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Spellcaster Options v8.0 | PDF | Magician (Fantasy) | Dungeons & Dragons
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Spellcaster Options v8.0

This document outlines various spellcaster options for a roleplaying game, including class revisions and new subclasses for characters like Sorcerers, Warlocks, and Druids. It features a comprehensive list of new spells, species, and feats, aiming to enhance gameplay and character customization. The content is unofficial fan material not endorsed by Wizards of the Coast, and it includes credits for artists and contributors.

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rodrigues230405
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
1K views183 pages

Spellcaster Options v8.0

This document outlines various spellcaster options for a roleplaying game, including class revisions and new subclasses for characters like Sorcerers, Warlocks, and Druids. It features a comprehensive list of new spells, species, and feats, aiming to enhance gameplay and character customization. The content is unofficial fan material not endorsed by Wizards of the Coast, and it includes credits for artists and contributors.

Uploaded by

rodrigues230405
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE WORLD’S GREATEST ROLEPLAYING GAME

SPELLCASTER OPTIONS
SPELLCASTER OPTIONS

FermatMD (u/fpgmd)
tsaoc eht fo sdraziw
Credits
Lead Designer: u/fpgmd Page 30: Jace, the Perfected Mind by
Chase Stone
Page 31: Esper Sentinel by Eric Deschamps
Writing: u/fpgmd
Page 32: Sarkhan Unbroken bySong Qijin
Editing: u/fpgmd
Page 33: Howl of the Horde bySlawomir Maniak
Template: u/Kaiburr_Kath-Hound
Page 35: Form of the Dragon byDaarken
Artist Credits Page 36: The Maelstrom by James Paick
Cover: Fervent Mastery by
Sean Sevestre Page 37: Mistfire Adept by Clint Cearley
Inside Cover: Sarkhan Vol (from Magic: the Gathering Page 38: Akroan Skyguard by
Mark Winters
Arena) by Uncredited Page 39: Keranos, God of Storms by
Daarken
Page 3: Akroan Conscriptor by
James Ryman Page 41: Dreamstealer byYongjae Choi
Page 4: Puresteel Paladin by
Jason Chan Page 42: Lunar Insight byDan Scott
Page 5: Relentless Pursuit by
Magali Villeneuve Page 44: Seasoned Pyromancer by
Cynthia Sheppard
Page 7: Inferno Titan by
Kev Walker Page 45: Tide Shaper byLie Setiawan
Page 8: Shard of the Void Dragon by
Alex Konstad Page 46: Sculpture by Victor Adame Minguez
Page 9: Angelic Harold by
Aaron J. Riley Page 47: Fated Conflagration by
Adam Paquette
Page 11: Gylwain, Casting Director by
Aurore Folny Page 48: Oloro, Ageless Ascetic by
Eric Deschamps
Page 12: Voidmage Husher by
Chippy Page 50: Exuberant Firestoker by
Zoltan Boros &
Page 13: Ravos, Soultender by
Zezhou Chen Gabor Szikszai
Page 14: Purphoros’s Intervention by
Aleksi Briclot Page 51: Mirran Crusader by
Eric Deschamps
Page 16: Tidechannel Pathway by
Johannes Voss Page 52: Holy Strength by Terese Nielsen
Page 17 : Garruk Wildspeaker by
Brad Rigney Page 53: Bloodvial Purveyor byKekai Kotaki
Page 18: Jund Battlemage by
Vance Kovacs Page 54: Oko, the Trickster byChris Rallis
Page 19: Jeskai Runemark by
Jaime Jones Page 55: Tevesh Szat, Doom of Fools by
Chris Rallis
Page 20: Sarkhan Unbroken by
Aleksi Briclot Page 57: Frost Breath by Michael Bierek
Page 21: Laquatus’s Champion by
Greg Staples Page 58: Haughty Djinn by Mike Jordana
Page 23: Sunbond by Noah Bradley Page 60: Alabaster Mage by Izzy
Page 24: Calix (from Magic: the Gathering Online) by Page 61: Mindstatic by Johann Bodin
Uncredited Page 62: Separatist Voidmage by
Jason Rainville
Page 28: Archmage Emeritus by Micah Epstein . . . and more (see Appendix C)

On the Cover
Wizards from the the plane of Strixhaven participate in
a duel in this painting by Sean Sevestre.
DISCLAIMER: SPELLCASTER OPTIONS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE
FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS
USED ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC. 2
Contents
Introduction 4 Frost Sorcery 56
Using This Book 4 Genie Sorcery 57
Ch. 1: Character Options 6 Kraken Sorcery 59
Bard 9 Life Sorcery 60
College of Chaos 10 Mixed Sorcery 61
College of Comedy 11 Muscle Sorcery 62
College of Miming 11 Royal Sorcery 63
Cleric 13 Sonic Sorcery 64
Destruction Domain 14 Spirit Sorcery 66
Travel Domain 15 Tarrasquian Sorcery 68
Druid 17 Time Sorcery 69
Circle of Evil 18 Weaver 71
Circle of Eyes 19 Ysgardian Sorcery 81
Circle of Scales 20 Warlock 83
Circle of the Outsider 21 Eldritch Invocation Options 86
Circle of the Sun 23 Archfey Patron 89
Sorcerer 24 Celestial Patron 89
Metamagic Options 27 Fiend Patron 89
Aberrant Sorcery 29 Great Old One Patron 89
Clockwork Sorcery 31 Hexblade Patron 89
Draconic Sorcery 32 Fathomless Patron 91
Wild Magic Sorcery 36 Genie Patron 92
Spellfire Sorcery 36 Undead Patron 93
Divine Sorcery 38 Greatwyrm Patron 95
Storm Sorcery 39 Lady of Pain Patron 95
Shadow Sorcery 40 One and the Prime Patron 96
Lunar Sorcery 42 Warden Patron 98
Phoenix Sorcery 43 Warlord Patron 98
Sea Sorcery 45 Wizard 100
Stone Sorcery 46 Conjurer 101
Pyromancer 47 Enchanter 102
Giant Sorcery 48 Necromancer 103
Atomic Sorcery 49 Transmuter 104
Bladesoul 51 Bladesinger 105
Blood Sorcery 53 War Mage 106
Fey Sorcery 54 Scribe 107
Fiendish Sorcery 55 Universalist 109
Species 110
Human (Mirran) 110
Janni 113
Feats 114
Origin Feats 114
General Feats 116
Epic Boon Feat 116
Ch 2: Magical Miscellany 118
Spell Lists 118
Spell Descriptions 122
Magic Items 147
App. A: Class and Subclass Edits 172
Sorcerer 172
Warlock 174
Wizard 174
App. B: Changelog 176
App. C: Additional Artist Credits 181
3
S
ince I began my foray into games, I have franchises have: being a “chosen one.”
almost always played a spellcaster if the game So began my foray into a Sorcerer class revision.
allowed it. They tended to be squishy Hit-Points- While I understand that the value of this revision
wise and did their thing from a distance, which fit me diminishes as Wizards of the Coast continues to release
quite nicely being the wimpy kid that I was. official content, it is here for anyone who wishes to use
I must admit that I am relatively new to Dungeons & it. I continue to update it based on the latest major
Dragons, unlike most who have digested entire volumes released content. I made edits to all existing existing
of lore all the way back from the game’s conception. I Sorcerer subclasses (including those mentioned in
had played the Neverwinter Nights video game back in Unearthed Arcana articles), then created some of my
the day, but I didn’t delve too deeply into the property. own.
As most children that age, I had the attention span of a Soon, I branched off into the other full spellcaster
gnat, and upon completing the game, my eyes quickly classes, having a blast creating subclasses for them. I
went to the next shiny thing. I do recall how awesome it also decided to make a Warlock class revision for a DM
was to spam Maximized Cones of Cold during a Time friend whose campaign came to an abrupt end after the
Stop spell, but that was about it. players got into a heated argument due to the Warlock
I was reintroduced to the franchise in November frequently demanding Short Rests.
2015 when I stumbled upon a YouTube video that And so I leave this for your perusal, and I can only
featured several voice actors playing a D&D game. I was hope it makes your games more fun.
quite simply Charmed, and the rest, as they say, is I apologize in advance for any errors in phrasing,
history. grammar, syntax, etc. English is not my first language.
As a creative person, I knew about fanfiction. I’d
embarrassingly written a few myself. Homebrewing, I Using This Book
found out, was similar, but operated on specific Here’s what you’ll find in this book:
parameters. After I made my first 5e homebrew spell,
Wail of the Banshee, which I recalled from Neverwinter Chapter 1: Character Options. This includes class
Nights, I was hooked. revisions for the Sorcerer and Warlock, subclasses
Looking through the full spellcasters and reading for the Bard, Druid, Sorcerer, Warlock, and Wizard,
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reviews by far more experienced players and DMs, I and several new species and feats.
learned that the Sorcerer is unanimously viewed as the Chapter 2: Magical Miscellany. This covers new spells
weakest, which is a shame, as it involves a trope that and magic items.
many of the characters I’ve grown to love across many

4
evuenelliv ilagam

5
W
hen you make your D&D character, Classes
you have an array of options in the 2024 Class is the primary definition of what your character
Player’s Handbook to create the sort of
adventurer you want. This chapter adds to those can do. It’s more than a profession; it’s your character’s
options, making it possible to realize even more calling. Class shapes the way you think about the world
character concepts. and interact with it and your relationship with other
Here are the options featured in this chapter: people and powers in the multiverse.
Classes. Revisions for the Sorcerer and Warlock
Your class gives you a variety of special features. At
classes low levels, your class gives you only two or three
Subclasses. Subclasses for the Bard, Cleric, Druid,
features, but as you advance in level you gain more and
Sorcerer, Warlock, and Wizard—both new and your existing features often improve.
revised Each class offers a character-defining choice at level
3 that unlocks a series of special features, not available
Species. New variant Humans, and the Janni species to the class as a whole. That choice is called a subclass.
Feats. New feats The table below identifies each of the subclasses in this
homebrew for playtesting.
Subclasses
Class Subclass Description
Bard College of Chaos Finds inspiration in the forces of chance
Bard College of Comedy Finds both offensive and defensive uses for laughter
Bard College of Miming Mimics their way to victory
Cleric Destruction Domain Serves a god who metes out devastation
Cleric Travel Domain Prime companion for long and arduous journeys
Druid Circle of Evil Adopts the values and visage of fiends
Druid Circle of Eyes Sees all, from the mundane to the profound
Druid Circle of Scales Forms a bond with a Dragon, allowing great feats
Druid Circle of the Outsider Embraces the nature of the Far Realm
Druid Circle of the Sun Venerates the sun and all it stands for
Sorcerer Aberrant Sorcery Practices eldritch magic native to the Far Realm
Sorcerer Clockwork Sorcery A paragon of magical order
Sorcerer Draconic Sorcery Draws their magic from a Dragon ancestor
Sorcerer Wild Magic Sorcery Wields magic touched by chaotic forces
Sorcerer Spellfire Sorcery Channels the raw energy of the Weave
Sorcerer Divine Sorcery Harnesses magic bestowed by a god
Sorcerer Storm Sorcery Crackles with the power of the storm
Sorcerer Shadow Sorcery Wields the grim magic of the Shadowfell
Sorcerer Lunar Sorcery Empowered by the moon
Sorcerer Phoenix Sorcery Wields magic that stems from a phoenix spark within
Sorcerer Sea Sorcery Uses magic that focuses on water’s mutable nature
Sorcerer Stone Sorcery Focuses on the melee-oriented magic of stone and steel

CHAPTER 1 | CHARACTER OPTIONS 6


Class Subclass Description
Sorcerer Pyromancer Unmatched in terms of elemental manipulation of fire
Sorcerer Giant Sorcery Draws their magic from a Giant ancestor
Sorcerer Atomic Sorcery Controls atomic particles to generate tremendous energy
Sorcerer Bladesoul Draws magic from a weapon of great power
Sorcerer Blood Sorcery Manipulates vital essences
Sorcerer Fey Sorcery Wields the tricksy and vibrant forces of the Feywild
Sorcerer Fiendish Sorcery Harnesses powers given by a being from the Lower Planes
Sorcerer Frost Sorcery Winter incarnate
Sorcerer Genie Sorcery Elemental casters with a fondness for Wish-like effects
Sorcerer Kraken Sorcery Wields magic bestowed by a monstrosity from the depths
Sorcerer Life Sorcery Draws from an innate font of positive energy
Sorcerer Mixed Sorcery Possesses multiple origins of magic
Sorcerer Muscle Sorcery Focuses on magically enhanced unarmed strikes
Sorcerer Royal Sorcery Inherits magic kept within the monarchy
Sorcerer Sonic Sorcery Wields magic focused on sound and its manipulation
Sorcerer Spirit Sorcery Has ties to the Ethereal Plane
Sorcerer Tarrasquian Sorcery Harnesses the power of a world-ending monstrosity
Sorcerer Time Sorcery Has a knack for temporal manipulation

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Sorcerer Weaver Born with unnatural talent in manipulating the Weave
Sorcerer Ysgardian Sorcery Wields magic touched by the Heroic Domains
Warlock Archfey Patron Receives the favor of a mischievous lord of the Fey realms

7
Class Subclass Description
Warlock Celestial Patron Forges a pact with a being from the Upper Planes
Warlock Fiend Patron Indebted to a powerful creature from the Lower Planes
Warlock Great Old One Patron Forges a pact with an unknowable eldritch entity
Warlock Hexblade Patron Serves a shadowy entity that bestows dread curses
Warlock Fathomless Patron Forges a pact with a being from the sea’s shadowy depths
Warlock Genie Patron Receives magic from a noble genie
Warlock Undead Patron Serves a deathless being of dreadful power
Warlock Greatwyrm Patron Makes a pact with a god-like dragon
Warlock Lady of Pain Patron Serves the ruler of Sigil, not unlike a dabus
Warlock One and the Prime Patron Receives instructions from Primus, the foremost modron
Warlock Warden Patron Specializes in capturing and detaining foes
Warlock Warlord Patron Makes a pact with a being of unmatched battle prowess
Wizard Conjurer Favors spells that summon out of thin air
Wizard Enchanter Hones skills to magically entrance and beguile
Wizard Necromancer Explores the cosmic forces of life, death, and undeath
Wizard Transmuter Modifies energy and matter
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Wizard Bladesinger Masters a tradition that incorporates swordplay and dance


Wizard War Mage Blends principles of evocation and abjuration
Wizard Scribe Records magical discoveries so that wizardry can flourish
Wizard Universalist Does not specialize in any one school of magic

CHAPTER 1 | CHARACTER OPTIONS 8


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Bard
An Inspiring Performer of Music, Dance, and Magic

9
Bard Subclasses Number

A Bard subclass is a specialization that grants you Rolled Magical Effect

features at certain Bard levels, as specified in the of itself. The target must make a Dexterity saving
subclass. Bards form loose associations, which they call throw. On a failed save, the target takes 2d6 Radiant
colleges, to preserve their traditions. This section or Thunder damage (your choice) and has the
presents the College of Chaos, College of Comedy, and Blinded (if you chose Radiant damage) or Deafened
College of Miming subclasses for playtesting. condition (if you chose Thunder damage) until the
end of its next turn. On a successful save, it takes
College of Chaos half as much damage only.

Find Beauty in Dissonance Magic infuses one weapon of the creature’s choice
Bards of the College of Chaos find inspiration in, and that it is holding. For 1 minute, the weapon deals an
draw magical energy from, the untamed forces of 9 extra 1d6 Force damage on a hit. If the weapon isn’t
chance. For them, structure and order do nothing but already a magic weapon, it becomes one for the
stifle. They believe that it is only in interacting with and duration.
adapting to uncertainty that one can truly live a full and The creature gains the benefits of Summon Beast.
exciting life. This outlook is reflected in their The spell doesn’t require Concentration and the
performances, as they tend tend to favor improvisational 10
summoned Beast disappears when it drops to 0 Hit
forms, be it in music or prose. Their magic is no less
predictable, and this proves useful in keeping their foes Points or after 10 minutes.

on their toes. 11
For 10 minutes, the creature has a Fly Speed of 40
feet and can hover.
Level 3: Chaotic Inspiration
Wild magic lingers around a creature when you inspire A thunderous shout audible up to 300 feet away

them. When a creature that has a Bardic Inspiration die erupts from the creature. The shout sounds similar

from you rolls the die, a random magical effect occurs to your voice. Each hostile creature within 20 feet of

based on the number rolled, as shown in the Chaotic 12 the creature must make a Constitution saving throw.
Inspiration table. If the effect requires a saving throw, On a failed save, a target takes 6d6 Thunder damage
the effect uses your spell save DC. and is pushed 10 feet straight away. On a successful
save, a target takes half as much damage only.
Chaotic Inspiration
Number Level 3: Mirrored Chaos
Rolled Magical Effect When a creature within 30 feet of yourself that has a
Bardic Inspiration die from you rolls the die and
1
For 1 minute, the creature’s Speed increases by 10
subsequently unleashes a random magical effect using
feet.
your Chaotic Inspiration feature, you can take a
2 The creature gains 2d4 Temporary Hit Points. Reaction to duplicate the effect onto yourself.
Once you use this feature, you can’t use it again until
3
Gills appear at the sides of the creature’s neck. For 1
minute, the creature can breathe underwater and
you finish a Long Rest.
has a Swim Speed equal to its Speed. Level 6: Focus Entropy
4 The creature has Advantage on its next attack roll. You learn to distill chaotic forces to replenish your
magical reserves. When a creature you can see within
The creature and everything it is wearing or carrying 60 feet of yourself is about to roll a d20 with Advantage
5
has the Invisible condition until the end of its next or Disadvantage, you can take a Reaction to prevent the
turn or until it makes an attack roll, deals damage, or roll from being affected by Advantage and Disadvantage.
casts a spell. You can then roll 1d4 and recover spell slots that have a
combined level that is equal to or less than the number
Your words of inspiration faintly echo, the sourceless
rolled.
voice inducing anxiety in your foes. Hostile creatures
Once you use this feature, you can’t use it again until
6 within 5 feet of the creature that can hear these
echoes must succeed on a Wisdom saving throw or you finish a Long Rest.
take 1d6 Psychic damage. Level 14: Well-Tempered Chaos
7 The creature regains 3d8 Hit Points. When a creature that has a Bardic Inspiration die from
you rolls the die, the creature can instead roll the die
8
A beam shoots out from the creature’s chest
towards one hostile creature it can see within 30 feet
twice and choose which roll to use.

CHAPTER 1 | CHARACTER OPTIONS 10


College of Comedy and use it to flail around in a humorous, exaggerated
fashion. Make a melee spell attack against the attacker.
Laugh Your Troubles Away On a hit, the creature takes Bludgeoning damage equal
Bards of the College of Comedy are often light-hearted to the damage prevented.
fellows with almost painfully positive outlooks in life. Level 14: Laughter Is the Best Medicine
They try to find humor and joy in even the direst of The jokes that you use to inspire your comrades have
situations. If they cannot find any, they simply create the become so memorable that whenever a creature that
necessary situation to lighten the mood. has a Bardic Inspiration die from you rolls the die, the
Members of this college appear far and wide, from creature becomes flooded with mirth and
muddy sidewalks to royal courts, trying their best to simultaneously regains a number of Hit Points equal to
spread laughter and positivity wherever they go. 2 plus the number rolled.
Level 3: Bonus Cantrip
When you join the College of Comedy, you learn an College of Miming
additional cantrip of your choice from the Bard spell list. Imitation is the Greatest Form of Flattery
Level 3: Silly Spells As members of an offshoot of the College of Comedy,
When you cast a spell that deals damage and has a Bards of the College of Miming have a very peculiar set
Verbal component, you can expend one use of Bardic of skills. Most confuse Bards of silent comedy with
Inspiration to masterfully tweak the words and insert a Mime Bards. One of the main differences lies in the use
painfully silly joke into the incantation. Roll the Bardic of props. Bards of the College of Miming use almost no
Inspiration die. The spell deals extra damage to each props, instead mimicking what interacting with the
target who can understand you equal to 2 plus the object would be like in order for the audience to
number rolled. The extra damage is Psychic damage. understand what is being emoted, whereas Bards of the
College of Comedy would use actual objects. This

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Level 6: Slapstick physical eloquence translates to an uncanny level of
When you are hit by an attack roll from within 5 feet of control over their bodies, managing to replicate
you, you can take a Reaction and expend one use of interactions with objects to an almost unnerving degree.
your Bardic Inspiration. You halve the attack’s damage Despite having fallen out of favor in recent years as
against you. You, then, magically redirect the energy performances that include auditory spectacles have

11
grown increasingly popular, Bards of this college find Level 6: Mime Proficiencies
success and patronage in elite circles with peculiar You learn to emulate your companions’ proficiencies to
tastes, telling captivating stories of greatness and suit your needs. After you finish a Short or Long Rest,
tragedy using only their bodies and almost nothing else, you can gain proficiency in one saving throw or up to
a feat that few Bards can replicate. three weapon, armor, skill, or tool proficiencies that an
Level 3: Bonus Proficiencies ally is proficient in. The creature must be one with
When you join the College of Miming, you become more whom you spent the last Short or Long Rest with. Each
perceptive, noticing the tiniest nuances in others’ weapon and tool counts separately. If the proficiency
actions so that you can mime them more accurately. has prerequisites, you must meet them to gain it. You
You gain proficiency in the Perception skill. can use this feature to gain a proficiency and meet its
In addition, practicing silent performances has the prerequisites at the same time if the prerequisites are
unintended result of making you subconsciously more also proficiencies you can gain with this feature. These
quiet in everything you do. You gain proficiency in the changes last until you finish your next Short or Long
Stealth skill. Rest.
Level 14: Mime Success
Level 3: Silent Inspiration
You can use a mime performance instead of music or When you see a creature within 60 feet of yourself
words to inspire others using your Bardic Inspiration succeed on a saving throw against a spell or effect, you
feature. To do so, you must choose one creature other can take a Reaction to memorize the measures the
than yourself within 60 feet of you who can see you. creature took to succeed against that spell or effect. You
can memorize a number of unique spells and effects
Level 3: Gift of Silence equal to your Charisma modifier (minimum of one spell
You can expend one use of your Bardic Inspiration to or effect). When you try to memorize a spell or effect
ignore the Verbal component of a spell you are casting. while you already have the maximum number
Similarly, a creature that has a Bardic Inspiration die memorized, you must choose one spell or effect to
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from you can expend that die to ignore the Verbal forget; else, nothing happens. When you fail a saving
component of a spell it is casting. To modify a spell this throw against the same spell or effect, you can expend
way, it must have a Somatic component. one use of your Bardic Inspiration to succeed instead.

CHAPTER 1 | CHARACTER OPTIONS 12


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Cleric
A Miraculous Priest of Divine Power

13
Cleric Subclasses fervor. There are also those who practice compassion
and mercy, but know when these must end for the
A Cleric subclass is a specialization that grants you greater good.
features at certain Cleric levels, as specified in the
subclass. Each Cleric subclass is named after a domain Destruction Deities
of existence that is favored by a god, pantheon, or Example Deity Pantheon
religious order. This section presents the Destruction
Domain and Travel Domain subclasses for playtesting. Garagos Forgotten Realms
Garyx Draconic
Destruction Domain Gruumsh Orc
Reduce Heathens to Dust Lendys Draconic
Destruction is an act many associate with chaos and
evil, and while this is true, few ponder on its Takhisis Dragonlance

universality. Forces of order and good likewise resort to St. Cuthbert Greyhawk
destruction for the irredeemable that, if left unchecked,
would bring about untold suffering. It is also a Talos Forgotten Realms

fundamental but often overlooked truth that at a certain Tiamat Draconic


point, there can be no new creation without the
destruction of the old. Level 3: Destruction Domain Spells
Clerics of the Destruction Domain can similarly
tolcirb iskela

represent opposite poles in terms of goals. Some Your connection to this divine domain ensures you
destroy for the maniacal pleasure of the act, while some always have certain spells ready. When you reach a
do so in a show of power to further their tyrranical Cleric level specified in the Destruction Domain Spells
pursuits. A few similarly smite evil to feed their fanatical table, you thereafter always have the listed spells
prepared.

14
Destruction Domain Spells Travel Domain
Cleric Level Spells
Spread Your God’s Word Far and Wide
Enlarge/Reduce, Inflict Wounds, Shatter,
3 Wanderlust is something all adventurers share, and is
Wrathful Smite
typically a means to an end. Many travel to behold
5 Fireball, Lightning Bolt majestic sights, or perhaps experience exotic cultures.
Others seek to uncover mysteries and find legendary
7 Ice Storm, Staggering Smite
treasures. Some go from place to place seeking fame, or
9 Cloudkill, Destructive Wave do so find escape from a life of infamy. And there are
those who believe that traveling is its own reward.
Level 3: Appetite for Destruction Clerics of the Travel Domain are, themselves, drawn
Your destructive acts fuel further expressions of by the lure of the open roads. They often find employ as
devastation. When you reduce a creature to 0 Hit Points guides, quenching their own thirst for adventure by
or destroy an object with an attack with a weapon, you accompanying others who share the same passion.
can take a Reaction to make one additional attack with Those who have given up the life of adventure due to
that weapon. infirmity or age are often seen in temples, offering
You can use this feature a number of times equal to teleportation services or aid in seeking out worthwhile
your Wisdom modifier (minimum of once), and you quests they can no longer partake in.
regain all expended uses when you finish a Long Rest. Travel Deities
Level 3: Sundering Invocation Example Deity Pantheon
As a Magic action, you can expend one use of your
Channel Divinity to channel destruction. Touch a Baervan Wildwanderer Gnomish

creature or an unattended object within reach. A Brandobaris Halfling


creature must make a Constitution saving throw. A
creature takes Thunder damage equal to five times your Fenmarel Mestarine Elven

Cleric level on a failed save or half as much damage on Fharlanghn Greyhawk


a successful one. An unattended object takes Thunder
damage equal to five times your Cleric level. Kol Korran Eberron
Marthammor Duin Dwarven
Level 6: Destructive Fury
As a Bonus Action, you can channel divine energy to Shaundakul Forgotten Realms
enter a destructive frenzy. You gain the benefits below Shinare Dragonlance
for 1 minute. When you use this feature, you can expend
a spell slot to augment its effects. Once you use this Level 3: Wayfinder
feature, you can’t use it again until you finish a Short or You gain proficiency in the Survival skill. If you are
Long Rest. already proficient in it, you gain Expertise in it.
Temporary Hit Points. You gain 10 Temporary Hit
Points. If you expend a spell slot, the Temporary Hit Level 3: Travel Domain Spells
Points you gain increases by three times the slot’s level. Your connection to this divine domain ensures you
Extra Attack. You can attack twice, instead of once, always have certain spells ready. When you reach a
when you take the Attack action on your turn. In Cleric level specified in the Travel Domain Spells table,
addition, you can cast one of your cantrips that has a you thereafter always have the listed spells prepared.
casting time of an action in place of one of those attacks.
Empowered Attacks. You get a +1 bonus to damage Travel Domain Spells
rolls with attacks using a weapon. If you expend a spell Cleric Level Spells
slot, you get an additional bonus to the roll equal to half
the slot’s level. 3
Expeditious Retreat, Longstrider, Misty Step,
Spider Climb
Level 17: Hand of Devastation
Your attacks and spells deliver exceptional power. 5 Fly, Thunder Step

When you roll damage for an attack or spell, roll twice 7 Dimension Door, Freedom of Movement
the required number of dice. You then choose from
among the rolled dice the rolls you wish to determine 9 Far Step, Teleportation Circle

the damage of the attack or spell. You must choose dice Level 3: Unstoppable Adventurer
that match the number and type normally rolled to Your legs and feet are blessed to urge you ever forward.
determine the damage of the attack or spell. You gain the following benefits.
Speed Increase. Your Speed increases by 5 feet. This
increases to 10 feet when you reach Cleric level 11.

15 CHAPTER 1 | CHARACTER OPTIONS


Unhampered Movement. Moving through nonmagical cast within the next minute that teleports is doubled.
Difficult Terrain doesn’t cost you extra movement.
Tireless Trotter. You have Advantage on Constitution
Level 6: Shared Stride
saving throws you make to avoid Exhaustion due to When you finish a Short or Long Rest, choose a number
extended travel. of creatures up to your Wisdom modifier (minimum of
one creature). Those creatures gain the benefits of your
Level 3: Distant Destination Unstoppable Adventurer feature until the start of your
As a Bonus Action, you can expend one use of your next Short or Long Rest. The benefits end early if you
Channel Divinity to gain one of the following benefits. have the Incapacitated condition or if you end it (no
Divine Dash. Choose either yourself or a creature you action required).
can see within 30 feet of yourself. Until the start of your
ssov sennahoj

next turn, the target’s Speed is doubled, and their Level 17: Worldwalker
movement doesn’t provoke Opportunity Attacks. You have mastered the art of magical travel. You always
Farseek. The next spell you cast within the next have the Teleport spell prepared. You can also cast it
minute that attempts to locate an animal, plant, once without a spell slot, and you regain the ability to
creature, or object has a doubled detection range. cast it in this way when you finish a Short or Long Rest.
Distant Teleportation. The range of the next spell you When you cast the spell, you are always on target.
CHAPTER 1 | CHARACTER OPTIONS 16
yengir darb

Druid
A Natural Priest of Primal Power

17
Druid Subclasses for the form equals your Druid level divided by 3.
Armor Class. Until you leave the form, your AC
A Druid subclass is a specialization that grants you equals 13 plus your Wisdom modifier if that total is
features at certain Druid levels, as specified in the higher than the Known Form’s AC.
subclass. Druids form loose associations, which they Temporary Hit Points. You gain a number of
call circles. This section presents the Circle of Evil, Temporary Hit Points equal to three times your Druid
Circle of Eyes, Circle of Scales, Circle of the Outsider, level.
and Circle of the Sun subclasses for playtesting. Level 6: Unbridled Terror
Circle of Evil Terror grips the hearts of those who witness your
fiendish transformations up close. When you transform
Adopt the Oppressive Ways of Fiends into a Fiend using your Wild Shape feature, each
Druids of the Circle of Evil hail from regions that have creature of your choice within 10 feet of yourself must
ties to the Lower Planes. These Druids claim to see the succeed on a Wisdom saving throw against your spell
hypocrisy involved in views against evil, for nature does save DC or have the Frightened condition for 1 minute.
not care about means, only ends. They posit that the A Frightened creature repeats the save at the end of
laws of nature support the idea of the powerful each of its turns, ending the condition on itself on a
exploiting the weak. Nature is amoral in that it cares not success. A creature that successfully saves against this
if something is good or evil, it simply is because of the feature is immune to it for 24 hours.
power it holds. Fiends, in their view, best embody this
fundamental reality, and as such are worth emulating. Level 10: Improved Fiendish Forms
You can expend two uses of your Wild Shape to shape-
Level 3: Fiendish Forms shift into a barbed devil, a barlgura, or a mezzoloth.
You can channel unholy magic when you assume a Wild
Shape form, granting you the benefits below. Level 14: Dreadful Rebuke
You gift those have the gall to raise a hand to you with a
Fiendish Known Forms. Whenever you reach a Druid
level and the Known Forms number in the Beast glimpse of the horrors of the Lower Planes in their
mind’s eye. Whenever a creature hits you with an attack,
scavok ecnav

Shapes table increases, you can choose any of your new that creature takes Psychic damage equal to your
Known Forms from eligible Beast or Fiend forms. In Wisdom modifier (minimum of 1) if you don’t have the
addition, whenever you replace a Known Form, you can Incapacitated condition.
replace it with another eligible Beast or Fiend form.
Challenge Rating. The maximum Challenge Rating

18
Circle of Eyes Level 3: Hawkeye Trance
As a Bonus Action, you can sharpen your vision to the
Gain Sight Beyond Sight extreme. You gain the benefits below for 1 minute or
Druids of the Circle of Eyes venerate the value of sight, until you have the Incapacitated condition. You can use
for it is through seeing that one knows, and it is through this feature a number of times equal to your Wisdom
knowing that one lives one’s life. modifier (minimum of once), and you regain all
Initially, these Druids focus on sharpening their expended uses when you finish a Long Rest.
physical vision, emulating fearsome birds of prey who Attacks Affected. You can’t have Disadvantage on
seldom miss their mark. They then move on to focus on attack rolls.
those beyond, such as seeing the hidden, finding what Keen Vision. You have Advantage on Wisdom
needs to be found, and learning what needs to be (Perception) checks that rely on sight.
known. When they finally master their art, naught is Blind Immunity. You have Immunity to the Blinded
beyond their sight, even those hidden in realms beyond. condition.
Level 3: Owl’s Sight Level 6: Unfailing Vision
You gain an owl’s visual prowess. You have Darkvision You are quick to discern when an attempt to divine
with a range of 120 feet. If you already have Darkvision, something is futile. You immediately end your efforts to
its range increases by 120 feet. conserve your energy. When you cast a Divination spell
with a spell slot and fail to sense, locate, scry on, or
Level 3: Circle of Eyes Spells learn information about a target, the spell slot isn’t
When you reach a Druid level specified in the Circle of expended.
Eyes Spells table, you thereafter always have the listed
spells prepared. Level 10: Focused Aim
Your attacks and spells ignore Half Cover and Three-
Circle of Eyes Spells Quarters Cover.
Druid Level Spells
Level 10: Extraplanar Sight
3
Detect Evil and Good, Guidance, Identify,
Your Divination spells can target creatures or objects
Locate Object, See Invisibility
that are not in the same plane of existence as you.
5 Blink, Clairvoyance
Level 14: Druidic Premonition
7 Arcane Eye, Locate Creature As a Magic action, you can peer past the present and
senoj emiaj

Legend Lore, Scrying into the immediate future. For 1 minute or until you
9
have the Incapacitated condition, you have Advantage
on D20 Tests.
Once you use this feature, you can’t use it again until
you finish a Long Rest.
19 CHAPTER 1 | CHARACTER OPTIONS
Circle of Scales
Attune to Draconic Might
Druids of the Circle of Scales revere the fearsome
majesty of Dragons. Circles typically around adult or
older Dragons, specifically metallic ones given their
generally civil temperament, though circles involving
other Dragon types have been known to exist. Bonding
with the Dragon allows a Druid of this circle to assume
a draconic form, thereby gaining the ability to fly much
earlier than Druids of other circles.
Given the rarity of Dragons, this circle
understandably has few members. They are also
remarkably reclusive and avoid frequenting large cities,
lest they inadvertently lead greedy adventurers to their
Dragon’s lair.
Level 3: Draconic Forms
You can channel draconic magic when you assume a
Wild Shape form, granting you the benefits below.
Draconic Known Forms. Whenever you reach a Druid
level and the Known Forms number in the Beast
Shapes table increases, you can choose any of your new
Known Forms from eligible Beast or Dragon forms.
Whenever you replace a Known Form, you can replace
it with another eligible Beast or Dragon form. Dragon
forms that have a Fly Speed count as eligible choices for
your Wild Shape feature even at Druid levels 7 or lower.
While shape-shifted as a Dragon, your Fly Speed is
equal to your Speed until you reach Druid level 8, and
your Breath Weapons recharge only on a 6 until you
reach Druid level 14.
Challenge Rating. The maximum Challenge Rating
for the form equals your Druid level divided by 3.
Armor Class. Until you leave the form, your AC
equals 13 plus your Wisdom modifier if that total is
higher than the Known Form’s AC.
Temporary Hit Points. You gain a number of
Temporary Hit Points equal to three times your Druid
level.
Level 6: Energy Shield
As a Magic action, you wreathe yourself in a mantle of
energy, shedding Bright Light in a 10-foot radius and
Dim Light for an additional 10 feet. The shield lasts for
10 minutes, until you have the Incapacitated condition,
or until you dismiss it (no action required).
Choose two damage types from the following list:
Acid, Cold, Fire, Force, Lightning, Necrotic, Poison,
Psychic, Thunder, or 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 roll, the attacker takes damage of the other
chosen damage type equal to your Druid level.
tolcirb iskela

Once you use this feature, you can’t use it again until
you finish a Long Rest.

20
Level 10: Dragonheart Level 3: Aberrant Forms
You have Immunity to the Charmed and Frightened You can channel eldritch magic when you assume a
conditions. In addition, you can take a Magic action to Wild Shape form, granting you the benefits below.
speak words of encouragement to a creature you can Aberrant Known Forms. Whenever you reach a Druid
see within 30 feet of yourself that has the Charmed or level and the Known Forms number in the Beast
Frightened condition, ending one effect on that creature Shapes table increases, you can choose any of your new
that is causing it to have the Charmed or Frightened Known Forms from eligible Beast or Aberration forms.
condition. In addition, whenever you replace a Known Form, you
can replace it with another eligible Beast or Aberration
Level 14: Improved Draconic Forms form.
You can expend two uses of your Wild Shape to shape- Challenge Rating. The maximum Challenge Rating
shift into a Dragon that has a maximum Challenge for the form equals your Druid level divided by 3.
Rating of half your Druid level. Armor Class. Until you leave the form, your AC
Once you use this feature, you can’t use it again until equals 13 plus your Wisdom modifier if that total is
you finish a Long Rest. higher than the Known Form’s AC.
Temporary Hit Points. You gain a number of
Circle of the Outsider Temporary Hit Points equal to three times your Druid
Expand Your Definition of Nature to Realms Beyond
level.
Druids of the Circle of the Outsider understand that Level 6: Eye Ray
You can borrow the abilities of beholderkin. As a Magic
“natural” is a relative term; what is natural in the Prime
Material Plane is very different from what is natural in action, you fire a random ray from one of your eyes at a
other planes of existence. Playing out this concept to the creature you can see within 60 feet of yourself. Roll on

selpats gerg
extreme, these Druids embrace the eldritch realities of the Eye Ray table to determine which eye ray you fire.
the Far Realm. This allows them to assume truly You can use this feature a number of times equal to
bizarre and alien forms that Druids of other circles your Wisdom modifier (minimum of once), and you
cannot even fathom. regain all expended uses when you finish a Long Rest.

21
Eye Ray 1d10 Eye Ray Effect
1d10 Eye Ray Effect
The target must succeed on a
The target makes a Wisdom Wisdom saving throw or have
saving throw. It does so with the Unconscious condition for
Advantage if you or your allies 1 minute. It wakes up if it
Charm are fighting it. On a failed Sleep
1 7 takes any damage or if
Ray save, the target has the Ray
another creature takes an
Charmed condition for 1 action to shake it awake. This
minute or until you or your ray has no effect on
allies damage it. Constructs and Undead.
The target must succeed on a The targeted creature must
Paralyzing Constitution saving throw or make a Dexterity saving throw.
2
Ray have the Paralyzed condition On a failed save, the creature
until the end of its next turn. begins to turn to stone and
The target must succeed on a has the Restrained condition.
Wisdom saving throw or have It must make a Constitution
the Frightened condition for 1 Petrification saving throw at the end of
Fear 8
3 minute. The Frightened target Ray each of its turns. On a
Ray success, the effect ends. If it
repeats the save at the end of
each of its turns, ending the fails its Constitution saves five
effect on itself on a success. times, the creature has the
Petrified condition until freed
The target must make a by the Greater Restoration spell
Dexterity saving throw. On a or other magic.
failed save, the target’s Speed
is halved for 1 minute. In The target must succeed on a
addition, the creature can’t Dexterity saving throw or take
take Reactions, and it can take Force damage equal to three
Slowing times your Druid level. If this
4 either an action or a Bonus Disintegration
Ray 9 damage reduces the creature
Action on its turn, not both. Ray
The creature can make a to 0 Hit Points, it and
Wisdom saving throw at the everything nonmagical it is
end of each of its turns, wearing and carrying are
ending the effect on itself on a disintegrated into gray dust.
success. The target must succeed on a
The target must make a Dexterity saving throw or take
Constitution saving throw. On Death Necrotic damage equal to
10
a failed save, the target takes Ray three times your Druid level.
Poison damage equal to twice The target dies if the ray
Enervation reduces it to 0 Hit Points.
5 your Druid level and has the
Ray
Poisoned condition until the
end of its next turn. On a Level 10: Improved Aberrant Forms
success, it takes half as much You can expend two uses of your Wild Shape to shape-
damage only. shift into a mindwitness, a red slaad, or a star spawn
The target must succeed on a
mangler.
Strength saving throw or be Level 14: Focused Rays
moved up to 30 feet in any Whenever you roll on the Eye Ray table, you can roll the
Telekinetic direction. It has the die twice and choose which of the two rays to use. If you
6
Ray Restrained condition until the roll the same number on both dice, you can ignore the
start of the your next turn or number, choose any effect on the table, and regain one
until you have the expended use of your Eye Ray feature.
Incapacitated condition.

CHAPTER 1 | CHARACTER OPTIONS 22


Circle of the Sun Circle of the Sun Spells
Druid Level Spells
Adopt Plant Forms and Flourish in the Light
Barkskin, Entangle, Guiding Bolt, Spike
Druids of the Circle of the Sun, like their counterparts 3
Growth
of the Circle of the Moon, are fierce guardians of nature.
However, unlike the latter, they establish their villages 5 Daylight, Plant Growth
in much more open and accessible areas so that they Guardian of Nature, Sickening Radiance
may bask in that which is the namesake of their circle. 7

As a result, they are much less isolated and are Dawn, Jallarzi’s Storm of Radiance, Wall of
considered to be among the most sociable of the Druids. 9
Light
In addition to the obvious partiality to light, Druids of
the Circle of the Sun also have some affinity to Plants, Level 6: Radiant Embrace
which likewise thrive under the sun’s light. This affinity The sun’s radiance guides you during your bleakest
allows them to assume Plant forms—an ability that truly moments. If you fail a saving throw while in sunlight,
sets them apart from their brethren. you can reroll it with a bonus equal to your Druid level.
Level 3: Plant Forms If you do so, you must use the new roll, and you can’t
You can channel solar magic when you assume a Wild use this feature again until you finish a Long Rest.
Shape form. Whenever you reach a Druid level and the You can use this feature twice before a Long Rest
Known Forms number in the Beast Shapes table starting at level 9, three times before a Long Rest
increases, you can choose any of your new Known starting at level 13, and four times before a Long Rest
Forms from eligible Beast or Plant forms. In addition, starting at level 17.
whenever you replace a Known Form, you can replace it Level 10: Sun’s Herald
with another eligible Beast or Plant form. You can call forth the majesty of the light to cut across
Level 3: Glareproof even the darkest night. You can cast Dawn once without
As one who glimpses the sun in veneration, your eyes expending a spell slot. You regain the ability to cast it in
become resistant to effects that could diminish their this way when you finish a Long Rest.
acuity in any way. You have Advantage on saving throws Level 14: Synthesis
to avoid or end the Blinded condition. As Plants are nourished by the sun’s light, so does your
yeldarb haon

Level 3: Circle of the Sun Spells body use the same energy to heal itself. When you cast a
When you reach a Druid level specified in the Circle of spell with a spell slot and deal Radiant damage, you
the Sun Spells table, you thereafter always have the regain Hit Points equal to 1d8 plus the slot’s level.
listed spells prepared. Additionally, basking in sunlight for 10 minutes
provides enough nourishment to sustain you for one
day.
23 CHAPTER 1 | CHARACTER OPTIONS
tsaoc eht fo sdraziw

Sorcerer
A Dazzling Mage Filled with Innate Magic

24
Core Sorcerer Traits Sorcerer Class Features
Primary Ability Charisma As a Sorcerer, you gain the following class features
Hit Point Die D6 per Sorcerer level when you reach the specified Sorcerer levels. These
Saving Throw features are listed in the Sorcerer Features table.
Constitution and Charisma
Proficiencies Level 1: Spellcasting
Choose 2: Arcana, Deception, Drawing from your innate magic, you can cast spells.
Skill Proficiencies Insight, Intimidation, Persuasion, See chapter 7 of the 2024 Player’s Handbook for the
or Religion rules on spellcasting. The information below details
how you use those rules with Sorcerer spells, which
Weapon Proficiencies Simple weapons
appear in chapter 3 of the 2024 Player’s Handbook.
Armor Training None Cantrips. You know four Sorcerer cantrips of your
Choose A or B: (A) Spear, 2 choice. Light, Prestidigitation, Shocking Grasp, and
Starting Equipment Daggers, Dungeoneer’s Pack, Sorcerous Burst are recommended. Whenever you gain
and 38 GP; or (B) 50 GP a Sorcerer level, you can replace one of your cantrips
from this feature with another Sorcerer cantrip of your
choice.
When you reach Sorcerer levels 4 and 10, you learn
S another Sorcerer cantrip of your choice, as shown in the
orcerers wield innate magic that is stamped
into their being. Some Sorcerers can’t name the Cantrips column of the Sorcerer Features table.
origin of their power, while others trace it to Sorcery Points. The Sorcerer Features table shows
strange events in their personal or family history. The how many Sorcery Points you have to cast your level 1+
blessing of a dragon or a dryad at a baby’s birth or the spells. You can’t have more Sorcery Points than the
strike of lightning from a clear sky might spark a number shown in the table for your level. To cast one of
Sorcerer’s gift. So too might the gift of a deity, exposure these Sorcerer spells, you must expend a number of
to the strange magic of another plane of existence, or a Sorcery Points to create a spell slot of a given level, and
glimpse into the inner workings of reality. Whatever the then use that slot to cast a spell. The Sorcery Point Cost
origin, the result is an indelible mark on the Sorcerer, a table summarizes the cost in Sorcery Points of creating
churning magic that can be passed down through a spell slot of a given level, and it lists the minimum
generations. Sorcerer level you must be to create a slot. Cantrips
Sorcerers don’t learn magic; the raw, roiling power of don’t require slots and therefore don’t require Sorcery
magic is part of them. The essential art of a Sorcerer is Points. You can’t reduce your Sorcery Points total to
learning to harness and channel that innate magic, less than 0, and you regain all spent Sorcery Points
allowing the Sorcerer to discover new and staggering when you finish a Long Rest.
ways to unleash their power. As Sorcerers master their
innate magic, they grow more attuned to its origin, Sorcery Point Cost
developing distinct powers that reflect its source.
Sorcerers are rare. Some family lines produce exactly Spell Slot Sorcery Point Min. Sorcerer

one Sorcerer in every generation, but most of the time, Level Cost Level

the talents of sorcery appear as a fluke. People who 1 2 1


have this magical power soon discover that it doesn’t
like to stay quiet. A Sorcerer’s magic wants to be 2 3 3

wielded. 3 5 5
4 6 7
Becoming a Sorcerer …
5 7 9
As a Level 1 Character 6 9 11
Gain all the traits in the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed 7 10 13
in the Sorcerer Features table. 8 11 15

As a Multiclass Character 9 13 17
Gain the Hit Point Die from the Core Sorcerer Traits Level 6+ spells are particularly taxing to cast. You can
table. use Sorcery Points to create one slot each of levels 6, 7,
Gain the Sorcerer’s level 1 features, which are listed 8, and 9. You can’t create another slot of the same level
in the Sorcerer Features table. See the multiclassing until you finish a Long Rest. Starting at level 19, you
rules in chapter 2 of the 2024 Player’s Handbook to can create two level 6 spell slots before a Long Rest,
determine your available spell slots. and at level 20, you can create two level 7 spell slots

25 CHAPTER 1 | CHARACTER OPTIONS


Sorcerer Features
Proficiency Prepared Sorcery Max Spell
Level Bonus Features Metamagic Cantrips Spells Points Level
1 +2 Spellcasting, Arcane Surge — 4 2 4 1
2 +2 Metamagic 2 4 4 8 1
3 +2 Sorcerer Subclass 2 4 6 17 2
4 +2 Ability Score Improvement 2 5 7 21 2
5 +3 Sorcerous Restoration 3 5 9 32 3
6 +3 Subclass feature 3 5 10 38 3
7 +3 Magic Incarnate 3 5 11 45 4
8 +3 Ability Score Improvement 3 5 12 52 4
9 +4 — 4 5 14 66 5
10 +4 — 4 6 15 74 5
11 +4 — 4 6 16 84 6
12 +4 Ability Score Improvement 4 6 16 85 6
13 +5 — 5 6 17 96 7
14 +5 Subclass feature 5 6 17 97 7
15 +5 — 5 6 18 109 8
16 +5 Ability Score Improvement 5 6 18 110 8
17 +6 — 6 6 19 124 9
18 +6 Subclass feature 6 6 20 132 9
19 +6 Epic Boon 6 6 21 142 9
20 +6 Arcane Apotheosis All 6 22 153 9

before a Long Rest. Innate Focus. The magic flowing within you precludes
Prepared Spells of Level 1+. You prepare the list of the need for an Arcane Focus. You can cast your
level 1+ spells that are available for you to cast with this Sorcerer spells without providing Material components,
feature. To start, choose two level 1 Sorcerer spells. except Material components that are consumed by the
Burning Hands and Detect Magic are recommended. spell or that have a cost specified in the spell.
The number of spells on your list increases as you
gain Sorcerer levels, as shown in the Prepared Spells Level 1: Arcane Surge
column of the Sorcerer Features table. Whenever that An event in your past left an indelible mark on you,
number increases, choose additional Sorcerer spells infusing you with simmering magic. As a Bonus Action,
until the number of spells on your list matches the you can unleash that magic for 1 minute, during which
number in the Sorcerer Features table. The chosen you gain the following benefits:
spells must be of a level for which you have spell slots. The spell save DC of your Sorcerer spells increases
For example, if you’re a level 3 Sorcerer, your list of by 1.
prepared spells can include six Sorcerer spells of level 1 You have Advantage on the attack rolls of Sorcerer
or 2 in any combination.
If another Sorcerer feature gives you spells that you spells you cast.
always have prepared, those spells don’t count against You can use this feature twice, and you regain all
the number of spells you can prepare with this feature, expended uses of it when you finish a Long Rest.
but those spells otherwise count as Sorcerer spells for
you. Level 2: Metamagic
Changing Your Prepared Spells. Whenever you gain a Because your magic flows from within, you can alter
Sorcerer level, you can replace one spell on your list your spells to suit your needs; you gain two Metamagic
with another Sorcerer spell for which you have spell options of your choice from “Metamagic Options” later
slots. in this class’s description. You use the chosen options to
Spellcasting Ability. Charisma is your spellcasting
ability for your Sorcerer spells. temporarily modify spells you cast. To use an option,
you must spend the number of Sorcery Points that it
CHAPTER 1 | CHARACTER OPTIONS 26
costs. Metamagic Options
You can use only one Metamagic option on a spell
when you cast it unless otherwise noted in one of those The following options are available to your Metamagic
options. feature. The options are presented in alphabetical order.
Whenever you gain a Sorcerer level, you can replace
one of your Metamagic options with one you don’t Aimed Spell
know. You gain one more option at Sorcerer levels 5, 9, Cost: 2 Sorcery Points
13, and 17. When you cast a spell that forces a creature to make a
Level 3: Sorcerer Subclass saving throw, you can spend 2 Sorcery Points to instead
You gain a Sorcerer subclass of your choice. The focus the spell’s energy into a spell attack. The spell
Aberrant Sorcery, Clockwork Sorcery, Draconic must be incapable of targeting more than one creature
Sorcery, Wild Magic Sorcery, Spellfire Sorcery, Divine at the spell’s current level. Make a melee spell attack
Sorcery, Storm Sorcery, Shadow Sorcery, Lunar against the target if the spell has a range of touch and a
Sorcery, Phoenix Sorcery, Sea Sorcery, Stone Sorcery, ranged spell attack if the spell has a range of 5+ feet. On
Pyromancer, Giant Sorcery, Atomic Sorcery, Bladesoul, a hit, the spell takes effect as if the creature had failed
Blood Sorcery, Fey Sorcery, Fiendish Sorcery, Frost its first saving throw against the spell.
Sorcery, Genie Sorcery, Kraken Sorcery, Life Sorcery, When you cast a spell that requires you to make an
Mixed Sorcery, Muscle Sorcery, Royal Sorcery, Sonic attack roll against a creature, you can spend 2 Sorcery
Sorcery, Spirit Sorcery, Tarrasquian Sorcery, Time Points to instead force the creature to make a Dexterity
Sorcery, Weaver, or Ysgardian Sorcery subclasses are saving throw. The spell must be incapable of targeting
detailed after this class’s description. A subclass is a more than one creature at the spell’s current level. On a
specialization that grants you features at certain failed save, the spell takes effect as if the creature was
Sorcerer levels. For the rest of your career, you gain hit by the spell.
each of your subclass’s features that are of your Careful Spell
Sorcerer level or lower. Cost: 1 Sorcery Point
Level 4: Ability Score Improvement When you cast a spell that forces other creatures to
You gain the Ability Score Improvement feat or another make a saving throw, you can protect some of those
feat of your choice for which you qualify (see chapter 5 creatures from the spell’s full force. To do so, spend 1
of the 2024 Player’s Handbook). You gain this feature Sorcery Point and choose a number of those creatures
again at Sorcerer levels 8, 12, and 16. up to your Charisma modifier (minimum of one
creature). A chosen creature automatically succeeds on
Level 5: Sorcerous Restoration its saving throw against the spell, and it takes no
When you finish a Short Rest, you can regain expended damage if it would normally take half damage on a
Sorcery Points, but no more than a number equal to successful save.
half your Sorcerer level. Once you use this feature, you
can’t do so again until you finish a Long Rest. Delayed Spell
Cost: 1 Sorcery Point
Level 7: Magic Incarnate
If you have no uses of Arcane Surge left, you can spend When you cast a spell that has a range of self or touch,
2 Sorcery Points (no action required) to regain one or has an area of effect, you can delay its effects. To do
expended use of it. so, you spend 1 Sorcery Point and choose a number of
In addition, while your Arcane Surge feature is active, rounds up to your Charisma modifier (minimum of one
you can use up to two of your Metamagic options on round). After the chosen number of rounds has passed,
each spell you cast. the spell takes effect. All determinations for the spell
that are made by you—such as attack rolls or the spell’s
Level 19: Epic Boon point of origin—are made when the spell is cast, while
You gain an Epic Boon feat or another feat of your determinations made by the spell’s targets—such as
choice for which you qualify (see chapter 5 of the 2024 saving throws—are made when the spell takes effect. If
Player’s Handbook). Boon of Dimensional Travel is
the spell requires Concentration, you only begin
recommended. concentrating on it once it has taken effect. If any of the
spell’s parameters become invalid when it is about to
Level 20: Arcane Apotheosis take effect, the spell fails. A Delayed Spell that has not
You gain all Metamagic options. yet taken effect lingers in place as an intangible, glowing
In addition, once per turn when you use one or more bead of magic that can be targeted with a Dispel Magic
Metamagic options on a spell you cast while your spell. You can take a Magic action to cause the spell to
Arcane Surge feature is active, you can reduce the take effect earlier than intended.
Sorcery Points you spend on one of those options by 2 When you cast a spell that has a casting time of a
(minimum of 0). Bonus Action, you can spend 1 Sorcery Point to change
the casting time to an action for this casting.

27 CHAPTER 1 | CHARACTER OPTIONS


Distant Spell Heightened Spell
Cost: 1 Sorcery Point Cost: 2 Sorcery Points
When you cast a spell that has a range of at least 5 feet, When you cast a spell that forces a creature to make a
you can spend 1 Sorcery Point to double the spell’s saving throw, you can spend 2 Sorcery Points to give
range. Or when you cast a spell that has a range of one target of the spell Disadvantage on saves against
Touch, you can spend 1 Sorcery Point to make the the spell.
spell’s range 30 feet. Maximized Spell
Empowered Spell Cost: 1 Sorcery Point or more
Cost: 1 Sorcery Point When you roll damage for a level 1+ spell, you can
When you roll damage for a spell, you can spend 1 spend a number of Sorcery Points equal to the spell’s
Sorcery Point to reroll a number of the damage dice up level to use use the highest number possible for each
to your Charisma modifier (minimum of one), and you die for one target of the spell.
must use the new rolls.
You can use Empowered Spell even if you’ve already Quickened Spell
used a different Metamagic option during the casting of Cost: 2 Sorcery Points
the spell. When you cast a spell that has a casting time of an
Extended Spell action, you can spend 2 Sorcery Points to change the
casting time to a Bonus Action for this casting. You
Cost: 1 Sorcery Point can’t modify a spell in this way if you’ve already cast a
When you cast a spell that has a duration of 1 minute or level 1+ spell on the current turn, nor can you cast a
longer, you can spend 1 Sorcery Point to double its level 1+ spell on this turn after modifying a spell in this
duration to a maximum duration of 24 hours. way.
If the affected spell requires Concentration, you have
Advantage on any saving throw you make to maintain Potent Spell
that Concentration. Cost: 1 Sorcery Point or more

Explosive Spell If one or more creatures take no damage following a


successful save against a spell you cast for any reason
Cost: 1 Sorcery Point other than having Immunity to all of the spell’s damage
When you cast a spell that has an area of effect and types, you can spend Sorcery Points equal to the spell’s
nietspe hacim

forces other creatures to make a saving throw, you can level to deal half the spell’s damage to one of those
spend 1 Sorcery Point to attempt to blast the spell’s creatures (1 Sorcery Point if the spell is a cantrip). The
targets off their feet. The spell gains the additional effect creature suffers no additional effect from the spell.
of pushing a creature that fails its saving throw in a You can use Potent Spell even if you have already
straight line towards the nearest edge of the spell’s area used a different Metamagic option during the casting of
and giving it the Prone condition. the spell.
CHAPTER 1 | CHARACTER OPTIONS 28
Ruinous Spell Twinned Spell
Cost: 1 Sorcery Point Cost: 1 Sorcery Point or more
When you cast a spell that has an area of effect and a When you cast a spell that is incapable of targeting
duration of instantaneous, you can spend 1 Sorcery more than one creature at the spell’s current level and
Point to devastate the spell’s area, turning it into doesn’t have a range of self, you can spend a number of
Difficult Terrain for a number of rounds equal to the Sorcery Points equal to the spell’s level to target a
spell’s level (1 round if the spell is a cantrip). second creature in range with the same spell (1 Sorcery
Seeking Spell
Point if the spell is a cantrip).
Cost: 1 Sorcery Point Widened Spell
If you make an attack roll for a spell and miss, you can Cost: 1 Sorcery Point or more
spend 1 Sorcery Point to reroll the d20, and you must When you cast a spell that has an area of effect, you can
use the new roll. spend 1 Sorcery Point or more to increase each of the
You can use Seeking Spell even if you’ve already used area’s dimensions by 5 feet for each Sorcery Point
a different Metamagic option during the casting of the spent. You can’t increase a spell’s area to more than
spell. twice its base dimensions this way.
Shifted Spell
Cost: 2 Sorcery Points
Sorcerer Subclasses
When you cast a spell that forces a creature to make a A Sorcerer subclass is a specialization that grants you
saving throw and has a duration of instantaneous, you features at certain Sorcerer levels, as specified in the
can spend 2 Sorcery Points to change the saving throw subclass. This section presents the subclasses for
for one target of the spell from one type to another of playtesting.
your choice. The appearance of the spell changes to Aberrant Sorcery
reflect this change, as appropriate. If the original saving
throw uses a physical ability score (Strength, Dexterity, Wield Unnatural Psionic Power
or Constitution), the new saving throw must be chosen An alien influence has wrapped its tendrils around your
between the other two physical ability scores. Similarly, mind, giving you psionic power. You can now touch
if the original saving throw uses a mental ability score other minds with that power and alter the world around
(Intelligence, Wisdom, or Charisma), the new saving you. Will this power shine from you as a hopeful beacon
throw must be chosen between the other two mental to others? Or will you be a terror to those who feel the
ability scores. stab of your mind?
Subtle Spell Perhaps a psychic wind from the Astral Plane carried
psionic energy to you, or you were exposed to the Far
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery Point to Realm’s warping influence. Alternatively, you were
cast it without any Verbal, Somatic, or Material implanted with a mind flayer tadpole, but your
components, except Material components that are transformation into a mind flayer never occurred; now
the tadpole’s psionic power is yours. However you
consumed by the spell or that have a cost specified in acquired this power, your mind is aflame with it.
the spell. Level 3: Eldritch Tongue
Transdimensional Spell
The arcane magic you command is infused with the
Cost: 1 Sorcery Point strangeness of the Far Realm. You know Deep Speech
When you cast a spell, you can spend 1 Sorcery Point to and Undercommon, and whenever you make a
allow it to affect creatures on the Ethereal Plane or Charisma check when interacting with Aberrations,
those in an extradimensional space such as one created your Proficiency Bonus is doubled if it applies to the
by a Rope Trick spell. A creature need not be visible to check.
you to be affected unless the spell requires you to target Level 3: Psionic Spells
the creature. When you reach a Sorcerer level specified in the
Transmuted Spell Psionic Spells table, you thereafter always have the
Cost: 1 Sorcery Point listed spells prepared.
When you cast a spell that deals a type of damage from Psionic Spells
the following list, you can spend 1 Sorcery Point to
change that damage type to one of the other listed types: Sorcerer Level Spells

Acid, Cold, Fire, Lightning, Poison, Thunder. 3


Arms of Hadar, Calm Emotions, Detect
Thoughts, Dissonant Whispers, Mind Sliver
5 Hunger of Hadar, Sending

29 CHAPTER 1 | CHARACTER OPTIONS


Sorcerer Level Spells escape from nonmagical restraints or the Grappled
7 Evard’s Black Tentacles, Summon Aberration
condition.
Level 18: Warping Implosion
9 Rary’s Telepathic Bond, Telekinesis
You can unleash a space-warping anomaly. As a Magic
Level 3: Telepathic Speech action, you teleport to an unoccupied space you can see
You can form a telepathic connection between your within 120 feet of yourself. Immediately after you
mind and the mind of another. As a Bonus Action, disappear, each creature within 30 feet of the space you
choose one creature you can see within 30 feet of left must make a Strength saving throw against your
yourself. You and the chosen creature can communicate spell save DC. On a failed save, a creature takes 3d10
telepathically with each other while the two of you are Force damage and is pulled straight toward the space
within a number of miles of each other equal to your you left, ending in an unoccupied space as close to your
Charisma modifier (minimum of 1 mile). To understand former space as possible. On a successful save, the
each other, you each must mentally use a language the creature takes half as much damage only.
other knows. Once you use this feature, you can’t do so again until
The telepathic connection lasts for a number of you finish a Long Rest unless you spend 5 Sorcery
minutes equal to your Sorcerer level. It ends early if you Points (no action required) to restore your use of it.
use this ability to form a connection with a different
creature. Variant Level 18: Aberrant Locus
The power of your eldritch mind allows you to concentrate on
Level 6: Psionic Sorcery two spells at the same time. However, when you do so, you
When you cast any level 1+ spell from your Psionic suffer a penalty to Constitution saving throws you make to

Spells feature, you can cast it by expending a spell slot maintain Concentration on a spell equal to the level of the

as normal or by spending a number of Sorcery Points other spell being concentrated on.

equal to the spell’s level. If you cast the spell using


Sorcery Points, it requires no Verbal or Somatic
components, and it requires no Material components
unless they are consumed by the spell or have a cost
specified in it.
Level 6: Psychic Defenses
You have Resistance to Psychic damage, and you have
Advantage on saving throws to avoid or end the
Charmed or Frightened condition.
Level 14: Revelation in Flesh
You can unleash the aberrant truth hidden within
yourself. As a Bonus Action, you can spend 1 Sorcery
Point or more to magically alter your body for 10
minutes. For each Sorcery Point you spend, you gain
one of the following benefits of your choice, the effects
of which last until the alteration ends. When you
activate your Arcane Surge, you can unleash this
aberrant truth as part of the same Bonus Action.
Aquatic Adaptation. You gain a Swim Speed equal to
twice your Speed, and you can breathe underwater.
Gills grow from your neck or flare behind your ears, and
your fingers become webbed or you grow wriggling
cilia.
Glistening Flight. You gain a Fly Speed equal to your
Speed, and you can hover. As you fly, your skin glistens
with mucus or otherworldly light.
See the Invisible. You can see any Invisible creature
within 60 feet of yourself that isn’t behind Total Cover.
Your eyes also turn black or become writhing sensory
enots esahc

tendrils.
Wormlike Movement. 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, and you can spend 5 feet of movement to
30
Clockwork Sorcery Level 3: Clockwork Spells
When you reach a Sorcerer level specified in the
Channel Cosmic Forces of Order Clockwork Spells table, you thereafter always have the
The cosmic force of order has suffused you with magic. listed spells prepared.
That power arises from Mechanus or a realm like it—a
plane of existence shaped entirely by clockwork Clockwork Spells
efficiency. You or someone from your lineage might Sorcerer Level Spells
have become entangled in the machinations of
modrons, the orderly beings who inhabit Mechanus. 3
Aid, Alarm, Lesser Restoration, Protection

Perhaps your ancestor even took part in the Great from Evil and Good

Modron March. Whatever its origin within you, the 5 Dispel Magic, Protection from Energy
power of order can seem strange to others, but for you,
it’s part of a vast and glorious system. 7 Freedom of Movement, Summon Construct
9 Greater Restoration, Wall of Force
Level 1: Touch of Nirvana
You favor the average when extremes of chance result Level 3: Restore Balance
in potentially disastrous outcomes. Whenever you make Your connection to the plane of absolute order allows
a D20 Test, you can treat a roll of 1 on the d20 as a 10. you to equalize chaotic moments. When a creature you
You know Modron, and whenever you make a can see within 60 feet of yourself is about to roll a d20
Charisma check when interacting with Constructs, your with Advantage or Disadvantage, you can take a
Proficiency Bonus is doubled if it applies to the check. Reaction to prevent the roll from being affected by
Advantage and Disadvantage.
You can use this feature a number of times equal to
your Charisma modifier (minimum of once), and you
regain all expended uses when you finish a Long Rest.
Level 6: Bastion of Law
You can tap into the grand equation of existence to
imbue a creature with a shimmering shield of order. As
a Magic action, you can spend 1–5 Sorcery Points to
create a magical ward around yourself or another
creature you can see within 30 feet of yourself. The
ward is represented by a number of d8s equal to the
number of Sorcery Points spent to create it. When the
warded creature takes damage, it can expend a number
of those dice, roll them, and reduce the damage taken
by the total rolled on those dice.
The ward lasts until you finish a Long Rest or until
you use this feature again.
Variant Level 6: Steel Mind
As a being of logic and order, your mind is not so easily
swayed. If you fail an Intelligence, a Wisdom, or a Charisma
saving throw, you can reroll it with a bonus equal to your
Sorcerer level. You must use the new roll, and you can’t use
this feature again until you finish a Long Rest.
You can use this feature twice before a Long Rest starting
at level 9, three times before a Long Rest starting at level 13,
and four times before a Long Rest starting at level 17.

Level 14: Trance of Order


You gain the ability to align your consciousness with the
endless calculations of Mechanus. As a Bonus Action,
spmahcsed cire

you can enter this state for 1 minute. For the duration,
attack rolls against you can’t benefit from Advantage,
and whenever you make a D20 Test, you can 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 unless you spend 5 Sorcery

31
Points (no action required) to restore your use of it. Draconic Sorcery
When you activate your Arcane Surge, you can enter
this trance as part of the same Bonus Action. Breathe the Magic of Dragons
Level 18: Clockwork Cavalcade Your innate magic comes from draconic magic that was
You momentarily summon spirits of order to expunge mingled with your blood or that of your ancestors. Most
disorder around you. As a Magic action, you summon often, Sorcerers with this origin trace their descent back
the spirits in a 30-foot Cube originating from you. The to a mighty Sorcerer of ancient times who made a
spirits look like modrons or other Constructs of your bargain with a Dragon or who might even have claimed
choice. The spirits are intangible and invulnerable, and a Dragon parent. Some of these bloodlines are well
they create the effects below within the Cube before established in the world, but most are obscure. Any
vanishing. Once you use this feature, you can’t use it given Sorcerer could be the first of a new bloodline, as a
again until you finish a Long Rest unless you spend 7 result of a pact or some other exceptional circumstance.
Sorcery Points (no action required) to restore your use Level 3: Dragon Ancestor
of it. You choose one type of Dragon as your ancestor. The
Heal. The spirits restore up to 100 Hit Points, divided damage type associated with each Dragon is used by
as you choose among any number of creatures of your features you gain later.
nijiq gnos

choice in the Cube.


Repair. Any damaged objects entirely in the Cube are Dragon Ancestor
repaired instantly.
Dispel. Every spell of level 6 and lower ends on
Dragon Damage Type

creatures and objects of your choice in the Cube. Amethyst (gem) Force

CHAPTER 1 | CHARACTER OPTIONS 32


Dragon Damage Type Sorcerer level.
Parts of you are also covered by dragon-like scales.
Black (chromatic) Acid While you aren’t wearing armor, your base Armor Class
Blue (chromatic) Lightning equals 10 plus your Dexterity and Charisma modifiers.
Brass (metallic) Fire Level 3: Draconic Spells
When you reach a Sorcerer level specified in the
Bronze (metallic) Lightning
Draconic Spells table and the subsequent tables for
Copper (metallic) Acid each Dragon Ancestor type, you thereafter always have
Crystal (gem) Radiant the listed spells prepared.
Emerald (gem) Psychic Draconic Spells
Gold (metallic) Fire Sorcerer Level Spells

Green (chromatic) Poison Charm Person (gem only), Chromatic Orb*


(chromatic and metallic only), Dragon’s
Red (chromatic) Fire 3
Breath* (chromatic and metallic only),
Sapphire (gem) Thunder Misty Step (gem only)

Silver (metallic) Cold 5 Fly

Topaz (gem) Necrotic Compulsion (green only), Elemental Bane*


7 (chromatic only, except green), Polymorph
White (chromatic) Cold (gem and metallic only)

You know Draconic, and whenever you make a 9 Summon Dragon**


Charisma check when interacting with Dragons, your

kainam rimowals
Proficiency Bonus is doubled if it applies to the check. * Unless you gain this spell from another source, you
can only deal the damage type associated with your
Level 3: Draconic Resilience Dragon Ancestor with it.
The magic in your body manifests physical traits of your ** Unless you gain this spell from another source, you
draconic gift. Your Hit Point maximum increases by 3, can only summon a Dragon of your Dragon Ancestor’s
and it increases by 1 whenever you gain another family with it.

33
Amethyst Dragon Spells Crystal Dragon Spells
Sorcerer Level Spells Sorcerer Level Spells
3 Magic Missile, Spiritual Weapon 3 Guiding Bolt, Lesser Restoration
5 Blink 5 Hypnotic Pattern
7 Freedom of Movement 7 Divination
9 Wall of Force 9 Greater Restoration

Black Dragon Spells Emerald Dragon Spells


Sorcerer Level Spells Sorcerer Level Spells
3 Melf’s Acid Arrow, Tasha’s Caustic Brew 3 Dissonant Whispers, Invisibility
5 Fear 5 Major Image
7 Vitriolic Sphere 7 Raulothim’s Psychic Lance
9 Insect Plague 9 Mislead

Blue Dragon Spells Gold Dragon Spells


Sorcerer Level Spells Sorcerer Level Spells
3 Shatter, Witch Bolt 3 Guiding Bolt, Ray of Enfeeblement
5 Lightning Bolt 5 Fireball
7 Greater Invisibility 7 Banishment
9 Scrying 9 Flame Strike

Brass Dragon Spells Green Dragon Spells


Sorcerer Level Spells Sorcerer Level Spells
3 Scorching Ray, Sleep 3 Mind Spike, Ray of Sickness
5 Fireball 5 Stinking Cloud
7 Fire Shield (warm shield only) 7 Dominate Beast
9 Immolation 9 Modify Memory

Bronze Dragon Spells Red Dragon Spells


Sorcerer Level Spells Sorcerer Level Spells
3 Guiding Bolt, Gust of Wind 3 Command, Scorching Ray
5 Lightning Bolt 5 Ashardalon’s Stride
7 Control Water 7 Wall of Fire
9 Scrying 9 Immolation

Copper Dragon Spells Sapphire Dragon Spells


Sorcerer Level Spells Sorcerer Level Spells
3 Mind Spike, Tasha’s Hideous Laughter 3 Spider Climb, Thunderwave
5 Slow 5 Thunder Step
7 Vitriolic Sphere 7 Stone Shape
9 Greater Restoration 9 Destructive Wave

CHAPTER 1 | CHARACTER OPTIONS 34


Silver Dragon Spels Level 6: Elemental Affinity
Sorcerer Level Spells You have Resistance to the damage type associated with
your Dragon Ancestor, and when you cast a spell that
3 Ice Knife, Hold Person
deals damage of that type, you can add your Charisma
5 Sleet Storm modifier to one damage roll of that spell.
7 Ice Storm Level 14: Dragon Wings
9 Hold Monster As a Bonus Action, you can cause draconic wings to
appear on your back. The wings last until you have the
Incapacitated condition or until you dismiss them (no
Topaz Dragon Spells action required). For the duration, you have a Fly Speed
Sorcerer Level Spells equal to your Speed.
When you activate your Arcane Surge, you can
3 Inflict Wounds, Ray of Enfeeblement
manifest these wings as part of the same Bonus Action.
5 Dispel Magic
Level 18: Form of the Dragon
7 Blight
As a Magic action, you can shape-shift into an adult
9 Negative Energy Flood Dragon of your Dragon Ancestor’s type. When you do
so, you gain a number of Temporary Hit Points equal to
the Dragon’s Hit Points. You stay shape-shifted for 1
White Dragon Spells minute, until you dismiss it (no action required), or until
Sorcerer Level Spells you have no Temporary Hit Points left.
While shape-shifted, your game statistics are replaced
3 Frost Fingers, Rime’s Binding Ice
by the Dragon’s stat block, but you retain your creature
5 Fear type; alignment; personality; Intelligence, Wisdom, and
Charisma scores; class features; Hit Points; Hit Point

nekraad
7 Ice Storm
Dice; proficiencies; feats; and ability to communicate.
9 Cone of Cold Upon shape-shifting, you determine whether your
equipment drops to the ground or changes in size and

35
shape to fit the Dragon. with penchants for wandering. Many travel between
Once you use this feature, you can’t use it again until cosmopolitan settlements, such as those along the
you finish a Long Rest. Sword Coast, and wield their magic in service of the
common good. Others prioritize the realization of their
Wild Magic Sorcery own strange powers by roaming equally strange lands,
from the magic-blasted wastes of the Anauroch Desert
Unleash Chaotic Magic to the god-touched wilds of the Old Empires. Wherever
See chapter 3 of the 2024 Player’s Handbook for this they go in the Realms, Spellfire Sorcerers are often
Sorcerer subclass. courted by factions with interests in the arcane arts,
Level 3: Wild Magic Spells
such as the Harpers and the Cult of the Dragon.
When you reach a Sorcerer level specified in the Wild Level 3: Spellfire Burst
Once per turn when you spend at least 1 Sorcery Point
Magic Spells table, you thereafter always have the listed
spells prepared. to use a Metamagic option or to restore your use of a
Sorcerer feature, you can unleash one of the following
Wild Magic Spells effects.
Sorcerer Level Spells Healing Flames. You or one creature you can see
within 30 feet of yourself regains Hit Points equal to
3
Chaos Bolt, Chromatic Orb, Mirror Image,
half your Sorcerer level.
Nathair’s Mischief Radiant Fire. One creature you can see within 30 feet
5 Blink, Enemies Abound of yourself takes Fire or Radiant damage (your choice)
7 Confusion, Polymorph
equal to half your Sorcerer level.
Level 3: Spellfire Spells
Animate Objects, Reincarnate
9
When you reach a Sorcerer level specified in the
Spellfire Sorcery
Spellfire Spells table, you thereafter always have the
listed spells prepared.
Radiate Raw Magic Potential
Spellfire Spells
Your innate power stems from the source of magic itself
kciap semaj

Sorcerer Level Spells


—the Weave. This connection manifests as a rare ability
known as spellfire, and you surge with radiant bursts of 3
Cure Wounds, Guiding Bolt, Lesser
this raw magic. Your talent with spellfire allows you to Restoration, Scorching Ray
heal allies, sear enemies, and absorb magic. 5 Counterspell, Dispel Magic
Wielders of spellfire tend to be adventurous souls
CHAPTER 1 | CHARACTER OPTIONS 36
Sorcerer Level Spells Level 14: Maelstrom of Spellfire
As a Magic action, you create an explosion of spellfire in
7 Fire Shield, Wall of Fire
a 20-foot Emanation originating from you. Each
9 Flame Strike, Greater Restoration creature of your choice in the Emanation must make a
Dexterity saving throw, taking 3d12 Fire damage and
Level 6: Absorb Magic 3d12 Radiant damage on a failed save or half as much
Whenever you successfully disrupt the casting of a spell damage on a successful one.
with Counterspell or end a spell with Dispel Magic, you Once you use this feature, you can’t use it again until
regain a number of expended Sorcery Points depending you finish a Long Rest unless you spend 6 Sorcery
on the level of the spell, as shown in the following table. Points (no action required) to restore your use of it.
Level 18: Crown of Spellfire
Points Points
As a Bonus Action, you gain the benefits below for 1
Spell Level Regained Spell Level Regained
minute. Once you use this feature, you can’t use it again
0–2 1 6–8 3 until you finish a Long Rest unless you spend 7 Sorcery
Points (no action required) to restore your use of it.
3–5 2 9 4
When you activate your Arcane Surge, you can channel
In addition, you can take a Magic action to drain spellfire using this feature as part of the same Bonus
magic from a magic item or artifact that has charges. Action.
Burning Life Force. Once per turn when you are hit by
The item loses 1 charge and you regain a number of an attack roll, you can expend a number of Hit Dice, up
expended Sorcery Points depending on the item’s rarity, to a maximum equal to your Charisma modifier
as shown in the table below. Once you use this feature, (minimum of one). Roll the expended dice and reduce
you can’t use this feature again until you finish a Long the amount of damage from that attack equal to the total
Rest. rolled plus your Sorcerer level.
Flight. You gain a Fly Speed of 60 feet and can hover.
Points Points Spell Avoidance. When you’re subjected to a spell or
magical effect that allows you to make a saving throw to

yelraec tnilc
Rarity Regained Rarity Regained
take only half damage, you instead take no damage if
Common 1 Very Rare 4
you succeed on the saving throw and only half damage if
Uncommon 2 Legendary 5 you fail. You can’t use this benefit if you have the
Rare 3 Artifact 10 Incapacitated condition.

37
Divine Sorcery divine domains (see appendix B of the 2014 Player’s
Handbook) are used by features you gain later.
Wield the Power of the Gods If you fail a saving throw or miss with an attack roll,
Sometimes the spark of magic that fuels a Sorcerer you can roll 2d4 and add it to the total, possibly
comes from a divine source that glimmers within the changing the outcome. Once you use this feature, you
soul. Having such a blessed soul is a sign that your can’t use it again until you finish a Short or Long Rest.
innate magic might come from a distant but powerful Level 3: Divine Spells
familial connection to a divine being. Perhaps your Your link to the divine allows you to learn and prepare
ancestor was an angel, transformed into a mortal and spells normally associated with the Cleric class.
sent to fight in a god’s name. Or your birth might align Whenever you reach a Sorcerer level (including this
with an ancient prophecy, marking you as a servant of level) and the Cantrips or Prepared Spells number in
the gods or a chosen vessel of divine magic. the Sorcerer Features table increases, you can choose
A Divine Sorcerer, with a natural magnetism, is seen any of your new cantrips or prepared spells from the
as a threat by some religious hierarchies. As an outsider Cleric and Sorcerer spell lists (see chapter 3 of the
who commands sacred power, a Divine Sorcerer can 2024 Player’s Handbook), and the chosen spells count
undermine an existing order by claiming a direct tie to as Sorcerer spells for you. In addition, whenever you
the divine. replace a cantrip or a spell prepared for this class, you
In some cultures, only those who can claim the power can replace it with a spell from those lists.
of a Divine Sorcerer may command religious power. In Choose a Cleric subclass (see chapter 3 of the 2024
sretniw kram

these lands, ecclesiastical positions are dominated by a Player’s Handbook) that corresponds to one of your
few bloodlines and preserved over generations. god’s divine domains. If your god has no Clerics, consult
Level 3: Favored by the Gods your DM as to which Cleric subclass is appropriate.
Divine power guards your destiny. Choose a god whose When you reach a Sorcerer level specified in the
blessing filled you with magic. Your god’s alignment and Domain Spells table of your chosen Cleric subclass, you
thereafter always have the listed spells prepared.
CHAPTER 1 | CHARACTER OPTIONS 38
Level 6: Unearthly Recovery Once you use this feature, you can’t use it again until
You gain the ability to overcome light to moderate you finish a 1d4 Long Rests.
injuries. As a Bonus Action, you can regain Hit Points
equal to three times your Sorcerer level. Storm Sorcery
Once you use this feature, you can’t use it again until
you finish a Long Rest. Embody the Fury of the Tempest
When you activate your Arcane Surge, you can heal Your innate magic comes from the power of elemental
yourself using this feature as part of the same Bonus air. Many with this power can trace their magic back to
Action. a near-death experience caused by the Great Rain, but
perhaps you were born during a howling gale so
Level 14: Otherworldly Wings powerful that folk still tell stories of it, or your lineage
You can take a Bonus Action to manifest a pair of might include the influence of potent air creatures such
spectral wings from your back. While the wings are as djinn. Whatever the case, the magic of the storm
present, you have a Fly Speed of 30 feet. The wings last permeates your being.
until you have the Incapacitated condition or until you Storm Sorcerers are invaluable members of a ship’s
dismiss them (no action required). crew. Their magic allows them to exert control over
Your god’s alignment determines the appearance of wind and weather in their immediate area. Their
the spectral wings: eagle wings for good, bat wings for abilities also prove useful in repelling attacks by
evil, and dragonfly wings for neutral. sahuagin, pirates, and other waterborne threats.
When you activate your Arcane Surge, you can
manifest these wings as part of the same Bonus Action. Level 3: Wind Speaker
The arcane magic you command is infused with
Level 18: Miracle elemental air. You know Primordial.
As a Magic action, you can draw deep from your divine
font to perform a feat of wonder. Choose any Cleric Level 3: Storm Spells
spell of level 8 or lower that doesn’t require a Reaction When you reach a Sorcerer level specified in the Storm

nekraad
to cast. As part of the same action, you cast that spell Spells table, you thereafter always have the listed spells
without expending a spell slot or needing Material prepared.
components.

39
Storm Spells Shadow Sorcery
Sorcerer Level Spells
Embrace the Darkness
Fog Cloud, Gust of Wind, Levitate,
3 You are a creature of shadow, for your innate magic
Thunderwave
comes from the Shadowfell itself. You might trace your
5 Call Lightning, Sleet Storm lineage to an entity from that place, or perhaps you were
exposed to its fell energy and transformed by it.
7 Storm Sphere, Summon Elemental (Air only)
The power of shadow magic casts a strange pall over
9 Control Winds, Destructive Wave your physical presence. The spark of life that sustains
you is muffled, as if it struggles to remain viable against
Level 3: Tempestuous Magic the dark energy that imbues your soul.
Immediately before or after you cast a spell with a spell Level 3: Eyes of the Dark
slot, whirling gusts of elemental air briefly surround You have Darkvision with a range of 120 feet. If you
you, allowing you to fly up to 10 feet without provoking already have Darkvision, its range increases by 120 feet.
Opportunity Attacks. The gusts also fend off incoming You can cast Darkness by expending a spell slot as
attacks, granting you a bonus to your AC equal to 1d4 normal or by spending 2 Sorcery Points. If you cast it
plus the slot’s level until the start of your next turn. using Sorcery Points, you can see through the Darkness
Level 6: Heart of the Storm created by the spell.
You have Resistance to Lightning and Thunder damage. Level 3: Shadow Spells
In addition, when a spell you cast with a spell slot deals When you reach a Sorcerer level specified in the
Lightning or Thunder damage, stormy magic erupts Shadow Spells table, you thereafter always have the
from you. This eruption causes creatures of your choice listed spells prepared.
that you can see within 10 feet of yourself to take 2d4
Lightning or Thunder damage (choose each time this
ability activates). This damage increases by 1d4 when Shadow Spells
you reach Sorcerer levels 11 (3d4) and 17 (4d4). Sorcerer Level Spells
Cause Fear, Darkness, Inflict Wounds, Ray of
Level 6: Storm Guide 3
Enfeeblement, Shadow Blade
You can subtly control the weather around you.
Rain. You can take a Magic action to cause rain to Animate Dead, Bestow Curse, Summon
stop falling in a 20-foot Emanation originating from you. 5
Shadowspawn
You can end this effect at any time (no action required). Phantasmal Killer, Shadow of Moil
Wind. You can take a Bonus Action each round to
7

choose the direction that the wind blows in a 100-foot 9 Danse Macabre, Negative Energy Flood
Emanation originating from you. The wind blows in that
direction until the end of your next turn. This feature Level 3: Strength of the Grave
doesn’t alter the speed of the wind. Your existence in a twilight state between life and death
Level 14: Storm’s Fury makes you difficult to defeat. When you are reduced to 0
When you are hit by a melee attack, you can take a Hit Points and not killed outright, you can make a
Reaction to evoke a blinding flash of lightning against Charisma saving throw (DC 5 plus the damage taken). If
the attacker. The creature takes Lightning damage you succeed, your Hit Points instead change to a
equal to half you Sorcerer level and must succeed on a number equal to your Sorcerer level. You can’t use this
Constitution saving throw against your spell save DC or feature if you are reduced to 0 Hit Points by Radiant
have the Blinded condition until the end of its next turn. damage or by a Critical Hit.
After the saving throw succeeds, you can’t use this
Level 18: Wind Soul feature again until you finish a Long Rest.
You have Immunity to Lightning and Thunder damage. Level 6: Ominous Shadow
You also have a Fly Speed of 60 feet. As a Magic You gain the ability to call forth a creature of darkness
action, you can reduce your Fly Speed to 30 feet for 1 to harass your foes. You can cast Summon
hour and choose a number of creatures within 30 feet of Shadowspawn by expending a spell slot as normal or by
yourself equal to 3 plus your Charisma modifier spending a number of Sorcery Points equal to the
(minimum of one creature). The chosen creatures gain a spell’s level. You can cast the spell in this way only at a
Fly Speed of 30 feet for 1 hour. You can take this action level for which you can create spell slots, to a maximum
a number of times equal to your Charisma modifier of 5. If you cast the spell using Sorcery Points, it doesn’t
(minimum of once), and you regain all expended uses require Concentration, its duration becomes 1 minute
when you finish a Long Rest. for that casting, you designate one creature within 120
feet of yourself as the Monstrosity’s target, and the
Monstrosity has the following modifications.
CHAPTER 1 | CHARACTER OPTIONS 40
Temporary Hit Points. It has a number of Temporary Sorcery Points when you use this feature to remove the
Hit Points equal to half your Sorcerer level. requirement that you must start and end in Dim Light or
Incorporeal Movement. It can move through other Darkness.
creatures and objects as if they were Difficult Terrain. It When you activate your Arcane Surge, you can
takes 5 Force damage if it ends its turn inside an object. teleport this way as part of the same Bonus Action.
Object of Hate. It automatically knows its target’s
location. If its target was hidden, its target is no longer Level 18: Umbral Form
hidden from it. On its turn, it can move only toward its As a Bonus Action, you magically transform yourself
target by the most direct route, and it can use its actions into a shadowy form, granting the benefits below for 1
only against its target. It can make Opportunity Attacks, minute, until you have the Incapacitated condition, or
but only against its target. While it is within 5 feet of its until you dismiss it (no action required). Once you use
target, the target has Disadvantage on saving throws this feature, you can’t use it again until you finish a Long
against any spell you cast. Rest unless you spend 6 Sorcery Points (no action
Dismissal. It disappears if it is reduced to 0 Hit required) to restore your use of it. When you activate
Points, if its target is reduced to 0 Hit Points, or when your Arcane Surge, you can assume this shadowy form
the spell ends. as part of the same Bonus Action.
Damage Resistance. You have Resistance to all
iohc eajgnoy

Level 14: Shadow Walk damage except Force and Radiant.


You gain the ability to step from one shadow into Incorporeal Movement. You can move through other
another. While entirely within Dim Light or Darkness, creatures and objects as if they were Difficult Terrain.
you can take a Bonus Action to teleport up to 120 feet to You take 5 Force damage if you end your turn inside an
an unoccupied space you can see that is also in Dim object.
Light or Darkness. Additionally, you can spend 2
41 CHAPTER 1 | CHARACTER OPTIONS
Lunar Sorcery Whenever you finish a Long Rest, you can choose
what lunar phase manifests its power through your
Shift Your Arsenal like the Phases of the Moon magic: Full Moon, New Moon, or Crescent Moon. While
On many worlds, the moon is a revered celestial body in the chosen phase, you can cast one level 1 spell of the
with magical properties. On Krynn, the gods of magic associated phase in the Lunar Spells table once without
are associated with the world’s three moons. On the expending a spell slot. Once you cast a spell in this way,
world of Toril, the god Selûne uses the light of the moon you can’t do so again until you finish a Long Rest.
to battle darkness. On Eberron, scholars of the Draconic Level 6: Lunar Boons
Prophecy decipher ancient secrets from the waxing and The current phase of your Lunar Embodiment can
waning of that world’s twelve moons. affect your Metamagic feature. Each Lunar
You or someone from your lineage has been exposed Embodiment phase is associated with certain schools of
to the concentrated magic of the moon (or moons) of magic, as shown here.
your world, imbuing you with lunar magic. Perhaps your Full Moon. Abjuration and Divination spells
ancestor was involved in a Druidic ritual involving an New Moon. Enchantment and Necromancy spells
eclipse, or maybe a mystical fragment of a moon Crescent Moon. Illusion and Transmutation spells
crashed near you. However you came to have your Whenever you use Metamagic on a spell of a school of
magic, your connection to the moon is obvious when magic associated with your current Lunar Embodiment
you cast Sorcerer spells—perhaps making your pupils phase, you can reduce the Sorcery Points spent by 1
glow with the color of a moon from your world, causing (minimum of 0). You can reduce the Sorcery Soints
spectral manifestations of lunar phases to orbit you, or spent for your Metamagic a number of times equal to
some other effect. your Charisma modifier (minimum of once), and you
Level 3: Lunar Embodiment regain all expended uses when you finish a Long Rest.
When you reach a Sorcerer level specified in the Lunar Level 6: Waxing and Waning
Spells table, you thereafter always have the listed spells You gain greater control over the phases of your lunar
prepared. magic. As a Bonus Action, you can spend 1 Sorcery
Lunar Spells
Sorcerer Level Full Moon Spells New Moon Spells Crescent Moon Spells
Lesser Restoration, Moonbeam, Darkness, Dissonant Whispers, Hold Alter Self, Blindness/Deafness, Color
3
Sanctuary, Shield Person, Ray of Sickness Spray, Silent Image
5 Dispel Magic, Remove Curse Bestow Curse, Vampiric Touch Hypnotic Pattern, Phantom Steed
ttocs nad

7 Death Ward, Freedom of Movement Confusion, Shadow of Moil Hallucinatory Terrain, Polymorph
Mass Cure Wounds, Rary’s Telepathic
9 Hold Monster, Modify Memory Dream, Mislead
Bond

42
Point to change your current Lunar Embodiment phase Phoenix Sorcery
to a different one.
You can now cast one level 1 spell from each lunar Ignite the Flaming Spark Within
phase of the Lunar Spells table once without expending Your power draws from the immortal flame that fuels
a spell slot, provided your current phase is the same as the legendary phoenix. You or your ancestors perhaps
the lunar phase spell. Once you cast a lunar phase spell rendered a phoenix a great service, or you were born in
in this way, you can’t do so again until you finish a Long its presence. Whatever the cause, a shard of the
Rest. phoenix’s power dwells within you.
When you activate your Arcane Surge, you can That power is a mixed blessing. Like the mythical
change your lunar phase this way as part of the same creature, you can invoke fiery energy and gain the ability
Bonus Action. to cheat death itself. This power comes at a cost. The
Level 14: Lunar Empowerment fire within you seethes, demanding to be unleashed. You
The power of a lunar phase saturates your being. While sometimes find yourself absentmindedly feeding fires.
you are in a Lunar Embodiment phase, you also gain the You can’t bear to allow a fire to sputter out. You feel
following benefit associated with that phase. most comfortable while holding a lit torch or sitting in
Full Moon. You can take a Bonus Action to shed
front of a campfire.
Bright Light in a 10-foot radius and Dim Light for an Phoenix Sorcerers can use their powers to pull
additional 10 feet or to douse the light. In addition, you themselves back from the brink of death, and all too
and creatures of your choice have Advantage on often their own rash nature or reliance on destructive
Intelligence (Investigation) and Wisdom (Perception) magic is what puts them there in the first place. Such
checks while within the Bright Light you shed. Sorcerers are wanderers by necessity. The volatile
New Moon. You have Advantage on Dexterity
nature of their magic makes other folk nervous. If a fire
(Stealth) checks. In addition, while you are entirely in breaks out in town, a Phoenix Sorcerer had best flee,
Darkness, attack rolls have Disadvantage against you. whether guilty or not. Fire is a dangerous force, and
Crescent Moon. You have Resistance to Necrotic and
Phoenix Sorcerers have a reputation (deserved or not)
Radiant damage. for reckless behavior, confident that the essence of the
phoenix can save them.
Level 18: Lunar Phenomenon
Level 3: Phoenix Spells
As a Bonus Action, you can tap into a special power of When you reach a Sorcerer level specified in the
your current Lunar Embodiment phase. Alternatively, as Phoenix Spells table, you thereafter always have the
part of the Bonus Action you take to change your lunar listed spells prepared.
phase using the Waxing and Waning feature, you can
immediately use the power of the lunar phase you are Phoenix Spells
entering. Once you use one of these Bonus Action
benefits, you can’t use that benefit again until you finish Sorcerer Level Spells

a Long Rest unless you spend 5 Sorcery Points (no Burning Hands, Continual Flame, Feather
action required) to restore your use of it. 3
Fall, Heat Metal, Produce Flame
Full Moon. You radiate moonlight for a moment. Each
creature of your choice in a 30-foot Emanation 5 Fly, Revivify

originating from you must succeed on a Constitution 7 Death Ward, Summon Elemental (Fire only)
saving throw against your spell save DC or have the
Blinded condition until the end of its next turn. In 9 Flame Strike, Raise Dead

addition, one creature of your choice in the Emanation


regains 5d8 Hit Points. Level 3: Ignite
New Moon. You momentarily emanate gloom. Each You gain the ability to start fires with a touch. As a
creature of your choice within 30 feet of yourself must Magic action, you can magically ignite a flammable
succeed on a Dexterity saving throw against your spell object you touch with your hand—an object such as a
save DC or take 3d10 Necrotic damage and have its torch, a piece of tinder, or the hem of drapes.
Speed reduced to 0 until the end of its next turn. In Level 3: Mantle of Flame
addition, you have the Invisible condition until the end You can unleash the phoenix fire that blazes within you.
of your next turn, or until immediately after you make As a Bonus Action, you magically wreathe yourself in
an attack roll or cast a spell. swirling fire, as your eyes glow like hot coals, granting
Crescent Moon. You can magically teleport to an
unoccupied space you can see within 60 feet of yourself. the benefits below for 1 minute or until you have the
You can bring along one willing creature you can see Incapacitated condition. You can use this feature a
within 5 feet of yourself. That creature teleports to an number of times equal to your Charisma modifier
unoccupied space of your choice that you can see within (minimum of once), and you regain all expended uses
5 feet of your destination space. In addition, you and when you finish a Long Rest. When you activate your
that creature gain Resistance to all damage until the Arcane Surge, you can don this mantle as part of the
start of your next turn. same Bonus Action.
43 CHAPTER 1 | CHARACTER OPTIONS
Radiance. You shed Bright Light in a 30-foot radius you can’t do so again until you finish a Long Rest.
and Dim Light for an additional 30 feet.
Searing Touch. Any creature takes Fire damage equal
Level 14: Nourishing Fire
to your Charisma modifier (minimum of 1) if it hits you Your fire spells soothe and restore you. When you cast a
with a melee attack from within 5 feet of yourself or if it spell with a spell slot and deal Fire damage, you regain
touches you. Hit Points equal to the slot’s level plus your Charisma
Empowered Fire Spells. When you roll damage for a modifier (minimum of 1 Hit Point regained).
spell you cast that deals Fire damage, you can treat any
1 or 2 on a damage die as a 3. Level 18: Form of the Phoenix
You finally master the spark of phoenix fire that dances
Level 6: Phoenix Spark within you. You have Immunity to Fire damage.
You have Resistance to Fire damage. Additionally, while your Mantle of Flame is active, you
In addition, the fiery energy within you grows restless gain the following additional benefits.
and vengeful. In the face of defeat, it surges outward to Flight. You have a Fly Speed of 40 feet and can hover.
preserve you in a fiery roar. If you are reduced to 0 Hit Damage Resistance. Immediately after you activate
Points and not killed outright, you can take a Reaction your Mantle of Flame, you can choose to gain
drappehs aihtnyc

to draw on the spark of the phoenix. You drop to 1 Hit Resistance to all damage except Fire damage until your
Point instead, and each creature of your choice within Mantle of Flame ends. When you do so, you can’t do so
10 feet of yourself takes Fire damage equal to half your again until you finish a Long Rest.
Sorcerer level. If you use this feature while your Mantle Empowered Spark. When you use your Phoenix
of Flame is active, this feature instead deals Fire Spark feature, it deals an extra 20 Fire damage to each
damage equal to your Sorcerer level, and your Mantle of creature.
Flame immediately ends. Once you take this Reaction,
CHAPTER 1 | CHARACTER OPTIONS 44
Sea Sorcery Sorcerer Level Spells

Bend the Waves to Your Will 9 Cone of Cold, Maelstrom

The power of water is the strength of flexibility, Level 3: Curse of the Sea
resilience, and a relentless nature. Water parts to allow You learn the secret of infusing your spells with a
a ship to sail over it or a diver to plunge into it, but their watery curse.
passing leaves no mark. Water flowing down a When you hit a creature with or when a creature fails
mountain reaches the sea. It might bend and turn its saving throw against a cantrip or a spell from your
across valleys and down hillsides, but it slowly and Sea Spells feature, you can curse the target until the
steadily returns to the waves. Those whose souls are end of your next turn or until you curse a different
touched by the power of elemental water command a creature with this feature.
similar power. Once per turn when you cast a spell, you can trigger
Your heritage ties to powerful creatures of the sea, the curse if that spell deals Cold or Lightning damage to
such as nereids, the lords of the merfolk, and elemental the cursed target or forces it to move. Doing so subjects
powers. Like a river, you feel the call of the ocean. The the target to the appropriate additional effect below, and
call is ever present in your heart, and you are never then the curse ends if the spell isn’t a cantrip or a spell
completely at peace until you are near the sea. from your Sea Spells feature (you choose the effect to
Level 3: Soul of the Sea use if more than one effect applies).
Your tie to the sea grants you the ability to breathe Cold Damage. If the affected target takes Cold
underwater, and you have a Swim Speed of 40 feet. damage from your spell, the target’s Speed is also
reduced by 15 feet until the start of your next turn. If the
Level 3: Sea Spells spell already reduces the target’s Speed, use whichever
When you reach a Sorcerer level specified in the Sea reduction is greater.
Spells table, you thereafter always have the listed spells Lightning Damage. If the affected target takes
prepared. Lightning damage from your spell, the target takes extra
Lightning damage equal to your Charisma modifier
Sea Spells (minimum of 1).
Sorcerer Level Spells Forced Movement. If the target is moved by your
Create or Destroy Water, Gust of Wind, Misty spell, increase the distance it is moved by 15 feet.
3
Step, Witch Bolt Level 6: Watery Defense

nawaites eil
5 Tidal Wave, Wall of Water You have Resistance to Fire damage.
You also gain the ability to defend yourself by
7
Control Water, Summon Elemental (Water
momentarily assuming a watery form. When you are hit
only) by an attack and take Bludgeoning, Piercing, or

45
Slashing damage from it, you can take a Reaction to
halve that damage, and then you can move up to your
Speed without provoking Opportunity Attacks. You can
take this Reaction a number of times equal to your
Charisma modifier (minimum of once), and you regain
all expended uses when you finish a Long Rest.
Level 14: Shifting Form
You gain the ability to enter a liquid state while moving.
You take only half damage from Opportunity Attacks.
You can also move through any enemy’s space without
it counting as Difficult Terrain, but can’t willingly end
your move there.
You can move through a space as narrow as 1 inch
wide without it counting as Difficult Terrain. 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.
Level 18: Water Soul
Your being is altered by the power of the sea. You gain
the following benefits.
Unusual Nature. You no longer need to eat, drink, or
sleep.
Critical Negation. A Critical Hit against you becomes
a normal hit.
Damage Resistance. You have Resistance to
Bludgeoning, Piercing, and Slashing damage.
Stone Sorcery
Be As Unyielding as a Mountain
Your magic springs from a mystical link between your
soul and the magic of elemental earth. You might trace
a distant ancestor to the Plane of Earth, or your family
might have earned a mighty boon in return for a service
to the dao lords. Whatever your past, the magic of
elemental earth is yours to command.
Your link to earth magic grants you extraordinary
resilience, and Stone Sorcerers have a natural affinity
for combat. A steel blade feels like a natural extension
of your body, and Sorcerers with this origin have a
knack for wielding both shields and weapons. In combat
your place is amid the fray. You rely on your elemental
nature to shield you from harm and your magic and
metal weapons to overwhelm your foes.
Level 3: Bonus Proficiencies
You gain proficiency with Martial weapons and training
zeugnim emada rotciv

with Shields.
Level 3: Stone Spells
When you reach a Sorcerer level specified in the Stone
Spells table, you thereafter always have the listed spells
prepared.

46
Stone Spells attack with a weapon or an Unarmed Strike against the
Sorcerer Level Spells attacker. If that attack hits, it deals an extra 1d10 Force
damage. This extra damage increases by 1d10 when
3
Catapult, Earth Tremor, Earthbind, you reach Sorcerer levels 11 (2d10) and 17 (3d10).
Maximilian’s Earthen Grasp When you activate your Arcane Surge, you can grant
5 Erupting Earth, Meld into Stone this aegis as part of the same Bonus Action.
Conjure Minor Elementals, Summon Level 14: Stone’s Edge
7
Elemental (Earth only) Your mastery of earth magic allows you to add the force
of elemental earth to your spells. When you cast a spell
9 Transmute Rock, Wall of Stone
that deals damage, choose one creature damaged by
Level 3: Stone’s Durability that spell on the turn you cast it. That creature takes
Your connection to stone gives you extra fortitude. Your extra Force damage equal to half your Sorcerer level.
Hit Point maximum increases by 3, and it increases by 1 This feature can be used only once per casting of a spell.
whenever you gain another Sorcerer level. Level 18: Earth Master’s Aegis
While you aren’t wearing armor, you can take a Magic When you use your Stone Aegis feature to protect
action to gain a base Armor Class of 10 plus your yourself or an ally, you can choose up to two additional
Constitution and Charisma modifiers, and your skin creatures to gain its benefits.
assumes a stony appearance. This effect lasts until you
have the Incapacitated condition, until you end it (no Pyromancer
action required), or until you don armor other than a
Shield. Unleash an Inferno
Level 6: Stone Aegis See Plane Shift: Kaladesh for this Sorcerer subclass.
Your command of earth magic grows stronger, allowing Level 3: Fire Spells
you to harness it for protection. When you reach a Sorcerer level specified in the Fire
As a Bonus Action, you can grant an aegis to yourself Spells table, you thereafter always have the listed spells
or one ally you can see within 60 feet of yourself. The prepared.
aegis is a dim, gray aura of earth magic that protects the
target. Any Bludgeoning, Piercing, or Slashing damage Fire Spells
the target takes is reduced by 3. This reduction
increases by 1 when you reach Sorcerer levels 9 (4), 13 Sorcerer Level Spells

(5), and 17 (6). This effect lasts for 1 minute, until you Burning Hands, Heat Metal, Hellish Rebuke,
have the Incapacitated condition, or until you use it 3
Produce Flame, Scorching Ray
again.
In addition, when a creature you can see within 60 5 Fireball, Melf’s Minute Meteors

etteuqap mada
feet of yourself hits a protected target with a melee Conjure Minor Elementals (Fire only), Wall
attack, you can take a Reaction to teleport to an 7
of Fire
unoccupied space you can see within 5 feet of the
attacker. You can teleport only if you and the attacker 9 Conjure Elemental (fire only), Flame Strike

are on the same surface. You can then make one melee

47
Giant Sorcery You know Giant, and whenever you make a Charisma
check when interacting with Giants, your Proficiency
Crush Your Foes Underfoot Bonus is doubled if it applies to the check.
The Giants once dwelled in a fabled realm known as Level 3: Giant Spells
Ostoria, a paradise for their folk that reflected their When you reach a Sorcerer level specified in the Giant
mastery of the mortal realm. In time, Ostoria fell, and Spells table, you thereafter always have the listed spells
the Giants were scattered and broken. During that prepared.
mythic era, the Giants granted a few chosen individuals
among the small folk a shard of their great power. Level 3: Jotun Resilience
These favored people were caught in the same tragedy The resilience of Giants flows through your body. Your
that sundered Ostoria. Since that time, they have spread Hit Point maximum increases by 3, and it increases by 1
across the many worlds of the multiverse. Now and whenever you gain another Sorcerer level.
again, one of their descendants manifests the gifts As a Bonus Action, you can use rune magic to further
imparted by the Giants, granting them sorcerous magic enhance this resilience. A glowing skold rune appears
spmahcsed cire

that allows them to command the elements and gain the on your chest, granting the benefits below for 1 minute
might of a Giant. or until you have the Incapacitated condition. You can
Level 3: Mark of the Ordning use this Bonus Action a number of times equal to your
You gain proficiency with Martial weapons. Constitution modifier (minimum of once), and you
You choose one type of Giant as your ancestor. This regain all expended uses when you finish a Long Rest.
choice is used by features you gain later. When you activate your Arcane Surge, you can activate

CHAPTER 1 | CHARACTER OPTIONS 48


Giant Spells
Sorcerer Cloud Giant Fire Giant Frost Giant Hill Giant Stone Giant Storm Giant
Level Giant Spells Spells Spells Spells Spells Spells Spells
Armor of
Catapult, Fog Cloud, Misty Burning Hands, Barkskin, Entangle, Spike Gust of Wind,
3 Agathys, Hold
Enlarge/Reduce Step Flaming Sphere Heroism Growth Thunderwave
Person
5 Conjure Barrage Gaseous Form Fireball Sleet Storm Stinking Cloud Meld into Stone Call Lightning
Greater
7 Fabricate Fire Shield Ice Storm Stone Shape Stoneskin Divination
Invisibility
9 Legend Lore Telekinesis Immolation Hold Monster Cloudkill Transmute Rock Cone of Cold

this protective rune as part of the same Bonus Action. Atomic Sorcery
Unarmored Defense. While you aren’t wearing
armor, your base Armor Class equals 10 plus your Master Matter and Energy
Strength and Constitution modifiers. Your innate magic manifests in your control of matter’s
Temporary Hit Points. When you cast a spell with a tiniest building blocks, allowing for the generation of
spell slot, you gain Temporary Hit Points equal to your tremendous amounts of heat, light, and radiation.
Constitution modifier (minimum of 1). If the spell is Among other things, you can evoke the sun through
Armor of Agathys, you instead increase its Temporary nuclear fusion. You can also manipulate nuclei, making
Hit Points by an amount equal to your Constitution them heavy and unstable, allowing for the emission
modifier (minimum of 1). energy through fission.
Level 6: Extra Attack Despite their rather peculiar set of abilities, the origin
You can attack twice, instead of once, whenever you stories of Atomic Sorcerers are still quite varied. A few
take the Attack action on your turn. can only recall sickness following exposure to a
In addition, you can cast one of your cantrips that has radioactive ore such as pitchblende, and claim that
a casting time of an action in place of one of those magical restoration triggered their magic awakening.
attacks. Some claim their ability to manipulate matter resulted
from exposure to powerful transmutative magic, such as
Level 14: Rage of Fallen Ostoria True Polymorph. Still others claim the unstable
You gain the ability to channel the souls of your energies of Limbo granted them their abilities.
ancestors into your physical form. When you start Whichever the source, Atomic Sorcerers are truly quite
casting a Sorcerer spell with a spell slot on your turn, fearsome, and it’s best to steer clear of them on the
you can increase your size by one category—from battlefield.
Medium to Large, for example. This increase lasts for 1 Level 3: Atomic Spells
minute or until you have the Incapacitated condition. When you reach a Sorcerer level specified in the Atomic
Until it ends, you enjoy the benefits below. Once you use Spells table, you thereafter always have the listed spells
this feature, you can’t use it again until you finish a prepared.
Short or Long Rest.
Ostorian Toughness. Your current Hit Points and Atomic Spells
your Hit Point maximum both increase by 1 per
Sorcerer level. Sorcerer Level Spells

Improved Reach. Your reach increases by 5 feet. Flaming Sphere, Inflict Wounds, Ray of
Improved Stride. Your Speed increases by 5 feet.
3
Enfeeblement, Ray of Sickness
Strength Advantage. You have Advantage on Strength
checks and Strength saving throws. 5 Daylight, Fireball

Empowered Attacks. You gain a bonus to the damage 7 Blight, Sickening Radiance
rolls of your melee attacks equal to your Constitution
modifier (minimum of +1). 9 Destructive Wave, Flame Strike

Level 18: Blessing of the All-Father Level 3: Lead Shield


Your Constitution score increases by 2, up to a You can shield yourself from energies that you are
maximum of 23. familiar with, as they are energies you routinely evoke.
In addition, you can now use your Rage of Fallen When you take Fire, Necrotic, or Radiant damage, you
Ostoria twice before a rest, but only once on a turn. If can take a Reaction to conjure a grayish barrier,
you use that feature while already under its effects, its granting you Resistance to the triggering damage type
increases to your size, Hit Points, reach, and Speed are until the start of your next turn.
cumulative.

49 CHAPTER 1 | CHARACTER OPTIONS


Level 3: Particle Shot whenever the Emanation enters a creature’s space and
As a Magic action, you can shoot a radioactive particle whenever a creature enters the Emanation or ends its
at one creature you can see within 60 feet of yourself. turn there, the creature must make a Constitution
Make a ranged spell attack against the creature. On a saving throw. The creature takes Necrotic damage
hit, the target takes 1 Piercing damage. At the end of the equal to your Sorcerer level on a failed save or half as
creature’s next turn, the particle decays. The creature much damage on a successful one. A creature makes
takes 1d8 Necrotic damage and emits Dim Light in a 5- this save only once per turn.
foot radius until the end of its next turn. While emitting Once you use this feature, you can’t use it again until
this light, the creature can’t benefit from the Invisible you finish a Long Rest.
condition. The initial damage increases by 1 when you When you activate your Arcane Surge, you can create
reach Sorcerer levels 5 (2), 11 (3), and 17 (4), and the this Emanation as part of the same Bonus Action.
later damage increases by 1d8 when you reach Level 18: Atomic Bomb
Sorcerer levels 5 (2d8), 11 (3d8), and 17 (4d8). You can take a Magic action to create a miniature
Level 6: Spell Fusion nuclear explosion. When you use this feature, you can
As the sun uses nuclear fusion to great effect, you do the designate any number of creatures to be unaffected by
same with your spells. You can cast two level 1+ spells it. Choose a point on the ground within 1 mile of
at the same time by expending a spell slot of a level yourself that you can see. A powerful detonation occurs
equal to the spells’ combined level or higher. Each spell centered at that point, creating a mushroom cloud that
must have a casting time of an action. For example, you takes the form of a 60-foot-radius, 100-foot-high
can cast Chromatic Orb at level 1 and Hold Person at Cylinder. The spell’s area becomes Difficult Terrain.
level 2 by expending a level 3+ spell slot. The spells take Each creature in the Cylinder must make a Dexterity
saving throw. A creature takes 5d10 Fire and 5d10
iazskizs robag & sorob natloz

effect simultaneously. Radiant damage on a failed save or half as much


You can use this feature a number of times equal to damage on a successful one.
your Charisma modifier (minimum of once), and you The site of the nuclear explosion emits harmful
regain all expended uses when you finish a Long Rest. radiation for 1 minute. Each creature that comes within
Level 14: Radiation Field 60 feet of the chosen point or ends its turn within 60
As a Bonus Action, you can cause your body to emit feet of it must make a Constitution saving throw. A
high levels of ionizing radiation in a 30-foot Emanation creature takes 10d10 Necrotic damage on a failed save
for 1 minute or until you have the Incapacitated or half as much damage on a successful one. A creature
condition. When you use this feature, you can designate makes this save only once per turn.
any number of creatures to be unaffected by it. Any Once you use this feature, you can’t use it again until
other creature’s Speed is halved in the Emanation, and you finish a Long Rest.

50
Bladesoul Blade Spells
Sorcerer Level Spells
Manifest a Mythical Weapon
Hunter’s Mark, Magic Weapon, Spiritual
Your innate magic comes from a weapon of untold 3
power. Perhaps you were struck by the Axe of the Weapon, Zephyr Strike

Dwarvish Lords as a child and somehow survived, or 5 Conjure Barrage, Elemental Weapon
maybe Orcus corrupted the soul of an ancestor of yours
with his wand and the demonic magic passed through 7
Conjure Minor Elementals, Freedom of

your bloodline. As a result, you have somehow become Movement

empowered by that weapon. As long as the weapon 9 Conjure Volley, Holy Weapon
exists, be it in a different plane of existence, so does
your magic. Level 3: Sorcerous Armament
Bladesouls become unnaturally adept at wielding You gain proficiency with weapons of the same type as
weapons similar to the artifact that empowers them, your Weapon of Origin. You also learn to use that
rivaling even the most skilled of Fighters. Little by little, weapon’s mastery property (see chapter 6 of the 2024
as they grow stronger, they are able to channel the Player’s Handbook). For example, if you chose the
power of the artifact, culminating in the ability to Sword of Kas as your Weapon of Origin, you gain
temporarily manifest it in its entirety. proficiency with Longswords and can use its Sap
Level 3: Weapon of Origin property.
Choose an artifact as the source of your magic. It must The mystical link between you and the artifact allows
be a Melee weapon. Note the artifact’s weapon type and you to channel part of its power onto your weapon.
Whenever you finish a Long Rest, you can touch one
spmahcsed cire

damage type (Bludgeoning, Piercing, or Slashing). weapon of the same type as your Weapon of Origin.
These are used by features you gain later. Until you finish your next Long Rest, you gain the
Level 3: Blade Spells following benefits while the weapon is within 60 feet of
When you reach a Sorcerer level specified in the Blade yourself.
Unarmored Defense. While you aren’t wearing
Spells table, you thereafter always have the listed spells armor, you can take a Magic action to gain a base
prepared.
51 CHAPTER 1 | CHARACTER OPTIONS
Armor Class of 10 plus your Strength (if the weapon has feet. Immediately after the attack, the weapon flies back
the Finesse property, you can use your Dexterity to your hand. On a hit, you can choose to magically
instead) and Charisma modifiers. This effect lasts until teleport to an unoccupied space within 5 feet of the
you have the Incapacitated condition, until you end it target, in which case you appear with the weapon in
(no action required), or until you don armor. your hand.
Bonus Action Attack. As a Bonus Action, you can
make one attack with the weapon. You can use this Level 18: Myth Made Manifest
Bonus Action a number of times equal to your Charisma Your link to your Weapon of Origin has grown so strong
modifier (minimum of once). You regain all expended that you can take Bonus Action to temporarily manifest
uses when you finish a Short or Long Rest. it. For 1 minute, your Sorcerous Armament becomes an
exact replica of the artifact. If it requires Attunement,
Level 6: Bladesoul’s Smite you attune yourself to it instantly. It doesn’t count
Once per turn when you hit a creature with your against the number of magic items you can attune to,
Sorcerous Armament, you can spend 1–3 Sorcery and you ignore all requirements on attuning to the
Points to deal an extra 1d8 damage to the target per artifact. Once you use this feature, you can’t use it again
Sorcery Point spent, and you can give the target the until you finish a Short or Long Rest. When you activate
Prone condition if it is Huge or smaller. The extra your Arcane Surge, you can manifest the artifact as part
damage is of the type associated with your Weapon of of the same Bonus Action.
Origin. The maximum number of Sorcery Points you If you are already attuned to your Weapon of Origin
can spend increases by 1 when you reach Sorcerer when you use this feature, you instead gain the
levels 7 (4 Sorcery Points) and 9 (5 Sorcery Points). following benefits for 1 minute.
Empowered Attacks. You gain a bonus to damage
Level 14: Steelskin rolls with the artifact equal to your Charisma modifier
You have Resistance to the damage type associated with (minimum of +1).
your Weapon of Origin. For example, if you chose the Improved Critical. You gain an additional 5 percent
Sword of Kas as your Weapon of Origin, you have chance to score a Critical Hit with the artifact. For
Resistance to Slashing damage. example, the Sword of Kas normally scores Critical Hit
neslein eseret

on a roll of 19 or 20 on the d20. It instead scores a


Level 14: Attack Step
You can make ranged attacks with your Sorcerous Critical Hit on a roll of 18–20.
Perfect Attunement. The detrimental properties of
Armament, hurling it as if it had the Thrown property the artifact, if any, are suppressed while it is attuned to
with a normal range of 20 feet and a long range of 60 you.

52
Blood Sorcery Level 3: Crimson Infusion
You learn to amplify your spells using your blood. When
Bleed Your Foes Dry you cast a spell that deals damage, you can choose one
Your innate magic manifests through your command of the spell’s damage types, then spend and roll up to
over blood. You use your own blood to fuel and two of your Hit Dice. The spell deals extra damage of
empower your spells. Later on, your magic extends to the chosen type equal to the total rolled. The maximum
your foes, allowing you to siphon vitality and cause your number of Hit Dice you can spend increases by one
opponents to bleed out more rapidly from their wounds. when you reach Sorcerer levels 5 (three), 9 (four), 13
Over time, a Sangromancer’s body learns to adapt to (five), and 17 (six).
the frequent exsanguination required to fuel their
sorcery. One can easily recognize a Sangromancer from Level 6: Sanguine Conversion
their ruddy complexion, at least out of combat. The You can convert Hit Points to Sorcery Points and vice
numerous scars over their hands and forearms are also versa.
quite telling, unless concealed by robes or illusory Converting Hit Points to Sorcery Points. You can
magic. Some Sangromancers have such an increased spend 15 Hit Points to regain 1 expended Sorcery Point
level of blood production that they must do regular (no action required).
phlebotomies lest it result in health problems. Converting Sorcery Points to Hit Points. As a Bonus
Action, you can spend a number of Sorcery Points up to
Level 3: Sangromancer’s Fortitude your Sorcerer level. Roll 1d6 for each Sorcery Point
Your body changes to accommodate the demands of spent. You regain Hit Points equal to the total rolled.
your magic. Your Hit Point maximum increases by 3,
and it increases by 1 whenever you gain another Level 14: Blood Siphon
Sorcerer level. When a spell you cast with a spell slot deals damage to
one or more Bloodied creatures or deals Piercing or
Level 3: Blood Spells Slashing damage, you can spend a number of Sorcery
When you reach a Sorcerer level specified in the Blood Points equal to the slot’s level to regain Hit Points equal
Spells table, you thereafter always have the listed spells to half the damage rolled. You can’t use this feature if all
prepared. the spell’s targets are Constructs or Undead.
Blood Spells Level 18: Arcane Exsanguination
Sorcerer Level Spells When a spell you cast with a spell slot either deals
damage to one or more Bloodied creatures or deals
Piercing or Slashing damage, if you score a Critical Hit
ikatok iakek

Cloud of Daggers, Ice Knife, Inflict Wounds,


3
Spike Growth with the spell or if a creature fails its saving throw
5 Conjure Animals, Vampiric Touch against the spell by 5 or more, the creature takes extra
damage at the end of its next turn equal to half the
7 Blight, Watery Sphere (appears bloody) initial damage. Constructs and Undead are unaffected
9 Insect Plague, Wrath of Nature by this feature.
53
Fey Sorcery
Brandish the Beguiling Magic of the Feywild
Your innate magic comes from the Feywild. An ancestor
may have been given a boon by an archfey to they had
done a great service. Perhaps a pixie cast a spell on you
as an infant as part of making mischief. Maybe you were
simply touched by the plane’s magic, which is much
more potent and free-flowing than in the Prime Material
Plane.
While Fey Sorcerers learn nature-based spells
because of their affinity to it, their forte lies in beguiling
their foes, making them prime targets for crime
syndicates to either hire or exploit. Naturally, working
extensively with such magics have made the most
powerful Fey Sorcerers immune to similar mind-
altering effects.
Level 3: Fey Ancestor
You have advantage on saving throws to avoid or end
the Charmed condition, and magic can’t put you to
sleep.
You know Sylvan, and whenever you make a
Charisma check when interacting with Fey, your
Proficiency Bonus is doubled if it applies to the check.
Level 3: Fey Spells
Your link to nature allows you to learn and prepare
spells normally associated with the Druid class.
Whenever you reach a Sorcerer level (including this
level) and the Cantrips or Prepared Spells number in
the Sorcerer Features table increases, you can choose
any of your new cantrips or prepared spells from the
Druid and Sorcerer spell lists (see chapter 3 of the 2024
Player’s Handbook), and the chosen spells count as
Sorcerer spells for you. In addition, whenever you
replace a cantrip or a spell prepared for this class, you
can replace it with a spell from those lists.
When you reach a Sorcerer level specified in the Fey
Spells table, you thereafter always have the listed spells
prepared.
Fey Spells
Sorcerer Level Spells
Faerie Fire, Misty Step, Nathair’s Mischief,
3
Sleep
5 Plant Growth, Summon Fey
7 Dominate Beast, Greater Invisibility
9 Dominate Person, Seeming

Level 3: Gladewalker
Your ancestor’s affinity to nature allows you to pass
through nonmagical plants without being slowed by
sillar sirhc

them and without taking damage from them if they have


thorns, spines, or a similar hazard.
Level 6: Cunning Step
When a creature hits you with an attack roll, you can
54
take a Reaction to cause another creature you can see Fiendish Sorcery
within 30 feet of yourself to make a Charisma saving
throw. On a failed save, you and that creature both Unleash Arcane Evil
teleport, swapping places. Your innate magic comes from the Lower Planes.
You can use this feature a number of times equal to Perhaps your ancestry traces back to a high priest of the
your Charisma modifier (minimum of once), and you cult of Asmodeus and to whom the lesser god himself
regain all expended uses when you finish a Long Rest. bestowed an Infernal boon. Or maybe one of your
Level 14: Fey Wakefulness parents attuned to one of Malaxxix’s cursed items,
You no longer need to sleep and can’t be forced to sleep imbuing the bloodline with Chthonic magic. You may
by any means. To gain the benefits of a Long Rest, you even be a fruit of Graz’zt’s endless carnal pursuits,
can spend all 8 hours doing light activity, such as intentional or otherwise.
reading and keeping watch. Because of the source of their magic, people tend to
be wary of Fiendish Sorcerers. Those who choose to
Level 14: Vindictive Clarity take the risk, however, will find them to be quite
You have Immunity to the Charmed condition, and powerful allies. They are quite resilient and can
when another creature you can see within 150 feet of summon underlings to aid them during dangerous
yourself damages you or attempts to charm you, you can situations. They can even consume the souls of their
take a Reaction to conjure magical vines around it. The enemies to replenish their magical reserves.
creature must make a Strength saving throw against Level 3: Fiendish Ancestor
your spell save DC. On a failed save, the creature takes You have advantage on saving throws to avoid or end
Piercing damage equal to twice your Sorcerer level and the Poisoned condition.
has the Restrained condition for 1 minute, until you You choose one type of Fiend as your ancestor:
have the Incapacitated condition, or until it breaks free. demon, devil, or yugoloth. This choice is used by
On a success, it takes half as much damage only. A features you gain later.
Restrained creature repeats the save at the end of each Demon. When you take damage from a creature that
of its turns. On a failed save, it takes the Piercing you can see within 60 feet of yourself, you can take a
damage again. On a success, it is no longer Restrained. Reaction to lash out with a wave of disorienting
Once you use this feature, you can’t use it again until madness. Make a ranged spell attack against the
you finish a Long Rest. creature. On a hit, the creature takes Psychic damage
Level 18: Deadly Deceit equal to half your Sorcerer level (minimum of 1) and
Your magic is a study in meticulous spellcraft—a takes a –4 penalty to the next Intelligence, Wisdom, or
tapestry of trickery from which none can escape Charisma saving throw it makes before the end of your
unscathed. When a creature succeeds on its saving next turn.
throw against an Enchantment or an Illusion spell you You know Abyssal, and whenever you make a
cast with a spell slot, or if it succeeds on its Intelligence Charisma check when interacting with demons, your

sillar sirhc
(Investigation) check against an Illusion spell you cast Proficiency Bonus is doubled if it applies to the check.
Devil. You can see normally in Dim Light and
with a spell slot, you can cause the creature to take Darkness—both magical and nonmagical—within 120
Psychic damage equal to the slot’s level plus your feet of yourself.
Charisma modifier (minimum of 1).

55
You know Infernal, and whenever you make a Level 18: Sadistic Soul
Charisma check when interacting with devils, your When you or an ally within 666 feet of yourself reduces
Proficiency Bonus is doubled if it applies to the check. an enemy that is neither a Construct nor an Undead to 0
Yugoloth. You can cast Invisibility on yourself by Hit Points, you can take a Reaction to devour that
expending a spell slot as normal or by spending 1 creature’s soul and regain 13 expended Sorcery Points.
Sorcery Point. If this would cause you to exceed your Sorcery Point
You know Abyssal and Infernal, and whenever you maximum, the excess energy instead bolsters your life
make a Charisma check when interacting with force. Roll 2d10 per Sorcery Point in excess of your
yugoloths, your Proficiency Bonus is doubled if it Sorcery Point maximum. You gain the total rolled as
applies to the check Temporary Hit Points.
Level 3: Fiendish Spells The creature whose soul you devoured cannot be
When you reach a Sorcerer level specified in the revived by any means short of a Wish spell.
Fiendish Spells table, you thereafter always have the Once you use this feature you can’t use it again until
listed spells prepared. you finish a Long Rest.
Level 6: Profane Prowess Frost Sorcery
You have Resistance to Poison damage. In addition, you Freeze Your Opponents in Their Tracks
gain one of the following benefits depending on your Your innate magic stems from a blizzard contained
Fiendish Ancestor. within your soul. Perhaps you were touched by the
Demon. Your spells are infused with the madness of
the Abyss. When a creature fails its saving throw essence of the Para-Elemental Plane of Ice as a child, or
against a spell you cast that deals Psychic damage by 5 are a descendant of one of Auril’s chosen.
or more, the creature has the Stunned condition until Cryomancers understandably thrive in arctic or
the start of your next turn. subarctic conditions and openly express discomfiture
Devil. Your spells are infused with hellfire. When a when exposed to warmer weather for extended periods
creature fails its saving throw against a spell you cast of time. Their innate hardiness against the cold coupled
that deals Fire damage, it starts burning (see appendix with their ability to further bolster their defenses with
C of the 2024 Player’s Handbook). While burning, the their frosty magic has made them invaluable as guides
creature takes Fire damage equal to half your Sorcerer for adventuring parties who brave gelid regions.
level at the start of each of its turns instead of the Level 3: Frostborn
normal damage a burning creature takes. The arcane magic you command is infused with
Yugoloth. Your spells are infused with Chthonic
trickery. Immediately after you cast a spell using an elemental ice. You know Primordial.
action and a spell slot, you can take a Bonus Action to Additionally, you can take a Magic action to touch and
teleport to an unoccupied space that you can see that is freeze freestanding water that fits within a 5-foot Cube.
no farther away than a number of feet equal to 10 times Level 3: Frost Spells
the slot’s level. When you reach a Sorcerer level specified in the Frost
Level 14: Pernicious Adaptation Spells table, you thereafter always have the listed spells
You have Immunity to the Poisoned condition. prepared.
Level 14: Unhallowed Aid Frost Spells
You always have the Summon Fiend spell prepared. Sorcerer Level Spells
Unless you gain it from another source, you can only Armor of Agathys, Frost Fingers, Frostbite,
summon a Fiend of the same type as your Fiendish 3
Rime’s Binding Ice, Snilloc’s Snowball Swarm
Ancestor with it. You can also cast the spell once
without expending a spell slot, and you regain the ability 5 Elemental Weapon (Cold only), Sleet Storm
to cast it in this way when you finish a Long Rest.
Fiendish Spells
Sorcerer Level Fiendish Spells Demon Spells Devil Spells Yugoloth Spells
Burning Hands, Crown of Scorching Ray, Hellish Detect Magic, Invisibility,
3 Command, Darkness
Madness Rebuke Suggestion
5 Fear Stinking Cloud Fireball Dispel Magic
7 Wall of Fire Phantasmal Killer Fire Shield Dimension Door
9 Geas Insect Plague Flame Strike Cloudkill

CHAPTER 1 | CHARACTER OPTIONS 56


Sorcerer Level Spells of yourself take Cold damage equal to your Sorcerer
7 Fire Shield (chill shield only), Ice Storm
level.
Level 18: Frozen Soul
9 Cone of Cold, Conjure Elemental (water only)
You become an avatar of winter itself. You gain the
Level 3: Glacial Armor following benefits.
Cold Immunity. You have Immunity to Cold damage.
You can fashion an ephemeral armor of ice from Cold Mastery. Spells and effects you create treat
residual frigid magic that erupts from your hands. When Immunity to Cold damage as Resistance to Cold
a spell you cast with a spell slot deals Cold damage, you damage.
gain Temporary Hit Points equal to 1d8 plus the slot’s Improved Creeping Chill. On a failed save, your
level. If the spell is Armor of Agathys, you instead Creeping Chill feature instead reduces the creature’s
increase its Temporary Hit Points by an amount equal Speed to 0 until the start of your next turn as ice
to 1d8 plus the slot’s level. formations hold it in place.
Level 6: Wintry Adaptation
You have Resistance to Cold damage. Genie Sorcery
In addition, moving through Difficult Terrain Command the Elements
composed of ice and snow doesn’t cost you extra Your innate magic can be traced to the proud rulers of
movement. the Elemental Planes—the genies. Although some
Level 6: Creeping Chill Sorcerers claim direct magical inheritance by being the
You can manipulate your cold magic at an infinitesimal offspring of a mortal and a genie who has a strong
level, insinuating arcane icicles within specific parts of a connection to its mortal soul, such individuals are
foe’s form to hamper movement. When you deal Cold exceedingly rare. A few can trace their bloodline to an
damage to a creature with a spell you cast or an effect ancestor who was granted a Wish by a noble genie, the
you create, or when a creature hits you with a melee powerful, reality-altering magic leaving a mark on their
attack while you have Temporary Hit Points from your soul. Others claim distant relations to the soul that gave
Glacial Armor feature, the creature must succeed on a birth to a genie, their souls allegedly resonating with the
Constitution saving throw against your spell save DC or genie’s, thereby granting them elemental power.
have its Speed halved until the start of your next turn. If Should they grow strong enough to use it, Sorcerers
the spell or effect already reduces the target’s Speed, of this bloodline are known to be bolder when pushing
use whichever reduction is greater. the limits of the reality-altering Wish, as it is rumored
that their ancestry somehow protects them from the
kereib leahcim

Level 14: Gelid Blast strain of wielding such powerful magic.


The cold magic that provides you with your Glacial Level 3: Genie Ancestor
Armor radiates outward with much greater potency, Choose one type of genie as your ancestor. This choice
damaging all those who dare approach you. When a is used by features you gain later.
spell you cast with a spell slot deals Cold damage, Dao. You have Advantage on saving throws to avoid
creatures of your choice that you can see within 15 feet or end the Prone condition. When you reach Sorcerer
57 CHAPTER 1 | CHARACTER OPTIONS
level 11, you have Immunity to the Prone condition. Genie Language Element
Djinni. Your Speed increases by 10 feet while you
aren’t wearing armor or wielding a Shield. This bonus Efreeti Ignan fire
increases to 20 feet when you reach Sorcerer level 11. Marid Aquan water
Efreeti. Once per turn, you can deal 1d4 Fire damage
to one target you damage with an attack or spell. This You know the dialect of Primordial shown in the
damage increases to 2d4 when you reach Sorcerer level Genie Ancestor table. Additionally, whenever you make
11. a Charisma check when interacting with Elementals,
Marid. You can breathe underwater, and you have a your Proficiency Bonus is doubled if it applies to the
Swim Speed equal to your Speed. When you reach check.
Sorcerer level 11, up to two other creatures of your
choice within 10 feet of yourself also gain these Level 3: Genie Spells
benefits. When you reach a Sorcerer level specified in the Genie
Spells table, you thereafter always have the listed spells
Genie Ancestor
Genie Language Element
prepared.
Level 6: Minor Wish
Dao Terran earth
You gain the ability to conjure magic that similar to, but
Djinni Auran air much weaker than, the earth-shaking Wish. As a Magic
Genie Spells
Sorcerer Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
Disguise Self, Earth Tremor,
Thunderwave, Gust of Burning Hands, Create or Destroy
3 Elementalism*, Maximilian’s Earthen
Wind Enlarge/Reduce Water, Misty Step
Invisibility Grasp
Create Food and
Water (can create
5 Gaseous Form Meld into Stone Major Image Water Walk
wine instead of
water)
7 Summon Elemental* Stone Shape Storm Sphere Wall of Fire Control Water
anadroj ekim

9 Conjure Elemental* Passwall Creation Immolation Maelstrom


17 Wish — — — —

* Unless you gain these spells from other sources, you can only choose the element associated with your Genie
Ancestor.

58
action, choose one spell from any class’s spell list of Level 3: Kraken Spells
level 2 or lower that doesn’t require a Reaction to cast. When you reach a Sorcerer level specified in the
As part of the same action, you cast that spell without Kraken Spells table, you thereafter always have the
expending a spell slot or needing Material components. listed spells prepared.
Once you use this feature, you can’t use it again until
you finish a Long Rest. Kraken Spells
Level 14: Elemental Protector Sorcerer Level Spells

Your magical ties to your Elemental Plane are 3 Catapult, Darkness, Entangle, Witch Bolt
subconsciously invoked when you are at your most
vulnerable. If you are reduced to 0 Hit Points or gain the 5 Call Lightning, Water Walk

Incapacitated condition against your will, you can Evard’s Black Tentacles, Freedom of
immediately gain the benefits of Summon Elemental as 7
Movement
if it were cast using a level 9 spell slot, summoning an
Elemental of your Genie Ancestor’s element. The 9
Bigby’s Hand (appears as a tentacle),

summoned Elemental appears within 20 feet of Cloudkill

yourself. If it receives no commands from you, it


protects you from harm and attacks your foes. The spell Level 3: Blot
lasts for 1 hour, requiring no Concentration, or until you When a creature within 30 feet of yourself that you can
dismiss it (no action required). see makes an attack roll, you can take a Reaction to
Once you use this feature, you can’t use it again until impose Disadvantage on the roll, conjuring an inky
you finish a Long Rest. cloud around the creature before its attack hits or
misses.
Level 18: Noble Soul You can use this feature a number of times equal to
You have a Fly Speed of 60 feet. In flight, your lower your Charisma modifier (minimum of once), and you
body transforms into a column of raw elemental magic, regain all expended uses when you finish a Long Rest.
granting you Half Cover, as half your body essentially
becomes invulnerable. The appearance your lower body Level 6: Insulation
You have Resistance to Lightning damage.
takes depends on your Genie Ancestor: a column of
swirling sand for dao, a column of swirling air for djinni, Level 6: Slippery Form
a column of smoke and embers for efreeti, and a column Like a slimy tentacle, you become difficult to pin down.
of foamy water for marid. You have Advantage on ability checks and saving throws
In addition, when you produce any effect other than to avoid or end the Restrained or Grappled condition.
duplicating another spell with Wish, you can make a
Constitution saving throw (DC 19), suffering none of the Level 14: Arcane Constriction
spell’s stress on a success. You pay homage your ancestor’s penchant for
Kraken Sorcery immobilizing its foes. Spectral tentacles spring from
your body when you use your Unarmed Strike to
Immobilize Your Foes with Tentacles from the Depths grapple a creature (escape DC equals your spell save
Your innate magic comes from the fearsome DC), and you can spend 1 Sorcery Point to increase the
Monstrosity that lurks in the deepest parts of the ocean range of the grapple to 30 feet. You can grapple as many
—the kraken. creatures at a time equal to your Charisma modifier
Krakens communicate telepathically in several (minimum of one creature).
languages, but not in Common, so tales of pacts are As a Bonus Action, you can cause a pulse of electricity
quite rare save for those races that speak the languages to travel down a tentacle towards a Grappled creature.
known by krakens, say Tieflings who know Abyssal or The creature must make a Constitution saving throw
Infernal, or those with religious backgrounds who know against your spell save DC. The creature takes 3d6
Celestial. Rarer still are those who are bestowed boons, Lightning damage on a failed save or half as much
as it is not a kraken’s nature to be benevolent. Most damage on a successful one. This damage increases to
pacts are those of servitude. 4d6 when you reach Sorcerer level 17.
Perhaps the rarest, though, are those Sorcerers who Level 18: Static Soul
tell stories of an ancestor’s blood being awakened after You have Immunity to Lightning damage.
slaying a kraken, as such feats are the stuff of legends— Additionally, when you cast a spell with a spell slot
perhaps next only to those that speak of similar feats and deal Lightning damage, choose one creature
against ancient Dragons or the mythical tarrasque. damaged by that spell on the turn you cast it. That
Level 3: Touch of the Depths creature takes an extra 3d12 Lightning damage. This
You can breathe underwater, and you have a Swim feature can be used only once per casting of a spell.
Speed of 40 feet.

59 CHAPTER 1 | CHARACTER OPTIONS


Life Sorcery Life Spells
Sorcerer Level Spells
Wield Magic from the Positive Plane
Aid, Cure Wounds, Healing Word, Prayer of
Your innate magic comes from a font of positive energy 3
that flows within you. Perhaps you were exposed to the Healing

energies of the Positive Plane for a prolonged period of 5 Mass Healing Word, Revivify
time. Or maybe you were stillborn, was revived with a
True Resurrection spell, and this font is a remnant of
7 Aura of Life, Guardian of Faith

the powerful magic that was used. Channeling this 9 Animate Objects, Raise Dead
energy, you can heal wounds, make your allies hardier,
and revive the fallen. You can also channel this energy Level 3: Potent Invigoration
offensively, particularly against Undead. Your healing spells are more powerful than the average
Life Sorcerers find employment easily. Those who caster’s. Increase the number of Hit Points a spell of
are particularly religious can be seen alongside Clerics yours restores and the number of Temporary Hit Points
at temples. Others join the military to heal the wounded. a spell of yours grants by 2. This bonus increases by 1
Those who don’t like being tied down to institutions when you reach Sorcerer levels 5 (3), 9 (4), 13 (5), and
work as hired companions for adventuring parties, 17 (6).
boasting that their abilities will ensure that the party
can grapple the most dangerous of quests and live to tell Level 6: Positive Energy Flood
the tale. As an Magic action, you send ribbons of positive energy
at one creature you can see within 60 feet of yourself. If
Level 3: Life Spells
The positive energy within you allows you to learn and the target is an Undead, it must make a Constitution
prepare spells normally associated with other classes. saving throw against your spell save DC. It takes
Radiant damage equal to three times your Sorcerer
Whenever you reach a Sorcerer level (including this level on a failed save or half as much damage on a
level) and the Cantrips or Prepared Spells number in successful one.
the Sorcerer Features table increases, you can choose If you target a creature that isn’t Undead with this
any of your new cantrips or prepared spells from any feature, the target doesn’t make a saving throw. Instead,
spell list (see chapter 3 of the 2024 Player’s Handbook) the target gains Temporary Hit Points equal to three
as long as they do any of the following effects: restores times your Sorcerer level.
Hit Points, increases maximum and/or current Hit Once you use this feature, you can’t use it again until
Points, grants Temporary Hit Points, revives a creature, you finish a Long Rest.
deals Radiant damage. The chosen spells count as
Sorcerer spells for you. In addition, whenever you Level 14: Antithetical Conversion
replace a cantrip or a spell prepared for this class, you When a creature hits you with an attack roll, you can
can replace it with a spell from those lists so long as it take a Reaction to infuse the attack with positive energy.
does any of the listed effects. The attack deals no damage and you instead regain a
When you reach a Sorcerer level specified in the Life number of Hit Points equal to half the damage the
Spells table, you thereafter always have the listed spells attack would have dealt.
prepared. Once you use this feature, you can’t use it again until
yzzi

you finish a Long Rest.

60
Level 18: Vital Soul in the forces of order.
Your body overflows with positive energy. You gain the Level 3: Primary Origin
following benefits. Choose a Sorcerer subclass other than this one. You
Defy Death. You have Advantage on Death Saving
Throws. gain that subclass’s level 3 benefits.
Stabilizing Aura. An ally with 0 Hit Points becomes Level 6: Secondary Origin
stable when it starts its turn within 10 feet of yourself. Choose a Sorcerer subclass other than this one and the
Superior Healing. When you would normally roll one
or more dice to restore Hit Points to a creature with a subclass you chose for your Primary Origin feature. You
spell of level 2 or lower, don’t roll those dice for the gain that subclass’s level 6 benefits.
healing; instead use the highest number possible for Level 14: Secondary Progression
each die. You gain the level 14 benefits of the Sorcerer subclass
Expert Revivification. You can cast Revivify without a you chose for your Secondary Origin feature.
Material component.
Level 18: Primary Incarnation
Mixed Sorcery You gain the level 18 benefits of the Sorcerer subclass
Channel Magic from Two Different Sources
you chose for your Primary Origin feature.
Your innate magic comes from two different sources Disclaimer
that somehow manage to find balance within you. Being This Sorcerer subclass can prove troublesome as most
gifted with a single source of innate magical prowess is subclasses are designed to have synergy between its
rare enough. It is, therefore, no real shock to learn that features. There are features that gain additional effects at
such mixed bloodlines are exceedingly rare. There are higher levels, and there are even features that directly refer to
even rumors that a Sorcerer can even have more than or are entirely dependent on other features gained at lower
two sources of magic, but such dilution often results in a levels. As such, the final outcome for this subclass will be
single bloodline manifesting over the others. heavily reliant on your collaboration with your DM.
Stories of how a Sorcerer with a mixed origin came Immediately inform your DM if you plan to take up this
to be are truly quite fantastical. Perhaps you descended Sorcerer subclass so that the acquisition of the second
nidob nnahoj

from an ancient Sorcerer with draconic blood but later subclass makes narrative sense. Plan out how the features
became exposed to the chaotic forces of Limbo, causing will associate with one another as needed, so that the final
your draconic magic to have unpredictable properties. result will be a cohesive and balanced subclass.
Maybe a cunning creature had exposed you to the Trying out this Sorcerer subclass could prove to be

warping energies of the Far Realm in an attempt to gain challenging for both you and your DM, but it could certainly

a pawn, but later found yourself on Mechanus, basking result in some fun and interesting combinations.

61 CHAPTER 1 | CHARACTER OPTIONS


Muscle Sorcery Level 3: Fistcaster
Your magical affinity for martial arts gives you mastery
Give Your Enemies a Beatdown of combat styles that use Unarmed Strikes. You can roll
Your innate magic manifests in your muscles. Maybe 1d6 in place of the normal damage of your Unarmed
you were the subject of a magical experiment, or strike. This die changes when you reach Sorcerer levels
perhaps you inherited the traits from a soldier parent 5 (1d8), 11 (1d10), and 17 (1d12).
whose frequent use of physical enhancement spells for You can also prepare some non-Sorcerer spells that
combat made the effects permanent. Perhaps you even focus on attacks with a weapon or an Unarmed Strike.
gained the favor of Kord or some other god of athletics Whenever you reach a Sorcerer level (including this
and sport due to your prowess. level) and the Prepared Spells number in the Sorcerer
Due to the amount of raw magic suffusing their Features table increases, you can choose any of your
muscles, Myomancers maintain an impressive physique new prepared spells from the following list of spells, and
even without exercise. Despite this, they tend to be very the chosen spells count as Sorcerer spells for you. In
mindful of their fitness level. Myomancers boast greater addition, whenever you replace a spell prepared for this
hardiness compared to their peers and wade in the class, you can replace it with a spell from following list.
frontlines, devastating foes with a combination of Unless you gain these spells from other sources, you
magical strikes and spells. The flex of their muscles as can only cast them when you hit a target with an
they perform Somatic components can not only Unarmed Strike.
augment destructive power, but also entrance even the
most strong-willed of foes. Spell Level Spells
Typically underclothed, adventuring parties cunningly
use Muscle Sorcerers as the “face” of the group. Their 1
Searing Smite, Thunderous Smite, Wrathful

glistening muscles only serve to augment their Smite


charisma, leading to an almost hypnotic effect to all 2 Shining Smite
those who interact with them.
ellivniar nosaj

3 Blinding Smite

Disclaimer 4 Staggering Smite


This Sorcerer subclass was created as an April Fools’ Day 5 Banishing Smite
joke—a take on the meme of “muscle wizards casting fist.” It
is, nonetheless, playable.

62
Level 3: Muscle Spells Royal Sorcery
When you reach a Sorcerer level specified in the Muscle
Spells table, you thereafter always have the listed spells Command Imperial Power
prepared. Your innate magic comes from your imperial blood.
Whether through leading conquests themselves or
Muscle Spells through cunning and subterfuge, it is unquestionable
Sorcerer Level Spells that your ancestors possessed something extraordinary
that allowed them to establish and maintain an empire
3
Charm Person, Command, Enhance Ability,
—talents that you have come to inherit.
Enlarge/Reduce
Political ploys and power plays make for a more
5 Hypnotic Pattern, Tongues diverse splay of characters than one would imagine.
Some openly declare themselves as protectors of the
7 Charm Monster, Dominate Beast
realm. Others who were born out of illicit affairs actively
9 Dominate Person, Skill Empowerment seek anonymity, knowing their existence may threaten
those in power and lead to threats to their well-being.
Level 3: Armor of Brawn Among those who survive such threats, a few become
Your rippling muscles add to your defense in two ways: host to deep-seated hatred and find themselves the
physically impeding blows and providing a distraction. center of ploys to usurp the governing body.
While you aren’t wearing armor, you can take a Magic Knowing the ever-present danger to their lives, Royal
action to gain a base Armor Class of 10 plus your Sorcerers who are aware of their bloodline are rarely
Strength and Charisma modifiers, and your muscles seen alone and have become accustomed to wearing
become pumped and steely with magic. This effect lasts defensive implements beneath their cloaks. Their
until you have the Incapacitated condition, until you end unnatural eloquence and air of authority make them
it (no action required), or until you don armor. ideal party leaders, though the latter can also cause
some friction with other dominant party members.
Level 6: Arcane Fists
Level 3: Bonus Proficiencies
You gain the following benefits. Keenly aware of threats to your well-being, you have
Empowered Strikes. Whenever you deal damage with
your Unarmed Strike, it can deal your choice of Force grown accustomed to gearing yourself defensively. You
damage or its normal damage type. gain training with Light and Medium Armor and
Extra Unarmed Strike. You can attack twice, instead Shields.
of once, whenever you take the Attack action on your In addition, you are gifted with an uncanny sense of
turn, provided that both attacks are Unarmed Strikes. tact and verbal finesse. You gain proficiency in the
Persuasion skill. If you are already proficient in it, you
Level 14: Posing Oil gain Expertise in it.
Your skin naturally secretes an oil-like substance that Level 3: Royal Spells
makes your muscles appear even more enthralling. You When you reach a Sorcerer level specified in the Royal
gain the following benefits. Spells table, you thereafter always have the listed spells
Irresistible Charm. Spells you cast that include a
Somatic component ignore Immunity to the Charmed prepared.
condition as long as the target can see.
Enthralling Physique. You get a bonus to Charisma
Royal Spells
(Deception, Intimidation, Performance, and Persuasion) Sorcerer Level Spells
checks you make against a target that can see. The Calm Emotions, Command, Detect Poison
bonus equals your Strength modifier (minimum of +1). 3
and Disease, Suggestion
Natural Lubrication. You are unaffected by
nonmagical restraints and have Immunity to the 5 Counterspell, Tongues
Grappled condition. 7 Charm Monster, Death Ward
Level 18: Strapping Soul 9 Modify Memory, Yolande’s Regal Presence
Your Strength score increases by 2, up to a maximum of
23. Level 3: Royal Order
Additionally, the strength behind your flexing biceps When you cast a spell using an action and a spell slot,
amplifies the power of your spells. When you cast a you can take a Bonus Action to direct one of your
spell that includes a Somatic component with a spell companions. When you do so, choose an ally who can
slot and deal damage, the spell deals extra Force see or hear you. That creature can immediately take its
damage equal to 3d6 plus your Strength modifier. Reaction to do one of the options listed below. You can
use this feature a number of times equal to your
Charisma modifier (minimum of once), and you regain
all expended uses once you finish a Long Rest. When
63 CHAPTER 1 | CHARACTER OPTIONS
you activate your Arcane Surge, you can direct an ally Defend. The creature takes the Dodge action.
using this feature as part of the same Bonus Action. Examine. The creature takes the Study action.
Attack. The creature makes one attack. Fall Back . The creature takes the Disengage action
Fall Back. The creature takes the Disengage action. then moves up to half its Speed.
Move. The creature moves up to half its Speed. Move. The creature moves up to its Speed.
Search. The creature takes the Search action.
Take Cover. The creature moves up to half its speed
Level 6: Aura of Inspiration
You radiate an inspiring, unseeable aura in a 10-foot then takes the Hide action.
Emanation that originates from you. The aura is inactive Utilize. The creature takes the Utilize action.
while you have the Incapacitated condition.
You and your allies in the aura can roll 1d4 and add Sonic Sorcery
the number rolled to any D20 Test you or they make.
If another Royal Sorcerer is present, a creature can Blast Your Foes with Thunderous Spells
benefit from only one Aura of Inspiration at a time; the Your innate magic manifests itself in your arcane
creature chooses which aura while in them. mastery of sound—a feat that extends from mere sound
Starting at level 18, your aura becomes a 30-foot perception to the advanced magical infusion of your
Emanation. own voice. You might trace your ancestry to a legendary
Level 14: Arcane Diplomacy bard whose magical secrets had etched themselves into
Your skill in affecting others’ thoughts and emotions their very soul and passed down through the
through arcane means has reached a level that it has generations. Perhaps you have been blessed by a deity
become both effortless and untraceable. You always of sound or music upon birth, or were perhaps born
have the Charm Person spell prepared. You can cast it amid the rumbles of a magical thunderstorm.
without expending a spell slot and without providing With their unparalleled hearing, Sonic Sorcerers are
any components. The creature also doesn’t learn that invaluable to adventuring parties. They are never
you Charmed it when the spell ends. helpless, as even the spoken incantation of a spell not
meant to cause harm is a potential weapon. There are
Level 18: Cogent Decree even rumors that these Sorcerers, with enough practice,
You have fully harnessed the authority that your can condense the entire act of spellcasting into a single
bloodline possesses. When you use your Royal Order sound.
feature, you can direct the creature to do one of the
nhar sirhc

Level 3: Sonic Spells


following. When you reach a Sorcerer level specified in the Sonic
Aid. The creature takes the Help action.
Attack. The creature makes up to two attacks.
Spells table, you thereafter always have the listed spells
Cast. The creature casts a spell of level 2 or lower
prepared.
that has a casting time of an action.
CHAPTER 1 | CHARACTER OPTIONS 64
Sonic Spells the harder it is to sense. When you cast a spell or create
Sorcerer Level Spells a magical effect that produces a loud sound, you can
make a Wisdom (Perception) check (no action
3
Dissonant Whispers, Knock, Shatter, required). Based on the roll, you can sense creatures
Thunderclap, Thunderwave and objects of a certain size that are hidden or have the
5 Silence, Thunder Step Invisible condition in the area within which the spell or
Dimension Door, Elemental Bane (Thunder
effect is audible.
7
only) Size DC Size DC
Destructive Wave, Jallarzi’s Storm of Gargantuan 10 Medium or larger 19
9
Radiance
Huge or larger 13 Small or larger 22
Level 3: Soundsmith Large or larger 16 Tiny or larger 25
If a spell or effect you create would produce a sound
that is audible more than 5 feet away, you can reduce Level 18: Shatterproof
the distance up to which it is audible to as close as 5 You have Immunity to Thunder damage and the
feet from its point of origin. If the spell or effect deals Deafened condition.
Thunder damage within an area, you can reduce the
distance up to which the sound is audible no closer than Level 18: Words of Power
the farthest distance at which it deals damage. You learn to condense the very essence of a spell into a
single sound, allowing it to be cast with the barest
Level 3: Aural Prowess
You have Advantage on Wisdom (Perception) checks utterance—a Power Word. When you cast a spell that is
that rely on hearing. incapable of targeting more than one creature at its
current level and either has no Material components or
Level 6: Reverberation Radius has a Material component that lacks a cost, you can
You have Resistance to Thunder damage and have choose cast the spell without providing Somatic or
Advantage on saving throws to avoid or end the Material components; you can cast the spell by uttering
Deafened condition. a single word that you associate with the spell. If the
In addition, when you cast a spell that includes a spell requires you to make one or more attack rolls
Verbal component with a spell slot, you can choose to against the creature, the first roll automatically hits. If
magically magnify your voice, creating a thunderous the spell forces the creature to make a saving throw, the
sound that is audible up to 300 feet away. Each creature creature automatically fails its first saving throw against
of your choice in a 10-foot Emanation originating from the spell. If the spell includes both, the first one to occur
you must succeed on a Strength saving throw against uses this feature’s effects.
your spell save DC or be pushed 10 feet straight away If you cast a level 9 spell in this way, the spell has no
from yourself. At Sorcerer level 11, each creature of effect if the creature has more than 100 Hit Points. If
your choice in the Emanation also takes 1d6 Thunder you cast a level 6–8 spell in this way, the spell has no
damage. This damage increases to 2d6 when you reach effect if the creature has more than 150 Hit Points. If
Sorcerer level 17. you cast a level 3–5 spell in this way, the spell has no
effect if the creature has more than 200 Hit Points. If

dnalnaws dnomyar
Level 14: Echosense you cast a spell of level 2 or lower in this way, the spell
As long as you can hear, you can sense the location of has no effect if the creature has more than 250 Hit
creatures and objects that are hidden or have the Points.
Invisible condition in an area by analyzing sound as it You can use this feature a number of times equal to
bounces off them. The smaller the creature or object, your Charisma modifier (minimum of once), and you
regain all expended uses when you finish a long rest.

65
Spirit Sorcery Level 3: Spirit Spells
When you reach a Sorcerer level specified in the Spirit
Harness Ethereal Magic Spells table, you thereafter always have the listed spells
Your innate magic manifests in your affinity to the prepared.
Ethereal Plane. You can routinely peer into the Border
Ethereal, allowing you to commune with and even ask Spirit Spells
assistance from its denizens during combat. As your Sorcerer Level Spells
power grows, you even learn to possess other creatures
and shift to and from the Ethereal Plane on a whim. 3
Healing Spirit, Inflict Wounds, Unseen

Some Spirit Sorcerers claim to have been conceived Servant, Spiritual Weapon

in the Ethereal Plane itself, or that one of their parents Blink, Spirit Shroud (Cold or Necrotic only),
is a creature who can easily traverse the Ethereal Plane, 5
Summon Undead (Ghostly only)
such as an incubus or succubus. Others claim their
magic manifested after certain events in their past, such 7 Ice Storm, Shadow of Moil
as surviving a ghost possession or getting bitten by 9 Cone of Cold, Negative Energy Flood
phase spider.
Due to their abilities, many of these Sorcerers work Level 3: Soul Shatter
as spirit mediums, helping grieving families achieve Your spells have a withering effect on the souls of your
closure, or even settle inheritance disputes in cases of enemies. When you cast a spell with a spell slot and
sudden death. Others, particularly the more powerful deal Cold or Necrotic damage to a creature, that
and wicked ones, use their ability to slip into the creature can’t regain Hit Points until the start of your
Ethereal Plane for nefarious motives, becoming next turn. In addition, for 24 hours, its Hit Point
accomplished thieves or even arcane assassins. maximum is reduced by an amount equal to half the
Level 3: Ethereal Eyes damage dealt. Constructs and Undead are unaffected by
You can see into the Ethereal Plane out to a range of 60 this feature.
hesmahk abiraf

feet. Ethereal creatures and objects appear ghostly and Level 6: Spectral Aid
translucent. You can implore creatures from the Ethereal Plane to
In addition, having seen creatures from the Ethereal help you. When you cast Summon Undead, the
Plane since your magic awakened, you are not so easily summoned Undead has a number of Temporary Hit
startled. You have Advantage on saving throws to avoid Points equal to your Sorcerer level.
or end the Frightened condition. In addition, the Undead’s attacks score a Critical Hit
CHAPTER 1 | CHARACTER OPTIONS 66
on a roll of 18–20 on the d20 against a creature that has You can use this feature a number of times equal to
the Frightened condition. your Charisma modifier (minimum of once), and you
Level 14: Inured to the Ethereal
regain all expended uses when you finish a long rest.
You have Immunity to the Frightened condition. Level 18: Ghostly Jaunt
Your magic allows you to travel to the Border Ethereal
Level 14: Possess on a whim. As a Bonus Action, you can magically shift
You briefly assume a spirit form, allowing you to from your current plane of existence to the Ethereal
possess another creature. Choose one Humanoid you Plane, or vice versa.
can see within 5 feet of yourself. The target makes a While on the Ethereal Plane, you can move in any
Charisma saving throw against your spell save DC. On a direction. If you move up or down, every foot of
failed save, you disappear and possess the creature for 1 movement costs an extra foot. You can perceive the
minute, until the body drops to 0 Hit Points, or until you plane you left, which looks gray, and you can’t see
end it as a Bonus Action. anything there more than 60 feet away. You can affect
A possessed creature has the Incapacitated condition and be affected only by creatures, objects, and effects on
and loses control of its body. You now control the body that plane. Creatures that aren’t on the Ethereal Plane
but don’t deprive the target of awareness. You can’t be can’t perceive or interact with you unless a feature gives
targeted by any attack, spell, or other effect, and you them the ability to do so.
retain your alignment, Intelligence, Wisdom, Charisma, When you take a Bonus Action to return to the plane
Immunity to the Frightened condition, and Immunity to you left, you appear in the spot that corresponds to your
the Charmed condition, if any. You otherwise use the space in the Border Ethereal. If you appear in an
possessed target’s statistics, but don’t gain access to the occupied space, you are shunted to the nearest
target’s knowledge, features, or proficiencies. unoccupied space and take Force damage equal to
At the end of each of your turns, the possessed twice the number of feet you are moved.
creature can make a new Charisma saving throw. If the This feature fails if you use it while you are on a plane
saving throw succeeds, the possession ends. that doesn’t border the Ethereal Plane, such as one of
When the possession ends, you reappear in an the Outer Planes.
unoccupied space within 5 feet of the body. The target is

nekraad
When you activate your Arcane Surge, you can travel
immune to this feature for 24 hours after succeeding on to or from the Border Ethereal using this feature as part
the saving throw or after the possession ends. of the same Bonus Action.

67
Tarrasquian Sorcery Sorcerer Level Spells

Embody Destruction 5 Fear, Fireball

Your innate magic comes from the singular creature 7 Wall of Fire, Vitriolic Sphere
with such destructive potential that it has been tied in
religious texts to the end of the world—the tarrasque. 9 Destructive Wave, Flame Strike

Understandably the rarest of all Sorcerer subclasses,


most consider its existence a myth and those who claim Level 6: Overpowering Sorcery
Your spells deal double damage to objects and
having the origin frauds. Detailed chronicles, however, structures.
tell accounts of Sorcerers who waded in the frontlines In addition, if a creature takes half damage following
with their unparalleled fortitude, their potent magic a successful saving throw against a spell you cast that
piercing the most fortified of walls and the staunchest of deals damage, the creature instead takes full damage if
magical defenses. it succeeded on the saving throw by 2 or less. The
Level 3: Mythical Origin creature suffers no additional effect from the spell. This
You display a level of fortitude unmatched by any other margin changes when you reach Sorcerer levels 9 (3 or
Sorcerer subclass. Your Hit Point maximum increases less), 13 (4 or less), and 17 (5 or less).
by 6, and it increases by 2 whenever you gain another Level 14: Reflective Scales
Sorcerer level. Thick russet scales that ward off hostile magic appear
In addition, you exude the demeanor of one who is to cover certain areas of your body. You have Advantage
not to be trifled with. You gain proficiency in the on saving throws against spells.
Intimidation skill. If you are already proficient in it, you In addition, when you are targeted by a Magic Missile
gain Expertise in it. spell or are hit by a spell that requires a ranged attack
Level 3: Tarrasquian Spells roll, you can take a Reaction to roll 1d6. On a 1–5, you
When you reach a Sorcerer level specified in the halve the spell’s damage, if any. On a 6, you are
Tarrasquian Spells table, you thereafter always have the unaffected and reflect the spell, turning the caster into
sorllok saihtam

listed spells prepared. the target.


Tarrasquian Spells Level 18: Soul of Destruction
Sorcerer Level Spells Your destructive prowess has become nigh unstoppable.
Any Sorcerer spell you cast that deals damage treats
3
Earth Tremor, Melf’s Acid Arrow, Shatter,
Thunderwave
damage Immunity as damage Resistance.

CHAPTER 1 | CHARACTER OPTIONS 68


Time Sorcery
Alter the Flow of Time as You See Fit
Your innate magic comes from the fabric of time.
Perhaps you were exposed to very powerful temporal
magic, leaving its arcane signature upon your soul and
attuning you to similar magic. Or maybe Amaunator or
another deity of time bestowed a boon upon you.
A Chronomancer’s ability to alter the flow of time,
when used in clever ways, allows for a surprisingly wide
array of effects. The most obvious use of their magic is
in speeding themselves and their allies up, and slowing
their enemies down. The extent of these, however, can
vary. In extreme cases, their increase in agility can be
such that they seem to be teleporting, or their foes are
slowed down to such an extent that they seem frozen in
place. They can even spur injuries to heal faster and for
conditions to lapse more quickly, with some rumors
claiming that the most powerful Chronomancers can
employ time reversal to achieve these effects.
Level 3: Time Spells
When you reach a Sorcerer level specified in the Time
Spells table, you thereafter always have the listed spells
prepared.
Time Spells
Sorcerer Level Spells
Cure Wounds, Feather Fall, Hold Person,
3
Lesser Restoration
5 Haste, Slow
7 Dimension Door, Freedom of Movement
9 Mass Cure Wounds, Greater Restoration
17 Time Stop

Level 3: Acceleration
Slivers of time magic are ever-present around you,
granting you a boost during combat. You can give
yourself a bonus to your Initiative Rolls equal to your
Charisma modifier (minimum of +1).
Additionally, your unnatural swiftness makes you
harder to target. While you aren’t wearing armor, your
base Armor Class equals 10 plus your Dexterity and
Charisma modifiers.
Level 6: Time Ebb
When you or a creature you can see within 30 feet of
yourself suffers a Critical Hit, you can take a Reaction to
slow down the blow, turning that hit into a normal hit.
Any effects triggered by a Critical Hit are canceled.
rehcsif .m ttocs

You can use this feature a number of times equal to


your Charisma modifier (minimum of once), and you
regain all expended uses when you finish a Long Rest.
Level 14: Temporal Adept
You gain the following benefits.
Temporal Resistance. You have Advantage on saving
throws to avoid or end time-altering spells and magical
69
effects that force you to make a saving throw. If another Level 18: Timewalker
creature casts Time Stop, you can make a Wisdom Your control over the flow of time reaches its pinnacle.
saving throw against the creature’s spell save DC. On a You gain the following benefits.
success, you can use actions and move as normal Longevity. You cease visibly aging and can’t die from
during the spell. old age.
Impoved Extended Spell. Instead of doubling it to a Extra Reaction. You can take up to two Reactions per
maximum of 24 hours, your Extended Spell Metamagic round, but only one per turn.
option extends a spell’s duration as shown on the Improved Time Stop. You can cast Time Stop as a
Extended Spell table. You can also use it even if you Reaction when a creature makes an attack roll against
have already used a different Metamagic option during you or when you see a creature casting a spell that
the casting of a spell. targets you or includes you in its area of effect. In
Improved Quickened Spell. You spend only 1 Sorcery addition, the spell doesn’t end even if one of the actions
Point when you use your Quickened Spell Metamagic you use during the spell’s period or any effects that you
option, and it modifies the casting time of certain spells create during the spell’s period affects a creature other
as shown on the Quickened Spell table. You can also than you or an object being worn or carried by someone
use it even if you have already used a different other than you.
Metamagic option during the casting of a spell. Temporal Immunity. Unless you choose to be
affected, you have Immunity to time-altering spells and
Extended Spell
Base Duration Extended Duration
magical effects.
1 minute 10 minutes Variant Level 18: Time Duplicate
You can take a Bonus Action to pluck yourself from 1 round
10 minutes 1 hour
in the future to aid your present self. This act collapses
1–7 hours 8 hours probability, and the possible future from which you snatch
yourself becomes the definite future.
8 hours 24 hours Your future self appears in an unoccupied space you can
1–9 days 10 days see within a number of feet from yourself equal to your
Speed and takes their turn alongside yours. Your future self
10 days 30 days has your game statistics and possessions. Mark any changes
to these over the course of the round as they don’t take effect
30 days 1 year
immediately. Your future self is still only a possibility; thus,
1 year or longer Until dispelled all changes to your game statistics and possessions are also
only possibilities. Your future self can’t be surprised and has
Advantage on any D20 Test they make. Additionally, other
Quickened Spell creatures have Disadvantage on attack rolls against them.
Base Casting Time Quickened Casting Time At the beginning of your next turn, your future self
vanishes, as the round it spends with you is a round it
1 minute Action misses in its own future. You vanish as well as the time
stream attempts to rearrange itself. You appear where your
10 minutes 1 minute
future self vanished at the beginning of your following turn in
nhar sirhc

1 hour 10 minutes the state they were in. Any possible changes to your future
self’s game statistics and possessions finally take effect.
8–23 hours 1 hour Once you use this feature, you can’t use it again until you
24 hours 8 hours finish a Long Rest.

70
Weaver best represents your innate talent in manipulating the
Weave: Abjuration, Conjuration, Divination,
Manipulate the Weave Effortlessly Enchantment, Evocation, Illusion, Necromancy, and
Your innate magic stems from your direct entanglement Transmutation. This choice is used by features you gain
with the Weave. Through some circumstance, you are later.
exceptionally talented in manipulating the Weave in a Whenever you reach a Sorcerer level (including this
certain way. Some Sorcerers of this subclass find early level) and the Cantrips or Prepared Spells number in
on that they can peer through the Weave with greater the Sorcerer Features table increases, you can choose
ease than some learned Diviners. Others find smoothing any of your new cantrips or prepared spells from the
the Weave to be as easy as breathing, nullifying harmful Cleric, Druid, Sorcerer, and Wizard spell lists (see
magic around them that even some Abjurers have chapter 3 of the 2024 Player’s Handbook), provided that
trouble with. Due to their specific Weave-altering the chosen spells fall under your chosen school of
abilities, these Sorcerers came to be known as Weavers. magic, and the chosen spells count as Sorcerer spells
Despite the similarity of having an affinity for a school for you. In addition, whenever you replace a cantrip or a
of magic, Weavers couldn’t be more different from spell prepared for this class, you can replace it with a
Wizards. Wizards learn skills specific to their Wizard spell from those lists.
subclass in a predetermined, complexity-based order as When you reach a Sorcerer level specified in the
taught in their academies. Weavers don’t gain such tables below for each school of magic, you thereafter
school-specific skills. Rather, their affinity to the Weave always have the listed spells prepared.
grants them unprecedented access to a broad range of
spells upon which to practice their trademark Abjuration Spells
Metamagic on. Over time, they become so attuned to the Sorcerer Level Spells
nossravgni rolyat

Weave that sensing and discerning anything remotely Arcane Lock, Armor of Agathys, Cure
magical becomes as easy as breathing. The most 3
Wounds, Lesser Restoration, Resistance
powerful Weavers, however, gain renown for their
rumored ability to occasionally bypass Mystra’s Ban. 5 Dispel Magic, Magic Circle, Remove Curse
7 Death Ward, Freedom of Movement
Level 3: One with the Weave
Choose which one among the eight schools of magic 9 Greater Restoration, Mass Cure Wounds

71 CHAPTER 1 | CHARACTER OPTIONS


Conjuration Spells Sorcerer Level Spells
Sorcerer Level Spells
5 Revivify, Summon Undead
Arms of Hadar, Find Familiar, Find Steed,
3 7 Blight, Shadow of Moil
Mage Hand, Summon Beast
9 Negative Energy Flood, Raise Dead
5 Conjure Barrage, Hunger of Hadar
7 Summon Construct, Summon Elemental
Transmutation Spells
9 Conjure Volley, Summon Celestial
Sorcerer Level Spells
Create or Destroy Water, Longstrider, Rope
Divination Spells 3
Trick, Skywrite, Thaumaturgy
Sorcerer Level Spells
5 Elemental Weapon, Tiny Servant
Augury, Detect Evil and Good, Guidance,
3 7 Elemental Bane, Fabricate
Identify, Locate Object
9 Passwall, Transmute Rock
5 Clairvoyance, Sending
7 Arcane Eye, Locate Creature Level 3: Arcane Intuition
9 Rary’s Telepathic Bond, Scrying Your ties to the Weave grants you the ability to
instinctually discern magical matters. You gain a bonus
to Intelligence (Arcana) checks you make equal to your
Enchantment Spells Charisma modifier (minimum of +1).
Sorcerer Level Spells
Level 6: Weave Adept
3
Command, Dissonant Whispers, Enthrall,
Your skill in manipulating the Weave has improved
Vicious Mockery, Zone of Truth
greatly. This manifests differently based on the school of
5 Catnap, Enemies Abound magic you are innately talented in.
Abjuration. When you cast Dispel Magic, you can roll
7 Charm Monster, Compulsion
1d6 and add the number rolled to its ability check. This
9 Modify Memory, Yolande’s Regal Presence die changes when you reach Sorcerer levels 9 (1d8), 13
(1d10), and 17 (1d12).
Conjuration. Any creature that you summon or create
Evocation Spells with a Conjuration spell has a number of Temporary Hit
Sorcerer Level Spells Points equal to 1d12 plus your Sorcerer level.
Divination. When you cast a level 2+ Divination spell
3
Continual Flame, Eldritch Blast, Frost
with a spell slot, you regain a number of expended
Fingers, Hellish Rebuke, Melf’s Acid Arrow
Sorcery Points equal to the slot’s level, to a maximum of
5 Leomund’s Tiny Hut, Wall of Sand 6 Sorcery Points.
Enchantment. When you cast an Enchantment spell
7 Fire Shield, Vitriolic Sphere
to inflict the Charmed condition on one or more
9 Destructive Wave, Wall of Force creatures, you can alter one creature’s understanding so
that it remains unaware of being Charmed, provided
that the creature failed its saving throw against the spell
Illusion Spells by 5 or more.
Sorcerer Level Spells Evocation. You can increase the power of your
simplest spells. When you cast a Sorcerer Evocation
3
Disguise Self, Illusory Script, Minor Illusion,
cantrip that deals damage, you can deal maximum
Nystul’s Magic Aura, Silence
damage with that cantrip. You can do so a number of
5 Major Image, Phantom Steed times equal to your Charisma modifier (minimum of
once), and you regain all expended uses when you finish
7 Hallucinatory Terrain, Phantasmal Killer
a Long Rest.
9 Dream, Mislead Illusion. You can cast Illusion spells without
providing Verbal components, and if an Illusion spell
you cast has a range of 10+ feet, the range increases by
Necromancy Spells 90 feet.
Sorcerer Level Spells Necromancy. Once per turn when you reduce one or
more creatures to 0 Hit Points with a spell you cast with
3
Cause Fear, Gentle Repose, Inflict Wounds,
a spell slot, you regain Hit Points equal to three times
Ray of Enfeeblement, Toll the Dead
the slot’s level plus your Charisma modifier (minimum

CHAPTER 1 | CHARACTER OPTIONS 72


of 1 Hit Point regained). You don’t gain this benefit for spell. This damage can’t be reduced or prevented in any
killing Constructs or Undead. way. In addition, your Strength score becomes 3 for 2d6
Transmutation. You always have the Alter Self spell days. For each of those days that you spend resting and
prepared, and you can cast it without expending a spell doing nothing more than light activity, your remaining
slot. recovery time decreases by 2 days.
Once you expend the level 11 spell slot, you can’t
Level 14: Magicsense create another one using this feature until you finish a
As one whose very existence is intricately tangled with Long Rest and have recovered completely from the
the Weave, you sense its influence at all times. You are stress you experienced if you used it to cast a level 10,
always under the effects of a Detect Magic spell with a level 11, or epic spell.
60-foot radius.
Additionally, spell attacks against you can’t have Variant Level 18: Metamastery
Advantage, and you can’t have Disadvantage on saving
throws against spells and magical effects. You can use any number of your Metamagic options on each
spell you cast that falls under your chosen schools of magic.
In addition, once per turn when you use one or more
Level 18: Forbidden Sorcery Metamagic options on a spell you cast that falls under your
You gain the ability to beseech the mistress of the chosen school of magic while your Arcane Surge feature is
Weave to briefly release you from the ban bestowed active, you can reduce the Sorcery Points you spend on each
upon all mortal spellcasters. You can spend 5 Sorcery of those options by 1 (minimum of 0).
Points to create a level 11 spell slot to cast a spell of
level 8 or lower at a higher level, or to cast a level 10,
level 11, or epic spell. Level 10 and 11 Spells
You always have all level 10, level 11, and epic spells The spells for playtesting are presented in alphabetical
prepared. Any Material components for these spells order.
must always be provided.
When you expend the level 11 spell slot to cast a spell
of level 8 or lower at a higher level, you can cast the
spmahcsed cire

spell without providing any components. Comet


The stress of expending the level 11 spell slot to cast Level 10 Evocation
a level 10, level 11, or epic spell weakens you. After Casting Time: Action
enduring that stress, you immediately gain 4 Exhaustion Range: 1 mile
levels. Each time you cast a spell until you finish a Long Components: V, S
Rest, you take 1d10 Necrotic damage per level of that Duration: Instantaneous
73 CHAPTER 1 | CHARACTER OPTIONS
You cause a comet to fall from the sky and crash to the Range: Sight
ground at a point you can see within range. You must be Components: V, M (a Helm of Brilliance and a mantle
outdoors to cast this spell. of sewn diamonds worth 10,000+ GP, both of which
The comet creates a 50-foot-deep, 500-foot-radius the spell consumes, and a legendary magic item
crater on impact. Any creature in that radius must make associated with fire)
a Dexterity saving throw. A creature takes 30d10 Force Duration: 1 year
damage on a failed saving throw or half as much You attempt to manifest a volcano centered on a point
damage on a successful one. All structures in the crater you can see on the ground.
are destroyed, as are all nonmagical objects that aren’t Upon casting, you create the effects of an Earthquake
being worn or held. that lasts for 1 minute, requiring no Concentration. One
of the fissures appears centered on the chosen point.
A stream of ash begins to pour out of the central
Ioulaum’s Longevity fissure 7 days after casting the spell. Each creature that
Level 10 Transmutation ends its turn within 10 feet of the stream takes 4d10
Casting Time: 1 round Fire damage from the searing heat it pours off.
Range: Sight The central fissure transforms into a complete,
V, S erupting volcano 30 days after casting the spell. The
Components:
Instantaneous volcano has a height of two and a half miles and its base
Duration:
You reduce everything in a 120-foot-radius Sphere has a radius of 12 miles.
The ground in a 750-foot-radius circle centered on the
centered on a point you choose within range to dust. chosen point collapses into a crater. A creature standing
Each creature in that area must make a Constitution on a spot where the crater opens must succeed on a
saving throw. A creature takes 20d6 Force damage on a Dexterity saving throw or fall in, plummeting into the
failed save or half as much damage on a successful one. magma chamber below and immediately taking 18d10
If this damage reduces a creature to 0 Hit Points, it and Fire damage. The creature takes an additional 10d10
everything nonmagical it is wearing and carrying are Fire damage at the end of each of its turns while it
disintegrated into gray dust, and it can be revived only remains in the molten rock. A creature that successfully
by a True Resurrection or a Wish spell. Each Humanoid saves manages to run to the edge of the crater as it
disintegrated by the spell permanently extends your opens. The crater spews lava continuously, and each
lifespan by 1 year. creature that ends its turn within 10 feet of the crater’s
This spell automatically disintegrates a nonmagical edge takes 4d10 Fire damage.
object, a creation of magical force, or an Antimagic Vents can erupt at any given moment for the
Field. remainder of the spell’s duration. On initiative count 20
(losing initiative ties), the DM rolls a d6. On a 6, lava
kulyreik rogi

erupts from a point on the ground of the DM’s choosing


Mavin’s Create Volcano within 6 miles of the chosen point, creating a geyser in
Level 10 Conjuration the form of a 20-foot-high, 5-foot-radius Cylinder. Each
24 hours creature in the Cylinder must make a Dexterity saving
Casting Time: throw, taking 4d10 Fire damage on a failed save or half

74
as much damage on a successful one. weathering and erosion.
A total of 1d6 rivers of lava, each 1d10 × 10 feet wide, A Dispel Magic spell can end the spell only if it is cast
radiate from the crater and positioned at the DM’s using a level 9 spell slot.
choosing. A creature that becomes submerged in the
lava initially takes 18d10 Fire damage, then takes
10d10 Fire damage at the end of each of its turns while Mavin’s Worldweave
it remains in the lava. Wading through the lava causes a
creature to initially take 10d10 Fire damage, then take Level 11 Transmutation
10d10 Fire damage at the end of each of its turns while Casting Time: 1 hour
it remains in the lava. Range: Sight
The legendary magic item used to cast the spell Components: V, M (an Ollamh harp)
becomes mundane until the spell ends and must be Duration: Until dispelled
placed within 1 mile of the chosen point within two You manipulate the climate in a 50-mile radius centered
weeks of casting the spell. on a point you can see within range. You must be
A Dispel Magic spell can end the spell only if it is cast outdoors to cast this spell.
using a level 9 spell slot, targeting the legendary magic When you cast the spell, find the current climate on
item used to cast the spell. A successful Dispel Magic the following table and change its stage by one, up or
renders the volcano extinct but does not revert the down. It takes 1d4 × 10 days for the new conditions to
terrain. take effect. When the spell ends, the climate gradually
returns to normal. You can layer the effects with
Mavin’s Earthfast
multiple castings.
Level 10 Transmutation Climate
Casting Time: 1 hour Stage Condition
Range: Sight 1 Tropic
Components: V, M (a
Stone of Controlling Earth
Elementals ; six
Rings of Spell Storing , each imbued 2 Subtropic

with a Transmute Rock spell; and an earth elemental, 3 Temperate


all of which the spell consumes) 4 Subarctic
Duration: Until dispelled
You improve the durability of large areas of earth for 5 Arctic
rennad anyala

mining and other exploits. The Ollamh harp used to cast the spell becomes
All earth and stone in a 50-mile-radius, 50-mile deep mundane until the spell ends.
Cylinder centered on a point you choose within range A Dispel Magic spell can end the spell only if it is cast
becomes impervious to cave-ins and other similar using a level 9 spell slot, targeting the Ollamh harp used
phenomena regardless of damage sustained. All stone- to cast the spell.
based structures are similarly rendered impervious to
75 CHAPTER 1 | CHARACTER OPTIONS
Until the spell ends, you can take a Magic action to
Proctiv’s Move Mountain rearrange the Cubes. Strong winds, whether mundane
or magical, cannot disperse the cloud, and its area is
Level 10 Transmutation
heavily obscured.
Casting Time: 24 hours When the cloud appears, each creature in it must
Range: 1 mile make a Constitution saving throw. On a failed save, a
Components: V, S, M (a Crystal Ball and a Carpet of creature dies. A creature must also make this saving
Flying , both of which the spell consumes, and a throw when it enters the spell’s area for the first time in
legendary magic item that allows flying or levitation) a turn or ends its turn there. A creature that succeeds
Duration: Until dispelled on its saving throw becomes immune to dying to this
You shear off the top of a mountain you can see within spell for 24 hours. Creatures are affected even if they
range, levitate it, then invert it so that structures can be hold their breath or don’t need to breathe.
built upon its flat surface. The landmass roughly takes You can choose to take 3d10 Necrotic damage a
the shape of a cone with a height of 1 mile and a radius number of times when you cast the spell, increasing the
of 1 mile at the base. Until the spell ends, you can take a spell save DC by 1 each time you do so. You can do this
Magic action to the move the levitating landmass up to up to ten times, increasing the spell save DC by 10 and
80 feet in any direction. taking 30d10 Necrotic damage. This damage can’t be
The legendary magic item used to cast the spell reduced or prevented in any way.
becomes mundane until the spell ends and must be When the spell ends, for each time you voluntarily
placed inside the landmass within two weeks of casting took additional Necrotic damage, there is a 10 percent
the spell. chance that your soul will be pulled into the Negative
A Dispel Magic spell can end the spell only if it is cast Plane. If this occurs, you die and cannot be revived by
using a level 9 spell slot, targeting the legendary magic any means.
item used to cast the spell. Epic Spells
The spells for playtesting are presented in alphabetical
Tolodine’s Killing Wind order. They are considered level 10 for the purposes of
determinations that require a spell level, such as Dispel
Magic.
Level 10 Conjuration
Casting Time: 1 round
Range: 1,000 feet
Components: V Aumvor’s Soulshatter
Duration: 24 hours Epic Necromancy
Billowing vapors race from you at a tremendous speed, 1 minute
coalescing into a cloud in a location you choose within Casting Time:
300 feet
nekraad

range. The area of the cloud consists of up to 100 10- Range:


V, S
foot Cubes, which you can arrange as you like. Each Components:
Instantaneous
Cube must be contiguous with at least one other Cube. Duration:

76
You attempt to separate the soul of a living target you A torrent of magical flames pours down from the
can see within range from its body. The target must heavens, creating a quarter-mile-radius, 2,000-foot-high
make a Constitution saving throw. On a failed save, the Cylinder centered on you that incinerates everything in
creature’s soul is torn away and is sent to the afterlife its wake. Each creature in the Cylinder must make a
while its body remains alive. On a successful save, the Dexterity saving throw. On a failed save, a creature
creature takes 20d8 Necrotic damage. takes an amount of damage based on its distance from
If you successfully separate the creature’s soul from the center of the Cylinder, as shown in the following
its body, the latter can be possessed (as by the Magic Jar table. On a successful save, a creature takes half as
spell) or dominated (as by the Dominate Monster spell) much damage. If this damage reduces a creature to 0
with no chance of failure; the creature automatically Hit Points, it and everything nonmagical it is wearing
fails the saving throw. and carrying are disintegrated into gray dust. The
If the body is neither possessed nor dominated, it lies creature can be revived only by a True Resurrection or a
in a state of suspended animation. Wish spell. You take no Force damage from this spell.
The creature’s soul can be returned to its body as
long as the latter is alive by means of a Raise Dead spell Distance Damage
or a similar spell of higher level. 300 ft. away or 15d10 Fire damage and 15d10 Force
closer damage

Bonfire of Insanity 301 to 600 ft.


8d10 Fire damage and 8d10 Force damage
away
Epic Necromancy
Casting Time: 10 minutes 601 to 1,320 ft.
4d10 Fire damage and 4d10 Force damage
Range: Touch away
Components: V, S, M (a bonfire, at least 10 feet in This spell automatically disintegrates a nonmagical
diameter, made out of the remains of at least twenty object, a creation of magical force, or an Antimagic
Humanoids, which the spell consumes) Field.
Duration: Instantaneous
While casting the spell, you touch a bonfire made from
Humanoid remains and set fire to it during a rainstorm. Diluvial Torrent
The rain doesn’t extinguish the bonfire until the
Material components are consumed. The smoke from Epic Evocation
the pyre fills the rain clouds with unholy power. As the Casting Time: 1 minute
tainted water soaks the ground, Humanoid corpses and Range: Self
skeletal remains within range rise up as ghouls. This Components: V, S, M (a silver gong, which the spell
affects even remains buried in consecrated ground. consumes)
Humanoids within a 1-mile radius centered on the Duration: Instantaneous
bonfire that get touched by the unholy rain, including You create a 20-foot-radius, 100-foot-tall cylinder of
you, must make a Constitution saving throw. On a failed magical water directly above you and drop it from a
save, a creature becomes afflicted with a disease that height of 200 feet. Each creature in a 750-foot Circle
turns it into a ghoul within 24 hours unless it receives centered on you must make a Dexterity saving throw.
the benefits of a Heal spell or a similar spell of higher On a failed save, a creature takes an amount of damage
level. based on its distance from you, as shown in the
You can create up to 19 ghouls using the spell. The following table. On a successful save, a creature takes
DM decides if the chosen area can produce this number half as much damage. You take no Force damage from
and how this number will be divided between corpses this spell.
and living creatures.
This spell doesn’t grant you control over the created
ghouls. Distance Damage
100 ft. away or 15d10 Bludgeoning damage and 15d10
closer Force damage
Cataract of Fire
101 to 300 ft. 8d10 Bludgeoning damage and 8d10 Force
Epic Evocation away damage
Casting Time: 1 minute
Range: Self 301 to 750 ft. 4d10 Bludgeoning damage and 4d10 Force

Components: V, S, M (a bronze gong, which the spell away damage

consumes) Each creature is subject to drowning or being swept


Duration: Instantaneous away from the resulting flood at the DM’s discretion.

77 CHAPTER 1 | CHARACTER OPTIONS


takes 12d6 Acid damage, 12d6 Fire damage, 12d6
Dire Winter Lightning damage, and 12d6 Thunder damage on a
Epic Evocation
failed save or half as much damage on a successful one.
Casting Time: 1 minute
Range: 1,000 feet Horrendous Desiccation
Components: V, S
Duration: 24 hours Epic Necromancy

Winter manifests itself in a 1,000-foot Emanation Casting Time: 1 minute


originating from one creature or object you choose Range: Self (300-foot radius)
within range. Each creature in the Emanation that has Components: V, S, M (a pinch of Dust of Dryness,
no Resistance or Immunity to Cold damage takes 1d10 which the spell consumes)Duration: :: Instantaneous
Cold damage at the start of each of its turns. Necromantic energy suffuses the area, depleting the
The Emanation is Difficult Terrain and Heavily moisture within both living matter and bodies of water.
Obscured, ranged attacks with weapons are impossible Each creature within range other than you must make
there, and strong wind blows through the area. a Constitution saving throw. Constructs and Undead
aren’t affected, and plants and water elementals make
this saving throw with Disadvantage. A creature takes
Hellball 25d12 Necrotic damage on a failed save or half as much
damage on a successful one. The spell also absorbs all
Epic Evocation
freestanding water within range.
Casting Time: Action
Range: 300 feet
Components: V, S Illusory Tarrasque
Instantaneous
spmahcsed cire

Duration:
Epic Illusion
A miniature sun streaks forth from your pointing finger Action
and detonates at a point you choose within range. Each Casting Time:
300 feet
creature in a 40-foot-radius Sphere centered on that Range:
S
point must make a Dexterity saving throw. A target Components:
Duration: Concentration, up to 1 minute

78
By gathering threads of shadow material from the
Shadowfell, you create a Gargantuan tarrasque in an Kinetic Control
unoccupied space that you can see within range. The
illusion lasts for the spell’s duration and occupies its Epic Abjuration
space, as if it were a creature. Casting Time: 1 minute
As a Bonus Action on each of your turns, you can Range: Self
move the illusion up to 60 feet. At any point during its Components: V, S
movement, you can cause it to make four attacks: one Duration: 8 hours
with its bite, two with its claws, and one with its tail. For For the duration, your have resistance to Bludgeoning,
each of these attacks, make a melee spell attack using Piercing, and Slashing damage. Any damage you resist
your game statistics. A bite attack has a range of 15 feet is stored within your body, to a maximum of 150
and deals Piercing damage equal to 3d12 plus your damage. When this limit is reached, you take all the
spellcasting ability modifier on a hit; a claw attack has a stored damage and the spell ends.
range of 15 feet and deals Slashing damage equal to At any time before the spell ends, you can take a
3d8 plus your spellcasting ability modifier on a hit; and Magic action to make a melee spell attack against a
a tail attack has a range of 30 feet and deals creature or object. On a hit, the creature or object takes
Bludgeoning damage equal to 3d6 plus your some or all (your choice) of the damage you have stored.
spellcasting ability modifier on a hit. The damage is Bludgeoning damage.
Instead of making four attacks, the illusion can emit a When the spell ends, you take any remaining stored
thunderous bellow. Each creature in a 150-foot Cone damage.
originating from the illusion’s space must make a
Constitution saving throw. On a failed save, target takes
10d10 Thunder damage and has the Deafened and
Frightened conditions until the end of its next turn. On a Necromantic Singularity
success, it takes half as much damage only. Epic Necromancy
The illusion is tangible because of the shadow stuff 1 minute
used to create it, but attacks miss it automatically, it Casting Time:
300 feet
succeeds on all saving throws, and it has Immunity to Range:
V, S, M (a Sphere of Annihilation, which
all damage and conditions. A creature that uses an Components:
the spell consumes)
action to Study the tarrasque can determine that it is an
reklaw vek

illusion by succeeding on an Intelligence (Investigation) Duration: Instantaneous


check against your spell save DC. If a creature discerns Choose a point within range to become a transient
the illusion for what it is, the creature can see through it conduit between the Prime Material Plane, the Weave,
and has Resistance to the damage of its attacks and and the Negative Plane that allows raw negative energy
Advantage on saving throws against its bellow.
79 CHAPTER 1 | CHARACTER OPTIONS
to course into the world—a singularity. This energy successful or not.
instantly kills up to 1,000 Hit Points of living creatures. Until the spell ends, you can take a Magic action to
Constructs and Undead aren’t affected. Creatures exert control over the creature’s body. The creature
within 1 mile of the singularity are affected in order of must make another Wisdom saving throw. An Undead
their proximity to it. or an incorporeal creature automatically succeeds on
this saving throw. On a successful save, the spell
immediately ends and the creature becomes aware of
Rain of Fire the attempted takeover as a vague, momentary tingling.
On a failed save, you control the target’s body as if it
Epic Evocation
were your own, seeing, hearing, feeling, smelling, and
Casting Time: 1 minute tasting everything the creature senses. When the spell
Range: Self ends, the creature is aware of the takeover, having been
Components: V, S a helpless witness trapped in its own body. A successful
Duration: 24 hours Intelligence (Investigation) check against your spell save
You create a swirling thundercloud that rains fire DC reveals your identity to a creature whose body you
instead of raindrops in a 2-mile radius centered on you. controlled with this spell.
A creature that starts its turn under the cloud and
doesn’t have at least Half Cover, including you, must
succeed on a Dexterity saving throw or take 1 Fire Spell Worm
damage. Epic Enchantment
Unless the ground is exceedingly damp, all vegetation 1 minute
is eventually blackened and destroyed, leaving behind a Casting Time:
60 feet
barren wasteland similar to the aftermath of a forest Range:
V, M (a gold cup with a hole on the
fire. Components:
bottom worth 1,000+ GP)
Duration: Special
Soul Scry One creature you can see within range must succeed on
a Wisdom saving throw or be infected by the
Epic Divination
compulsion to waste its magical reserves for the day.
Casting Time: 10 minutes The spell has no effect on Contructs, Undead, and
Range: Self creatures that don’t use spell slots.
Components: V, S As a Magic action on each of its turns, a creature that
Duration: Concentration, up to 10 minutes failed its saving throw expends one spell slot of the
Choose a sentient creature with which you are familiar, highest spell level it can cast without casting a spell.
either by meeting, observing, or by having successfully The creature does this action unconsciously, only
used the Scrying spell on the creature prior. The becoming aware of the loss once it attempts to expend a
yeldarb haon

creature must make a Wisdom saving throw. On a failed spell slot when it has none remaining.
save, you tap into that creature’s consciouness. You are Once the target has already expended all its spell
able to see, hear, feel, smell, and taste everything the slots, the spells ends. Spell slots that are expended in
target senses. The creature remains unaware of the link this fashion are regained when the target finishes a
when the spell ends and whether the saving throw was Long Rest, as normal.

80
Ysgardian Sorcery
Seek the Glory of Battle
Your innate magic is rooted in the Heroic Domains
where slain heroes engage in eternal battle on fields of
glory. Perhaps you are a descendant of one such hero
whose spirit now resides on Ysgard, or perhaps one of
your parents was a paladin of Tyr or another god with
association to the plane and you were bestowed with
magic during your youth for their exceptional service to
their deity. Maybe you were even born on the plane itself
amid enchanted battle cries, and these battle cries echo
in your ears still, beckoning you to the battlefield.
Sorcerers of this bloodline tend to be thrill-seekers
who thrive in battle. They are not inherently belligerent,
but rarely would one decline an opportunity to partake
in combat. They are partial to drunken celebrations and
are often brash, unapologetic, and brave to a fault. This
innate valor, along with their combat prowess, makes
them sought-after companions for particularly
dangerous missions.
Level 3: Born for Battle
You have learned to equip yourself for martial combat.
You gain proficiency with Martial weapons.
Additionally, like the denizens of Ysgard, you are a
paragon of valor. You have Advantage on saving throws
to avoid or end the Frightened condition.
Level 3: Ysgardian Spells
When you reach a Sorcerer level specified in the
Ysgardian Spells table, you thereafter always have the
listed spells prepared.
Ysgardian Spells
Sorcerer Level Spells
Bless, Enhance Ability, Heroism, Spiritual
3
Weapon
Revivify, Spirit Guardians (appear
5
Humanoid)
7 Death Ward, Freedom of Movement
9 Conjure Volley, Raise Dead

Level 3: Battle Trance


The thrill of battle causes your magic to surge. When
you roll Initiative or as a Bonus Action while you are in
combat, you can tap into your font of magic to enter a
Battle Trance, granting the benefits below for 1 minute.
Your trance ends early if you have the Incapacitated
condition, if you don armor, or when combat ends. You
can use this feature a number of times equal to your
Charisma modifier (minimum of once), and you regain
all expended uses when you finish a Long Rest. When
sillar sirhc

you activate your Arcane Surge, you can enter this


trance as part of the same Bonus Action.

81
Temporary Hit Points. You gain Temporary Hit Level 18: Rally the Einherjar
Points equal to 1d10 plus your Sorcerer level. As a Magic action, you can call for the aid of the glorious
Unarmored Defense. While you aren’t wearing fallen who reside in the halls of Ysgard to turn the tide
armor, your base Armor Class equals 10 plus your of battle. Choose a number of targets you can see within
Strength or Dexterity modifier (your choice) plus your 150 feet of yourself equal to 2 plus your Charisma
Charisma modifier. modifier (minimum of one target). For each of those
Empowered Attacks. On a hit, your attacks deal an targets, you summon a warrior spirit from the Heroic
extra 1d4 damage. This damage is the same type dealt Domains. Each spirit is intangible, invulnerable, and
by the weapon or Unarmed Strike. This die changes appears in an unoccupied space within 20 feet of
when you reach Sorcerer levels 5 (1d6), 9 (1d8), 13 yourself. Each spirit rushes towards its target and
(1d10), and 17 (1d12). makes a melee spell attack against it using your game
Level 6: Extra Attack statistics. On a hit, a spirit deals 15d6 Force damage to
You can attack twice, instead of once, whenever you its target. After their attacks, the spirits disappear.
take the Attack action on your turn. Once you use this feature, you can’t use it again until
In addition, you can cast one of your cantrips that has you finish a Long Rest.
a casting time of an action in place of one of those Level 18: Soul of Immortal Wrath
attacks. When you die in combat, your essence wanders the
Level 14: Feast for the Valiant plane of Ysgard temporarily. At dawn on the next day, if
You have Immunity to the Frightened condition. you haven’t been revived, your gain the benefits of a
True Resurrection spell. You appear in the area where
In addition, you can evoke the experience of being in you finished your last Long Rest.
one of the numerous halls dotting Ysgard, where Once you are revived in this way, you can’t be revied
warriors enjoy lavish banquets upon returning from the again using this feature for 60 days. Any time after you
plane’s expansive battlefields. You always have the finish a Long Rest but before you regain the use of this
nawaites eil

Heroes’ Feast spell prepared, and you can cast it once feature, you can perform a 10-minute ritual using
without expending a spell slot and without providing a diamonds worth 25,000+ GP. At the end of the ritual,
Material component. You regain the ability to cast it in the diamonds shatter. You then regain the use of this
this way when you finish 1d4 Long Rests. feature.

82
naitsirhc yllib

Warlock
An Occultist Empowered by Otherworldly Pacts

83
Core Warlock Traits Warlock Class Features
Primary Ability Charisma As a Warlock, you gain the following class features
Hit Point Die D8 per Warlock level when you reach the specified Warlock levels. These
Saving Throw features are listed in the Warlock Features table.
Wisdom and Charisma
Proficiencies Level 1: Pact Magic
Choose 2: Arcana, Deception, Through occult ceremony, you have formed a pact with
Skill Proficiencies History, Intimidation, Investi- a mysterious entity to gain magical powers. The entity is
gation, Nature, or Religion a voice in the shadows—its identity unclear—but its
boon to you is concrete: the ability to cast spells. See
Weapon Proficiencies Simple weapons
chapter 7 of the 2024 Player’s Handbook for the rules
Armor Training Light armor on spellcasting. The information below details how you
Choose A or B: (A) Leather Armor, use those rules with Warlock spells, which appear in
Sickle, 2 Daggers, Arcane Focus chapter 3 of the 2024 Player’s Handbook.
Starting Equipment (orb), Book (occult lore), Cantrips. You know two Warlock cantrips of your
Scholar’s Pack, and 15 GP; or (B) choice. Eldritch Blast and Prestidigitation are
recommended. Whenever you gain a Warlock level, you
100 GP
can replace one of your cantrips from this feature with
another Warlock cantrip of your choice.
When you reach Warlock levels 4 and 10, you learn
W another Warlock cantrip of your choice, as shown in the
arlocks quest for knowledge that lies
hidden in the fabric of the multiverse. They Cantrips column of the Warlock Features table.
often begin their search for magical power by Spell Slots. The Warlock Features table shows how
delving into tomes of forbidden lore, dabbling in many spell slots you have to cast your Warlock spells of
invocations meant to attract the power of extraplanar levels 1–5. The table also shows the level of those slots,
beings, or seeking places of power where the influence all of which are the same level. You regain all expended
of these beings can be felt. In no time, each Warlock is Pact Magic spell slots when you finish a Short or Long
drawn into a binding pact with a powerful patron. Rest.
Drawing on the ancient knowledge of beings such as For example, when you’re a level 5 Warlock, you have
angels, archfey, demons, devils, hags, and alien entities two level 3 spell slots. To cast the level 1 spell Witch
of the Far Realm, Warlocks piece together arcane Bolt, you must spend one of those slots, and you cast it
secrets to bolster their own power. as a level 3 spell.
Warlocks view their patrons as resources, as means Prepared Spells of Level 1+. You prepare the list of
to the end of achieving magical power. Some Warlocks level 1+ spells that are available for you to cast with this
respect, revere, or even love their patrons; some serve feature. To start, choose two level 1 Warlock spells.
their patrons grudgingly; and some seek to undermine Charm Person and Hex are recommended.
their patrons even as they wield the power their patrons The number of spells on your list increases as you
have given them. gain Warlock levels, as shown in the Prepared Spells
Once a pact is made, a Warlock’s thirst for knowledge column of the Warlock Features table. Whenever that
and power can’t be slaked with mere study. Most number increases, choose additional Warlock spells
Warlocks spend their days pursuing greater power and until the number of spells on your list matches the
deeper knowledge, which typically means some kind of number in the table. The chosen spells must be of a
adventure. level no higher than what’s shown in the table’s Slot
Level column for your level. When you reach level 6, for
Becoming a Warlock … example, you learn a new Warlock spell, which can be
of levels 1–3.
As a Level 1 Character If another Warlock feature gives you spells that you
Gain all the traits in the Core Warlock Traits table. always have prepared, those spells don’t count against
Gain the Warlock’s level 1 features, which are listed the number of spells you can prepare with this feature,
in the Warlock Features table. but those spells otherwise count as Warlock spells for
you.
As a Multiclass Character Changing Your Prepared Spells. Whenever you gain a
Gain the following traits from the Core Warlock Warlock level, you can replace one spell on your list
Traits table: Hit Point Die and training with Light with another Warlock spell of an eligible level.
armor. Spellcasting Ability. Charisma is the spellcasting
Gain the Warlock’s level 1 features, which are listed ability for your Warlock spells.
in the Warlock Features table. See the multiclassing Spellcasting Focus. You can use an Arcane Focus as
rules in chapter 2 of the 2024 Player’s Handbook to a Spellcasting Focus for your Warlock spells.
determine your available spell slots.
CHAPTER 1 | CHARACTER OPTIONS 84
Warlock Features
Proficiency Eldritch Prepared Spell Slot
Level Bonus Features Invocations Cantrips Spells Slots Level
1 +2 Pact Magic, Pact Boon — 2 2 2 1
2 +2 Eldritch Invocations, Magical Cunning 2 2 3 3 1
3 +2 Warlock Subclass 2 2 4 4 2
4 +2 Ability Score Improvement 2 3 5 5 2
5 +3 — 4 3 6 5 3
6 +3 Subclass feature 4 3 7 6 3
7 +3 — 5 3 8 6 4
8 +3 Ability Score Improvement 5 3 9 7 4
9 +4 Contact Patron 6 3 10 8 5
10 +4 Subclass feature 6 4 10 9 5
11 +4 Mystic Arcanum (level 6 spell) 6 4 11 9 5
12 +4 Ability Score Improvement 7 4 11 9 5
13 +5 Mystic Arcanum (level 7 spell) 7 4 12 9 5
14 +5 Subclass feature 7 4 12 9 5
15 +5 Mystic Arcanum (level 8 spell) 8 4 13 9 5
16 +5 Ability Score Improvement 8 4 13 9 5
17 +6 Mystic Arcanum (level 9 spell) 8 4 14 9 5
18 +6 — 9 4 14 10 5
19 +6 Epic Boon 9 4 15 11 5
20 +6 Eldritch Master 9 4 15 12 5

Level 1: Pact Boon When you cast the spell, you choose one of the
Your otherworldly patron bestows a gift upon you for normal forms for your familiar or one of the following
your loyal service. You gain one of the following options special forms: Imp, Pseudodragon, Quasit, Skeleton,
of your choice. Whenever you gain a Warlock level, you Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous
can change your choice. Snake (see appendix B of the 2024 Player’s Handbook
Pact of the Blade. As a Bonus Action, you can conjure for the familiar’s stat block).
a pact weapon in your hand—a Simple or Martial Melee Additionally, when you take the Attack action, you can
weapon of your choice with which you bond—or create a forgo one of your own attacks to allow your familiar to
bond with a magic weapon you touch; you can’t bond make one attack of its own with its Reaction.
with a magic weapon if someone else is attuned to it or Pact of the Talisman. Your patron gives you an
another Warlock is bonded with it. Until the bond ends, amulet, a talisman that can aid the wearer when the
you have proficiency with the weapon, and you can use need is great. When the wearer fails an ability check,
it as a Spellcasting Focus. they can roll 1d4 and add the number rolled to the
Whenever you attack with the bonded weapon, you check, potentially turning the roll into a success. This
can use your Charisma modifier for the attack and benefit can be used a number of times equal to your
damage rolls instead of using Strength or Dexterity; and Charisma modifier (minimum of once), and you regain
you can cause the weapon to deal Necrotic, Psychic, or all expended uses when you finish a Long Rest.
Radiant damage or its normal damage type. If you lose the talisman, you can perform a 1-hour
Your bond with the weapon ends if you use this ceremony to receive a replacement from your patron.
feature’s Bonus Action again, if the weapon is more This ceremony can be performed during a Short or
than 5 feet away from you for 1 minute or more, or if Long Rest, and it destroys the previous amulet. The
you die. A conjured weapon disappears when the bond talisman turns to ash when you die.
ends. Pact of the Tome. Stitching together strands of
Pact of the Chain. You learn the Find Familiar spell shadow, you conjure forth a book in your hand at the
and can cast it as a Magic action without expending a end of a Short or Long Rest. This Book of Shadows
spell slot. (you determine its appearance) contains eldritch magic
85 CHAPTER 1 | CHARACTER OPTIONS
that only you can access, granting you the benefits Level 9: Contact Patron
below. The book disappears if you conjure another book In the past, you usually contacted your patron through
with this feature or if you die. intermediaries. Now you can communicate directly; you
Cantrips and Rituals. When the book appears, choose always have the Contact Other Plane spell prepared.
three cantrips, and choose two level 1 spells that have With this feature, you can cast the spell without
the Ritual tag. The spells can be from any class’s spell expending a spell slot to contact your patron, and you
list, and they must be spells you don’t already have automatically succeed on the spell’s saving throw.
prepared. While the book is on your person, you have Once you cast the spell with this feature, you can’t do
the chosen spells prepared, and they function as so in this way again until you finish a Long Rest.
Warlock spells for you. Level 11: Mystic Arcanum
Spellcasting Focus. You can use the book as a
Spellcasting Focus. Your patron grants you a magical secret called an
arcanum. Choose one level 6 Warlock spell as this
Level 2: Eldritch Invocations arcanum.
You have unearthed Eldritch Invocations, pieces of You can cast your arcanum spell once without
forbidden knowledge that imbue you with an abiding expending a spell slot, and you must finish a Long Rest
magical ability or other lessons. You gain two before you can cast it in this way again.
invocations of your choice. Invocations are described in As shown in the Warlock Features table, you gain
the “Eldritch Invocation Options” section later in this another Warlock spell of your choice that can be cast in
class’s description. this way when you reach Warlock levels 13 (level 7
Prerequisites. If an invocation has a prerequisite, you spell), 15 (level 8 spell), and 17 (level 9 spell). You
must meet it to learn that invocation. For example, if an regain all uses of your Mystic Arcanum when you finish
invocation requires you to be a level 5+ Warlock, you a Long Rest.
can select the invocation once you reach Warlock level Whenever you gain a Warlock level, you can replace
5. one of your arcanum spells with another Warlock spell
Replacing and Gaining Invocations. Whenever you of the same level.
gain a Warlock level, you can replace one of your Level 19: Epic Boon
invocations with another one for which you qualify. You You gain an Epic Boon feat or another feat of your
can’t replace an invocation if it’s a prerequisite for choice for which you qualify. Boon of Fate is
another invocation that you have. recommended.
When you gain certain Warlock levels, you gain more
invocations of your choice, as shown in the Invocations Level 20: Eldritch Master
column of the Warlock Features table. When you use your Magical Cunning feature, you regain
You can’t pick the same invocation more than once four expended Pact Magic spell slots instead of two.
unless its description says otherwise.
Level 2: Magical Cunning Eldritch Invocation Options
You can perform an esoteric rite for 1 minute. At the Eldritch Invocation options appear in alphabetical
end of it, you regain one expended Pact Magic spell slot. order. See chapter 3 of the 2024 Player’s Handbook,
This increases to two Pact Magic spell slots when you chapter 1 of Xanathar’s Guide to Everything, and
reach Warlock level 11. Once you use this feature, you chapter 1 of Tasha’s Cauldron of Everything for official
can’t do so again until you finish a Long Rest. Eldritch Invocation options.
Level 3: Warlock Subclass Alter Reality
You gain a Warlock subclass of your choice. The
Archfey Patron, Celestial Patron, Fiend Patron, Great Prerequisite: Level 20 Warlock, Genie Patron
You can cast Wish once without expending a spell slot.
Old One Patron, Hexblade Patron, Fathomless Patron, You regain the ability to cast it in this way again when
Genie Patron, Undead Patron, Greatwyrm Patron, Lady you finish a 2d4 Long Rests.
of Pain Patron, One and the Prime Patron, Warden
Patron, and Warlord Patron subclasses are detailed Artistry of the Dao Lords
after this class’s description. A subclass is a
specialization that grants you features at certain Prerequisite: Level 9+ Warlock
Warlock levels. For the rest of your career, you gain You can cast Stone Shape without expending a spell
each of your subclass’s features that are of your slot.
Warlock level or lower. Arvoreen’s Pursuit
Level 4: Ability Score Improvement Prerequisite: Level 7+ Warlock
You gain the Ability Score Improvement feat or another You can cast Locate Creature once without expending a
feat of your choice for which you qualify. You gain this spell slot. You regain the ability to cast it in this way
feature again at Warlock levels 8, 12, and 16. again when you finish a Long Rest.
CHAPTER 1 | CHARACTER OPTIONS 86
Baphomet’s Recall Eldritch Smite
Prerequisite: Level 11+ Warlock Prerequisites: Level 5+ Warlock, Pact of the Blade
You can cast Find the Path once without expending a Once per turn when you hit a creature with your pact
spell slot. You regain the ability to cast it in this way weapon, you can expend a Pact Magic spell slot to deal
again when you finish a Long Rest. an extra 1d8 Force damage to the target, plus another
1d8 per level of the spell slot, and you can give the
Coffers of the Covetous target the Prone condition if it is Huge or smaller.
Prerequisite: Level 9+ Warlock
Far Scribe
You can cast Leomund’s Secret Chest without
expending a spell slot. Prerequisite: Level 7+ Warlock, Pact of the Tome
A new page appears in your Book of Shadows when you
Cursed Critical conjure it. With your permission, a creature can take an
Prerequisite: Level 15+ Warlock, Hexblade Patron action to write its name on that page, which can contain
Any attack roll you make against the target cursed by a number of names equal to your Charisma modifier
your Hexblade’s Curse is a Critical Hit on a roll of 18– (minimum of one name).
20 on the d20. You can cast Sending, targeting a creature whose
name is on the page, without using a spell slot. To do so,
Dark One’s Replenishment you must write the message on the page. The target
Prerequisite: Level 9+ Warlock, Fiend Patron hears the message in their mind, and if the target
When you or an ally within 30 feet of yourself reduces replies, their message appears on the page, rather than
an enemy to 0 Hit Points, you can take a Reaction to in your mind. The writing disappears after 1 minute.
regain one expended Pact Magic spell slot. As a Magic action, you can erase a name on the page
Once you use this invocation, you can’t use it again by touching it.
until you finish a Long Rest. Gehennan Greed
Deny Extremes Prerequisite: Level 5+ Warlock
Prerequisite: Level 5+ Warlock, One and the Prime You can cast Locate Object without expending a spell
Patron slot a number of times equal to your Charisma modifier
When you roll a 1 on the d20, you can reroll the die, and (minimum of once). You regain all expended uses when
you must use the new roll. you finish a Long Rest.
Additionally, when another creature rolls a 1 or a 20 Gift of the Protectors
on the d20, you can take a Reaction to force the Prerequisites: Level 9+ Warlock, Pact of the Tome
creature to reroll the die, and it must use the new roll. A new page appears in your Book of Shadows when you
Once you take this Reaction, you can’t do so again until conjure it. With your permission, a creature can take an
you finish a Long Rest. action to write its name on that page, which can contain
Distant Mischief a number of names equal to your Charisma modifier
Prerequisite: Level 5+ Warlock, Archfey Patron (minimum of one name).
When you teleport using a Warlock spell, you can When any creature whose name is on the page is
double the distance up to where you can teleport. reduced to 0 Hit Points but not killed outright, the
You can use this invocation a number of times equal creature magically drops to 1 Hit Point instead. Once
to your Charisma modifier (minimum of once), and you this magic is triggered, no creature can benefit from it
regain all expended uses when you finish a Long Rest. until you finish a Long Rest.
As a Magic action, you can erase a name on the page
Eldritch Asylum by touching it.
Prerequisite: Level 11+ Warlock Glut
You can cast Guards and Wards once without Prerequisite: Level 7+ Warlock
expending a spell slot. You regain the ability to cast it in You can cast Create Food and Water without expending
this way again when you finish a Long Rest. a spell slot.
Eldritch Insight Gluttonous Blade
Prerequisite: Level 9+ Warlock Prerequisite: Level 20 Warlock, Devouring Blade
You can cast Legend Lore once without expending a Invocation, Warlord Patron
spell slot. You regain the ability to cast it in this way The Extra Attack of your Devouring Blade invocation
again when you finish a Long Rest. confers three extra attacks rather than two.
Eldritch Rite
You can cast Ceremony without expending a spell slot.
87 CHAPTER 1 | CHARACTER OPTIONS
Inescapable Fate you can treat any 1 or 2 on a damage die as a 3.
Prerequisite: Level 5+ Warlock, Warden Patron Protection of the Talisman
When a creature you can see within 60 feet of yourself Prerequisite: Level 7+ Warlock, Pact of the Talisman
succeeds on an ability check or saving throw against a When the wearer of your talisman fails a saving throw,
Warlock spell you cast that imposes the Grappled, they can roll 1d4 and add the number rolled to the save,
Incapacitated, Paralyzed, Restrained, or Stunned potentially turning the failure into a success. This
conditions, you can take a Reaction force the creature benefit can be used a number of times equal to your
reroll the d20 and use the lower roll. Charisma modifier (minimum of once), and you regain
You can use this invocation a number of times equal all expended uses when you finish a Long Rest.
to your Charisma modifier (minimum of once), and you
regain all expended uses when you finish a Long Rest. Rebuke of the Talisman
Investment of the Chain Master Prerequisite: Pact of the Talisman
Prerequisites: Level 5+ Warlock, Pact of the Chain When the wearer of your talisman is hit by a creature
When you cast Find Familiar, you infuse the summoned you can see within 30 feet of yourself, you can take a
familiar with a measure of your eldritch power, granting Reaction to deal Psychic damage to the attacker equal
the creature the following benefits. to your Charisma modifier (minimum of 1) and push it
Aerial or Aquatic. The familiar gains either a Fly
up to 10 feet straight away from the talisman’s wearer.
Speed or a Swim Speed (your choice) of 40 feet. Sigilian Compass
Quick Attack. As a Bonus Action, you can command
the familiar to take the Attack action. You can cast Detect Evil and Good without expending a
Necrotic or Radiant Damage. Whenever the familiar
spell slot.
deals Bludgeoning, Piercing, or Slashing damage, you Thalassic Rage
can make it deal Necrotic or Radiant damage instead.
Your Save DC. If the familiar forces a creature to
Prerequisite: Level 15+ Warlock, Fathomless Patron
make a saving throw, it uses your spell save DC. You can cast Tsunami once without expending a spell
Resistance. When the familiar takes damage, you can slot. You regain the ability to cast it in this way again
take a Reaction to grant it Resistance against that when you finish a Long Rest.
damage. The Lady’s Ire
Lifedrinker Prerequisite: Level 15+ Warlock, Lady of Pain Patron
Prerequisites: Level 9+ Warlock, Pact of the Blade You can cast Maze once without expending a spell slot.
Once per turn when you hit a creature with your pact You regain the ability to cast it in this way again when
weapon, you can deal an extra 1d6 Necrotic, Psychic, or you finish a Long Rest.
Radiant damage (your choice) to the creature, and you Thirsting Blade
can expend one of your Hit Point Dice to roll it and
regain a number of Hit Points equal to the roll plus your Prerequisites: Level 5+ Warlock, Pact of the Blade
Constitution modifier (minimum of 1 Hit Point). You gain the Extra Attack feature for your pact weapon
only. With that feature, you can attack twice with the
Piercing Madness weapon instead of once when you take the Attack action
Prerequisites: Level 5+ Warlock, Great Old One Patron on your turn.
Warlock spells you cast and effects you create using Whispers from the Leaves
Warlock features ignore Resistance to Psychic damage.
In addition, when you roll Psychic damage, you can Prerequisite: Level 7+ Warlock
treat any 1 or 2 on a damage die as a 3. You can cast Speak with Plants without expending a
Piercing Radiance
spell slot.
Prerequisites: Level 5+ Warlock, Celestial Patron Word of Creation
Warlock spells you cast and effects you create using Prerequisite: Level 9+ Warlock
Warlock features ignore Resistance to Radiant damage. You can cast Fabricate without expending a spell slot.
In addition, when you roll Radiant damage, you can
treat any 1 or 2 on a damage die as a 3. Wyrm’s Breath
Prerequisite: Level 17+ Warlock, Greatwyrm Patron
Piercing Rot
As a Magic action, you breathe energy in a 60-foot Cone.
Prerequisites: Level 5+ Warlock, Undead Patron
Choose a damage type from the following list: Acid,
Warlock spells you cast and effects you create using Cold, Fire, Force, Lightning, Poison. Each creature of
Warlock features ignore Resistance to Necrotic your choice in the Cone must make a Dexterity saving
damage. In addition, when you roll Necrotic damage, throw. A creature takes 10d10 damage of the chosen
CHAPTER 1 | CHARACTER OPTIONS 88
type on a failed save or half as much damage on a Hexblade Patron
successful one.
Once you use this invocation, you can’t use it again Wield Sentient Weapons from the Shadowfell
until you finish a Long Rest. You have made your pact with a mysterious entity from
the Shadowfell—a force that manifests in sentient magic
Warlock Subclasses weapons carved from the stuff of shadow. The mighty
A Warlock subclass is a specialization that grants you sword Blackrazor is the most notable of these weapons,
features at certain Warlock levels, as specified in the which have been spread across the multiverse over the
subclass. This section presents the sublasses for ages. The shadowy force behind these weapons can
playtesting. offer power to warlocks who form pacts with it. Many
hexblade warlocks create weapons that emulate those
Archfey Patron formed in the Shadowfell. Others forgo such arms,
content to weave the dark magic of that plane into their
Bargain with Whimsical Fey spellcasting.
See chapter 3 of the 2024 Player’s Handbook for this Because the Raven Queen is known to have forged
Warlock subclass. the first of these weapons, many sages speculate that
she and the force are one and that the weapons, along
Celestial Patron with hexblade warlocks, are tools she uses to
manipulate events on the Material Plane to her
Call on the Power of the Heavens inscrutable ends.
See chapter 3 of the 2024 Player’s Handbook for this Level 3: Hex Warrior
Warlock subclass. You acquire the training necessary to effectively arm
yourself for battle. You gain proficiency with Martial
Fiend Patron weapons and training with Medium Armor and Shields.
The influence of your patron also allows you to
Make a Deal with the Lower Planes
mystically channel your will through a particular
See chapter 3 of the 2024 Player’s Handbook for this weapon. Whenever you finish a Long Rest, you can
Warlock subclass. touch one weapon that you are proficient with and that
lacks the Two-Handed property. When you attack with
nosbocaj relyt

Great Old One Patron that weapon, you can use your Charisma modifier,
instead of Strength or Dexterity, for the attack and
Unearth Forbidden Lore of Ineffable Beings damage rolls. This benefit lasts until you finish a Long
See chapter 3 of the 2024 Player’s Handbook for this Rest. If you chose the Pact of the Blade option for your
Warlock subclass. Pact Boon feature, this benefit extends to every pact
weapon you conjure with that feature, no matter the
weapon’s type.
89 CHAPTER 1 | CHARACTER OPTIONS
Level 3: Hexblade Spells Improved Critical. Any attack roll you make against
The magic of your patron ensures you always have the cursed target is a Critical Hit on a roll of 19 or 20 on
certain spells ready; when you reach a Warlock level the d20.
specified in the Hexblade Spells table, you thereafter Essence Harvest. If the cursed target dies, you regain
always have the listed spells prepared. Hit Points equal to your Warlock level plus your
Charisma modifier (minimum of 1 Hit Point regained).
Hexblade Spells Level 6: Accursed Specter
Warlock Level Spells
You can curse the soul of a person you slay, temporarily
3 Blur, Shield, Shining Smite, Wrathful Smite binding it to your service. When you reduce a Humanoid
to 0 Hit Points, you can cause its spirit to rise from its
5 Blink, Elemental Weapon
corpse as a Specter (see the 2025 Monster Manual for
7 Phantasmal Killer, Staggering Smite the stat block). The specter has with a number of
Temporary Hit Points equal to half your Warlock level.
9 Banishing Smite, Cone of Cold
Roll Initiative for the specter, which has its own turns. It
Level 3: Hexblade’s Curse obeys your verbal commands, and it hasl bonus to its
You gain the ability to place a baleful curse on someone. attack rolls equal to your Charisma modifier (minimum
As a Bonus Action, choose one creature you can see of +1).
within 30 feet of yourself. The target is cursed for 1 The specter remains in your service until the end of
minute, during which you gain the benefits below. The your next Long Rest, at which point it vanishes to the
curse ends early if the target dies, if you have the afterlife.
Incapacitated condition, or if you die. Once you use this Once you bind a specter with this feature, you can’t
feature, you can’t use it again until you finish a Short or use the feature again until you finish a Long Rest.
odihasal suil

Long Rest. Level 10: Armor of Hexes


Cursed Strikes. You get a +2 bonus to damage rolls Your hex grows more powerful. If the target cursed by
against the cursed target. This damage increases by 1 your Hexblade’s Curse hits you with an attack roll, you
when you reach Warlock levels 5 (+3), 9 (+4), 11 (+5), can take a Reaction to roll a d6. On a 4 or higher, the
and 17 (+6). attack instead misses you, regardless of its roll.

90
Level 14: Master of Hexes specified in the Fathomless Spells table, you thereafter
You can spread your Hexblade’s Curse from a slain always have the listed spells prepared.
creature to another creature. When the creature cursed
by your Hexblade’s Curse is reduced to 0 Hit Points, Fathomless Spells
you can apply the curse to a different creature you can Warlock Level Spells
see within 30 feet of yourself, provided you don’t have Create or Destroy Water, Gust of Wind,
the Incapacitated condition. When you apply the curse 3
Silence, Thunderwave
in this way, you don’t regain Hit Points from the death
of the previously cursed creature. 5 Lightning Bolt, Sleet Storm
Control Water, Summon Elemental (Water
Fathomless Patron 7
only)

Steep Yourself in Thalassic Magic Bigby’s Hand (appears as a tentacle), Cone


9
You have plunged into a pact with the deeps. An entity of Cold
of the ocean, the Elemental Plane of Water, or another
otherworldly sea now allows you to draw on its thalassic Level 3: Tentacle of the Deeps
power. Is it merely using you to learn about terrestrial You can magically summon a spectral tentacle that
realms, or does it want you to open cosmic floodgates strikes at your foes. As a Bonus Action, you create a 10-
and drown the world? foot-long tentacle at a point you can see within 60 feet of
Perhaps you were born into a generational cult that yourself. The tentacle lasts for 1 minute or until you use
venerates the Fathomless and its spawn. Or you might this feature to create another tentacle.
have been shipwrecked and on the brink of drowning When you create the tentacle, you can make a melee
when your patron’s grasp offered you a chance at life. spell attack against one creature within 10 feet of it. On
Whatever the reason for your pact, the sea and its a hit, the target takes 1d8 Cold damage, and its Speed is
unknown depths call to you. reduced by 10 feet until the start of your next turn. The
Entities of the deep that might empower a warlock damage increases to 2d8 when you reach Warlock level
include krakens, ancient water elementals, godlike 10.
hallucinations dreamed into being by kuo-toa, merfolk As a Bonus Action on your turn, you can move the
demigods, and sea hag covens. tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times
sorllok saihtam

Level 3: Gift of the Sea equal to your Charisma modifier (minimum of once),
You can breathe underwater, and you have a Swim and you regain all expended uses when you finish a
Speed of 40 feet. Long Rest.
Level 3: Fathomless Spells Level 6: Oceanic Soul
The magic of your patron ensures you always have You are now even more at home in the depths. You have
certain spells ready; when you reach a Warlock level Resistance to Cold damage. In addition, when you are
91 CHAPTER 1 | CHARACTER OPTIONS
fully submerged, any creature that is also fully Genie Kind
submerged can understand your speech, and you can 1d4 Kind Element
understand theirs. 1 Dao Earth
Level 6: Guardian Coil
Your Tentacle of the Deeps can defend you and others, 2 Djinni Air

interposing itself between them and harm. When you or 3 Efreeti Fire
a creature you can see takes damage while within 10 4 Marid Water
feet of the tentacle, you can take a Reaction to choose
one of those creatures and reduce the damage to that Level 3: Genie Spells
creature by 1d8. The damage reduced by the tentacle The magic of your patron ensures you always have
increases to 2d8 when you reach Warlock level 10. certain spells ready; when you reach a Warlock level
Level 10: Grasping Tentacles specified in the Genie Spells table, you thereafter
You always have the spell Evard’s Black Tentacles spell always have the listed spells prepared.
prepared. You can also cast it once without a spell slot, Level 3: Genie’s Vessel
and you regain the ability to cast it in this way when you Your patron gifts you a magical vessel that grants you a
finish a Long Rest. measure of the genie’s power. The vessel is a Tiny
Whenever you cast this spell, your patron’s magic object, and you can use it as a Spellcasting Focus for
bolsters you, granting you a number of Temporary Hit your Warlock spells. You decide what the object is, or
Points equal to your Warlock level. Moreover, damage you can determine what it is randomly by rolling on the
can’t break your Concentration on this spell. Genie’s Vessel table.
Level 14: Fathomless Plunge
You can magically open temporary conduits to watery Genie Vessel
destinations. As a Magic action, you can teleport 1d6 Vessel
yourself and up to five other willing creatures that you 1 Oil lamp
can see within 30 feet of yourself. Amid a whirl of
tentacles, you all vanish and then reappear up to 1 mile 2 Urn
away in a body of water you’ve seen (pond size or larger) 3 Ring with a compartment
or within 30 feet of it, each of you appearing in an
unoccupied space within 30 feet of the others. 4 Stoppered bottle
Once you use this feature, you can’t use it again until 5 Hollow statuette
you finish a Short or Long Rest. 6 Ornate lantern
Genie Patron
The vessel’s Armor Class equals your spell save DC.
Serve Elemental Nobility Its Hit Points equal your Warlock level plus your
You have made a pact with one of the rarest kinds of Charisma modifier (minimum of 1 Hit Point), and it has
genie, a noble genie. Such entities rule vast fiefs on the Immunity to Poison and Psychic damage.
Elemental Planes and have great influence over lesser If the vessel is destroyed or you lose it, you can
genies and Elementals. Noble genies are varied in their perform a 1-hour ceremony to receive a replacement
motivations, but most are arrogant and wield power that from your patron. This ceremony can be performed
rivals that of lesser deities. They delight in turning the during a Short or Long Rest, and the previous vessel is
table on mortals, who often bind genies into servitude, destroyed if it still exists. The vessel vanishes in a flare
and readily enter into pacts that expand their reach. of elemental power when you die.
You choose your patron’s kind or determine it While you are touching the vessel, you can use it in
randomly, using the Genie Kind table. the following ways.
Genie Spells
Warlock Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
Detect Evil and Good, Sanctuary, Spike Gust of Wind, Burning Hands,
3 Blur, Fog Cloud
Phantasmal Force Growth Thunderwave Scorching Ray
Create Food and
5 Meld into Stone Wind Wall Fireball Sleet Storm
Water
7 Phantasmal Killer Stone Shape Greater Invisibility Fire Shield Control Water
9 Creation Wall of Stone Seeming Flame Strike Cone of Cold

CHAPTER 1 | CHARACTER OPTIONS 92


Bottled Respite. As a Magic action, you can magically which you can hover. You can use this Bonus Action a
vanish and enter your vessel, which remains in the number of times equal to your Charisma modifier
space you left. The interior of the vessel is an (minimum of once), and you regain all expended uses
extradimensional space in the shape of a 20-foot-radius, when you finish a Long Rest.
20-foot-high Cylinder, and resembles your vessel. The
interior is appointed with cushions and low tables and is Level 10: Sanctuary Vessel
a comfortable temperature. While inside, you can hear When you enter your Genie’s Vessel via the Bottled
the area around your vessel as if you were in its space. Respite feature, you can now choose up to five willing
You can remain inside the vessel up to 4 hours. The creatures that you can see within 30 feet of yourself,
number of hours increases by 2 when you reach and the chosen creatures are drawn into the vessel with
Warlock levels 5 (6 hours), 9 (8 hours), 13 (10 hours), you.
and 17 (12 hours). You exit the vessel early if you use a As a Bonus Action, you can eject any number of
Bonus Action to leave, if you die, or if the vessel is creatures from the vessel, and everyone is ejected if you
destroyed. When you exit the vessel, you appear in the leave or die or if the vessel is destroyed.
unoccupied space closest to it. Any objects left in the In addition, anyone (including you) who remains
vessel remain there until carried out, and if the vessel is within the vessel for at least 10 minutes gains the
destroyed, every object stored there harmlessly appears benefit of finishing a Short Rest, and anyone can add
in the unoccupied spaces closest to the vessel’s former your Charisma modifier (minimum of +1) to the number
space. Once you enter the vessel, you can’t enter again of Hit Points they regain if they spend any Hit Dice as
until you finish a Long Rest. part of a Short Rest there.
Genie’s Wrath. Once during each of your turns when
Level 14: Limited Wish
you hit with an attack roll, you can deal an extra 2 You entreat your patron to grant you a small wish. As a
damage to the target. This damage increases by 1 when Magic action, you can speak your desire to your Genie’s
you reach Warlock levels 5 (3), 9 (4), 13 (5), and 17 (6). Vessel. Choose any spell of level 6 or lower that doesn’t
The type of this damage is determined by your patron: require a Reaction to cast. As part of the same action,
Bludgeoning (dao), Thunder (djinni), Fire (efreeti), or you cast that spell without expending a spell slot or
Cold (marid). needing Material components. You can’t use this feature
Level 6: Elemental Gift again until you finish 1d4 Long Rests.
You begin to take on characteristics of your patron’s
kind. You have Resistance to a damage type determined Undead Patron

selpats gerg
by your patron’s kind: Bludgeoning (dao), Thunder
(djinni), Fire (efreeti), or Cold (marid). Entreat a Force of Undeath
In addition, as a Bonus Action, you can give yourself a You’ve made a pact with a deathless being, a creature
Fly Speed of 30 feet that lasts for 10 minutes, during that defies the cycle and life and death, forsaking its

93
mortal shell so it might eternally pursue its In addition, once on each of your turns when you hit a
unfathomable ambitions. For such beings, time and creature with an attack roll and roll damage against the
morality are fleeting things, the concerns of those for creature, you can change its damage type to Necrotic.
whom grains of sand still rush through life’s hourglass. While you are using your Form of Dread, you can roll
Having once been mortal themselves, these ancient one additional damage die when determining the
Undead know firsthand the paths of ambition and the Necrotic damage the target takes.
routes past the doors of death. They eagerly share this
profane knowledge, along with other secrets, with those Level 10: Necrotic Husk
who work their will among the living. Your connection to undeath and Necrotic energy now
Beings of this type include the demilich Acererak, the saturates your body. You have Resistance to Necrotic
vampire tyrant Kas the Bloody-Handed, the githyanki damage. If you are transformed using your Form of
lich-queen Vlaakith, the dracolich Dragotha, the undead Dread, you instead have Immunity to Necrotic damage.
pharaoh Ankhtepot, and the elusive Darklord, Azalin In addition, when you are reduced to 0 Hit Points and
Rex. not killed outright, you can take a Reaction to drop to 1
Hit Point instead and cause your body to erupt with
Level 3: Undead Spells deathly energy. Each creature of your choice that is
The magic of your patron ensures you always have within 30 feet of yourself takes Necrotic damage equal
certain spells ready; when you reach a Warlock level to 2d10 plus your Warlock level. You then gain 1
specified in the Undead Spells table, you thereafter Exhaustion level. Once you take this Reaction, you can’t
always have the listed spells prepared. do so again until you finish 1d4 Long Rests.
Undead Spells Level 14: Spirit Projection
Warlock Level Spells Your spirit can become untethered from your physical
form. As a Magic action, you can project your spirit from
3
Bane, Blindness/Deafness, False Life,
your body. The body you leave behind is unconscious
Phantasmal Force
and in a state of suspended animation. Once you use
5 Phantom Steed, Speak with Dead this feature, you use it again until you finish a Long
Rest.
7 Death Ward, Greater Invisibility
Your spirit resembles your mortal form in almost
9 Antilife Shell, Cloudkill every way, replicating your game statistics but not your
possessions. Any damage or other effects that apply to
Level 3: Form of Dread your spirit or physical body affects the other. Your spirit
You manifest an aspect of your patron’s dreadful power. can remain outside your body for up to 1 hour or until
As a Bonus Action, you transform for 1 minute, during you have the Incapacitated condition. When your
which you gain the benefits below. You can use this projection ends, your spirit returns to your body or your
feature a number of times equal to your Charisma body magically teleports to your spirit’s space (your
modifier (minimum of once), and you regain all choice).
expended uses when you finish a Long Rest. While projecting your spirit, you gain the following
The appearance of your Form of Dread reflects some benefits.
Damage Resistance. Your spirit and body gain
aspect of your patron. For example, your form could be Resistance to Bludgeoning, Piercing, and Slashing
a shroud of shadows forming the crown and robes of damage.
your lich patron, or your body might glow with glyphs Subtle Conjuration and Necromancy. When you cast
from ancient funerary rites and be surrounded by desert a Conjuration or Necromancy spell, the spell doesn’t
winds, suggesting your mummy patron. require any Verbal, Somatic, or Material components,
Temporary Hit Points. You gain Temporary Hit
Points equal to 1d10 plus your Warlock level. except Material components that that have a cost
Dreadful Attack. Once on each of your turns when
specified in the spell.
Flight. You have a Fly Speed equal to your Speed and
you hit a creature with an attack roll, you can force it to can hover.
make a Wisdom saving throw, and if the saving throw Incorporeal Movement. You can move through
fails, the target has the Frightened condition until the creatures and objects as if they were Difficult Terrain,
end of your next turn. but you take 1d10 Force damage if you end your turn
Condition Immunity. You have Immunity to the
Frightened condition. inside a creature or an object.
Essence Siphon. Once on each of your turns when
Level 6: Grave Touched you deal Necrotic damage to a creature while you are
Your patron’s powers have a profound effect on your using your Form of Dread, you regain Hit Points equal
body and magic. You don’t need to eat, drink, or to half the amount of Necrotic damage dealt.
breathe.

CHAPTER 1 | CHARACTER OPTIONS 94


Greatwyrm Patron Hex , you can change its damage type from Necrotic to
one of the following types: Acid, Cold, Fire, Force,
Pledge Fealty to a Godlike Dragon Lightning, or Poison. In addition, the extra damage you
Your patron is a Dragon of immeasurable age and deal with the spell changes when you reach Warlock
power, a creature often viewed as a lesser deity in their levels 5 (1d8), 11 (1d10), and 17 (1d12).
own right. This being’s motives are often dictated by its Level 6: Wyrm Psionics
type. A chromatic greatwyrm may aim to obliterate its Emulating the gem greatwyrms, you learn to cast your
rivals; a metallic greatwyrm may be more focused on spells using only the power of your mind. When you cast
attaining further wisdom and enlightenment; and a gem a spell with a Pact Magic spell slot, you can cast the
greatwyrm may be more interested in locating and spell without any Verbal, Somatic, or Material
absorbing its echoes across the multiverse. These components, except Material components that are
godlike beings include Ashardalon, a red greatwyrm consumed by the spell or that have a cost specified in
with infernal ties; Lendys and Tamara, a silver the spell.
greatwyrm pair and deities of justice and mercy
respectively; Astilabor, the draconic goddess of greed; Level 10: Draconic Awakening
and the thanes of Sardior, who ultimately aim to reform When you are reduced to 0 Hit Points and not killed
their progenitor. outright, you can replicate your patron’s awakening
Level 3: Greatwyrm Spells ability, albeit with less potency. Your Hit Points instead
The magic of your patron ensures you always have change to half your Hit Point maximum.
certain spells ready; when you reach a Warlock level Once you use this feature, you can’t use it again until
specified in the Greatwyrm Spells table, you thereafter you finish a Long Rest.
always have the listed spells prepared. Level 14: Wyrmform
Greatwyrm Spells You can channel your patron’s power to assume a
draconic form. You can cast Draconic Transformation
Warlock Level Spells
once without expending a spell slot. You regain the
3
Absorb Elements, Chromatic Orb, Dragon’s ability to cast it in this way when you finish a Long Rest.
Breath, Hex, Rime’s Binding Ice
5 Ashardalon’s Stride, Elemental Weapon Lady of Pain Patron
7 Leomund’s Secret Chest, Polymorph Do the Bidding of the Ruler of Sigil
Your patron is the inscrutable being whose rule over the
senoj emiaj

9 Summon Dragon, Telekinesis


city of Sigil is absolute. With the forging of the pact
Level 3: Draconic Hex comes the immediate warning of a grisly demise upon
You learn to infuse your curses with the energies seen the mere thought of worshipping her, instead directing
in the Breath Weapons of greatwyrms. When you cast you to think of yourself as one of the many dabus under
her employ.
95 CHAPTER 1 | CHARACTER OPTIONS
As an entity who is known to have slain gods with a Level 14: Heart of Pain
mere thought, the reasons for her to forge a pact with a You can make manifest the void that exists within your
mere mortal are few and far between, likely stemming patron’s chest, the alleged source of all pain in the
from the fact that she is purportedly bound to Sigil and multiverse. You can cast Power Word Pain once
cannot leave it. As such, it is often assumed that the few without expending spell slot. You regain the ability to
Warlocks who have her as their patron are guided to cast it in this way when you finish a Long Rest.
ensure that no threats from outside Sigil will be able to
enter it, nipping potential problems at the bud, so to One and the Prime Patron
speak.
Form a Contract with Order Incarnate
Level 3: Lady of Pain Spells
The magic of your patron ensures you always have Your patron is the foremost of the modron species and
certain spells ready; when you reach a Warlock level overlord of the plane of Mechanus—Primus. This
specified in the Lady of Pain Spells table, you thereafter godlike being’s motives are invariably rooted on
always have the listed spells prepared. perceived threats to Mechanus, particularly the realm of
Regulus, and the modron species itself. Primus rarely
Lady of Pain Spells concerns itself with much else. You may be tasked to
capture a band of rogue modrons, thwart plots by
Warlock Level Spells
formians to invade Regulus, or even foil demonic
3
Detect Evil and Good, Inflict Wounds, incursions.
Levitate, Silence, Sword Burst
Level 3: One and the Prime Spells
5 Blink, Sending
The magic of your patron ensures you always have
7 Greater Invisibility, Phantasmal Killer certain spells ready; when you reach a Warlock level
specified in the One and the Prime Spells table, you
9 Dispel Evil and Good, Telekinesis
thereafter always have the listed spells prepared.
Level 3: Quietude
You emulate the dabus’ preference for silence. You can
cast your Warlock spells without providing Verbal
components.
Level 6: Shadowflay
Your foes learn that your shadow is as baleful as your
patron’s, with wounds opening on their bodies even
with the briefest contact. Any hostile creature takes
1d10 Slashing damage if it hits you with a melee attack
from within 5 feet of you or if it touches you. This
damage ignores Resistance to Slashing damage.
Level 10: Wince
When a creature hits you with an attack roll, you can
take a Reaction to inflict it with a brief burst of intense
pain, and the attack automatically misses you but still
triggers your Shadowflay feature.
You can use this feature a number of times equal to
your Charisma modifier (minimum of once), and you
regain all expended uses when you finish a Long Rest.
Level 10: Anchor of Serenity
As one whose patron is a master of planar banishment,
you have learned the intricacies and weaknesses of such
magic. You have Advantage on saving throws you make
against spells and effects that attempt to transport you
to another plane.
In addition, when another creature targets you with a
Maze spell, you can make a Charisma saving throw
against the creature’s spell save DC to avoid being
tsop kr

banished.

96
One and the Prime Spells hand you used to attack. You deal Necrotic damage with
Warlock Level Spells your left hand and Radiant damage with your right one.
You can use this feature a number of times equal to
3
Alarm, Calm Emotions, Command, Detect your Charisma modifier (minimum of once), and you
Evil and Good, Zone of Truth regain all expended uses when you finish a Long Rest.
5 Clairvoyance, Tiny Servant
Level 10: Pulse of Order
7 Fabricate, Summon Construct As a Bonus Action, you send a pulse of magic that forces
Dispel Evil and Good, Rary’s Telepathic Bond order upon each creature within 60 feet of you, albeit
9
slightly altered in a manner most beneficial to you and
Level 3: Advocate of Law your allies. Until the end of your next turn, hostile
Akin to a hierarch giving orders, you learn to exert your creatures treat a roll of an 11 or higher on the d20 as a
influence over others, particularly to those below your 10, and you and your allies treat a roll of 9 or lower on
station. When you cast Command, the target has the d20 as a 10.
Disadvantage on its saving throw against the spell if its Once you use this feature, you can’t use it again until
Challenge Rating (or its level if it doesn’t have a you finish a Long Rest.
Challenge Rating) is less than your Warlock level. Level 14: Callous Dismissal
Additionally, as one whose patron is perhaps the most Primus’s darkness-shrouded left hand is a portal to the
logical being in the multiverse, your acumen is quite plane of Acheron while its dazzling right one is a portal
reliable. When you make an Intelligence (Arcana, to the plane of Arcadia. You can channel your patron’s
History, Investigation, Nature, or Religion) check, you powers to send your foes to those planes should you
can treat a d20 roll of 9 or lower as a 10 if you have desire to do so. When you deal damage to a creature
proficiency in the skill. with your Hands of Darkness and Light feature, you can
Level 6: Hands of Darkness and Light force the creature to make a Charisma saving throw
against your spell save DC. If the saving throw fails, the

ynajroda alitta
Primus’s left hand is shrouded in darkness, while their target is transported to the plane of Acheron if you dealt
right one is enveloped by prismatic light. As a Magic Necrotic damage to it, or the plane of Arcadia if you
action, you can evoke this manifestation. Make a melee dealt Radiant damage to it. A creature so transported
spell attack against one creature within reach. On a hit, must find its own way back to your current plane of
you deal damage to the target equal to three times your existence.
Warlock level. The damage Once you use this feature, you can’t use it again until
type depends on which you finish a Long Rest.

97
Warden Patron when you hit the cursed creature with an attack roll, you
can force it to make a Strength saving throw, and if the
Bind Yourself to the Inescapable saving throw fails, the target has the Restrained
Your patron is one who guards one or more detainees of condition until the end of your next turn.
some import. This being’s motive is simple: for its Saving Throws Affected. You have advantage on
charge to remain imprisoned. Powerful Celestials and Constitution saving throws you make to maintain
Fiends tasked to become jailers fall into this category. Concentration on a spell that inflicts the Grappled,
Incapacitated, Paralyzed, Restrained, or Stunned
Level 3: Warden Spells conditions, provided the cursed target is among the
The magic of your patron ensures you always have spell’s targets.
certain spells ready; when you reach a Warlock level Improved Familiar. If you chose the Pact of the Chain
specified in the Warden Spells table, you thereafter option for your Pact Boon feature, the first two benefits
always have the listed spells prepared. extend to attacks made by your familiar.
Warden Spells Level 6: Warden’s Mire
Warlock Level Spells Your magic warps gravity around you, making it difficult
to get away from you. A target cursed by your Curse of
3
Entangle, Maximilian’s Earthen Grasp,
Tasha’s Hideous Laughter, Web
Detention can’t willingly move away from you.
Level 10: Escalating Constraints
5 Wall of Sand, Wind Wall
Your oppressive magic debilitates even further. When
7 Evard’s Black Tentacle, Watery Sphere you hit the target cursed by your Curse of Detention
with an attack roll and the creature has the Restrained
9 Bigby’s Hand, Wall of Force
condition, you can force it to make a Constitution saving
throw. If the saving throw fails, the target has the
Level 3: Curse of Detention
Paralyzed condition until the end of its next turn. The
You gain the ability to place an oppressive curse on a target automatically fails on its saving throw if the hit
creature. As a Bonus Action, choose one creature you was a Critical Hit.
can see within 30 feet of yourself. The target is cursed
for 1 minute, during which you gain the benefits below. Level 14: Prisoner’s Punishment
The curse ends early if the target dies, if you have the Any attack roll you make against the target cursed with
Incapacitated condition, or if you curse another creature your Curse of Detention is a Critical Hit on a roll of 18–
with this feature. You can use this feature a number of 20 on the d20.
times equal to your Charisma modifier (minimum of
ttocserp evets

once), and you regain all expended uses when you finish Warlord Patron
a Long Rest.
Improved Critical. Any attack roll you make against Fall In with a Peerless Warrior
the cursed target is a Critical Hit on a roll of 19 or 20 on Your patron is a being whose prowess on the battlefield
the d20. is legendary. The motives of such beings are incredibly
Restraining Strike. Once during each of your turns, varied. Some seek to spread justice, order, and
CHAPTER 1 | CHARACTER OPTIONS 98
prosperity. Others seek to enslave. And some simply Warlock Level Spells
seek the thrill of battle at every opportunity. These
beings include powerful Fiends such as Belaphoss, a 5 Elemental Weapon, Haste
balor who serves as the left hand of Demogorgon, and 7 Fire Shield, Freedom of Movement
legendary heroes like Tethir, the first Elven
dragonslayer. 9 Conjure Volley, Steel Wind Strike

Level 3: Martial Prowess Level 6: Belligerent Blade


You patron grants you the necessary skills to equip You gain the Thirsting Blade invocation. In addition, if
yourself for the frontlines. You gain proficiency with an Eldritch Invocation grants you the Extra Attack
Martial weapons and training with Medium Armor and feature, you can cast one of your cantrips that has a
Shields. casting time of an action in place of one of those attacks.
Additionally, your magic allows your party to be alert
and combat-ready. When you roll Initiative, choose a Level 10: Unerring Strike
number of creatures within 30 feet of yourself equal to Your patron guides your party’s blows. When you or a
your Charisma modifier (minimum of one creature), creature within 30 feet of yourself misses with an attack
then roll 1d4. Add the number rolled as a bonus to the roll, you can change that miss into a hit. When you use
Initiative rolls of yourself and the chosen creatures. this feature to benefit another creature’s attack roll, you
must take a Reaction to do so.
Level 3: Warlord Spells
The magic of your patron ensures you always have You can use this feature three times, and you regain
certain spells ready; when you reach a Warlock level all expended uses when you finish a Long Rest. Starting
when you reach Warlock level 17, you can use this
specified in the Warden Spells table, you thereafter feature four times before a Long Rest.
always have the listed spells prepared. Level 14: Relentless Assault
Warlord Spells You attack with fearsome efficiency. After you cast a

elygra evets
Warlock Level Spells spell using an action and a Pact Magic spell slot, you
can take a Bonus Action to make one attack with a
3
Compelled Duel, Enlarge/Reduce, Magic
weapon or an Unarmed Strike, or cast one of your
Weapon, Zephyr Strike
cantrips that has a casting time of an action.

99
evuenelliv ilagam

Wizard
A Scholarly Magic-User of Arcane Power

100
Wizard Subclasses Level 3: Minor Conjuration
You always have the Find Familiar spell prepared and
A Wizard subclass is a specialization that grants you can cast it as a Magic action without expending a spell
features at certain Wizard levels, as specified in the slot. When you cast the spell, your familiar can be any
subclass. This section presents the sublasses for non-Humanoid creature that has a Challenge Rating of
playtesting. 1 or lower.
Conjurer When you cast a spell with a range other than self, the
spell can originate from yourself or from your familiar.
Summon Anything and Teleport Anywhere Level 6: Benign Transposition
As a Conjurer, you favor spells that produce objects and You can take a Magic action to teleport up to 30 feet to
creatures out of thin air. You can conjure billowing an unoccupied space that you can see. Alternatively, you
clouds of killing fog or summon creatures from can choose a space within range that is occupied by a
elsewhere to fight on your behalf. As your mastery Small or Medium creature. If that creature is willing,
grows, you learn spells of transportation and can you both teleport, swapping places.
teleport yourself across vast distances, even to other Once you use this feature, you can’t use it again until
planes of existence, in an instant. you finish a Long Rest. You can also restore your use of
Level 3: Conjuration Savant it by expending a spell slot (no action required).
Choose two Wizard spells from the Conjuration school, Level 10: Focused Conjuration
each of which must be no higher than level 2, and add Taking damage can’t break your Concentration on a
them to your spellbook for free. Conjuration spell.

sagrav ydnar
In addition, whenever you gain access to a new level
of spell slots in this class, you can add one Wizard spell Level 14: Durable Summons
from the Conjuration school to your spellbook for free. Any creature that you summon or create with a
The chosen spell must be of a level for which you have Conjuration spell has a number of Temporary Hit
spell slots. Points equal to twice your Wizard level.

101
Enchanter range. The attacker must make a Wisdom saving throw
against your spell save DC. On a failed save, the
Influence Those Around You to Do Your Bidding attacker must target the creature that is closest to it, not
As an Enchanter, you have honed your ability to including you or itself. If multiple creatures are closest,
magically entrance and beguile other people and the attacker chooses which one to target. On a
monsters. Some Enchanters are peacemakers who successful save, you can’t use this feature on the
bewitch the violent to lay down their arms and charm attacker again until you finish a Long Rest.
the cruel into showing mercy. Others are tyrants who Level 10: Tenacious Glamour
magically bind the unwilling into their service. Most If taking damage would end the Charmed condition on a
Enchanters fall somewhere in between. target of an Enchantment spell you cast, as with the
Level 3: Enchantment Savant Charm Monster spell, the creature must first make a
Choose two Wizard spells from the Enchantment Wisdom saving throw against your spell save DC. On a
school, each of which must be no higher than level 2, failed save, the creature remains Charmed and justifies
and add them to your spellbook for free. the damage as accidental. On a success, the Charmed
In addition, whenever you gain access to a new level condition ends.
of spell slots in this class, you can add one Wizard spell When taking damage would cause a creature
from the Enchantment school to your spellbook for free. Charmed by an Enchantment spell you cast to repeat its
The chosen spell must be of a level for which you have saving throw to end the spell, as with the Dominate
spell slots. Person spell, that creature has Disadvantage on the
saving throw.
Level 3: Cunning Allure
Level 14: Potent Enchantment
You and your allies fighting a creature doesn’t grant that Enchantment spells you cast ignore Immunity to the
creature Advantage on its saving throws against Charmed condition. When such a creature becomes the
Enchantment spells you cast. target of an Enchantment spell you cast, it makes the
You also get a bonus to any Charisma (Deception, saving throw (if any) with Advantage.
Intimidation, or Persuasion) check you make equal to Additionally, you gain the ability to make a creature
your Intelligence modifier (minimum of +1). unaware of your magical influence on it. When you cast
Level 6: Instinctive Charm an Enchantment spell to inflict the Charmed condition
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When a creature you can see within 30 feet of yourself on one or more creatures, you can alter one creature’s
makes an attack roll against you, you can take a understanding so that it remains unaware of having the
Reaction to divert the attack before it hits or misses, Charmed condition.
provided that another creature is within the attack’s
CHAPTER 1 | CHARACTER OPTIONS 102
Necromancer Undead with a Necromancy spell, the creature has the
following benefits.
Master Life, Death, and Undeath Temporary Hit Points. The creature has a number of
Necromancers explore the cosmic forces of life, death, Temporary Hit Points equal to your Wizard level.
and undeath. As you focus your studies in this tradition, Empowered Attacks. The creature gets a +3 bonus to
you learn to manipulate the energy that animates all its damage rolls. This bonus increases by 1 when you
living things. As you progress, you learn to sap the life reach Wizard levels 9 (+4), 13 (+5), and 17 (+6).
force from a creature as your magic destroys its body, Level 10: Inured to Undeath
transforming that vital energy into magical power you You have Resistance to Necrotic damage, and your Hit
can manipulate. Point maximum can’t be reduced. In addition, spells you
Most people see Necromancers as menacing, or even cast ignore Resistance to Necrotic damage. You have
villainous, due to the close association with death. Not spent so much time dealing with Undead and the forces
all Necromancers are evil, but the forces they that animate them that you have become inured to some
manipulate are considered taboo by many societies. of their worst effects and have bolstered your offensive
Level 3: Necromancy Savant capabilities using such forces.
Choose two Wizard spells from the Necromancy school, Level 10: Resilient Thralls
each of which must be no higher than level 2, and add Any Undead that you summon or create has Advantage
them to your spellbook for free. on its saving throws against any effect that turns
In addition, whenever you gain access to a new level Undead.
of spell slots in this class, you can add one Wizard spell
from the Necromancy school to your spellbook for free. Level 14: Master of Undead
The chosen spell must be of a level for which you have You gain the following benefits.
spell slots. Undead Nature. You no longer need to eat, drink, or
Level 3: Grim Harvest sleep.
Necromantic Transmutation. When you cast a spell
You gain the ability to reap life energy from creatures that requires a pile of bones or a corpse to create an
you kill with your spells. Once per turn when you reduce Undead, such as Animate Dead, you can ignore any
one or more creatures to 0 Hit Points with a spell you such requirements; your magic transmutes flesh and
cast with a spell slot, you regain Hit Points equal to bone from whichever materials are readily available,
three times the slot’s level. You don’t gain this benefit such as wood or stone.
for killing Constructs or Undead. Create Undead. You always have the Create Undead

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Level 6: Undead Thralls spell prepared. You can also cast the spell once without
You always have the Summon Undead spell prepared. expending a spell slot, and you regain the ability to do so
In addition, whenever you summon or create an when you finish a Long Rest.

103
Transmuter one object composed entirely of wood, stone (but not a
gemstone), iron, copper, or silver, transforming it into a
Shape the World as You See Fit different one of those materials. For each 10 minutes
You are a student of spells that modify energy and you spend performing the procedure, you can transform
matter. To you, the world is not a fixed thing, but up to 1 cubic foot of material. After 1 hour or until you
eminently mutable, and you delight in being an agent of have the Incapacitated condition, the material reverts to
change. You wield the raw stuff of creation and learn to its original substance.
alter both physical forms and mental qualities. Your Level 6: Transmuter’s Stone
magic gives you the tools to become a smith on reality’s You can spend 8 hours creating a Transmuter’s Stone
forge. that stores Transmutation magic. You can benefit from
Some Transmuters are tinkerers and pranksters, the stone yourself or give it to another creature. A
turning people into toads and transforming copper into creature gains a benefit of your choice as long as the
silver for fun and occasional profit. Others pursue their stone is in the creature’s possession. When you create
magical studies with deadly seriousness, seeking the the stone, choose the benefit from the options below.
power of the gods to make and destroy worlds. You can change the effect of your stone by expending a
Level 3: Transmutation Savant spell slot (no action required) while the stone is on your
Choose two Wizard spells from the Transmutation person. If you create a new Transmuter’s Stone, the
school, each of which must be no higher than level 2, previous one ceases to function.
and add them to your spellbook for free. Darkvision. You have Darkvision with a range of 60
In addition, whenever you gain access to a new level feet. If you already have Darkvision, its range increases
of spell slots in this class, you can add one Wizard spell by 60 feet.
from the Transmutation school to your spellbook for Unarmored Movement. Your Speed increases by 10
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free. The chosen spell must be of a level for which you feet while you aren’t wearing armor or wielding a
have spell slots. Shield.
Saving Throws Affected. You have proficiency in
Level 3: Minor Alchemy Constitution saving throws.
You can temporarily alter the physical properties of one Damage Resistance. You have Resistance to Acid,
nonmagical object, changing it from one substance into Cold, Fire, Lightning, or Thunder damage (your choice
another. You perform a special alchemical procedure on whenever you choose this benefit).

CHAPTER 1 | CHARACTER OPTIONS 104


Level 10: Shapechanger Bladesinger
You always have the Polymorph spell prepared. You can
also cast the spell on yourself once without expending a Wield Sword and Wizardry in Elegant Tandem
spell slot, and you regain the ability to do so when you Bladesingers master a tradition of wizardry that
finish a Short or Long Rest. incorporates swordplay and dance. In combat, a
Bladesinger uses a series of intricate, elegant
Level 14: Master Transmuter maneuvers that fend off harm and allow the Bladesinger
You can take a Magic action to consume the reserve of to channel magic into devastating attacks and a cunning
Transmutation magic stored within your Transmuter’s defense. Many who have observed a Bladesinger at
Stone in a single burst. When you do so, choose one of work remember the display as one of the more beautiful
the following effects. Your Transmuter’s Stone is experiences in their life—a glorious dance accompanied
destroyed and can’t be remade until you finish a Long by a singing blade.
Rest. Bladesinging is strongly associated with the ancient
Major Transformation. You can transmute one elven societies that first mastered the art and coined the
nonmagical object—no larger than a 5-foot cube—into term. Even today, most Bladesingers still hail from old
another nonmagical object of similar size and mass and elven realms, such as Cormanthyr, or from non-elven
of equal or lesser value. You must spend 10 minutes societies that share land and history with elves, such as
handling the object to transform it. the Silver Marches. Wherever they hail from,
Panacea. You remove all curses, diseases, and Bladesingers are known for taking their talents all
poisons affecting a creature that you touch with the across the Realms in order to help common people and
Transmuter’s Stone. The creature also regains all its perform heroic deeds. Few communities greet the
Hit Points. arrival of a Bladesinger as anything but a good omen.
Restore Life. You add the Raise Dead spell to your
spellbook if it isn’t already there. You then cast the spell Level 3: Training in War and Song
on a creature you touch with the Transmuter’s Stone You have proficiency with Martial Melee weapons that
without expending a spell slot. lack the Heavy or Two-Handed property. You can use a
Restore Youth. You touch the Transmuter’s Stone to Melee weapon with which you have proficiency as a
a willing creature, and that creature’s apparent age is Spellcasting Focus for your Wizard spells.

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reduced by 3d10 years, to a minimum of 13 years. This You also gain proficiency in one of the following skills
effect doesn’t extend the creature’s lifespan. of your choice: Acrobatics, Athletics, or Performance.

105
Level 3: Bladesong Level 10: Song of Defense
As a Bonus Action, you invoke an elven magic called the When you take damage while your Baldesong is active,
Bladesong, provided you aren’t wearing armor or you can take a Reaction to expend a spell slot and
wielding a Shield. reduce that damage to you by an amount equal to five
The Bladesong lasts for 1 minute. It ends early if you times the slot’s level.
have the Incapacitated condition, if you don armor or a
Shield, or if you use two hands to make an attack with a Level 14: Song of Victory
weapon. You can dismiss the Bladesong at any time (no You add your Intelligence modifier (minimum of +1) to
action required). the damage of your melee weapon attacks while your
While the Bladesong is active, you gain the benefits Bladesong is active.
below. You can invoke the Bladesong a number of times
equal to your Intelligence modifier (minimum of once), War Mage
and you regain all expended uses when you finish a
Long Rest. Tactically Balance Arcane Offense and Defense
Agility. You gain a bonus to your AC equal to your A variety of arcane colleges specialize in training
Intelligence modifier (minimum of +1), and your Speed Wizards for war. War Mages blend principles of
increases by 10 feet. Evocation and Abjuration, rather than specializing in
Ability Checks Affected. You have Advantage on either of those schools. It teaches techniques that
ability checks you make with the skill you chose for your empower a caster’s spells, while also providing methods
Training in War and Song feature. for Wizards to bolster their own defenses.
Focus. You get a bonus to Constitution saving throws War Mages see their magic as both a weapon and
you make to maintain Concentration. The bonus equals armor, a resource superior to any piece of steel. They
your Intelligence modifier (minimum of +1). act fast in battle, using their spells to seize tactical
control of a situation. Their spells strike hard, while
Level 6: Extra Attack
their defensive skills foil their opponents’ attempts to
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You can attack twice instead of once whenever you take counterattack. War Mages are also adept at turning
the Attack action on your turn. other spellcasters’ magical energy against them.
In addition, you can cast one of your cantrips that has In great battles, a War Mage often works with
a casting time of an action in place of one of those Evokers, Abjurers, and other types of Wizards. Evokers,
attacks. in particular, sometimes tease War Mages for splitting
their attention between offense and defense. A War
Mage’s typical response: “What good is being able to
throw a mighty Fireball if I die before I can cast it?”
CHAPTER 1 | CHARACTER OPTIONS 106
Level 3: Arcane Deflection Among Wizards, the Scribes are the most bookish. It
You have learned to weave your magic to fortify yourself takes many forms in different worlds, but its primary
against harm. When you are hit by an attack roll or you mission is the same everywhere: recording magical
fail a saving throw, you can take a Reaction to gain a +2 discoveries so that wizardry can flourish. And while all
bonus to your AC against that attack or a +4 bonus to Wizards value spellbooks, a Scribe magically awakens
that saving throw. When you use this feature, you can their book, turning it into a trusted companion. All
expend a spell slot to boost its effects. The bonus to Wizards study books, but a Scribe talks to theirs!
your AC increases by the slot’s level, or the bonus to Level 3: Wizardly Quill
your saving throw increases by twice the slot’s level. As a Bonus Action, you can magically create a Tiny quill
When you use this feature, you can’t cast level 1+ in your free hand. This quill disappears if you create
spells until the end of your next turn. another one or if you die. The magic quill has the
Level 3: Tactical Wit following properties.
Your keen ability to assess tactical situations allows you Inkless. The quill doesn’t require ink. When you write
to act quickly in battle. You can give yourself a bonus to with it, it produces ink in a color of your choice on the
your Initiative rolls equal to your Intelligence modifier writing surface.
(minimum of +1). Rapid Transcriber. The time you must spend to copy
a spell into your spellbook equals 2 minutes per spell
Level 6: Power Surge level if you use the quill for the transcription.
You can store magical energy within yourself to later Magic Eraser. You can erase anything you write with
empower your damaging spells. In its stored form, this the quill if you wave the feather over the text as a Bonus
energy is called a Power Surge. Action, provided the text is within 5 feet of you.
You can store a maximum number of Power Surges Level 3: Awakened Spellbook
equal to your Intelligence modifier (minimum of one). Using specially prepared inks and ancient incantations
Whenever you finish a Long Rest, your number of passed down by your wizardly order, you have
Power Surges resets to one. awakened an arcane sentience within your spellbook. If
You always have the Counterspell and Dispel Magic necessary, you can replace the book over the course of a
spells prepared. Whenever you successfully disrupt a Short Rest by using your Wizardly Quill to write arcane
spellcaster with Counterspell or end a spell with Dispel sigils in a blank book or a magic spellbook to which
Magic, you gain one Power Surge, as you steal magic
from the spell you foiled. If you end a Short Rest with no you’re attuned. At the end of the rest, your spellbook’s
Power Surges, you gain one Power Surge. consciousness is summoned into the new book, which
Once per turn when you deal damage to a creature or the consciousness transforms into your spellbook, along
object with a Wizard spell, you can spend one Power with all its spells. If the previous book still existed
Surge to deal extra Force damage to that target. The somewhere, all the spells vanish from its pages.
extra damage equals half your Wizard level. While you are holding the book, it grants you the
following benefits.
Level 10: Durable Magic Arcane Focus. You can use the book as a Spellcasting
The magic you channel helps ward off harm. While you Focus for your Wizard spells.
maintain Concentration on a spell, you have a +2 bonus Taransmuted Spell. When you cast a Wizard spell
to AC and all saving throws. with a spell slot, you can temporarily replace its damage
type with a type that appears in another spell in your
Level 14: Deflecting Shroud spellbook, which magically alters the spell’s formula for
Your Arcane Deflection becomes infused with deadly this casting only. The latter spell must be of the same
magic. When you use your Arcane Deflection feature, level as the spell slot you expend.
you can cause magical energy to arc from you. Up to Ritual Mastery. When you cast a Wizard spell as a
three creatures of your choice that you can see within Ritual, you can use the spell’s normal casting time,
60 feet of yourself each take Force damage equal to half rather than adding 10 minutes to it. Once you use this
your Wizard level. benefit, you can’t do so again until you finish a Long
Rest.
Scribe Level 6: Manifest Mind
Amass Arcane Knowledge You can conjure forth the mind of your Awakened
Magic of the book—that’s what many folk call wizardry. Spellbook. As a Bonus Action while the book is on your
The name is apt, given how much time Wizards spend person, you can cause the mind to manifest as a Tiny
poring over tomes and penning theories about the spectral object, hovering in an unoccupied space of your
nature of magic. It’s rare to see Wizards traveling choice within 60 feet of yourself. The Spectral Mind is
without books and scrolls sprouting from their bags, intangible and doesn’t occupy its space, and it sheds
and a Wizard would go to great lengths to plumb an Dim Light in a 10-foot radius. It looks like a ghostly
archive of ancient knowledge. tome, a cascade of text, or a scholar from the past (your
choice).
107 CHAPTER 1 | CHARACTER OPTIONS
While manifested, the Spectral Mind can hear and spell from the scroll by reading it as a Magic action. The
see, and it has Darkvision with a range of 60 feet. The scroll is unintelligible to anyone else, and the spell
mind can telepathically share with you what it sees and vanishes from the scroll when you cast it or when you
hears (no action required). finish your next Long Rest.
Whenever you cast a Wizard spell on your turn, you You are also adept at crafting spell scrolls (see
can cast it as if you were in the Spectral Mind’s space, chapter 6 of the 2024 Player’s Handbook). The gold and
instead of your own, using its senses. You can do so a time you must spend to make such a scroll are halved if
number of times equal to your Intelligence modifier you use your Wizardly Quill.
(minimum of once), and you regain all expended uses
when you finish a Long Rest. Level 14: One with the Word
As a Bonus Action, you can cause the Spectral Mind Your connection to your Awakened Spellbook has
to hover up to 30 feet to an unoccupied space that you become so profound that your soul has become
or it can see. It can pass through creatures but not entwined with it. While the book is on your person, you
objects. have Advantage on all Intelligence (Arcana) checks, as
The Spectral Mind stops manifesting if it is ever more the spellbook helps you remember magical lore.
than 300 feet away from you, if someone casts Dispel Moreover, if you take damage while your spellbook’s
Magic on it, if the Awakened Spellbook is destroyed, if Mind is manifested, you can prevent all of that damage
you die, or if you dismiss the Spectral Mind (no action to you by taking a Reaction to dismiss the Spectral
required). Mind, using its magic to save yourself. Then roll 3d6.
Once you conjure the mind, you can’t do so again The spellbook temporarily loses spells of your choice
until you finish a Long Rest. You can also expend a spell that have a combined spell level equal to that roll or
slot (no action required) to conjure it again. higher. For example, if the roll’s total is 9, spells vanish
from the book that have a combined level of at least 9,
Level 10: Master Scrivener which could mean one level 9 spell, three level 3 spells,
Whenever you finish a Long Rest, you can create one or some other combination. If there aren’t enough spells
magic scroll by touching your Wizardly Quill to a blank in the book to cover this cost, you drop to 0 Hit Points.
piece of paper or parchment and causing one spell from Until you finish 1d6 Long Rests, you are incapable of
your Awakened Spellbook to be copied onto the scroll. casting the lost spells, even if you find them on a scroll
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The spellbook must be within 5 feet of yourself when or in another spellbook. After you finish the required
you make the scroll. number of rests, the spells reappear in the spellbook.
The chosen spell must be of level 1 or 2 and must Once you take this Reaction, you can’t do so again
have a casting time of an action. Once in the scroll, the until you finish a Long Rest.
spell’s effective level is increased by 1. You can cast the

108
Universalist specializes in one school, you have learned to devise
tricks and mnemonics that allow you to prepare more of
Train in All Schools of Magic them. Increase the number in the Prepared Spells
The study of the arcane is so vast and deep that a column of the Wizard Features table by 2. This number
Wizard could devote their entire life specializing in a increases by 1 when you reach Wizard levels 5 (3), 9 (4),
single school and still not have enough time to learn 13 (5), and 17 (6).
everything. There are more tragic cases in which a Level 6: Arcane Apprentice
Wizard realizes too late that they do not possess the Choose a Wizard subclass that you currently don’t have
innate talent to learn the more complex skills the novicehood in from the list of classical arcane traditions.
tradition has to offer, leaving them a defeated and You gain that subclass’s level 6 benefits.
depressed pile of mediocrity. It is in this light that the
Universalists have risen among the Wizard ranks. Level 10: Arcane Expert
Instead of enrolling in a single school of magic, Choose a Wizard subclass that you currently don’t have
Universalists make it their mission to learn as much as novicehood or apprenticeship in from the list of
they can from as many schools and traditions as classical arcane traditions. You gain that subclass’s
possible. A glaring consequence of this lack of focus is level 10 benefits.
the unlikelihood of ever proceeding enough in a school’s
program to learn its most powerful techniques, but most Level 14: Master of None
Universalists take this with a grain of salt, finding joy in At the cost of mastery in one school of magic, you
simply “learning enough.” become an extremely flexible spellcaster. You can draw
Some professors and headmasters of Wizard from your broad range of studies to suit your needs. You
academies, often specialists themselves, find gain the following benefits.
Universalists’ lack of focus exasperating and refuse to Shift Novicehood. Once per day, by spending 10
take them as apprentices, thinking it a waste of time and minutes in study, you can change the subclass you
effort. Most, however, find their passion for learning chose for your Arcane Novice feature, provided your
endearing and take on entire classes, happy to impart new choice isn’t a subclass in which you have
whatever they could to Universalists’ equally brilliant apprenticeship or expertise.
minds. Shift Apprenticeship. Once per day, by spending 1
hour in study, you can change the subclass you chose
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Level 3: Arcane Novice


Choose a Wizard subclass from the following list of for your Arcane Apprentice feature, provided your new
classical arcane traditions: Abjurer, Conjurer, Diviner, choice isn’t a subclass in which you have novicehood or
Enchanter, Evoker, Illusionist, Necromancer, expertise.
Shift Expertise. Once per day, by spending 8 hours in
Transmuter. You gain that subclass’s level 3 benefits study, you can change the subclass you chose for your
except for its Savant feature. Arcane Expert feature, provided your new choice isn’t a
Level 3: Improved Spell Preparation subclass in which you have novicehood or
As your spellbook has more variety than a Wizard who apprenticeship.
109 CHAPTER 1 | CHARACTER OPTIONS
Species that travels between settlements called the Accorders.
The Auriok are skilled smiths and warriors, and at the
Two species for playtesting are presented in this section same time, charismatic diplomats and tradespeople,
in alphabetical order: Human (Mirran) and Janni. preferring the latter to make peace with other species to
help them survive in the Razor Fields.
Human (Mirran)
Moriok
Humans from the plane of metal formerly called The Moriok reside in the Mephidross (or Dross, for
Mirrodin are unique compared to normal Humans. short), a swamp formed from the plane’s hazardous
Because of the abundance of metal on the plane, the waste, chemicals, and scraps. Towering smokestacks
Humans evolved accordingly, incorporating various grow randomly across the Dross, spewing a toxic gas
metals into their own bodies. The type and pattern of called necrogen into the air. This gas saps vitality out of
these metallic growths vary depending on the tribe the living creatures, eventually turning them into undead. In
Human belongs to. Before their near-extinction due to addition, the gas affects the Moriok mentally, making
the forces of Phyrexia, five tribes populated Mirrodin— them embrace the darker side of Human nature. As a
the Auriok of the Razor Fields, the Neurok along the result, most Moriok are hateful, aggressive, and greedy.
coast of the Quicksilver Sea, the Moriok of the Their skin appears pale and sickly, with some even
Mephidross, the Vulshok of the Oxidda Chain, and the missing patches, and their hair is dark and stringy. Lead
Sylvok of the Tangle. is the metal that adorns their bodies, with numerous
Auriok plates jutting out of their skin, though less than those
The Auriok are tall and muscular folk. They have seen in Auriok and Vulshok. One particular plate is
bronzed skin with gold flecks and stiff, white hair. Along unsettling, however, as it grows over their eyes,
with the Vulshok, they have the most visible metal on rendering them blind.
their bodies—gold in their case. This makes them prefer
namyr semaj

Neurok
to wear very little, such as loose tunics or loincloths. The Neurok are slightly shorter and more slender
They live in small, scattered tribes in the Razor Fields— compared to the other Humans on Mirrodin. They have
a vast grassland comprised of metallic blades—each pale skin that ranges from pinkish to light gray. They
governed by its champion, with a singular military force also typically have brown or red hair, though this is

110
usually kept out of sight by elaborate headdresses they Dexterity modifier. You can use your natural armor to
are partial to. Silver studs their bodies quite sparingly, determine your AC if the armor you wear would leave
and as such do not possess the natural armor of Auriok you with a lower AC. A Shield’s benefits apply as
or Vulshok. They favor fitted silver armor, flowing blue normal while you use your natural armor.
robes, and the aforementioned headwear. They reside Powerful Build. You have Advantage on any ability
along the coast of the Quicksilver Sea with the check you make to end the Grappled condition. You also
Vedalken species, with whom they have an uneasy count as one size larger when determining your
truce. They typically train to be rogues or wizards, carrying capacity.
stealing and trading not only secrets, but also the highly
sought-after blinkmoth serum—a highly addictive liquid
that, when drunk, expands the mind. Moriok Traits
Sylvok Creature Type: Humanoid
The Sylvok are reclusive Humans of the Tangle—what Size: Medium (about 4–7 feet tall) or Small (about 2–4
comes closest to a forest on the plane of Mirrodin. They feet tall), chosen when you select this species
have fair skin, sometimes with a greenish hue, and Speed: 30 feet
brown or red hair. Their bodies are studded or laced As a Moriok, you have these special traits.
with copper, and they prefer long coats of metallic Facial Plate. You have Blindsight with a range of 30
armor. Their ways are typically Druidic, and the tribe as feet. You are blind beyond this radius.
a whole has a hunter-gatherer culture. Hateful Survivor. You have proficiency in the
Vulshok Deception and Survival skills.
Moriok Magic. You know the Poison Spray cantrip.
Similar to the Auriok, the Vulshok have large, muscular When you reach character level 3, you always have the
frames. They have thick, tanned skin, and their hair, if Ray of Sickness spell prepared. When you reach
they have any, resemble flexible iron wires. Dull iron character level 5, you always have the Darkness spell
spikes jut from various parts of their bodies, such as prepared. You can cast Ray of Sickness and Darkness
their heads, shoulders, backs, hands, and feet. They once each without a spell slot, and you regain the ability
similarly wear very little, such as iron-studded tunics or to cast those spells in this way when you finish a Long
loincloths. Their temperatures can spike, causing them Rest. You can also cast either of those spells using any
to burn anything they touch. They reside in the plateaus spell slots you have of the appropriate level.
of the Oxidda Chain—elevated platforms that appear to Intelligence, Wisdom, or Charisma is your
be made out of rusted iron, and exist as six separate spellcasting ability for the spells you cast with this trait
tribes that have specialties. Vulshok are brash and (choose when you select this species).
competitive. They are also fiercely passionate,
particularly when it comes to forging weapons and
armor. They have rivalry with the Auriok in this respect, Neurok Traits
but they are considered by many to be the superior Humanoid
blacksmiths of the plane because of their ability to work Creature Type:
Medium (about 4–7 feet tall) or Small (about 2–4
with darksteel—an indestructible metal. Size:
feet tall), chosen when you select this species
Speed: 30 feet
Auriok Traits As an Neurok, you have these special traits.
Creature Type: Humanoid Network Spy. You have proficiency in the
Size: Medium (about 5–7 feet tall) Investigation and Stealth skills.
Speed: 30 feet Neurok Magic. You know the Message cantrip. When

As an Auriok, you have these special traits. you reach character level 3, you always have the
Disguise Self spell prepared. When you reach character
Auriok Magic. You know the Blade Ward cantrip. level 5, you always have the Invisibility spell prepared.
When you reach character level 5, you always have the You can cast Disguise Self and Invisibility on yourself
Mirror Image spell prepared. You can cast it once once each without a spell slot, and you regain the ability
without a spell slot, and you regain the ability to cast it to cast those spells in this way when you finish a Long
in this way when you finish a Long Rest. You can also Rest. You can also cast either of those spells using any
cast the spell using any level 2+ spell slots you have. spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your Intelligence, Wisdom, or Charisma is your
spellcasting ability for the spells you cast with this trait spellcasting ability for the spells you cast with this trait
(choose when you select this species). (choose when you select this species).
Diplomatic Warrior. You have proficiency in the Surprise Attack. If you hit a creature with an attack
Athletics and Persuasion skills. roll, the creature takes an extra 2d6 damage if it hasn’t
Natural Armor. The gold plates covering parts of your taken a turn yet in the current combat.
body provide some protection. When you aren’t wearing
armor, your base Armor Class equals 13 plus your
111 CHAPTER 1 | CHARACTER OPTIONS
Sylvok Traits Vulshok Traits
Creature Type: Humanoid Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 Size: Medium (about 5–7 feet tall)
feet tall), chosen when you select this species Speed: 30 feet
Speed: 30 feet
As a Vulshok, you have these special traits.
As a Sylvok, you have these special traits. Menacing Warrior. You have proficiency in the
One with the Tangle. You have proficiency in the Athletics and Intimidation skills.
Nature skill and in one of the following skills: Animal Natural Armor. The iron plates covering parts of your
Handling, Medicine, or Survival. body provide some protection. When you aren’t wearing
Sylvok Resilience. You have Resistance to Poison armor, your base AC equals 13 plus your Dexterity
damage. You also have Advantage on saving throws you modifier. You can use your natural armor to determine
make to avoid or end the Poisoned condition. your AC if the armor you wear would leave you with a
Sylvok Magic. You know the Thorn Whip cantrip. lower AC. A shield’s benefits apply as normal while you
When you reach character level 3, you always have the use your natural armor.
Entangle spell prepared. When you reach character Powerful Build. You have Advantage on any ability
level 5, you always have the Spike Growth spell check you make to end the Grappled condition. You also
prepared. You can cast Entangle and Spike Growth count as one size larger when determining your
carrying capacity.
spmahcsed cire

once each without a spell slot, and you regain the ability
to cast those spells in this way when you finish a Long Run Hot. When you character level 3, you can take a
Rest. You can also cast either of those spells using any Bonus Action to temporarily cause your body
spell slots you have of the appropriate level. temperature to rise to searing levels. The iron in your
Intelligence, Wisdom, or Charisma is your body glows red. If you are holding a Melee weapon
spellcasting ability for the spells you cast with this trait made of metal, it, too, glows red. Once on each of your
(choose when you select this species). turns before the transformation ends, you can deal extra
CHAPTER 1 | CHARACTER OPTIONS 112
Fire damage to one target when you hit it with a Melee Jann can live for centuries, up to 300 years.
weapon made of metal or an Unarmed Strike. The extra
damage equals your Proficiency Bonus. A creature also
takes this damage when it attacks you from within 5 feet Janni Traits
of you or if it touches you. The transformation lasts for 1 Elemental
minute or until you end it (no action required). Once you Creature Type:
Medium (about 6–7 feet tall)
transform, you can’t do so again until you finish a Long Size:
30 feet
Rest. Speed:
Vulshok Magic. You learn one of the following As a Janni, you have these special traits.
cantrips: Fire Bolt, Mold Earth, or Shocking Grasp. Amphibious. You can breathe air and water.
Intelligence, Wisdom, or Charisma is your spellcasting Darkvision. You have Darkvision with a range of 60
ability for it (choose the ability when you select this feet.
species). Fire Resistance. You have Resistance to Fire damage.
Flight. You have a Fly Speed of 30 feet. You can’t use
Janni this Fly Speed if you’re wearing Medium or Heavy
Jann are the weakest of the genies and are born when armor.
Jann Magic. When you reach character level 5, you
the soul of a sentient being melds with primordial always have the Enlarge/Reduce spell prepared. You
matter from all four Elemental Planes rather than just can cast the spell once without a spell slot, and you
one. They appear like well-built humans or half-elves regain the ability to cast it in this way when you finish a

avokinnihcvo aisatsana
and are generally viewed as attractive. Their skin is Long Rest. You can also cast the spell using any level 2+
tanned, and their eyes come in a variety of colors, spell slots you have. Intelligence, Wisdom, or Charisma
though universally described as supernaturally intense. is your spellcasting ability for it (choose when you select
Aside from being immensely strong, they also possess this species).
genius-level intellect. As creatures born from all four Powerful Build. You have Advantage on any ability
elements, they possess characteristics derived from check you make to end the Grappled condition. You also
each, such as flight, Resistance to Fire damage, and the count as one size larger when determining your
ability to breathe underwater. In most settings, they live carrying capacity.
in arid climates, impervious to the heat and sand.

113
Feats to the creature equal to that total or force the creature to
make a Constitution saving throw. On a failed save, the
This section’s feats for playtesting are organized by creature takes Necrotic or Radiant damage (your
category—Origin, General, or Epic Boon—and choice) equal to that total. On a successful save, the
alphabetized in each category. creature takes half as much damage.
Turn Undead. As a Magic action, you censure Undead
Origin Feats creatures. Each Undead of your choice within 30 feet of
These feats are in the Origin category. you must make a Wisdom saving throw. If the creature
fails its save, it has the Frightened and Incapacitated
conditions for 1 minute. For that duration, it tries to
move as far from you as it can on its turns. This effect
Channel Divinity Adept ends early on the creature if it takes any damage, if you
Origin Feat have the Incapacitated condition, or if you die.
Through the guidance of a Cleric temple, you learn to
channel divine energy directly from the Outer Planes to
fuel magical effects. You know two such effects: Divine Favored Enemy Adept
Spark and Turn Undead, each of which is described Origin Feat
below. Each time you use Channel Divinity through this Through hunting and tracking of prey under the
feat, choose which Channel Divinity effect to create. watchful eye of a skilled Ranger, you learn to mark a
You can use Channel Divinity through this feat twice. target for death. You always have the Hunter’s Mark
You regain one of its expended uses when you finish a spell prepared. You can cast it twice without expending
Short Rest, and you regain all expended uses when you a spell slot through this feat, and you regain all
finish a Long Rest. expended uses of this ability when you finish a Long
If a Channel Divinity effect requires a saving throw, Rest. You can also cast the spell using level 1 spell slots
the DC equals the spell save DC from your class’s you have.
Spellcasting or Pact Magic feature. If you have neither,
the DC equals 8 plus your primary ability modifier (see
chapter 2 of the 2024 Player’s Handbook) and
sagrav ydnar

Proficiency Bonus. Focus Adept


Divine Spark. As a Magic action, you point at another Origin Feat
creature you can see within 30 feet of yourself and focus Through focus and martial training in a Monk
divine energy at it. Roll 1d8 and add your spellcasting monastery, you harness a well of extraordinary energy
ability modifier (or primary ability modifier if you don’t within yourself. This energy is represented by Focus
have a spellcasting ability). You either restore Hit Points Points. You gain 2 Focus Points.
CHAPTER 1 | CHARACTER OPTIONS 114
You can expend these points to enhance or fuel Creating an Item. When you finish a Long Rest, you
certain features. You know three such features: Flurry can create one or two different magic items if you have
of Blows, Patient Defense, and Step of the Wind, each Tinker’s Tools in hand. Each item is based on one of the
of which is detailed below. plans you know from this feat.
When you expend a Focus Point, it is unavailable If a created item requires Attunement, you can attune
until you finish a Short or Long Rest, at the end of yourself to it the instant you create it. If you decide to
which you regain all your expended points. attune to the item later, you must do so using the
Flurry of Blows. You can expend 1 Focus Point to normal process for Attunement.
make two Unarmed Strikes as a Bonus Action. If you try to exceed two magic items for this feat, the
Patient Defense. You can take the Disengage action oldest item vanishes, and then the new item appears.
as a Bonus Action. Alternatively, you can expend 1 Duration. A magic item created by this feature
Focus Point to take both the Disengage and the Dodge functions exactly like the normal magic item, except its
actions as a Bonus Action. magic isn’t permanent. When you die, the magic item
Step of the Wind. You can take the Dash action as a vanishes after 1d4 days.
Bonus Action. Alternatively, you can expend 1 Focus If an item that you created with this feature is a
Point to take both the Disengage and Dash actions as a container, such as a Bag of Holding, and it vanishes, its
Bonus Action, and your jump distance is doubled for the contents harmlessly appear in and around its space.
turn.
Rage Adept
Inspiration Adept Origin Feat
Origin Feat Through participation in the bloody battles of a
Through the instructions of a Bard college, you learn to Barbarian tribe, you learn to imbue yourself with a
inspire others. This inspiration is represented by your primal power called Rage, a force that grants you
Bardic Inspiration die, which is a d6. extraordinary might and resilience. You can enter it as a
Using Bardic Inspiration. As a Bonus Action, you can Bonus Action if you aren’t wearing Heavy armor.
inspire another creature within 60 feet of yourself who You can enter your Rage twice through this feat. You
can see or hear you. That creature gains one of your regain one expended use when you finish a Short Rest,
Bardic Inspiration dice. A creature can have only one and you regain all expended uses when you finish a
Bardic Inspiration die at a time. Long Rest.
Once within the next hour when the creature fails a While active, your Rage follows the rules below.
D20 Test, the creature can roll the Bardic Inspiration Damage Resistance. You have Resistance to
die and add the number rolled to the d20, potentially Bludgeoning, Piercing, and Slashing damage.
turning the failure into a success. A Bardic Inspiration Rage Damage. When you make an attack using
die is expended when it’s rolled. Strength—with either a weapon or an Unarmed Strike—
Number of Uses. You can confer a Bardic Inspiration and deal damage to the target, you gain a +2 bonus to
die through this feat three times, and you regain all the damage.
expended uses when you finish a Long Rest. Strength Advantage. You have Advantage on Strength
checks and Strength saving throws.
No Concentration or Spells. You can’t maintain
Magic Item Replication Adept Concentration, and you can’t cast spells.
Duration. The Rage lasts until the end of your next
Origin Feat
turn, and it ends early if you don Heavy armor or have
Through the instructions of an Artificer specialist, you the Incapacitated condition. If your Rage is still active
learn arcane plans that you use to make magic items. on your next turn, you can extend the Rage for another
Plans Known. When you gain take this feat, choose round by doing one of the following:
four plans from the following list (see chapter 7 of the
2024 Dungeon Master’s Guide for the items’ Make an attack roll against an enemy.
descriptions): Alchemy Jug; Bag of Holding; Cap of Force an enemy to make a saving throw.
Water Breathing; Common magic item that isn’t a Take a Bonus Action to extend your Rage.
Potion, a Scroll, or cursed (you can learn this option Each time the Rage is extended, it lasts until the end
multiple times and must select a different item each of your next turn. You can maintain a Rage for up to 10
time; each item selected counts as a different plan); minutes.
Goggles of Night; Rope of Climbing; Sending Stones; +1
Shield; Wand of Magic Detection; Wand of Secrets; +1
Wand of the War Mage. Bag of Holding, Cap of Water
Breathing, Sending Stones, and +1 Wand of the War Smite Adept
Mage are recommended. Whenever you gain a Origin Feat
character level, you can replace one of the plans you Through the training of a Paladin order, you have
know with a different plan from the list.
115
learned to imbue your melee weapon attacks with holy shape-shift into a Beast form that you have learned for
might. You always have the Divine Smite spell this feat (see “Known Forms” below). You stay in that
prepared. In addition, you can cast it without expending form for 1 hour or until you use Wild Shape again, have
a spell slot through this feat, but you must finish a Long the Incapacitated condition, or die. You can also leave
Rest before you can cast it in this way again. You can the form early as a Bonus Action.
also cast the spell using level 1 spell slots you have. Number of Uses. You can use Wild Shape through
this feat twice. You regain one expended use when you
finish a Short Rest, and you regain all expended uses
Sneak Attack Adept when you finish a Long Rest.
Known Forms. You know four Beast forms for this
Origin Feat
feature, chosen from among Beast stat blocks that have
Through secret instructions at a Rogues’ guild, you a maximum Challenge Rating of 1/4 and that lack a Fly
learn how to strike subtly and exploit a foe’s distraction. Speed (see appendix B of the 2024 Player’s Handbook
Once per turn through this feat, you can deal an extra for stat block options). The Rat, Riding Horse, Spider,
1d6 damage to one creature you hit with an attack roll if and Wolf are recommended. Whenever you finish a
you have Advantage on the roll and the attack uses a Long Rest, you can replace one of your known forms
Finesse or a Ranged weapon. The extra damage’s type with another eligible form.
is the same as the weapon’s type. Rules While Shape-Shifted. See chapter 3 of the
You don’t need Advantage on the attack roll if at least 2024 Player’s Handbook.
one of your allies is within 5 feet of the target, the ally
doesn’t have the Incapacitated condition, and you don’t General Feats
have Disadvantage on the attack roll.
obmulap ynohtna

These feats are in the General category.


Wild Shape Adept
Origin Feat Critical Caster
Through the guidance of a Druid circle, you learn to General Feat (Prerequisite: Level 4+, Spellcasting or
assume the form of an animal. As a Bonus Action, you Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence,
Wisdom, or Charisma by 1, to a maximum of 20.
Improved Critical. Your spell attack rolls can score a
Critical Hit on a roll of 19 or 20 on the d20.

Improved Critical Caster


General Feat (Prerequisite: Level 16+, Critical Caster
Feat)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence,
Wisdom, or Charisma by 1, to a maximum of 20.
Superior Critical. Your spell attack rolls can score a
Critical Hit on a roll of 18–20 on the d20.
Epic Boon Feat
This feat is in the Epic Boon category.

Epic Boon of Spellslinging


Epic Boon Feat (Prerequisite: Level 19+, Spellcasting
Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence,
Wisdom, or Charisma by 1, to a maximum of 30.
Powercaster. On a turn, you can cast more than one
spell with a spell slot. However, only one of those spells
can be of level 3+.
CHAPTER 1 | CHARACTER OPTIONS 116
iarum nailliw

117
T
his chapter includes spells and magic Bard Spells
items for playtesting. Level Spell School Special
The chapter first presents the spell lists of the
spellcasting classes—which have been included here 0 Silent Portal Illusion —
and not within their class’s respective section as not all 1 Distort Speech Transmutation C
classes have been included in this homebrew—followed
by spell descriptions of new spells for player characters 2 Force Whip Evocation —
and monsters to use. The chapter then offers a selection 2 Power Word Sleep Enchantment —
of new magic items. 3 Mind Muddle Enchantment —

Spell Lists 4 Celebration Enchantment —


This section presents the spell lists. The spells are Horizikaul’s Versatile
organized by class, then by spell level, and then 5
Vibration
Evocation M
alphabetized, and each spell’s school of magic is listed.
In the Special column, C means the spell requires 6 Dirge Evocation C
Concentration, R means it’s a Ritual, and M means it 6 Power Word Silence Enchantment —
requires a specific Material component. 8 Power Word Blind Enchantment —
Artificer Spells 9 Superior Invisibility Illusion —
Level Spell School Special
1 Reconstructive Word Transmutation — Cleric Spells
1 Repair Damage Transmutation — Level Spell School Special
neslein eseret

2 Magnetize Transmutation — 0 Silent Portal Illusion —

3 Mass Reconstructive Word Transmutation — 5 Chaotic Weapon Evocation C

4 Homing Bolts Evocation — 5 Exhaust Necromancy —

5 Mass Repair Damage Transmutation — 5 Lawful Weapon Evocation C

118
Level Spell School Special Ranger Spells
Level Spell School Special
5 Unholy Weapon Evocation C
0 Silent Portal Illusion —
6 Power Word Silence Enchantment —
1 Accuracy Transmutation —
8 Heat Leech Necromancy —
2 Summon Plant Conjuration C, M
8 Power Word Blind Enchantment —
3 Blind Seeing Transmutation —
9 Hallowed Lances Evocation M
3 Thornskin Transmutation C
9 Implosion Evocation C
4 Poison Spears Conjuration —
9 Power Word Banish Enchantment —
5 Ivy Whip Conjuration —
9 Power Word Break Enchantment —
9 Respendence Evocation —
Sorcerer Spells
9 Soul Strike Necromancy M Level Spell School Special
0 Silent Portal Illusion —
Druid Spells
1 Corrosive Grasp Evocation —
Level Spell School Special
1 Dazzling Ray Evocation —
2 Arid Winds Conjuration —
1 Electrostatic Discharge Evocation —
2 Summon Plant Conjuration C, M
1 Forcewave Evocation —
3 Blind Seeing Transmutation —
2 Arid Winds Conjuration —
3 Thornskin Transmutation C
2 Magnetize Transmutation —
3 Wind Blade Evocation —
2 Scourge of Force Evocation —
4 Nature’s Balance Transmutation C
2 Power Word Sleep Enchantment —
4 Poison Spears Conjuration —
3 Blind Seeing Transmutation —
4 Swiftbolt Evocation —
3 Manyjaws Evocation —
5 Arc Lightning Evocation —
3 Mind Muddle Enchantment —
5 Ivy Whip Conjuration —
3 Noxious Gale Conjuration —
6 Power Word Drown Enchantment —
3 Wind Blade Evocation —
6 Venomous Touch Transmutation —
4 Acid Bolt Evocation —
7 Flash Freeze Evocation —
4 Burning Blood Necromancy C
7 Septic Sludge Conjuration C
4 Homing Bolts Evocation —
8 Bombardment Conjuration —
4 Orb of Force Evocation —
8 Frost Blade Array Evocation —
4 Poison Darts Conjuration —
8 Power Word Petrify Enchantment —
4 Solid Fog Conjuration —
8 Toxic Drop Conjuration —
4 Swiftbolt Evocation —
9 Transmute Rock to Lava Transmutation —
4 Tirumael’s Energy Spheres Evocation —
9 Whiteout Evocation C
5 Arc Lightning Evocation —

Paladin Spells 5 Divert Spell Abjuration —


Level Spell School Special 5 Exhaust Necromancy —
5 Chaotic Weapon Evocation C Horizikaul’s Versatile
5 Evocation M
Vibration
5 Lawful Weapon Evocation C
5 Permanency Transmutation M
5 Unholy Weapon Evocation C

119 CHAPTER 2 | MAGICAL MISCELLANY


Level Spell School Special Level Spell School Special
5 Prismatic Missile Evocation — 9 Fulgurant End Evocation —
5 Reciprocal Gyre Transmutation — 9 Malignant Vortex Conjuration C
6 Acid Fog Conjuration C 9 Power Word Banish Enchantment —
6 Acid Storm Evocation — 9 Power Word Break Enchantment —
6 Chaos Orb Evocation — 9 Resplendence Evocation —
6 Cold Nova Evocation — 9 Soul Strike Necromancy M
6 Venomous Touch Transmutation — 9 Superior Invisibility Illusion —
7 Flash Freeze Evocation — 9 Transmute Rock to Lava Transmutation —
7 Galvanic Blast Evocation — 9 Wail of the Banshee Necromancy —
7 Green-Flame Fist Evocation — 9 Whiteout Evocation C
7 Power Word Burn Enchantment — 9 Zone of Absolute Fortune Transmutation —
7 Septic Sludge Conjuration C
8 Blackfire Necromancy C Warlock Spells
Level Spell School Special
8 Caustic Whirlpool Conjuration C
2 Scourge of Force Evocation —
8 Frost Blade Array Evocation —
3 Manyjaws Evocation —
8 Lightning Ring Evocation —
3 Mind Muddle Enchantment —
8 Polar Ray Evocation —
3 Summon Ooze Conjuration C, M
8 Power Word Blind Enchantment —
elgne .a nosaj

4 Burning Blood Necromancy C


8 Power Word Petrify Enchantment —
5 Divert Spell Abjuration —
Simbul’s Skeletal
8 Transmutation — 5 Exhaust Necromancy —
Deliquescence
8 Toxic Drop Conjuration — 5 Wall of Spirits Necromancy C

9 Acid Bomb Evocation — 7 Green-Flame Fist Evocation —

CHAPTER 2 | MAGICAL MISCELLANY 120


Level Spell School Special Level Spell School Special
8 Blackfire Necromancy C 5 Permanency Transmutation M
8 Power Word Petrify Enchantment — 5 Prismatic Missile Evocation —
Simbul’s Skeletal 5 Reciprocal Gyre Transmutation —
8 Transmutation —
Deliquescence
5 Summon Dragon Conjuration C, M
9 Power Word Banish Enchantment —
5 Summon Giant Conjuration C, M
9 Soul Strike Necromancy M
5 Wall of Spirits Necromancy C
9 Wail of the Banshee Necromancy —
6 Acid Fog Conjuration C
6 Acid Storm Evocation —
Wizard Spells
6 Cold Nova Evocation —
Level Spell School Special
6 Venomous Touch Transmutation —
0 Silent Portal Illusion —
7 Flash Freeze Evocation —
1 Corrosive Grasp Evocation —
7 Galvanic Blast Evocation —
1 Electrostatic Discharge Evocation —
7 Green-Flame Fist Evocation —
1 Forcewave Evocation —
7 Power Word Burn Enchantment —
1 Reconstructive Word Transmutation —
7 Septic Sludge Conjuration C
1 Repair Damage Transmutation —
7 Simbul’s Spell Sequencer Transmutation M
2 Arid Winds Conjuration —
8 Blackfire Necromancy C
2 Magnetize Transmutation —
8 Caustic Whirlpool Conjuration C
2 Power Word Sleep Enchantment —
8 Lightning Ring Evocation —
3 Blind Seeing Transmutation —
8 Polar Ray Evocation —
3 Manyjaws Evocation —
8 Power Word Blind Enchantment —
3 Mass Reconstructive Word Transmutation —
8 Power Word Petrify Enchantment —
3 Mind Muddle Enchantment —
Simbul’s Skeletal
3 Noxious Gale Conjuration — 8 Transmutation —
Deliquescence
3 Summon Ooze Conjuration C, M
8 Toxic Drop Conjuration —
3 Wind Blade Evocation —
9 Absorption Abjuration —
4 Acid Bolt Evocation —
9 Acid Bomb Evocation —
4 Anticipate Teleportation Abjuration R, M
9 Fulgurant End Evocation —
4 Burning Blood Necromancy C
9 Malignant Vortex Conjuration C
4 Homing Bolts Evocation —
9 Mordenkainen’s Disjunction Abjuration —
4 Orb of Force Evocation —
9 Power Word Banish Enchantment —
4 Poison Darts Conjuration —
9 Power Word Break Enchantment —
4 Solid Fog Conjuration —
9 Resplendence Evocation —
4 Tirumael’s Energy Spheres Evocation —
9 Simbul’s Spell Trigger Transmutation M
5 Arc Lightning Evocation —
9 Superior Invisibility Illusion —
5 Divert Spell Abjuration —
9 Transmute Rock to Lava Transmutation —
5 Exhaust Necromancy —
9 Wail of the Banshee Necromancy —
Horizikaul’s Versatile
5 Evocation M 9 Whiteout Evocation C
Vibration
9 Zone of Absolute Fortune Transmutation —
5 Mass Repair Damage Transmutation —

121 CHAPTER 2 | MAGICAL MISCELLANY


Spell Descriptions Range: Touch
The spells for playtesting are presented in alphabetical Components: V, S, M (one piece of ammunition or a
order. thrown weapon)
Duration: 10 minutes
You inscribe a magical symbol on a piece of
Absorption ammunition or a thrown weapon of your choice with
ink. Until the spell ends, the range of weapon attacks
Level 9 Abjuration (Wizard) that use the piece of ammunition or thrown weapon is
Casting Time: Action doubled.
Range: Self
Components: V, S
Duration: 1 hour Acid Bolt
Until the spell ends, you can take a Reaction to absorb a Level 4 Evocation (Sorcerer, Wizard)
spell that is targeting only you and not with an area of Casting Time: Action
effect. The absorbed spell’s effect is canceled, and you Range: Self
store the spell’s energy. The energy has the same level Components: V, S, M (a pointed object, the caster’s
as the spell when it was cast. You can absorb and store saliva, a glass sphere, and a vial of acid)
up to 1d4 + 6 levels of energy, after which you can’t Duration: Instantaneous
absorb more. If you are targeted by a spell that you can’t
store, Absorption has no effect on that spell. Acid streams from your outstretched hand in a Line that
Until the spell ends, you can convert stored energy is 300 feet long and 5 feet wide. Each target in the line
into spell slots to cast spells you have prepared or know. must make a Dexterity saving throw one at a time,
You can create spell slots only of a level equal to or starting from the target closest to you. On a successful
lower than your own spell slots, up to a maximum level save, a creature evades the bolt entirely. The bolt then
5. You use the stored levels in place of your slots, but continues in a straight line towards the next target. On a
otherwise cast the spell as normal. failed save, a target takes 14d4 Acid damage and
The spell ends early if you have absorbed and another 7d4 Acid damage at the end of its next turn.
expended the total levels of energy rolled. Once a targets fails its saving throw, its body
physically impedes the bolt from proceeding further and
causes acid to splash in a 10-foot-radius Sphere. Each
gnof nyve

Accuracy target in the Sphere, except the initial target that failed
its save, must succeed on a Dexterity saving throw or
Level 1 Transmutation (Ranger) take 8d4 Acid damage and another 4d4 Acid damage at
Casting Time: Action the end of its next turn.

122
Using a Higher-Level Spell Slot. The initial damage Each creature in the Cylinder must make a Dexterity
increases by 2d4 for each spell slot level above 4. saving throw. On a failed save, a creature takes 14d4
Acid damage and another 7d4 Acid damage at the end
of its next turn. On a successful save, a creature takes
Acid Bomb half the initial damage only.
Using a Higher-Level Spell Slot. The initial damage
Level 9 Evocation (Sorcerer, Wizard)
increases by 2d4 for each spell slot level above 6.
Casting Time: Action
Range: 300 feet
Components: V, S Anticipate Teleportation
Duration: Instantaneous Level 4 Abjuration (Wizard)
You hurl a sphere of acid at a target you can see within 10 minutes or Ritual
range. Make a ranged spell attack against the target. On Casting Time:
Touch
a hit, the target takes 12d12 Acid damage and another Range:
V, S, M (a Tiny hourglass made of
6d12 Acid damage at the end of its next turn. Hit or Components:
platinum and crystal worth 1,000+ GP)
miss, the sphere then explodes. The target and each Duration: 24 hours
creature within 20 feet of it must succeed on a Dexterity
saving throw or take 6d12 Acid damage and another You create a magical zone that guards against
3d12 Acid damage at the end of its next turn. teleportation in a 40-foot Emanation originating from a
willing creature you touch.
For the duration, the target is immediately aware of
Acid Fog any attempts to teleport into the Emanation. The target
knows how many creatures are attempting to teleport
Level 6 Conjuration (Sorcerer, Wizard)
and the exact location within the Emanation that they
Casting Time: Action are attempting to teleport to. The spell also delays the
Range: 300 feet teleportation by one round, giving the target and its
Components: V, S, M (a pinch of dried, powdered peas companions time to plan out a course of action.
combined with powdered animal hoof) The spell only affects teleportation attempts into the
Duration: Concentration, up to 1 minute Emanation and those in which the origin and
You create a 20-foot-radius Sphere of greenish fog destination are within the Emanation. Attempts to
centered on a point within range. It lasts for the teleport from within the Emanation to a space outside of
duration or until strong wind disperses it. The Sphere is it are unaffected.
Anticipate Teleportation ends on the target if its
Heavily Obscured. A creature’s Speed while inside the Material component is ever not on that creature’s
Sphere is halved, and it has Disadvantage on melee person.
attack rolls. Ranged weapon attacks in the Sphere are Using a Higher-Level Spell Slot. The Emanation’s
impossible. An object that falls into the Sphere slows radius increases by 10 feet for each spell slot level
down, as if affected by the Feather Fall spell. above 4, and the teleportation delay increases with a
When a creature enters the Sphere for the first time spell slot of level 6–7 (two rounds) or 8+ (three rounds).
on a turn or starts its turn there, that creature must
make a Constitution saving throw. The creature takes
6d4 Acid damage on a failed save or half as much
damage on a successful one. Creatures are affected Arc Lightning
even if they hold their breath or don’t need to breathe. Level 5 Evocation (Druid, Sorcerer, Wizard)
Using a Higher-Level Spell Slot. The damage
increases by 2d4 for each spell slot level above 6. Casting Time: Action
Range: 60 feet
Components: V, S, M (two small iron rods)
Acid Storm
Duration: Instantaneous
You draw a line in the air connecting two creatures you
Level 6 Evocation (Sorcerer, Wizard)
can see within range that are within 30 feet of each
Casting Time: Action other and evoke a bolt of lightning to arc between them.
Range: 150 feet The targets and each creature in a 5-foot-wide line
Components: V, S, M (a flask of acid) between them must make a Dexterity saving throw. A
Duration: Instantaneous creature takes 5d10 Lightning damage on a failed save
You cause acid to rain down in a 40-foot-tall Cylinder or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage
with a 20-foot radius centered on a point within range. increases by 1d10 for each spell slot level above 5.

123 CHAPTER 2 | MAGICAL MISCELLANY


Components: V, S, M (a pinch of dust from a vampire
Arid Winds destroyed by sunlight)
Duration: Concentration, up to 1 minute
Level 2 Conjuration (Druid, Sorcerer, Wizard)
Action A ray of necromantic energy springs forth from your
Casting Time:
Self hand to strike a creature you can see within range.
Range:
V, S Make a ranged spell attack against the target. On a hit,
Components:
Instantaneous the target has the Incapacitated condition for the
Duration: duration as it becomes engulfed in black flames that
A Line of dry, desiccating wind 30 feet long and 5 feet feed on its life force. The creature also takes 7d6
wide blasts from your palm in a direction you choose, Necrotic damage, and its Hit Point maximum is reduced
drawing out the moisture from within creatures in its by an amount equal to the Necrotic damage it took. If
path. Each creature in the Line must make a this damage reduces the creature to 0 Hit Points, it and
Constitution saving throw. Constructs and Undead everything nonmagical it is wearing and carrying are
aren’t affected, and Plants and water elementals make turned to ash. The target can be revived only by a True
this saving throw with Disadvantage. A creature takes Resurrection or a Wish spell.
4d6 Necrotic damage on a failed save or half as much The Incapacitated target makes a Constitution saving
damage on a succesful one. throw at the end of each of its turns. On a failed save, it
Using a Higher-Level Spell Slot. The damage takes the Necrotic damage again. On a successful save,
increases by 1d6 for each spell slot level above 2. the spell ends.
A creature that touches the target or ends its turn
within 5 feet of the target while the target is aflame
Blackfire must succed on Dexterity saving throw or suffer the
effects of Blackfire.
A Remove Curse spell ends this spell, and a creature
yzzi

Level 8 Necromancy (Sorcerer, Warlock, Wizard)


Casting Time: Action under the effects of a Death Ward spell is unaffected by
Range: 300 feet it.
CHAPTER 2 | MAGICAL MISCELLANY 124
Blind Seeing
Level 3 Transmutation (Druid, Ranger, Sorcerer,
Wizard)
Casting Time: 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 with a
range of 30 feet.

Bombardment
Level 8 Conjuration (Druid)
Casting Time: Action
Range: 1,000 feet
Components: V, S, M (a quartz crystal embedded in
rock)
Duration: Instantaneous
You cause rocks to rain down from the skies in a 20-
foot-radius Circle centered on a point you can see on the Components: V, S
ground within range. Each target in the Circle must Duration: Concentration, up to 1 minute
make a Dexterity saving throw. On a failed save, the You perform a drinking song, causing creatures that can
creature takes 12d6 Bludgeoning damage, has the hear you to become increasingly intoxicated.
Prone condition, and is buried in the rubble, requiring a Constructs, Undead, and creatures that have Immunity
Strength (Athletics) check against your spell save DC as to the Charmed condition are unaffected by this spell.
an action to escape. On a successful save, the creature Each creature within a 15-foot Emanation originating
takes half as much damage only. from you must succeed on a Wisdom saving throw or be
affected by the spell for the duration. While affected, a
target subtracts 1d4 from any ability check or saving
Burning Blood throw it makes using Dexterity, Intelligence, or Wisdom.
Level 4 Necromancy (Sorcerer, Warlock, Wizard) Creatures remain affected even if they leave the
Action Emanation, and creatures that enter the Emanation
Casting Time:
120 feet after the initial casting are unaffected by the spell.
Range:
V, S, M (a drop of blood and pinch of As a Magic action on each your later turns, you can
Components:
saltpeter) continue your performance, at which point each affected
Duration: Concentration, up to 1 minute
creature must repeat the save. On a failed saving throw,
a target suffers the effects for that turn, as listed below.
One creature you can see within range must succeed on On a success, the spell ends for that creature. If you use
a Constitution saving throw or take 4d4 Acid damage your action to do anything else, the spell ends.
and 4d4 Fire damage as you curse its blood with a Turn 2. The creature has the Incapacitated condition.
burning infusion for the duration. Turns 3–10. The creature has the Unconscious
The cursed target repeats the saving throw at the end condition. Whenever the creature takes damage, or
of each of its turns. On a failed save, it takes the damage whenever another creature takes an action to shake the
again. On a successful save, the spell ends. creature awake, the creature repeats the save, ending
Using a Higher-Level Spell Slot. The damage the spell on itself on a success.
increases for each of the spell’s effects by 1d4 for each
spell slot level above 4.
Caustic Whirlpool
nawaites eil

Level 8 Conjuration (Sorcerer, Wizard)


Celebration
Casting Time: Action
Level 4 Enchantment (Bard) Range: 300 feet
Casting Time: Action Components: V, S
Range: Self Duration: Concentration, up to 1 minute
125 CHAPTER 2 | MAGICAL MISCELLANY
A 10-foot-deep vortex of swirling, caustic fluid appears
in a 40-foot radius centered on a point you can see Chaotic Weapon
within range. The point must be on the ground or in a
body of water. Until the spell ends, the area is Difficult Level 5 Evocation (Cleric, Paladin)
Terrain, and any creature that enters the spell’s area for Casting Time: Bonus Action
the first time on a turn or starts its turn there must Range: Touch
make a Strength saving throw. On a failed save, a Components: V, S
creature takes takes 16d4 Acid damage and is pulled 10 Duration: Concentration, up to 1 hour
feet toward the center. On a successful save, the You imbue a weapon you touch with anarchic power.
creature takes half as much damage only. Until the spell ends, the weapon emits Bright Light of
rapidly changing colors in a 30-foot radius and Dim
Light for an additional 30 feet. If the weapon isn’t
Chaos Orb already a magic weapon, it becomes one for the
Level 6 Evocation (Sorcerer) duration. In addition, attacks made with it deal an extra
Action 2d8 damage on a hit. Choose one of the d8s. The
Casting Time:
120 feet number rolled on the d8 determines the attack’s
Range:
Components: V, S damage type, as shown below.
Duration: Instantaneous 1d8 Damage Type 1d8 Damage Type
You hurl a scintillating orb of raw, wild energy towards
a creature you can see within range. The creature must 1 Acid 5 Lightning
make a Dexterity saving throw, taking 1d100 + 1d8 2 Cold 6 Poison
damage on a failed save or half as much damage on a
successful one. The number rolled on the d8 3 Fire 7 Psychic
determines the attack’s damage type, as shown below. 4 Force 8 Thunder

1d8 Damage Type 1d8 Damage Type As a Bonus Action, you can dismiss this spell and
1 Acid 5 Lightning cause the weapon to emit a burst of prismatic light.
Each creature of your choice that you can see within 30
2 Cold 6 Poison feet of the weapon must make a Wisdom saving throw.
3 Fire 7 Psychic On a failed save, a creature takes 4d8 damage, and it
behaves as if under the effects of the Confusion spell for
4 Force 8 Thunder 1 minute. On a successful save, a creature takes half as
much damage only. Choose one of the d8s. The number
Using a Higher-Level Spell Slot. The damage rolled on that die determines the spell’s damage type, as
uw drayab

increases by 1d8 for each spell slot level above 5th, and shown above. At the end of each of its turns, a confused
you can choose any one of the d8s when determining creature repeats the save, ending the effect on itself on a
the attack’s damage type. success.

126
Range: Self
Cold Nova Components: V, S
Level 6 Evocation (Sorcerer, Wizard)
Duration: Concentration, up to 1 minute
Action You sing a song of death and destruction that affects
Casting Time:
150 feet creatures in a 40-foot Emanation originating from you.
Range:
V, S Starting the turn after you cast the spell, whenever the
Components:
Instantaneous Emanation enters a hostile creature’s space and
Duration:
whenever a hostile creature enters the Emanation or
Icy spikes spring from the ground and course in a 5-foot- ends its turn there, the creature must succeed on a
wide Line from you towards a target you can see within Constitution saving throw or have its Strength and
range. The target and each creature in the Line must Dexterity reduced by 2 until the spell ends. A creature
succeed on a Dexterity saving throw or take 11d6 Cold makes this save only once per turn, and the reductions
damage. The target must then succeed on another from successive failed saving throws are cumulative.
Dexterity saving throw or take an additional 8d6 Cold
damage as the ground underneath it bursts into a
rosette of icy spikes. Distort Speech
The Line of spikes and the rosette are considered
Difficult Terrain until the end of your next turn. Level 1 Transmutation (Bard)
Using a Higher-Level Spell Slot. The damage Casting Time: Action
increases for each of the spell’s effects by 1d6 for each Range: 30 feet
spell slot level above 6. Components: V, S
Duration: Concentration, up to 1 minute
One creature you can see within range must succeed on
Corrosive Grasp a Wisdom saving throw or have its vocalizations
Level 1 Evocation (Sorcerer, Wizard) distorted. Until the spell ends, the creature’s speech
Action becomes incomprehensible and it can’t cast a spell with
Casting Time:
Touch a Verbal component. At the end of each of its turns, the
Range:
V, S target repeats the save. On a success, the spell ends.
Using a Higher-Level Spell Slot. You can target one
Components:
Duration: Instantaneous additional creature for each spell slot level above 1.
Acid drips from your hand onto a creature you try to
touch. Make a melee spell attack against the target. On
a hit, the target takes 4d4 acid damage and another 2d4 Divert Spell
acid damage at the end of its next turn.
Using a Higher-Level Spell Slot. The damage (both
Level 5 Abjuration (Sorcerer, Warlock, Wizard)
initial and later) increases by 2d4 for each spell slot Casting Time: Reaction, which you take when you see a
level above 1. creature within 60 feet of yourself casting a spell with
Verbal, Somatic, or Material components
Range: 60 feet
Dazzling Ray Components: S
Level 1 Evocation (Sorcerer) Duration: Instantaneous

Casting Time: Action You attempt to commandeer a creature in the process of


60 feet casting a spell, changing its target. The spell must have
Range:
V, S a range of 10+ feet. The creature makes a Constitution
Components:
Instantaneous saving throw. On a failed save, you divert the spell. You
Duration:
can choose to divert it harmlessly in any direction, or
You direct a ray unnaturally bright light towards a you can choose to redirect it towards another valid
creature you can see within range. Make a ranged spell target that is within the spell’s range, including the
attack against the target. On a hit, the target takes 3d6 caster. A diverted spell uses its caster’s spell attack roll
Radiant damage and has Disadvantage on its next and spell save DC.
attack roll.
Using a Higher-Level Spell Slot. The damage
increases by 1d6 for each spell slot level above 1. Electrostatic Discharge
Level 1 Evocation (Sorcerer, Wizard)
Dirge Casting Time: Action
Range: 60 feet
Level 6 Evocation (Bard)
Action Components: V, S
Casting Time: Duration: Instantaneous
127 CHAPTER 2 | MAGICAL MISCELLANY
You evoke a small burst of electrical energy within the Range: 150 feet
body of a creature you can see within range, causing its Components: V, S
muscles to go into spasms. The creature must make a Duration: Instantaneous
Constitution saving throw. On a failed save, the target You freeze the moisture around a target you can see
takes 2d6 Lightning damage, and during its next turn, within range in a split-second. The target must make a
the number of attacks it can make is reduced by one Constitution saving throw. On a failed save, the target
regardless of its abilities or magic items, to a minimum takes 8d8 Cold damage and has the Restrained
of one attack. On a successful save, the creature takes condition as it becomes encased in a layer of ice. On a
half as much damage only. A target also suffers no successful save, it takes half as much damage only.
additional effect from the spell if it has Immunity to the A Restrained creature can taken an action to make a
Paralyzed condition. Strength (Athletics) check against your spell save DC.
Using a Higher-Level Spell Slot. The damage
increases by 1d6 for each spell slot level above 1. On a success, it breaks free from the ice.
Using a Higher-Level Spell Slot. The damage
increases by 1d8 for each spell slot level above 7.
Exhaust
Level 5 Necromancy (Cleric, Sorcerer, Warlock, Force Whip
Wizard)
Level 2 Evocation (Bard)
Casting Time: Action Bonus Action
Range: 60 feet Casting Time:
Self
Components: V, S, M (a soggy noodle) Range:
V, S, M (a small silk whip)
Duration: Instantaneous Components:
Duration: 10 minutes
You send a wave of necrotic energy towards a creature You evoke a whip made of magical force in your free
you can see within range, sapping it of its strength. The hand. The whip is similar in size and shape to a regular
creature must succeed on a Constitution saving throw whip, and it lasts for the duration. If you let go of the
or gain 1 Exhaustion level. whip, it disappears, but you can evoke it again as a
Bonus Action.
trub yelsew

As a Magic action, you can make a melee spell attack


Flash Freeze with the whip. On a hit, the target takes Force damage
Level 7 Evocation (Druid, Sorcerer, Wizards) equal to 3d4 plus your spellcasting ability modifier.
Bonus Action A Beast that takes damage from the whip must also
Casting Time:
succeed on a Wisdom saving throw or have the
CHAPTER 2 | MAGICAL MISCELLANY 128
Frightened condition for 1 minute. A Frightened Beast
repeats the save at the end of each of its turns, ending Fulgurant End
the effect on itself on a success.
Using a Higher-Level Spell Slot. The damage
Level 9 Evocation (Sorcerer, Wizard)
increases by 1d4 for every spell slot level above 2. Casting Time: 1 action
Range: 300 feet
Components: V, S
Forcewave Duration: Instantaneous
Level 1 Evocation (Sorcerer, Wizard) You evoke a stroke of lightning of unparalleled
Action destructive power to smite a target within range. The
Casting Time:
Self target must make a Dexterity saving throw. On a failed
Range:
V, S, M (a piece of string and a drop of save, the target takes 24d12 Lightning damage and has
Components:
water) the Paralyzed condition. On a successful save, it takes
Duration: Instantaneous
half as much damage only.
The Paralyzed target can make a Constitution saving
A wave of force ripples out from your hand. Each throw at the end of each of its turns. On a success, the
creature in a 15-foot Cone must make a Constitution condition ends.
saving throw. On a failed save, a creature takes 2d6
Force damage and is pushed up to 10 feet straight away
from you. On a succesful save, it takes half as much Galvanic Blast
damage only.
Using a Higher-Level Spell Slot. The damage
Level 7 Evocation (Sorcerer, Wizard)
increases by 1d6 for each spell slot level above 1. Casting Time: 1 action
Range: 150 feet
Components: V, S
Frost Blade Array Duration: Instantaneous
Level 8 Evocation (Druid, Sorcerer) You cause a detonation of electrical energy that ripples
Bonus Action out in a 30-foot-radius Sphere centered on a point you
Casting Time:
Self choose within range. Each creature in the Sphere must
Range:
V, S make a Dexterity saving throw. A target takes 7d10
Components:
1 hour Lightning damage on a failed save or half as much
Duration:
damage on a successful one.
You evoke eight blades of ice, one of which can appear A creature that fails its saving throw by 5 or more
in your free hand while the rest float around you in becomes clumsy as its muscles spasm from the spell.
whatever configuration you wish. The blades are similar Until the end of your next turn, it has Disadvantage on
in size and shape to a longsword, and they last for the attack rolls, Dexterity checks, and Dexterity saving
duration unless expended. throws, and its Speed is halved. A creature that has
The floating blades deflect attacks aimed at you. If Immunity to the Paralyzed condition suffers no
you have seven or more floating blades remaining, you additional effect from the spell.
get a +3 bonus to your AC. If you have four to six A creature that fails its saving throw by 10 or more
floating blades remaining, you get a +2 bonus to your has the Paralyzed condition until the end of your next
AC. If you have one to three floating blades remaining, turn as its muscles seize and lock in place.
you get a +1 bonus to your AC. Using a Higher-Level Spell Slot. The damage
As a Magic action, you can make a melee spell attack increases by 1d10 for each spell slot level above 7.
while holding a blade in your hand. On a hit, the target
takes Cold damage equal to 11d6 plus your spellcasting
ability modifier. Green-Flame Fist
Also as a Magic action, you can send one of the blades
hurtling towards a target within 150 feet of yourself. Level 7 Evocation (Sorcerer, Warlock, Wizard)
Make a ranged spell attack against the target. On a hit, Casting Time: Action
the target takes 5d6 Cold damage. Whether you hit or Range: Touch
miss, the blade is expended. It shatters on impact and Components: V, S
sends a wave of cold energy outward. The target and Duration: 1 minute
each creature within 10 feet of it must succeed on a Emerald flames engulf one of your hands. The flames
Dexterity saving throw or take 6d6 Cold damage. The shed Bright Light in a 20-foot radius and Dim Light for
spell ends when you expend the last blade. an additional 20 feet.
If you let go of a blade, it floats around you. Should When you cast the spell and as a Magic action on
you wish to arm yourself again, you can take a Bonus each of your turns while your hand is aflame, you can
Action to will a blade into one of your free hands. make a melee spell attack against a target. On a hit, the
129 CHAPTER 2 | MAGICAL MISCELLANY
target takes Fire damage equal to 6d12 plus your You create two globs of acid, one in each hand, and hurl
spellcasting ability modifier and must make a them. Each teardrop-shaped bolt hits a creature of your
Constitution saving throw. On a failed save, the flames choice that you can see within range. A target takes 4d4
leap from your hand and engulf the target. Acid damage and another 2d4 Acid damage at the end
For the rest of the spell’s duration, a target engulfed of its next turn. You can direct the bolts to hit one
in green flames must make a Constitution saving throw creature or two. This spell has no effect on Constructs
at the end of each of its turns. On a failed save, the or Undead, as the spell can only home in on living
target takes 6d12 Fire damage. On a success, the spell targets.
ends.
Using a Higher-Level Spell Slot. The damage
increases for each of the spell’s effects by 1d12 for each Horizikaul’s Versatile Vibration
spell slot level above 7. Level 5 Evocation (Bard, Sorcerer, Wizard)
Casting Time: Action
Hallowed Lances Range: Self
Components: V, S, M (a brass cone worth 50+ GP)
Level 9 Evocation (Cleric)
Duration: 1 minute
Casting Time: Action A 60-foot Cone of loud, sustained humming audible up
Range: 150 feet to 300 feet away emanates from your hands. When you
Components: V, S, M (a miniature platinum lance cast the spell and as a Magic action on each of your
worth 1,000+ GP) turns, you can direct the Cone and modulate the sound
Duration: Instantaneous depending on whether you wish to use the cone to
You create six lances of pure radiance and hurl them at attack or to simply push targets away from you.
targets within range. You can hurl them at one target or Attack. Each creature in the Cone must make a
several. Dexterity saving throw. A creature takes 3d8 Thunder
Make a ranged spell attack for each lance. On a hit, damage on a failed save or half as much damage on a
the target takes 5d10 Radiant damage. You have successful one.
Advantage on the attack roll against an Aberration, Push. Each creature that is Huge or smaller must
Fiend, Ooze, or Undead. On a hit, the spell does succeed on a Strength saving throw or be pushed up to
maximum damage to it. 30 feet straight away from you. Each object that weighs
1,000 pounds or less and isn’t being worn or carried is
automatically pushed.
Heat Leech
Level 8 Necromancy (Cleric)
Implosion
Casting Time: Action
Range: 60 feet Level 9 Evocation (Cleric)
Components: V, S Casting Time: Action
Duration: Instantaneous Range: 60 feet
Chilling necromantic energy explodes in a 30-foot- Components: V, S
radius Sphere centered on a point you choose within Duration: Concentration, up to 1 minute
range, siphoning the life force of creatures in the area For the duration, you can cause creatures to violently
for your own use. Each creature in the Sphere must collapse in on themselves. When you cast the spell and
succeed on a Constitution saving throw or take 11d6 as a Magic action on each of your turns, you can force
Cold damage. Provided at least one creature failed its one creature you can see within range to make a
saving throw against the spell, you regain Hit Points Constitution saving throw. On a failed save, the creature
equal to half the damage rolled. If this would cause you dies as its body implodes. An incorporeal creature
to exceed your Hit Point maximum, you gain Temporary automatically succeeds on the saving throw. A creature
Hit Points equal to the excess. This spell has no effect that succeeds on its saving throw is immune to this spell
on Constructs or Undead. for 24 hours.

Homing Bolts Ivy Whip


Level 4 Evocation (Artificer, Sorcerer, Wizard) Level 5 Conjuration (Druid, Ranger)
Casting Time: Action Casting Time: Bonus Action
Range: 120 feet Range: Self
Components: V, S Components: V, S, M (an ivy leaf)
Duration: Instantaneous Duration: 10 minutes

CHAPTER 2 | MAGICAL MISCELLANY 130


You conjure a whip made of twisted, poisonous vines in 1 minute, it can’t have Advantage on D20 Tests, and a
your free hand. You are unaffected by the vines’ poison. Critical Hit it deals becomes a normal hit. On a
The whip is similar in size and shape to a regular whip, successful save, a creature takes half as much damage
and it lasts for the duration. If you let go of the whip, it only. At the end of each of its turns, a creature that can’t
immediately withers, but you can conjure another whip have Advantage on D20 Tests and can’t deal Critical
again as a Bonus Action. Hits repeats the save, ending the effect on itself on a
As a Magic action, you can make a melee spell attack success.
with the whip. On a hit, the target takes Slashing
damage equal to 3d8 plus your spellcasting ability
modifier. The creature also takes 3d8 Poison damage. Lightning Ring
Using a Higher-Level Spell Slot. The Poison damage
or the Slashing damage (your choice) increases by 1d8 Level 8 Evocation (Sorcerer, Wizard)
for every spell slot level above 5. Casting Time: Action
Range: Self
Components: V, S, M (a small glass ring and a bit of fur
Lawful Weapon from any animal)
Level 5 Evocation (Cleric, Paladin) Duration: 1 minute

Bonus Action A ring of condensed lightning hovers around you at the


Casting Time:
Touch level of your chest. The ring doesn’t provide cover. Until
Range:
V, S the spell ends, you have Resistance to Lightning
Components:
Concentration, up to 1 hour damage. When you cast the spell and as a Magic action
Duration:
on each of your turns, you can send two bolts of
You imbue a weapon you touch with axiomatic power. lightning in different directions from the ring. Each bolt
Until the spell ends, the weapon emits Bright Light in a radiates from you in a 100-foot-long, 5-foot-wide Line.
30-foot radius and Dim Light for an additional 30 feet. Each creature in those Lines must make a Dexterity
In addition, weapon attacks made with it deal an extra saving throw. A creature takes 6d6 Lightning damage
2d8 Force damage on a hit. If the weapon isn’t already a on a failed save or half as much damage on a successful
odihasal suil

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


As a Bonus Action on your turn, you can dismiss this Alternatively, you can choose to end the spell
spell and cause the weapon to emit a burst of light. Each immediately after casting it, resulting in an
creature of your choice that you can see within 30 feetof instantaneous duration. When you do so, you instead
the weapon must make a Wisdom saving throw. On a shoot eight bolts of lightning in different directions from
failed save, a creature takes 4d8 Force damage, and for the ring. The ring then dissipates. Each bolt
131 CHAPTER 2 | MAGICAL MISCELLANY
radiates from you in a 100-foot-long, 5-foot-wide Line. creature moves with the tornado and falls when the
Each creature in those lines must make a Dexterity spell ends, unless the creature has some means to stay
saving throw. A creature takes 12d6 Lightning damage aloft.
on a failed save or half as much damage on a successful A Restrained creature can take an action to make a
one. Strength (Athletics) or Dexterity (Acrobatics) check
against your spell save DC. If successful, the creature is
no longer Restrained by the tornado and is hurled 3d10
Magnetize × 10 feet away from it in a random direction.
Level 2 Transmutation (Artificer, Sorcerer, Wizard)
Casting Time: Action Manyjaws
Range: 60 feet
Components: V, S, M (a small magnet) Level 3 Evocation (Sorcerer, Warlock, Wizard)
Duration: Instantaneous Casting Time: Action
You cause a fluctuation in the ambient electrical field in Range: 120 feet
a 10-foot-radius Sphere centered on a point you choose Components: V, S
within range, generating a magnetic field. Each creature Duration: 1 minute
in the Sphere must make a Dexterity saving throw. On a You create two pairs of floating, spectral, disembodied
failed save, it takes 3d6 Lightning damage and if it is jaws within range that last for the duration.
wearing armor made of metal or is a Construct made of When you cast the spell, you can direct a pair of jaws
metal, it is pulled in a straight line toward the center of to attack a creature within 5 feet of it. You can direct the
the sphere, ending in an unoccupied space as close to pairs of jaws to attack one target or several. A target
the center as possible (even if that space is in the air). must make a Dexterity saving throw. A target attacked
On a successful save, the creature takes half as much by multiple pairs of jaws makes only one Dexterity
damage only. Large or smaller nonmagical objects saving throw. A creature takes 2d6 Force damage on a
made of metal are likewise pulled toward the center of failed save for each pair of jaws that attacks it or half as
the sphere. much damage on a successful one.
Using a Higher-Level Spell Slot. The damage As a Magic action on each of your turns, you can
increases by 1d6 for each spell slot level above 2. move the jaws up to 40 feet and repeat the attack
against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The number of pairs
Malignant Vortex of jaws you create increases with a spell slot of level 5–6
Level 9 Conjuration (Sorcerer, Wizard)
(three), 7–8 (four), or 9 (five).
Casting Time: Action
Range: 300 feet Mass Reconstructive Word
Components: V, S
Duration: Concentration, up to 1 minute Level 3 Transmutation (Artificer, Wizard)

A tornado made of poisonous gas swirls down to a point Casting Time: Bonus Action
that you can see on the ground within range. The Range: 60 feet
tornado is a 30-foot-radius, 40-foot-high Cylinder Components: V
centered on that point. Until the spell ends, you can take Duration: Instantaneous
a Magic action on each of your turns to move the As you call out an utterance of rejuvenation, up to six
tornado up to 30 feet in any direction along the ground. Constructs of your choice that you can see within range
The tornado sucks up any Huge or smaller objects that regain Hit Points equal to 2d4 plus your spellcasting
aren’t secured to anything and that aren’t worn or ability modifier.
carried by anyone. Using a Higher-Level Spell Slot. The healing
A creature must make a Dexterity saving throw the increases by 1d4 for spell each slot level above 3.
first time on a turn that it enters the tornado or that the
tornado enters its space, including when the tornado
first appears. A creature takes 8d6 Poison damage and Mass Repair Damage
8d6 Bludgeoning damage on a failed save or half as
much damage on a successful one. In addition, a Level 5 Transmutation (Artificer, Wizard)
creature that fails the save must succeed on a Strength Casting Time: Action
saving throw or have the Restrained condition until the Range: 60 feet
spell ends. When a creature starts its turn Restrained by Components: V, S
the tornado, the creature takes 4d6 Poison damage and Duration: Instantaneous
4d6 Bludgeoning damage and is pulled 5 feet higher A wave of reconstructive energy washes out from a
inside it, unless the creature is at the top. A Restrained point of your choice within range. Choose up to six
CHAPTER 2 | MAGICAL MISCELLANY 132
Constructs in a 30-foot-radius Sphere centered on that Charisma saving throw. On a failed save, the magic item
point. Each target regains hit points equal to 5d8 plus is disjoined. A sentient magic item can make its own
your spellcasting ability modifier. Charisma saving throw if its saving throw bonus is
Using a Higher-Level Spell Slot. The healing higher than that of its wearer or carrier.
increases by 1d8 for each spell slot level above 5. For each unattended magic item in the sphere, the
item must succeed on a Charisma saving throw or be
disjoined. If a magic item doesn’t have a Charisma
Mind Muddle score, a bonus is added to its roll based on its rarity: +0
for a Common magic item, +1 for an Uncommon magic
Level 3 Enchantment (Bard, Sorcerer, Warlock,
item, +2 for a Rare magic item, +3 for a Very Rare
Wizard)
magic item, and +4 for a Legendary magic item.
Casting Time: Action Artifacts. For each artifact in the sphere, roll 1d20. If
Range: Self you roll a 20, the artifact is disjoined. An artifact
Components: V, S rendered mundane this way magically reappears
Duration: Instantaneous somewhere in the world after some time, as an artifact
You send a wave of psychic energy outward in a 30-foot can only be permanently destroyed in some special way.
Cone, briefly sending the mental state of creatures in it If you succesfully disjoin an artifact with the spell,
into disarray. Each creature in the Cone must make an make a DC 25 saving throw using your spellcasting
Intelligence saving throw. A target takes 6d6 Psychic ability. On a failed save, you lose the special trait that
damage on a failed save or half as much damage on a allows you to cast spells, like Spellcasting, and it cannot
succesful one. be restored by any mortal means, not even with a Wish
In addition, choose Intelligence, Wisdom, or spell. In addition, roll 1d20. Unless you roll a 20, you
Charisma. A creature that failed its saving throw also draw the ire of a powerful being who is linked to the
has Disadvantage on ability checks and saving throws artifact in some way, as determined by your DM.
using the chosen ability until the start of your next turn.
Using a Higher-Level Spell Slot. The damage
increases by 1d6 for each spell slot level above 3. Nature’s Balance
Level 4 Transmutation (Druid)
Casting Time: Action
Mordenkainen’s Disjunction Range: Touch
Level 9 Abjuration (Wizard) Components: V, S
Casting Time: Action Duration: Concentration, up to 1 hour
Range: 60 feet You touch a willing creature. For the duration, one of
Components: V your ability scores decreases by 4 and the same ability
Duration: Instantaneous score for the target increases by 4. You can’t lower your
A wave of potent abjurative magic ripples out in a 40- ability score to less than 3, and you can’t increase a
foot-radius Sphere centered on a point you choose target’s ability score to more than 25.
Using a Higher-Level Spell Slot. The ability score
within range. Each spell, magical effect, magic item, and change increases by 1 for each spell slot level above 4.
artifact in the area, except those worn or carried by you,
becomes subject to being disjoined—being separated
into its individual components—thereby rendering it
mundane. Noxious Gale
Spells and Magical Effects. Any active spell or other Level 3 Conjuration (Sorcerer, Wizard)
magical effect on a creature or an object in the Sphere, Action
except one created by a deity, ends. Casting Time:
Self
If the sphere overlaps an area of magic, the area that Range:
V, S, M (a skunk’s tail)
is covered by the Sphere is dispelled. If the center of the Components:
Instantaneous
area is at the edge the Sphere or is inside it, the area of Duration:
magic is dispelled entirely. In the case of an Antimagic A blast of wind that carries poisonous fumes fan out
Field, make a DC 18 ability check using your from you in a 30-foot Cone. Each creature in the Cone
spellcasting ability. On a success, the Antimagic Field is must make a Constitution saving throw. On a failed
dispelled, and the items in it become subject to being save, a creature takes 3d6 Bludgeoning damage and
disjoined. Otherwise, the Antimagic Field persists and 3d6 Poison damage, and it is pushed 10 feet straight
the items in it are unaffected. away from you. On a successful save, a creature takes
A creature or object summoned or created by magic half as much damage only.
disappears as if dismissed. Using a Higher-Level Spell Slot. The Poison damage
Magic Items. For each magic item worn or carried by increases by 1d6 for each spell slot level above 3.
a creature in the Sphere, the creature must make a

133 CHAPTER 2 | MAGICAL MISCELLANY


Permanency at one of the spell’s targets. Doing so will
Orb of Force change the spell’s duration to until dispelled for that
target. If the spell’s duration is already until dispelled,
Level 4 Evocation (Sorcerer, Wizard) Permanency has no effect.
Casting Time: Action Making a spell permanent requires great magical
Range: 120 feet prowess and consumes a variable number of Gold
Components: V, S Pieces depending on the spell’s level. The minimum
Duration: Instantaneous level at which you can make a spell permanent and the
You hurl an orb of pure magical force at one target you number of Gold Pieces Permanency consumes are
can see within range. Make a ranged spell attack shown below.
against the target. On a hit, the target takes 6d12 Force
damage. Minimum

Using a Higher-Level Spell Slot. The damage


Spell Level Caster Level Cost

increases by 1d12 for each spell slot level above 4. 1 9 2,500 GP


2 9 4,000 GP

Permanency 3 11 6,500 GP

Level 5 Transmutation (Sorcerer, Wizard) 4 13 10,000 GP


Casting time: Action 5 15 14,000 GP
Range: Special
sretniw kram

Components: V, S, M (a variable amount of GP, which 6 17 19,000 GP

the spell consumes) 7 19 25,000 GP


Duration: Until dispelled 8 20 32,000 GP
You prolong the effects of certain spells. Choose a spell
with a duration of 1 minute or longer that you can cast. 9 20 40,000 GP

Immediately after casting the spell, you can cast


CHAPTER 2 | MAGICAL MISCELLANY 134
Poison Spears Power Word Banish
Level 4 Conjuration (Druid, Ranger) Level 9 Enchantment (Cleric, Sorcerer, Warlock,
Casting Time: 1 action Wizard)
Range: 120 feet Casting time: Action
Components: V, S, M (a scorpion’s stinger) Range: 60 feet
Duration: Instantaneous Components: V
You create three spectral, poison-tipped spears and Duration: Instantaneous
throw them at creatures within range. You can throw You forcibly return one creature you can see within
them at one creature or several. range to its plane of origin by uttering the name of that
Make a ranged spell attack for each spear. On a hit, plane as a Word of Power. If the target has 150 Hit
the target takes 2d12 Poison damage. Points or fewer, it is banished to its home plane and
Using a Higher-Level Spell Slot. The number of can’t return to your current plane by any means for 24
spears you create increases with a spell slot of level 6–7 hours. Otherwise, it takes 11d10 Force damage and has
(four) or 8+ (five). the Incapacitated condition until the start of your next
turn.
Polar Ray
Level 8 Evocation (Sorcerer, Wizard) Power Word Blind
Casting time: Action Level 8 Enchantment (Bard, Cleric, Sorcerer, Wizard)
Range: 120 feet Casting time: Action
Components: V, S, M (a small, white ceramic cone or Range: 60 feet
prism) V

zeugnim emada rotciv


Components:
Duration: Instantaneous Duration: Instantaneous
You direct a bluish-white ray of freezing air and ice at You utter a Word of Power that robs one creature you
one creature you can see within range. Make a ranged can see within range of its sight. If the target has 150
spell attack against the target. On a hit, the creature Hit Points or fewer, it has the Blinded condition.
takes 15d10 Cold damage. Otherwise, until the start of your next turn, the creature
Using a Level 9 Spell Slot. The damage increases to subtracts 1d4 from any attack roll it makes, it has
18d10. Disadvantage on any ability check that requires sight,

135
and other creatures get a +2 bonus to attack rolls made
against the creature. Power Word Drown
The Blinded target makes a Constitution saving throw
at the end of each of its turns, ending the condition on Level 6 Enchantment (Druid)
itself on a success. Casting time: Action
Range: 60 feet
Components: V
Power Word Break Duration: Instantaneous
Level 9 Enchantment (Cleric, Sorcerer, Wizard) You speak a Word of Power that conjures water within
Casting time: Action the lungs of a creature you can see within range. If the
Range: 60 feet target has 150 Hit Points or fewer, it begins suffocating
V, M (a magic item, which the spell (see appendix C of the 2024 Player’s Handbook).
Components:
consumes) Otherwise, it can’t speak until the start of your next turn
Duration: Instantaneous as it coughs and gasps.
Any attempt by the affected target to physically expel
You utter a Word of Power that destroys a magic item the water is futile. A creature that can touch the target
you can see within range, rendering it mundane. To do can take an action to make a Wisdom (Medicine) check
so, you must sacrifice a magic item of your own. The against your spell save DC. On a success, the effect
magic item you sacrifice must be of equal or greater ends.
rarity to the target item. Otherwise, the target item
becomes nonmagical until the start of your next turn.
Power Word Petrify
Level 8 Enchantment (Druid, Sorcerer, Warlock,
Power Word Burn Wizard)
Level 7 Enchantment (Sorcerer, Wizard)
Casting time: Action
Casting time: Action 60 feet
ikswoktur zrogezrg

Range:
Range: 60 feet Components: V
Components: V Duration: Instantaneous
Duration: Instantaneous You speak a Word of Power that causes one creature
You speak a Word of Power to one creature you can see you can see within range to turn to stone. If the target
within range, burning it alive from within. If the target has 80 Hit Points or fewer, it has the Petrified
has 70 Hit Points or fewer and doesn’t have Immunity condition. Otherwise, it has the Restrained condition
to Fire damage, it is reduced to a pile of ashes. until the start of your next turn.
Otherwise, the creature takes 9d6 Fire damage.
CHAPTER 2 | MAGICAL MISCELLANY 136
action to shake it awake. Otherwise, the spell has no
Power Word Silence effect. A target is also unaffected if it doesn’t sleep or
Level 6 Enchantment (Bard, Cleric)
has Immunity to the Exhaustion condition.
Casting time: Action
Range: 60 feet Prismatic Missile
Components: V
Duration: Instantaneous Level 5 Evocation (Sorcerer, Wizard)

You speak a Word of Power to one creature you can see Casting Time: Action
within range. If the target has 150 Hit Points or fewer, it Range: 120 feet
is enveloped by an invisible magical field that emanates Components: V, S
from its body like a second skin. Otherwise, the creature Duration: Instantaneous
has the Deafened condition until the start of your next You create seven glowing magical darts, each of a
turn. different color. Each dart hits a target of your choice
No sound can be created within or pass through the that you can see within range. The darts all strike
field. The creature target has Immunity to Thunder simultaneously, and you can direct them to hit one
damage and has the Deafened condition. Casting a spell target or several. The dart’s color determines its effect.
that includes a Verbal component is impossible for the Red. The target takes 1d4 + 1 Fire damage.
target. Orange. The target takes 1d4 + 1 Acid damage.
The affected target can make a Wisdom saving throw Yellow. The target takes 1d4 + 1 Lightning damage.
at the end of each of its turns. On a successful save, the Green. The target takes 1d4 + 1 Poison damage.
effect ends. Blue. The target takes 1d4 + 1 Cold damage.
Indigo. The target must succeed on a Constitution
saving throw or have the Restrained condition until the
Power Word Sleep end of your next turn.
Violet. The target must succeed on a Wisdom saving
Level 2 Enchantment (Bard, Sorcerer, Wizard)
throw or have the Blinded condition until the end of
Casting time: Action your next turn.
Range: 60 feet

obmulap ynohtna
Components: V
Duration: Instantaneous Reciprocal Gyre
You utter a Word of Power that compels one creature Level 5 Transmutation (Sorcerer, Wizard)
you see within range to fall asleep. If the target has 40 Action
Hit Points or fewer, it has the Unconscious condition for Casting Time:
150 feet
1 minute or until it takes damage or someone takes an Range:
Components: V, S, M (a tiny closed loop of copper wire)

137
Duration: Instantaneous a successful save, it takes half as much damage only.
You manipulate the magical aura surrounding a This spell dispels any Darkness in its area that was
creature and create a damaging feedback loop. The created by a spell.
creature must make a Wisdom saving throw. On a failed
save, the creature takes 2d10 Force damage for each
spell level affecting it from spells that were cast on it by Scourge of Force
itself or by one of its allies, to a maximum of 30d10. For Level 2 Evocation (Sorcerer, Warlock)
example, a creature under the effects of a Haste spell Action
takes 6d10 Force damage. On a success, the creature Casting Time:
60 feet
takes half as much damage. Range:
Components: V, S
Duration: Instantaneous
Reconstructive Word A whip-like tendril of magical force lash out from you to
strike a target within range. Make a melee spell attack
Level 1 Transmutation (Artificer, Wizard)
against the target. On a hit, the target takes 3d12 force
Casting Time: Bonus Action damage.
Range: 60 feet Using a Higher-Level Spell Slot. The number of
Components: V tendrils you create increases with a spell slot of level 4–
Duration: Instantaneous 5 (two), 6–7 (three), or 8+ (four). Make a melee spell
A Construct of your choice that you can see within attack for each tendril. You can attack one target or
range regains Hit Points equal to 2d4 plus your several.
spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing
increases by 2d4 for each spell slot level above 1. Septic Sludge
Level 7 Conjuration (Druid, Sorcerer, Wizard)
Casting Time: Action
Repair Damage Range: 150 feet
Level 1 Transmutation (Artificer, Wizard) Components: V, S, M (a few drops of tree sap)
Casting Time: Action Duration: Concentration, up to 1 minute
Range: Touch Toxic slime covers the ground in a 30-foot Square
Components: V, S centered on a point within range and turns it into
Duration: Instantaneous Difficult Terrain for the duration.
A Construct you touch regains a number of Hit Points When the sludge appears, each creature standing in
equal to 2d8 plus your spellcasting ability modifier. the Square must succeed on a Dexterity saving throw or
Using a Higher-Level Spell Slot. The healing
have the Prone condition. A creature that enters the
increases by 2d8 for each spell slot level above 1. Square or ends its turn there must also succeed on a
Dexterity saving throw or have the Prone condition. A
creature makes this save only once per turn. A creature
that falls Prone on this sludge takes 8d12 Poison
Resplendence damage.
Level 9 Evocation (Cleric, Sorcerer, Wizard)
Casting Time: Action
Range: Self Silent Portal
Components: V, S Illusion Cantrip (Bard, Cleric, Ranger, Sorcerer,
Duration: 1 minute Wizard)
You envelop yourself in an aura of pure radiant energy Casting Time: Action
for the duration. Until the spell ends, you emit Bright Range: 30 feet
Light in a 60-foot radius and Dim Light for an additional Components: S
60 feet. Hostile creatures cannot benefit from Cover and Duration: 1 hour
the Invisible condition while in this light, nor can attack You silence the sound created by the opening of one
rolls against them be made with Disadvantage. mundane portal, be it a door, gate, window, drawer,
As a Bonus Action on each of your turns, you can chest lid, and so on. The spell only silences the sounds
cause your body to pulse brilliantly. Each creature of produced when the portal is opened normally. Any
your choice in a 60-foot Emanation originating from you sounds produced by opening the portal using other
must make a Constitution saving throw. On a failed means, such as kicking a door open or shattering a
save, a creature takes 8d10 Radiant damage and has window are not silenced. A dilapidated door that falls off
the Blinded condition until the end of your next turn. On

CHAPTER 2 | MAGICAL MISCELLANY 138


its hinges when swung open remains silenced, however,
as it is the normal means of opening a door. Simbul’s Spell Trigger
Level 9 Transmutation (Wizard)

Simbul’s Skeletal Deliquescence Casting Time: Action


Range: Self
Level 8 Transmutation (Sorcerer, Warlock, Wizard)
Components: V, S, M (a diamond worth 1,500+ GP)
Casting Time: Action Duration: 10 days
Range: Touch You create a magical matrix that allows you to store
Components: V, S three of your spells. Choose three spells of level 3 or
Duration: 10 days lower that you can cast and that has a casting time of an
You attempt to turn the skeleton or supportive action. You cast those spells as part of casting Simbul’s
framework of a creature you touch into mush. Make a Spell Trigger, expending spell slots for all four spells,
melee spell attack against the target. On a hit, the target but the stored spells don’t come into effect.
must make a Constitution saving throw. Oozes and Until the spell ends, you can cast each of the stored
shapechangers automatically succeed on the save. spells as a Bonus Action on your turn. Once the matrix
On a failed save, the creature’s skeleton or framework is empty, the spell ends.
is transformed into a gelatinous substance and it If two of the spells are of level 2 or lower, you can
collapses into a puddle. The creature’s Dexterity choose to link them together into a Spell Sequence. You
becomes 1. It has the Incapacitated condition, has a can cast a Spell Sequence from the matrix using a
Speed and Swim Speed of 10 feet, and can’t speak. It Bonus Action on your turn as if it were a single spell.
can breathe underwater and a Critical Hit against it In addition, you can designate a spell or Spell
becomes a normal hit. It retains all its other abilities Sequence to take effect when a certain circumstance
and features, and its equipment are unaffected. The occurs. In this case, the spell has the additional
creature returns to its original form once the spell ends. restriction of being able to target you. You describe the
circumstance when you cast the each of the spells. For
example, a Simbul’s Spell Trigger cast with Water
Simbul’s Spell Sequencer Breathing might stipulate that Water Breathing comes
into effect when you begin to suffocate as a result of
Level 7 Transmutation (Wizard)
being submerged in a liquid. A designated spell or Spell
Casting Time: Action Sequence takes effect immediately after a circumstance
Range: Self is met for the first time, whether or not you want it to. A
Components: V, S, M (a sapphire worth 1,000+ GP) designated spell or Spell Sequence takes effect only on
Duration: 10 days you, even if it can normally target others.
You create a magical matrix that allows you to store two A Dispel Magic that successfully dispels the matrix
of your spells. Choose two spells of level 3 or lower that automatically dispels any remaining stored spells within
you can cast and that has a casting time of an action. it. An Antimagic Field temporarily interrupts the matrix
You cast those spells as part of casting Simbul’s Spell but does not affect the stored spells. When you die, any
Sequencer, expending spell slots for all three spells, but
remaining stored spells in the matrix dissipate
the stored spells don’t come into effect. harmlessly, and the spell ends.
Until the spell ends, you can cast each of the stored You can use only one Simbul’s Spell Trigger at a
spells as a Bonus Action on your turn. Once the matrix time. If you cast this spell again, the effect of another
Simbul’s Spell Trigger spell on you ends. The spell also
is empty, the spell ends. ends on you if its Material component is ever not on
If both spells are of level 2 or lower, you can choose your person.
to link them together into a Spell Sequence. You can
cast a Spell Sequence from the matrix as a Bonus
Action as if it were a a single spell.
A Dispel Magic that successfully dispels the matrix Solid Fog
automatically dispels any remaining stored spells within Level 4 Conjuration (Sorcerer, Wizard)
it. An Antimagic Field temporarily interrupts the matrix Action
but does not affect the stored spells. When you die, any Casting Time:
120 feet
remaining stored spells in the matrix dissipate Range:
V, S, M (a pinch of dried, powdered peas
harmlessly, and the spell ends. Components:
combined with powdered animal hoof)
You can only use one Simbul’s Spell Sequencer spell Duration: Concentration, up to 10 minutes
at a time. If you cast this spell again, the effect of
another Simbul’s Spell Sequencer spell on you ends. You create a 20-foot-radius Sphere of dense fog
The spell also ends on you if its Material component is centered on a point within range. It lasts for the
ever not on your person. duration or until strong wind disperses it. The

139 CHAPTER 2 | MAGICAL MISCELLANY


Sphere is Heavily Obscured. A creature’s Speed while
inside the Sphere is halved, and it has Disadvantage on Draconic Spirit
melee attack rolls. Ranged weapon attacks in the Large Dragon, Neutral
Sphere are impossible. An object that falls into the
Sphere slows down, as if affected by the Feather Fall AC 14 + the spell’s level
spell. HP 50 + 10 for each spell level above 5
Using a Higher-Level Spell Slot. The Sphere’s radius
Speed 30 ft., Fly 60 ft ., Swim 30 ft .

increases by 5 feet for each spell slot level above 4. Str 19


MOD

+4
SAVE

+4 Dex 14 +2
MOD SAVE

+2 Con 17 +3
MOD SAVE

+3
Int 10 +0 +0 Wis 14 +2 +2 Cha 14 +2 +2
Soul Strike
Resistances Acid, Cold, Fire, Lightning (Chromatic and
Level 9 Necromancy (Cleric, Sorcerer, Warlock) Metallic only); Poison (Chromatic only); Force, Necrotic,
Casting time: 1 action Psychic, Radiant, Thunder (Gem only)
Range: 120 feet Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception
Components: V, S, M (an onyx worth 1,000+ GP) 12
Duration: Instantaneous Languages Draconic, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
You attempt to destroy a creature’s soul, making
resurrection impossible. Make a ranged spell attack Traits
against the target. On a hit, the target takes 25d12
Necrotic damage. This spell has no effect on Constructs Shared Resistances. When you summon the spirit, choose one

and Undead. of its Resistances. You have Resistance to the chosen damage
type until the spell ends.
A creature killed by this spell can’t be restored to life
by any means, except by a deity. Actions
Multiattack. The spirit makes a number of Rend attacks equal
to half the spell’s level, and it uses Breath Weapon.
Summon Dragon
Rend. Melee Attack Roll: Bonus equals your spell attack
Level 5 Conjuration (Wizard) modifier, reach 10 ft. Hit: 1d6 + 4 + the spell’s level Piercing
Casting Time: Action damage.
Range: 60 feet Breath Weapon. Dexterity Saving Throw: DC equals your spell
Components: V, S, M (an object with the image of a save DC, each creature in a 30-foot Cone. Failure: 2d6 damage
dragon engraved on it worth 500+ GP) of a type this spirit has Resistance to (your choice when you
Duration: Concentration, up to 1 hour cast the spell). Success: Half damage.

You call forth a Dragon spirit. It manifests in an


unoccupied space that you can see within range and Range: 90 feet
uses the Draconic Spirit stat block. When you cast the Components: V, S, M (a golden runic talisman worth
spell, choose a family of Dragon: Chromatic, Gem, or 500+ GP)
Metallic. The creature resembles a Dragon of the Duration: Concentration, up to 1 hour
chosen family, which determines certain details in its You call forth a Giant spirit. It manifests in an
stat block. The creature disappears when it drops to 0 unoccupied space that you can see within range and
Hit Points or when the spell ends. uses the Giant Spirit stat block. When you cast the spell,
The creature is an ally to you and your allies. In choose Cloud, Fire, Frost, Hill, Stone, or Storm. The
combat, the creature shares your Initiative count, but it creature resembles a Giant of the chosen type, which
takes its turn immediately after yours. It obeys your determines certain traits in its stat block. The creature
verbal commands (no action required by you). If you disappears when it drops to 0 Hit Points or when the
don’t issue any, it takes the Dodge action and uses its spell ends.
movement to avoid danger. The creature is an ally to you and your allies. In
Using a Higher-Level Spell Slot. Use the spell slot’s
level for the spell’s level in the stat block. combat, the creature shares your Initiative count, but it
takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you
don’t issue any, it takes the Dodge action and uses its
Summon Giant movement to avoid danger.
Level 5 Conjuration (Wizard) Using a Higher-Level Spell Slot. Use the spell slot’s
Casting Time: Action level for the spell’s level in the stat block.

CHAPTER 2 | MAGICAL MISCELLANY 140


Giant Spirit
Large Giant, Neutral
AC 14 + the spell’s level this spell’s level.
HP 60 (Cloud, Hill, and Stone only) or 50 (Fire, Frost, and Storm Greataxe (Frost Only). Melee Attack Roll: Bonus equals your spell
only) + 10 for each spell level above 5 attack modifier, reach 5 ft. Hit: 1d12 + 4 + the spell’s level
Speed 40 ft. Slashing damage.
MOD SAVE MOD SAVE MOD SAVE
Greatclub (Hill and Stone Only). Melee Attack Roll: Bonus equals
Str 18 +4 +4 Dex 10 +0 +0 Con 18 +4 +4 your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s
Int 10 +0 +0 Wis 12 +1 +1 Cha 12 +1 +1 level Bludgeoning damage.
Greatsword (Fire and Storm Only). Melee Attack Roll: Bonus equals
Resistances Cold (Storm only) your spell attack modifier, reach 5 ft. Hit: 2d6 + 4 + the spell’s
Immunities Fire (Fire only), Cold (Frost only), Lightning (Storm level Slashing damage.
only), Thunder (Storm only)
Senses Passive Perception 11 Morningstar (Cloud Only). Melee Attack Roll: Bonus equals your
nawaites eil

Languages Giant, understands the languages you know spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level
CR None (XP 0; PB equals your Proficiency Bonus) Piercing damage.
Rock. Ranged Attack Roll: Bonus equals your spell attack modifier,
Actions range 150 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning
damage.
Multiattack. The spirit makes a number of attacks equal to half

141 CHAPTER 2 | MAGICAL MISCELLANY


Summon Ooze Ooze Spirit
Level 3 Conjuration (Warlock, Wizard) Medium Ooze, Neutral

Casting Time: Action AC 11 + the spell’s level


Range: 90 feet HP 30 (Black only) or 40 (Gray and Ochre only) + 10 for each

Components: V, S, M (a drop of mercury inside a gold- spell level above 3


Speed 30 ft., Climb 30 ft.
inlaid vial worth 300+ GP)
Duration: Concentration, up to 1 hour
MOD SAVE MOD SAVE MOD SAVE

Str 16 +3 +3 Dex 6 –2 –2 Con 16 +3 +3


You call forth an Ooze spirit. It manifests in an
unoccupied space that you can see within range and Int 1 –5 –5 Wis 6 –2 –2 Cha 1 –5 –5

uses the Ooze Spirit stat block. When you cast the spell, Resistances Acid
choose a color: black, gray, or ochre. The creature Immunities Lightning (Black and Ochre only), Slashing (Black
resembles an Ooze of the chosen color, which and Ochre only); Blinded, Charmed, Deafened, Exhaustion,
determines certain traits in its stat block. The creature Frightened, Prone
disappears when it drops to 0 Hit Points or when the Senses Passive Perception 8
spell ends. Languages Understands the languages you know
The creature is an ally to you and your allies. In CR None (XP 0; PB equals your Proficiency Bonus)
combat, the creature shares your Initiative count, but it
takes its turn immediately after yours. It obeys your Traits
verbal commands (no action required by you). If you Amorphous. The spirit can move through a space as narrow as
don’t issue any, it takes the Dodge action and uses its 1 inch wide without it counting as Difficult Terrain.
movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s
Corrode Metal (Black and Gray only). Any nonmagical weapon
level for the spell’s level in the stat block. made of metal that hits the spirit corrodes. After dealing
damage, the weapon takes a permanent and cumulative –1
penalty to damage rolls. If its penalty drops to −5, the weapon
is destroyed. Nonmagical ammunition made of metal that hits
Summon Plant the ooze is destroyed after dealing damage.
Level 2 Conjuration (Druid, Ranger) The spirit can eat through 2-inch-thick, nonmagical metal in
1 round.
Casting Time: Action
Range: 90 feet Actions
Components: V, S, M (a gilded leaf worth 200+ GP) Multiattack. The spirit makes a number of attacks equal to half
Duration: Concentration, up to 1 hour this spell’s level.

You call forth a Plant spirit. It manifests in an Pseudopod. Melee Attack Roll: Bonus equals your spell attack
unoccupied space that you can see within range and modifier, reach 5 ft. Hit: 1d6 + 3 + the spell’s level Acid
uses the Plant Spirit stat block. When you cast the spell, damage.
choose Shrub or Vine. Your choice determines the
creature’s attack in its stat block. The creature the spell ends.
disappears when it drops to 0 hit points or when the While it has the Invisible condition, the target exudes
spell ends. no scent. In addition, no sound can be created within or
The creature is an ally to you and your allies. In pass through a 5-foot Emanation originating from the
combat, the creature shares your Initiative count, but it target, preventing detection by Tremorsense and similar
takes its turn immediately after yours. It obeys your senses. Any creature or object entirely inside the
verbal commands (no action required by you). If you Emanation has Immunity to Thunder damage, and all
don’t issue any, it takes the Dodge action and uses its creatures other than the target have the Deafened
movement to avoid danger. condition while entirely inside it. Casting a spell that
Using a Higher-Level Spell Slot. Use the spell slot’s includes a Verbal component is impossible there. The
level for the spell’s level in the stat block. target smells scents and hears sounds as normal.
Superior Invisibility Swiftbolt
Level 9 Illusion (Bard, Sorcerer, Wizard) Level 4 Evocation (Druid, Sorcerer)
Casting Time: 10 minutes Casting time: Bonus Action
Range: Touch Range: 60 feet
Components: V, S Components: V, S
Duration: 24 hours Duration: Instantaneous
A creature you touch has the Invisible condition until
CHAPTER 2 | MAGICAL MISCELLANY 142
A bolt of wild, accelerated magical lightning springs
Plant Spirit from your pointing finger, hitting a creature of your
Small Plant, Neutral choice you can see within range without chance of
failure. It deals 9d4 Lightning damage to its target.
Using a Higher-Level Spell Slot. The damage
AC 11 + the spell’s level
HP 35 + 5 for each spell level above 2
Speed 20 ft. increases by 1d4 for each spell slot level above 4.
MOD SAVE MOD SAVE MOD SAVE

Str 16 +3 +3 Dex 8 –1 –1 Con 16 +3 +3


Thornskin
Int 10 +0 +0 Wis 10 +0 +0 Cha 6 –3 –3
Level 3 Transmutation (Druid, Ranger)
Vulnerabilities Fire Casting Time: Action
Senses Blindsight 30 ft. (blind beyond this radius), passive Range: Touch
Perception 10 Components: V, S, M (a thorn)
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Duration: Concentration, up to 1 hour
You touch a willing creature, causing sharp thorns to
Actions protrude from its skin. For the duration, the creature’s
Unarmed Strike deal an additional 5 Piercing damage.
Multiattack. The spirit makes a number of attacks equal to half
In addition, any creature takes 5 Piercing damage if it
this spell’s level.
attacks the target from within 5 feet of it or if it touches
illednalro-yelroh xela

Rake (Shrub Only). Melee Attack Roll: Bonus equals your spell
attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level
the target.
Slashing damage.
Constrict (Vine Only). Melee Attack Roll: Bonus equals your spell Tirumael’s Energy Spheres
attack modifier, reach 10 ft. Hit: 1d6 + 3 + the spell’s level
Slashing damage, and a Medium or smaller target has the Level 4 Evocation (Sorcerer, Wizard)
Grappled condition (escape DC your spell save DC). Until this Casting time:Action
grapple ends, the target has the Restrained condition, and the Range: Self
spirit can’t grapple another target. Components: V, S, M (five glass marbles)
Duration: 1 minute
143 CHAPTER 2 | MAGICAL MISCELLANY
You create five orbs of energy that orbit your head at a Range: 150 feet
distance of one foot. Each of the orbs sheds Dim Light Components: V, S, M (a jade marble)
in a 10-foot radius and corresponds to one of the Duration: Instantaneous
following damage types: Acid, Cold, Fire, Lightning, and You hurl a tiny bead of condensed poison at a creature
Thunder. Until the spell ends, you can use the spheres you can see within range. Make a ranged spell attack
either offensively or defensively. The spell ends when against the target. On a hit, the creature takes 14d10
you expend the last sphere. Poison damage and must succeed on a Constitution
Offense. When you cast the spell and as a Magic
action on each of your turns, you can send one of the saving throw or have the Poisoned condition.
spheres streaking toward one target within 60 feet of The Poisoned target repeats the save at the end of
you. When you do so, make a ranged spell attack. On a each of its turns, ending the condition on itself on a
hit, the target takes 5d6 damage of the corresponding success.
damage type. Whether you hit or miss, the sphere is
expended.
Defense. When you take damage of one of the listed Transmute Rock to Lava
types, you can take a Reaction to expend the Level 9 Transmutation (Druid, Sorcerer, Wizard)
corresponding sphere and gain Resistance to the Action
triggering damage type until the start of your next turn. Casting Time:
300 feet
Using a Higher-Level Spell Slot. The damage
Range:
increases by 1d6 for each spell slot level above 4. Components: V, S
drappehs aihtnyc

Duration: Instantaneous
You choose an area of natural stone that you can see
Toxic Drop that fits within a 10-foot Cube and is within range and
turn it into an equal volume of hot, molten lava.
Level 8 Conjuration (Druid, Sorcerer, Wizard)
If you choose stone on the floor, each creature
Casting Time: Action standing on top of the Cube must make a Dexterity

144
saving throw. On a failed save, the creature becomes Duration: Concentration, up to 1 hour
submerged in the lava and takes 18d10 Fire damage. You imbue a weapon you touch with unholy power.
On a successful save, a creature manages to jump to the Until the spell ends, the weapon radiates Darkness in a
edge of the Cube of 15-foot Emanation through which the weapon’s wielder
lava as it forms and takes 4d10 Fire damage from can see. A creature with Darkvision can’t see through
proximity. The Cube is Difficult Terrain. A creature the Darkness created by the weapon. Nonmagical light,
takes 10d10 fire damage if it ends its turn wading in the as well as light created by spells of level 4 or lower,
lava and 4d10 Fire damage if it ends its turn within 10 can’t illuminate the Emanation. In addition, weapon
feet of the Cube. attacks made with the weapon deal an extra 2d8
If you choose stone on the ceiling, the lava rains down Necrotic damage on a hit. If the weapon isn’t already a
and creates a 15-foot-radius, 1-foot deep pool. Each magic weapon, it becomes one for the duration.
creature standing underneath it must make a Dexterity As a Bonus Action, you can dismiss this spell and
saving throw. On a success, a creature manages to jump cause the weapon to emit a burst of shadows. Each
to the edge of the newly created lava pool as it forms creature of your choice that you can see within 30 feet
and takes 4d10 Fire damage from proximity. On a failed of the weapon must make a Constitution saving throw.
save, a creature takes 10d10 Fire damage as the lava On a failed save, a creature takes 4d8 Necrotic damage,
rains on it and it wades in the shallow pool. and it is weakened for 1 minute. A weakened creature
The lava cools from the outside in and ceases to deal has Disadvantage on Strength-based D20 Tests. On a
damage after 2d6 hours as it reverts to stone. A lava successful save, a creature takes half as much damage
pool may take up to 48 hours to cool completely, while only. At the end of each of its turns, a weakened
the core of the lava Cube may take 30 days or so to do creature repeats the save, ending the effect on itself on a
the same. success.
neslein eseret

Unholy Weapon Venomous Touch


Level 5 Evocation (Cleric, Paladin)
Level 6 Transmutation (Druid, Sorcerer, Wizard)
Casting Time: Bonus Action Bonus Action
Range: Touch Casting Time:
Touch
Components: V, S Range:

145 CHAPTER 2 | MAGICAL MISCELLANY


Components: V, S Using a Higher-Level Spell Slot. The damage
Duration: 1 minute increases by 1d8 for each spell slot level above 5.
Your touch becomes infused with a deadly venom. Until
the spell ends, you can take a Magic action on each of
your turns to make a melee spell attack against a Whiteout
creature within your reach. On a hit, the target takes Level 9 Evocation (Druid, Sorcerer, Wizard)
Poison damage equal to 7d8 plus your spellcasting Action
ability modifier and must succeed on a Constitution Casting time:
1 mile
saving throw or have the Poisoned condition until the Range:
V, S
start of your next turn. Components:
Concentration, up to 1 minute
Using a Higher-Level Spell Slot. The damage
Duration:
increases by 1d8 for each spell slot level above 6. A blizzard forms in a 40-foot-high Cylinder with an 60-
foot radius centered on a point you choose within range.
The Cylinder is Difficult Terrain and Heavily Obscured,
Wail of the Banshee ranged attacks with weapons are impossible there, and
strong wind blows through the area.
Level 9 Necromancy (Sorcerer, Warlock, Wizard)
When the blizzard appears, each creature within it
Casting time: Action must make a Constitution saving throw. A creature
Range: Self takes 10d10 Cold damage on a failed save or half as
Components: V much damage on a successful one.
Duration: Instantaneous For each turn thereafter while you maintain
You emit a heart-rending wail that beckons the living to Concentration on this spell, a creature must make a
the grave. Each creature in a 30-foot Emanation Constitution saving throw when it enters the Cylinder
originating from you must make a Constitution saving for the first time on a turn or ends its turn there. A
throw. On a failed save, the creature dies. On a success, creature takes 5d10 Cold damage on a failed save or
it takes 10d10 Psychic damage. This spell has no effect half as much damage on a successful one. A creature
on Constructs and Undead. makes this save only once per turn.

Wind Blade
Wall of Spirits
Level 3 Evocation (Druid, Sorcerer, Wizard)
Level 5 Necromancy (Warlock, Wizard)
Action Casting time: Action
Casting Time:
120 feet Range: Self
Range:
V, S, M (a clear cut gemstone) Components: V, S
Components:
Duration: Concentration, up to 10 minutes Duration: Instantaneous
A wall comprised of twisting, translucent forms similar You sweep your arm and create a crescent blade of
to tortured souls appears at a point you choose within wind that propagates outward in a 30-foot Cone. Each
range. The wall appears in any orientation you choose: creature in the cone must make a Dexterity saving
horizontally, vertically, or diagonally. It can be free throw. A creature takes 6d6 Slashing damage on a
floating, or it can rest on a solid surface. You can make failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage
the wall up to 60 feet long, 10 feet high, and 5 feet thick, increases by 1d6 for each spell slot level above 3.
or a ringed wall up to 20 feet in diameter, 10 feet high,
and 5 feet thick. The wall blocks line of sight, but
creatures and objects can pass through it. This spell has
no effect on Constructs and Undead. Zone of Absolute Fortune
When the wall appears, each creature within its area Level 9 Transmutation (Sorcerer, Wizard)
must make a Constitution saving throw. On a failed Action
save, a creature takes 5d8 Necrotic damage or half as Casting time:
Self
much damage on a successful save. A creature takes the Range:
V, S
same damage when it enters the wall for the first time Components:
Instantaneous
on a turn or ends its turn there. Duration:
The wall emits a low groaning that can chill even the You create a magical zone in a 1,000-foot Emanation
bravest adventurers to their cores. Each creature that originating from you that recognizes fate only in terms
ends its turn within 30 feet of the wall must make a of extremes. Until the end of your next turn, you and
Wisdom saving throw. On a failed save, the creature has each Friendly creature in the Emanation treats a roll of
the Frightened condition for the duration. A Frightened 11 or higher on a d20 as a 20, and each Hostile creature
creature repeats the save at the end of each of its turns, in the Emanation treats a roll of 10 or lower on a d20 as
ending the effect on itself on a success. a 1.
CHAPTER 2 | MAGICAL MISCELLANY 146
Magic Items Spell Charge Cost

Magic items are gleaned from the hoards of felled Disintegrate (level 7 version) 7
monsters or discovered in long-lost vaults. Such items
grant capabilities a character could rarely have Enlarge/Reduce 2

otherwise, or they complement their owner’s Fabricate 4


capabilities in wondrous ways. Mending 0

Magic Items A–Z Passwall 5

Magic items are presented in alphabetical order. Shatter (level 7 version) 7


True Polymorph (Object into Creature
8
only)
Aksa’s Staff
Staff, Legendary (Requires Attunement by a Sorcerer, Regaining Charges. The staff regains 4d6 + 2
Warlock, or Wizard) expended charges daily at dawn. If you expend the last
This staff can be wielded as a magic Quarterstaff that charge, roll 1d20. On a 20, the staff regains 1d12 + 1
grants a +2 bonus to attack rolls and damage rolls made charges.
with it. While holding it, you gain a +2 bonus to Armor Amulet of Health
Class, saving throws, and spell attack rolls. Wondrous Item, Rarity Varies (Requires Attunement)
Spells. The staff has 50 charges. While holding the
staff, you can cast one of the spells on the table below While wearing this amulet, your Constitution changes to
from it, using your spell save DC. The table indicates a score granted by the amulet. The amulet’s rarity

reiam neb
how many charges you must expend to cast the spell. determines the score (see the table below). The item
Once you cast True Polymorph using this staff, you has no effect on you if your Constitution without the
can’t do so again for 2d4 days. amulet is equal to or greater than the amulet’s score.

147
Amulet Constitution Rarity Spell Charge Cost
Amulet of Health 19 Rare Phantasmal Killer 4
Amulet of Health (greater) 23 Very Rare Phantasmal Force 2
Amulet of Health (superior) 25 Legendary Phantom Steed 3
Magic Mouth 2
Major Image 3
Anglin’s Staff
Staff, Legendary (Requires Attunement by a Sorcerer, Unseen Servant 1
Warlock, or Wizard)
Spook. You can take a Magic action and expend 1
This staff can be wielded as a magic Quarterstaff that charge to force one creature you can see within 30 feet
grants a +2 bonus to attack rolls and damage rolls made of yourself to make a DC 13 Wisdom saving throw. On a
with it. While holding it, you gain a +2 bonus to Armor failed save, the creature has the Frightened condition
Class, saving throws, and spell attack rolls. until the end of its next turn, and on its next turn, it uses
Spells. The staff has 50 charges. While holding the all its movement to move as far away from you as it can,
staff, you can cast one of the spells on the table below using the safest route.
from it, using your spell save DC. The table indicates Regaining Charges. The staff regains 1d6 + 4
how many charges you must expend to cast the spell. expended charges daily at dawn. If you expend the last
Once you cast Prismatic Wall using this staff, you can’t charge, roll 1d20. On a 1, the staff becomes a
do so again for 2d4 days. nonmagical Quarterstaff.
Charge Charge
Spell Cost Spell Cost
Chever’s Wand
Scrying 5 Prismatic Wall 9 Wand, Rare (Requires Attunement by a Spellcaster)
Prismatic Spray 7 This wand has 7 charges.
Spells. While holding the wand, you can cast one of
Regaining Charges. The staff regains 4d6 + 2 the spells on the following table from it. The table
expended charges daily at dawn. If you expend the last indicates how many charges you must expend to cast
charge, roll 1d20. On a 20, the staff regains 1d12 + 1 the spell.
charges.
Spell Charge Cost
Contact Other Plane 5
Brightfinger’s Wand
Simulacrum 7
Wand, Common (Requires Attunement by a Spellcaster)
While holding this wand, you can cast Dancing Lights or Regaining Charges. The wand regains 1d6 + 1
Light from it. expended charges daily at dawn. If you expend the
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.
Carbury’s Staff
Staff, Very Rare (Requires Attunement by a Sorcerer,
Warlock, or Wizard) Chronos’s Staff
This staff has 10 charges and can be wielded as a magic Staff, Legendary (Requires Attunement by a Sorcerer,
Quarterstaff that grants a +2 bonus to attack rolls and Warlock, or Wizard)
damage rolls made with it. This staff has 50 charges and can be wielded as a magic
Spells. While holding the staff, you can cast one of the Quarterstaff that grants a +2 bonus to attack rolls and
spells on the following table from it, using your spell damage rolls made with it. While holding it, you gain a
save DC. The table indicates how many charges you +2 bonus to Armor Class, saving throws, and spell
must expend to cast the spell. attack rolls.
Spells. While holding the staff, you can cast one of the
Spell Charge Cost spells on the table below from it, using your spell save
DC. The table indicates how many charges you must
Silent Image 1
expend to cast the spell. Once you cast Time Stop using
this staff, you can’t do so again for 2d4 days.

CHAPTER 2 | MAGICAL MISCELLANY 148


Spell Charge Cost uninterrupted period of 12 hours the cloak goes unused,
Reverse Gravity 7
it regains 5 minutes of duration.
Time Stop 9
Cragh’s Wand
Temporal Reinstatement. You can take a Magic Wand, Uncommon (Requires Attunement by a
action and choose one creature affected by this staff’s Spellcaster)
Temporal Stasis property. Temporal Stasis’s effect ends This wand has 7 charges. While holding it, you can take
for that creature. a Magic action to expend no more than 3 charges. For
Temporal Stasis. You can take a Magic action and
expend 8 charges to make a melee spell attack against a each charge you expend, one creature you can see
creature within reach. On a hit, the creature must within 120 feet of yourself must succeed on a DC 15
succeed on a DC 18 Wisdom saving throw or enter a Constitution saving throw or have the Deafened
state of suspended animation until dispelled (DC 18) or condition for 1 minute. At the end of each of a target’s
until targeted by this staff’s Temporal Reinstatement turns, it repeats the save, ending the effect on itself on a
property. While affected, the creature has the success.
Unconscious condition but has Immunity to all other Regaining Charges. The wand regains 1d6 + 1
conditions; doesn’t age; doesn’t need food, water, or air; expended charges daily at dawn. If you expend the
and has Immunity to all damage. Once you use wand’s last charge, roll 1d20. On a 1, the wand
Temporal Stasis, you can’t use it again until the next crumbles into ashes and is destroyed.
dawn.
Regaining Charges. The staff regains 4d6 + 2
expended charges daily at dawn. If you expend the last Crown of Leadership
charge, roll 1d20. On a 20, the staff regains 1d12 + 1 Wondrous Item, Rarity Varies (Requires Attunement)
charges. While wearing this crown, your Charisma changes to a
score granted by the crown. The crown’s rarity
determines the score (see the table below). The item
Circlet of Insight has no effect on you if your Charisma without the crown
Wondrous Item, Rarity Varies (Requires Attunement) is equal to or greater than the crown’s score.
While wearing this circlet, your Wisdom changes to a
score granted by the circlet. The circlet’s rarity Crown Charisma Rarity
determines the score (see the table below). The item Crown of Leadership 19 Uncommon
has no effect on you if your Wisdom without the circlet
is equal to or greater than the circlet’s score. Crown of Leadership (greater) 23 Rare
Crown of Leadership (superior) 25 Very Rare
Circlet Wisdom Rarity
Circlet of Insight 19 Uncommon
Circlet of Insight (greater) 23 Rare Dace’s Wand
Wand, Rare (Requires Attunement by a Spellcaster)
Circlet of Insight (superior) 25 Very Rare
This wand has 7 charges.
Spells. While holding the wand, you can cast one of
the spells on the following table from it. The table
Cloak of Concentration indicates how many charges you must expend to cast
Wondrous Item, Very Rare (Requires Attunement by a the spell.
Spellcaster)
While wearing this elegant, fine-woven cloak, you can Spell Charge Cost
pull its hood over your head to grant yourself unnatural Comprehend
focus. Unless you have the Incapacitated condition or Languages
1
you die, you can’t lose Concentration on a spell while
the hood is over your head. Pulling the hood up takes a Tongues 3
Bonus Action, and you can pull it down at any time (no Taunt. You can take a Magic action and expend no
action required). more than 3 charges to provoke one or more creatures.
Deduct the time that you spent concentrating while You and a target don’t need to share a language. For
the cloak’s hood is up, in increments of 1 minute, from each charge you expend, one creature you can see
the cloak’s maximum duration of 10 minutes. After 10 within 150 feet of yourself must make a DC 15 Wisdom
minutes of use, the cloak ceases to function. For every saving throw. A creature with an Intelligence of 3 or less

149 CHAPTER 2 | MAGICAL MISCELLANY


automatically succeeds on this save. During the next Charge Charge
turn of a creature that failed its save, the creature moves Spell Cost Spell Cost
toward you by the shortest and most direct route. If its
Speed allows it to move within 5 feet of you, it must take Circle of Death 6 Finger of Death 7
its action to physically attack you. Clone 8
Regaining Charges. The wand regains 1d6 + 1
expended charges daily at dawn. If you expend the Regaining Charges. The staff regains 2d8 + 4
wand’s last charge, roll 1d20. On a 1, the wand expended charges daily at dawn. If you expend the last
crumbles into ashes and is destroyed. charge, roll 1d20. On a 1, the staff retains its +2 bonus
to attack rolls and damage rolls but loses all other
Decampus’s Wand
properties. On a 20, the staff regains 1d8 + 2 charges.
Wand, Uncommon (Requires Attunement by a
Spellcaster) Efteran’s Wand
This wand has 3 charges. While holding it, you can Wand, Rare (Requires Attunement by a Spellcaster)
expend 1 charge to cast Alarm from it. The wand This wand has 7 charges.
regains 1d3 expended charges daily at dawn. Spells. While holding the wand, you can cast one of
the spells (save DC 17) on the following table from it.
The table indicates how many charges you must expend
Dethed’s Staff to cast the spell.
Staff, Very Rare (Requires Attunement by a Sorcerer,
Warlock, or Wizard) Spell Charge Cost
This staff can be wielded as a magic Quarterstaff that Dream 5
grants a +2 bonus to attack rolls and damage rolls made
kulyreik rogi

with it. While holding it, you gain a +2 bonus to spell Sleep 1
attack rolls and have Resistance to Necrotic damage. Regaining Charges. The wand regains 1d6 + 1
Spells. The staff has 20 charges. While holding the
staff, you can cast one of the spells on the table below expended charges daily at dawn. If you expend the
from it. The table indicates how many charges you must wand’s last charge, roll 1d20. On a 1, the wand
expend to cast the spell. crumbles into ashes and is destroyed.

CHAPTER 2 | MAGICAL MISCELLANY 150


spell. You can increase the spell’s level by 1 for each
Enollar’s Staff additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1
Staff, Very Rare (Requires Attunement by a Sorcerer,
expended charges daily at dawn. If you expend the
Warlock, or Wizard)
wand’s last charge, roll 1d20. On a 1, the wand
This staff has 10 charges and can be wielded as a magic crumbles into ashes and is destroyed.
Quarterstaff that grants a +2 bonus to attack rolls and
damage rolls made with it.
Misdirection. You can take a Magic action to expend Fourfinger’s Staff
2 charges. Choose two creatures or objects within 30
feet of yourself. For 1 hour or until dispelled (DC 12), Staff, Very Rare (Requires Attunement by a Sorcerer,
when a creature targets the first target with a Detect Warlock, or Wizard)
Evil and Good, Detect Magic, Detect Poison and This staff can be wielded as a magic Quarterstaff that
Disease, or Detect Thoughts spell, the spellcaster must grants a +2 bonus to attack rolls and damage rolls made
take the Study action to inspect the target and succeed with it. While holding it, you gain a +2 bonus to Armor
on a DC 13 Intelligence (Investigation) check or receive Class, saving throws, and spell attack rolls.
information relating to the second target instead. Spells. The staff has 20 charges. While holding the
Spells. While holding the staff, you can cast one of the staff, you can cast one of the spells on the table below
spells on the table below from it, using your spell save from it, using your spell save DC. The table indicates
DC. The table indicates how many charges you must how many charges you must expend to cast the spell.
expend to cast the spell. Once you cast Control Weather using this staff, you
can’t do so again until the next dawn.
Charge Charge
Spell Cost Spell Cost Charge Charge
Spell Cost Spell Cost
Mislead 5 Sending 3
Control Water 4 Magic Weapon
Remove Curse 3 Sequester 7 3
(level 3 version)
Control Weather 8
Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the last Regaining Charges. The staff regains 2d8 + 4
charge, roll 1d20. On a 1, the staff becomes a expended charges daily at dawn. If you expend the last
nonmagical Quarterstaff. charge, roll 1d20. On a 1, the staff retains its +2 bonus
to attack rolls and damage rolls but loses all other
properties. On a 20, the staff regains 1d8 + 2 charges.
Fahren’s Wand
Wand, Rare (Requires Attunement by a Spellcaster)
General Matick’s Staff
This wand has 7 charges. While holding it, you can
expend 2 charges to cast Darkness from it. Staff, Rare (Requires Attunement by a Sorcerer,
Glitterdust. You can take a Magic action and expend
Warlock, or Wizard)
2 charges to cause an explosion of golden particles in a This staff can be wielded as a magic Quarterstaff that
10-foot-radius Sphere centered on a point within 120 grants a +2 bonus to attack rolls and damage rolls made
feet of yourself. Each creature in the Sphere gets with it.
covered by the particles and can’t benefit from the Spells. The staff has 10 charges. While holding the
Invisible condition until the end of your next turn. Each staff, you can cast one of the spells on the table below
creature in the Sphere must also succeed on a DC 13 from it. The table indicates how many charges you must
Constitution saving throw or have the Blinded condition expend to cast the spell.
until the end of your next turn.
Regaining Charges. The wand regains 1d6 + 1 Spell Charge Cost
expended charges daily at dawn. If you expend the
wand’s last charge, roll 1d20. On a 1, the wand Mage Armor 1

crumbles into ashes and is destroyed. Magic Missile (level 4 version) 4


Shield 1

Fjord’s Wand Regaining Charges. The staff regains 1d6 + 4


Wand, Rare (Requires Attunement by a Spellcaster) expended charges daily at dawn. If you expend the last
This wand has 7 charges. While holding it, you can charge, roll 1d20. On a 1, the staff becomes a
expend no more than 3 charges to cast Animate Dead nonmagical Quarterstaff.
from it. For 1 charge, you cast the level 3 version of the

151 CHAPTER 2 | MAGICAL MISCELLANY


Spell Charge Cost
Gloves of Dexterity
Ray of Enfeeblement 2
Wondrous Item, Rarity Varies (Requires Attunement)
While wearing these gloves, your Dexterity changes to a Regaining Charges. The staff regains 2d8 + 4
score granted by the gloves. The gloves’ rarity expended charges daily at dawn. If you expend the last
determines the score (see the table below). The item charge, roll 1d20. On a 1, the staff retains its +2 bonus
has no effect on you if your Dexterity without the gloves to attack rolls and damage rolls but loses all other
is equal to or greater than the gloves’ score. properties. On a 20, the staff regains 1d8 + 2 charges.
Gloves Dexterity Rarity
Gloves of Dexterity 19 Rare Headband of Intellect
Wondrous Item, Rarity Varies (Requires Attunement)
Gloves of Dexterity (greater) 23 Very Rare
While wearing this headband, your Intelligence changes
Gloves of Dexterity (superior) 25 Legendary to a score granted by the headband. The headband’s
rarity determines the score (see the table below). The
item has no effect on you if your Intelligence without the
Gwynn’s Wand headband is equal to or greater than the headband’s
Wand, Rare (Requires Attunement by a Spellcaster)
score.
This wand has 7 charges. Headband Intelligence Rarity
Spells. While holding the wand, you can cast one of
the spells (+7 to hit) on the following table from it. The Headband of Intellect 19 Uncommon
table indicates how many charges you must expend to Headband of Intellect (greater) 23 Rare
cast the spell. Headband of Intellect (superior) 25 Very Rare
Spell Charge Cost
Feign Death 3
Hersent’s Staff
Vampiric Touch 3
Staff, Very Rare (Requires Attunement by a Sorcerer,
Regaining Charges. The wand regains 1d6 + 1
Warlock, or Wizard)
expended charges daily at dawn. If you expend the This staff has 10 charges and can be wielded as a magic
wand’s last charge, roll 1d20. On a 1, the wand Quarterstaff that grants a +2 bonus to attack rolls and
crumbles into ashes and is destroyed. damage rolls made with it. While holding it, you can
expend 7 charges to cast Symbol with it, using your
spell save DC.
Hamring’s Staff Sepia Snake Sigil. You can take a Magic action and
expend 3 charges to put a small symbol beside a
Staff, Very Rare (Requires Attunement by a Sorcerer, passage that’s at least 25 words long in a book, map,
Warlock, or Wizard) scroll, or a similar written material. The symbol lasts
This staff can be wielded as a magic Quarterstaff that until dispelled (DC 13) or triggered.
grants a +2 bonus to attack rolls and damage rolls made When a creature reads the passage aloud, the symbol
with it. While holding it, you gain a +2 bonus to Armor is triggered, releasing a reddish-brown brown snake
Class, saving throws, and spell attack rolls. that attempts to bite the creature. The creature must
Spells. The staff has 20 charges. While holding the make a DC 15 Dexterity saving throw. On a failed save,
staff, you can cast one of the spells on the following the creature is trapped within a 10-foot-radius Sphere of
table from it, using your spell save DC. The table amber-colored magical force for 1d4 + 5 days, until
indicates how many charges you must expend to cast dispelled (DC 13), or until the creature takes damage.
the spell. Once you cast Befuddlement using this staff, While trapped, the creature is in a state of suspended
you can’t do so again until the next dawn. animation; it has the Unconscious condition, doesn’t
age, and doesn’t need food, water, or air. On a
Spell Charge Cost successful save, the snake dissipates in a flash of brown
light, dun smoke, and a loud noise audible up to 300
Befuddlement 8
feet away.
Cause Fear 1 Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the last
Hypnotic Pattern 3
charge, roll 1d20. On a 1, the staff becomes a
Mass Suggestion 6 nonmagical Quarterstaff.

CHAPTER 2 | MAGICAL MISCELLANY 152


Spell Charge Cost
Jarm’s Wand
Friends 0
Wand, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. Geas 5

Spells. While holding the wand, you can cast one of Suggestion 2
the spells on the following table from it. The table
indicates how many charges you must expend to cast Regaining Charges. The staff regains 2d8 + 4
the spell. expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 1, the staff retains its +2 bonus
Spell Charge Cost to attack rolls and damage rolls but loses all other
Legend Lore 5
properties. On a 20, the staff regains 1d8 + 2 charges.
Magic Jar 6
Kutson’s Staff
Regaining Charges. The wand regains 1d6 + 1 Staff, Very Rare (Requires Attunement by a Sorcerer,
expended charges daily at dawn. If you expend the Warlock, or Wizard)
wand’s last charge, roll 1d20. On a 1, the wand This staff can be wielded as a magic Quarterstaff that
crumbles into ashes and is destroyed. grants a +2 bonus to attack rolls and damage rolls made
with it. While holding it, you gain a +2 bonus to Armor
Class, saving throws, and spell attack rolls.
Spells. The staff has 20 charges. While holding the
Keonid’s Staff
Staff, Very Rare (Requires Attunement by a Sorcerer, staff, you can cast one of the spells on the table below
Warlock, or Wizard) from it, using your spell save DC. The table indicates
This staff has 20 charges and can be wielded as a magic how many charges you must expend to cast the spell.
Quarterstaff that grants a +2 bonus to attack rolls and Once you cast Antipathy/Sympathy or Mind Blank using
damage rolls made with it. While holding it, you gain a this staff, you can’t cast that spell using this staff until
+2 bonus to spell attack rolls and have Advantage on the next dawn.
Wisdom saving throws.
Forget. You can take a Magic action and expend 5 Charge Charge
charges to force each creature in a 20-foot Cube Spell Cost Spell Cost
centered on a point you choose within 90 feet of
yourself to make a DC 17 Wisdom saving throw. On a Antipathy/Sympathy 8 Programmed
6
failed save, a creature forgets all the events that Mind Blank 8
Illusion

occurred within the last 6 seconds. A Remove Curse,


Greater Restoration, Heal, or Wish spell cast on a target Regaining Charges. The staff regains 2d8 + 4
restores the creature’s memory. expended charges daily at dawn. If you expend the last
Mass Charm Monster. You can take a Magic action charge, roll 1d20. On a 1, the staff retains its +2 bonus
and expend 8 charges to influence up to ten creatures to attack rolls and damage rolls but loses all other
you can see within 60 feet of yourself. Each of those properties. On a 20, the staff regains 1d8 + 2 charges.
creatures must make a DC 18 Wisdom saving throw. A
creature does so with Advantage if you or your allies are
fighting it. On a failed save, a target has the Charmed Lefeber’s Wand
condition for 1 hour, until you or your allies damage it,
or until dispelled (DC 18). A Charmed creature is Wand, Rare (Requires Attunement by a Spellcaster)
Friendly to you. When the spell ends, a target knows it This wand has 7 charges.
was Charmed by you. Once you use this property, you Spells. While holding the wand, you can cast one of
can’t use it again until the next dawn. the spells on the following table from it. The table
Spells. While holding the staff, you can cast one of the indicates how many charges you must expend to cast
spells on the table below from it, using your spell save the spell.
DC. The table indicates how many charges you must
expend to cast the spell. Spell Charge Cost
Contingency 5
Spell Charge Cost
Creation 5
Charm Person 1
Confusion 4 Regaining Charges. The wand regains 1d6 + 1
expended charges daily at dawn. If you expend the
Fear 3
wand’s last charge, roll 1d20. On a 1, the wand

153 CHAPTER 2 | MAGICAL MISCELLANY


crumbles into ashes and is destroyed. movement to avoid danger.
Regaining Charges. The staff regains 4d6 + 2
expended charges daily at dawn. If you expend the last
Lucke’s Staff charge, roll 1d20. On a 20, the staff regains 1d12 + 1
Staff, Legendary (Requires Attunement by a Sorcerer,
charges.
Warlock, or Wizard)
This staff has 50 charges and can be wielded as a magic M’dhal’s Staff
Quarterstaff that grants a +2 bonus to attack rolls and
damage rolls made with it. While holding it, you gain a Staff, Rare (Requires Attunement by a Sorcerer,
+2 bonus to Armor Class, saving throws, and spell Warlock, or Wizard)
attack rolls. This staff has 10 charges. While holding it, you gain a
Spells. While holding the staff, you can cast one of the +2 bonus to Armor Class and saving throws.
spells on the table below from it, using your spell save Protection from Arrows. You can take a Magic action
DC. The table indicates how many charges you must to expend 2 charges. For 10 minutes, until you have the
expend to cast the spell. Incapacitated condition, until dispelled (DC 12), or until
you use this property again, one willing creature you
Spell Charge Cost touch is protected against ranged weapon attacks.
Ranged attack rolls with weapons against the creature
Conjure Animals (level 7 version) 7
have Disadvantage, and on a hit, ranged attacks with
Contagion 5 weapons deal only half damage to the creature.
Spells. While holding the staff, you can cast one of the
Summon Monster. You can take a Magic action and spells on the table below from it, using your spell save
expend 1–9 charges to call forth a creature with a DC. The table indicates how many charges you must
Challenge Rating of half the number of charges expend to cast the spell.
expended (round up) or lower. The creature manifests
in an unoccupied space that you can see within 90 feet Charge Charge
of yourself. The creature disappears when it drops to 0 Spell Cost Spell Cost
Hit Points, after 1 hour, until you dismiss it (no action
required), or until you use this property again. Once you Guards and
6
Protection from
1
summon a creature of Challenge Rating 5, you can’t do Wards Evil and Good
obmulap ynohtna

so again until the next dawn. Magic Circle 3


The creature is an ally to you and your allies. In
combat, the creature shares your Initiative count, but it Regaining Charges. The staff regains 1d6 + 4
takes its turn immediately after yours. It obeys your expended charges daily at dawn. If you expend the last
verbal commands (no action required by you). If you charge, roll 1d20. On a 1, the staff becomes a
don’t issue any, it takes the Dodge action and uses its nonmagical Quarterstaff.

154
expend to cast the spell.
Mavin’s Staff
Spell Charge Cost
Staff, Legendary (Requires Attunement by a Sorcerer,
Warlock, or Wizard) Color Spray 1
This staff has 50 charges and can be wielded as a magic Darkvision 2
Quarterstaff that grants a +2 bonus to attack rolls and
damage rolls made with it. While holding it, you gain a Regaining Charges. The staff regains 1d6 + 4
+2 bonus to Armor Class, saving throws, and spell expended charges daily at dawn. If you expend the last
attack rolls. charge, roll 1d20. On a 1, the staff becomes a
Spells. While holding the staff, you can cast one of the nonmagical Quarterstaff.
spells on the table below from it, using your spell save
DC. The table indicates how many charges you must
expend to cast the spell. Once you cast Meteor Swarm Noanar’s Staff
using this staff, you can’t do so again for 2d4 days. Staff, Very Rare (Requires Attunement by a Sorcerer,
Charge Charge Warlock, or Wizard)
Spell Cost Spell Cost This staff has 20 charges and can be wielded as a magic
Quarterstaff that grants a +2 bonus to attack rolls and
Flesh to Stone 6 Wall of Stone 5
damage rolls made with it. While holding it, you gain a
Meteor Swarm 9 +2 bonus to spell attack rolls and have Resistance to
Fire damage.
Wall of Iron. You can take a Magic action and spend Fire Trap. You can take a Magic action and expend 4
6 charges to use this property. This property is nearly charges to imbue one object you touch with a fiery trap.
identical to a Wall of Stone spell, except the walls are The object must be one that can be opened or closed,
made of solid iron, and each panel has AC 17 and 54 such as a book or a chest. The trap lasts until dispelled
Hit Points per inch of thickness. (DC 14) or triggered by opening the object. When
Regaining Charges. The staff regains 4d6 + 2 triggered, each creature within 10 feet of the object
expended charges daily at dawn. If you expend the last must make a DC 15 Dexterity saving throw, taking 7d8
charge, roll 1d20. On a 20, the staff regains 1d12 + 1 Fire damage on a failed save or half as much damage on
charges. a successful one.
Spells. While holding the staff, you can cast one of the
spells on the table below from it, using your spell save
Nalevac’s Staff DC. The table indicates how many charges you must
Staff, Rare (Requires Attunement by a Sorcerer,
expend to cast the spell.
Warlock, or Wizard) Charge Charge
This staff has 10 charges and can be wielded as a magic Spell Cost Spell Cost
Quarterstaff that grants a +2 bonus to attack rolls and
damage rolls made with it. Delayed Blast
7
Fire Shield 4

Rainbow Pattern. You can take a Magic action and


Fireball
Wall of Fire (level
expend 4 charges to create a prismatic pattern of colors Fireball (level 5 5 version)
5

in a 20-foot-radius Sphere centered on a point you version)


5

choose within 150 feet of yourself that lasts for 1


minute, until you have the Incapacitated condition, until Regaining Charges. The staff regains 2d8 + 4
dispelled (DC 14), or until you use this property again. expended charges daily at dawn. If you expend the last
Each creature in the Sphere that can see the pattern charge, roll 1d20. On a 1, the staff retains its +2 bonus
must succeed on a DC 15 Wisdom saving throw or have to attack rolls and damage rolls but loses all other
the Charmed condition. While Charmed, the creature properties. On a 20, the staff regains 1d8 + 2 charges.
has the Incapacitated condition and must use its
movement on its turns to get as close as possible to the
Sphere, moving by the safest route. As a Bonus Action, Nobrow’s Wand
you can move the pattern up to 30 feet.
The Charmed condition ends for an affected creature Wand, Rare (Requires Attunement by a Spellcaster)
if it takes any damage, if someone else uses an action to This wand has 7 charges. While holding it, you can cast
shake the creature out of its stupor, or if it ends its turn Control Flames from it.
with an object blocking its line of sight to the pattern. Fire Charm. You can take a Magic action and expend
Spells. While holding the staff, you can cast one of the 4 charges to enchant nonmagical fire, such as a
spells on the table below from it, using your spell save campfire or a brazier, within 150 feet of yourself. Each
DC. The table indicates how many charges you must creature in a 15-foot Emanation originating from the
155 CHAPTER 2 | MAGICAL MISCELLANY
fire must succeed on a DC 15 Wisdom saving throw or Spells. While holding the staff, you can cast one of the
have the Charmed condition for 1 minute, until you have spells on the table below from it, using your spell save
the Incapacitated condition, until you dismiss it (no DC. The table indicates how many charges you must
action required), or until you use this property again. expend to cast the spell.
While Charmed, the creature has the Incapacitated
condition and a Speed of 0. Charge Charge
The Charmed condition ends for an affected creature Spell Cost Spell Cost
if it takes any damage or if it ends its turn with an object
blocking its line of sight to the fire. Charm Monster 4 Invisibility 2
Regaining Charges. The wand regains 1d6 + 1 Greater
expended charges daily at dawn. If you expend the Invisibility
4
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed. Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 1, the staff becomes a
Oberon’s Staff nonmagical Quarterstaff.
Staff, Very Rare (Requires Attunement by a Sorcerer,
Warlock, or Wizard)
This staff can be wielded as a magic Quarterstaff that Primidon’s Staff
grants a +2 bonus to attack rolls and damage rolls made Staff, Very Rare (Requires Attunement by a Sorcerer,
with it. Warlock, or Wizard)
Spells. The staff has 10 charges. While holding the This staff can be wielded as a magic Quarterstaff that
staff, you can cast one of the spells on the table below grants a +2 bonus to attack rolls and damage rolls made
from it, using your spell save DC. The table indicates with it. While holding it, you gain a +2 bonus to spell
how many charges you must expend to cast the spell. attack rolls and have Resistance to Fire damage.
Spells. The staff has 20 charges. While holding the
Spell Charge Cost staff, you can cast one of the spells on the table below
Banishment 4 from it, using your spell save DC. The table indicates
how many charges you must expend to cast the spell.
Blink 3
Once you cast Incendiary Cloud using this staff, you
Dimension Door 4 can’t do so again until the next dawn.
Telekinesis 5 Spell Charge Cost
Teleport 7 Burning Hands (level 5 version) 5

Regaining Charges. The staff regains 1d6 + 4 Flame Arrows (level 5 version) 5
expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 1, the staff becomes a Flaming Sphere (level 5 version) 5

nonmagical Quarterstaff. Incendiary Cloud 8


Pyrotechnics 2

Pockall’s Staff Regaining Charges. The staff regains 2d8 + 4


Staff, Rare (Requires Attunement by a Sorcerer, expended charges daily at dawn. If you expend the last
Warlock, or Wizard) charge, roll 1d20. On a 1, the staff retains its +2 bonus
This staff has 10 charges and can be wielded as a magic to attack rolls and damage rolls but loses all other
Quarterstaff that grants a +2 bonus to attack rolls and properties. On a 20, the staff regains 1d8 + 2 charges.
damage rolls made with it.
Invisibility Sphere. You can take a Magic action and
expend 3 charges for yourself and each creature in a 10- Proctiv’s Staff
foot Emanation originating from you to have the Staff, Rare (Requires Attunement by a Sorcerer,
Invisible condition for 1 hour, until you have the Warlock, or Wizard)
Incapacitated condition, until you dismiss the This staff can be wielded as a magic Quarterstaff that
Emanation (no action required), or until dispelled (DC grants a +2 bonus to attack rolls and damage rolls made
13). It also ends if you or those creatures make an with it.
attack roll, deal damage, or cast a spell, or if those Spells. The staff has 10 charges. While holding the
creatures leave the Emanation. A creature that enters staff, you can cast one of the spells on the table below
the Emanation after its creation doesn’t gain the from it, using your spell save DC. The table indicates
Invisible condition. how many charges you must expend to cast the spell.
CHAPTER 2 | MAGICAL MISCELLANY 156
Charge Charge a creature enters the Emanation for the first time on a
Spell Cost Spell Cost turn or ends its turn there. A creature makes this save
only once.
Move Earth 6 Transmute Rock 5 Spells. While holding the staff, you can cast one of the
Stone Shape spells on the table below from it, using your spell save
4
DC. The table indicates how many charges you must
Regaining Charges. The staff regains 1d6 + 4
expend to cast the spell.
expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 1, the staff becomes a Charge Charge

nonmagical Quarterstaff. Spell Cost Spell Cost


Charm Monster Hold Monster 5
0
(Plant only)
Hold Person 2
Prug’s Staff Dominate Person 5
Staff, Very Rare (Requires Attunement by a Sorcerer,
Warlock, or Wizard) Regaining Charges. The staff regains 2d8 + 4
This staff has 20 charges and can be wielded as a magic expended charges daily at dawn. If you expend the last
Quarterstaff that grants a +2 bonus to attack rolls and charge, roll 1d20. On a 1, the staff retains its +2 bonus
damage rolls made with it. While holding it, you gain a to attack rolls and damage rolls but loses all other
+2 bonus to spell attack rolls and have Advantage on properties. On a 20, the staff regains 1d8 + 2 charges.
Wisdom saving throws.
Repulsion. You can take a Magic action and expend 6
charges to create a 120-foot Emanation originating from Ptack’s Wand
you. Each creature within the Emanation must succeed
ttocserp evets

on a DC 17 Wisdom saving throw or be unable to Wand, Rare (Requires Attunement by a Spellcaster)


willingly approach you while within the Emanation for 1 This wand has 7 charges.
minute, until you have the Incapacitated condition, until Spells. While holding the wand, you can cast one of
you dismiss the Emanation (no action required), or until the spells on the following table from it. The table
dispelled (DC 16). A creature must also make this save indicates how many charges you must expend to cast
whenever the Emanation enters its space and whenever the spell.
157
Spell Charge Cost
Ring of Acuity
Arcane Lock 2
Ring, Rare (Requires Attunement)
Knock 2
This ring has 3 charges, and it regains 1d3 expended
Regaining Charges. The wand regains 1d6 + 1 charges daily at dawn. When you fail a Intelligence
expended charges daily at dawn. If you expend the saving throw while wearing the ring, you can take a
wand’s last charge, roll 1d20. On a 1, the wand Reaction to expend 1 charge to succeed on that save
crumbles into ashes and is destroyed. instead.

Quantoul’s Staff Ring of Athleticism


Staff, Very Rare (Requires Attunement by a Sorcerer, Ring, Rare (Requires Attunement)
Warlock, or Wizard) This ring has 3 charges, and it regains 1d3 expended
This staff has 10 charges and can be wielded as a magic charges daily at dawn. When you fail a Strength saving
Quarterstaff that grants a +2 bonus to attack rolls and throw while wearing the ring, you can take a Reaction to
damage rolls made with it. expend 1 charge to succeed on that save instead.
Spells. While holding the staff, you can cast one of the
spells on the table below from it, using your spell save
DC. The table indicates how many charges you must Ring of Confidence
expend to cast the spell. Ring, Rare (Requires Attunement)
This ring has 3 charges, and it regains 1d3 expended
Spell Charge Cost
charges daily at dawn. When you fail a Charisma saving
Alter Self 2 throw while wearing the ring, you can take a Reaction to
Disguise Self 1
expend 1 charge to succeed on that save instead.
Enhance Ability (Strength only) 1
Gaseous Form 3 Ring of Endurance
Ring, Rare (Requires Attunement)
Haste 3
This ring has 3 charges, and it regains 1d3 expended
Polymorph 4
charges daily at dawn. When you fail a Constitution
Slow 3 saving throw while wearing the ring, you can take a
Reaction to expend 1 charge to succeed on that save
Spider Climb 2
instead.
Statue. You can take a Magic action and expend 7
charges to imbue one willing creature you touch with
Transmutation magic for 8 hours or until dispelled (DC Ring of Intuition
17). For the duration, the creature can take a Bonus Ring, Rare (Requires Attunement)
Action to have the Petrified condition and end the This ring has 3 charges, and it regains 1d3 expended
condition at any time (no action required). The creature charges daily at dawn. When you fail a Wisdom saving
remains aware of and can magically sense its throw while wearing the ring, you can take a Reaction to
surroundings as normal. expend 1 charge to succeed on that save instead.
Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 1, the staff becomes a Rod of Raising
nonmagical Quarterstaff. Rod, Very Rare (Requires Attunement)
The rod has 5 charges. While you hold it, you can cast
Raliteff’s Wand one of the following spells from it: Cure Wounds (level 4
version, expends 1 charge) or Raise Dead (expends 5
Wand, Uncommon (Requires Attunement by a
charges).
Spellcaster)
This wand has 3 charges. While holding it, you can The rod regains 1 expended charge daily at dawn. If
you expend the last charge, roll 1d20. On a 1, the rod
expend 1 charge to cast Illusory Script from it. The disappears in a harmless burst of radiance.
wand regains 1d3 expended charges daily at dawn.

CHAPTER 2 | MAGICAL MISCELLANY 158


Rod of Revivification Shan’s Staff
Rod, Rare (Requires Attunement) Staff, Rare (Requires Attunement by a Sorcerer,
The rod has 5 charges. While you hold it, you can cast Warlock, or Wizard)
one of the following spells from it: Cure Wounds (level 2 This staff can be wielded as a magic Quarterstaff that
version, expends 1 charge) or Revivify (expends 5 grants a +2 bonus to attack rolls and damage rolls made
charges). with it.
The rod regains 1 expended charge daily at dawn. If Spells. The staff has 10 charges. While holding the
you expend the last charge, roll 1d20. On a 1, the rod staff, you can cast one of the spells on the table below
disappears in a harmless burst of radiance. from it, using your spell save DC. The table indicates
how many charges you must expend to cast the spell.
Sadebreth’s Staff Charge Charge
Spell Cost Spell Cost
Staff, Rare (Requires Attunement by a Sorcerer,
Warlock, or Wizard) Grease 1 Web 2
This staff has 10 charges and can be wielded as a magic Wall of Force 5
Quarterstaff that grants a +2 bonus to attack rolls and
damage rolls made with it. While holding it, you can Regaining Charges. The staff regains 1d6 + 4
expend 5 charges to cast Reincarnate with it. expended charges daily at dawn. If you expend the last
Control Undead. You can take a Magic action and
expend 7 charges to bring Undead under your control, charge, roll 1d20. On a 1, the staff becomes a
even those created by other creatures. Choose one nonmagical Quarterstaff.
Undead that you can see within 60 feet of yourself. That
creature must make a DC 18 Charisma saving throw. If
it succeeds, you can’t use this property on it again. If it Smolyn’s Staff
fails, it becomes Friendly to you and your allies and Staff, Legendary (Requires Attunement by a Sorcerer,
obeys your commands until you use this property again Warlock, or Wizard)
or until dispelled (DC 17). This staff can be wielded as a magic Quarterstaff that
Intelligent Undead are harder to control in this way. If grants a +2 bonus to attack rolls and damage rolls made
the target has an Intelligence of 8 or higher, it has with it. While holding it, you gain a +2 bonus to spell
Advantage on the saving throw. If it fails the saving attack rolls and have Advantage on saving throws to
throw and has an Intelligence of 12 or higher, it can avoid or end the Blinded condition.

rehcsif .m ttocs
repeat the saving throw at the end of every hour until it Spells. The staff has 50 charges. While holding the
succeeds and breaks free. staff, you can cast one of the spells on the table below
Regaining Charges. The staff regains 1d6 + 4 from it, using your spell save DC. The table indicates
expended charges daily at dawn. If you expend the last how many charges you must expend to cast the spell.
charge, roll 1d20. On a 1, the staff becomes a Once you cast Foresight using this staff, you can’t do so
nonmagical Quarterstaff. again for 2d4 days.

159 CHAPTER 2 | MAGICAL MISCELLANY


Spell Charge Cost Charge Charge
Spell Cost Spell Cost
Blindness/Deafness (Blinded only) 1
Melf’s Acid Arrow 2 Vitriolic Sphere 4
Blur 3
Tasha’s Caustic
Eyebite 6 1
Brew
Foresight 9
Mirror Image 2 Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the last
True Seeing 6 charge, roll 1d20. On a 1, the staff melts into a pool of
Regaining Charges. The staff regains 4d6 + 2
acid and is destroyed.
expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 20, the staff regains 1d12 + 1
charges. Staff of Domination
Staff, Very Rare (Requires Attunement by a Bard,
Sorcerer, Warlock, or Wizard)
Staff of Acid You have Advantage on Wisdom saving throws while
Staff, Very Rare (Requires Attunement by a Druid, you hold this staff.
Sorcerer, Warlock, or Wizard) Spells. The staff has 10 charges. While holding the

You have Resistance to Acid damage while you hold this staff, you can cast one of the spells on the following
staff. table from it, using your spell save DC. The table
Spells. The staff has 10 charges. While holding the
indicates how many charges you must expend to cast
staff, you can cast one of the spells on the following the spell.
table from it, using your spell save DC. The table
agab naklov

indicates how many charges you must expend to cast Charge Charge

the spell. Spell Cost Spell Cost


Charm Monster 4 Dominate Beast 4
Charm Person 1 Dominate Person 5

CHAPTER 2 | MAGICAL MISCELLANY 160


Regaining Charges. The staff regains 1d6 + 4 Spells. The staff has 10 charges. While holding the
expended charges daily at dawn. If you expend the last staff, you can cast one of the spells on the following
charge, roll 1d20. On a 1, the staff dissipates into table from it, using your spell save DC. The table
fragrant fumes and is destroyed. indicates how many charges you must expend to cast
the spell.
Staff of Elemental Strikes Charge Charge
Spell Cost Spell Cost
Staff, Very Rare (Requires Attunement)
This staff can be wielded as a magic Quarterstaff that Dawn 5 Sunbeam 6
grants a +2 bonus to attack rolls and damage rolls made Guiding Bolt 1
with it.
The staff has 10 charges. When you hit with a melee Regaining Charges. The staff regains 1d6 + 4
attack using it, you can expend up to 3 charges and expended charges daily at dawn. If you expend the last
choose a damage type from the following list: Acid, charge, roll 1d20. On a 1, the staff disappears in a burst
Cold, Fire, Lightning, or Thunder. For each charge you of light and is destroyed.
expend, the target takes an extra 1d6 damage of the
chosen type.
Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the last Staff of Rot
charge, roll 1d20. On a 1, the staff becomes a Staff, Very Rare (Requires Attunement by a Cleric,
nonmagical Quarterstaff. Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Necrotic damage while you hold
this staff.
Staff of Radiance Spells. The staff has 10 charges. While holding the
Staff, Very Rare (Requires Attunement by a Cleric, staff, you can cast one of the spells on the following
table from it, using your spell save DC. The table

iksrudnip
Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Radiant damage while you hold indicates how many charges you must expend to cast
this staff. the spell.

161
Charge Charge
Spell Cost Spell Cost Staff of Teleportation
Blight 4 Inflict Wounds 1 Staff, Very Rare (Requires Attunement by a Sorcerer,
Warlock, or Wizard)
Circle of Death 6
This staff can be wielded as a magic Quarterstaff that
Regaining Charges. The staff regains 1d6 + 4
grants a +2 bonus to attack rolls and damage rolls made
expended charges daily at dawn. If you expend the last with it.
Spells. The staff has 10 charges. While holding the
charge, roll 1d20. On a 1, the staff rapidly decays and is staff, you can cast one of the spells on the following
destroyed. table from it, using your spell save DC. The table
indicates how many charges you must expend to cast
Staff of Stone
the spell.
Staff, Very Rare (Requires Attunement by a Druid, Charge Charge
Sorcerer, Warlock, or Wizard) Spell Cost Spell Cost
This staff can be wielded as a magic Quarterstaff that Dimension Door 4 Plane Shift 7
grants a +2 bonus to attack rolls and damage rolls made
with it. Misty Step 2 Teleport 7
Spells. The staff has 10 charges. While holding the
staff, you can cast one of the spells on the following Regaining Charges. The staff regains 1d6 + 4
table from it, using your spell save DC. The table expended charges daily at dawn. If you expend the last
indicates how many charges you must expend to cast charge, roll 1d20. On a 1, the staff vanishes abruptly
the spell. and is destroyed.
Charge Charge
Spell Cost Spell Cost Staff of the Psyche
Earth Tremor 1 Move Earth 6 Staff, Very Rare (Requires Attunement by a Bard,
Sorcerer, Warlock, or Wizard)
Erupting Earth 3 Wall of Stone 5
You have Resistance to Psychic damage while you hold
Regaining Charges. The staff regains 1d6 + 4
this staff.
Spells. The staff has 10 charges. While holding the
expended charges daily at dawn. If you expend the last staff, you can cast one of the spells on the following
charge, roll 1d20. On a 1, the staff crumbles into dust table from it, using your spell save DC. The table
and is destroyed. indicates how many charges you must expend to cast
the spell.
Staff of Storms Charge Charge
Staff, Very Rare (Requires Attunement by a Druid, Spell Cost Spell Cost
Sorcerer, Warlock, or Wizard) Raulothim’s Tasha’s Mind
You have a +2 bonus to spell attack rolls while you hold Psychic Lance
4
Whip
2
this staff.
Spells. The staff has 10 charges. While holding the
Synaptic Static 5
staff, you can cast one of the spells on the following
table from it, using your spell save DC. The table Regaining Charges. The staff regains 1d6 + 4
indicates how many charges you must expend to cast expended charges daily at dawn. If you expend the last
the spell. charge, roll 1d20. On a 1, the staff shatters like glass
and is destroyed.
Charge Charge
Spell Cost Spell Cost
Fire Storm 7 Storm Sphere 4
Staff of Walls
Staff, Rare (Requires Attunement by a Druid, Sorcerer,
Ice Storm 4 Warlock, or Wizard)

The staff regains 1d6 + 4 This staff can be wielded as a magic Quarterstaff that
Regaining Charges.
expended charges daily at dawn. If you expend the last grants a +2 bonus to attack rolls and damage rolls made
charge, roll 1d20. On a 1, the staff disappears in a burst with it.
Spells. The staff has 10 charges. While holding the
of fire, ice, and lightning, and is destroyed. staff, you can cast one of the spells on the following
CHAPTER 2 | MAGICAL MISCELLANY 162
table from it, using your spell save DC. The table Regaining Charges. The staff regains 1d6 + 4
indicates how many charges you must expend to cast expended charges daily at dawn. If you expend the last
the spell. charge, roll 1d20. On a 1, the staff melts into a pool of
water and is destroyed.
Charge Charge
Spell Cost Spell Cost
Wall of Force 5 Wall of Stone 5 Staff of Wind
Staff, Very Rare (Requires Attunement by a Druid,
Wall of Sand 3 Wall of Water 3
Sorcerer, Warlock, or Wizard)

The staff regains 1d6 + 4 This staff can be wielded as a magic Quarterstaff that
Regaining Charges.
expended charges daily at dawn. If you expend the last grants a +2 bonus to attack rolls and damage rolls made
charge, roll 1d20. On a 1, the staff turns into mud and is with it.
Spells. The staff has 10 charges. While holding the
destroyed. staff, you can cast one of the spells on the following
table from it, using your spell save DC. The table
indicates how many charges you must expend to cast
Staff of Water the spell.
Staff, Very Rare (Requires Attunement by a Druid,
Sorcerer, Warlock, or Wizard) Charge Charge
This staff can be wielded as a magic Quarterstaff that Spell Cost Spell Cost
grants a +2 bonus to attack rolls and damage rolls made Control Winds 5 Whirlwind 7
with it.
Spells. The staff has 10 charges. While holding the Gust of Wind 2 Wind Wall 3
staff, you can cast one of the spells on the following
table from it, using your spell save DC. The table Regaining Charges. The staff regains 1d6 + 4
indicates how many charges you must expend to cast expended charges daily at dawn. If you expend the last
lael nodnasso rotsen

the spell. charge, roll 1d20. On a 1, the staff dissipates into a


gentle breeze and is destroyed.
Charge Charge
Spell Cost Spell Cost
Create or Destroy Tidal Wave 3 Stoca’s Staff
1
Water Staff, Legendary (Requires Attunement by a Sorcerer,
Wall of Water 3
Warlock, or Wizard)
Maelstrom 5
This staff can be wielded as a magic Quarterstaff that
163
grants a +2 bonus to attack rolls and damage rolls made grants a +2 bonus to attack rolls and damage rolls made
with it. While holding it, you gain a +2 bonus to Armor with it.
Class, saving throws, and spell attack rolls. Spells. The staff has 10 charges. While holding the
Spells. The staff has 50 charges. While holding the staff, you can cast one of the spells on the table below
staff, you can cast one of the spells on the table below from it, using your spell save DC. The table indicates
from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
how many charges you must expend to cast the spell.
Once you cast Shapechange using this staff, you can’t Spell Charge Cost
do so again for 2d4 days. Conjure Elemental 5
Spell Charge Cost Glyph of Warding (Explosive Rune
2
only)
Enervation (level 7 version) 7
Fly 3 Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the last
Plant Growth 3
charge, roll 1d20. On a 1, the staff becomes a
Shapechange 9 nonmagical Quarterstaff.
Water Breathing 3

Regaining Charges. The staff regains 4d6 + 2 Tolodine’s Staff


expended charges daily at dawn. If you expend the last Staff, Very Rare (Requires Attunement by a Sorcerer,
charge, roll 1d20. On a 20, the staff regains 1d12 + 1 Warlock, or Wizard)
charges. This staff can be wielded as a magic Quarterstaff that
grants a +2 bonus to attack rolls and damage rolls made
kainam rimowals

with it.
Tipald’s Staff Spells. The staff has 10 charges. While holding the
Staff, Rare (Requires Attunement by a Sorcerer, staff, you can cast one of the spells on the table below
Warlock, or Wizard) from it, using your spell save DC. The table indicates
This staff can be wielded as a magic Quarterstaff that how many charges you must expend to cast the spell.

164
Charge Charge creature, or some other visible phenomenon that is no
Spell Cost Spell Cost larger than a 150-foot Cube. The image appears at a
spot that you can see within 1,000 feet of yourself and
Cloudkill 5 Stinking Cloud 3 lasts until dispelled (DC 16). It seems real, including
Gust of Wind Wind Wall sounds, smells, and temperature appropriate to the
2 3
thing depicted, but it can’t deal damage or cause
Regaining Charges. The staff regains 1d6 + 4
conditions.
expended charges daily at dawn. If you expend the last If you are within 1,000 feet of the illusion, you can
charge, roll 1d20. On a 1, the staff becomes a take a Magic action to cause the image to move to any
nonmagical Quarterstaff. other spot within 1,000 feet of yourself. As the image
changes location, you can alter its appearance so that its
movements appear natural for the image. For example,
if you create an image of a creature and move it, you can
Toscudlo’s Staff alter the image so that it appears to be walking.
Staff, Very Rare (Requires Attunement by a Sorcerer, Similarly, you can cause the illusion to make different
Warlock, or Wizard) sounds at different times, even making it carry on a
This staff has 20 charges and can be wielded as a magic conversation, for example.
Quarterstaff that grants a +2 bonus to attack rolls and Physical interaction with the image reveals it to be an
damage rolls made with it. While holding it, you gain a illusion, for things can pass through it. A creature that
+2 bonus to Armor Class, saving throws, and spell takes a Study action to examine the image can
attack rolls. determine that it is an illusion with a successful
Demand. You can take a Magic action and expend 8 Intelligence (Investigation) check (DC 17). If a creature
charges to demand a course of activity—described in no discerns the illusion for what it is, the creature can see
more than 25 words—to a creature you have met or a through the image, and its other sensory qualities
creature described to you by someone who has met it. become faint to the creature.
Spells. While holding the staff, you can cast one of the
The demand must sound achievable and not involve spells on the table below from it, using your spell save
anything that would obviously deal damage to the target DC. The table indicates how many charges you must
or its allies. The target hears the demand in its mind, expend to cast the spell.
recognizes you as the sender if it knows you. The target
understands the meaning of your message even if you
and the creature don’t share a language. Spell Charge Cost
The target must succeed on a DC 18 Wisdom saving Hallucinatory Terrain 4
throw or have the Charmed condition for 8 hours, until
you have the Incapacitated condition, until dispelled Project Image 7
(DC 18), or until you or your allies deal damage to the Regaining Charges. The staff regains 2d8 + 4
target. The Charmed target pursues the demand to the expended charges daily at dawn. If you expend the last
best of its ability. The demanded activity can continue charge, roll 1d20. On a 1, the staff retains its +2 bonus
for the entire duration, but if the demanded activity can to attack rolls and damage rolls but loses all other
be completed in a shorter time, the condition ends for properties. On a 20, the staff regains 1d8 + 2 charges.
the target upon completing it.
You can send the demand across any distance and
even to other planes of existence, but if the target is on a
different plane than you, there is a 5 percent chance that Trebbe’s Staff
the demand doesn’t arrive. You know if the delivery Staff, Legendary (Requires Attunement by a Sorcerer,
fails. Warlock, or Wizard)
Once you use this property, you can’t use it again until This staff has 50 charges and can be wielded as a magic
the next dawn. Quarterstaff that grants a +2 bonus to attack rolls and
Mass Invisibility. You can take a Magic action and
expend 7 charges to cause a ripple of illusory magic in a damage rolls made with it. While holding it, you gain a
200-foot Cube within 1,000 feet of yourself. Each +2 bonus to Armor Class, saving throws, and spell
creature in the Cube has the Invisible condition for 1 attack rolls.
Spells. While holding the staff, you can cast one of the
hour, until you have the Incapacitated condition, until spells on the table below from it, using your spell save
dispelled (DC 17), or until you use this property again. DC. The table indicates how many charges you must
The invisibility immediately ends for a target after it expend to cast the spell. Once you cast Antimagic Fied
makes an attack roll, deals damage, casts a spell, or using this staff, you can’t do so again until the next
moves beyond 150 feet of another creature granted dawn. Once you cast Weird using this staff, you can’t do
Invisibility by this property. so again for 2d4 days.
Permanent Image. You can take a Magic action and
expend 6 charges to create the image of an object, a

165 CHAPTER 2 | MAGICAL MISCELLANY


Spell Charge Cost expend 1 charge to cast Rope Trick from it. The wand
Antimagic Field 8
regains 1d3 expended charges daily at dawn.
Arcane Eye 4
Valdick’s Staff
Detect Evil and Good 1
Staff, Legendary (Requires Attunement by a Sorcerer,
Detect Magic 1 Warlock, or Wizard)
Globe of Invulnerability (level 7 This staff can be wielded as a magic Quarterstaff that
version)
7
grants a +2 bonus to attack rolls and damage rolls made
with it. While holding it, you gain a +2 bonus to Armor
Identify 1
Class, saving throws, and spell attack rolls.
See Invisibility 2 Spells. The staff has 50 charges. While holding the
staff, you can cast one of the spells on the table below
Weird 9
from it, using your spell save DC. The table indicates
Spell Turning. You can take a Magic action and how many charges you must expend to cast the spell.
expend 7 charges to have Advantage on saving throws Once you cast Maze using this staff, you can’t do so
against spells for 8 hours or until dispelled (DC 17). If again until the next dawn. Once you cast Astral
Projection or Gate using this staff, you do so again for
you succeed on the save for a spell of level 7 or lower, 2d4 days.
the spell has no effect on you. If that spell targeted only
you and didn’t create an area of effect, you can take a
Reaction to deflect the spell back at the spell’s caster; Spell Charge Cost
the caster must make a saving throw against the spell Astral Projection 9
using their own spell save DC.
Regaining Charges. The staff regains 4d6 + 2
Forcecage 7
expended charges daily at dawn. If you expend the last Gate 9
charge, roll 1d20. On a 20, the staff regains 1d12 + 1
charges. Maze 8
Planar Binding (level 7 version) 7
ikatok iakek

Undine’s Wand Regaining Charges. The staff regains 4d6 + 2


Wand, Uncommon (Requires Attunement by a expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 20, the staff regains 1d12 + 1
Spellcaster)
This wand has 3 charges. While holding it, you can charges.

CHAPTER 2 | MAGICAL MISCELLANY 166


Veridon’s Staff Volhm’s Staff
Staff, Very Rare (Requires Attunement by a Sorcerer, Staff, Very Rare (Requires Attunement by a Sorcerer,
Warlock, or Wizard) Warlock, or Wizard)
This staff can be wielded as a magic Quarterstaff that This staff can be wielded as a magic Quarterstaff that
grants a +2 bonus to attack rolls and damage rolls made grants a +2 bonus to attack rolls and damage rolls made
with it. While holding it, you gain a +2 bonus to spell with it. While holding it, you gain a +2 bonus to spell
attack rolls and Resistance to Cold damage. attack rolls and Resistance to Lightning damage.
Spells. The staff has 20 charges. While holding the Spells. The staff has 20 charges. While holding the
staff, you can cast one of the spells on the table below staff, you can cast one of the spells on the table below
from it, using your spell save DC. The table indicates from it, using your spell save DC. The table indicates
how many charges you must expend to cast the spell. how many charges you must expend to cast the spell.
Once you cast Enervation using this staff, you can’t do
Spell Charge Cost so again until the next dawn.
Chill Touch 0
Charge Charge
Cone of Cold 5 Spell Cost Spell Cost
Fog Cloud 1 Chain Lightning 6 Lightning Bolt
5
Ice Storm (level 5 version) 5 (level 5 version)
Enervation (level
9
Wall of Ice 6 9 version) Shocking Grasp 0

sorllok saihtam
Regaining Charges. The staff regains 2d8 + 4 Regaining Charges. The staff regains 2d8 + 4
expended charges daily at dawn. If you expend the last expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 1, the staff retains its +2 bonus charge, roll 1d20. On a 1, the staff retains its +2 bonus
to attack rolls and damage rolls but loses all other to attack rolls and damage rolls but loses all other
properties. On a 20, the staff regains 1d8 + 2 charges. properties. On a 20, the staff regains 1d8 + 2 charges.

167
Wand of Aberrant Summoning Wand of Compulsion
Wand, Very Rare (Requires Attunement by a Wand, Very Rare (Requires Attunement by a
Spellcaster) Spellcaster)
This wand has 7 charges. While holding it, you can This wand has 7 charges. While holding it, you can
expend no more than 3 charges to cast Summon expend 1 charge to cast Compulsion (save DC 15) from
Aberration from it. For 1 charge, you cast the level 4 it.
version of the spell. You can increase the spell’s level by Regaining Charges. The wand regains 1d6 + 1
1 for each additional charge you expend. expended charges daily at dawn. If you expend the
Regaining Charges. The wand regains 1d6 + 1 wand’s last charge, roll 1d20. On a 1, the wand
expended charges daily at dawn. If you expend the crumbles into ashes and is destroyed.
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Construct Summoning
Wand, Very Rare (Requires Attunement by a
Wand of Banishment Spellcaster)
Wand, Very Rare (Requires Attunement by a This wand has 7 charges. While holding it, you can
Spellcaster) expend no more than 3 charges to cast Summon
This wand has 7 charges. While holding it, you can Construct from it. For 1 charge, you cast the level 4
expend no more than 3 charges to cast Banishment version of the spell. You can increase the spell’s level by
(save DC 15) from it. For 1 charge, you cast the level 4 1 for each additional charge you expend.
version of the spell. You can increase the spell’s level by Regaining Charges. The wand regains 1d6 + 1
1 for each additional charge you expend. expended charges daily at dawn. If you expend the
Regaining Charges. The wand regains 1d6 + 1 wand’s last charge, roll 1d20. On a 1, the wand
expended charges daily at dawn. If you expend the crumbles into ashes and is destroyed.
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Earthen Eruptions
Wand, Rare (Requires Attunement by a Spellcaster)
Wand of Bestial Summoning
This wand has 7 charges. While holding it, you can
Wand, Uncommon (Requires Attunement by a expend no more than 3 charges to cast Erupting Earth
Spellcaster) (save DC 15) from it. For 1 charge, you cast the level 3
This wand has 7 charges. While holding it, you can version of the spell. You can increase the spell’s level by
expend no more than 3 charges to cast Summon Beast 1 for each additional charge you expend.
from it. For 1 charge, you cast the level 2 version of the Regaining Charges. The wand regains 1d6 + 1
spell. You can increase the spell’s level by 1 for each expended charges daily at dawn. If you expend the
additional charge you expend. wand’s last charge, roll 1d20. On a 1, the wand
Regaining Charges. The wand regains 1d6 + 1 crumbles into ashes and is destroyed.
expended charges daily at dawn. If you expend the
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed. Wand of Elemental Summoning
Wand, Very Rare (Requires Attunement by a
Spellcaster)
Wand of Blight
This wand has 7 charges. While holding it, you can
Wand, Very Rare (Requires Attunement by a expend no more than 3 charges to cast Summon
Spellcaster) Elemental from it. For 1 charge, you cast the level 4
This wand has 7 charges. While holding it, you can version of the spell. You can increase the spell’s level by
expend no more than 3 charges to cast Blight (save DC 1 for each additional charge you expend.
15) from it. For 1 charge, you cast the level 4 version of Regaining Charges. The wand regains 1d6 + 1
the spell. You can increase the spell’s level by 1 for each expended charges daily at dawn. If you expend the
additional charge you expend. wand’s last charge, roll 1d20. On a 1, the wand
Regaining Charges. The wand regains 1d6 + 1 crumbles into ashes and is destroyed.
expended charges daily at dawn. If you expend the
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

CHAPTER 2 | MAGICAL MISCELLANY 168


Spell Charge Cost
Wand of Enfeebling Rays
Phantasmal Force 2
Wand, Uncommon (Requires Attunement by a
Spellcaster) Phantasmal Killer 4

This wand has 7 charges. While holding it, you can Regaining Charges. The wand regains 1d6 + 1
expend 1 charge to cast Ray of Enfeeblement (+5 to hit) expended charges daily at dawn. If you expend the
from it. wand’s last charge, roll 1d20. On a 1, the wand
Regaining Charges. The wand regains 1d6 + 1 crumbles into ashes and is destroyed.
expended charges daily at dawn. If you expend the
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed. Wand of Scouring
Wand, Rare (Requires Attunement by a Spellcaster)
Wand of Fey Summoning This wand has 7 charges.
Wand, Rare (Requires Attunement by a Spellcaster) Spells. While holding the wand, you can cast one of
This wand has 7 charges. While holding it, you can the spells on the following table from it. The table
expend no more than 3 charges to cast Summon Fey indicates how many charges you must expend to cast
from it. For 1 charge, you cast the level 3 version of the the spell.
spell. You can increase the spell’s level by 1 for each
additional charge you expend. Charge Charge

Regaining Charges. The wand regains 1d6 + 1


Spell Cost Spell Cost

expended charges daily at dawn. If you expend the Locate Animals Locate Object 2
wand’s last charge, roll 1d20. On a 1, the wand or Plants
2
crumbles into ashes and is destroyed. Locate Creature 4

Regaining Charges. The wand regains 1d6 + 1


Wand of Negation expended charges daily at dawn. If you expend the
wand’s last charge, roll 1d20. On a 1, the wand
Wand, Rare (Requires Attunement by a Spellcaster) crumbles into ashes and is destroyed.
This wand has 7 charges.
Spells. While holding the wand, you can cast one of
the spells (save DC 15) on the following table from it. Wand of Shadowspawn Summoning
The table indicates how many charges you must expend Wand, Rare (Requires Attunement by a Spellcaster)
to cast the spell. This wand has 7 charges. While holding it, you can
Spell Charge Cost expend no more than 3 charges to cast Summon
Shadowspawn from it. For 1 charge, you cast the level 3
Counterspell 3 version of the spell. You can increase the spell’s level by
Dispel Magic 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1
3

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the
expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand
wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
crumbles into ashes and is destroyed. }}
Wand of Tidal Waves
Wand of Phantasms Wand, Rare (Requires Attunement by a Spellcaster)
Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can
This wand has 7 charges. expend no more than 3 charges to cast Tidal Wave
Spells. While holding the wand, you can cast one of (save DC 15) from it. For 1 charge, you cast the level 3
the spells (save DC 15) on the following table from it. version of the spell. You can increase the spell’s level by
The table indicates how many charges you must expend 1 for each additional charge you expend.
to cast the spell. Regaining Charges. The wand regains 1d6 + 1
expended charges daily at dawn. If you expend the
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.

169 CHAPTER 2 | MAGICAL MISCELLANY


Wand of Time Xanad’s Staff
Wand, Rare (Requires Attunement by a Spellcaster) Staff, Legendary (Requires Attunement by a Sorcerer,
This wand has 7 charges. Warlock, or Wizard)
Spells. While holding the wand, you can cast one of This staff has 50 charges and can be wielded as a magic
the spells (save DC 15) on the following table from it. Quarterstaff that grants a +2 bonus to attack rolls and
The table indicates how many charges you must expend damage rolls made with it. While holding it, you gain a
to cast the spell. +2 bonus to spell attack rolls and saving throws to avoid
or end the Deafened condition, and Resistance to
Spell Charge Cost Thunder damage.
Shout. You can take a Magic action and expend 7
Haste 3
charges to emit an ear-splitting yell that is audible up to
Slow 3 300 feet away. Each creature in a 30-foot Cone in front
of you must make a DC 18 Constitution saving throw.
Regaining Charges. The wand regains 1d6 + 1 On a failed save, a target takes 7d10 Thunder damage
expended charges daily at dawn. If you expend the and has the Deafened condition for 1 minute. On a
wand’s last charge, roll 1d20. On a 1, the wand success, a target takes half as much damage only.
crumbles into ashes and is destroyed. A Deafened target can repeat the save at the end of
each of its turns, ending the condition on itself on a
success.
Wand of Undead Summoning Spells. While holding the staff, you can cast one of the
spells on the table below from it, using your spell save
Wand, Rare (Requires Attunement by a Spellcaster)
DC. The table indicates how many charges you must
This wand has 7 charges. While holding it, you can expend to cast the spell. Once you cast Power Word
expend no more than 3 charges to cast Summon Stun using this staff, you can’t do so again until the next
Undead from it. For 1 charge, you cast the level 3 dawn. Once you cast Power Work Kill using this staff,
version of the spell. You can increase the spell’s level by you do so again for 2d4 days.
anegatrac oidivo

1 for each additional charge you expend.


Regaining Charges. The wand regains 1d6 + 1 Charge Charge
expended charges daily at dawn. If you expend the Spell Cost Spell Cost
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed. Message 0 Power Word Stun 8
Minor Illusion Power Word Kill 9
0
(Sound only)

CHAPTER 2 | MAGICAL MISCELLANY 170


Regaining Charges. The staff regains 4d6 + 2 with it. While holding it, you gain a +2 bonus to Armor
expended charges daily at dawn. If you expend the last Class, saving throws, and spell attack rolls.
charge, roll 1d20. On a 20, the staff regains 1d12 + 1 Spells. The staff has 20 charges. While holding the
charges. staff, you can cast one of the spells on the table below
from it, using your spell save DC. The table indicates
how many charges you must expend to cast the spell.
Yturn’s Wand
Spell Charge Cost
Wand, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. Clairvoyance 3
Spells. While holding the wand, you can cast one of Detect Thoughts 2
the spells on the following table from it. The table
indicates how many charges you must expend to cast Find Familiar 1
the spell. Legend Lore (as a Magic action) 7

Spell Charge Cost Locate Object 2

Feather Fall 1 Mirage Arcane 7

Jump 1 Regaining Charges. The staff regains 4d6 + 2


Levitate expended charges daily at dawn. If you expend the last
2
charge, roll 1d20. On a 20, the staff regains 1d12 + 1
Regaining Charges. The wand regains 1d6 + 1 charges.
expended charges daily at dawn. If you expend the
wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed. Zwei’s Wand

emrahed .l neitsab
Wand, Uncommon (Requires Attunement by a
Spellcaster)
Zahn’s Staff This wand has 3 charges. While holding it, you can
Staff, Very Rare (Requires Attunement by a Sorcerer, expend 1 charge immediately after you cast a level 1–5
Warlock, or Wizard) spell that has a duration of 1 minute or longer to apply
This staff can be wielded as a magic Quarterstaff that the Extended Spell Metamagic option on that spell. The
grants a +2 bonus to attack rolls and damage rolls made wand regains 1d3 expended charges daily at dawn.

171
This appendix lists all the changes made to the Adjusted the acquisition of Metamagic to be tied with
Sorcerer and Warlock classes, and to Sorcerer, Proficiency Bonus. It lines up, anyway, since you
Warlock, and Wizard subclasses as they appear in this have two at level 2 and six at level 17. To make
document compared to their latest iterations in the visualization easier, a separate column for
2024 Player’s Handbook, other official sources like the Metamagic was added to the Sorcerer Features
2014 Player’s Handbook or Xanathar’s Guide to table.
Everything, and Unearthed Arcana articles. Maintained the 2014 version of Twinned Spell.
Added nine new Metamagic options: Aimed Spell,
Sorcerer Delayed Spell, Explosive Spell, Maximized Spell,
Shifted Spellcasting to use a modified Spell Point Potent Spell, Ruinous Spell, Shifted Spell,
system that combines Spell Points and Sorcery Transdimensional Spell, and Widened Spell.
Points into a single pool, precluding the need for Buffed Arcane Apotheosis to include the acquisition
Font of Magic. In addition, unlike the version of the of all Metamagic options. Also, adjusted the feature
Spell Point system in the 2014 Dungeon Master’s to give a 2-Sorcery-Point discount rather than one
Guide, this system allows the creation of two level 6 free Metamagic option since there are options that
spell slots at starting level 19 and two level 7 spell exceed 2 Sorcery Points.
slots at level 20. Renamed most subclasses to follow the new naming
Added Innate Focus to Spellcasting which precludes convention.
the need for an Arcane Focus. This is in line with the Adjusted all features that are tied to Proficiency
narrative that Sorcerers are inherently magical and Bonus to use either your Charisma modifier (or
need only those Material components that are rarely, another ability modifier) or a specified value
nawaites eil

consumed or have a gold cost. when a certain Sorcerer level is reached so that
Renamed Innate Sorcery into Arcane Surge and multiclassing is more balanced.
Sorcery Incarnate into Magic Incarnate, as the Most feature dismissals changed to no action
official names are quite redundant. required.

172
Shifted all level 1 subclass features to level 3 and magic from magic items, which was one of the
adjusted accordingly. distinguishing characteristics of the Spellfire Channeler
from D&D 3.5e. Also allowed Sorcery Point restoration
Aberrant Sorcery through ending of spells using Dispel Magic.
Added a ribbon feature at level 3, Eldritch Tongue, Replaced Honed Spellfire with Maelstrom of
allowing you to know Deep Speech and Spellfire, again an homage to the 3.5e iteration.
Undercommon, as well as affecting your interaction Allowed Crown of Spellfire to be activated with
with Aberrations. Arcane Surge.
Allowed Revelation in Flesh to be activated with
Arcane Surge. Divine Sorcery
Added a variant level 18 feature, Aberrant Locus, Added a clause to Favored by the Gods that specifies
that allows Concentration on two spells, albeit with a the god who favors you, taking note of alignment and
penalty to maintain said Concentration. divine domains.
Renamed Divine Magic as Divine Spells, and
Clockwork Sorcery increased the always-prepared spells list to ten spells
Added Touch of Nirvana at level 3, which treats a roll tied to one of your god’s divine domains.
of 1 on the d20 as a 10. It also allows you to know Removed Empowered Healing as it is just not
Modron and affects your interaction with Constructs. impactful enough.
Added a variant level 6 feature, Steel Mind, which is Powered down the level 18 feature, Unearthly
an Indomitable variant for Intelligence, Wisdom, and Recovery, and placed it in the level 6 feature slot.
Charisma saving throws. Also allowed it to be activated with Arcane Surge.
Allowed Trance of Order to be activated with Arcane Allowed Otherworldly Wings to be activated with
Surge. Arcane Surge.
Added a new level 18 feature, Miracle, which is
Draconic Sorcery essentially Wish, but limited to the duplication of
Maintained Dragon Ancestor from the 2014 version. Cleric spells of level 8 or lower.
Changed the Draconic Spells list to reflect each
Dragon type. Storm Sorcery
Maintained Elemental Affinity’s ties to Dragon Added Storm Spells.
Ancestor’s damage type. Buffed Tempestuous Magic by removing the Bonus
Maintained the 2014 version of Dragon Wings, Action needed to fly, and by adding a temporary AC
though like in the 2024 version, it no longer buff.
mentions clothing. Also allowed it to be activated Increased Heart of the Storm’s average base damage
with Arcane Surge. to 5, but still ends at 10 at level 20.
Replaced Dragon Companion with Form of the Replaced the counterintuitive pushing mechanic
Dragon, which is essentially a modified from Storm’s Fury with a blinding effect to go well
Shapechange. with Tempestuous Magic’s AC buff; damage adjusted
accordingly.
Wild Magic Sorcery Adjusted Wind Soul’s uses from once per rest to
Added Wild Magic Spells. Charisma modifier times per Long Rest.
Spellfire Sorcery Shadow Sorcery
Changed Spellfire Burst’s trigger to Metamagic use Allowed the Darkvision granted by Eyes of the Dark
and feature use restoration due to the class revision to stack with other sources.
essentially causing the feature to trigger every time a Added Shadow Spells.
level 1+ spell is cast. Renamed Hound of Ill Omen into Ominous Shadow.
Changed Bolstering Flames into Healing Flames, The feature still functions similarly, but instead
which outright heals rather than granting Temporary applies the characteristics of the hound onto the
Hit Points. Monstrosity summoned using Summon
Adjusted both Healing Flames and Radiant Fire to Shadowspawn.
damage and heal by the same amount, with Radiant Buffed Shadow Walk to be be able to remove the
Fire hitting automatically. Also added inherent limitations by spending 2 Sorcery Points, similar to
scaling, removing the need for Honed Spellfire. the Warrior of Shadow Monk’s Improved Shadow
Changed Spellfire Spells’s Aura of Vitality to Step. Also allowed it to be activated with Arcane
Counterspell. Surge.
Changed Absorb Spells to Absorb Magic, which Allowed one free use of Umbral Form. Also allowed
allows Sorcery Point Restoration through draining it to be activated with Arcane Surge.

173 APPENDIX A | CLASS AND SUBCLASS EDITS


Lunar Sorcery Giant and affects your interaction with Giants.
Increased the number of Lunar Spells granted by the Added Giant Spells.
Lunar Embodiment feature from five to ten. Added a Bonus Action option to Jotun Resilience that
Removed Moon Fire. buffs unarmored defense and grants Temporary Hit
Allowed Waxing and Waning to be activated with Points.
Arcane Surge. Changed Souls of Lost Ostoria to Extra Attack.
Phoenix Sorcery Warlock
Removed the lore that specifically states that Changed the recovery of spell slots from a Short
Phoenix Sorcerers don’t have Resistance or Rest to a Long Rest, just like other pure spellcasters.
Immunity to Fire damage. Given the Mantle of The number of Pact Magic spell slots at each
Flame and Form of the Phoenix features, Phoenix Warlock level was calculated by using the Spell
Sorcerers would be horribly disfigured. It is also at Point system. The number of Spell Points was
odds with the Nourishing Fire feature, which states divided by the point cost of the slot level. For
that fire spells heal you. Said Resistance and example, at level 3, a Warlock has 14 Spell Points.
Immunity have been added to the level 6 and level 18 At that level, a Warlock’s spell slots are of level 2,
features. which have a point cost of 3. Dividing 14 by 3 (round
Added Phoenix Spells. down), we get a total of four spell slots. Mystic
Powered down Mantle of Flame’s bonus damage to Arcanum spells are included in the count, explaining
justify more frequent use. On average, to beat a +5 the lack of spell slot increase from level 11 to 17.
damage bonus, you’d have to cast a spell that deals Maintained the Pact Boon feature from the 2014
at least 7d4, 10d6, 14d8, 17d10, or 20d12 Fire version, removed the options from the list of Eldritch
damage. Also allowed it to be activated with Arcane Invocations, and placed it at level 1, as was clearly
Surge. intended with the current design—1 invocation
Powered down Phoenix Spark due to the addition of known at level 1 and all of the Pact Boons have no
Resistance to Fire damage. level prerequisite.
Adjusted Form of the Phoenix due to Mantle of Moved Eldritch Invocations to level 2 and decreased
Flame being usable more than once before a Long number known by 1 due to Pact Boon.
Rest. Added 33 Eldritch Invocations, 26 of which are
Sea Sorcery original, three are simply added to the list to remove
Increased Soul of the Sea’s Swim Speed to 40 feet. the invocation status of the Pact Boons, and four are
Added Sea Spells. updated versions from official sources.
Expanded Curse of the Sea to include Sea Spells in Adjusted Magical Cunning and Eldritch Master due
addition to cantrips. to having more Pact Magic spell slots.
Adjusted Watery Defense’s uses from once per rest Removed the Undying Patron, as it is basically the
to Charisma modifier times per Long Rest. Also precursor to the Undead Patron.
simplified to damage reduction to half. Renamed all subclasses to follow the new naming
Made Shifting Form’s movement rules more convention.
generalized. Also decreased the size of the path you Shifted all level 1 subclass features to level 3 and
can squeeze through while moving to as narrow as 1 adjusted accordingly.
inch. Turned all expanded spell lists into always-prepared
spell lists, except for the Genie Patron’s Wish.
Stone Sorcery Genie Patron
Removed expanded spell list for smite spells. Expanded the options of Limited Wish to include all
Added Stone Spells. spells except those that take a Reaction to cast,
Changed Stone’s Durability to 10 plus your similar to the Cleric’s Divine Intervention.
Constitution and Charisma modifiers.
Expanded Stone Aegis and Earth Master’s Aegis Wizard
viable targets to include yourself. Also simplified the
damage reduction and allowed Arcane Surge to be Renamed all subclasses to follow the new naming
activated with it. convention.
Adjusted all features that are tied to Proficiency
Giant Sorcery Bonus to use either your Intelligence modifier or a
Shifted the theme of the subclass to support a gish specified value when a certain Wizard level is
build, which Rage of Fallen Ostoria clearly wants. reached so that multiclassing is more balanced.
Changed Mark of the Ordning to give proficiency Shifted all level 2 subclass features to level 3 and
with Martial weapons. It also allows you to know adjusted accordingly.
APPENDIX A | CLASS AND SUBCLASS EDITS 174
Changed all Savant features to be consistent with Added a clause to Inured to Undeath that empowers
existing subclasses in the 2024 Player’s Handbook. spells you cast the deal Necrotic damage.
Changed all features that needed the casting of a Added a second level 10 feature, Resilient Thralls,
spell from a specific school to restore your use of it that grants Turn Resistance to your summoned or
to simply expending a spell slot of a certain level. created Undead.
Changed Command Undead to Master of Undead,
Conjurer which precludes your need to eat, drink, or sleep;
Changed Minor Conjuration to be a buffed at-will precludes the need for corpses when summoning or
Find Familiar spell. creating Undead; and allows a free casting of Create
Adjusted the Temporary Hit Points granted by Undead.
Durable Summons from a fixed 30 to twice your
Wizard level. Transmuter
Removed the need to maintain Concentration for
Enchanter Minor Alchemy.
Changed Hypnotic Gaze to Cunning Allure at level 3, For Transmuter’s Stone, allowed stacking of
which prevents foes from having Advantage against Darkvision with other sources, and allowed Speed
your Enchantment spells when you and your allies increase as long as unarmored.
are fighting it. Also granted a bonus to some Removed Shapechanger’s CR limitation.
Charisma checks equal to your Intelligence modifier.
Changed Split Enchantment to Tenacious Glamour Bladesinger
at level 10, which makes your Enchantment spells Removed Persuasion option from Training in War
harder to end. and Song.
Changed Alter Memories to Potent Enchantment at Changed the use of Intelligence for attack and
level 14, which makes your Enchantment spells damage rolls with the previous ability check
bypass Immunity to the Charmed condition. It also Advantage, though now changed to the skill chosen
retains a clause from Alter Memories that makes a for your Training for War and Song feature and not
target unaware of being Charmed. just Acrobatics.
Maintained the Tasha’s Caludron of Everything
iynahcerg rogi

Necromancer version of Song of Victory.


Adjusted Grim Harvest’s regained Hit Points be
equal to three times the slot’s level regardless of War Mage
spell school. Added a boost to Arcane Deflection by expending a
Changed Undead Thrall’s always-prepared spell spell slot.
from Animate Dead to Summon Undead.

175 APPENDIX A | CLASS AND SUBCLASS EDITS


v8.0 College of Comedy
Increased healing of Laughter Is the Best Medicine.
Shifted the entire document to D&D 2024 using
u/Kaiburr_Kath-Hound‘s masterful template.
Renamed most subclasses to follow the new naming Cleric
conventions. Destruction Domain
Adjusted all features that are tied to your Proficiency Allowed Destructive Fury to be usable after a Short
Bonus to use either an ability modifier or a specified or Long Rest; power scaled accordingly.
value when a certain level is reached so that
multiclassing is more balanced. Travel Domain
Most feature dismissals changed to no action Renamed Bonus Proficiencies to Wayfinder. Also
required. subtly changed the proficiencies as proficiency with
Shifted all level 1 or 2 subclass features to level 3 Vehicles no longer seems to matter, and tool
and adjusted accordingly. proficiencies now tend to be tied to backgrounds.
Combined the Spells and Magic Items chapters into Decreased Unstoppable Adventurer’s Speed bonus
Magical Miscellany. due to the lack of armor restrictions.
Bard Druid
Removed College of Dance as an official version has Minor always-prepared spell list changes.
tolcirb iskela

been published.
Circle of Evil
College of Chaos
Increased the healing received from Chaotic Added an alternative AC calculation and Temporary
Inspiration. Hit Points to Fiendish Forms.

176
Circle of Eyes Sorcerer
Changed Eyes of Verity to Druidic Premonition, Made a separate column for Metamagic in the
which is a limited Foresight. Sorcerer Features table.
Circle of Scales Maintained the combined Spell Point and Sorcery
Added an alternative AC calculation and Temporary Point pool, precluding the need for Font of Magic.
Hit Points to Draconic Forms. The latter and its accompanying Unearthed Arcana
Changed Energy Shield’s damage to scale with level. options were removed entirely.
Renamed Innate Sorcery to Arcane Surge and
Circle of the Outsider Sorcery Incarnate to Magic Incarnate.
Added an alternative AC calculation and Temporary Maintained Innate Focus.
Hit Points to Aberrant Forms. Removed the variant feature Spell Versatility.
Adjusted the Eye Rays to reflect the latest version of Adjusted the acquisition of Metamagic to be tied with
the beholder from the 2025 Monster Manual. Proficiency Bonus. It lines up, anyway, since you
Changed the damage of Enervation Ray, have two at level 2 and six at level 17.
Disintegration Ray, and Death Ray to scale with Made Potent Spell usable with other Metamagic
level. options.
Maintained the 2014 version of Twinned Spell.
Circle of the Sun Adjusted Arcane Apotheosis to give a 2-Sorcery-
Adjusted the lore to focus more on light and plants Point discount rather than one free Metamagic since
than fire. there are options that exceed 2 Sorcery Points;
Removed mention of Sunlight Sensitivity in maintained the acquisition of all Metamagic options.
Removed the swapping option from all subclass
orietnom oiac

Glareproof as it seems to have been removed


entirely. always-prepared spell lists; changed a few lists.
Adjusted Radiant Embrace to be be an Indomitable Removed Simple weapon proficiency in gish
variant which functions only while in sunlight, subclasses since the core Sorcerer now has it.
allowing more uses. Added the Spellfire Sorcery, Atomic Sorcery,
Limited Synthesis’s healing to Radiant damage only. Bladesoul, and Spirit Sorcery subclasses.

177 APPENDIX B | CHANGELOG


Aberrant Sorcery applies the characteristics of the hound onto the
Maintained Eldritch Tongue. Monstrosity summoned using Summon
Allowed Revelation in Flesh to be activated with Shadowspawn.
Arcane Surge. Buffed Shadow Walk to be be able to remove the
Maintained the variant level 18 feature, Aberrant limitations by spending 2 Sorcery Points, similar to
Locus. the Warrior of Shadow Monk’s Improved Shadow
Step. Allowed it to be activated with Arcane Surge.
Clockwork Sorcery Allowed Umbral Form to be activated with Arcane
Maintained Touch of Nirvana. Surge.
Changed the variant level 6 feature, Steel Mind, into Lunar Sorcery
an Indomitable variant. Allowed Waxing and Waning to be activated with
Allowed Trance of Order to be activated with Arcane Arcane Surge.
Surge. Buffed the healing of Lunar Phenomenon’s Full
Draconic Sorcery Moon.
Maintained 2014’s Dragon Ancestor. Phoenix Sorcery
Changed the Draconic Spells list to reflect each Decreased the damage bonus of Mantle of Flame to
Dragon type. justify increasing the number of uses before a Long
Maintained Elemental Affinity’s ties to Dragon Rest.
Ancestor. Allowed Mantle of Flame to be activated with Arcane
Maintained the 2014 version of Dragon Wings, Surge.
though like in the 2024 version, it no longer Decreased the damage of Phoenix Spark to justify
mentions clothing. Allowed it to be activated with the added Fire Resistance.
Arcane Surge.
Replaced Dragon Companion with Form of the Sea Sorcery
Dragon. Changed Soul of the Sea’s Swim Speed to 40 feet.
Wild Magic Sorcery Simplified Watery Defense’s damage reduction to
Added Wild Magic Spells. half.
Made Shifting Form’s movement rules more
Divine Sorcery generalized.
Removed Empowered Healing. Stone Sorcery
Buffed Unearthly Recovery not only due to the Allowed Stone Aegis and Earth Master’s Aegis to be
removal of Empowered Healing but also due to the activated with Arcane Surge.
overall buff to healing magic in D&D 2024. Allowed
it to be activated with Arcane Surge. Giant Sorcery
Allowed Otherworldly Wings to be activated with Shifted the theme of the subclass to support a gish
Arcane Surge. build, which Rage of Fallen Ostoria clearly wants.
Replaced the purely damaging Wrath of God with Removed each Giant Ancestor’s bonus cantrip to
the more flexible Miracle, a Wish-like feature limited instead add a Bonus Action buff to Jotun Resilience
to the duplication of a Cleric spell of level 8 or lower. that grants an AC buff and Temporary Hit Points.
Storm Sorcery Changed Souls of Lost Ostoria to Extra Attack.
Changed Tempestuous Magic’s Temporary Hit Atomic Sorcery
Points to an AC buff, since the flavor of wind is Changed Radiation Field’s damage to scale with
evasiveness, not hardiness. level.
Decreased Tempestuous Magic’s bonus movement
back to 10 feet after considering the Archfey Blood Sorcery
Warlock’s Misty-Step-associated features. Expanded Sanguine Conversion to be able to shift
Changed the added effect of Storm’s Fury to a blind between Hit Points and Sorcery Points.
effect that goes well with Tempestuous Magic’s AC Changed Blood Siphon and Arcane
buff; damage adjusted accordingly. Exsanguination’s trigger to Bloodied creatures
Shadow Sorcery rather than creatures that don’t have all their hit
Removed the variant level 6 feature, Fangs of points, which is too easy to trigger.
Darkness. Fey Bloodline
Renamed Hound of Ill Omen to Ominous Shadow. Adjusted Vindictive Clarity’s effects.
The feature still functions similarly, but instead
APPENDIX B | CHANGELOG 178
Fiendish Bloodline Tarrasquian Sorcery
Added a yugoloth option. Changed Tarrasquian Spells into a fixed list.
Shifted Resistance to Poison damage to level 6. Renamed Siege Sorcery to Overpowering Sorcery,
Adjusted the Demon Fiendish Ancestor’s Reaction and changed the second clause from damage from
feature. destroyed structures to a quasi-buff to spell save DC.
Renamed Profane Spellcasting to Profane Prowess; Adjusted Reflective Scales’s effects.
adjusted the feature to be more fleshed out rather Powered down Soul of Destruction to only treat
than just grant extra damage. damage Immunity to damage Resistance.
Removed Immunity to Poison damage from
Pernicious Adaptation. Time Sorcery
Heavily adjusted Sadistic Soul. Shifted Chronal Resilience to level 14 under
Temporal Adept.
Frost Sorcery Renamed Adroit Metamagic to Temporal Adept.
Changed Glacial Armor’s effect from an AC boost to Reduced number of Reactions per round granted by
Temporary Hit Points. Timewalker from three to two.
Increased Gelid Blast’s radius to 15 feet. Adjusted Timewalker’s buff to Time Stop.
Changed Frozen Soul’s buff to Creeping Chill to a
Speed of 0, bypassing Immunity to the Restrained Weaver
condition. Limited the always-prepared spell list options for
One with the Weave to the Cleric, Druid, and Wizard
Genie Sorcery spell lists.
Increased the djinni Genie Ancestor’s movement Adjusted the variant level 18 feature Metamastery to
bonus. work with Arcane Surge.
Changed the Elemental Reprisal feature into a bonus Adjusted several level 10, 11, and epic spells.
cantrip.
Removed the Advantage granted by Noble Soul Ysgardian Sorcery
when you suffer the stress of casting Wish. Removed Unflinching Courage and incoporated the
Immunity to the Frightened condition in Feast for
Kraken Sorcery the Valiant.
Changed Touch of the Depths’s Swim Speed to 40 Allowed Battle Trance to be activated with Arcane
feet. Surge.
Adjusted Blot to be consistent with changes to
similar features, e.g., the Light Cleric’s Warding Warlock
Flare. Maintained the recovery of spell slots from a Short
Adjusted Arcane Constriction to be consistent with Rest to a Long Rest, just like other pure spellcasters,
new Unarmed Strike and Grapple rules. as calculated using the Spell Point system. The
Life Sorcery number of Spell Points was divided by the point cost
Powered down the maximized healing rolls of Vital of the slot level.
Soul from level 5 or lower to level 2 or lower given Maintained the Pact Boon feature from the 2014
the buff to healing. version, removed the options from the list of Eldritch
Invocations, and placed it at level 1, as was clearly
Muscle Sorcery intended with the current design—1 invocation
Adjusted Arcane Strikes to have the option to deal known at level 1 and all of the Pact Boons have no
Force damage, consistent with the Monk’s level prerequisite.
Empowered Strikes. Moved Eldritch Invocations to level 2 and decreased
Simplified Posing Oil’s Irresistible Charm. number known by 1 due to Pact Boon.
Added 33 Eldritch Invocations, 26 of which are
Royal Bloodline original, three are simply added to the list to remove
Changed one of the Bonus Proficiencies from Heavy the invocation status of the Pact Boons, and four are
Armor to Shields. updated versions from official sources.
Allowed Royal Order to be activated with Arcane Adjusted Magical Cunning and Eldritch Master due
Surge. to having more Pact Magic spell slots.
Renamed all subclasses to follow the new naming
Sonic Sorcery convention.
Adjusted Reverberation Radius to only push initially, Turned all expanded spell lists into always-prepared
with Thunder damage at higher levels. spell lists, except for the Genie Patron’s Wish.
Removed the Undying Patron.
you to deal extra damage to chaotic creatures with askill
proficiency boost.
Changed Hands of Darkness and Light’s damage to
scale with level.
Removed Clockwork Precision, as the Warlock spell
list only has a single spell that has a rollable effect:
Summon Lesser Demons.

Warlord Patron
Changed Extra Attack to Belligerent Blade, which
grants you the Thirsting Blade invocation, and added
a clause that states you can replace one attack with a
cantrip.
Changed Unerring Strike’s number of uses.
Wizard
Added the Conjurer, Enchanter, Necromancer,
Transmuter, Bladesinger, War Mage, and Scribe
subclasses.
Species
Added the Human (Mirran) and Janni species.
Feats
Classified the feats into Origin, General, and Epic
Boon feats.
Removed Spell Savant as its use became negligible
with the changes made to Counterspell.
Origin feats adjusted based on current iterations of
their namesake features in the 2024 Player’s
Handbook.
Added the Magic Item Replication Adept Origin feat.
Spells
Genie Patron General adjustments, e.g., removed Concentration
Expanded the options of Limited Wish to include all from some spells that require a Magic action or
spells except those that take a Reaction to cast, Bonus Action to repeatedly affect their targets.
similar to the Cleric’s Divine Intervention. Adjusted damage based on the new guidelines in the
2024 Dungeon Master’s Guide.
Greatwyrm Patron Adjusted the damage of level 9 spells to be
Adjusted Wyrm Psionics to apply only to spells cast comparable with Meteor Swarm, and even higher
using Pact Magic spell slots, and removed the when the spell has a single target.
limited number of uses. Removed Phantasmal Killer and Weird given their
adjustments in the 2024 Player’s Handbook.
Lady of Pain Patron Added Summon Dragon, which maintains a gem
Removed the clause about being mute from option, with minor changes.
Quietude.
Added a clause to Shadowflay that specifies that the Magic Items
damage ignores Resistance to Slashing damage. Added 55 magic items, most of which are staves and
Added a clause to Wince that specifies that the wands named after Netherese Arcanists who
ekoor namned

avoided hit still triggers Shadowflay. invented the spells the item allows its wielder to cast.
Allowed Wince to affect creatures that have For some of these spells, existing spells were simply
Immunity to the Charmed condition. adjusted. For example, Volhm created the level 9
One and the Prime Patron spell Energy Drain, which functions like an upcasted
Enervation spell, so Volhm’s Staff simply allows the
Replaced the clause in Advocate of Law that allows casting of Enervation (level 9 version).
APPENDIX B | CHANGELOG 180
Page 64: Tasigur, the Golden Fang by
Chris Rahn by
Page 116: Bloodlust Inciter Anthony Palumbo
Page 65: Violent Ultimatum by
Raymond Swanland Page 117: Archetype of Courageby Willian Murai
Page 66: Council of Echoes by
Fariba Khamseh by
Page 118: Dictate of Heliod Terese Nielsen
Page 67: Everflame Eidolon by
Daarken Page 120: Evolved Sleeperby Jason A. Engle
Page 68: Magma Spray by Mathias Kollros Page 122: Voldaren Ambusher by Evyn Fong
Page 69: Telling Time by Scott M. Fischer Page 124: Onyx Mage by Izzy
Page 70: Time Walk by Chris Rahn by
Page 125: Klothys’s Design Lie Setiawan
Page 71: Doomskar Oracle by
Taylor Ingvarsson Page 126: Arbor Armament by Bayard Wu
Page 73: Venser, Shaper Savant by
Eric Deschamps Page 128: Tormented Hero by Wesley Burt
Page 74: Geosurge by Igor Kieryluk Page 131: Daxos, Blessed by the Sun Liusby
Page 75: Mistgate Pathway by
Alayna Danner Lasahido
Page 76: Soul Separator by Daarken Page 134: Elite Skirmisher by
Mark Winters
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Victor Adame
Page 79: Damnation by Kev Walker Minguez
Page 80: Anger of the Gods by Noah Bradley Page 136: Harald, King of Skemfar by
Grzegorz
Page 81: Tyvar Kell by Chris Rallis Rutkowski
Page 82: Rally the Ranks by Lie Setiawan Page 137: Know Evil by Anthony Palumbo
Page 83: Bane, Lord of Darkness by
Billy Christian Page 141: Garruk, Unleashed by
Lie Setiawan
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Tyler Jacobson Page 143: Decree of Savagery by
Alex Horley-
Page 90: Jared Carthalion, True Heir Lius by Orlandelli
Lasahido Page 144: Prophetic Flamespeaker by
Cynthia
Page 91: Dark Depths byMathias Kollros Sheppard
Page 93: Mahamoti Djinn by
Greg Staples Page 145: Unholy Strength by
Terese Nielsen
Page 95: The Ur-Dragon by
Jaime Jones Page 147: Crook of Condemnation by
Ben Maier
Page 96: Lady of Pain byrk post Page 150: Death Cultist by
Igor Kieryluk
Page 97: Primus (from Dragon Magazine #341) by Page 154: Beastcaller Savant byAnthony Palumbo
Attila Adorjany Page 157: Malach of the Dawn bySteve Prescott
Page 98: Hellhole Flailer by
Steve Prescott Page 159: Corpse Augur byScott M. Fischer
Page 99: God of War (from Dragon Magazine #372) by Page 160: Sultai Runemark by Volkan Baga
Steve Argyle Page 161: Arena Trickster byPINDURSKI
Page 100: Will, Scholar of Frost by Magali Villeneuve Page 163: Voice of the Woods byNestor Ossandon
Page 101: Portal of Sanctuary by Randy Vargas Leal
Page 102: Hidden Strings by Daarken Page 164: Falkenrath Noble by Slawomir Maniak
Page 103: Wilhelt, the Rotcleaver byChris Rallis Page 166: Accorder Paladin byKekai Kotaki
Page 104: Aqueous Form by Slawomir Maniak Page 167: Avalanche Caller byMathias Kollros
Page 105: Kumano, Master Yamabushi by Adam Rex Page 170: Jadelight Spelunker byOvidio Cartagena
Page 106: Sangrite Surge by Jarreau Wimberly Page 171: Desolation Angel byBastien L. Deharme
Page 108: Mirko, Obsessive Theorist by Heonhwa Page 172: Halvar, God of Battle byLie Setiawan
Choe Page 174: Jon Irenicus, Shattered One Igorby
Page 109: Rhystic Study by Paul Scott Canavan Grechanyi
Page 110: Auriok Survivors by James Ryman Page 176: Skarrg Guildmage by
Aleksi Briclot
Page 112: Koth of the Hammer by Eric Deschamps Page 177: Archmage Emeritus by
Caio Monteiro
Page 113: Akroan Jailer by Anastasia Ovchinnikova Page 180: Evangel of Synthesis by
Denman Rooke
Page 114: Sigiled Contender by Randy Vargas Back Cover: Oko, the Ringleader by
Magali
Villeneuve

181 APPENDIX C | ADDITIONAL ARTIST CREDITS


Spellcaster Options

Spellcaster Options aims to build upon the options made available in the Player’s
Handbook (2024).

This latest version (v8.0) updates the brew to D&D 2024 and includes revisions
for the Sorcerer and Warlock classes (including 19 Metamagic options [nine
original] and 33 Eldritch Invocations [25 original]), three Bard subclasses, two
Cleric subclasses (one original), five Druid subclasses, 32 Sorcerer subclasses
(18 original), 13 Warlock subclasses (five original), eight Wizard subclasses (one FermatMD (u/fpgmd)
original), two species, 12 feats, 91 spells, and 95 magic items.

Homebrewery.Naturalcrit.com

A companion to the fifth edition Player’s Handbook (2024),


Dungeon Master’s Guide (2024), and Monster’s Manual (2025)

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