Non Spells

Cold Sorcery

Frost Soul

At 1st level, you have ice in your blood and a cold, sharp mind. You can resist extreme cold. Ice also covers your body, speckling your skin with white flakes. Your AC is equal to 11 + your Dexterity modifier without armor.

Glacial Magic

At 6th level, you have resistance to cold damage, and when you cast a spell which deals cold damage, you can add your Charisma modifier to the damage. Also, as an action, you can sheathe yourself or a weapon you are holding in frost. For 10 minutes, or until you take fire damage, any enemies hit by your weapon or who touches or makes a melee attack against you takes 1d6 + your Spellcasting modifier cold damage. This ability requires a short rest to charge up.

Body of Ice

At 14th level, your entire body is covered in frost. You have resistance to fire damage and as an action, you can freeze up to 10 cubic feet of water. You also can use an action to create a blast of cold wind towards one enemy in a 50 foot radius. The target must make a Constitution saving throw or take 2d8 cold damage. On a failed save, they are also frosted and have their speed halved, rounded down to the lowest 5 feet. The damage is halved on a successful save.

Winterking

At 18th level, you are at perfection in the eyes of the winter and the cold gods. You gain immunity to fire and cold damage, and you are also surrounded with icy blasts. All targets within 5 feet of you take 1d8 cold damage at the start of their turn. You can use an action to freeze an enemy solid. An enemy frozen solid is petrified for one minute while you hold concentration, but has fire vulnerability and cold immunity. Once you freeze an enemy, you cannot do so again until you finish a short rest. However, you cannot freeze enemies who have a higher Strength stat then your Charisma. You also gain the ability to charge your spells with cold magic. When you cast a damage dealing spell, you can expend a sorcery point to deal an extra unavoidable 1d6 cold damage, with about 1d6 damage per point spent.

Galateans

Also known as Galatai, Galateans are a northern breed of elves. They are hardier and a lot more durable then their kin in Dierruc. As a galatean, you are hardy and adapted, granting a +1 increase to Constitution. You can survive in extreme cold, but not cold damage. You can also choose one of these bonus feats at level 1 - Giant Slayer, Survivalist, or Ice Walker.

Ice Walker (Feat)

You are experienced in transversing the tundra or polar landscapes. You ignore difficult terrain made by ice and snow, and have advantage on Wisdom(Survival) checks made in this sort of landscape.

Survivalist

You are hardy enough to survive on your own and become self sufficient. You can survive the extreme cold and heat but do not gain resistance. Increase your Constitution stat by 1.

Giant Slayer

You are experienced in hunting down larger foes. You have advantage on attack rolls against enemies larger than you and you can add your proficiency bonus to damage larger enemies.

Pirates

Pirate Expertise

Your training as a pirate teaches you how to navigate and fight on a ship. At 3rd level, you have advantage on all saving throws to stay upright and you also can use your reaction to make a single attack against an enemy knocked prone.

Ambushing Attacks

As a pirate you specialize in ambushing both merchant and weaker navy ships. At 3rd level, when you sneak attack an enemy, you can use a bonus action to move up to half your speed and make another attack.

Dirty Trick

Pirates are known for their lack of honor. At 9th level, you can forgo 3d6 sneak attack die to instead perform a dirty trick - a special trick meant to gain the upper hand.

Feint

You feint an attack. The target is then confused and as a reaction, you can hit back at them with advantage.

Incapacitating Strike

You strike at your foe in order to throw them off their movement and turn the tide. Until your next turn, all attacks against your foe has advantage and your enemy cannot take reactions until your next turn.

Double Dueling

At 13th level, when you are dual wielding, you can add your proficiency bonus to damage with both weapons.

Returning Strike

At 17th level, as a reaction, you can return an attack against an enemy who just attacked you. An attack returned has advantage and doenst count to how many reactions you can take.

Prestige Classes

Regenerator

The ability to survive wins battles, but the ability to heal wins wars. The regenerator taps in into their body to recover wounds faster and to shrug off attacks which would inflict pain.

In order to be a regenerator, you must first have at least one level in any combat class (rogue, barbarian, paladin, ranger, fighter) and a Constitution of at least 15.

Innate Healing

At 1st level, you can use your inner strength to drive you on and work your innate healing system beyond its limits. As an action, provided that you are under half hit points, you can heal an amount of hp equal to 1d10 + your Constitution modifier + your regenerator class level. Once you use this ability you cannot do so again until you finish a short rest.

Heal Wounds

You have learned how to heal your wounds and scars at a faster rate. At 1st level, if you spend a minute applying medicine and bandages, and if you spend the next hour doing light activity, you regain 1d10 temporary hit points. Every hour the temporary hit points exist, you heal 1d6 hp but subtract 1d4 from your temporary hit point total.

Mend Wounds

At 3rd level, your wounds heal by themselves. Every 30 minutes spent in light activity causes you to heal 1d6 + your Constitution modifier hit points.

Advanced Healing

You are more receptive to healing. At 5th level, whenever you gain hit points, you can reroll the die and choose which total you use. You also gain 1d12 temporary hit points which last for 10 hours once you regain hit points from healing.

Archer

The archetypal archer is a master of the bow and arrow, and relies on surprise and their own skill to fight in order to take out their foes.

Foe Sniping

At 3rd level, when you make a ranged attack against a target over 120 feet away, you can double your proficiency bonus.

Never Miss

At 7th level, when you miss a target with a ranged attack, provided that disadvantage does not apply, you can reroll the attack roll once. You must use the new roll.

Bleeding Shots

At 10th level, when you hit a target with an attack, they must make a Constitution saving throw equal to DC 8 + your Dexterity modifier + your proficiency bonus or bleed. When bleeding, they take a constant 1 necrotic damage on each of their turns and have disadvantage on Constitution saving throws. Your DM will decide on the rules for what creatures are affected. A bleeding creature can use an action to make a DC 10 Wisdom(Medicine) saving throw to heal the wound.

Think Fast

At 15th level, you can use your reaction to make a ranged attack roll against an enemy within range who is moving. This counts as an opportunity attack but does not require them to move out of your space, so targets who take the disengage action do not provoke this attack.

Master Bowman

At 18th level, you can overwhelm your foes with superior strikes. When you make a ranged attack roll against an enemy who has one of their enemies within 10 feet, you can choose to make them harried. A harried foe cannot take reactions and has its speed reduced to 5 feet, and cannot concentrate. You can only harry one enemy per turn. Also, if an ally sees you harry a target, they can use their reaction to move up to their speed and make a melee weapon attack against that target.

Circle of Balance

Druids following the circle of balance seek to protect the natural world from the unnatural. They are neutral and believe that everything in world must be balanced. While a mage who might animate the corpses in a graveyard in order to act as his servants and housekeepers may pass unnoticed, but an aberrant army or a greater necromancer incites the wrath of these druids.

Against the Unnatural

At 2nd level, you have advantage on all saving throws against undead and aberrations. As an action, you can attempt to say a word of balance in order to disrupt the outsiders. When you do, all of the above named creatures within 100 feet of you must make a Wisdom saving throw or be frightened. When frightened in this way, the target is incapacitated either until damaged or until 1d8 rounds have elapsed. Once you use this ability, you cannot do so again until you take a long rest.

Circle spells

At 3rd, 5th, 7th, and 9th level you gain circle spells. These spells are always prepared and doesnt count against the number of spells prepared per day.

Level Circle Spells
3rd Gentle Repose, Moonbeam
5th Daylight, Magic Circle
7th Banishment, Elemental Bane
9th Hallow, Reincarnate

Lay to rest

At 6th level, you can destroy even the hardiest undead with a single touch. As an action, you can touch an undead with a challenge rating or level equal to or lower than your druid level. The undead must make a Wisdom saving throw. On a failed save, it is stripped of its necromantic magic and turns into a regular corpse. On a successful save, the target takes 6d10 force damage. This does not affect powerful undead like liches who do not require necromantic energy to keep themselves powerful. You can use this ability three times until you need to take a long rest in order to recharge. The damage increases to 7d10 at 9th level, 8d10 at 11th level, 10d10 at 14th level, 11d10 at 17th level, and 12d10 at 19th level.

Keeper of Balance

Your attempts to keep nature in balance draws the attention of powerful elements. All elementals are friendly to you unless provoked, and you can speak Ignan, Auran, Aquan, and Terran. Also, you can attempt to balance out an aberration within range. When you balance it, the aberration must make a Charisma saving throw or be charmed. While charmed, the aberration is incapacitated until it is damaged. The next 5 minutes after being balanced, the aberration has disadvantage on all saving throws and attack rolls. You can balance up to as many aberrations as half your druid level and a maximum challenge rating of your druid level. Once you balance an aberration, it is immune to the effect for the next 24 hours.

Equilibrium

You are the perfect example of balance. At 14th level, all creatures that are not unaligned or neutral have disadvantage on attack rolls against you. You also can use an action to strike fear into the heart of the unatural. The target must be a fiend, celestial, fey, undead, or an aberration. The target must make a Wisdom saving throw, and on a failure, it is frightened of you for a minute. Once you use this against a creature, regardless if it saves or not, it is immune to this effect for the next 24 hours. You also deal an extra 1d4 force damage to celestials, fiends, and feys, or 3d4 force damage to undead or aberrations.

Deck of Monsters

Legendary wondrous item

This deck appears to be a standard deck of cards but is covered with powerful magic. In a full deck, there are 52 cards, but usually there are only 52 - 2d4 cards. When you draw a card, it is has one of 4 insignia - a heart, a spade, a diamond, or a club. When you draw a card, roll on this table to determine monster summoned.

d12 Monster Summoned
1 Hezrou
2 Chosen Drow High Mage
3 Orc War Captain
4 Rakshasa
5 Blue Dragon
6 Godborn Chosen Ulitharid
7 Horned Devil
8 Wheep
9 Greater Earth Elemental
10 Huge Black Pudding
11 Tiefling Blackguard
12 Cloud Giant Smiling One

|13| Greater Fiendish Vampiric Godborn Undying Monstrous Deathless Lich Warmongering Pious Unholy Gelatinous Cube|

Zealot

The archetypal zealot is one who combines physical prowess with limited divine ability in order to become a powerful inquisitor of their chosen religion.

Favored Weapon

When you take this archetype at 3rd level, you gain a favored weapon based on your religion. Whenever you make an attack with your favored weapon, you gain a +1 modifier to hit and to damage, and your weapon counts as being magical if it is not already magical. The bonus increases to +2 at 7th level, and +3 at 15th level

Lesser Divine Magic

When you choose this archetype at 3rd level, you gain spells at one third progression just like the Eldritch Knight. When you do so, choose spells from the Cleric and Paladin list.

Divine Rage

At 7th level, the divine power which guides you can become a weapon by flying into a magically-induced rage. While raging, you have advantage on all attack and damage rolls, and you also gain 1d4 temporary hit points at the end of your turn if you have under hit point maximum. While raging, you can use your bonus action to attack an enemy you just attacked, and while the rage lasts, your AC includes your Charisma modifier. The rage lasts for a minute, and when it ends, you cannot start it again until you finish a short rest.

Greater Favored Weapon

At 7th level, your favored weapon deals an extra 1d4 force, necrotic, radiant, or lightning damage with it.

Empowered Soul

At 10th level, you are empowered by the divine spirits and energy surrounding you. When you enter your divine rage, you deal an extra 1d4 force damage when you hit an enemy, and you can rage thrice before having to take a rest.

Death's Embrace

At 15th level, when you reduce an enemy to 0 hit points, you can use your reaction to enter your divine rage for the next round. This does not count on how many uses you have for your divine rage.

Divinity of the Blade

At 18th level, you can choose to add your Charisma to damage with your favored weapon, or half your Charisma for non-favored weapons. Also, whenever you hold your favored weapon, you cannot be charmed or frightened. You can also expend a whole action to heal an amount of hp equal to your class level multiplied by your Charisma modifier. You can do so once before having to recharge with a whole long rest.

Favored Weapons and Domains

List

Death (LN) - Scythe - Grave, Death

Chaos (CN) - Warhammer - Chaos

Order (LN) - Greatsword - Law

Pain (CE) - Dagger - War, Death

Change (CN) - Greatclub - Knowledge

Tiamat (LE) - Waraxe - War, Fire, Cold, Poison, Tempest

Bahamut (LG) - Broadsword - Law, Light, Protection

Niare (CE) - Kukri - War, Tempest

Urzen (LE) - Khopesh - Undeath

Eidolon (N) - Longsword - War

Primus (LN) - Heavy Pick - Law, Light

Kulvan (NG) - Light Pick - Forge

Estrehan (CG) - Bastard Sword - Knowledge, War

The Black Archer (LE) - Longbow - Death, Hunt, War

The Sacred Heart (NG) - Maul - Life, Light, Protection

The Bloody Heart (CG) - Scimitar - War

The Golden Heart (LG) - Greataxe - Light, Protection

The Burning Heart (CN) - Longspear - Fire, War

Hesyan (LN) - Dagger - Hunt, Nature

Peron (N) - Quarterstaff - Life, Nature

Lord of the Hunt (CN) - Longbow - Hunt, Nature

The Hunter of Worlds (NE) - Glaive - War

The Far One (N) - Quarterstaff - Arcana, Knowledge

Veiron (N) - Mace - Undeath, Cold

Phastos (NG) - Longsword - Life, Light, Knowledge

Galan (CN) - Sickle - Protection, Life

Therian (NG) -

Way of the Blind Master

Blindsense

At 3rd level, you gain blindsight up to 30 feet. You also can add up to half your proficiency bonus to hit with your monk weapons while blinded.

Sense without Sight

At 6th level, when you are blinded, you can use your reaction to repeat an attack against an enemy who hit you. Also, your blindsight extends out to 100 feet.

Sightless Pattern

At 6th level, you gain tremorsense up to 100 feet. Also, when you are forced to make a Dexterity saving throw, you can use your reaction to move 5 feet away. When you do, you have advantage on the saving throw and if you fail, you suffer half damage and no damage on a success. You can spend ki points to grant a bonus equivalent to points spent.

Percieve the Unseen

At 11th level, you cannot have disadvantage on your attack rolls, although if it normally applicable, you cannot benefit from advantage. Also, you know the location of all enemies within 100 feet. You also can use a reaction to trip an enemy who moves within your range. The DC is against your monk DC.

Sightless Power

At 17th level, you can spend 3 ki points in order to temporarily heighten your senses. If you are blinded, you can perceive enemies in the Ethereal realm and have constant advantage as well as a bonus to your AC equal to your proficiency bonus. This lasts for 10 minutes.

Way of the Whirlwind

The whirlwind monks learn how to harness their agility to dodge, leap and attack swiftly.

Wind Dodge

At 3rd level, as a reaction when targeted by a melee or ranged attack, you can expend a ki point so the attack misses. At 8th level, you can force the attacker to repeat the attack against an enemy within range and within 5 feet of you. Once you have used this ability, you cannot do so again until you finish a long rest.

Whirlwind Attack

At 6th level,


Evil Water

Large aberration, chaotic evil


  • Armor Class 12
  • Hit Points 195 (30d8 + 60)
  • Speed 45ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 11 (+0) 13 (+1) 4 (-3)

  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical sources, poison, acid, fire
  • Condition Immunities poisoned, prone, frightened
  • Senses tremorsense 100ft., blindsight 100ft., passive Perception 11
  • Languages understands Abyssal but cannot speak
  • Challenge 10 (2879 XP)

False Appearance. While the evil water remains motionless, it is indistinguishable from a pool of tepid, murky water.

Liquid Death. If a living creature ingests any part of the evil water, it must make a DC 19 Constitution saving throw or take 45 (10d8) poison damage per turn it is spent inside. The creature which injested the evil water is also poisoned. If the creature dies, the evil water can expend 10ft. of its movement to move out of the corpse.

Contact Poison When a living creature touches or makes a melee weapon attack against the evil water or is grappled by it or is hit, the target takes 13 (3d8) poison damage and is poisoned until its next round.

Actions

Multiattack. The evil water makes 3 slam attacks than uses its forced consumption on a creature it is grappling.

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 15 (2d8 + 4) bludgeoning damage plus 13 (3d8) poison damage. The target must make a DC 16 Strength saving throw or be grappled.

Forced Consumption. The evil water forces itself down the throat of one creature it is grappling.

Weapons

Kukri - 1d4 slashing, light, finesse, martial, special - This weapon has an extra crit range, from 19-20. This stacks with the fighter's improved critical. - 30+ gp

Bastard Sword - 1d10 slashing, versatile (1d12), exotic. - 32 gp

Broadsword - 2d4 slashing, versatile (2d6), martial. - 30 gp

Khopesh - 1d8 slashing, martial. - 30 gp

Spells

Killing Bolt

8th-level necromancy (cleric, sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 100ft line
  • Components: V, S
  • Duration: Instantaneous

A bolt of green fire erupts from your finger to an enemy. The target must make a Charisma saving throw or be killed outright. On a successful save, they take 7d8 necrotic damage. Enemies with over 100 hp instead take 100 damage on a failure.

Swarm of Bats

2nd-level conjuration (sorcerer, druid, cleric, wizard)


  • Casting Time: 1 action
  • Range: 80ft cone
  • Components: V, S, M (a pellet of dog food)
  • Duration: Concentration, up to 5 minutes

A swarm of nonmagical bats erupt from your outstreched hands in an 30ft cone. They deal 2d6 slashing damage to all enemies caught in the area, or half on a successful dexterity save. Afterwards, the bats culminate in a medium swarm and you can use bonus actions to make them move up to 30ft (hover) and attack. They attack with a +4 to hit and deal 2d6 slashing damage to all enemies in a 5ft radius. The bats have AC 13, HP 50, and swarm attributes. If dispel magic is casted on you or the bats, the spell ends, or you lose concentration, the bats are no longer under your control and fly away.

Hypnotism

6th-level enchantment (bard, wizard)


  • Casting Time: 1 minute
  • Range: 20ft
  • Components: V, S, M (an hourglass and a pocketwatch)
  • Duration: 5 minutes

You hypnotize your target, causing them to fall in a trance. Any question you ask while they are in this trance will be answered to the best of their ability. You can also command them like one commanded by dominate monster until the spell ends. Any damage they take causes them to leave the trance. Creatures immune to being charmed or those already hostile to you cannot be affected.

Incapacitation

5th-level necromancy (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 100ft line
  • Components: S
  • Duration: Instantaneous

A dark purple flame sparks out from your finger towards a target. The target must make a Constitution saving throw or take 4d10 necrotic damage or half on a successful saving throw. On a failed save, the target is incapacitated for 5 minutes. At the end of their round, they can repeat the saving throw, ending the effect on a success.

Bile

3rd-level transmutation (wizard)


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

Your target is suddenly struck with a magical disease. They must make a Constitution saving throw or be incapacitated for 5 minutes and be coughing up black bile. The target can repeat the saving throw every minute, ending the effect on a success.

Shadow Walk

4th-level necromancy (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a dark piece of cloth)
  • Duration: Concentration, 1 hour

One willing creature you touch is shrouded in shadow. They gain necrotic immunity and radiant vulnerability, darkvision up to 300ft, and invisibility in darkness or dim light. The target also gains an AC of 16 if their AC is not more, and a flying speed of 60ft.

Entanglement

2nd-level conjuration (ranger, druid)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a vine at least 10ft long)
  • Duration: Concentration, 1 minute

The target is entangled and restrained by multiple green vine-ish tentacles. The target, while restrained, takes 2d8 acid damage.

Light Out

Conjuration cantrip (cleric, wizard)


  • Casting Time: 1 action
  • Range: 100ft
  • Components: S
  • Duration: Instantaneous

The caster puts out an amount of nonmagical lights or cantrip lights out in range equal to their spellcasting modifier. This does not effect magical lights created by a spell of a higher level.

Sticks to Snakes

1st-level transmutation (bard, sorcerer, wizard, druid)


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Concentration, 10 minutes

Up to 10 sticks within range (a stick is at least an inch wide and 5 inches long) are transmuted into snakes. The DM has the statistics of the snakes. You can control the snakes without using an action. When you break your concentration, the snakes turn back into ordinary sticks. If you can keep concentration for the whole duration, the snakes become permanent.

Bowel Distress

2nd level conjuration (bard, cleric, wizard)


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

A target within range is overwhelmed with a surge of energy and force. They must make a Constitution saving throw or have the uncontrollable urge to go to the toilet. They are then incapacitated for the duration and all creatures who see them must make a Wisdom saving throw (you can choose which creatures automatically succeed) or be frightened of the horrific sight. After the spell ends, the target's location is difficult terrain due to the excrement littering it. Creatures that do not possess a conventional digestive system are immune to this effect, so are constructs and undead. A target which already had the urge to go to the toilet before the casting of this spell has disadvantage on the saving throw.

Bones to Ooze

7th level transmutation (bard, sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a tube containing a viscous liquid)
  • Duration: Instantaneous

A target within range possessing a skeletal system undergoes must succeed on a Constitution saving throw or undergo a horrific transmutation. Their bones turn to ooze by their next round, thus incapacitating them. They have their speed reduced to 0 and cannot speak, hear, and see only up to 10ft away. By the next minute they must make another save. On a successful save, they suspend the effect and it does not advance for at least 1d6 hours. If they fail, the target must be cured within 1d4 minutes or have ALL their bones reduced to ooze and thus dying without a save. A remove curse effect can cure a dying creature but only a wish spell can undo the transformation.

Knobble-Knees

2nd level transmutation (bard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, 5 minutes

A target within range must make a Dexterity saving throw or have their knees locked with magic. They have their speed dropped to 0 and fall prone.

Horrific Image

3rd level illusion (bard, cleric, sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 5 minutes

A creature in range has its entire vision clogged with an illusion tailored to its fears and disgusts. It must make an Intelligence saving throw to dispel the illusion. On a failed save, the target is blinded and has disadvantage on all ability checks and attack rolls. They cannot keep concentration and must use their movement to run around in circles. The target can use their action to reroll the save, but after 2 failures, they cannot resave again.

Torpidity

2nd level enchantment (bard, wizard)


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

A living target within range is filled with exhaustion and has feelings of laziness implanted into its head. It acts as if it has an extra level of exhaustion, but cannot die. It also doesn't feel like doing anything and unless there is an imminent danger, will use its action to fall asleep. The number of exhaustion levels increases by 1 for every 2 levels past 2nd, for a maximum of 4 at 9th level.

Orb of Force

3rd level evocation (wizard, sorcerer)


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

An orb of energy is launched from your hand towards an enemy in range. They must make a Dexterity saving throw, taking 4d10 force damage and being knocked prone on a failed save, or half damage on a successful one.

Divine Punishment

6th level evocation (cleric)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a holy symbol of a good or lawful god, worth at least 20 gp)
  • Duration: 1 minute

A target within range is struck down by divine power. They take 1d8 radiant damage at the end of their turn for the duration. A target can use its action to plead for mercy, and makes a Charisma saving throw. On a successful save, the effect ends. Targets with less than 8 Intelligence or unaligned targets cannot plead, but instead try to resist the damage and instead make the save with disadvantage. This effect stacks up to 3 times, dealing up to 3d8 radiant damage per turn.

Relapse

4th level necromancy (wizard)


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S
  • Duration: Instantaneous

A target within range is struck by a relapse of every disease and poison they had in the last 24 hours. Treat it as they are reafflicted with the disease, only that the DC is equal to your spell save DC or the original DC, whichever is higher.

Displacement

6th-level abjuration (bard, sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 5 minutes

You abjure an ally with powerful magic, and for the duration, the flicker and shift in and out of the Ethereal Plane. For the duration, all attacks on the target have disadvantage and the target has advantage on all Dexterity saving throws. Also, the target has resistance to all nonmagical damage. The target can also phase through walls, treating it as difficult terrain, but cannot end their turn in one.

Vine Curse

8th-level transmutation (bard, druid, wizard)


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a handful of gold powder)
  • Duration: Instantaneous

A creature in range is affected with a curse. In the next 1d4 minutes, the curse must be cured. If it is not cured before this time, spiked vines grow out of its head and arms and body, killing it outright and transforming into a Vine Horror.

Second Chance

8th-level necromancy (cleric, ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a crystal worth 500 gp, which the spell consumes)
  • Duration: 5 hours

You are given a divine safety net which protects you from death - once. While the spell is active, if you are killed or fail your death saving throws, you are ressurected with your wounds healed and most mortal injuries cured, and you are like you have just been raised with raise dead, but you have instead 3d8 hp and 1d12 + Spellcasting modifier temporary hit points and are bolstered, granting you advantage on all saves for the next minute. The spell then ends.

Attraction

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a flower petal and a ring)
  • Duration: 24 hours

A humanoid within range is affected with attraction to another humanoid within range, making them willing to protect their love. The target must make a Charisma saving throw, and on a failed save, the effect begins. If the target is hostile to the attracter, the save automatically succeeds. If the target takes damage from the attracter, the effect ends. The target humanoid is charmed by the attracter and has a need to protect and aid the attracter. The attracter also succeeds on all Charisma checks against the target. At the end of the spell, the target must make another Charisma saving throw. On a successful save, it become hostile and knows of the magic used to influence it. On a failed save, it acts as if nothing happened.