Magician 2.0

by Svelteshrimp

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Magician

Robes stained with countless blemishes, a plump gnome trundles toward the enfeebled winged serpent before her. Thin transparent lines of arcane force extend from her fingers as claws, and she rakes them across its form. The radiant creature crumples into the dirt. Well-worn knife in hand, she sets to work. Before too long, she emerges with her prize: the eye of the beast. A hint of saliva escapes her lips as she fastidiously prepares the morsel. Her large eyes glow with a dull light as she chews, savoring the taste.

Placing an indigo hand on his companion’s shoulder, a tiefling in well-oiled leathers recites a barely audible chant under his breath. His words guide his focus as he weaves together fine threads of magic that bind he and his companion together. A small sigh of relief, and the two separate. The tiefling casts a spell, and as gills and webbing appear across his form, the same effect takes hold across his companion’s body. They turn to the murky depths before them, and dive into the unknown.

Magicians are magic-users defined by physicality and embodied knowledge, united in their disciplined exercise of the flows of magic in the world. Eschewing a reliance on texts and materials in favor of what "works," magicians may have the appearance of fighters more than spellcasters, yet differ from most fighters by relying on piercing intellect and arcane knowhow to augment their physical abilities and gain the upper hand over their foes. Trained according to hard living and tending toward nomadic existences, their magic is a tool for survival first and foremost. No dusty hermits, magicians trade lives of solitary study for practical examinations of the ebbs of flows of magic all around them.

Magician
Level Proficiency Bonus Features Low Magic Spells Known 1st 2nd 3rd 4th 5th
1st +2 Seek Magic, Resistance d6
2nd +2 Fighting Style, Spellcasting, Low Magic d6 2 2
3rd +2 Practice Feature d6 3 3
4th +2 Ability Score Increase d6 3 3
5th +3 Extra Attack d8 4 4 2
6th +3 Eschew Materials, Waste d8 4 4 2
7th +3 Practice Feature d8 5 4 3
8th +3 Ability Score Increase d8 5 4 3
9th +4 d8 6 4 3 2
10th +4 Eschew Components d10 6 4 3 2
11th +4 Practice Feature d10 7 4 3 3
12th +4 Ability Score Increase d10 7 4 3 3
13th +5 d10 8 4 3 3 1
14th +5 Seal Spells d10 8 4 3 3 1
15th +5 Practice Feature d12 9 4 3 3 2
16th +5 Ability Score Increase d12 10 4 3 3 2
17th +6 d12 10 4 3 3 3 1
18th +6 Improved Waste d12 10 4 3 3 3 1
19th +6 Ability Score Increase d12 11 4 3 3 3 2
20th +6 Magic Bounce d12 11 4 3 3 3 2

Class Features

As a magician, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per magician level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magician level after the 1st

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, shortswords
  • Tools: choose one type of artisan's tools

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Nature, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) a simple melee weapon
  • (a) scale mail or (b) leather armor
  • (a) a scholar's pack or (b) an explorer's pack
  • two daggers

Seek Magic

Beginning at 1st level, you can spend an action to sense the presence of magic around you until the end of your next turn. You know the location of magic, or any celestial, elemental, fey or fiend within 60 feet of you that is not behind total cover. On your next turn you can use your action see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Resistance

As a magician you can prove to be a difficult target for magic. When you make a saving throw against a spell or magical effect you may roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s you wish to use. You can use this ability a number of times equal to your proficiency bonus, regaining all uses on a long rest.

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 a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Spellcasting

By the time you reach 2nd level, you have learned how to harness the magic inherent to the nature of the multiverse to cast spells, much as a wizard does. See chapter 10 of the Player's Handbook for the general rules of spellcasting and Appendix A of this document for the magician spell list. Appendix B details a number of spells exclusive to this class.

Spell Slots

The magician table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the magician spell list.

The Spells Known column of the Magician table shows when you learn more magician spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the magician spells you know and replace it with another spell from the magician spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your magician spells, since your magic draws from your intellect and memorization of the laws of the multiverse. You use your Intelligence modifier when setting the saving throw DC for a magician spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Low Magic

Beginning at 2nd level, you learn how to enhance your weapon strikes with arcane might. You gain a pool of d6s that you can spend to augment your weapon attacks. On a hit with a weapon attack, you can spend a number of dice up to your Intelligence modifier, rolling the dice you spend and adding their total to the damage dealt by the attack. The maximum number of dice in the pool equals your magician level. The size of the dice in the pool increases as you gain magician levels, as shown on the Low Magic column of the Magician Table.

Additionally, as a bonus action you can expend one spell slot and gain a number of low magic dice equal to the slot’s level. You can never gain more low magic dice than shown on the table for your level. You regain all spent low magic dice when you finish a long rest.

When you gain this feature, choose one type of damage: bludgeoning, force, necrotic, piercing, psychic, or slashing. The additional damage from your low magic always deals magical damage of this type. When you reach 6th and 14th level you can select an additional damage type, choosing which type to use whenever you activate this feature.

Practices

When you reach 3rd level, your attitude toward knowledge shapes your practice of magic through one of three practices: Gourmand, Shade, Spellblade, and Weaver. Your practice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Practice Spells

Each practice has a list of associated spells. You gain access to these spells at the levels specified in the practice description. Once you gain access to a practice spell, you learn it. Practice spells don’t count against your spells known.

If you gain a practice spell that doesn’t appear on the magician spell list, the spell is nonetheless a magician spell for you.

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.

Eschew Materials

Starting at 6th level, you have learned to cast your spells without relying on physical things. Spells you cast no longer require a material component unless that component has an indicated cost.

Waste

Once you reach 6th level, you learn to extract the magic of a target with your low magic, rather than causing them additional harm. On a hit with a weapon attack you can forgo adding any low magic dice to the damage dealt by the attack and instead choose to expend any number of your low magic dice. When you do so, you force the target to make an intelligence saving throw. On a failure, the creature loses a spell slot of a level equal to the number of dice expended (minimum 1). You declare what level of spell slot you wish to cause the creature to waste when you activate this feature. If you attempt to waste a spell slot of a level which the creature does not currently have any spell slots for, you instead waste the next largest spell slot the creature currently possesses.

Eschew Components

Starting at 10th level, you weave the specific words and actions required to cast spells into imperceptible modifications in your behavior. Spells you cast no longer require verbal or somatic components.

Seal Spells

After you reach 14th level, you may attempt to seal a target’s ability to cast spells of a specific school of magic, rather than adding damage to your attacks. On a hit with a weapon attack you can forgo adding any low magic dice to the damage dealt by the attack to instead declare a school of magic and expend any number of low magic dice (minimum 1). The creature makes an Intelligence saving throw, taking a penalty on the roll equal to the number of dice you expend. On a failure, it loses the ability to cast spells of that school for 1 minute. At the end of each of its turns the target can make another Intelligence saving throw. On a success, this effect ends. If the creature does not know any spells from the school of magic you declared, you learn that information.

Improved Waste

Beginning at 18th level, your ability to diminish the capacities of your enemies is unmatched. When you use your low magic to waste a target's spell slot, you can roll a number of the expended dice equal to your Intelligence modifier and add their total to the damage dealt by the attack.

Magic Bounce

At 20th level, you become a master of practical applications of magic, learning to redirect its ebbs and flows. When you are subject to a spell or magical effect that causes you to make a saving throw, you can use a reaction to choose one creature you can see within 30 feet who is not subject to the spell. That creature makes the saving throw in your place. On a failure, the creature suffers the full effects of the spell or spell effect, and you are treated as if you had not been targeted. On a success, you are subject to the spell or magical effect as normal. You must then finish a short or long rest to use this feature again.

Gourmand

The gourmand knows that the stomach always knows. Sometimes gluttonous, sometimes picky eaters, these magicians develop their abilities by consuming the magic of others. Potentially prone to eccentricity, or even shunned from public life due to their gustatory proclivities, gourmands may dedicate themselves to sharing their skills for the joy of others, or become selfish consumers atop a mountain of stolen flesh. All gourmands pride themselves on their culinary skills, and can manage to distill the essence of the foes they fell into meals that enhance their abilities and allow them to channel extraordinary magics.

Gourmand Features
Level Feature
3rd Practice Spells, Food Magic, Strong Stomach
7th Culinary Augmentation
11th Expert Harvest, Master Chef
15th Body Memory

Practice Spells

You gain practice spells at the magician levels listed in the Gourmand Spells table. See the Practice class feature for how practice spells work.

Gourmand Spells
Level Feature
3rd Charm Person, Purify Food and Drink
5th Gentle Repose, Locate Animals or Plants
9th Bestow Curse, Create Food and Water
13th Charm Monster, Locate Creature
17th Awaken, Contagion

Food Magic

When you dedicate yourself to this practice at 3rd level, you learn how to harvest, prepare, and eat pieces of your foes to gain benefits.

Harvest: If you spend 1 minute working, you can attempt to harvest an organ, piece of flesh, or other morsel associated with the abilities of a deceased creature within your reach. To do so, make an Intelligence check adding your proficiency bonus. The DC of this check equals 10 + the CR of the creature you are attempting to harvest. On a success, you obtain one meal’s worth of ingredients from the creature. A creature may only be subject to the Harvest ability once, as a success removes whatever usable ingredients the creature holds and a failure destroys those ingredients. If you have previously harvested from the same type of creature as your current target, you have advantage on attempts to harvest ingredients from the target.

Certain creatures may not hold any usable ingredients, may not leave a boody when killed, or may not be magical, as determined by the DM. Some creatures may be able to willingly provide you with ingredients, as determined by the DM.

Feast: During the course of a short or long rest, you can prepare and consume a previously harvested ingredient of your choice. When you do so, one spell the creature could cast becomes a magician spell for you and you gain the ability to cast that spell in the manner in which the creature could have cast it, without expending a spell slot. You may learn a spell of a level no higher than one half your level in this class, rounded up.

If the creature could use a special action, such as Multiattack or a Red Dragon's Fire Breath, you can choose to gain use of that action instead of learning a spell. When you use that action, you manifest an aura of magical energy to replicate any actions taken with limbs you do not possess. You use your Intelligence modifier for attack and damage rolls, as well as save DCs, for actions taken using this feature.

Abilities gained in this way are lost when you use them, when you prepare and consume a new ingredient, or when you take a long rest. Others may share in meals prepared using this feature for sustenance, but do not gain any special benefits from it unless they have the Food Magic feature.

Strong Stomach

At 3rd level, you gain resistance to poison damage and advantage on saving throws against poisons.

Culinary Augmentation

At 7th level, you learn to augment your body's defensive capabilities. When you feast, choose one damage type the creature you are feasting on has resistance or immunity to. Until the next time you consume an ingredient prepared with your food magic ability, you also have resistance or immunity to that damage type.

Expert Harvest

At 11th level, you add double your proficiency bonus to checks made to harvest ingredients from creatures. Additionally, if you exceed the DC of a harvesting check by 5 or more, you now gain two sets of ingredients.

Master Chef

At 11th level, when preparing a meal using a harvested ingredient, you can share that meal with a number of creatures equal to your proficiency bonus. If they do not have the food magic feature, you grant them a number of temporary hit points equal to your gourmand level + your Intelligence modifier. You may do so once per long rest.

Body Memory

At 15th level instead of gaining a temporary ability when you use your food magic, you can add a spell known by the creature to your list of spells known. Spells gained in this manner do not count against your number of spells known, and the spell must be of a level which you are able to cast. You can learn a number of spells in this way equal to your intelligence modifier (minimum 1). Should you attempt to learn more spells in this way than you are able to, you must replace one of the spells learned while previously using this feature.

Shade

Their very existence more an object of legend than common knowledge, shades organize themselves around the principle that information is as much weapon as it is commodity. To the shade, the creature who lives longest typically knows the most, or uses what they know the best. Shades may find a variety of reasons to join in the pursuits of others, particularly when they might hope to unearth hidden or forbidden knowledge, but can tend toward a jealous possessiveness when threatened.

Shade Features
Level Feature
3rd Practice Spells, Steal Presence, Rend Psyche
7th Rend Armor
11th Psychic Cover
15th Improved Rend Psyche

Practice Spells

You gain practice spells at the magician levels listed in the Shade Spells table. See the Practice class feature for how practice spells work.

Shade Spells
Level Feature
3rd Silent Image, Charm Person
5th Phantasmal Force, Zone of Truth
9th Fear, Enemies Abound
13th Compulsion, Phantasmal Killer
17th Modify Memory, Seeming

Steal Presence

When you select this practice at 3rd level, you learn to rob knowledge of your existence from the minds of others. When you touch a creature or hit it with a melee weapon attack, you can force it to make an Intelligence saving throw. On a failure, you appear to vanish from that creature’s senses, causing the creature to treat you as if you were heavily obscured. This effect lasts for the next minute, or until you target the creature with an attack or any effect that causes it to make a saving throw. The target can repeat this save again at the end of each of its turns, ending the effect on a success. You may use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all uses of this feature on a short or long rest.

Rend Psyche

At 3rd level, when you attack a creature and activate your low magic feature, instead of dealing additional damage you can expend any number of low magic dice (minimum 1) as you pose a yes or no question to the creature's mental faculties. The creature makes an Intelligence saving throw, taking a penalty to that roll equal to the number of dice you expend. On a failed save, you learn the answer to that question. You can only gain access to the information known by your target, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the creature’s knowledge or if the answer is more complex than a yes or no. A creature subjected to Rend Psyche becomes immune to its effects for the next 24 hours.

Rend Armor

At 7th level, creatures of your choice under the effects of a spell you are currently concentrating on have their AC reduced by 2. Additionally, you gain a bonus to damage rolls against such creatures. The bonus equals your proficiency bonus.

Psychic Cover

At 11th level, you learn to further manipulate the perceptions of others. As an action, you can force a creature within 60 feet of you to make an Intelligence saving throw. On a failed save, visions swim in the target’s eyes. The target treats a number of creatures equal to your Intelligence modifier as if they are behind half cover for the next minute. The target can repeat the save at the end of each of its turns, ending the effect on a success. A creature who does not rely on sight is immune to this effect. You may use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all uses of this feature on a long rest.

Improved Rend Psyche

At 15th level, your ability to toy with the minds of others is unparalleled. When you use your rend psyche feature, you can simultaneously choose to use your waste or seal spells feature, using the same low magic dice expended for the rend psyche.

Spellblade

Live by the blade, keep living by the blade. Spellblades view knowledge as an tool, something used in the service of honing one's capabilities to razor-sharp perfection. Spellblades dive deep into the possibilities of their low magic, fashioning powerful weapons and achieving physical feats most magicians can only dream of.

Spellblade Features
Level Feature
3rd Practice Spells, Spellblade, Arcane Precision
7th Arcane Redoubt
11th Physicality
15th Low Magic Mastery

Practice Spells

You gain practice spells at the magician levels listed in the Spellblade Spells table. See the Practice class feature for how practice spells work.

Spellblade Spells
Level Feature
3rd Thunderwave, Zephyr Strike
5th Barkskin, Enhance Ability
9th Conjure Barrage, Vampiric Touch
13th Death Ward, Stoneskin
17th Destructive Wave, Steel Wind Strike

Arcane Precision

Starting at 3rd level, when you make an attack roll with your Spellblade but before you know whether the attack is a success, you may expend a number of low magic dice, rolling the dice and adding their total to the result of the roll. Dice spent in this way count against the number of low magic dice you may add to the damage roll of this attack, and are not added to the damage total of the attack. At 3rd level, you may spend one die. The number of dice you can spend with this feature increases by 1 at 7th level (2 low magic dice), 11th level (3 low magic dice), and 15th level (4 low magic dice).

Spellblade

When you select this practice at 3rd level, you learn to channel your magic through special weapons. If you spend an hour in meditation over a melee weapon you are proficient with, you may make it your spellblade. You may use a spellblade as an arcane focus, and while you are conscious you cannot be disarmed while wielding your spellblade. The weapon ceases being your spellblade if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

When you cast a spell with a range of touch, a spell that requires a melee attack roll, or a spell with a range of self that produces an effect emanating from you, you may deliver the spell through an attack with a Spellblade you are holding as part of casting the spell. When you do so, unless the spell already grants you the ability to do so, you make one melee weapon attack with your spellblade at a creature within range as part of casting that spell. On a hit, the target suffers the attack's normal effects, as well as the effects of the spell. On a miss, the spell also fails. If the spell's requires a target to make a saving throw, the target of the melee attack has disadvantage on that saving throw.

Arcane Redoubt

At 7th level, you gain the ability to channel your low magic for defensive purposes. During the course of a short or long rest you may set aside a number of low magic dice up to your Intelligence modifier. When you cast a spell, or as a bonus action on your turn, you may choose to expend one of those dice, rolling the die you spend and adding its total to your AC until the start of your next turn.

Physicality

Starting at 11th level, your physical prowess is greatly bolstered by your skill with low magic. As a reaction when you make a Strength, Dexterity, or Constitution saving throw you may expend one die from your low magic pool, rolling the die and adding its total to the result of the roll. You can choose to do so after you roll the die for the saving throw, but before the DM tells you whether you succeed or fail.

Low Magic Mastery

At 15th level, you have cultivated peerless skill with low magic. When you use your Arcane Precision feature, you may add the low magic dice you spend to both attack and damage rolls. You may do so only once per short or long rest.

Additionally, when you take a short rest and have no low magic dice remaining, you regain a number of low magic dice equal to your Intelligence modifier.

Weaver

Weavers study the fine fabric of magic in the world, learning how to shift and manipulate those weaves toward their advantage. Weavers rarely live solitary existences, instead affirming a simple truth: knowledge is social. Sharing their magics and their gifts widely, Weavers tend toward supportive and helpful personalities, or may find themselves the center of a legion of devoted followers.

Weaver Features
Level Feature
3rd Practice Spells, Web of Beneficence
7th Low Weave
11th Vital Weave
15th Communal Weave

Practice Spells

You gain practice spells at the magician levels listed in the Weaver Spells table. See the Practice class feature for how practice spells work.

Weaver Spells
Level Feature
3rd Armor of Agathys, False Life
5th Blur, Misty Step
9th Blink, Vampiric Touch
13th Fire Shield, Shadow of Moil
17th Far Step, Mislead

Web of Beneficence

When you dedicate yourself to this practice at 3rd level, you gain the ability to magically bind yourself to others, sharing beneficial effects. When you take a long or short rest, you can spend an hour leading one willing creature in meditation. While that creature is within 30 feet of you, you can make any spell you cast that targets only you also target that creature. Creatures do not need to remain within 30 feet of you to retain the effects of the spell, though they lose the effects of the spell when the spell ends.

Additionally, creatures within 30 feet of you bound to your web of beneficence have advantage on saving throws against being charmed or frightened due to the strength of your bond.

The number of creatures you can bind with this feature increases by 1 at 7th level (2 creatures affected), 11th level (3 creatures affected), and 15th level (4 creatures affected). Your web of beneficence ends if you are incapacited, killed, rendered unconscious, or use this feature again over the course of a long or short rest.

Low Weave

At 7th level, you gain the ability to pass the force of your low magic to allies in your web. As a reaction when a creature bound in your web is within 30 feet of you and hits with a weapon attack, you can activate your low magic feature as if you had made the attack.

Vital Weave

Once you reach 11th level, you learn to pass restorative effects along your web. When you regain hit points while under the effect of web of beneficence you can use a reaction to end the effects of your web and cause all creatures of your choice within 30 feet of you to regain that amount.

Communal Weave

At 15th level, when any creature under the effects of your web of beneficence casts a spell that targets only them, you can use a reaction to expend a spell slot of the same level and cause that spell to affect any or all creatures bound to your web with the spell. When the spell is cast you must be within 30 feet of the creature casting the spell and the creatures you wish to affect with the spell, but do not need to remain within 30 feet of one another after that point.

Appendix A:

Magician Spell List

1st Level
  • Absorb Elements
  • Arcane Weapon
  • Burden
  • Catapult
  • Command
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Forbidden Word
  • Inflict Wounds
  • Magic Missile
  • Purify Food and Drink
  • Rock Arrow
  • Shield
  • Silent Image
  • Tasha’s Hideous Laughter
2nd Level
  • Aid
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Body Attunement
  • Detect Thoughts
  • Enlarge/Reduce
  • Hold Person
  • Levitate
  • Limb Growth
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Mirror Image
  • Ray of Enfeeblement
  • Silence
  • Spider Climb
  • Suggestion
3rd Level
  • Appetite
  • Blink
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Erupting Earth
  • Fly
  • Haste
  • Major Image
  • Meld into Stone
  • Memory Blade
  • Protection from Energy
  • Slow
  • Swap
  • Tiny Servant
4th Level
  • Burrow
  • Confusion
  • Fabricate
  • Freedom of Movement
  • Otiluke’s Resilient Sphere
  • Spire
  • Stone Shape
  • Unmake Flesh
5th Level
  • Animate Objects
  • Bigby's Hand
  • Fissure
  • Hold Monster
  • Mass Levitate
  • Mythic Mantra
  • Telekinesis
  • Transmute Rock

Appendix B:

Magician Spells

Appetite

3rd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A set of teeth)
  • Duration: Concentration, Up to 1 minute

You imbue an object you touch with a thirst for the flesh of a creeature type of your choice, such as Elemental, Humanoid, or Undead. You decide the creature type when you cast the spell. When that object is used to deal damage to a creature of the specified type, that creature must make a Constitution save or become vulnerable to damage dealt by that object for the duration of the spell. If you touch an object capable of creating an effect that forces a target to make a saving throw or take damage, such as a spell component, this effect applies on failure of that saving throw, rather than requiring an additional saving throw.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.

Body Attunement

2nd level transmutation


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

You attempt to sap the defensive aptitude of your target. Choose a creature you can see within range. The target must succeed on a Wisdom saving throw or have its AC reduced by 1d6 for the duration and your AC increases by half that amount.

Burden

1st level transmutation


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

The weight of an object you touch is doubled for the duration. If the object is a weapon, its damage dice increases by 1 step. If the object did not previously have the heavy and two-handed properties, it gains these properties when used as a weapon. If the object had the finesse property, it loses that property. If the object previously had the heavy and two-handed properties, treat it as if it was one size category larger. Creatures have disadvantage on attack rolls made with weapons larger than them.

If the object is worn or carried by an unwilling target, you must make a melee spell attack against the target in order to affect it. On a failure, the spell ends.

At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the weight doubles once again for each slot level above 1st.

Burrow

4th level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature shovel)
  • Duration: Concentration, up to 10 minute

You touch a willing creature. The target gains a burrowing speed equal to its movement speed and tremorsense out to a range of 60 feet.

At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Fissure

5th level transmutation


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

You tear the earth apart, creating a 20-foot radius, 60-foot deep cylindrical gash in the ground, centered on a point you can see in range. All creatures and objects in the area fall into the fissure. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

At the start of your next turn, the fissure seals itself. Creatures inside the fissure must make a Strength saving throw. A creature takes 6d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures trapped inside the fissure that do not possess a burrowing speed are restrained and cannot breathe. Trapped creatures must succeed on a Strength check against your spell save DC in order to break free, treating the earth as difficult terrain. Creatures who end their turn beneath the ground are restrained again.

Forbidden Word

1st level enchantment


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

You twist a creature’s mental capacities, forcing a creature in range to make an Intelligence saving throw. On a failure, the target cannot speak up to 10 words of your choice for the duration. The words can be a specific phrase, a list of 10 unrelated words, or a mix of both. The spell interferes with any attempt to communicate the words, such as speaking, writing, or drawing. Should the target attempt to use a forbidden word or phrase, it produces nonsense and the creature suffers 1d8 points of psychic damage. This damage can only be inflicted once per turn. An affected creature does not know what words it is forbidden to communicate until it attempts to communicate them.

If you can hear and see the creature when it attempts to speak a forbidden word or phrase, you can use your reaction to determine a word or phrase of the same length that is spoken in its place. Otherwise, the interference caused by this spell simply produces nonsense.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Limb Growth

2nd level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a root doused in water)
  • Duration: Concentration, up to 1 hour

You cause a creature within range to grow an additional arm or leg. If the target is unwilling, it makes a Constitution saving throw. On a failure, the limb grows in a place of your choice on the creature’s body. A limb can be grown in such a way as to make an existing limb useless, or to augment that creature’s abilities

Gain an Arm or a Hand: The target's carrying capacity increases by half, can hold an object with two hands and still have a free hand, and the target can hold three objects at a time.

Gain a Foot or Leg: The target’s speed on foot is increased by half. The target has advantage on Dexterity (Acrobatics) checks and dexterity saving throws.

Lose an Arm or a Hand: The target can no longer hold anything with two hands, and the target can hold only a single object at a time.

Lose a Foot or Leg: The target’s speed on foot is halved, and the target must use a cane or crutch to move unless the target has a peg leg or other prosthesis. The target falls prone after using the Dash action. The target has disadvantage on Dexterity checks made to balance.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may target an additional creature for each slot level above 2nd.

Mass Levitate

5th level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small golden loop)
  • Duration: Concentration, up to 10 minutes

Up to eight creatures or objects of your choice that you can see within range rise vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate targets up to a total weight of 4000 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

A target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or ceiling), which allows it to move as if it were climbing. You can change the targets’ altitudes by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move without affecting the other targets. Otherwise, you can use your action to move the targets as a unit.

When the spell ends, the targets float gently to the ground if they are still aloft.

Memory Blade

3rd level evocation


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

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon leaves a potent impression on that creature’s psyche. At the start of its next turn, the target must make an Intelligence saving throw. On a failed save, the damage from the attack is dealt to the target again as psychic damage.

Mythic Mantra

5th level abjuration


  • Casting Time: 1 Action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A sacred catechism bearing the strength of forgone ages bursts from your lips. For the duration, all creatures of your choice within range who can hear you are infused with that strength. Targets have their speed increased by 10 feet and have advantage on all Strength and Dexterity checks. When a creature under the effects of this spell makes an attack roll or is subject to an attack, you can use your reaction to impose either advantage or disadvantage on the attack roll.

Rock Arrow

1st level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (an arrowhead)
  • Duration: Instantaneous

A mass of loose rocks and materials coalesces into a sharp projectile and flies toward a creature in range. Make a ranged spell attack. The target takes 2d12 piercing damage on a success.

The projectile reconfigures itself to squeeze through spaces that might otherwise be impossible for a regular arrow to pass through. Attacks made with this spell ignore half and three-quarters cover.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. If you use a spell slot of 3rd level or higher, the attack made with this spell may ignore total cover so long as there is an at least 1 inch wide path between you and the target.

Spire

4th level evocation


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

Four 10-foot radius jagged spires burst from the ground at points you can see within range. Each creature within the area of a spire must make a Dexterity saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much on a successful one. Additionally, medium or smaller creatures who fail the save are thrown 10 feet away from the center of a spire, or are thrown in a random direction if a spire emerges directly under their feet. A creature in the area of more than one spire is affected only once.

The spires immmediately crumble to the ground, making the space they occupied difficult terrain until cleared. Each 5-foot-squre portion of the area requires at least 1 minute to clear by hand.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, an additional spire appears for each level above 4th.

Swap

3rd level transmutation


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

Choose two 10 ft. radius circles on the ground at points you can see within range. The terrain at each location, as well as all creatures and objects touching it, instantaneously switch locations. This spell fails if either circle would include an object or creature that cannot fit inside its radius. For purposes of this spell, floors, such as worked stone, are not considered objects.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the radius of each circle increases by 5 feet for each level above 3rd.

Unmake Flesh

4th level transmutation


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

You attempt to instantaneously remove a piece of a creature you touch. Make a melee spell attack. On a success, Creatures targeted by this spell take 4d10 Force damage must make a constitution saving throw. On a failure, if the creature has limbs it loses a limb of your choice. Creatures who lose at least half of their limbs suffer one of the following effects:

Lose an Arm or a Hand: The target can no longer hold anything with two hands, and the target can hold only a single object at a time.

Lose a Foot or Leg: The target’s speed on foot is halved, and the target must use a cane or crutch to move unless the target has a peg leg or other prosthesis. The target falls prone after using the Dash action. The target has disadvantage on Dexterity checks made to balance.

 

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