Wisdom 13 |
Class Feature: Spellcasting
When you multiclass into the Watcher class and gain the Spellcasting feature from both the Watcher class and other classes, you add half your levels (rounded down) in the Watcher class when you determine your available spell slots.
Spells
The world of new dawn was broken by the timeshattered storms, but the frozen raindrops led scholars down paths that would have never been known without this event. New spells, many centered around time and/or space have been discovered.
Spells in italics are from the shattering school of magic.
Cantrips (0 Level)
- Bardcraft
- Contagious Thoughts
- Electrify
- Fracture
- Inconvenience
- Insightful Strike
- Magic Sense
- Return
- Rush
- Shattercraft
- Snapshot
- Warp
- Water Whip
- Whirling Blades
1st Level
- Amplification
- Arcane Wax
- Blackout
- Disrupting Note
- Echo
- Flash and Thunder
- Guilt
- Insulate
- Jumpscare
- Presence of Mind
- Remember
- Rigor Mortis
- Shunt
- Time Spike
2nd Level
- Arcane Entanglement
- Arcane Trap
- Artist's Blade
- Blindspot
- Bloody Banquet
- Climate Control
- Convergence
- Corrupt
- Crack of Dawn
- Dead Ringer
- Drown
- Entangled Bond
- Exploitative Infection
- Forgotten Whispers
- Garble
- Greater Mending
- Intensify Gravity
- Leaping Shock
- Moment Fractured
- Nether Swap
- Orbit
- Pamela's Magnificent Performance
- Phoenix Fire
- Power Word Pause
- Preparation
- Prismatic Aura
- Psychic Wail
- Radiant Chrysalis
- Reposition
- Split Reality
- Tether Bolt
- Ward of Silence
- Whiplash
3rd Level
- Armor of Arcana
- Astral Barrage
- Constellation
- Crack the Sky
- Dance Battle
- Divine Purge
- Endothermal Core
- Focus
- Form of the Sea
- Fragment
- Gale
- Grasping Water
- Greater Warp
- Illustrious Performer
- Impale
- Impotence
- Invigoration
- Leeching Bloodsuckers
- Negative Surge
- Nightmare
- Pendulum of Time
- Piercing Current
- Planar Barbs
- Prismatic Dash
- Recursive Shatter
- Rising Waters
- Rocks Fall
- Steam Cloud
- Summon Ethereal Serpent
- Sundered Shield
- Swap
- Sweeping Chain
- Sympathetic Cloud
- Thundercrash
- Timeshattered Bolt
- Twist Fate
4th level and beyond
4th level and higher level spells can be found in the DM's Guide to New Dawn (not yet published).
Non-shattering spells
Cantrips
Bardcraft
transmutation cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Up to 1 hour
- Classes: Bard
A spell often taught to new bards, this spell can produce minor magical artistic effects. You can cause one of the following effects (or a similar effect of your choosing at the DM's discretion) to occur within range.
- You cause one unattended musical instrument to begin playing simple music as though a person were playing it for 1 minute.
- You make a painting or other artistic imagery of your choice appear on an object or a surface for 1 hour.
- Music you create can be heard from up to 300 feet away for 1 hour.
- You flavor one food or drink for 1 hour.
- You create up to 5 illusionary ribbons of color that circle between 5 to 15 feet away from you for 1 minute.
- You cause one non-hostile creature that is listening to your music to move, clap, or hum along to the tune until you stop playing music or one minute passes, whichever happens first.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.
Contagious Thoughts
enchantment cantrip
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: S, M (a handkerchief)
- Duration: Instantaneous
- Classes: Bard
You share whatever thought is at the forefront of your mind with all creatures within range. If the thought is particularly jarring, an affected creature must succeed on an Intelligence saving throw or take 1d4 psychic damage.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Electrify
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Warlock, Wizard
You create a powerful spark which electrifies the area that you touch. If you touch a creature, it must make a Dexterity saving throw or take 1d6 lightning damage. If you touch a conductive object, such as a metal floor or a pool of water, any creature also touching that conductive object must make the saving throw if they are within 10 feet of the point you touch.
This spell deals more damage when you reach higher levels: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Inconvenience
conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small iron caltrop)
- Duration: 1 round
- Classes: Bard, Sorcerer
Choose a creature within range. Until the end of its next turn, the first time the creature attempts to walk more than 5 feet, an invisible tiny caltrop manifests underfoot, forcing it to succeed on a Dexterity saving throw or take 1d4 piercing damage and fall prone. This spell has no effect on a creature that can see invisible objects.
This spell can target more than one creature when you reach higher levels: two at 5th, three at 11th, and four at 17th. You can target the same creature more than once. Doing so increases the damage dealt by the caltrop by 1d4 each time, and does not force it to make multiple saves.
Insightful Strike
divination cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: 1 round
- Classes: Bard, Sorcerer, Warlock, Wizard
You slightly open your third eye as you gaze upon a creature within range, making a ranged spell attack against it. On hit, you deal 1d6 radiant damage, and until the end of your next turn you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
This spell deals more damage when you reach higher levels: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Magic Sense
divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
You touch an item or creature within reach. If it is an item, you instantly learn if it is magical or not, and if so you learn whether it requires attunement to use. If you touch a creature, you instantly learn if it is under the effects of a spell or magical effect, but not what the spell or magical effect is or how many.
Snapshot
evocation cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a piece of parchment which will be altered by the spell)
- Duration: Up to 1 minute
- Classes: Artificer, Bard, Sorcerer, Wizard
You create an image of the world behind the parchment burned into the parchment. Upon casting this spell you choose to either cast it instantly or declare a time up to one minute. If you choose a time, the parchment will hover where you were holding it when you cast the spell. Upon reaching the declared time, the spell will then cast and burn into the parchment an image of the world behind it. If the parchment is interacted with before the time is reached, the spell will fail.
Water Whip
evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warlock
You create a long tentacle of rushing water that lashes out toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 bludgeoning damage, and if the creature is Large or smaller, you push the creature up to 10 feet away from you.
This spell deals more damage when you reach higher levels: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Whirling Blades
evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warlock
You conjure two spinning blades of water and throw them at creatures within range. Make a seperate ranged spell attack for each blade, each dealing 1d4 slashing damage on hit. You can choose to attack the same target or different ones with each blade.
The spell creates more spinning blades when you reach higher levels: four at 5th level, six at 11th level, and eight at 17th level.
1st Level
Amplification
1st-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a hearing horn)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Druid, Sorcerer, Warlock
You mark a creature within range, causing magic that harms it to suddenly magnify in power and lash out at the surrounding area. Once per turn, when that creature takes acid, cold, fire, lightning, or thunder damage from a magical source, all other creatures within 10 feet of it must make a Dexterity saving throw or take 1d6 damage of the triggering type.
At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the damage increases by 1d6 per two spell slot levels above 1st.
Arcane Wax
1st-level transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (a sticky material)
- Duration: 24 hours
- Classes: Artificer, Bard, Wizard
You touch an object, reinforcing it with magic. Until the spell ends, the object gains +5 to its AC and 20 temporary hit points. If the object is larger than 15 foot cube, the spell fails.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, the object gains 5 more temporary hit points and can be up to 5 feet larger in every dimension for each spell slot level above 1st.
Blackout
1st-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a black onyx worth at least 50 gp)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock, Wizard
Target a creature within range that you can see, forcing it to make a Charisma saving throw. A creature with truesight automatically succeeds this saving throw. On failure, its senses are diluted and its eyes fog, causing its vision and any sense it has to be limited to only 30 feet. The creature is blind beyond this radius. The creature can repeat the saving throw at the end of each of its turns, ending the effect on success.
At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, you can target one additional creature per spell slot level above 1st.
Disrupting Note
1st-level evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (a musical instrument)
- Duration: instantaneous
- Classes: Bard
You play a discordant note on your instrument aimed at a creature concentrating on a spell or effect within range. The target must make a Constitution saving throw. On failure, it looses concentration on the spell or effect and takes 2d6 psychic damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the target creature has disadvantage on their saving throw.
Guilt
1st-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Bard, Cleric, Warlock
You point at a creature you can see within range, forcing it to make an Charisma saving throw. On failure, the spell compels it to relive its mistakes and experience the consequences of its wrongdoings, or manifests false memories in absence of such. For the duration of the spell, the creature has disadvantage on attack rolls, ability checks, and Constitution saving throws to maintain concentration. An affected creature can repeat the save at the end of each of its turns, ending the spell on success. On a failed save, it takes 1d8 psychic damage as the regrets dig deeper into its psyche.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per spell level above 1st.
Insulate
1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece of wool)
- Duration: 8 hours
- Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
You create a ward against basic environmental hazards. Any creature under this effect is considered to have resistance to cold/fire damage for the purposes of avoiding the effects of extreme temperatures.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, you can target one additional creature for each slot above 1st.
Jumpscare
1st-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: 1 round
- Classes: Artificer, Bard, Sorcerer, Wizard
You conjure a sudden and frightening illusion directly in front of a creature you choose within range that you can see. The creature must make an Intelligence saving throw or become frightened of the illusion.
While frightened by this spell, at the start of the creature's turn it must choose to either lose its action, or must drop anything they are holding, take the Dash action and move away from the illusion by the safest available route on each of its turns, unless there is nowhere to move.
If the target is not alerted to danger, it is instead stunned until the end of its next turn.
Rigor Mortis
1st-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Cleric, Druid, Paladin, Wizard
Target a creature within range, forcing it to make a Constitution saving throw. An undead creature has disadvantage on this saving throw. On failure, the creature takes 2d6 necrotic damage and becomes restrained. On a successful save, the creature takes half as much damage and the spell ends. The creature can repeat this saving throw at the end of each of its turns, ending the spell on success.
At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, you can target two additional creature per spell slot level above 1st.
Flash and Thunder
1st-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 round
- Classes: Sorcerer, Wizard
You clap your hands together, causing a sudden flash of lightning to pulse from you. All creatures within 15 feet of yourself must succeed on a Dexterity saving throw or take 1d12 lightning damage. At the start of your next turn a boom of thunder resonates from you, each creature within 15 feet of yourself must make a Constitution saving throw or take 2d6 thunder damage and get pushed 10 feet away from you. This boom can be heard up to 300 feet away.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, the thunder or lightning damage (your choice) increases by 1d6 for every spell slot cast above 1st.
2nd Level
Arcane Trap
2nd-level enchantment (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a silver bell with thread)
- Duration: 8 hours
- Classes: Artificer, Cleric, Wizard
You touch a point on the floor, wall, or a ceiling within reach that isn't within 15 feet of another trap created by this spell, placing an arcane trap on the surface. When you create a trap you can designate any number of creatures that do not trigger it, and you also choose which type of damage it deals: acid, cold, fire, lightning, or thunder.
Whenever a creature other than you or those you designated comes within 15 feet of the trap for the first time on a turn while you are within 60 feet of said trap, the trap will activate and force the creature to make a Dexterity saving throw. On failure, the creature takes 5d6 of the chosen damage, or half as much on success. Once the trap activates, the spell ends.
Artist's Blade
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard
You condense your artistic magic into a fine blade, which sings with song every time you swing it. The blade uses your spellcasting modifier, and deals 2d4 psychic damage on hit. It has the finesse and light properties. Whenever you hit a creature with the weapon the creature is dazed by your magic and has disadvantage on all attack rolls against you until the start of your next turn.
If you drop the weapon, it dissipates at the end of your turn. Thereafter, while the spell persists, you can use a bonus action to cause the blade to reappear in your hand.
At Higher Levels: When you cast this spell using a 4th-level spell slot, the damage increases to 3d4. When you cast it using a 6th-level spell slot, the damage increases to 4d4. When you cast it using a 8th-level spell slot, the damage increases to 5d4.
Blindspot
2nd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small glass eye)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
Target a creature within range that you can see, forcing them to make an Intelligence saving throw. On failure, the creature considers you Invisible for the duration of the spell. If you damage the creature or otherwise make yourself known to it, the creature can repeat this saving throw, ending the spell on success.
Bloody Banquet
2nd-level necromancy
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: S, M (a melee weapon that deals slashing damage worth at least 1gp)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Warlock
You swing the weapon in a sweeping arc, blood forming at the tip of the weapon to cut around you. Creatures of your choice that you can see within 15 feet of you must make a Dexterity saving throw or take 4d6 necrotic damage.
For each small or larger creature that failed the save, you can choose to heal one creature you can see within range. That creature regains 1d6 hit points.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot above 2nd.
Climate Control
2nd-level evocation (ritual)
- Casting Time: 1 minute
- Range: Self (15-foot radius)
- Components: V, S, M (an umbrella of any kind)
- Duration: 12 hours
- Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
You create a ward against basic environmental hazards. A 15-foot-radius mobile dome of whirling energy springs into existence around and above you and remains centered on your location for the duration.
The atmosphere inside the ward is comfortable and dry, regardless of the temperature or weather outside. Creatures and objects can move through the ward freely, and this ward does not provide protection from any weapons or spells. The ward will repel fog and other cloud based effects, unless the gas deals a non-poison type damage in which case the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the radius increases by 5 feet.
Convergence
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a navigation compass worth at least 1gp)
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Wizard
Choose a creature that you can see within range. Four 5-foot wide beams of energy converge on that creature from up to 20 feet away directly from its front, rear, left, and right, passing through any barrier in the way. The target is struck by all four beams and must succeed on a Dexterity saving throw or take 4d8 force damage, taking half as much on success. A creature caught in a single beam's path must also make this saving throw, taking half of the original damage on failure, and taking no damage on success.
At Higher Levels: When cast with a spell slot of 3rd level or higher, the damage of the spell increases by 1d8 per spell slot level above 2nd.
Corrupt
2nd-level transmutation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (a vial of poison)
- Duration: 1 minute
- Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
You target a creature within range which has blood, and attempt to corrupt its natural resilience against poison. The target must make a Constitution saving throw. If the creature is below its maximum hit points, it makes this saving throw with disadvantage. On a failure, the creature loses any natural poison resistance it has for the duration; if it is immune to poison damage, it instead becomes resistant to poison damage for the duration.
In addition, the creature loses immunity to the poisoned condition, and if it was not immune, it now has disadvantage on saving throws against the poisoned condition for the duration of the spell.
At Higher Levels. When casting this spell with a spell slot of 3rd level or higher, you can choose an additional target for each spell slot level above 2nd.
Crack of Dawn
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a chunk of amber, worth at least 10gp)
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
Target a point or creature within range, attempting to affix a mote of sunlight onto it. If the target is a creature, it must make a Dexterity saving throw. On a failed save, the target is considered to be in sunlight for the duration of the spell. In addition, the target sheds bright light in a 60-foot radius and dim light for an additional 60 feet. The light can be colored as you like. Completely covering the target with something opaque blocks the light.
Also, the affected creature or object can't benefit from being invisible. If any of this spell's area overlaps with an area of darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.
Dead Ringer
2nd-level illusion
- Casting Time: 1 reaction, which you take in response to being damaged
- Range: Self
- Components: S, M (a small clay model of a sundial)
- Duration: 1 round
- Classes: Bard, Sorcerer, Wizard
Upon casting the spell you become invisible until the end of your next turn as an illusion of yourself appears to take the damage and die, fading away once the spell ends. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends early if you attack or cast a spell.
Drown
2nd-level conjuration
- Casting Time: 1 action
- Range: 10 feet
- Components: S, M (a cup of water, consumed upon casting the spell)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard
Target a creature that you can see within range, splashing some water towards it's mouth. The creature must succeed on a Dexterity saving throw or its lungs fill partially with water as it struggles to breathe. This spell has no effect on a creature that does not need to breathe or is able to breathe underwater.
While affected by this spell, a creature is unable to speak or use features that require a verbal component, it has disadvantage on all attack rolls, and if it is concentrating on a spell, it must make a concentration check at the start of its turn against your spell save DC. At the end of each of its turns, the target can make a Constitution saving throw. On success, the spell ends as the creature regurgitates the remaining water from its lungs.
At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the range of the spell increases by 20 feet and you can target one additional creature per spell slot level above 2nd.
Exploitative Infection
2nd-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece of meat from a diseased animal)
- Duration: 1 round
- Classes: Cleric, Druid, Warlock, Wizard
You touch a creature within reach, and force it to make a Constitution saving throw. On success, the spell ends. On failure, the creature takes 2d10 poison damage and becomes poisoned until the end of your next turn. If the creature is already poisoned, the creature takes the maximum possible damage from this spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d10 for every spell slot cast above 2nd.
Garble
2nd-level enchantment
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you speak
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- Classes: Bard
You whisper a short phrase that only the target can hear, forcing it to make a Charisma saving throw. On failure, the creature repeats the whispered phrase instead of its intended phrase.
If target is casting a spell with a verbal component and fails the saving throw, any attack roll and saving throw caused by the spell the target cast does so with disadvantage and advantage, respectively.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the target is unaware that you manipulated its speech on either a successful save or a failed one.
Leaping Shock
2nd-level evocation
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
You choose a creature within range that you can see and attempt to charge it with crackling lightning. The creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 lightning damage and becomes charged. On your subsequent turns, you can use your bonus action to deal 1d8 lightning damage to the charged creature.
As a bonus action, you can attempt to leap the lightning to another creature within 10 feet of the current target, ending the effects on the charged creature. The new creature must make the saving throw against the spell's effects.
If a creature succeeds its saving throw or your current target is reduced to 0 hit points before the spell ends, you can use your bonus action to cause the charge to leap to a non charged creature within range.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can deal an additional 1d8 lightning damage when a target becomes charged per spell level above 2nd.
Pamela's Magnificent Performance
2nd-level enchantment
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Bard
You fill the air around you with musical energy that empowers the charismatic energy of those you choose within range. Before a chosen creature within range makes a Charisma check, it can choose to use your Performance modifier instead of its relevant modifier.
Phoenix Fire
2nd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a feather from a phoenix worth at least 1gp)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Paladin
A burst of flames that resembles a large bird bursts from your hands. Make a ranged spell attack against a creature within range, dealing 4d8 + your spellcasting modifier fire damage on hit. If the creature is at 0 hit points, this spell instead automatically hits and heals the creature for 2d4 + your spellcasting modifier hit points. The creature appears 2d4 years younger to a minimum of 13 years old until their next long rest.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell deals 1d8 more fire damage and heals for 1d4 more hit points per spell level above 2nd.
Preparation
2nd-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Cleric, Druid, Paladin, Wizard
When you cast this spell, you can instantly swap this spell out with another spell that you could prepare of 5th level or lower.
Prismatic Aura
2nd-level evocation
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S, M (A diamond worth at least 150 gp)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Wizard
An aura of prismatic energy surrounds you and moves with you, damaging all creatures around you. If a creature enters this area or starts their turn in this area they must make a Dexterity Saving Throw, taking 2d6 damage of the selected type on failure or half on success. Roll a d10 at the end of each of your turns for the duration of the spell to determine what damage type this spell deals. 1- acid, 2- cold, 3- fire, 4- force, 5- lightning, 6- necrotic, 7- poison, 8- psychic, 9- radiant, 10- thunder.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d6 per spell level above 2nd.
Radiant Chrysalis
2nd-level evocation
- Casting Time: 1 reaction, which you take when a creature within 60 feet of you drops to 0 hit points
- Range: 60 feet
- Components: V, S, M (an empty butterfly chrysalis)
- Duration: 1 round
- Classes: Bard, Cleric, Druid, Paladin
You encase the creature in a protective chrysalis of radiant fire. It becomes stable and gains temporary hit points equal to 2d6 + your spellcasting ability modifier. While it has these temporary hit points, having 0 hit points doesn't cause it to fall unconscious, it doesn't suffer death saving throw failures from taking damage, its speed is reduced to 0, and it is incapacitated. Additionally, any creature that enters or ends its turn within 10 feet of the target must make a Constitution saving throw or be blinded until the start of its next turn and take radiant damage equal to your spellcasting ability modifier.
At the start of the target's turn, the target regains a number of hit points equal to the number of temporary hit points it has, and then loses all temporary hit points.
Once the creature regains hit points or loses all temporary hit points gained by this spell, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the target creature gains 1d6 additional temporary hit points and the radiant damage caused increases by 1d4 for every spell slot above 2nd.
Tether Bolt
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a tendril from a jellyfish)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Sorcerer, Warlock, Wizard
You fire a bolt of energy to a point on a surface you can see within range. Upon hitting the surface, any creature within 15 feet of that point become tethered by an electrical bolt of energy. A tethered creature is unable to move or be moved more than 15 feet from the source of the tether. Once per turn, if a tethered creature attempts to move or would be moved outside of the radius it can make a Strength saving throw, breaking free of the tether on success. A Huge or larger creature has advantage on this saving throw. On a failed save it takes 2d4 lightning damage and remains tethered.
Ward of Silence
2nd-level illusion (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: 1 hour
- Classes: Bard, Cleric, Ranger, Sorcerer, Wizard
You create a ward against sound in a single room that that is no larger than a 30-foot cube. For the duration, no sound can pass through the boundary of the ward.
3rd Level
Dance Battle
3rd-level enchantment
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Bard
You cause music to suddenly fill a 30-foot radius sphere around you. The music is so magically enjoyable that all creatures in the area can't help but dance. At the start of a creature's turn within the sphere it must make a Charisma saving throw. Creatures of your choice automatically succeed this saving throw. On failure, the creature falls prone and takes 2d4 psychic damage as the magic fills them with embarrassment. Creatures that can't be charmed are immune to this spell.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the damage increases by 2d4 and the range increases by 30 feet per spell slot level above 3rd.
Divine Purge
3rd-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (holy symbol)
- Duration: Instantaneous or 1 minute
- Classes: Cleric, Paladin
You touch a creature, making a melee spell attack against it. On hit, the creature takes 6d6 radiant damage. If the target is possessed, the attack deals no damage to the possessed creature. Instead, the possessing creature takes the damage and must make a Charisma saving throw. On failure, the creature is forced out of the possessed creature and becomes incapacitated and unable to move until the end of your next turn. For the duration of the spell, you can use your action on subsequent turns to keep the possessor incapacitated and unable to move until the end of your next turn. Otherwise, the spell ends.
Endothermal Core
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Sorcerer, Warlock, Wizard
Target a point within range. All heat in a 45-foot radius sphere centered on that point begins to converge at that point, freezing the areas furthest from it as the heat is drawn in.
This spell creates two areas, the first affecting creatures within 15 feet of the point you chose, and the second affecting creatures more than 30 feet from the chosen point.
When a creature enters an affected area for the first time on a turn or ends its turn there, it must succeed on a Constitution saving throw or take 3d8 damage, taking half as much on success. The damage is fire if it is affected by the inner area and cold if it is affected by the outer area.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, each area deals an additional 1d8 damage per spell slot level above 3rd.
Focus
3rd-level enchantment
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a leaf of lavender)
- Duration: 1 minute
- Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Warlock, Watcher, Wizard
For the duration of the spell, you focus your mind on one particular topic. You have advantage on Intelligence saving throws and saving throws made to maintain concentration for the next minute.
At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, you gain a +1 bonus to all concentration checks made for the duration of the spell per spell slot level above 2nd.
Form of the Sea
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (the eye of an electric eel)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Warlock
You transform a willing creature you touch, along with everything it's wearing and carrying, into a sentient glob of water for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target can breathe underwater, and it's only method of movement is a walking speed of 10 feet and a swimming speed of 60 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage. The target can pass through small holes, narrow openings, and even mere cracks. While underwater and not moving, the target is indistinguishable from the surrounding water.
While in the form of a glob of water, the target can't talk, but can still manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Gale
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warlock, Wizard
You summon a strong wind that blasts outwards from yourself in a 30 foot radius. All creatures in this radius must make a Strength saving throw or be pushed backwards 30 feet and take 4d6 bludgeoning damage. On a successful save, a creature is only pushed back 10 feet and takes half as much damage.
Large and Huge creatures have advantage on this saving throw, and Gargantuan creatures automatically succeed the saving throw and are not pushed.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd.
Grasping Water
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a fishing hook)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Warlock
Target a point on the ground within range. A tendril of water emerges from the point you chose under your command, attempting to grab creatures that roam too close. When a creature enters within 15 feet of the tendril for the first time on a turn or starts its turn there, you can use your reaction to make a melee spell attack against the creature with the tendril. On hit, the creature takes 2d8 bludgeoning damage, and becomes restrained. A creature restrained by this spell makes a Strength saving throw at the end of each of its turns, breaking free on success. On failure, the creature takes 2d8 bludgeoning damage.
The tentacle releases a restrained target if you make an attack with it.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, you can create one additional tendril per spell slot level above 3rd.
Illustrious Performer
3rd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small packet of reflective dust)
- Duration: Concentration, up to 1 minute
- Classes: Bard
You touch a creature, causing them to be surrounded by beautiful music and glisten with colorful light. Until the spell ends, any creature who targets the glistening creature with a harmful attack or spell must first make a Charisma saving throw. On failure, the creature must choose a new target or lose the attack or spell. This includes area effects, such as the explosion of a fireball. A creature that has been damaged by the glistening creature has advantage on their Charisma Saving throw.
Impale
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a spear worth at least 1 sp)
- Duration: 1 round
- Classes: Druid, Sorcerer, Warlock, Wizard
When you cast this spell, you stab the spear used in the casting of this spell into the ground below you. Up to two creatures of your choice within range that are on the ground must make a Dexterity saving throw to avoid spears of earth erupting from the ground. On failure, a creature takes 3d6 piercing damage and becomes restrained until the start of your next turn. If the creature was prone it has disadvantage on the saving throw and takes 2d6 additional damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each spell slot level above 3rd.
Impotence
3rd-level enchantment
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (a glass pair of manacles worth at least 100gp)
- Duration: 24 hours
- Classes: Cleric, Wizard
You place magical restraints on a creature that you touch throughout the casting of the spell. The target makes a saving throw using their spellcasting ability (or Wisdom if none). On success, the spell ends. On failure, for the duration of the spell the creature is restrained. While a creature is restrained in this way it is unable to cast any spells.
Invigoration
3rd-level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a predatory beast's sinew)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Bard, Cleric, Druid, Sorcerer
You magically surge the muscles of a creature you touch, causing its body to bulk quickly and grow new muscle. For the duration of the spell, the creature gains a bonus attack rolls using Strength equal to your spellcasting modifier. In addition, the creature has advantage on Strength checks and saving throws.
When the spell ends, the target's muscles burst without your spell's limiting power, causing it to fall prone and take 2d6 necrotic damage. On the target's next turn it can stand up from prone only by expending all of its movement.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Leeching Bloodsuckers
3rd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (at least 3 leeches in a jar worth at least 1 sp)
- Duration: Concentration, up to 1 minute
- Classes: Warlock
You conjure three spectral leeches which attempt to fasten themselves to creatures of your choice that you can see within range. You can direct them at one target or several. The spell has no effect on constructs and undead.
Make a melee spell attack for each leech. On a hit, the leech affixes itself to the creature for the duration of the spell. Immediately upon affixing and ss a bonus action on subsequent turns, you force each creature with one or more leeches on it to make a Constitution saving throw. On failure, the creature takes 1d8 necrotic damage per leech affixed to it, taking half as much damage on success. You regain hit points equal to half the amount of necrotic damage dealt.
The target or a creature within 5 feet of it can use an action to remove one leech. When doing so, the target must succeed on a Constitution saving throw or take 2d4 piercing damage as the leech tears one last piece of flesh from the target before fading away.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, you can create one additional leech per spell level above 3rd.
Negative Surge
3rd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
- Classes: Cleric, Warlock, Wizard
You touch a creature within range, filling it with negative energy. Roll 6d8. If the target is undead, the creature restores hit points equal to half the amount rolled. Otherwise, make a melee spell attack against the creature, dealing necrotic damage equal to the amount rolled on hit.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, you roll 1d8 more when determining damage and healing per spell slot level above 3rd.
Nightmare
3rd-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a wisp of material from the shadowfell)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Warlock, Wizard
Target a creature within range. The target must make an Wisdom saving throw or its worst memory is dredged from the past, and does so with advantage if you or your companions are fighting it. This memory manifests by causing it to believe it is reliving the memory, all creatures and objects change appearance from its perspective to fit the situation. The creature is frightened of every creature it can see. At the end of each of its turns it can repeat the saving throw, ending the effect on success.
If the creature has no memory it considers frightening, it instead manifests a false memory that could have happened in its past.
Piercing Current
3rd-level evocation
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (a pickaxe worth at least 1sp)
- Duration: Concentration, up to 1 hour
- Classes: Cleric, Druid, Wizard
For the duration of the spell, you can produce a thin but incredibly high pressure stream of water from your fingertip. While concentrating on this spell, you can use an action to cut through a material you touch, cutting a distance based on the material of the target surface. If the surface is made of multiple materials, use the hardest material for the purposes of this spell. When cutting, you can choose to cut up to 1 foot deep.
| Material | Distance |
|---|---|
| Cloth, paper | 3 feet |
| Glass, ice | 1 foot |
| Wood, bone | 6 inches |
| Reinforced Wood | 3 inches |
| Stone | 2 inches |
| Iron, Steel | 1 inch |
*Materials harder than steel, such as mithral and adamantine, and those reinforced by magic cannot be cut through via this spell.
Planar Barbs
3rd-level abjuration
- Casting Time: 1 reaction, taken when a creature within range attempts to teleport or travel to another plane
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
You attempt to prevent a creature from escaping. The creature must make a Wisdom saving throw, and on failure it takes 6d8 psychic damage and the triggering teleportation or planar travel fails. On success, it takes half as much damage.
Prismatic Dash
3rd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (an agate worth at least 50 gp)
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
Glowing with energy, you teleport up to 30 feet to an unoccupied space that you can see, creating a 5-foot wide line of elemental energy connecting your starting position to your destination. Choose from acid, cold, fire, lightning, poison, or thunder for the type of damage the line deals. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Immediately after, you can use your Action to dash again, teleporting up to 60 feet away from your current position and creating another 5-foot wide line connecting the points. You can choose a different damage type from the above list. Each creature in this line must make a Dexterity saving throw, taking 2d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, each dash deals an additional 1d6 damage per spell level above 3rd.
Rising Waters
3rd-level conjuration
- Casting Time: 1 action or 8 hours
- Range: 90 feet
- Components: V, S, M (a fragment of a deep sea coral)
- Duration: Instantaneous
- Classes: Bard, Druid, Ranger
You cause the water level in an area around you to rise. There are two possible uses for the spell, causing either immediate or long-term effects.
When cast as an action, target a point on the ground within range. Water near that point floods, raising the water level to fill a 30-foot-radius, 10-foot-high cylinder within 90 feet of yourself. If not enough water is present, water is manifested to fill the area. The water does not flow out of the area and recedes after 1 minute.
If you cast this spell over the course of 8 hours, you instead cause the water table below you to surge forth a spring or geyser of water at a point of your choosing within 120 feet of yourself. If you choose to create a spring, it produces 2 gallons of water per minute and lasts for 1 year. If you choose a geyser, it bursts out 5,000 gallons of water for a minute, then seals itself once more.
Rocks Fall
3rd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a rock)
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
You summon rocks to fall from the sky upon a point you choose within range, vanishing after impact. Any creature within a 20-foot-radius, 40-foot-high cylinder centered on the point you chose must make a Dexterity saving throw. A target takes 5d6 bludgeoning damage and is knocked prone on a failed save. On success, a creature takes half as much damage and is not knocked prone.
At Higher Levels: When you cast this spell with a 4th level spell slot or higher, you deal 1d6 additional bludgeoning damage per spell slot level above 3rd.
Steam Cloud
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a gallon of water, consumed upon casting the spell)
- Duration: 1 minute
- Classes: Druid, Sorcerer, Wizard
You cause a sudden explosion of steam to envelop a point you choose within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 3d8 fire damage on failed save, or half as much damage on a successful one. The sphere spreads around corners, and its area is lightly obscured.
A creature that starts its turn or enters the steam must make a Constitution saving throw or take 2d8 fire damage, taking half as much on success.
If the area of the spell has at least 10 gallons of exposed water within it, the spell deals 1d8 additional damage.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, you cause the initial damage of the spell to deal 1d8 additional fire damage per spell slot level above 3rd.
Summon Ethereal Serpent
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a moonstone dragon's scale, worth at least 1sp)
- Duration: Concentration, up to 10 minutes
- Classes: Sorcerer, Warlock
You summon a floating, ethereal dragon spirit within range that lasts for the duration.
When you cast the spell, and as an action on subsequent turns, choose a point you can see within range up to 30 feet away from the spirit. The spirit flies from its current position directly to the chosen point. Any creature within 10 feet of its center while it travels must make a Dexterity saving throw, taking 4d8 radiant damage on failure or half as much on success.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the damage increases by 1d8 per spell slot level above 3rd.
Sundered Shield
3rd-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a maul or sledgehammer)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer
The ground around you quakes, and the very earth rips apart below you. All nonmagical objects that are not worn or carried within 15 feet of you take 4d8 bludgeoning damage. If you are on earthen ground, 6 shards of earth now float around you in your space. For every two shards you have you gain a +1 bonus to your AC.
As a bonus action you can expend one or two shards to hurl it at targets within 60 feet of you. You can hurl them at one target or several. Make a ranged spell attack for each shard. On hit the target takes 2d8 piercing damage. The spell ends if you expend your last shard. If the spell ends while you still have shards, they drop harmlessly to the ground.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of shards created increases by two for each slot level above 3rd.
Sweeping Chain
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an iron rod)
- Duration: Concentration, up to 1 minute
- Classes: Wizard
Choose two points within range up to 30 feet apart. A magical spiked chain with several smaller chains dangling off of it connects the two points, floating in space. While the chain is not moving it is ethereal, and creatures can move through or into its space as though it were not there.
You can use a bonus action to move one of the points up to 30 feet in any direction. The two points must remain within 30 feet of each other. If the chain moves into a non-gargantuan creature, that creature must make a Dexterity saving throw. On failure, the creature becomes restrained as one of the smaller chains imprisons it.
A creature restrained by this spell takes 2d4 piercing damage at the start of each of its turns, and can use its Action to attempt to break free from the chains, making a Strength check against your spell save DC. A large or huge creature has advantage on this saving throw. On success, the creature is no longer restrained.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.
Sympathetic Cloud
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a diamond worth at least 50gp)
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You create a 15-foot-radius transparent cloud of vibrant colors centered on a point within range. The sphere spreads around corners.
When a creature within the cloud takes acid, cold, fire, lightning, or thunder damage, you can cause the cloud to store some of the magical energy within itself, changing color to indicate. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. The creature takes 4d6 of the stored damage type on a failed save, or half as much damage on a successful one.
As a bonus action on your turn, you can move the cloud up to 15 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Thundercrash
3rd-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a metal rod)
- Duration: 1 round
- Classes: Sorcerer
You call down a bolt of lightning that strikes you, then emits a pulse of lightning around you. Any creature directly above you or within 30 feet of you must make a Dexterity saving throw. On failure a creature takes 6d6 lightning damage and becomes stunned until the start of your next turn. On success, a creature takes half as much damage and is not stunned. If you are not on the ground, you also take this damage. The spell fails if you can't see a point in the air where a storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
Until the start of your next turn, your body becomes charged with electricity. While charged, your movement speed increases by 30 feet and whenever a creature touches you or hits you with a melee attack before the end of your next turn takes lightning damage equal to your spellcasting ability modifier.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the initial damage increases by 1d6 and the damage dealt to creatures that touch or hit you increases by 1 for each slot level above 3rd.
4th Level +
4th level and higher level spells can be found in the DM's Guide to New Dawn.
School of Shattering
The school of shattering is my homebrew school of magic that messes with or breaks apart time, space, reality, and minds.
Why didn't you just add these spells to an existing school? Because I had a lot of ideas, and many didn't fit well into existing schools, or were too spread out across them. I wanted an easier way to make other brews, like a wizard subclass, centered around this new magic and making a new school would make that incredibly easier. Also, I thought it would be cool. A homebrew school of magic should have little to no impact on any game setting beyond letting players know it exists.
Fracture
shattering cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Wizard
You snap, causing a sudden crack in reality to form from a point within range, causing a loud sound to emanate from that point which can be heard up to 100 feet away. Any creature within 5 feet of that point must succeed on a Constitution saving throw or take 1d6 thunder damage. If a creature has the keen hearing trait, it has disadvantage on the saving throw. Any creature that is deafened or cannot hear automatically succeeds the saving throw.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Return
shattering cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (an object, ammunition, or a weapon worth at least 1 sp)
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Warlock, Wizard
You enchant the item used in the casting of this spell. Until the start of your next turn, whenever you throw or fire this item as part of an attack, you can cause it to reverse in time and fly back to your hand immediately after the attack. When returning, it passes through any object or creature in the way harmlessly.
Rush
shattering cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S, M (1 cp, consumed upon casting the spell)
- Duration: Concentration, up to 1 round
- Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
Choose a willing creature within range who is currently casting a spell. At the start of the creature's next turn, the remaining casting time is reduced by 30 seconds, provided that this spell hasn't ended. If this reduces the casting time to 0 or less, the spell immediately completes casting without requiring an action from the creature.
Shattercraft
shattering cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Up to 1 minute
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
This spell is a minor magical trick that novice spellcasters use for practicing shattered magic. You create one of the following magical effects within range:
- You can cause a small object that is not being worn or held to fall faster or slower than normal until it hits a surface.
- You cause yourself or a willing creature within range to speak twice as fast for up to 1 minute.
- One creature of your choice that you can see within 100 feet hears you speaking as if you were directly next to them. This effect only lasts until you stop speaking.
- You magically know the direction of the closest timeshattered storm.
- You can cause one timeshattered raindrop within range to turn into water.
Warp
shattering cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Make a melee spell attack against a creature or loose object that isn't being worn or carried, filling it with magical energy that warps the space it occupies. On hit the target takes 1d6 force damage, and if the target is Medium or smaller, you can move it 5 feet in any direction of your choice to an unoccupied space.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Also at 11th level, you can move a Large target as well.
1st level
Echo
1st-level shattering
- Casting Time: 1 bonus action
- Range: Self (60-foot line)
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Ranger
The next time you hit a creature with a ranged weapon attack before this spell ends, a duplicate projectile seems to fire after the first, following the same path as the triggering attack, and the target takes an additional 1d8 force damage.
For the spell's duration, it enchants the projectile's path, which is a 5-foot-wide and up to 60-foot-long line originating from the point where you fired the original projectile and following the same direction. During this time, whenever a creature enters the projectile's path or ends its turn there, you can use your reaction to cause an echo of the original projectile to hit them, dealing 1d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Presence of Mind
1st-level shattering
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 1 hour
- Classes: Sorcerer, Watcher, Wizard
You send magic into your future, readying yourself should you be placed in sudden danger. When initiative is rolled, if your initiative is below 15 you can choose to make it 15. Additionally, if you would be surprised you cease to be. Once these effects occur, the spell ends.
Remember
1st-level shattering (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (an item which you wish to see the past of)
- Duration: Concentration, up to 10 minutes
- Classes: Artificer, Wizard
An illusionary bubble with a 5 ft. radius appears and stays centered around an item you touch. The sphere appears to an outsider like a wavy haze, but does not restrict vision in any way. While within the bubble, the environment appears as it did on the day and location the item used in the casting of the spell was created. Everything here is illusionary, and when attempting to interact with something that is no longer present you will pass through the item.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that the bubble has falsehoods in it, such as creatures or objects that were not present, or missing things that were. The DM makes this roll in secret.
At Higher Levels: When cast using a 2nd level spell slot or higher, the illusion lasts twice as long and the bubble's radius doubles (cumulative).
Shunt
1st-level shattering
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (a timeshattered crystal worth at least 10gp)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
Choose a creature within range, and with a sudden push attempt to force it to move 10 feet in a direction of your choice. The target must make a Strength saving throw. On a failed save it takes 2d4 bludgeoning damage and moves in your designated direction. On a successful save, the creature takes half as much damage doesn't move.
Time Spike
1st-level shattering
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (a timeshattered crystal worth at least 10gp)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock
You manifest a shard of time and launch it at a creature within range, making a ranged spell attack. On a hit, the target can't take reactions, and its movement speed is halved for the duration. The target or a creature within 5 feet of the target can use an action to remove the spike, ending the spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher you may target one additional creature within range.
2nd level
Arcane Entanglement
2nd-level shattering
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: 1 minute
- Classes: Paladin, Wizard
Target a creature you can reach, attempting to bind them to you with a touch. If the target is unwilling, make a melee spell attack. On hit or if the target is willing, for the duration of the spell if that creature is within 60 feet you can ignore the range requirement of spells, attacks, conditions, and abilities targeting that creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, whenever you cast another spell that targets an area instead of a creature, you can choose to include the affected creature as if it was within the area of effect of that spell as long as it is within 60 feet of you.
Entangled Bond
2nd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden top worth at least 10gp)
- Duration: 1 minute
- Classes: Druid, Paladin, Ranger, Wizard
You point to a creature that is not an undead or soulless construct you can see within range, attempting to bind your life force to theirs. If they are unwilling, they must make a Charisma saving throw. On success, the spell ends.
On failure or if the target is willing, a bond is formed between you and that creature. When you take damage the targeted creature also takes damage equal to half the damage received. Whenever the target takes damage from this spell, the target can repeat the saving throw. On success, the spell ends.
The spell ends if you drop to 0 hit points. You can also dismiss the spell as an action.
At Higher Levels: When you cast this spell with a spell slot of 3rd level, the duration becomes 10 minutes. At 4th level, it becomes 1 hour. At 5th level, it lasts for 1 hour.
Forgotten Whispers
2nd-level shattering
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: 1 minute
- Classes: Warlock
Your mind begins to fill with forbidden knowledge that you cannot understand. Upon casting this spell or as an action on a subsequent turn, you can whisper some of the secrets you are hearing to a creature within 30 feet of yourself. That creature must make a Wisdom saving throw or become incapacitated as they are unable to think about anything but what you told them. The creature remains incapacitated until the spell ends or you choose to target another creature with your action, however you can't target a creature again if it has succeeded on a saving throw against this casting of forgotten whispers.
At the end of each of a targeted creature's turns it can repeat the saving throw against this spell, ending the effect on success.
At Higher Levels: When you cast this spell using a 3rd level spell slot, the duration becomes 10 minutes. When you cast this spell using a 4th level spell slot, you can target up to 2 creatures at a time with this spell. When you cast this spell using a 5th level spell slot, you can target a creature within 60 feet of yourself instead of 30, and you can target up to 3 creatures.
Greater Mending
2nd-level shattering
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (Two timeshattered beads)
- Duration: Instantaneous
- Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
Target a damaged object or construct, attempting to reverse recent damage. If you target an object, damage the object has taken in the last 7 days is reversed up to 3 feet in any dimension from where you touch, leaving no trace of the former damage. This spell can repair magic items with a rarity of at most uncommon. If you target a construct, you cause it to regain 2d8 hit points.
At Higher Levels: When you cast this spell with a spell slot of 4th or 5th level spell slot, you can repair a magic item with a rarity of at most rare, and you heal constructs for 4d8 hit points. If you use a 6th or 7th level spell slot, the rarity increases to very rare and it heals constructs for 6d8 hit points. If you use an 8th level or higher spell slot, the rarity can be legendary and it heals constructs for 10d8 hit points.
Intensify Gravity
2nd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
- Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Target a creature within range, forcing it to make a Strength saving throw as gravity magnifies around it. On failure, the creature has disadvantage on all weapon attack rolls as their body and weapon are strongly pulled towards the ground. The target can repeat this saving throw at the end of each of their turns, ending the effect on success.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature per spell slot level above 2nd.
Moment Fractured
2nd-level shattering
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Wizard
Reality itself becomes fractured for a moment, halting the flow of time momentarily. All effects and their durations are frozen in time during this period. You are similarly affected, with the exception of your mind and sight, which continue to function as normal. You may end one effect causing you to be frightened, then can make a Wisdom (Perception) check, ending the spell when you do so or choose not to.
Orbit
2nd-level shattering
- Casting Time: 1 reaction, which you take when a creature within range moves
- Range: 15 feet
- Components: V, S, M (a lodestone carved into a sphere)
- Duration: Concentration, up to 1 round
- Classes: Artificer, Sorcerer, Wizard
You tether yourself to the targeted creature. Until the end of that creature's turn, you must move so that the distance between you and the targeted creature does not change. You move the smallest distance possible in order to maintain this distance, and do not provoke attacks of opportunity when moving in this way. If you would move while tethered in this way, you only move such that you remain equidistant to the target. If you would be moved directly towards or away from the target, you do not move.
At the end of the creature's turn, you can choose to move up to 15 feet in any direction as you are slingshot from your orbit. This movement does not provoke attacks of opportunity.
You are considered to have a flying speed for the duration of the spell. If you are unable to move to maintain this distance, or forced to move such that the distance from you to the target changes, or the target teleports, the spell ends.
Power Word Pause
2nd-level shattering
- Casting Time: 1 reaction, taken when you or a creature within range is about to take damage
- Range: 15 feet
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Paladin, Sorcerer, Watcher, Wizard
You shout a magical command, freezing the instance of damage that triggered this spell before it takes effect. Once this spell ends, the damage is applied.
Psychic Wail
2nd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Bard, Warlock, Wizard
Target a creature within range and force it to make an Intelligence saving throw as you flood its mind with horrors. Creatures that can't be frightened automatically succeed this saving throw. On failure, the creature becomes frightened of you and must expend its full movement on its turn moving towards the closest creature it considers an ally as it seeks someone who can save it from these visions. If it sees no such creatures, it does not move.
Immediately upon casting this spell deal 1d8 psychic damage to all creatures within 10 feet of the target. You may expend a bonus action on subsequent turns to repeat this effect.
At the end of each of its turns, the target can make another Intelligence saving throw. The target has advantage on this saving throw if it is outside of the range of the spell or has total cover from you. On a success, the spell ends on the target.
At Higher Levels: If you cast this spell with a spell slot of 3rd level or higher, the spell deals 1d8 additional psychic damage per spell level above 2nd.
Reposition
2nd-level shattering
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Watcher, Wizard
Reality shifts for a moment, as you teleport a willing creature that you can see within range up to 15 feet to an unoccupied space that you can see.
Split Reality
2nd-level shattering
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Concentration, up to 10 minutes
- Classes: Sorcerer, Wizard
A willing creature you touch becomes split across realities, there one moment then gone the next, causing magic to have difficulty affecting it. The target has advantage on saving throws against spells and other magical effects.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature per spell slot level above 2nd.
Whiplash
2nd-level shattering
- Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you ends its turn
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
The targeted creature must succeed a Charisma saving throw or be teleported to the position it started its turn at. If the creature is moved at least 15 feet by this, it also takes 2d8 psychic damage.
3rd Level
Armor of Arcana
3rd-level shattering
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (an adafold shard)
- Duration: 1 hour
- Classes: Sorcerer, Warlock, Wizard
You project a shield of violent magic absorbing energy around you, drawing power from the adafold shard. For the duration, when a creature within 60 feet of you that you can see damages you with a spell or other magical effect, you can use your reaction to target the attacker. The target must succeed on a Charisma saving throw or take 2d6 psychic damage. If this forces the creature to make a Constitution saving throw to maintain concentration on a spell, the saving throw is made with disadvantage.
Armor of arcana ends on you if its material component is ever not on your person.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the damage increases by 1d6 per spell slot level above 3rd.
Astral Barrage
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A star sapphire worth at least 50 gp)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Warlock
You summon a barrage of starlight from the sky to rain down upon your foes. Upon casting this spell and as an action on subsequent turns, you can choose three points within range. A beam of focused starlight shines down on the chosen spaces, forcing any creatures within a 5 foot radius, 40 feet high succeed on a Dexterity saving throw or take 3d4 radiant damage, taking half as much damage on success. A creature in the area of more than one beam is affected only once.
At Higher Levels: When cast with a spell slot of 4th level or higher, you can choose one additional point per two spell slots level above 2nd.
Constellation
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a starchart)
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warlock, Wizard
You form a constellation out of beams of light. Choose up to three points within range, each up to 30 feet from one another or yourself. You connect the points with a single line, originating from you to one of the points, then continuing to another point until no points remain unconnected. You can connect to a point which has already been connected to, but a creature can only be affected by at most one beam.
The beams are 5 feet wide, and any creature within the beam's zone must succeed on a Dexterity saving throw or take 2d8 radiant damage and 2d8 force damage, taking half as much damage on success.
At Higher Levels: When you cast this spell with a 4th level spell slot or higher, you can choose one additional point and the damage increases by 1d8 (to either the radiant or force, your choice) per spell slot level above 3rd.
Crack the Sky
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a silvered feather, worth at least 1 sp)
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Warlock, Wizard
A fracture appears in the sky above you, releasing 5 beams of cosmic light. Each beam hits a creature of your choice that you can see within range. A beam deals 3d4+3 radiant damage to its target. The beams all strike simultaneously, and a creature cannot be struck by more than one beam at once.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell creates one more beam for each slot level above 3rd.
Fragment
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Target a shattered creature that you can see in range and force them to make a Charisma saving throw. On success, the target's movement speed becomes 0 until the end of its next turn. On failure, the target is stunned. A creature stunned by this spell can repeat the save at the end of each of its turns, ending the effect on success.
Greater Warp
3rd-level shattering
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
Make a melee spell attack against a creature or loose object that isn't being worn or carried, slapping it with magical energy that warps the space it occupies. On hit the target takes 4d6 force damage, and if the target is Huge or smaller, you can move it up to 60 feet in any direction of your choice to an unoccupied space, causing it to land prone.
At Higher Levels: When you cast this spell using a 4th level spell slot or higher, you deal 1d6 additional force damage and can target 1 additional target per spell slot level above 3rd.
Pendulum of Time
3rd-level shattering
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pocketwatch worth at least 10gp)
- Duration: 1 minute
- Classes: Wizard
You tie yourself into the flow of time, causing your power and defense to fluctuate like clockwork. When you cast this spell and until the start of your next turn, whenever you take damage you can reduce the damage by an amount equal to your spellcasting modifier.
At the start of your next turn and until the start of your proceeding turn, all damage you deal which uses a spell attack or forces creature to make a saving throw deals additional damage equal to your spellcasting modifier.
On each proceeding turn, the effects continue to swap between the damage resistance and bonus damage, until the spell ends.
Recursive Shatter
3th-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a drop of timeshattered rain)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
A point in space suddenly appears to shatter like glass, rippling out cracks in reality, centered at a point of your choice within range. Each creature in a 15-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature takes 4d6 force damage on a failed save, or half as much damage on a successful one. A shatterred creature automatically fails this saving throw, and a non-shattered creature with less than 6 intelligence automatically succeeds.
For every creature that fails its saving throw against this spell, its radius increases by 5 feet, potentially forcing new targets to make the saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels: If you cast this spell with a spell slot of 4th or higher, the initial radius of the spell's effect increases by 5 feet, the maximum radius increases by 10 feet, and the damage increases by 1d8 for each spell slot level above 3rd.
Swap
3rd-level shattering
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Wizard, Warlock
You swap the positions of two creatures within range which are within 30 feet of one another. If a creature is unwilling it must make a Wisdom saving throw, causing the spell to fail if one or both creature's succeed. If a creature would occupy another creature's space or be inside of an object due to this teleportation, the spell fails.
Timeshattered Bolt
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a timeshattered raindrop carved into a lightning bolt)
- Duration: 1 round
- Classes: Bard, Warlock, Wizard
A bolt of reality sapping magic forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make an Intelligence saving throw or be unable to attack or cast a spell until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the duration increases by 1 round. At the end of an affected creature's turn it can repeat the saving throw, ending the effect on success.
Twist Fate
3rd-level shattering
- Casting Time: 1 reaction, which you take when an attack, saving throw, or ability check is determined to be a success or failure
- Range: 30 feet
- Components: S, M (a set of bone dice worth at least 1gp)
- Duration: Instantaneous
- Classes: Bard, Warlock
You attempt to try fate once more. When a creature makes an attack, saving throw, or ability check within range and the result is determined but no damage has been rolled you may force that creature to attempt the roll anew.
At Higher Levels: If you cast this spell with a spell slot of 4th level or higher, you can force the new roll to no longer have advantage or disadvantage if it had before.
4th Level +
4th level and higher level spells can be found in the DM's Guide to New Dawn.
Champion's Tale
The champion's tale is a system designed to allow a player and Dungeon Master to work together to create an interesting player background. It is heavily based on the heroic chronicle system built in EGW. This section assumes nothing has yet been created regarding the character, no class, background, or race decided. If you already have a character concept in mind, you can choose an option from each table instead of rolling randomly.
The "Backstory" section attempts to give your character a fitting origin in the world presented by New Dawn. It will detail the home, nationality, family, and other events that would occur before the character set out to become an adventurer.
Backstory
Origin
The first choice you will make is the ring of the world you were born into. The world of New Dawn is split into 5 rings, each with its own dangers and possibilities. From the furthest from the sun to the closest, there is the frigid Expanse, the chilling Meltwater Ring, the temperate Mid-Ring, the enormous Great Ocean, and the sun-scorched Sun-Ring.
Roll a d100 and consult the Ring table to determine where you were born. If you were born in either the Expanse or the Sun-Ring, you likely moved from there to one of the three inner rings. Roll again until you get Meltwater, Mid-Ring, or Great Ocean to determine where you ended up.
| d100 | Ring |
|---|---|
| 01-15 | The Expanse |
| 16-40 | Meltwater Ring |
| 41-70 | Mid-Ring |
| 71-87 | Great Ocean |
| 88-00 | Sun-Ring |
The Expanse
To be born in the harsh Expanse is typically a cursed life, the bitting cold offers no remorse to a crying child, and the noise of a youngling is sure to attract icy predators. You were likely either born close to the Meltwater Ring or in one of the few bastion cities left in the Expanse, such as Ark. Either way, you had a rough childhood which taught you to survive at all costs, and gave you lessons in how best to avoid the extreme cold.
Meltwater Ring
Not nearly as cold as the Expanse but still below freezing, to be born in the Meltwater ring is to be born always with not enough. Life is still hard here, so you were put to work most assuredly. Since plants still cannot grow unassisted in the Meltwater Ring, imports were common. You may have been a hired hand, offloading and onloading crates, or maybe you managed to hitch a ride on one of the many carts and learned the trade yourself. Meltwater is a ring of promise, with many jobs just waiting to be filled and never enough hands to fill them.
Mid-Ring
The Mid-Ring offers the most typical lifestyle compared to the rest. This is the only ring that you will see fields of produce growing in, and farm animals grazing. This also is the ring most filled with warfare, as every bit of land has extreme value you can expect no piece of it is untouched or at least unseen by the nations of the world.
Great Ocean
The ocean is filled with tens of thousands of small islands, several thousand of which have a living populace on it. Whether it be immigrants with no land to claim on the mainland, or islanders who have staked claim since before the Last Day, people can be found everywhere in the ocean. If not on an island, perhaps you were born on a boat traveling the ocean. A merchant ship, a sailing crew, or maybe even a pirate vessel, many personalities can be found amongst the waves.
Sun-Ring
The Sun-Ring is a harsh desert climate that rejects all but the most prepared. If you were born here, you were either a Sun-Ring elf or the child of slaves. If you were the latter, you likely never met your family and were born in servitude. The sun and a whip at your back, you eventually found a way to escape, or as a Sun-Ring elf finally broke away from the tyrannical rule of your brethren. Whichever life you lived before you left it behind when you escaped, which was a harrowing journey itself. Discuss possible allies who assisted you, or people who were burned for your absence.
Background
Your background is where the story of your past meets the mechanics of d&d. Depending on where your origin is, many different backgrounds present themselves. You can randomly roll on this table to determine your background, however some backgrounds may conflict with your origin (such as a sailor in the Meltwater Ring). In such a case, you can choose to roll again for another background, or you may attempt to explain such a background with a time in your life when you moved to a different location.
Several different sources for the backgrounds are presented below from this book (ND), as well as backgrounds from the Player's Handbook (PHB), and the Sword Coast Adventurer's Guide (SCAG).
Backgrounds
| d20 | Background | Source |
|---|---|---|
| 1 | Acolyte | PHB |
| 2 | Awoken | ND |
| 3 | City Watch | SCAG |
| 4 | Clan Crafter | SCAG |
| 5 | Criminal | PHB |
| 6 | Doctor | ND |
| 7 | Entertainer | PHB |
| 8 | Ex-Cultist | ND |
| 9 | Faction Agent | SCAG |
| 10 | Folk Hero | PHB |
| 11 | Guild Artisan | PHB |
| 12 | Hermit | PHB |
| 13 | Mercenary Veteran | SCAG |
| 14 | Noble | PHB |
| 15 | Outlander | PHB |
| 16 | Sage | PHB |
| 17 | Sailor | PHB |
| 18 | Soldier | PHB |
| 19 | Urban Bounty Hunter | SCAG |
| 20 | Urchin | PHB |
Sun Slave is also an option as a background if you chose the Sun-Ring as your origin. It is not listed on this table due to it being exclusive to the Sun-Ring.
Home
The world is vast, and the number of cities within are countless. Each ring of the world boasts plenty of towns and cities to call its own, especially the Mid-Ring. Each ring is given its own table, and the Mid-Ring is given four. The four Mid-Ring tables list locations to the north, south, east, and west of the sun and the storm.
In the Expanse, many who live there are nomadic tribes of less than 50. Some are also underwater villages which are nurtured by a frozen aboleth, granting those who live in the area the ability to breathe underwater.
Expanse Settlements
| d100 | Settlement Name | Type |
|---|---|---|
| 1 | Ark | Village |
| 2 | Nail | United |
| 3 | Fenver | Village |
| 4 | Nomadic (Orc) | Village |
| 5 | Nomadic (Elf) | Village |
| 6 | Nomadic (Dragonborn) | Village |
| 7 | Aboleth | Village |
| 8 | Travelers | Any |
Meltwater Ring Settlements
| d100 | Settlement Name | Type |
|---|---|---|
| 1 | Lunastria | City |
| 2 | Malketh | Metropolis |
| 3 | ? | |
| 4 | ? | |
| 5 | ? | |
| 6 | ? |
North Mid-Ring Settlements
| d100 | Settlement Name | Type |
|---|---|---|
| 1 | ? | |
| 2 | ? | |
| 3 | ? | |
| 4 | ? | |
| 5 | ? | |
| 6 | ? |
South Mid-Ring Settlements
| d100 | Settlement Name | Type |
|---|---|---|
| 1 | ? | |
| 2 | ? | |
| 3 | ? | |
| 4 | ? | |
| 5 | ? | |
| 6 | ? |
West Mid-Ring Settlements
| d100 | Settlement Name | Type |
|---|---|---|
| 1 | Hibersum | Town |
| 2 | Divus | Town |
| 3 | Lucas City | City |
| 4 | Reef | Village |
| 5 | Eastridge | Town |
| 6 | Vespad City | Metropolis |
East Mid-Ring Settlements
| d100 | Settlement Name | Type |
|---|---|---|
| 1 | Dizim | Town |
| 2 | ? | |
| 3 | ? | |
| 4 | ? | |
| 5 | ? | |
| 6 | ? |
Great Ocean Settlements
| d100 | Settlement Name | Type |
|---|---|---|
| 1 | ? | |
| 2 | ? | |
| 3 | ? | |
| 4 | ? | |
| 5 | ? | |
| 6 | ? |
Sun-Ring Settlements
| d100 | Settlement Name | Type |
|---|---|---|
| 1 | Soul | City |
| 2 | Cixtol | Town |
| 3 | ? | |
| 4 | ? | |
| 5 | ? | |
| 6 | ? |
Race
You can determine your character's race by looking at the population's present in your chosen home settlement. Each settlement listed on the tables above has a provided percentile breakdown of its demographics. You can roll a d100 to determine which present race you are, or you can simple choose one of the present races. If your roll result is "other", you can choose any race to play which isn't already listed on the settlement's list.
Family
The size of your chosen settlement determines the average size of your family. Most families have many children, tilling fields or working some craft, though those in cities or in places without workable land rarely have a large family. Families with many children will often push one of their children to follow their line of work, while the others are encouraged to expand their trade to other practices. If a family is rich enough, a child might even be sent to a college to learn magic.
Roll twice on the appropriate Family Size table -- once for your parents and once for your siblings. This result might change as your story unfolds, parents may appear or vanish, siblings may depart or perish, stories hold much for you and those around you.
For a village, roll on the Town table, but roll twice for siblings and take the lower result. In small holdings, family holds tightly together and outsiders are embraced. For a Metropolis, roll the siblings and parents tables both twice and take the higher result. In a packed city, family is often overlooked in favor of efficiency.
Family Size (Town)
| d8 | Number of Parents | Number of Siblings |
|---|---|---|
| 01-15 | 3 or more | 2d4+2 |
| 16-60 | 2 | 1d6 |
| 61-75 | 1 | 1d4 |
| 76-00 | 0 | 0 |
Family Size (City)
| d8 | Number of Parents | Number of Siblings |
|---|---|---|
| 01-05 | 3 or more | 2d4+2 |
| 05-50 | 2 | 1d6 |
| 51-70 | 1 | 1d4 |
| 71-00 | 0 | 0 |
Family Member Traits
Once you have finished rolling on the previous table, choose the gender and age of each family member.
Relationships
For family, ally, and rival relationships, look at the tables provided in EGW page 194.
Farewell
To A
New Dawn
Thank you for taking the time to enjoy my work! I started this project long ago, around April 2020 and it is still being worked on to this day. I had considerable help from the Discord of Many Things as well, and would like to shoutout a few key helpers! There are more than these that helped but I didn't get the name of, so thank you to those I did not list as well!
Consider joining the Discord of Many Things to get help and help others on brews here!
Credits
Thanks to all the help from Discord (mostly the Discord of Many Things)
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