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# The Odic, the Bamstacks Variant
##### The Odic | Level | Proficiency Bonus | Features | Cantrips Known | Spell Cost 1st | Spell Cost 2nd | Spell Cost 3rd | Spell Cost 4th | Spell Cost 5th | Maximum Spell Level | |:----:|:--:|:----------------------------|:-:|:-:|:-:|:-:|:-:|:-:|:-:| | 1st | +2 | Odic Magic, Heart Rune | 2 | 3 | - | - | - | - | 1st | | 2nd | +2 | Odyllic Vigor, Ond Guidance | 2 | 3 | - | - | - | - | 1st | | 3rd | +2 | Vital Recovery | 2 | 3 | 7 | - | - | - | 2nd | | 4th | +2 | Ability Score Improvement | 3 | 4 | 7 | - | - | - | 2nd | | 5th | +3 | Vital Recovery improvement | 3 | 4 | 7 |11 | - | - | 3rd | | 6th | +3 | Heart Rune feature | 3 | 4 | 8 |12 | - | - | 3rd | | 7th | +3 | — | 3 | 4 | 8 |12 |14 | - | 4th | | 8th | +3 | Ability Score Improvement | 3 | 5 | 8 |12 |15 | - | 4th | | 9th | +4 | Improved Ond Guidance | 3 | 5 | 9 |13 |15 |17 | 5th | | 10th | +4 | Heart Rune feature | 4 | 5 | 9 |13 |16 |18 | 5th | | 11th | +4 | Vigor Surge (6th level) | 4 | 5 | 9 |13 |16 |19 | 5th | | 12th | +4 | Ability Score Improvement | 4 | 6 |10 |14 |17 |20 | 5th | | 13th | +5 | Vigor Surge (7th level) | 4 | 6 |10 |14 |17 |21 | 5th | | 14th | +5 | Heart Rune feature | 4 | 6 |10 |14 |18 |22 | 5th | | 15th | +5 | Vigor Surge (8th level) | 4 | 6 |11 |15 |18 |23 | 5th | | 16th | +5 | Ability Score Improvement | 4 | 7 |11 |15 |19 |24 | 5th | | 17th | +6 | Vigor Surge (9th level) | 4 | 7 |11 |15 |19 |25 | 5th | | 18th | +6 | Heart Rune feature | 4 | 7 |12 |16 |20 |26 | 5th | | 19th | +6 | Ability Score Improvement | 4 | 7 |12 |16 |20 |27 | 5th | | 20th | +6 | Undying Spark | 4 | 8 |12 |16 |20 |28 | 5th |
Note, this is a modified version of Ross Leiser's Odic class found [here](https://www.dmsguild.com/product/223886/OAP-The-Odic-Class). \pagebreakNum ## Class Features As a magus, you gain the following class features. #### Hit Points - **Hit Dice:** 1d12 per odic level - **Hit Points at 1st Level:** 12 + your Constitution modifier - **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per odic level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple weapons - **Tools:** Painter's supplies - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two skills from Arcana, Athletics, History, Insight, Medicine, Nature, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* a quarterstaff or *(b)* any simple weapon - an explorer’s pack, a tattoo kit, and a jar of odyllic dye Alternatively, you can roll 3d4 x 10 gp and buy your starting equipment. ### Odic Multiclassing Odics follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook. If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose odic as one of your classes. ***Ability Score Minimum.*** As a multiclass character, you must have at least a Constitution score and Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already an odic. ***Proficiencies Gained.*** If odic isn’t your initial class, here are the proficiencies you gain when you take your first level as an odic: Simple weapons, painter's supplies. ***Spell Slots.*** Odic Magic is a unique form of spellcasting, and does not combine with other spellcasting features when multiclassing. ### Odic Magic Through your tattooing and practice manipulating your life force through your body, you have the ability to cast spells. This practice worked your life force like a muscle, strengthening it beyond that of a normal person. See chapter 10 in the Player’s Handbook for the general rules for spellcasting, and the end of this document for the odic spell list. #### Cantrips At 1st level, you know 2 cantrips of your choice from the odic spell list. You learn additional odic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Odic table. \columnbreak #### Casting Odic Spells The Maximum Spell Level column of the Odic table shows the highest spell level at which you can cast your odic spells of 1st level and higher. To cast one of these odic spells, choose a spell level no greater than your maximum spell level, and no less than the level of the spell you’re casting. Your hit point maximum is reduced by an amount corresponding to the spell level you chose, as well as your character, as shown in the Odic table. Your current hit points remain the same, unless they must decrease to abide by your hit point maximum. You then produce a spell slot of the level you chose and immediately expend it to cast the spell. If your hit point maximum is reduced to 0, you burn out your spark of life and die. When you finish a long rest, your hit point maximum is restored to its normal value. Effects that can immediately end one effect reducing your hit point maximum, such as the *greater restoration* spell, can’t end the reduction of your hit point maximum due to casting odic spells. If you are subject to an effect that would prevent your hit point maximum from being reduced, such as the *aura of life* spell, you can’t cast odic spells of 1st level or higher. #### Preparing Odic Spells of 1st Level and Higher You prepare the list of odic spells that are available for you to cast, choosing from the
odic spell list
. When you do, choose a number of odic spells equal to your Wisdom modifier + half your odic level, rounded up (a minimum of one spell). The spells must be of a level no greater than your maximum spell level. For example, if you are a 3rd-level odic, your maximum spell level is 2nd. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can choose to cast it at 1st or 2nd level. 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 odic spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your odic spells, since your magic relies upon your ability to manipulate your own life force with control and a sense of your limits. 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 an odic spell 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
\pagebreakNum #### Ritual Casting You can cast an odic spell as a ritual if that spell has the ritual tag and you have the spell prepared. Doing so allows you to cast the spell without reducing your hit point maximum to cast it. #### Tattoo Casting You can use your odyllic dye tattoos as a spellcasting focus for your odic spells. ### Heart Rune The odyllic dye tattoos that allow you to channel your life force are a network of ancient runes that flow one into the next. The rune directly in the center of your chest, your heart rune, was the first tattoo in your network, and is the rune on your skin that most determines the nature of your abilities. Choose a Heart Rune detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and again at 6th, 14th, and 18th level. #### Rune Spells Each heart rune has a list of spells — its rune spells — that you gain at the odic levels noted in the heart rune description. Once you gain a rune spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a rune spell that doesn’t appear on the odic spell list, the spell is nonetheless an odic spell for you. ### Odyllic Vigor Beginning at 2nd level, you learn to harness the excess life force remaining in your tattoos after casting your odic spells to protect yourself. When your current hit points are decreased as a result of casting an odic spell of 1st-level or higher, you can choose to gain temporary hit points equal to half the amount your current hit points were decreased. Additionally, you gain proficiency in death saving throws. ### Ond Guidance Also starting at 2nd level, when you finish a short rest, you can aid yourself or a willing ally in its attempts to heal itself by concentrating life force on the damaged areas. When you do, that creature rolls each of its expended hit dice twice and can use either total. Once you use this feature on a creature, including yourself, that creature must finish a long rest before it can benefit from this feature again. ### 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. \columnbreak ### Vital Recovery At 3rd level, you learn to recover your expended life force through meditation and breathing techniques. Once per day when you finish a short rest, you can restore your hit point maximum by an amount equal to half your normal hit point maximum, but not to an amount greater than your normal hit point maximum. When you do, you don’t regain hit points unless you expend hit dice, as normal. For example, if your normal hit point maximum is 35, but you’ve reduced your hit point maximum to 12 by casting odic spells, this feature would restore your hit point maximum to 29 (12 + 17), but your current hit points would still be no greater than 12 unless you expend hit dice or use some other effect to heal. Beginning when you reach 5th level in this class, you restore your hit point maximum to its normal value when you use this feature. ### Improved Ond Guidance Beginning at 9th level, when you use your Ond Guidance on a creature who has lost a digit, limb, or other body part (such as an ear) within the last 24 hours, that creature regrows one such missing body part of your choice. Additionally, you regain all of your expended hit dice when you finish a long rest. ### Vigor Surge At 11th level, your network of tattoos becomes so extensive that you can access depths of your life force previously unknown to you, allowing you to create powerful works of magic called surges. Choose one 6th-level spell from the odic spell list as your first surge. You can cast your surge spell once without reducing your hit point maximum. You must finish a long rest before you can do so again. At higher levels, you gain more odic spells of your choice that can be cast this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Vigor Surge when you finish a long rest. Whenever you finish a long rest, you can choose one of your surges and replace it with a different odic spell of the same level. \pagebreakNum #### Vigor Surge | d20 | Effect | |:---:|:-----------:| | 1 | You gain one level of exhaustion. Your hit point maximum is then reduced by an amount equal to your character level. Your current hit points remain the same, unless they must decrease to abide by your hit point maximum. | | 2 | Your hit point maximum is reduced by an amount equal to your character level. Your current hit points remain the same, unless they must decrease to abide by your hit point maximum. | | 3 | Your hit point maximum is reduced by an amount equal to half your character level. Your current hit points remain the same, unless they must decrease to abide by your hit point maximum. | | 4-17 | — | | 18 | You can choose to gain temporary hit points equal to your odic level. | | 19 | You gain temporary hit points equal to the level of your surge spell times half your odic level. | | 20 | If the surge spell is of 6th- or 7th-level, you regain the ability to cast this surge spell when you finish your next short rest. Otherwise, you gain temporary hit points equal to the level of your surge spell times your odic level. | ### Undying Spark At 20th level, if you die of a cause other than old age, you return to life in 1d4 days as though you had taken a long rest. During those days, your heart rune gathers ambient life energy from its surroundings to restore you. When you return to life this way, you regrow any lost limbs or other body parts. To return to life this way, your heart rune tattoo must remain intact for the duration. Additionally, you no longer suffer the frailty of old age, and you can’t be aged magically, though you can still die of old age. \columnbreak ## Heart Runes Your heart rune is the building block off of which your network of runic tattoos began, and determines the core nature of your life force manipulation abilities. The first step in your odic training was learning how to make odyllic die, and then practicing the basic forms of the runic tattoos until, finally, you etched your heart rune on the skin directly above your sternum, the point of the body through which life force is channeled most easily due to its proximity to the lungs and heart. From there, you tattooed runes across the skin as you gained greater control of your life force, eventually having a vast enough network to begin working your life force into spells that could affect the outside world.
Bestial Mark
Parasite Brand
Patron Emblem
Sight Sigil
\pagebreakNum
The Bestial Mark
Known as the “Ulvedhnar Rune” to odics who know the Old Tongue, the Bestial Mark grants its bearers the ability to fight like a wild wolf on the battlefield. These odics tend to eschew weaponry, imbuing their bodies with life force to strengthen and protect themselves while they rip into foes with fist, tooth, and nail. #### Bestial Rune Spells | Odic Level | Spells | |:---:|:-----------:| | 1st | *mage armor* | | 3rd | *blur* | | 5th | *blink* | | 7th | *stoneskin* | | 9th | *steel wind strike* | #### Rune of the Feral *1st-level Bestial Mark feature*
You learn the *ond fury* cantrip. It doesn’t count against the number of cantrips you know. When you make a melee spell attack as part of the spell, you can choose for it to deal piercing or slashing damage, instead of bludgeoning. #### Odyllic Strength *1st-level Bestial Mark feature*
You can channel your life force into your muscles, artificially increasing your strength. You can use your Wisdom modifier, instead of your Strength modifier, for your Strength ability checks. #### Vigorous Fury *6th-level Bestial Mark feature*
You learn to augment the power of your wild attacks. When you cast *ond fury*, your base walking speed increases by 10 feet until the end of your turn. Additionally, when you cast ond fury, you can choose to reduce your hit point maximum as though you’re casting a 1st-level odic spell to augment the cantrip’s effects. When you do, choose one of the following gambits, which lasts until the beginning of your next turn: ***Bash.*** When you make a melee attack as part of the cantrip, add your Wisdom modifier to the damage it deals on a hit. ***Endure.*** You have resistance to all damage except psychic damage, and gain temporary hit points equal to your odic level. ***Rend.*** When you hit a creature with the cantrip’s melee spell attack, the next attack made against that target by a creature than other you before the beginning of your next turn is made with advantage. ***Wound.*** When you hit a creature with the cantrip’s melee spell attack, the target’s speed is reduced by 10 feet until the beginning of your next turn. If you hit a single target with more than one of the cantrip’s melee spell attacks, its speed is reduced this way for each attack that hits. \pagebreakNum
\columnbreak #### Odyllic Physique *10th-level Bestial Mark feature*
Your body becomes suffused with your bounteous life energy. When you are forced to make a Strength or Constitution saving throw, you can choose to make a Wisdom saving throw instead. This feature can’t be applied to Constitution saving throws you make to maintain concentration on spells. Once you use this feature, you must finish a short or long rest before you can do so again. Alternatively, you can use this feature again by reducing your hit point maximum as though you were casting a 3rd-level odic spell. #### Offhand Beat *14th-level Bestial Mark feature*
At 14th level, you know how to make effective attacks with your offhand while beating down with *ond fury*. When you use your action to cast *ond fury*, you can use your bonus action to make a melee spell attack against a creature within 5 feet of you at any point in your turn. On a hit, the attack deals 1d6 + your Wisdom modifier magical bludgeoning damage. #### Vigorous Savagery *18th-level Bestial Mark feature*
Choose one of your Vigorous Fury gambits. You no longer need to reduce your hit point maximum to use the chosen gambit when you cast *ond fury*, though you can still only use one gambit per casting of the cantrip. Additionally, you gain additional benefits until the beginning of your next turn when you use the gambit you chose: ***Bash.*** Once this turn when you hit a creature with the cantrip’s melee spell attack, you can force the target to make a Strength saving throw against your spell save DC. On a failure, the creature takes an extra 1d8 force damage, you push the it up to 30 feet in a direction of your choice, and it is knocked prone. ***Endure.*** You gain immunity to a damage type of your choice other than psychic damage. ***Rend.*** You have advantage on melee attack rolls you make against any hostile creature within 5 feet of one of your allies. ***Wound.*** Once this turn when you hit a creature with the cantrip’s melee spell attack, you can force the target to make a Constitution saving throw against your spell save DC. On a failure, the creature can’t take reactions and has disadvantage on all attack rolls it makes until the beginning of your next turn. \pagebreakNum
The Parasite Brand
Known as the “Snikjudyr Rune” to odics who know the Old Tongue, the Parasite Brand grants its bearers the ability leech away the life force of others. Odics with this heart rune bolster their own vitality by basking in other creatures’ pain. Not all odics who wear this rune are villains, though; some only drain those who would harm them or their allies. #### Parasite Rune Spells | Odic Level | Spells | |:---:|:-----------:| | 1st | *hex* | | 3rd | *ray of enfeeblement* | | 5th | *vampiric touch* | | 7th | *blight* | | 9th | *hold monster* | #### Rune of the Morbid *1st-level Parasite Brand feature*
You learn the *spectral hand* cantrip. It doesn’t count against the number of cantrips you know. When you cast *spectral hand*, you add your Wisdom modifier to its damage roll. #### Odyllic Leech *1st-level Parasite Brand feature*
When you deal necrotic damage to a creature within 30 feet of you, you can parasitically link your life force to the target’s for 1 minute. You can’t link this way to undead or constructs. While you are parasitically linked to the target, you gain the following benefits: * Whenever it takes necrotic damage, you can choose to gain temporary hit points equal to a quarter of the hit points it lost, rounded up. * If the target dies while your hit point maximum is below its normal value, you increase your hit point maximum (but not your current hit points) by an amount equal to its challenge rating (a minimum of 1), but not to a value greater than your normal hit point maximum. The link ends early if you and the target become separated by a distance greater than 60 feet, or if you create a parasitic link to another target. A creature with truesight, or a creature under the effects of the detect magic spell or similar effects, can see a chain of life force connecting your heart rune to your victim’s heart. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all of your expended uses when you finish a long rest. #### Parasitic Drain *6th-level Parasite Brand feature*
You can leech life force from the victims of your parasitic link. While you are parasitically linked to a creature, you can use your action to drain its life force. It takes necrotic damage equal to 1d6 + your Wisdom modifier, and its hit point maximum is reduced by an amount equal to the necrotic damage dealt this way. The target dies if its hit point maximum is reduced to 0. This feature’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \columnbreak #### Vitality Extraction *10th-level Parasite Brand feature*
When your Odyllic Leech feature lets you gain temporary hit points equal to a quarter of the hit points lost, you can instead gain temporary hit points equal to half the hit points it lost. #### Grievous Putrefaction *14th-level Parasite Brand feature*
You learn to destroy the life force of even the most resilient of creatures. When one of your odic spells or class features would deal necrotic damage to a creature, it ignores resistance to necrotic damage, and targets with immunity to necrotic damage instead take half damage. #### Ravenous Parasite *18th-level Parasite Brand feature*
While you are parasitically linked to a creature, you can use your Parasitic Drain using either your action or bonus action, but not more than once during each of your turns. Additionally, you regain all of your expended uses of Odyllic Leech when you finish a short or long rest. \pagebreakNum
The Patron Emblem
Known as the “Vinr Rune” to odics who know the Old Tongue, the Patron Emblem imbues its bearers with greater ability to transfer their life force to others. These odics can mark another creature with a temporary odyllic dye tattoo to bind its life force to their own, strengthening each other’s vitality. #### Patron Rune Spells | Odic Level | Spells | |:---:|:-----------:| | 1st | *healing word* | | 3rd | *aid* | | 5th | *aura of vitality* | | 7th | *death ward* | | 9th | *greater restoration* | #### Rune of the Generous *1st-level Patron Emblem feature*
You learn the *give life* cantrip. It doesn’t count against the number of cantrips you know. When you cast give life on a target other than yourself, the target regains additional hit points equal to your Wisdom modifier (a minimum of 1), and you regain hit points equal to half the amount the target regained. #### Odyllic Link *1st-level Patron Emblem feature*
You can use your odyllic dye to link your life force to that of your allies, bolstering each other against harm. Whenever you finish a short or long rest, choose a willing creature that isn’t an undead or construct. You use your tattoo kit to ink a small rune on the creature, becoming linked to it as long as you are on the same plane of existence, or until the tattoo fades from the creature when you finish your next short or long rest. You can also sever the link as an action on your turn, causing the rune to disappear from the creature’s skin. \columnbreak While you are linked, whenever you see the linked creature take damage that causes it to lose only hit points (not temporary hit points), you can gain temporary hit points equal to a quarter of the hit points it lost, rounded up. Additionally, whenever your hit point maximum is reduced, you can grant your linked creature temporary hit points equal to half of the reduction, rounded up. A creature with truesight, or a creature under the effects of the detect magic spell or similar effects, can see a chain of life force connecting your heart rune to the odyllic dye tattoo on your linked ally. #### Beneficient Benefactor *6th-level Patron Emblem feature*
When you cast an odic spell that targets only a single creature on your linked creature, you can cast the spell as though its range is 60 feet, and you don’t need to be able to see the target, instead guiding the spell through your link. #### Linked Constitution *10th-level Patron Emblem feature*
While you are linked with a creature through your Odyllic Link, whenever either you or the linked creature has to make a Constitution saving throw, whichever creature is not making the saving throw can use their reaction to grant the creature making the saving throw advantage on that saving throw. Once either you or the creature linked with you use this feature, neither of you can use it again until you both finish a short or long rest. #### Emergency Stimulus *14th-level Patron Emblem feature*
When you see your linked creature drop to 0 hit points while it’s within 60 feet of you, you can use your reaction to cast an odic spell that targets only that creature. If the spell restores the creature to above 0 hit points, the creature doesn’t fall unconscious, and continues normally. Once you use this feature, you must finish a long rest before you can do so again. #### Philanthropic Network *18th-level Patron Emblem feature*
When you use your Odyllic Link at the end of a short or long rest, you can choose a number of creatures up to your Wisdom modifier (a minimum of one), linking with each creature by inking it with a small rune. Until you finish your next short or long rest, each of those creatures gains the benefits of being linked only to you, and you gain the benefits of being linked to each creature separately. Once you use this feature, you must finish a long rest before you can do so again. \pagebreakNum
The Sight Sigil
Known as the “Seidhr Rune” to odics who know the Old Tongue, the Sight Sigil imbues its bearers with the ability to extend their perception beyond the here and now, into the future and outside the boundaries of reality, to gain contact with the deities and forces that govern the multiverse. These odics use this supernatural sense to unearth truths and manipulate the hidden threads of probability, altering destinies and controlling fate. #### Sight Rune Spells | Odic Level | Spells | |:---:|:-----------:| | 1st | *bane* | | 3rd | *augury* | | 5th | *counterspell* | | 7th | *arcane eye* | | 9th | *commune* | #### Rune of the Seer *1st-level Sight Sigil feature*
You learn the *guidance* cantrip. It counts as an odic spell for you, and doesn’t count against the number of cantrips you know. When you cast *guidance*, the die added to the ability check changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. #### Odyllic Intervention *1st-level Sight Sigil feature*
You have an aura of awareness in a 60-foot radius around you, in which you have limited control over the outcome of events. You have 2 fate points, which can be used in several ways to affect events within your aura: * When a creature in your aura makes a death saving throw, you can use your reaction and expend 1 fate point to give the creature advantage or disadvantage, your choice, on the roll. * When you miss with an attack against a creature within your aura, you can use your bonus action and expend 1 fate point to reroll the attack, potentially causing it to hit. * When a creature in your aura makes a roll with advantage or disadvantage, you can use your reaction and expend 2 fate points to have the creature make the roll with the other instead. You must be able to see a creature to use any of your fate effects against it, and you can only expend fate points once per attack, ability check, or saving throw. You regain all of your expended fate points when you finish a long rest. #### Fate Weaver *6th-level Sight Sigil feature*
You have a number of fate points equal to half your odic level. Additionally, when a creature within your aura hits or misses with an attack, you can use your reaction and expend 2 fate points to have the creature reroll the attack, potentially changing the outcome. \columnbreak
#### Fate Recharge *10th-level Sight Sigil feature*
You regain all expended fate points whenever you finish a short or long rest. #### Destiny Spinner *14th-level Sight Sigil feature*
At 14th level, you learn new ways to alter destiny using your fate points: * When a creature within your aura fails an ability check, you can use your reaction and expend 1 fate point to have the creature to reroll the ability check, potentially causing it to succeed. * When a creature within your aura succeeds on or fails a saving throw, you can use your reaction and expend 3 fate points to force the creature to reroll the saving throw, potentially changing the outcome. #### Explore the Possibilities *18th-level Sight Sigil feature*
You gain the ability to take quick glimpses into the near future, possibly altering your decisions to change the course of history. At the start of your turn, you can choose to expend 1 fate point. If you do, take note of each creature’s current hit points, position, and current states (including what conditions the creatures are subjected to and their magical resources, such as spell slots), then take your turn as normal. At the end of your turn, or if you fall unconscious or die before the end of your current turn, you can expend 4 fate points to reset every creature to the hit points, position, and state (excluding the fate points you expended) it was in at the start of your turn. If you do, you immediately take another turn. Once you take another turn this way, you must finish a long rest before you can do so again. \pagebreakNum
Odic Spell List
##### Cantrips (0 Level) Blade Ward
Enervating Grasp^HB^
Give Life^HB^
Odyllic Glow^HB^
Ond Fury^HB^
Resistance
Shillelagh
Spare the Dying
Spectral Hand
Thorn Whip ##### 1st Level Absorb Elements
Beast Bond
Comprehend Languages
Cure Wounds
Detect Life^HB^
Detect Magic
Detect Poison and Disease
Entangle
Expeditious Retreat
False Life
Fertility Rites^HB^
Goodberry
Inflict Wounds
Jump
Last Rites^HB^
Longstrider
Sleep
Speak with Animals
Wayfaring Stranger^HB^ ##### 2nd Level Alter Self
Barkskin
Beast Sense
Blindness/Deafness
Darkvision
Enhance Ability
Enlarge/Reduce
Gentle Repose
Hold Person
Lesser Restoration
Locate Animals or Plants
Misty Step
Protection from Poison
Ray of Enfeeblement
See Invisibility
Spider Climb
Spike Growth \columnbreak ##### 3rd Level Animate Dead
Aura of Vitality
Bestow Blessing^HB^
Bestow Curse
Birdsight^HB^
Feign Death
Haste
Plant Growth
Primal Might^HB^
Protection from Energy
Revivify
Slow
Speak with Dead
Speak with Plants ##### 4th Level Aura of Purity
Blight
Curse Ward^HB^
Death Ward
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Locate Creature
Long Way Down^HB^
Misty Walk^HB^
Oceanic Slam^HB^
Old World's Rest^HB^
Polymorph
Stoneskin
Walk the Ground^HB^ ##### 5th Level Antilife Shell
Awaken
Commune with Nature
Contagion
Dominate Person
Hold Monster
Giantize^HB^
Greater Restoration
Insect Plague
Mass Cure Wounds
Raise Dead
Superheroism^HB^
Tree Stride
True Absorb Elements^HB^ \columnbreak ##### 6th Level Bloodseize^HB^
Circle of Death
Create Undead
Eyebite
Harm
Heal
Investiture of Plasma^HB^
Investiture of Vigor^HB^
Primordial Ward^HB^
Trojan Focus^HB^
Wall of Thorns ##### 7th Level Confluence^HB^
Finger of Death
Moulder^HB^
Muscle Memory^HB^
Plane Shift
Regenerate
Resurrection ##### 8th Level Abi-Dalzim's Horrible Wilting
Animal Shapes
Antimagic Field
Dominate Monster
Great Heal^HB^
Implosion^HB^
Power Word Stun \columnbreak ##### 9th Level Aurora Occidens^HB^
Foresight
Invulnerability
Mass Awaken^HB^
Power Word Heal
Power Word Kill
Shapechange
True Resurrection
\pagebreakNum > ##### Art Credits > Art (Page 5): **captdiablo: Minotaur Moon Druid - Commission** [(Link)](https://www.deviantart.com/captdiablo/art/Minotaur-Moon-Druid-Commission-831465514)
> Art (Page 6): **Adam Barker: Orianna Tev, half orc circle of the moon druid** [(Link)](https://www.artstation.com/artwork/0XwQKw)
> Art (Page 7): **Dean Spencer: Tattooed Sorcerer** [(Link)](https://www.artstation.com/artwork/OaRze)
> Art (Page 8): **Tony Foti: DnD: Lords of Waterdeep - Silverstars** [(Link)](https://www.artstation.com/artwork/kl3vd)
> Art (Page 9): **Jeremy chong: Starfire cover o1** [(Link)](https://www.artstation.com/artwork/O1lOw)
> Page Stains: /u/flamableconcrete
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