Magnus' Arcane Grimoire

by SkullDM

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Part 2 | Your Introduction
Magnus' Arcane Grimoire

This documents includes....

A revision on the following Subclasses

  • Transmutation Wizard
  • Illusion Wizard
  • Enchantment Wizard
  • Chronurgy Wizard
  • Graviturgy Wizard
  • Storm Sorcery
  • Wild Magic Sorcery
  • Arcana Domain Cleric

New Stuff

  • Pyromancy Sorcerer
  • Revised Sorcerer spell lists

School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

This revision improves upon This

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.

Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You may use your action to perform a special alchemical procedure on one object (1 cubic foot or smaller) composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. This transformation lasts for one hour unless you use your action to end it. You can use this ability a number of times equal to your Intelligence bonus, and you regain your expended uses when you complete a long rest.

Additionally, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Transmutation Stone

Starting at 6th level, you can spend 1 hour creating a transmuter’s stone that stores transmutation magic when you complete a long rest or during the long rest. When you create the stone, choose a number of benefits equal to your Intelligence Modifier (minimum one) from the following options:

  • Darkvision out to a range of 60 feet.

  • Movement speed 10-foot increase while the creature is unencumbered.

  • Proficiency in Constitution saving throws.

  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). You may choose this benefit more than once to gain multiple resistances.

  • Get an effect from the alter self spell without the need of concentration. (You may choose this multiple times)

  • Enhance a sense among vision, smell or hearing for Advantage on Perception checks that rely on that sense. (You may choose this option multiple times)

  • The temporary restoration, fixing or removal of one of the five senses

  • Improved reflexes for +1 to Initiative checks.

  • Facial beauty as if always wearing makeup, granting +1 to Persuasion checks.

  • Conceal all body blemishes, such as warts, scars, moles, or birthmarks and wounds.

  • Make someone mute or a mute person able to speak.

  • Change the way you smell or stop any sort of scent coming from you.

  • The temporary restoration or numbing of a limb or organ, defunct or healthy (or to power a prosthetic).

You can benefit from the stone yourself or give it to another creature. A creature holding the stone on their person gains all the selected benefits your stone is imbued with when they hold it.

Each time you cast a transmutation spell of 1st level or higher, you can change one beneficial effect of your stone. If you create a new transmuter’s stone, the previous one ceases to function.

If a creature holds your Transmuter’s Stone when it shapeshifts into a different creature (such as by the Polymorph spell), and the carried Transmuter’s Stone merges with the new form, the creature retains the ability to audibly speak languages known in its normal form (even if the form lacks mouth, tongue, teeth, lungs, etc.), and it may retain its mental stats (Int, Wis, Cha). The Transmuter Stone’s holder can gain the stone’s benefits as normal while the stone is merged into the new form as if the creature were carrying the stone.

Residual Recycling

Beginning at 10th level, casting transmutation spells comes so easily to you that you can harness and repurpose the excess arcane energy. When you cast a Wizard transmutation spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be at least one level lower than the spell you cast and can’t be higher than 3rd level.

You may regain a number of spell slot lvls in this way equal to 1 + your intelligence modifier (minimum of one). After which you must finish a long rest to regain spell slots in this way.

Philosopher's Stone

Starting at 14th level, your transmutation stone's power increases and you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

  • Major Transmutation You can transmute one nonmagical object no larger than a 10-foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

  • Panacea You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.

  • Restore Life You cast the raise dead spell on a creature you touch with the Transmuter’s Stone without expending a spell slot or needing to have the spell in your spellbook.

  • Restore Youth You touch the Transmuter’s Stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. When you use this effect on a creature other than yourself, it doesn’t extend the creature’s lifespan.

  • Philosopher’s Epiphany Cast any spell of 5th level or lower as an action. Disregarding the material cost and normal casting time of the spell.

  • Arcane Eruption You make your Transmuter's stone to explode in a wild Arcane burst as an action. Dealing 10d10 force damage to a creature holding it and forcing all creatures within a 30 foot radius to make a Dexterity saving throw. Taking half damage on a success.

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.

Improved Illusions

When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell. Additionally, you add your Intelligence modifier to the save DC of your illusion spells when a creature wants to examine them with an investigation check.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

this feature can not be used against any creature that ignores illusions or can see through them.

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

To do this, you must expend a spell slot of the same lvl or higher as a bonus action.

The object can't deal damage or otherwise directly harm anyone.

School of Enchantment.

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

Charming Sage

Starting at 2nd lvl when you choose this subclass your skill in casting enchantment spells increases. You can cast any wizard enchantment spell without verbal or Somatic components.

Redirect Enchantment

Starting at 6th lvl, when a creature within 30 feet of you is subjected to an enchantment, you can use your reaction and redirect the effect onto another creature you can see within 30 feet of yourself. If the creature you redirect the effect on to is an ally, you may grant them advantage on the save.

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Intelligence modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

Chronurgy Magic

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Temporal Shift

Starting at 2nd level, you can add your Intelligence modifiers to the initiative roll of yourself or an ally within 30 feet of you.

Momentary Stasis

When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Delayed Spell

Starting at 10th lvl, you can hold the magical power of your spells in time as well. When you cast a spell of 1st lvl or higher, you may delay it's effects for up to an hour or until you are more than 100 feet away from the point or creature you casted the spell upon.

Additionally, you may cast a spell with the casting time of a reaction without meeting its requirements. The delayed spells can take effect whenever you want without the need of an action.

You can use this ability a number of times equal to your Intelligence modifier. After which you must finish a long rest to regain any expended uses.

You can only have one delayed spell active at a time.

Graviturgy Magic

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Adjust Density

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

If the creature you target is non willing, they must fail on a constitution saving throw against your spell save dc for the effects to occur.

Forceful Cantrips

Also at 2nd lvl, when you hit a large or smaller creature with a wizard cantrip that makes a spell attack, you can push or pull them 10 feet away or towards yourself.

Gravity Well

When you reach 6th level, as a bonus action, you can chose a point within 60 feet of yourself and create one of the following effects centered on that point.

  • Attraction : All creatures who pass through or are within the 20 feet radius must succeed on a strength saving throw against your spell save DC or be pulled to the center and have their movement speed reduced to zero. On success, their speed is halved through the area. No ranged attacks can pass throw the area.
  • Repulsion: All creatures who pass through or are within the 20 feet radius must succeed on a strength saving throw against your spell save DC or be pushed outside of the radius. On a success, their speed is halved through the area. No ranged attacks can pass throw the area.

The effect last until the start of your next turn. Once you use this feature, you must finish a long rest to use it again.

Violent Attraction

At 10th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Event horizon

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 4d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 4 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest.

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Additionlly, whenever you cast one of these spells, you may fly an additional 10 feet without provoking opportunity attacks.

Sorcerer LvL Spells
1st Thunderwave Create or destroy water
3rd Shatter Levitate
5th Call Lightning, Thunder step
7th Ice Storm Storm Sphere
9th Destructive Wave, Control winds

Heart of the Strom

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 30 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guider

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm Rider

At 14th lvl, you make winds to guide all your movement. You also gain a magical flying speed and hovering speed equal to your normal movement speed.

Storm's Furry

Starting at 18th level, when you are hit by a melee attack, you can use your reaction to release a lightning blast to an creature of your choice within 30 feet of you and damaging them. The damage equals your sorcerer level + your charisma modifier. The creatures must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Additionally, you are immune to lightning and thunder damage.

Metamagic Option

Booming Spell : When you cast a spell that targets only one creature you may expend 2 sorcery points and infuse it with Thundreous magic, forcing the creature to succeed on a strength saving throw against your spell save DC or be pushed back 10 feet for every lvl of spell slot used.

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, when you cast a spell of 1st lvl or higher, you can roll on your wild magic surge table. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, you can roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Chaos Spells

Also at 1st lvl, you gain access to spells when you reach certain levels in this class, as shown on the tables below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Each day, roll a d4, to dtermine which spells you know for that day.

Even

Sorcerer LvL Spells
1st Chaos Bolt Grease
3rd Crown of Madness Flock of Familiares
5th Geaseous Form Tidal Wave
7th Dimension Door Confusion
9th Far step, Bigby's Hand

Odd

Sorcerer LvL Spells
1st Magic missiles Color Spray
3rd Blur Misty Step
5th Dispel Magic, Animate Dead
7th Hallucinatory Terrain Polymorph
9th Conjure Elelemntal, Reincarnate

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. If both numbers are the same, you may choose your wild surge yourself.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell you can make it deal the maximum damage possible but must roll a d100. On an even roll, you take the same damage as well. On an odd roll, nothing extra happens.

Once you use this feature you must finish a long rest to use it again.

Metamagic Option

Chaotic Spell : When you cast a harmful spell that deals damage, you may expend 3 sorcery points and imbue it with chaotic energy. Roll 1d10 to determine the bonus effect of the spell from the list below.

  • 1- You deal only half damage.
  • 2- Their speed is doubled until the end of your next turn.
  • 3- Their speed is halved until the start of your next turn.
  • 4- They become deafened until the start of your next turn.
  • 5- Their movement speed is reduced to 0 until the start of your next turn.
  • 6- They are blinded until the start of your next turn.
  • 7- They gain advantage on the next saving throw.
  • 8- They gain disadvantage on the next saving throw.
  • 9- You take take force damage equal to 1d4 times the spell slot used as an aftershock.
  • 10- You regain the spell slot you just used.

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.

Note : Arcana Domain is generally a good subclass, however it's domain spell list is not good. So only it will be changed.

Cleric LvL Spells
1st Magic missiles detect magic
3rd Knock Vortex Warp
5th Dispel Magic, Glyth of Warding
7th Greater invisibility Gate Seal
9th Telekenises, Wall of Force

Pyromancy

Your innate magic manifests in fire. You are your fire, and your fire is you. You can shape the flames in your desire, and play with them free of risk.

Your fire is so strong it can burn those that normally are not bothered by flames into ashes.

Heart of Fire

At 1st lvl, you are well versed and one with fire. You have resistance to fire damage your spells ignore fire resistance.

Flame Sculptor

Also at 1st lvl, you gain access to spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

However, when you cast these spells, you will replace their normal damage types with fire.

Sorcerer LvL Spells
1st Magic missiles Guiding Bolt
3rd Rimes Binding Ice Shatter
5th Lightning Bolt Tidal Wave
7th Greater invisibility Gate Seal
9th Cone of Cold Destructive Wave

Brimstone Defence

At 6th lvl, when you take damage from, Thunder, cold or lightning, you may use your reaction, and create a burning magical shield for yourself, reducing the damage you would have taken to half.

You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses after finishing a long rest.

Pyromancer's Blaze

At 14th lvl, as a bonus action you can set your body ablaze, granting yourself a flying speed equal to your normal movement speed. Additionally, any hostile creature that ends its turn within 10 feet of you takes fire damage equal to half your sorcerer lvl + your charisma modifier.

Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance and immunity to fire damage.

Metamagic Option

Soothing Hearth : When you cast a spell, you may expend 3 sorcery points and absorb some of the heat generated by the magical energies unleashed. You regain a number of d6s times the spell slot used worth of hitpoints.

Sorcerer Spell Lists

Note: We all realized Sorcerer's could benefit greatly from a subclass spell list added to what they normally get, but Tasha pushed it a little far by allowing its two sorcerer subclasses to change those additional spells. In my revisions, all sorcerer subclasses benefit from a subclass spell expansion and Abberant Mind and Clockwork soul won't be allowed to change the spells of their subclass.

Shadow sorcerer already gained a full revision in Soren's Tome of Dark Secrets.

Lunar Sorcerer Also got a full revision in Dax's Tavern of Midnight Lanterns

I also wanted to add my Ancient Dragon Patreon for warlock here, but i found that Kibbles Tasty already has a better version of the same idea here

Draconic BloodLine

Also at 1st lvl, you gain access to spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

You gain access to the Draconic spell and the spell corresponding to your Ancestor's element.

Sorcerer LvL Draconic spell Fire Lightning Acid Poison Cold
1st Absorb Elements Burning hands Thunderwave Tasha's caustic brew Ray of sickness Ice knife
3rd Dragon's breath Flaming sphere Gust of wind Melf's Acid Arrow Ray of Enfeeblement Rime's binding ice
5th Ashardalon's Stride Fireball Lightning bolt Life transference Stinking cloud Slow
7th Elemental Bane Wall of fire Storm sphere Vitrolic sphere Greater invisibility Ice storm
9th Summon draconic spirit Immolation Control Winds Insect Plague Cloudkill Cone of cold

Divine Soul

Also at 1st lvl, you gain access to spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer LvL Spells
1st Guiding Bolt
3rd Prayer of Healing
5th Remove Curse
7th Guardian of Faith
9th Dispel Evil and Good

Note : Since Divine soul already has access to cleric spell list, they gain a smaller expanded list compared to other subclasses.

Metamagic Options

As part of my revision on sorcerers, I gave each subclass a unique Meta Magic option only they can choose. And hence here I will add my new Meta magic options for Divine Soul and Draconic Bloodline.

Divine Soul

Metamagic Option

Sacred Spell : When you cast a spell that heals a creature, you may expend 2 sorcery points and roll the maximum amount on the healing spell and grant them an additional 2d6 temporary hitpoints.

Draconic BloodLine

Metamagic Option

Draconic Spell : When you cast a spell which it's damage type matches your Draconic bloodline, you may expend 1 sorcery point and ignore the resistances to that damage type. Or expend 4 and ignore both resistance and immunity.

Practice

Safe

Homebrewing

The arts used in this document were found randomely on the net and I have not found their original artist. If you own one of the arts used in this document rest assured this document won't be used to gain profit. This is a free document, created for fun for my own games and perhaps sharing with those who would like to check my revisions as well.

Cover Art: Skiorh

 

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