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SPELLCASTER OPTIONS

CREATED BY  FermatMD
 FermatMD (/u/fpgmd)

Includes options geared towards full spellcasters

spellcasters

for the world's greatest roleplaying game


Credits
Lead Designer: FermatMD (/u/fpgmd on Reddit)
Chris Rallis's Tyvar Kell
Lie Setiawan's Rally the Ranks
Editing: FermatMD
Jaime Jones's The Ur-Dragon
Cover Illustrator: Bryan Sola
rk post's Lady of Pain
Interior Illustrators: The images used in this book and their Attila Adorjany's Primus (from Dragon Magazine #341)
artists are listed below in order of appearance: Mathias Kollros's Mark for Death
Bryan Sola's Magmatic Channeler Steve Argyle's God of War (from Dragon Magazine #372)
Kieran Yanner's Basri Ket Billy Christian's Bane, Lord of Darkness
Jason Chan's Puresteel Paladin Paul Scott Canavan's Rhystic Study
Zezhou Chen's Spoils of Adventure Randy Vargas's Sigiled Contender
Kev Walker's Inferno Titan Anthony Palumbo's Bloodlust Inciter
Eric Deschamps's Oloro, Ageless Ascetic Nicholas Elias's Circle of the Moon Druid
Kieran Yanner's Ghen, Arcanum Weaver Magali Villeneuve's Relentless Pursuit
Jason A. Engle's Satyr Grovedancer Izzy's Onyx Mage
Aleksi Briclot's Purphoros's Intervention Lie Setiawan's Klothys's Design
Johannes Voss's Tidechannel Pathway Bayard Wu's Arbor Armament
Vance Kovacs's Jund Battlemage . . . and more (see back page)

Jaime Jones's Jeskai Runemark

Aleksi Briclot's Sarkhan Unbroken

Greg Staples's Laquatus's Champion

Noah Bradley's Sunbond

Uncredited's Calix (from Magic: the Gathering Online)

Sara Winters's Rix Maadi Reveler

Justin Sweet's Arcanis the Omnipotent

Daarken's Form of the Dragon

James Paick's The Maelstrom

Mark Winters's Akroan Skyguard

Daarken's Keranos, God of Storms

Yongjae Choi's Dreamstealer

Eric Deschamps's Esper Sentinel

Jason Chan's Chandra

Lie Setiawan's Triton Waverider

James Ryman's Auriok Survivors

Adam Paquette's Fated Conflagration

Michael Bierek's Frost Breath ON THE COVER


Kekai Kotaki's Bloodvial Purveyor A wizard from the plane of Zendikar channels the plane's
Chris Rahn's Time Walk powerful mana, shaping it as she desires in this painting by
Wesley Burt's Lunar Mystic Bryan Sola.
Chris Rallis's Oko, the Trickster
Chris Rallis's Tevesh Szat, Doom of Fools Disclaimer: SPELLCASTER OPTIONS is unofficial Fan
Magali Villeneuve's Will, Scholar of Frost Content permitted under the Fan Content Policy. Not
Mike Jordana's Haughty Djinn approved/endorsed by Wizards. Portions of the materials
Jason Chan's Kiora, Master of the Depths used are property of Wizards of the Coast. ©Wizards of the
Izzy's Alabaster Mage Coast LLC.
Johann Bodin's Mindstatic
Jason Rainville's Separatist Voidmage DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the
Kieran Yanner's Queen Marchesa dragon ampersand, Player's Handbook, Monster Manual,
Raymond Swanland's Violent Ultimatum Dungeon Master's Guide, all other Wizards of the Coast
Mathias Kollros's Magma Spray product names, and their respective logos are trademarks of
Scott M. Fischer's Telling Time Wizards of the Coast in the USA and other countries. All
Eric Deschamps's Venser, Shaper Savant characters and their distinctive likenesses are property of
Taylor Ingvarsson's Doomskar Oracle Wizards of the Coast. The materials described in this
Igor Kieryluk's Geosurge statement are protected under the copyright laws of the
Alayna Danner's Mistgate Pathway United States of America and around the world under
Daarken's Soul Separator international intellectual property treaties. Any reproduction
Lie Setiawan's Tide Shaper or unauthorized use of the materials contained herein or
Eric Deschamps's Embersmith artwork contained herein is prohibited without the express
Kev Walker's Damnation written permission of Wizards of the Coast.
Noah Bradley's Anger of the Gods
Contents

Introduction 4

Using This Book ........................................................................... 4

Chapter 1: Character Options 6

Bard ................................................................................................. 8

College of Chaos ........................................................................8

College of Comedy .................................................................... 9

College of Dance ........................................................................9

College of Miming ...................................................................10

Cleric .............................................................................................11

Destruction Domain ...............................................................11

Travel Domain ..........................................................................12

Druid ............................................................................................. 14

Circle of Evil .............................................................................14

Circle of Eyes ........................................................................... 15

Circle of Scales ........................................................................15

Circle of the Outsider .............................................................16

Circle of the Sun ..................................................................... 18

Sorcerer ........................................................................................19

Draconic Bloodline .................................................................25

Wild Magic ............................................................................... 28

Divine Soul ...............................................................................29

Storm Sorcery ......................................................................... 30

Shadow Magic .........................................................................31

Aberrant Mind ......................................................................... 33

Clockwork Soul ....................................................................... 34

Phoenix Sorcery ..................................................................... 34

Sea Sorcery ..............................................................................36

Stone Sorcery ..........................................................................37

Pyromancer ..............................................................................38

Giant Bloodline ....................................................................... 39

Blood Sorcery ..........................................................................41

Cosmic Sorcery .......................................................................42

Fey Bloodline ........................................................................... 44

Fiendish Boodline ...................................................................45

Frost Sorcery ........................................................................... 46

Genie Bloodline .......................................................................48

Kraken Sorcery ....................................................................... 49

Life Sorcery ..............................................................................50

Mixed Bloodline ...................................................................... 51

Muscle Magic ...........................................................................53

Royal Bloodline ....................................................................... 54

Sonic Sorcery .......................................................................... 55

Tarrasquian Sorcery ...............................................................57


Time Sorcery ........................................................................... 58
Weaver .......................................................................................59 Chapter 2: Magical Miscellany 82
Ysgardian Bloodline ................................................................69 Spells .............................................................................................82
Warlock .........................................................................................71 Spell Lists .................................................................................82
The Greatwyrm ....................................................................... 71 Spell Descriptions ...................................................................84
The Lady of Pain .....................................................................72 Magic Items ...............................................................................108
The One and the Prime ......................................................... 73 Magic Item Descriptions .....................................................108
The Warden ..............................................................................74
The Warlord ............................................................................. 75 Appendix A: Sorcerer Edits 115
Wizard ...........................................................................................77
Universalist .............................................................................. 77 Appendix B: Changelog 117
Feats ..............................................................................................78
Introduction

S
ince I began my foray into games, I have almost I made edits to all existing existing sorcerous origins
always played a spellcaster if the game allowed it. (including those mentioned in Unearthed Arcana articles),
They tended to be squishy hit-points-wise and did then created some of my own.
their thing from a distance, which fit me quite Soon, I branched off into the other full spellcaster classes,
nicely being the wimpy kid that I was. having a blast creating subclasses for them. I pondered on
I must admit that I am relatively new to making class revisions as well, but I realized they were fine as
Dungeons & Dragons, unlike most who have they were. Tasha's Cauldron of Everything, in particular,
digested entire volumes of lore all the way back from the presented plenty of enhancements and replacements for
game's conception. I had played the Neverwinter Nights video class features, boosting not only overall power, but also
game back in the day, but I didn't delve too deeply into the flexibility and player options.
property. As most children that age, I had the attention span And so I leave this for your perusal, and I can only hope it
of a gnat, and upon completing the game, my eyes quickly makes your games more fun.
went to the next shiny thing. I do recall how awesome it was I apologize in advance for any errors in phrasing, grammar,
to spam maximized cones of cold during a time stop spell, but syntax, etc. English is not my first language.
that was about it.
I was reintroduced to the franchise in November 2015
when I stumbled upon a YouTube video that featured several Using This Book
voice actors playing a D&D game. I was quite simply What You'll Find Within
enthralled, and the rest, as they say, is history.
As a creative person, I knew about fanfiction. I'd embarras- Chapter 1 covers character options for playtesting. It
singly written a few myself. Homebrewing, I found out, was includes subclasses for the bard, druid, sorcerer, warlock, and
similar, but operated on specific parameters. After I made my wizard classes, a class revision for the sorcerer, and several
first 5e homebrew spell, wail of the banshee, which I recalled feats.
from Neverwinter Nights, I was hooked. Chapter 2 covers new spells and magic items for playtesting.
Looking through the full spellcasters and reading reviews
by far more experienced players and DMs, I learned that the
sorcerer is unanimously viewed as the weakest, which is a It's All Optional
shame, as it involves a trope that many of the characters I've As is the nature of homebrew content, everything in this book
grown to love across many franchises have: being "born with is optional. Your group, guided by your DM, decides which of
it." these options, if any, to incorporate into your campaign. You
So began my foray into a sorcerer class revision. While I can use some, all, or none of them. Whatever options you
understand that the value of this revision diminishes as choose to use, this book relies on the rules in the Player's
Wizards of the Coast continues to release official content, it Handbook, Monster Manual, and Dungeon Master's Guide.
is here for anyone who wishes to use it. I continue to update You can also this in conjunction with other books with
it based on the latest major released content, e.g., this latest optional content, such as Xanathar's Guide to Everything or
version takes the options presented in Mordenkainen Tasha's Cauldron of Everything.
Presents: Monsters of the Multiverse into consideration.

INTRODUCTION
4
Chapter 1: Character Options

E
ach class offers a character-defining choice tance, the subclasses are called bard colleges, and in the
at lst, 2nd, or 3rd level that unlocks a series druid, they’re druid circles.
of special features, not available to the class The table below identifies each of the subclasses in this
as a whole. That choice is called a subclass. homebrew for playtesting. Of special note is the sorcerer.
Each class has a collective term that des- Preceding the presentation of the sorcerous origins for
cribes its subclasses: in the bard, for ins- playtesting is a class revision.

Subclasses
Class Subclass     Level Available     Description
Bard College of Chaos 3rd Finds inspiration in the forces of chance
Bard College of Comedy 3rd Finds both offensive and defensive uses for laughter
Bard College of Dance 3rd Evasive, nimble, and irresistible
Bard College of Miming 3rd Mimics their way to victory
Cleric Destruction Domain 1st Serves a god who metes out decisive judgments
Cleric Travel Domain 1st Prime companion for long and arduous journeys
Druid Circle of Evil 2nd Adopts the values and visage of fiends
Druid Circle of Eyes 2nd Sees all, from the mundane to the profound
Druid Circle of Scales 2nd Forms a bond with a dragon, allowing great feats
Druid Circle of the Outsider          2nd Embraces the nature of the Far Realm
Druid Circle of the Sun 2nd Venerates the sun and all it stands for
Sorcerer          Draconic Bloodline 1st Draws their magic from a draconic ancestor
Sorcerer Wild Magic 1st Wields magic touched by chaotic forces
Sorcerer Divine Soul 1st Harnesses magic bestowed by a god or other divine source
Sorcerer Storm Sorcery 1st Crackles with the power of the storm
Sorcerer Shadow Magic 1st Wields the grim magic of the Shadowfell
Sorcerer Aberrant Mind 1st Practices eldritch magic native to the Far Realm
Sorcerer Clockwork Soul 1st A paragon of magical order
Sorcerer Phoenix Sorcery 1st Wields magic that stems from a phoenix spark within
Sorcerer Sea Sorcery 1st Uses magic that focuses on water's mutable nature
Sorcerer Stone Sorcery 1st Focuses on the melee-oriented magic of stone and steel
Sorcerer Pyromancer 1st Unmatched in terms of elemental manipulation of fire

CHAPTER 1 | CHARACTER OPTIONS


6

Sorcerer Giant Bloodline 1st Draws their magic from a giant ancestor
Sorcerer Blood Sorcery 1st Manipulates vital essences
Sorcerer Cosmic Sorcery 1st Follows a magical cycle dictated by the heavenly bodies
Sorcerer Fey Bloodline 1st Wields the tricksy and vibrant forces of the Feywild
Sorcerer Fiendish Bloodline 1st Harnesses powers given by a being from the lower planes
Sorcerer Frost Sorcery 1st Winter incarnate
Sorcerer Genie Bloodline 1st Has a fondness for wish-like effects
Sorcerer Kraken Sorcery 1st Bestowed magic by the monstrosity from the depths
Sorcerer Life Sorcery 1st Draws from an innate font of positive energy
Sorcerer Mixed Bloodline 1st Possesses multiple origins of magic
Sorcerer Muscle Magic 1st Focuses on magically enhanced unarmed strikes
Sorcerer Royal Bloodline 1st Inherits magic kept within the monarchy
Sorcerer Sonic Sorcery 1st Wields magic focused on sound and its manipulation
Sorcerer Tarrasquian Sorcery 1st Harnesses the power of the world-ending monstrosity
Sorcerer Time Sorcery 1st Has a knack for temporal manipulation
Sorcerer Weaver 1st Born with unnatural talent in manipulating the Weave
Sorcerer Ysgardian Bloodline 1st Wields magic touched by the Heroic Domains
Warlock The Greatwyrm 1st Made a pact with a god-like dragon
Warlock The Lady of Pain 1st Serves the ruler of Sigil, not unlike a dabus
Warlock           The One and the Prime                    1st             Receives instructions from Primus, the foremost modron  
Warlock The Warden 1st Specializes in capturing and detaining foes
Warlock The Warlord 1st Made a pact with a being of unmatched battle prowess
Wizard Universalist 2nd Does not specialize in any one school of magic

CHAPTER 1 | CHARACTER OPTIONS


7

For 1 minute, the creature gains 2d4 temporary hit

    2     points.


Gills appear at the sides of the creature's neck. For

3 1 minute, the creature can breathe underwater and
has a swimming speed equal to its walking speed.


4 The creature gains advantage on its next attack roll.
The creature and everything it is wearing or
Bard 5 carrying becomes invisible until the end of its next
turn.
Bard Colleges Your words of inspiration faintly echo, the
sourceless voice inducing anxiety in your foes.
At 3rd level, a bard gains the Bard College feature. Here are a 6 Hostile creatures within 5 feet of the creature that
few playtest options for that feature: the College of Chaos, the can hear these echoes must succeed on a Wisdom
College of Comedy, the College of Dance, and the College of saving throw or take 1d6 psychic damage.
Miming. 7 The creature regains 2d8 hit points.
A dull beam shoots out from the creature's chest
College of Chaos towards one hostile creature it can see within 30
Bards of the College of Chaos find inspiration in, and draw 8
feet of it. The target must make a Dexterity saving
magical energy from, the untamed forces of chance. For throw. The target takes 2d10 force damage on a
failed save, or half as much damage on a successful
them, structure and order breed boredom and apathy. They one.
believe that it is only in interacting with and adapting to
uncertainty that one can truly live a full and exciting life. This Magic infuses one weapon of the creature's choice
outlook is reflected in their performances, as they tend tend 9
that it is holding. For 1 minute, the weapon deals
an extra 1d6 force damage on a hit. If the weapon
to favor improvisational forms, be it in music or prose. Their isn't already a magic weapon, it becomes one for
magic is no less predictable, and this proves useful in keeping the duration.
their foes destabilized.
The creature gains the benefits of summon beast
cast at 2nd level. The spell doesn't require
Chaotic Inspiration 10 concentration and the summoned creature
3rd-level College of Chaos feature
disappears when it drops to 0 hit points or after 10
Wild magic lingers around a creature when you inspire them. minutes.
When a creature that has a Bardic Inspiration die from you
rolls the die, a random magical effect occurs based on the For 1 minute, the creature gains a magical flying
11 speed of 40 feet and can hover.
number rolled, as shown in the Chaotic Inspiration table. If
the effect requires a saving throw, the effect uses your spell A thunderous shout audible up to 300 feet away
save DC. erupts from the creature. The shout sounds eerily
like your voice. Each hostile creature within 20 feet
Chaotic Inspiration of the creature must make a Constitution saving
12 throw. On a failed save, a target takes 6d6 thunder
Number
Rolled Magical Effect damage and is pushed 10 feet away. On a
successful save, a target takes half as much
For 1 minute, the creature's movement speed damage and isn't pushed.
1 is increased by 10 feet.

CHAPTER 1 | CHARACTER OPTIONS


8
Mirrored Chaos blow and use it to flail around in a humorous, exaggerated
3rd-level College of Chaos feature
fashion. Make a melee spell attack against the target. On a
When a creature within 30 feet of you that has a Bardic hit, the creature takes bludgeoning damage equal to the
Inspiration die from you rolls the die and subsequently damage it dealt to you.
unleashes a random magical effect using your Chaotic
Inspiration feature, you can use your reaction to duplicate the Laughter Is the Best Medicine
effect onto yourself. 14th-level College of Comedy feature

Once you use this feature, you can't use it again until you The jokes that you use to inspire your comrades have become
finish a long rest. so memorable that whenever a creature that has a Bardic
Inspiration die from you rolls the die, the creature becomes
Focus Entropy flooded with mirth and simultaneously restores a number of
6th-level College of Chaos feature
hit points equal to the number rolled.
You learn to replenish you magical reserves by distilling
slivers of wild magic that linger around a creature whenever College of Dance
it is subjected to the forces of chance. When a creature you Bards of the College of Dance put the pursuit of grace,
can see within 60 feet is about to roll a d20 with advantage or beauty, and expressiveness above all else. They stress that
disadvantage, you use your reaction prevent the roll from even without words, great stories can be told. Some bards
being affected by advantage or disadvantage. You then roll a like to perform by themselves, but most form troupes so that
d4 and recover spell slots that have a combined level that is they could tell more fantastical tales through their routines.
equal to or less than the number rolled. Most bards of this college convene in dance studios where
Once you use this feature, you can't use it again until you they gain tutelage from masters of the craft. A good majority
finish a long rest. start off their careers by performing in inns and taverns.
Depending on their skills, some eventually find themselves
Tempered Chaos performing in circuses, theaters, or even royal courts.
14th-level College of Chaos feature
There are those bards, however, who reject rigid tech-
When a creature that has a Bardic Inspiration die from you niques, believing that they only serve to stifle what the craft
rolls the die, the creature can instead roll the die twice and can offer. They instead embrace styles that are much more
choose which roll to use. lax in terms of structure and form, instead focusing on the
emotions they can bring forth with their unorthodox poses,
College of Comedy spins, and footwork.
Bards of the College of Comedy are often light-hearted fel-
lows with almost painfully positive outlooks in life. They try to Bonus Proficiencies
find humor and joy in even the direst of situations. If they 3rd-level College of Dance feature

cannot find any, they simply create the necessary situation to When you join the College of Dance, you learn to adjust the
lighten the mood. way you move and project emotions with every movement in
Members of this college appear far and wide, from muddy order to do your craft justice. You gain proficiency in the
sidewalks to royal courts, trying their best to spread laughter Acrobatics and Performance skills.
and positivity wherever they go.
Choreographic Inspiration
Bonus Cantrip 3rd-level College of Dance feature

3rd-level College of Comedy feature


You can use dance instead of music or words to inspire
When you join the College of Comedy, you learn an additional others using your Bardic Inspiration feature. To do so, you
bard cantrip of your choice. must choose one creature other than yourself within 60 feet
of you who can see you.
Silly Spells
3rd-level College of Comedy feature
Defensive Shuffle
When you cast a spell that deals damage and has a verbal 3rd-level College of Dance feature

component, you can expend one use of Bardic Inspiration to You learn to dance your way around hostility, growing bolder
masterfully tweak the words and insert a painfully silly joke as your dancing skills improve. As long as you can move and
into the incantation. Roll the Bardic Inspiration die. The spell have 5 feet of adjacent unoccupied space, you get a bonus to
deals extra damage to each target who can understand you your AC equal to half your proficiency bonus.
equal to 2 + the number rolled. The extra damage is psychic
damage. Unstoppable Rhythm
6th-level College of Dance feature

Slapstick The beat thumping in your veins refuses to be stifled. When


6th-level College of Comedy feature
you fail a saving throw against being paralyzed, petrified,
When you are hit by a melee weapon attack from within 5 restrained, or stunned, or on a Dexterity (Acrobatics) check
feet of you, you can use your reaction to expend one use of you make to escape a grapple, you can expend one use of
Bardic Inspiration. You halve the attack's damage against Bardic Inspiration, rolling a Bardic Inspiration die and
you. You then magically channel the remaining energy of the adding the number rolled to the total, possibly changing the
outcome.

CHAPTER 1 | CHARACTER OPTIONS


9

Entrancing Steps everything you do. You gain proficiency in the Stealth skill.
14th-level College of Dance feature

Your skilled movements have become almost hypnotic, and Silent Inspiration
you utilize this to your utmost advantage in spellcasting. 3rd-level College of Miming feature

When a creature succeeds on its saving throw to resist the You can use a mime performance instead of music or words
effects of a spell you cast that includes a somatic component, to inspire others using your Bardic Inspiration feature. To do
you can expend one use of Bardic Inspiration, rolling a so, you must choose one creature other than yourself within
Bardic Inspiration die and subtracting the number rolled 60 feet of you who can see you.
from the creature's roll, potentially causing the creature to
fail. Gift of Silence
3rd-level College of Miming feature

College of Miming You can expend one use of Bardic Inspiration to ignore the
As members of an offshoot of the College of Comedy, bards of verbal component of a spell you are casting. Similarly, a
the College of Miming have a very peculiar set of skills. Most creature that has a Bardic Inspiration die from you can
confuse silent comedy bards with mime bards. One of the expend that die to ignore the verbal component of a spell it is
casting. This can be done only if the spell also has a somatic
main differences lies in the use of props. Bards of the College component.
of Miming use almost no props, instead mimicking what
interacting with the object would be like in order for the Mime Proficiencies
audience to understand what is being emoted, whereas bards 6th-level College of Miming feature

of the College of Comedy would use actual objects. This You learn to emulate your companions' proficiencies to suit
physical eloquence translates to an uncanny level of control your needs. After you finish a short or long rest, you can gain
over their bodies, managing to replicate interactions with proficiency in up to three weapon, armor, skill, or tool pro-
objects to an almost unnerving degree. ficiencies that a friendly creature is proficient with. Each
Despite having fallen out of favor in recent years as weapon and tool counts separately. If you use this feature to
performances that include auditory spectacles have grown gain proficiency in heavy armor, you must first be proficient in
increasingly popular, bards of this college find success and medium armor, either by this feature or by some other way.
patronage in elite circles with peculiar tastes, telling These changes last until you finish your next short or long
captivating stories of greatness and tragedy using only their rest.
bodies and almost nothing else, a feat that few bards can
replicate. Mime Success
14th-level College of Miming feature

Bonus Proficiencies When you see a creature within 60 feet of you succeed on a
3rd-level College of Miming feature
Dexterity saving throw against a spell or effect, you can use
When you join the College of Miming, you become more your reaction to memorize the measures the creature took to
perceptive, noticing the tiniest nuances in others' actions so succeed. You can memorize a number of unique spells and
that you can mime them more accurately. You gain proficien- effects equal to your proficiency bonus. When you fail a
cy in the Perception skill. saving throw against the same spell or effect, you can expend
In addition, practicing silent performances has the unin- one use of Bardic Inspiration to succeed instead.
tended result of making you subconsciously more quiet in
CHAPTER 1 | CHARACTER OPTIONS
10

Destruction Deities

Example Deity Pantheon

Garagos Forgotten Realms

Garyx Draconic

Gruumsh Orc

Lendys Draconic

Cleric Takhisis
St. Cuthbert
Dragonlance
Greyhawk
Divine Domains Talos Forgotten Realms
At 1st level, a cleric gains the Divine Domain feature. Here Tiamat Draconic
are a couple of playtest options for that feature: Destruction
and Travel. Domain Spells
1st-level Destruction Domain feature

Destruction Domain You gain domain spells at the cleric levels listed in the Des-
Destruction is an act many associate with chaos and evil, and tructive Domain Spells table. See the Divine Domain class
while this is true, few ponder on its universality. Forces of feature in the Player's Handbook for how domain spells
order and good likewise resort to destruction for the work.
irredeemable that, if left unchecked, would bring about untold Destruction Domain Spells
suffering. It is also a fundamental but often overlooked truth Cleric Level Spells
that at a certain point, there can be no new creation without
the destruction of the old. 1st inflict wounds, wrathful smite
Clerics of the Destruction Domain can similarly represent 3rd enlarge/reduce, shatter
opposite poles in terms of goals. Some destroy for the
maniacal pleasure of the act, while some do so in a show of 5th fireball, lightning bolt
power to further their tyrranical pursuits. A few similarly 7th ice storm, staggering smite
smite evil to feed their a fanatical fervor. There are also those 9th cloudkill, destructive wave
who practice compassion and mercy, but know when these
must end for the greater good.

CHAPTER 1 | CHARACTER OPTIONS


11
Bonus Proficiency Travel Domain
1st-level Destruction Domain feature
Wanderlust is something all adventurers share, and is
You gain proficiency with martial weapons. typically a means to an end. Many travel to behold majestic
sights, or perhaps experience exotic cultures. Others seek to
Appetite for Destruction uncover mysteries and find legendary treasures. Some go
1st-level Destruction Domain feature
from place to place seeking fame, or do so find escape from a
Your destructive acts fuel further expressions of devastation. life of infamy. And there are those who believe that traveling
If you kill a creature or destroy an object with a weapon is its own reward.
attack, you can use your reaction to make an additional Clerics of the Travel Domain are, themselves, drawn by the
weapon attack. lure of the open roads. They often find employ as guides,
You can use this feature a number of times equal to your quenching their own thirst for adventure by accompanying
proficiency bonus. You regain all expended uses when you others who share the same passion. Those who have given
finish a long rest. up the life of adventure due to infirmity or age are often seen
in temples, offering teleportation services or aid in seeking
Channel Divinity: Sundering Invocation out worthwhile quests they can no longer partake in.
2nd-level Destruction Domain feature

You can use your Channel Divinity to channel destruction. Travel Deities
As an action, touch a creature or an unattended object Example Deity Pantheon
within reach. A creature must make a Constitution saving Baervan Wildwanderer Gnomish
throw. A creature takes thunder damage equal to five times
your cleric level on a failed save, or half as much damage on a Brandobaris Halfling
successful one. An unattended object takes thunder damage Fenmarel Mestarine Elven
equal to five times your cleric level.
Fharlanghn Greyhawk
Destructive Fury Kol Korran Eberron
6th-level Destruction Domain feature
Marthammor Duin Dwarven
As a bonus action, you can channel divine energy to enter a
destructive frenzy. For 1 minute, you gain the following Shaundakul Forgotten Realms
benefits: Shinare Dragonlance
• You gain 20 temporary hit points.
• You can attack twice, instead of once, when you take the
Attack action on your turn. You ignore this benefit if you Domain Spells
already have a feature, like Extra Attack, that gives you extra 1st-level Travel Domain feature

attacks. You gain domain spells at the cleric levels listed in the Travel
• You get a +4 bonus to weapon damage rolls.
Domain Spells table. See the Divine Domain class feature for
When you use this ability, you can expend a spell slot to how domain spells work.
augment its effects. You gain additional temporary hit points Travel Domain Spells
equal to five times the slot's level and the bonus to weapon Cleric Level Spells
damage rolls increases to +7 if you expend a spell slot of 1st
or 2nd level, +10 if you expend a spell slot of 3rd to 5th level, 1st expeditious retreat, longstrider
+13 if you expend a spell slot of 6th to 8th level, and +16 if 3rd spider climb, misty step
you expend a 9th-level spell slot. 5th fly, thunder step
Once you use this feature, you can't use it again until you
finish a long rest. 7th dimension door, freedom of movement
9th far step, teleportation circle
Divine Strike
8th-level Destruction Domain feature
Bonus Proficiencies
You gain the ability to infuse your weapon strikes with divine 1st-level Travel Domain feature

energy. Once on each of your turns when you hit a creature You gain proficiency with either the Survival skill and
with a weapon attack, you can cause the attack to deal an vehicles (land) or with navigator's tools and vehicles (water).
extra 1d8 thunder damage to the target. When you reach
14th level, the extra damage increases to 2d8. Unstoppable Adventurer
1st-level Travel Domain feature

Hand of Devastation Your legs and feet are blessed to urge you ever forward. You
17th-level Destruction Domain feature
gain the following benefits:
Your attacks and spells deliver exceptional power. When you • Your speed increases by 5 feet. This increases to 10 feet
roll damage for an attack or spell, roll twice the required at 6th level, 15 feet at 11th level, and 20 feet at 16th level.
number of dice. You then choose from among the rolled dice • Moving through nonmagical difficult terrain costs you no
the rolls you wish to determine the damage of the attack or extra movement.
spell. You must choose dice that match the number and type • You have advantage on Constitution saving throws you
normally rolled to determine the damage of the attack or make to resist exhaustion due to a forced march.
spell.
CHAPTER 1 | CHARACTER OPTIONS
12

Channel Divinity: Distant Destination rest. The benefits end early if you become incapacitated, if
2nd-level Travel Domain feature
you die, or if you end it as an action.
As a bonus action, you can use you Channel Divinity to gain
one of the following benefits: Potent Spellcasting
• Choose either yourself or a creature you can see within 8th-level Travel Domain feature

30 feet of you. Until the start of your next turn, the target's You add your Wisdom modifier to the damage you deal with
speed is doubled, and their movement doesn't provoke any cleric cantrip.
opportunity attacks.
• The next spell you cast before the end of your next turn Worldwalker
that attempts to locate an animal, plant, creature, or object 17th-level Travel Domain feature

has a doubled detection range. You have mastered the art of You learn teleport. It counts as a
• The range of the next spell you cast before the end of your cleric spell for you. You always have it prepared, and it doesn't
next spell that teleports is doubled. count against the number of spells you can prepare each day.
You can cast it without expending a spell slot. When you do
Shared Stride so, you are always on target.
6th-level Travel Domain feature
Once you cast teleport in this way, you can't do so again
When you finish a short or long rest, choose a number of until you finish a short or long rest, though you can still cast it
creatures up to your Wisdom modifier (minimum of one). normally using an available spell slot. When you do so, you
Those creatures gain the benefits of your Unstoppable are always on target.
Adventurer feature until the start of your next short or long

CHAPTER 1 | CHARACTER OPTIONS


13

fiend than into a beast. When you use your Wild Shape to

transform into a fiend, you can do so as a bonus action on

your turn, rather than as an action.

Beginning at 3rd level, you ignore the Max. CR column of

the Beast Shapes table and can transform into a fiend with a

challenge rating as high as your druid level divided by 3,

rounded down. You must, however, abide by the other
limitations in the table.
Druid Unbridled Terror
6th-level Circle of Evil feature

Druid Circles Terror grips the hearts of those who witness your fiendish
At 2nd level, a druid gains the Druid Circle feature. Here are tranformations up close. When you transform into a fiend
several playtest options for that feature: the Circle of Evil, the using your Wild Shape feature, each creature of your choice
Circle of Eyes, the Circle of Scales, the Circle of the Outsider, within 10 feet of you must succeed on a Wisdom saving
and the Circle of the Sun. throw against your druid spell save DC or be frightened of
you for 1 minute. A frightened creature can repeat the saving
Circle of Evil throw at the end of each of its turns, ending the effect on
itself on a success. A creature that succeeds on the saving
Druids of the Circle of Evil hail from regions that have ties to throw is immune to your transformation for 24 hours.
the lower planes. These druids claim to see the hypocrisy
involved in views against evil, for nature does not care about Improved Fiendish Forms
means, only ends. They posit that the laws of nature support 10th-level Circle of Evil feature

the idea of the powerful exploiting the weak. Nature is You can expend two uses of Wild Shape at the same time to
amoral in that it cares not if something is good or evil, it transform into a barbed devil, a barlgura, or a mezzoloth.
simply is because of the power it holds. Fiends, in their view,
best embody this fundamental reality, and as such are worth Dreadful Rebuke
emulating. 14th-level Circle of Evil feature

You gift those have the gall to raise a hand to you with a
Fiendish Forms glimpse of the horrors of the lower planes in their mind's eye.
2nd-level Circle of Evil feature
Whenever a creature hits you with an attack, that creature
You can use your Wild Shape to transform into a fiend. takes psychic damage equal to your Wisdom modifier
In addition, you find it much easier to transform into a (minimum of 1) if you're not incapacitated.

CHAPTER 1 | CHARACTER OPTIONS


14
Circle of Eyes

Druids of the Circle of Eyes venerate the value of sight, for it

is through seeing that one knows, and it is through knowing

that one lives one's life.

Initially, these druids focus on sharpening their physical

vision, emulating fearsome birds of prey who seldom miss

their mark. They then move on to focus on those beyond,

such as seeing the hidden, finding what needs to be found,

and learning what needs to be known. When they finally

master their art, naught is beyond their sight, even those

hidden in realms beyond.

Owl's Sight

2nd-level Circle of Eyes feature


You gain an owl's visual prowess. You have darkvision out to a

range of 120 feet.

Circle Spells

2nd-level Circle of Eyes feature


When you choose this circle, you learn the guidance cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells

listed for that level in the Circle of Eyes Spells table.


Once you gain access to a circle spell, you always have it Extraplanar Sight
prepared, and it doesn't count against the number of spells 14th-level Circle of Eyes feature

you can prepare each day. If you gain access to a spell that Your divination spells are not limited to targets that are in the
doesn't appear on the druid spell list, the spell is nonetheless same plane of existence as you.
a druid spell for you.
Eyes of Verity
Circle of Eyes Spells 14th-level Circle of Eyes feature

Druid Level Spells As an action, you gain truesight out to a range of 120 feet for
3rd locate object, see invisibility up to 10 minutes, all at once or in several shorter periods,
each one using a minimum of 1 minute from the duration.
5th blink, clairvoyance (seeing only) The truesight ends once the duration expires, if you die, or if
7th arcane eye, locate creature you dismiss it (no action required).
9th legend lore, scrying You regain all expended duration when you finish a long
rest.
Hawkeye Trance
2nd-level Circle of Eyes feature
Circle of Scales
As a bonus action, you can sharpen your vision to the Druids of the Circle of Scales revere the fearsome majesty of
extreme. For 1 minute, you gain the following benefits: dragons. Circles typically form around a dragon that is an
• You can't have disadvantage on attack rolls. adult or older and more often than not metallic, given their
• You have advantage on ability checks that rely on sight. tendency to be at least civil with humanoids. Bonding with
• You are immune to being blinded. the dragon allows a druid of this circle to assume a draconic
You can use this feature a number of times equal to your form, thereby gaining the ability to fly much earlier than
proficiency bonus. You regain all expended uses when you druids of other circles.
finish a long rest. Given the rarity of dragons, this circle understandably has
few members. They are also remarkably reclusive and avoid
Unfailing Vision frequenting large cities, lest they inadvertently lead greedy
6th-level Circle of Eyes feature
adventurers to their dragon's lair.
You are quick to discern when an attempt to divine something
is futile. You immediately end your efforts to conserve your Draconic Forms
energy. When you expend a spell slot to cast a divination spell 2nd-level Circle of Scales feature

and fail to sense, locate, scry on, or learn information about a You can use your Wild Shape to transform into a dragon.
target, you regain the expended spell slot. This transformation ignores limitations shown in the Beast
Shapes table, but has the following additional limitations:
Focused Aim • Your flying speed is equal to your walking speed until you
10th-level Circle of Eyes feature
reach 8th level.
Your attacks and spells ignore half cover and treat three- • Your breath weapons recharge only on a 6 until you reach
quarters cover as half cover. 14th level.

CHAPTER 1 | CHARACTER OPTIONS


15
    In addition, you find it much easier to transform into a

dragon than into a beast. When you use your Wild Shape to

transform into a dragon, you can do so as a bonus action on

your turn, rather than as an action.

Beginning at 3rd level, you ignore the Max. CR column of

the Beast Shapes table and can transform into a dragon with

a challenge rating as high as your druid level divided by 3,

rounded down.

Energy Shield

6th-level Circle of Scales feature


As an action, you wreathe yourself in a mantle of energy for

10 minutes, shedding bright light in a 10-foot radius and dim

light for an additional 10 feet. You can dismiss the shield

early as an action.

Choose two damage types from the following list: acid, cold,

fire, force, lightning, necrotic, poison, psychic, thunder, and

radiant. Your shield grants you resistance against one of the

chosen damage types, and whenever a creature within 5 feet

of you hits you with a melee attack, the attacker takes 2d6

damage of the other chosen damage type.

Once you use this feature, you can't use it again until you

finish a long rest.

Dragonheart

10th-level Circle of Scales feature


You become immune to being charmed or frightened. You can

also use your action to speak words of encouragement to a

charmed or frightened creature you can see within 30 feet of

you that can hear you, ending one effect that is causing that

creature to be charmed or frightened.

Improved Draconic Forms

14th-level Circle of Scales feature


You can expend two uses of Wild Shape at the same time to

transform into a dragon with a challenge rating as high as

half your druid level.

After you use this feature, you can't use it again until you

finish a long rest.

Circle of the Outsider


Druids of the Circle of the Outsider understand that "natural" Eye Ray
is a relative term. What is natural in the Prime Material 6th-level Circle of the Outsider feature

Plane is very different from what is natural in other planes of As an action, you borrow the abilities of beholderkin and fire
existence. Playing out this concept to the extreme, these a random ray from one of your eyes at a creature you can see
druids embrace the eldritch realities of the Far Realm. This within 60 feet of you. Roll on the Eye Ray table to determine
allows them to assume truly bizarre and alien forms that which eye ray you fire.
druids of other circles cannot even fathom. Eye Ray
    d10     Eye Ray Effect
Aberrant Forms
2nd-level Circle of the Outsider feature
The target must succeed on a
Wisdom saving throw or be
You can use your Wild Shape to transform into an aberration. charmed by you for 10 minutes,
In addition, you find it much easier to transform into an Charm
or until you or your companions
aberration than into a beast. When you use your Wild Shape 1 Ray harm the creature. The creature
to transform into an aberration, you can do so as a bonus makes the saving throw with
action on your turn, rather than as an action. advantage if you or your
Beginning at 3rd level, you ignore the Max. CR column of companions are fighting it.
the Beast Shapes table and can transform into an aberration The target must succeed on a
with a challenge rating as high as your druid level divided by 2
    Paralyzing     
Constitution saving throw or be
3, rounded down. You must, however, abide by the other Ray paralyzed until the start of your
limitations in the table. next turn.

CHAPTER 1 | CHARACTER OPTIONS


16
The target must succeed on a to turn to stone and is
Wisdom saving throw or be restrained. It must make a
frightened of you for 1 minute. Constitution saving throw at
Fear

3 Ray The target can repeat the saving the end of each of its turns.
throw at the end of each of its On a success, the effect ends.
turns, ending the effect on itself If it fails its Constitution saves
on a success. three times, the creature is
petrified until freed by the
The target must succeed on a greater restoration spell or
Dexterity saving throw. On a other magic.
failed save, the target's speed is
halved for 1 minute. In addition, The target must succeed on a
the creature can't take reactions, Dexterity saving throw or take
Slowing
and it can take either an action or 6d6 force damage. If this
4 Ray     Disintegration    

a bonus action on its turn, not 9 Ray damage reduces the creature
both. The creature can make a to 0 hit points, its body
Wisdom saving throw at the end becomes a pile of fine gray
of each of its turns, ending the dust.
effect on itself on a success.
The target must succeed on a
The target must make a Dexterity saving throw or take
Death
6d6 necrotic damage. The
Constitution saving throw, taking     10     Ray
Enervation
3d10 necrotic damage on a failed target dies if the ray reduces it
5 Ray
save, or half as much damage on to 0 hit points.
a successful one.
The target must succeed on a You can use this feature a number of times equal to your
Strength saving throw or be proficiency bonus. You regain all expended uses when you
Telekinetic

moved up to 30 feet in any finish a long rest.


6 Ray direction. It is restrained by the
ray's telekinetic grip until the Improved Aberrant Forms
start of the your next turn or until
you are incapacitated.
10th-level Circle of the Outsider feature

You can expend two uses of Wild Shape at the same time to
The target must succeed on a transform into a mindwitness, a red slaad, or a star spawn
Wisdom saving throw or fall
asleep and remain unconscious
mangler.
Sleep
for 1 minute. The target awakens
7 Ray if it takes damage or another Focused Rays
creature takes an action to wake 14th-level Circle of the Outsider feature

it. This ray has no effect on cons- Whenever you roll on the Eye Ray table, you can roll the die
tructs and undead. twice and choose which of the two rays to use. If you roll the
same number on both dice, you can ignore the number,
    Petrification    
The targeted creature must make choose any effect on the table, and regain one expended use
    8     a Dexterity saving throw. On a
Ray
failed save, the creature begins of the feature.

CHAPTER 1 | CHARACTER OPTIONS


17

Circle of the Sun the form of a plant. This transformation must abide by the
Druids of the Circle of the Sun, like their counterparts of the limitations shown in the Beast Shapes table.
Circle of the Moon, are fierce guardians of nature. However, Glareproof
unlike the latter, they establish their villages in much more 2nd-level Circle of the Sun feature

open and accessible areas so that they may bask in that As one who glimpses the sun in veneration, your eyes be-
which is the namesake of their circle. As a result, they are come resistant to effects that could diminish their acuity in
much less isolated and are considered to be among the most any way. If you have the Sunlight Sensitivity trait, you lose it.
sociable of the druids. You also have advantage on saving throws against being
In addition to the obvious partiality to fire and light, druids blinded.
of the Circle of the Sun also have some affinity to plants, At 10th level, you become immune to being blinded.
which likewise thrive under the sun's light. This affinity
allows them to assume plant forms—an ability that truly sets Radiant Embrace
them apart from their brethren. 6th-level Circle of the Sun feature

The sun's radiance guides you during your bleakest moments.


Circle Spells When you fail a saving throw while in bright light, you can
2nd-level Circle of the Sun feature
reroll it and take the second result.
When you choose this circle, you learn the light cantrip. At Once you use this feature, you can't use it again until you
3rd, 5th, 7th, and 9th level you gain access to the spells listed finish a long rest.
for that level in the Circle of the Sun Spells table.
Once you gain access to a circle spell, you always have it Herald of the Dawn
prepared, and it doesn't count against the number of spells 10th-level Circle of the Sun feature

you can prepare each day. If you gain access to a spell that Using your druidic powers, you call forth the majesty of the
doesn't appear on the druid spell list, the spell is nonetheless light to cut across even the darkest night. You can cast dawn
a druid spell for you. without expending a spell slot.
Circle of the Sun Spells Once you cast dawn in this way, you can't do so again until
Druid Level Spells
you finish a long rest.
3rd scorching ray, spike growth Synthesis
5th daylight, fireball 14-level Circle of the Sun feature

As plants are nourished by the sun's light and warmth, so


7th guardian of nature, sickening radiance does your body use the same energies to heal yourself. When
9th flame strike, wall of light you expend a spell slot to cast a spell that includes a fire or
radiant damage roll, you regain hit points equal to 1d8 + the
Botanic Forms slot's level.
2nd-level Circle of the Sun feature
Additionally, basking in sunlight for 10 minutes provides
You gain the ability to use Wild Shape to magically assume you enough nourishment to sustain you for one day.

CHAPTER 1 | CHARACTER OPTIONS


18

Sorcerer
Golden eyes flashing, a human stretches out her hand and
unleashes the dragonfire that burns in her veins. As an
inferno rages around her foes, leathery wings spread from
her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads
his arms wide and throws his head back. Lifting him
momentarily off the ground, a wave of magic surges up in
him, through him, and out from him in a mighty blast of
lightning.
Crouching behind a stalagmite, a halfling points a finger at
a charging troglodyte. A blast of fire springs from her finger
to strike the creature. She ducks back behind the rock
formation with a grin, unaware that her wild magic has
turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them
by an exotic bloodline, some otherworldly influence, or
exposure to unknown cosmic forces. One can't study sorcery
as one learns a language, any more than one can learn to live
a legendary life. No one chooses sorcery; the power chooses
the sorcerer.
Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and
spirit with a latent power that waits to be tapped. Some
sorcerers wield magic that springs from an ancient bloodline
infused with the magic of dragons. Others carry a raw,
uncontrolled magic within them, a chaotic storm that
manifests in unexpected ways.
The appearance of sorcerous powers is wildly
unpredictable. Some draconic bloodlines produce exactly
one sorcerer in every generation, but in other lines of descent
every individual is a sorcerer. Most of the time, the talents of
sorcery appear as apparent flukes. Some sorcerers can't
name the origin of their power, while others trace it to
strange events in their own lives. The touch of a demon, the
blessing of a dryad at a baby's birth, or a taste of the water
from a mysterious spring might spark the gift of sorcery. So
too might the gift of a deity of magic, exposure to the
elemental forces of the Inner Planes or the maddening chaos
of Limbo, or a glimpse into the
inner workings of reality.
Sorcerers have no use for the spellbooks and ancient
tomes of magic lore that wizards rely on, nor do they rely on a
patron to grant their spells as warlocks do. By learning to
harness and channel their own inborn magic, they can
discover new and staggering ways to unleash that power.
Unexplained Powers
Sorcerers are rare in the world, and it's unusual to find a
sorcerer who is not involved in the adventuring life in some
way. People with magical power seething in their veins soon
discover that the power doesn't like to stay quiet. A sorcerer's
CHAPTER 1 | CHARACTER OPTIONS
19

The Sorcerer
 Proficiency 
    Cantrips    
Spells
Sorcery
    Max Spell    

 Level  Bonus Features Known     Known         Points     Level


1st +2 Spellcasting, Sorcerous Origin 4 2 4 1st
2nd +2 Font of Magic, Sorcerous Restoration 4 3 8 1st
3rd +2 Metamagic 4 4 17 2nd
4th +2 Ability Score Improvement 5 5 21 2nd
5th +3 Magical Guidance 5 6 32 3rd
6th +3 Sorcerous Origin feature 5 7 38 3rd
7th +3 — 5 8 45 4th
8th +3 Ability Score Improvement 5 9 52 4th
9th +4 — 5 10 66 5th
10th +4 Metamagic 6 11 74 5th
11th +4 — 6 12 84 6th
12th +4 Ability Score Improvement 6 12 85 6th
13th +5 — 6 13 96 7th
14th +5 Sorcerous Origin feature 6 13 97 7th
15th +5 — 6 14 109 8th
16th +5 Ability Score Improvement 6 14 110 8th
17th +6 Metamagic 6 15 124 9th
18th +6 Sorcerous Origin feature 6 15 132 9th
19th +6 Ability Score Improvement 6 15 142 9th
20th +6 Archsorcerer 6 15 153 9th

magic wants to be wielded, and it has a tendency to spill out How do you feel about the magical power coursing through
in unpredictable ways if it isn't called on. you? Do you embrace it, try to master it, or revel in its
unpre-
Sorcerers often have obscure or quixotic motivations dictable nature? Is it a blessing or a curse? Did you seek it
driving them to adventure. Some seek a greater understan- out, or did it find you? Did you have the option to refuse it,
ding of the magical force that infuses them, or the answer to and do you wish you had? What do you intend to do with it?
the mystery of its origin. Others hope to find a way to get rid Perhaps you feel like you've been given this power for some
of it, or to unleash its full potential. Whatever their goals, lofty purpose. ar you might decide that the power gives you
sorcerers are every bit as useful to an adventuring party as the right to do what you want, to take what you want from
wizards, making up for a comparative lack of breadth in their those who lack such power. Perhaps your power links you to
magical knowledge with enormous flexibility in using the a powerful individual in the world—the fey creature that
spells they know. blessed you at birth, the dragon who put a drop of its blood
into your veins, the lich who created you as an experiment, or
Creating a Sorcerer the deity who chose you to carry this power.
The most important question to consider when creating your Quick Build
sorcerer is the origin of your power. As a starting character, You can make a sorcerer quickly by following these sugges-
you'll choose an origin that ties to a draconic bloodline or the tions. First, Charisma should be your highest ability score,
influence of wild magic, but the exact source of your power is followed by Constitution. Second, choose the hermit back-
up to you to decide. Is it a family curse, passed down to you ground. Third, choose the light, prestidigitation, ray of frost,
from distant ancestors? Or did some extraordinary event and shocking grasp cantrips, along with the 1st-level spells
leave you blessed with inherent magic but perhaps scarred as shield and magic missile.
well?

CHAPTER 1 | CHARACTER OPTIONS


20
    Spells of 6th level and higher are particularly taxing to cast.
Class Features You can use sorcery points to create one slot of each level of
As a sorcerer, you gain the following class features. 6th or higher. You can't create another slot of the same level
until you finish a long rest.
Hit Points You can create two 6th-level spell slots between long rests
Hit Dice: 1d6 per sorcerer level
starting at 19th level, and two 7th-level spell slots between
Hit Points at 1st Level: 6 + your Constitution modifier
long rests at 20th level.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Your sorcerer level determines the maximum-level spell
modifier per sorcerer level after 1st slot you can create. Even though you might have enough
points to create a slot above this maximum, you can't do so.
Proficiencies
Armor: None
Spells Known of 1st Level or Higher
Weapons: Daggers, darts, slings, quarterstaffs, light You know two 1st-level spells of your choice from the
crossbows
sorcerer spell list.
Tools: None
The Spells Known column of the Sorcerer table shows
Saving Throws: Constitution, Charisma
when you learn more sorcerer spells of your choice. Each of
Skills: Choose two from Arcana, Deception, Insight, these spells must be of a level for which you can create spell
Intimidation, Persuasion, and Religion slots. For instance, when you reach 3rd level in this class, you
can learn one new spell of 1st or 2nd level.
Equipment Additionally, when you gain a level in this class, you can
You start with the following equipment, in addition to the choose one of the sorcerer spells you know and replace it
equipment granted by your background:
with another spell from the sorcerer spell list, which also
• (a) a light crossbow and 20 bolts or (b) any simple weapon

must be of a level for which you can create spell slots.


• A component pouch

• (a) a dungeoneer's pack or (b) an explorer's pack

Spellcasting Ability
• Two daggers
Charisma is your spellcasting ability for your sorcerer spells,
since the power of your magic relies on your ability to project
your will into the world. You use your Charisma whenever a
Spellcasting spell refers to your spellcasting ability. In addition. you use
1st-level sorcerer feature
your Charisma modifier when setting the saving throw DC
An event in your past, or in the life of a parent or ancestor, left for a sorcerer spell you cast and when making an attack roll
an indelible mark on you, infusing you with arcane magic. with one.
This font of magic, whatever its origin, fuels your spells. In Spell save DC = 8 + your proficiency bonus +

the Player's Handbook, see chapter 10 for the general rules your Charisma modifier
of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips Spell attack modifier = your proficiency bonus +

You know four cantrips of your choice from the sorcerer spell your Charisma modifier
list. You learn additional sorcerer cantrips of your choice at Innate Focus
higher levels, as shown in the Cantrips Known column of the The magic flowing within you precludes the need for a spell-
Sorcerer table. casting focus. You can ignore any material components of
your sorcerer spells that lack a cost and aren't consumed by a
Sorcery Points spell.
The Sorcerer table shows how many sorcery points you have
to cast your spells of 1st level and higher. To cast one of these Spell Versatility
sorcerer spells, you must expend a number of sorcery points Whenever you finish a long rest, you can replace one spell
to create a spell slot of a given level, and then use that slot to you learned from this Spellcasting feature with another spell
cast a spell. The Sorcery Point Cost table summarizes the from the sorcerer spell list. The new spell must be the same
cost in sorcery points of slots from 1st to 9th level. Cantrips level as the spell you replace.
don't require slots and therefore don't require sorcery points.
You can't reduce your sorcery points total to less than 0, and
you regain all spent sorcery points when you finish a long Sorcerous Origin
rest. 1st-level sorcerer feature

Choose a sorcerous origin, which describes the source of


Sorcery Point Cost your innate magical power: Draconic Bloodline, Wild Magic,
Spell Level Point Cost Spell Level Point Cost Divine Soul, Storm Sorcery, Shadow Magic, Aberrant Mind,
1st 2 6th 9 Clockwork Soul, Phoenix Sorcery, Sea Sorcery, Stone
Sorcery, Pyromancer, Giant Bloodline, Blood Sorcery,
2nd 3 7th 10 Cosmic Sorcery, Fey Bloodline, Fiendish Bloodline, Frost
3rd 5 8th 11 Sorcery, Genie Bloodline, Kraken Sorcery, Life Sorcery,
4th 6 9th 13 Mixed Origin, Muscle Magic, Royal Bloodline, Sonic Sorcery,
Tarrasquian Sorcery, Time Sorcery, Weaver, or Ysgardian
5th 7
CHAPTER 1 | CHARACTER OPTIONS
21
Bloodline each detailed at the end of the class description. modifier (minimum of one creature). A chosen creature
Your choice grants you features when you choose it at 1st automatically succeeds on its saving throw against the spell.
level and again at 6th, 14th, and 18th level.
Delayed Spell
Font of Magic When you cast a spell, you can delay its effects. To do so, you
2nd-level sorcerer feature
spend 1 sorcery point and choose a number of rounds up to
You tap into a deep wellspring of magic within yourself. This your Charisma modifier (minimum of one). At the beginning
wellspring is represented by an increase in your total number of your turn after the chosen number of rounds has passed,
the spell takes effect. All determinations for the spell that are
of sorcery points and the ability to use sorcery points to made by you, such as its targets, direction, or shape, are
create a variety of magical effects. made when the spell is cast, while determinations made by
the spell's targets, such as saving throws, are made when the
Sorcery Point Increase spell takes effect. If the spell requires concentration, you only
Your sorcery point maximum increases by a number equal to begin concentrating on it once it has taken effect. If any of the
your sorcerer level. This increase is included in the Sorcery spell's parameters become invalid when it is about to take
Points column of the Sorcerer table. effect, such as when none of its targets are within range, the
spell fails. A delayed spell that has not taken effect lingers in
Imbuing Touch place as an intangible, glowing bead of magic that can be the
As an action, you can touch one nonmagical weapon and target of a dispel magic spell. You can cause the spell to take
spend 2 sorcery points to imbue it with magic for 1 minute. effect earlier by using your action.
For the duration, the weapon is considered magical for the When you cast a spell that has a casting time of 1 bonus
purpose of overcoming immunity and resistance to non- action, you can spend 1 sorcery point to change the casting
magical attacks. time to 1 action for this casting.
Sorcerous Fortitude Distant Spell
As an action, you can spend a number of sorcery points up to When you cast a spell that has a range of 5 feet or greater,
your sorcerer level to roll a d4 for each point expended. You you can spend 1 sorcery point to double the range of the
gain a number of temporary hit points equal to the total spell.
rolled. When you cast a spell that has a range of touch, you can
spend 1 sorcery point to make the range of the spell 30 feet.
Sorcerous Restoration
2nd-level sorcerer feature
Empowered Spell
You regain 1 expended sorcery point whenever you finish a When you roll damage for a spell, you can spend 1 sorcery
short rest. This increases to 2 sorcery points at 8th level, 3 point to reroll a number of the damage dice up to your Cha-
sorcery points at 14th level, and 4 sorcery points at 20th level. risma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already
Metamagic used a different Metamagic option during the casting of the
spell.
3rd-level sorcerer feature

You gain the ability to twist your spells to suit your needs. You Explosive Spell
gain two of the following Metamagic options of your choice. When you cast a spell that has an area of effect, has a
You gain another two at 10th level and another one at 17th duration of instantaneous, and forces a creature to make a
level. Dexterity saving throw to resist its effects, you can spend 1
You can use only one Metamagic option on a spell when sorcery point to blast an affected creature off its feet. On a
you cast it, unless otherwise noted. failed saving throw, the spell has the additional effect of
pushing a creature in a straight line towards the nearest edge
Aimed Spell of the spell's area and knocking it prone.
When you cast a spell that forces a creature to make a saving
throw to resist its effects, you can spend 2 sorcery points to Extended Spell
instead focus the spell's energy into a spell attack. The spell When you cast a spell that has a duration of 1 minute or
must be incapable of targeting more than one creature at the longer, you can spend 1 sorcery point to double its duration,
spell's current level. You make a melee spell attack against to a maximum duration of 24 hours.
the target if the spell has a range of touch, and a ranged spell
attack if the spell has a range of 5 feet or greater. On a hit, the Heightened Spell
spell takes effect as if the creature had failed its first saving When you cast a spell that forces a creature to make a saving
throw against the spell. throw to resist its effects, you can spend 3 sorcery points to
give one target of the spell disadvantage on its first saving
Careful Spell throw made against the spell.
When you cast a spell that forces other creatures to make a
saving throw, you can protect some of those creatures from Maximized Spell
the spell's full force. To do so, you spend 1 sorcery point and When you roll damage for a spell of 1st level or higher, you
choose a number of those creatures up to your Charisma can spend a number of sorcery points equal to the spell's

CHAPTER 1 | CHARACTER OPTIONS


22

level to deal maximum damage to one target of the spell. Shifted Spell
When you cast a spell that forces a creature to make a saving
Potent Spell throw to resist its effects and has a duration of instantaneous,
When one or more creatures would take no damage you can spend a number of sorcery points equal to the spell's
following a successful saving throw against a spell you cast level to change the saving throw for one target of the spell
either as part of the spell's effect, a feature, or some other from one ability score to another of your choice. If the
effect other than having immunity to all of the spell's damage original saving throw uses a physical ability score (Strength,
types, you can spend sorcery points equal to the spell's level Dexterity, or Constitution), the new saving throw must be
to deal half the spell's damage to one of those creatures (1 chosen between the other two physical ability scores.
sorcery point if the spell is a cantrip). The creature suffers no Similarly, if the original saving throw uses a mental ability
additional effect from the spell. score (Intelligence, Wisdom, or Charisma), the new saving
throw must be chosen between the other two mental ability
Quickened Spell scores.
When you cast a spell that has a casting time of 1 action, you
can spend 2 sorcery points to change the casting time to 1 Subtle Spell
bonus action for this casting. When you cast a spell, you can spend 1 sorcery point to cast it
without any somatic or verbal components.
Ruinous Spell
When you cast a spell of 1st level or higher that has an area Transdimensional Spell
of effect and a duration of instantaneous, you can spend 1 When you cast a spell, you can spend 1 sorcery point to allow
sorcery point to devastate the spell's area, turning it into it to affect creatures that are in the Ethereal Plane or are in
difficult terrain for a number of rounds equal to half the an extradimensional space such as one created by a rope
spell's level, rounded up. trick spell. A creature need not be visible to you to be affected
unless the spell requires you to target the creature.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend Transmuted Spell
2 sorcery points to reroll the d20, and you must use the new When you cast a spell that deals a type of damage from the
roll. following list, you can spend 1 sorcery point to change that
You can use Seeking Spell even if you have already used a damage type to one of the other listed types: acid, cold, fire,
different Metamagic option during the casting of the spell. lightning, thunder.

CHAPTER 1 | CHARACTER OPTIONS


23
Twinned Spell     This change represents one of your skills atrophying as you
When you cast a spell that is incapable of targeting more focus on a different skill.
than one creature at the spell's current level and doesn't have
a range of self, you can spend a number of sorcery points Sorcerous Versatility
equal to the spell's level to target a second creature in range Whenever you reach a level in this class that grants you the
with the same spell (1 sorcery point if the spell is a cantrip). Ability Score Improvement feature, you can do one of the
following, representing the magic within you flowing in new
Widened Spell ways:
• Replace one of the options you chose for the Metamagic
When you cast a spell that has an area of effect, you can
spend a number of sorcery points up to half the spell's level, feature with a different Metamagic option available to you.
rounded up, to increase each of the area's dimensions by 5 • Replace one cantrip you learned from this class's Spell-
feet for each sorcery point spent (1 sorcery point if the spell casting feature with another cantrip from the sorcerer spell
is a cantrip). list.

Ability Score Improvement Magical Guidance


4th-level sorcerer feature
5th-level sorcerer feature

When you reach 4th level, and again at 8th, 12th, 16th, and You can tap into your inner wellsping of magic to try to
19th level, you can increase one ability score of your choice conjure success from failure. When you make an ability
by 2, or you can increase two ability scores of your choice by check that fails, you can spend 1 sorcery point to reroll the
1. As normal, you can't increase an ability score above 20 d20, and you must use the new roll, potentially turning the
using this feature. failure into a success.
Proficiency Versatility Archsorcerer
When you gain the Ability Score Improvement feature from 20th-level sorcerer feature

your class, you can also replace one of your skill proficiencies You gain all Metamagic options.
with a skill proficiency offered by your class at 1st level (the In addition, you can ignore any material components of
proficiency you replace needn't be from the class). your sorcerer spells that costs less than 1,000 gp, including
those that are consumed by a spell.

CHAPTER 1 | CHARACTER OPTIONS


24

Sorcerous Origins Bronze Lightning


Draconic Bloodline Copper Acid
Your innate magic comes from draconic magic that was Crystal Radiant
mingled with your blood or that of your ancestors. Most often, Emerald Psychic
sorcerers with this origin trace their descent back to a mighty
sorcerer of ancient times who made a bargain with a dragon Gold Fire
or who might even have claimed a dragon parent. Some of Green Poison
these bloodlines are well established in the world, but most Red Fire
are obscure. Any given sorcerer could be the first of a new
bloodline, as a result of a pact or some other exceptional Sapphire Thunder
circumstance. Silver Cold
Dragon Ancestor Topaz Necrotic
1st-level Draconic Bloodline feature
White Cold
You choose one type of dragon as your ancestor. The damage
type associated with each dragon is used by features you gain You can speak, read, and write Draconic. Additionally,
later. whenever you make a Charisma check when interacting with
Draconic Ancestry
dragons, your proficiency bonus is doubled if it applies to the
check.
Dragon Damage Type
Amethyst Force Draconic Magic
Black Acid 1st-level Draconic Bloodline feature

You learn additional spells when you reach certain levels in


Blue Lightning this class, as shown in the Draconic Spells table as well as
Brass Fire the succeeding tables for each dragon type. Each of these
spells counts as a sorcerer spell for you, but it doesn't count

CHAPTER 1 | CHARACTER OPTIONS


25
spell you gained with this feature with another spell of the Bronze Dragon Spells
same level. The new spell must be an evocation or a trans- Sorcerer Level Spells
mutation spell from the sorcerer, warlock, or wizard spell list. 1st witch bolt
Draconic Spells 3rd gust of wind
Sorcerer Level Spells
5th water breathing                      
cause fear (chromatic and metallic

1st only), charm person (gem only) 7th storm sphere


3rd dragon's breath* 9th control winds
5th fly Copper Dragon Spells
elemental bane* (chromatic only),
Sorcerer Level Spells
7th polymorph (gem and metallic only)
1st Tasha's caustic brew              
9th summon draconic spirit**
3rd Melf's acid arrow
* Unless you gain these spells from another source, you 5th slow
can only deal the damage type associated with your draconic 7th vitriolic sphere
ancestry with them, even if that damage type is not among
the spells' options. 9th transmute rock
** Unless you gain this spell from another source, you can
only summon a draconic spirit of your ancestor's type with it. Crystal Dragon Spells
Sorcerer Level Spells
Amethyst Dragon Spells
1st guiding bolt
Sorcerer Level Spells
3rd moonbeam
1st magic missile
5th hypnotic pattern                    
3rd spiritual weapon                              
7th divination
5th water breathing
9th dawn
7th control water
9th telekinesis Emerald Dragon Spells
Sorcerer Level Spells
Black Dragon Spells 1st dissonant whispers
Sorcerer Level Spells
3rd invisibility
1st Tasha's caustic brew                        
5th major image
3rd Melf's acid arrow
7th Raulothim's psychic lance     
5th water breathing
9th synaptic static
7th vitriolic sphere
9th insect plague Gold Dragon Spells
Sorcerer Level Spells
Blue Dragon Spells
1st burning hands
Sorcerer Level Spells
3rd ray of enfeeblement
1st witch bolt
5th water breathing
3rd dust devil
7th fire shield (warm shield only)
5th call lightning
9th immolation
7th storm sphere                                    
9th wall of stone Green Dragon Spells
Sorcerer Level Spells
Brass Dragon Spells 1st ray of sickness
Sorcerer Level Spells
3rd protection from poison         
1st sleep
5th water breathing
3rd Aganazzar's scorcher
7th grasping vine
5th Melf's minute meteors
9th cloudkill
7th fire shield (warm shield only)          
9th immolation

CHAPTER 1 | CHARACTER OPTIONS


26
Red Dragon Spells Elemental Affinity
Sorcerer Level Spells 6th-level Draconic Bloodline feature

1st hellish rebuke You gain resistance to the damage type associated with your
draconic ancestry.
3rd Ashardalon's stride     Additionally, when you cast a spell that deals that damage
5th fireball type, add your Charisma modifier to one of the spell's
7th wall of fire damage rolls.
9th immolation Dragon Wings
14th-level Draconic Bloodline feature

Sapphire Dragon Spells You gain the ability to sprout a pair of dragon wings from
Sorcerer Level Spells your back, gaining a flying speed equal to your current speed.
1st thunderwave You can create these wings as a bonus action on your turn.
They last until you dismiss them as a bonus action on your
3rd spider climb turn.
5th thunder step You can't manifest your wings while wearing armor unless
7th stone shape
the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed when
9th destructive wave         you manifest them.
Silver Dragon Spels Improved Elemental Affinity
Sorcerer Level Spells 18th-level Draconic Bloodline feature

1st frost fingers


You gain immunity to the damage type associated with your
draconic ancestry.
3rd hold person
5th sleet storm Draconic Presence
18th-level Draconic Bloodline feature

7th ice storm You can channel the dread presence of your dragon ancestor,
9th hold monster              causing those around you to become awestruck or frightened.
As an action, you can draw on this power and exude an aura
Topaz Dragon Spells of awe or fear (your choice) to a distance of 60 feet. For 1
Sorcerer Level Spells minute or until you lose your concentration (as if you were
casting a concentration spell), each creature of your choice
1st inflict wounds that starts its turn in this aura must succeed on a Wisdom
3rd ray of enfeeblement saving throw or be charmed (if you chose awe) or frightened
5th water breathing
(if you chose fear) until the aura ends. A creature that
succeeds on this saving throw is immune to your aura for 24
7th blight hours.
9th negative energy flood Once you use this feature, you can't use it again until you
finish a long rest, unless you spend 5 sorcery points to use it
White Dragon Spells again.
Sorcerer Level Spells
1st frost fingers Variant: Form of the Dragon
5th Rime's binding ice      18th-level Draconic Bloodline feature (replaces
Draconic Presence)

5th sleet storm You can use your action to transform into an adult
7th ice storm dragon of your ancestor's type as if you had cast
the shapechange spell, with the following
9th cone of cold differences:

• It doesn't require concentration.


Draconic Resilience • The transformation lasts for 1 minute. It ends
1st-level Draconic Bloodline feature
early if you are incapacitated, if you die, or if you
As magic flows through your body, it causes physical traits of dismiss it as a bonus action.
your dragon ancestors to emerge. Your hit point maximum • You can't use your action to assume a different
increases by 1 and increases by 1 again whenever you gain a form.

level in this class.     Once you use this feature, you can't use it again
Additionally, parts of your skin are covered by a thin sheen until you finish a long rest.
of dragon-like scales. When you aren't wearing armor, your
AC equals 13 + your Dexterity modifier.

CHAPTER 1 | CHARACTER OPTIONS


27
Wild Magic a random magical effect. If the effect is a spell, it’s too wild to
be affected by Metamagic. If it normally requires concentra-
Your innate magic comes from the wild forces of chaos that tion, it doesn't require concentration in this case; the spell
underlie the order of creation. You might have endured lasts for its full duration.
exposure to some form of raw magic, perhaps through a
planar portal leading to Limbo, the Elemental Planes, or the Tides of Chaos
mysterious Far Realm. Perhaps you were blessed by a 1st-level Wild Magic feature

powerful fey creature or marked by a demon. Or your magic You can manipulate the forces of chance and chaos to gain
could be a fluke of your birth, with no apparent cause or advantage on one attack roll, ability check, or saving throw.
reason. However it came to be, this chaotic magic churns Once you do so, you must finish a long rest before you can
within you, waiting for any outlet. use this feature again.
Any time before you regain the use of this feature, you can
Wild Spells roll on the Wild Magic Surge table immediately after you cast
1st-level Wild Magic feature
a sorcerer spell of 1st level or higher. You then regain the use
You learn additional spells when you reach certain levels in of this feature.
this class, as shown in the Wild Spells table. Each of these
spells counts as a sorcerer spell for you, but it doesn't count Bend Luck
against the number of sorcerer spells you know. 6th-level Wild Magic feature

Whenever you gain a sorcerer level, you can replace one You have the ability to twist fate using your wild magic. When
spell you gained with this feature with another spell of the another creature you can see makes an attack roll, an ability
same level. The new spell must be a conjuration or a trans- check, or a saving throw, you can use your reaction and spend
mutation spell from the sorcerer, warlock, or wizard spell list. 2 sorcery points to roll 1d4 and apply the number rolled as a
bonus or penalty (your choice) to the creature's roll. You can
Wild Spells do so after the creature rolls but before any effects of the roll
Sorcerer Level Spells occur. This roll changes to 1d6 at 11th level and to 1d8 at
1st chaos bolt, color spray 17th level.
3rd enlarge/reduce, mirror image
Controlled Chaos
5th blink, enemies abound 14th-level Wild Magic feature

7th confusion, polymorph You gain a modicum of control over the surges of your wild
magic. Whenever you roll on the Wild Magic Surge table, you
9th animate objects, mislead can roll twice and use either number.
Wild Magic Surge Spell Bombardment
1st-level Wild Magic feature
18th-level Wild Magic feature

Your spellcasting can unleash surges of untamed magic. The harmful energy of your spells intensifies. When you roll
Immediately after you cast a sorcerer spell of 1st level or damage for a spell and roll the highest number possible on
higher, roll a d20. If you roll a 1, roll on the Wild Magic Surge any of the dice, choose one of those dice, roll it again, and
table (found in chapter 3 of the Player's Handbook) to create add 1d6 times that roll to the damage. You can use the
feature only once per turn.

CHAPTER 1 | CHARACTER OPTIONS


28

Divine Soul cleric spell list, in addition to the sorcerer spell list. You must
Sometimes the spark of magic that fuels a sorcerer comes otherwise obey all the restrictions for selecting the spell, and
from a divine source that glimmers within the soul. Having it becomes a sorcerer spell for you.
such a blessed soul is a sign that your innate magic might You learn additional spells when you reach certain levels in
come from a distant but powerful familial connection to a this class. Choose a cleric divine domain associated with your
divine being. Perhaps your birth might align with an ancient god. If your god has no clerics, consult your DM as to which
prophecy, marking you as a servant of the gods or a chosen divine domain is appropriate. Starting at 1st level, and again
vessel of divine magic. when you reach 3rd, 5th, 7th, and 9th levels in the sorcerer
A Divine Soul, with a natural magnetism, is seen as a class, you learn your domain's spells that become available to
threat by some religious hierarchies. As an outsider who clerics at those levels.
commands sacred power, a Divine Soul can undermine an Whenever you gain a sorcerer level, you can replace one
existing order by claiming a direct tie to the divine. spell you gained with this feature with another spell of the
In some cultures, only those who can claim the power of a same level. The new spell must be an evocation or a necro-
Divine Soul may command religious power. In these lands, mancy spell from the cleric, sorcerer, warlock, or wizard spell
ecclesiastical positions are dominated by a few bloodlines list.
and preserved over generations. Favored by the Gods
1st-level Divine Soul feature

Divine Magic Divine power guards your destiny. If you fail a saving throw or
1st-level Divine Soul feature
miss with an attack roll, you can roll 2d4 and add it to the
Your link to the divine allows you to learn spells normally total, possibly changing the outcome.
associated with the cleric class. When your Spellcasting Once you use this feature, you can’t use it again until you
feature lets you learn a sorcerer cantrip or a sorcerer spell of finish a short or long rest.
1st level or higher, you can choose the new spell from the
CHAPTER 1 | CHARACTER OPTIONS
29
Unearthly Recovery Storm Sorcery
6th-level Divine Soul feature
Your innate magic comes from the power of elemental air.
You gain the ability to overcome light to moderate injuries. As Many with this power can trace their magic back to a near-
a bonus action, you can regain hit points equal to twice your death experience caused by the Great Rain, but perhaps you
sorcerer level. were born during a howling gale so powerful that folk still tell
Once you use this feature, you can’t use it again until you
finish a long rest. stories of it, or your lineage might include the influence of
potent air creatures such as djinn. Whatever the case, the
Empowered Healing magic of the storm permeates your being.
6th-level Divine Soul feature
Storm sorcerers are invaluable members of a ship's crew.
You can spend 1 sorcery point to reroll the number of hit Their magic allows them to exert control over wind and
points a spell of yours restores. weather in their immediate area. Their abilities also prove
useful in repelling attacks by sahuagin, pirates, and other
Otherworldly Wings waterborne threats.
14th-level Divine Soul feature

You can use a bonus action to manifest a pair of spectral Wind Speaker
wings from your back. While the wings are present, you have 1st-level Storm Sorcery feature

a flying speed of 30 feet. The wings last until you're inca- The arcane magic you command is infused with elemental
pacitated, you die, or you dismiss them as a bonus action. air. You can speak, read, and write Primordial. Knowing this
Your god's alignment determines the appearance of the language allows you to understand and be understood by
spectral wings: eagle wings for good, bat wings for evil, and those who speak its dialects: Aquan, Auran, Ignan, and
dragonfly wings for neutral. Terran.
Wrath of God Storm Magic
18th-level Divine Soul feature
1st-level Storm Sorcery feature

You can implore your god to reach from beyond the Prime You learn additional spells when you reach certain levels in
Material Plane and smite those who stand in your way with this class, as shown in the Storm Spells table. Each of these
pure magical might. When a creature fails its saving throw spells counts as a sorcerer spell for you, but it doesn't count
against a spell you cast that deals damage, you can have the against the number of sorcerer spells you know.
spell deal an extra 12d10 force damage to the target. Whenever you gain a sorcerer level, you can replace one
Once you use this feature, you can't use it again until you spell you gained with this feature with another spell of the
finish a long rest. same level. The new spell must be a conjuration or an evo-
cation spell from the sorcerer, warlock, or wizard spell list.

CHAPTER 1 | CHARACTER OPTIONS


30
Storm Spells Shadow Magic
Sorcerer Level Spells
You are a creature of shadow, for your innate magic comes
1st fog cloud, shocking grasp, thunderwave from the Shadowfell itself. You might trace your lineage to an
3rd gust of wind, levitate entity from that place, or perhaps you were exposed to its fell
energy and transformed by it.
5th call lightning, sleet storm The power of shadow magic casts a strange pall over your
7th
storm sphere, summon elemental physical presence. The spark of life that sustains you is
(air elemental spirit only) muffled, as if it struggles to remain viable against the dark
9th cone of cold, control winds energy that imbues your soul. At your option, you can pick
from or roll on the Shadow Sorcerer Quirks table to create a
Tempestuous Magic quirk for your character.
1st-level Storm Sorcery feature
Shadow Sorcerer Quirks
Immediately before or after you cast a spell of 1st level or d6 Quirk
higher, whirling gusts of elemental air to briefly surround you,
allowing you to fly up to 10 feet without provoking opportu-     1     You are always icy cold to the touch.
nity attacks. 2
When you are asleep, you don't appear to breathe
(though you must still breathe to survive).
Heart of the Storm 3 You barely bleed, even when badly injured.
6th-level Storm Sorcery feature

You gain resistance to lightning and thunder damage. In 4


Your heart beats once per minute. This event
addition, whenever you start casting a spell of 1st level or sometimes surprises you.
higher that deals lightning or thunder damage, stormy magic 5
You have trouble remembering that living creatures
erupts from you. This eruption causes creatures of your and corpses should be treated differently.
choice that you can see within 10 feet of you to take 2d4 6 You blinked. Once. Last week.
lightning or thunder damage (choose each time this ability
activates). This damage increases to 3d4 at 11th level and
4d4 at 17th level. Eyes of the Dark
1st-level Shadow Magic feature

Storm Guide You have darkvision with a range of 120 feet.


6th-level Storm Sorcery feature
When you reach 3rd level in this class, you learn the
You gain the ability to subtly control the weather around you. darkness spell, which doesn't count against your number of
If it is raining, you can use an action to cause the rain to sorcerer spells known. In addition, you can cast it by
stop falling in a 20-foot-radius sphere centered on you. You spending 2 sorcery points and you can see through the
can end this effect as a bonus action. darkness created by the spell.
If it is windy, you can use a bonus action each round to
choose the direction that the wind blows in a 100-foot-radius Shadow Spells
sphere centered on you. The wind blows in that direction 1st-level Shadow Magic feature

until the end of your next turn. This feature doesn't alter the You learn additional spells when you reach certain levels in
speed of the wind. this class, as shown in the Shadow Spells table. Each of
these spells counts as a sorcerer spell for you, but it doesn't
Storm's Fury count against the number of sorcerer spells you know.
14th-level Storm Sorcery feature
Whenever you gain a sorcerer level, you can replace one
When you are hit by a melee attack, you can use your spell you gained with this feature with another spell of the
reaction to deal lightning damage to the attacker. The same level. The new spell must be an illusion or a necro-
damage equals your sorcerer level. The attacker must also mancy spell from the sorcerer, warlock, or wizard spell list.
make a Strength saving throw against your sorcerer spell Shadow Spells
save DC. On a failed save, the attacker is pushed in a straight Sorcerer Level Spells
line up to 20 feet away from you.
1st cause fear, inflict wounds
Wind Soul 3rd ray of enfeeblement, shadow blade
18th-level Storm Sorcery feature
5th animate dead, summon shadowspawn
You gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an 7th blight, shadow of Moil
action, you can reduce your flying speed to 30 feet for 1 hour     9th     danse macabre, negative energy flood
and choose a number of creatures within 30 feet of you equal
to 3 + your Charisma modifier. The chosen creatures gain a Strength of the Grave
magical flying speed of 30 feet for 1 hour. Once you reduce 1st-level Shadow Magic feature

your flying speed in this way, you can't do so again until you Your existence in a twilight state between life and death
finish a short or long rest, unless you spend 5 sorcery points makes you difficult to defeat. When damage reduces you to 0
to do so again. hit points, you can make a Charisma saving throw (DC 5 +

CHAPTER 1 | CHARACTER OPTIONS


31

the damage taken). On a success, you instead drop to 1 hit target, the target has disadvantage on saving throws against
point. You can't use this feature if you are reduced to 0 hit any spell you cast. The hound disappears if it is reduced to 0
points by radiant damage or by a critical hit. hit points, if its target is reduced to 0 hit points, or after 5
After the saving throw succeeds, you can't use this feature minutes.
again until you finish a long rest.
Hound of Ill Omen Variant: Fangs of Darkness
6th-level Shadow Magic feature
6th-level Shadow Magic feature (replaces Hound of
You gain the ability to call forth a howling creature of Ill Omen)

darkness to harass your foes. As a bonus action, you can The shadows that surround you bleed into your
spend 3 sorcery points to magically summon a hound of ill spells, biting at your targets with malice. When you
omen to target one creature you can see within 120 feet of cast a spell that deals damage when you are in dim
you. The hound uses the dire wolf's statistics (see the Mons- light or darkness, it deals an extra 2d6 necrotic
ter Manual or appendix C in the Player's Handbook), with the damage. This damage increases to 2d8 at 11th
level and 2d10 at 17th level.
following changes:
• The hound is size Medium, not Large, and it counts as a
monstrosity, not a beast.
• It appears with a number of temporary hit points equal to Shadow Walk
half your sorcerer level. 14th-level Shadow Magic feature

• It can move through other creatures and objects as if they You gain the ability to step from one shadow into another.
were difficult terrain. The hound takes 5 force damage if it When you are in dim light or darkness, as a bonus action, you
ends its turn inside an object. can magically teleport up to 120 feet to an unoccupied space
• At the start of its turn, the hound automatically knows its you can see that is also in dim light or darkness.
target's location. If the target was hidden, it is no longer
hidden from the hound. Umbral Form
The hound appears in an unoccupied space of your choice 18th-level Shadow Magic feature

within 30 feet of the target. Roll initiative for the hound. On As a bonus action, you magically transform yourself into a
its turn, it can move only toward its target by the most direct shadowy form. In this form, you have resistance to all
route, and it can use its action only to attack its target. The damage except force and radiant damage, and you can move
hound can make opportunity attacks, but only against its through other creatures and objects as if they were difficult
target. Additionally, while the hound is within 5 feet of the terrain. You take 5 force damage if you end your turn inside
CHAPTER 1 | CHARACTER OPTIONS
32
an object. 3rd calm emotions, detect thoughts
You remain in this form for 1 minute. It ends early if you
are incapacitated, if you die, or if you dismiss it as a bonus 5th hunger of Hadar, sending
action.     7th     Evard's black tentacles, summon aberration
Once you use this feature, you can't use it again until you
finish a long rest, unless you spend 6 sorcery points to use it 9th Rary's telepathic bond, telekinesis
again.
Eldritch Tongue
Aberrant Mind 1st-level Aberrant Mind feature

The arcane magic you command is infused with the strange-


An alien influence has wrapped its tendrils around your mind, ness of the Far Realm. You can speak, read, and write Deep
giving you psionic power. You can now touch other minds Speech and Undercommon. Whenever you make a Charisma
with that power and alter the world around you by using it to check when interacting with aberrations, your proficiency
control the magical energy of the multiverse. Will this power bonus is doubled if it applies to the check.
shine from you as a hopeful beacon to others? Or will you be
a source of terror to those who feel the stab of your mind and Telepathic Speech
witness the strange manifestations of your might? 1st-level Aberrant Mind feature

As an Aberrant Mind sorcerer, you decide how you You can form a telepathic connection between your mind and
acquired your powers. Were you born with them? Or did an the mind of another. As a bonus action, choose one creature
event later in life leave you shining with psionic awareness? you can see within 30 feet of you. You and the chosen
Consult the Aberrant Origins table for a possible origin of creature can speak telepathically with each other while the
your power. two of you are within a number of miles of each other equal
Aberrant Origins
to your Charisma modifier (minimum of 1 mile). To under-
stand each other, you each must speak mentally in a language
    d6     Origin the other knows.
You were exposed to the Far Realm's warping The telepathic connection lasts for a number of minutes
1 influence. You are convinced that a tentacle is equal to your sorcerer level. It ends early if you are incapa-
now growing on you, but no one else can see it. citated or die or if you use this ability to form a connection
A psychic wind from the Astral Plane carried with a different creature.
2 psionic energy to you. When you use your
powers, faint motes of light sparkle around you. Psionic Sorcery
You once suffered the dominating powers of an 6th-level Aberrant Mind feature

3 aboleth, leaving a psychic splinter in your mind. When you cast any spell of 1st level or higher from your
Psionic Spells feature, you can cast it by spending a number
You were implanted with a mind flayer tadpole,
but the ceremorphosis never completed. And
of sorcery points equal to the spell's level. The spell requires
4
now its psionic power is yours. When you use it, no verbal or somatic components, and it requires no material
your flesh shines with a strange mucus. components, unless they are consumed by the spell.
As a child, you had an imaginary friend that Psychic Defenses
looked like a flumph or a strange platypus-like
5 creature. One day, it gifted you with psionic
6th-level Aberrant Mind feature

powers, which have ended up being not so You gain resistance to psychic damage, and you have
imaginary. advantage on saving throws against being charmed or
Your nightmares whisper the truth to you: your
frightened.
6 psionic powers are not your own. You draw them
from your parasitic twin! Revelation in Flesh
14th-level Aberrant Mind feature

Psionic Spells
You can unleash the aberrant truth hidden within yourself. As
1st-level Aberrant Mind feature
a bonus action, you can spend 1 or more sorcery points to
You learn additional spells when you reach certain levels in magically transform your body for 10 minutes. For each
this class, as shown on the Psionic Spells table. Each of sorcery point you spend, you can gain one of the following
these spells counts as a sorcerer spell for you, but it doesn't benefits of your choice, the effects of which last until the
count against the number of sorcerer spells you know. transformation ends:
• You can see any invisible creature within 60 feet of you,
Whenever you gain a sorcerer level, you can replace one provided it isn't behind total cover. Your eyes also turn black
spell you gained from this feature with another spell of the or become writhing sensory tendrils.
same level. The new spell must be a divination or an enchant- • You gain a flying speed equal to your walking speed, and
ment spell from the sorcerer, warlock, or wizard spell list. you can hover. As you fly, your skin glistens with mucus or
Psionic Spells shines with an otherworldly light.
• You gain a swimming speed equal to twice your walking
Sorcerer
Level Spells speed, and you can breathe underwater. Moreover, gills grow
from your neck or fan out from behind your ears, your fingers
1st
arms of Hadar, dissonant whispers, mind
sliver
become webbed, or you grow writhing cilia that extend

CHAPTER 1 | CHARACTER OPTIONS


33
through your clothing.

• Your body, along with any equipment you are wearing or

carrying, becomes slimy and pliable. You can move through

any space as narrow as 1 inch without squeezing, and you

can spend 5 feet of movement to escape from nonmagical

restraints or being grappled.

Warping Implosion

18th-level Aberrant Mind feature


You can unleash your aberrant power as a space-warping

anomaly. As an action, you can teleport to an unoccupied

space you can see within 120 feet of you. Immediately after

you disappear, each creature within 30 feet of the space you

left must make a Strength saving throw against your spell

save DC. On a failed save, a creature takes 3d10 force

damage and is pulled straight toward the space you left,

ending in an unoccupied space as close to your former space

as possible. On a successful save, the creature takes half as

much damage and isn't pulled.

Once you use this feature, you can't do so again until you

finish a long rest, unless you spend 5 sorcery points to use it

again.

Variant: Psionic Field

18th-level Aberrant Mind feature (replaces

Warping Implosion)

Aberrant power radiates from you, stifling the will

of those who dare harm you. When a creature

makes an attack roll against you from within 30

feet of you, it takes 1d8 psychic damage and

subtracts the damage dealt from its attack roll.

Clockwork Soul

Please refer to Tasha's Cauldron of Everything for this

sorcerous origin.
Phoenix Sorcery
Touch of Nirvana
1st-level Clockwork Soul feature (enhances Sorcerous Your power draws from the immortal flame that fuels the
Origin)
legendary phoenix. You or your ancestors perhaps rendered a
You can speak, read, and write Modron. Whenever you make phoenix a great service, or you were born in its presence.
a Charisma check when interacting with modrons, your Whatever the cause, a shard of the phoenix’s power dwells
proficiency bonus is doubled if it applies to the check. within you.
Additionally, you favor the average when extremes of That power is a mixed blessing. Like the mythical creature,
chance result in potentially disastrous outcomes. When you you can invoke fiery energy and gain the ability to cheat death
roll a 1 on an attack roll, ability check, or saving throw, you itself. This power comes at a cost. The fire within you
can treat that roll as a 10. seethes, demanding to be unleashed. You sometimes find
yourself absentmindedly feeding fires. You can’t bear to allow
a fire to sputter out. You feel most comfortable while holding
Variant: Steel Mind a lit torch or sitting in front of a campfire.
6th-level Clockwork Soul feature (replaces Bastion Phoenix sorcerers can use their powers to pull themselves
of Law)
back from the brink of death, and all too often their own rash
As a being of pure logic, you find effects that nature or reliance on destructive magic is what puts them
attemtpt to alter your emotions to be inconse- there in the first place.
quential. You can use your action to end any Such sorcerers are wanderers by necessity. The volatile
number of effects on yourself that is causing you nature of their magic makes other folk nervous. If a fire
to be charmed or frightened. You spend 1 sorcery breaks out in town, a phoenix sorcerer had best flee, whether
point for each effect you choose to end. guilty or not. Fire is a dangerous force, and phoenix sorcerers
have a reputation (deserved or not) for reckless behavior,
confident that the essence of the phoenix can save them.

CHAPTER 1 | CHARACTER OPTIONS


34

Phoenix Magic a bonus to equal to your Charisma modifier.


1st-level Phoenix Sorcery feature
Once you use this feature, you can't use it again until you
You learn additional spells when you reach certain levels in finish a long rest.
this class, as shown in the Phoenix Spells table. Each of Starting when you reach 2nd level in this class, you can
these spells counts as a sorcerer spell for you, but it doesn't spend 5 sorcery points to regain the use of this feature.
count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one Phoenix Spark
spell you gained with this feature with another spell of the 6th-level Phoenix Sorcery feature

same level. The new spell must be an evocation or a necro- You gain resistance to fire damage.
mancy spell from the sorcerer, warlock, or wizard spell list. In addition, the fiery energy within you grows restless and
vengeful. In the face of defeat, it surges outward to preserve
Phoenix Spells you in a fiery roar. If you are reduced to 0 hit points, you can
Sorcerer Level Spells use your reaction to draw on the spark of the phoenix. You
1st burning hands, feather fall, produce flame are instead reduced to 1 hit point, and each creature within
10 feet of you takes fire damage equal to half your sorcerer
3rd continual flame, heat metal level + your Charisma modifier. If you use this feature while
5th fly, revivify under the effects of your Mantle of Flame feature, this feature
death ward, summon elemental
instead deals fire damage equal to your sorcerer level + twice
7th (fire elemental spirit only) your Charisma modifier, and your Mantle of Flame imme-
diately ends. Once you use this special reaction, you can't use
9th immolation, raise dead it again until you finish a long rest.
Ignite Nourishing Fire
1st-level Phoenix Sorcery feature
14th-level Phoenix Sorcery feature

You gain the ability to start fires with a touch. As an action, Your fire spells soothe and restore you. When you expend a
you can magically ignite a flammable object you touch with spell slot to cast a spell that includes a fire damage roll, you
your hand—an object such as a torch, a piece of tinder, or the regain hit points equal to the slot's level + your Charisma
hem of drapes. modifier.
Mantle of Flame Form of the Phoenix
1st-level Phoenix Sorcery feature
18th-level Phoenix Sorcery feature

You can unleash the phoenix fire that blazes within you. As a You finally master the spark of phoenix fire that dances
bonus action, you magically wreathe yourself in swirling fire, within you. You gain immunity to fire damage.
as your eyes glow like hot coals. For 1 minute, you gain the Additionally, while under the effects of your Mantle of
following benefits: Flame feature, you gain the following additional benefits:
• You shed bright light in a 30-foot radius and dim light for • You have a flying speed of 40 feet and can hover.
an additional 30 feet. • You can choose to gain resistance to all damage types
• Any creature takes fire damage equal to your Charisma except fire damage until your Mantle of Flame ends. You can't
modifier if it hits you with a melee attack from within 5 feet of do so again until you finish a long rest.
you or if it touches you. • If you use your Phoenix Spark feature, it deals an extra
• Whenever you roll fire damage on your turn, the roll gains 20 fire damage to each creature.

CHAPTER 1 | CHARACTER OPTIONS


35
Sea Sorcery 5th tidal wave, water walk
The power of water is the strength of flexibility, resilience, control water, summon elemental

    7th     (water elemental spirit only)


and a relentless nature. Water parts to allow a ship to sail
over it or a diver to plunge into it, but their passing leaves no 9th cone of cold, maelstrom
mark. Water flowing down a mountain reaches the sea. It
might bend and turn across valleys and down hillsides, but it Curse of the Sea
slowly and steadily returns to the waves. Those whose souls 1st-level Sea Sorcery feature

are touched by the power of elemental water command a You learn the secret of infusing your spells with a watery
similar power. curse.
Your heritage ties to powerful creatures of the sea, such as When you hit a creature with or when a creature fails a
nereids, the lords of the merfolk, and elemental powers. Like saving throw against a cantrip or a spell from your Sea Magic
a river, you feel the call of the ocean. The call is ever present feature, you can curse the target until the end of your next
in your heart, and you are never completely at peace until you turn or until you curse a different creature with this feature.
are near the sea. Once per turn when you cast a spell, you can trigger the
curse if that spell deals cold or lightning damage to the
Soul of the Sea cursed target or forces it to move. Doing so subjects the
1st-level Sea Sorcery feature
target to the appropriate additional effect below, and then the
Your tie to the sea grants you the ability to breathe underwa- curse ends if the spell isn't a cantrip or a spell from your Sea
ter, and you have a swim speed equal to your walking speed. Magic feature (you choose the effect to use if more than one
effect applies):
Sea Magic Cold Damage. If the affected target takes cold damage
1st-level Sea Sorcery feature
from your spell, the target’s speed is also reduced by 15 feet
You learn additional spells when you reach certain levels in until the end of your next turn. If the spell already reduces the
this class, as shown in the Sea Spells table. Each of these target’s speed, use whichever reduction is greater.
spells counts as a sorcerer spell for you, but it doesn't count Lightning Damage. If the affected target takes lightning
against the number of sorcerer spells you know. damage from your spell, the target takes additional lightning
Whenever you gain a sorcerer level, you can replace one damage equal to your Charisma modifier.
spell you gained with this feature with another spell of the Forced Movement. If the target is moved by your spell,
same level. The new spell must be an evocation or a trans- increase the distance it is moved by 15 feet.
mutation spell from the sorcerer, warlock, or wizard spell list.
Sea Spells Watery Defense
Sorcerer Level Spells
6th-level Sea Sorcery feature

You gain resistance to fire damage.


1st create or destroy water, witch bolt You also gain the ability to defend yourself by momentarily
3rd misty step, gust of wind assuming a watery form. As a reaction when you are hit by an

CHAPTER 1 | CHARACTER OPTIONS


36
attack and take bludgeoning, piercing, or slashing damage

from it, you can reduce that damage by an amount equal to

your sorcerer level + your Charisma score, and then you can

move up to 30 feet without provoking opportunity attacks.

Once you use this special reaction, you can’t use it again until

you finish a short or long rest.

Shifting Form

14th-level Sea Sorcery feature


You gain the ability to enter a liquid state while moving.

When you move on your turn, you take only half damage

from opportunity attacks, and you can move through any

enemy’s space but can’t willingly end your move there.

On your turn, you can move through any space that is at

least 1 inch in diameter and do so without squeezing. When

you stop moving, the regular squeezing rules apply if you’re in

a space one size smaller than you. You can’t willingly stop in a

space smaller than that, and if you’re forced to do so, you

immediately flow to the nearest space that can fit you, back

along the path of your movement.

Water Soul

18th-level Sea Sorcery feature


Your being is altered by the power of the sea. You gain the

following benefits:

• You no longer need to eat, drink, or sleep.

• A critical hit against you becomes a normal hit.

• You have resistance to bludgeoning, piercing, and

slashing damage.

Stone Sorcery

Your magic springs from a mystical link between your soul

and the magic of elemental earth. You might trace a distant Stone Spells
ancestor to the Plane of Earth, or your family might have Sorcerer Level Spells
earned a mighty boon in return for a service to the dao lords.
Whatever your past, the magic of elemental earth is yours to 1st compelled duel, earth tremor
command. 3rd earthbind, magic weapon
Your link to earth magic grants you extraordinary 5th elemental weapon, meld into stone
resilience, and stone sorcerers have a natural affinity for
combat. A steel blade feels like a natural extension of your     7th    
stone shape, summon elemental

body, and sorcerers with this origin have a knack for wielding (earth elemental spirit only)
both shields and weapons. In combat your place is amid the 9th steel wind strike, transmute rock
fray. You rely on your elemental nature to shield you from
harm and your magic and metal weapons to overwhelm your Stone’s Durability
foes. 1st-level Stone Sorcery feature

Your connection to stone gives you extra fortitude. Your hit


Bonus Proficiencies point maximum increases by 1, and it increases by 1 again
1st-level Stone Sorcery feature
whenever you gain a level in this class.
You gain proficiency with shields, simple weapons, and As an action, you can gain a base AC of 13 + your Consti-
martial weapons. tution modifier if you aren’t wearing armor, and your skin
assumes a stony appearance. This effect lasts until you end it
Stone Magic as a bonus action, you are incapacitated, or you don armor
1st-level Stone Sorcery feature
other than a shield.
You learn additional spells when you reach certain levels in
this class, as shown in the Stone Spells table. Each of these Stone Aegis
spells counts as a sorcerer spell for you, but it doesn't count 6th-level Stone Sorcery feature

against the number of sorcerer spells you know. Your command of earth magic grows stronger, allowing you
Whenever you gain a sorcerer level, you can replace one to harness it for protection.
spell you gained with this feature with another spell of the As a bonus action, you can grant an aegis to yourself or one
same level. The new spell must be an abjuration or a trans- allied creature you can see within 60 feet of you. The aegis is
mutation spell from the sorcerer, warlock, or wizard spell list. a dim, gray aura of earth magic that protects the target. Any

CHAPTER 1 | CHARACTER OPTIONS


37
bludgeoning, piercing, or slashing damage the target takes is Pyromancer
reduced by your proficiency bonus. This effect lasts for 1
minute, until you use it again, or until you are incapacitated. Please refer to Plane Shift: Kaladesh for this sorcerous
In addition, when a creature you can see within 60 feet of origin.
you hits the protected target with a melee attack, you can use
your reaction to teleport to an unoccupied space you can see Fire Magic
within 5 feet of the attacker. You can teleport only if you and 1st-level Pyromancer feature (enhances Sorcerous Origin)

the attacker are on the same surface. You can then make one You learn additional spells when you reach certain levels in
melee weapon attack against the attacker. If that attack hits, it this class, as shown in the Fire Spells table. Each of these
deals an extra 1d10 force damage. This extra damage spells counts as a sorcerer spell for you, but it doesn't count
increases to 2d10 at 11th level and 3d10 at 17th level. against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one
Stone's Edge spell you gained with this feature with another spell of the
14th-level Stone Sorcery feature
same level. The new spell must be a conjuration or an evo-
Your mastery of earth magic allows you to add the force of cation spell from the sorcerer, warlock, or wizard spell list.
elemental earth to your spells. When you cast a spell that
deals damage, choose one creature damaged by that spell on Fire Spells
the round you cast it. That creature takes extra force damage Sorcerer Level Spells
equal to half your sorcerer level. This feature can be used burning hands, hellish rebuke,

only once per casting of a spell. 1st produce flame


3rd Aganazzar's scorcher, pyrotechnics
Earth Master's Aegis
18th-level Stone Sorcery feature
5th fireball, Melf's minute meteors
When you use your Stone Aegis feature to protect yourself or 7th fire shield (warm shield only), wall of fire
an ally, you can choose up to two additional creatures to gain
its benefits. 9th flame strike, immolation

CHAPTER 1 | CHARACTER OPTIONS


38

Giant Bloodline your proficiency bonus is doubled if it applies to the check.


The giants once dwelled in a fabled realm known as Ostoria, Giant Magic
a paradise for their folk that reflected their mastery of the 1st-level Giant Bloodline feature

mortal realm. In time, Ostoria fell, and the giants were You learn additional spells when you reach certain levels in
scattered and broken. During that mythic era, the giants this class, as shown in the Giant Spells table as well as the
granted a few chosen individuals among the small folk a succeeding tables for each giant type. Each of these spells
shard of their great power. These favored people were caught counts as a sorcerer spell for you, but it doesn't count against
in the same tragedy that sundered Ostoria. Since that time, the number of sorcerer spells you know.
they have spread across the many worlds of the multiverse. Whenever you gain a sorcerer level, you can replace one
Now and again, one of their
descendants manifests the gifts spell you gained with this feature with another spell of the
imparted by the giants, granting them sorcerous magic that same level. The new spell must be a conjuration or a trans-
allows them to command the elements and gain the might of mutation spell from the sorcerer, warlock, or wizard spell list.
a giant.
Giant Spells
Mark of the Ordning Sorcerer Level Spells
1st-level Giant Bloodline feature

You choose one type of giant as your ancestor. You gain one 1st catapult
tool proficiency depending on your choice. 3rd enlarge/reduce
Bonus Proficiency 5th conjure barrage               
Giant Tool Proficiency 7th fabricate
Cloud one type of gaming set 9th legend lore
Fire smith's tools
Cloud Giant Spells
Frost leatherworker's tools Sorcerer Level Spells
Hill brewer's supplies 1st fog cloud, minor illusion
Stone mason's tools 3rd invisibility
Storm    one type of gaming set that can be played alone 5th gaseous form
You can speak, read, and write Giant. Additionally, whene- 7th greater invisibility
ver you make a Charisma check when interacting with giants, 9th telekinesis

CHAPTER 1 | CHARACTER OPTIONS


39
Fire Giant Spells Cloud Giant. Immediately after you cast a spell from your
Sorcerer Level Spells Giant Magic feature, you can magically teleport as a bonus
action. You teleport to an unoccupied space you can see that
1st burning hands, fire bolt           is no farther away than a number of feet equal to 10 + your
3rd flaming sphere Constitution modifier.
5th fireball Fire Giant. You gain a bonus to the damage rolls of spells
from your Giant Magic feature equal to your Constitution
7th fire shield modifier (minimum of +1).
9th immolation Frost Giant. Immediately after you cast a spell from your
Giant Magic feature, you gain temporary hit points equal to
Frost Giant Spells your Constitution modifier (minimum of 1). If the spell is
Sorcerer Level Spells armor of Agathys, you instead increase its temporary hit
points by an amount equal to your Constitution modifier
1st armor of Agathys, ray of frost  (minimum of 1).
3rd hold person Hill Giant. Immediately after you cast a spell from your
5th sleet storm
Giant Magic feature, you can target up to two creatures
within 5 feet of you that you can see. Each target must
7th ice storm succeed on a Strength saving throw against your sorcerer
9th hold monster spell save DC or be pushed a number of feet away from you
equal to 5 + your Constitution modifier (minimum of +1). A
Hill Giant Spells target can choose to fail this save.
Sorcerer Level Spells
Stone Giant. Immediately after you cast a spell from your
Giant Magic feature, you gain a bonus to AC equal to your
1st heroism, shillelagh Constitution modifier (minimum of +1) until the end of your
3rd barkskin next turn.
Storm Giant. Immediately after you cast a spell from your
5th create food and water              Giant Magic feature, up to three creatures of your choice that
7th stoneskin you can see within 30 feet of you take lightning damage equal
9th Bigby's hand
to your Constitution modifier (minimum of 1).

Stone Giant Spells


Rage of Fallen Ostoria
14th-level Giant Bloodline feature

Sorcerer Level Spells You gain the ability to channel the souls of your ancestors
1st entangle, resistance                 into your physical form. When you start casting a sorcerer
3rd spike growth spell on your turn and expend a spell slot, you can increase
your size by one category—from Medium to Large, for
5th meld into stone example.
7th stone shape This increase lasts for 1 minute. It ends early if you die or
9th transmute rock
are incapacitated. Until it ends, you enjoy the following
benefits:
• Your current hit points and your hit point maximum both
Storm Giant Spells increase by 1 per sorcerer
level.
Sorcerer Level Spells • Your reach increases by 5 feet.
1st shocking grasp, thunderwave  • Your walking speed increases by 5 feet.
• You have advantage on Strength checks and Strength
3rd gust of wind saving throws.
5th call lightning • You gain a bonus to the damage rolls of your melee
7th divination weapon attacks equal to your Constitution modifier
(minimum of +1).
9th control winds Once you use this feature, you can’t use it again until you
finish a short or long rest.
Jotun Resilience
1st-level Giant Bloodline feature
Blessing of the All-Father
The resilience of giants flows through your body. Your hit 18th-level Giant Bloodline feature

point maximum increases by 1, and it increases by 1 again Your Constitution score increases by 2, up to a maximum of
whenever you gain a level in this class. 22.
In addition, you can now use Rage of Fallen Ostoria twice
Soul of Lost Ostoria between rests, but no more than once on a turn. If you use
6th-level Giant Bloodline feature
that feature while under its effects, its increases to your size,
You gain a benefit whenever you cast a spell from your Giant hit points, reach, and walking speed are cumulative.
Magic feature.

CHAPTER 1 | CHARACTER OPTIONS


40
Blood Sorcery Sangromancer's Fortitude
Your innate magic manifests through your command over 1st-level Blood Sorcery feature

blood. You use your own blood to fuel and empower your Your body changes to accommodate the demands of your
spells. Later on, your magic extends to your foes, allowing magic. Your hit point maximum increases by 1 and increases
you to siphon vitality and cause your opponents to bleed out by 1 again whenever you gain a level in this class.
more rapidly from their wounds. Crimson Infusion
Over time, a sangromancer's body learns to adapt to the 1st-level Blood Sorcery feature

frequent exsanguination required to fuel their sorcery. One You learn to amplify your spells using your blood. When you
can easily recognize a blood sorcerer from their ruddy cast a spell that deals damage, you can choose one of the
complexion, at least out of combat. The numerous scars over spell's damage types, then spend and roll a number of your
their hands and forearms are also quite telling, unless hit dice up to your proficiency bonus. The spell deals extra
concealed by robes or magic. Some sangromancers have damage of the chosen type equal to the total.
such an increased level of blood production that they must do
regular phlebotomies lest it result in health problems. Sanguine Conversion
6th-level Blood Sorcery feature

Blood Magic If you would spend sorcery points and have less than half
1st-level Blood Sorcery feature
your maximum sorcery points left, you may spend your hit
You learn additional spells when you reach certain levels in points instead. You spend 10 hit points per sorcery point.
this class, as shown in the Blood Spells table. Each of these
spells counts as a sorcerer spell for you, but it doesn't count Blood Siphon
against the number of sorcerer spells you know. 14-level Blood Sorcery feature

Whenever you gain a sorcerer level, you can replace one Once on each of your turns, when you deal damage to a
spell you gained with this feature with another spell of the creature that doesn't have all its hit points with a spell of 1st
same level. The new spell must be a necromancy or a trans- level or higher or when you deal damage to a creature with a
mutation spell from the sorcerer, warlock, or wizard spell list. spell of 1st level or higher that includes a piercing or slashing
Blood Spells damage roll, you can spend a number of sorcery points equal
Sorcerer Level Spells to the spell's level to regain hit points equal to half the
damage dealt. You can't use this feature against constructs or
1st ice knife, inflict wounds undead.
3rd cloud of daggers, spike growth
5th conjure barrage, vampiric touch
Arcane Exsanguination
18th-level Blood Sorcery feature

7th giant insect, Mordenkainen's faithful hound When you score a critical hit on a creature with a spell of 1st
9th conjure volley, insect plague level or higher that deals damage or when a creature fails its
saving throw against a spell you cast of 1st level or higher
that deals damage by 5 or more, if it doesn't have all its hit
points or if the spell includes a piercing or slashing damage
roll, the creature takes extra damage at the end of its next
turn equal to half the initial damage. Constructs and undead
are unaffected by this feature.

CHAPTER 1 | CHARACTER OPTIONS


41

Cosmic Sorcery Phase of the Moon. Moonlight has a way of revealing


Your innate magic comes from your affinity to the heavenly things as they truly are, and your attackers' assault plans are
bodies—the sun, the moon, and the stars. no exception. When you aren't wearing armor, your AC equals
11 + your Dexterity modifier + the number of conscious,
Sorcerers of this origin cycle through three cosmic phases, hostile creatures you can see within 60 feet of you. This total
aptly named the Phase of the Sun, the Phase of the Moon, can't exceed 10 + your Dexterity modifier + your proficiency
and the Phase of the Stars. Each phase confers the sorcerer bonus.
a different set of abilities, making them extremely flexible in Phase of the Stars. Like twinkling stars on a clear night
and out of combat. However, it can also change their sky, you can vanish momentarily to evade danger, reappearing
demeanor. The same sorcerer who is brazen and straight- at a safer location. When an attack misses you, you can use
forward while in the Phase of the Sun can become evasive your reaction to magically teleport to an unoccupied space
and nonconfrontational while in the Phase of the Stars. This you can see up to 20 feet away.
can make them rather difficult to manage while in a party
with clashing personalities. Cosmic Magic
1st-level Cosmic Sorcery feature

Soul of the Cosmic Cycle You learn additional spells when you reach certain levels in
1st-level Cosmic Sorcery feature
this class, as shown in the Cosmic Spells table. Each of these
You align yourself with one of the heavenly bodies, an act spells counts as a sorcerer spell for you, but it doesn't count
referred to as a shifting into a phase of the cosmic cycle. You against the number of sorcerer spells you know.
gain abilities based on which cosmic phase you are in. Whenever you gain a sorcerer level, you can replace one
The phases of the cosmic cycle are ordered as such: the spell you gained with this feature with another spell of the
Phase of the Sun, then the Phase of the Moon, then the same level. The new spell must be a conjuration or an evo-
Phase of the Stars, then back to the Phase of the Sun, and so cation spell from the sorcerer, warlock, or wizard spell list.
on. When you choose this sorcerous origin, you begin in the
Phase of the Sun. Cosmic Spells
At the end of a short or long rest or when you cast a spell of Sorcerer Level Spells
1st level or higher, you can choose to shift to the next phase
of the cosmic cycle. 1st guiding bolt
Phase of the Sun. Like the sun at noon over a stifling 3rd darkness
desert, you can be scalding and unforgiving. Any hostile 5th Melf's minute meteors
creature takes 1d6 fire or radiant damage (your choice) if it
hits you with a melee attack from within 5 feet of you or if it 7th sickening radiance
touches you. 9th wall of light
CHAPTER 1 | CHARACTER OPTIONS
42
    You also learn additional spells when you shift into one of Cosmic Boon
the three cosmic phases, as shown in the succeeding tables. 6th-level Cosmic Sorcery feature

Each of these spells counts as a sorcerer spell for you, but it You gain resistance to a damage type depending on the
doesn't count against the number of sorcerer spells you know. cosmic phase you are in.
Whenever you gain a sorcerer level, you can replace one
spell you gained with this feature with another spell of the Cosmic Phase Damage Type
same level. The new spell must be from the sorcerer, warlock, Sun cold
or wizard spell list and must be an evocation spell for a Phase
of the Sun spell, a divination spell for a Phase of the Moon Moon psychic
spell, and a conjuration spell for a Phase of the Stars spell. Stars radiant
Phase of the Sun Spells Additionally, the light of the heavenly bodies empower your
Sorcerer Level Spells spells. When you cast a spell of 1st level or higher that deals
1st color spray, sacred flame radiant damage, add your Charisma modifier to one of the
3rd flaming sphere
spell's damage rolls.
5th daylight Day and Night
7th fire shield 14th-level Cosmic Sorcery feature

You gain a benefit when the cosmic phase you are in corres-
9th dawn ponds to the time of day when its namesake heavenly body
dominates the sky, as assumed by the intensity of the light
Phase of the Moon Spells you bask in. A clever sorcerer would know that these could
Sorcerer Level Spells also be triggered through other means, such as a magical
1st identify, true strike           light source.
Phase of the Sun. When you are in bright light, you have
3rd moonbeam proficiency in all saving throws.
5th dispel magic Phase of the Moon. When you are in dim light or dark-
7th divination ness, you have truesight out to a range of 60 feet.
Phase of the Stars. As a bonus action when you or a
9th legend lore willing creature you can see within 30 feet of you is in dim
light or darkness, you can magically teleport yourself or the
Phase of the Stars Spells willing creature 60 feet from its point of origin to an unoccu-
Sorcerer Level Spells pied space you can see that is also in dim light or darkness.
1st dancing lights, sleep       
Master of the Cycle
3rd misty step 18th-level Cosmic Sorcery feature

5th blink You can use your action or bonus action to shift into a dif-
ferent cosmic phase. You can also do so as a reaction when
7th dimension door you take damage. The phase you shift into need not be the
9th far step next one in the cosmic cycle.
If you use your reaction to shift into a different cosmic
phase, the damage resistance you gain with your Cosmic
Boon feature applies to the triggering damage.

CHAPTER 1 | CHARACTER OPTIONS


43

Fey Bloodline You learn additional spells when you reach certain levels in
Your innate magic comes from the Feywild. An ancestor may this class, as shown in the Fey Spells table. Each of these
have been given a boon by an archfey to whom he or she had spells counts as a sorcerer spell for you, but it doesn't count
against the number of sorcerer spells you know.
done a great service. Perhaps a pixie cast a spell on you as an Whenever you gain a sorcerer level, you can replace one
infant as part of making mischief. Maybe you were simply spell you gained with this feature with another spell of the
touched by the plane's arcane magic, which is much more same level. The new spell must be an enchantment or an
potent and free-flowing than in the Prime Material Plane. illusion spell from the druid, sorcerer, warlock, or wizard
While fey sorcerers learn nature-based spells because of spell list.
their affinity to it, their forte lies in beguiling their foes,
making them prime targets for crime syndicates to either hire Fey Spells
or exploit. Naturally, working extensively with such magics Sorcerer Level Spells
have made the most powerful fey sorcerers immune to
similar mind-altering effects. 1st faerie fire, sleep
3rd calm emotions, phantasmal force
Fey Ancestor 5th plant growth, summon fey
1st-level Fey Bloodline feature

You have advantage on saving throws against being charmed, 7th dominate beast, greater invisibility
and magic can't put you to sleep. 9th dominate person, seeming
You can speak, read, and write Sylvan. Whenever you make
a Charisma check when interacting with fey, your proficiency Gladewalker
bonus is doubled if it applies to the check. 1st-level Fey Bloodline feature

Your ancestor's affinity to nature allows you to pass through


Fey Magic nonmagical plants without being slowed by them and without
1st-level Fey Bloodline feature
taking damage from them if they have thorns, spines, or a
Your link to nature allows you to learn spells normally similar hazard.
associated with the druid class. When your Spellcasting
feature lets you learn a sorcerer cantrip or a sorcerer spell of Cunning Step
1st level or higher, you can choose the new spell from the 6th-level Fey Bloodline feature

druid spell list, in addition to the sorcerer spell list. You must When a creature you can see makes an attack roll against
otherwise obey all the restrictions for selecting the spell, and you, you can use your reaction to cause another creature you
it becomes a sorcerer spell for you. can see within 30 feet of you to make a Wisdom saving throw.

CHAPTER 1 | CHARACTER OPTIONS


44
On a failed save, you and that creature both teleport, swap- Fiendish Bloodline
ping places.
After a creature fails the saving throw, you can't use this Your innate magic comes from the Abyss or from the Nine
feature again until you finish a short or long rest. Hells. Aside from direct contact with either plane's foul
energies, fiends of great power are known to have the
Vindictive Clarity capacity to awaken such bloodlines. As such, most parties are
14th-level Fey Bloodline feature
wary of welcoming these sorcerers into their fold.
You become immune to being charmed, and when another Infernal sorcerers frequently find themselves to be pieces
creature attempts to charm you, you can use your reaction to of a devil's grand scheme. Abyssal bloodlines are often less
conjure magical vines around them. The creature takes 6d6 premeditated, but no less dangerous. Perhaps your ancestry
piercing damage and must succeed on a Strength saving traces back to a high priest of the cult of Asmodeus, to whom
throw or be restrained for 1 minute or until you lose your the lesser god himself bestowed a boon, or are a fruit of
concentration (as if you were casting a concentration spell) . Graz'zt's endless carnal pursuits, intentional or otherwise.
While restrained, the target takes 6d6 piercing damage at the Fiends have come to realize that awakening sorcerous
start of each of its turns. A creature restrained by the vines or bloodlines can be quite the gamble, as there is always the
one that can touch the creature can use its action to make a element of free will. For every sorcerer who follows a
Strength check against your sorcerer spell save DC. On a diabolical master plan to the letter, there is another who
success, the target is freed. defies their intended purpose to their last breath.
Once you use this special reaction, you can't use it again
until you finish a long rest, unless you spend 5 sorcery points Fiendish Ancestor
to use it again. 1st-level Fiendish Bloodline feature

You have advantage on saving throws against poison, and you


Fey Wakefulness have resistance against poison damage.
14th-level Fey Bloodline feature
Additionally, choose between demon and devil. This choice
You no longer need to sleep and can’t be forced to sleep by will be used by features you will gain later.
any means. To gain the benefits of a long rest, you can spend Demon. When you are damaged by a creature you can see
all 8 hours doing light activity, such as reading and keeping within 60 feet of you, you can use your reaction to lash out
watch. with a wave of disorienting madness. The creature must
make a Wisdom saving throw. On a failed save, the creature
Deadly Deceit takes 2d8 psychic damage and subtracts half the damage
18th-level Fey Bloodline feature
dealt from the next Intelligence, Wisdom, or Charisma saving
Your magic is a study in meticulous spellcraft—a tapestry of throw it makes. On a successful save, it takes half as much
trickery from which none can escape unscathed. When a damage and suffers no additional effect from this feature.
creature succeeds on a saving throw against an enchantment Once you use this special reaction, you can't use it again until
or illusion spell you cast of 1st level or higher, or if it succeeds you finish a long rest.
on an Intelligence (Investigation) check against an illusion You can speak, read, and write Abyssal. Additionally,
spell you cast of 1st level or higher, it takes psychic damage whenever you make a Charisma check when interacting with
equal to the spell's level + your Charisma modifier. demons, your proficiency bonus is doubled if it applies to the

CHAPTER 1 | CHARACTER OPTIONS


45
check. Devil. Your spells are infused with flames or toxins, not
Devil. You have darkvision with a range of 120 feet. unlike most devils' weapons. When you expend a spell slot to
When you reach 3rd level in this class, you learn the cast a spell that deals damage, it deals extra fire or poison
darkness spell, which doesn't count towards your number of damage (your choice) equal to 2 + the slot's level.
sorcerer spells known. In addition, you can cast it by
spending 2 sorcery points and you can see through the Pernicious Adaptation
darkness created by the spell. 14th-level Fiendish Bloodline feature

You can speak, read, and write Infernal. Additionally, You become immune to poison.
whenever you make a Charisma check when interacting with
devils, your proficiency bonus is doubled if it applies to the Unhallowed Aid
check. 14th-level Fiendish Bloodline feature

You learn summon fiend. It doesn't count against your num-


Fiendish Magic ber of spells known and unless you learn it from another
1st-level Fiendish Bloodline feature
source, you can only summon a fiendish spirit of the type
You learn additional spells when you reach certain levels in associated with your fiendish ancestry with it. You can cast it
this class, as shown in the Fiendish Spells table as well as as a 6th-level spell without expending a spell slot or material
the succeeding tables for each fiend type. Each of these spells components.
counts as a sorcerer spell for you, but it doesn't count against Once you cast summon fiend in this way, you can't do so
the number of sorcerer spells you know. again until you finish a long rest, though you can still cast it
Whenever you gain a sorcerer level, you can replace one normally using available sorcery points.
spell you gained with this feature with another spell of the
same level. The new spell must be an enchantment or an evo- Sadistic Soul
cation spell from the sorcerer, warlock, or wizard spell list. 18th-level Fiendish Bloodline feature

The magic within you surges maniacally as you decimate


Fiendish Spells your foes. When you reduce a hostile creature of challenge
Sorcerer Level Spells rating 1 or higher to 0 hit points with a spell, you regain
1st burning hands expended sorcery points equal to its challenge rating (or its
level, if the target doesn't have a challenge rating). You can
3rd flaming sphere        regain sorcery points in this way only once per casting of a
5th stinking cloud spell.
7th wall of fire
9th cloudkill
Frost Sorcery
Your innate magic stems from a blizzard contained within
Demon Spells your soul. Perhaps you were touched by the essence of the
Sorcerer Level Spells para-elemental plane of ice as a child, or are a descendant of
one of Auril's chosen.
1st dissonant shispers Cryomancers understandably thrive in arctic or subarctic
3rd blindness/deafness conditions and openly express discomfiture when exposed to
5th fear
warmer weather for extended periods of time. Their innate
hardiness against the cold coupled with their ability to further
7th phantasmal killer bolster their defenses with their frosty magic has made them
9th flame strike invaluable as guides for adventuring parties who brave gelid
regions.
Devil Spells
Sorcerer Level Spells
Frostborn
1st-level Frost Sorcery feature

1st command The arcane magic you command is infused with elemental
3rd scorching ray ice. You can speak, read, and write Primordial. (Knowing this
language allows you to understand and be understood by
5th fireball those who speak its dialects: Aquan, Auran, Ignan, and
7th dominate beast Terran.)
9th dominate person    
Additionally, you can use your action to touch and freeze
freestanding water inside an area that is a cube up to your
sorcerer level in feet on a side.
Profane Spellcasting
6th-level Fiendish Bloodline feature
Frost Magic
Your bloodline taints your magic with unholy power. 1st-level Frost Sorcery feature

Demon. Your spells are infused with the maddening You learn additional spells when you reach certain levels in
energies of the Abyss. When you expend a spell slot to cast a this class, as shown in the Frost Spells table. Each of these
spell that deals damage, it deals extra psychic damage equal spells counts as a sorcerer spell for you, but it doesn't count
to 2 + the slot's level. against the number of sorcerer spells you know.

CHAPTER 1 | CHARACTER OPTIONS


46

Whenever you gain a sorcerer level, you can replace one ice and snow costs you no extra movement.
spell you gained with this feature with another spell of the
same level. The new spell must be an evocation or a trans- Creeping Chill
mutation spell from the sorcerer, warlock, or wizard spell list. 6th-level Frost Sorcery feature

You can manipulate your cold magic at an infinitesimal level,


Frost Spells insinuating arcane icicles within specific parts of a foe's form
Sorcerer to hamper movement. When a spell or effect you create deals
Level Spells cold damage to a creature or when a creature hits you with a
1st armor of Agathys, frost fingers, frostbite melee attack from within 5 feet of you while under the effects
3rd Rime's binding ice, Snilloc's snowball swarm
of your Glacial Armor, the creature must succeed on a
Constitution saving throw or have its speed halved until the
5th
elemental weapon (cold damage only), sleet end of your next turn.
storm
7th fire shield (chill shield only), ice storm Gelid Blast
    9th     cone of cold, control winds
14th-level Frost Sorcery feature

The cold magic that provides you with your Glacial Armor
radiates outward with much greater potency, damaging all
Glacial Armor those who dare come close to you. When you cast a spell of
1st-level Frost Sorcery feature
1st level or higher that deals cold damage, creatures of your
You can fashion an ephemeral armor of ice from residual choice that you can see within 10 feet of you take cold
frigid magic that erupts from your hands. When you expend a damage equal to your sorcerer level.
spell slot to cast a spell that deals cold damage, if you aren't
wearing armor, you get a bonus to your AC equal to half the Frozen Soul
slot's level, rounded up, for 1 minute. The effect ends early if 18th-level Frost Sorcery feature

you're incapacitated, if you die, or if you dismiss it as a bonus You become an avatar of winter itself. You gain the following
action. If you cast another spell before the effect ends, only benefits:
the highest bonus applies while the effects overlap. • You are immune to cold damage.
• Spells and effects you create treat immunity to cold
Wintry Adaptation damage as resistance to cold damage.
6th-level Frost Sorcery feature
• When a creature fails its saving throw against your
You gain resistance to cold damage. Creeping Chill feature by 5 or more, it becomes restrained by
In addition, moving through difficult terrain composed of ice formations until the end of your next turn.

CHAPTER 1 | CHARACTER OPTIONS


47
Genie Bloodline Genie Ancestry
Genie Language Elemental and Plane
Your innate magic can be traced to the proud rulers of the
elemental planes—the genies. Although some sorcerers Dao Terran earth
claim direct magical inheritance by being the offspring of a Djinni Auran wind
mortal and a genie who has a strong connection to its mortal Efreeti Ignan fire
soul, such individuals are exceedingly rare. A few can trace
their bloodline to an ancestor who was granted a wish by a Marid Aquan water
noble genie, the powerful, reality-altering magic leaving a
mark on their soul. Others claim distant relations to the soul You can read, speak, and write the dialect of Primordial
that gave birth to a genie, their souls allegedly resonating shown in the Genie Ancestry table. Additionally, whenever
with the genie's, thereby granting them elemental power. you make a Charisma check when interacting with elemen-
Should they grow strong enough to use it, sorcerers of this tals, your proficiency bonus is doubled if it applies to the
bloodline are known to be bolder when pushing the limits of check.
the reality-altering wish, as it is rumored that their ancestry
somehow protects them from the strain of wielding such Genie Magic
powerful magic. 1st-level Genie Bloodline feature

You learn additional spells when you reach certain levels in


Genie Ancestor this class, as shown in the Genie Spells table as well as the
1st-level Genie Bloodline feature
succeeding tables for each genie type. Each of these spells
Choose one type of genie as your ancestor. This choice will be counts as a sorcerer spell for you, but it doesn't count against
used by features you will gain later. the number of sorcerer spells you know.
Dao. You have advantage on Strength and Dexterity saving Whenever you gain a sorcerer level, you can replace one
throws you make against effects that would knock you prone. spell you gained with this feature with another spell of the
Djinni. Your speed increases by 10 feet. same level. The new spell must be a conjuration or an evo-
Efreeti. Once per turn, you can deal an additional 1d4 fire cation spell from the sorcerer, warlock, or wizard spell list.
damage to one target you damage with an attack or spell. Genie Spells
Marid. You have the ability to breathe underwater and you
have a swim speed equal to your walking speed. Sorcerer Level Spells
1st disguise self
3rd invisibility

CHAPTER 1 | CHARACTER OPTIONS


48
         5th          gaseous form Planar Protector
14th-level Genie Bloodline feature

7th summon elemental*                               Your magical ties to your elemental plane are subconsciously
9th Bigby's hand invoked when you are at you most vulnerable. If you are
reduced to 0 hit points or are incapacitated against your will,
* Unless you learn this spell from another source, you can you can immediately gain the benefits of summon elemental
only summon an elemental spirit of the type associated with cast at 9th level, summoning an elemental spirit of the type
your genie ancestry. associated with your genie ancestry. A conjured elemental
spirit appears within 20 feet of you. If it receives no com-
Dao Spells mands from you, it protects you from harm and attacks your
Sorcerer Level Spells foes. The spell lasts for 1 hour, requiring no concentration, or
1st earth tremor, mold earth until you dismiss it (no action required).
3rd earthbind Noble Soul
5th meld into stone                                      18th-level Genie Bloodline feature

7th stone shape


You gain a magical flying speed equal to twice your current
speed. In flight, your lower body transforms into a column of
9th passwall raw elemental magic. The appearance your lower body takes
depends on your genie ancestry: a column of swirling sand
Djinni Spells for dao, a column of swirling air for djinni, a column of smoke
Sorcerer Level Spells and embers for efreeti, and a column of foamy water for
1st gust, thunderwave
marid.
In addition, you learn wish. It doesn't count against your
3rd warding wind number of spells known. When you produce any effect other
create food and water (can create wine
than duplicating another spell with wish, you can make a
5th instead of water) Constitution saving throw (DC 25), suffering none of the
stress associated with the act on a success. On a failed save,
7th storm sphere you can spend 3 sorcery points to gain advantage on the roll
9th creation you make to maintain the ability to cast wish.
Efreeti Spells Kraken Sorcery
Sorcerer Level Spells Your innate magic comes from the fearsome monstrosity that
1st burning hands, produce flame               lurks in the deepest parts of the ocean—the kraken.
3rd enlarge/reduce Krakens communicate telepathically in several languages,
but not in Common, so tales of pacts are quite rare save for
5th major image those races that speak the languages known by krakens, say
7th wall of fire tieflings who know Abyssal or Infernal, or those with religious
9th immolation
backgrounds who know Celestial. Rarer still are those who
are bestowed boons, as it is not a kraken's nature to be
benevolent. Most pacts are those of servitude.
Marid Spells Perhaps the rarest, though, are those sorcerers who tell
Sorcerer Level Spells stories of an ancestor's blood being awakened after slaying a
1st create or destroy water, shape water     kraken, as such feats are the stuff of legends—perhaps next
3rd misty step
only to those that speak of similar feats against ancient
dragons or the mythical tarrasque.
5th water walk
7th control water Touch of the Depths
1st-level Kraken Sorcery feature

9th maelstrom You have the ability to breathe underwater and you have a
swim speed equal to your walking speed.
Minor Wish
6th-level Genie Bloodline feature
Kraken Magic
You gain the ability to conjure magic that similar to, but far 1st-level Kraken Sorcery feature

weaker than, the earth-shaking wish. As an action, you can You learn additional spells when you reach certain levels in
speak aloud and duplicate the effect of one spell that is 2nd this class, as shown in the Kraken Spells table. Each of these
level or lower and has a casting time of 1 action. The spell spells counts as a sorcerer spell for you, but it doesn't count
can be from any class's spell list, and you don't need to meet against the number of sorcerer spells you know.
the requirements in that spell, including costly components; Whenever you gain a sorcerer level, you can replace one
the spell simply takes effect as part of this action. spell you gained with this feature with another spell of the
Once you use this feature, you can't use it again until you same level. The new spell must be a conjuration or a trans-
finish 1d4 long rests. mutation spell from the sorcerer, warlock, or wizard spell list.

CHAPTER 1 | CHARACTER OPTIONS


49
Kraken Spells

Sorcerer Level Spells

1st create or destroy water, witch bolt

3rd blindness/deafness, hold person

5th call lightning, tidal wave

7th control water, freedom of movement

9th cloudkill, hold monster

Blot

1st-level Kraken Sorcery feature


When you are attacked by a creature within 30 feet of you

that you can see, you can use your reaction to impose

disadvantage on the roll by conjuring an inky cloud around

the creature. An attacker that doesn't rely on sight, as with

blindsight, is immune to this feature.

Once you use this feature, you can't use it again until you

finish a short or long rest.

Insulation

6th-level Kraken Sorcery feature


You gain resistance to lightning damage.

Slippery Form

6th-level Kraken Sorcery feature


Like a slimy tentacle, you become difficult to pin down. You

have advantage on saving throws against being restrained.

You also have advantage on Strength (Athletics) and Dexterity

(Acrobatics) checks to escape being grappled.


Life Sorcery
Arcane Constriction Your innate magic comes from a font of positive energy that
14th-level Kraken Sorcery feature
flows within you. Perhaps you were exposed to the energies
You pay homage your ancestor's penchant for immobilizing of the Positive Energy Plane for a prolonged period, or maybe
its foes. you were stillborn, was revived with a true resurrection spell,
Spectral tentacles spring from your arms when you use and this font is a remnant of the powerful magic that was
your Attack action to grapple a creature. You use your Charis- used. Channeling this energy, you can heal wounds, make
ma score to resolve a grapple instead of your Strength score your allies hardier, and revive the fallen. You can also channel
and you add your proficiency bonus to your checks. You can this energy offensively, particularly against undead.
also use your Distant Spell Metamagic option as if you were Life sorcerers find employ easily. Those who are parti-
casting a spell, increasing its range to 30 feet. cularly religious can be seen alongside clerics at temples.
If you choose to move a grappled creature that is more Others join the military to heal the wounded. Those who don't
than 5 feet from you, you must use your bonus action to do like being tied down to institutions, however, work as hired
so. You can move the creature a number of feet up to half companions for adventuring parties, boasting that their
your Charisma score unless it is two or more sizes smaller abilities will ensure that the party can grapple most
than you, in which case you can move it a number of feet up dangerous of quests and live to tell the tale.
to your Charisma score.
As a bonus action, you can cause a pulse of electricity to Potent Invigoration
travel down the tentacle towards a grappled creature. The 1st-level Life Sorcery feature

creature must make a Constitution saving throw. The Your healing spells are more powerful than the average
creature takes 3d6 lightning damage on a failed save, or half caster. You add your proficiency bonus to the number of hit
as much damage on a successful one. points a spell of yours restores and to the number of tem-
porary hit points a spell of yours grants.
Static Soul
18th-level Kraken Sorcery feature
Life Magic
You gain immunity to lightning damage. 1st-level Life Sorcery feature

Additionally, when you cast a spell of 1st level or higher The positive energy within you allows you to learn spells
that deals lightning damage, choose one creature damaged normally associated with other classes. When your Spell-
by that spell on the round you cast it. That creature takes an casting feature lets you learn a sorcerer cantrip or a sorcerer
extra 3d12 lightning damage. This feature can be used only spell of 1st level or higher, you can choose the new spell from
once per casting of a spell. any class, including this one, as long as it restores hit points,

CHAPTER 1 | CHARACTER OPTIONS


50
increases maximum and/or current hit points, grants tem- number of hit points equal to half the damage the attack
porary hit points, restores a creature to life, or deals radiant would have dealt.
damage. You must otherwise obey all the restrictions for Once you use this feature, you can't use it again until you
selecting the spell, and it becomes a sorcerer spell for you. finish a long rest.
You learn additional spells when you reach certain levels in
this class, as shown in the Life Spells table. Each of these Vital Soul
spells counts as a sorcerer spell for you, but it doesn't count 18th-level Life Sorcery feature

against the number of sorcerer spells you know. Your body overflows with positive energy. You gain the
Whenever you gain a sorcerer level, you can replace one following benefits:
spell you gained with this feature with another spell of the • You have advantage on death saving throws.
same level. The new spell can be from any class, including • A nonhostile, living creature with 0 hit points becomes
this one, as long as it restores hit points, increases maximum stable when it starts its turn within 10 feet of you.
and/or current hit points, grants temporary hit points, returns • When you would normally roll one or more dice to
a creature to life, or deals radiant damage. restore hit points or grant temporary hit points with a
sorcerer spell of 5th level or lower, you instead use the
Life Spells highest number possible for each die.
Sorcerer Level Spells • You can ignore the material component of sorcerer spells
1st cure wounds, healing word you cast of 3rd level or lower that return a creature to life.
3rd aid, prayer of healing
Mixed Origin
5th mass healing word, revivify
Your innate magic comes from two different sources that
7th aura of life, guardian of faith somehow manage to find balance within you.
9th animate objects, raise dead Being gifted with a single source of innate arcane prowess,
whether at birth or sometime later through some cosmic
Positive Energy Flood circumstance, is rare enough. It is, therefore, no real shock to
6th-level Life Sorcery feature
learn that such mixed bloodlines are exceedingly rare. There
As an action, you send ribbons of positive energy at one are rumors that a sorcerer can even have more than two
creature you can see within 60 feet of you. If the target is origins, but such dilution often results in a single bloodline
undead, it must make a Constitution saving throw, taking manifesting over the others.
3d12 radiant damage on a failed save, or half as much Stories of how a sorcerer with a mixed origin came to be
damage on a successful one. are truly quite fantastical. Perhaps you have descended from
If you target a creature that isn't undead with this feature, an ancient sorcerer with draconic blood but later became
the target doesn't make a saving throw. Instead, roll 3d12. exposed to the chaotic forces of Limbo, causing your
The target gains half the total as temporary hit points. draconic magic to have unpredictable properties. Maybe a
Once you use this feature, you can't use it again until you diabolical creature had exposed you to the fell energies of the
finish a long rest. Shadowfell in an attempt to gain a pawn, but you were later
touched by the divine for a heroic purpose.
Antithetical Conversion
14th-level Life Sorcery feature
Primary Origin
When a creature makes an attack roll against you, you can 1st-level Mixed Origin feature

use your reaction to infuse the attack with positive energy. Choose a sorcerous origin other than this one. You gain that
The attack deals no damage and you instead restore a sorcerous origin's 1st-level benefits.

CHAPTER 1 | CHARACTER OPTIONS


51

Secondary Origin Primary Incarnation


6th-level Mixed Origin feature
18th-level Mixed Origin feature

Choose a sorcerous origin other than this one and the You gain the 18th-level benefits of the sorcerous origin you
sorcerous origin you chose for your Primary Origin feature. chose for your Primary Origin feature.
You gain that sorcerous origin's 6th-level benefits.
Mixed Magic Disclaimer
6th-level Mixed Origin feature
This sorcerous origin can prove to be a trouble-
If each of the sorcerous origins you chose for your Primary some one because individual origins are designed
Origin and Secondary Origin features has 1st-level features to have at least some degree of synergy between
that allow you to learn additional spells when you reach its features. There are features that gain additional
certain levels in this class, for each level that you learned effects at higher levels, and there are even features
spells from your Primary Origin's 1st-level feature, replace that directly refer to or are entirely dependent on
half of the spells with spells you can learn from your other features gained at lower levels. As such, the
Secondary Origin's 1st-level feature. final outcome for this sorcerous origin will be
heavily reliant on your collaboration with your DM.

When you reach a level in this class that allows you to learn     Immediately inform your DM that you plan to
additional spells from your Primary Origin's 1st-level take up this sorcerous origin, as they need to
features, you instead learn half of them from your Primary ensure that the acquisition of a second sorcerous
Origin and the other half from your Secondary Origin. origin makes narrative sense. Plan out how the
If a feature allows you to replace any of these spells, you features will associate with one another as needed,
follow the rules that apply to a spell depending on the source so that the final result will be a cohesive and
that allowed you to learn it. balanced sorcerous origin.

    Trying out this sorcerous origin could prove to


Secondary Progression be challenging for both you and your DM, but it
14th-level Mixed Origin feature
could certainly result in some fun and interesting
You gain the 14th-level benefits of the sorcerous origin you combinations.
chose for your Secondary Origin feature.

CHAPTER 1 | CHARACTER OPTIONS


52
Spell Level Spells
Muscle Magic
searing smite, thunderous smite, wrathful

Your innate magic emanates from your muscles. Maybe you 1st smite
were the subject of a magical experiment, or perhaps you
inherited the traits from a soldier parent whose frequent use 2nd branding smite
of physical enhancement spells for combat made the effects 3rd blinding smite
permanent. Perhaps you even gained the favor of Kord or   4th   staggering smite
some other god of athletics and sport due to your prowess.
Due to the amount of raw magic suffusing their muscles, 5th banishing smite
myomancers maintain an impressive physique even without
exercise. Despite this, they tend to be very mindful of their Muscle Spells
fitness level. Myomancers boast greater hardiness compared 1st-level Muscle Magic feature

to their peers and wade in the frontlines, devastating foes You learn additional spells when you reach certain levels in
with a combination of magical strikes and spells. The flex of this class, as shown in the Muscle Spells table. Each of these
their muscles as they cast their spells not only augment their spells counts as a sorcerer spell for you, but it doesn't count
destructive capacity to incredible heights, but can also against the number of sorcerer spells you know.
entrance even the most strong-willed of foes. Whenever you gain a sorcerer level, you can replace one
Usually scantily clad, adventuring parties cunningly use spell you gained with this feature with another spell of the
muscle sorcerers as the face of group. Their glistening same level. The new spell must be an enchantment or a trans-
muscles only serve to augment their charisma, leading to an mutation spell from the sorcerer, warlock, or wizard spell list.
almost hypnotic effect to all those who interact with them.
Muscle Spells
Fistcaster Sorcerer Level Spells
1st-level Muscle Magic feature
1st charm person, command
Your magical affinity for martial arts gives you mastery of
combat styles that use unarmed strikes. You can roll a d4 in 3rd enhance ability, enlarge/reduce
place of the normal damage of your unarmed strike. This die 5th hypnotic pattern, tongues
changes to a d6 at 5th level, a d8 at 9th level, a d10 at 13th 7th charm monster, compulsion
level, and a d12 at 17th level.
In addition, you learn some non-sorcerer spells that focus 9th dominate person, skill empowerment
on weapon attacks. When your Spellcasting feature lets you
learn a sorcerer spell of 1st level or higher, you can select the Armor of Brawn
spell from the following list of spells, in addition to the 1st-level Muscle Magic feature

sorcerer spell list. You must otherwise obey all the restric- Your rippling muscles add to your defense in two ways:
tions for selecting the spell, and it becomes a sorcerer spell physically impeding blows and providing a distraction. As an
for you. Unless you learn these spells from other sources, you action, you can gain a base AC of 13 + your Strength modifier
can only use them with unarmed strikes.

Disclaimer
This sorcerous origin was created as an April Fools'
Day joke—a take on the meme of "muscle wizards
casting fist." It is, nonetheless, playable.

CHAPTER 1 | CHARACTER OPTIONS


53

if you aren’t wearing armor, and your muscles become steely Royal Bloodline
with magic. This effect lasts until you end it as a bonus Your innate magic comes from your imperial blood. Whether
action, you are incapacitated, or you don armor. through leading conquests themselves or through cunning
Arcane Strikes and subterfuge, it is unquestionable that your ancestors
6th-level Muscle Magic feature
possessed something extraordinary that allowed them the
You gain the following benefits: feat of establishing or maintaining an empire—talents that
• Your unarmed strikes count as magical for the purpose of
you have come to inherit.
overcoming resistance and immunity to nonmagical attacks Political ploys and power plays make for a more diverse
and damage. splay of characters than one would imagine. Some openly
• When you use the Attack action with an unarmed strike
declare themselves as protectors of the realm. Others who
on your turn, you can make a second unarmed strike as part were born out of illicit affairs actively seek anonymity,
of the same action. knowing their existence may threaten those in power and
lead to threats to their well-being. Among those who survive
Posing Oil such threats, a few become host to deep-seated hatred and
14th-level Muscle Magic feature
find themselves the center of ploys to usurp the governing
Your skin naturally secretes an oil-like substance that makes body.
your muscles appear even more enthralling. You gain the Knowing the ever-present danger to their lives, royal
following benefits: sorcerers who are aware of their bloodline are rarely seen
• Spells you cast that include a somatic component ignore
alone and have become accustomed to wearing defensive
immunity to the charmed condition as long as the target can implements beneath their cloaks. Their unnatural eloquence
see. Creatures also can't have advantage on saving throws and air of authority make them ideal party leaders, though
against such spells. the latter can also cause some friction with other dominant
• You add your Strength modifier to Charisma (Deception),
party members.
Charisma (Persuasion), and Charisma (Intimidation) checks
you make against a target that can see. Bonus Proficiencies
• You are immune to being restrained with nonmagical
1st-level Royal Bloodline feature

restraints and being grappled. Keenly aware of threats to your well-being, you have grown
accustomed to gearing yourself defensively. You gain pro-
Strapping Soul ficiency with light armor, medium armor, and heavy armor.
18th-level Muscle Magic feature
In addition, you are gifted with an uncanny sense of tact
Your Strength score increases by 2, up to a maximum of 22. and verbal finesse. You gain proficiency in the Persuasion
Additionally, the strength behind your flexing biceps skill. If you are already proficient in the skill, you add double
amplifies the power of your spells. When you cast a spell of your proficiency bonus to checks you make with it.
1st level or higher that deals damage and includes a somatic
component, it deals extra force damage equal to 3d6 + your Royal Magic
Strength modifier. 1st-level Royal Bloodline feature

You learn additional spells when you reach certain levels in


CHAPTER 1 | CHARACTER OPTIONS
54
this class, as shown in the Royal Spells table. Each of these Take Cover. The creature moves up to half its movement
spells counts as a sorcerer spell for you, but it doesn't count then uses the Hide action.
against the number of sorcerer spells you know. Search. The creature moves up to half its movement then
Whenever you gain a sorcerer level, you can replace one uses the Search action.
spell you gained with this feature with another spell of the Use an Object. The creature moves up to half its move-
same level. The new spell must be an abjuration or an en- ment then uses the Use an Object action.
chantment spell from the sorcerer, warlock, or wizard spell Move. The creature moves up to its movement.
list.
Royal Spells
Sonic Sorcery
Sorcerer Level Spells Your innate magic manifests itself in your arcane mastery of
sound—a feat that extends from mere sound perception to
1st command, detect poison and disease the advanced magical infusion of your own voice. You might
3rd calm emotions, suggestion trace your ancestry to a legendary bard whose magical sec-
5th counterspell, tongues rets had etched themselves into their very soul and passed
down through the generations. Perhaps you have been
7th charm monster, death ward blessed by a deity of sound or music upon birth, or were
9th dominate person, modify memory perhaps born amid the rumbles of a magical thunderstorm.
With their unparalleled hearing, sorcerers of this bloodline
Royal Order are invaluable to adventuring parties. They are never help-
1st-level Royal Bloodline feature
less, as even the spoken incantation of a spell not meant to
When you use your action to cast a spell of 1st level or higher cause harm is a potential weapon. There are even rumors
on your turn, you can use your bonus action to direct one of that these sorcerers, with enough practice, can condense the
your companions. When you do so, choose a friendly creature entire act of spellcasting into a single sound.
who can see or hear you. That creature can immediately use
its reaction to do one of the following: Sonic Magic
Attack. The creature makes one weapon attack. 1st-level Sonic Sorcery feature

Fall Back. The creature uses the Disengage action. You learn additional spells when you reach certain levels in
Move. The creature moves up to half its movement. this class, as shown in the Sonic Spells table. Each of these
You can use this feature a number of times equal to your spells counts as a sorcerer spell for you, but it doesn't count
Charisma modifier (minimum of once). You regain all expen- against the number of sorcerer spells you know.
ded uses once you finish a long rest. Whenever you gain a sorcerer level, you can replace one
spell you gained with this feature with another spell of the
Inspiring Aura same level. The new spell must be an enchantment or an evo-
6th-level Royal Bloodline feature
cation spell from the sorcerer, warlock, or wizard spell list.
When a friendly creature within 10 feet of you makes an Sonic Spells
attack roll, ability check, or saving throw, they can roll a d4 Sorcerer Level Spells
and add the number rolled to the total. You must be
conscious to grant this bonus. 1st
dissonant whispers, thunder-

At 18th level, the range of this aura increases to 30 feet. clap, thunderwave
3rd knock, shatter
Arcane Diplomacy 5th silence, thunder step
14th-level Royal Bloodline feature

Your skill in affecting others' thoughts and emotions through 7th


dimension door, elemental

arcane means has reached a level that it has become both bane (thunder damage only)
effortless and untraceable. You can cast charm person as a 9th destructive wave, geas
1st-level spell at will without any components, and the
creature doesn't learn that you charmed it when the spell Soundsmith
ends. 1st-level Sonic Sorcery feature

If a spell or effect you create would produce a sound that is


Cogent Decree audible more than 5 feet away, you can reduce the distance
18th-level Royal Bloodline feature
up to which it is audible to as close as 5 feet from its point of
You have fully harnessed the authority that your bloodline origin. If the spell or effect deals thunder damage within an
possesses. When you use your Royal Order feature, you can area, you can reduce the distance up to which the sound is
direct the creature to do one of the following: audible no closer than the farthest distance at which it deals
Attack. The creature makes up to two weapon attacks. damage.
Cast a Spell. The creature casts a spell of 2nd level or
lower. Aural Prowess
Fall Back. The creature uses the Disengage action then 1st-level Sonic Sorcery feature

moves up to half its movement. You have advantage on Wisdom (Perceptions) checks that
Help. The creature moves up to half its movement then rely on hearing.
uses the Help action.

CHAPTER 1 | CHARACTER OPTIONS


55
Reverberation Radius  25  tiny or larger
6th-level Sonic Sorcery feature

You gain resistance to thunder damage and have advantage Shatterproof


on saving throws against being deafened. 18th-level Sonic Sorcery feature

In addition, when you cast a spell of 1st level or higher that You gain immunity to thunder damage. You also become
includes a verbal component, you can choose to magically immune to being deafened.
magnify your voice, creating a thunderous sound that is
audible up to 300 feet away. Doing so causes creatures of Words of Power
your choice within 10 feet of you to take 1d6 thunder 18th-level Sonic Sorcery feature

damage. This damage increases to 2d6 at 11th level, and 3d6 You learn to condense the very essence of a spell into a single
at 17th level. If the spell already includes a thunder damage sound, allowing it to be cast with the barest utterance—a
roll, a chosen creature must also succeed on a Strength power word. When you cast a spell that is incapable of
saving throw or be pushed 10 feet away from you. targeting more than one creature at its current level and
either has no material components or has a material
Echosense component that lacks a cost, you can choose to ignore its
14th-level Sonic Sorcery feature
somatic and material components; you can cast the spell by
As long as you can hear, you can sense the location of hidden uttering a single word that you associate with the spell. If the
and invisible creatures and objects in an area by analyzing spell requires you to make one or more attack rolls against
sound as it bounces off them. The smaller the creature or the creature, the first roll automatically hits. If the spell
object, the harder it is to sense. When you cast a spell or forces the creature to make a saving throw to resist its
create a magical effect that produces a loud sound, you can effects, the creature automatically fails its first saving throw
use your bonus action to make a Wisdom (Perception) check. against the spell. If the spell includes both, the first one to
Based on the roll, you can sense all hidden and invisible occur uses this feature's effects.
creatures and objects of a certain size in the area within If you cast a 9th-level spell in this way, the spell has no
which the spell or effect was audible. effect if the creature has more than 100 hit points. If you cast
    DC     Creatures and Objects Sensed a spell of 6th to 8th level in this way, the spell has no effect if
the creature has more than 150 hit points. If you cast a spell
10 gargantuan of 3rd to 5th level in this way, the spell has no effect if the
13 huge or larger creature has more than 200 hit points. If you cast a cantrip or
16 large or larger a spell of 1st or 2nd level in this way, the spell has no effect if
the creature has more than 250 hit points.
19 medium or larger You can use this feature a number of times equal to your
22 small or larger Charisma modifier (minimum of once). You regain all
expended uses when you finish a long rest.

CHAPTER 1 | CHARACTER OPTIONS


56

Tarrasquian Sorcery you are already proficient in the skill, you add double your
Your innate magic comes from the singular creature with proficiency bonus to checks you make with it.
such destructive potential that it has been tied in religious Siege Sorcery
texts to the end of the world—the tarrasque. 6th-level Tarrasquian Sorcery feature

Understandably the rarest of all sorcerous origins, most Spells and effects you create deal double damage to objects
consider its existence a myth and those who claim having the and structures.
origin frauds. Detailed chronicles, however, tell accounts of Additionally, a creature within 5 feet of a structure that is
sorcerers who waded in the frontlines with their unparalleled destroyed by a spell you cast or an effect you create must
fortitude, their potent magic piercing the most fortified of succeed on a Dexterity saving throw or take bludgeoning
walls and the staunchest of magical defenses. damage equal to 3 + the spell's level as it is pelted by the
structure's fragments as they explode outward.
Tarrasquian Magic
1st-level Tarrasquian Sorcery feature
Reflective Scales
You learn additional spells when you reach certain levels in 14th-level Tarrasquian Sorcery feature

this class. At 1st level, and again when you reach 3rd, 5th, 7th, Thick crimson scales that ward off hostile magic appear to
and 9th level in this class, choose two spells that deal damage cover certain areas of your body. You have advantage on
from any class, including this one. A spell you choose must be saving throws against spells.
of a level you can cast, as shown on the Sorcerer table. Each In addition, when you are targeted with a magic missile
of these spells counts as a sorcerer spell for you, but it spell, a line spell, or a spell that requires a ranged attack roll,
doesn't count against the number of sorcerer spells you know. you can use your reaction to roll a d6. On a 6, you are un-
Whenever you gain a sorcerer level, you can replace one affected and the effect is reflected back at the caster as
spell you gained with this feature with another spell of the though it originated from you, turning the caster into the
same level. The new spell must be a spell that deals damage target. After you roll a 6, you can't use this special reaction
from any class, including this one. again until you finish a long rest.
Legendary Origin Soul of Destruction
1st-level Tarrasquian Sorcery feature
18th-level Tarrasquian Sorcery feature

You display a level of fortitude unmatched by any other origin. Your destructive prowess has become nigh unstoppable. Any
Your hit point maximum increases by 2 and increases by 2 spell or effect you create that deals damage ignores damage
again whenever you gain a level in this class. resistance and treats damage immunity as damage resis-
In addition, you exude the demeanor of one who is not to tance.
be trifled with. You gain proficiency in the Intimidation skill. If

CHAPTER 1 | CHARACTER OPTIONS


57
Time Sorcery to hit. When you aren’t wearing armor, your AC equals 13 +
your Dexterity modifier.
Your innate magic comes from the fabric of time. Perhaps
you were exposed to very powerful temporal magic, leaving Time Ebb
its arcane signature upon your very being and making you 6th-level Time Sorcery feature

attuned to similar effects. Maybe Amaunator or another deity When you or a creature you can see within 30 feet of you
of time chose you for reasons unknown and bestowed upon suffers a critical hit, you can use your reaction to slow down
you a boon. the blow, turning that hit into a normal hit. Any effects
Due to their innate ability of warping time to escape harm, triggered by a critical hit are canceled.
chronomancers tend to survive encounters that prove fatal to You can use this feature a number of times equal to your
their companions despite their best efforts to impart these Charisma modifier (minimum of once). You regain all
protective effects, and a good fraction become struck with expended uses when you finish a long rest.
survivor guilt. Most of those who do develop this guilt
embrace solitude and give up adventuring entirely, while Chronal Resilience
others continue exploring the world but are wary of accepting 6th-level Time Sorcery feature

companionship, should similar events happen again. You have advantage on saving throws against time-altering
spells and magical effects that force you to make a saving
Time Magic throw to resist their effects.
1st-level Time Sorcery feature

You learn additional spells when you reach certain levels in Adroit Metamagic
this class, as shown in the Time Spells table. Each of these 14th-level Time Sorcery feature

spells counts as a sorcerer spell for you, but it doesn't count You gain a greater understanding of your time-based Meta-
against the number of sorcerer spells you know. magic options. You gain the following benefits:
Whenever you gain a sorcerer level, you can replace one • Your Extended Spell Metamagic option triples a spell’s
spell you gained with this feature with another spell of the duration, to a maximum duration of 24 hours.
same level. The new spell must be an enchantment or a trans- • You spend only 1 sorcery point when you use your
mutation spell from the sorcerer, warlock, or wizard spell list. Quickened Spell Metamagic option.
• You can use Extended Spell and/or Quickened Spell even
Time Spells if you have already used a different Metamagic option during
Sorcerer Level Spells the casting of a spell.
1st feather fall, gift of alacrity
3rd hold person, misty step
Timewalker
18th-level Time Sorcery feature

5th haste, slow Your control over the flow of time reaches its pinnacle. You
7th dimension door, freedom of movement gain the following benefits:
• You stop aging and can't die from old age.
9th hold monster, temporal shunt • You can take up to three reactions per round, but only one
per turn.
Acceleration • You learn time stop. It doesn't count against your number
1st-level Time Sorcery feature
of spells known. You can cast it normally as an action, or you
Slivers of time magic are ever-present around you, granting can cast it as a reaction when a creature makes an attack roll
you a boost during combat. You can give yourself a bonus to against you or when you see a creature casting a spell.
your initiative rolls equal to your Charisma modifier. • Unless you choose to be affected, you are immune to time-
Additionally, your unnatural swiftness makes you harder altering spells and magical effects.

CHAPTER 1 | CHARACTER OPTIONS


58

Weaver
Variant: Time Duplicate Your innate magic stems from the Weave. More specifically,
18th-level Time Sorcery feature (replaces Time- through some circumstance, you are exceptionally talented in
walker)
manipulating the Weave in a certain way. Some sorcerers of
You can use your bonus action to pluck yourself this origin find early on that they can glimpse the Weave with
from 1 round in the future to aid your present self. greater ease than some learned diviners. Others find
This act collapses probability, and the possible smoothing the Weave to be as easy as breathing, nullifying
future from which you snatch yourself becomes harmful magic around them that even some abjurers have
the definite future.
trouble with. Due to their specific Weave-altering abilities,
    Your future self appears in an unoccupied space these sorcerers came to be known as weavers.
you can see within 30 feet of you and takes their Despite the similarity of having an affinity for a school of
turn alongside yours. Your future self has your hit magic, weavers couldn't be more different from wizards.
points, sorcery points, and resources. Any changes Wizards learn skills specific to their arcane tradition in a
to these over the course of the round don't take predetermined, complexity-based order as taught at their
effect immediately as your future self is still only a academies. Weavers don't gain such school-specific skills.
possibility; thus, all changes to them are also only Rather, their affinity to the Weave grants them unprecedented
possibilities. Your future self can't be surprised and access to a broad range of spells upon which to practice their
has advantage on attack rolls, ability checks, and
saving throws. Additionally, other creatures have
trademark spell manipulation skills on. Over time, their skills
disadvantage on attack rolls against them.

develop to the point where such manipulations require


    At the beginning of your next turn, your future minimal effort. The most powerful weavers, however, are
self vanishes, as the round it spends with you is a regarded not for their metamagic, but for their rumored
round it misses in its own future. You vanish as ability to occasionally bypass Mystra's Ban.
well as the time stream attempts to rearrange itself.
You appear where your future self vanished at the One with the Weave
beginning of the following turn in the state they 1st-level Weaver feature

were in. Any possible changes to your future self's Choose which one among the eight schools of magic best
hit points, sorcery points, and resources finally take represents your innate talent in manipulating the Weave:
effect.
abjuration, conjuration, divination, enchantment, evocation,
    Once you use this feature, you can't use it again illusion, necromancy, and transmutation. This will be used by
until you finish a long rest. features you gain later.
When your Spellcasting feature lets you learn a sorcerer
cantrip or a sorcerer spell of 1st level or higher, you can
choose the new spell from any class, including this one, as
CHAPTER 1 | CHARACTER OPTIONS
59
long as it falls under your chosen school of magic. You must Illusion Spells
otherwise obey all the restrictions for selecting the spell, and Sorcerer Level Spells
it becomes a sorcerer spell for you.
You learn additional spells when you reach certain levels in 1st disguise self, illusory script, minor illusion
this class, as shown in the succeeding tables. Each of these 3rd Nystul's magic aura, silence
spells counts as a sorcerer spell for you, but it doesn't count 5th major image, phantom steed
against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one 7th hallucinatory terrain, phantasmal killer
spell you gained with this feature with another spell of the 9th dream, mislead
same level. The new spell can be from any class, including
this one, as long as it falls under your chosen school of magic. Necromancy Spells
Sorcerer Level Spells
Abjuration Spells
Sorcerer Level Spells 1st cause fear, inflict wounds, spare the dying 
1st resistance, sanctuary, shield of faith 3rd gentle repose, ray of enfeeblement
3rd lesser restoration, pass without a trace 5th revivify, summon undead
5th beacon of hope, intellect fortress 7th blight, shadow of Moil
7th death ward, freedom of movement 9th contagion, raise dead
9th dispel evil and good, greater restoration     
Transmutation Spells
Conjuration Spells Sorcerer Level Spells
Sorcerer Level Spells create or destroy water, goodberry,            

1st thorn whip


1st entangle, produce flame, unseen servant    
3rd heat metal, spike growth
3rd healing spirit, summon beast
5th elemental weapon, plant growth
5th call lightning, conjure barrage
7th giant insect, guardian of nature
7th grasping vine, guardian of faith
9th awaken, reincarnate
9th conjure volley, summon celestial

Divination Spells
Arcane Intuition
1st-level Weaver feature

Sorcerer Level Spells Your tie to the Weave grants you the ability to instinctually
1st
detect evil and good, detect poison            
discern things that are magical in nature. You gain proficien-
and disease, guidance cy in the Arcana skill. If you are already proficient in the skill,
3rd find traps, locate animals or plants you add double your proficiency bonus to checks you make
with it.
5th clairvoyance, tongues
7th divination, locate creature Weave Adept
9th commune with nature, scrying
6th-level Weaver feature

Your skill in manipulating the Weave has improved greatly.


Enchantment Spells
This manifests differently based on the school of magic you
are innately talented in:
Sorcerer Level Spells Abjuration. When you cast an abjuration spell that
1st bless, dissonant whispers, vicious mockery requires you to make an ability check as a part of casting that
3rd calm emotions, zone of truth
spell (as in counterspell and dispel magic), you add 1 + half
your proficiency bonus to that ability check.
5th incite greed, motivational speech Conjuration. Any creature that you summon or create with
7th compulsion, confusion a conjuration spell has 15 temporary hit points.
Divination. When you cast a divination spell of 2nd level or
9th geas, modify memory higher using a spell slot, you regain that many expended
sorcery points, to a maximum of 6 sorcery points.
Evocation Spells Enchantment. When you cast an enchantment spell to
Sorcerer Level Spells charm one or more creatures, you can alter one creature's
1st cure wounds, healing word, sacred flame understanding so that it remains unaware of being charmed,
provided that the creature failed its saving throw against the
3rd moonbeam, spiritual weapon spell by 5 or more.
5th mass healing word, wind wall Evocation. You add your Charisma modifier to the damage
7th gravity sinkhole, Otiluke's resilient sphere   roll of any sorcerer evocation spell you cast of 1st level or
higher.
9th flame strike, mass cure wounds

CHAPTER 1 | CHARACTER OPTIONS


60
    Illusion. When a creature makes an attack roll against you

or a friendly creature you can see within 30 feet of you, you

can use your reaction to impose disadvantage on the roll by

interposing an illusory duplicate between the attacker and

the target. An attacker is immune to this effect if it doesn't

rely on sight, as with blindsight, or can see through illusions,

as with truesight.

Once you use this feature, you can't use it again until you

finish a short or long rest.

Necromancy. Once per turn when you kill one or more

creatures with a spell of 1st level or higher, you regain hit

points equal to twice the spell's level + your Charisma mo-

difier, or three times its level + your Charisma modifier if it

was a necromancy spell. You don't gain this benefit for killing

constructs or undead.

Transmutation. You learn alter self. It doesn't count

against your number of spells known and you can cast it once for each slot level above 9th.
without expending a spell slot. You can do so again after you Prismatic Wall. When you cast this spell using a spell slot
finish a short or long rest, though you can still cast it normal- of 10th level or higher, the damage increases for each of its
ly using available sorcery points. effects by 2d6 for each slot level above 9th.
Psychic Scream. When you cast this spell using a spell
Magicsense slot of 10th level or higher, the damage increases by 3d6 for
14th-level Weaver feature
each slot level above 9th.
As one whose very existence is intricately tangled with the Ravenous Void. When you cast this spell using a spell slot
Weave, you sense its influence at all times. You are always of 10th level or higher, the damage increases by 1d10 for
under the effects of a detect magic spell. each slot level above 9th.
Additionally, spell attacks against you can't have advantage, Storm of Vengeance. When you cast this spell using a
and you can't have disadvantage on saving throws against spell slot of 10th level or higher, the thunder damage
spells and magical effects. increases by 3d6 for each slot level above 9th.
Time Ravage. When you cast this spell using a 10th-level
Forbidden Sorcery spell slot the damage increases by 1d12, and on a failed save,
18th-level Weaver feature
the target ages to the point where it has only 7 days left
You gain the ability to beseech the mistress of the Weave to before it dies of old age. When you cast this spell using an
briefly release you from the ban bestowed upon all mortal 11th-level spell slot the damage increases by 2d12, and on a
spellcasters. You can cast a 10th-level, 11th-level, or epic spell failed save, the target ages to the point where it has only 24
by expending 13 sorcery points to create an 11th-level spell hours left before it dies of old age.
slot. When you do so, you can't create a 9th-level spell slot Time Stop. When you cast this spell using a spell slot of
until you finish a long rest. 10th level or higher, you take an additional turn for each slot
The following effects apply to spells when cast using a level above 9th.
spell slot of 10th level or higher: Weird. When you cast this spell using a spell slot of 10th
Blade of Disaster. When you cast this spell using an 11th- level or higher, the damage increases by 1d10 for each slot
level spell slot, the damage increases by 1d12 and the extra level above 9th.
damage on a critical hit increases by 2d12. You also gain access to 10th-level, 11th-level, and epic
Conjure Animals. When you cast this spell using an 11th- spells. Any material components for these spells must always
level spell slot, you choose one of the summoning options, be provided.
and five times as many creatures appear. The stress of expending the 11th-level spell slot to cast a
Conjure Minor Elementals, Conjure Woodland Beings, 10th-level, 11th-level, or epic spell weakens you. After
and Summon Lesser Demons. When you cast this spell enduring that stress, you immediately suffer three levels of
using a spell slot of 10th or 11th level, you choose one of the exhaustion. These levels of exhaustion can't be reduced by
summoning options, and four times as many creatures ap- anything other than a long rest, a greater restoration spell
pear. cast as a 9th-level spell, or a wish spell. Until you finish a long
Conjure Celestial. When you cast this spell using an 11th- rest, you can't create spell slots using sorcery points, and
level spell slot, you summon a celestial of challenge rating 6 each time you cast a spell, you take 1d10 necrotic damage per
or lower. level of that spell. This damage can't be reduced or prevented
Invulnerability. When you cast this spell using a spell slot in any way. In addition, your Strength drops to 1, if it isn't 1 or
of 10th or 11th level, the duration is concentration, up to 1 lower already, for 2d6 days. For each of those days that you
hour. spend resting and doing nothing more than light activity, your
Mass Heal. When you cast this spell using a spell slot of remaining recovery time decreases by 2 days.
10th level or higher, the amount of healing increases by 70 Once you expend the 11th-level spell slot, you can't create
for each slot level above 9th. another one using this feature until you finish a long rest and
Meteor Swarm. When you cast this spell using a spell slot have recovered completely from the stress you experienced if
of 10th level or higher, you summon one additional meteor you used it to cast a 10th-level, 11th-level, or epic spell.

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61
fissures appears centered on the chosen point.
10th- and 11th-Level A stream of ash begins to pour out of the central fissure 7
days after casting the spell. Each creature that ends its turn
Spells within 10 feet of the stream takes 6d6 fire damage from the
Ioulaum's Longevity searing heat it pours off.
10th-level transmutation The central fissure transforms into a complete, erupting
volcano 30 days after casting the spell. The volcano has a
Casting Time: 1 round height of two and a half miles and its base has a radius of 12
Range: 12,000 feet miles.
Components: V, S The ground in a 750-foot-radius circle centered on the
Duration: Instantaneous chosen point collapses into a crater. A creature standing on a
You reduce everything in a 120-foot-radius sphere centered spot where the crater opens must succeed on a Dexterity
on a point you can see within range to dust. Each creature in saving throw or fall in, plummeting into the magma chamber
that area must make a Constitution saving throw. On a failed below and immediately taking 28d6 fire damage. The
save, a creature takes 20d6 force damage, or half as much creature takes an additional 15d6 fire damage at the end of
damage on a successful one. If this damage reduces a each of its turns while it remains in the molten rock. A
creature to 0 hit points, it is disintegrated. Each living creature that successfully saves manages to run to the edge
creature disintegrated by the spell permanently extends your of the crater as it opens. The crater spews lava continuously,
lifespan by 1 year. and each creature that ends its turn within 10 feet of the
A disintegrated creature and everything it is wearing and crater's edge takes 6d6 fire damage.
carrying, except magic items, are reduced to a pile of fine Vents can erupt at any given moment for the remainder of
gray dust. The creature can be restored to life only by means the spell's duration. On initiative count 20 (losing initiative
of a true resurrection or a wish spell. ties), the DM rolls a d6. On a 6, lava erupts from a point on the
This spell automatically disintegrates a nonmagical object ground of the DM's choosing within 6 miles of the chosen
or a creation of magical force. A magic item is unaffected by point, creating a 20-foot-high, 5-foot-radius geyser. Each
this spell. creature in the geyser's area must make a Dexterity saving
throw, taking 6d6 fire damage on a failed save, or half as
Mavin's Create Volcano much damage on a successful one.
10th-level conjuration A total of 1d6 rivers of lava, each 1d10 x 10 feet wide,
Casting Time: 24 hours radiate from the crater and positioned at the DM's choosing.
Range: Sight A creature that becomes submerged in the lava initially
Components: V, M (a helm of brilliance and a mantle of sewn takes 28d6 fire damage, then takes 15d6 fire damage at the
diamonds worth at least 10,000 gp, both of which the spell end of each of its turns while it remains in the lava. Wading
through the lava causes a creature to initially take 15d6 fire
consumes, and a legendary magic item associated with damage, then take 15d6 fire damage at the end of each of its
fire)
turns while it remains in the lava.
Duration: 1 year A dispel magic spell can end the spell only if it is cast as a
You attempt to manifest a volcano centered at a point you 9th-level spell or higher, targeting the legendary magic item
choose on the ground. used to cast the spell. A successful dispel magic spell renders
Upon casting, you create the effects of an earthquake spell the volcano extinct but does not revert the terrain.
that lasts for 1 minute, requiring no concentration. One of the The legendary magic item used to cast the spell becomes
mundane until the spell ends.

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62

Mavin's Earthfast
10th-level transmutation Climate
Stage Condition
Casting Time: 1 hour
Range: Sight 1 Tropic
Components: V, M (a stone of controlling earth elementals, 2 Subtropic
six rings of spell storing, each imbued with a transmute
rock spell, and an earth elemental, all of which the spell 3 Temperate
consumes) 4 Subarctic
Duration: 20 years 5 Arctic
You improve the durability of large areas of earth for mining
and other exploits. A dispel magic spell can end the spell only if it is cast as a
All earth and stone in a 20-mile-radius, 40-mile deep cylin- 9th-level spell or higher, targeting the Ollamh harp used to
der centered on a point you choose within range becomes cast the spell.
impervious to cave-ins and other similar phenomena regard- The Ollamh harp used to cast the spell becomes mundane
less of damage sustained. All stone-based structures are until the spell ends.
similarly rendered impervious to weathering and erosion.
Proctiv's Move Mountain
Mavin's Worldweave 10th-level transmutation
11th-level transmutation Casting Time: 24 hours
Casting Time: 1 hour Range: 1 mile
Range: Sight Components: V, S, M (a crystal ball and a carpet of flying,
Components: V, M (an Ollamh harp) both of which the spell consumes, and a legendary magic
Duration: Until dispelled item that allows flying or levitation)
You manipulate the climate in a 20-mile radius centered on a Duration: Until dispelled
point you choose within range. You must be outdoors to cast You shear off the top of a mountain you can see within range,
this spell. levitate it, then invert it so that structures can be built upon
When you cast the spell, find the current climate on the its flat surface. The landmass roughly takes the shape of a
following table and change its stage by one, up or down. It cone with a height of 1 mile and a radius of 1 mile at the
takes 1d4 x 10 days for the new conditions to take effect. base. Until the spell ends, you can use your action to the
When the spell ends, the climate gradually returns to normal. move the levitating landmass up to 80 feet in any direction.
You can layer the effects with multiple castings.

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63
    A dispel magic spell can end the spell only if it is cast as a
9th-level spell or higher, targeting the legendary magic item Epic Spells
used to cast the spell. These spells are considered 10th level for the purposes of
The legendary magic item used to cast the spell becomes determinations that require a spell level, such as counterspell.
mundane until the spell ends and must be placed within the
landmass within two weeks of casting the spell. Aumvor's Soulshatter
Tolodine's Killing Wind
Necromancy
10th-level conjuration Casting Time: 1 minute
Casting Time: 1 round Range: 300 feet
Range: 1,000 feet Components: V, S
Components: V Duration: Instantaneous
Duration: 24 hours You attempt to separate the soul of a living target you can see
Billowing vapors race from you at a tremendous speed, within range from its body. The target must make a
coalescing into a cloud in a location you choose within range. Constitution saving throw. On a failed save, the creature's
The area of the cloud consists of up to 100 10-foot cubes, soul is torn away and is sent to the afterlife while its body
which you can arrange as you wish. Each cube must have at remains alive. On a successful save, the creature takes 14d8
least one face adjacent to the face of another cube. Until the necrotic damage.
spell ends, you can use your action to rearrange the cubes. If you successfully separate the creature's soul from its
Strong winds, whether mundane or magical, cannot disperse body, the latter can be possessed (as by the magic jar spell) or
the cloud, and its area is heavily obscured. Immediately after dominated (as by the dominate monster spell) with no chance
casting this spell, you take 3d10 necrotic damage. This of failure; the creature automatically fails the saving throw.
damage can't be reduced or prevented in any way. If the body is neither possessed nor dominated, it lies in a
When the cloud appears, each creature in it must make a state of suspended animation.
Constitution saving throw. On a failed save, a creature dies. A The creature's soul can be returned to its body as long as
creature must also make this saving throw when it enters the the latter is alive by means of a raise dead spell or a similar
spell’s area for the first time in a turn or ends its turn there. A spell of higher level.
creature that succeeds its saving throw becomes immune to Bonfire of Insanity
dying to this spell for 24 hours. Creatures are affected even if Necromancy (ritual)
they hold their breath or don’t need to breathe.
You can choose to take an additional 3d10 necrotic damage Casting Time: 10 minutes
a number of times when you cast the spell, increasing the Range: Touch

spell save DC by 1 each time you do so. You can do this up to Components: V, S, M (a bonfire, at least 10 feet in diameter,
ten times, increasing the spell save DC by 10 and taking made out of the remains of at least twenty humanoids,
30d10 necrotic damage. This damage can't be reduced or which the spell consumes)
prevented in any way. Duration: Instantaneous
When the spell ends, for each time you voluntarily took While casting the spell, you create a bonfire from humanoid
additional necrotic damage, there is a 10% chance that your remains and set fire to it during a rainstorm. The rain doesn't
soul will be pulled into the Negative Energy Plane. If this extinguish the bonfire until the material components are con-
occurs, you die and cannot be restored to life by any means. sumed. The smoke from the pyre fills the rain clouds with un-

CHAPTER 1 | CHARACTER OPTIONS


64

holy power. As the tainted water soaks the ground, humanoid Distance Damage
corpses and skeletal remains within range rise up as ghouls.
This affects even remains buried in consecrated ground. 300 ft. away or 12d10 fire damage and 12d10 force
Humanoids within a 1-mile radius centered on the bonfire closer damage
that get touched by the unholy rain, including you, must make 301 to 600 ft. 6d10 fire damage and 6d10 force
a Constitution saving throw. On a failed save, a creature away damage
becomes afflicted with a disease that turns it into a ghoul 601 to 1,320 ft. 3d10 fire damage and 3d10 force
within 24 hours unless it receives the benefits of a heal spell away damage
or a similar spell of higher level.
You can create up to 32 ghouls using the spell. The DM A disintegrated creature and everything it is wearing and
decides if the chosen area can produce this number and how carrying, except magic items, are reduced to a pile of fine
this number will be divided between corpses and living gray dust. The creature can be restored to life only by means
creatures. of a true resurrection or a wish spell.
This spell doesn't grant you control over the created This spell automatically disintegrates a nonmagical object,
ghouls. a creation of magical force, or an antimagic field. A magic
Cataract of Fire item is unaffected by this spell.
Evocation Diluvial Torrent
Casting Time: 1 minute Evocation
Range: Self (quarter-mile-radius, 2,000-foot-tall cylinder) Casting Time: 1 minute
Components: V, S, M (a bronze gong, which the spell Range: Self (750-foot radius)
consumes) Components: V, S, M (a silver gong, which the spell
Duration: Instantaneous consumes)
A torrent of magical flames pours down from the heavens, Duration: Instantaneous
creating a 300-foot-radius, 2,000-foot-tall pillar that incine- You create a 20-foot-radius, 100-foot-tall cylinder of magical
rates everything in its wake. Each creature within range, water above you and drop it from a height of 200 feet. Each
including you, must make a Dexterity saving throw. On a creature within range, including you, must make a Dexterity
failed save, a creature takes an amount of damage based on saving throw. On a failed save, a creature takes an amount of
its distance from the center of the cylinder, as shown in the damage based on its distance from you, as shown in the
following table. On a successful save, a creature takes half as following table. On a successful save, a creature takes half as
much damage. If this damage reduces a creature to 0 hit much damage. You take no force damage from this spell.
points, it is disintegrated. You take no force damage from this
spell.

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65
Distance Damage
Hellball
100 ft. away or 12d10 bludgeoning damage and 12d10 Evocation
closer force damage
Casting Time: 1 action
101 to 300 ft. 6d10 bludgeoning damage and 6d10 Range: 300 feet
away force damage Components: V, S
301 to 750 ft. 3d10 bludgeoning damage and 3d10 Duration: Instantaneous
away force damage
A miniature sun streaks forth from your pointing finger and
detonates at a point you choose within range. Each creature
Each creature is subject to drowning and/or being swept in a 40-foot-radius sphere centered on that point must make a
away from the resulting flood at the DM's discretion. Dexterity saving throw. A target takes 10d6 acid damage,
10d6 fire damage, 10d6 lightning damage, and 10d6 thunder
Dire Winter damage on a failed save, or half as much damage on a
Evocation
successful one.
Casting Time: 1 minute Due to its unstable nature, you take 10d6 force damage
Range: 1,000 feet immediately after you cast this spell.
Components: V, S
Duration: 24 hours Horrendous Desiccation
Winter manifests itself in the form of a blizzard centered Necromancy
around a creature or object that you target with this spell, Casting Time: 1 minute
spreading to a radius of 1,000 feet. Each creature in that area Range: Self (300-foot radius)
that has no innate resistance or immunity to cold damage Components: V, S, M (a pinch of dust of dryness, which the
and isn't magically protected from cold damage (as by the spell consumes)
protection from energy spell) takes 1d10 cold damage at the Duration: Instantaneous
beginning of each of its turns. Necromantic energy suffuses the area, depleting the moisture
The area becomes difficult terrain and is heavily obscured. within both living matter and bodies of water. Each creature
Ranged weapon attacks in the area are impossible. The frigid within range other than you must make a Constitution saving
winds count as a severe distraction for the purposes of throw. Constructs and undead aren’t affected, and plants and
maintaining concentration on spells. These winds (ranging water elementals make this saving throw with disadvantage.
from 20 to 50 miles per hour) automatically disperse fog, A creature takes 22d8 necrotic damage on a failed save, or
mists, and similar phenomena in the area whether mundane half as much damage on a successful one. The spell also
or magical. absorbs all freestanding water within range.
Casting this spell permanently withers one of your limbs.

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66

Illusory Tarrasque creature discerns the illusion for what it is, the creature can
Illusion see through it and has resistance to the damage of its attacks.
Casting Time: 1 action
Range: 300 feet Kinetic Control
Components: S Abjuration
Duration: Concentration, up to 1 minute Casting Time: 1 minute
By gathering threads of shadow material from the Shadow- Range: Self
fell, you create a Gargantuan tarrasque in an unoccupied Components: V, S
space that you can see within range. The illusion lasts for the Duration: 8 hours
spell's duration and occupies its space, as if it were a For the duration, your have resistance to bludgeoning,
creature. piercing, and slashing damage. You store this damage within
When the illusion appears, any of your enemies that can your body, to a maximum of 150 damage. When this limit is
see it must succeed on a Wisdom saving throw or become reached, you take all the stored damage and the spell ends.
frightened of it for 1 minute. If a frightened creature ends its At any time before the spell ends, you can make a melee
turn in a location where it doesn't have line of sight to the spell attack against a creature or object. On a hit, the creature
illusion, it can repeat the saving throw, ending the effect on or object takes some or all (your choice) of the damage you
itself on a success. have stored. The damage is bludgeoning damage.
As an action on your turn, you can move the illusion up to When the spell ends, you take any remaining stored
40 feet. At any point during its movement, you can cause it to damage.
make five attacks: one with its bite, two with its claws, one
with its horns, and one with its tail. For each of these attacks, Necromantic Singularity
make a melee spell attack using your game statistics. A bite Necromancy
attack has a range of 10 feet and deals 3d12 piercing damage Casting Time: 1 minute
on a hit, a claw attack has a range of 15 feet and deals 3d8 Range: 300 feet
slashing damage on a hit, a horn attack has a range of 10 feet Components: V, S, M (a sphere of annihilation, which the
and deals 3d10 piercing damage on a hit, and a tail attack spell consumes)
has a range of 20 feet and deals 3d6 bludgeoning damage on Duration: Instantaneous
a hit.
The illusion is tangible because of the shadow stuff used to You create a transient conduit between the Prime Material
create it, but attacks miss it automatically, it succeeds on all Plane, the Weave, and the Negative Energy Plane, allowing
saving throws, and it is immune to all damage and conditions. raw negative energy to course into the world. This energy
A creature that uses an action to examine the tarrasque can instantly kills up to 1,000 hit points of living creatures.
determine that it is an illusion by succeeding on an Intelli- Constructs and undead aren’t affected. Creatures within 1
gence (Investigation) check against your spell save DC. If a mile of a point you choose within range (the singularity) are
affected in order of proximity to the singularity.

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67
Rain of Fire body as if it were your own, seeing, hearing, feeling, smelling,
Evocation and tasting everything the creature senses. When the spell
ends, the creature is aware of the takeover, having been a
Casting Time: 1 minute helpless witness trapped in its own body. A successful
Range: Self (2-mile radius) Intelligence (Investigation) check against your spell save DC
Components: V, S reveals your identity to a creature whose body you controlled
Duration: 24 hours with this spell.
You create a swirling thundercloud that rains fire instead of
raindrops in a 2-mile radius centered on you. A creature that Spell Worm
starts its turn under the cloud and doesn't have at least half Enchantment
cover, including you, must succeed on a Dexterity saving Casting Time: 1 minute
throw or take 1 fire damage. Range: 60 feet
Unless the ground is exceedingly damp, all vegetation is Components: V, M (a gold cup with a hole on the bottom)
eventually blackened and destroyed, leaving behind a barren Duration: Special
wasteland similar to the aftermath of a forest fire. One creature you can see within range must succeed on a
Soul Scry Wisdom saving throw or be infected by the compulsion to
Divination waste its magical reserves for the day. The spell has no effect
on contructs, undead, and creatures that don't use spell slots.
Casting Time: 10 minutes As an action on each of its turns, a creature that failed its
Range: Self saving throw expends one spell slot of the highest spell level
Components: V, S it can cast without casting a spell. The creature does this
Duration: Concentration, up to 10 minutes action unconsciously, only becoming aware of the loss once it
Choose a sentient creature with which you are familiar, either attempts to expend a spell slot when it has none remaining.
by meeting, observing, or by having successfully used the Once the target has already expended all its spell slots, the
scrying spell on the creature prior. The creature must make a spells ends. Spell slots that are expended in this fashion are
Wisdom saving throw. On a failed save, you tap into that regained when the target finishes a long rest, as normal.
creature's consciouness. You are able to see, hear, feel, smell,
and taste everything the target senses. The creature remains Variant: Metamastery
unaware of the link when the spell ends and whether the
saving throw was successful or not. 18th-level Weaver feature (replaces Forbidden
Until the spell ends, you can use your action to exert Sorcery)

You can use any number of Metamagic options on


control over the creature's body. The creature must make a spell you cast that falls under your chosen school
another Wisdom saving throw. An undead or an incorporeal of magic. You also spend half as many sorcery
creature automatically succeeds on this saving throw. On a points on each of those options when you do so
successful save, the spell immediately ends and the creature (minimum of 1 sorcery point).
becomes aware of the attempted takeover as a vague,
momentary tingling. On a failed save, you control the target's

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68

Ysgardian Bloodline Ysgardian Magic


Your innate magic stems is rooted in the Heroic Domains 1st-level Ysgardian Bloodline feature

where slain heroes engage in eternal battle on fields of glory. You learn additional spells when you reach certain levels in
this class, as shown in the Ysgardian Spells table. Each of
Perhaps you are a direct descendant of one such hero whose these spells counts as a sorcerer spell for you, but it doesn't
spirit now resides on Ysgard, or perhaps one of your parents count against the number of sorcerer spells you know.
was a paladin of Tyr or another god with associations with Whenever you gain a sorcerer level, you can replace one
the plane, and you were bestowed with magic during your spell you gained with this feature with another spell of the
youth for their exceptional service to their deity. Maybe you same level. The new spell must be an abjuration or a necro-
were even born on the plane itself amid enchanted battle mancy spell from the sorcerer, warlock, or wizard spell list.
cries, and these battle cries echo in your ears still, beckoning
you the battlefield. Ysgardian Spells
Sorcerers of this bloodline tend to be thrill-seekers who Sorcerer Level Spells
thrive in battle. They are not inherently belligerent, but rarely
would one decline an opportunity to partake in combat. They 1st bless, heroism
are partial to drunken celebrations and are often brash, un- 3rd enhance ability, spiritual weapon
apologetic, and brave to a fault. This innate valor, along with 5th revivify, spirit guardians
their combat prowess, makes them sought-after companions
for particularly dangerous missions. 7th death ward, freedom of movement
9th conjure volley, raise dead
Born for Battle
1st-level Ysgardian Bloodline feature
Battle Trance
You have learned to equip yourself better than the average 1st-level Ysgardian Bloodline feature

spellcaster. You gain proficiency in light armor, simple The thrill of battle causes your magic to surge. As a bonus
weapons, and martial weapons. action while you are in combat, you can tap into your font of
Additionally, like the denizens of Ysgard, you are a paragon magic to enter a battle trance. Your trance lasts for 1 minute.
of valor. You have advantage on saving throws against being It ends early if you become incapacitated, if you don medium
frightened.
CHAPTER 1 | CHARACTER OPTIONS
69
or heavy armor or a shield, or when combat ends. or material components.
While your battle trance is active, you gain the following Once you cast heroes' feast in this way, you can't do so
benefits: again until you finish 1d4 long rests, though you can still cast
• You gain temporary hit points equal to 1d12 + your it normally using available sorcery points.
sorcerer level.
• You gain a bonus to your AC equal to your Charisma Rally the Einherjar
modifier (minimum of +1). 18th-level Ysgardian Bloodline feature

• You gain a bonus to your weapon damage rolls. The As an action, you can call for the aid of the glorious fallen
bonus equals your proficiency bonus. who reside in the halls of Ysgard to turn the tide of battle.
You can use this feature a number of times equal to your Choose a number of targets you can see within 120 feet of
proficiency bonus. You regain all expended uses when you you up to 2 + your Charisma modifier. For each of those
finish a long rest. targets, you summon a warrior spirit from the Heroic
Domains. Each spirit is intangible, invulnerable, and appears
Extra Attack in an unoccupied space within 20 feet of you. Each spirit
6th-level Ysgardian Bloodline feature
rushes towards its target and makes a melee spell attack
You can attack twice, instead of once, whenever you take the against it using your game statistics. On a hit, a spirit deals
Attack action on your turn. Moreover, you can cast one of 9d10 force damage to its target. Whether the attacks hits or
your cantrips in place of one of those attacks. misses, the spirit disappears after its attack.
Once you use this feature, you can't use it again until you
Unflinching Courage finish a long rest.
14th-level Ysgardian Bloodline feature

You become immune to being frightened. Soul of Immortal Wrath


18th-level Ysgardian Bloodline feature

Feast for the Valiant When you die during combat, your essence wanders the
14th-level Ysgardian Bloodline feature
plane of Ysgard temporarily. At dawn on the next day, if you
You evoke the experience of being in one of the numerous haven't been resurrected, you gain the benefits of a true
halls dotting Ysgard, where warriors enjoy lavish banquets resurrection spell. Your remains and all your possessions
upon returning from the plane's expansive battlefields. You vanish from their current location and reappear alongside
learn heroes' feast. It doesn't count against your number of you at the area where you finished your last long rest.
spells known. You can cast it without expending a spell slot Once you are resurrected in this way, you can't be resur-
rected again using this feature for 30 days.

CHAPTER 1 | CHARACTER OPTIONS


70

spells when you learn a warlock spell. The following spells

are added to the warlock spell list for you.

The Greatwyrm Expanded Spell List

Spell Level Spells

1st absorb elements, thunderwave

2nd dragon's breath, Rime's binding ice

3rd Ashardalon's stride, elemental weapon


4th Leomund's secret chest, polymorph
Warlock 5th summon draconic spirit, telekinesis

Otherworldly Patrons Draconic Hex


At 1st level, a warlock gains the Otherworldly Patron feature. 1st-level Greatwyrm feature

Here are several playtest options for that feature: the You learn to infuse your curses with the energies seen in the
Greatwyrm, the Lady of Pain, the One and the Prime, the breath weapons of greatwyrms. You learn hex. It doesn't
Warden, and the Warlord. count against your number of spells known, and its damage
increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at
The Greatwyrm 17th level. You can also choose to have it deal one of the
following damage types instead of necrotic damage: acid,
Your patron is a dragon of immeasurable age and power, a cold, fire, force, lightning, or poison.
creature often viewed as a lesser deity in their own right. This
being's motives are often dictated by its type—a chromatic Wyrm Psionics
greatwyrm may aim to obliterate its rivals, while a metallic 6th-level Greatwyrm feature

greatwyrm may be more focused on attaining further wisdom Emulating the gem greatwyrms, you learn to cast your
and enlightenment, and a gem greatwyrm may be more warlock spells using only the power of your mind. When you
interested in locating and absorbing its echoes across the choose to do so, the spell requires no verbal or somatic
multiverse. These godlike beings include Ashardalon, a red components, and it requires no material components, unless
greatwyrm with infernal ties; Lendys and Tamara, a silver they have a gold cost or are consumed by the spell.
greatwyrm pair and deities of justice and mercy respectively; You can use this feature a number of times equal to your
Astilabor, the draconic goddess of greed; and the thanes of Charisma modifier (minimum of once). You regain any
Sardior, who ultimately aim to reform their progenitor. expended uses when you finish a long rest.
Expanded Spell List Draconic Awakening
1st-level Greatwyrm feature
10th-level Greatwyrm feature

The Greatwyrm lets you choose from an expanded list of If you would be reduced to 0 hit points, you can use your

CHAPTER 1 | CHARACTER OPTIONS


71
reaction to replicate your patron's awakening ability, albeit

with less potency. When you do so, your current hit point

total instead resets to half your hit point maximum.

Once you use this feature, you can't use it again until you

finish a long rest.

Wyrmform

14th-level Greatwyrm feature


You can channel your patron's power to assume a draconic

form. You can cast draconic transformation without material

components. After you cast the spell with this feature, you

can't do so again until you finish a long rest.

The Lady of Pain

Your patron is the inscrutable being whose rule over the city

of Sigil is absolute. With the forging of the pact comes the

immediate warning of a grisly demise upon the mere thought

of worshipping her, instead directing you to think of yourself

as one of the many dabus under her employ.

As an entity who is known to have slain gods with a mere

thought, the reasons for her to forge a pact with a mere

mortal are few and far between, likely stemming from the fact

that she is purportedly bound to Sigil and cannot leave it. As

such, it is often assumed that the few warlocks who have her

as their patron are guided to ensure that no threats from

outside Sigil will be able to enter it, nipping potential

problems at the bud, so to speak.

Expanded Spell List

1st-level Lady of Pain feature


The Lady of Pain lets you choose from an expanded list of

spells when you learn a warlock spell. The following spells

are added to the warlock spell list for you.

The Lady of Pain Expanded Spell List

Spell Level Spells


Wince
1st detect evil and good, inflict wounds 10th-level Lady of Pain feature

2nd levitate, silence When a creature makes an attack roll against you, you can
3rd blink, sending
use your reaction to inflict it with a brief burst of intense pain.
The attack automatically misses you. An attacker that can't be
4th greater invisibility, phantasmal killer charmed is immune to this feature.
5th dispel evil and good, telekinesis Once you use this feature, you can't use it again until you
finish a short or long rest.
Quietude Anchor of Serenity
1st-level Lady of Pain feature
10th-level Lady of Pain feature

You become mute, mirroring the dabus' preference for As one whose patron is a master of planar banishment, you
silence. You instead communicate using visual rebuses that have learned the intricacies and weaknesses of such magic.
magically appear above your head which those around you You gain the following benefits:
can read. Creatures that have an Intelligence score of 3 or • You have advantage on saving throws you make against
less can't decipher these rebuses. spells and effects that attempt to banish you to another plane.
In addition, you ignore the verbal component of spells you • When another creature targets you with a maze spell, you
cast. can make a Charisma saving throw against the creature's
Shadowflay spell save DC to resist being banished.
6th-level Lady of Pain feature
Heart of Pain
Your foes learn that your shadow is as baleful as your 14th-level Lady of Pain feature

patron's, with wounds opening on their bodies even with the You can make manifest the void that exists within your
briefest contact. Any hostile creature takes 1d10 slashing patron's chest, the alleged source of all pain in the multiverse.
damage if it hits you with a melee attack from within 5 feet of You can cast power word pain. After you cast the spell with
you or if it touches you. this feature, you can’t do so again until you finish a long rest.

CHAPTER 1 | CHARACTER OPTIONS


72
The One and the Prime rating) than your warlock level has disadvantage on the
saving throw it makes to resist the spell's effects.
Your patron is the foremost of the modron race and overlord Additionally, your attacks are particularly effective against
of the plane of Mechanus—Primus. This godlike being's chaotic beings. You gain a bonus to damage rolls against
motives are invariably rooted on perceived threats to chaotic creatures. The bonus equals your proficiency bonus.
Mechanus, particularly the realm of Regulus, and the modron
race itself. Primus rarely concerns itself with much else. You Hands of Darkness and Light
may be tasked to capture a band of rogue modrons, thwart 6th-level One and the Prime feature
plots by formians to invade Regulus, or even foil demonic Primus's left hand is shrouded in darkness while its right one
incursions. is enveloped by prismatic light. As an action, you can evoke
this manifestation. Make a melee spell attack against a
Expanded Spell List creature. On a hit, you deal 6d6 necrotic or radiant damage to
1st-level One and the Prime feature
the target depending on which hand you used to attack. You
The One and the Prime lets you choose from an expanded deal necrotic damage with your left hand and radiant damage
list of spells when you learn a warlock spell. The following with your right one.
spells are added to the warlock spell list for you. You can use this feature a number of times equal to your
proficiency bonus. You regain all expended uses when you
The One and the Prime Spell List finish a long rest.
Spell Level Spells
1st alarm, detect evil and good Clockwork Precision
2nd calm emotions, zone of truth
10th-level One and the Prime feature

You learn to defy the forces of chance to attain precisely what


3rd clairvoyance, tiny servant you need when you need it. If you roll a die for a spell that
4th fabricate, summon contruct would determine anything other than its attack roll or
damage and fail to roll a number that would result in the
5th dispel evil and good, Rary's telepathic bond effect you desire, you can treat that roll as a number closest
to the die's average roll (rounded down) that would result in
Advocate of Law that effect. For example, you cast teleport to go to a place
1st-level One and the Prime feature
you've only viewed once and roll a 43 on the d100. You can
Akin to a hierarch giving orders, you learn to exert your instead treat the roll as a 74 and teleport withour error.
influence over others, particularly to those below your Once you use this feature, you can't use it again until you
station. You learn command. It doesn't count towards your finish a long rest.
number of spells known. A creatures that has a lower chal-
lenge rating (or level, if the creature doesn't have a challenge Pulse of Order
10th-level One and the Prime feature

As an action, you send a pulse of magic that forces order

CHAPTER 1 | CHARACTER OPTIONS


73
upon each creature within 60 feet of you, albeit slightly

altered in a manner most beneficial to you and your allies.

Until the end of your next turn, hostile creatures treat a roll of

an 11 or higher on the d20 as a 10, and you and friendly

creatures treat a roll of 9 or lower on the d20 as a 10.

Once you use this feature, you can't use it again until you

finish a long rest.

Callous Dismissal

14th-level One and the Prime feature


Primus's darkness-shrouded left hand is a portal to the plane

of Acheron while its dazzling right one is a portal to the plane

of Arcadia. You can channel your patron's powers to send

your foes to those planes should you desire to do so. When

you deal damage to a creature with your Hands of Darkness

and Light feature, you can force the creature to make a

Charisma saving throw, and if the saving throw fails, the

target is transported to the plane of Acheron (if you dealt

necrotic damage) or Arcadia (if you dealt radiant damage). A

creature so transported must find its own way back to your

current plane of existence.

Once you use this feature, you can't use it again until you

finish a long rest.

The Warden

Your patron is one who guards one or more detainees of

some import. This being's motive is simple: for its charge(s)

to remain imprisoned. Powerful celestials and fiends tasked

to become jailers fall into this category, as do various gods

who rule over the underworld or its equivalent as they

prevent the dead from returning to the world of the living. is restrained until the start of your next turn.
• You have advantage on Constitution saving throws you
Expanded Spell List make to maintain concentration on a spell that grapples,
1st-level Warden feature
incapacitates, paralyzes, restrains, or stuns, provided the
The Warden lets you choose from an expanded list of spells cursed target is among the spell's targets.
when you learn a warlock spell. The following spells are If you later gain the Pact of the Chain feature, the first two
added to the warlock spell list for you. benefits extend to attacks made by your familiar.
The Warden Spell List You can use this feature a number of times equal to your
Spell Level Spells proficiency bonus. You regain all expended uses when you
finish a long rest.
1st entangle, Tasha's hideous laughter
2nd Maximilian's earthen grasp, web Warden's Mire
3rd wall of sand, wind wall
6th-level Warden feature

Your magic warps gravity around you, making it difficult to


4th Evard's black tentacles, watery sphere get away from you. A target cursed by your Curse of Deten-
5th telekinesis, wall of force tion can't willingly move away from you.

Curse of Detention Escalating Constraints


1st-level Warden feature
10th-level Warden feature

You gain the ability to place an oppressive curse on a Your oppressive magic debilitates even further. When you hit
creature. As a bonus action, choose one creature you can see a creature cursed and restrained by your Curse of Detention
within 30 feet of you. The target is cursed for 1 minute. The with an attack roll, you can force it to make a Constitution
curse ends early if the target dies, if you die, if you are inca- saving throw, and if the saving throw fails, the target is
pacitated, or if you curse another creature with this feature. paralyzed until the start of its next turn. The target auto-
Until the curse ends, you gain the following benefits: matically fails on its saving throw if the hit was a critical hit.
• Any attack roll you make against the cursed target is a
critical hit on a roll of 19 or 20 on the d20. Prisoner's Punishment
• Once during each of your turns, when you hit the cursed
14th-level Warden feature

creature with an attack roll, you can force it to make a Any attack roll you make against the target cursed with your
Strength saving throw, and if the saving throw fails, the target Curse of Detention is a critical hit on a roll of 18-20 on the
d20.

CHAPTER 1 | CHARACTER OPTIONS


74
The Warlord for the frontlines. You gain proficiency with medium armor,
shields, and martial weapons.
Your patron is a being whose prowess on the battlefield is Additionally, your magic allows your party to be alert and
legendary. The motives of such beings are incredibly varied— combat-ready. When you roll initiative, roll a d4 and choose a
some seek to spread justice, order, and prosperity; others number of creatures within 30 feet of you equal to your
seek to enslave; and some simply seek the thrill of battle at Charisma modifier (minimum of one creature). You and those
every opportunity. These beings include powerful fiends such creatures each gain a bonus to your initiative rolls equal to
as Belaphoss, a balor who serves as the left hand of the number you rolled on the d4.
Demogorgon; legendary heroes like Tethir, the first elven
dragonslayer; and even gods, particularly ones who were Extra Attack
once mortal warriors, such as Bane, god of tyrrany. 6th-level Warlord feature

You can attack twice, instead of once, whenever you take the
Expanded Spell List Attack action on your turn. Moreover, you can cast one of
1st-level Warlord feature
your cantrips in place of one of those attacks.
The Warlord lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are Unerring Strike
added to the warlock spell list for you. 10th-level Warlord feature

Your patron guides your party's blows. When you miss with
The Warlord Spell List an attack, you can change that miss into a hit. Similarly, when
Spell Level Spells a creature you can see within 60 feet of you misses with an
1st compelled duel, zephyr strike attack, you can use your reaction to change that miss into a
2nd enlarge/reduce, magic weapon
hit.
Once you use this feature, you can't use it again until you
3rd elemental weapon, haste finish a short or long rest.
4th fire shield, freedom of movement
Relentless Assault
5th conjure volley, steel wind strike 14th-level Warlord feature

You attack with fearsome efficiency. When you use your


Martial Prowess action to cast a warlock spell, you can use your bonus action
1st-level Warlord feature
to either make one weapon attack or cast a cantrip.
You patron grants you the necessary skills to equip yourself

CHAPTER 1 | CHARACTER OPTIONS


75

Eldritch Invocations creature you can see within 60 feet of you succeeds on an
ability check or saving throw against a warlock spell you cast
At 2nd level, a warlock gains the Eldritch Invocations feature. that grapples, incapacitates, paralyzes, restrains, or stuns,
Here are several playtest options for that feature. you can use you reaction force the creature reroll the d20 and
use the lower roll.
Battle Frenzy You can use this invocation a number of times equal to
Prerequisites: 11th level, The Warlord patron
your proficiency bonus (minimum of once). You regain all
You can attack three times whenever you take the Attack expended uses when you finish a long rest.
action on your turn. Moreover, you can cast one of your
cantrips in place of one of those attacks. The Lady's Intervention
Prerequisites: 15th level, The Lady of Pain patron

Deny Extremes You channel your patron's power of planar imprisonment. You
Prerequisites: 7th level, The One and the Prime patron
can expend the use of your 8th-level mystic arcanum to cast
You deny a foe the benefits it gains as a result of luck. As a maze.
reaction when you or a creature you can see within 30 feet of
you suffers a critical hit, you can turn that hit into a normal Wyrm's Breath
hit. Any effects triggered by a critical hit are canceled. Prerequisites: 17th level, The Greatwyrm patron

You can use this invocation a number of times equal to You can emulate your patron's devastating breath weapon by
your Charisma modifier (minimum of once). You regain all expending the use of your 9th-level mystic arcanum. Choose
expended uses when you finish a long rest. a damage type from the following list: acid, cold, fire, force,
lightning, or poison. You breathe energy in a 150-foot cone.
No Escape Each creature in the cone must make a Dexterity saving
Prerequisites: The Warden patron
throw. A creature takes 14d6 damage of the chosen type on a
You refuse to let your foes escape your clutches. When a failed save, or half as much damage on a successful one.

CHAPTER 1 | CHARACTER OPTIONS


76

tions: abjuration, conjuration, divination, enchantment, evo-

cation, illusion, necromancy, and transmutation. You gain that

arcane tradition's 2nd-level benefits except for its Savant

feature.

Improved Spell Preparation

2nd-level Universalist feature

As your spellbook has more variety than a wizard who


specializes in one school, you have learned to devise tricks
Wizard and mnemonics that allow you to prepare more of them.
When you prepare the list of wizard spells that are available
Arcane Tradition for you to cast, you choose a number of wizard spells from
At 2nd level, a wizard gains the Arcane Tradition feature. your spellbook equal to your Intelligence modifier + your
Here is a playtest option for that feature: the Universalist. wizard level + your proficiency bonus (minimum of one spell).
Universalist Arcane Apprentice
6th-level Universalist feature

The study of the arcane is so vast and deep that a wizard Choose one school among the eight classical arcane tradi-
could devote their entire life specializing in a single school tions that you currently don't have novicehood in. You gain
and still not have enough time to learn everything. There are that arcane tradition's 6th-level benefits.
more tragic cases in which a wizard realizes too late that they
do not have the innate talent to learn the more complex skills Arcane Expert
the tradition has to offer, leaving them a defeated and dep- 10th-level Universalist feature

ressed pile of mediocrity. It is in this light that the universa- Choose one school among the eight classical arcane tradi-
lists have risen among the wizard ranks. tions that you currently don't have novicehood or apprentice-
Instead of enrolling in a single school of magic, universa- ship in. You gain that arcane tradition's 10th-level benefits.
lists make it their mission to learn as much as they can from
as many schools and traditions as possible. A glaring Master of None
consequence of this lack of focus is the unlikelihood of ever 14th-level Universalist feature

proceeding enough in a school's program to learn its most You gain the following benefits:
powerful techniques, but most universalists take this with a • Once per day, by spending 10 minutes in study, you can
grain of salt, finding joy in simply "learning enough." exchange your novicehood in one arcane tradition for
Some professors and headmasters of wizard academies, another, provided it is not an arcane tradition with which you
often specialists themselves, find universalists' lack of focus have apprenticeship or expertise in.
exasperating and refuse to take them as apprentices, thinking • Once per day, by spending 1 hour in study, you can
it a waste of time and effort. Most, however, find their passion exchange your apprenticeship in one arcane tradition for
for learning endearing and take on entire classes, happy to another, provided it is not an arcane tradition with which you
impart whatever they could to universalists' equally brilliant have novicehood or expertise in.
minds. • Once per day, by spending 8 hours in study, you can
exchange your expertise in one arcane tradition for another,
Arcane Novice provided it is not an arcane tradition with which you have
2nd-level Universalist feature
novicehood or apprenticeship in.
Choose one school among the eight classical arcane tradi-

CHAPTER 1 | CHARACTER OPTIONS


77

Feats Inspiration Adept


At certain levels, your class gives you the Ability Score Through the instructions of a bard college, you learn to
Improvement feature. Using the optional feats rule, you can inspire others. To do so, you use a bonus action on your turn
forgo taking that feature to take a feat of your choice instead. to choose one creature other than yourself within 60 feet of
Here are a few playtest options for that feature. you who can hear you. That creature gains one Inspiration
die, a d6.
Favored Foe Adept Once within the next 10 minutes, the creature can roll the
Through hunting and tracking of prey under the watchful eye die and add the number rolled to one ability check, attack roll,
of a skilled ranger, you learn to mark a target for death. When or saving throw it makes. The creature can wait until after it
you hit a creature with an attack roll, you can call on your rolls the d20 before deciding to use the Inspiration die, but
mystical bond with nature to mark the target as your favored must decide before the DM says whether the roll succeeds or
enemy for 1 minute or until you lose your concentration (as if fails. Once the Inspiration die is rolled, it is lost. A creature
you were concentrating on a spell). can have only one Inspiration die at a time.
The first time on each of your turns that you hit the favored You can use this feature through this feat three times. You
enemy and deal damage to it, including when you mark it, you regain any expended uses when you finish a long rest.
can increase that damage by 1d4.
You can use this feature to mark a favored enemy through Ki Adept
this feat twice, and you regain all expended uses when you Through the guidance of a monastery, you harness the mystic
finish a long rest. energy of ki. You gain the following benefits:
• You gain 2 ki points. You regain all spent ki points when
Improved Spell Critical you finish a long rest.
Prerequisite: The ability to cast at least one spell
• Immediately after you take the Attack action on your turn,
As a result of extensive practice with certain kinds of spells, you can spend 1 ki point to make two unarmed strikes as a
you gain the following benefits: bonus action.
• Increase your Intelligence, Wisdom, or Charisma by 1, to • You can spend 1 ki point to take the Dodge action as a
a maximum of 20. bonus action on your turn.
• Your spell attacks score a critical hit on a roll of 19 or 20. • You can spend 1 ki point to take the Disengage or Dash

CHAPTER 1 | CHARACTER OPTIONS


78
action as a bonus action on your turn, and your jump distance Smite Adept
is doubled for the turn.
Prerequisite: Spellcasting

Rage Adept Through the training of a paladin order, you have learned to
imbue your melee weapon attacks with holy might. When you
Through bloody battles in a barbarian tribe, you learn to fight hit a creature with a melee weapon attack, you can expend a
with primal ferocity. On your turn, you can enter a rage as a 1st-level spell slot to deal 2d8 radiant damage to the target, in
bonus action. addition to the weapon's damage. The damage increases by
While raging, you gain the following benefits if you aren't 1d8 if the target is an undead or a fiend.
wearing heavy armor:
• You have advantage on Strength checks and Strength
saving throws. Sneak Attack Adept
• When you make a melee weapon attack using Strength, Through secret instructions at a thieves' guild, you know how
you gain a +2 bonus to the damage roll. to strike subtly and exploit a foe's distraction. Once per turn,
• You have resistance to bludgeoning, piercing, and you can deal an extra 1d6 damage to one creature you hit
slashing damage. with an attack if you have advantage on the attack roll. The
If you are able to cast spells, you can't cast them or attack must use a finesse or a ranged weapon.
concentrate on them while raging. You don't need advantage on the attack roll if another
Your rage lasts for 1 minute. It ends early if you are enemy of the target is within 5 feet of it, that enemy isn't
knocked unconscious or if your turn ends and you haven't incapacitated, and you don't have disadvantage on the attack
attacked a hostile creature since your last turn or taken roll.
damage since then. You can also end your rage on your turn
as a bonus action. Spell Savant
Once you have raged twice through this feat, you must Through your observations during encounters, copious
finish a long rest before you can rage again. research, shared stories, or perhaps even your own practice,

CHAPTER 1 | CHARACTER OPTIONS


79

you are exceptionally knowledgeable about spells and spell- fails its saving throw, it is turned for 1 minute or until it takes
casters. You gain the following benefits: any damage. The turn save DC equals 8 + your proficiency
• You can immediately discern if a creature can cast spells. bonus + your turning ability modifier, as shown in the Turning
• You can sense a creature's magical reserves. If a creature Ability table.
has the Spellcasting special trait, you can sense how many
spell slots of each level it has. When you see a creature with Turning Ability
the Innate Spellcasting special trait cast a spell, you can Ability Class
sense how many more times it can cast that spell for the day. Constitution barbarian, fighter
• When you see a creature cast a spell, you immediately
Intelligence artificer, rogue, wizard
know what spell it is and at what level it is being cast.
Wisdom druid, monk, ranger
Spellslinger Charisma bard, paladin, sorcerer, warlock
Prerequisite: 19th level, the ability to cast at least one spell

You have devised techniques that allow you to cast potent Once you use Turn Undead through this feat, you can't do
spells one after another. You can cast a spell of 2nd level or so again until you finish a short or long rest.
lower that has a casting time of 1 action on your turn even if
you have already cast a spell using your bonus action. Wild Shape Adept
Through the guidance of a druid circle, you have learned the
Superior Spell Critical basics of druidic shapeshifting. As an action, you can
Prerequisites: 16th level, Improved Spell Critical
transform into any beast you have seen before that has a
With untiring determination and endless training in certain challenge rating of 1/4 or lower that doesn't have a flying or
kinds of spells, you gain the following benefits: swimming speed. You can use this feature through this feat
• Increase your Intelligence, Wisdom, or Charisma by 1, to twice. You regain expended uses when you finish a short or
a maximum of 20. long rest.
• Your spell attacks score a critical hit on a roll of 18-20. You can stay in a beast shape for 1 hour. You then revert to
your normal form unless you expend another use of this
Turning Adept feature. You can revert to your normal form earlier by using a
bonus action on your turn. You automatically revert if you fall
Through the guidance of a temple, you learn the basics of unconscious, drop to 0 hit points, or die.
turning undead. As an action, you speak a prayer censuring While you are transformed, you follow the rules for Wild
the undead. Each undead that can see or hear you within 30 Shape (found in chapter 3 of the Player's Handbook).
feet of you must make a Wisdom saving throw. If the creature

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80
Chapter 2: Magical Miscellany

Spells
Cleric Spells
Spell Lists Cantrips (0 Level)
The following spell lists show which spells can be cast by Silent portal (illusion)
characters of each class for playtesting. A spell’s school of
magic is noted in parentheses. If a spell can be cast as a 5th Level
ritual, the ritual tag also appears in the parentheses. Chaotic weapon (evocation)

Exhaust (necromancy)

Artificer Spells Lawful weapon (evocation)

1st Level Unholy weapon (evocation)


Reconstructive word (transmutation)
6th Level
Repair damage (transmutation) Power word silence (illusion)
2nd Level
8th Level
Magnetize (transmutation) Heat leech (necromancy)

3rd Level Power word blind (necromancy)


Mass reconstructive word (transmutation) 9th Level
4th Level Hallowed lances (evocation)

Homing bolts (evocation) Power word banish (abjuration)

Power word break (transmutation)

5th Level Resplendence (evocation)

Mass repair damage (transmutation) Soul strike (necromancy)


Bard Spells Druid Spells
Cantrips (0 Level) 2nd Level
Silent portal (illusion) Arid winds (conjuration)

Summon plant (conjuration)


1st Level
Distort speech (transmutation) 3rd Level
Blind seeing (transmutation)

2nd Level Thornskin (transmutation)

Force whip (evocation)


Wind blade (evocation)
Power word sleep (enchantment)
4th Level
3rd Level Nature's balance (transmutation)

Mind muddle (enchantment) Swiftbolt (evocation)


4th Level 5th Level
Celebration (enchantment)
Arc lightning (conjuration)

Phantasmal killer (illusion) Ivy whip (conjuration)


5th Level 6th Level
Horizikaul's versatile vibration (evocation) Power word drown (conjuration)

Venomous touch (transmutation)


6th Level
Dirge (evocation)
7th Level
Power word silence (illusion) Flash freeze (evocation)

Septic sludge (conjuration)


8th Level
Power word blind (necromancy) 8th Level
Bombardment (conjuration)

9th Level Frost blade array (evocation)

Superior invisibility (illusion) Power word petrify (transmutation)

Toxic drop (conjuration)

CHAPTER 2 | MAGICAL MISCELLANY


82
9th Level Exhaust (necromancy)

Transmute rock to lava (transmutation)


Horizikaul's versatile vibration (evocation)

Whiteout (evocation) Permanency (transmutation)

Prismatic missile (evocation)

Paladin Spells Reciprocal gyre (transmutation)


5th Level 6th Level
Chaotic weapon (evocation)
Acid fog (conjuration)

Lawful weapon (evocation)


Acid storm (evocation)

Unholy weapon (evocation) Cold nova (evocation)

Venomous touch (transmutation)


Ranger Spells
Cantrips (0 Level) 7th Level
Silent portal (illusion) Flash freeze (evocation)

Galvanic blast (evocation)

1st Level Green-flame fist (evocation)

Accuracy (transmutation) Power word burn (evocation)

Septic sludge (conjuration)


2nd Level
Summon plant (conjuration) 8th Level
Blackfire (necromancy)

3rd Level Caustic whirlpool (conjuration)

Blind seeing (transmutation)


Frost blade array (evocation)

Thornskin (transmutation)
Lightning ring (evocation)

Power word blind (necromancy)

Sorcerer Spells Power word petrify (transmutation)

Cantrips (0 Level) Simbul's skeletal deliquescence (transmutation)

Silent portal (illusion) Toxic drop (conjuration)


1st Level 9th Level
Corrosive grasp (evocation)
Acid bomb (evocation)

Dazzling ray (evocation)


Fulgurant end (evocation)

Electrostatic discharge (conjuration)


Malignant vortex (conjuration)

Forcewave (evocation) Power word banish (abjuration)

Power word break (transmutation)

2nd Level Resplendence (evocation)

Arid winds (conjuration)


Soul strike (necromancy)

Magnetize (transmutation)
Superior invisibility (illusion)

Scourge of force (evocation)


Transmute rock to lava (transmutation)

Power word sleep (enchantment) Wail of the banshee (necromancy)

Whiteout (evocation)

3rd Level Zone of absolute fortune (transmutation)


Blind seeing (transmutation)

Manyjaws (evocation)
Warlock Spells
Mind muddle (enchantment)
2nd Level
Noxious gale (conjuration)
Scourge of force (evocation)
Wind blade (evocation)
3rd Level
4th Level
Acid bolt (evocation)
Manyjaws (evocation)

Burning blood (necromancy)


Mind muddle (enchantment)

Homing bolts (evocation)


Summon ooze (conjuration)
Orb of force (evocation)
4th Level
Poison darts (conjuration)
Burning blood (necromancy)
Solid fog (conjuration)

Swiftbolt (evocation)
5th Level
Tirumael's energy spheres (evocation) Divert spell (abjuration)

5th Level
Exhaust (necromancy)

Wall of spirits (necromancy)


Arc lightning (conjuration)

Chaos orb (evocation)


7th Level
Divert spell (abjuration)
Green-flame fist (evocation)

CHAPTER 2 | MAGICAL MISCELLANY


83
8th Level Cold nova (evocation)

Blackfire (necromancy)
Venomous touch (transmutation)
Power word petrify (transmutation)
7th Level
Simbul's skeletal deliquescence (transmutation)
Flash freeze (evocation)
Galvanic blast (evocation)

9th Level Green-flame fist (evocation)

Power word banish (abjuration)


Power word burn (evocation)

Soul strike (necromancy)


Septic sludge (conjuration)

Wail of the banshee (necromancy) Simbul's spell sequencer (transmutation)


8th Level
Wizard Spells
Cantrips (0 Level) Blackfire (necromancy)

Silent portal (illusion) Caustic whirlpool (conjuration)

Lightning ring (evocation)

1st Level Power word blind (necromancy)

Corrosive grasp (evocation)


Power word petrify (transmutation)

Electrostatic discharge (conjuration)


Simbul's skeletal deliquescence (transmutation)

Forcewave (evocation)
Toxic drop (conjuration)
Reconstructive word (transmutation)
9th Level
Repair damage (transmutation) Absorption (abjuration)

2nd Level Acid bomb (evocation)

Arid winds (conjuration)


Fulgurant end (conjuration)

Magnetize (transmutation)
Malignant vortex (conjuration)

Power word sleep (enchantment)


Mordenkainen's disjunction (abjuration)

Summon plant (conjuration) Power word banish (abjuration)

Power word break (transmutation)

3rd Level Resplendence (evocation)

Blind seeing (transmutation)


Simbul's spell trigger (transmutation)

Manyjaws (evocation)
Superior invisibility (illusion)

Mass reconstructive word (transmutation)


Transmute rock to lava (transmutation)

Mind muddle (enchantment)


Wail of the banshee (necromancy)

Noxious gale (conjuration)


Weird (illusion)

Summon ooze (conjuration)


Whiteout (evocation)

Wind blade (evocation) Zone of absolute fortune (transmutation)


4th Level Spell Descriptions
Acid bolt (evocation)
The spells are presented in alphabetical order.
Anticipate teleportation (abjuration)

Burning blood (necromancy)


Absorption
Homing bolts (evocation)
Orb of force (evocation)
9th-level abjuration

Phantasmal killer (illusion)

Poison darts (conjuration)


Casting Time: 1 action

Solid fog (conjuration)


Range: Self
Tirumael's energy spheres (evocation) Components: V, S
Duration: 1 hour
5th Level Until the spell ends, you can use your reaction to absorb a
Arc lightning (conjuration)
spell that is targeting only you and not with an area of effect.
Divert spell (abjuration)
The absorbed spell's effect is canceled, and you store the
Exhaust (necromancy)
spell's energy. The energy has the same level as the spell
Horizikaul's versatile vibration (evocation)
when it was cast. You can absorb and store up to 1d4 + 6
Mass repair damage (transmutation)
levels of energy, after which you can't absorb more. If you are
Permanency (transmutation)
targeted by a spell that you can't store, absorption has no
Prismatic missile (evocation)
effect on that spell.
Reciprocal gyre (transmutation)
Until the spell ends, you can convert stored energy into
Summon giant (conjuration)
spell slots to cast spells you have prepared or know. You can
Wall of spirits (necromancy) create spell slots only of a level equal to or lower than your
6th Level own spell slots, up to a maximum of 5th level. You use the
Acid fog (conjuration)
stored levels in place of your slots, but otherwise cast the
Acid storm (evocation)
spell as normal.
The spell ends early if you have absorbed and expended
the total levels of energy rolled.
CHAPTER 2 | MAGICAL MISCELLANY
84
Accuracy Duration: Concentration, up to 1 minute
1st-level transmutation You create a 20-foot-radius sphere of greenish fog centered
Casting Time: 1 action on a point you choose within range. The fog spreads around
Range: Touch corners. It lasts for the duration or until strong wind disper-
Components: V, S, M (one piece of ammunition or a thrown ses the fog, ending the spell. Its area is heavily obscured. A
weapon) creature's movement while inside the sphere is halved, and it
Duration: 10 minutes has disadvantage on melee weapon attacks. Ranged weapon
attacks in the area are impossible. An object that falls into the
You inscribe a magical symbol on a piece of ammunition or a sphere slows down, as if affected by the feather fall spell.
thrown weapon of your choice with ink. Until the spell ends, When a creature enters the spell's area for the first time on
the range of weapon attacks that use the piece of ammunition a turn or starts its turn there, that creature must make a
or thrown weapon is doubled. Constitution saving throw. The creature takes 15d4 acid
damage on a failed save, or half as much damage on a
Acid Bolt successful one. Creatures are affected even if they hold their
4th-level evocation breath or don't need to breathe.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Self (300-foot line) slot of 7th level or higher, the damage increases by 2d4 for
Components: V, S, M (a pointed object, the caster's saliva, a each slot level above 6th.
glass sphere, and a vial of acid)
Duration: Instantaneous Acid Storm
Acid streams from your outstretched hand in a line that is 6th-level evocation
300 feet long and 5 feet wide. Each target in the line must Casting Time: 1 action
make a Dexterity saving throw one at a time, starting from Range: 150 feet
the target closest to you. On a successful save, a creature Components: V, S, M (a flask of acid)
evades the bolt entirely. The bolt then continues in a straight Duration: Instantaneous
line towards the next target. On a failed save, a target takes You cause acid to rain down in a 20-foot-tall cylinder with a
16d4 acid damage and another 8d4 acid damage at the end 20-foot radius centered on a point you choose within range.
of its next turn. Each creature in the cylinder must make a Dexterity saving
Once a targets fails its saving throw, the target's body throw. On a failed save, a creature takes 14d4 acid damage
physically impedes the bolt from proceeding further and and another 7d4 acid damage at the end of its next turn. On a
causes acid to splash in a 10-foot-radius sphere. Each target successful save, a creature takes half the initial damage and
in the sphere, excluding the target that failed its save, must no damage at the end of its next turn.
succeed on a Dexterity saving throw or take 10d4 acid At Higher Levels. When you cast this spell using a spell
damage and another 5d4 acid damage at the end of its next slot of 7th level or higher, the initial damage increases by 2d4
turn. for each slot level above 6th.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the initial damage increases by 2d4 Anticipate Teleportation
for each slot level above 4th. 4th-level abjuration
Acid Bomb Casting Time: 10 minutes
9th-level evocation Range: Touch
Components: V, S, M (a tiny hourglass made of platinum and
Casting Time: 1 action crystal worth at least 1,000 gp)
Range: 300 feet Duration: 24 hours
Components: V, S
Duration: Instantaneous You create a magical zone that guards against teleportation in
a 40-foot-radius sphere centered on a willing creature you
You hurl a sphere of acid at a target you can see within range. touch. The sphere moves with the target.
Make a ranged spell attack against the target. On a hit, the For the duration, the target is immediately aware of any
target takes 16d4 acid damage and another 8d4 acid damage attempts to teleport into the sphere. The target knows how
at the end of its next turn. Hit or miss, the sphere then many creatures are attempting to teleport and the exact
explodes. The target and each creature within 20 feet of it location within the sphere that they are attempting to teleport
must succeed on a Dexterity saving throw or take 20d4 acid to. The spell also delays the teleportation by one round, giving
damage and another 10d4 acid damage at the end of its next the target and its companions time to plan out a course of
turn. action.
The spell only affects teleportation attempts into the
Acid Fog sphere and those in which the origin and destination are
6th-level conjuration within the sphere. Attempts to teleport from within the
Casting Time: 1 action sphere to a space outside of it are unaffected.
Range: 300 feet Anticipate teleportation ends on the target if its material
Components: V, S, M (a pinch of dried, powdered peas component is ever not on that creature's person.
combined with powdered animal hoof) At Higher Levels. When you cast this spell using a spell
CHAPTER 2 | MAGICAL MISCELLANY
85

slot of 5th level or higher, the radius of the sphere increases in the line must make a Constitution saving throw. Cons-
by 10 feet for each slot level above 4th. When you cast it tructs and undead aren't affected, and plants and water
using a 6th- or 7th-level spell slot, the teleportation is instead elementals make this saving throw with disadvantage. A
delayed by two rounds. When you cast it using a spell slot of creature takes 4d6 necrotic damage on a failed save, or half
8th level or higher, the teleportation is instead delayed by as much damage on a succesful one.
three rounds. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
Arc Lightning each slot level above 2nd.
5th-level conjuration
Casting Time: 1 action Blackfire
Range: 60 feet 8th-level necromancy
Components: V, S, M (two small iron rods) Casting Time: 1 action
Duration: Instantaneous Range: 300 feet
You draw a line in the air connecting two creatures you can Components: V, S, M (a pinch of dust from a vampire
see within range that are within 30 feet of each other and destroyed by sunlight)
conjure a bolt of lightning to arc between them. The targets Duration: Instantaneous
and each creature in a 5-foot-wide line between them must A ray of necromantic energy springs forth from your hand to
make a Dexterity saving throw. A creature takes 5d10 strike a creature you can see within range. Make a ranged
lightning damage on a failed save, or half as much damage on spell attack against the target. On a hit, the target takes 8d8
a successful one. necrotic damage and is incapacitated for 1 minute as it
At Higher Levels. When you cast this spell using a spell becomes engulfed in black flames that are eerily cold yet
slot of 6th level or higher, the damage increases by 1d10 for cause severe pain. The target's hit point maximum is also
each slot level above 5th. reduced by an amount equal to the damage taken. The
reduction lasts until the target finishes a long rest. The target
Arid Winds is reduced to a pile of black ashes if this effect reduces its hit
2nd-level conjuration point maximum to 0. The creature can be restored to life only
Casting Time: 1 action by means of a true resurrection or a wish spell.
Range: Self (30-foot line) At the end of each of the incapacitated target's turns, the
Components: V, S target must make a Constitution saving throw. If the target
Duration: Instantaneous succeeds on three of these saves, it is no longer incapacitated,
and the spell ends. On a failed save, it takes 8d8 necrotic
A line of dry, desiccating wind 30 feet long and 5 feet wide damage. The target's hit point maximum is also reduced by
blasts from your palm in a direction you choose, drawing out an amount equal to the damage taken. The reduction lasts
the moisture from within creatures in its path. Each creature until the target finishes a long rest. The target is reduced into

CHAPTER 2 | MAGICAL MISCELLANY


86
a pile of black ashes if this effect reduces its hit point

maximum to 0. The creature can be restored to life only by

means of a true resurrection or a wish spell.

A creature that touches the target or ends its turn within 5

feet of the target while the target is aflame must succeed on a

Dexterity saving throw or become engulfed in black flames as

well, suffering the same effects as the target.

The black flames can be extinguished early only by means

of a remove curse spell, a successful dispel magic spell, or by

placing the target inside an antimagic field. A creature under

the effects of a death ward spell is also unaffected by black-

fire.

Blind Seeing

3rd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 hour

You touch a willing creature to heighten its senses, allowing it

to discern things without relying on sight. For the duration,

that creature has blindsight out to a range of 30 feet.

Bombardment

8th-level conjuration
Casting Time: 1 action Components: V, S
Range: 1,000 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a quartz crystal embedded in rock) You perform a drinking song, causing creatures within 15
Duration: Instantaneous feet of you that can hear you to become increasingly
You cause rocks to rain down from the skies in a 20-foot- intoxicated. Constructs, undead, and creatures immune to
radius circle centered on a point you can see on the ground being charmed aren't affected by this spell.
within range. Each target in the circle must make a Dexterity Each creature within range, except you, must make a
saving throw. On a failed save, a target takes 12d6 blud- Wisdom saving throw. On a failed save, a creature suffers
geoning damage, is knocked prone, and is buried in the effects for each succeeding round you maintain your
rubble, requiring a Strength (Athletics) check against your concentration on this spell. The spell ends if you use your
spell save DC as an action to escape. On a successful save, action to do anything other than continue your performance.
the creature takes half as much damage and doesn't fall Creatures remain affected even if they move out of the spell's
prone or become buried. A buried creature is subject to range, and creatures that enter the spell's range after the
suffocating. initial casting are unaffected.
Round 2. A creature that failed its saving throw has
Burning Blood
disadvantage on ability checks and saving throws using
4th-level necromancy Dexterity, Intelligence, and Wisdom.
Round 3. A creature that failed its saving throw becomes
Casting Time: 1 action incapacitated.
Range: 120 feet Round 4-10. A creature that failed its saving throw falls
Components: V, S, M (a drop of blood and pinch of saltpeter) unconscious. Taking damage or being shook or slapped by
Duration: Concentration, up to 1 minute another creature does not cause the target to regain
One creature you can see within range must make a Consti- consciousness.
tution saving throw. On a failed save, it takes 4d4 acid
damage and 4d4 fire damage as you taint its blood with a Caustic Whirlpool
burning infusion. At the end of each of its turns, the target 8th-level conjuration
must succeed on Constitution saving throw or take 4d4 acid Casting Time: 1 action
damage and 4d4 fire damage. On a success, the spell ends. Range: 300 feet
At Higher Levels. When you cast this spell using a spell Components: V, S
slot of 5th level or higher, the damage increases for each of its Duration: Concentration, up to 1 minute
effects by 1d4 for each slot level above 4th. A 10-foot-deep vortex of swirling, caustic fluid appears in a
Celebration 60-foot radius centered on a point you can see within range.
4th-level enchantment The point must be on the ground or in a body of water. Until
the spell ends, that area is difficult terrain, and any creature
Casting Time: 1 action that starts its turn there must succeed on a Constitution
Range: Self (15-foot radius)
CHAPTER 2 | MAGICAL MISCELLANY
87
saving throw or take 11d4 acid damage. It must also succeed Range: Touch
on a Strength saving throw or be pulled 10 feet toward the Components: V, S
center. Duration: Concentration, up to 1 hour
Chaos Orb You imbue a weapon you touch with anarchic power. Until the
5th-level evocation spell ends, the weapon emits bright light of rapidly changing
colors in a 30-foot radius and dim light for an additional 30
Casting Time: 1 action feet. If the weapon isn't already a magic weapon, it becomes
Range: 120 feet one for the duration. In addition, weapon attacks made with it
Components: V, S deal an extra 2d8 damage on a hit. Choose one of the d8s.
Duration: Instantaneous The number rolled on the d8 determines the attack's damage
You hurl a scintillating orb of raw, wild energy towards a type, as shown below.
creature you can see within range. Make a ranged spell attack Chaotic Weapon
against the target. On a hit, the creature takes 1d100 + 1d8 d8 Damage Type
damage. The number rolled on the d8 determines the attack's
damage type, as shown below. 1 Acid
2 Cold
Chaos Orb
d8 Damage Type 3 Fire
1 Acid 4 Force
2 Cold 5 Lightning
3 Fire 6 Poison
4 Force 7 Psychic
5 Lightning 8 Thunder
6 Poison
As a bonus action on your turn, you can dismiss this spell
7 Psychic and cause the weapon to emit a burst of prismatic light. Each
8 Thunder creature of your choice that you can see within 30 feet of the
weapon must make a Wisdom saving throw. On a failed save,
At Higher Levels. When you cast this spell using a spell a creature takes 4d8 damage, and it behaves as if under the
slot of 6th level or higher, the damage increases by 1d8 for effects of the confusion spell for 1 minute. On a successful
each slot level above 5th, and you can choose any one of the save, a creature takes half as much damage and suffers no
d8s when determining the attack's damage type. additional effect from the spell. Choose one of the d8s. The
number rolled on that die determines the spell's damage
Chaotic Weapon type, as shown in the Chaotic Weapon table. At the end of
5th-level evocation each of its turns, a creature that behaves as if under the
effects of the confusion spell can make a Wisdom saving
Casting Time: 1 bonus action throw, ending the effect on itself on a success.

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88
Cold Nova You sing a song of death and destruction. Starting the round
6th-level evocation after you cast the spell, each hostile creature that starts its
turn in the spell's area must succeed on a Constitution saving
Casting Time: 1 action throw or have its Strength and Dexterity scores be reduced
Range: 150 feet by 2 until the spell ends. A creature must also make this
Components: V, S saving throw when it enters the spell's area for the first time.
Duration: Instantaneous The reductions from successive failed saving throws are
Icy spikes spring from the ground and course in a 5-foot-wide cumulative.
line from you towards a target you can see within range. The
target and each creature in the line must succeed on a Dexte- Distort Speech
rity saving throw or take 11d6 cold damage. The target must 1st-level transmutation
then succeed on another Dexterity saving throw or take an Casting Time: 1 action

additional 8d6 cold damage as the ground underneath it Range: 30 feet


bursts into a rosette of icy spikes. Components: V, S
The line of spikes and the rosette are considered difficult Duration: Concentration, up to 1 minute
terrain until the end of your next turn. One creature you can see within range must succeed on a
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage increases for each of its Wisdom saving throw or have its vocalizations distorted.
effects by 1d6 for each slot level above 6th. Until the spell ends, the creature's speech becomes incom-
prehensible and it cannot cast spells that include a verbal
Corrosive Grasp component. At the end of each of its turns, the target can
1st-level evocation make another Wisdom saving throw. On a success, the spell
ends.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Touch slot of 2nd level or higher, you can target one additional
Components: V, S creature for each slot level above 1st.
Duration: Instantaneous
Acid drips from your hand onto a creature you try to touch. Divert Spell
Make a melee spell attack against the target. On a hit, the 5th-level abjuration
target takes 4d4 acid damage and another 2d4 acid damage Casting Time: 1 reaction, which you take when you see a
at the end of its next turn. creature within 60 feet of you casting a spell

At Higher Levels. When you cast this spell using a spell Range: 60 feet
slot of 2nd level or higher, the initial damage increases by 1d4 Components: S
for each slot level above 1st. When you cast this spell using a Duration: Instantaneous
spell slot of 3rd level or higher, the later damage increases by You attempt to change the target of a spell that you can see
1d4 for every two slot levels above 1st.
being cast. The spell must have a range of 5 feet or greater, a
Dazzling Ray duration of instantaneous, and a single target.
1st-level evocation If a spell of 3rd level or lower is being cast, you divert the
spell. You can choose to divert it harmlessly into the ground
Casting Time: 1 action
or high up into the air. You can also choose to direct it
Range: 60 feet towards another creature or object it can target that is within
Components: V, S the spell's range. A diverted spell uses its caster's ranged
Duration: Instantaneous spell attack and spell save DC.
You direct a ray unnaturally bright light towards a creature If a spell of 4th level or higher is being cast, make an ability
you can see within range. The creature must make a check using your spellcasting ability. The DC equals 12 + the
Constitution saving throw. On a failed save, the creature spell's level. On a success, you divert the spell as described.
takes 3d6 radiant damage and has disadvantage on its next At Higher Levels. When you cast this spell using a spell
attack roll. On a successful save, the creature takes half as slot of 6th level or higher, the spell is diverted if its level is
much damage and suffers no additional effect from the spell. less than or equal to level of the spell slot you used − 2.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for Electrostatic Discharge
each slot level above 1st. 1st-level conjuration
Casting Time: 1 action
Dirge Range: 60 feet
6th-level evocation Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Self (40-foot sphere) You conjure a small burst of electrical energy within the body
Components: V, S of a creature you can see within range, causing its muscles to
Duration: Concentration, up to 1 minute go into spasms. The creature must make a Constitution

CHAPTER 2 | MAGICAL MISCELLANY


89

saving throw. On a failed save, the target takes 2d8 lightning Range: 150 feet
damage, and during its next turn, the number of melee or Components: V, S
ranged attacks it can make is reduced by one regardless of its Duration: Instantaneous
abilities or magic items, to a minimum of one melee or You freeze the moisture around a target you can see within
ranged attack. On a successful save, the creature takes half range in a split-second. The target must make a Constitution
as much damage and suffers no additional effect from the saving throw. On a failed save, the target takes 8d8 cold
spell. A target also suffers no additional effect from the spell if damage and is restrained by a layer of ice. On a successful
it is immune to being paralyzed. save, it takes half as much damage and isn't restrained.
At Higher Levels. When you cast this spell using a spell The restrained target can make a Strength check against
slot of 2nd level or higher, the damage increases by 1d8 for your spell save DC at the end of each of its turns. On a suc-
each slot level above 1st. cess, it breaks free from the ice and is no longer restrained.
At Higher Levels. When you cast this spell using a spell
Exhaust slot of 8th level or higher, the damage increases by 1d8 for
5th-level necromancy each slot level above 7th.
Casting Time: 1 action
Range: 60 feet Force Whip
Components: V, S, M (a wet noodle) 2nd-level evocation
Duration: Instantaneous Casting Time: 1 bonus action
You send a wave of necrotic energy towards a creature you Range: Self
can see within range, sapping it of its strength. The creature Components: V, S, M (a small silk whip)
takes 2d8 necrotic damage and must succeed on a Constitu- Duration: Concentration, up to 10 minutes
tion saving throw or suffer one level of exhaustion. You evoke a whip made of magical force in your free hand.
The whip is similar in size and shape to a regular whip, and it
Flash Freeze lasts for the duration. If you let go of the whip, it disappears,
7th-level evocation but you can evoke the whip again as a bonus action.
Casting Time: 1 bonus action You can use your action to make a melee spell attack with
the whip. On a hit, the target takes 2d6 force damage.
CHAPTER 2 | MAGICAL MISCELLANY
90
    A beast that takes damage from the whip must also suc- Range: 300 feet
ceed on a Wisdom saving throw or become frightened of you Components: V, S
for 1 minute. A frightened beast can make a Wisdom saving Duration: Instantaneous
throw at the end of each of its turns, ending the effect on You create a transient rift between your current plane and the
itself on a success. quasi-elemental plane of lightning, if you aren't there already.
At Higher Levels. When you cast this spell using a spell Through it, you conjure a stroke of lightning of unparalleled
slot of 4th level or higher, the damage increases by 1d6 for destructive power to smite a target within range. The target
every two slot levels above 2nd. must make a Dexterity saving throw. On a failed save, the
Forcewave target takes 15d10 lightning damage and is paralyzed. On a
1st-level evocation successful save, it takes half as much damage and isn't
paralyzed.
Casting Time: 1 action The paralyzed target can make a Constitution saving throw
Range: Self (15-foot cone) at the end of each of its turns. On a success, the paralysis
Components: V, S, M (a piece of string and a drop of water) ends.
Duration: Instantaneous
A wave of force ripples out from. Each creature in a 15-foot Galvanic Blast
cone must make a Constitution saving throw. On a failed 7th-level evocation
save, a creature takes 2d6 force damage and is pushed 10 Casting Time: 1 action
feet away from you. On a succesful save, it takes half as much Range: 150 feet
damage and isn't pushed. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 2nd level or higher, the damage increases by 1d6 for You cause a detonation of electrical energy that ripples out in
each slot level above 1st. a 30-foot-radius sphere centered on a point you choose within
Frost Blade Array range. Each creature in the sphere must make a Dexterity
8th-level evocation saving throw. A target takes 7d10 lightning damage on a
failed save, or half as much damage on a successful one.
Casting Time: 1 bonus action A creature that fails its saving throw by 5 or more becomes
Range: Self somewhat clumsy as its muscles spasm from the spell. Until
Components: V, S the end of your next turn, it has disadvantage on attack rolls,
Duration: 1 hour Dexterity checks, and Dexterity saving throws, and its speed
You evoke eight blades of ice, one of which can appear in your is halved. A creature that is immune to being paralyzed
free hand while the rest float around you in whatever configu- suffers no additional effect from the spell.
ration you wish. The blades are similar in size and shape to a A creature that fails its saving throw by 10 or more
longsword, and they last for the duration unless expended. becomes paralyzed until the end of your next turn as its
The floating blades deflect attacks aimed at you. If you muscles seize and lock in place.
have seven or more floating blades remaining, you get a +3 At Higher Levels. When you cast this spell using a spell
bonus to your AC. If you have four to six floating blades slot of 8th level or higher, the damage increases by 1d10 for
remaining, you get a +2 bonus to your AC. If you have one to each slot level above 7th.
three floating blades remaining, you get a +1 bonus to your
AC. Green-Flame Fist
You can use your action to make a melee spell attack while 7th-level evocation
holding a blade in your hand. On a hit, the target takes 11d6 Casting Time: 1 action
cold damage. Range: Touch
You can also use your action to send one of the blades Components: V, S
hurtling towards a target within 150 feet of you. You can use Duration: Concentration, up to 1 minute
either a blade in your hand or one of the blades floating Emerald flames engulf one of your hands. The flames shed
around you. Make a ranged spell attack against the target. On bright light in a 20-foot radius and dim light for an additional
a hit, the target takes 5d6 cold damage. Whether you hit or 20 feet.
miss, the blade is expended. It shatters on impact and sends a Until the spell ends, you can use an action on each of your
wave of cold energy outward. The target and each creature turns while your hand is aflame to make a melee spell attack
within 10 feet of it must succeed on a Dexterity saving throw against a target. On a hit, the target takes 6d12 fire damage
or take 6d6 cold damage. The spell ends early if you expend and must make a Constitution saving throw. On a failed save,
the last sword. the flames leap from your hand and engulf the target.
If you let go of a blade, it floats around you. Should you For the rest of the spell's duration, a target engulfed in
wish to arm yourself again, you can use a bonus action to will flames must succeed on a Constitution saving throw at the
a blade into one of your free hands. end of each of its turns or take 6d12 fire damage. On a
Fulgurant End success, the spell ends.
9th-level conjuration At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, the damage increases by 1d12 for
Casting Time: 1 action each slot level above 7th.
CHAPTER 2 | MAGICAL MISCELLANY
91
Hallowed Lances You create two globs of acid, one in each hand, and hurl them.
9th-level evocation Each teardrop-shaped bolt hits a creature of your choice that
you can see within range. A target takes 4d4 acid damage and
Casting Time: 1 action another 2d4 acid damage at the end of its next turn. You can
Range: 150 feet direct the bolts to hit one creature or two. This spell has no
Components: V, S, M (a miniature platinum lance worth at effect on constructs or undead, as the spell can only home in
least 1,000 gp) on living targets.
Duration: Instantaneous
You create four lances of pure radiance and hurl them at Horizikaul's Versatile Vibration
targets within range. You can hurl them at one target or 5th-level evocation
several. Casting Time: 1 action
Make a ranged spell attack for each lance. On a hit, the Range: Self (60-foot cone)
target takes 4d12 radiant damage. You have advantage on the Components: V, S, M (a brass cone worth at least 50 gp)
attack roll against an aberration, fiend, ooze, or undead. On a Duration: Concentration, up to 1 minute
hit, the spell does maximum damage to it. A cone of loud, sustained humming audible up to 300 feet
Heat Leech away emanates from your hands. For the duration, you can
8th-level necromancy use your bonus action to direct the cone and modulate the
sound depending on whether you wish to use the cone to
Casting Time: 1 action attack or to simply push targets away from you.
Range: 60 feet Attack. Each creature in the cone must make a Dexterity
Components: V, S saving throw. A creature takes 3d8 thunder damage on a
Duration: Instantaneous failed save, or half as much damage on a successful one.
Chilling necromantic energy explodes in a 30-foot-radius Push. Each creature that is Huge or smaller must succeed
sphere centered at a point you choose within range, siphon- on a Strength saving throw or be pushed 30 feet away from
ing the life force of creatures in the area for your own use. you. Each object that weighs up to 1,000 pounds and isn't
Each creature in the sphere, except you, must succeed on a being worn or carried is automatically pushed 30 feet away
Constitution saving throw or take 11d6 cold damage. from you.
Provided at least one creature failed its saving throw against
the spell, you regain hit points equal to half the damage Ivy Whip
rolled. If this would cause you to exceed your hit point 5th-level conjuration
maximum, you gain temporary hit points equal to the excess. Casting Time: 1 bonus action
These temporary hit points last for 10 minutes. This spell has Range: Self
no effect on constructs or undead. Components: V, S, M (an ivy leaf)
Duration: Concentration, up to 10 minutes
Homing Bolts
4th-level evocation You conjure a whip made of twisted, poisonous vines in your
free hand. You are unaffected by the vines' poison. The whip
Casting Time: 1 action is similar in size and shape to a regular whip, and it lasts for
Range: 120 feet the duration. If you let go of the whip, it immediately withers,
Components: V, S but you can conjure another whip again as a bonus action.
Duration: Instantaneous You can use your action to make a melee spell attack with
the whip. On a hit, the target takes 3d8 poison damage and

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3d8 slashing damage. half as much damage and suffers no additional effect from
At Higher Levels. When you cast this spell using a spell the spell. At the end of each of its turns, a creature that can't
slot of 7th level or higher, the poison damage or the slashing have advantage on d20 rolls and can't deal critical hits can
damage (your choice) increases by 1d8 for every two slot level make a Wisdom saving throw, ending the effect on itself on a
above 5th. success.
Lawful Weapon Lightning Ring
5th-level evocation 8th-level evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S Components: V, S, M (a small glass ring and a bit of fur from
Duration: Concentration, up to 1 hour any animal)
You imbue a weapon you touch with axiomatic power. Until Duration: 1 minute
the spell ends, the weapon emits bright light in a 30-foot A ring of condensed lightning hovers around you at the level
radius and dim light for an additional 30 feet. In addition, of your chest. The ring doesn't provide cover. Until the spell
weapon attacks made with it deal an extra 2d8 force damage ends, you have resistance to lightning damage.
on a hit. If the weapon isn't already a magic weapon, it When you cast the spell and as an action during each of
becomes one for the duration. your turns, you can send two bolts of lightning in different
As a bonus action on your turn, you can dismiss this spell directions from the ring. Each bolt radiates from you in a
and cause the weapon to emit a burst of light. Each creature 100-foot-long, 5-foot-wide line. Each creature in those lines
of your choice that you can see within 30 feet of the weapon must make a Dexterity saving throw. A creature takes 6d6
must make a Wisdom saving throw. On a failed save, a lightning damage on a failed save, or half as much damage on
creature takes 4d8 force damage, and for 1 minute, it can't a successful one.
have advantage on d20 rolls and a critical hit it deals Alternatively, you can choose to end the spell immediately
becomes a normal hit. On a successful save, a creature takes after casting it, resulting in an instantaneous duration. When

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you do so, you instead shoot eight bolts of lightning in Duration: Concentration, up to 1 minute
different directions from the ring. The ring then dissipates. A tornado made of poisonous gas swirls down to a point that
Each bolt radiates from you in a 100-foot-long, 5-foot-wide you can see on the ground within range. The tornado is a 20-
line. Each creature in those lines must make a Dexterity foot-radius, 40-foot-high cylinder centered on that point. Until
saving throw. A creature takes 12d6 lightning damage on a the spell ends, you can use your action to move the tornado
failed save, or half as much damage on a successful one. up to 30 feet in any direction along the ground. The tornado
Magnetize sucks up any Huge or smaller objects that aren't secured to
2nd-level transmutation anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first
Casting Time: 1 action time on a turn that it enters the tornado or that the tornado
Range: 60 feet enters its space, including when the tornado first appears. A
Components: V, S, M (a small magnet) creature takes 7d6 poison damage and 7d6 bludgeoning
Duration: Instantaneous damage on a failed save, or half as much damage on a suc-
You cause a fluctuation in the ambient electrical field in a 10- cessful one. In addition, a creature that fails the save must
foot-radius sphere centered on a point you choose within succeed on a Strength saving throw or become restrained in
range, generating a magnetic field. Each creature in the the tornado until the spell ends. When a creature starts its
sphere must make a Dexterity saving throw. On a failed save, turn restrained by the tornado, the creature takes 2d6 poison
it takes 3d6 lightning damage and if it is a construct or is damage and 2d6 bludgeoning damage is pulled 5 feet higher
wearing armor made of metal, it is pulled in a straight line inside it, unless the creature is at the top. A restrained
toward the center of the sphere, ending in an unoccupied creature moves with the tornado and falls when the spell
space as close to the center as possible (even if that space is ends, unless the creature has some means to stay aloft.
in the air). On a successful save, the creature takes half as A restrained creature can use an action to make a Strength
much damage and isn't pulled. Large or smaller nonmagical or Dexterity check against your spell save DC. If successful,
objects made of metal are likewise pulled toward the center the creature is no longer restrained by the tornado and is
of the sphere. hurled 3d10 × 10 feet away from it in a random direction.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for Manyjaws
each slot level above 2nd. 3rd-level evocation
Casting Time: 1 action
Malignant Vortex Range: 120 feet
9th-level conjuration Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 300 feet You create two pairs of floating, spectral, disembodied jaws
Components: V, S within range that last for the duration or until you cast this
spell again.

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    When you cast the spell, you can direct a pair of jaws to Mordenkainen's Disjunction
attack a creature within 5 feet of it. You can direct the pairs of 9th-level abjuration
jaws to attack one target or several. A target must make a Casting Time: 1 action
Dexterity saving throw. A target attacked by multiple pairs of Range: 60 feet
jaws makes only one Dexterity saving throw. A creature takes Components: V
2d6 force damage on a failed save for each pair of jaws that Duration: Instantaneous
attacks it, or half as much damage on a successful one.
As an action on your turn, you can move the jaws up to 40 A wave of potent abjuration magic ripples out in a 40-foot-
feet and repeat the attack against a creature within 5 feet of radius sphere centered on a point you choose within range.
it. Each spell, magical effect, magic item, and artifact in the
At Higher Levels. When you cast this spell using a spell area, except those worn or carried by you, becomes subject to
slot of 5th level or higher, you create an additional pair of being disjoined—being separated into its individual compo-
jaws for every two slot levels above 3rd. nents—thereby rendering it mundane.
Spells and Magical Effects. Any active spell or other
Mass Reconstructive Word magical effect on a creature or an object in the sphere, except
3rd-level transmutation one created by a deity, ends.
Casting Time: 1 bonus action If the sphere overlaps an area of magic, the area that is
Range: 60 feet covered by the sphere is dispelled. If the center of the area is
Components: V at the edge the sphere or is inside it, the area of magic is
Duration: Instantaneous dispelled entirely. In the case of an antimagic field, roll
percentile dice. If you roll a number equal to or lower than
As you call out an utterance of rejuvenation, up to six cons- your level, the antimagic field is dispelled, and the items in it
tructs of your choice that you can see within range regain hit become subject to being disjoined. Otherwise, the antimagic
points equal to 1d4 + your spellcasting ability modifier. field persists and the items in it are unaffected.
At Higher Levels. When you cast this spell using a spell A creature or object summoned or created by magic dis-
slot of 4th level or higher, the hit points regained increases by appears as if dismissed.
1d4 for each slot level above 3rd. Magic Items. For each magic item worn or carried by a
creature in the sphere, the creature must make a Charisma
Mass Repair Damage saving throw. On a failed save, the magic item is disjoined. A
5th-level transmutation sentient magic item can make its own Charisma saving throw
Casting Time: 1 action if its saving throw bonus is higher than that of its wearer or
Range: 60 feet carrier.
Components: V, S For each unattended magic item in the sphere, the item
Duration: Instantaneous must make a Charisma saving throw. If a magic item doesn't
have a Charisma score, a bonus is added to its roll based on
A wave of reconstructive energy washes out from a point of its rarity: +0 for a common magic item, +1 for an uncommon
your choice within range. Choose up to six constructs in a 30- magic item, +2 for a rare magic item, +3 for a very rare magic
foot-radius sphere centered on that point. Each target regains item, and +4 for a legendary magic item.
hit points equal to 3d8 + your spellcasting ability modifier. Artifacts. For each artifact in the sphere, roll percentile
At Higher Levels. When you cast this spell using a spell dice. If you roll a number equal to or lower than your level,
slot of 6th level or higher, the hit points regained increases by the artifact is disjoined. An artifact rendered mundane this
1d8 for each slot level above 5th. way magically reappears somewhere in the world after some
time, as an artifact can only be permanently destroyed in
Mind Muddle some special way.
3rd-level enchantment If you succesfully disjoin an artifact with the spell, make a
Casting Time: 1 action DC 25 saving throw using your spellcasting ability. On a
Range: Self (30-foot cone) failed save, you lose the Spellcasting special trait, and it
Components: V, S cannot be restored by any mortal means, not even with a wish
Duration: Instantaneous spell. In addition, roll a d20. Unless you roll a 20, you draw
the ire of a powerful being who is linked to the artifact in
You send a wave of psychic energy outward in a 30-foot cone, some way, as determined by your DM.
briefly sending the mental state of creatures in it into disar-
ray. Each creature in the cone must make an Intelligence Nature's Balance
saving throw. A target takes 6d6 psychic damage on a failed 4th-level transmutation
save, or half as much damage on a succesful one.
In addition, choose Intelligence, Wisdom, or Charisma. A Casting Time: 1 action
creature that failed its saving throw has disadvantage on Range: Touch
ability checks and saving throws using the chosen ability until Components: V, S
the start of your next turn. Duration: Concentration, up to 1 hour
At Higher Levels. When you cast this spell using a spell You touch a willing creature. For the duration, one of your
slot of 4th level or higher, the damage increases by 1d6 for ability scores decreases by 4 and the same ability score for
each slot level above 3rd. the target increases by 4. You can't lower your ability score to

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less than 3, and you can't increase a target's ability score to Permanency
more than 24. 5th-level transmutation
At Higher Levels. When you cast this spell using a spell Casting time: 1 action
slot of 5th level or higher, the ability score change increases Range: Special
by 1 for each slot level above 4th. Components: V, S, M (a variable amount of gp, which the
spell consumes)
Noxious Gale Duration: Until dispelled
3rd-level conjuration
Casting Time: 1 action You prolong the effects of certain spells. Choose a spell with a
Range: Self (30-foot cone) duration of 1 minute or longer that you can cast. Immediately
Components: V, S, M (a skunk's tail) after casting the spell, cast permanency at one of the spell's
Duration: Instantaneous targets. Doing so will change the spell's duration to until
dispelled for that target. If the spell's duration is already until
A blast of wind that carries poisonous fumes fan out from you dispelled, permanency has no effect.
in a 30-foot cone. Each creature in the cone must make a Making a spell permanent requires great magical prowess
Constitution saving throw. On a failed save, a creature takes and consumes a variable number of gold pieces depending on
3d6 poison damage and 3d6 bludgeoning damage, and it is the spell's level. The minimum level at which you can make a
pushed 10 feet away from you. On a successful save, a spell permanent is six levels above the minimum level at
creature takes half as much damage and isn't pushed. which you can cast the spell, ranging from 9th level (to be
At Higher Levels. When you cast this spell using a spell able to cast permanency) up to 20th level, while the number
slot of 4th level or higher, the poison damage increases by of gold pieces permanency consumes is the spell's level
1d6 for each slot level above 3rd. squared × 500 gp, as shown below.
Orb of Force Permanency
4th-level evocation Spell Level Minimum Caster Level Cost
Casting Time: 1 action 1st 9th 500 gp
Range: 120 feet 2nd 9th 2,000 gp
Components: V, S
Duration: Instantaneous 3rd 11th 4,500 gp
4th 13th 8,000 gp
You hurl a 4-inch-diameter sphere of pure magical force at
one target you can see within range. Make a ranged spell 5th 15th 12,500 gp
attack against the target. On a hit, the target takes 9d8 force 6th 17th 18,000 gp
damage.
At Higher Levels. When you cast this spell using a spell 7th 19th 24,500 gp
slot of 5th level or higher, the damage increases by 1d8 for 8th 20th 32,000 gp
each slot level above 4th. 9th 20th 40,500 gp

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Phantasmal Killer target takes 2d12 poison damage.
4th-level illusion At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, you create one additional spear for
Casting time: 1 action every two slot level above 4th.
Range: 120 feet
Components: V, S Power Word Banish
Duration: Instantaneous 9th-level abjuration
You tap into the subconscious of a creature you can see Casting time: 1 action
within range and create an illusion of the most fearsome Range: 60 feet
beast it can imagine, visible only to that creature. The Components: V
creature must make an Intelligence (Investigation) check Duration: Instantaneous
against your spell save DC. On a failed check, the creature
determines the illusion to be real. The creature must then You forcibly return one creature you can see within range to
make a Constitution saving throw as the illusion touches it. its plane of origin by uttering the name of that plane as a
On a failed save, the creature dies from fear. On a successful word of power. If the target has 150 hit points or fewer, it is
save, the creature takes 4d10 psychic damage. A creature banished to its home plane and can't return to your current
that is immune to being frightened automatically succeeds on plane by any means for 24 hours. Otherwise, the spell has no
the save. effect. A target is also unaffected if it is already on its plane of
If a creature succeeds on its Intelligence (Investigation) origin or if you named an incorrect plane as the target's plane
check and is wearing a helm of telepathy, it can use its re- of origin.
action to turn the illusion against you. You then suffer the
effects of a phantasmal killer spell. Power Word Blind
8th-level necromancy
Poison Spears Casting time: 1 action
4th-level conjuration Range: 60 feet
Casting Time: 1 action Components: V
Range: 120 feet Duration: Instantaneous
Components: V, S, M (a scorpion's stinger) You utter a word of power that robs one creature you can see
Duration: Instantaneous within range of its sight. If the target has 150 hit points or
You create three spectral, poison-tipped spears and throw fewer, it is blinded. Otherwise, the spell has no effect. A target
them at creatures within range. You can throw them at one is also unaffected if it is immune to being blinded.
creature or several. The blinded target can make a Constitution saving throw at
Make a ranged spell attack for each spear. On a hit, the the end of each of its turns. On a successful save, the
blindness ends.

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Power Word Break underwater or if it doesn't need to breathe, as with undead.


9th-level transmutation Any attempt by the target to physically expel the water is
Casting time: 1 action futile. A creature that can touch the target can use its action
Range: 60 feet to make a Wisdom (Medicine) check against your spell save
Components: V, M (a magic item, which the spell consumes) DC. On a success, the effect ends.
Duration: Instantaneous
Power Word Petrify
You utter a word of power that utterly destroys a magic item 8th-level transmutation
you can see within range, rendering it mundane. To do so, Casting time: 1 action
you must sacrifice a magic item of your own. The magic item Range: 60 feet
you sacrifice must be of equal or greater rarity to the target Components: V
item. Otherwise, the spell has no effect. Duration: Instantaneous
Power Word Burn You speak a word of power that causes one creature you can
7th-level evocation see within range to turn to stone. If the target has 80 hit
Casting time: 1 action points or fewer, it is turned to stone. Otherwise, the spell has
Range: 60 feet
no effect. A target is also unaffected if it is immune to being
Components: V
petrified.
Duration: Instantaneous
Power Word Silence
You speak a word of power to one creature you can see with- 6th-level illusion
in range, burning it alive from within. If the target has 70 hit Casting time: 1 action
points or fewer, it is reduced to a pile of ashes. Otherwise, the Range: 60 feet
spell has no effect. A target is also unaffected if it is immune Components: V
to fire damage. Duration: Instantaneous
Power Word Drown You speak a word of power to one creature you can see
6th-level conjuration within range. If the target has 150 hit points or fewer, it is
Casting time: 1 action enveloped by an invisible magical field that emanates from its
Range: 60 feet body out to a distance of 1 foot. Otherwise, the spell has no
Components: V effect.
Duration: Instantaneous No sound can be created within or pass through the field.
The creature target is immune to thunder damage and is
You speak a word of power that conjures water within the deafened. Casting a spell that includes a verbal component is
lungs of a creature you can see within range. If the target has impossible for the target.
150 hit points or fewer, it begins to suffocate. Otherwise, the The target can make a Wisdom saving throw at the end of
spell has no effect. A target is also unaffected if it can breathe each of its turns. On a successful save, the effect ends.

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Power Word Sleep You manipulate the magical aura surrounding a creature and
2nd-level enchantment create a damaging feedback loop. The creature must make a
Wisdom saving throw. On a failed save, for each spell level
Casting time: 1 action affecting the creature from spells that were cast on it by itself
Range: 60 feet or by one of its allies, the creature takes 2d10 force damage.
Components: V For example, a creature under the effects of a haste spell
Duration: Instantaneous takes 6d10 force damage.
You utter a word of power that compels one creature you see
within range to fall asleep. If the target has 30 hit points or Reconstructive Word
fewer, it falls unconscious until it takes damage or someone 1st-level transmutation
uses an action to shake or slap it awake. Otherwise, the spell Casting Time: 1 bonus action
has no effect. A target is also unaffected if it is immune to Range: 60 feet
being charmed. Components: V
Duration: Instantaneous
Prismatic Missile
5th-level evocation A construct of your choice that you can see within range
regains hit points equal to 1d4 + your spellcasting ability
Casting Time: 1 action modifier.
Range: 120 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 2nd level or higher, the hit points regained increases
Duration: Instantaneous by 1d4 for each slot level above 1st.
You create seven glowing magical darts, each of a different
color. Each dart hits a target of your choice that you can see Repair Damage
within range. The darts all strike simultaneously, and you can 1st-level transmutation
direct them to hit one target or several. The dart's color deter- Casting Time: 1 action
mines its effect. Range: Touch
Red. The target takes 1d4 + 1 fire damage. Components: V, S
Orange. The target takes 1d4 + 1 acid damage. Duration: Instantaneous
Yellow. The target takes 1d4 + 1 lightning damage. A construct you touch regains a number of hit points equal to
Green. The target takes 1d4 + 1 poison damage. 1d8 + your spellcasting ability modifier.
Blue. The target takes 1d4 + 1 cold damage.
Indigo. The target must succeed on a Constitution saving At Higher Levels. When you cast this spell using a spell
throw or become restrained until the end of your next turn. slot of 2nd level or higher, the hit points regained increases
Violet. The target must succeed on a Wisdom saving throw by 1d8 for each slot level above 1st.
or become blinded until the end of your next turn.
Resplendence
Reciprocal Gyre 9th-level evocation
5th-level transmutation Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 150 feet Components: V, S
Components: V, S, M (a tiny closed loop of copper wire) Duration: 1 minute
Duration: Instantaneous You envelop yourself in an aura of pure radiant energy for the

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duration. Until the spell ends, you emit bright light in a 60- however, as it is the normal means of opening a door.
foot radius and dim light for an additional 60 feet. Hostile
creatures cannot benefit from cover and invisibility while in Simbul's Skeletal Deliquescence
this area, nor can attack rolls against them be made at dis- 8th-level transmutation
advantage. Casting Time: 1 action
As a bonus action on each of your turns, you can cause Range: Touch
your body to pulse brilliantly. Each creature of your choice in Components: V, S
a 90-foot-radius sphere centered on you must make a Consti- Duration: 10 days
tution saving throw. On a failed save, a creature takes 3d10
radiant damage and is blinded until the end of your next turn. You attempt to turn the skeleton or supportive framework of a
On a successful save, it takes half as much damage and isn't creature you touch into mush. Make a melee spell attack
blinded. against the target. On a hit, the target must make a
This spell dispels any darkness in its area that was created Constitution saving throw. Oozes and shapechangers
by a spell. automatically succeed on the save.
On a failed save, the creature's skeleton or framework is
Scourge of Force transformed into a gelatinous substance and it collapses into
2nd-level evocation a puddle. The creature's Dexterity score becomes 1. It is
Casting Time: 1 action incapacitated, has a walking and swimming speed of 10 feet,
Range: 60 feet and can't speak. It can breathe underwater and a critical hit
Components: V, S against it becomes a normal hit. It retains all its other
Duration: Instantaneous abilities and features, and its equipment are unaffected. The
creature returns to its original form once the spell ends.
A whip-like tendril of magical force lashes out from you to
strike a target within range. Make a melee spell attack Simbul's Spell Sequencer
against the target. On a hit, the target takes 3d12 force 7th-level transmutation
damage. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: Self
slot of 4th level or higher, you create an additional tendril for Components: V, S, M (a sapphire worth at least 1,000 gp)
every two slot levels above 2nd. You can strike one target or Duration: 10 days
several.
You create a magical matrix that allows you to store two of
Septic Sludge your spells.
7th-level conjuration Choose two spells of 3rd level or lower that you can cast
Casting Time: 1 action and that has a casting time of 1 action. You cast those spells
Range: 150 feet as part of casting Simbul's spell sequencer, expending spell
Components: V, S, M (a few drops of tree sap) slots for all three spells, but the stored spells don't come into
Duration: Concentration, up to 1 minute effect.
Until the spell ends, you can cast each of the stored spells
Toxic slime covers the ground in a 30-foot square centered on as a bonus action on your turn. Once the matrix is empty, the
a point within range and turns it into difficult terrain for the spell ends.
duration. If both spells are of 2nd level or lower, you can choose to
When the sludge appears, each creature standing in its link them together into a spell sequence. You can cast a spell
area must succeed on a Dexterity saving throw or fall prone. sequence from the matrix using a bonus action on your turn
A creature that enters the area or ends its turn there must as if it were a a single spell.
also succeed on a Dexterity saving throw or fall prone. A A dispel magic that successfully dispels the matrix auto-
creature that falls prone on this sludge takes 8d12 poison matically dispels any remaining stored spells within it. An
damage. antimagic field temporarily interrupts the matrix but does not
affect the stored spells. When you die, any remaining stored
Silent Portal spells in the matrix dissipate harmlessly, and the spell ends.
Illusion cantrip You can only use one Simbul's spell sequencer spell at a
Casting Time: 1 action time. If you cast this spell again, the effect of another Sim-
Range: 30 feet bul's spell sequencer spell on you ends. The spell also ends
Components: S on you if its material component is ever not on your person.
Duration: 1 hour
Simbul's Spell Trigger
You silence the sound created by the opening of one mun- 9th-level transmutation
dane portal, be it a door, gate, window, drawer, chest lid, and Casting Time: 1 action
so on. The spell only silences the sounds produced when the Range: Self
portal is opened normally. Any sounds produced by opening Components: V, S, M (a diamond worth at least 1,500 gp)
the portal using other means, such as kicking a door open or Duration: 10 days
shattering a window are not silenced. A dilapidated door that
falls off its hinges when swung open remains silenced, You create a magical matrix that allows you to store three of

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100

your spells. Solid Fog


Choose three spells of 3rd level or lower that you can cast 4th-level conjuration
and that has a casting time of 1 action. You cast those spells Casting Time: 1 action
as part of casting Simbul's spell trigger, expending spell slots Range: 120 feet
for all four spells, but the stored spells don't come into effect. Components: V, S, M (a pinch of dried, powdered peas
Until the spell ends, you can cast each of the stored spells combined with powdered animal hoof)
as a bonus action on your turn. Once the matrix is empty, the Duration: Concentration, up to 10 minutes
spell ends.
If two of the spells are of 2nd level or lower, you can choose You create a 20-foot-radius sphere of dense fog centered on a
to link them together into a spell sequence. You can cast a point you choose within range. The fog spreads around
spell sequence from the matrix using a bonus action on your corners. It lasts for the duration or until strong wind
turn as if it were a single spell. disperses the fog, ending the spell. Its area is heavily
In addition, you can designate a spell or spell sequence to obscured. A creature's movement while inside the sphere is
take effect when a certain circumstance occurs. In this case, halved, and it has disadvantage on melee attack rolls. Ranged
the spell has the additional restriction of being able to target weapon attacks in the area are impossible. An object that
you. You describe the circumstance when you cast the each of falls into the sphere slows down, as if affected by the feather
the spells. For example, a Simbul's spell trigger cast with fall spell.
feather fall might stipulate that feather fall comes into effect At Higher Levels. When you cast this spell using a spell
when you fall from a height of more than 10 feet while you slot of 5th level or higher, the radius of the sphere increases
are not under the effect of a spell or magical effect that allows by 5 feet for each slot level above 4th.
flying or levitation. A designated spell or spell sequence takes
effect immediately after a circumstance is met for the first Soul Strike
time, whether or not you want it to. A designated spell or 9th-level necromancy
spell sequence takes effect only on you, even if it can Casting time: 1 action
normally target others. Range: 120 feet
A dispel magic that successfully dispels the matrix auto- Components: V, S, M (an onyx worth at least 1,000 gp)
matically dispels any remaining stored spells within it. An Duration: Instantaneous
antimagic field temporarily interrupts the matrix but does not
affect the stored spells. When you die, any remaining stored You attempt to destroy a creature's soul, making resurrection
spells in the matrix dissipate harmlessly, and the spell ends. impossible. Make a ranged spell attack against the target. On
You can use only one Simbul's spell trigger at a time. If you a hit, the target takes 18d10 necrotic damage. This spell has
cast this spell again, the effect of another Simbul's spell no effect on constructs and undead.
trigger spell on you ends. The spell also ends on you if its A creature killed by this spell can't be restored to life by any
material component is ever not on your person. means.

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Summon Giant
5th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a golden runic talisman worth at least
500 gp)
Duration: Concentration, up to 1 hour
You call forth a giant spirit. It manifests in an unoccupied
space that you can see within range. This corporeal form
uses the Giant Spirit stat block. When you cast the spell,
choose Cloud, Fire, Frost, Hill, Stone, or Storm. The creature

Giant Spirit
Large giant, unaligned

Armor Class 12 + the level of the spell (natural


armor)
Hit Points 50 (Cloud, Hill, and Stone only) or 40
(Fire, Frost, and Storm only) + 10 for each spell
level above 5th
Speed 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

Damage Resistances cold (Storm only)


Damage Immunities fire (Fire only), cold (Frost
only), lightning (Storm only), thunder (Storm
only)
Senses passive Perception 11
Languages Giant, understands the languages you
speak
Challenge —

Actions
Multiattack. The spirit makes a number of attacks
equal to half this spell's level (rounded down).
Greataxe (Frost Only). Melee Weapon Attack: your
spell attack modifier to hit, reach 5 ft., one creature.
Hit: 1d12 + 3 + the spell's level slashing damage.
Greatclub (Hill and Stone Only). Melee Weapon
Attack: your spell attack modifier to hit, reach 5 ft.,
one creature. Hit: 1d8 + 3 + the spell's level
bludgeoning damage.
Greatsword (Fire and Storm Only). Melee Weapon
Attack: your spell attack modifier to hit, reach 5 ft.,
one creature. Hit: 2d6 + 3 + the spell's level
slashing damage.
Morningstar (Cloud Only). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one
creature. Hit: 1d8 + 3 + the spell's level piercing
damage.
Rock. Ranged Weapon Attack: your spell attack
modifier to hit, reach 30/120 ft., one creature. Hit:
1d10 + 3 + the spell's level bludgeoning damage.

CHAPTER 2 | MAGICAL MISCELLANY


102
resembles a giant of the chosen type, which determines Components: V, S, M (a drop of mercury inside a gold-inlaid
certain traits in its stat block. The creature disappears when vial worth at least 300 gp)
it drops to 0 hit points or when the spell ends. Duration: Concentration, up to 1 hour
The creature is an ally to you and your companions. In You call forth an ooze spirit. It manifests in an unoccupied
combat, the creature shares your initiative count, but it takes space that you can see within range. This corporeal form
its turn immediately after yours. It obeys your verbal com- uses the Ooze Spirit stat block. When you cast the spell,
mands (no action required by you). If you don't issue any, it choose a color: black, gray, or ochre. The creature resembles
takes the Dodge action and uses its move to avoid danger. an ooze of the chosen color, which determines certain traits
At Higher Levels. When you cast this spell using a spell in its stat block. The creature disappears when it drops to 0
slot of 6th level or higher, use the higher level wherever the hit points or when the spell ends.
spell's level appears in the stat block. The creature is an ally to you and your companions. In
Summon Ooze combat, the creature shares your initiative count, but it takes
3rd-level conjuration its turn immediately after yours. It obeys your verbal com-
mands (no action required by you). If you don't issue any, it
Casting Time: 1 action takes the Dodge action and uses its move to avoid danger.
Range: 90 feet At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, use the higher level wherever the
spell's level appears in the stat block.
Ooze Spirit Summon Plant
Medium ooze, unaligned
2nd-level conjuration
Armor Class 11 + the level of the spell (natural Casting Time: 1 action
armor) Range: 90 feet
Hit Points 30 (Black only) or 40 (Gray and Ochre Components: V, S, M (a gilded leaf worth at least 200 gp)
only) + 10 for each spell level above 3rd
Speed 20 ft., climb 20 ft.
Duration: Concentration, up to 1 hour

STR DEX CON INT WIS CHA Plant Spirit


16 (+3) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5) Small plant, unaligned

Damage Resistances acid Armor Class 11 + the level of the spell (natural
Damage Immunities lightning (Black and Ochre armor)
only), slashing (Black and Ochre only) Hit Points 35 + 5 for each spell level above 2nd
Condition Immunities blinded, charmed, deafened, Speed 20 ft.
exhaustion, frightened, prone
Senses blindsight 30 ft. (blind beyond this radius), STR DEX CON INT WIS CHA
passive Perception 8
Languages understands the languages you speak 16 (+3) 8 (-1) 16 (+3) 10 (+2) 10 (+0) 6 (-2)
Challenge —
Damage Vulnerabilities. fire
Amorphous. The ooze can move through a space as Senses blindsight 30 ft. (blind beyond this radius),
narrow as 1 inch wide without squeezing. passive Perception 10
Languages understands the languages you speak
Corrode Metal (Black and Gray only). Any nonmagical Challenge —
weapon made of metal that hits the ooze corrodes.
After dealing damage, the weapon takes a perma-
nent and cumulative −1 penalty to damage rolls. If Actions
its penalty drops to −5, the weapon is destroyed. Multiattack. The spirit makes a number of attacks
Nonmagical ammunition made of metal that hits equal to half this spell's level (rounded down).
the ooze is destroyed after dealing damage.

    The ooze can eat through 2-inch-thick, non- Rake (Shrub Only). Melee Weapon Attack: your spell
magical metal in 1 round. attack modifier to hit, reach 5 ft., one creature. Hit:
1d8 + 3 + the spell's level slashing damage.
Actions Constrict (Vine Only). Melee Weapon Attack: your
Multiattack. The spirit makes a number of attacks spell attack modifier to hit, reach 10 ft., one
equal to half this spell's level (rounded down). creature. Hit: 1d6 + 3 + the spell's level
bludgeoning damage, and a Medium or smaller
Pseudopod. Melee Weapon Attack: your spell attack target is grappled (escape DC your spell save DC).
modifier to hit, reach 5 ft., one creature. Hit: 1d6 + Until this grapple ends, the target is restrained, and
3 + the spell's level acid damage. the plant can't grapple another target.

CHAPTER 2 | MAGICAL MISCELLANY


103

You call forth a plant spirit. It manifests in an unoccupied taste, can be seen by a creature with blindsight or truesight,
space that you can see within range. This corporeal form and can be detected by mundane conditions, such as the
uses the Plant Spirit stat block. When you cast the spell, creation of footprints.
choose Shrub or Vine. Your choice determines the creature's
attack in its stat block. The creature disappears when it Swiftbolt
drops to 0 hit points or when the spell ends. 4th-level evocation
The creature is an ally to you and your companions. In Casting time: 1 bonus action
combat, the creature shares your initiative count, but it takes Range: 60 feet
its turn immediately after yours. It obeys your verbal com- Components: V, S
mands (no action required by you). If you don't issue any, it Duration: Instantaneous
takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell A bolt of wild, accelerated magical lightning springs from
slot of 3rd level or higher, use the higher level wherever the your pointing finger, hitting a creature of your choice you can
spell's level appears in the stat block. see within range without chance of failure. It deals 6d4
lightning damage to its target.
Superior Invisibility At Higher Levels. When you cast this spell using a spell
9th-level illusion slot of 5th level or higher, the damage increases by 1d4 for
Casting Time: 10 minutes each slot level above 4th.
Range: Touch Thornskin
Components: V, S 3rd-level transmutation
Duration: 24 hours
Casting Time: 1 action
You or a creature you touch becomes invisible until the spell Range: Touch
ends. Anything the target is wearing or carrying is invisible as Components: V, S, M (a thorn)
long as it is on the target's person. Duration: Concentration, up to 1 hour
While invisible, the target exudes no scent and emanates a
5-foot-radius sphere within which no sound can be created, You touch a willing creature, causing sharp thorns to pro-
preventing detection by tremorsense and similar abilities, but trude from its skin. For the duration, the creature's unarmed
making the casting of spells that includes a verbal component attacks deal an additional 5 piercing damage. In addition, any
impossible. You smell scents and hear sounds as normal. creature takes 5 piercing damage if it attacks the target from
An invisible creature can still be sensed through touch and within 5 feet of it or if it touches the target.

CHAPTER 2 | MAGICAL MISCELLANY


104
Tirumael's Energy Spheres target. On a hit, the creature takes 12d12 poison damage and
4th-level evocation must succeed on a Constitution saving throw or become
poisoned.
Casting time: 1 bonus action The poisoned target can make a Constitution saving throw
Range: Self at the end of each of its turns. On a success, the effect ends.
Components: V, S, M (five glass marbles)
Duration: Concentration, up to 1 minute Transmute Rock to Lava
You create five orbs of energy that orbit your head at a dis- 9th-level transmutation
tance of one foot. Each of the orbs sheds dim light in a 10- Casting Time: 1 action
foot radius and corresponds to one of the following damage Range: 300 feet
types: acid, cold, fire, lightning, and thunder. Until the spell Components: V, S
ends, you can use the spheres either offensively or defen- Duration: Instantaneous
sively. The spell ends early if you expend the last sphere.
Offense. As an action on each of your turns, you can send You choose an area of natural stone that you can see that fits
one of the spheres streaking toward one creature or object within a 10-foot cube and is within range and turn it into an
within 60 feet of you. When you do so, make a ranged spell equal volume of hot, molten lava.
attack. On a hit, the target takes 5d6 damage of the corres- If you choose stone on the floor, each creature in the area
ponding damage type. Whether you hit or miss, the sphere is must make a Dexterity saving throw. On a success, a creature
expended. manages to jump to the edge of the newly created cube of
Defense. When you take damage of one of the listed types, lava as it forms and takes 6d6 fire damage from proximity. On
you can use your reaction to expend the corresponding a failed save, the creature becomes submerged in the lava
sphere to gain resistance to that damage type until the end of and takes 28d6 fire damage. The lava's area is difficult
your next turn, including against the triggering damage. terrain. A creature takes 15d6 fire damage if it ends its turn
At Higher Levels. When you cast this spell using a spell wading in the lava and 6d6 fire damage if it ends its turn
slot of 5th level or higher, the damage increases by 1d6 for within 10 feet of the lava cube's edge.
each slot level above 4th. If you choose stone on the ceiling, the lava rains down and
creates a 15-foot-radius, 1-foot deep pool. Each creature
Toxic Drop standing underneath it must make a Dexterity saving throw.
8th-level conjuration On a success, a creature manages to jump to the edge of the
newly created lava pool as it forms and takes 6d6 fire damage
Casting Time: 1 action from proximity. On a failed save, a creature takes 15d6 fire
Range: 150 feet damage as the lava rains on it and it wades in the shallow
Components: V, S, M (a jade marble) pool.
Duration: Instantaneous Lava cools from the outside in and ceases to deal damage
You hurl a tiny bead of condensed venom at a creature you after 2d6 hours as it reverts to stone. A lava pool may take up
can see within range. Make a ranged spell attack against the to 48 hours to cool completely, while the core of a 10-foot
cube of lava may take a month or so to do the same.

CHAPTER 2 | MAGICAL MISCELLANY


105
Unholy Weapon

5th-level evocation

Casting Time: 1 bonus action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 hour

You imbue a weapon you touch with unholy power. Until the

spell ends, the weapon emanates darkness in a 15-foot

sphere through which the weapon's wielder can see. A

creature with darkvision can't see through the darkness

created by the weapon. Nonmagical light, as well as light

created by spells of 4th level or lower, can't illuminate the

area. In addition, weapon attacks made with the weapon deal

an extra 2d8 necrotic damage on a hit. If the weapon isn't

already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell

and cause the weapon to emit a burst of shadows. Each

creature of your choice that you can see within 30 feet of the

weapon must make a Constitution saving throw. On a failed

save, a creature takes 4d8 necrotic damage, and it is

weakened for 1 minute. A weakened creature has disad-

vantage on Strength-based attack rolls, Strength checks, and

Strength saving throws. On a successful save, a creature

takes half as much damage and isn't weakened. At the end of

each of its turns, a weakened creature can make a Constitu-

tion saving throw, ending the effect on itself on a success.

Venomous Touch

6th-level transmutation

Casting Time: 1 bonus action

Range: Touch
Components: V, S Range: 120 feet
Duration: Concentration, up to 1 minute Components: V, S, M (a clear cut gemstone)
Your touch becomes infused with a deadly venom. Until the Duration: Concentration, up to 10 minutes
spell ends, you can use an action on each of your turns to A wall comprised of twisting, translucent forms similar to
make a melee spell attack against a creature within your tortured souls appears at a point you choose within range.
reach. On a hit, the target takes 7d8 poison damage and must The wall appears in any orientation you choose: horizontally,
succeed on a Constitution saving throw or become poisoned vertically, or diagonally. It can be free floating, or it can rest
until the start of your next turn. on a solid surface. You can make the wall up to 60 feet long,
At Higher Levels. When you cast this spell using a spell 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in
slot of 7th level or higher, the damage increases by 1d8 for diameter, 20 feet high, and 1 foot thick. The wall blocks line
each slot level above 6th. of sight, but creatures and objects can pass through it.
When the wall appears, each creature within its area must
Wail of the Banshee make a Constitution saving throw. On a failed save, a creature
9th-level necromancy takes 5d8 necrotic damage, or half as much damage on a
Casting time: 1 action successful save. A creature takes the same damage when it
Range: Self (30-foot radius) enters the wall for the first time on a turn or ends its turn
Components: V there. Constructs and undead are unaffected.
Duration: Instantaneous One side of the wall, selected by you when you cast this
spell, emits a low groaning that can chill even the most brave
You emit a heart-rending wail that beckons the living to the adventurers to their cores. Each creature that ends its turn
grave. Each creature within range other than you that can within 60 feet of that side of the wall or inside the wall must
hear you must make a Constitution saving throw. On a failed make a Wisdom saving throw. On a failed save, the creature
save, a creature drops to 0 hit points. On a successful save, it becomes frightened for the duration. A frightened creature
takes 7d6 psychic damage. This spell has no effect on can repeat the saving throw at the end of each of its turns,
constructs and undead. ending the effect on itself on a success. Constructs and
undead are unaffected.
Wall of Spirits At Higher Levels. When you cast this spell using a spell
5th-level necromancy slot of 6th level or higher, the damage increases by 1d8 for
Casting Time: 1 action each slot level above 5th.
CHAPTER 2 | MAGICAL MISCELLANY
106

Weird phenomena in the area whether mundane or magical.


9th-level illusion When the blizzard appears, each creature within it must
Casting time: 1 action make a Constitution saving throw. A creature takes 11d8 cold
Range: 120 feet damage on a failed save, or half as much damage on a
Components: V, S successful one.
Duration: Instantaneous For each round thereafter while you maintain concentra-
tion on this spell, a creature must make a Constitution saving
Drawing on the deepest fears of a group of creatures, you throw when it enters the spell's area for the first time on a
create an illusion of the most fearsome beast imaginable for turn or ends its turn there. A creature takes 3d8 cold damage
each target, visible only to them. Each creature in a 30-foot- on a failed save, or half as much damage on a successful one.
radius sphere centered on a point of your choice within range
must make an Intelligence (Investigation) check against your Wind Blade
spell save DC. On a failed check, the creature determines the 3rd-level evocation
illusion to be real. The creature must then make a Constitu- Casting time: 1 action
tion saving throw as the illusion touches it. On a failed save, Range: Self (30-foot cone)
the creature dies from fear. On a successful save, the creature Components: V, S
takes 5d10 psychic damage and is stunned until the end of Duration: Instantaneous
your next turn. A creature that is immune to being frightened
automatically succeeds on the save and isn't stunned by this You sweep your arm and create a crescent blade of wind that
spell. propagates outward in a 30-foot cone. Each creature in the
If a creature succeeds on its Intelligence (Investigation) cone must make a Dexterity saving throw. A creature takes
check and is wearing a helm of telepathy, it can use its re- 6d6 slashing damage on a failed save, or half as much
action to turn the illusion on you. You then suffer the effects damage on a successful one.
of a weird spell. At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for
Whiteout each slot level above 3rd.
9th-level evocation
Casting time: 1 action Zone of Absolute Fortune
Range: 1 mile 9th-level transmutation
Components: V, S Casting time: 1 action
Duration: Concentration, up to 1 minute Range: Self (1,000-foot radius)
A blizzard forms in a 40-foot-tall cylinder with an 80-foot Components: V, S
radius centered on a point you choose within range. The area Duration: 1 round
becomes difficult terrain and is heavily obscured. Ranged You create a magical zone around you that recognizes fate
weapon attacks in the area are impossible. The frigid winds only in terms of extremes. Until the end of your next turn,
count as a severe distraction for the purposes of maintaining each friendly creature's roll of an 11 or higher on a d20 is
concentration on spells. These winds (ranging from 20 to 50 treated as a 20, and each hostile creature's roll of a 10 or
miles per hour) automatically disperse fog, mists, and similar lower on a d20 is treated as a 1.

CHAPTER 2 | MAGICAL MISCELLANY


107
    Three varieties of these bracers exist, corresponding with
Magic Items and having rarity according to the inlaid metal filigree that
courses through the leather surface of the bracers.
Magic Item Descriptions
Magic items for playtesting are presented in alphabetical Type Constitution Rarity
order. A magic item's description gives the item's name, its Silver 21 very rare
category, its rarity, and its magical properties. Gold 23 legendary
Amulet of Modron Constitution Platinum 25 legendary
Wondrous item, rarity varies (requires attunement)

While wearing this amulet, your Constitution score changes Circlet of Celestial Wisdom
to a score granted by the amulet. If your Constitution is Wondrous item, rarity varies (requires attunement)

already equal to or greater than the amulet's score, the item While wearing this circlet, your Wisdom score changes to a
has no effect on you. score granted by the circlet. If your Wisdom is already equal
Three varieties of this amulet exist, corresponding with to or greater than the circlet's score, the item has no effect on
and having rarity according to the metal used to craft the you.
amulet. Three varieties of this circlet exist, corresponding with and
having rarity according to gemstone inlaid at the center of it.
Type Constitution Rarity
Silver 21 very rare Type Wisdom Rarity

Gold 23 legendary Ruby 21 rare

Platinum 25 legendary Black sapphire 23 very rare


Diamond 25 legendary
Bracers of Fey Dexterity
Wondrous item, rarity varies (requires attunement)
Circlet of Fiendish Intelligence
While wearing these bracers, your Dexterity score changes to Wondrous item, rarity varies (requires attunement)

a score granted by the bracers. If your Dexterity is already While wearing this circlet, your Intelligence score changes to
equal to or greater than the bracers's score, the item has no a score granted by the circlet. If your Intelligence is already
effect on you.

CHAPTER 2 | MAGICAL MISCELLANY


108
equal to or greater than the circlet's score, the item has no
effect on you.
Three varieties of this circlet exist, corresponding with and
having rarity according to the fiend evoked in the circlet's
carvings.
Type Intelligence Rarity
Molydeus 21 rare
Graz'zt 23 very rare
Sibriex 25 legendary

Cloak of Concentration
Wondrous item, very rare (requires attunement by a
spellcaster)

While wearing this elegant, fine-woven cloak, you can pull its
hood over your head to grant yourself unnatural focus. Unless
you are incapacitated or you die, you can't lose concentration
on a spell while the hood is over your head. Pulling the hood
up or down requires an action.
Deduct the time that you spent in concentration while the
cloak's hood is up, in increments of 1 minute, from the
cloak's maximum duration of 10 minutes. After 10 minutes of
use, the cloak ceases to function. For every uninterrupted
period of 12 hours the cloak goes unused, it regains 5
minutes of duration.
Ring of Acuity
Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges


daily at dawn. When you fail an Intelligence saving throw
while wearing it, you can use your reaction to expend 1 of its
charges to succeed on that saving throw instead.
Ring of Athleticism
Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges


daily at dawn. When you fail a Strength saving throw while
wearing it, you can use your reaction to expend 1 of its
charges to succeed on that saving throw instead.
Ring of Confidence
Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges


daily at dawn. When you fail a Charisma saving throw while
wearing it, you can use your reaction to expend 1 of its
charges to succeed on that saving throw instead.
Ring of Draconic Charisma
Ring, rarity varies (requires attunement)

While wearing this ring, your Charisma score changes to a


score granted by the ring. If your Charisma is already equal
to or greater than the ring's score, the item has no effect on
you.
Three varieties of this ring exist, corresponding with and
having rarity according to the metal used to craft the ring.
Type Charisma Rarity
Silver 21 rare
Gold 23 very rare
Platinum 25 legendary

CHAPTER 2 | MAGICAL MISCELLANY


109

Ring of Endurance spellcasting ability modifier: cure wounds (2nd-level version,


Ring, rare (requires attunement)
expends 1 charge) or revivify (expends 5 charges).
This ring has 3 charges, and it regains 1d3 expended charges The rod regains 1 expended charge daily at dawn. If the
daily at dawn. When you fail a Constitution saving throw rod is reduced to 0 charges, roll a d20. On a 1, the rod
while wearing it, you can use your reaction to expend 1 of its disappears in a burst of radiance.
charges to succeed on that saving throw instead.
Staff of Acid
Ring of Intuition Staff, very rare (requires attunement by a druid, sorcerer,
Ring, rare (requires attunement)
warlock, or wizard)

This ring has 3 charges, and it regains 1d3 expended charges You have resistance to acid damage while you hold this staff.
daily at dawn. When you fail a Wisdom saving throw while The staff has 10 charges. While holding it, you can use an
wearing it, you can use your reaction to expend 1 of its action to expend 1 or more of its charges to cast one of the
charges to succeed on that saving throw instead. following spells from it, using your spell save DC and spell
attack bonus: Melf's acid arrow (2 charges), Tasha's caustic
Rod of Raising brew (1 charge), or vitriolic sphere (4 charges).
Rod, very rare (requires attunement by a druid, cleric, or The staff regains 1d6 + 4 expended charges daily at dawn.
paladin)
If you expend the last charge, roll a d20. On a 1, the staff
The rod has 5 charges. While you hold it, you can use an melts into a pool of acid and is destroyed.
action to cast one of the following spells from it, using your
spellcasting ability modifier: cure wounds (4th-level version, Staff of Domination
expends 1 charge) or raise dead (expends 5 charges). Staff, very rare (requires attunement by a bard, sorcerer,
The rod regains 1 expended charge daily at dawn. If the warlock, or wizard)

rod is reduced to 0 charges, roll a d20. On a 1, the rod You get a +2 bonus to Wisdom saving throws while you wield
disappears in a burst of radiance. this staff.
The staff has 10 charges. While holding it, you can use an
Rod of Revivification action to expend 1 or more of its charges to cast one of the
Rod, rare (requires attunement by a druid, cleric, or paladin)
following spells from it, using your spell save DC: charm
The rod has 5 charges. While you hold it, you can use an monster (4 charges), charm person (1 charge), dominate
action to cast one of the following spells from it, using your beast (4 charges), or dominate person (5 charges).

CHAPTER 2 | MAGICAL MISCELLANY


110
    The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff
If you expend the last charge, roll a d20. On a 1, the staff shatters like glass and is destroyed.
dissipates into fragrant fumes and is destroyed.
Staff of Stone
Staff of Elemental Strikes Staff, very rare (requires attunement by a druid, sorcerer,
Staff, very rare (requires attunement)
warlock, or wizard)

This staff can be wielded as a magic quarterstaff that grants a This staff can be wielded as a magic quarterstaff that grants a
+2 bonus to attack and damage rolls made with it. +2 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack The staff has 10 charges. While holding it, you can use an
using it, you can expend up to 3 of its charges and choose a action to expend 1 or more of its charges to cast one of the
damage type from the following list: acid, cold, fire, lightning, following spells from it, using your spell save DC: earth
or thunder. For each charge you expend, the target takes an tremor (1 charge), erupting earth (3 charges), stone shape (4
extra 1d6 damage of the chosen type. The staff regains 1d6 + charges), or wall of stone (5 charges).
4 expended charges daily at dawn. If you expend the last The staff regains 1d6 + 4 expended charges daily at dawn.
charge, roll a d20. On a 1, the staff becomes a nonmagical If you expend the last charge, roll a d20. On a 1, the staff
quarterstaff. crumbles into dust and is destroyed.
Staff of Psyche Staff of Storms
Staff, very rare (requires attunement by a sorcerer, warlock, Staff, very rare (requires attunement by a druid, sorcerer,
or wizard)
warlock, or wizard)

You have resistance to psychic damage while you hold this This staff can be wielded as a magic quarterstaff that grants a
staff. +1 bonus to attack and damage rolls made with it. While
The staff has 10 charges. While holding it, you can use an holding it, you have a +1 bonus to spell attack rolls.
action to expend 1 or more of its charges to cast one of the The staff has 10 charges. While holding it, you can use an
following spells from it, using your spell save DC: dissonant action to expend 3 or more of its charges to cast one of the
whispers (1 charge), synaptic static (5 charges), or Tasha's following spells from it, using your spell save DC and spell
mind whip (2 charges). attack bonus: fire storm (7 charges), ice storm (4 charges),
The staff regains 1d6 + 4 expended charges daily at dawn. sleet storm (3 charges), or storm sphere (4 charges).

CHAPTER 2 | MAGICAL MISCELLANY


111

The staff regains 1d6 + 4 expended charges daily at dawn. The staff regains 1d6 + 4 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the staff If you expend the last charge, roll a d20. On a 1, the staff
disappears in a burst of fire, ice, and lightning, and is turns into mud and is destroyed.
destroyed.
Staff of Water
Staff of Teleportation Staff, very rare (requires attunement by a druid, sorcerer,
Staff, very rare (requires attunement by a sorcerer, warlock, warlock, or wizard)

or wizard)
This staff can be wielded as a magic quarterstaff that grants a
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.
+1 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an
The staff has 10 charges. It regains 1d6 + 4 expended action to expend 1 or more of its charges to cast one of the
charges daily at dawn. If you expend the last charge, roll a following spells from it, using your spell save DC: create or
d20. On a 1, the staff vanishes abruptly and is destroyed. destroy water (1 charge), maelstrom (5 charges), tidal wave (3
While holding the staff, you can use an action to expend 3 charges), or wall of water (3 charges).
or more of its charges to cast one of the following spells from The staff regains 1d6 + 4 expended charges daily at dawn.
it, using your spell save DC: dimension door (4 charges), If you expend the last charge, roll a d20. On a 1, the staff
teleport (7 charges), or thunder step (3 charges). melts into a pool of water and is destroyed.
You can also use a bonus action to expend 2 or more of its
charges to cast one of the following spells from it: far step (5 Staff of Whirlwinds
charges) or misty step (2 charges). Staff, rare (requires attunement by a druid, sorcerer, warlock,
or wizard)

Staff of Walls This staff can be wielded as a magic quarterstaff that grants a
Staff, rare (requires attunement by a druid, sorcerer, warlock, +2 bonus to attack and damage rolls made with it.
or wizard)
The staff has 10 charges. While holding it, you can use an
This staff can be wielded as a magic quarterstaff that grants a action to expend 2 or more of its charges to cast one of the
+2 bonus to attack and damage rolls made with it. following spells from it, using your spell save DC: control
The staff has 10 charges. While holding it, you can use an winds (5 charges), gust of wind (2 charges), or wind wall (3
action to expend 3 or more of its charges to cast one of the charges).
following spells from it: wall of force (5 charges), wall of sand The staff regains 1d6 + 4 expended charges daily at dawn.
(3 charges), wall of stone (5 charges), or wall of water (3 If you expend the last charge, roll a d20. On a 1, the staff
charges). dissipates into a gentle breeze and is destroyed.

CHAPTER 2 | MAGICAL MISCELLANY


112
Wand of Aberrant Summoning The wand regains 1d6 + 1 expended charges daily at dawn.
Wand, very rare (requires attunement by a spellcaster) If you expend the wand's last charge, roll a d20. On a 1, the
This wand has 7 charges. While holding it, you can use an wand
crumbles into ashes and is destroyed.
action to expend 1 or more of its charges to cast the summon
aberration spell from it. For 1 charge, you cast the 4th-level Wand of Earthen Eruptions
version of the spell. You can increase the spell slot level by Wand, rare (requires attunement by a spellcaster)

one for each additional charge you expend. This wand has 7 charges. While holding it, you can use an
The wand regains 1d6 + 1 expended charges daily at dawn. action to expend 1 or more of its charges to cast the erupting
If you expend the wand's last charge, roll a d20. On a 1, the earth spell (save DC 15) from it. For 1 charge, you cast the
wand crumbles into ashes and is destroyed. 3rd-level version of the spell. You can increase the spell slot
level by one for each additional charge you expend.
Wand of Banishment The wand regains 1d6 + 1 expended charges daily at dawn.
Wand, very rare (requires attunement by a spellcaster) If you expend the wand's last charge, roll a d20. On a 1, the
This wand has 7 charges. While holding it, you can use an wand crumbles into ashes and is destroyed.
action to expend 1 of its charges to cast the banishment spell
(save DC 15) from it. For 1 charge, you cast the 4th-level Wand of Elemental Summoning
version of the spell. You can increase the spell slot level by Wand, very rare (requires attunement by a spellcaster)

one for each additional charge you expend. This wand has 7 charges. While holding it, you can use an
The wand regains 1d6 + 1 expended charges daily at dawn. action to expend 1 or more of its charges to cast the summon
If you expend the wand's last charge, roll a d20. On a 1, the elemental spell from it. For 1 charge, you cast the 4th-level
wand crumbles into ashes and is destroyed. version of the spell. You can increase the spell slot level by
one for each additional charge you expend.
Wand of Bestial Summoning The wand regains 1d6 + 1 expended charges daily at dawn.
Wand, uncommon (requires attunement by a spellcaster)
If you expend the wand's last charge, roll a d20. On a 1, the
This wand has 7 charges. While holding it, you can use an wand crumbles into ashes and is destroyed.
action to expend 1 of its charges to cast the summon beast
spell from it. For 1 charge, you cast the 2nd-level version of Wand of Enfeebling Rays
the spell. You can increase the spell slot level by one for each Wand, uncommon (requires attunement by a spellcaster)

additional charge you expend. This wand has 7 charges. While holding it, you can use an
The wand regains 1d6 + 1 expended charges daily at dawn. action to expend 1 of its charges to cast the ray of enfeeble-
If you expend the wand's last charge, roll a d20. On a 1, the ment spell (+5 to hit with ranged spell attack) from it.
wand crumbles into ashes and is destroyed. The wand regains 1d6 + 1 expended charges daily at dawn.
If you expend the wand's last charge, roll a d20. On a 1, the
Wand of Blight wand crumbles into ashes and is destroyed.
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an Wand of Fey Summoning
action to expend 1 of its charges to cast the blight spell (save Wand, rare (requires attunement by a spellcaster)

DC 15) from it. For 1 charge, you cast the 4th-level version of This wand has 7 charges. While holding it, you can use an
the spell. You can increase the spell slot level by one for each action to expend 1 or more of its charges to cast the summon
additional charge you expend. fey spell from it. For 1 charge, you cast the 3rd-level version
The wand regains 1d6 + 1 expended charges daily at dawn. of the spell. You can increase the spell slot level by one for
If you expend the wand's last charge, roll a d20. On a 1, the each additional charge you expend.
wand crumbles into ashes and is destroyed. The wand regains 1d6 + 1 expended charges daily at dawn.
If you expend the wand's last charge, roll a d20. On a 1, the
Wand of Compulsion wand crumbles into ashes and is destroyed.
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an Wand of Negation
action to expend 1 of its charges to cast the compulsion spell Wand, rare (requires attunement by a spellcaster)

(save DC 15) from it. This wand has 7 charges. It regains 1d6 + 1 expended
The wand regains 1d6 + 1 expended charges daily at dawn. charges daily at dawn. If you expend the wand's last charge,
If you expend the wand's last charge, roll a d20. On a 1, the roll a d20. On a 1, the wand crumbles into ashes and is
wand crumbles into ashes and is destroyed destroyed.
While holding the wand, you can use an action to expend 3
Wand of Construct Summoning or more of its charges to cast the dispel magic spell from it.
Wand, very rare (requires attunement by a spellcaster) You can also use a reaction, which you take when you see a
This wand has 7 charges. While holding it, you can use an creature within 60 feet of you casting a spell, to expend 3 or
action to expend 1 or more of its charges to cast the summon more of its charges to cast the counterpell spell from it. You
construct spell from it. For 1 charge, you cast the 4th-level use your spellcasting ability for both spells.
version of the spell. You can increase the spell slot level by For 3 charges, you cast the 3rd-level version of either spell.
one for each additional charge you expend. You can increase the spell slot level by one for each additional
charge you expend.

CHAPTER 2 | MAGICAL MISCELLANY


113
Wand of Phantasms shadowspawn spell from it. For 1 charge, you cast the 3rd-
Wand, rare (requires attunement by a spellcaster)
level version of the spell. You can increase the spell slot
This wand has 7 charges. While holding it, you can use an levelby one for each additional charge you expend.
action to expend some of its charges to cast one of the fol- The wand regains 1d6 + 1 expended charges daily at dawn.
lowing spells (save DC 15) from it: phantasmal force (2 If you expend the wand's last charge, roll a d20. On a 1, the
charges) or phantasmal killer (4 charges). For 4 charges, you wand crumbles into ashes and is destroyed.
cast the 4th-level version of phantasmal killer. You can
increase the spell slot level by one for each additional charge Wand of Tidal Waves
you expend. Wand, rare (requires attunement by a spellcaster)

The wand regains 1d6 + 1 expended charges daily at dawn. This wand has 7 charges. While holding it, you can use an
If you expend the wand's last charge, roll a d20. On a 1, the action to expend 1 or more of its charges to cast the tidal
wand crumbles into ashes and is destroyed. wave spell (save DC 15) from it. For 1 charge, you cast the
3rd-level version of the spell. You can increase the spell slot
Wand of Pulse Waves level by one for each additional charge you expend.
Wand, rare (requires attunement by a spellcaster)
The wand regains 1d6 + 1 expended charges daily at dawn.
This wand has 7 charges. While holding it, you can use an If you expend the wand's last charge, roll a d20. On a 1, the
action to expend 1 or more of its charges to cast the pulse wand crumbles into ashes and is destroyed.
wave spell (save DC 15) from it. For 1 charge, you cast the
3rd-level version of the spell. You can increase the spell slot Wand of Time
level by one for each additional charge you expend. Wand, rare (requires attunement by a spellcaster)

The wand regains 1d6 + 1 expended charges daily at dawn. This wand has 7 charges. While holding it, you can use an
If you expend the wand's last charge, roll a d20. On a 1, the action to expend some of its charges to cast one of the fol-
wand crumbles into ashes and is destroyed. lowing spells (save DC 15) from it: haste (3 charges) or slow
(3 charges).
Wand of Scouring The wand regains 1d6 + 1 expended charges daily at dawn.
Wand, rare (requires attunement by a spellcaster)
If you expend the wand's last charge, roll a d20. On a 1, the
This wand has 7 charges. While holding it, you can use an wand crumbles into ashes and is destroyed.
action to expend some of its charges to cast one of the fol-
lowing spells from it: locate animals or plants (2 charges), Wand of Undead Summoning
locate creature (4 charges), or locate object (2 charges). Wand, rare (requires attunement by a spellcaster)

The wand regains 1d6 + 1 expended charges daily at dawn. This wand has 7 charges. While holding it, you can use an
If you expend the wand's last charge, roll a d20. On a 1, the action to expend 1 or more of its charges to cast the summon
wand crumbles into ashes and is destroyed. undead spell from it. For 1 charge, you cast the 3rd-level
version of the spell. You can increase the spell slot level by
Wand of Shadowspawn Summoning one for each additional charge you expend.
Wand, rare (requires attunement by a spellcaster)
The wand regains 1d6 + 1 expended charges daily at dawn.
This wand has 7 charges. While holding it, you can use an If you expend the wand's last charge, roll a d20. On a 1, the
action to expend 1 or more of its charges to cast the summon wand crumbles into ashes and is destroyed.

CHAPTER 2 | MAGICAL MISCELLANY


114
Appendix A: Sorcerer

    Edits

I
t can be noted that aside from the class revision, all
existing sorcerous origins are included in this
homebrew, as the latter are all modified somehow.
The most common change is the addition of ten
"origin spells" to mirror the two latest sorcerous
origins printed in Tasha's Cauldron of Everything.
Listed below for reference are the class changes and
the differences between the existing subclass versions and
the versions included in this homebrew:
Sorcerer Class
Shifted Spellcasting to use a modified spell point system
(two 6th-level spells at 19th level and two 7th-level spells
at 20th level) and labeled spell points as sorcery points as
well to forgo conversion between points entirely.
Added Innate Focus to Spellcasting, which allows you to
ignore some material components for your sorcerer
spells.
Included Spellcasting's Spell Versatility and Font of
Magic's Imbuing Touch and Sorcerous Fortitude from the
Uneathed Arcana article Class Feature Variants.
Shifted Sorcerous Restoration to 2nd level with scaling
that caps out at 4 sorcery points at 20th level, like in the
original version.
Increased the number of Metamagic options learned from
four to five to mirror their previous status as feats.
Added nine new Metamagic options: Aimed Spell, Delayed
Spell, Explosive Spell, Maximized Spell, Potent Spell,
Ruinous Spell, Shifted Spell, Transdimensional Spell, and
Widened Spell.
Added a new capstone, Archsorcerer, which improves
Metamagic and Innate Focus.
Draconic Bloodline
Added options for gem dragons.
Added ten origin spells, labeled Draconic Magic.
Elemental Affinity's damage type resistance no longer
requires you to spend sorcery points.
Added an 18th level feature, Improved Elemental Affinity,
that grants immunity to the damage type associated with
your draconic ancestor.
Draconic Presence now affects ceatures of your choice,
not just hostile creatures, and has one free use between
long rests before needing to spend sorcery points.
Wild Magic
Added ten origin spells, labeled Wild Spells.
You may roll on the Wild Magic Surge table after you cast
a spell of 1st level or higher to regain use of Tides of
Chaos without having to consult your DM.
Increased the die for Bend Luck at higher levels.
Added a 1d6 multiplier to Spell Bombardment's extra
damage, both increasing damage output and adding
another element of randomness to the feature.

APPENDIX A | SORCERER EDITS


115
Divine Soul

Added ten origin spells to the existing Divine Magic

feature based on your god's divine domain, as in the

original Divine Soul Unearthed Arcana article.

Powered down Empowered Healing to apply only to your

spells.

Powered down Unearthly Recovery and moved it to the

6th-level feature slot to make way for a different capstone.

Added Wrath of God as the 18th-level feature in homage

of the iconic Magic: the Gathering card.

Storm Sorcery

Added 11 origin spells, labeled Storm Magic.

Changed Tempestuous Magic to not require your bonus

action.

Increased Heart of the Storms average base damage to 5,

but still ends at 10 at 20th level.

Allowed Wind Soul's action granting flying to other

creatures to be reusable by spending 5 sorcery points.

Shadow Magic

Added ten origin spells, labeled Shadow Spells.

Added a variant 6th-level feature, Fangs of Darkness,

which boosts spell damage when casting in dim light or

darkness.

Allowed one free use of Umbral Form between long rests

before needing to spend sorcery points.

Aberrant Mind

Added a ribbon ability allowing you to speak Deep Speech

and Undercommon, as well as affecting your interaction

with aberrations.

Added a variant capstone, Psionic Field, that repeatedly

deals psychic damage while also imposing a penalty to


attack rolls. Sea Sorcery
Clockwork Soul Added ten origin spells, labeled Sea Magic.
Edited Curse of the Sea so as to be able to curse a
Added Touch of Nirvana at 1st level. It includes a ribbon creature when using one of the spells gained using the
ability allowing you to speak Modron, as well as affecting Sea Magic feature and not just a cantrip.
your interaction with modrons. It also includes a feature Decreased the limit of the space that you can squeeze
that treats a roll of 1 on a d20 as a 10. through while using your Shifting Form feature to a 1-inch
Added a variant 6th-level feature, Steel Mind, that allows diameter.
you to end effects that cause you to be charmed or
frightened. While this also consumes sorcery points, it is Stone Sorcery
not as brutal to your pool as the existing 6th-level feature, Added ten origin spells, labeled Stone Magic.
Bulwark of Law.
Removed smite spells from the expanded spell list.
Phoenix Sorcery Edited Stone Aegis and Stone Master's Aegis so as to
allow yourself to be a viable target.
Added 11 origin spells, labeled Phoenix Magic.
Removed the lore that specifically states that phoenix Pyromancer
sorcerers don't have resistance or immunity to fire
damage. Given the Mantle of Flame and Form of the Added 11 origin spells, labeled Fire Magic.
Phoenix features, phoenix sorcerers would universally be Giant Bloodline
horribly disfigured. It is also at odds with the Nourishing
Fire feature, which states that fire spells heal you. Said Edited Mark of the Ordning to be a ribbon feature, instead
resistance and immunity have been added as 6th and 18th giving a tool proficiency, the ability to speak Giant, as well
level features. as affecting your interaction with giants. The bonus spells
Added a way to regain use of Mantle of Flame at 2nd level were shifted to a new feature called Giant Magic and in-
by spending sorcery points. Form of the Phoenix adjusted creased to a total of 11 spells.
accordingly.
APPENDIX A | SORCERER EDITS
116
Appendix B: Changelog
v5.0 v4.0
Cleric Sorcerer
Added the Destruction (based on Mike Mearls's tweet) and Shifted revision to use the spell point system, with 1:1
Travel divine domains. equivalence of spell points and sorcery points.
Storm Sorcery
Druid Added shocking grasp to Storm Spells.
Added the Circle of Evil, Circle of Eyes, and Circle of the Changed Tempestuous Magic to instead allow your
Outsider druid circles. movement to not provoke opportunity attacks.
Minor Circle Spells changes. Increased Heart of the Storms average base damage to 5,
but still ends at 10 at 20th level.
Circle of Scales Allowed Wind Soul's action granting flying to other
Changed Bestow Breath to Energy Shield. creatures to be reusable by spending 5 sorcery points.
Sorcerer Aberrant Mind
Modified spell point system (two 6th-level spells at 19th Simplified the variant capstone, Psionic Field.
level and two 7th-level spells at 20th level) and labeled Phoenix Sorcery
spell points as sorcery points to forgo conversion entirely. Added produce flame to Phoenix Spells.
Shifted Innate Focus to Spellcasting at 1st level.
Removed damage aspect of Explosive Spell and reduced Fiendish Bloodline
cost to 1 sorcery point. Changed the Demon Fiendish Ancestor's hit point boost
Removed Sustained Spell due to balance concerns. into a reactive psychic assault.
Shifted Sorcerous Restoration to 2nd level with scaling
that caps out at 4 sorcery points at 20th level, like in the Frost Sorcery
original version. Added frostbite to Frost Spells.
Added a new capstone, Archsorcerer, which improves
Metamagic and Innate Focus. Genie Bloodline
Replaced Genie Resilience with an elemental cantrip.
Storm Sorcery
Reverted Tempestuous Magic to its original form, but no Spells
longer requiring your bonus action. Minor spell list changes.
Removed summon humanoid due to the similar summon
Life Sorcery warrior spirit from an Unearthed Arcana article.
Swapped the 6th- and 14th-level features. Added wind blade.
Feats
Turning Adept
v3.0
Changed the turning ability for several classes. Bard
Added the College of Chaos bardic college.

APPENDIX B | CHANGELOG
117
College of Comedy

Adjusted the damage of Silly Spells.

College of Dance

Changed Unstoppable Rhythm from giving advantage to

saving throw to adding a Bardic Inspiration die roll on a

failed save.

Changed Entrancing Steps from subtracting half the

number rolled on a Bardic Inspiration die to subtracting

the full roll.

College of Miming

Changed the number of proficiencies that can be copied

from your proficiency bonus to three.

Changed the parameters of Mime Success.

Sorcerer

Added the Aimed Spell, Explosive Spell, Ruinous Spell,

and Transdimensional Spell Metamagic options. Also

clarified some aspects of Delayed Spell.

Tweaked a few of the bonus spell lists.

Added one bonus cantrip each to the Phoenix and Frost

Sorcery sorcerous origins, as Ignite and Frostborn are

mostly ribbon abilities.

Changed level-scaling 18th-level features into fixed values.

Added the Life Sorcery sorcerous origin.

Draconic Bloodline

Added options for gem dragons.

Wild Magic

Scaled Bend Luck's die with level.

Divine Soul

Changed Wrath of God to be triggered by a failed saving

throw rather than just damaging a target with a spell. Also

changed the damage type from a variable one that can't be Cosmic Sorcery
reduced in any way to force damage. Removed Soul of the Cosmic Cycle's Phase of the Sun
Shadow Magic damage when a creature ends its turn within 5 feet of you.
Allowed one free use of Umbral Form between long rests Decreased Soul of the Cosmic Cycle's Phase of the Moon
before needing to spend sorcery points. AC bonus by 1.
Clockwork Soul Fiendish Bloodline
Changed one of Touch of Nirvana's features from always Added a clause to Sadistic Soul that uses the creature's
dealing at least average damage to treating a roll of 1 on level if it doesn't have a challenge rating.
the d20 as a 10. Frost Sorcery
Stone Sorcery Changed Frozen Soul from decreasing movement speed
Adjusted Stone Aegis's damage reduction from 2 + your to 0 to restraining a creature.
sorcerer level divided by 4 to your proficiency bonus. This Genie Bloodline
decreases the damage reduction while at levels 4, 8, 12, Adjusted Minor Wish's parameters.
16, and 20 by 1, but makes the feature far less tedious.
Kraken Sorcery
Phoenix Sorcery Added a bonus action damage option to Arcane
Reinstated the Mantle of Flame feature and included a Constriction.
clause at 5th level that allows spending of sorcery points
to regain its use. Muscle Magic
Tweaked Form of the Phoenix to maintain balance Changed Unarmored Defense into Armor of Brawn, which
following the change to Mantle of Flames. uses an action to change base AC to 13 + your Strength
Blood Sorcery
modifier.
Changed the parameters of Crimson Infusion. Changed Arcane Strikes to allow two attacks when using
the Attack action, provided both are unarmed strikes.

APPENDIX B | CHANGELOG
118
Added a clause to Posing Oil that creatures can't have
advantage on saving throws against being charmed by v2.0
spells you cast that include a somatic component. Used a more formal format, including Credits, a Table of
Contents, an Introduction, the separation of content into
Royal Bloodline chapters, and Appendices.
Changed the number of times Royal Order can be used Added feats, spells, and magic items.
between long rests from your proficiency bonus to your
Charisma modifier. Bard
Clarified that charm person can be cast at will only as a
1st-level spell. To avoid roleplaying abuse, also removed College of Comedy
the clause wherein the creature remains unaware of the Changed the damage of Silly Spells from an initial 1d6
spell even on a successful saving throw. that scales with level to the roll of the Bardic Inspiration
die.
Tarrasquian Sorcery
Buffed Siege Sorcery to deal damage to creatures within College of Miming
5 feet of a structure you obliterate with a spell or effect. Increased the number of proficiencies acquired with
Mime Proficiencies from half your proficiency bonus,
Time Sorcery rounded up, to your proficiency bonus.
Removed Delayed Spell buffs from Adroit Metamagic, as it
is an optional Metamagic choice only offered in this Druid
document. Circle of Scales
Weaver Changed Bestow Breath from a free cast of a 2nd-level
Buffed Magicsense to include clauses that prevent both dragon's breath spell between rests to a free cast of a 3rd-
spell attacks against you from having advantage and you level dragon's breath spell between long rests.
from having disadvantage on saving throws against spells Clarified the mechanics of Dragonheart.
and magical effects. Changed Improved Draconic Forms from being usable
once after a short or long rest to being usable once after a
Ysgardian Bloodline long rest.
Changed Ysgardian Endurance to Battle Trance, a bonus
action buff during combat, in an attempt to make the Circle of the Sun
origin more unique. Changed the hit points restored with Synthesis from 2 +
Changed Feast for the Valiant to not require the costly the slot's level to 1d8 + the slot's level.
material component that heroes' feast consumes. To
balance this out, the feature now requires finishing 1d4 Sorcerer
long rests before it can be used again. Added the entire class revision.
Increased Rally the Einherjar's targets from your Added all the other subclasses as they are all tweaked
Charisma modifier to 2 + your Charisma modifier. somehow.
Increased the period after which Soul of Eternal Wrath
can be triggered again from 2d6 days to 30 days. Warlock
Warlock The Lady of Pain
Changed a few of the spells in the Expanded Spell List.
Added the Greatwyrm, One and the Prime, Warden, and Shifted the original 10th-level feature, Quietude, into the
Warlord otherworldly patrons. 1st-level feature. Added the drawback of rendering you
Added four new Eldritch Invocations: Battle Frenzy, Deny mute.
Extremes, No Escape, and Wyrm's Breath. Renamed Flaying Blades to Shadowflay, and its damage
was adjusted.
Feats Added two new 10th-level features as replacements for
Turning Adept the shifted Quietude: Wince and Anchor of Serenity.
Changed the rogue's turning ability from Dexterity to Changed the 14th-level feature from The Lady's Ire to
Intelligence. Heart of Pain, which allows a free cast of power word pain
between long rests.
Spells
Eldritch Invocations
Removed summon dragon, as its equivalent, summon Added an Eldritch Invocation unique to a warlock with the
draconic spirit appeared officially in Fizban's Treasury of Lady of Pain as their patron: The Lady's Intervention,
Dragons. which allows them to cast maze.
Added reworks of phantasmal killer and weird.
Added 46 new spells. Wizard
Magic Items Added the Universalist arcane tradition.
Decreased maximum ability score setting of magic items
to 25 due to balance concerns.
APPENDIX B | CHANGELOG
119

ADDITIONAL ART CREDITS (In Order


of Appearance)
Wesley Burt's Tormented Hero
Slawomir Maniak's Crowd's Favor
Lius Lasahido's Daxos, Blessed by the Sun
Raymond Swanland's Voltaic Brawler
Mark Winters's Elite Skirmisher
Victor Adame Minguez's Elvish Reclaimer
Grzegorz Rutkowski's Harald, King of Skemfar
Cynthia Sheppard's Send to Sleep
Magali Villeneuve's Seeker of Insight
Lie Setiawan's Garruk, Unleashed
Alex Horley-Orlandelli's Decree of Savagery
Cynthia Sheppard's Prophetic Flamespeaker
Terese Nielsen's Unholy Strength
Magali Villeneuve's Glacial Revelation
Ben Maier's Crook of Condemnation
Tyler Jacobson's Jace, Unraveler of Secrets
Volkan Baga's Sultai Runemark
PINDURSKI's Arena Trickster
Lie Setiawan's Coralhelm Chronicler
Matt Stewart's Sorcerer's Wand
Yongjae Choi's Grand Master of Flowers
Mark Winters's Pain Seer
Caio Monteiro's Archmage Emeritus
Grzegorz Rutkowski's Sarkhan, Wanderer to
Shiv
Kekai Kotaki's Lightning Bolt

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