\page
##### Table Of Contents - **[1 The Gods](#p3)** - [1.1 ](#p3) - [1.1.1 Ancient Gods](#p3) - [1.1.2 Sired Gods](#p3) - **[2 Races](#p4)** - [2.1 Automaton](#p4) - [2.1.1 Physical Description](#p4) - [2.1.2 Society](#p4) - [2.1.3 Automaton Names](#p4) - [2.1.4 Automaton Traits](#p4) - [2.1.5 Automaton Subraces](#p5) - [2.2 Illithid](#p6) - [2.2.1 Physical Description](#p6) - [2.2.2 History](#p6) - [2.2.3 Society](#p6) - [2.2.4 Illithid Names](#p7) - [2.2.5 Illithid Traits](#p7) - [2.2.6 Backgrounds](#p7) - [2.3 Skeleton](#p8) - [2.3.1 Physical Description](#p8) - [2.3.2 History](#p8) - [2.3.3 Society](#p8) - [2.3.4 Skeleton Names](#p9) - [2.3.5 Skeleton Traits](#p9) - [2.3.6 Skeleton Subraces](#p9) - [2.4 New Subraces](#p10) - [2.4.1 Esperian Elves](#p10) - [2.4.2 Frost Elves](#p10) - **[3 New Feats](#p11)** - [3.1 ](#p11) - [3.1.1 Agile](#p11) - [3.1.2 Alchemist](#p11) - [3.1.3 Anti-Somatic Caster](#p11) - [3.1.4 Arcane Duelist](#p11) - [3.1.5 Artificer Savant](#p11) - [3.1.6 Astute](#p11) - [3.1.7 Battlewise](#p11) - [3.1.8 Blacksmith](#p11) - [3.1.9 Blood Magic](#p12) - [3.1.10 Cantrip Mastery](#p12) - [3.1.11 Dagger Master](#p12) - [3.1.12 Daredevil](#p12) - [3.1.13 Daywalker](#p12) - [3.1.14 Deadshot](#p12) - [3.1.15 Elven Weapon Mastery](#p12) - [3.1.16 Innate Telepath](#p12) - [3.1.17 Illithid Mind Prowess](#p12) - [3.1.18 Illithid Mindfforce](#p13) - [3.1.19 Interrogator](#p13) - [3.1.20 Occultist](#p13) - [3.1.21 Old Magic](#p13) - [3.1.22 Stylized Combatant](#p13) - [3.1.23 Whip Master](#p13) - **[4 New Spells](#p14)** - [4.1 ](#p14) - [4.1.1 Bard Spells](#p14) - [4.1.2 Cleric Spells](#p14) - [4.1.3 Druid Spells](#p14) - [4.1.4 Paladin Spells](#p14) - [4.1.5 Ranger Spells](#p14) - [4.1.6 Sorcerer Spells](#p14) - [4.1.7 Warlock Spells](#p15) - [4.1.8 Wizard Spells](#p15) - [4.2 Spell Descriptions ](#p16)
\page # The Gods
### Ancient Gods The Ancient Gods are the first major sources of energy. They exist to ensure that the functions of the universe are met.
| Name | Domain| Notes | |:----|:-------------|:-----| |♀ Maaz | Sun, Life, Creation || |♂ Tarsis| Sea, Water, Sailing, Sailors|| |Tarsis’s Anchor|Might, Willpower, Dedication|Living Weapon of Tarsis. Is a God itself, moon of Tarsis| |♀ Ashla|Crafting, Sewing, Pottery|Moon of Selonia. Sister of Edson |♂ Edson|Metalworking, Invention|Moon of Selonia. Brother of Ashla |♂ Dathomir|Blood, Vampires, Darkness|Planet resembles a twisted version of Selonia| |♂ Trappist|Society, Community, Bards, Music|7 Moons| |♂ Kres|Warrior, Fatherhood, Man|Binary planet with Basset| |♀ Basset|Homemaker, Woman, Beauty |Binary planet with Kres| |♂ Dysik|Reasoning, Logic, Mathematics|Moon of Trappist |♂ Shinzu|Spirits, Death, Undead|Last Planet, Not visible to naked eye most nights |♀ Syreen|Fey, Nature, Plants, Sylvan |Gets along well with Elacris |♂ Elacris|Elves, Purity, Elegance |Gets along well with Syreen |♀ Selonia|Humans, Travel, Discovery|Has a small following compared to other gods, is widely know |♂ Martok|War, Orc, Honor, Duty|Legend (became a god by killing one), wields a halberd |Sappe|Unknown, Magic, Power|Is a comet that visits infrequently |♂ Sobaku|Deception, Lies, Trickery, Pranks|| |♀ Azos|Air, Flight, Sky, Birds| |♂ Chromus|Time, Clocks, Calendars|Has been known to grant limited time travel |♀ Polizko|Preservation, Ice, Snow, Cold|Last of the ancient gods, unknown to exist
### Sired Gods The Sired Gods did not exist at the beginning, The Sired Gods have been either created by the other gods or are a product of some other process.
| Name | Domain| Notes | |:----|:-------------|:-----| |♂ Velzix|Dragons, Dragonborns, Fire|Created from the life force of the first dragon on Selonia |♀ Cova|Medicine, Healers, Well-being|Daughter of Kres and Basset, Younger sister to Wectune |♀ Aphine|Rainbows, Rivers, Waterfalls, Rain|Daughter of Tarsis and Azos |♂ Wectune|Charm, Desire, Passion|Son of Kres and Basset, Older brother of Cova |♀ Watia|Djinn, Fortune, Destiny|Mostly believed to not exist |♂ Grog|Swamp, Mud, Unclean, Dew|Combined waste of ancient gods. |♀ Simera|Trade, Commerce, Halflings|Daughter of Selonia and Dysik |♀ Piasek|Sand, Desert, Isolation|Daughter of Selonia and Sobaku |♀ Falvin|Forest, Evergreens, Fall|Daughter of Syreen and Kres
\page # Races ## Automaton Constructs and warforged are great for some practices and for simple instructions. However, sometimes constructs are needed to do much more complicated tasks and this calls for an automaton. Automatons are generally not as durable as there construct counterparts, however, what they lack in durability and strength they make up for in intelligence and independence. ### Physical Description Automatons usually appear like metallic humanoids with sleek metal and glass parts. Of course being an automaton they are sometimes customized to the tasks they were built to perform but most of the time they are bald humanoids usually standing around 6 feet tall and having a slight metallic voice. ``` ``` History automatons were first invented by the masters of contraptions themselves, the Gnomes. Gnomes originally built to serve as assistants for their alchemy and tinkering research but of course, as the automatons became popular, other races raced to build them as well. Different automatons built by different races have different attributes based on who made them and for what purpose with gnomish ones being inventive and intelligent, human ones being adventurous and brave, elven ones being refined and antiquated and halfling ones being curious and inquisitive. ### Society Automatons don't have a true society and how they are treated varies greatly from kingdom to kingdom. In some kingdoms, automatons are seen as the pinnacle of mechanical and magical engineering and are treated as citizens. While in other kingdoms, many still fear the thought of a created being like an automaton being independent of a master and they are either outlawed or heavily persecuted.; Regardless, the mannerisms of an automaton is generally a dead giveaway as to its origins as most automatons learn their mannerism from their creators. ### Automaton Names Automatons have a universal Number-Letter-Number system but often times will choose a name for themselves based on either this system or the tasks they perform. In countries of persecution, automatons are known only by their serial number name. Automaton Names: 2E0, 4C1, 9Z7, etc. ### Automaton Traits You were created and programmed for a specific purpose in mind. **Ability Score Increase.** Your Constitution score increases by 1. **Age.** automatons usually do not have worry about age as they can be maintained and repaired by their masters or perform these repairs themselves. If they ever find themselves unable to repair or maintain themselves, they can usually go as long as 10 years to find someone who can before their system gives out. **Alignment.** Depending on your purpose, an automaton can cover numerous alignment combinations, however, due to your construct nature, you lean towards the neutral alignments. **Size.** automatons are generally the size and shape of humans or their creator's race. They can be built from anywhere between 4 to 7 feet tall. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Your construct nature makes your darkvision unusual: everything you see in darkness is in a shade of green. \page **Living Construct.** Your creature type is construct. While you were constructed, you are a living creature. You are immune to diseases and the poisoned condition. You do not need to eat or breathe, but you must ingest food and drink. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. **Energy Conversion.** You are able to gain energy from natural and magical sources. You are considered a humanoid for the purpose of magic that would recover your hit points, however, you must eat and drink as much as a normal humanoid does in order to receive the benefits of a rest. **Maintenance.** Whenever you are reduced to 0 hit points you deactivate and fall unconscious, you are stable in this state but must receive maintenance to regain consciousness. Healing magic can be used to jump start your system and cause you to regain consciousness, however, you take a level of exhaustion until repaired which can be done over a short or long rest. Alternatively, a creature may make a DC 18 Tinker's Tools check to repair you over the course of a short or long rest, if successful you gain 1 hit point and regain consciousness. Automaton's and the race you originated from have advantage on this check. **Languages.** You can speak, read, and write Common and the native language of your creator. **Subrace.** You must choose one of four following subrace options. ### Automaton Subraces #### Gnomish **Ability Score Increase.** Your Intelligence score increases by 1. **Mind for Discovery.** Since you were built as a lab partner. You have a burning need for knowledge and have learned some magical talents in this thirst for knowledge. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it. **Alchemical Hardening.** Your exposure to alchemical substances has increased your resistance to them. You are resistant to acid damage. **Gnomish Intuition.** You have some of the magical knowledge of the ones who made you. You have proficiency in the Arcana skill. #### Elven **Ability Score Increase.** Your Charisma score increases by 1. **Diplomat by Design.** You were designed for customs and conversations with other races to keep elven nobles alive. You are proficient in the Persuasion skill. **System Backup.** To get you up in running quickly in case of an assassination attempt, you have been outfitted with a backup reserve of energy that when used will keep you alive a little bit longer. When you are reduced to 0 hit points, you may choose to drop to 1 hit point instead. You may only use this trait once, regaining the use of it at the end of your next long rest. ``` ``` #### Human **Ability Score Increase.** Your Strength score increases by 1. **Magic Armament.** You were most likely built as a type of sentient mechanical guard or as an adventuring companion and you have been armed for this task. You gain either the Fire Bolt, Shocking Grasp or Ray of Frost cantrip and Intelligence is your spellcasting ability for it. **Killswitch.** Because of the dangerous nature of your existence your creators built in a failsafe to ensure that if you are neutralized your body is not lost. When you drop to 0 hit points you may choose to activate your Killswitch. This ability creates a burst of energy within 5 feet of you doing Xd6 damage, where X is your proficiency bonus. The damage type of this burst is determined by your Magical Armament: fire for Fire Bolt, lightning for Shocking Grasp and cold for Ray of Frost. Affected creatures must make a Constitution save, and on a successful save they take half damage. The DC for this saving throw is 8 + your proficiency bonus + your Constitution modifier. You cannot use this ability again until the end of your next long rest. #### Halfling **Ability Score Increase.** Your Dexterity score increases by 1. **Curiosity Above All.** You were designed to help with discoveries and inquiries. You are proficient in the Investigation skill. **Light Frame.** The halflings have built you with an exceptionally light build to increase your speed and mobility. Your base movement speed is 35 feet. **Instilled Bravery.** You have gained your masters bravery and unbreakable spirit. You have advantage on saves against being frightened. #### Dwarven **Ability Score Increase.** Your Constitution score increases by an additional 1. **Heavy Plating.** You were designed with advance defensive capabilities in mind. Your armor plating gives you a base AC of 17 (your Dexterity modifier doesn't effect this number). You gain no benefits from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. **Overload.** After every 3rd attack you make, you must exhaust molten slag. For your next turn you can make a ranged attack roll to dump this slag on an enemy within 5 feet. If you hit you do 1D12 + your Constitution modifier Fire damage. If no enemy is within reach you will use your action to cooldown and reset. **Superb Insulation.** Once per long rest you can choose to have resistance to an attack made against you that does fire, cold, or lightning damage. This must be used before the attack is rolled. \page











## Illithid Nightmarish, alien invaders from another time and place, illithid typically live in societies of their own kind, hidden away from the light of the sun. They feed on the brain matter of living creatures, preferably the grey cells of other sapient beings, to sustain themselves and fuel their strange and unnatural powers. Notorious as the "mind flayers" on dozens of worlds, the illithid are possessed of a desire to dominate and master all things around themselves, and they famously use their advanced mental powers to force other beings into thralldom. Still, members of illithid-kind can and do take up the adventuring life, from time to time, though almost always under rare and extraordinary circumstances. Leaving the collective networked intelligence of their own kind diminishes any illithids that brave the outside world, severely reducing the potency of most of their natural psychic powers. Most illithids encountered outside their citadels and outposts are either spies, renegades unwelcome in their communities, or have been banished for crimes even their alien moralities find unspeakable. ### Physical Description An illithid resembles a human in basic body structure, but taller and much more slender. Its skin is some cool color, such as pale green, mauve, or sky blue, and when it is well-fed, its body is coated in a thin film of mucus. Its skin is smooth and completely hairless, with a tall, sloping cranium, two roughly-humanoid eyes, and four long, coiling tendrils concealing an alien mouth evolved to open the skulls of other creatures and feed on their contents. ### History Illithid history is long and frightening, but most of it is of little relevance to any beings besides the illithids themselves. What is relevant is that, if their records are to be believed, the illithids are the descendants of temporal refugees, fleeing a mass slave revolt on the part of their various slave-races, including the grimlocks, the kuo-toa, and both subraces of the gith, in a time and place that have yet to exist. The most powerful cities of their kind ceaselessly plot ways to prevent the future they fled from coming to pass, but most are preoccupied with their own pursuits. ``` ```











### Society Illithids live in vast, subterrainian cities full of thralls, often outnumbered ten-to-one or more by their mental slaves. Their culture reveres the Elder Brains, ancient, ageless beings they believe represent the collective personalities and identities of their kind. Illithids offer themselves up to its mass when they near the end of their lifespans, hoping to be absorbed into titantic intellect of the Brain. It is a closely guarded secret that the Elder Brains only consume the knowledge of their wards, with everything else being simply discarded and lost with the death of the body. Young illithids derive their personalities and emotional capacities from contact with strange crystals, containing the thought-impressions of previous illithids. This is the reason for the infamously cold and pitiless illithid temperament and personality: illithids normally do not feel any sort of positive emotion more powerful than a kind of sadistic, spiteful pleasure at the pain and submission of another creature. Thus, because the devices that teach young illithids cannot imprint on them the full spectrum of emotionality, they grow up to build another set of such flawed devices for the next generation. Illithids who have spent long periods of time among other races of beings, devoid of the company of other illithids, are often mind-wiped or otherwise mentally scanned when they return to the networked intelligence of their community, to purge the outside influences that may have colored their thoughts and made them more like the surface creatures. Illithids' alien nature makes them particularly resistant to magical forces and effects, and they regard the use of magic as aberrant and disdainful. All of their kind found studying arcane powers are shunned by their peers, and many are exiled from the community. Illithids consume the brain matter of living (or at least recently-living) creatures to sustain themselves with enzymes, hormones, and psychic energy. The brain of a large, intelligent predator like a wolf or bear provides enough sustenance for a full day, but the brain of a sapient humanoid is far tastier, and can bolster an illithid's metabolism for at least a week, depending on the quality of the brain in question. Some rogue illithids cultivate a special kind of moss that becomes sapient in large quantities, and which provides similar sustenance when eaten. \page ### Illithid Names Illithid do not have genders as other beings understand them, and reproduce via a process known as ceremorposis, which consists of producing "tadpoles" via parthenogenesis, then allowing them to consume the brains of other creatures, eventually mutating them into new illithids. They also use unique psychic impressions rather than names among themselves, but they do have transliterated Common equivalents to allow non-psionic creatures to address them. Sample Names: Altharid, Ilsenparint, Malinbossk, Qorik, Ullipsine, Xalliordell, Clarota ### Illithid Traits Alien, frightening beings of great mental prowess and forceful personalities. **Ability Score Increase.** Your Intelligence score increases by 2, and your Dexterity score increases by 1. **Age.** Illithids fully complete ceremorphosis by the age of 9, and have become fully mature and complete in their education by age 15. Illithids live longer than humans, but they do eventually die naturally. **Alignment.** Illithids normally have a natural tendency towards hierarchy, discipline, and cruelty, and have an alignment of lawful evil. Some individuals find themselves developing more-individualistic personalities than their fellows early after ceremorphosis and have an alignment of neutral evil. A minority lack the characteristic sadism of their brethren while retaining their preoccupation with organization, and have an alignment of lawful neutral. **Size.** Most illithids are at least as tall as tall humans, standing at least a few inches shy of six feet, but their bodies very slender and emaciated, weighing much less than an average being of their stature. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** You have darkvision up to a range of 60 ft. **Lesser Magic Resistance.** Whenever you are proficient in a saving throw against a magical spell or effect you gain advantage on it. **Mind Blast.** As an action, you emit a psionic blast in a 10 foot radius around yourself. Hostile creatures within that area must make an Intelligence saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. Hostile creature take (3d4 + your Intelligence modifier) psychic damage and are stunned for 1 minute, if they fail an Intelligence saving throw, the creatures repeat their save at the end of each of their turns. On a successful save, the creature is no longer stunned. Those who succeed on the saving throw take half as much damage and are not stunned. You can also use Mind Blast once every 10 minutes as a cantrip if you're a Mind Flayer. **At Higher Levels.** When this spell is used at 2nd level or higher, add 1d4 psychic damage and increase the radius by 5 feet per Spell level. **Devour Brain.** As you consume the brain of another creature, you briefly interface with its mind. You may use your action to attempt to wrap your tentacles around the head of a living creature or a living creature that died in the last few minutes, then use your alien jaw to deal 1d10 piercing ___ damage to open its skull and eat its brain matter (if this damage reduces the target to 0 hit points). The hit modifier for doing so is your proficiency bonus + your intelligence modifier. On a hit, you gain knowledge of at least one piece of information, the creature knew. If it was not dead, using this ability (obviously) kills the creature. This skill only works on large creatures and anything smaller than large. **At Higher Levels.** add 1d10 piercing damage at level 6, 9, 12, 15 and 18. Aberrant Mind. Even those illithids who have undergone alignment shifts via magical means or mutations struggle to understand the thoughts of less-alien beings. You suffer disadvantage on all Wisdom (Insight) checks, even if you are proficient in them, and on any Charisma ability score checks in which you are not proficient. **Languages.** You can "speak," read, and write, Common, Deep Speech, and Undercommon, and can write Qualith, a language so unintuitive to most humanoid minds that only fellow illithids can decipher it without the use of magic by feeling it with their tentacles. Undercommon is a language of commerce among the subterranean races in the same way Common is among the surfacers. ### Backgrounds When creating an illithid character, you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background's characteristics. ##### Bonds | D6 | Bond | |:----:|:-------------| | 1 | I am not welcome among my own kind because I bear the hallmarks of mutation. I have a deformity of the body, an odd number of tentacles upon my face, and of the mind, in the ability to feel alien emotions like empathy.| | 2 | I willingly left the safety of the collective intelligence after contact with a divine or otherworldly force fundamentally altered my personality to make it more like that of ordinary humanoids. I welcome the change, though I often feel quite lonely as a result of it.| | 3 |I am a scientist and spy, sent to examine the surface world for future raids and incursions, but I am concerned constant contact with the unfettered minds of other sapients is beginning to make me more like them. What's worse, I find I am beginning to find the sensation... not unpleasant.| | 4 |I have been forced to flee from the illithid community after experiments I had undertaken to sate my curiosity with the arcane arts were discovered. I crave reno uvenge, and work alongside the beings above as a means of acquiring it.| | 5 |I was exiled for committing terrible crimes even the alien moralities of my people find abhorrent, and I willingly collaborate with these surface primitives in order to sate my darker desires.| | 6 |I am the remnant of a war-devastated city, and I make my living as a mercenary among the surfacers. They are strange, and therefore inferior, but they are at least capable of understanding self-interest.| \page ## Skeleton ### Physical Description Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, that moves oddly in its attempt to imitate life. The difference between each type of Skeleton can be observed by certain tell tail traits that are uniquely present of each of them. God Touched Skeletons whether their actual death was recent or many centuries ago are pristine, without apparent wear on their bones that almost shine with a white polish that never seems to dull. Those created by a magical fluke often will have strange little quirks or physical anomaly's, a single hair growing out of a crack in the bone, a dark spot across their skull, the occasional harmless magical spark that flies off them before fizzling out, a glow that runs down a crack in the bone, a limp as they walk, a twitch or stutter. Finally, those raised as minions are more receptive to commands or rules given, their bones are also notably harder, this can be observed with a simple tap, physically speak raised minions generally have died more recently and this can be observed with still present skin or hair but otherwise they don't have much else that distinguishes them from a normal skeleton. ### History As long as there have been humans, there have been those seeking immortality. This is one of the first ways that Skeletons are created. There are also necromancers that have succeeded in their deathly goals, raising undead servants. This is the second known way that Skeletons have been brought to life. Then there is by a fluke of magic, a wild surge or the incorrect casting of a spell leads to a Skeleton being raised. This is the third way that skeletons have been brought to life. The final way known for Skeletons to come to life is being touched by a god or another powerful outsider. This can be a blessing, given to a faithful follower of a god, a perk exchanged for a service or a curse wrought upon the enemy. ### Society Within most civilizations, Skeletons are generally feared and are often attacked on sight. The stories of evil lich kings and necromancers taboo arts being the cause of such an interpretation. However, the exception would be a God Touched Skeleton whose status is apparent to any holy servant to view them, though in areas without religious influence or if the God-Touched was to happen upon a servant of an opposed faith, such as a servant of the Life domain when they were raised by a god of the Death domain, they may face similar difficulties. \page ### Skeleton Names As you have retained your sentience, most Skeletons keep their human names. Though those that have been touched by a god may rename themselves to show their devotion. As well, some change their name or are given a new name depending on their creator. Any male/ female human name, or a male/ female name of the species that created them, when that applies. Below are the names of powerful necromancers, liches and the names of raised minions. Male: WhiteBones, Venca, Chatter-bones, Skully, Mr. Bones, Sans, Papyrus, Grim, Skeletor, Helvetica, Nito, Ainz, Doot. Female: Scary Mary, Skeletra, Mikkow, Mrs. Bones. ### Skeleton Traits The reanimated completely decomposed corpse of a humanoid. **Ability Score Increase.** Your Constitution score increases by 1. **Age.** Not counting their previous lives, Skeletons can be nearly any age. Skeletons don't age, and won't die of old age until the magic keeping them alive collapses. **Alignment.** Skeletons are usually neutral, though evil or chaotic skeletons are common. **Size.** You are however tall you were in life and weigh significantly less. Your size Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness. **Restoring Limbs.** You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it. **Skeletal Nature.** You are immune to disease, being poisoned and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. **False Appearance.** You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state you are prone and your speed is 0. **Languages.** You've managed to control the energy's that sustain you to allow you speak. You can speak, read and write Common, as well as the language of your creator. A God Touched may know celestial, a Magic Fluke may randomly grant you a language and a Raised Minion may know their wizard master's draconic. **Subrace.** You must pick a sub-race that aligns with how you became a Skeleton from the following options: God Touched, Magic Fluke, Raised Minion. ``` ``` ### Skeleton Subraces #### God Touched Those touched by gods, letting them, or forcing them to live after their body is gone. Those who were raised by gods often become necromancers or great liches through the unique understanding of undeath they have. **Ability Score Increase.** Your Charisma or Wisdom score increase by 1. **Imparted Knowledge.** You have proficiency in the Religion skill. **Blessed.** When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. **Holy Power.** You know one cantrip of your choice from the Cleric spell list. Wisdom or Charisma is your spellcasting ability for it. #### Magic Fluke Skeletons who were brought back to life by a magical mishap. They often wander without purpose, and depending on their previous life may act on passed ambitions, seek people of their past or maybe even use it as a second chance at life. **Ability Score Increase.** Your Charisma or Intelligence score increases by 1. **Magic Born.** If a dispel magic spell is cast on you or you come under a similar anti magic effect, make a Constitution saving throw against the caster's spell save DC. If you fail, you fall unconscious. You may repeat the saving throw at the end of each of your turns to gain consciousness. **Arcane Knowledge.** You gain proficiency in the Arcana skill. **Innate Magic.** You know the mage hand cantrip. When you reach 3rd level, you can cast the unseen servant spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the animate dead spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence or Charisma is your spellcasting ability for these spells. #### Raised Minion A Skeleton raised through necromancy, who died before the spell that raised them was released. They are often followers, not leaders, depending on their relationship with their previous master they may seek another, dependent on his or her orders or they may relish in their new found freedom and despise those that would give them orders. **Ability Score Increase.** Your Strength or Dexterity score increases by 1. **Mindless.** You have advantage against being charmed and frightened. **Strengthened Bones.** Your bones are well persevered and magic has strengthened them. You gain a +1 to your Armor Class. \page ## New Subraces ### Esperian Elves The Esperian Eleves are a minority subrace of elves who have dedicated much of their lives to the study of astrology and the movements and actions of the gods. Some would even go as far to call them readers of the god's wills. Esperian elves have an innate skill at predicting future events. In the distant past the Esperian Elves traveled through the stars in ships made of exotic metals. #### Traits As an Esperian Elf you will have a greater since of coming events then many other races. With their gifts they would make great fortune tellers. However, using their gifts and knowledge for profit is looked down upon within their society. As an Esperian Elf your skin will be paler then other elves and your eye color will either be black or silver. Your hair will be black and most Esperian Elves choose to keep the hair very shoot or tie it behind the head to keep it out of the face. **Ability Score Increase.** Your Intelligence score increases by 1. **Sunlight Sensitivity.** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever your are trying to percieve is in direct sunlight. **Reading of the Wills.** You can catch a glimpse of what will happen in the future. When finishing a long rest roll 1 D20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this fortelling roll. You must choose to do this before the result of the roll is said. You can do this once per day. **Astrological Insight.** You have memorized the movements of the gods. You have proficiency in Religion Skill. ### Frost Elves The Frost Elves are a subrace of elves who have are better suited to life on ice then most. They have pale skin with blue eyes and white or blonde hair. While most elves are primarily vegetarians, frost elves are hunters by necessity. They have used spears and javelins to hunt large aquatic animals for thousands of years. #### Traits As a Frost Elf you will have blue eyes and very pale skin compared to other elves. Frost Elves also have white hair. **Ability Score Increase.** Your Constitution score increases by 1. **Frost Resistance.** You gain resistance to cold damage. **Ice Craft.** You can craft weapons with ice. You can spend 1 hour and gp equal to 150% of the cost of the weapon, then that weapon does an extra 1d4 cold damage. You can do this once per short or long rest. **Frost Elf Weapon Training.** You have proficiency with the spear, javelin, and heavy crossbow. \page # New Feats ### Agile You are light on your feet, and adept at contorting your body to avoid harm. - Your Dexterity score increases by 1, to a maximum of 20. - When you fall, you can use your reaction to roll a Dexterity (Acrobatics) check and reduce the damage taken by half the check result. - If you take 5 damage or less from a fall, you can remain standing after the fall. - When an opponent you can see attacks you with advantage because you are prone, you can use your reaction to impose disadvantage on all attacks that creature makes against you until the start of your next turn. You cannot use this reaction if your speed is 0. ### Alchemist You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: - Increase your Intelligence score by 1, to a maximum of 20. - You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. - As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. - Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore. ### Anti-Somatic Caster *Prerequisite: The ability to cast spells.* ___ - Increase your Charisma, Wisdom or Intelligence score by 1 point, to a max of 20. - You can add your spell casting ability modifier to spell damage rolls. - You can cast spells without somatic components. ### Arcane Duelist *Prerequisite: Requires an Intelligence Score of 13 or higher* ___ You have trained diligently in the art of fighting other spellcasters: - Increase your Intelligence by 1, to a maximum of 20. - Once per round you can make an Intelligence (Arcana) check to identify a spell being cast without using your reaction, you regain this ability at the start of your next turn. - Whenever you cast counterspell or dispel magic any ability checks you make as part of the casting of counterspell or dispel magic are made with advantage. ### Artificer Savant *Prerequisite: Requires an Intelligence score of 13 or higher* ___ You are a natural talent when it comes to understanding magical items. - Increase your Intelligence by 1, to a maximum of 20. - You learn the spell Identify and can cast it at will at its lowest level without expending a spell slot. Your ability modifier for this spell is Intelligence. - You can be attuned to one additional magic item. - After being in continuous contact with a magical item for a short rest, you can determine who is attuned to it. You can then sever that attunement, if you wish. ### Astute Your mind is lightning quick, enabling you to rapidly analyze and learn from your mistakes. You gain the following benefits: - Increase your Intelligence score by 1, to a maximum of 20. - You can use Intelligence, instead of Dexterity, when calculating initiative. - After you miss with an attack roll or fail an ability check or saving throw, you can grant yourself advantage the next time you roll to perform the same task or resist the same effect again within 24 hours. Once you grant yourself advantage on a roll in this way, you can't do so again for 1 hour. ### Battlewise *Prerequisite: Requires a Wisdom score of 13 or higher* ___ Your experience on the battlefield has harden you and gifted you with tactical instinct. - Increase your Constitution or Wisdom score by 1, to a maximum of 20. - You gain a bonus to initiative equal to your Wisdom modifier. - You can use the Help action as a bonus action. ### Blacksmith Having honed your talents at the forge, you gain the following benefits: - You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. - While crafting items using smith's tools, you can work in 10 gp increments, rather than 5 gp increments. - Over the course of any short or long rest, you can sharpen one nonmagical melee weapon that does piercing or slashing damage and give it a bonus to damage rolls equal to your proficiency bonus. Once you have dealt damage with the weapon a number of times equal to your level, the bonus goes away. \page ### Blood Magic You have learned how to use you body to fuel your spells, giving you the following benefits: - Increase your Constitution by +1. - You may spend hit dice to increase the damage of your spells, each die spent adds that much damage to the spell. In the case of area effect spells or spells that affect more than one target you must choose a target to take the extra die of damage. - You gain proficiency with Constitution saving throws. ### Cantrip Mastery *Prerequisite: Must possess the ability to cast cantrips.* ___ Cantrip Mastery allows the caster use a bonus action to cast any cantrip they know. - Must be possess the ability to cast cantrips. - As a bonus action, cast a cantrip. - Add +1 to Int, Cha, or Wis, base stat may not exceed 20. ### Dagger Master Few people practice throwing their weapons away; you however, have become a master at it. - Drawing a dagger as part of an attack with it does not use your free object interaction for the turn. - You do not suffer disadvantage on attacks with a thrown dagger when within 5 feet of a hostile creature who can see you and who isn't incapacitated, or when attacking a target at long range with a dagger. - You can make a bonus action attack with a dagger. ### Daredevil Regardless of how adept you become at physical feats, you only truly perform when the odds are massively stacked against you: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - When you succeed acrobatics or athletics check the round prior to combat you have advantage on your first attack. - If you roll a natural 20 on the dice for an Acrobatics or Athletics check, your surge of competence carries through. You may choose to gain advantage on one additional dice roll, before the end of your next turn. ### Daywalker *Prerequisite: Applies to Dark Elf, Duergar, and Kobold characters only.* ___ Your people are traditionally subterranean folk - comfortable operating underground, at night, or in the shadows, but at disadvantage in bright sunlight. However, after years of adventuring on the surface world and painful acclimation, you have overcome the sensitivities of your kin. - The Daywalker feat confers an advantage on attack rolls and Wisdom (Perception) checks aimed at areas in direct sunlight, effectively eliminating the penalties imposed by the Sunlight Sensitivity racial trait. ### Deadshot You have mastered thrown weapons and can make shots that others find impossible. You gain the following benefits: - Your thrown attack ranges double. - Your thrown weapon attacks ignore half cover and treat three-quarters cover as half-cover. - If the target is behind full cover and your weapon could ricochet or bounce, full cover counts only as three-quarters. For example, a dart or hand axe would have the bonus, while a flask of oil or acid would not. - Before you make a ranged attack with a throwing weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. ### Elven Weapon Mastery *Prerequisite: Elf only.* ___ The long lifespan of an Elf allows them to gain mastery with the select weapons of their race. - +1 to hit with long sword, short sword, long bow and short bow. - Apply the finesse property to any long sword you wield. ### Innate Telepath *Prerequisite: Requires an Intelligence score of 15 or higher* ___ You have the natural ability to transmit and receive information from one mind to another. - Increase your Intelligence score by 1, to a maximum of 20. - You can communicate and perceive telepathically as the Message cantrip however no components are required. - You have advantage on saving throws against spells with the Psychic property. ### Illithid Mind Prowess *Prerequisites: You must be an illithid.* You have trained intensely, and have managed to recover a portion of your advanced mental abilities even in the absence of the networked communal intelligence. You gain the following benefits: - You may cast the mage hand cantrip, with an invisible hand. You may cast either detect thoughts or levitate as an innate spell once. These spells are psionic effects. The spellcasting ability for these spells is Intelligence, and the saving throw is equal to 8 + your Intelligence modifier + your proficiency bonus. Once you have cast one of these spells once, you cannot cast it again until you finish a long rest. - If you use your Devour Brain or Extract Brain ability to consume the brain of a sapient creature with combined Intelligence, Wisdom, and Charisma scores of 35 or higher, you may cast either detect thoughts or levitate again, as if you had taken a long rest. \page ### Illithid Mindfforce *Prerequisites: You must be an illithid.* Your mind blast carries the awful force of your alien intelligence, and you have learned to properly shape it. - Your mind blast becomes a 30 ft. cone, and you may re-roll any 1s or 2s you roll on the damage dice for this ability once. Any creature that fails its saving throw against your mind blast is also stunned for one round. - When you use your mind blast, you may select a number of creatures within the affected area equal to your intelligence modifier. These creatures have advantage on saving throws against your mind blast, take no damage if they successfully make their saving throw, and take half damage and are not stunned even if they fail. - You may use your mind blast one additional time per short rest. ### Interrogator Skilled at torment and terror, you gain the following benefits: - Increase your Charisma score by 1, to a maximum of 20. - You have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks. - You can Threaten foe's you know personally. You must have interacted with this creature socially for at least 1 minute. As a bonus action you may threaten your foe, they must succeed on Wisdom (Insight) check contested by your Charisma (Intimidation) or become frightened of you until the beginning of your next turn. ### Occultist Your study of occult lore and forbidden knowledge imbues you with an abiding magical ability. - You learn two eldritch invocations of your choice from the list available to the warlock class. - If an eldritch invocation grants access to a spell, Charisma is your spellcasting ability for it. - If an eldritch invocation has prerequisites or requires you to use a warlock spell slot, you cannot learn it with this feat. ### Old Magic *Prerequisite: Requires ability to cast a spell* ___ You have learned to cast you spells as they were used in the days before the schools of magic were defined. You gain the following benefits: - Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. - Spells you cast cannot be identified or countered except by other creatures that have this feat. ### Stylized Combatant You've trained in a specific style of combat, gaining the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You learn one fighting style of your choice from the list available to the fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again. ### Whip Master *Prerequisite: Requires Dexterity 13 or higher and proficiency with a whip.* ___ You have mastered the ways of the whip and the intricacies of such an exotic weapon. You gain the following benefits: - You gain a +1 bonus to attack rolls you make with a whip. - When you hit with a melee attack using a whip you deal an additional 1d4 damage of whatever type the whip deals. - While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach. - You have advantage on ability checks and attacks made to disarm or grapple enemies when using a whip as a part of the check or attack. \page # New Spells
### Bard Spells ##### Cantrips (0 Level) - Academic Anguish - Annamerbella's Joy - Annamerbella's Passion - Green-Flame Blade - Origami ##### 1st Level - Annamerbella's Delay - Annamerbella's Dye - Fighting Words - Fire Whip ##### 2nd Level - Determine Lineage - Sound Burst ##### 3rd Level - Good Hope ##### 4th Level - Revenge ##### 8th Level - Blood Contract ### Cleric Spells ##### Cantrips (0 Level) - Aalum's Transmutation - Annamerbella's Dye - Green-Flame Blade - Soul Drain ##### 1st Level - Annamerbella's Frost - Curse Water ##### 2nd Level - Dathomir's Jet of Fire - Determine Lineage ##### 3rd Level - Good Hope ##### 4th Level - Pell's Mass Stabilization ##### 7th Level - Wall of Souls ##### 8th Level - Biddee's Blasting Bolt of Hope - Blood Contract - Lord Mellar's Impermanence of Being - Lord Mellar's Permanence of Being ##### 9th Level - Soul Strike ### Druid Spells ##### Cantrips (0 Level) - Green-Flame Blade ##### 1st Level - Annamerbella's Armor - Annamerbella's Frost - Leaf Into Dagger - Pewter's Detect Secrets ##### 2nd Level - Annamerbella's Arrow ##### 4th Level - Revenge ##### 8th Level - Blood Contract ### Paladin Spells ##### Cantrips (0 Level) - Aalum's Transmutation - Green-Flame Blade - Pewter's Branding ##### 1st Level - Fire Whip - Pell's Zephyr Strike - Pewter's Chains of the Guilty - Pewter's Detect Secrets - Curse Water ##### 2nd Level - Abeloth's Air Blade - Determine Lineage ##### 5th Level - Scout ### Ranger Spells ##### Cantrips 0 Level - Annamerbella's Joy - Annamerbella's Passion - Pewter's Branding ##### 1st Level - Annamerbella's Senses - Pewter's Detect Secrets ##### 2nd Level - Abeloth's Air Blade - Annamerbella's Arrow - Determine Lineage ##### 4th Level - Black Arrow - The Sherwood Swiftbolt ##### 5th Level - Scout ### Sorcerer Spells ##### Cantrips (0 Level) - Annamerbella's Dye - Ghostly Hands - Soul Drain ##### 1st Level - Annamerbella's Armor - Annamerbella's Delay - Fighting Words - Fire Whip - Lord Mellar's Impairment - Pell's Zephyr Strike ##### 2nd Level - Abeloth's Air Blade - Aganazzar's Scorcher - Dathomir's Jet of Fire - Lord Mellar's Imp Request - Tile of Fire ##### 3rd Level - Mage Plate - Viktor's Dark Transport - Viktor's Soul Splinter
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##### 4th Level - Black Arrow - Revenge ##### 5th Level - Fire Volley - Lord Mellar's Grip of Death ##### 7th Level - Wall of Souls ##### 8th Level - Annamerbella's Hatred - Annamerbella's Spin - Blood Contract - Lord Mellar's Impermanence of Being - Lord Mellar's Permanence of Being ##### 9th Level - Soul Strike ### Warlock Spells ##### Cantrips (0 Level) - Academic Anguish - Annamerbella's Dye - Annamerbella's Joy - Annamerbella's Passion - Ghostly Hands - Pewter's Branding ##### 1st Level - Annamerbella's Armor - Annamerbella's Delay - Annamerbella's Familiar - Fire Whip - Lord Mellar's Impairment - Pewter's Detect Secrets ##### 2nd Level - Aganazzar's Scorcher - Annamerbella's Arrow - Annamerbella's Spin - Lord Mellar's Imp Request - Sound Burst ##### 4th Level - Black Arrow - Revenge ##### 5th Level - Fire Volley - Lord Mellar's Grip of Death ##### 7th Level - Wall of Souls ##### 8th Level - Lord Mellar's Impermanence of Being - Lord Mellar's Permanence of Being ##### 9th Level - Soul Strike ### Wizard Spells ##### Cantrips (0 Level) - Academic Anguish - Annamerbella's Dye - Annamerbella's Joy - Annamerbella's Passion - Ghostly Hands - Green-Flame Blade - Leaf Into Dagger - Origami - Pewter's Branding - Soul Drain ##### 1st Level - Annamerbella's Armor - Annamerbella's Delay - Annamerbella's Familiar - Annamerbella's Senses - Fire Whip - Lord Mellar's Impairment - Pell's Zephyr Strike - Pewter's Chains of the Guilty - Pewter's Detect Secrets - Curse Water ##### 2nd Level - Aganazzar's Scorcher - Annamerbella's Arrow - Annamerbella's Spin - Dathomir's Jet of Fire - Determine Lineage - Lord Mellar's Imp Request - Tile of Fire ##### 3rd Level - Good Hope - Mage Plate - Viktor's Dark Transport - Viktor's Soul Splinter ##### 4th Level - Black Arrow - Pell's Mass Stabilization - Revenge - The Sherwood Swiftbolt ##### 5th Level - Fire Volley - Lord Mellar's Grip of Death - Scout ##### 7th Level - Wall of Souls ##### 8th Level - Aarion's Lightning Web - Annamerbella's Hatred - Biddee's Blasting Bolt of Hope - Blood Contract - Lord Mellar's Impermanence of Being ##### 9th Level - Soul Strike
\page ## Spell Descriptions The spells are presented in alphabetical order. #### Aarion's Lightning Web *8th-Level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a peice of spider web, and a conductive material) - **Duration:** 1 minute A web of crackling lightning appears hovering a dozen feet above the ground in a 40-foot radius you can see within range. Periodically, bolts of lightning zap down from the web to strike at creatures below. You can move the lightning web each round and then make three lightning lash attacks as an action. Its move rate is 30 feet. You may make a trio of spell attack rolls against any creatures under the lightning field when its move ends. Any creatures hit by the lightning take 8d8 lightning damage and must make a Constitution saving throw or be stunned for one round. If you succeed, you take half damage and are not stunned. #### Aalum's Transmutation *Transmutation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a drop of blood) - **Duration:** Instantaneous You exchange a portion of your life to a creature. A creature in range regains a number of hit points equal to 1d4, the same result turns on damage for yourself. #### Abeloth's Air Blade *2nd-Level conjuration ___ - **Casting Time:** 1 bonus action - **Range:** self - **Components:** S - **Duration:** Instantaneous Air crystallizes into a throwing glaive in your hand. As an action, you can throw the glaive up to 50 feet away. Choose one target and a point no more than 10 feet away from the target. The target must make a Dexterity saving throw, taking 4d6 slashing damage on a failed save or half on a successful save. Whether or not the attack hits, the glaive moves towards the point and explodes in a 5 foot cube, dealing 1d4 bludgeoning damage to a target in that area. After making this attack, whether or not the attack hits or deals damage, the glaive dissapears. #### Academic Anguish *Divination Cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a written piece of knowledge) - **Duration:** Instantaneous You force information into a creature's mind. Choose one creature within range. That creature must succeed on an Intelligence saving throw or take 1d12 psychic damage. A creature that passes its saving throw gains proficiency in a skill or learns a language of the DM's choice. The creature retains this knowledge for 1 minute. A creature cannot gain more than one skill or language from subsequent successful saving throws against this spell. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). #### Aganazzar's Scorcher *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a red dragon's scale) - **Duration:** Instantaneous A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Annamerbella's Armor *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a small piece of white chalk) - **Duration:** Concentration, up to 1 minute You touch a willing creature who isn't wearing armor, and protective magical ice surrounds it until the spell ends. The target's base AC becomes 12 + its Dexterity modifier. The target also becomes resistant to fire damage. The spell ends if the target dons armor or if you dismiss the spell as an action. #### Annamerbella's Arrow *2nd-level evocation* - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (powder of a dried goat eye) - **Duration:** 1 hour You hurl a silver arrow at a humanoid target you can see within range. It must make a Constitution saving throw. If it succeeds the saving throw it takes 1D12 cold damage. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed. \page #### Annamerbella's Delay *1st-level evocation* - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a healing potion of any kind) - **Duration:** Concentration, up to 1 minute You temporarily lose 2 levels of exhaustion for up to 1 minute. After the spell ends you will gain 3 levels of exhaustion instead of 2. #### Annamerbella's Dye *Illusion cantrip (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a pinch of salt) - **Duration:** 1 hours You change the color of a touched object or willing creature for the duration of this spell. You can decide for it to be a solid hue, or a specific pattern of many colors, as you imagine when casting the spell. This spell can be used to create a rudimentary disguise. In casting it, you can add your proficiency bonus to any ability checks you make to create a visual disguise, as if using a disguise kit with which you were proficient. #### Annamerbella's Familiar *1st-level conjuration (ritual)* - **Casting Time:** 1 hour - **Range:** 10 feet - **Components:** V, S, M (10 silver coins) - **Duration:** Instantaneous You gain the service of a familiar, a spirit that takes the form of a silver fox, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. #### Annamerbella's Frost *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute A protective layer of ice begins to form around you that damages your attackers. For the duration, if a creature hits you with an unarmed strike or a melee weapon attack that is part of its body, it must make a Constitution saving throw. The attacking creature take 2d8 cold damage on a failed save, or half as much damage on a successful one. If the attacking creature makes multiple attacks as part of one action, it only takes damage from the first attack that hits. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Annamerbella's Hatred *8th-level conjuration* - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute A swirling cloud of snow appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 cold damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. #### Annamerbella's Joy *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous You conjure and throw a magical snowball at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. A fire may be extinguished by this spell. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). \page #### Annamerbella's Passion *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 20 feet - **Components:** V, S, M (a small piece of red chalk) - **Duration:** 1 hours You throw a small shining snow ball at a creature within range that brands it with your mark. Make a ranged spell attack against the target. On a hit, the target takes 1d6 cold damage and is branded until the end of your next turn. While it is branded, the target takes an extra 1d4 cold damage every time it takes cold damage. If you cast this spell on a creature that is already branded, its current brand lasts until the end of your next turn, but it does not gain another brand. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6). #### Annamerbella's Senses *1st-level divination* - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a river stone) - **Duration:** Concentration, up to 10 minute You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm. #### Annamerbella's Spin *2nd-level conjuration* - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** S - **Duration:** Instantaneous Briefly surrounded and spinning with snow, you teleport up to 30 feet to an unoccupied space that you can see. When used during natural snowfall the range is increased to 60 feet. #### Biddee's Blasting Bolt of Hope *8th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) - **Duration:** up to 1 minute This spell can only be cast if an ally is currently knocked unconscious. Make a ranged attack roll against a creature or object within range that you can see. On a hit, the target takes 5d20 damage force. #### Black Arrow *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute For the duration, any time you hit with a ranged weapon attack, you deal an extra 1d6 necrotic damage. If this attack reduces a Medium or Small humanoid to 0 hit points, the humanoid must succeed on a Constitution saving throw or immediately be raised as skeleton, as if you had cast animate dead. #### Blood Contract *8th-level enchantment* ___ - **Casting Time:** 1 hour - **Range:** touch - **Components:** V, S, M (Blood of the signatories, paper and a writing implement) - **Duration:** Until dispelled You magically bind a contract written in the blood of all entities involved in its terms. Every item in the contract must be precisely written. If a term can be interpreted multiple ways, then the Blood Contract will apply to all of the ways a term may be interpreted by the DM. If a term or a rule defined in the contract is broken by an entity whose blood is bound and no failure condition is defined explicitly, the entity must make a Wisdom saving throw once per day while the rule remains broken. On a failure, that entity takes 20d6 psychic damage, or half that damage otherwise. #### Curse Water *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (powdered silver worth at least 25 gp, consumed by spell) - **Duration:** Instantaneous This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages celestials the way holy water damages undead and fiends. #### Dathomir's Jet of Fire *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes) - **Duration:** Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. \page #### Determine Lineage *2nd-level divination* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S, M (ashes) - **Duration:** 1 minute You summon an Imp at the closest free space, who will be tasked with helping you for the rest of the day. The summoned fiends are friendly to you and your companions. Roll initiative for the summoned fiends, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. You can use a 5th-level spell slot or higher to summon two imps at the same time. #### Divine Scout *5th-level divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (an opal) - **Duration:** Concentration, up to 1 minute You create a translucent visage of yourself within 5 feet of you, that last for 1 minute or until you lose concentration. You may see and hear everything the visage can, and on your turn, you may command the visage to move its movement speed as a bonus action. The visage can move through solid objects at a movement speed of 10 feet, which can not be increased in any way besides casting scout at a higher level. #### Fighting Words *1stevel transmutation ___ - **Casting Time:** 1 bonus action - **Range:** touch - **Components:** V, S M (a simple weapon) - **Duration:** 1 minute A simple weapon you are holding is imbued with your voice's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon. #### Fire Volley *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You shoot a bolt of fire at a creature or object that you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 8d8 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2d8 fire damage at the start of each of its turns. As an action on each of your turns until the spell ends, you can hurl another bolt of fire. #### Fire Whip *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a 5 foot long piece of silk rope, which the spell consumes) - **Duration:** 10 minutes You create a magical whip of fire that can be used as a melee weapon. As an action, you can make a melee spell attack against a target within 10 feet of you. The whip does 1d4 slashing damage plus 1d4 fire damage. Using silk of different colors will affect the color of the whip. The whip is attuned to its caster and only the caster may wield it. If it is dropped it will continue to burn. Anyone other than the caster who attempts to touch it takes 1d4 fire damage. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the spell will do an additional 1d4 fire damage on a hit and when it is touched by another creature for each slot level above 1st. #### Ghostly Hands *Necromancy cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a few grains of dirt from a graveyard) - **Duration:** Concentration, up to 1 minute You touch a willing creature and cover its hands with ghostly energy. For the duration, the first unarmed strike the creature hits with on each of its turns deals an additional 1d8 necrotic damage. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Good Hope *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Self (25-foot cube) - **Components:** V, S - **Duration:** Instantaneous This spell instills powerful hope in those around you, relieving them of their worries. You inspire hope in those around within a 25-foot cube around you magically curing them of several ailments, which include: being stunned, being paralyzed, being frightened, and preventing yourself and those around you of being charmed(does not affect currently charmed individuals) until the start of your next turn. \page #### Green-Flame Blade *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (a weapon) - **Duration:** Instantaneous As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. #### Leaf Into Dagger *Transmutation Cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** self - **Components:** V, M (a leaf) - **Duration:** 1 minute You use your bonus action to transmute a leaf into a slim dagger for a minute. The dagger can be used just as any normal dagger would, whether it be in melee or ranged combat. After a minute, the dagger reverts back to a leaf. You may only have three transmuted daggers at a time. If you try to create a fourth dagger, the oldest dagger will revert back into a leaf. These daggers are not considered magical for the purposes of overcoming resistances and immunities. #### Lord Mellar's Grip of Death *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a trapped soul, consumed by spell) - **Duration:** Instantaneous A living creature within range that you can see is sundered with life-sapping agony. The target must make a Constitution saving throw. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. A Medium humanoid killed by this spell rises at the start of your next turn as a skeleton that is under your command for 1 minute, following your verbal orders to the best of its ability. #### Lord Mellar's Imp Request *2nd-level necromancy* ___ - **Casting Time:** 45 Minutes (8 Hours as a Ritual) - **Range:** 120 feet - **Components:** V, M (an item important to the target) - **Duration:** Instantaneous Choose a creature that you can see. You spend the duration of the casting time interacting with them. This can be in any way you like, but it must include at least one small conversation, about 5 minutes of talking, which serves as the Vocal component for this spell. If you ever are farther than the range of this spell, the spell fails. After the casting time, if the spell succeeds, you learn the creature's race, family line up to the target's grandparents, and the current age of all such creatures. If any of the creatures in the lineage are deceased, you learn that they are dead and their age at their death instead of their current age. This spell overrides the effects of a 1st or 2nd level spell that would otherwise hide these facts. If the target is under spell effects of 3rd level or higher, the information you gather is subject to the GM. If the creature has an Intelligence of 4 or less, the spell fails. If you and the creature do not share a spoken or written language, the spell fails. #### Lord Mellar's Impairment *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Lord Mellar's Impermanence of Being *8th-level necromancy* ___ - **Casting Time:** 8 hours - **Range:** Touch - **Components:** V, S, M (organic material of a dead creature in childhood) - **Duration:** Permanent One creature you can see within range that can hear is rebuked of its immortality. That creature must succeed on a Wisdom saving throw or else lose its immortality, and any feature which would automatically bring it back to life. Upon a failed save, roll 1d10 + your spellcasting modifier. Based on the result, the creature ages that much faster per day. (For example, if a 5 was rolled, the creature would age in one day as if it were five.) \page #### Lord Mellar's Permanence of Being *8th-level necromancy* ___ - **Casting Time:** 8 hours - **Range:** Touch - **Components:** V, S, M (holy symbol of a deity worth at least 50 gp) - **Duration:** Instantaneous You reach out and lay your hands on a willing creature that can understand you. You invoke the gods of life and ask for their blessing on a mortal. After casting the spell, roll 1d10 + double your spellcasting modifier. On a result of 11 or higher, the spell is a success, and the target will cease to age indefinitely. Otherwise, the spell fails. **At Higher Levels.** When you cast this spell at 9th level, you gain advantage on the roll against aging. Additionally, you can choose to cancel to cancel the effects of impermanence of being on the target; roll a d10. On a result of 10, the effects of impermanence of being are undone, but the current age remains the same. #### Mage Plate *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a shield) - **Duration:** 4 hours You touch a willing creature who isn’t wearing armor, and an immensely protective magical force surrounds it until the spell ends. The target’s base AC becomes 15 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. #### Origami *Transmutation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S, M (foldable material) - **Duration:** 1 Hour You magically fold and animate a Tiny piece of paper or similiar material, such as a leaf, within range. You can fold it into one of the following shapes: **Boat.** The boat floats on and is not destroyed by water. When placed in water, you can mentally direct the boat to move in any direction along the water's surface, at a speed of 5 feet per round. The boat is able to carry a single Tiny object that weighs 1 pound or less. **Crane.** The crane has a fly speed of 10 feet. You can mentally direct the crane to move, or name a location within 1 mile that you know of. The crane will fly to the location and land, becoming inert. **Dog.** The dog has a movement speed of 10 feet. You can mentally direct the dog to move. If a creature hostile to you moves to within 10 feet of the dog, the dog moves up to its speed towards it and gives off a loud barking noise. Afterwards, the dog unfolds itself and becomes inert. **Flower.** The flower is controlled by the time of day. It is open during the day and closed during the night. During sunrise and sunset, the flower slowly opens and closes respectively. **Samurai.** The samurai has a movement speed of 5 feet. You can mentally direct the samurai to move. The samurai always points his sword in the direction of the nearest castle or fort. You can have up to 5 pieces of origami active at once. #### Pell's Mass Stabalization *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (one leaf of a tree) - **Duration:** Instantaneous Every creature within range that is currently knocked unconscious, both ally and enemy, is stabalized. #### Pell's Zephyr Strike *1st-level truansmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. #### Pewter's Branding *Transmutation cantrip* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (picture of desired branding) - **Duration:** Up to 5 years You place the picture you want to brand to a creature on it and cover it with your hand. The target will be branded with the image you placed upon it for up to 5 years or how long you specify. While the spell is being cast the target will feel as if their skin is being burned. The caster will feel as if their hand is being burned but they will be unharmed in the process. The picture is consumed during the spell and cannot be reused. \page #### Pewter's Chains of the Guilty *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minutes Ethereal black chains appear from the ground in a 20-foot square starting from a point within range. For the duration, these chains turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the chains until the spell ends. A creature restrained by the chains can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the chains turn to ash and are blown away. #### Pewter's Detect Secrets *1st-level divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 10 minutes You grant yourself magical perception that greatly enhances your ability to uncover hidden mysteries. Beginning on your next turn after casting this spell, secrets of all sorts become more discernible to you for the duration. The sudden rush of magical insight grants you an advantage on all Intelligence (Investigation) and Wisdom (Perception) checks made specifically to uncover physically hidden objects, details, or clues. #### Revenge *4th-level necromancy* ___ - **Casting Time:** 1 reaction* - **Range:** 10 feet (sphere) - **Components:** V - **Duration:** Instantaneous As you fall to the ground and utter a trigger word, the dark power of your impending death and the anger you feel toward your assailants, bursts outward from your body in an explosion of raw necrotic energy. Each creature other than you in a 10-foot-radius sphere centered on you must make a Constitution saving throw. A target of this spell takes 2d6 necrotic damage for every creature, not including the caster, in the radius of the spell on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage it deals increases. Using a 6th level slot the spell deals 2d8 necrotic damage for each creature other than you in it's radius, and using an 8th level slot the spell deals 2d10 damage for each creature other than you in it's radius. #### The Sherwood Swiftbolt *4th-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S, M (a bow and arrow to fire) - **Duration:** Instantaneous A bolt of focused and accelerated magical lightning springs from a fired arrow, hitting a creature of your choice you can see within range without chance of failure. It deals 5d6 lightning damage to its target. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. #### Soul Drain *Necromancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous Your hands sap health from others to bolster yourself. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d4 necrotic damage, and you gain temporary hit points equal to the damage dealt. **At Higher Levels.** The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Soul Strike *9th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a black gemstone worth at least 1,000 gp) - **Duration:** Instantaneous You assault the soul of a creature within range, attempting to rend it from the body and disperse it into the ether. Make a ranged spell attack against the target. On a hit, the target takes 16d12 necrotic damage. This spell has no effect on undead or constructs. A creature killed by this spell can be restored to life only by means of a true resurrection spell or a wish spell. #### Sound Burst *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 1self (20-foot sphere) - **Components:** V, S, M (a stringed or percussive instrument) - **Duration:** Concentration, up to 1 minute You emit a concussive sound wave, damaging creatures within the area. Each creature in a 20-foot sphere originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is deafened for the duration of the spell. On a successful save, the creature takes half as much damage and isn't deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, the spell emits a painfully loud chord audible out to 600 feet. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. \page #### Tile of Fire *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 minutes One 5 foot square you can see within range is lit on fire by magical means. Any creature that starts its turn in the square, or passes through it, must make a Dexterity saving or take 1d6 fire damage. For the duration of this spell, you use a bonus action to dismiss and recreate the magical fire up to 20 feet away from where it last was. At Higher Levels. When you cast this spell using a 3rd level spell slot or higher, you can decide to deal an extra 1d6 fire damage or create a separate tile of fire (which has separate damage statistics from the original). #### Viktor's Dark Transport *3rd-level necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** S - **Duration:** Instantaneous You instantly transform into a flurry of bats and travel up to 60ft in a straight line to an unoccupied space you can see. All creatures caught in your wake must make a constitution saving throw. On a failure, they take 3d4 necrotic damage and half as much on a successful save. You regain hitpoints equal to half the damage dealt. Enemies you pass through get an attack of opportunity but you gain resistance to any damage dealt from these attacks. If reduced to 0hp whilst in bat form, you reform immediately with 1hp in the location where you were hit and can take no further actions that turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d4 for each slot level above 3rd. #### Viktor's Soul Splinter *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 2 minutes You splinter your soul into four green lashes that surround your person. As a bonus action on each of your turns, you can force one of these lashes to strike at a target, after which they fizzle out. Make a ranged spell attack for each lash. On a hit, the target takes 2d6 + 1 necrotic damage. **At Higher Levels.** When you cast this spell using a slot of 4th level or higher, you create one additional lash for each slot above 3rd. If this spell is cast as an 8th level or higher spell, you may hurl two lashes as a bonus action each round. #### Wall of Souls *7th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a bone from a dead creature, and a silver mirror inlaid with onyxes worth at least 200 gp) - **Duration:** Concentration, up to 1 minute You create a wall made of undead spirits that scares all those who get too close. You create a wall, up to 60 feet long, 20 feet tall, and 1 inch thick composed of spectral faces and limbs. These souls produce a loud noise that can be heard from one side only of the wall. Any creature that starts its turn or moves within 30 feet of that side of the wall for the first time on its turn must succeed on a Wisdom saving throw or be frightened until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature that enters the wall must make a Wisdom saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, increase the damage by 1d8 for each slot level above 7th.