Introduction
This document contains a variety of tweaks to the Core Rules of Dungeons & Dragons 2024 mainly intended to be used with my Revised D&D 2024 Classes. It also contains new Feats, new Spells, new Items, and a handful of Variant Rules that can be used with 2024 Vanilla or my Revised Classes. Below is a list of abbreviations that will be used throughout the book to denote certain handbooks in shorthand.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
Core Rule Adjustments
These are intended to be used with my Revised 2024 Classes, and might have a negative impact on Vanilla D&D 2024! Use without my Revised Classes at your own risk!
Feat ASI Tweaks
Due to all of my Revised Classes getting both the Ability Score Improvement Feat and another Feat of their choice at the appropriate levels, all Feats other than the Ability Score Improvement Feat lose any Ability Score Increases they would grant! This includes Epic Boons. This is because such increases are redundant and would likely be too powerful with this new rule in my Revised Classes.
Carrying Capacity Beyond Gargantuan
If you somehow gain a Size above Gargantuan, then double the multiplier for each Size above it for calculating your Carrying and Push, Pull, and Drag weights. For example, if you were Gargantuan +1, you'd have Str x 240 lbs of carrying capacity. Similarly, halve the amount if you somehow become a Size below Tiny.
Feats
The following section focus on Feats, both revised from 2014 UA and revised versions of the new Feats found in my 2014 Compendium of Changes.
Feats for Skills (UA, 2014), Revised (2024)
Acrobat
General Feat (Prerequisites: 4th level, Proficient in the Acrobatics Skill)
You gain the following benefits:
- You gain Expertise in the Acrobatics Skill.
- Difficult Terrain doesn't cost you additional movement.
Animal Handler
General Feat (Prerequisites: 4th level, Proficient in the Animal Handling Skill)
You gain the following benefits:
- You gain Expertise in the Animal Handling Skill.
- You can use a bonus action on your turn to command one Beast within 60 feet of you that can hear you and that isn't currently following the command of someone else without the Hostile Attitude towards you or your allies. You decide what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. You must finish a Short or Long Rest to do so again.
Arcanist
General Feat (Prerequisites: 4th level, Proficient in the Arcana Skill)
You gain the following benefits:
- You gain Expertise in the Arcana Skill.
- You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is intelligence, wisdom, or charisma; you choose which when you gain this Feat.
Brawny
General Feat (Prerequisites: 4th level, Proficient in the Athletics Skill)
You gain the following benefits:
- You gain Expertise in the Athletics Skill.
- You count as if you were one size larger for the purpose of determining your carrying capacity.
Diplomat
General Feat (Prerequisites: 4th level, Proficient in the Persuasion Skill)
You gain the following benefits:
- You gain Expertise in the Persuasion Skill.
- If you spend 1 minute talking to someone who can understand what you say, you can take an Influence Action to make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 30 feet of you for 1 minute thereafter.
Empathic
General Feat (Prerequisites: 4th level, Proficient in the Insight Skill)
You gain the following benefits:
- You gain Expertise in the Insight Skill.
- You can use your action to try to get uncanny insight about one humanoid you can see within 15 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on your next attack roll or ability check, whichever comes first, against the target made before the end of your next turn.
Historian
General Feat (Prerequisites: 4th level, Proficient in the History Skill)
You gain the following benefits:
- You gain Expertise in the History Skill.
- When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
Investigator
General Feat (Prerequisites: 4th level, Proficient in the Investigation Skill)
You gain the following benefits:
- You gain Expertise in the Investigation Skill.
- You can take the Search action as a bonus action.
Medic
General Feat (Prerequisites: 4th level, Proficient in the Medicine Skill)
You gain the following benefits:
- You gain Expertise in the Medicine Skill.
- During a short rest, you can clean and bind the wounds of up to six willing creatures. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can only benefit from this Feat once per Long Rest.
Menacing
General Feat (Prerequisites: 4th level, Proficient in the Intimidation Skill)
You gain the following benefits:
- You gain Expertise in the Intimidation Skill.
- When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 15 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened of you until the end of your next turn. If your check fails, the target can't be frightened by you until the end of your next Short or Long Rest.
Naturalist
General Feat (Prerequisites: 4th level, Proficient in the Nature Skill)
You gain the following benefits:
- You gain Expertise in the Nature Skill.
- You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is intelligence, wisdom, or charisma; you choose which when you gain this Feat.
Perceptive
General Feat (Prerequisites: 4th level, Proficient in the Perception Skill)
You gain the following benefits:
- You gain Expertise in the Perception Skill.
- Being in dim light doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Performer
General Feat (Prerequisites: 4th level, Proficient in the Performance Skill)
You gain the following benefits:
- You gain Expertise in the Performance Skill.
- While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Quick-Fingered
General Feat (Prerequisites: 4th level, Proficient in the Sleight of Hand Skill)
You gain the following benefits:
- You gain Expertise in the Sleight of Hand Skill.
- As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
Silver-Tongued
General Feat (Prerequisites: 4th level, Proficient in the Deception Skill)
You gain the following benefits:
- You gain Expertise in the Deception Skill.
- When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 15 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your next attack roll against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
Stealthy
General Feat (Prerequisites: 4th level, Proficient in the Stealth Skill)
You gain the following benefits:
- You gain Expertise in the Stealth Skill.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible, such as behind cover or fully obscured.
Survivalist
General Feat (Prerequisites: 4th level, Proficient in the Survival Skill)
You gain the following benefits:
- You gain Expertise in the Survival Skill.
- You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is intelligence, wisdom, or charisma; you choose which when you gain this Feat.
Theologian
General Feat (Prerequisites: 4th level, Proficient in the Religion Skill)
You gain the following benefits:
- You gain Expertise in the Religion Skill.
- You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is intelligence, wisdom, or charisma; you choose which when you gain this Feat.
New Origin Feats
These Feats are either revised and altered versions of fitting Feats from 2014 or brand new Origin Feats to add more options. If a New Origin Feat shares a name with a 2014 feat, it replaces that Feat.
Dungeon Delver
Origin Feat
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Linguist
Origin Feat
You have studied languages and codes, gaining the following benefits:
- You learn three languages of your choice.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Mountaineer
Origin Feat
You have spent your time guiding others through mountains and similar terrain, gaining the following benefits:
- You gain a Climb Speed if you don't already have one.
- You naturally acclimate to high altitudes, and have Advantage on any Skill Checks or Saving Throws made to endure extreme conditions at such altitudes. This includes elevations above 20,000 feet.
Researcher
Origin Feat You have dedicated your life to a specific field of study, gaining the following benefits:
- Choose one skill to gain Proficiency in from the following: Arcana, History, Medicine, Nature, Religion.
- CHoose one skill you have Proficiency in to gain Expertise in from the following: Arcana, History, Medicine, Nature, Religion.
New Fighting Style Feats
These Feats add three new Fighting Styles. If a Fighting Style mentions a Class, it applies to the Revised 2024 version of that Class and the Unchained Version of that class depending on which ruleset and versions of the Classes your DM is using.
Brutish Fighting
Fighting Style Feat (Prerequisite: Fighting Style)
You learn one Martial Strike from the list available to the Revised Fighter (2024) Class. If a Strike requires the target to make a Saving Throw to resist the Strike's effects, the Saving Throw DC is equal to 8 plus your Strength or Dexterity Modifier (your choice) plus your proficiency bonus.
Martial Technique
Fighting Style Feat (Prerequisite: Fighting Style)
You learn one Battle Maneuver from the list available to the Revised Fighter (2024) Class. If a Maneuver requires the target to make a Saving Throw to resist the Strike's effects, the Saving Throw DC is equal to 8 plus your Strength or Dexterity Modifier (your choice) plus your proficiency bonus.
You gain one Superiority Die, which is a d6. This die is used to fuel your maneuvers. A Superiority die is expended when you use it. You regain your expended Superiority dice when you finish a short or long rest. If you have Superiority Dice from another source, this die is added to that amount.
Primal Fighting
Fighting Style Feat (Prerequisite: Fighting Style)
When you aren't wearing armor, you gain a Climb Speed and Swim Speed equal to your Speed and a +1 bonus to Armor Class.
New General Feats
These Feats are from my 2014 Compendium of Changes, updated to better fit with the 2024 Revised Classes, 2024 Official Rules and the new Rules in this Document.
Commando
General Feat (Prerequisites: 4th Level, Strength or Dexterity 13 or higher.)
You gain the following benefits:
- You double the Normal and Long Ranges of any Weapon with the Thrown Property.
- Once per turn, when you make an Attack with a Melee Weapon you are Proficient with that has the Light Property and lacks the Two-Handed Property, you can move up to half your Speed as part of that Attack.
Expert Artisan
General Feat (Prerequisite: Proficiency with a set of Artisan’s Tools.)
You gain the following benefits:
- Choose one type of Artisan’s Tools you are proficient in. You gain Expertise with that type of Artisan’s Tool.
- When using Artisan’s Tools to craft Armor, A Weapon, a Potion, or a Poison, gold cost and time are halved for you (minimum 1 GP cost) if you do not already have a feature that grants this benefit.
Martial Arts Initiate
General Feat (Prerequisite(s): 4th Level, Strength or Dexterity 13.)
You gain the following benefits:
- Your Unarmed Strikes now use a d6 for damage. This increases to a D8 at 5th level, and a d10 at 10th level.
- You may use Dexterity instead of Strength for the Attack and Damage rolls of your Unarmed Strikes.
Pai Zhua Master
General Feat (Prerequisites: 4th Level, Monk's Focus class feature.)
You gain the following benefits:
- Your Unarmed Strikes score a critical hit on a 19 or 20.
- If you land a Critical Hit with an Attack using your Flurry of Blows feature, you regain 1 Focus Point.
- While wielding no weapons and not wearing a shield, you gain +1 AC.
Pointman
General Feat (Prerequisites: 4th Level, Proficient with at least one Firearm with the Spread Property, Strength 13 or higher.)
You gain the following benefits:
- Firearms with the Spread property gain the Finesse Property when wielded by you.
- Firearms with the Spread property use Strength instead of Dexterity when calculating the DC for the property's Saving Throw.
- When have Advantage on Skill Checks and Attack Rolls when trying to break an object using a Weapon that has the Spread property.
Rifleman
General Feat (Prerequisites: 4th Level, Proficient with at least one Firearm with the Two-Handed Property, Dexterity 13 or higher.)
You gain the following benefits:
- If you land a Critical Hit with a Firearm that has the Two-Handed property, you may forgo dealing critical damage to instead force the target to have disadvantage on attack rolls until the start of your next turn.
- Increase the Normal and Long Ranges of all Firearms you wield that have the Two-Handed property by 20 feet.
Striker Adept
General Feat (Prerequisites: Proficient with at least one Martial Weapon.)
You gain the following benefits:
- You learn two Martial Strikes of your choice from among those available to the Revised Fighter (2024) class. If a strike you use requires your target to make a saving throw to resist the strike's effects, the saving throw DC equals 8 plus your Strength or Dexterity modifier (your choice) plus your proficiency bonus.
Revised General Feats (2024)
This is a list of revised General Feats from the 2024 Player's Handbook or brought back in from Pre-2024 content with adjustments to fit D&D 2024. If a Feat is not listed here, remove its Ability Score Increase if it has one.
Chef
General Feat (Prerequisite: 4th Level.)
You gain the following benefits:
-
Cook's Utensils. You gain proficiency with Cook's Utensils if you don't already have it.
-
Replenishing Meal. As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.
-
Bolstering Treats. With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to half of your Character Level (rounded down, minimum 1) your Proficiency Bonus.
Dual Wielder
General Feat (Prerequisites: 4th Level, Strength or Dexterity 13 or higher.)
You gain the following benefits:
-
Greater Dual Wielding. You can now Dual Wield weapons that lack the Two-Handed, Heavy, and Special Properties, even if they lack the Light Property.
-
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light Property or benefits from the Greater Dual Wielding part of this Feat, you can make one extra attack as a Bonus Action later on the same turn with a different weapon that has the Light Property or benefits from the Greater Dual Wielding part of this Feat. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.
-
Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
Gunner
General Feat (Prerequisites: 4th Level, Proficient with at least one Firearm.)
You gain the following benefits:
-
Ignore Loading. You ignore the Loading property of all weapons that are considered Firearms (called Fieararms elsewhere in this Feat). If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.
-
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with FIrearms.
-
Dual Wielding. When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a Firearm that has the Light property and you aren't already adding that modifier to the damage. Additionally, when you use the Reload Property of a Firearm that has it while dual wielding two Firearms that have it, you can reload both weapons as one Action.
Prodigy
General Feat (Prerequisite: 4th Level.)
You gain the following benefits:
- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
- Choose one skill in which you have proficiency or one tool with which you have proficiency. You gain Expertise in that Skill or with that Tool.
Weapon Master
General Feat (Prerequisite: 4th Level.)
You gain the following benefits:
- Weapon Training. You gain proficiency with two Martial Weapons of your choice.
- Mastery Property. Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.
Revised Origin Feats (2024)
Magic Initiate
While this Origin Feat is not receiving a full revision, if your DM is using my Unchained Rules and Unchained Classes, replace any mention of a base Dungeons and Dragons 2024 Class with a mention of the Unchained version of that class.
Tavern Brawler
Origin Feat
You gain the following benefits:
Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Improvised Weaponry. You have proficiency with improvised weapons.
Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Items
The following section contains new Ammunition (for use with the new Firearms found later in this section), new and modified Armor, new Magic Items, a new Tool, and revised and new Weapons.
New Ammunition
These are new Ammunition types meant to be used with the Firearms found in this document. They are available in all of the same Magic Item Types (i.e. Adamantine) as the Firearm Bullets from the 2024 Player's Handbook and 2024 Dungeon Master's Guide.
Ball Ammunition (20)
Ammunition
2 GP, 1 1/2 lbs.
This ammunition is fit for use with Flintlock Pistols, Flintlock Rifles, and Blunderbusses.
Renaissance Bullet (20)
Ammunition
3 GP, 2 lbs.
This ammunition is fit for use with Firearms that have the Renaissance property.
Modern Bullet (20)
Ammunition
5 GP, 2 lbs.
This ammunition is fit for use with Firearms that have the Modern property.
New Armor
Buckler
Armor (Shield)
5 GP, 3 lbs.
AC +1
This Shield counts as being worn, not wielded, but takes 1 minute to don or doff.
Tower Shield
Armor (Shield)
20 GP, 12 lbs.
AC +3
If a character has a Strength Score lower than 15, they cannot wield this Shield.
Revised Armor
The following Armor has been reworked to better balance it within the game, and give Strength a greater focus and usefulness.
Hide Armor
Medium Armor
10 GP, 12 lbs.
AC 12 + DEX or STR (whichever is higher, max 2)
Chain Shirt
Medium Armor
50 GP, 45 lbs.
AC 13 + DEX or STR (whichever is higher, max 2)
Scale Mail
Medium Armor
50 GP, 45 lbs.
AC 14 + DEX or STR (whichever is higher, max 2)
The wearer has disadvantage on Dexterity (Stealth) checks.
Breastplate
Medium Armor
400 GP, 20 lbs.
AC 14 + DEX or STR (whichever is higher, max 2)
Half Plate Armor
Medium Armor
750 GP, 40 lbs.
AC 15 + DEX or STR (whichever is higher, max 2)
The wearer has disadvantage on Dexterity (Stealth) checks.
Ring Mail
Heavy Armor
30 GP, 40 lbs.
AC 14
The wearer has disadvantage on Dexterity (Stealth) checks.
Chain Mail
Heavy Armor
75 GP, 55 lbs.
AC 16
The wearer has disadvantage on Dexterity (Stealth) checks.
If a character has a Strength score lower than 13, they cannot wear this Armor.
Splint Armor
Heavy Armor
200 GP, 60 lbs.
AC 17
The wearer has disadvantage on Dexterity (Stealth) checks.
If a character has a Strength score lower than 15, they cannot wear this Armor.
Plate Armor
Heavy Armor
1500 GP, 65 lbs.
AC 18
The wearer has disadvantage on Dexterity (Stealth) checks.
If a character has a Strength score lower than 15, they cannot wear this Armor.
New Magic Items
Boots of the Out-Boxer
Wondrous item, Uncommon (Requires Attunement)
These boots have 5 charges. While wearing them, you can expend a charge to take the Dodge or Disengage Action as a Bonus Action. The boots regain 1d4 + 1 expended charges daily at dawn.
Cape of the Brawler (Common)
Wondrous item, Common (Requires Attunement)
While wearing this cape without armor or a shield, your AC is calculated as 10 + Your Strength Modifier + Your Charisma Modifier.
Cape of the Brawler (Uncommon)
Wondrous item, Uncommon (Requires Attunement)
While wearing this cape without armor or a shield, your AC is calculated as 11 + Your Strength Modifier + Your Charisma Modifier.
Cape of the Brawler (Rare)
Wondrous item, Rare (Requires Attunement)
While wearing this cape without armor or a shield, your AC is calculated as 12 + Your Strength Modifier + Your Charisma Modifier.
Cape of the Brawler (Very Rare)
Wondrous item, Very Rare (Requires Attunement)
While wearing this cape without armor or a shield, your AC is calculated as 13 + Your Strength Modifier + Your Charisma Modifier.
Handwraps of Nimbleness
Rare (requires attunement)
While wearing these cloth wraps, your Dexterity score changes to 21. The item has no effect on you if your Dexterity without the belt is equal to or greater than the handwraps' score.
Robes of the Monk +1
Wondrous Item, Uncommon
While wearing these robes and using the Unarmored Defense feature of the Monk Class, your AC is increased by 1.
Robes of the Monk +2
Wondrous Item, Rare
While wearing these robes and using the Unarmored Defense feature of the Monk Class, your AC is increased by 2.
Robes of the Monk +3
Wondrous Item, Very Rare
While wearing these robes and using the Unarmored Defense feature of the Monk Class, your AC is increased by 3.
Sash of Wisdom
Rare (requires attunement)
While wearing this sash, your Wisdom score changes to 21. The item has no effect on you if your Wisdom without the belt is equal to or greater than the sash's score.
Revised Magic Items
The items here were adjusted to be better balanced in D&D 2024.
Adamantine Armor
Generic variant, uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit and you reduce any non-magical Bludgeoning, Piercing, or Slashing Damage you take by half of your Proficiency Bonus (rounded up, minimum 1).
Base items. This item variant can be applied to the following base items:
- Breastplate (Adamantine Breastplate)
- Chain Mail (Adamantine Chain Mail)
- Chain Shirt (Adamantine Chain Shirt)
- Half Plate Armor (Adamantine Half Plate Armor)
- Plate Armor (Adamantine Plate Armor)
- Ring Mail (Adamantine Ring Mail)
- Scale Mail (Adamantine Scale Mail)
- Splint Armor (Adamantine Splint Armor)
New Tools
Gunsmith's Tools
Artisan's Tools
30 GP, 15 lbs.
Ability: Dexterity
Utilize: Blow open a lock (DC 20)
Craft: Any Martial Weapon that is a Firearm, Ball Ammunition, Renaissance Bullets, Modern Bullets, and Heavy Rifle Bullets.
Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Weapons
The following section contains Revised Weapons from the 2024 Player's Handbook and Dungeon Master's Guide, as well as New Weapons.
Revised Properties
The following Properties have been modified:
- Heavy
- Light
- Versatile
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Additionally, you have Advantage on Skill Checks made to hide this Weapon on your person.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. When used with one hand, this Weapon gains a +1 to its Attack Rolls.
New Properties
The following Properties are new, and have been added to some Revised Weapons or are innate to some New Weapons.
- Oversized
- Spread
Oversized. You cannot wield this Weapon if your Strength Score is 15 or lower, or if it's a Ranged Weapon and your Dexterity score is 15 or lower.
Spread. When you would make an Attack with this Weapon, you can make an Attack as normal or, or you can cause every creature within a 15-foot-cone to make a Dexterity saving throw with a DC equal to 8 plus your dexterity modifier plus your proficiency bonus. On a failed save, creatures take one roll of this weapon's normal damage dice.
Revised Weapons
The following weapons are from the 2024 Player's Handbook or 2024 Dungeon Master's Guide and have been altered to either be better balanced or work better with my Revised 2024 Classes and the other content within this document.
Flail
Weapon
Martial weapon, melee weapon
1d8 bludgeoning
10 GP, 2 lbs.
Finesse
Mastery: Sap
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Flintlock Musket
Weapon
Martial weapon, ranged weapon, Firearm
1d8 piercing
75 GP, 10 lbs.
Ammunition (Range 80/240 ft.;Ball Ammunition), Loading, Two-Handed
Mastery: Slow
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
NOTE: This weapon replaces the Musket found in the 2024 Player's Handbook.
Flintlock Pistol
Weapon
Martial weapon, ranged weapon, firearm
1d6 piercing
125 GP, 4 lbs.
Ammunition (Range 30/90 ft.;Ball Ammunition), Light, Loading
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
NOTE: This weapon replaces the Pistol found in the 2024 Player's Handbook.
Glaive
Weapon
Martial weapon, melee weapon
1d12 slashing
40 GP, 8 lbs.
Heavy, Reach, Two-handed.
Mastery: Graze
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Greatclub
Weapon
Simple weapon, melee weapon
1d12 bludgeoning
15 GP, 10 lbs.
Heavy, Two-Handed
Mastery: Push
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Hand Crossbow
Weapon
Martial weapon, ranged weapon
1d6 piercing
75 GP, 3 lbs.
Ammunition (Range 30/60 ft.;Bolt), Light, Loading
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Heavy Crossbow
Weapon
Martial weapon, ranged weapon
1d10 piercing
50 GP, 18 lbs.
Ammunition (Range 100/200 ft.;Bolt), Heavy, Loading, Two-Handed
Mastery: Push
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Light Crossbow
Weapon
Simple weapon, ranged weapon
1d8 piercing
25 GP, 5 lbs.
Ammunition (Range 80/160 ft.;Bolt), Loading, Two-Handed
Mastery: Slow
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Longbow
Weapon
Martial weapon, ranged weapon
1d8 piercing
50 GP, 2 lbs.
Ammunition (Range 150/300 ft.;Arrow), Heavy, Two-Handed
Mastery: Slow
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Morningstar
Weapon
Martial weapon, melee weapon
1d8 piercing
10 GP, 2 lbs.
Versatile (1d10)
Mastery: Sap
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. When used with one hand, this Weapon gains a +1 to its Attack Rolls.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Pike
Weapon
Martial weapon, melee weapon
2d6 piercing
35 GP, 12 lbs.
Heavy, Reach, Two-handed
Mastery: Push
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Quarterstaff
Weapon
Simple weapon, melee weapon
1d6 bludgeoning
2 SP, 4 lbs.
Reach, Versatile (1d8)
Mastery: Topple
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. When used with one hand, this Weapon gains a +1 to its Attack Rolls.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Shortbow
Weapon
Simple weapon, ranged weapon
1d6 piercing
25 GP, 2 lbs.
Ammunition (Range 80/160 ft.;Arrow), Two-Handed
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Spear
Weapon
Simple weapon, melee weapon
1d6 piercing
1 GP, 3 lbs.
Reach, Thrown (20/60 ft.) Versatile (1d8)
Mastery: Sap
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. When used with one hand, this Weapon gains a +1 to its Attack Rolls.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Trident
Weapon
Martial weapon, melee weapon
1d8 piercing
5 GP, 4 lbs.
Reach, Thrown (20/60 ft.) Versatile (1d10)
Mastery: Topple
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. When used with one hand, this Weapon gains a +1 to its Attack Rolls.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
War Pick
Weapon
Martial weapon, melee weapon
1d8 piercing
5 GP, 2 lbs.
Versatile (1d10)
Mastery: Sap
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. When used with one hand, this Weapon gains a +1 to its Attack Rolls.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Whip
Weapon
Martial weapon, melee weapon
1d6 slashing
5 GP, 3 lbs.
Finesse, Reach
Mastery: Slow
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
New Weapons
The following weapons are new weapons added to cover the few holes there are in the arsenal of D&D 2024 or are ported from D&D 2014 and given a Weapon Mastery.
Blunderbuss
Weapon
Martial weapon, ranged weapon, Firearm
2d4 piercing
125 GP, 8 lbs.
Ammunition (Range 40/120 ft.;Ball Ammunition), Heavy, Loading, Spread, Two-Handed
Mastery: Push
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Spread. When you would make an Attack with this Weapon, you can make an Attack as normal or, or you can cause every creature within a 15-foot-cone to make a Dexterity saving throw with a DC equal to 8 plus your dexterity modifier plus your proficiency bonus. On a failed save, creatures take one roll of this weapon's normal damage dice.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Bolt-Action Rifle
Weapon
Martial weapon, ranged weapon, Firearm
1d10 piercing
300 GP, 15 lbs.
Ammunition (Range 120/360 ft.;Modern Bullet), Heavy, Reload (5 Shots), Two-Handed
Mastery: Sap
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Double-Barrel Shotgun
Weapon
Martial weapon, ranged weapon, Firearm
2d8 piercing
175 GP, 10 lbs.
Ammunition (Range 30/90 ft.;Renaissance Bullet), Heavy, Reload (2 Shots), Spread, Two-Handed
Mastery: Push
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Spread. When you would make an Attack with this Weapon, you can make an Attack as normal or, or you can cause every creature within a 15-foot-cone to make a Dexterity saving throw with a DC equal to 8 plus your dexterity modifier plus your proficiency bonus. On a failed save, creatures take one roll of this weapon's normal damage dice.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Double-Bladed Scimitar
Weapon
Martial weapon, melee weapon
2d4 slashing
50 GP, 6 lbs.
Two-Handed
Mastery: Graze
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Hooked Shortspear
Weapon
Martial weapon, melee weapon
1d4 piercing
1 GP, 2 lbs.
Light
Mastery: Topple
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Kilij
Weapon
Martial weapon, melee weapon
1d8 slashing
25 GP, 2 lbs.
Finesse
Mastery: Sap
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Lever-Action Rifle
Weapon
Martial weapon, ranged weapon, Firearm
1d8 piercing
250 GP, 12 lbs.
Ammunition (Range 90/270 ft.;Renaissance Bullet), Heavy, Reload (7 Shots), Two-Handed
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Lever-Action Shotgun
Weapon
Martial weapon, ranged weapon, Firearm
2d4 piercing
200 GP, 9 lbs.
Ammunition (Range 40/120 ft.;Renaissance Bullet), Reload (5 Shots), Spread, Two-Handed
Mastery: Push
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Spread. When you would make an Attack with this Weapon, you can make an Attack as normal or, or you can cause every creature within a 15-foot-cone to make a Dexterity saving throw with a DC equal to 8 plus your dexterity modifier plus your proficiency bonus. On a failed save, creatures take one roll of this weapon's normal damage dice.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Light Repeating Crossbow
Weapon
Martial weapon, ranged weapon
1d6 piercing
50 GP, 5 lbs.
Ammunition (Range 60/120 ft.;Bolt), Reload (6 shots), Two-Handed
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Oversized Longbow
Weapon
Martial weapon, ranged weapon
1d12 piercing
100 GP, 10 lbs.
Ammunition (Range 160/320 ft.;Arrow), Finesse, Heavy, Oversized, Two-Handed
Mastery: Slow
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Oversized. You cannot wield this Weapon if your Strength Score is 15 or lower, or if it's a Ranged Weapon and your Dexterity score is 15 or lower.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Pump-Action Shotgun
Weapon
Martial weapon, ranged weapon, Firearm
2d6 piercing
275 GP, 11 lbs.
Ammunition (Range 40/120 ft.;Renaissance Bullet), Reload (8 Shots), Spread, Two-Handed
Mastery: Push
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Spread. When you would make an Attack with this Weapon, you can make an Attack as normal or, or you can cause every creature within a 15-foot-cone to make a Dexterity saving throw with a DC equal to 8 plus your dexterity modifier plus your proficiency bonus. On a failed save, creatures take one roll of this weapon's normal damage dice.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Revolver
Weapon
Martial weapon, ranged weapon, firearm
1d6 piercing
250 GP, 6 lbs.
Ammunition (Range 60/180 ft.;Renaissance Bullets), Heavy, Reload (6 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. If the Weapon also has the Oversized Property, then the score requirements increase to 15 instead.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Sai
Weapon
Martial weapon, melee weapon
1d6 piercing
20 GP, 2 lbs.
Finesse, Light
Mastery: Sap
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Semi-Automatic Pistol
Weapon
Martial weapon, ranged weapon, firearm
1d6 piercing
250 GP, 6 lbs.
Ammunition (Range 40/120 ft.;Modern Bullets), Light, Reload (7 shots)
Mastery: Nick
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Yklwa
Weapon
Martial weapon, melee weapon
1d8 piercing
1 GP, 3 lbs.
Thrown (15/30 ft.)
Mastery: Slow
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Spells
This section has a slew of new Spells, namely aimed at making playing a Spellcaster of an Element other than Fire viable.
New Spells
The following Spells are new variations on existing Spells meant to help give more options for Elemental mages.
Cantrips
Magic Dart
Evocation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: Instantaneous
You unleash a single dart of magical force. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Force damage.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
1st Level Spells
Acid Knife
1st-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of acid)
Duration: Instantaneous
You create a shard of metal dripping with acid and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Acid damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Acid Wave
1st-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
A wave of acid shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Acid damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Chilling Rebuke
1st-level Evocation
Casting Time: 1 reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
Range: 60 feet
Components: V,S
Duration: Instantaneous
The creature that damaged you is momentarily surrounded by chilling frost. It makes a Constitution saving throw, taking 2d10 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot above 1.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Corrosive Rebuke
1st-level Evocation
Casting Time: 1 reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
Range: 60 feet
Components: V,S
Duration: Instantaneous
The creature that damaged you is momentarily surrounded by chilling frost. It makes a Dexterity saving throw, taking 2d10 Acid damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot above 1.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Darkness Wave
1st-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
A thin wave of dark energy shoots forth from you. Each creature in a 15-foot Cone makes a Constitution saving throw, taking 3d6 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Deafening Rebuke
1st-level Evocation
Casting Time: 1 reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
Range: 60 feet
Components: V,S
Duration: Instantaneous
The creature that damaged you is assaulted with a loud cry. It makes a Constitution saving throw, taking 2d10 Thunder damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot above 1.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Fire Knife
1st-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a fragment of charcoal)
Duration: Instantaneous
You create a shard of burning obsidian and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Fire damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Druid, Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Frost Fingers
1st-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
A thin sheet of ice shoots forth from you. Each creature in a 15-foot Cone makes a Constitution saving throw, taking 3d6 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Lightning Knife
1st-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a ball of cotton)
Duration: Instantaneous
You create a shard of metal sparking with electricity and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Lightning damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Psychic Wave
1st-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
A wave of psionic energy shoots forth from you. Each creature in a 15-foot Cone makes an Intelligence saving throw, taking 3d6 Psychic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Shining Wave
1st-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
A wave of divine light shoots forth from you. Each creature in a 15-foot Cone makes a Constitution saving throw, taking 3d6 Radiant damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Cleric, Paladin
Shocking Rebuke
1st-level Evocation
Casting Time: 1 reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
Range: 60 feet
Components: V,S
Duration: Instantaneous
The creature that damaged you is momentarily surrounded by electricity. It makes a Dexterity saving throw, taking 2d10 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot above 1.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Shower of Sparks
1st-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
A thin shower of sparks shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Sonic Boom
1st-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
A wave of sound shoots forth from you. Each creature in a 15-foot Cone makes a Constitution saving throw, taking 3d6 Thunder damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Sonic Shard
1st-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a shard of metal)
Duration: Instantaneous
You create a vibrating shard of metal and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Thunder damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Toxic Knife
1st-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a ball of cotton)
Duration: Instantaneous
You create a shard of metal coated in poison and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Poison damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Toxic Rebuke
1st-level Evocation
Casting Time: 1 reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
Range: 60 feet
Components: V,S
Duration: Instantaneous
The creature that damaged you is momentarily surrounded by chilling frost. It makes a Constitution saving throw, taking 2d10 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot above 1.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Toxic Surge
1st-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
A thin sheet of ice shoots forth from you. Each creature in a 15-foot Cone makes a Constitution saving throw, taking 3d6 Poison damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 1.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
2nd Level Spells
Acid Blade
2nd-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V,S,M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a blade dripping with acid in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the acid blade. On a hit, the target takes Acid damage equal to 3d6 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Acidic Ray
2nd-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
You hurl three corrosive rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Acid damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Freezing Ray
2nd-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
You hurl three freezing rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Cold damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Frozen Blade
2nd-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V,S,M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a blade made of glacial ice in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the ice blade. On a hit, the target takes Cold damage equal to 3d6 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Shining Ray
2nd-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You hurl three rays of searing divine light. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Radiant damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Classes: Cleric, Paladin
Sonic Blade
2nd-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V,S,M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a blade made that hums with vibrations in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the humming blade. On a hit, the target takes Thunder damage equal to 3d6 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Sonic Ray
2nd-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
You hurl three rays of condensed sound. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Thunder damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Sparking Blade
2nd-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V,S,M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a blade made sparking with lightning in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the lightning blade. On a hit, the target takes Lightning damage equal to 3d6 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Sparking Ray
2nd-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
You hurl three electric rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Lightning damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Telekinetic Surge
2nd-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (An Emerald Dragon's Scale)
Duration: Instantaneous
A line of psionic power 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make an Intelligence saving throw. A creature takes 3d8 Psychic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. The damage increases by 1d8 for each spell slot above 2.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter.
Toxic Blade
2nd-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V,S,M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a blade dripping with poisone in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the toxic blade. On a hit, the target takes Poison damage equal to 3d6 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Toxic Ray
2nd-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
You hurl three toxic rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Poison damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
3rd Level Spells
Acid Sphere
3rd-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A vial of acid)
Duration: Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms into a sphere of acid. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 6d6 Acid damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Ice Ball
3rd-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (a crystal of ice)
Duration: Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms into a sphere of freezing air. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 6d6 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Lightning Sphere
3rd-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (a ball of cotton)
Duration: Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms into a sphere of electricity. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 6d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Shining Explosion
3rd-level Evocation
Casting Time: 1 action
Range: 90 feet
Components: V,S,M (a holy symbol)
Duration: Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms into a sphere of divine power. Each creature in a 20-foot-radius Sphere centered on that point makes a Constitution saving throw, taking 6d6 Radiant damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Classes: Cleric, Paladin
Sonic Explosion
3rd-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (a strip of velvet)
Duration: Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms into a blast of sound. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 6d6 Thunder damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Toxic Sphere
3rd-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A vial of acid)
Duration: Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms into a splash of poison. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 6d6 Poison damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Void Sphere
3rd-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A vial of zombie ash)
Duration: Instantaneous
A purple-black sphere of dark energy erupts from a point you choose within range and then blossoms into a shadowy sphere of necromantic energies. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 6d6 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
4th Level Spells
Acid Shield
4th-level Evocation
Casting Time: 1 action
Range: Self
Components: V,S,M (A vial of acid)
Duration: 10 minutes
Streams of acid wreathe your body for the duration. The acid provides you with Resistance to Acid damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with acid. The attacker takes 2d8 Acid damage.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Storm Shield
4th-level Evocation
Casting Time: 1 action
Range: Self
Components: V,S,M (A cotton ball)
Duration: 10 minutes
Bolts of lightning wreathe your body for the duration. The acid provides you with Resistance to Lightning damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield shocks the attacker. The attacker takes 2d8 Lightning damage.
Classes: Druid, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Thunder Shield
4th-level Evocation
Casting Time: 1 action
Range: Self
Components: V,S,M (A strip of velvet)
Duration: 10 minutes
A sphere of sonic energy wreathes your body for the duration. The vibrations provides you with Resistance to Thunder damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with a burst of sound. The attacker takes 2d8 Thunder damage.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Toxic Shield
4th-level Evocation
Casting Time: 1 action
Range: Self
Components: V,S,M (A vial of acid)
Duration: 10 minutes
Streams of poison wreathe your body for the duration. The acid provides you with Resistance to Poison damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with poison. The attacker takes 2d8 Poison damage.
Classes: Druid, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
5th Level Spells
Cone of Acid
5th-level Evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V,S,M (A shard of obsidian)
Duration: Instantaneous
You unleash a surge of acid. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Acid damage on a failed save or half as much damage on a successful one. A creature killed by this spell melts into a puddle.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Classes: Druid, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Cone of Flames
5th-level Evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V,S,M (A shard of obsidian)
Duration: Instantaneous
You unleash a blast of flames. Each creature in a 60-foot Cone originating from you makes a Dexterity saving throw, taking 8d8 Fire damage on a failed save or half as much damage on a successful one. A creature killed by this spell is turned to ash.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Classes: Druid, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Cone of Sparks
5th-level Evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V,S,M (A shard of obsidian)
Duration: Instantaneous
You unleash a surge of lightning. Each creature in a 60-foot Cone originating from you makes a Dexterity saving throw, taking 8d8 Lightning damage on a failed save or half as much damage on a successful one. A creature killed by this spell is reduced to ash.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Classes: Druid, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Cone of Toxins
5th-level Evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V,S,M (A shard of obsidian)
Duration: Instantaneous
You unleash a surge of toxic fumes. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Poison damage on a failed save or half as much damage on a successful one. A creature killed by this spell melts into a puddle.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Classes: Druid, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
7th-level spells
Delayed Blast Acid Sphere
7th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A vial of acid)
Duration: Concentration, up to 1 minute
A beam of green light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Acid damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 7.
Classes: Sorcerer, Wizard
Delayed Blast Ice Ball
7th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A shard of ice)
Duration: Concentration, up to 1 minute
A beam of white light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Constitution saving throw. A creature takes Cold damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 7.
Classes: Sorcerer, Wizard
Delayed Blast Lightning Sphere
7th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A piece of fleece)
Duration: Concentration, up to 1 minute
A beam of blue light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Lightning damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 7.
Classes: Sorcerer, Wizard
Delayed Blast Psychic Explosion
7th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (An Emerald Dragon's Scale)
Duration: Concentration, up to 1 minute
A beam of cyan light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw. A creature takes Psychic damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 7.
Classes: Sorcerer, Wizard
Delayed Blast Shining Explosion
7th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A holy symbol)
Duration: Concentration, up to 1 minute
A beam of gold light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Constitution saving throw. A creature takes Radiant damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 7.
Classes: Cleric
Delayed Blast Sonic Explosion
7th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A shard of ice)
Duration: Concentration, up to 1 minute
A beam of gray light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Constitution saving throw. A creature takes Thunder damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 7.
Classes: Sorcerer, Wizard
Delayed Blast Toxic Sphere
7th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A cobra's fang)
Duration: Concentration, up to 1 minute
A beam of purple light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Constitution saving throw. A creature takes Poison damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 7.
Classes: Sorcerer, Wizard
Delayed Blast Void Sphere
7th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A vial of zombie ash)
Duration: Concentration, up to 1 minute
A beam of white light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Necrotic damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 7.
Classes: Sorcerer, Wizard
8th Level Spells
Corrosive Cloud
8th-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Concentration, up to 1 minute
A swirling cloud of neon green smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Acid damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Classes: Sorcerer, Wizard
Decaying Cloud
8th-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Concentration, up to 1 minute
A swirling cloud of black and purple smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Necrotic damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Classes: Sorcerer, Wizard
Freezing Cloud
8th-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Concentration, up to 1 minute
A swirling cloud of freezing mist fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Cold damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Classes: Sorcerer, Wizard
Reverberating Cloud
8th-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Concentration, up to 1 minute
A vibrating cloud with shavings of silver in it fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Thunder damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Classes: Sorcerer, Wizard
Static Cloud
8th-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Concentration, up to 1 minute
A cloud charged with electricity fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Classes: Sorcerer, Wizard
Toxic Cloud
8th-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Concentration, up to 1 minute
A purple cloud of toxic fumes fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Classes: Sorcerer, Wizard
Revised Spells
The following spells have been revised because they're too powerful.
Cantrips (0-Level Spells)
Blade Ward
Abjuration Cantrip
Casting Time: 1 reaction, when you are targeted by a weapon attack or Unarmed Strike.
Range: Self
Components: V,S
Duration: 1 round
You gain +1 AC against the triggering Attack.
Eldritch Blast
Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Necrotic Damage.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Classes: Warlock
1st Level Spells
Gift of Alacrity
1st-level Divination
Casting Time: 1 reaction, when a creature within 10 feet of you rolls Initiative.
Range: 10 feet
Components: V,S
Duration: Instantaneous
The target creature adds 1d8 to its Initiative Roll.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Classes: Cleric, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter, Phantomage Rizer
Find Familiar
1st-level Conjuration (Ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V,S,M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 60 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. If the Familiar drops to 0 hit points a second time before you finish a Long Rest, roll a Charisma Saving Throw (DC 15). On a failure, you cannot cast Find Familiar again until you finish a Long Rest. On a success, you can cast the spell as normal. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 15 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Classes: Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Mage Armor
1st-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V,S,M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 10 plus your Spellcasting Modifier. The spell ends early if the target dons armor.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Shield
1st-level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
Range: Self
Components: V,S
Duration: Instantaneous
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a bonus to AC equal to your Proficiency Bonus against the triggering Attack or Magic Missile Spell.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Unseen Servant
1st-level Conjuration (Ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack, wear armor, or wield shields or weapons. If it drops to 0 hit points, the spell ends. This force cannot block attacks, meaning that it cannot be used as cover.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object that isn't a weapon, armor, or a shield. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, or command it to interact with a weapon, armor, or a shield, the spell ends.
Classes: Bard, Warlock, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
2nd Level Spells
Hold Person
1st-level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
Range: Self
Components: V,S
Duration: 1 round
Choose a Humanoid that you can see within range. The target must succeed on a Strength saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Land (Polar Land) Druid, Lore Bard, Eldritch Knight Fighter, Vengeance Paladin
Homonculus Servant
2nd-level Conjuration
Casting Time: 1 hour (Ritual)
Range: 10 feet
Components: V,S,M (a gem 100+ GP)
Duration: Instantaneous
You summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced by the new one. You determine the homunculus's appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
Combat. The homunculus is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands, which you must issue as a Bonus Action during your Turn. If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Classes: Artificer, Unchained Artificer
Subclasses: Phantomage Rizer, Phantomage Unchained Rizer.
Homonculus Servant
Tiny Construct, Neutral
- Armor Class 11 + the Spell's Level.
- Hit Points 5 + 5 per Spell Level (the homonculus has a number of Hit Dice [d4s] equal to the spell's level)
- Speed 20 ft., Fly 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)
- Saving Throws Str -3, Dex +2, Con +1, Int +0, Wis +0, Cha -2.
- Damage Immunities Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60 ft.; Passive Perception 10
- Languages Telepathy 1 mile (works only with you)
- Challenge None (XP 0; PB equals your Proficiency Bonus)
Traits
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the homunculus instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition.
Magic Bond. Add the spell's level to any ability check or saving throw the homunculus makes.
Actions
Force Strike. Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 30 ft. Hit: 1d6 plus the spell’s level of Force damage.
Reactions
Channel Magic. Trigger: You cast a spell that has a range of touch while the homunculus is within 120 feet of you. Response: The homunculus delivers the spell through its touch.
3rd Level Spells
Counterspell
3rd-level Abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell of Level 3 or lower. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
You cannot cast this spell in response to another casting of Counterspell.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter
Fireball
3rd-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M (A ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 6d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter, Fiend Warlock, Light Cleric.
5th Level Spells
Reincarnate
5th-level Necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.
| 1d10 | Species |
|---|---|
| 1 | Aasimar |
| 2 | Dragonborn |
| 3 | Dwarf |
| 4 | Elf |
| 5 | Gnome |
| 6 | Goliath |
| 7 | Halfling |
| 8 | Human |
| 9 | Orc |
| 10 | Tiefling |
The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
Alternatively, the DM may create their own table of available Species options, rolling 1d100 instead of 1d10. Each option should have a numerical value range, and each option's range should be determined by the number of Species on the table divied by 100. For example, if there were 20 Species on the Table, then the first option would be listed 01-05, the second 06-10, and so on, with the last set of values ending in 00 (in the above example, the last value would be 96-00). When the d100 is rolled, whichever value range it lands within is the Species the creature reincarnates into, following the rules about species' description choices, memories, and capabilities as normal.
For a simpler option, simply roll 1dX, with X being the number of available Species. This will likely require a digital tool for dice rolling, but is the simplest option.
Classes: Cleric, Druid
Swift Quiver
5th-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a Quiver worth 1+ GP)
Duration: Concentration, up to 1 minute
When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that has the Ammunition property. The spell magically creates the ammunition needed for each attack. Each piece of Ammunition created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Classes: Artificer, Ranger
Subclasses: Arcane Trickster Rogue (Revised), Eldritch Knight Fighter (Revised), Phantomage Rizer
Wall of Force
5th-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a shard of glass)
Duration: Concentration, up to 10 minutes
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
A creature can attempt a Strength Saving Throw if it is adjacent to this wall against your Spell Save DC. A creature wielding a weapon that deals bludgeoning damage has advantage on this saving throw. On a success, the spell ends and the wall shatters. A creature must be on the material plane to attempt this Saving Throw.
Classes: Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue (Revised), Clockwork Sorcerer, Eldritch Knight Fighter (Revised)
7th Level Spells
Forcecage
7th-level Evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500 gp, which the spell consumes)
Duration: 1 Hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage that tries to use teleportation or interplanar travel to leave the cage must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
A creature inside the cage that tries to shatter the cage must first take the Magic Action to make a Strength Saving Throw. On a success, the creature shatters the cage, ending the spell. On a successful save, the creature can use that magic to shatter the cage, ending the spell early. If the creature is wielding a Melee Weapon that does Bludgeoning or Force Damage, or can make an Unarmed Strike that deals Force Damage, they have Advantage on this Saving Throw. The cage also extends into the Ethereal Plane, blocking ethereal travel.
Classes: Bard, Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric
Variant Rules
This section contains a suite of Variant Rules to make D&D 2024's gameplay more dynamic or otherwise offer alternatives to the core rules.
Alternative Core Roll
All uses of a d20 except for Hit Point Recovery Dice are replaced with 2d10 instead. This grants a roll more favorable for all involved, making for a more consistent play experience.
Alternative Skill Abilities
With this Variant Rule, some Skills use alternate Ability Scores by default.
- The Medicine Skill uses Wisdom instead of Intelligence.
- The Religion Skill uses Wisdom instead of Intelligence.
- The Survival Skill uses Constitution instead of Wisdom.
Magical Metals
With this rule, Adamantine, Mithral, and Silver Weapons are now Magical for the purpose of piercing Resistance to Bludgeoning, Piercing, and Slashing Damage and count as +0 Magic Weapons.
Additionally, all Magic Weapons that grant a +1 bonus to Attack Rolls and/or Damage now pierce Resistance and Immunity to Bludgeoning, Piercing, and Slashing Damage.
Mighty Martial Arts
With this Variant Rule, any mention of Dexterity in a Feature for the Monk Class or a Monk Subclass is replaced with Strength, including:
- Martial Arts Attack Rolls
- Marital Arts Damage Rolls
- Deflect Attack's Modifier
- Unarmored Defense is now 10 plus your Strength Modifier plus your Wisdom Modifier
- Any other Class or Subclass Feature that would use Dexterity.
Numerical Advantage
With this rule, Advantage and Disadvantage become fixed modifiers.
- Advantage grants a flat +5 bonus.
- Disadvantage imposes a flat -5 penalty.
Restored Dual Wielding
You can now Dual Wield two Weapons of the same Type, but you cannot use their Weapon Mastery more than Once per Turn.
Spell Scroll Savants
All Characters can now cast Spells using a Spell Scroll, but if you lack the Spellcasting or Pact Magic Class Features, you must cast a Spell Scroll at its lowest level, while a Character with the Spellcasting Class Feature can spend a Spell Slot to cast the Spell on the Scroll at a higher level if the character has SLots of that level, while a Character with the Pact Magic feature always casts Spell Scrolls at the level their Warlock Spells would be cast at, unless that Spell is 6th level or higher, in which case it is cast at the lowest possible level.
Variant Spellcasting Abilities
A character with the Spellcasting or Pact Magic feature can consult their Dungeon Master and, with the DM's permission, substitute their usual casting Ability Score (and any Class Feature that would mention that Ability Score) for a different one from Intelligence, Wisdom, or Charisma.
Dungeon Masters should only allow this if it's clear the intent is to complete an interesting character concept and not in pursuit of metagaming or "power gaming" - that is, attempting to maximize the raw power of a Player Character over their flavor.
An example of an appropriate use of this rule would be a Cleric who uses Charisma instead of Wisdom for spellcasting being a character who launches into heartfelt, bold, and emotional sermons. Another would be an Illusion Wizard who uses Charisma instead of Intelligence and plays at being a show magician who entertains with his magic.
An example of an inappropriate use of this rule would be someone wanting to use Intelligence on a Warlock so they can multiclass into Bladesinger Wizard and/or Armorer Artificer and make use of Pact of the Blade's casting stat-to-damage feature (If you're using my revised Warlock as I recommend with this document) or Hexblade's Hex Warrior feature (if you are not using my Revised Warlock at your table).
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Changes: Me, SmugCoffeeMan Additions: Me, SmugCoffeeMan
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Changelog
1.0
- Created the document and the stuff in it!
1.1
- Moved some of the Firearms around because the new ones should be in the New Weapons section.
- Added Semi-Automatic Pistol and Revolver to the list of New Weapons.
- Oversized now requires 15+ STR/DEX.
1.2
- Added a new section - Revised Spells. This rebalances some of the more obnoxious magic like Forcecage or Fireball.
- The Alternative Fireballs (new spells) have had their Damage bumped down from 8d6 to 6d6.
1.3
- New Cantrip added. Revised Shield and Mage Armor have been further nerfed.
1.4
- Added a Revised version of Tavern Brawler to make it comprable to Unarmed Fighting, Monk, and Rizer's Unarmed Damage.
1.5
- Updated Homonculus Servant's revision so it uses a Bonus Action to command like all other pet creatures.