Aronar's Grimoire by Therin Creative

by Therin

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Aronar's Grimoire


This document contains a range of feats, spells, and powers. The DM will decide whether to use some, all, or none of these options.

Feats

New feats are presented here in alphabetical order for groups that use them.

Adaptive Magic

Prerequisite: Spellcasting class feature

You have adapted your spellcasting ability to best serve your abilities, gaining the following benefits:

  • Choose Intelligence, Wisdom, or Charisma. You can use the chosen ability as your spellcasting ability and the ability used by the features of one of your classes.
  • When a creature succeeds a saving throw against one of your spells, you can use your reaction to force it to make a new saving throw, and it must use the new result. Once you use this reaction, you can’t use it again until you finish a short or long rest.

Ascetic Adept

Prerequisite: Unarmed strike damage of at least 1d4

You have a ki pool equal to your proficiency bonus, and regain all expended ki when you finish a short or long rest. If you have ki as a class feature, you can spend these extra ki points on your class features. You can also perform the following feats by spending ki:

  • When you hit with a weapon attack, you can spend 1 ki points to deal an extra 1d4 weapon damage.
  • Spend 1 ki as a bonus action to treat your weapons, unarmed strikes, and natural weapons as magical for the purpose of overcoming damage resistance until the start of your next turn.
  • When you are hit by a melee weapon attack, you can increase your AC against that attack by 1 for every ki point you spend, possibly turning a hit into a miss.

Cunning Initiative

Your ability to rapidly plan around emerging complications is profound. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can choose to add your Intelligence modifier on initiative rolls.
  • When you hit a foe with a melee attack as an opportunity attack, you can choose to add your Intelligence modifier to the damage roll.
  • When an ally makes an opportunity attack against a foe within 30 feet of you, you can cast a cantrip with a range of at least 30 feet against the same foe using your reaction.

Dash Through

You are able to strategically reposition yourself in the heat of battle, gaining the following benefits:

  • Increase your Strength or Intelligence score by 1, to a maximum of 20.
  • When you damage a creature with a melee weapon attack on your turn, you can take a bonus action to either swap places with the creature or move to any unoccupied space next to the creature. This movement doesn’t provoke opportunity attacks.

Dual Wield Master

Prerequisite: 5th level

You are adept at aggressively fighting with two weapons, gaining the following benefits:

  • While holding a one-handed melee weapon in each hand, when you make an opportunity attack, you can strike with both weapons by making a single attack roll. On a hit, you deal both weapon’s damage + your Strength bonus.
  • When you take the Attack action with one weapon while fighting with two weapons, you can make one extra attack with the other weapon. You can’t use your bonus action to make an attack while two-weapon fighting on this turn.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Expanded Knowledge

Prerequisite: Spellcasting or Power Manifestation class feature

Through continuous dedication or study, you’ve expanded your ability to cast spells or manifest powers. Choose one class you have which has the Spellcasting or Power Manifestation class feature. If the class is a manifester or is a spellcaster which has known spells, you gain a new known power or spell of your choice from your class’s power or spell list. If the class you chose prepares its spells, you can prepare an additional spell when you prepare your spells.

Fortify Focus

Prerequisite: The ability to cast a spell, manifest a power, or use a class feature which requires concentration

You are able to reassert your concentration, gaining the following benefits:

  • Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • When you fail a Constitution saving throw to maintain concentration, you can choose to succeed the save instead, but once you do so, you can’t do this again until you finish a short or long rest.
  • Whenever a spell, power, feature, or trait attempts to charm or distract you while you are maintaining concentration, you can add the modifier of the ability score you increased to your saving throw, even if it is already added to the save.

Innate Clairsentience Potential

You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:

  • When you are hit by a weapon attack, you can increase your AC by the result of the die.
  • When a trap hits you or you fail a saving throw against a trap, you can increase your AC or saving throw by the result of the die.
  • When you make an Intelligence or Wisdom ability check you can add the result of the die to your roll.
  • When you are surprised, you can add the result of the die to your initiative roll.

Innate Psychometabolism Potential

You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:

  • You can take an action to regain a number of hit points equal to the result of the die + your proficiency bonus.
  • When you fail a saving throw against the paralyzed, petrified, poisoned, or stunned conditions, you can increase your saving throw by the result of the die.
  • You can survive without breathing for a number of minutes equal to the result of the die.
  • When you make a Strength or Dexterity ability check, you can add the result of the die to your roll.

Innate Psychoportation Potential

You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:

  • During your turn, you can increase your movement speed by 10 and increase your AC by the result of the die against opportunity attacks until the start of your next turn.
  • When you must make a Dexterity saving throw from an effect which targets an area you are within, you can increase your save by the result of the die.
  • A Tiny unattended object within 60 feet of you teleports toward you up to a number of feet equal to ten times the result of the die. If this places the object in your space, you can choose to hold it in your hand.
  • When you hit with a weapon attack which had advantage on its attack roll, you increase the damage dealt by the result of the die.

Innate Telekinetic Potential

You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:

  • When you attempt to shove a creature, you can add the result of the die to your ability check. If you push the creature, you can choose to push it an extra 5 feet. If you knock the creature prone, it loses 10 feet of movement until the end of its next turn.
  • When you hit a target with a melee weapon attack, you can deal damage equal to the result to your die. You choose the damage type dealt from bludgeoning, cold, fire, lightning, or thunder.
  • When you jump, you can add the result of your die to your ability check and increase the distance you jump by up to 10 feet.
  • When you fall, you can reduce the number of dice of damage you take from the fall by the result of the die. If this results in reducing your fall damage to 0, you aren’t knocked prone by the fall.

Innate Telepathic Potential

You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:

  • You can telepathically communicate with a creature you can see within 300 feet of you for a number of rounds equal to the result of the die.
  • When you fail an Intelligence saving throw, you can increase your saving throw by an amount equal to the result of the die.
  • As an action, you can mentally shock a creature you can see within 60 feet of you. It must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice). If the save is failed, the target is unsettled for a number of rounds equal to the result of the die.
  • As an action, you can attempt to read the surface thoughts of a creature you can see within 60 feet of you. It must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice). If the save is failed, you are aware of its surface thoughts for a number of minutes equal to the result of the die, as long as you concentrate to maintain the effect.

Invisible Blade

By drawing your weapon as you attack, you strike with greater precision and power, granting you the following benefits:

  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • During your first turn in combat, when you draw a one-handed melee weapon as part of the Attack action, you make your first attack roll with advantage. If this attack hits, it deals additional weapon damage equal to twice your proficiency bonus. If you draw two weapons, you make a single attack with both weapons, and deal damage equal to both weapon’s damage + your Strength modifier.
  • When you reduce a target to 0 hit points, you can sheathe your held one-handed melee weapons. Before the end of your next turn, when you make an attack, you can draw the weapons as part of the attack. If this attack hits, it deals additional weapon damage equal to twice your proficiency bonus. If you draw two weapons, you make a single attack with both weapons, and deal damage equal to both weapon’s damage + your Strength modifier.

Primal Discipline

Prerequisite: At least one natural weapon or the Wild Shape feature

You have refined your techniques at using your natural weapons, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Your natural weapons are treated as unarmed strikes for class features, spells, powers, and other effects.
  • Your natural weapons deal at least 1d6 + your Strength bonus when you aren’t wielding a shield, you take the Attack or Multiattack action on your turn, and you are Small or larger.

Recall Energy

Prerequisite: Spellcasting or Power Manifestation class feature

You are adept at controlling magical or psionic energies in ways beyond other practitioners. When a spell or power you expended a spell slot or power points on misses its target or whose target succeeds on its saving throw and suffers no effect, you can use your reaction to regain the spell slot or power points expended. The spell or power must target only that creature. Once you use this effect, you can’t use it again until you finish a short rest.

Shield Striking

Prerequisite: Extra Attack feature

You have learned to use your shield to do more than block, gaining the following benefits:

  • A shield, other than a tower shield, counts as a light weapon for you. You are proficient with your shield and it deals 1d6 bludgeoning damage on a hit (1d4 for a buckler).
  • When you are missed by a melee attack while holding a shield, you can take a reaction to attempt to shove you attacker.
  • When you hit a creature with an opportunity attack using a shield, the creature’s speed become 0 for the rest of the turn.

Spell Rod

Naturally attuned to magical energy, you can draw spells toward you. When you are within 5 feet of a creature targeted by a spell or spell-like effect which only targets that creature, you can take a reaction to be the target instead. If the spell requires an attack roll, it is made against your AC, and if a spell requires a saving throw, you make it.

Spell Shock

Prerequisite: At least 1 spell slot of 1st level or higher

Magical might shrouds your strikes. You gain the following benefits:

  • When you hit a target with a melee weapon attack, you can take a bonus action and expend a spell slot. You deal extra damage equal to 1d8 + the level of the spell slot expended. This damage can be acid, cold, fire, lightning, poison, or thunder.
  • When you take the Attack action with a melee weapon, you can expend a spell slot to allow you to throw your weapon at a target with range 20/60 feet. If you hit, you deal your choice of acid, cold, fire, lightning, poison, or thunder damage instead of your weapon’s normal attack plus an additional amount equal to the level of the spell slot expended. Your weapon immediately returns to your hand after this attack.

Synchronicity

When a spell is cast, residual energy lingers for a brief moment; you have learned to tap this energy. You have the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • After an ally cast a spell, the next spell of the same school of magic you cast before the start of its next turn has its spell save DC and attack modifier increase by 1.
  • You can take the Ready action to cast the same spell as an ally at the same target. When you do so, your target has disadvantage on its saving throw against each spells or you and your ally have advantage on your attack rolls to hit with the spell.

Tandem Strike

You have mastered techniques to support your allies in battle, gaining the following benefits:

  • Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20.
  • When you take the Ready action to make a weapon attack against the same target that ally attacks during its turn, you have advantage on your attack roll and can move up to 10 feet as part of your reaction. On a hit, roll your weapon’s damage dice twice when determining your damage.

Spells and Powers

This section contains new spells and powers that the DM may add to a campaign, making them available to player characters and monsters alike. The Spells table lists the new spells ordering them by level, and the Powers table lists the


new powers ordering them by psionic discipline. The table also notes the school of magic, psionic discipline, whether it requires concentration or maintenance, and which classes have access to it.

If you’d like to use any of these spells or powers, talk to you DM, who may allow some, all, or none of them.

Spells
Level Spell School Conc. Class
0 Acidic Dart Evocation No Sorcerer, Warlock
0 Amelioration Evocation No Cleric
0 Lightning Blast Evocation No Sorcerer, Wizard
0 Shockwave Conjuration No Artificer, Sorcerer, Warlock, Wizard
0 Visage Illusion No Bard, Cleric
0 Wrath Bolt Evocation No Cleric
1st Guiding Hand Divination No Cleric, Paladin, Ranger, Warlock
1st Hold Beast Enchantment Yes Bard, Druid, Ranger, Wizard
1st Poison Bomb Conjuration Yes Druid, Sorcerer, Wizard
1st Sacrifice Evocation No Cleric, Paladin
2nd Arc Lightning Evocation No Druid, Ranger, Sorcerer, Wizard
2nd Bile Spray Evocation No Sorcerer, Warlock, Wizard
2nd Bloodsworn Enchantment Yes Cleric, Warlock
2nd Chaos Stream Evocation Yes Sorcerer, Wizard
2nd Corrosive Shroud Evocation No Druid, Sorcerer, Wizard
2nd Litany of Calling Enchantment Yes Cleric, Paladin
2nd Snake Charm Enchantment Yes Bard, Druid, Warlock
3rd Acid Spray Evocation No Sorcerer, Wizard
3rd Blasphemous Accusation Enchantment Yes Cleric, Warlock
3rd Chaos Binding Enchantment Yes Sorcerer, Wizard
3rd Enrapturing Retort Enchantment No Bard, Cleric, Paladin
3rd Ghedron’s Toxic Globules Evocation Yes Sorcerer, Wizard
3rd Jezrai’s Bounding Note Evocation Yes Bard, Sorcerer, Wizard
3rd Litany of Binding Enchanting Yes Cleric, Paladin
3rd Locate Traps Divination No Cleric, Ranger
3rd Shadow Walk Transmutation No Sorcerer, Warlock, Wizard
4th Adeila’s Retribution Necromancy No Warlock, Wizard
4th Arden’s Might Transmutation No Wizard
4th Ball Lightning Evocation Yes Druid, Sorcerer, Wizard
4th Chaos Vortex Evocation No Sorcerer, Wizard
4th Chastisement Evocation No Bard, Cleric
4th Condemnation Enchantment Yes Bard, Cleric, Warlock
4th Dimensional Anchor Conjuration Yes Sorcerer, Wizard
4th Litany of Resolve Evocation No Cleric
4th Litany of Torpor Enchantment Yes Cleric
4th Psalm of Martyrs Enchantment No Cleric, Paladin
4th Rexa’s Transit Conjuration No Bard, Wizard
Level Spell School Conc. Class
4th Sequencer Evocation No Wizard
4th Sticks to Snakes Transmutation Yes Cleric, Druid
4th Wind Barrier Abjuration No Druid, Sorcerer, Wizard
4th Wrathful Paean Evocation No Cleric, Paladin
5th Arcane Motes Evocation Yes Artificer, Sorcerer, Wizard
5th Aura of Peace Transmutation Yes Cleric, Paladin
5th Chaos Mirage Illusion Yes Sorcerer, Wizard
5th Jezrai’s Muse Enchantment No Artificer, Bard
5th Litany of Forfeit Evocation No Cleric, Paladin
5th Spectral Sheen Illusion No Warlock, Wizard
6th Acid Fog Conjuration Yes Sorcerer, Wizard
6th Aura of Martyrdom Enchantment No Cleric
6th Borrowed Time Transmutation No Sorcerer, Wizard
6th Chaos Volley Evocation No Sorcerer, Wizard
6th Deep Dive Divination Yes Cleric, Warlock, Wizard
6th Rexa’s Sentinels Conjuration No Bard, Wizard
7th Arctic Eye Conjuration No Sorcerer, Wizard
7th Adeila’s Mind Worm Enchantment Yes Warlock, Wizard
7th Arden’s Grand Stature Transmutation Yes Wizard
7th Chaos Barrier Abjuration Yes Sorcerer, Wizard
7th Lunacy Transmutation Yes Bard, Druid, Warlock, Wizard
7th Venomous Wave Conjuration Yes Sorcerer, Wizard
8th Chaos Wall Evocation Yes Sorcerer, Wizard
8th Heavenly Sweep Evocation No Cleric
8th Seed of Depravity Enchantment No Warlock
9th Chaos Storm Conjuration Yes Sorcerer, Wizard
Powers
Power Discipline Main. Class*
Dream Ward Clairsentience Yes Channeler, Savant, Monk (Way of Insight)
Shadow of the Grave Clairsentience No Channeler (Medium), Savant
Energy Whip Psychokinesis Yes Savant, Transcendent, Monk (Way of Insight)
Triggered Kinesis Psychokinesis Yes Channeler (Shaper), Savant, Transcendent
Insubstantiate Psychometabolism Yes Channeler, Savant, Transcendent, Monk (Way of Insight), Rogue (Shadowmind)
Living Forge Psychometabolism Yes Savant
Reanimate Tissue Psychometabolism Yes Channeler, Savant
Psychoactive Trajectory Psychoportation No Savant
Shimmer Psychoportation Aug, Channeler (Shaper), Savant, Transcendent
Spirit Self Telepathy Yes Channeler, Savant

*A savant can learn a power of a discipline if it has access to that discipline.

Spell Descriptions

The spells are presented in alphabetical order.

Acidic Dart

Evocation cantrip


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

A dart comprised of acid shoots from you at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 acid damage.

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

Acid Fog

6th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of dried, powdered peas combined with powdered animal hoof)
  • Duration: Concentration, up to 1 minute

A billowing cloud of acidic fog appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Constitution saving throw. On a failed save, a target takes 8d6 acid damage and has its AC reduced by 2 until the end of its next turn. On a successful save, a creature only takes half the damage. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Acid Spray

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
  • Duration: Instantaneous

Corrosive acid sprays from you. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature immediately takes 4d6 acid damage and 2d6acid damage at the end of its next turn. On a successful save, a target only takes half the initial damage an no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d6 for each slot level above 3rd.

Adeila’s Mind Worm

7th-level enchantment


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

A creature within range must make an Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and a mirror of your mind enters the mind of the target burrowing deep within its psyche. When it makes an Intelligence or Wisdom ability check, it treats a d20 roll of 16 or higher as a 15. If the save succeeds, it only takes half the damage.

At the start of each of its turns the target makes another Intelligence saving throw. On a failed save, it takes 2d6 psychic damage and you choose a one-minute block of its memories to erase. If the save is successful, the target only takes the psychic damage and the spell ends.

Lost memory can only be restored by Psychic Chirurgery or greater restoration.

Adeila’s Retribution

4th-level necromancy


  • Casting Time: 1 reaction, which you take when you are damage by a melee attack
  • Range: 30 feet
  • Components: V, S, M (spit spat in anger)
  • Duration: 1 minute

After taking damage from a melee attack, you let out a sickening wave at your target. It must make a Constitution saving throw. If the save is failed, the creature takes 6d8 necrotic damage and is seized by wracking pain, amplified within your presence. Each attack the creature makes against you is made with disadvantage, and as long as the creature is within 30 feet of you it is unsettled. If the save succeeds, the creature only takes half the damage.

Amelioration

Evocation cantrip


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

You touch a creature and restore its recently lost stamina. The target regains 1d4 hit points, up to the amount of damage it has taken since the end of your last turn.

Arcane Motes

5th-level evocation


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

You create four motes of arcane energy that float above you. You can use a bonus action to send one of the motes streaking toward a target within 60 feet of you. The mote automatically hits its target and deals 4d6 force damage to it. Once a mote hits a target, it is expended. The spell ends early if you expend the last mote.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional mote for each slot level above 5th.

Arctic Eye

7th-level conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a crystalline eye worth at least 250 gp)
  • Duration: 2 rounds

A glowing sensor appears overhead that traces a line of frost that is 60 feet long and 10 feet wide. Each creature within the area must make a Constitution saving throw. A creature takes 4d10 cold damage on a failed save, and half as much damage on a successful one.

At the start of your next turn, you can have the sensor trace another line, after which it splinters into thousands of shards of ice striking the traced path. Each creature within the area must make a Dexterity saving throw. A creature takes 4d6 slashing damage and 2d6 cold damage on a failed save, or only the cold damage on a successful one.

Arc Lightning

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tuning fork)
  • Duration: Instantaneous

A bolt of lightning shoots from you to a creature you can see within range. Make a ranged spell attack. On a hit the target takes 2d8 lightning damage and one creature of your choice within 30 feet of it must succeed on a Dexterity saving throw or take 2d12 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to the initial target increases by 1d8 and the damage to the second target increases by 1d12 for each slot level above 2nd.

Arden’s Grand Stature

7th-level transmutation


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

Power courses through you and equipment you are wearing or holding grow to colossal height. Your Strength score become 25 if not already higher. At the start of each of your turns, your size increases one category until you reach a desired height, grow to 40 feet tall, or reach the maximum size possible in the space available. Your weight increases with your increased size appropriately.

For each size category beyond Medium you grow, you deal an extra 1d6 weapon damage when you hit a target with a melee weapon attack. Additionally, as an action, you can throw a target you have grappled that is smaller than you to a distance no farther than ten times your height. If the target hits something, it takes 6d6 bludgeoning damage and is knocked prone. If you throw a grappled target at a different target in range, you must make a ranged attack roll, and on a hit, the damage from the throw is divided evenly between the thrown and struck target.

 While Large, your melee reach increase by 5 feet, and while Huge it increases by 10 feet. When you are Gargantuan, your melee reach increases by 15 feet and when you damage a structure with a melee weapon attack, you deal an extra 25 damage to it.

If your size is at least Huge, you can perform an earth-shaking stomp as an action. Each creature within 10 feet of you must succeed on a Dexterity saving throw or be knocked prone. If you are Gargantuan, the range of your stomp increases to 20 feet. If you hit a creature with an unarmed strike using your foot, you can perform a stomp as a bonus action.

Casting this spell ends the enlarge / reduce spell, and you can’t be targeted by it for the duration. As an action, you can trigger your growth again, or shrink one size category to a minimum size of your original height.

Arden’s Might

4th-level transmutation


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

Magic swells within you, granting you enhanced vigor. For the duration, you gain the following benefits:

  • Your hit point maximum and current hit points increase by 2d10.
  • Your carrying capacity doubles and you can push, drag, or lift twice as much.
  • When you make a Strength or Constitution check, you treat a d20 roll of 9 or less as a 10.
  • Whenever you hit a target with a melee weapon attack, you deal an extra 1d8 weapon damage.

You never need to make a Constitution saving throw to maintain concentration on this spell as a result of taking damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, your hit point maximum increases an additional 1d10 for each slot level above 4th.

Aura of Martyrdom

6th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a vial of tears)
  • Duration: 1 minute

Divine energy radiates from you with a 30-foot radius. You gain 24 temporary hit points, and each time an ally within 30 feet of you takes damage, you can choose to roll a d6. The ally takes less damage equal to the result of the die, and you take damage equal to amount prevented.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you gain 12 additional temporary hit points for each slot level above 6th.

Aura of Peace

5th-level transmutation


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

Tranquil energy radiates from you with a 30-foot radius. Each creature within the area deals only half damage with weapon attacks until the spell ends.

Ball Lightning

4th-level evocation


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

An orb of cackling energy appears in an unoccupied space within range and slowly moves in a direction you choose. It moves 10 feet at the end of each of your turns in the chosen direction. You can take a bonus action to change the direction of the orb during your turn.

When the orb is first created and each time it moves 5 feet, roll a d10 for each creature within 10 feet of the orb. On a 5 or less, an arc of electricity shoots at the creature. It must make a Dexterity saving throw. A creature takes 5d8 lightning damage on a failed save, or half as much damage on a successful one. A creature can be struck more than once by the orb during a turn.

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

Bile Spray

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (20-foot cone)
  • Components: V, S, M (a vile of stomach acid)
  • Duration: Instantaneous

Poison sprays from you. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 3d8 poison damage on failed save or half as much damage on a successful one.

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

Blasphemous Accusation

3rd-level enchantment


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

Magical energy blossoms with a creature, judging its worth. A creature within range must make a Charisma saving throw. On a failed save, the creature takes 3d10 psychic damage and is blinded for the duration of the spell. It takes only half the damage on a successful save. A creature blinded by this spell makes another Charisma saving throw at the end of each of its turn, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Bloodsworn

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of blood, which the spell consumes)
  • Duration: 1 minute

You create a magical link between you and a hostile creature in range you can see. The creature must make a Charisma saving throw. On a failed save, the creature is linked to you. For the duration, whenever you take damage, the linked creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional creature for every two slot levels above 2nd.

Borrowed Time

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a silver chain worth at least 150 gp which the spell consumes)
  • Duration: 24 hours

You bind the magic of a spell to you for a prolonged time. Choose one active spell effect on you from a spell cast using a 4th-level or lower spell slot with a duration greater than 1 round. The chosen spell has its duration changed to 24 hours or until this spell is dispelled for you. When this spell ends, you gain two levels of exhaustion.

If the spell normally creates an aura or similar area of effect, it only benefits you.

Chaos Barrier

7th-level abjuration


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

Chaotic energy swirls around you, shrouding you in a barrier of light. You shed bright light up 20 feet and dim light for an additional 20 feet. Your AC increases by 2 for the duration, and ranged attacks made against you are made with disadvantage. Roll 2d8 and choose one of the d8s. The number rolled on that die determines what additional protection the chaotic energy grants you for the duration.

d8 Effect
1 You have damage resistance to acid and can move over difficult terrain with spending extra movement.
2 You have damage resistance to cold and the area within 30 feet of you is difficult terrain for each creature you choose.
3 You have damage resistance to fire and the first time on a turn a foe moves within 10 feet of you or ends its turn there, it takes 2d6 fire damage.
4 You have damage resistance to force and can’t be pushed or knocked prone. Additionally, you are immune to fall damage.
5 You have damage resistance to lightning and each time a creature makes a melee attack against you, it takes 2d6 lightning damage.
6 You have damage resistance to poison and are immune to the poisoned condition.
7 You have damage resistance to psychic and can’t have your mind read or altered. Additionally, you make Intelligence (Investigation) checks against illusions with advantage.
8 You have damage resistance to thunder and the first time in a turn a foe attempts to move within 30 feet of you, it must succeed on a Strength saving throw or be pushed 15 feet away from you and knocked prone.

If you roll the same number on both d8s, you are immune to the magic missile spell for the duration and gain 2d10 + 20 temporary hit points.

Chaos Bindings

3rd-level enchantment


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

Bindings of chaotic energy ensnare one creature you can see in range. It must succeed on a Strength saving throw or be have its movement speed halved for the spell’s duration. In addition, roll 2d8 and choose one of the d8s. The number rolled on that die determines what other effect the bindings have. The target makes a new Strength saving throw at the end of each of its return, ending the spell for it on a success.

d8 Effect
1 A target which fails is saving throw takes a −2 penalty to AC and Dexterity saving throws and can’t make reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
2 A target which fails its saving throw is restrained for the duration.
3 A target which fails its saving throw is engulfed in flame. For the duration, at the start of each of its turns it takes 2d6 fire damage.
4 A target which fails its saving throw is paralyzed for the duration.
5 A target which fails its saving throw has disadvantage on each attack roll and ability check it makes for the duration.
6 A target which fails its saving throw is poisoned for the duration.
7 A target which fails its saving throw can’t concentrate for the duration. Any effect it currently concentrates on ends, and if it casts a spell or manifests a power of other feature that requires concentration, the effect ends at the end of the turn.
8 A target which fails its saving throw is deafened for the duration.

If you roll the same number on both d8s, the spell lasts for 1 minute and you don’t need to concentrate to maintain it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional creature for each slot level above 3rd. You roll 2d8 for each target when you first cast the spell.

Chaos Mirage

5th-level illusion


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

Chaotic magic seeps into a creature’s mind, causing it to perceive phantoms. The target must make a Wisdom saving throw. On a failed save, roll 2d8 and choose one of the d8s. The number rolled on that die determines what phantoms the target perceives.

A target which fails its save can use its action to make an Intelligence (Investigation) check against your spell save DC, and on a success is freed of the phantoms.

d8 Effect
1 Each foe within 30 feet of the target becomes invisible to it for the duration, but it can still hear them.
2 The nearest foe takes on the form of the target’s greatest fear, and the target is frightened of it for the duration.
3 An avatar of death appears (see chapter 7 of the Dungeon Master’s Guide) and attacks the target for the duration.
4 Haunting sounds and sensations plague the target and it is unsettled for the duration.
5 The target can’t distinguish friend from foe and must choose a random target when it takes an action which targets something other than it or an unattended object for the duration.
6 The target senses nothing, and is blinded and deafened for the duration. In addition, it can’t benefit from tremorsense.
7 The target is wracked with phantom sensations. Once each turn when it takes damage, it takes an additional 1d6 psychic damage for the duration.
8 Incessant whispers drive the target mad. For the duration at the start of each of its turns, rolls a d6. On a 1 or 2, the target is unable to take an action or a bonus action during that turn.

If you roll the same number on both d8s, the chaotic energy leaps to a different creature of your choice within 30 feet of it. The new target makes a Wisdom saving throw, and you roll 2d8 to determine what effects the spell has, which could cause the chaotic energy to leap again

Chaos Storm

9th-level conjuration


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A storm of chaotic energy forms in a cylinder that is 100 feet high with a 100 foot radius. It is lightly obscured within the storm, and fierce winds make it difficult to move within; each creature must spend 2 feet of movement per foot moved within the cylinder. Choose ten different spaces within the storm. Centered on each chosen space is a surge which occupies a 15-foot radius cylinder that is 100 feet tall. Roll 2d8 and choose one of the d8s. The number rolled on that die determines the type of surge created centered on that space.

d8 Effect
1 A target within the surge when it first appears, which enters or reenters it, or which ends its turn there, takes 1d6 acid damage. In addition, each target within the surge has its AC reduced by 2 until it exits the surge.
2 The area under the surge is covered in ice, making it difficult terrain and the area is heavily obscured. Each creature that starts its turn within the surge takes 1d6 cold damage.
3 Fire rains down upon the area of the surge. Each target that ends its turn within the squall takes 2d6 fire damage.
4 A twister occupies the space of the surge and the area within it is lightly obscured. The first time a creature enters the surge or begins its turn there, it must succeed on a Strength saving throw or be tossed into the air and restrained until the end of its turn. The creature is tossed up 1d4 x 10 feet and falls at the end of its turn.
5 Storm clouds appear within the surge. At the end of each of your turns, roll 1d6. Bolts of lightning strike a number of targets within the surge equal to the number rolled, but a target can only be struck once. The highest or tallest targets are struck first. Each bolt of lightning deals 4d6 lightning damage. A creature must make a Dexterity saving throw, and on a success only takes half the damage. In addition, exposed flames, such as a torch, are doused within the surge.
6 A toxic miasma pours out within the area of the surge. The area within the surge is covered in magical darkness that suppresses light not created by an 8th level or higher spell slot. It is impossible to breathe within the miasma, and each creature which starts its turn within it must succeed on a Constitution saving throw or take 2d6 poison damage.
7 Raw, chaotic psychic energy whirls within the surge. Each creature which ends its turn within the surge takes 1d6 psychic damage and must succeed on a Wisdom saving throw or be blinded and deafened until the end of its next turn as phantom visions cloud its senses.
8 Massive pressure builds up in the surge. Each target that begins its turn within the surge must succeed on a Strength saving throw or be restrained until the start of its next turn. A creature which ends its turn within the surge takes 1d6 thunder and damage and is knocked prone if its Strength score is less than 17.

If you roll the same number on both d8s, choose a creature within the smaller storm. It regains 4d6 hit points or takes 4d6 thunder damage. A creature which succeeds on a Constitution saving throw only takes half the thunder damage.

Chaos Stream

2nd-level evocation


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

A line of chaotic energy that is 30 feet long and 5 feet wide emanates from you. Each creature within the line when you first cast the spell or which ends its turn there must make Dexterity saving throw. A target takes 2d8 damage on a failed save. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown on the Chaos Damage Type table. On a successful save, the target only takes half the damage.

If you roll the same number on both d8s, a target which failed its Dexterity save is pushed 10 feet and knocked prone.

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

Chaos Volley

6th-level evocation


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

Missiles of chaotic energy shoot at up to four targets you can see in range. A creature can only be targeted by one missile. Make a ranged attack roll against each target. On a hit, the target takes 2d8 damage. D8 more damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown on the Chaos Damage Type table.

If you roll the same number on both d8s, the target takes an additional 1d8. If the numbered rolled is the same as previous d8s, the target takes another d8 until the number rolled is a different number or the target takes 10d8 damage from the missile.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you shoot an additional missile for each slot level above 2nd.

Chaos Vortex

4th--level evocation


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

Swirling chaotic energy erupts in a cylinder – that is 20 feet high with a 30 foot radius – centered at a point you can see within range. Each creature within the cylinder must make a Constitution saving throw. A target takes 2d8 + 6d6 damage on a failed save. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown on the Chaos Damage Type table. On a successful save, the target only takes half the damage.

If you roll the same number on both d8s, a target which failed its Constitution save is moved to a random unoccupied space in the cylinder, knocked prone, and dazed. A dazed target has disadvantage on its next attack roll and each Constitution saving throw made to maintain concentration until the end of its next turn.

Chaos Wall

8th-level evocation


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

A fluctuating plane of chaotic energy forms a vertical opaque wall – up to 90 feet long, 30 feet high, and 1 inch thick – centered on a point you can see within range. Alternately, you can shape the wall into a sphere that is up to 30 feet in diameter centered on a point you can see in range. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 30 feet and dim light for an additional 30 feet. You and creatures you designate at the time you cast the spell can pass through the wall and remain near the wall without harm.

When a creature attempts to reach into or pass through the wall, it takes 2d8 + 4d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown on the Chaos Damage Type table.

If you roll the same number on both d8s, the target is restrained until the start of its next turn.

Chaos Damage Type
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Chastisement

4th-level evocation


  • Casting Time: 1 reaction, which you take when an ally you can see is hit by a melee attack
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

Divine wrath strikes a creature which harmed your ally. The creature must make a Wisdom saving throw. On a failed save, it takes 6d8 radiant damage and the next time it deals damage with a melee attack within 1 minute, its damage is halved. On a successful save, the target only takes half the damage.

Condemnation

4th-level enchantment


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

You cast judgment on a creature and find it unworthy. One creature within range must succeed on a Wisdom saving throw or it has disadvantage on each attack roll and ability check it makes. At the end of each of its turns, the target makes another Wisdom saving throw, ending the spell on a success.

Corrosive Shroud

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a rusted iron lock)
  • Duration: Instantaneous

A corrosive vapor enshrouds a creature you can see within range. It must make a Constitution saving throw. On a failed save, the creature takes 2d10 acid damage and has its AC reduced by 2 for 1 minute or until the creature is immersed in water. On a successful save, the target only takes half the damage.

Deep Dive

6th-level divination


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S
  • Duration: Special

You send your subconscious mind deep into the Collective Conscious of the multiverse. You can seek information about a creature, object, or event, and the Collective Conscious will reveal the information, providing an account pertaining to the information that will allow you to perceive an event for a 10 minute block of time from the perspective of a creature or object within the area. You can sense events as if you were there, but you can’t interact with the event. While the event viewed might not provide a clear answer to your query, it is always accurate.

After observing the event, you must succeed on a Wisdom saving throw against your spell save DC or take one level of exhaustion from the ordeal.

Dimensional Anchor

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a miniature lead anchor)
  • Duration: Concentration, up to 10 minutes

You bind a target to its current plane of existence and negate its ability to teleport. A creature must make a Charisma saving throw, which it can choose to fail. On a failed save, the creature can’t be transported to another plane, nor can it teleport through any means. Additionally, the target can’t be the target of spells and powers which attempt to relocate the target, such as banishment, imprisonment, and maze.

Enrapturing Retort

3rd-level enchantment


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Serene energy surrounds the creature which damaged you. The creature must succeed on a Charisma saving throw or becomes charmed by you and stops attacking. Until the target is attacked, moves outside of your sight, or 1 hour passes, it will remain docile.

Fists of Iron

Transmutation cantrip


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

Your fists becomes as hard as iron. For the duration, you can use your spellcasting modifier instead of Strength for the attack and damage rolls of melee attacks using your unarmed strike, and your unarmed strike’s damage die becomes a d8 except when you make one using a bonus action. Your unarmed strikes are treated as magical for the purpose of overcoming damage resistance and immunity. The spell ends if you cast it again or if you hold anything in your hand.

Ghedron’s Toxic Globules

3rd-level evocation


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

Up to four globules each shoot toward a creature you can see within range. Make a ranged spell attack for each globule. On a hit the target takes 5d6 poison damage and is coated in toxic goop. You can only target a creature once when you cast this spell.

The goop remains for the spell’s duration or until a creature uses its action to scrape or wash the goop off itself or another creature. A creature coated in goop takes 2d6 poison damage at the end of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an extra globule for each slot level above 3rd.

Guiding Hand

1st-level divination


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

Through the grace of divinity, your perceptions are enhanced. You can’t have disadvantage on Intelligence (Investigation) and Wisdom ability checks.

Once before the spell ends, you can roll a d8 and add the result to one attack roll or ability check you make. If you succeed on the attack roll or ability check, the spell ends.

Heavenly Sweep

8th -level evocation


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

A beam from above streaks across the ground tracing a in a line that is 40 feet long, 1 foot wide, which reaches 40 feet high, leaving a glowing trail on any surface it crosses that pulses with light. Each creature you choose within the area must make a Dexterity saving throw. It takes 8d8 radiant damage on a failed save or half as much damage on a successful one.

At the end of your next turn, the trail left on the surface explodes in a 15-feet wide line centered on the traced path. Each creature within the explosion must make a Dexterity saving throw. On a failed save, the creature takes 6d6 radiant damage and is knocked prone. On a successful save, the creature only takes the bludgeoning damage.

Hold Beast

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute

Choose a beast that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target makes another Wisdom saving throw. On a success, the spell ends on the target.

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

Jezrai’s Bounding Note

3rd-level evocation


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

You create a pulsating ball of sonic energy that speeds toward a target in range. You make a range spell attack, and on a hit you deal 2d12 thunder damage. For the duration, you can make another ranged spell attack against a different target within 30 feet of the last target you hit with the spell as a bonus action.

Jezrai’s Muse

5th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a paint brush)
  • Duration: 1 hour

Inspiration strikes a creature in range, spurring it on to greatness. For the duration each ability check the target makes to create art, inspire others, or engineer a solution treats a d20 roll or 9 or less as a 10 and takes only half as

much time. The target also ignores the effects of exhaustion and is immune to the frightened and unsettled conditions for the duration.

Lightning Blast

Evocation cantrip


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

A stream of lightning shoots from you to a creature you can see in range. It must succeed on a Dexterity saving throw or it takes 1d8 lightning damage. If the target is within 30 feet of you, it has disadvantage on its saving throw.

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

Litany of Binding

3rd-level enchantment


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

You call on sacred energy to halt the movement on a foe. One creature within range which can hear you must make a Wisdom saving throw. On a failed save, the creature’s movement speed is reduced to 0 feet and it is restrained for the duration. Each time the target takes damage, it makes another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature within range for every two slot levels above 3rd.

Litany of Calling

2nd-level enchantment


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

You call on sacred energy to beguile a creature. One creature within range which can hear you must make a Wisdom saving throw. On a failed save, the creature must use it movement to approach you. Once it is within 5 feet of you, it won’t move unless you move more than 5 feet from it, in which case it will again use its movement to approach you. The creature will attempt to move in the straightest path possible, but it will avoid harming itself and move around hostile obstacles and surfaces. At the end of each of its turns, the target makes another Wisdom saving throw, ending the spell on a success.

Litany of Forfeit

5th-level evocation


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

You call on sacred energy to aid a creature at the cost of another. One willing creature within range, which can be you, takes 4d8 force damage. Another creature within range regains 2d8 + your spellcasting modifier hit points plus an additional amount equal to the damage dealt to the other target. A creature can’t be reduced to less than 1 hit point through this spell.

Litany of Resolve

4th-level evocation


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

You call on sacred energy to restore your determination. You regain 3d6 + your spellcasting modifier hit points. In addition, you gain an equal number of temporary hit points, which are removed after 1 minute.

Litany of Torpor

4th-level evocation


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

You call on sacred energy to ensnare a foe with wispy tendrils. A creature with range than can hear you must make a Wisdom saving throw. On a failed save, its movement speed is halved and it can’t benefit from any bonus to its speed. At the end of each of its turns in which it voluntarily moves at least 1 foot, it must make another Wisdom saving throw. On a failed save, it takes 4d8 radiant damage. On a successful one, it takes 2d8 radiant damage and the spell ends.

Locate Traps

3rd-level divination


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

You gain a preternatural awareness of the presence of traps. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would aid you in sensing an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but would not aid you in finding a natural weakness in the floor or an unstable ceiling.

You know of the presence and the location of each trap within range.

Lunacy

7th-level transmutation


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

One creature you see within range must make a Wisdom saving throw. If the save is failed, the creature is struck with a curse that is similar to lycanthropy. The creature’s form alters

like a lycanthrope of your choice, and gains the following statistics:

  • It gains 40 temporary hit points
  • Its walking speed increases by 10 feet
  • Its Strength score becomes 17 if not already higher
  • It gains the Multiattack action, which it can use to make 1 claw and 1 bite attack
  • It has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons.

The targets lycanthropic claw deals 2d6 + its Strength modifier slashing damage, and its bite deals 2d8 + its Strength modifier piercing damage, and both count as from a magical weapon for the purpose of overcoming damage resistance and immunity.

The target is unable to distinguish between friend and foe, attacking the closest creature each turn with its Multiattack. It can’t cast spells or manifest powers, nor can it concentrate on spells or powers it previously used. Once the creature runs out of temporary hit points, it returns to normal. A remove curse spell ends the spell.

Poison Bomb

1st-level conjuration


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

A small puddle appears in a space you can see within range. When a creature starts its turn in the puddle’s space or enters it during its turn, the puddle explodes in a toxic burst. The creature and each creature within 5 feet of the puddle’s space must make a Dexterity saving throw. A creature takes 3d4 poison damage on a successful save, or half as much damage on a failed one.

Psalm of Martyrs

4th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an ofuda or prayer bead, which the spell consumes)
  • Duration: 1 minute

Light radiates around you accompanied by a faint, ghostly chanting. For 1 minute, you and each willing creature within 10 feet of you that you choose takes 1d4 less damage each time you take damage. Once the spells ends, each target takes 4d4 psychic damage.

Rexa’s Sentinels

6th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a silver buckler)
  • Duration: 8 hours

You create four armored sentinels that will patrol the perimeter of an area within range of the spell. Each sentinel has the statistics of a gladiator, but is a construct, has damage immunity to poison, damage resistance to cold, fire, lightning,

and bludgeoning, piercing, and slashing attacks from nonmagical weapons, and can’t be charmed, frightened, poisoned, or unsettled.

A sentinel will attack any Small or larger creature that attempts to enter its perimeter unless you designate it as a friend. It will mentally alert you and up to five other creatures within the perimeter you choose of danger. You can also have your sentinels alert you whenever a Small or larger creature approaches with a range you choose not greater than 90 feet.

In battle, the sentinels will attempt to block enemy approach and guard occupants within the perimeter. A sentinel will attempt to shove and grapple targets so that other sentinels, you, and your allies can exploit the opening. A sentinel will fight to the death, and it can’t leave the bounds of its perimeter, fading away if it is moved outside the perimeter.

Rexa’s Transit

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (tail hair from a horse or donkey)
  • Duration: 8 hours

You summon a team of four spectral draft animals hitched to a large wagon. The spectral creatures can pull the wagon at a speed of 40 feet and ignore difficult terrain. The wagon can support up to 4,000 lbs., and the spectral beasts refuse to move if this limit is exceeded. The wagon has a canvass that its cargo and passengers from the elements, providing a comfortable temperature within it no matter the climate outside it.

The spectral beasts have the statistics of a draft horse, but are fey and can’t attack. The wagon also has spectral qualities and immunity to all damage except bludgeoning, piercing, and slashing from magical weapons, and force. Passengers inside the wagon have half cover.

Sacrifice

1st-level evocation


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

You transfer your stamina and resolve to another creature. You take 1d6 damage from stress and a creature within range that you can see regains 2d6 + your spellcasting modifier hit points. If you are reduced to 0 hit points, the spell fails and the creature regains no hit points from it.

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

Seed of Depravity

8th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a heart-shaped effigy made of obsidian or ebony worth 500 gp)
  • Duration: 1 round

You infuse a creature with dark magical energy. It must make a Wisdom saving throw. On a failed save, the energy nestles in the core of the creature’s soul until the end of your next turn. At this time it blossoms into negative energy, driving the creature mad with rage and hatred. The creature loses its ability to feel empathy and is plagued by dark thoughts to harm others. Its alignment becomes chaotic evil.

For 1 minute, the creature will enter a blind rage and attack friend and foe alike, focusing its most deadly attacks on allies first, before diverting its attention to foes. The creature has no concept of what it is doing during this minute, only that inflicting pain and death brings it pleasure.

At the end of the minute, the creature will regain awareness and knows exactly what it did during the rage. The rage can be ended early by dispel evil and good or telempathic projection augmented to impose serenity.

Sequencer

4th-level evocation


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (black pearl worth 50 gp, which the spell consumes)
  • Duration: Instantaneous

You prepare a spell ahead of time to trigger later. You expend a 1st-level or 2nd-level spell slot to ready one spell you know or have prepared that doesn’t require material components. The spell must target a single target, which can be you, and have a casting time of 1 action or 1 bonus action.

Whenever you cast a spell using your action with a target that the readied spell can also target, you can use your reaction to release the readied spell and cast it at the same target. Once you fire your readied spell or finish a long rest, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can ready a spell using up to a 4th-level spell slot.

Shadow Walk

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute

You separate your shadow, allowing it to move on its own. During your turn, you can take a bonus action to move your shadow with the same movement speed and options you have. Additionally, your shadow can move through objects and surfaces, but must spend 2 feet of movement for every foot moved. You can sense through your shadow with blindsight up to 5 feet, but can’t detect living creatures.

You can use your action to teleport to the position of your shadow, provided its space is unoccupied, ending the spell. If the spell’s duration expires, you can use your reaction to teleport to your shadow’s position instead.

Shockwave

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You take a combat stance and chant during the spell’s casting and make a melee weapon attack with a weapon or unarmed strike against one creature within 5 feet of you. On a hit, the target suffers the weapon’s or unarmed strike’s normal effects, and is pushed 5 feet from you or it takes 1d8 thunder damage (its choice).

The spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target hit, and the damage the target takes if it is not pushed increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Spectral Sheen

5th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a vial of ectoplasm)
  • Duration: 1 minute

You take on a ghostly appearance. For the duration, you have damage resistance to bludgeoning, piercing, and slashing damage made from nonmagical weapons.

Additionally, when you take damage from a melee weapon attack, you can choose to take no damage instead, ending the spell.

Snake Charm

2nd-level enchantment


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

Your enrapture snakes around you. Each snake or serpent with a challenge rating of 1 or less within range must succeed on a Wisdom saving throw or be charmed by you. Each target charmed in this manner will follow you and protect you to the best of its abilities if you are attacked. You can direct any number of charmed targets to move to a space within 60 feet of you as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you increase the challenge rating of a snake or serpent you can charm by 1 for each slot level above 2nd.

Sticks to Snakes

4th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of bark and a snake scale)
  • Duration: Concentration, up to 1 minute

You transform a number of sticks into a swarm of poisonous snakes. The snakes are loyal to you and will follow your commands. Each turn, you can restore a swarm’s hit points to its maximum as a bonus action, provided there are sticks within 5 feet of the swarm.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create an additional swarm of poisonous snakes for each slot level above 4th.

Venomous Wave

7th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial of poison)
  • Duration: Concentration, up to 1 minute

You conjure up a wave of poisonous ichor that crashes down on an area in range. The area can be up to 60 feet long, 20 feet wide, and 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d12 poison damage. On a successful save, a creature takes half as much damage.

Afterwards, the area is covered in a green mist that is heavily obscured for the duration. Each creature which starts in turn within the mist must succeed on a Constitution saving throw or become poisoned for 1 minute. A creature poisoned by this spell can’t take reactions, and during its turn it can take either an action or a bonus action, but not both. At the end of each of its turns after exiting the mist, a creature makes a new Constitution saving throw, and on a success, it is no longer poisoned by this spell.

A strong wind (at least 20 miles per hour) disperses the mist after 3 rounds.

Visage

Illusion cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round

Your face becomes a reflection of a celestial or fiend. The first creature that attempts to attack you with a melee attack must succeed on a Wisdom saving throw or is unable to make an attack until the end of its turn.

Wind Barrier

4th-level abjuration


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

Winds shroud you, as four small cyclones surround you. For the duration, whenever a creature moves within 5 feet of you, you can use your reaction to use one of these cyclones to blast the creature, consuming the cyclone used. The target must succeed on a Strength saving throw or be pushed 20 feet away from you. A pushed target must spend a 3 feet of movement per foot moved toward you until the end of its turn.

Once you have used all of your cyclones, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create an additional cyclone for each slot level above 4th.

Wrathful Paean

4th-level evocation


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

Calling upon divine power, you manifest energy in a 15-foot radius cylinder that is 20 feet high centered on you. Each foe within the area must make a Wisdom saving throw, taking 5d8 radiant damage on a failed save or half as much damage on a successful one. If the target has harmed you or one of your allies within the last hour, it makes its save with disadvantage.

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

Wrath Bolt

Evocation cantrip


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

A bolt of divine wrath shoots from you at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire, necrotic, or radiant damage (your choice). If you have less hit points than your maximum, the damage increases to 1d10.

This spell’s damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10).

Power Descriptions

The powers are presented in alphabetical order.

Dream Ward

Clairsentience


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration, up to 10 minutes
  • Detections: Psychic, Gesture, Visual (overt)

You siphon matter from the Dreamscape and fashion it into a guardian construct which has a dreamlike appearance that you choose. The construct acts during your turn and follows within 30 feet of you, and you can direct it to move up to 30 feet during your turn. It is a Medium construct that has AC equal to 10 + your proficiency bonus and hit points equal to 20 + 5 per power point you spend to augment this power. It has condition immunity to charmed, frightened, grappled, paralyzed, petrified, restrained, and unsettled.

When this power is no longer in effect, or the construct is reduced to 0 hit points, it fades away back into the Dreamscape. The construct can only take actions and reactions permitted by the augmentations you choose when you manifest this power.

When a creature within 10 feet of the construct is attacked with advantage, the construct can use its reaction to remove advantage from that attack. You must choose to do this before the results of the attack are known.

0. When you augment this power with at least 1 power point, the guardian construct can enter another creature’s space and stay there.

1. The construct can take the Help action to aid an ally with an attack roll or on a Strength check to jump.

2. The range the construct can roam from you increases to 120 feet.

You can empower this augmentation to give the construct a flying speed of 30 feet and hover by spending 2 additional power points (4).

3. The construct can use its action to lift a willing Medium or smaller creature. A lifted creature can held up to 10 feet above the construct’s feet. The construct acts as an independent mount, but it can use its action to dismount its rider.

By spending 2 additional power points (5), you can make the construct serve as a controlled mount for a creature it has lifted.

5. The construct can see invisible creatures and can use its action to make a Wisdom (Perception) check with a +20 bonus on its d20 roll. If it has seen a creature within 120 feet of it, it always knows where that creature is as long as it remains in sight and within 120 feet, or up to 1 minute if either condition is no longer met.

As an action, if the construct is within the same space as a creature whose location it knows, it can attach itself to that creature. A creature which it has attached can’t benefit from invisibility and automatically fails attempts to hide. Each creature attempting to hit a creature with the construct attached has advantage on its attack rolls. An attached construct automatically moves with the creature, but will detach if that creature moves outside the range the construct can be from you.

7. Allies within 30 feet of the construct are protected by a dreamlike field of force, increasing AC by 1.

 You can empower this augmentation to increase the AC bonus to 2 by spending 4 additional power points (11).

9. Whenever a creature within 10 feet of the construct fails a Dexterity saving throw, the construct can use its reaction to make that creature succeed instead. The construct takes on the effects of a failed saving throw when it does so.

Energy Whip

Psychokinesis


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detections: Psychic, Visual (overt)

You create a strand of psychokinetic force. As part of the action you used to manifest this power, and by using your action on subsequent turns while this power remains in effect, you can strike a target with this force. Make a melee power attack against a target within 10 feet of you. On a hit, you deal 1d6 bludgeoning damage.

This is an energy power; you can substitute your energy specialization’s damage type in place of bludgeoning damage if you possess a class feature that permits this.

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

1. Increase the power’s damage by 1d6.

You can empower this augmentation, increasing the damage by an additional 1d6 for every 2 additional power points you spend.

1. You can use the force to make an opportunity attack as if it were a weapon with the reach property while this power is in effect.

3. During your turn, when you hit a creature with the lash from this power, you can attempt to shove it as a bonus action.

You can empower this augmentation by spending 2 additional power points (5). You make your ability check to shove with advantage. If you push the target, you push it 10 feet. If you knock it prone, it loses 10 feet of movement speed until the end of its next turn.

4. You can make an attack against each creature you choose within 10 feet of you.

7. During your turn, when you hit a creature with the lash from this power, you can choose to automatically grapple it by taking a bonus action. The escape DC of this grapple is equal to your power save DC. While the creature is grappled, you can’t attack another creature with this power’s lash.

You can empower this augmentation by spending 2 additional power points (9). At the start of each of a grappled creature’s turn, it takes 3d6 bludgeoning damage.

You can also empower this to create bindings of energy that continue to grapple a creature as long as this power is in effect or until it escapes, allowing you to attack a different target and grapple it by spending 4 additional power points (11).

9. When you hit a creature with the lash from this power, you can take a bonus action to create an explosion of force. Each creature you choose within 10 feet of your target must make a Dexterity saving throw. If the save is failed, the target takes damage equal to the lash. If the save succeeds, it takes half the damage.

 You can empower this augmentation to increase the effect of the explosion by spending 4 additional power points (13). Each creature which fails its saving throw is pushed 10 feet away from the target and makes its next attack roll or ability check with disadvantage until the end of its next turn.

Insubstantiate

Psychometabolism


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detections: Psychic, Visual (glow, overt)

You transform into a semi-corporeal state which is semi-transparent.

While this power is in effect, when you are hit by a weapon attack you gain damage resistance to nonmagical and nonpsionic damage of the same type as the weapon’s damage until the start of your next turn.

0. When you spend at least 5 power points to augment this power, you increase the range of this power to touch and can affect a creature which isn’t you if you choose.

1. Your physical existence flickers in and out while you move. Opportunity attacks and attacks from reactions are made with disadvantage if they require an attack roll. If an attack from a reaction requires you to make a Strength, Dexterity, or Constitution saving the throw, you do so with advantage, and it deals no damage if you make a successful save.

You can empower this augmentation by spending 2 additional power points (3). Your movement no longer provokes opportunity attacks, as you seem to randomly appear and disappear as you move.

You can further empower this augmentation by spending 4 more power points (7). You can pass through the space of a Medium creature or object, but can’t stay there. You can also pass through a wall which is not more than 1 foot thick. You are treated as teleporting when you move though the space of a creature or object.

5. A creature you touch must make a Constitution saving throw. On a failed saving throw, the creature’s body becomes insubstantial; the creature is restrained, but has damage immunity to immunity to bludgeoning, piercing, and slashing from nonmagical and nonpsionic attacks.

9. You can become insubstantial at will. You have resistance immunity to bludgeoning, piercing, and slashing from nonmagical and nonpsionic attacks. Whenever you take damage other than psychic, you can use your reaction to discorporate your form, reducing the damage dealt to you by that attack or effect to 0.

You can empower this augmentation by spending 4 additional power points (13). You gain damage immunity to bludgeoning, piercing, and slashing from nonmagical and nonpsionic attacks.

Living Forge

Psychometabolism


  • Manifesting Time: 1 minute
  • Range: Touch
  • Maintenance: Concentration, up to 1hour
  • Detections: Visual (glow, overt)

You can reshape nonmagical metal as if crating without tools. As long as this power remains in effect, you can continue to work with any number of metal objects. Alterations and object you create are permanent, but can be damaged or destroyed as a normally crafted object.

You can repair breaks and tears in a metal object you touch, such as a broken chain link or two halves of a broken key. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

1. Using your hands, you can craft a simple metal object, provided you have the resources. You act at as anvil and forge, using your hands to shape the object, and altering its temperature psionically. It takes only half the time crafting the item normally would take. As long as this power is in effect, an item you are crafting can’t burn you.

You can empower this augmentation to allow you craft complex metal objects by spending 2 additional power points (3).

2. The maintenance time increases by 1 hour. You can take this augmentation multiple times.

5. When you work with a metal object, you can infuse your essence into it. You must work with the item for at least 1 minute per pound it weighs. For 24 hours, the object becomes magical, but your maximum hit point count and your current hit points are reduced by 5. Once the 24-hour period ends, you hit point maximum returns to normal and regain the lost hit points.

A weapon infused by you gains a +1 bonus on attack and damage rolls with it, and an armor or shield gains a +1 bonus.

You can empower this augmentations by spending 6 additional power points (11) to increase the bonus a weapon, armor, or shield gains to +2, or by spending 12 additional power points (17) to increase it to +3.

7. A nonmagical metal object you hold and carry in your hands can be melted down and reworked into ingots which weight no more than5 lbs. each or reduced to a pile of slag. It takes 1 minute per pound you melt down and reshape.

You can empower this augmentation to affect unattended metal objects you touch, such as a hinge or portcullis bar, by spending 2 additional power points (9).

Psychoactive Trajectory

Psychoportation


  • Manifesting Time: 1 action
  • Range: 10 feet
  • Maintenance: None
  • Detections: Psychic, Gesture

You accelerate a target to unnatural speeds.

You send one unattended object which weighs no more than 5 lbs. flying in a straight line up to 50 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. When the object enters the space of a creature, make a ranged power attack. If the attack hits, the target takes 1d10 bludgeoning damage and the object stops moving. If the attack misses, the object continues until it enters the space of another creature where it makes another attack roll or impacts a solid surface. If the object impacts a surface, it deals damage to the surface and makes an audible sound.

0. This power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

1. Increase the damage an object deals on impact by 1d10 and the maximum weight it can have by 5 lbs.

You can empower this augmentation by spending additional power points. For every additional power spent, increase the maximum weight of an object you can fling by 5 lbs., and for every 2 power points spent to do so, increase the damage the object deals by 1d10.

2. Increase the distance the flung object travels by 50 feet. You can take this augmentation multiple times.

3. You can forgo dealing damage with this power and instead fling a willing creature no larger the Medium in a straight path to the distance. When the creature approaches the end of its path, it slows down so it can safely land. If the creature is suspended in the air at the end of the throw, it will fall.

You can empower this augmentation to affect a Large creature by spending 4 additional power points (7), a Huge creature by spending 8 additional power points (11), or a Gargantuan creature by spending 12 additional power points (15).

You can also empower this augmentation to affect an unwilling creature by spending 6 power points (9). The creature must make a Dexterity saving throw. On a failed save, the creature is flung as normal for this augmentation.

4. The object’s speed is accelerated. The first attack roll against a target is made with advantage.

5. An object flung by this power continues after hitting a non-solid surface, able to hit each target in its path. When it impacts a solid surface, it inflicts five times its normal damage to the solid surface.

7. An object flung by this power which prematurely hits a solid surface ricochets instead of stops provided it has any distance remaining. You choose a new path for the object, but that new path can’t trace the same path it just followed. An object can ricochet multiple times if distance allows.

Reanimate Tissue

Psychometabolism


  • Manifesting Time: 1 action
  • Range: Touch
  • Maintenance: Concentration, up to 1 hour
  • Detections: Psychic, Visual (glow, overt)

Through psionic energy, you bring life to dead tissue. One corpse you touch stops decaying as long as this power remains in effect.

1. You instill life within dead flesh. An undead creature of flesh and bone you touch must make a Constitution saving throw. The creature takes 2d8 acid damage on a failed save or half as much damage on a successful one. At the start of each of its turns while this power remains in effect it must make a new saving throw. If the save is failed, it is at disadvantage on attack rolls and ability checks. If the save succeeds, the power ends.

You can empower this augmentation to increase the acid damage by 1d8 for every 2 additional power points you spend.

2. You can maintain this power for an additional hour. You can take this augmentation multiple times.

3. You reanimate a body part no larger than a Medium sized creature’s arm or leg or the corpse of a Tiny sized creature. The reanimated tissue becomes a creature that has the same initiative count as you and acts immediately after your turn. It has 5 hit points, AC 10, speed 20 ft. damage immunity to poison, and condition immunity to poisoned. You can take a bonus action to direct a reanimated creature to move and take an action, otherwise it will follow you and take the Dodge action. The creature uses your power attack modifier on its attack rolls and deals 1d6 bludgeoning, slashing, or piercing damage as appropriate for the corpse.

If your reanimated creature is reduced to 0 hit points, it can’t move or take actions. As long as this power remains in effect, you can use your action to touch the creature and reanimate it with 1d6 hit points per power point you spent to manifest this power (up to its maximum hit points) or to touch a different body part to animate it.

This augmentation automatically empowers. For every power point you spend on this power, increase your reanimated creature’s hit points by 5. If you spend at least 10 power points on this power, you increase the damage the reanimated creature deals by your manifesting ability modifier.

You can empower this augmentation to affect a whole corpse of Medium size or smaller, or a limb from a Huge or Large sized creature by spending an additional 4 power points (7). You can further empower this augmentation by spending 4 more power points (11) to reanimate a creature of Large size or smaller. A creature of Medium sized or larger has its damage improved (1d8 for a Medium creature or Large limb and 2d6 for a Large creature or Huge limb).

5. By spending an uninterrupted 10 minutes focusing with this power, a corpse you touch which has been dead for no longer than 1 minute is restored to life and regains 1 hit point. While focusing this power on a creature’s corpse, it doesn’t decay.

You can empower this augmentation by spending 4 additional power points (9) to revive a mostly intact corpse that has been dead no longer than 10 days, repairing its fatal injuries and resuscitating its flesh from rot.

You can further empower this augmentation by spending 6 more power points (15). As long as you have a piece of a creature’s corpse which has been dead no longer than 1 year, you can clone its missing tissue and restore it to life. Once you restore a creature to life this way, any further attempts to clone its tissue through this power will fail as long as the creature is alive.

13. Through horrific profanity, you can detach one of your arms and animate it as a reanimated corpse while this power is in effect. The reanimated limb has movement equal to your own and deals 1d6 + your manifesting ability modifier necrotic damage, unless your unarmed or natural attacks are stronger, in which case it uses the damage die of that attack + your manifesting ability modifier. Your detached limb doesn’t require a bonus action to direct. Otherwise, the reanimated limb is identical to a reanimated corpse’s limb described above.

At any time while this power is effect, you can use your action to reattach your limb, removing any injury it may have sustained.

Shadow of the Grave

Clairsentience


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: None
  • Detections: Psychic, Visual (Glow)

You reach into the Collective Conscious and draw forth the memory of your target’s death. An undead makes its saving throw with disadvantage. Optionally, the DM may rule a creature which has had a near-death experience also makes its saving throw with disadvantage.

One creature in range must make a Wisdom saving throw, taking 1d8 psychic damage on a failed save.

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

0. If you spend at least 1 power point to augment this power, a creature which succeeds on its Wisdom saving throw takes half damage.

1. Increase the power’s damage by 1d8.

You can empower this augmentation to increase the damage an additional 1d8 for every 2 additional power points you spend.

3. A creature which fails its saving throw is unsettled for 1 minute.

You can empower this augmentation by spending 4 additional power points (7). A creature which fails its saving throw is frightened for 1 minute. Whenever it takes damage other than psychic, it makes a new saving throw, ending the frightened condition on a success.

5. A creature which fails its Wisdom saving throw is paralyzed with fear until the end of its next turn. If the creature is immune to the frightened condition, it is not paralyzed.

By spending 4 additional power points (9) you can empower this augmentation to extend the duration of the paralysis for a number of rounds equal to your manifesting ability modifier. At the end of each of its turns, the creature makes a new saving throw. If the save succeeds or the creature takes any damage, the power ends at the end of the creature’s turn.

11. A creature which fails its saving throw and has fewer than 50 hit points remaining drops to 0 hit points. If the creature has more than 50 hit points, it takes half as much damage at the start of its next turn.

You can empower this augmentation, increasing the hit point threshold by 5 for every 2 additional power points you spend.

Shimmer

Psychoportation


  • Manifesting Time: 1 action
  • Range: Touch
  • Maintenance: None
  • Detections: Psychic, Gesture

You strike a target with psionic force. Make a melee attack which deals 1d8 force damage. A target hit by this power has its substance disrupted, causing its form to shimmer as if dislodged from space. Until the start of your next turn, it can’t teleport.

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

1. Increase the power’s damage by 1d8.

You can empower this augmentation to increase the damage an additional 1d8 for every 2 additional power points you spend.

3. A creature hit by the power has its ability to control its movements disrupted until the end of its next turn. Each time the creature moves it is subject to opportunity attacks from a creature within 5 feet of it, even if it takes the Disengage action. Furthermore, a creature can’t move only 5 feet in a single direction, and must move at least 10 feet in any direction, if physically able, before it can move in a new direction.

4. You can maintain this power for 1 minute. Effects caused by the power persist as long as this power remains in effect.

5. After you hit a target, ripples of spatial distortion strike at up to two creatures within 10 feet of your primary target. Each creature struck by a ripple must make a Dexterity saving throw. If the save is failed, the creature takes damage as if hit by this power. If the save succeeds, the creature only takes half the damage.

You can empower this augmentation by spending 4 additional power points (9). You create two additional ripples whenever a creature fails its saving throw against a ripple. A creature only takes damage from this power once.

You can also empower thus augmentation to cause a creature which fails its saving throw to suffer the other nondamaging effects of this power as long as it remains in effect by spending 4 additional power points (9).

7. A Medium or smaller unattended object or a 5-foot cube section of a larger object or surface such as a wall blinks out of space, leaving only an afterimage until the end of your next turn. An object fully subjected to this effect can’t be held or carried, and its image remains in the space it occupied and doesn’t fall. A section of an object affected by this power can be passed through as if the object doesn’t exist. The afterimage is transparent and doesn’t obscure sight.

If the damage from this power destroys an object, the object ceases to exist. When the power ends, the object’s afterimage vanishes without a trace. When the power ends, an affected object returns to normal. If the object was suspended in the air, it falls. If the object shares the space with a new object or creature, the new object or creature is shunted to the nearest unoccupied space if necessary. A creature in the same space as an object that can be held in the hands can use its reaction to grab an object as this power ends.

If a creature or object is standing on or embedded within an object affected by this power, the creature or object will fall as normal.

For every 2 additional power points you spend, you can empower this augmentation to affect one additional Medium or smaller object or affect an additional 5-foot cube of a larger object or surface.

Spirit Self

Telepathy


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 hour
  • Detections: Psychic

You split your spirit from your body.

While this power is in effect, you feel no pain from your

body and don’t need to make Constitution saving throws to maintain concentration. Your spirit self floats just over your body and can sense as you do to a distance of 60 feet. While in your spirit form, you can’t move or take any action except to return to your body, unless an augmentation permits it. Your spirit form always remains on the same plane of existence as your body.

1. Your spirit self can move away from your body. It has a flying speed equal to your fastest normal movement speed and can hover. Your spirit self must remain with 60 feet of its body.

This augmentation automatically empowers. For every additional power point of augmentation you take, your spirit self can roam an additional 60 feet from its body.

2. Your spirit self gains darkvision. It also has advantage on Wisdom (Perception) checks which rely on hearing.

You can empower this augmentation by spending additional power points to gain a further sensory enhancement. By spending 2 additional power points (4) your spirit self can perceive into the Ethereal Plane and has advantage on Wisdom (Perception) checks which rely on sight. By spending a further 4 power points (8), you spirit self gains truesight.

3. Your spirit self can create an audible whisper that each creature within 5 feet of it can hear. Alternately, you can cause existing lights to flicker.

5. When you are reduced to 0 hit points, you can activate this power as a reaction. As long as this power remains in effect, you place your body in a state of suspended animation. You don’t make death saving throws, and your body is protected from decay and can’t become undead.

While this power is in effect, the time limit on raising you from the dead is extended; the time spent under the effects of this power doesn’t count against the time limits of spells and powers such as revivify.

You can empower this augmentation to extend the maintenance time. By spending 2 additional power points (7), you can maintain this power up to 1 day, by spending 4 additional power points (9), you can maintain this power up to 10 days, by spending 8 additional power points (13), you can maintain this power up to 30 days, and by spending 12 additional power points (17), you can maintain this power up to 1 year.

7. Your spirit self can manipulate objects with the same limitations as the mage hand spell and puppetry power manifest with 0 power points.

9. As an action, your spirit self can move your body to it, but once it does so, the power ends.

13. Your spirit self can manifest a psionic power you know provided it doesn’t have the gesture detection. A power manifested by your spirit self can’t be maintained.

Triggered Kinesis

Psychokinesis


  • Manifesting Time: 1 action
  • Range: Touch
  • Maintenance: Concentration, up to 1 minute
  • Detections: Visual (glow)

You imbue an unattended Large or smaller object with psychokinetic energy until you release it. If you lose concentration before you trigger this energy or 1 minute passes, it harmlessly dissipates.

You imbue the object with concussive force.

When a creature ends its turn, you can take a reaction to detonate the energy. Each target within 5 feet of the imbued object is pushed 5 feet and knocked prone. A creature must make a Strength saving throw, and on a success it isn’t pushed or knocked prone.

1. You imbue the object with explosive energy force of concussive force. When you use your reaction to detonate the energy, the imbued object and each target within 5 feet of it takes 3d4 bludgeoning damage. A creature must make a Dexterity saving throw, taking only half the damage on a successful one.

You can empower this augmentation to increase the bludgeoning damage by 1d4 for every additional power point you spend. In addition, for every 2 power points spent on other augmentations, you increase the damage by 1d4.

You can also empower this augmentation by spending 2 power points (3) to apply the concussive force in addition to the explosive one as well as any augmentation that affects the concussive force. A creature doesn’t make a Dexterity saving throw when you add this empowerment, instead it makes a single Strength saving throw to determine if it is pushed and how much damage it takes.

2. Increase the distance a concussive force can push a target by 5 feet. You can take this augmentation multiple times.

2. The blast range increases by 5 feet. You can take this augmentation multiple times. This augmentation has no effect when you trigger the blast when you hit a target with a weapon.

4. You can manifest this power as a bonus action.

5. You can imbue a melee weapon you hold with concussive force. When you hit a target with this weapon, you can use your reaction to detonate the force. The target hit is pushed 10 feet. A creature must make a Strength saving throw. On a failed save, it is knocked prone, while on a successful one it is only pushed 5 feet.

You can empower this augmentation to replace the concussive force with an explosive one. When you detonate it, the creature must make a Dexterity saving throw. It takes 10d4 bludgeoning damage on a failed save or half as much damage on a successful one.

You can further empower this augmentation to combine the explosive effect with the concussive one by spending 2 additional power points (7). A creature doesn’t make a Dexterity saving throw when you add this empowerment, instead it makes a single Strength saving throw to determine if it is pushed and how much damage it takes.

You can also empower to increase the explosive damage by 1d4 for every additional power point you spend. In addition, for every 2 power points spent on other augmentations, you increase the damage by 1d4.

8. You can pick a time up to 1 hour from the time you manifest this power. If not triggered beforehand, it will automatically detonate at this time. Even if you cease maintenance on the power, its charge will linger until the designated time when it explodes. You can’t trigger the detonation using your action while no longer maintaining the power.

10. You reverse the concussive force into a gravitational one. When you detonate the force, each target within 30 feet of the imbued object is pulled toward it 1d6 times 5 feet. A creature must make a Strength saving throw. On a failed save it is pulled and knocked prone. On a successful one, it is only pulled 5 feet.