Apex

A System of Ultimate Choice

Reach your own Apex

Table Of Contents

Chapter 1: Introduction

The Reason Why

Using this Book

How to Play

The Apex Difference

Chapter 1: Introduction

Chapter 2: Character Creation

Step by Step Character Building

Step 1: Core Stats

Strength

The measure of your physical prowess. How effective your character is at applying brute physical force. Strength is checked whenever you're climbing, swimming, or jumping.

Dexterity

The ability of your body to obey your commands. The higher your score in this ability the more light on your feet you are. If Dexterity is your highest ability score you're good at balancing in precarious situations. Your quick reflexes allow you to jump out of the way of harm be it a trap, sword, or spell.

Toughness

Toughness measures your health, vitality, and overal character endurance against natural or psuedo-natural sources. The higher your Toughness the more Hit Points (HP) you get when you gain levels. It also measures how long you can hold your breath, survive in extreme environment conditions, battle fatigue, and toxic effects to alter your body through poisons.

Knowledge

How smart are you? Are you logical and able to carefully recall details of history, contents of a room, remember an important and even obscure detail or clue. Knowledge measures these abilities. The higher your Knowledge score the smarter you are.

Sense

The higher your Sense score the more awareness and common sense you have. You have a knack for picking out lies others speak, and being fully present more so than most others. You can often piece together solutions without having all the evidence in front of you.

Personality

The higher your Personality score the more commanding, charming and confident you are. Personality can be a game changer in social interactions. Knowing social queues and when to employ them to your advantage are the hallmarks of characters with high Personality.

Arcana

Arcana measures your connect to the magic that is in everything. The higher your Arcana score, the more Arcana Points (AP) you get when you gain a level. It also measures how often you can perform capabilities or spells during combat, how long you can concentrate on spells, resistance to effects to alter your body from spells. Save Difficulties are also set based upon your Arcana score.


Step 2: Species

Select which playable species your character is. Each of them provide benefits and capabilities unique to them.

Step 3: Class & Specialization

Each class has 3 unique specialization; however, these are not required to select from as you can play a basic version of any of them as well.

Choose Capabilities

There are hundreds of capabilities to choose from, and there is certainly something to fit your desired build.

Step 4: Choose Proficiencies

Now that you know how many Weapon, Armor, Skill and Arcane proficiencies you have to choose from and your know your build and capabilities, the next thing to choose are your proficiencies

Weapons

You can choose from the following:

  • Simple Melee
  • Simple Ranged
  • Martial Melee
  • Martial Ranged
  • Heavy Weapons

Armor

You can choose from the following:

  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields

Skills

You can choose from the following skills:

  • Acrobatics (DEX) Your ability to pull off crazy acts of dexterity.
  • Animal Handling (SEN) Your ability to understand and care for animals.
  • Athletics (STR) Your ability to pull off feats of strength.
  • Deception (PER) Your ability to lie to people.
  • History (KNW) Your knowledge of the history of an object, person or place.
  • Insight (SEN) Your ability to tell when someone is lying to you or there is more than they are letting on.
  • Intimidation (TGH) Your ability to make someone do something... or else.
  • Investigation (KNW) Your attention to detail and seeing the details in things.
  • Medicine (KNW) Your ability to know how best to tend to a wound.
  • Nature (KNW) Your ability to know information about things naturally occuring in nature.

Chapter 2: Character Creation

  • Perception (SEN) Your ability to observe things from a distance.
  • Performance (PER) Your ability to pull off a performance.
  • Persuasion (PER) Your ability to persuade people to do things for you.
  • Religion (ARC) Your ability to tell if an area has religious/spiritual signifigance.
  • Sleight of Hand (DEX) Your ability to hide or take things.
  • Stealth (DEX) Your ability to hide, move silently or anything related to sneakiness.
  • Streetwise (PER) Your ability to know your way around urban environments, including roads between places.
  • Survival (SEN) Your ability to know your way around in the wilderness, where the road ends.

Saves

All characters have a choice of any 2 of the following:

  • Strength
  • Dexterity
  • Toughness
  • Knowledge
  • Sense
  • Personality
  • Arcana

Arcane Schools

There are ten schools of Magic from which you can trained in if you so choose based upon capabilities chosen, each with a wide array of Spells that you can learn to perform.

Abjuration

This school is all about defense and overall protecting you and your allies.

Conjuration

This school focuses on conjuring things as well as summoning creatures to help you.

Divination

This school is about seeing things beyond normal sight and knowledge of things to come.

Elemancy

The spells in this school harness the power of the 6 elements: Fire, Ice, Earth, Air, Light and Shadow.

Enchantment

This is not the school you are looking for.

Evocation

If you desire to harness the power of higher forces of the universe, then this is the school for you.

Illusion

Illusion is all about seeing things that aren't really there.

Necromancy

How many Skeletons are nearby? Oh good, more troops.

Transfiguration

Transfiguration is focused entirely on modifying living things.


Transmutation

Transmutation is for changing things are converting them to other things.

Step 5: Lifestyles

Before you decided to go out in the world and adventure

Beyond First Level

Levels are broken into expected difficulty of gameplay. Levels 1-4 are the Novice levels where players are getting used to the system and their new charcters. Levels 5-8 are the Intermediate levels. Often you will have access to using your Tier 5 abilities once and rarely twice in a single combat. Levels 9-12 are the Hard Levels, where Monsters start to improve sometimes faster than your characters can maintaining the thrill and risk of death. From levels 13-16 you hit the Expert category, where you know your character and start to be able to defeat entire hordes of once difficult creatures with ease. Legendary composes of levels 17-20 and it is here that you become a legend in your own right and begin to be capable of great undertakings, even being capable of challenging some the most ancient entities of existence.

Leveling-Up

There are two primary ways in which DM's may award levels. The first and by far easiest being milestones set by the DM. The other is by utilizing XP values assigned to Creatures in the Creature Codex, and reach certain XP thresholds as noted in the chart below.

XP Thresholds
Level XP Needed
1 0
2 1,000
3 3,000
4 6,000
5 14,000
6 24,000
7 36,000
8 50,000
9 74,000
10 101,000
11 131,000
12 164,000
13 212,000
14 264,000
15 320,000
16 380,000
17 460,000
18 545,000
19 635,000
20 730,000

Chapter 2: Character Creation

New Capabilities

Regardless of how your DM chooses to level up your character, it will inevitably happen. When that occurs you will gain new capabilities from which class you take a level in based upon the chart for that class. After referencing that chart, it is up to you to decide which capabilities you will take and which ones you will leave for later. There is no right or wrong answer when choosing capabilities; however, don't forget to look ahead and check out which ones you want later as many of them have pre-requisites that you have to take in order to take them when you gain a capability of that level.

Multiclassing

Anytime you level-up, you are welcome to choose to take a level in a class different than your starting class. Doing this called multiclassing, and when you do this, you gain all the benefits from taking your first level in the class, including it's Hit Die, Arcana Die, and all the boosts and capabilities noted in the class chart. In addition to those, you also gain the following choices. There are no restrictions on taking a class; however, it is not recommended to take a level in a class that you don't gain any capabilities from.

Multiclassing Options
Class Multiclass Options
Archer 1 Weapon or Armor
Berserker 1 Weapon or Armor
Minstrel 1 Arcane School or Skill
Priest 1 Arcane School

Arcane Schools are still limited by the class as appropriate.

Chapter 2: Character Creation

Core Ability Scores

Strength

Strength measures physical prowess.

Dexterity

Dexterity measures the bodies response time and relfexes.

Toughness

Toughness is a measure of vitality and endurance.

Knowledge

Knowledge measures sheer learned intellect.

Sense

Sense is a measure of cunning and cleverness.

Personality

Personality measures how well you interact with people.

Arcana

Arcana shows how in tune with magic you are and your propensity to utilize it.

Obtaining Stats

There are multiple ways in which you can determine your ability scores. Each has it's own unique benefits.

Rolling Method

For each of the seven Core Abilities, you would need need to roll 4d4's and then assign the rolls to the abilities as you see fit.

Standard Array

If you're one who likes to play it safe, there is always the option to take the standard array (14, 13, 12, 10, 10, 9, 8) and assign them appropriately.

Point Buy

If your DM chooses to use this method, the DM will set a number of points with which you are allowed to purchase ability points to improve them. Each ability starts at an 8 and the cost to improve to the next number is listed below.

Point Buy Cost
Score Cost from 8
9 1
10 2
11 3
12 4
13 5
14 6
15 7

Calculating Modifiers

After assigning your ability scorse, it is important to determine your modifiers.

Modifier Math

Ability Score - 10 = Modifier

Score Cost from 8
0 -10
1 -9
2 -8
3 -7
4 -6
5 -5
6 -4
7 -3
8 -2
9 -1
10 0
11 +1
12 +2
13 +3
14 +4
15 +5
16 +6
17 +7
18 +8
19 +9
20 +10

Chapter 2: Character Creation

Chapter 3: Species

Apex is no different from all other d20's system's in the fact that you select your species during character creation. The basics are still represented in that varied humans, majestic elves, stout dwarves, tough orcs, and shrewd goblins are still around.

We are also eager to introduce our new races to you as well.

  • Hundsin are loyal and limber canines who defend their pack and their employers until the bitter end.
  • The sneaky and duplicitous Koshka are felines who are oft found in the dregs of society, whether black or not.
  • Beefy Ursan use their bear-like appearance to get their jobs done, preferring force over plans and strategies.
  • Avem are birds of prey who rule their nest and their territories with an iron beak.
  • These Nagani are phenomenal salesmen, having many reptilian qualities, the least of which is often a forked tongue.

Lastly, where there are species, there is sure to be inter-breeding among those species, to that end the unique Hal'reeds cover all the mixed species characters for those who desire a tad more diversity and uniqueness for their characters (or even NPC's for the DM's out there)

Each of these species have their own unique characteristics and sub-cultures within society that help them find their way in the world.

Choosing a Species

Choosing a starting species can be very difficult if you do not what the difference it makes to your character will be. Below is a quick reference for what ability modifiers can changed between the different races.

Species Ability Modifiers
Name Size Modifiers
Avem Small +1 SEN +1 ARC
Dwarf Small +1 STR +1 SEN
Elf Medium +1 KNW +1 ARC
Goblin Small +1 TGH +1 SEN
Human Medium +1 to any two Abilities
Hundsin Medium +1 DEX +1 PRS
Koshka Medium +1 DEX +1 ARC
Nagani Medium +1 KNW +1 PRS
Orc Medium +1 STR +1 DEX
Ursan Medium +1 STR +1 TGH
Hal'reed Medium +1 from each parent option

Features

Each race is unique and different the following are what will be described for each race in detail.

Size

Most species are a Medium size category, which means they are typically between 4'6" and 7'6" ft tall. There are some however that are shorter and therefore considered a Small category (between 2' and 4'6"); on the opposite side of the coin there are those that are over 7'6" making them a Large sized creature. These differences in height can prove a benefit when in combat as well as providing challenges to overcome when selected weapons.

Speed

This determines hpw fast you move boht in and out of combat.

Lifespan

Everything dies everntually, this section includes details about the longevity of the species as well as adulthood and olde age consideration for them within their own race. Including any penalties or bonuses them may get when they reach those thresholds.

Languages

Each species is capable of communicating and using speech in some manner and in certain languages.

Societal positioning

This section will detail out where that species typically will be found in the hierarchy of civilization, this doesn't lock you into portraying any certain level, but just informs you how someone may view your character at first meeting.

Chapter 3: Species

Avem

Crafty and clever with a penchant toward having an innate Arcana on the level with Elves. They use their shorter than normal lifespans to make every effort an impact in their communities, and the people around them are the better for it. Despite having a short lifespan they are known to breed quickly and often due to the females only needing to lay eggs which males are responsible for fertilizing as society needs.

Avem also have this need to be in control and in charge of whatever situation they find themselves in. Recently they have become complacent having gained and maintained control over all the various species on the continent, and those that aren’t under their control have some semblance of either fear or respect towards them. It’s hard to tell which is which most of the time.

Societal Position

After countless millennia of trying and failing due to small numbers, Avem are at last at the top of the totem pole and are currently in charge of the only kingdom on the continent after the end of the last great war. The irony is that the key to them maintaining power since they took power a millenia ago is also their greatest enemy, the Elves.

Avem are constantly trying to refine and improve their laws to make them more fair and more just, which often appears to longer lived races as if the Avem are fickle and indecisive. They all hold key positions of power in every town in the kingdom as a way to ensure the loyalty lies with the Queen Mother.

Avem Features

As an Avem, you gain the following traits

Ability Score Increase

As an Avem, you get a +1 to both Sense and Arcana scores.

Age

Avem have a comparatively short lifespan typically only living to be around 45 years old. As a result they reach maturity early around 12 years of age.

Size

Avem are small sized creatures typically between 2' an 3’ tall and weighing under 50lbs.

Speed

Due to their small stature, Avem only have a base movement speed of 20ft.

Languages

An Avem knows Common and Avian by default.

Species Capabilities

In addition to being automatically proficient with Avem Weaponry, as an Avem, you may chose 2 of the following species capabilities for your character.

Cold-adapted (Passive)

+4 on all Fortitude saves against cold and get a +2 bonus to any Balance checks while traveling over snow and ice.

Hawkeyed (Passive)

You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Hollow Bones (Passive)

Because of the weakness inherent in the hollow bones of the Avem, while they are able to function otherwise in a normal fashion, they are unable to wear Heavy armor (though mithral versions of armor types can get around this limitation).

Iron Lungs (Passive)

You can hold breath for 4 times longer than normal and are proficient in Athletics.

Kefnet's Blessing (Passive)

You can add half your Arcane Aptitude bonus, rounded down, to any Knowledge check you make that doesn’t already include your proficiency bonus.

Chapter 3: Species

Landrunner (Passive)

Due to your powerful legs, your base walking speed increases to 35 feet.

Nocturnal (Passive)

Other Avem resemble owls. Your eyes are especially sharp at night. 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.

Silent Feathers (Passive)

You have proficiency in the Stealth skill.

Waterfowl (Passive)

A few Avem spend time in the water. You have webbed feet and a swim speed equal to your base speed.

Avian Inheritance (2 AP)


  • Usage: Action
  • Duration: Instant

Your avian ancestry provides you with feathered wings that grow from your back. You have a flying speed equal to your current speed, though only for short distances. You fall if you end your turn in the air with nothing holding you aloft. When you reach 5th level, you may remain aloft for up to 2 hours per day, all at once or in several shorter flights.

Favor (1 AP)


  • Usage: Reaction
  • Duration: Instant

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Great Ally (1 AP)


  • Usage: Action
  • Duration: Instant

+3 (instead of +2) when aiding or being aided by another, +4 to attack rolls (instead of +2) when partially flanking.


Luring Song (2 AP)


  • Usage: Action
  • Duration: Sustained up to 10 rounds

You can use your action to sing. Any sentient, or semi-intelligent creature of your choice within 30 feet of you that can hear your song that isn’t immune to being charmed must make a Sense saving throw. On a failed save, the creature is charmed until the song ends. You must take an action on your subsequent turns to continue singing. You can stop singing at any time. The song ends if you are incapacitated. While charmed, a target is incapacitated and ignores other songs.

If the charmed target is more than 5 ft. away, they must move on its turn toward you via the most direct route. The targets don't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage it can repeat the saving throw with advantage. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this song for the next 24 hours.

Mimicry (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Insight check opposed by your Deception check.

Chapter 3: Species

Dwarf

Hardworking, greedy and aware are often used by many to describe Dwarves. Put to work in the mines and on construction projects from young ages, Dwarves have honed both their physical strength as well as their sense of awareness to keep themselves alive while keeping a rapid pace.

Whether building or digging, Dwarves have a keen sense of fairness amongst themselves, requiring little to no arbitration from their Overseers, which are often Elven due to the distrust held against them for millenia for their secretive ways.

Societal Position

Dwarves aren’t very trusted by the kingdom at large, due to their secretive nature. Even though their cities in the Zzakarian Mountains fell during the height of the last great war, stories of hidden vaults and lost cities still permeate the taverns even after these years.

Because of the lack of trust by those in power and their experience as miners, excavators and builders, Dwarves are utilized as such to build cities and collect precious resources for their Avem rulers and the Elven overseers. However, Dwarves are a proud people who have a desire to reclaim their lands which means they have been the source of numerous rebellions.

Dwarven Features

As a Dwarf, you gain the following traits

Ability Score Increase

As a Dwarf, you get a +1 to both your Strength and Sense scores.

Age

Dwarves have a long natural lifespan with it being possible for them to live lives exceeding 300 years or more, however, since entering captivity only the elders have been able to reach an age above even 75 years. Due to technically being longlived, they reach biological maturity around 30 years of age.

Size

Dwarves are small sized creatures typically between 2’8” an 3’10” tall and weighing between 60 & 100lbs.

Speed

Due to their small stature, Dwarves only have a base movement speed of 20ft.

Languages

A Dwarf knows Common and Dwarven by default.


Species Capabilities

In addition to being automatically proficient with Dwarven Weaponry, as a Dwarf, you may chose 2 of the following species capabilities for your character.

Darkvision (Passive)

You are granted Darkvision out to 60ft.

Dwarven Armor Training (Passive)

You are considered proficient with light or medium armor.

Greed (Passive)

Dwarves receive a +2 racial bonus on Knowledge checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Resilience (Passive)

Advantage on saves against poisons and natural resistance to poison damage.

Rock Stepper (Passive)

Dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.

Slow and Steady (Passive)

You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Chapter 3: Species

Stability (Passive)

Dwarves receive a +2 racial bonus to their Physical Defense rolls when resisting a Bull Rush or trip attempt while standing on the ground.

Suspicious (Passive)

Isolationist dwarves distrust non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages. However, their untrusting nature gives them a +2 bonus against the Enchantment school of magic.

Toughness (Passive)

Hit Points increase by 1 every level.

Viscous Blood (Passive)

Dwarves with this trait takes 1 less point of hit point damage, ability damage, or ability drain (minimum 1) from bleed and blood drain. They can attempt Heal checks to staunch their own bleeding as a bonus action each round.

Fight-On (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

You can gain a number of temporary hit points equal to your Toughness modifier. These temporary hit points lasts for 1d4 rounds. This bonus increases to twice your Toughness modifier at 6th level, triple at 11th and four times at 16th.

Fortify (1 AP)


  • Usage: Full Round Action
  • Duration: Persist (1d4 hour)

You are able to quickly dig 1d4+2 trenches per hour of preparation before an attack when using a Dwarven made weapon.

Ledge Walker (1 AP)


  • Usage: Action
  • Duration: Instant You move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +2 bonus on Athletics checks to catch yourself or another creature while falling. You also gain a +2 bonus on saving throws against effects that would cause you to fall prone (such as earthquakes). This bonus does not apply against bull rush or trip attacks.

Shared Weaponry (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

When 2 or more Dwarves are in the same party they can ask for and toss each other weapons as a bonus action so long as they are within 30 ft of each other.


Siege Shot (2 AP)


  • Usage: Action
  • Duration: Instant

When you need to knock down a wall, you need a dwarf, when using a Dwarven Crossbow and attacking an object constructed from metal, stone or other precious materials, Dwarves gain an additional 1d10 Thunder damage at first level. The thunder damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.

Spelunker (1 AP)


  • Usage: Action
  • Duration: Persist (1d4 hours)

Dwarves are often exploring new branches of their mines and tunnels looking for new raw materials. When activated, a dwarven spelunker can navigate any tunnel or cave system gaining a +2 to Survival checks made to navigate.

Stone Cunning (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

When rolling a Knowledge check related to stonework, you are proficient and you double your modifier for the duration.

Twin Thunders (1 AP)


  • Usage: Action
  • Duration: Instant

When wielding a Dwarven weapon in each hand against a creature of Large or larger size. You can hit the creature with your off-hand weapon after you hit with your primary weapon, rolling the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.

Chapter 3: Species

Elf

Long ago, the elves used to be forest dwellers and they were viciously protective of it often seeing themselves as the eternal defenders of all the plants and creatures who called it home. Often viciously murdering and consuming the corpses of those who entered the forests seeking to do harm upon it's denizens. While there are still elves who feel a protective instinct over the forests, their numbers are few and far between. Since after the Great War over 2,000 years ago, from which the Avem emerged victorious, all Elf-kind was migrated to the cities in service of the Avem in ways that benefit their new rulers.

Elves today are often found in the places of learning where they are surrounded by books, scrolls and maps keeping histories, sharing knowledge with anyone eager to learn the ways of the world. In addition to teaching the masses, thier often tasked with maintaining order through laws, disicipline and providing counsel to the Avem due to their vastly shorter lifespan.

Societal Position

The Elves set-up, established and have been manipulating the social elements of the Avem Kingdom since the beginning. They were present at the founding of the Kingdom when they had to surrender their lands as well as help establish fair and just laws in ways that benefit the Avem alone. In fact it was a rather cruel punishment for them causing those who helped establish the status quo commit suicide 100 years later after having to witness how it operated.

Being the right-hand of their former enemy has definitely caused some bitterness amongst the Elves; however, you will never see it in public. Those who live in the shadows hear things though, rumors mostly, about secret meetings and plans to right the wrongs done to them millenia prior.

Elven Features

As an Elf, you gain the following traits

Ability Score Increase

As an Elf, you get a +1 to both Knowledge and Arcana scores.

Age

Elves live supernaturally long due to their connectivity to magic. The oldest known Elf was over 8,000 years old, with most living between 4,000 and 6,000. Despite their longevity, Elves mature relatively quickly taking only 50 years.

Size

Elves are Medium sized creatures typically between 5’8” an 6’10” tall and weighing around 150lbs.

Speed

Elves have a base movement speed of 30ft.

Languages

An Elf knows Common and Elven by default.

Species Capabilities

In addition to being automatically proficient with Elven Weaponry, as a Elf, you may chose 2 of the following species capabilities for your character.

Ageless Patience (Passive)

Some families of elves have been strongly influenced by rigidly honorable non-elven cultures. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain Advantage when taking their time on skill checks.

Creepy (Passive)

For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elven humanoids take a –1 penalty on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize.

Darkvision (Passive)

You gain 90 ft of Darkvision, but you are blinded for 1d4-1 rounds if you are exposed to a bright light source.

Dreamspeaker (Passive)

A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the Divination and Enchantment school they cast.

Chapter 3: Species

Elven Arrogance (Passive)

Some elves are so convinced of elven superiority, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments is a +3 against such effects from non-elven humanoids, but they begin play speaking only Elven, and they can select bonus languages from only 1 ancient language: Demonic, Celestial, Draconic, and Sylvan.

Fey Ancestry (Passive)

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Heightened Senses (Passive)

Elves receive a +2 racial bonus on Perception checks.

Improved Elven Weapon Training (Passive)

You have received special training with Elven weapons. If you are wielding one of these melee weapons, you may make an additional opportunity attack each round.

Keeper of Secrets (Passive)

Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2 racial bonus on Deception checks to omit or cover up facts.

Long-Limbed (Passive)

Elves with this racial trait have a base move speed of 35 feet.

Moonkissed (Passive)

Elves with this alternate racial trait gain a +1 racial bonus on saving throws.

Trance (Passive)

Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Arcane Focus (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Some elven families have such long traditions of producing magic users that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on Concentration checks made to cast spells defensively.


Defenders of the Material (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Elves have fought against outsiders since time immemorial. Elves with this trait receive a +2 bonus on attack rolls against outsiders.

Ravenous Maw (2 AP)


  • Usage: Action
  • Duration: Instant

Your genes are much closer to your ancient ancestors who protected the forest, and devoured their enemies. You gain a bite attack that you can use dealing 1d6 piercing damage. This damage increases as you level up to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level.

Slender (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a +2 racial bonus on Sleight of Hand checks, on checks to escape a grapple, and to defense rolls against grapples.

Urbanite (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Persuasion checks made to gather information and Insight checks made to get a hunch about a social situation.

Chapter 3: Species

Goblin

Lords of the High Seas, Goblins are known for exerting their strength upon any who endanger their ships, crew or species. Though divided into at least 10 rivaling factions, the Goblin species is united through their council of kings, who live on one of their great city-ships. Each King has numerous lords and captains beneath them, who operate independently; however, in times of need, the Kings unite against common enemies to ensure the safety of all Goblins. Their mainland port of Kor'akol is a bustling town that always has at least one ship docked in it at all times unloading their wares from the Avem realm to sell to those in Haven Harbor who are in desperate need of them following their exile.

Due to their command of the seas, the Goblin clans have been known to also transport people to Haven Harbor seeking refuge from the Avem, usually after a recent exile. Their known to be fair traders as well which allows them to typically move around a city unimpeded and unbothered. Most Goblins respect the informal arrangement made between their Kings and the Avem Kingdom, however, that does not mean that all the captains agree with it, as it has on occasion caused a loss in profits.

Profits are how rank is determined in Goblin society, so one can imagine how that may sit with some of them. Profits are of the utmost importance to all members of a Goblin clan, as it is key to their rank and status within the clan. The most wealth or symbols of wealth, the higher they climb. Treasure Hunts are often bloody yet effective ways that a young up and coming Goblin can quickly rise the ranks. These hunts are excursions into the most dangerous territories in hopes of being the first to return with loot. Not only do they get half of the bets made, but also whatever loot any of the Goblins who return after them brought back as well.

Societal Position

Goblins are generally trusted and fair merchants, and therefore on the same level as any other merchant as soon as the enter a city or town. Their clan reputation preceeds them though allowing for varying degrees of distrust both amongst each other and other merchants. They typically get better deals through bullying and intimidation over actually offering the better deal.

It is buyer beware when it comes to Goblin wares. Anything crafted actually by a Goblin is always cheap, but is also a significantly lower quality than one you would find elsewhere.

Goblin Features

As a Goblin, you gain the following traits

Ability Score Increase

As a Goblin, you get a +1 to both your Toughness and Sense scores.

Age

Goblins have a lifespan of around 70 years, but most never see beyond 50.


Size

Goblins are small sized creatures typically between 2’10 an 3’8” tall and weighing between 40 & 70lbs.

Speed

Due to their small stature, Goblins only have a base movement speed of 20ft.

Languages

A Goblin knows Common and Goblin by default.

Species Capabilities

In addition to being proficient with Goblin Weaponry, as a Goblin, you may chose 2 of the following species capabilities for your character.

Aquatic Mastery (Passive)

Goblins are able to wield the power of the sea with great prowess. Goblins with this racial trait increase the DC of any spell with the water descriptor they cast by 1.

Authoritative (Passive)

Goblins often develop a knack for controlling others. They gain proficiency in Diplomacy and Intimidate checks.

Climate Endurance (Passive)

You can endure any naturally-occurring hot, cold, dry, or humid climate without hardship, Toughness checks, or Toughness saving throws.

Chapter 3: Species

Darkvision (Passive)

Goblins can see perfectly in the dark up to 30 feet.

Disciplined (Passive)

While you are within 30 feet of at least two other goblins, you gain a +1 morale bonus on saving throws.

Focusing Blow (Passive)

An ally can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify.

Friend of the Sea (Passive)

You have a swimming speed of 30 feet, and you can breathe air and water. In addition using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Sea Raider (Passive)

Goblins frequently take up sailing as pirates, raiders, and fishers, where they are known as tenacious fighters. They gain a +2 racial bonus on checks made to sail and repair ships, and a +1 racial bonus on damage rolls against foes and objects in or on top of the water.

Spirit of the Waters (Passive)

Goblins have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Athletics checks to swim, can always take 10 while swimming, and may choose Aquan as a bonus language.

Streamlined (Passive)

Your base walking speed increases to 30 feet. Additionally, you may able to Dash as a bonus action if you are not engaged in combat.

Nose for Treasure (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

You are proficient in any ability check made to estimate the value of gemstones or treasure, or to identify the properties of magic items.

Fearsome (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Some goblins scorn caution and subtlety for swagger and bluster. Goblins with this racial trait gain advantage on Intimidate checks and disadvantage on Perception checks.


Combat Intuition (1 AP)


  • Usage: Reaction
  • Duration: Instant

Goblins have a powerful intuiation about combat. They gain +2 on Initiative rolls and may draw their weapon as a free action when initiative is rolled.

Gang Up On (2 AP)


  • Usage: Action
  • Duration: Instant

You gain a bonus on attack and damage rolls when attacking the same target as an ally equal to the number of allies attacking that creature.

Taskmaster (1 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)

As an action, you spur an ally, who must have fewer Hit points than yourself, to reckless effort. For up to 10 rounds, the ally gains a +1 morale bonus on attack rolls, weapon damage rolls, and Sense saves against mind-affecting effects. However, the ally also takes a –2 penalty to Defense rolls and skill checks. To affect an unwilling ally, you must succeed at an Intimidate check to demoralize your ally.

Triple-jointed (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

Some goblins have an indescribable knack for hiding in places they have no right to even fit. They gain a +4 racial bonus on Stealth checks to hide as well as a +2 racial bonus on Sleight of Hand checks, as well as being able to squeeze through sizes a tiny or larger sized creature could.

Treasure Hunter (1 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

When looking for treasure, you gain advantage on any rolls made to discover or find treasure or loot.


Chapter 3: Species

Human

Varied, ambitious and short-sighted are the three main traits that have defined humanity in the eyes of the other races.

While they are often admired for the ingenuity and creativity in combat as well as solving some of societies more unique issues that have cropped up in recent years, such as providing water to the desert villages and towns of the Hebridian Desert or ensuring treatment procedures for the slaves and servants is followed, including the hunting down of those who break the cultural contract on both sides.

More often than not if you need a dirty job done, humans are the go to for getting done above board as it were.


Societal Position

Society places humanity as the opportunistic of the races. They are often capable of proving themselves capable regardless of where their parents found themselves in the system.

Their the only species that has been known to go from being a slave to becoming a governor of their own territory, although that was a very unique circumstance, they often move up or down across the societal lines allowing them to interact with almost everyone.

Human Features

As a human, you gain the following traits

Ability Score Increase

Humans get a +1 to any two abilities they so choose as they are afforded many different opportunities in life compared to the other species.

Age

Humans are the ruler by which age is defined as the oldest of humans has lived to 100, with most dying of old age by their 70's. Adulthood for humans is considered 16, and old age isn't reached until 60.

Size

Humans are a Medium sized creature often found at heights from hardly 5' upwards 6'4" and sometimes larger still. Likewise their body type varies wildly within that range.

Speed

Humans have a base walking speed is 30ft.

Languages

Humans learn to read and write the common language that all sentient races share early in their life, and they often learn another as well based upon the species they interact with in early life as well.

Species Capabilities

As a Human you may chose 3 of the following species capabilities for your character.

Adoptive Parentage (Passive)

Humans are sometimes orphaned and adopted by other races. Choose one non-human species and select 1 of their Species Capabilities.

Awareness (Passive)

Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks.

Chapter 3: Species

Bonus Capability (Passive)

Choose any one Capability from the Universal Capabilities.

Heart of the Fey (Passive)

You gain low-light vision, gain a +1 racial bonus on Dexterity and Sense saves, and are proficient in Nature and Perception.

Heart of the Streets (Passive)

Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Dexterity saves and a +1 dodge bonus to Defense Rolls when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.

Heart of the Sun (Passive)

Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Toughness saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin.

Heart of the Wilderness (Passive)

Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Toughness checks to stabilize when dying and add half their character level to their Toughness score when determining the negative hit point total necessary to kill them.

Skilled (Passive)

You choose any one Skill with which you are proficient

Heart of the Fields (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Knowledge skill, and may ignore an effect that would cause them to become fatigued or exhausted.

Heart of the Mountains (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude.

Heart of the Sea (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Humans born near the sea are drawn to it. They gain a +2 racial bonus on Acrobatics and Athletics checks, and are proficient. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater.


Heart of the Slums (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Streetwise checks in urban and underground settings. In addition, they have advantage when saving against disease.

Practiced Hunter (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks.

Shadowhunter (2 AP)


  • Usage: Action
  • Duration: Instant

Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons.

Silver Tongued (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Persuasion and Deception checks. In addition, when they use Persuasion to shift a creature’s attitude, they can shift up to three steps up rather than just two.

Social Ties (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Persuasion checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they take the Leadership capability).

Chapter 3: Species

Hundsin

This canine species is known for their loyalty, bravery, and persistence towards their friends and bosses. This has earned them a mutual trust and respect among all the races. This has led them to becoming entertainers, judges, and law-enforcement in general. Their friendly and welcoming nature has them often surrounded by many friends; however, due to this overly extroverted tendancy they are easily manipulated and convinced that a thing is right because they are told it is.

As entertainers they are often found performing everything from juggling to feats of gymnastics even being placed in the odd gladitorial ring to fight for the entertainment of the Avem. This willingness to do whatever is asked of them makes them very well-liked. Everyone wants a Hundsin as a friend and companion.

Societal Position

Hundsin all over society, acting as guards, detectives and escorts for cities and towns within the Avem Kingdom. Their unending loyalty over the millenia has caused them to be utilized as royal guards for the leadership of the cities, even escorting them between cities accompanying them when the Avem desire a friendly face and do not expect enough danger to bring along exclusively Ursans.

The social elite, including entertainers, have friends all over the social spectrum and as such are allowed to fraternize with both Elves and Avem, and infact greatly enjoy the company of both because it adds to their own exclusivity and prowess. These Hundsin are well-known and among the most popular people in town, rarely if ever leaving due to living in the lap of luxury.

Hundsin Features

As a Hundsin, you gain the following traits

Ability Score Increase

Hundsin get a +1 to both their Dexterity and Personality scores.

Age

Hundsin live about the same as a human, and mature at a similar rate.

Size

Hundsins are Medium sized creatures typically between 4’11" an 6’8” tall and weighing between 90 & 160lbs.

Speed

Due to their stature, Hundsin have a base movement speed of 40ft.

Languages

A Hundsin knows Common and either Ursan, Avian, or Elven by default.

Species Capabilities

In addition to being proficient in Hundsin Weaponry, as a Hundsin, you may chose 2 of the following species capabilities for your character.

Adorable Defense (Passive)

You can use your Personality modifier in place of your Dexterity modifier when calculating your Physical Defense rolls.

Climate Adapted (Passive)

You have resistance to cold-type damage, and are adapted to cold climates and mountains.

Darkvision (Passive)

You have Darkvision out to 60 ft.

Designed For Speed (Passive)

Your base walking speed increases to 50 feet. Additionally, you may able to Dash as a bonus action if you are not engaged in combat.

Keen Senses (Passive)

You are proficient in the Perception skill.

Natural Athlete (Passive)

You have proficiency in Athletics and Acrobatics and have advantage on Dexterity saving throws.

Chapter 3: Species

Servant's Insight (Passive)

You gain proficiency in the Insight skill.

Servant's Vow (Passive)

As a vow to protect your master, you gain proficiency in one weapon or armor group of your choice.

Tricks Learned (Passive)

You gain proficiency in the Performance skill.

Beast Fighting Stance (1 AP)


  • Usage: Action
  • Duration: Instant

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Booming Howl (2 AP)


  • Usage: Action
  • Duration: Instant

As an action, you unleash a magical howl to debilitate those nearby. The howl can be heard 300 feet away. Every creature within 5 feet of you must make a Strength saving throw. On a failed save, a creature takes 1d6 thunder damage, and it is knocked back 10 feet from you. The thunder damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Decisive Strikes (2 AP)


  • Usage: Action
  • Duration: Instant

You have proficiency in Survival. When you score a critical hit with a melee weapon attack, you can reroll the weapon’s damage dice, and use either total.

Fury of the Small (1 AP)


  • Usage: Reaction
  • Duration: Instant

When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your Personality modifer + your level.

Lucky (1 AP)


  • Usage: Reaction
  • Duration: Instant

When you roll a 1 or 2 on an ability check you can reroll the die but must use the new roll.

Wolf Howl (2 AP)


  • Usage: Action
  • Duration: Instant

You have proficiency in Nature. All allies within the area of effect receive 1d6 hitpoints + your Sense modifier, and any mentally incapacitated allies may roll a saving throw to be released. Allies are inspired and may use advantage on their next attack roll. This increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.


Chapter 3: Species

Koshka

Koshka were once a proud and noble feline race that was prevalent across the entire mainland; however, since the fallout of the last great war they were the unequivocable losers of that war and as such were all exiled and banished from the lands claimed by the Avem Kingdom. As such they taken to the shadows and harnessed their power of the mystic arts making them both very limber and very attuned to their Arcane surroundings. They set-up and established an underground railroad of sorts helping to escort those who are newly exiled to leave the Avem Kingdom and escape to avoid being killed upon any further crimes. This put themselves at great risk of being caught and killed; however, it as a risk they are willing to take to help those in need.

After their exiled, most Koshka migrated north to the Wilderlands setting up their camps along the Northern Shores, and it was only later they cofounded Even's Rest as a place where everyone can live safely and free from persecution. It is here in Even's Rest that the Koshka Guides Guild operates out of recieving an influx of over 50 people annually through their operatives that return.

Societal Position

Koshka have no place in civilized society and any who are caught are almost surely put to death on sight. In fact there is a long-standing reward posted by Second Avem Queen, millenia ago, for any information on the location of the whereabouts of any Koshka; however, due to delays in receiving this information, little is actively done about them anymore.

Any who aide a Koshka are subject to the full might of the law including re-education or exile. In fact it is this resistance to re-education that caused the Koshka to become exiled in the first place. All of the unknown and mystery surrounding the Koshka make them a threat to how society operates and functions on the whole, and it is often believed that including them would create moral decay and even complete dissolution of order

Koshka Features

As a Koshka, you gain the following traits

Ability Score Increase

Koshka get a +1 to both their Dexterity and Arcana scores.

Age

Koshka live to be about 120 years old, and reach maturity at 18 years.

Size

Koshka are Medium sized creatures typically between 5'2" an 6’8” tall and weighing between 90 & 130lbs.

Speed

Koshka have a base movement speed of 40ft.


Languages

A Koshka knows Common and Koshkan by default.

Species Capabilities

In addition to being proficient in Koshka Weaponry, as a Koshka, you may chose 2 of the following species capabilities for your character.

Arcane Initiate (Passive)

You gain a +1 to Arcana Points per level.

Arcane Student (Passive)

You have proficiency in one of the following skills of your choice: Arcana, Religion, or Spirit.

Catlike Reflexes (Passive)

You double your Physical Aptitude bonus to your initiative rolls.

Clever Cat (Passive)

Catfolk’s generally friendly disposition doesn’t preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Deception, Persuasion, and Insight checks.

Climber (Passive)

Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet.

Hunter's Instincts (Passive)

You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Chapter 3: Species

Low-Light Vision (Passive)

Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Natural Hunter (Passive)

Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Nimble Faller (Passive)

Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. Catfolk with this trait land on their feet even when they take damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their Defense Rolls against trip maneuvers

Cat’s Claws (1 AP)


  • Usage: Action
  • Duration: Instant

Some Koshka have stronger and more developed claws than other members of their race, and can use them to make attacks. Koshka with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d6 points of damage.

Cat’s Luck (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

When a making a Dexterity saving throw, you can roll the saving throw with advantage. He must decide to use this ability before the saving throw is attempted.

Daunting Roar (2 AP)


  • Usage: Bonus Action
  • Duration: Instant

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Sense saving throw or become frightened of you until the end of your next turn.

Feline Grace (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

You gain a +2 bonus to your Defense rolls against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.

Nine Lives (1 AP)


  • Usage: Action
  • Duration: Instant

While dying, you may use this roll your death save with advantage.

Mask of the Wild (1 AP)


  • Usage: Action
  • Duration: Instant

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Sprinter (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

Koshka gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions this turn.

Zoomies (2 AP)


  • Usage: Bonus Action
  • Duration: Instant

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn.

Chapter 3: Species

Nagani

The Nagani originated in the Hebridian Desert, and rarely emerged until the onset of the last great war. Typically a nomadic species the Nagani rarely like to stay in one place for too long, although having a base to work out of is not uncommon. Despite being largely distrusted for their known ability to double speak and as experts with their word choice, these same skills make them highly valuable as merchants, contract writers and trade brokers.

Despite their particular choice in words, a deal with a Nagani is iron-clad and they will never go back on it. They outlive all but the elves, so they are always able to ensure contracts are fulfilled. This longevity in fact helped them to survive and even tame the dangers of the desert.

Societal Position

Their skills as merchants are second to none, even the Goblins pale in comparison. The Avem always hold Nagani in high-esteem due to a perception among Avem that there is a common shared ancestry; however, the Nagani insist this idea is entirely unsubtantiated and therein false. Nonetheless, Avem dictate societal position and therefore society sees Nagani as a very important species almost as important as the Elves and Avem.

Nagani Features

As a Nagani, you gain the following traits.

Ability Score Increase

Nagani get a +1 to both their Knowledge and Personality scores.

Age

Nagani live to be about 500 years old, and reach maturity after 15 years.

Size

Nagani are Medium sized creatures typically between 5'2" an 6’8” tall and weighing between 90 & 130lbs.

Speed

Nagani have a base movement speed of 40ft.

Languages

A Nagani knows Common and Naga by default.

Species Capabilities

In addition to being proficient in Nagani Weaponry, as a Nagani, you may chose 2 of the following species capabilities for your character.

Armored Scales (Passive)

Nagani have a +2 natural armor bonus from their scaly flesh, when not wearing heavy armor.

Low-Light Vision (Passive)

Nagani have low-light vision allowing them to see twice as far as humans in conditions of dim light.

Magic Resistance (Passive)

You have advantage on saving throws against spells and other magical effects.

Poison Immunity (Passive)

You are immune to poison damage and the poisoned condition.

Resistant (Passive)

Nagani receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Serpent’s Sense (Passive)

Nagani receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Chapter 3: Species

Wiry Frame (Passive)

You gain proficiency in the Acrobatics or the Stealth skill (your choice).

Bite (1 AP)


  • Usage: Action
  • Duration: Instant

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cunning Artisan (3 AP)


  • Usage: Action
  • Duration: Instant

As part of a respite, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a round shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate tools.

Hungry Jaws (2 AP)


  • Usage: Bonus Action
  • Duration: Instant

In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Toughness modifier.

Hypnotic Gaze (2 AP)


  • Usage: Action
  • Duration: Instant

The Nagani’s gaze is so intense it stops others in their tracks. allowing you to attempt to hypnotize a single target, stuuning them on a failed Toughness save. The effects only last a single round.

Lashing Tail (1 AP)


  • Usage: Reaction
  • Duration: Instant

Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier.

Spit Venom (2 AP)


  • Usage: Action
  • Duration: Instant

As an action, you can spit poison up to 10 feet. If you hit, the target must make a successful Toughness save or be blinded and poisoned for 1d6 rounds.

Speed Burst (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 15 feet until the end of your turn.

Water Runner (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You have the ability to move across liquids on your turn without falling during the move.


Chapter 3: Species

Orc

Orcs migrated to the mainland from one of the smaller sub-continents off the Southern Shores after they used up all of their resources, and the resource of their neighboring islands. Their incursion in to mainland pressed into the forests of the Elves; however, after striking a deal to avoid the forests, they were allowed safe passage through to the Plains of Gol'ash in order to begin anew.

These days Orcs are no longer as aggressive and outwardly violent as they use to be due to their siutation of becoming farmers, shepherds and caretakers of the land. Do not mistake their calm lifestyle for being harmless, as anyone who attempts to steal from or trespass upon their lands rarely if ever make it out unharmed or in one piece. Their farms are ruled by a lead matriarch who tends to also be the landowner of the property as well.

Societal Position

After the last great war, the Orcs have begun settling down and started to work the plains for the Avem. Feeding an entire population is no easy feat, and requires them to work throughout the entire year producing a myriad of crops. Manual labor is not looked upon highly by society as a whole, often causing them to be jeered or mocked, even to the point of insults on occasion.

On occasion, an Orc will get angry enough from the constant jeering and insults to lash out in a vicious and violent way. These outbursts lead to them being cast out of their farms and left to wander the kingdom looking for work wherever they can find it.

Orc Features

As an Orc, you gain the following traits

Ability Score Increase

Orcs get a +1 to both their Strength and Dexterity scores.

Age

Orcs are considered adults as soon as they plow their first field alone typically around the age of 13. They spend long days in the fields tending to the crops, which often ends up shortening their lifespans from 100 years down to about half.

Size

Orcs are a Medium sized creature often found at heights from 6' upwards to 7'6". Typically, they have a lean muscular build.

Speed

Orcs have a base walking speed of 30ft.

Languages

Orcs learn to read and write the Common and Orc by default.

Species Capabilities

In addition to being proficient in Orc Weaponry, as an Orc, you may chose 2 of the following species capabilities for your character.

Ancestral Attunement (Passive)

In tune with your Feral Orcish nature, if you enter Rage you get an additional 1d6 Temporary hit points and arcana points. This increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Beastmaster (Passive)

Some orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A orc with this trait gains a +2 racial bonus on Handle Animal checks when using a lasso or net.

Darkvision (Passive)

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.

Chapter 3: Species

Feral (Passive)

Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain +2 bonus to Survival and a +1 racial bonus on melee weapon attack and damage rolls when below 10 HP.

Menacing (Passive)

You gain proficiency in the Intimidation skill.

Powerful Build (Passive)

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Primal Intuition (Passive)

You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Sacred Tattoo (Passive)

Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.

Shaman’s Apprentice (Passive)

Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. You gain +1 HP and +1 AP per level due to their harsh training..

Toothy (Passive)

Some orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Aggressive (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Divided Attention (1 AP)


  • Usage: Action
  • Duration: Instant

Orcs must learn to divide their attention among multiple threats to stay alive, since everyone often attempt to put them in their place. Orcs gain a +1 dodge bonus to Physical Defense against foes who flank them. You also gain a +2 to Survival checks.

Hospitality (2 AP)


  • Usage: Action
  • Duration: Instant

You and the target of your a help or aid another action each gain a number of temporary hit points equal to 1d6 plus your Physical Aptitude bonus. This increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Hunter's Intuition (1 AP)


  • Usage: Reaction
  • Duration: Instant

Whenever you make a Perception or Survival check, you can roll a d4 and add the number rolled to the total ability check.

Orcish Savagry (2 AP)


  • Usage: Reaction
  • Duration: Instant

When you score a critical hit with a melee weapon attack, you can use your reaction to improve your critical multiplier to one higher than normal. (ex 2x becomes 3x)

Relentless Endurance (1 AP)


  • Usage: Reaction
  • Duration: Instant

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this number of times per day up to half of your Toughness modifer. (minimum 1)

Chapter 3: Species

Ursan

These hulking bipedal bears originated in the winter waste in the Wilderlands, and serve as the bulk of the military for the Avem Kingdom. In fact they are so important to the military might of the Avem, that they are mandated to join by the age of 25; however their dedication to duty often means most Ursans enter as soon as they become an adult.

Even though most Ursan eventually decide to join the military by 25 there are some who have to be conscripted or even hunted down, captured and either exiled or otherwise punished for not following the law. Within Ursan families, there are rumors of a clan of these non-conscripted that exist in a secluded portion of the Zzakarian Mountains.

Societal Position

As a member of the military, Ursan are well-respected by most people within society. Those who serve and survive straight through their 50 year commitment either retire or are invited to join the Ursan War Council. These elderly Ursan, tend to be hermits and not interact with many people as they know their best years are behind them. The younger Ursans who happen to start a family are the lucky ones.

In fact, Ursan females are given a break in their commitment when they get pregnant in order to raise their family and fulfill their civic duty in that manner, and in rare cases they have been known to petition for their mate to be permitted to serve in more domestic security methods, such as law-enforcement, guards or other form of civilian security as opposed to serving abroad.

Ursan Features

As an Ursan, you gain the following traits

Ability Score Increase

Ursan get a +1 to both their Strength and Toughness scores.

Age

Ursan are considered adults at 15 when the vast majority decide to join the military. The oldest recorded Ursan was over 150 years old , with most Ursan averaging lives of around 110 years.

Size

Ursan are a Medium sized creature often found at heights from 6'5" upwards to 7'10". They are typically seen with a very beefy muscular build.

Speed

Ursan have a base walking speed of 25ft, due to disproportionally short legs.

Languages

Ursan learn to read and write the Common and Ursan by default.

Species Capabilities

In addition to being proficient in Ursan Weaponry, as an Ursan, you may chose 2 of the following species capabilities for your character.

Fearless (Passive)

You have advantage on saving throws against being frightened or panicked.

Keen Senses (Passive)

Ursans gains proficiency on Perception checks.

Over-sized Paws (Passive)

You can use a melee weapon in your off-hand that is one size larger than you without penalty. Alternatively, you may wield a two-handed weapon in your primary hand that is made for your size without a penalty.

Powerful Build (Passive)

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Solid Form (Passive)

Ursines receive a +2 racial bonus to saves vs the Transfiguration school of magic, against diseases, and against ingested or inhaled poisons (but not against magical diseases or poisons).

Sturdy (Passive)

Ursans gain a +2 racial bonus to Defense rolls vs. bull rush, overrun, and trip attempts made against them while standing on the ground.

Chapter 3: Species

Stalwart (Passive)

Ursans can wield light and one-handed melee weapons, as well as short bows and light crossbows made for Large size creatures without penalties. When wielding weapons appropriate for Medium-sized creatures they still do not take any penalty while using them as normal. Ursans can wield Large one-handed weapons with two hands, and treat Large light crossbows as heavy crossbows for the purpose of actions used to reload. Other light or hand-held ranged weapons appropriately sized for Large creatures may also be appropriate, at the GM’s discretion.

Toughness (Passive)

Hit Points increase by 1 every level.

Winter Hide (Passive)

You have advantage on Stealth checks made to hide in snowy terrain. You also have resistance to cold damage.

Bear Drop (2 AP)


  • Usage: Reaction
  • Duration: Instant

As a reaction, when falling onto another creature, you only take half falling damage and gain advantage on that attack roll, if attacking.

Nature Ties (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Ursans gains a +2 racial bonus to Handle Animal checks made to influence bears, raccoons, and wolverines.

Overpower (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

Against Medium or Small opponents who attempt combat maneuvers against them, they gain a +1 bonus to Defense rolls versus these creatures. As a bonus action on their turn, you can designate a single opponent within 20 feet. You gain a temporary +1 bonus to attack rolls when attempting a combat maneuver against this enemy, which lasts until your next turn

Protector (1 AP)


  • Usage: Reaction
  • Duration: Instant

When an ally within 10 feet of you must make a Strength saving throw, you may choose to have the effect target you in their place.


Ursan Fortitude (2 AP)


  • Usage: Action
  • Duration: Instant

At the end of a rest or respite, you can spend one Hit Die to gain a number of temporary hit points equal to a roll of your Hit Die plus your Toughness modifier (minimum of 1). While you have these hit points, you gain a +1 bonus to Defense rolls. You can use a shield and still gain this benefit.

Chapter 3: Species

Hal'reeds

Half-breeds or Hal'reeds as they are usually referred to are the off-spring of two compatible races. They will often be raised exclusively by only one of the two parents, if not left in an orphanage upon birth. The way they are treated is typically as less than either of their pure breed parents. Hal'reeds have the power and prowess of both parents, and their physique and appearance reflects that blend of origins as well.

Goblins, humans and Koshka are more likely to raise their mixed breed children; whereas, on the contray, Avem, Ursan and Orcs are most likely to remove them from the family and either exile the offending parents or send the child to an orphanage. Those not expressly mentioned do what they feel is right given the circumstance and type of Hal'reed that is created.

Compatible Races

While most species are compatible with each other, some species are not able to breed with each other at all due to biological limitations.

Avem

Avem are an egg laying species and breed through intentional fertilization by their chosen males. However, some Nagani are also elligible suitors for them as they can be of the egg laying variety.

Nagani

Nagani are a truly unique species entirely as they have 5 different sexualities.

  • Male and Female sexual reproduction
  • Male and Female egg-laying reproduction
  • Flexi-Sexual who switch seemingly at will between the other 4.

Flexi-Sexual Nagani are super hard to find as they always appear as one of the others at any given moment.

Societal Position

How a Hal'reed is raised determines where they end up on the social heirarchy. Those raised by one or both parents will have the appropriate place in society; however, as happens all too often especially in the larger cities, those Hal'reeds who end up abandoned or in an orphange have to scrape and claw their way up, sometimes literally, to any kind position. Often they have no choice but to take jobs that nobody wants in an effort to save any coins to eek out a living.


Hal'reed Features

As a Hal'reed, you gain the following traits

Ability Score Increase

Hal'reeds gain a +1 to two Ability scores, based upon thier lineage.

Age

Hal'reeds will live somewhere between the two parents.

Size

Hal'reeds will typically be Medium creatures, sizing between 4' and 7'. Small sized creatures are possible; however, if both parent species are small.

Speed

Base walking speed is the average of both parent species (rounded to the nearest 5 feet).

Languages

Hal'reeds learn to read and write the Common language, but will also learn the racial tongue of whomever takes care of them as well.

Species Capabilities

In addition to being proficient in one of their species weaponry sets, as a Hal'reed, you may chose 1 capabilities from both species for your character.


Chapter 3: Species

Chapter 4: Classes

At the moment there are only four base classes for the Apex system with plans for around 12 or 13 by the completion of the system. You masy notice some of your favorites missing; however, rest assured they are likely just reflavored and located in a different class as one of the specializations.

Class is primarily a definition of what capabilities your adventurer can learn. It can shape your world view and outlook on life. This in no way dictates your life before striking out on an adventure; however, it does reflect training and habits you have now or have had at some point.

Choosing a specialization merely narrows in your training and expertise within your class, and once chosen cannot be changed; however, this decision can be made at any level including at character creation, if you are ready to make that decision so soon.

As you advance in your chosen class, and specialization, you can more capabilities relative the modifier of it's core ability, as noted by the Ability Modifier you receive for entering the class. This reflects steady progress and training as you level up and improve your skills and ability within the class.

Some adventurers may choose to multiclass, and doing so grants you access to their class capabilities when you choose to level-up in that class, still using the core ability of that class as the determination for how many capabilities you receive. While you can choose to multiclass into another class at any level be sure to choose your secondary class wisely as you will almost always receive less capabilities at level one of the new class than you would as if you had built a character of that class.

Within each class there are 6 levels of capabilities each representing stronger and stronger power that can be tapped into as you continue your adventuring.

Tricks are basic abilities that typically don't take a lot of Arcana Points to utilize, but they also don't do a lot either.

Tier 1 are early capabilities that have a slightly larger degree of power to them.

Tier 2 capabilities are the top of the low-level capabilities, from here on capabilities begin to become game changers.

Tier 3, 4 and 5 are the high-level capabilities that define which type of pedigree within your specialization you are leaning towards.

Most capabilities actually have pre-requisites that are required before you can learn it, especially in the higher Tiers. As such many players find it easier to work backwards, looking for a Tier 4 or 5 Capability that they want and the acquiring the pre-requisites for it as early as possible, sometimes even acquiring that capability even at first level. However, since all capabilities require Arcana Points, it is unlikely that the capability will be capable of being used until at least level 3, and sometimes even longer than that depending how your character's AP improves at level up.

Arcana Point Cost
  • Tricks 0-3 AP
  • Tier 1 4-7 AP
  • Tier 2 8-14 AP
  • Tier 3 15-21 AP
  • Tier 4 22-28 AP
  • Tier 5 29+ AP
Classes
Class Description Hit Die Arcana Die Ability Modifier Proficiencies
Archer Range is a friend and often your best ally, be it of this plane or another. d10 d6 +1 DEX Any 2 Weapons, Any 1 Armor and Any 3 Skills
Berserker Fierce warriors with little regard for your own well-being in combat. d12 d4 +1 TGH Any 2 Weapons, Any 1 Armor and Any 3 Skills
Minstrel Entertainment is your art, and often to the benefit of your friends. d8 d8 +1 PRS Pick Any 2 (Weapon, Arcane School, or Armor) and Any 4 skills
Priest You use your prowess and capabilities to honor your chosen deity. d6 d10 +1 ARC Any 1 Weapon, Any 1 Armor, Any 3 Skill, and Any 1 Arcane School
Note:

You do NOT gain the Ability Score Modifier for a class taken after first level.

Chapter 4: Classes

Archer

The Archer was designed and constructed to be a master of ranged combat as well as able to support their allies in and out of combat.

Class Features

As an Archer, you gain the following class features

Ability Modifier


  • Dexterity: +1 at 1st level

Hit Points


  • Hit Dice: 1d10 per archer level
  • Hit Points at 1st Level: 10 + your Toughness modifier
  • Hit Points at Higher Levels: 1d10 (6) + your Toughness modifier per archer level after 1st

Arcana Points


  • Hit Dice: 1d6 per archer level
  • Hit Points at 1st Level: 6 + your Arcana modifier
  • Hit Points at Higher Levels: 1d6 (4) + your Arcana modifier per archer level after 1st

    Proficiencies


  • Armor: Any 1 group
  • Weapons: Any 2 groups
  • Tools: None

  • Saving Throws: Any 2 saving throws
  • Skills: Any 3 skills
The Archer
Level Physical Bonus Arcane Bonus Tricks Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
1st +1 +0 DEX-1 DEX-2 DEX-3 DEX-4 DEX-5 DEX-6
2nd +2 +0 DEX DEX-1 DEX-3 DEX-4 DEX-5 DEX-6
3rd +2 +1 DEX DEX-1 DEX-2 DEX-3 DEX-4 DEX-5
4th +3 +1 DEX+1 DEX DEX-2 DEX-3 DEX-4 DEX-5
5th +4 +2 DEX+1 DEX DEX-1 DEX-2 DEX-3 DEX-4
6th +5 +2 DEX+2 DEX+1 DEX-1 DEX-2 DEX-3 DEX-4
7th +5 +3 DEX+2 DEX+1 DEX DEX-1 DEX-3 DEX-4
8th +6 +3 DEX+3 DEX+2 DEX DEX-1 DEX-2 DEX-3
9th +7 +4 DEX+3 DEX+2 DEX DEX-1 DEX-2 DEX-3
10th +8 +4 DEX+4 DEX+3 DEX+1 DEX DEX-2 DEX-3
11th +8 +5 DEX+4 DEX+3 DEX+1 DEX DEX-1 DEX-2
12th +9 +5 DEX+5 DEX+4 DEX+1 DEX DEX-1 DEX-2
13th +10 +6 DEX+5 DEX+4 DEX+2 DEX+1 DEX-1 DEX-2
14th +11 +6 DEX+6 DEX+5 DEX+2 DEX+1 DEX DEX-1
15th +11 +7 DEX+6 DEX+5 DEX+3 DEX+2 DEX DEX-1
16th +12 +7 DEX+7 DEX+6 DEX+3 DEX+2 DEX+1 DEX
17th +13 +8 DEX+7 DEX+6 DEX+4 DEX+3 DEX+1 DEX
18th +14 +8 DEX+8 DEX+7 DEX+4 DEX+3 DEX+2 DEX
19th +14 +9 DEX+8 DEX+7 DEX+5 DEX+4 DEX+2 DEX+1
20th +15 +9 DEX+9 DEX+8 DEX+5 DEX+4 DEX+3 DEX+1

Chapter 4: Classes

Beyond the options available to all Archers, there are 3 Specializations for Archer. Terrestrial, Planar, and Sniper all add numerous options for you to expand Archer's capabilities.

Terrestrial

This type of Archer is designed to go where others fear to tread, adapting to their surroundings and helping out their team when it comes to surviving in a variety of terrains.

Planar

This type of Archer pulls from the magic of the planes and infuses it into their arrows in order to increase damage and other effects.

Sniper

Snipers are built to hit their target on every shot. A much more controller style build for the Archer, allowing you to aid allies while you take out incoming opponents from afar.

Core Archer Capabilities

Trick

Canny (Passive)

Choose one of your skill proficiencies. Your Aptitude bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Deadly Range (Passive)

This talent increases your range by 50%.

Direction Sense (Passive)

Gain +2 bonus with all skill checks to navigate, regardless of the skill being used.

Hawkeye (Passive)

Gain +1 on Perception checks, also Ranges increments on Bows increase by 5 feet.

Herbalist Training (Passive)

Considered proficient in Medicine and Nature. When foraging for herbs, find twice as many doses as normal.

Quick and Deadly (Passive)

Can move at full speed while using Stealth at no penalty and can apply poison to a single arrow or crossbow bolt as a bonus action

Silent Shooter (Passive)

Gain a +2 bonus on Stealth checks made when loading a bow or crossbow, poisoning ammunition, and making sniping attempts

Trap Finding (Passive)

You can use the Perception skill to locate traps.

Uncanny Senses (Passive)

As a standard action, you may gain a +5 bonus (or a +10 bonus when in a favored terrain) to Perception checks for one round.

Archer’s Focus (1 AP per round)


  • Usage: Bonus Action
  • Duration: Sustained

Focus on a single enemy within line of sight as a bonus action. That creature remains your focus until it is reduced to 0 or fewer hit points or surrenders, or until a new focus is designated, whichever occurs first. This grants a +1 bonus on attack and damage rolls against the target.

Bullseye Shot (1 AP)


  • Usage: Action
  • Duration: Instant

Steady your shot with your crossbow and gain a +2 bonus on your next ranged attack roll before the end of your turn. You are unable to move in the same turn you use this capability.

Cat’s Fall (1 AP)


  • Usage: Action
  • Duration: Instant

With this capability, you may ignore the first 20 ft. of any fall when calculating falling damage. If you take no damage from the fall, you do not fall prone.

Cheetah’s Stride (1 AP)


  • Usage: Action
  • Duration: Instant

You can move up to twice your speed as a move action. You don’t suffer any penalty on Stealth checks for this move, although it will provoke attacks of opportunity as normal. You may use this talent a number of rounds per day equal to your spell-less archer level. These rounds need not be consecutive.

Deadshot (1 AP)


  • Usage: Readied Action
  • Duration: Instant

When attacking with a bow or crossbow as a readied action, add double your Dexterity bonus. Must be declared when using your readied action.

Hawk’s Eyes (1 AP)


  • Usage: Action
  • Duration: Instant

As an action, you can make a ranged attack that ignores quarter concealment, soft cover, and partial cover.

Heel (2 AP)


  • Usage: Action
  • Duration: Instant

You may use this capability as a free action when your animal companion moves. The square in which your animal companion starts its move is not considered threatened by any opponent it can see, and therefore visible enemies do not get opportunity attacks against it when it moves from that square. The animal companion must end this movement in a square adjacent to you and must be able to see and hear you in order to take this movement.

Chapter 4: Classes

Plot Course (2 AP)


  • Usage: 1d4 hours
  • Duration: Persist (1d4 weeks)

You can spend 1d4 hours and attempt a DC 15 History check to plot a subtle course of travel between your current location and another destination. Thereafter, you gain a +2 bonus on Initiative, History, Perception, Stealth, and Survival checks involving traveling along your plotted course.

You can gain the benefits of only a single plotted course at any given time. If you ever stray from the course or attempt to plot a new course for any reason, you lose the benefits of your current course immediately. You can retry your History check to plot a course as long as you spend 1d4 hours each time.

Skilled Climber (1 AP)


  • Usage: Action
  • Duration: Instant

You may climb at up to your full speed as an action without penalty. If you fail a Athletics check by 5 or more, you can immediately make another Athletics check at the surface’s base DC +10 (or at the surface’s base DC +5 if in a favored terrain). If successful, you stop your fall by clinging to the surface. You do not take any falling damage when stopping your fall in this manner.

Skilled Swimmer (1 AP)


  • Usage: Action
  • Duration: Instant

With a successful Athletics check, you may swim at up to your full speed (as a full-round action) or at half your speed (as an action). If you fail a Athletics check by 5 or more, you can immediately make another Athletics check at the water’s base DC +10 (or at the water’s base DC +5 if one of the your favored terrains is swamp or water). If successful, you do not go underwater.

When underwater, you may add +4 to the total number of rounds you can hold your breath.

Stag’s Leap (1 AP)


  • Usage: Action
  • Duration: Instant

This capability allows you to attempt a running jump without moving 10 ft. before the jump.

Stealthy Sniper (2 AP)


  • Usage: Action
  • Duration: Instant

With this capability, when using the Stealth skill to snipe, you suffer only a –15 penalty (or –10 when in a favored terrain) on your second Stealth check instead of the normal –20.

Targeted Foe (1 AP)


  • Usage: Action
  • Duration: Sustained up to 10 rounds

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for up to 10 rounds or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the Targeted Foe and deal damage to it, including when you mark it, you increase that damage by 1d4.

Track (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You add half your Archer level (minimum 1) to Survival skill checks made to follow tracks.

Trailbreaker (1 AP)


  • Usage: 10 minutes
  • Duration: Persist (1d6 hours)

You can obscure your trail. Doing so increases the DC to track you, or the group of which you are a part, by an amount equal to half your level rounded up (minimum 1)

Trick Shot (1 AP)


  • Usage: Action
  • Duration: Instant

Choose one of the following combat maneuvers or actions: disarm, feint, or sunder and perform this action with a bow against any target within 30 feet, with a –4 penalty.

Tier 1

Hawkeye 2 (Passive)

Prerequisite: Hawkeye

Bonus gained from Hawkeye becomes a +2 on Perception checks. In addition range increments on bows and crossbows increase by 5 / 20 feet.

Improved Seize the Opportunity (Passive)

Prerequisite: Seize the Opportunity

You add an additional die to your Seize the Opportunity.

Quick Draw (Passive)

You can draw or switch weapons as a free action. You can draw a hidden weapon as an action.

A character who has selected this feat may throw weapons at your full normal rate of attacks (much like a character with a bow).

Read the City (Passive)

Some Archers spend a lot of time in cities and large population centers. As a result, you gain an innate sense of comings and goings in the hustle around you. When in an urban environment, you can use the Streetwise skill to gather information, but only about the movements of creatures and what sort of people (races, social classes, predominant professions, and the like) occupy the community and gain a +2 when doing so.

Unlike with the normal way to gather information, you study the signs of the city instead of asking around, so it doesn’t spread word about the nature of your questions to others.

Roving (Passive)

Prerequisite: Plot Course

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Chapter 4: Classes

Trackless Step (Passive)

Prerequisite: Trailbreaker

When desired, you leave no trail in natural surroundings and cannot be tracked. You can track others possessing the trackless step ability when in one of your favored terrains, but you suffer a –10 to the check.

Arcane Aim (7 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

Add Arcane Aptitude to all attack and damage rolls for attacks made with ranged weapons for 1d4 rounds.

Archer’s Focus 2 (5 AP per round)


  • Usage: Bonus Action
  • Duration: Sustained
  • Prerequisite: Archer’s Focus

Focus on a single enemy within line of sight as a bonus action. That creature remains the Archer’s focus until it is reduced to 0 or fewer hit points or surrenders, or until a new focus is designated, whichever occurs first. This grants a +2 bonus on attack and damage rolls against the target.

Crossbow Expert (4 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Bullseye Shot

As a Bonus action, you gain a +2 bonus on attack and damage rolls with crossbows until the start of your next turn.

Expert Archer (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Deadshot

Gains a +1 to Attack and Damage Rolls with Bows until the end of your next turn.

Favored Defender (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Targeted Foe

You add a bonus equal to half your Archer level rounded up to your Defense rolls when fighting a Targeted Foe, until the end of your next turn.

Favored Foe: Critical (6 AP)


  • Usage: Free Action
  • Duration: Instant
  • Prerequisite: Targeted Foe

When scoring a critical threat on one of your Targeted Foes, Damage is one multiplier higher than normal (i.e. a 2x becomes a 3x). This isn't declared or used until after you confirm your critical.


Favored Step (4 AP)


  • Usage: Action
  • Duration: Persist (1d4 hours)
  • Prerequisite: Targeted Foe

As an action, while following your targeted foe, you may ignore the effects of difficult terrain, treating it as normal terrain instead for 1d4 hours.

Herbal Medicine (5 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Herbalist Training

You can automatically stabilize an ally while you are in any wilderness area by spending one use of a healer’s kit as long as you can see the target. Additionally, as a bonus action, you can use encouraging words and herbs to lessen the severity of certain conditions affecting a touched target.

  • If the target is exhausted, it becomes fatigued instead.
  • If the target is frightened, it becomes shaken instead.
  • If the target is nauseated, it becomes sickened instead.

The duration of the effect is unchanged; the effect is simply reduced to the lesser version.

Improved Deadshot (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Deadshot

When attacking with a bow or crossbow as a readied action, target is denied Dexterity bonus to its Physical Defense Roll. Must be declared when using your readied action.

Quick Sniper (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Silent Shooter

Gains a bonus equal to 1/2 Archer level on Stealth checks when sniping. When hit with a ranged attack, you can shoot your crossbow at the attacker as a reaction if it is loaded.

Reaping Strike (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Sight of the Reaper

You make two attacks on a creature frightened by your dread instead of the regular one.

Chapter 4: Classes

Scent (5 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Track

This capability allows you to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights and can detect opponents within 30 feet by sense of smell. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range, unless within 5 feet.

If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

You can follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Sight of the Reaper (5 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

Your victims realize with fear what the sight of you means for them. As a bonus action, you can radiate an energy of dread in a 45-foot aura that affects the hostile creatures that can see you within range. You can target a number of creatures equal to your Sense modifier (minimum one).

A creature targeted by this dread must succeed on a Sense Save against your save DC or become frightened of you until they take damage or the aura ends. An affected creature repeats its saving throw at the start of each of its turns. You have advantage on Attack and Defense rolls against the affected creatures.

If you target a creature that is your targeted foe, it has disadvantage on Sense saving throws it makes against the effects of your aura.

Skirmishing Attack (7 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Seize the Opportunity

Whenever you move at least 10 ft. and attack in the same round, you may also apply Seize the Opportunity damage, if applicable, to the target, as though it were surprised. If you make more than one attack during the round, this ability applies only to the first attack. Foes with uncanny dodge are immune to this ability.


Smuggler’s Bond (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Plot Course

You grant your Plot Course bonus to your allies until you no longer gain the benefit yourself

Stunning Strike (4 AP)


  • Usage: Action
  • Duration: Instant

When you hit a target with a ranged physical attack, the target must then succeed on a Toughness saving throw against your save DC or be stunned until the end of its next turn.

Tier 2

Additional Animal Companion (Passive)

Prerequisite: Animal Companion

With this ability you may select an additional animal companion. This second companion can be the same animal type as the first animal companion or you may select a different animal.

Favored Attack (Passive)

Prerequisite: Targeted Foe or Terrain (Any)

When making an attack against a Targeted Foe or while in a favored terrain, the critical threat range of your weapon is doubled. This does not stack with any other ability that doubles critical threat ranges.

Hawkeye 3 (Passive)

Prerequisite: Hawkeye 2

Bonus gained from Hawkeye becomes a +3 on Perception checks. In addition range increments on bows and crossbows increase by 5 / 20 feet.

Rapid Reload (Passive)

Prerequisite: Quick Draw

The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Safe Shot (Passive)

You no longer provoke an Opportunity attack when making Ranged Attacks in melee range.

Swift Tracker (Passive)

Prerequisite: Track and Trailbreaker

You can move at normal speed while using Survival to follow tracks without taking the normal –5 penalty. You take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Chapter 4: Classes

Archer’s Luck (9 AP)


  • Usage: Free Action / Reaction
  • Duration: Instant

Either reroll an attack roll or force an enemy who just hit you with an attack to reroll the attack roll. Result of the second roll must be taken even if it is worse than the original roll.

Bloody Backstab (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Seize the Opportunity

When you hit a creature using this feature, you deal an extra 2d8 damage of your weapon’s damage type.

Evasive Archer (13 AP)


  • Usage: Reaction
  • Duration: Persist (1d6 rounds)

You gain a +2 Bonus to Physical Defense rolls against ranged Attacks for the duration.

Expert Archer 2 (9 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Expert Archer or Crossbow Expert

Gains a +2 to Attack and Damage Rolls with Bows and Crossbows until the end of your next turn.

Fast Stealth (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Stealthy Sniper

You can move at full speed while using the Stealth skill without penalty.

Hideaway (11 AP)


  • Usage: 1d4 hours
  • Duration: Instant
  • Prerequisite: Trailbreaker

An Archer spends 1d4 hours and attempts a DC 20 Survival/Streetwise check to create a hidden shelter, useful for staying unseen by patrols of enemy creatures.

The shelter can hold the Archer and one additional creature for every 2 by which they exceed the DC. The created shelter incorporates scents from the local area, preventing creatures on the inside from being detected by the Scent ability of creatures outside of the shelter, and vice versa. Additionally, its floor is either elevated or constructed of a different substance than the nearby ground, preventing creatures outside of the shelter from using Tremorsense to detect creatures inside, and vice versa. Finally, the clever structure of the hideaway causes creatures outside of the shelter to take a –10 penalty on Perception checks to notice creatures inside, as if through a 1-foot-thick wall, while only causing creatures inside to take a –2 penalty on Perception checks to notice creatures outside.

These bonuses do not apply if the enemy creatures are intimately familiar with the area in which the hideaway was built (such as an area right near their home)

Opportune Shot (12 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Deadly Range

You can make an opportunity attack against a creature that moves to an area further than 15 feet away, just as you would if it were leaving your reach. The target creature can choose to disengage to prevent this opportunity attack just as it would a melee attack.

Rallying Bond (12 AP)


  • Usage: Bonus Action
  • Duration: Instant

You grant affected allies a bonus equal to half your Archer level rounded up to one of the following until the end of your next turn:

  • Attack rolls
  • Defense rolls
  • Saving throws

Seize the Opportunity (10 AP)


  • Usage: Action
  • Duration: Instant

You learn how to seize the opportunity against an unsuspecting enemy. When you hit a surprised creature with a weapon attack or a creature who cannot see or hear you in any way, you deal an extra 2d8 damage of your weapon’s damage type.

A target creature must also succeed on a Sense saving throw against your spell save DC or become frightened until the end of its next turn. If the target fails its saving throw and is frightened, you can choose two friendly creatures within 30 feet of you and grant them advantage on their next attack roll.

Sight of the Reaper 2 (10 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Sight of the Reaper

Your victims realize with fear what the sight of you means for them. As a bonus action, you can radiate an energy of dread in a 90-foot aura that affects the hostile creatures that can see you within range. You can target a number of creatures equal to your Sense modifier (minimum one).

A creature targeted by this dread must succeed on a Sense Save against your spell save DC or become frightened of you until they take damage or the aura ends. An affected creature repeats its saving throw at the start of each of its turns. You have advantage on Attack and Defense rolls against the affected creatures.

If you target a creature that is your favored foe, it has disadvantage on Sense saving throws it makes against the effects of your aura.

Chapter 4: Classes

Woodland Stride (10 AP)


  • Usage: Bonus Action
  • Duration: Persist (1 round)
  • Prerequisite: Trackless Step

An Archer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment until the end of your next turn.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Volley (14 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Archer’s Focus and Expert Archer 2

You make a ranged attack against a number of creatures equal to your Dexterity modifier within a 10-foot radius, making separate attack and damage rolls for each creature.

Tier 3

Escape the Horde (Passive)

Prerequisite: Evasive Archer and Archer’s Luck

Opportunity attacks against you are made with disadvantage when more than 5 enemies are within 60ft of you.

Hawkeye 4 (Passive)

Prerequisite: Hawkeye 3

Bonus gained from Hawkeye becomes a +4 on Perception checks. In addition range increments on bows and crossbows increase by 5 / 20 feet.

Instant Reload (Passive)

Prerequisite: Rapid Reload

You may fire a crossbow at your full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity

Archer’s Focus 3 (15 AP per round)


  • Usage: Bonus Action
  • Duration: Sustained
  • Prerequisite: Archer’s Focus 2

Focus on a single enemy within line of sight. That creature remains your focus until it is reduced to 0 or fewer hit points or surrenders, or until a new focus is designated, whichever occurs first. This grants a +4 bonus on attack and damage rolls against the target.

Far-Reaching Shot (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Opportune Shot

You can make an opportunity attack against a creature that moves to an area further than 30 feet away, just as you would if it were leaving your reach. The target creature can choose to disengage to prevent this opportunity attack just as it would a melee attack.

Greater Deadshot (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Improved Deadshot

As a readied action, you line up your ranged attack well enough that you add Dexterity bonus (minimum +1) to damage roll, as well as denying the opponent their dexterity bonus to their physical defense.

Hide in Plain Sight (16 AP)


  • Usage: 10 rounds
  • Duration: Persist (until you move)
  • Prerequisite: Fast Stealth

You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Stealth checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit

Improved Targeted Foe (17 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Targeted Foe

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1d10 rounds (as if you were concentrating on a spell).

The first time on each of your turns that you hit the Targeted Foe and deal damage to it, including when you mark it, you increase that damage by 2d6.

Nature’s Veil (18 AP)


  • Usage: Action
  • Duration: Persist (1 round)
  • Prerequisite: Woodland Stride

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

Pinpoint Targeting (18 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Hawkeye 2 and Opportune Shot

You make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Physical defense. You do not gain the benefit if you move this round.

Chapter 4: Classes

Quarry (17 AP)


  • Usage: Action
  • Duration: Sustained up to 1 day
  • Prerequisite: Targeted Foe

You can denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on your Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 bonus on Attack and Defense rolls made against your quarry. You can have no more than one quarry at a time. You can dismiss this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If you see proof that your quarry is dead, you can select a new quarry after waiting 1 hour.

Stopping Shot (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Opportune Shot and Stunning Strike

On a successful ranged attack, the target’s speed becomes 0 until the end of its next turn.

Tireless (16 AP)


  • Usage: Action
  • Duration: Instant

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Sense modifier (minimum of 1 temporary hit point). In addition, whenever you finish a respite, your exhaustion level, if any, is decreased by 1.

Volley 2 (21 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Volley

You make a single ranged attack against a number of creatures equal to your Dexterity modifier in a 20-foot radius, making separate attack and damage rolls for each creature.

Tier 4

Ranged Defenses (Passive)

Prerequisite: Evasive Archer Gain passive DR 5 against ranged attacks.

Hawkeye 5 (Passive)

Prerequisite: Hawkeye 4

Bonus gained from Hawkeye becomes a +5 on Perception checks. In addition range increments on bows and crossbows increase by 5 / 20 feet.

Expert Archer 3 (22 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Expert Archer 2

Gains a +4 to Attack and Damage Rolls with Bows and Crossbows until the end of your next turn.

Herbal Medicine 2 (22 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Herbal Medicine

Can lessen the severity of additional conditions for the target and cure other conditions that the target suffers.

If the target creature is blinded, it becomes dazzled instead.

If the target is panicked, it becomes shaken instead.

If it has any of the following conditions, they are cured:

  • Deafened
  • Fatigued
  • Shaken
  • Sickened

Redirection (23 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Instant Reload

As a reaction, you can catch an arrow or bolt fired at you and shoot it any target you choose.

Seize the Opportunity 2 (24 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Seize the Opportunity

When you hit a surprised creature with a weapon attack or a creature who cannot see or hear you in any way, you deal an extra 3d10 damage of your weapon’s damage type.

A target creature must also succeed on a Sense saving throw against your spell save DC or become frightened until the end of its next turn. If the target fails its saving throw and is frightened, you can choose three friendly creatures within 30 feet of you and grant them advantage on their next attack roll.

Vanish (22 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d12 hours)
  • Prerequisite: Trackless Step and Hide in Plain Sight

You use the Hide action and you cannot be tracked by non-magical means, unless you choose to leave a trail for the duration.

Volley 3 (28 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Volley 2

You make a single bow attack against a number of creatures equal to double your Dexterity modifier in a 30-foot radius, making separate attack and damage rolls for each creature.

Chapter 4: Classes

Tier 5

Hawkeye 6 (Passive)

Prerequisite: Hawkeye 5

Bonus gained from Hawkeye becomes a +6 on Perception checks. In addition range increments on bows and crossbows increase by 5 / 20 feet.

Board Dasher (31 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d12 rounds)
  • Prerequisite: Evasive Archer

Use your bonus action to move up to double your speed. As you move at such a speed, you gain a +6 bonus to Defense Rolls for the duration.

Foe Slayer (33 AP)


  • Usage: Free Action
  • Duration: Instant
  • Prerequisite: Improved Targeted Foe

You become an unparalleled hunter of your enemies. You can add your Sense modifier to the attack roll or the damage roll of an attack you make against one of your Target Foes. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Improved Quarry (29 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 days)
  • Prerequisites: Quarry

Your ability to hunt your quarry improves and lasts longer. You can now select a quarry as a bonus action, and take 20 while using Survival to track your quarry, while moving at normal speed without penalty. Your bonus to Attack and Defense against your quarry increases to +4. If your quarry is killed or dismissed, you can select a new one after 10 minutes have passed.

Mortal Strike (30 AP)


  • Usage: Free Action
  • Duration: Instant
  • Prerequisite: Grim Wield

You gain the ability to bring the grim of death upon a creature by filling your strikes with your essence of dread. You can declare that you do so after you make your attack roll but before the DM states the result.

When you do so, you deal extra damage of the damage type of your choice (psychic or necrotic) equal to your Archer level + your Sense modifier.

The essence can cause a target’s body to wither away, dealing necrotic damage, or unhinge its mind with dread, dealing psychic damage, according to your choice. If the target creature is frightened by your dread, the damage dealt by this feature is doubled.

If your target is a targeted foe, the target must make a Toughness saving throw (if the damage is necrotic) or a Sense saving throw (if the damage is psychic) against your spell save DC. On a failed save, the target is paralyzed until the end of its next turn.


Penetrating Shot (29 AP)


  • Usage: Free Action
  • Duration: Instant
  • Prerequisite: Deadshot and Pinpoint Targeting

Upon scoring a critical hit with a bow or crossbow, the ammo pierces the target and can strike another creature in line behind it. Archer must be able to trace a line starting at your space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack. must be declared when resolving damage for the critical, and can only be used so long as you have AP per continued penetration.

Seize the Opportunity 3 (32 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Seize the Opportunity 2

When you hit a surprised creature with a weapon attack or a creature who cannot see or hear you in any way, you deal an extra 4d12 damage of your weapon’s damage type.

A target creature must also succeed on a Sense saving throw or become frightened until the end of its next turn. If the target fails its saving throw and is frightened, you can choose four friendly creatures within 60 feet of you and grant them advantage on their next attack roll.

True Hitter (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Hawkeye 4, Stopping Shot & Improved Archer's Luck

While making a weapon attack. On a hit, the target takes a penalty to Defense Rolls in an amount equal to double your Dexterity modifier until the end of the encounter.

Chapter 4: Classes

Terrestrial Capabilities

Trick

Counter-Interrogation Conditioning (Passive)

You learn to resist interrogation and persuasion. You gain a +2 bonus on Sense saving throws against charms and divinations.

Favorite Foe: Abominations (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Deep Speech as a bonus language.

Favorite Foe: Beast (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Beastial as a bonus language.

Favorite Foe: Construct (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn to communicate more effectively with Constructs receiving a +2 to Personality-based rolls made against a Construct.

Favorite Foe: Fey (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Fey as a bonus language.

Favorite Foe: Giant (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Giant as a bonus language.

Favorite Foe: Humanoid (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn one additional humanoid language as a bonus language.

Favorite Foe: Monstrosities (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn to communicate more effectively with Monstrosities receiving a +2 to Personality-based rolls made against a Monstrosity.

Favorite Foe: Oozes (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also gain a +2 on Damage rolls against any Oozes.


Favorite Foe: Plants (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Sylvan as a bonus language.

Favorite Foe: Undead (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Undead as a bonus language.

First Contact (Passive)

You can communicate with creatures that you don't share a common language with. Only basic concepts can be conveyed or understood. Allowing you to ignore the common language requirement of social interaction and spells, when the information being shared is relatively simple. Target must understand at least one language for this ability to function.

Light Infantry Conditioning (Passive)

You learn to avoid fire from enemy artillery, siege weapons, and spellcasters. You gain a +2 bonus on Dexterity saving throws against attacks that deal half damage on a successful save, but not against traps, natural hazards, or environmental effects.

Mobility Training (Passive)

You learn to be more maneuverable while wearing light or no armor. You gain a +2 dodge bonus to Defense Rolls while wearing light or no armor and while carrying no more than minimal gear. Anything that causes you to lose your Dexterity bonus to Defense Rolls also causes you to lose this dodge bonus.

In addition, you gain an enhancement bonus of +5 feet to your base speed. This benefit applies only when you are wearing no armor or light armor, and when you are carrying no more than minimal gear.

Preferred Terrain: Mountain (Passive)

When operating in mountainous terrain you become resistant to high winds and the rigors of long treks at high altitudes. You gain a +2 bonus on Toughness saving throws against altitude sickness, Dexterity saves caused by high winds that could knock you prone and other effects that cause fatigue or exhaustion. You also gain a +2 to any rolls related to climbing or hiking a mountain.

Preferred Terrain: Ocean (Passive)

When operating in oceanic terrain you become resistant to the effects of the high seas. You gain a +2 bonus on Toughness saving throws against sea sickness, Dexterity saves caused by rough seas that could knock you prone and other effects that cause fatigue or exhaustion. You also gain a +2 to any rolls related to traveling over the ocean.

Preferred Terrain: Plains (Passive)

When operating in a plains environment, you become resistant to the rigors of long treks across flat land. You gain a +2 bonus to Perception checks, Survival checks made to find or set up shelter, and effects that cause fatigue or exhaustion. You also gain a +2 to any rolls related to travel across a plain.

Chapter 4: Classes

Preferred Terrain: Underground (Passive)

When operating in underground terrain you become resistant to the rigors of long treks at the depths. You gain a +2 bonus to saves made against hazards found underground and effects that cause fatigue or exhaustion. You also gain a +2 to any rolls related to traversing the underground.

Preferred Terrain: Urban (Passive)

When operating in a city (as ruled by the DM), you become more aware of your surroundings and what is around. You gain a +2 to all Sense-based rolls to acquire information, Dexterity saves made against falling or being knocked down, and other effects that cause you to be tricked, turned around, or otherwise confused by the hustle and bustle of a large city. You also gain a +2 to any rolls related to knowing location and direction in a city.

Reconnaissance Training (Passive)

When operating in heavily trapped or naturally hazardous areas you learn to expertly avoid them. You gain a +2 bonus on Dexterity saving throws to avoid traps, natural hazards, and environmental effects.

Targeted Organization (Passive)

Select a specific organization or faction, such as a particular thieves’ guild, or religious order. Bonuses apply against official members of this organization regardless of their creature type, but not against the organization’s allies, paid mercenaries, or forced labor. This ability only applies if it is known that the target is a member of the organization.

Bonus equal to half of Archer level rounded up to all Attack, Defense and Streetwise/Survival rolls pertaining to the organization.

Tenacious Tracker (Passive)

Gain a +1 bonus on checks to gather information and on Survival checks made to identify or follow tracks.

Adaptation: Climb Speed (2 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Favorite Foe: Beast, Dragon or Terrain: Mountain or Planes

You gain a climb speed of 15 ft for the duration.

Adaptation: Improved Reflexes (2 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Favorite Foe: Beast, Construct, Fey, Dragon, humanoid, Monstrosity, or Outsider

You gain +2 to Dexterity saves for the duration.

Adaptation: Swim Speed (2 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Favorite Foe: Beast or Terrain: Ocean or Planes

You gain a swim speed of 15 ft for the duration.


Free Roam (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Terrain (Any)

Any effects on you that restrain movement are negated until the end of your turn in your Preferred Terrains.

Natural Explorer (0 AP)


  • Usage: Action
  • Duration: Persist (1d4+Sen hours)
  • Prerequisite: Terrain (any)

You are particularly familiar with natural environments and are adept at traveling and surviving in such regions. Choose one of your Terrains, when you make a Knowledge or Sense check related to your favored terrain, your bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits for a number of days equal to your Sense Modifier.:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Terrain Bond (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Terrain (Any)

You form a bond with the land itself, enabling you to direct others in such terrain. Select one of your Preferred Terrains, when in the selected terrain you grant all allies within line of sight and that can hear you a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with you, your allies leave no trail and can’t be tracked. You can choose for the group to leave a trail, or even specific members of the group to leave a trail if you so desire.

Trailblazer (2 AP)


  • Usage: Action
  • Duration: Persist (1d4 hours)
  • Prerequisite: Terrain (any)

Grant the benefits of any of your Terrain Capabilities to allies within sight or earshot of you.

Chapter 4: Classes

Vengeance (1 AP)


  • Usage: Action
  • Duration: Instant

Deals 1d4 points of bleed damage when you damage a creature that has damaged you since the beginning of your last turn. Whenever a creature takes bleed damage from this effect, it also takes a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. This penalty is a pain effect and does not stack with the effects of the sickened condition.

Tier 1

Crowd Stride (Passive)

Your movement speed is not reduced when moving through a crowd.

Deep Cover (Passive)

Prerequisite: Targeted Organization

Add a circumstance bonus equal to twice your favored organization bonus to all Deception and Performance checks to appear to be a member of the organization (this does not apply to checks to change your appearance and replace a specific member, but rather to checks related to appear to be a general member of the organization).

This bonus stacks with the bonus from the Targeted Organization, if the person you are attempting to deceive is also a member of that organization.

When posing as a member of one of your Target Organizations automatically defeats truth-telling magic (as if under the effects of Glibness), but only for the purpose of claiming to be a member of the organization. Truth-telling magic can still expose you with a more indirect question, such as a member of a non-religious evil organization asking for the identity of your patron deity.

Favorite Foe: Abomination (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Undercommon as a bonus language.

Favorite Foe: Celestial (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Celestial as a bonus language.

Favorite Foe: Dragon (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Draconic as a bonus language.

Favorite Foe: Elemental (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Elemental as a bonus language.


Favorite Foe: Fiend (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Fiend as a bonus language.

Favorite Foe: Outsider (Passive)

You have advantage on Survival and Streetwise checks to track your Favorite Foe, as well as on History checks to recall information about them. You also learn Abyssal as a bonus language.

Reconnaissance Training 2 (Passive)

Prerequisite: Reconnaissance Training

When operating in heavily trapped or naturally hazardous areas you learn to expertly avoid them. You gain advantage on Dexterity saving throws to avoid traps, natural hazards, and environmental effects.

Tenacious Tracker 2 (Passive)

Prerequisite:Tenacious Tracker

Gain a +2 bonus on checks to gather information and on Survival checks made to identify or follow tracks.

Terrain: Tundra (Passive)

When operating in snowy terrain you become resistant to cold climates and the rigors of long treks at extremely low temperatures. You gain a +2 bonus on Constitution saving throws against freezing effects, long-term exposure to cold weather, and other effects that cause fatigue or exhaustion.

Terrain: Forest (Passive)

When operating in forests you build up a tolerance against pathogens and toxins. You gain a +2 bonus on Constitution saving throws against disease and poison, Dexterity saves made to navigate the tree-tops and other effects that cause fatigue and exhaustion.

Terrain: Desert (Passive)

When operating in desert terrain you become resistant to hot climates and the rigors of long treks across deserts. You gain a +2 bonus on Constitution saving throws against heat stroke, exposure to extreme heat, and other effects that cause fatigue or exhaustion.

Terrain: Swamp (Passive)

When operating in swamp-like terrain you become resistant to cold climates and the rigors of long treks at extremely low temperatures. You gain a +2 bonus on Strength saving throws against fording murky bodies of water, Toughness saves against Swamp-based diseases, and other effects that cause fatigue or exhaustion.

Terrain: Planes (Passive)

When operating in planes not native to your race, you become resistant to the rigors of long treks across the planar realms. You gain a +2 bonus on Constitution saving throws against planar effects, long-term exposure to planar climates, and other effects that cause fatigue or exhaustion.

Chapter 4: Classes

Adaptation: Acid Resistance (5 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Favorite Foe: Beast, Ooze, Dragon or Terrain: Ocean or Planes

You gain resistance to acid damage for the duration.

Adaptation: Thunder Resistance (5 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Favorite Foe: Beast, Celestial, Dragon, Elemental or Terrain: Mountain or Planes

You gain resistance to Thunder damage for the duration.

Adaptation: Improved Will (6 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Favorite Foe: Aberration, Ooze, Celestial, Beast, Undead, Construct, Fey, Dragon, humanoid, Monstrosity, or Outsider

You gain +2 to Sense saves for the duration.

Adaptation: Improved Fortitude (6 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Favorite Foe: Beast, Construct, Ooze, Undead, Fey, Dragon, humanoid, Monstrosity, or Outsider

You gain +2 to Toughness saves for the duration.

Adaptation: Lightning Resistance (6 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Favorite Foe: Beast, Construct, Fey, Dragon, Elemental, Ooze, Giant, humanoid, Monstrosity, or Outsider or Terrain: Planes

You gain resistance to Lightning damage for the duration.


Advantageous Terrain (5 AP)


  • Usage: Full Round Action
  • Duration: Persist (1d6 minutes)
  • Prerequisite: Terrain (Any)

When within one of your Preferred Terrains, you can spend up to 3 consecutive rounds studying an area of terrain to gain the benefits below. Each round of studying terrain is a standard action. During the first round of studying terrain, you designate a 60-foot-radius-burst area from a single square within line of sight. Depending on how many rounds you spend studying the area, you gain the following benefits for 10 minutes per Archer level you possess.

  • 1st Round: Allies within line of sight and that can hear you gain a +2 bonus on initiative checks while within the advantageous terrain area.
  • 2nd Round: Allies within line of sight and that can hear you gain a +2 on Perception, Stealth, and Survival checks while within the advantageous terrain area.
  • 3rd Round: Your movement is not hampered by difficult terrain while within the advantageous terrain area. Furthermore,you can take 10 on Athletics checks and checks to jump while within the area, even when in immediate danger or distracted.

Dread Ambusher (5 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Mobility Training

You master the art of the ambush. As a reaction, you can give yourself a bonus to your Initiative rolls equal to your Sense modifier. During your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Hazard Sense (4 AP)


  • Usage: Action
  • Duration: Persist (1d8 rounds)

You gains an intuitive understanding of natural hazards and traps fashioned from a natural environment. You gain a +1 bonus on Dexterity saves against natural hazards and wilderness traps and a +1 dodge bonus to Defense Rolls against attacks from wilderness traps for the duration.

Skirmisher (4 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Mobility Training

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Chapter 4: Classes

Wanderer (4 AP)


  • Usage: 1 hour
  • Duration: Instant
  • Prerequisite: Natural Explorer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people in one hour, provided that the land offers berries, small game, water, and so forth.

Tier 2

Improved Counter-Interrogation Conditioning (Passive)

Prerequisite: Counter-Interrogation Conditioning

When undertaking infiltration missions you learn to resist interrogation and persuasion. You gain advantage on Sense saving throws against charms and divinations.

Improved Favorite Foe: Construct (Passive)

Prerequisite: Favorite Foe: Construct

When fighting a Construct, you now gain a +3 on All Attack and Defense rolls against any Construct.

Improved Favorite Foe: Beast (Passive)

Prerequisite: Favorite Foe: Beast

When fighting a Beast, you now gain a +3 on All Attack and Defense rolls against any Beast.

Improved Favorite Foe: Fey (Passive)

Prerequisite: Favorite Foe: Fey

When fighting a Fey, you now gain a +3 on All Attack and Defense rolls against any Fey.

Improved Favorite Foe: Giant (Passive)

Prerequisite: Favorite Foe: Giant

When fighting a Giant, you now gain a +3 on All Attack and Defense rolls against any Giant.

Improved Favorite Foe: Monstrosities (Passive)

Prerequisite: Favorite Foe: Monstrosities

When fighting a Monstrosity, you now gain a +3 on All Attack and Defense rolls against any Monstrosity.

Improved Favorite Foe: Oozes (Passive)

Prerequisite: Favorite Foe: Oozes

When fighting an Ooze, you now gain a +3 on All Attack and Defense rolls against any Ooze.

Improved Favorite Foe: Plants (Passive)

Prerequisite: Favorite Foe: Plants

When fighting a Plant, you now gain a +3 on All Attack and Defense rolls against any Plant.

Improved Favorite Foe: Undead (Passive)

Prerequisite: Favorite Foe: Undead

When fighting an Undead, you now gain a +3 on All Attack and Defense rolls against any Undead.

Improved Favorite Foe: Humanoid (Passive)

Prerequisite: Favorite Foe: Humanoid

When fighting a Humanoid, you now gain a +3 on All Attack and Defense rolls against any Humanoid who speaks a language that you know.

Improved Light Infantry Conditioning (Passive)

Prerequisite: Light Infantry Conditioning

When fighting in a light infantry you learn to avoid fire from enemy artillery, siege weapons, and spellcasters. You gain advantage on Dexterity saving throws against attacks that deal half damage on a successful save, but not against traps, natural hazards, or environmental effects.

Adaptation: Cold Resistance (11 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Favorite Foe: Celestial, Dragon, Giant, Outsider, Beast or Terrain: Mountain or Planes

You gain resistance to Cold damage for the duration.

Adaptation: Fire Resistance (11 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Favorite Foe: Celestial, Fiend, Dragon, Giant, Outsider, Fiend or Terrain: Ocean, Mountain or Planes

You gain resistance to Fire damage for the duration.

Adaptation: Low-light vision (9 AP)


  • Usage: Action
  • Duration: Persist (1d6 hours)
  • Prerequisite: Favorite Foe: Humanoid, Dragon, Beast, Construct, Fey, Monstrosity or Plant or Terrain: Forest or Underground

You gain Low-light vision out to 60 ft for the duration.

Adaptation: Natural Armor (10 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Favorite Foe: Beast, Undead, Monstrosity, Aberration, or Giant or Terrain: Mountain, Forest, or Underground

You gain +2 Natural Armor bonus to Defense rolls for the duration.

Improved Terrain: Mountain (9 AP)


  • Usage: Action
  • Duration: Persist (1d20 hours)
  • Prerequisite: Terrain: Mountain

When operating in mountainous terrain you become resistant to high winds and the rigors of long treks at high altitudes. You gain advantage on Toughness saving throws against altitude sickness, Dexterity saves caused by high winds that could knock you prone and other effects that cause fatigue or exhaustion. You also gain advantage to any rolls related to climbing or hiking a mountain.

Chapter 4: Classes

Improved Terrain: Ocean (10 AP)


  • Usage: Action
  • Duration: Persist (1d20 hours)
  • Prerequisite: Terrain: Ocean

When operating in oceanic terrain you become resistant to the effects of the high seas. You gain advantage on Toughness saving throws against sea sickness, Dexterity saves caused by rough seas that could knock you prone and other effects that cause fatigue or exhaustion. You also gain advantage on any rolls related to traveling over the ocean.

Improved Terrain: Plains (9 AP)


  • Usage: Action
  • Duration: Persist (1d20 hours)
  • Prerequisite: Terrain: Plains

When operating in a plains environment, you become resistant to the rigors of long treks across flat land. You gain advantage on Perception checks, Survival checks made to find or set up shelter, and effects that cause fatigue or exhaustion. You also gain advantage on any rolls related to travel across a plain.

Improved Terrain: Urban (9 AP)


  • Usage: Action
  • Duration: Persist (1d20 hours)
  • Prerequisite: Terrain: Urban

When operating in a city (as ruled by the DM), you become more aware of your surroundings and what is around. You gain advantage on all Sense-based rolls to acquire information, Dexterity saves made against falling or being knocked down, and other effects that cause you to be tricked, turned around, or otherwise confused by the hustle and bustle of a large city. You also gain advantage on any rolls related to knowing location and direction in a city.

Improved Terrain: Underground (10 AP)


  • Usage: Action
  • Duration: Persist (1d20 hours)
  • Prerequisite: Terrain: Underground

When operating in underground terrain you become resistant to the rigors of long treks at the depths. You gain advantage on saves made against hazards found underground and effects that cause fatigue or exhaustion. You also gain advantage on any rolls related to traversing the underground.

Savor the Sting (10 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Vengeance

You gain a number of temporary hit points equal to the damage dealt by a melee attack. These temporary hit points last for 1d10 rounds and do not stack.


Trailblazer 2 (9 AP)


  • Usage: Action
  • Duration: Persist (1d6 hours)
  • Prerequisite: Trailblazer

You grant the benefits of up to two of your Terrain Capabilities to allies within sight or earshot of you.

Tier 3

Improved Favorite Foe: Abomination (Passive)

Prerequisite: Favorite Foe: Abomination

When fighting an Abomination, you now gain a +3 on All Attack and Defense rolls against any Abomination.

Improved Favorite Foe: Celestial (Passive)

Prerequisite: Favorite Foe: Celestial

When fighting a Celestial, you now gain a +3 on All Attack and Defense rolls against any Celestial.

Improved Favorite Foe: Dragon (Passive)

Prerequisite: Favorite Foe: Dragon

When fighting a Dragon, you now gain a +3 on All Attack and Defense rolls against any Dragon.

Improved Favorite Foe: Elemental (Passive)

Prerequisite: Favorite Foe: Elemental

When fighting an Elemental, you now gain a +3 on All Attack and Defense rolls against any Elemental.

Improved Favorite Foe: Fiend (Passive)

Prerequisite: Favorite Foe: Fiend

When fighting a Fiend, you now gain a +3 on All Attack and Defense rolls against any Fiend.

Improved Favorite Foe: Outsider (Passive)

Prerequisite: Favorite Foe: Outsider

When fighting an Outsider, you now gain a +3 on All Attack and Defense rolls against any Outsider.

Improved Mobility Training (Passive)

Prerequisite: Mobility Training

You learn to be more maneuverable while wearing light or no armor. You gain a +4 dodge bonus to Defense Rolls while wearing light or no armor and while carrying no more than a light load. Anything that causes you to lose your Dexterity bonus to Defense Rolls also causes the skirmisher to lose this dodge bonus.

In addition, you gain an enhancement bonus of +10 feet to your base speed. This benefit applies only when you are wearing no armor or light armor, and when you are carrying no more than a light load.

Superior Mobility (Passive)

Prerequisite: Mobility Training

Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Chapter 4: Classes

Tenacious Tracker 3 (Passive)

Prerequisite:Tenacious Tracker 2

Gain a +4 bonus on checks to gather information and on Survival checks made to identify or follow tracks.

Adaptation: Darkvision (16 AP)


  • Usage: Action
  • Duration: Persist (1d12 hours)
  • Prerequisite: Improved Favorite Foe: Aberration, Beast, Fiend Construct, Dragon, Monstrosities, Outsider, or Undead or Improved Terrain: Underground

You gain Darkvision out to 60 ft for the duration.

Adaptation: Force Resistance (18 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Improved Favorite Foe: Construct, Celestial, Elemental, or Fiend or Terrain: Planes

You gain resistance to force damage for the duration.

Adaptation: Damage Resistance (19 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Favorite Foe: Fiend, Celestial, Construct, Beast, Monstrosities, or Dragon or Terrain: Planes

You gain resistance to non-magical damage.

Hazard Sense 2 (15 AP)


  • Usage: Action
  • Duration: Persist (1d10 hours)
  • Prerequisite: Hazard Sense

Gains an intuitive understanding of natural hazards and traps fashioned from a natural environment. You gain a +3 bonus on Dexterity saves against natural hazards and wilderness traps and a +3 dodge bonus to Defense Rolls against attacks from wilderness traps

Improved Terrain: Desert (18 AP)


  • Usage: Action
  • Duration: Persist (1d20 hours)
  • Prerequisite: Terrain: Desert

When operating in desert terrain you become resistant to hot climates and the rigors of long treks across deserts. You gain advantage on Constitution saving throws against heat stroke, exposure to extreme heat, and other effects that cause fatigue or exhaustion.

Improved Terrain: Forest (16 AP)


  • Usage: Action
  • Duration: Persist (1d20 hours)
  • Prerequisite: Terrain: Forest

When operating in forests builds up a tolerance against pathogens and toxins. You gain advantage on Toughness saving throws against disease and poison, Dexterity saves made to navigate the tree-tops and other effects that cause fatigue and exhaustion.


Improved Terrain: Swamp (17 AP)


  • Usage: Action
  • Duration: Persist (1d20 hours)
  • Prerequisite: Terrain: Swamp

When operating in swamp-like terrain you become resistant to cold climates and the rigors of long treks at extremely low temperatures. You gain advantage on Strength saving throws against fording murky bodies of water, Toughness saves against Swamp-based diseases, and other effects that cause fatigue or exhaustion.

Improved Terrain: Tundra (15 AP)


  • Usage: Action
  • Duration: Persist (1d20 hours)
  • Prerequisite: Terrain: Tundra

When operating in snowy terrain you become resistant to cold climates and the rigors of long treks at extremely low temperatures. You gain advantage on Toughness saving throws against freezing effects, long-term exposure to cold weather, and other effects that cause fatigue or exhaustion.

Infiltration (20 AP)


  • Usage: Action
  • Duration: Persist (1d8 hours)
  • Prerequisite: Improved Terrain (Any)

You can choose a single terrain type that is not your Preferred Terrain. For the duration, you treat that terrain as if it were one of your Preferred Terrains.

Stalker’s Flurry (16 AP)


  • Usage: Reaction
  • Duration: Persist (1d6 hours)
  • Prerequisite: Mobility Training

You learn to attack with such unexpected speed that you can turn a miss into another strike. As a reaction when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Swift Revenge (15 AP)


  • Usage: Action
  • Duration: Persist (1d6 hours)
  • Prerequisite: Quarry and Vengeance

You gain the benefits of Quarry against any foe who has damaged you in the past hour.

Chapter 4: Classes

Tier 4

Greater Favorite Foe: Construct (Passive)

Prerequisite: Improved Favorite Foe: Construct

When fighting a Construct, you also gain advantage on All Attack and Defense rolls against any Construct.

Greater Favorite Foe: Beast (Passive)

Prerequisite: Improved Favorite Foe: Beast

When fighting a Beast, you also gain advantage on All Attack and Defense rolls against any Beast.

Greater Favorite Foe: Fey (Passive)

Prerequisite: Improved Favorite Foe: Fey

When fighting a Fey, you also gain advantage on All Attack and Defense rolls against any Fey.

Greater Favorite Foe: Giant (Passive)

Prerequisite: Improved Favorite Foe: Giant

When fighting a Giant, you also gain advantage on All Attack and Defense rolls against any Giant.

Greater Favorite Foe: Humanoids (Passive)

Prerequisite: Improved Favorite Foe: Humanoids

When fighting a Humanoid, you also gain advantage on All Attack and Defense rolls against any Humanoid.

Greater Favorite Foe: Monstrosities (Passive)

Prerequisite: Improved Favorite Foe: Monstrosities

When fighting a Monstrosity, you also gain advantage on All Attack and Defense rolls against any Monstrosity.

Greater Favorite Foe: Oozes (Passive)

Prerequisite: Improved Favorite Foe: Oozes

When fighting an Ooze, you also gain advantage on All Attack and Defense rolls against any Ooze.

Greater Favorite Foe: Plants (Passive)

Prerequisite: Improved Favorite Foe: Plants

When fighting a Plant, you also gain advantage on All Attack and Defense rolls against any Plant.

Greater Favorite Foe: Undead (Passive)

Prerequisite: Improved Favorite Foe: Undead

When fighting an Undead, you also gain advantage on All Attack and Defense rolls against any Undead.

Mobility Mastery (Passive)

Prerequisite: Superior Mobility and Improved Mobility Training

You learn to position your body and conceal your body proportions with clothes so well that it is difficult to hit him. You gain Advantage on Defense Rolls. Mobility Mastery functions even when the skirmisher is flat-footed, but not when you are immobilized or helpless, when you wear medium or heavy armor, or when you carry a medium or heavy load.


Adaptation: Psychic Resistance (23 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Greater Favorite Foe: Fey, Outsider, Aberration, Celestial, or Monstrosities or Improved Terrain: Planes

You gain resistance to psychic damage for the duration.

Adaptation: Telepathy (23 AP)


  • Usage: Action
  • Duration: Persist (1d12 hours)
  • Prerequisite: Greater Favorite Foe: Celestial, Fiend, Ooze, Aberration, Dragon, Fey, or Outsider or Improved Terrain: Planes

You gain telepathy with your Favorite Foes within 120 ft for the duration.

Ambush Master (21 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Dread Ambusher and Superior Mobility

You excel at leading ambushes and acting first in a fight. You have advantage on Initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you an others to strike; attack rolls against that target have advantage until the start of your next turn.

Improved Terran: Planes (22 AP)


  • Usage: Action
  • Duration: Persist (1d6 hours)
  • Prerequisite: Terrain: Planes

When operating in planes not native to your race, you become resistant to the rigors of long treks across the planar realms. You gain advantage on Toughness saving throws against planar effects, long-term exposure to planar climates, and other effects that cause fatigue or exhaustion.

Lifeline (23 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Skirmisher

Whenever you have 1 or more HP and you take damage that would drop you below 0, you instead reduce to 0.

Marauder Combat (22 AP)


  • Usage: Action
  • Duration: Persist (1d6 hours)
  • Prerequisite: Improved Terrain (Any) and Mobility Training

You become a great marauder thanks to the time you spent on ships. As a result, you gain the following benefits for the duration:

  • While you are in your Improved Terrain, you have advantage on your Athletics, Acrobatics, Stealth checks.
  • While you are in your Improved Terrain, your speed increases by 10 feet.
  • While you are in your Improved Terrain, you can gain a bonus to your damage roll equal to your Sense modifier on one of your attacks per turn.

Chapter 4: Classes

Perceived Wrongs (22 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Swift Revenge

You can use your Vengeance ability against any creature—even one that has not harmed you. If the target is also one that has damaged you since the beginning of your last turn, the bleed damage increases to 3d6 and the target is sickened for as long as the bleed effect continues.

Superior Tactics (25 AP)


  • Usage: Rection
  • Duration: Instant
  • Prerequisite: Advantageous Terrain and Dread Ambusher

As a reation after you and your allies roll initiative, You can arrange you and your allies’ initiative rolls any way you wish. If you have already taken 3 rounds to scout out the terrain with Advantageous Terrain ability and both you and your allies are within the effect area, they gain a +2 bonus to initiative checks.

Tier 5

Greater Favorite Foe: Abomination (Passive)

Prerequisite: Improved Favorite Foe: Abomination

When fighting an Abomination, you also gain advantage on All Attack and Defense rolls against any Abomination.

Greater Favorite Foe: Celestial (Passive)

Prerequisite: Improved Favorite Foe: Celestial

When fighting a Celestial, you also gain advantage on All Attack and Defense rolls against any Celestial.

Greater Favorite Foe: Dragon (Passive)

Prerequisite: Improved Favorite Foe: Dragon

When fighting a Dragon, you also gain advantage on All Attack and Defense rolls against any Dragon.

Greater Favorite Foe: Elemental (Passive)

Prerequisite: Improved Favorite Foe: Elemental

When fighting an Elemental, you also gain advantage on All Attack and Defense rolls against any Elemental.

Greater Favorite Foe: Fiend (Passive)

Prerequisite: Improved Favorite Foe: Fiend

When fighting a Fiend, you also gain advantage on All Attack and Defense rolls against any Fiend.

Greater Favorite Foe: Outsider (Passive)

Prerequisite: Improved Favorite Foe: Outsider

When fighting an Outsider, you also gain advantage on All Attack and Defense rolls against any Outsider.

Perfect Advantage (Passive)

Prerequisite: Advantageous Terrain and Infiltration

When using your advantageous terrain ability, you need only to study the terrain as a standard action to gain all of the benefits. Furthermore, the area of your advantageous terrain increases to a 1-mile-radius spread from the single square within line of sight.

Certain Revenge (28 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Perceived Wrongs and Improved Quarry

For the duration, you gain the benefits of Improved Quarry against any foe that has attacked you in the past day. Whenever you use your vengeance ability against your quarry, the bleed damage increases by 2 per bleed damage die.

Feral Senses (28 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Hazard Sense 2 and Swift Revenge

For the duration, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Shadowy Dodge (30 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Lifeline and Improved Mobility Training

You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Sudden Strike (31 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Stalker’s Flurry and Mobility Mastery

You can strike with deadly speed. If you take the Attack action on your turn, you can make a number of additional attacks as a bonus action equal to half of your Dexterity modifier (minimum 1).

Chapter 4: Classes

Planar Capabilities

Trick

Acidic Ammunition (1 AP)


  • Usage: Action
  • Duration: Instant

You infuse ammuntion with acid from the plane of earth, adding 1d4 acid damage to your attack.

Arcane Ammunition (1 AP)


  • Usage: Action
  • Duration: Instant

You infuse ammunition with raw magical energy. Whenever you fire a non-magical piece of ammunition, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. It also adds 1d4 worth of damage.

Bursting Ammunition (2 AP)


  • Usage: Action
  • Duration: Instant

You imbue your ammunition with force energy causing it to detonate after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 1d8 force damage.

Corrosion (3 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)

You can grant a single weapon you hold the Corrosive special ability allowing it to deal an additional 1d6 Acid damage for the duration.

Fire Ammunition (1 AP)


  • Usage: Action
  • Duration: Instant

You infuse ammunition with fire from the plane of fire, adding 1d4 fire damage to your attack.

Flaming (3 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)

You can grant a single weapon you hold the Flaming special ability allowing it to deal an additional 1d6 fire damage for the duration.

Frozen Ammunition (1 AP)


  • Usage: Action
  • Duration: Instant

You infuse ammunition with ice from the plane of ice, adding 1d4 cold damage to your attack.


Frozen (3 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)

You can grant a single weapon you hold the Frozen special ability allowing it to deal an additional 1d6 cold damage for the duration.

Gaseous Ammunition (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Plane of Fire and Plane of Air

Tapping into your connection to both the planes of water and air, you cause your ammunition to deal an additional 1d8 Poison damage.

Glacial Ammuntion (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Plane of Water and Plane of Air

Tapping into your connection to both the planes of water and air, you cause your ammunition to deal an additional 1d8 Cold damage.

Imbued Shot (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Arcane School (Any)

You imbue your ammunition with one of your learned spells of Trick level. When fired, the spell’s area is centered where it lands. If the target of the attack has a space larger than 5 feet, you can choose which square of the creature’s space is the center, as long as that square is within line of sight. You can instead choose to target a single square within line of sight, and use that square as the center as long as you hit vs the objects hardness. If the arrow or bolt misses, the use of the spell-like ability is wasted. You have until the end of the duration to use the ammunition.

Lightning Ammunition (1 AP)


  • Usage: Action
  • Duration: Instant

You infuse ammunition with electricity from the plane of air, adding 1d4 lightning damage to your attack.


  • Usage: Action
  • Duration: Instant

You link your attack with Abomination essence, dealing an extra 1d4 damage on a hit. If the target is an Abomination, you deal 1d6 damage instead. This additional damage ignores resistances and immunities. The target’s HP maximum is reduced by this damage as well.

Chapter 4: Classes


  • Usage: Action
  • Duration: Instant

You link your attack with Celestial essence, dealing an extra 1d4 damage on a hit. If the target is a Celestial, you deal 1d6 damage instead. This additional damage ignores resistances and immunities. The target’s HP maximum is reduced by this damage as well.


  • Usage: Action
  • Duration: Instant

You link your attack with Draconic essence, dealing an extra 1d4 damage on a hit. If the target is a Draconic, you deal 1d6 damage instead. This additional damage ignores resistances and immunities. The target’s HP maximum is reduced by this damage as well.


  • Usage: Action
  • Duration: Instant

You link your attack with Fey essence, dealing an extra 1d4 damage on a hit. If the target is a Fey, you deal 1d6 damage instead. This additional damage ignores resistances and immunities. The target’s HP maximum is reduced by this damage as well.


  • Usage: Action
  • Duration: Instant

You link your attack with Fiendish essence, dealing an extra 1d4 damage on a hit. If the target is a Fiend, you deal 1d6 damage instead. This additional damage ignores resistances and immunities. The target’s HP maximum is reduced by this damage as well.


  • Usage: Action
  • Duration: Instant

You link your attack with Undead essence, dealing an extra 1d4 damage on a hit. If the target is an Undead, you deal 1d6 damage instead. This additional damage ignores resistances and immunities. The target’s HP maximum is reduced by this damage as well.

Molten Ammunition (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Plane of Fire and Plane of Earth

Tapping into your connection to both the planes of fire and earth, you cause your ammunition to deal an additional 1d8 Fire damage.


Piercing Shot (1 AP)


  • Usage: Action
  • Duration: Instant

You give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 60 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

Planar Bond: Plane of Air (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 minutes)
  • Prerequisite: Lightning Arrow

You become infused with the essence of the Plane of Air, taking on physical characteristics of the natives. You gain a fly speed equal to your base speed for the duration.

Planar Bond: Plane of Earth (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Acid Arrow

You become infused with the essence of the Plane of Earth, taking on physical characteristics of the natives. You gain a +2 bonus to natural armor for the duration.

Planar Bond: Plane of Fire (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Fire Arrow

You become infused with the essence of the Plane of Fire, taking on physical characteristics of the natives. Your body is wreathes in flames granting you damage resistance 10 to all sources of fire damage and causing your melee attacks to deal 1d4 additional points of fire damage.

Planar Bond: Plane of Water (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 minutes)
  • Prerequisite: Frost Arrow

You become infused with the essence of the Plane of Water, taking on physical characteristics of the natives. You gain the amphibious subtype and a swim speed equal to base speed.

Shocking (3 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)

You can grant a single weapon you hold the Shocking special ability allowing it to deal an additional 1d6 Lightning damage for the duration.

Chapter 4: Classes

Slime Ammuntion (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Plane of Water and Plane of Earth

Tapping into your connection to both the planes of water and earth, you cause your ammunition to deal an additional 1d8 Acid damage.

Thermal Scope (3 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 minutes)

You can highlight sources of heat out to a distance of 90 feet for the duration. This effect does not work through obstacles.

Tier 1

Celestial Honesty (Passive)

Prerequisite: Link Essence: Celestial

You find it hard to break a promise you make, an oath you take, and hard to lie. Each time you try to lie, you must succeed on a DC 13 Sense Save or you cannot do so. Each time you try to break a promise or an oath, you must pass a DC 18 Sense Save or cannot do so. Even if you succeed you can only act against your promise or oath for 1 minute.

Draconic Vulnerability (Passive)

Prerequisite: Link Essence: Dragon

Scales of random color appear on some of your body parts. You are counted as a dragon for Spell and other magic effects that can target dragons or affect dragons more.

Fey Presence (Passive)

Prerequisite: Link Essence: Fey

You appear as magical in the presence of a detect magic spell. You find it hard to alter your appearance through magical means, and you can’t magically protect yourself from scrying. You take a -2 penalty to the saving throws you make against such spells.

Fiendish Vileness (Passive)

Prerequisite: Link Essence: Fiend

You appear as evil-aligned even if you are not when you are targeted by the Detect Alignment spell. You count as evil even if you are not when you are affected by a spell that targets evil creatures.

Madness of Abominations (Passive)

Prerequisite: Link Essence: Abomination

At the start of the day, upon waking up, you must succeed on a DC 12 Sense Save or suffer a short-term madness for the day. The essence of Abominations is maddening.

Silent Shot (Passive)

Prerequisite: Planar Bond: Ethereal Plane

Arrows and Bolts no longer create any audible noise past a distance of 5 feet.


Undead Rejection (Passive)

Prerequisite: Link Essence: Undead

You can be affected by turn undead, but you have advantage on saving throws against this effect.

Acidic Ammunition 2 (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Acid Ammunition

You infuse ammuntion with acid from the plane of earth, adding 2d4 acid damage to your attack.

Arcane Ammunition 2 (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Arcane Ammunition

You infuse ammunition with raw magical energy. Whenever you fire a non-magical piece of ammunition, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. It also adds 2d4 worth of damage.

Beguiling Ammunition (5 AP)


  • Usage: Action
  • Duration: Instant

Your ammunition temporarily beguiles its target. Targets hit by the arrow take an extra 2d6 psychic damage. The target must succeed on a Sense saving throw, or it is charmed by a chosen ally within 30 ft until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Blood Signature (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Link Essence: Fiend

You may make a melee attack against a target while speaking terms they must abide by. If they break these terms, you immediately know where they are, and that information updates every night at midnight for the next 3 nights. The target also takes 1d12 Necrotic damage when they break the terms, which manifests in a mark of your choice that appears above their head for 3 days and nights.

Corrosion 2 (7 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Corrosion, Planar Bond: Plane of Earth

You can grant a single weapon you hold the Corrosive special ability allowing it to deal an additional 2d6 Acid damage for the duration.

Chapter 4: Classes

Cunning Shot (4 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Arcane Arrow

You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you reroll the attack roll against a different target within 60 feet of the original target.

Enfeebling Ammunition (7 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Arcane Ammunition

Targets hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Toughness saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

Executioner's Mark (5 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Link Essence: Celestial

You may make a visible mark of your choice appear over the head of a creature that you can see within 120 feet for the duration. While the mark is active, the target takes an additional 1d8 Radiant damage from you.

Feywild Shot (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Beguiling Arrow

On a hit, the target must make a Toughness Save or become unconscious for 1 round.

Fire Ammunition 2 (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Fire Ammunition

You infuse ammunition with fire from the plane of fire, adding 2d4 fire damage to your attack.

Flaming 2 (7 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Flaming, Planar Bond: Plane of Fire

You can grant a single weapon you hold the Flaming special ability allowing it to deal an additional 2d6 fire damage for the duration.

Frozen 2 (7 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Frozen, Planar Bond: Plane of Water

You can grant a single weapon you hold the Frozen special ability allowing it to deal an additional 2d6 cold damage for the duration.


Frozen Ammunition 2 (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Frozen Ammunition

You infuse ammunition with ice from the plane of ice, adding 2d4 cold damage to your attack.

Grasping Shot (5 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)

When this arrow strikes its target, poisonous brambles wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Athletics check.

Lightning Ammunition 2 (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Lightning Ammunition

You infuse ammunition with electricity from the plane of air, adding 2d4 lightning damage to your attack.

Planar Bond: Ethereal Plane (6 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Piercing Arrow

You become infused with the essence of the Ethereal Plane, taking on physical characteristics of the natives. You can damage incorporeal creatures with mundane weapons as if they were ghost touch weapons, and can inflict critical hits and deal precision damage to incorporeal creatures for the duration.

Planar Bond: Fey World (6 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 round)
  • Prerequisite: Beguiling Arrow

You become infused with the essence of the Fey World, taking on physical characteristics of the natives. You heal 2d4 HP per round for the duration.

Planar Bond: Outsiders (6 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You become infused with the essence of the Plane of Outsiders, taking on physical characteristics of the natives. Gain a +2 bonus on attack and damage rolls against outsiders and creatures with the extraplanar subtype.

Chapter 4: Classes

Seeking Ammunition (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Arcane Ammunition

Your ammunition seeks out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past 5 rounds. The ammunition flies toward that creature, moving around corners if necessary and ignoring three-quarters cover or less. If the target is within range, the target must make a Dexterity saving throw. On a failed save, it takes an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

Shocking 2 (7 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Shocking, Planar Bond: Plane of Air

You can grant a single weapon you hold the Shocking special ability allowing it to deal an additional 2d6 Lightning damage for the duration.

Warning (4 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Planar Bond: Fey World

You can speak through a ranged weapon to a creature you can see within 120 feet.

Tier 2

Improved Planar Bond (Passive)

Prerequisite: Planar Bond (Any)

Double the duration of your Planar Bonds.

Acidic Ammuntion 3 (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Acidic Ammunition 2

You infuse ammuntion with acid from the plane of earth, adding 3d4 acid damage to your attack.

Arcane Ammunition 3 (9 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Arcane Ammunition 2

You infuse ammunition with raw magical energy. Whenever you fire a non-magical piece of ammunition, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. It also adds 3d4 worth of damage.


Banishing Shot (9 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Planar Bond (Any)

You temporarily banish your target to a harmless location in one of your Bonded Planes. The creature hit by the arrow must also succeed on an Arcana saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of of the duration, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Blinding Ammunition (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Arcane Ammunition 2

Your ammunition impedes and blinds your foe’s vision with a burst of light. The creature hit by the arrow takes an extra 2d6 Radiant damage, and it must succeed on a Sense saving throw or become blinded until the start of your next turn.

Corrosion 3 (11 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Corrosion 2

You can grant a single weapon you hold the Corrosive special ability allowing it to deal an additional 3d6 Acid damage for the duration.

Fire Ammunition 3 (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Fire Ammunition 2

You infuse ammunition with fire from the plane of fire, adding 3d4 fire damage to your attack.

Flaming 3 (14 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Flaming 2

You can grant a single weapon you hold the Flaming special ability allowing it to deal an additional 3d6 fire damage for the duration.

Frozen 3 (12 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Frozen 2

You can grant a single weapon you hold the Frozen special ability allowing it to deal an additional 3d6 cold damage for the duration.

Frozen Ammunition 3 (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Frozen Ammunition 2

You infuse ammunition with ice from the plane of ice, adding 3d4 cold damage to your attack.

Chapter 4: Classes

Mark of Chaotic Defenses (9 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Madness of Abominations and Planar Bond: Outsiders

You have advantage on Knowledge and Sense saving throws against effects caused by abominations for the duration.

Mark of the Disgraced (9 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Celestial Honesty and Planar Bond: Astral Plane

As a reaction, you can choose to take no damage from an attack of a celestial creature.

Mark of the Breathless (9 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Draconic Vulnerability and Planar Bond: Plane of Air

You have advantage on saving throws against the breath attacks of dragons for the duration.

Mark of Mental Accuity (9 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Fey Presence and Planar Bond: Fey World

You have advantage on saving throws against the mind-altering effects of fey for the duration.

Mark of Fiendish Resilience (9 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Fiendish Vileness and Planar Bond: Plane of Fire

You have advantage on saving throws against being poisoned and against the spells or abilities of fiends that deal psychic damage for the duration.

Mark of the Crypt (9 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Undead Rejection and Planar Bond: Plane of Earth

You have advantage on saving throws against Necromancy spells. You can also choose to have advantage on saving throws against an ability or spell of an undead creature for the duration.

Lightning Ammunition 3 (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Lightning Ammunition 2

You infuse ammunition with electricity from the plane of air, adding 3d4 lightning damage to your attack.


Lightning Reflexes (10 AP)


  • Usage: Reaction
  • Duration: Instant

If an opponent makes a melee attack against you, you may use your reaction to make a Dexterity save. On a success, the attack misses.

Magic Blocking Shot (11 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Arcane Ammunition 2

On a hit, the target must make an Arcana Save or be unable to cast spells of Tier 2 or lower for the duration.

Planar Bond: Plane of Shadow (13 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Shadow Ammunition

You become infused with the essence of the Plane of Shadows, taking on physical characteristics of the natives. You gain darkvision +60 feet and a +2 bonus on Stealth checks.

Planar Bond: Ancestral Plane (13 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Blinding Ammunition

You become infused with the essence of the Astral Plane, taking on physical characteristics of the natives. You can teleport up to 5 feet per Archer level as a bonus action. This must be used in 5-foot increments.

Shadow Ammunition (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Arcane Ammunition 2

You cause your ammunition to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Sense saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

Stoking the Embers (12 AP)


  • Usage: Action
  • Duration: Instant

You can fan the last spark of a recently slain creature’s life force back into a full flame. You touch the corpse of a creature that has died within 1 round to grant it the effects of breath of life.

Shocking 3 (13 AP)

  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Shocking 2

You can grant a single weapon you hold the Shocking special ability allowing it to deal an additional 3d6 Lightning damage for the duration.

Chapter 4: Classes

Wild Magic Shot (13 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Arcane Ammunition 2

On a hit, the target must make an Arcana Save or have any spell they cast of Tier 2 or lower acts as Wild Magic for the duration.

Tier 3

Acidic Ammunition 4 (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Acid Ammunition 3 and Planar Bond: Plane of Earth

You infuse ammuntion with acid from the plane of earth, adding 3d6 acid damage to your attack.

In addition, any mundane armor they are wearing takes 1d4 corrosion damage for 1d4 rounds.

Arcane Ammunition 4 (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Arcane Ammunition 3

You infuse ammunition with raw magical energy. Whenever you fire a non-magical piece of ammunition, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. It also adds 4d4 worth of damage.

Ancestral Eruption (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Planar Bond: Ancestral Plane, Planar Adaptation

You may, as an action, allow the pure radiant energy of the Ancestral Plane to flow through and out of you. Every creature in a 15-foot radius must make a Constitution Saving Throw or be blinded for 2 rounds.

Ashes to Ashes (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Planar Bond: Plane of Earth, Planar Bond: Plane of Fire, Planar Adaptation

You may dissolve into ash as a bonus action. While in ash form, you may not be harmed, and have a speed of 0, though others may still move you. You also can sense all heat sources out to 120 feet, and may reform within 5 feet of one of them as an action.


Burning Renewal (17 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Stoking the Embers and Fire Ammunition 2

You can use the cleansing power of fire to remove afflictions from your body, mind, and soul. When you take 5 or more points of fire damage, you can remove one of the following conditions: fatigued, shaken, or sickened. Alternatively, you can remove 1 point of ability damage or drain from an ability score of your choice.

If you take 10 or more points of fire damage, you can remove one of the following conditions: exhausted, frightened, or nauseated. Alternatively, you can remove 1d6 points of ability damage or drain from an ability score of your choice.

Bursting Ammunition 2 (18 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Bursting Ammunition

You imbue your ammunition with force energy causing it to detonates after your attack. Immediately after it hits the creature, the target and all other creatures within 10 feet of it takes 2d8 force damage each, making them pass a Toughness save or Stunning them for 1d4 round.

Deep Blade (17 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Planar Bond: Plane of Earth, Planar Bond: Ancestral Plane, Planar Adaptation

You may make a melee attack against 1 target within 10 feet of you. On a hit, you deal 1d10 Piercing damage, as if by a magical weapon, and 1d10 Force damage.

Elemental Void (17 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Any 3 Planar Bonds, Planar Adaptation

As a Reaction to an attack that deals Lightning, Cold, Fire, Psychic, Radiant, Necrotic, or Force damage, you may gain immunity to that damage type for 3 turns.

Expeditited Motion (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Planar Bond: Plane of Earth, Planar Bond: Plane of Air, Planar Adaptation

Your walking speed increases by 10 feet of movement, and you gain a climbing speed equal to twice your walking speed.

Fire Ammunition 4 (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Fire Ammunition 3 and Planar Bond: Plane of Fire

You infuse ammunition with fire from the plane of fire, adding 3d4 fire damage to your attack.

In addition, it set them ablaze dealing 1d4 fire dmg at the start of their turn until they put it out using a bonus action.

Chapter 4: Classes

Flowing Form (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Planar Bond: Plane of Fire, Planar Bond: Plane of Air, Planar Adaptation

You become steam for a number of rounds equal to your Dexterity modifier + your Arcane Aptitude bonus. While in steam form, you have a +5 to Stealth checks and can fit through spaces of up to 1 inch.

Frozen Ammunition 4 (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Frozen Ammunition 3 and Planar Bond: Plane of Ice

You infuse ammunition with ice from the plane of ice, adding 3d4 cold damage to your attack.

In addition, the target becomes heavy with ice and they lose 25% of their movement for 1d4 rounds until the ice thaws.

Improved Imbued Shot (17 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Imbued Shot and Arcane Ammunition 2

Max level spell becomes Tier 3 instead of Trick. Otherwise operates as Imbued Shot.

Improved Mark of Chaotic Defenses (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Mark of Chaotic Defenses

Once, as a reaction, you can reflect an effect created by an abomination that targets you back to the creature. The creature makes its saving throw against your Arcane Save DC.

Improved Mark of Fiendish Resilience (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Mark of Fiendish Resilience

As an action, you can undo the effects of the Magic Resistance feature of a fiend that is within 60 feet of you for a number of rounds equal to your Sense modifier (minimum one).

Improved Mark of Mental Acccuity (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Mark of Mental Accuity

You are immune to the mind-altering effects of fey for 1 minute.


Improved Mark of the Disgraced (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Mark of the Disgraced

When you hit a celestial with an attack, the damage you deal ignores resistance and immunity.

Improved Mark of the Breathless (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Mark of the Breathless

You are immune to Breath Weapon for your Sense modifier (minimum one) number of rounds.

Improved Mark of the Crypt (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Mark of the Crypt

You can undo the effects of the Amorphous, Incorporeal Movement or Undead Fortitude feature of an undead creature within 60 feet of you for a number of rounds equal to your Sense modifier (minimum one).

Lightning Ammunition 4 (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Lightning Ammunition 3 and Planar Bond: Plane of Air

You infuse ammunition with electricity from the plane of air, adding 3d6 lightning damage to your attack.

In addition, all enemies within 5 ft take 1d4 damage as it jumps off of the original target.

Mark of Entropy (18 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Mark of Chaotic Defenses and Banishing Ammunition

As a reaction, when an abomination deals damage to you, you can change the type of that damage to another one of your choice.

Mark of Fey Step (18 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Mark of Mental Accuity and Beguiling Ammunition

As a reaction, you can use your movement to teleport into an unoccupied space within 60 feet of you.

Mark of Flame (18 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Mark of Fiendish Resilience and Fire Ammunition 3

You can deal an extra 2d8 force damage to fiends you hit with an attack.

Chapter 4: Classes

Mark of Radiance (Passive)

Prerequisite: Mark of the Disgraced and Light Ammunition

You have resistance to radiant damage.

Mark of the Wings (Passive)

Prerequisite: Mark of the Breathless and Lightning Ammuntion 3

A pair of dragon wings sprout from your back. You gain a fly speed of 40 feet.

Mark of Unlife (Passive)

Prerequisite: Mark of the Crypt and Enfeebling Ammunition

You gain resistance to necrotic damage.

Phasing Ammunition (17 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Arcane Ammunition 3

You launch ammunition at a target known to you within range, and it travels in a straight path, passing through any non-magical barrier or wall in its way. This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally.

Planar Adaptation (15 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d8 hours)
  • Prerequisite: Planar Bond (Any)

You have immunity to the harmful environmental effects of a bonded plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air for the duration. Additionally, you gain Damage Reduction 15 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). It has no effect when cast upon your native plane.

Wither Shot (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Planar Bond: Plane of Earth, Planar Bond: Plane of Water, Planar Adaptation

You fire primal energy at a target. The target must make a Toughness Save. On a failure, the target takes 2d10 Necrotic damage and is blinded and deafened for 2 turns. Plant-based creatures have disadvantage on the Saving Throw.

Chapter 4: Classes

Tier 4

Arcane Arrow 5 (23 AP)

Prerequisite: Arcane Arrow 4

You gain the ability to infuse arrows with magic. Whenever you fire a non-magical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. It also adds a 3d8 worth of damage. The magic fades from the arrow immediately after it hits or misses its target.

Acid Arrow 5 (24 AP)

Prerequisite: Acid Arrow 4

You gain the ability to magically infuse arrows with acid. Whenever you fire a non-magical arrow from a shortbow or longbow, you can coat it with acid adding 2d8 acid damage.

In addition, any mundane armor they are wearing takes 2d4 corrosion damage for 1d4 rounds

Lightning Arrow 5 (24 AP)

Prerequisite:Lightning Arrow 4

You gain the ability to magically infuse arrows with lightning. Whenever you fire a non-magical arrow from a shortbow or longbow, you add 2d8 lightning damage.

In addition, all enemies within 10ft take 2d4 damage as it jumps off of the original target.

Frost Arrow 5 (24 AP)

Prerequisite:Frost Arrow 4

You gain the ability to magically infuse arrows with acid. Whenever you fire a non-magical arrow from a shortbow or longbow, you add 2d8 frost damage.

In addition, the target becomes heavy with ice and they lose 50% of their movement for 1d4 rounds until the ice thaws.

Fire Arrow 5 (24 AP)

Prerequisite:Fire Arrow 4

You gain the ability to magically infuse arrows with fire. Whenever you fire a non-magical arrow from a shortbow or longbow, you add 2d8 fire damage.

In addition, it set them ablaze dealing 2d4 fire dmg at the start of their turn until they put it out using a bonus action.

Improved Planar Adaptation (Passive)

Prerequisite: Planar Adaptation

You confer that protection to all allies within a 30-foot spread.

Hail of Arrows (21 AP)

Prerequisite: Volley 2

In lieu of your regular attacks, you can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level you have earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.

Phoenix Rising (24 AP)

Prerequisite: Burning Renewal and Planar Bond: Plane of Fire

Usable if you die, your body explodes in a conflagration in a 20-foot spread. Each hostile creature in the area takes 10d6 points of fire damage unless it succeeds at a Dexterity save for half damage. The flames don’t harm allies, who instead are healed 5d6 points of damage, and any poisons they are currently suffering are neutralized as per neutralize poison. Your body is reduced to ashes by the explosion.

Essence Bond (25 AP)

Prerequisite: Detect Essence (Any) and Improved Planar Adaptation

You gain the ability to create a magical bond between you and a creature whose essence you were imbued with in the Detect Essence feature. To do so, the creature must be within 60 feet of you and you must use your action to concentrate on this bond. When you do so, you gain the following benefits for 1 minute:

When you take damage, as a reaction, you can cause the essence-bound creature to take half of the damage inflicted on you. Note that you still take the damage as it is.

You can use an additional action against the essence-bound creature. This action can only include the creature. For example, if you take the Dodge action, it only applies to the essence-bound creature.

Once within the duration, as an action, you can use one of the features of the creature. Or, as a bonus action, you can choose to possess one of the traits of the creature until the end of your next turn.

Enhanced Greater Sigil (22 AP)

Prerequisite: Greater Sigil (Any)

If you slay a creature with a challenge rating of 9 or higher, and of the type relevant to your essence, you can enhance your greater sigil relevant to that essence. When enhanced, the sigil grants additional greater abilities as stated below. Once you use these abilities, you must finish a long rest to use them again.

  • Sigil of Entropy: Whenever an aberration hits you with an attack, it takes 1d6 psychic damage.
  • Sigil of Radiance: Once, as a bonus action, you can choose to be immune to radiant damage for a number of rounds equal to your Sense modifier (minimum one). Also once, as a reaction, you can choose to take no radiant damage from an attack that hits you and can heal yourself in the amount equal to half of the radiant damage that would have normally been dealt to you instead.
  • Sigil of the Wings: Once per turn, if your target is a dragon, you can imbue your weapon attack with your essence. On a successful hit, you hamper the dragon’s ability to fly, decreasing its fly speed by half. This effect can only decrease a dragon’s fly speed once at a time.
  • Sigil of the Ancients: When you teleport using your Sigil of the Ancients, you can immediately make a weapon attack. On a hit, the target creature has disadvantage on attack rolls, ability checks, and saving throws against creatures within 5 feet of it until the end of its next turn.
  • Sigil of Flames: You have resistance to fire damage.
  • Sigil of Unlife: You cannot be charmed, frightened, or paralyzed by the undead. Additionally, you cannot be affected by an undead’s ability that reduces hit point maximum, however, you still take the damage such an ability deals, if it deals any.

Chapter 4: Classes

Bursting Arrow 3 (26 AP)

Prerequisite: Bursting Arrow 2

You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 4d6 force damage each, making them pass a Toughness save or knocking them prone and Dazing them for 1d4 rounds.

Touch of Flame 4 (25 AP)

Prerequisite: Improved Planar Bond, Touch of Flame 3

You can grant a single weapon you hold the flaming special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction. Dealing an additional 4d6 fire damage for the duration and igniting targets on fire for 1d4 rounds dealing damage each round equal to your Arcana modifier.

Frost Touched 4 (26 AP)

Prerequisite: Improved Planar Bond, Frost Touched 3

You can grant a single weapon you hold the Frozen special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction, and dealing an additional 2d6 Frost damage for the duration and reducing target move speed by half.

Shocking Strike 4 (27 AP)

Prerequisite: Improved Planar Bond, Shocking Strike 3

You can grant a single weapon you hold the Charged special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction, and dealing an additional 2d6 Lightning damage for the duration and impeding the target from taking reactions for 1d4 rounds.

Corrosive Blade 4 (25 AP)

Prerequisite: Improved Planar Bond, Corrosive Blade 3

You can grant a single weapon you hold the Corrosive special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction, and dealing an additional 2d6 Acid damage for the duration and reducing the efficiency of any armor they are wearing in half.

Improved Magic Blocking Shot (23 AP)

Prerequisite: Arcane Arrow 4 and Magic Blocking Shot

On a hit, the target must make an Arcana Save or be unable to cast spells of Tier 4 or lower for 1d4 rounds.

Chapter 4: Classes

Tier 5

Arcane Arrow 6 (29 AP)

Prerequisite: Arcane Arrow 5

You gain the ability to infuse arrows with magic. Whenever you fire a non-magical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. It also adds a 4d10 worth of force damage. The magic fades from the arrow immediately after it hits or misses its target.

Acid Arrow 6 (29 AP)

Prerequisite: Acid Arrow 5

You gain the ability to magically infuse arrows with acid. Whenever you fire a non-magical arrow from a shortbow or longbow, you can coat it with acid adding 3d8 acid damage.

In addition, any armor they are wearing takes 3d4 corrosion damage for 1d4 rounds, includes magical armor.

Lightning Arrow 6 (29 AP)

Prerequisite:Lightning Arrow 5

You gain the ability to magically infuse arrows with lightning. Whenever you fire a non-magical arrow from a shortbow or longbow, you add 3d8 lightning damage.

In addition, all enemies within 30ft take 3d4 damage as it jumps off of the original target.

Frost Arrow 6 (29 AP)

Prerequisite:Frost Arrow 5

You gain the ability to magically infuse arrows with frost. Whenever you fire a non-magical arrow from a shortbow or longbow, you add 3d8 frost damage.

In addition, the target becomes entangled in ice and they lose their movement for 1d4 rounds until the ice thaws.

Fire Arrow 6 (29 AP)

Prerequisite:Fire Arrow 5

You gain the ability to magically infuse arrows with fire. Whenever you fire a non-magical arrow from a shortbow or longbow, you add 3d8 fire damage.

In addition, it set them ablaze dealing 3d4 fire dmg at the start of their turn until they put it out using a bonus action.

Arrow of Death (32 AP)

Prerequisite: Planar Bond: Plane of Shadows and Improved Planar Adaptation

You can create a special type of slaying arrow that forces the target, if damaged by the arrow’s attack, to make a Toughness save or be slain immediately. It takes 1 day to make a slaying arrow, and the arrow only functions for the Archer who created it. The slaying arrow lasts no longer than 1 year, and you can only have one such arrow in existence at a time.


Phoenix Rising 2 (32 AP)

Prerequisite: Phoenix Rising and Improved Planar Bond

Acts like Phoenix Rising, but you gain immunity to fire, and once per week, you rise from the ashes of your own destruction 1 round after dying. Your body re-forms with all your equipment, and you return to life with half your maximum hit points. Any ability scores that were 0 become 1, and non-magical diseases and poisons are cured. A limited wish, miracle, or wish spell cast before you rise from the ashes prevents you from doing so, as does the area of an unhallow effect.

Bursting Arrow 4 (30 AP)

Prerequisite: Bursting Arrow 3

You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 5d6 force damage each, making them pass a Toughness save or knocking them unconscious for 1d4 rounds.

Emptiness (30 AP)

Prerequisite: Improved Planar Bond, Improved Planar Adaptation

As an action, you may cast Greater Invisibility on yourself, disappearing in a method related to one of your bonded planes.

Step Through Nothing (32 AP)

Prerequisite: Improved Planar Adaptation, Phase Arrow, Ethereal Plane

You may walk through solid objects until the end of your turn.

Wrath of the Underworld (34 AP)

Prerequisite: Essence Bond, Essence Side-effect (Any)

You may have an arrow transform into a creature which you have merged essences with. Their CR is less than or equal to your Arcane Aptitude that remains for 1d4 minutes or until it dies. The creature is friendly to you and hostile to everyone else, and will obey verbal instructions.

Reap What You Sow (35 AP)

Prerequisite: Improved Planar Bond, Planar Bond (Any 3)

You may combine the power of all available Planes for one brief, glorious second. Once per day, as an Action you may make a Pure Shot. You make a number of shots against a number of enemies in range of your weapon.

Number of Shots Number of targets
5 shots 1-4 target
3 shots 5-9 targets
2 shots 10-49 targets
1 shot 50+ targets

There is no maximum to the number of targets that may be hit at once by the 1 shot per target ability.

Chapter 4: Classes

Sniper Capabilities

Trick

Avian Eyes (Passive)

Prerequisite: Teammate

You have advantage on Perception checks while your teammate is present. You can perfectly impersonate any voice or sound that you have heard as long as your teammate is present. You can remember three voices and any number of sounds.

Coordinated Attack (Passive)

Prerequisite: Teammate

You and your teammate form a more potent fighting team. When you use the Attack action on your turn, if your teammate can see you, they can use their reaction to make a ranged attack.

Feline’s Grace (Passive)

Prerequisite: Teammate

You have advantage on Acrobatics checks while your teammate is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your teammate is present.

Fighting Style: Mobility (Passive)

You gain a +1 bonus to Physical Defense, and your walking speed increases by 10 feet.

Learned Anatomy (Passive)

You studied where to land shots for maximum damage. They apply their Knowledg bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus they may have, for composite longbows) with any ranged weapon for which they are proficient. Targets immune to sneak attacks or critical hits are immune to this extra damage.

Observer (Passive)

You are proficient in the Stealth and Perception skills, if you aren't proficient in them already. You add double your Physical Aptitude bonus to Stealth and Perception checks, instead of your normal bonus.

Serpentine Camouflage (Passive)

Prerequisite: Teammate

You have advantage on Stealth checks while your teammate is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your teammate is not present; or if someone was already aware of or looking at you.

Sniper Training (Passive)

Choose Bow or Crossbow and gain a +1 bonus on Attack and Damage rolls with that weapon.


Teammate (Passive)

You gain a teammate who fights alongside you on missions. You can find the stats for your teammate at the end of this page. Your teammate uses your proficiency bonus in place of its own, and can add your proficiency bonus to his or her AC and damage rolls (+2 proficiency bonus already included in statistics). Your teammate also grows stronger when you level up, gaining 1 hit die for every level, and gaining an Ability Score Improvement at 4th, 8th, 12th, 16th, and 19th level. Your teammate has the same alignment as you and will defend you to the death. Your teammate obeys your commands as best it can. They roll for initiative like any other creature, but you determine their actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Aiding Attack (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

When you hit a creature with an attack. You grant the next ally who makes an attack against the target creature before the start of your next turn gains a +2 circumstance bonus on that attack roll.

Bouncing Shot (3 AP)


  • Usage: Action
  • Duration: Instant

You have gained the ability to make shots that others would rightly consider impossible. If you can see or have seen a creature within 120 feet last round, you may make a ranged attack against them. Reducing any cover they may have taken by one degree, excluding full cover).

Called Shot (2 AP)


  • Usage: Action
  • Duration: Instant

Before making attack rolls for the round, you may choose to subtract a number from all attack rolls for the round and add the same number to all weapon damage rolls for Dexterity-based attacks. This number may not exceed your Physical Aptitude bonus. The penalty on attacks and bonus on damage apply until your next action.

Creatures lacking anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.

Careful Eyes (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.

Chameleon Step (1 AP)


  • Usage: Action
  • Duration: Instant

You can move up to twice your speed. You do not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Chapter 4: Classes

Deft Stand (2 AP)


  • Usage: Action
  • Duration: Instant

You can spend an action to stand up without provoking attacks of opportunity.

Long-Range Precision (3 AP)


  • Usage: Action
  • Duration: Instant

A may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a long-range precision attack, a Sniper must be within the close range of the ranged weapon.

Unlike with a knave’s sneak attack, the Sniper’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, then the extra precision damage stacks with sneak attack damage. This ability also allows a Sniper to make sneak attacks beyond the usual 30ft limit. Long-Range Precision cannot be used against plants, undead, or other creatures without discernible anatomies.

Quick Climb (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

You gain the ability to climb at full speed without penalty for 1d4 rounds.

Quick Swim (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

You gain the ability to swim at full speed without penalty for 1d4 rounds.

Shatter Strike (2 AP)


  • Usage: Action
  • Duration: Instant

You gain the ability to shatter the weapons of your opponents. You may break an opponent's held weapon if that weapon is made of Wood.

Sic ‘Em (1 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Teammate

Your teammate makes one attack against a creature in range that it can see or hear.

Skill Sage (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

You gain advantage on any one skill check of which you are proficient for the duration.


Sniper’s Counsel (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You can grant all allies within 30 feet that are within line of sight and can hear you a +2 bonus on skill checks with a single skill of your choice. You must be proficient in the chosen skill.

Sniper's Nest (2 AP)


  • Usage: 1 hour
  • Duration: Persist (until you move)

With an hour's preparation, a Sniper can prepare a 'nest', granting them a +10 bonus on Stealth checks as well as 3/4ths cover and concealment. However, heavier armor is hard to stay still in for prolonged periods, especially in confined spaces, and the cover makes it hard to dodge. While using a nest, the Sniper suffers a penalty to attack equal to their armor check penalty (in addition to any non-proficiency penalties) as well as losing any Dexterity or Dodge bonus to Defense Rolls. Once completed, these effects last until the Sniper moves.

Stop For Nothing (3 AP)


  • Usage: Action
  • Duration: Instant

Your ammunition let nothing stand between them and their target. Your ammunition can now freely penetrate materials with a hardness of up to 15 and up to 5 inches thick, doing an additional 1d4 damage. This feature doesn't apply to penetrating through a conscious creature's defenses, but going through objects they are hiding behind.

Surprise Shift (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You can move 10 feet, instead of the standard 5 feet. This movement does not provoke attacks of opportunity.

Take Aim (3 AP)


  • Usage: Full Round Action
  • Duration: Instant

You can gain a +2 bonus on your attack rolls and deal 2d8 points of extra precision damage against a stationary target by aiming carefully. Taking aim is a full-round action and if the target moves more than 5 feet over that period, the bonus is lost. No additional benefit exists for spending more than 1 round aiming.

Uncanny Senses (1 AP)


  • Usage: Reaction
  • Duration: Instant

As a reaction, you gain a +5 insight bonus on Perception checks for 1 round.

Chapter 4: Classes

Wanted: Dead or Alive (2 AP)


  • Usage: 10 minutes
  • Duration: Instant

After inspecting a creature for 10 minutes, observing it's appearance. Your eyes will glow softly, as you see a slender thread guiding you towards your mark. You may have 1 mark at a time, as this thread will give you the direction of your mark for 1 week (7 days). However, the thread does not tell you where exactly your mark is, or the distance of the mark. Your mark lasts until you create another or the week passes.

Tier 1

Fighting Style: Critical Thinker (Passive)

You learn the ways of the bullseye, using a ranged weapon, your critical threat range increases by 1 when using a ranged weapon which you are proficient with.

Fighting Style: Long Range Shooter (Passive)

Prerequisite: Deadly Range

Attacking at long range doesn't impose disadvantage on your attack rolls. The range of your ranged attacks is also doubled.

Sniper (Passive)

Prerequisite: Deadshot, Hawkeye and Sniper Training

Your range increments are 50% longer than they would ordinarily be. Any benefit of being within 30ft of an opponent is retained out to 60ft.

Sniper Training 2 (Passive)

Prerequisite: Sniper Training

Choose Bow or Crossbow weapon group and gain a +2 bonus on Attack and Damage rolls.

Concoct Poison (4 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)

Gain proficiency in alchemist supplies. You develop your own recipe for unique poisons that can only be applied safely by you. You can coat your ammunition in poison as a bonus action. When the poison is applied to a projectile that damages an opponent, it leaves a residual effect that deals damage per turn. A creature subjected to the poison can make a Toughness saving throw on their turn to clear the poison. Poisoned targets have disadvantage on Attack Rolls and Ability Checks, and it gives disadvantage on Toughness saves. Once applied to a piece of ammunition, the poison retains its potency for up to 10 rounds or until you hit with that ammunition. Residual damage is 1d8 per turn.


Crippling Shot (6 AP)


  • Usage: Action
  • Duration: Instant

You make sure that no enemy can flee from you. If you hit, the opponent's speed is reduced by 10 feet until the end of their next turn. If an enemy is flying, they remain aloft if their movement is greater than 0. If it hits 0, they fall from the sky, and take the appropriate amount of fall damage.

Curved Shot (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Bouncing Shot

You can make a ranged attack that ignores concealment of half or quarter cover.

Defensive Bow Stance (4 AP)


  • Usage: Bonus Action
  • Duration: Instant

Until the start of your next turn, your ranged attacks do not provoke attacks of opportunity.

Distracting Attack (5 AP)


  • Usage: Bonus Action
  • Duration: Instant

You must declare before you make an attack, but if the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Fighting Style: Combat Medic (6 AP)


  • Usage: Action
  • Duration: Instant

When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. Alternately, you can spend one use of a healer's kit to tend to an injured creature and restore 1d6+4 hit points to it. The creature can't regain hit points from this feature again until it finishes a rest.

Fighting Style: Ranged Dueling (6 AP)


  • Usage: Reaction
  • Duration: Instant

When you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage.

Chapter 4: Classes

Headshot (7 AP)


  • Usage: 3 Rounds
  • Duration: Instant
  • Prerequisite: Sniper’s Nest

You learn to line up the 'perfect shot'. If a Sniper studies their target for 3 rounds without being damaged, they can make a Headshot as a full-round action. This delay of study is reduced to a single round if the Sniper stays still in their Sniper Nest without being attacked. If they are damaged, the Sniper must make a DC (10 + damage taken) Concentration check or restart their study. The Sniper makes a ranged attack roll against their target, which is denied its armor and shield bonuses to Physical Defense, due to the Sniper specifically aiming for a weak point. The target takes max damage from the attack.

Headshot cannot be used against plants, undead, or other creatures without discernible anatomies.

Hobbling Attack (5 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

When you hit with this attack, the target of the attack’s move speed is reduced by 1/2 for 1d4 rounds.

Infiltration Gas (7 AP)


  • Usage: Action
  • Duration: Instant

When your attack hits, it releases a gas that incapacitates any enemy within 10 feet of the target.

Long-Range Precision 2 (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Long-Range Precision

A Sniper may make a single precisely aimed attack with a ranged weapon, dealing an extra 2d8 points of damage if the attack hits. When making a long-range precision attack, a Sniper must be within the close range of the ranged weapon.

Unlike with a knave’s sneak attack, the Sniper’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, then the extra precision damage stacks with sneak attack damage. This ability also allows a Sniper to make sneak attacks beyond the usual 30ft limit. Like a sneak attack, Long-Range Precision cannot be used against plants, undead, or other creatures without discernible anatomies.

Manyshot (5 AP)


  • Usage: Action
  • Duration: Instant

You gain the ability to fire two arrows at a single opponent within range. Both arrows use the same attack roll to determine success (with a -4 penalty on the roll) and deal normal damage as two normal attacks. The penalties for Manyshot stack with any range increment penalties.


One Shot, One Kill (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Observer

You add your Sense modifier to damage rolls on a successful hit with a ranged attack.

Rattling Strike (5 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

You declare this before you make an attack, but if the attack hits, the target is shaken for 1d4 rounds.

Second Chance Strike (7 AP)


  • Usage: Reaction
  • Duration: Instant

When you miss with a melee attack, you may reroll your attack at a –5 penalty.

Sniper’s Shot: Torso (5 AP)


  • Usage: Action
  • Duration: Instant

Target must make a Toughness Saving Throw or be Stunned for 1 round.

Tangling Attack (6 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

If your ranged attack hits, the target is entangled for 1d4 rounds.

Team Defense (7 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Teammate

For 1d4 rounds, if you and your teammate can see each other, you both have advantage on all saving throws.

Upending Strike (4 AP)


  • Usage: Action
  • Duration: Instant

If the attack hits, you may make a trip attempt against the target without provoking an opportunity attack.

Vengeance Strike (5 AP)


  • Usage: Reaction
  • Duration: Instant

When an enemy within 30ft of you hits an ally with a melee or ranged attack, you can make a single attack against the creature who attacked your ally.

Chapter 4: Classes

Tier 2

Fighting Style: Critical Striking (Passive)

Your weapon attacks and unarmed strikes score automatically score critical hit on a roll of 19 or 20.

Fleet of Foot (Passive)

You can use the Move action as a bonus action on your turn.

Improved Sniper (Passive)

Prerequisite: Sniper, Arcane Aim and Pinpoint Targeting

Your range increments are 50% longer than they would ordinarily be. Any benefit of being within 30ft of an opponent is retained out to 120ft.

Sniper Training 3 (Passive)

Prerequisite: Sniper Training 2

Choose Bow or Crossbow and gain a +3 bonus on Attack and Damage rolls with that weapon.

Armor Piercing (10 AP)


  • Usage: Action
  • Duration: Instant

You use ammo specially made to pierce heavy armor, and the person inside it. The target gains a -2 to their Physical Defense rolls against your attack.

Bolster Companion (10 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Sniper’s Counsel, Teammate

When one of your allies is hit with a physical attack or a combat maneuver. Their physical defense increases by +4 for the purposes of that attack. If the attack still hits, they only take half damage (if any). The ally must be able to see and hear you to gain the benefit.

Consistent Aim (11 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Take Aim

You can reroll one ranged weapon attack you have just missed. You must use the new result.

Coordinated Volley (12 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Coordinated Attack, Volley

You instruct your teammate to use their full round to make a ranged attack against any number of creatures within 10 feet of a point they can see within their weapon's range. They must have ammunition for each target, as normal, and must make a separate attack roll for each target.


Corruption Oil (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Concoct Poison

When using your personal poison, you deal additional poison damage equal to your Physical Aptitude Bonus.

Cunning Pantomime (8 AP)


  • Usage: Action
  • Duration: Instant

You can communicate with a single creature in their own language; however, because the communication is slow and lacks subtlety, you suffer a –4 penalty on all Deception and Persuasion checks relating to the creature you’re communicating with when using this.

Hateful Attack (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Targeted Foe

You double the critical range of your weapon for this attack. This does not stack with other abilities that increase a weapon’s critical range.

Long-Range Precision 3 (13 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Long-Range Precision 2

A Sniper may make a single precisely aimed attack with a ranged weapon, dealing an extra 3d8 points of damage if the attack hits. When making a long-range precision attack, a Sniper must be within the close range of the ranged weapon.

Unlike with a knave’s sneak attack, the Sniper’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, then the extra precision damage stacks with sneak attack damage. This ability also allows a Sniper to make sneak attacks beyond the usual 30ft limit. Like a sneak attack, Long-Range Precision cannot be used against plants, undead, or other creatures without discernible anatomies.

Quick Healing (11 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Fighting Style: Combat Medic

You can make a Medicine check to administer first aid on an adjacent dying character with Advantage.

Rapid Shot (12 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Learned Anatomy

You make an additional attack with a ranged weapon. You must have made at least one attack this turn.

Chapter 4: Classes

Regroup (10 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Sniper’s Counsel, Teammate

When an ally moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get opportunity attacks against it when it moves from that square. The ally must end this movement in a square adjacent to you. Allies must be able to see and hear you to take this movement.

Shatter Strike 2 (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shatter Strike

You gain the ability to shatter the weapons of your opponents. You may break an opponent's held weapon if that weapon is made of Iron and Steel.

Steady Aim (14 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Curved Shot, Take Aim

Your aim becomes deadly. You can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

  • The attacks ignore half and three-quarters cover.
  • On each hit, the weapon deals additional damage to the target equal to 2 + half your Archer level.

Sniper 2 (9 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Sniper

You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit an unintended target in close combats or grapples until the start of your next turn.

Sniper’s Shot: Hand (11 AP)


  • Usage: Action
  • Duration: Instant

Target drops what they are holding in one hand, and cannot pick it up for 1 round.

Sniper’s Shot: Foot (13 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Crippling Shot

Target's speed becomes 0 for 1 round.


Special Shot (14 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Learned Anatomy and Sniper’s Shot (any)

You have learned the weak points on more unusual targets and how to take advantage of them, such as beheading a Vampire or the fracture point of a Stone Golem. You grant yourself the ability to ignore damage resistances for 1d6 rounds.

Vengeance Strike 2 (12 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Vengeance Strike

You can use this trick as an immediate action when an enemy within 60ft of you hits an ally with a melee or ranged attack. You can make a single attack at your highest base attack bonus against the creature who attacked your ally.

Tier 3

Fighting Style: Improved Mobility (Passive)

Prerequisite: Fighting Style: Mobility

You gain a +2 bonus to Physical Defense, and your walking speed increases by 20 feet. This replaces the bonus gained by Fighting Style: Mobility.

Iron Will (Passive)

Prerequisite: Defensive Bow Stance

Your will to survive gives you proficiency with all saving throws.

Sniper Training 4 (Passive)

Prerequisite: Sniper Training 3

Choose a Bow or Crossbow and gain a +4 bonus on Attack and Damage rolls with that weapon.

Armor Piercing 2 (20 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Armor Piercing

You use ammo specially made to pierce heavy armor, and the person inside it. The target gains a -4 to their Physical Defense rolls against your attack.

Close-Quarters Shooting (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Defensive Bow Stance

You learn to handle yourself in close combat. You make a ranged attack roll within 5 feet of an enemy with a +2. If you hit, that creature can’t take reactions until the end of their next turn.

Chapter 4: Classes

Decrepifying Oil (16 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Concoct Poison

The target makes a Toughness saving throw and is slowed to 0ft movement for 1d4 rounds and can't make opportunity attacks on a failed save.

Double Headshot (18 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Headshot

You may target two targets instead of one as per headshot instead of one, but doing so gives you a -2 on all physical attack rolls until the start of your next turn.

Expert Sniper (17 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Sniper Training 3

You reduce the penalty on your Stealth checks to stay hidden while sniping by 10 for the duration.

Ghost In The Walls (18 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)

You may choose to become Ethereal for up to 10 rounds. While ethereal, you appear to be a translucent black and white figure. Additionally, anyone who sees you and then looks away from you must make a Sense Saving Throw or lose all memory of having seen you for that period of time. This memory may not be regained through any means except by a Wish spell.

Ignition Oil (18 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Concoct Poison

Your poison deals an additional 2d6 fire damage.

Improved Critical (19 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Sniper Training 3

Your critical range increases by 2 for the duration.

Improved Sniper 2 (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Improved Sniper and Sniper 2

Your attack gains a +2 when firing a ranged weapon into melee and grapples


Long-Range Precision 4 (20 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Long-Range Precision 3 and Fighting Style: Long Range Shooter

A Sniper may make a single precisely aimed attack with a ranged weapon, dealing an extra 4d8 points of damage if the attack hits. When making a long-range precision attack, a Sniper must be within the close range of the ranged weapon.

Unlike with a knave’s sneak attack, the Sniper’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, then the extra precision damage stacks with sneak attack damage. This ability also allows a Sniper to make sneak attacks beyond the usual 30ft limit. Like a sneak attack, Long-Range Precision cannot be used against plants, undead, or other creatures without discernible anatomies

Manyshot 2 (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Manyshot

You gain the ability to fire three arrows at a single opponent within range. Both arrows use the same attack roll to determine success (with a -4 penalty on the roll) and deal normal damage as three attacks. The penalties for Manyshot stack with any range increment penalties.

Return Fire (15 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Fighting Style: Ranged Dueling, Defensive Bow Stance

When ranged attackers that you can see attack you, you can use your reaction to return a single arrow attack at each attacker.

Snap Shot (17 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Aiding Attack, and Sniper Training 2

You are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack, with no penalty.

Sniper 3 (18 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Sniper 2

Your ranged attacks ignore Cover Bonuses of 3/4th cover or less until the start of your next turn.

Sniper’s Shot: Head (20 AP)


  • Usage: Action
  • Duration: Instant

Target takes an additional 2d10 piercing damage.

Chapter 4: Classes

Stop For Nothing 2 (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Stop for Nothing

Your arrows let nothing stand between them and their target. Your bullets can now freely penetrate materials with a hardness of 18 and up to 8 inches thick, doing an additional 1d6 damage. This feature doesn't apply to penetrating through a conscious creature's defense, but going through objects they are hiding behind.

Tier 4

Advanced Vision (Passive)

Prerequisite: Iron Will

In order to increase your killing performance, you have trained your eyes, if you don't already have darkvision you gain this property. if you already have darkvision increase the range by 30ft.

Aimed Shot (Passive)

Prerequisite: Improved Sniper 2, Consistent Aim

You can aim your shots directly at the target. The first attack you make automatically hits.

Perfect Catalyst (Passive)

Prerequisite: Concoct Poison

You have perfected their craft of poisons and oils. You gain a +2 to the save dc for your poisons

Sniper Training 5 (Passive)

Prerequisite: Sniper Training 4

Choose Bow or Crossbow weapon group and gain a +5 bonus on Attack and Damage rolls.

Undeniable Damage (Passive)

Your damage may not be lowered nor mitigated by damage resistance.

Harm or Heal (25 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Team Defense, Quick Healing

When you attack a single enemy, you can choose to either deal an additional 3d6 damage or heal for 4d6 instead. This healing can be applied to you or any ally within 30 ft.

Improved Critical 2 (24 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Improved Critical

Your critical range increases by 3 for the duration.

Improved Rapid Shot (22 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Rapid Shot and Manyshot

You make two additional attacks with a ranged weapon. You must have made at least one attack this turn.


Improved Sniper 3 (26 AP)


  • Usage: Full Round Action
  • Duration: Instant
  • Prerequisite: Improved Sniper 2 and Sniper 3

Total cover does not impedes your aim as long as you are aware of the enemies presence through visual or verbal confirmation, but you take a -4 to hit such a target.

Long-Range Precision 5 (26 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Long-Range Precision 4 and Improved Sniper

A Sniper may make a single precisely aimed attack with a ranged weapon, dealing an extra 5d8 points of damage if the attack hits. When making a long-range precision attack, a Sniper must be within the close range of the ranged weapon.

Unlike with a knave’s sneak attack, the Sniper’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, then the extra precision damage stacks with sneak attack damage. This ability also allows a Sniper to make sneak attacks beyond the usual 30ft limit. Like a sneak attack, Long-Range Precision cannot be used against plants, undead, or other creatures without discernible anatomies

Master Sniper (24 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Expert Sniper

While hiding, you can make many ranged attacks at your highest attack bonus as a full-round action and then immediately use Stealth again. You take the normal penalties on your Stealth check to remain hidden. Effects that modify sniping apply to this full-round action.

Plague Oil (22 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Corruption Oil, Perfect Catalyst

Deal double residual poison damage when using your poison.

Rapid Strikes (22 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Snap Shot

You learn to trade accuracy for faster strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to instead make 2 additional shot against the same target as a part of that action.

Shatter Strike 3 (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shatter Strike 2

You gain the ability to shatter the weapons of your opponents. You may break an opponent's held weapon if that weapon is made Silver or Mithral.

Chapter 4: Classes

Sniper 4 (22 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Sniper 3

Opponents struck by your ranged attacks do not automatically know what square your attack came from, and must attempt to find you normally for the duration.

Superior Team Defense (23 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Team Defense

Whenever an attacker that you or your teammate can see hits with a physical attack, either of you can use your reaction to halve the attack’s damage against the target.

Tier 5

Sniper Training 6 (Passive)

Prerequisite: Sniper Training 5

Choose Bow or Crossbow weapon group and gain a +6 bonus on Attack and Damage rolls.

True Marksman (Passive)

Prerequisite Undeniable Damage, Aimed Shot, Master Sniper

Your Dexterity and Sense scores increases by 2. In addition, you never have disadvantage on attack rolls with ranged weapons.

Armor Piercing 3 (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Armor Piercing 2

You use ammo specially made to pierce heavy armor, and the person inside it. The target gains a -4 to their Physical Defense rolls against your attack.

Combustion Oil (31 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Ignition Oil, Perfect Catalyst

You poison deals an additional 4d6 fire damage. Flammable objects that aren’t carried or worn are ignited.

Improved Critical 3 (34 AP)


  • Usage: Bouns Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Improved Critical 2

Your critical range increases by 5 for the duration.

Improved Sniper 4 (29 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Improved Sniper 3 and Sniper 4

Opponents struck by your attack do not automatically know what square your attack came from, and are dazed and confused for the duration.


Long-Range Precision 6 (32 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Long-Range Precision 5 and Improved Sniper 3

A Sniper may make a single precisely aimed attack with a ranged weapon, dealing an extra 6d8 points of damage if the attack hits. When making a long-range precision attack, a Sniper must be within the close range of the ranged weapon.

Unlike with a knave’s sneak attack, the Sniper’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, then the extra precision damage stacks with sneak attack damage. This ability also allows a Sniper to make sneak attacks beyond the usual 30ft limit. Like a sneak attack, Long-Range Precision cannot be used against plants, undead, or other creatures without discernible anatomies

Petrifying Oil (33 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Decrepifying Oil, Perfect Catalyst

The target makes a Toughness saving throw and is permanently petrified on a failed save.

Rain of Death (30 AP)


  • Usage: 5 rounds
  • Duration: Instant
  • Prerequisite: Double Headshot, Undeniable Damage, Master Sniper

You make your opening barrage count to devastating effect. By observing a group of foes without being detected for 5 rounds, a Sniper may make a number of Headshots equal to the half of your Dexterity modifier (minimum 3), but only if no attacks have been made by you during the combat up until this point.

Sniper 5 (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Sniper 4

If you hit an opponent with this attack, it is counted as a critical threat, and your roll is merely to confirm the critical.

Stop For Nothing 3 (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Stop for Nothing 2

Your arrows let nothing stand between them and their target. Your bullets can now freely penetrate materials with a Hardness of 22 and up to 12 inches thick, doing an additional 1d8 damage. This feature doesn't apply to penetrating through a conscious creature's defense, but going through objects they are hiding behind.

Chapter 4: Classes

Superior Coordinated Attack (29 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Coordinated Volley, Team Defense, and Master Sniper

You make a special ranged attack. You always have advantage on this attack roll. On a hit, you deal double damage, bypassing all damage resistances. If your teammate can see you, they can use their reaction to make the same special attack.

Chapter 4: Classes

Berserker

The Berserker was designed and constructed with brute strength and tenacity in mind. They are often found up front slogging away at opponents.

Class Features

As a Berserker, you gain the following class features

Ability Modifier


  • Toughness: +1 at 1st level

Hit Points


  • Hit Dice: 1d12 per Berserker level
  • Hit Points at 1st Level: 12 + your Toughness modifier
  • Hit Points at Higher Levels: 1d12 (7) + your Toughness modifier per Berserker level after 1st

Arcana Points


  • Hit Dice: 1d4 per Berserker level
  • Hit Points at 1st Level: 4 + your Arcana modifier
  • Hit Points at Higher Levels: 1d4 (3) + your Arcana modifier per Berserker level after 1st

    Proficiencies


  • Armor: Any 1 group
  • Weapons: Any 2 groups
  • Tools: None

  • Saving Throws: Any 2 saving throws
  • Skills: Any 3 skills
The Berserker
Level Physical Bonus Arcane Bonus Tricks Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
1st +2 +0 TGH-1 TGH-2 TGH-3 TGH-4 TGH-5 TGH-6
2nd +3 +0 TGH TGH-1 TGH-2 TGH-3 TGH-4 TGH-5
3rd +4 +0 TGH TGH-1 TGH-2 TGH-3 TGH-4 TGH-5
4th +5 +0 TGH+1 TGH-1 TGH-2 TGH-3 TGH-4 TGH-5
5th +6 +1 TGH+1 TGH TGH-1 TGH-2 TGH-3 TGH-4
6th +7 +1 TGH+2 TGH TGH-1 TGH-2 TGH-3 TGH-4
7th +8 +1 TGH+2 TGH+1 TGH-1 TGH-2 TGH-3 TGH-4
8th +9 +1 TGH+3 TGH+1 TGH TGH-1 TGH-2 TGH-3
9th +10 +2 TGH+3 TGH+2 TGH TGH-1 TGH-2 TGH-3
10th +11 +2 TGH+4 TGH+2 TGH+1 TGH-1 TGH-2 TGH-3
11th +12 +2 TGH+4 TGH+3 TGH+1 TGH TGH-1 TGH-2
12th +13 +2 TGH+5 TGH+3 TGH+2 TGH TGH-1 TGH-2
13th +14 +3 TGH+5 TGH+4 TGH+2 TGH+1 TGH-1 TGH-2
14th +15 +3 TGH+6 TGH+4 TGH+3 TGH+1 TGH TGH-1
15th +16 +3 TGH+6 TGH+5 TGH+3 TGH+2 TGH TGH-1
16th +17 +3 TGH+7 TGH+5 TGH+4 TGH+2 TGH+1 TGH
17th +18 +4 TGH+7 TGH+6 TGH+4 TGH+3 TGH+1 TGH
18th +19 +4 TGH+8 TGH+6 TGH+5 TGH+3 TGH+2 TGH+1
19th +20 +4 TGH+8 TGH+7 TGH+5 TGH+4 TGH+2 TGH+1
20th +22 +4 TGH+9 TGH+7 TGH+6 TGH+4 TGH+3 TGH+2

Chapter 4: Classes

Beyond the options available to all Berserkers, there are 3 Specializations for Berserker. The Rage Warrior, Pack Fighter, and Disciplined all add numerous options for you to expand Berserker's capabilities.

Rage Warrior

Rage Warrior Berserkers are capable of amazing feats through harnessing and weaponizing thier anger and ferocity into each and every attack and by improving their Rage.

Pack Fighter

Pack Fighter Berserkers are a much more strategic variation of Berserkers, which focus on working with allies and focusing more on technique and tactics rather than their own brute strenght.

Disciplined

Discilpined Berskerers have spent years meditating and honing the cosmic forces of the universe in order to enable them greater power over their opponents.

Core Capabilities

Tricks

Rage Power: Swift Foot (Passive)

You gain a +10 foot bonus to your movement speed while raging.

Tattoo: Lion (Passive)

Prerequisite: Tattoos

You cannot be frightened for the duration of your active Tattoos. If you are frightened before this tattoo is activated, effects are suppressed until the end of the duration.

Tattoo: Mark of the Bull (Passive)

Prerequisite: Tattoos

When tattoos are active, this tattoo increases the subject's hit point maximum by one up to their level.

Tattoo: Tattoo of Leaping (Passive)

Prerequisite: Tattoos

When tattoos are active, this tattoo is to be placed identically on both legs and it causes the wearers jumping distance to be double. (Horizontally and Vertically)

Tattoo: Venom Ward (Passive)

Prerequisite: Tattoos

When tattoos are active, this tattoo gives the user advantage on saving throws against poison.

Giant Killer (1 AP)


  • Usage: Reaction
  • Duration: Instant

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.


Rage (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+TGH)

You can call upon inner reserves of strength and primal ferocity, granting additional combat prowess. Temporary increases to Toughness, such as those gained from rage and spells like Enhance Ability, do not increase the number of rounds. Entering or exiting rage is a bonus action. Upon completing a rage, you are considered fatigued for a number of hours equal to 1/2 of your Toughness modifier (minimum 1) or until the status is removed and cannot rage until the fatigue is resolved.

While in rage, the following modifiers are applied, if not wearing heavy armor:

  • +2 bonus to Strength rolls and saves
  • +2 morale bonus on Sense rolls and saves
  • -2 on Physical Defense rolls
  • -4 on Arcane Defense rolls
  • Temporary 1d12 hit points at the start of the rage.
  • Temporary 1d8 Arcana Points at the start of the rage.
  • Unable to cast sustained spells.
  • Disadvantage on Personality based rolls, including saving throws.
  • Able to use any of your acquired Rage Powers.

Rage Power: Armor Ripper (2 AP)


  • Usage: Action
  • Duration: Instant

While in rage, you gain a +2 bonus on checks made to sunder.

Rage Power: Intensify Rage (3 AP)


  • Usage: Reaction
  • Duration: Instant

As a reaction to entering rage, a berserker can decide to decrease the rage’s duration and increase its potency. You decide how many rounds less will the rage last no to exceed your Toughness modifier. For each round subtracted, your Strength increases by additional +1 for the duration of that rage.

Rage Power: Intimidating Glare (1 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

While raging, you can Intimidate an opponent as an Action causing them to become shaken for 1d4 rounds.

Rage Power: Knockback (0 AP)


  • Usage: Action
  • Duration: Instant

While raging, you can make a bull rush without provoking an opportunity attack.

Rage Power: Knockdown (0 AP)


  • Usage: Action
  • Duration: Instant

While raging, you can make a trip attack without provoking an opportunity attack.

Chapter 4: Classes

Rage Power: Powerful Blow (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

While raging, you can add your Toughness modifier to your damage on a successful hit as a bonus action.

Rage Power: Renewed Vigor (2 AP)


  • Usage: Action
  • Duration: Instant

While raging, your adrenaline kicks in causing you to regain 2d4 HP.

Rage Power: Thunderous Blows (1 AP)


  • Usage: Action
  • Duration: Instant

While raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw. On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.

Reckless Attack (2 AP)


  • Usage: Action
  • Duration: Persist (1 round)

When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on physical attacks, but you suffer disadvantage on defense rolls until the start of your next turn.

Reckless Stance (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You can attack with abandon at the expense of your defense. You gain a +1 bonus on attack rolls, but take a –1 penalty to Physical Defense for the duration. You cannot enter this stance while raging.

Regenerative Stance (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You can replenish 1d4 hit points each round for the duration. You cannot enter this stance while raging.

Shout (3 AP)


  • Usage: Action
  • Duration: Persist (1d4+PRS rounds)

You temporarily gain +2 bonus on Personality, and can roar with fury as an action each round. If you do, opponents within 60 feet who fail a Sense saving throw are shaken for 1d6 rounds and take 1d4 point of Thunder damage. You can opt not to deal damage if desired.

This ability is not a form of rage and a shouting barbarian can act normally and suffers no ill effect when the power wears off.


Shout: Battle Yell (3 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout

Your shouting not only scares enemies, but also encourages allies. Whenever he shouts, all allies within 60 feet gain +4 morale bonus against fear effects and +1 morale bonus on attack rolls against all creatures shaken, frightened, or panicked by a shout.

Shout: Howl (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout

You can scream a bone-chilling howl as a full-round action. Opponents within 60 feet who fail Sense saving throw are frightened of barbarian for 1d6 rounds.

Tattoos (0 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+TGH rounds)

A barbarian’s body is covered with ritual tattoos. Those tattoos may take various forms and shapes. They can be painted, burned or carved into skin, fur or scales, and are usually symbols that represent ideas important to a barbarian.

Activating tattoos is a bonus action that does not provoke attack of opportunity. He temporarily always gains

  • +4 luck bonus to Physical Defense
  • +2 Luck bonus to Arcane Defense
  • +2 morale bonus on all saving throws
  • A 2 HP regeneration per turn.

This ability is not a form of rage and when using tattoos you can act normally and suffer no ill effect when the power wears off. You cannot use this ability if you're wearing Medium or Heavy armor and tattoos must be uncovered as they must be touched to be activated.

Tattoo: Bat (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoos

You can glide on the wind like a graceful bat. You take no fall damage up to 30 ft.

Tattoo: Bull (3 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoos

You take on the powerful shoving capabilities of the bull. When you shove a creature, instead of forcing them back 5 feet, you force them back 10 feet.

Chapter 4: Classes

Tattoo: Chilling Mark (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoos

This tattoo allows the wearer to cast Ray of Frost even while in Rage.

Tattoo: Mark of Flame (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoos

This tattoo allows the wearer to cast Fire Bolt even while in Rage.

Tattoo: Monkey (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Tattoos

Your grip is as tight as that of a monkey. You can use the larger die of a versatile weapon while wielding it in one hand for the duration.

Tattoo: Panther (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoos

Your leaps are as powerful of a pouncing panther. You add half of your berserker level to the distance of your long jumps, and to the height of your high jumps.

Tattoo: Porcupine (1 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoos

Sharp spines from a porcupine form on your body. As a reaction to a creature within 5 feet of yourself making a melee attack on yourself, you can deal piercing damage to the creature equal to 1d4 + half of your barbarian level.

Tattoo: Shark (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Tattoos

Your teeth sharpen like the fangs of a shark. Yougain a bite attack that deals 1d6 piercing damage, and count as magical for the purpose of overcoming immunity and resistance, for the duration.

Tattoo: Snake (3 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Tattoos

You can identify critical weaknesses in a creature's defenses, like a snake. You have advantage on opportunity attacks for the duration.


Tattoo: Spider (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Tattoos

You can cling to walls as easily as a spider, granting you a climb speed equal to your base movement speed for the duration.

Tattoo: Turtle (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1 round)
  • Prerequisite: Tattoos

You are as defensive as a turtle. While raging and not wielding a shield, your Physical Defense and Arcane Defense increase by 2, until the end of your next turn.

Tattoo: Owl (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Tattoos

You are as wise as an owl. You have advantage on Sense saving throws for the duration.

Tattoo: Wolf (1 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Tattoos

You can cooperate with your allies just as well as a pack of wolves. When you use your Reckless Attack feature, you can choose one willing creature with 5 feet of yourself. That creature gains the benefits and downsides of your Reckless Attack feature until the start of your next turn.

Taunt (1 AP)


  • Usage: Action
  • Duration: Instant

Taunt a creature within 30 feet to attack you. If the selected creature(s) fails its Sense save, they must use all actions to attack you. Range extends to 60 feet while raging.

Target’s allies can attempt to calm it down as a full-round action. This grants the target another Sense save to resist.

Unyielding Stamina (1 AP)


  • Usage: Reaction
  • Duration: Instant

Whenever you fail a Toughness save against a spell, you gain one of two possible benefits as a reaction. If a spell has duration other than instant or permanent, the duration is halved for you. If the spell deals damage, you take only half.

Wrath (2 AP)


  • Usage: Action
  • Duration: Instant

You can make one physical attack against anything that dealt damage to you in the previous round with a +2.

Chapter 4: Classes

Tier 1

Rage Power: Swift Foot 2 (Passive)

Prerequisite: Rage Power: Swift Foot

You are able to move quicker by tapping into your internal adrenaline, thereby granting you a +20 foot bonus to your movement speed while raging.

Tattoo: Eye of Darkvision (Passive)

Prerequisite: Tattoos

A complex tattoo of an eye with a slit pupil is made on the subject. When tattoos are active, this tattoo gives the wearer 60 feet darkvision. If the wearer already has darkvision up to 60 feet, their darkvision expands to 120 feet.

Tattoo: Mark of the Elvenkind (Passive)

Prerequisite: Tattoos

When tattoos are active, this mark imbues its wearer with the benefits of Fey Blood, granting them immunity to magical sleep and advantage on saving throws against being charmed.

Tattoo: Mark of the Hummingbird (Passive)

Prerequisite: Tattoos

When tattoos are active, this tattoo gives the wearer +2 to initiative rolls.

Tattoo: Tattoo of Striding (Passive)

Prerequisite: Tattoos

When tattoos are active, this tattoo gives the wearer an additional 5 feet of movement.

Unhindered Rage (Passive)

Prerequisite: Rage

Your rage bonuses are now granted even while wearing heavy armor.

Withstand Elemental Fury (Passive)

Prerequisite: Any one Tattoo

When your tattoos are active, you also gain Cold and Fire resistance 5.

Battlerager Armor (4 AP)


  • Usage: Bonus Action
  • Duration: Instant

You gain the ability to use spiked armor as a weapon. While you are wearing spiked armor, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.


Death Curse: Acid (7 AP)


  • Usage: Action
  • Duration: Instant

You channel the power of acid. Your melee attacks deal an additional 1d4 acid damage. If you are knocked unconscious or killed by an attack or spell, the attacker suffers the Curse of Death on a failed Sense save.

Curse of Death: On a failed Sense save, Target is no longer affected by healing spells and can’t heal damage naturally by resting.

Death Curse: Flame (6 AP)


  • Usage: Action
  • Duration: Instant

You channel the power of fire. Your melee attacks deal an additional 1d4 fire damage. If you are knocked unconscious or killed by an attack or spell, the attacker suffers the Curse of Fire on a failed Sense save.

Curse of Fire: On a failed Sense Save, target becomes vulnerable to fire.

Death Curse: Flood (4 AP)


  • Usage: Action
  • Duration: Instant

You channel the power of water. Your melee attacks deal an additional 1d4 frost damage. If you are knocked unconscious or killed by an attack or spell, the attacker suffers the Curse of Drowning on a failed Sense save.

Curse of Drowning: On a failed Sense Save, target is unable to breathe water even with magic, can hold its breath only half as long as normal, and is sickened whenever it holds its breath.

Death Curse: Ice (6 AP)


  • Usage: Action
  • Duration: Instant

You channel the power of ice. Your melee attacks deal an additional 1d4 of frost damage. If you are knocked unconscious or killed, the target suffers the Curse of Frost on a failed Sense save.

Curse of Frost: On a failed Sense save, target becomes vulnerable to frost.

Death Curse: Spark (6 AP)


  • Usage: Action
  • Duration: Instant

You channel the power of electricity. Your melee attacks deal an additional 1d4 lightning damage. If you are knocked unconscious or killed by an attack or spell, the attacker suffers the Curse of Electricity on a failed Sense save.

Curse of Electricity: On a failed Sense save, target becomes vulnerable to lightning.

Chapter 4: Classes

Fetish (6 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+SEN rounds)

You believe that collecting fragments of defeated opponents grants him some part of their strength and power. It's typical to harvest ears, fangs, fingers , and fashion them into necklaces, belts, or bracelets. Some go as far as making whole clothing from the skin of fallen foes. Berserkers should collect one kind of above-mentioned “items”.

Invoking power does not provoke attacks of opportunity. He temporarily gains the following:

  • +2 bonus to Strength
  • +2 bonus to Dexterity
  • +2 bonus to Sense
  • Base land speed increases by 10 feet

This ability is not a form of rage and when invoking power can act normally and suffer no ill effect when the power wears off.

Glare of the Outsider (7 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Wear The Outsider Skin

While you are wearing the outsider skin, you gain the ability to shoot rays from your eyes. As an action, you can create a ray of acid, fire, or poison and hurl it at a target within 120 feet of you. On a hit, the target takes 2d6 acid, fire, or poison damage of your choice.

Rage Power: Berserker Smite (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage

You can expend a round of Rage to deliver a powerful blow. You make a single attack roll with a -5 penalty, if the attack hits, it becomes an automatic critical threat (confirmation is rolled normally); if the enemy is knocked out or killed from this attack, cleave or similar feats do not apply.

Rage Power: Taunting Glare (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Taunt and Rage Power: Intimidating Glare

Your gaze alone invokes the need to attack you in your foes. Opponent is both Intimidated and must use all actions in their next turn to attack you. Allies of the target can no longer attempt to “snap” them out of it.

Rage Power: Vicious Attack (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Powerful Blow

When you make a successful attack, you add 1 extra damage die to your damage roll, and the target bleeds out at a rate of 1 per round for d4 rounds.


Shout: Piercing Yell (5 AP)


  • Usage: Full-Round Action
  • Duration: Persist (1d8 minutes)
  • Prerequisite: Shout: Howl

You can produce a painful scream as a full-round action. Opponents within 60 feet who fail Toughness saving throw become deafened for the duration.

Stance of the Mountain (5 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. You cannot be knocked prone for the duration.

Strength Stance (6 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)

You gain a +2 competence bonus on all combat maneuvers (such as grapple, trip, sunder, ect;). In addition, you gain a +4 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). You cannot enter this stance while raging.

Tattoo: Claw of the Dragon (4 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Tattoos

You can activate the tattoo as a bonus action, all melee weapon attacks deal an additional 1d6 damage of the chosen type (Acid, Lightning, Poison, Fire, or Cold) for the duration.

Tattoo: Eye of Truesight (7 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Tattoos

A complex tattoo of an open eye to be placed on the forehead. This tattoo gives the wearer the ability to activate truesight up to 60 feet for the duration.

Tattoo: Mark of the Child (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoos

This tattoo looks like a small human child and is on the upper chest. It gives you the ability to cast the alarm spell without using spell components.

Tattoo: Mark of the Dryad (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoos

This tattoo looks like some form of plant life (roses, ivy, etc) and spirals all the way along its wearer's arm. As an action, the wearer of this tattoo may cast the Entangle spell.

Chapter 4: Classes

Tattoo: Mark of the Ghast (4 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Tattoos

This tattoo resembles swirling mist which wraps up and around the arm of the wearer. The wearer may activate this tattoo as a bonus action, causing the lines of this tattoo to glow slightly and their arm to change shape. The wearer's arm pales in color and grows into that of a ghoul, fingers sharpening and elongating into a terrible clawed hand. Any article of clothing not meant to accommodate the change in limb size is destroyed in the process. If the arm is covered in armor not meant to accommodate the change in limb size, the limb change does not take place. A melee attack with this arm does 1d6 slashing damage and 1d6 cold damage.

Tattoo: Mark of the Pit Fiend (4 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Tattoos

This tattoo resembles hellish imagery mixed with infernal runes which wraps up and around the arm of the wearer. The wearer may activate this tattoo as a bonus action, causing the runes of this tattoo to glow slightly and their arm to change shape. The wearer's arm grows disproportionately larger and becomes scaly and red, their hand tipped with razor sharp, black claws. Any article of clothing not meant to accommodate the change in limb size is destroyed in the process. If the arm is covered in armor not meant to accommodate the change in limb size, the limb change does not take place. A melee attack with this arm does 1d6 slashing damage and 1d6 fire damage.

Tattoo: Mark of the Ranger (4 AP)


  • Usage: Bonus Action
  • Duration: Persist (1 round)
  • Prerequisite: Tattoos

This tattoo allows the wearer to grant themselves a +1 to attack rolls made with any bows or crossbows as a bonus action until the end of your next turn.

Tattoo: Mark of the Telepath (6 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Tattoos

This tattoo gives the wearer the ability to open a two-way, telepathic conversation with an intelligent creature within 120 feet. The two creatures must share a language in order to communicate. If desired, the creature may attempt to resist this communication with a successful Sense save against your spell save DC.

Tattoo: Mark of the Warrior (4 AP)


  • Usage: Bonus Action
  • Duration: Persist (1 round)
  • Prerequisite: Tattoos

This tattoo allows the wearer to grant themselves a +1 to attack rolls made with any melee weapon as a bonus action until the end of your next turn.

Tattoo: Maw of the Dragon (7 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoos

You gain a breath weapon and can activate the tattoo to exhale energy of the chosen type (Acid, Lightning, Poison, Fire, Cold) in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

Tattoo: Spirit Walker's Sigil (5 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Tattoos

This tattoo is a symbol of the ancestral plane. As a bonus action, you can activate the tattoo, causing your physical body to softly dissolve into an ethereal mist. Until the end of your turn, you may move through solid matter with ease; if you end your turn while still in solid matter, you are immediately ejected to the nearest open space and take 1d6 force damage per 5 feet you were ejected.

Tattoo: Tattoo of Iron (6 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Tattoos

This tattoo allows the wearer to use their reaction to activate it and reduce non-magical bludgeoning, slashing, or piercing damage they take by 1d8.

Tattoo: Tattoo of Minor Protection (5 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Tattoos

This tattoo allows the wearer to grant themselves a +1 to Defense Rolls and Saving Throws for the duuration.

Wear the Outsider Skin (4 AP)


  • Usage: Action
  • Duration: Persist (1d20 rounds)

As an action, you can don the skin and call upon the powers of the outsider. When you do so, you gain the following benefits for 1 minute:

  • You gain Darkvision out to a range of 60 feet. If you already have it, its range increases to 90 feet.
  • You gain a +2 bonus to Defense rolls.
  • You can spit acid, fire or poison by making a ranged weapon attack with a range of 10/30 feet. It deals 1d10 damage.
  • You have disadvantage on ability checks you make using Personality because of your unearthly look.

As an action, you can take the skin off.

Chapter 4: Classes

Tier 2

Feral Senses (Passive)

Prerequisite: Rage Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Fetish: Faith in Victory (Passive)

Prerequisite: Fetish

While invoking Fetish power, you become immune to fear spells and effects.

Resilient Rage (Passive)

Prerequisite: Rage

Your rage now grants you resistance to Slashing, Piercing and Bludgeoning attacks from non-magical sources.

Tattoo: Skillful Tattoo (Passive)

Prerequisite: Tattoos

When tattoos are active, this tattoo gives the wearer expertise in one skill they are already proficient in.

Tattoo: Tattoo of the Shaman (Passive)

Prerequisite: Tattoo: Mark of the Dryad

When tattoos are active, you gain a +4 to Arcane Defense, instead of the normal +2.

Burst of Speed (10 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Reckless Stance

You can move faster for short periods of time. You increase his land speed by +20 ft. for the duration. In doing so, you suffer nonlethal damage equal to the duration.

Death Curse: Blood (11 AP)


  • Usage: Action
  • Duration: Instant

You channel the power of flame. Your melee attacks deal an additional 2d6 fire damage. If you are knocked unconscious or killed by an attack or spell, the attacker suffers the Curse of Boiling Blood on a failed Sense Save.

Curse of Boiling Blood: On a failed Sense save, target becomes vulnerable to fire and is permanently staggered from the pain of its boiling blood.

Death Curse: Decay (12 AP)


  • Usage: Action
  • Duration: Instant

You channel the power of death’s touch. Your melee attacks deal an additional 1d6 necrotic damage. If you are knocked unconscious or killed by an attack or spell, the attacker suffers the Curse of Decay on a failed Sense Save.

Curse of Decay: On a failed Sense Save, target takes 1 point of Toughness damage per day and ages at a rate of 1 year per day.


Demolishing Might (8 AP)


  • Usage: Action
  • Duration: Instant

You can muster destructive force with your assault, shaking the core of even the strongest structures. Your melee attack deals double damage to objects and structures. In addition, you deal an additional 1d8 weapon damage against constructs.

Fetish: Talisman (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Fetish

While under the effect of Fetish, you can summon the vitality of destroyed enemies to aid you. You shake your fetish firmly and heal a number of hit points equal to 5 x your Sense bonus.

Fetish: Terrifying Invocation (14 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Fetish

While under the effect of Fetish, you force opponents trying to attack you in melee, including attacks of opportunity, to make a Sense save or take a -6 penalty on attack rolls against you for the duration of your current Fetish. On successful save, an opponent is immune to your Terrifying Invocation for 24 hours.

Greater Rage (12 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6+TGH rounds)
  • Prerequisite: Rage

While in rage, the following modifiers are applied, if not wearing heavy armor:

  • +4 bonus to Strength rolls and saves
  • +4 morale bonus on Sense rolls and saves
  • -2 on Physical Defense rolls
  • -4 on Arcane Defense rolls
  • Temporary 2d12 hit points at the start of the rage
  • Temporary 2d8 Arcana Points at the start of the rage
  • Unable to cast spells that require patience or concentration
  • Disadvantage on Personality based rolls
  • Able to use any of your acquired Rage Powers

Improved Wrath (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Wrath

You can make one physical attack against anything that dealt damage to you in the previous round with advantage.

Chapter 4: Classes

Natural Resistance (12 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Regenerative Stance

You gain damage resistance 5 against all damage types for the duration. In doing so, you suffer nonlethal damage equal to the duration.

Rabid (9 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Strength Stance

Whenever you have to make a Sense or Arcana saving throw, you can gain a bonus on that save up to his Toughness bonus. In doing so, you suffer nonlethal damage equal to the bonus gained.

Rage Power: Crippling Blow (11 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Powerful Blow

Your attack deals damage to a target's Strength or Dexterity equak to your Toughness modifier. Target can attempt a Toughness saving throw to halve this ability damage.

Rage Power: Feral Pounce (8 AP)


  • Usage: Reaction
  • Duration: Instant

As a reaction to entering rage, you can move up to half your speed towards any opposing creatures, without provoking opportunity attacks.

Rage Power: Follow Through (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Knockback and Rage Power: Knockdown

On a successful Knockback or Knockdown, you follow through and can make one additional attack against the target with advantage.

Rage Power: Raging Whirlwind (12 AP)


  • Usage: Reaction
  • Duration: Instant

After you confirm a critical hit with a melee attack, you can use your reaction to create a whirlwind surrounding the target, lifting it in the air slightly until the end of your turn. On a failed Toughness save, the target loses its Dexterity modifier to Physical Defense rolls for the rest of your turn and lands prone on the ground. Raging Whirlwind has no effect on flying creatures.


Rage Power: Sprint (13 AP)


  • Usage: Full Round Action
  • Duration: Instant
  • Prerequisite: Swift Foot 2

Your rage allows you to move at tremendous speed. You are able to move at 4x your base movement speed.

Rage Power: Vicious Attack 2 (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Vicious Attack

When you make a successful attack, you add 2 extra damage die to your damage roll, and the target bleeds out at a rate of 1d4 per round for d4 rounds.

Reckless Stance 2 (8 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Reckless Stance

You can attack with abandon at the expense of your defense. You gain a +4 bonus on attack rolls, but take a –4 penalty to Physical Defense. You cannot enter this stance while raging.

Regenerative Stance 2 (10 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Regenerative Stance

You can replenish 1d6 hit point each round for the duration. You cannot enter this stance while raging.

Shout: Banshee Scream (14 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout: Piercing Yell

You can prematurely end your exultation to produce devastating sound wavesin a 30 foot cone. The wave deals 1d6 points of thunder damage to all creatures inside the area of effect per round remaining and causes them to be shaken for 1d6 rounds on a failed Dexterity save.

Shout: Terrifying Howl (9 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout

You unleash a terrifying howl causing all shaken enemies within 30 feet to be panicked for 1d4+1 rounds on a failed Sense save.

Strength Stance 2 (12 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Strength Stance

You gain a +4 competence bonus on all combat maneuvers (such as grapple, trip, sunder, ect;). In addition, you gain a +6 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). You cannot enter this stance while raging.

Chapter 4: Classes

Tattoo: Tattoo of the Blazing Sun (11 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Tattoo: Mark of Flame

For the duration, this tattoo grants you resistance to fire damage. Moreover whenever you are healed from an external source, you gain temporary hit points equal to half (rounded up) the healing received.

Tattoo: Tattoo of Dreams (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Tattoo: Mark of Elvenkind

This tattoo is often in the shape of something sleep-related. With this tattoo, you cast sleep.

Tattoo: Tattoo of the Shining Moon (11 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Tattoo: Chilling Mark

This tattoo gives the wearer resistance to cold damage and your hit point maximum cannot be reduced.

Tattoo: Wings of Ink (10 AP)


  • Usage: Bonus Action
  • Duration: Persist (until dismissed)
  • Prerequisite: Tattoo: Mark of the Hummingbird

You have a lifelike wing tattoo resembling the wings of a flying creature on your back. You sprout wings resembling those of the tattoo from their back, gaining a flying speed equal to their current speed. These wings last until they are dismissed by using another bonus action. Armor that is not specially designed to accommodate these wings will not allow you to manifest them, and clothing not made to accommodate these wings may be ruined upon manifesting them.

Taunting Stance (10 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You leave yourself open to attacks while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against you while you're in this stance, but every attack against you provokes an opportunity attack, which is resolved prior to the provoking attack. You cannot enter this stance while raging.


Tier 3

Owner of the Skin (Passive)

Prerequisite: Wear The Outsider Skin

You are accustomed to wearing your unearthly attire and you no longer need to activate the Wear The Outsider Skin features.

Persistent Rage (Passive)

Prerequisite: Rage

Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Rage Power: Swift Foot 3 (Passive)

Prerequisite: Swift Foot 2

You are able to move quicker by tapping into your internal adrenaline, thereby granting you a +40 foot bonus to your movement speed while raging.

Tattoo: Tattoo of Ability (Passive)

Prerequisite: Unclean Immunity

This tattoo gives the wearer +2 to an ability score of the wearers choosing up to a maximum of 20.

Tattoo: Iron Skin (Passive)

Prerequisite: Tattoo: Tattoo of Minor Protection, Tattoo: Tattoo of Iron

You gains +4 natural Physical defense bonus when any tattoo is activated.

Unclean Immunity (Passive)

Prerequisite: Any 3 Tattoos

Your constant application of ink needles to your flesh has rendered you immune to the negative effects caused by unclean needles. You are immune to disease, gain resistance to poison damage, and have advantage on saving throws against being poisoned.

Brutal Critical (21 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Rage Power: Vicious Attack

You roll 2 additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Devastating Hit (20 AP)


  • Usage: Full Round Action
  • Duration: Instant
  • Prerequisite: Strength Stance 2

As a full-round action to make a single melee attack with a two handed weapon, you add an additional 1/2 your physical aptitude to the attack roll and your full physical aptitude to damage. Whenever you use this ability you suffer 2d6 points of nonlethal damage.

Chapter 4: Classes

Fetish: Invoke Greater Power (16 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Fetish: Talisman

While Fetish is active, you can dig deeper and invoke greater power than before causing your bonuses to Strength, Dexterity and Sense while Fetishes are invoked each increase to +4, and your movement speed bonus increases to +20 for the duration.

Fierce Attack (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Strength Stance

Whenever you make an attack roll, you can add 2d6 points of damage (this damage is never multiplied by any effect). In doing so, you suffer nonlethal damage equal to the additional damage dealt.

Fists of Fury (15 AP)


  • Usage: Action
  • Duration: Instant

You spent your whole life fighting with bare hands possibly as a gladiator, pugilist, or plain brawler. You add your Physical Aptitude to your unarmed damage.

Health of the Ox (17 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Regenerative Stance 2

Whenever you are forced to make a Toughness save, you can gain a bonus on that save up to your Toughness bonus. In doing so, you suffer nonlethal damage equal to double the bonus gained.

Rage Power: Endless Rage (18 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Persistent Rage

You can prolong your rage if the combat lasts too long, on the turn it ends you can prolong it for a new full duration, you does not feel the tiring effects until the end of this new rage, you can continue to prolong the rage as long as you can afford this capability, at the end of this prolongation you takes a level of exhaustion per use instead (Max of 5 levels).

Rage Power: Overwhelming Cleave (17 AP)


  • Usage: Bonus Action
  • Duration: Instant

You wade into armies of foes, great swings of your weapon striking any who threaten you. When you make a melee attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.


Rage Power: Regenerative Vigor (20 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Renewed Vigor

You heal 2d8 damage, and until your current rage ends, the berserker gains 1d4 hit points at the start of each turn.

Rage Power: Vicious Attack 3 (18 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Vicious Attack 2

When you make a successful attack, you add 3 extra damage die to your damage roll, and the target bleeds out at a rate of 1d6 per round for d4 rounds.

Reckless Stance 3 (15 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Reckless Stance 2

You can attack with abandon at the expense of your defense. You gain a +6 bonus on attack rolls, but take a –6 penalty to Physical Defense. You cannot enter this stance while raging.

Regenerative Stance 3 (17 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Regenerative Stance 2

You replenish 1d8 hit point each round for the duration. You cannot enter this stance while raging.

Relentless Rage (15 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resilient Rage

Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Toughness saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a rest of any kind, the DC resets to 10.

Shout: Dragon Roar (19 AP)


  • Usage: Full Round Action
  • Duration: Instant
  • Prerequisite: Shout: Piercing Yell

You can scream a blood curdling yell as a full-round action. Opponents within 60 feet who fail the Sense saving throw are panicked for 3d6 rounds.

Stampede (20 AP)


  • Usage: Full Round Action
  • Duration: Instant
  • Prerequisite: Reckless Stance 2

A Special type of charge, that grants you Damage Reduction 10/- against any successful attack against you that is made until the beginning of your next turn.

Chapter 4: Classes

Strength Stance 3 (19 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Strength Stance 2

You gain a +6 competence bonus on all combat maneuvers (such as grapple, trip, sunder, ect;). In addition, you gain a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat actions). You cannot enter this stance while raging.

Tattoo: Tattoo of Major Protection (16 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Tattoo: Tattoo of Minor Protection

This tattoo allows the wearer to grant themselves a +4 to Defense Rolls and Saving Throws.

Tattoo: Tattoo of Unrestricted Strength (20 AP)


  • Usage: Action
  • Duration: Persist (1d4 minutes)
  • Prerequisite: Tattoo: Bull, Tattoo: Mark of the Bull, Tattoo: Mark of the Pit Fiend

This tattoo gives the wearer a boost of strength. You can use an action to activate this tattoo to gain +6 to all strength related rolls, afterwards, you gain two exhaustion points.

Taunting Stance 2 (17 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Taunting Stance

You can leave yourself open to attacks while preparing devastating counterattacks. Enemies gain a +6 bonus on attack and damage rolls against you while you're in this stance, but every attack against you provokes an opportunity attack from you, which is resolved prior to the provoking attack. You cannot enter this stance while raging.


Tier 4

Tattoo: Tattoo of the Chieftain (Passive)

Prerequisite: Tattoo: Iron Skin, Tattoo: Tattoo of the Warrior

While tattoos are active, his bonuses are instead:

  • +8 luck bonus to Physical Defense
  • +4 Luck bonus to Arcane Defense
  • +3 morale bonus on all saving throws
  • A 3 HP regeneration per turn.

Tough as Nails (Passive)

Prerequisite: Strength Stance 3

Your Critical Threat Range for defense rolls becomes 18-20 when not wearing any armor.

Boa Constriction (22 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Strength Stance 3

You gain a +6 bonus on grapple checks or Athletics made to grapple.

Bull Charge (26 AP)


  • Usage: Full Round Action
  • Duration: Instant
  • Prerequisite: Stampede, Reckless Stance 3

A special type of charge that causes you to deal an addition 2d12 damage with a successful melee attack. You also can bull rush as a part of your charge, doubling the distance you are able to push them backward as a result of the speed at which you are moving.

Fetish: Invoke True Power (28 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Fetish: Invoke Greater Power

While Fetish is active, you can dig deeper than ever and invoke the true power of the fetish. Your bonuses to Strength, Dexterity and Sense while Fetishes are invoked each increase to +6, and your speed bonus increases to +30 for the duration.

Mind of the Ape (24 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Fists of Fury

You gain a +4 bonus on grapple and a +6 on Acrobatics and Knowledge-based checks for the duration.

Chapter 4: Classes

Rage Beyond Death (27 AP)


  • Usage: Reaction
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Relentless Rage

While you're raging, having 0 hit points doesn’t have to knock you unconscious. As a reaction, you can push through and keep fighting. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until this capability, and then you only die if you still have less than 0 hit points.

Rage Power: Deathless Frenzy (22 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Relentless Rage

As a reaction while raging, you can ignore the effects of being at 0 or fewer hit points until you have been at 0 or fewer hit points for 1 round, at which point the appropriate consequences for your current hit point total take effect. Even instant death can be postponed this way, potentially allowing you to survive if you receive sufficient healing before the round is up.

Rage Power: Immortal (22 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Relentless Rage

If you are reduced to -10 hitpoints or lower, you can spend one round of your Rage to return yourself to 0 hitpoints.

Rage Power: Mighty Swing (25 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Brutal Critical

Critical hit range for this attack is increased by 5, in addition, you deal double your weapon’s critical damage on a successful hit.

Reckless Stance 4 (24 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Reckless Stance 3

You can attack with abandon at the expense of your defense. You gain a +8 bonus on attack rolls, but take a –8 penalty to Physical Defense. You cannot enter this stance while raging.

Regenerative Stance 4 (25 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Regenerative Stance 3

You replenish 1d10 hit point every round for the duration. You cannot enter this stance while raging.


Spiked Retribution (22 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Battlerager Armor

When a creature within 5 feet of you hits you with a melee attack, the attacker takes 3d6+3 piercing damage, as long as you aren't incapacitated and are wearing spiked armor.

Strength Stance 4 (26 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Strength Stance 3

You gain a +8 competence bonus on all combat maneuvers (such as grapple, trip, sunder, ect;). In addition, you gain a +10 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat actions). You cannot enter this stance while raging.

Taunting Stance 3 (25 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Taunting Stance 2

You can leave yourself open to attacks while preparing devastating counterattacks. Enemies gain a +8 bonus on attack and damage rolls against you while you're in this stance, but every attack against you provokes an attack of opportunity from you, which is resolved prior to each provoking attack. You cannot enter this stance while raging.

Tenacity of the Wolverine (24 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Regenerative Stance 3

While on half or less hit points, you gain +3 bonus to Strength and Dexterity fpr the duration.

Thick Hide (23 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Taunting Stance 2

You gain the ability to ignore some damage from attacks. You can gain Damage Reduction 5/- for the duration. In doing so, you suffer nonlethal damage equal to double the duration. This Damage Reduction does not protect him from nonlethal damage he suffers when using any capabilities.

Tireless Rage (23 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage

If you have fatigued or exhaustion due to using rage, you are can either remove fatigue or reduce your level of exhaustion by one.

Chapter 4: Classes

Tier 5

Indomitable Strength (Passive)

Prerequisite: Strength Stance 5

If your roll for a Strength check is less than your Strength score, you can use that score in place of the roll.

Tattoo: Tattoo of the Warlord (Passive)

Prerequisite: Tattoo: Tattoo of the Chieftain, Tattoo: Tattoo of Major Protection

While tattoos are active, his bonuses are instead:

  • +10 luck bonus to Physical Defense
  • +5 Luck bonus to Arcane Defense
  • +4 morale bonus on all saving throws
  • A 4 HP regeneration per turn.

Feeding the Outsider (32 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Owner of the Skin

While wearing the outsider skin, you can use souls to heal yourself. When a creature is killed within 30 feet of you, you can catch the soul of the killed creature as a reaction, consume it and regain 8d8 hit points. A creature consumed by this way can only be revived by a Wish spell.

Mighty Rage (30 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d8+SEN rounds)
  • Prerequisite: Greater Rage

While in rage, the following modifiers are applied, if not wearing heavy armor:

  • +6 bonus to Strength rolls and saves
  • +6 morale bonus on Sense rolls and saves
  • -2 on Physical Defense rolls
  • -4 on Arcane Defense rolls
  • Temporary 3d12 hit points at the start of the rage
  • Temporary 3d8 Arcana Points at the start of the rage
  • Unable to cast spells that require patience or concentration
  • Disadvantage on Personality based rolls
  • Able to use any of your acquired Rage Powers

Rage Power: Futile Resistance (33 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Mighty Rage, Rage Power: Deathless Frenzy

Whenever you starts a Rage, you can spend 3 rounds to ignore all damage reduction and resistances for the duration of that rage.

Rage Power: Final Strike (35 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Mighty Swing

You becomes the terror of the battlefield, you make a single melee attack scoring an automatic critical hit.


Rage Power: Masterwork Tattoos (30 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Greater Rage, Unclean Immunity, Any 8 Tattoos

Your tattoos are strong enough that they protect you from the outside world. As a reaction to you failing a Strength, Dexterity, or Toughness saving throw while raging, you can choose to gain a bonus to the saving throw equal to your amount of currently activated tattoos.

Reckless Stance 5 (29 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Reckless Stance 4

You can attack with abandon at the expense of your defense. You gain a +10 bonus on attack rolls, but take a –10 penalty to Physical Defense. You cannot enter this stance while raging.

Regenerative Stance 5 (30 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Regenerative Stance 4

You replenish 1d12 hit point every round for the duration. You cannot enter this stance while raging.

Strength Stance 5 (32 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Strength Stance 4

You gain a +10 competence bonus on all combat maneuvers (such as grapple, trip, sunder, ect;). In addition, you gain a +12 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat actions). You cannot enter this stance while raging.

Taunting Stance 4 (30 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Taunting Stance 3

You can leave yourself open to attacks while preparing devastating counterattacks. Enemies gain a +10 bonus on attack and damage rolls against you while you're in this stance, but every attack against you provokes an opportunity attack from you, which is resolved prior to the provoking attack. You cannot enter this stance while raging.

Unstoppable (29 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Tireless Rage

You can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage.

Chapter 4: Classes

Unyielding (31 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Regenerative Stance 4

Your body does not easily surrender to altering magic. If you are affected by a transfiguration spell and fail your saving throw, you can attempt it again. You only get this one extra chance to succeed on this saving throw.

Rage Warrior Capabilities

Trick

Epic Muscles (Passive)

Your muscles are huge and amazing, and only add to his fear factor. You add your Strength bonus to Intimidate, as well as Toughness.

Fuel the Rampage (Passive)

If you take damage equal to 50% (rounded up) the hit points you started the day with, then you immediately Rage.

Fueled by Vengeance (Passive)

Prerequisite: Wrath and Rage

While raging, whenever you deal weapon damage to a creature that has dealt damage to you since the end of your last turn, add 1 round to your remaining number of rounds of rage. You can gain no more than 1 extra round of rage each round.

Gifts of the Far (Passive)

Prerequisite: Rage

Rage also now grants you the following benefits:

  • ability to speak and understand Deep Speech
  • Darkvision out to a range of 120 feet
  • Able to use Chaos Mutations while raging

Rage Power: Low-light Vision (Passive)

Your senses sharpen, and you gain low-light vision for the duration of your rage.

Rage Power: Merciless (Passive)

You must always deal lethal damage if possible. You may only deal nonlethal damage after being instructed to do so and succeeding on a Sense save. Additionally, on a missed attack roll there is a 10% chance the attack instead strikes the nearest creature within 20ft (friend or foe). This attack either hits the nearest creature in melee range or you release your weapon and it flies at the nearest creature.

Rage Power: Raging Acrobat (Passive)

You gain a +2 to Acrobatics checks.

Rage Power: Raging Athlete (Passive)

You gain a +2 to Athletics checks.

Savage Intuition (Passive)

Prerequisite: Rage

You may enter a rage even if you aren’t aware that combat has begun.


Wrathful Weapon (Passive)

You fuse chains to your body, becoming an extension of your being. These chains are just chains by themselves and may serve as a whip if there isn’t a weapon on the end. However, you may fuse 2 one-handed weapons of your choice on the two ends of it. These chains do not give any extra benefits except for an additional 10 feet of reach and when you are disarmed. If you are disarmed, you may pull on your chain to have your weapons return to you as a free action.

The weapon deals it’s normal damage plus extra d6 damage. Replacing the weapons attached to the chains or modifying the chains takes an hour of time, including the replacement and enhancement of the chains.

In addition, you may add both your Dexterity and Toughness modifier in addition to what you normally would for special attacks, such as sunder, disarm, etc;

Chaos Mutation: Rage Sickness (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Gifts of the Far

While raging you carry a deadly disease, which affects others. You infect your target when you hit a creature with a weapon attack. The target must succeed on a Toughness saving throw or the damage you deal lowers its hit point maximum by the amount inflicted. This damage can only be healed while the target is underwater.

Chaos Mutation: Resilience (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Gifts of the Far

Chaos toughens-up your body and sharpens your senses against magic. For the duration, you are immune to poison damage and are immune to being poisoned. In addition, you gain the effects of the Detect Magic spell.

Chaos Mutation: Siphon (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Gifts of the Far

For the duration, you have advantage on your Athletics checks while grappling, and if you initiate a grapple with a creature, a dark cord is created between the two of you. When you take damage while grappling, you can transfer half of the damage you take (rounded down) to the creature you are grappling through the cord using your reaction.

Meatshield (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You are covered with dense bruises and scar tissue, and possess quick reflexes. When unarmored and unencumbered, you add your Toughness and Sense bonuses (if any) to your Physical Defense. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, you lose this bonus.

Chapter 4: Classes

Rage Power: Bleeding Blow (2 AP)


  • Usage: Action
  • Duration: Instant

You can make an attack that causes your enemies to bleed profusely. You can have one of your attacks deal an amount of bleed damage of 1d4 at the start of their turn. This Bleed damage bypasses damage reduction.

Rage Power: Blood Fuel (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You may extend your rage by continuing to do damage. If you kill an enemy or deal equal to your Str modifier to a creature (friend, foe, or himself) you extend your rampage to the next turn. The next turn, the required damage to extend the rampage increases by one, then by two the next round, then by three the round after that, etc. The required damage does not increase if you kill an enemy.

Rage Power: Breathtaker (1 AP)


  • Usage: Action
  • Duration: Instant

You make a successful melee attack against an opponent that is holding its breath and cause the opponent to lose a number of rounds of breath equal to your Strength modifier.

Rage Power: Feral Fury (3 AP)


  • Usage: Action
  • Duration: Instant

You gain a bite attack which deals 1d6 points of damage, plus your Strength modifier. You can make a bite attack as part of the action to maintain or break free from a grapple. If the bite attack hits, the grapple checks attempted by you against the target until the end of the round gain a +2 bonus.

Rage Power: Fuel the Frenzy (3 AP)


  • Usage: Reaction
  • Duration: Persist (1d10 rounds)

You gain one temporary hit point for every HD the creatures you killed possessed. You can only have a number of temporary hit points equal to his maximum normal hit points.

Rage Power: Incite Rampage (1 AP)


  • Usage: Action
  • Duration: Instant

As an action, you can choose a number of allies within 30 feet of you, including yourself. Chosen allies can make a weapon attack as a bonus action when they use one of their actions to make an attack, until the end of their next turn. The maximum number of allies you can affect in this way is equal to your Sense modifier (minimum one).


Rage Power: Insane (3 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

For the duration, you have difficulty behaving like a normal person. You take a -6 penalty on all Personality and Knowledge checks. You receive a +4 insanity bonus to Intimidation. You also has an innate urge to enter any fight you see, taking a -6 penalty with non-thrown ranged weapons. You are also immune to all Fear effects.

Rage Power: Lesser Hurling (1 AP)


  • Usage: Action
  • Duration: Instant

You lift and hurl an object up to one size category smaller than yourself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet dealing 1d6 damage plus your Strength bonus. Target may attempt a Dexterity save for half damage.

Rage Power: No Escape (2 AP)


  • Usage: Reaction
  • Duration: Instant

You can move up to double your normal speed, but you can only use this ability when an adjacent foe uses a disengage action to move away from you. You must end your movement adjacent to the enemy that disengaged from you. You provoke opportunity attacks as normal during this movement.

Rage Power: Raging Blow (2 AP)


  • Usage: Action
  • Duration: Instant

Your attack is treated as Magic for the purpose of overcoming damage reduction.

Rage Power: Sharpened Accuracy (2 AP)


  • Usage: Action
  • Duration: Instant

You attack ignores concealment and treats total concealment as concealment. You also ignore cover penalties except those from over half cover.

Rage Power: Smasher (1 AP)


  • Usage: Action
  • Duration: Instant

Whenever you make an attack against an unattended object or a sunder combat maneuver, you can ignore the object’s hardness.

Chapter 4: Classes

Rage Power: Titanic Fortification (3 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

For the duration, your very skin grants extra protection from blades and arrows. This ability grants you Natural Armor Bonus equal to 1 + your Toughness Modifier when unarmored.

If you have a pre-existing natural armor, this adds to it. This natural armor bonus is not changed or effected by temporary ability score modifications such as drains or spells like Enhance Ability, but permanent changes do change it.

Reckless (1 AP)


  • Usage: Reaction
  • Duration: Persist (1d4 rounds)

When it comes time to roll initiative, you subtract up to your Tgh + Sen bonus from your Physical Defense for the first three rounds of combat and add that to your Initiative roll. You also gain this bonus to your first attack and +10ft. to your movement speed for the first round if he is the first to act in combat.

Tier 1

Chaos Mutation: Diseased (Passive)

Prerequisite: Chaos Mutation: Rage Sickness

You gain a swimming speed of 30 feet, and can breathe underwater. Also, you become a permanent carrier of the disease, carrying the disease even while you are not raging.

Rage Power: Terrifying Strength (Passive)

Prerequisite: Rage Power: Raging Athlete

You can use melee weapons one size category larger than you with a -2 penalty on the attack roll. The amount of effort it takes to use the weapon does not change. For instance, a Large longsword (a one-handed weapon for a Large creature) is considered a two-handed weapon for a Medium creature that does not have this feat. For a Medium creature that has this feat, it is still considered a one-handed weapon.

Chaos Mutation: Cloaker (4 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 minutes)
  • Prerequisite: Gifts of the Far

For the duration, when you are near an object that is at least one size larger than you, you have advantage on your Stealth checks and you can move stealthily while traveling at a normal pace.

Chaos Mutation: Magical Senses (4 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 minutes)
  • Prerequisite: Chaos Mutation: Resilience

For the duration, you gain a swimming speed of 30 feet, and you can breathe underwater. You also start to sense magic when a magical item is brought within 60 feet of you, or if a spell is cast within 60 feet of you. However, you cannot sense its direction, power, rarity, or level.

Denying the Fall (4 AP)


  • Usage: Reaction
  • Duration: Instant

You can ignore the first 30 feet of damage from any fall.

Elemental Resistance (6 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Rage Power: Raging Athlete

Choose one element. You gain damage resistance to that element equal to half your Physical Aptitude rounded up for the duration.

Frenzy (6 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6+TGH)

When you enter frenzy, you temporarily gains the following:

  • +4 bonus to Strength
  • +2 bonus to damage
  • +4 bonus to confirm a critical hit.
  • You can use your Rage powers
  • You can use your Frenzy abilities

While in frenzy, you can take one extra action in a round, but this must be an attack, as well as all other attacks he makes in the same round, is at -2 penalty. This penalty applies until your next turn.

While in frenzy, you cannot use the following:

  • any skills that require patience, focus, or a complex thought,
  • nor can you cast spells or activate magic items
  • You also cannot take any action or option that increases Defense rolls at the cost of attack bonus (such as total defense action).

You may prematurely end your frenzy. At the end of the frenzy, you lose the frenzy modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

Furious Battlecry (5 AP)


  • Usage: Bonus Action
  • Duration: Instant

You are adept at releasing a battlecry that stimulates you for battle. This is a bonus action that gives you 2d10 Temporary Arcana Points.

Iron Resolve (5 AP)


  • Usage: Reaction
  • Duration: Instant

In the face of any danger, even should it prove life threatening, you are fueled by your rage. You gain a +2 bonus on Sense saves against all fear effects.

Chapter 4: Classes

Precision Strikes (6 AP)


  • Usage: Action
  • Duration: Instant

You may add half your Physical Aptitude to your damage roll. This damage bypasses all damage reduction.

Rage Power: Battle Lord (6 AP)


  • Usage: Reaction
  • Duration: Instant

You gain a +4 bonus to your checks against disarm and sunder maneuvers.

Rage Power: Body Bludgeon (4 AP)


  • Usage: Action
  • Duration: Instant

You pin an opponent that is smaller than you and you then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage.

You can make a single attack using the pinned opponent as part of the action you use to maintain the grapple. Whenever you hit using the pinned opponent as a weapon, you deal damage to your target normally, and the grappled opponent used as a bludgeon also takes the same damage you dealt to the target. Any creature reduced to 0 or fewer hit points, becomes useless as an improvised weapon.

Rage Power: Body Slam (5 AP)


  • Usage: Action
  • Duration: Instant

You make a bull rush or overrun attempt and deal damage equal to your unarmed strike.

Rage Power: Cleaving Charge (7 AP)


  • Usage: Full-Round Action
  • Duration: Instant

You may take a full round action to trace a path up to twice your speed in a straight line. This path must be generally clear, you may make Athletics or Acrobatics checks to avoid obstacles. You must attack the first opponent along his path, and must move at least 10 ft. before the first attack. If the opponent is reduced to zero or fewer hit points, you can attack the next available target. If no targets are in reach you continue moving along the path. You must stop moving when an attack fails to drop the opponent. Any opponent dropped will not hinder movement even if they originally blocked the path. You are considered to be charging and get the usual +2 bonus to hit on all attacks for the round, and -2 to Physical Defense until your next action. You still provoke attacks of opportunity as normal.


Rage Power: Devastating Blow (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Powerful Blow

You may choose to take a -4 from a melee attack roll and deliver a devastating blow. If you hit a corporeal opponent of equal or smaller size than yourself with an awesome blow, the two initiate a special bull rush (with getting a +4 bonus). The struck opponent flies backward the number of feet, dictated by the bull rush result, in a direction of the attacking creature’s choice and fall prone. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage per 5ft. of distance dictated by the bullrush. The opponent then falls in the space adjacent to the obstacle.

Rage Power: Frenzied Swing (5 AP)


  • Usage: Bonus Action
  • Duration: Instant

You can make a melee weapon attack.

Rage Power: Gearbreaker (4 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Rage Power: Smasher

You make an attack that ignores an amount of that construct’s hardness equal to your Physical Aptitude.

Rage Power: Ground Breaker (5 AP)


  • Usage: Action
  • Duration: Instant

You can attack the floor around you as a standard action. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor’s hardness, the space you occupy and all of the squares adjacent to you become difficult terrain. Creatures in these squares, except you, must make a DC 15 Dexterity save or be knocked prone.

Rage Power: Moment of Clarity (3 AP)


  • Usage: Bonus Action
  • Duration: Instant

You do not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Defense rolls and the restriction on what actions can be performed. This round still counts against your rage timer.

Rage Power: Pure Ferocity (4 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Taunt

You evoke a frightening feral energy with a monstrous battle cry. You choose five creatures within 30 feet of you. These creatures must succeed on a Sense saving throw or become frightened of you for the duration or until they take damage.

Chapter 4: Classes

Rage Power: Quick Finish (5 AP)


  • Usage: Reaction
  • Duration: Instant Prerequisite: Incite Rampage

You can guide the attack of an ally so that it finishes off the enemy it is facing more quickly and moves onto others. When an ally within 30 feet of you is making an attack roll, you can use your reaction to boost the attack with bloodlust causing your ally to deal maximum damage.

Rage Power: Raging Blow 2 (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Raging Blow

Your attack is treated as Cold Iron or Silver for the purpose of overcoming damage reduction.

Rage Power: Rending Slash (5 AP)


  • Usage: Action
  • Duration: Instant

In addition to a single attack, you may force the opponent to roll a Toughness save. If they fail, they take 1d6 points of Strength damage, and their movement is halved until a heal check is made or they receive magical healing.

Rage Power: Uncontrolled Massacre (6 AP)


  • Usage: Action
  • Duration: Instant

You command a number of creatures equal to your Physical Aptitude within 60 feet of you to fight. The affected creatures must succeed on a Sense saving throw or attack the nearest creature until the end of their next turn.

Second Defense (4 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Wrathful Weapon

If you are aware of it, you may make an attack roll to deflect ranged attacks with your Wrathful Weapon, and whatever ammunition was used falls harmlessly to the ground. You may make additional rolls equal to your Dexterity if you have the feat Combat Reflexes, but doing so counts against the number of opportunity attacks you get from the feat.


Swing Line (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Wrathful Weapon

You have mastered your chains and how to use them to your advantage, and may climb across your chains. You can attach the end of your weapon or chain from your Wrathful Weapon to any appropriate anchor point within range and may move at full speed. You can even attach the Weapon to a point next to you, wrap the remaining length around yourself, and jump down, unrolling the chain from your body as you descend. At any point you can detach from the anchor point as a free action. You may freely interchange and climb with their weapons in this manner, acting as if they were extensions of their arms while climbing. The distance available to you with this stacks with the extra granted by Extended Chains.

Swinging Strike (7 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Wrathful Weapon

You swing from your chains and attack, doing so without a penalty or provoking an attack of opportunity. The distance available to you with this stacks with the extra granted by Extended Chains.

Tier 2

Improved Wrathful Weapon (Passive)

Prerequisite: Wrathful Weapon

Extra damage dealt by Wrathful Weapons is now 2d6.

Mindless Rage (Passive)

Prerequisite: Rage

You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Rage Power: Divine Resistance (Passive)

Prerequisite: Elemental Resistance

You gain a damage reduction equal to 8 + your Toughness modifier to all damage from spells.

Rage Power: Uncommandable (Passive)

Prerequisite: Denying the Fall, Rage

Your mind is so broken you gain immunity to mind-affecting enchantments (charms, compulsions etc).

Rage Power: Night Vision (Passive)

Your senses grow incredibly sharp, and you gain darkvision out to a range of 60 feet. If you already have darkvision, the range of that darkvision increases by 60 feet.

Hardy (Passive)

Prerequisite: Rage Power: Raging Athlete

You don’t require food to survive, though you still needs a normal amount of water each day.

Chapter 4: Classes

Paramortal (Passive)

Prerequisite: Regenerative Stance

You don’t need to eat or drink. While you may partake if desired, you suffer no penalties for lack of food or water, and don’t suffer starvation or thirst. You only age 1 year for every 2 years that pass.

Extended Chains (Passive)

Prerequisite: Swing Line

Wrathful Weapons now has a range increase of ten feet. At this distance you may threaten critical hits still, and opponents that you are aware of moving through this space are open to opportunity attacks.

Reckless Abandon (Passive)

Prerequisite: Reckless Stance

When you use Reckless Stance, you also gain temporary hit points equal to your Toughness modifier (minimum of 1).

Weapon Lord (Passive)

Prerequisite: Meatshield

When you make an attack with a weapon with which you is not proficient, suffering only a –2 penalty rather than the normal –4.

Extended Form (8 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Wrathful Weapons

Anywhere appropriate where a rope, anchor point, or tool, would assist in a check (such as anchor points in climbing, being prevented from being moved forcibly from a strong wind, ect;), you may treat your Wrathful Weapons as such, and in addition gain a +4 competence bonus to that check.

Frenzy: Bloodthirsty (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Frenzy

When you are in a frenzy, whenever you score a critical hit you gain an amount of Temporary Hit Points equal to your Physical Aptitude until end of the frenzy.

Frenzy: Eviscerate (10 AP)


  • Usage: Reaction
  • Duration: Persist (1d4+PRS rounds)
  • Prerequisite: Frenzy

When you kill a creature with a critical hit or deal over 40 points of damage in one attack, you make an Intimidation check against all creatures who can see you. Creatures intimidated this way are shaken for the duration.

Frenzy: Whirling Frenzy (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Frenzy

When you are in a frenzy, You can make three attacks in a standard action round, but all your attacks until the next round suffer –5 penalty (instead of –2) including any opportunity attacks.

Frightful Battlecry (10 AP)


  • Usage: Action
  • Duration: Instant

You enjoy tormenting your prey, and love a good chase. Enemies within 60 ft that fail a Sense Save are frightened.

Perfect Clarity (11 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 minutes)
  • Prerequisite: Rage Power: Moment of Clarity

You gain a +4 on rolls of chance or Knowledge saving throws forn the duration.

Rage Power: Close the Gap (12 AP)


  • Usage: Action
  • Duration: Instant

You move in a straight line towards that target using your regular move speed and attack. When you do so, you may select up to two enemies between you and your target that are not directly in your way. Using your movement this way does not trigger any attacks of opportunity from those two selected enemies. You may also select the target of your attack if you choose, which only ignores movement triggered opportunity attacks; opportunity attacks triggered by anything after your movement has subsided proceed as normal. You may not move more than your maximum move speed in a turn by using this power.

Rage Power: Devour Strength (12 AP)


  • Usage: Action
  • Duration: Instant

Your blade embodies your rage and hunger for violence, and should you slay a creature, or finish one off (as the coup de grace action), you heal for 1d8 points of damage. Should there be extra, it turns into temporary hit points to a maximum of 20. In addition, you gain a +2 enhancement bonus to strength. Both of these benefits stack, but only last for ten minutes within the first initial boost. After ten minutes has passed since the first, all bonuses are lost.

Rage Power: Dire Charge (10 AP)


  • Usage: Action
  • Duration: Instant

You charge a foe as an action, instead of a full round action.

Rage Power: Hurling (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Lesser Hurling

You lift and hurl an object up to your size with both hands or one size categories smaller with one hand as an improvised weapon with a range increment of 20 feet dealing 2d6 damage plus your Strength bonus. Target may attempt a Dexterity save for half damage.

Chapter 4: Classes

Rage Power: Hurling Charge (9 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Rage Power: Lesser Hurling

While raging and making a charge attack, you may draw and throw a hurled weapon during your charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. You must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of your charge. You must have a thrown weapon in hand or have one hand free at the beginning of your charge.

Rage Power: Raging Blow 3 (13 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Raging Blow 2

Your attack deals double damage to Good or Lawfully aligned creatures, and quadruple if Lawful-Good.

Rage Power: Unstoppable Massacre (8 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Rage Power: Uncontrolled Massacre

Your thirst to kill knows no bounds as your enemies fall before you. When you drop a target to 0 hit points with a melee attack, your speed increases by half your original speed or you can make another melee attack.

Whispers of Chaos (9 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Gifts of the Far

The manifestations of chaos start to talk to you. Although what they say is gibberish, you can ask a question to the aberrations as a bonus action. You can ask only one question in one turn. The aberration gives you the answer to the question only if the question concerns something (or someone) that is within 300 feet of you. For example, you can ask ‘’What is one vulnerability of the creature I am battling?’’ or ‘’What is one of the deepest desires of the person I am talking to right now?’’

Tier 3

Frenzy: Greater Frenzy (Passive)

Prerequisite: Frenzy: Whirling Frenzy

Your bonus to Strength during Frenzy increases to +6, bonus to damage to +4 and bonus to confirm a critical hit to +6.

Frenzy: Massacre (Passive)

Prerequisite: Frenzy: Eviscerate

Any creatures intimidated by your Eviscerate ability are also nauseated for the duration. Those who succeed their check are still sickened for one round.

Greater Wrathful Weapon (Passive)

Prerequisite: Improved Wrathful Weapon

Wrathful Weapons extra damage is now 3d6.

Hardy 2 (Passive)

Prerequisite: Hardy

You can survive without food or water indefinitely without penalty.

Paramortal 2 (Passive)

Prerequisite: Paramortal

You suffer no penalties from the fatigued condition. If you are fatigued and gain the condition again becomes exhausted, as normal. You gain darkvision out to 60 feet. If you already have darkvision, add 60 feet to your darkvision’s range. You only age 1 year for every 10 years that pass.

Sunder-proof (Passive)

Prerequisite: Divine Resistance

Weapons you are proficient with are now considered indestructible for purposes of Sunder attempts. They may still be disarmed, broken in other methods, ect;

Chaos Mutation: Pincer (16 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Chaos Mutation: Diseased and Chaos Mutation: Magical Senses

For the duration, a pincer grows in place of your hand. You can attack with this pincer as a bonus action. It has a range of 5 feet and it deals 3d8 bludgeoning damage on a hit.

Chaos Mutation: Tail (16 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Gifts of the Far

For the duration, a black slimy tail grows from your tailbone. You can attack with this tail as a bonus action. It has a range of 5 feet and it deals 3d8 slashing damage on a hit.

Chaos Mutation: Tentacle (16 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Chaos Mutation: Diseased and Chaos Mutation: Magical Senses

For the duration, tentacles explode from your back that you can use to attack as a part of any other attack adding 2 attacks to the.without using an action. The tentacle has a range of 15 feet and it deals 3d8 bludgeoning damage on a hit.

Crushing Strength (15 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Strength Stance 2, Epic Muscles

A creature damaged by a critical hit must make a Toughness save or take 1d4 Dexterity and Strength damage as their body is crushed by the force of the blow; this effect is cumulative. Since this effect is not poison based or magical, it may effect any creature with discernible anatomy, such as undead even if they're typically immune to critical hits, however such creatures get a +4 bonus to their save against Crushing Strength. Creatures without defined anatomy, such as oozes are still immune to this effect.

Chapter 4: Classes

Death Strike (20 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Precision Strikes, Eviscerate

You may roll an attack roll that forces them to make a Toughness check. If they fail, they are slain. If they succeed, they take 3d6 damage plus your Physical Aptitude.

Rage Power: Aligned Strike (17 AP)


  • Usage: Action
  • Duration: Instant

Your weapon deals an extra 2d6 points of damage against creatures whose alignment is the opposite of yours.

Rage Power: Battlerager Charge (15 AP)


  • Usage: Bonus Action
  • Duration: Instant

You can move double your speed as your bonus action.

Rage Power: Bloody Fist (20 AP)


  • Usage: Reaction
  • Duration: Instant

You punch through an opponent’s flesh and rip out one of its vital organs. After confirming a critical hit against an opponent with a natural attack or unarmed strike. You maximum damage for the critical hit and the opponent must succeed at a Toughness save or take 1d4 points of Toughness damage as one of its vital organs is ripped free from its body.

Rage Power: Greater Ground Breaker (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Ground Breaker

You can attack the floor around you. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor’s hardness, the space you occupy and all of the squares within 20ft become difficult terrain. Creatures in these squares, except the you, must make a Dexterity save or be knocked prone. Your save DC gains +3 for this attack.

Rage Power: Intimidating Presence (18 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Intimidating Glare

You frighten someone with your menacing presence. Choose up to three creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Sense saving throw or be frightened of you for the duration. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, it is immune to this capability for 24 hours.


Rage Power: Raging Blow 4 (20 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Raging Blow 3

Your attack is treated as Adamantine for the purpose of overcoming damage reduction.

Rage Power: Ruinous Rage (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Gearbreaker and Rage Power: Greater Ground Breaker

Your attack ignores the hardness of any object you strike. Also, double the character’s Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

Mass Taunt (17 AP)


  • Usage: Action
  • Duration: Persist (1d4+TGH rounds)
  • Prerequisite: Taunt, Frightful Battlecry

You are nothing without something to kill, and sometimes it needs to come to him. When the enemies are proving to be stubborn, or intelligent, you can taunt them into attacking him. You make an Intimidation check on all enemies who are aware of you. Targets must make a Sense save, or focus on you for the duration.

Tier 4

Divine Speed (Passive)

Prerequisite: Divine Protection, Burst of Speed

You gain a permanent +20 to all current forms of movement you possess.

Frenzy: Tireless Frenzy (Passive)

Prerequisite: Frenzy: Greater Frenzy

You are no longer fatigued at the end of your frenzy.

Improved Weapon Lord (Passive)

Prerequisite: Weapon Lord

You are proficient in all weapons, armor, and shields, even for weapons you have never seen or trained with them before.

Hardy 3 (Passive)

Prerequisite: Hardy 2

You gain a +4 bonus to all saving throws against diseases and poisons.

Paramortal 3 (Passive)

Prerequisite: Paramortal 2

You don’t need to sleep. If you have an Arcane Aptitude, you regain 1D8 AP on a Rest when you use your Arcana Die. You only age 1 year for every 50 years that pass.

Chapter 4: Classes

Swift Taunt (Passive)

Prerequisite: Taunt, Precision Strikes

The faster you can get things done, the faster people die. You can use any of your Taunts or Battlecries as a Bonus action.

Chaos Mutation: Mucus (22 AP)


  • Usage: Action
  • Duration: Persist (1d4 hours)
  • Prerequisite: Chaos Mutation: Diseased and Whispers of Chaos

You can spit mucus on one creature within 20 feet of you. The creature must succeed on a Toughness saving throw or is left without air the duration, making it suffocate. The affected creature can breathe normally while underwater and the mucus can be cleared with a successful Medicine check, ending the effects. If the creature does not need to breathe, it is unaffected by the mucus.

Chaos Mutation: Grapple Attack (22 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chaos Mutation: Magical Senses

If you grapple a creature with your own hands, you can attack them once using any Chaos Mutation you have grown twice. When you hit a spellcaster with your mutation weapon, you deal 1d8 psychic damage in addition to the weapon’s damage.

Also, you gain advantage on saving throws against spells cast by the target you hit until the end of your next turn.

Chaos Mutation: Breathless Flight (25 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Chaos Mutation: Siphon and Chaos Mutation: Cloaker

You can call 5 Medium Cloakers to cover your arms, creating otherworldly wings. You gain a flying speed equal to your current walking speed for the next 5 consecutive rounds. You have to attack or attempt to grapple a creature every round or the effect ends. On your first attack or grapple attempt in a round, a cloaker is transferred to the target creature. Creatures must succeed on a Dexterity saving throw or become unable to breathe because of the cloaker covering their face. A target creature that does not need to breathe is not affected. the target can attempt a Strength saving throw to detach the cloaker.

Horrible Battlecry (25 AP)


  • Usage: Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Taunt, Frightful Battlecry

Sheer unadulterated power in a yell. Enemies within 120 ft that fail a Sense Save are frightened for the duration and must use their reaction to run away or take 2d12 psychic damage.


Rage Power: Greater Hurling (23 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Hurling

You lift and hurl an object up to one size category larger than yourself with both hands or your size with one hand as an improvised weapon with a range increment of 30 feet dealing 3d6 damage plus your Strength bonus. Target may attempt a Dexterity save for half damage.

Rage Power: Ultimate Clarity (26 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Perfect Clarity

You refine your senses, seeing through normal and magical darkness (including from magical effects such as blur and displacement), invisibility, and illusions. You can also discern the exact locations of creatures with concealment. This lasts for 1 round.

Rage Power: Retaliation (23 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Fueled by Vengeance, Improved Wrath

When you take damage from a creature that is within 5 feet of you, you can make a melee weapon attack against that creature regardless of whether you have used your reaction yet or not.

Release the Beast (27 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Uncontrolled Massacre, Frenzy: Masscacre

When you would normally be reduced below zero hit points or killed by massive damage, you instead gain 10 hit points for each Berserker level and immediately go into a Rage. When this rage ends, you are exhausted until the end of the encounter and fatigued until he rests for at least 8 hours. This happens even if you have another ability that would prevent exhaustion or fatigue under normal circumstances.

Tier 5

Frenzy: Mighty Frenzy (Passive)

Prerequisite: Frenzy: Greater Frenzy, Hardy 2

Your bonus to Strength during your frenzy increases to +8, to damage to +6 and bonus to confirm a critical hit to +8.

Hardy 4 (Passive)

Prerequisite: Hardy 3

You are immune to all diseases and poisons.

Paramortal 4 (Passive)

Prerequisite: Paramortal 3

You are never blinded, confused, deafened, fatigued, or exhausted. You don’t age, and are immune to magical aging.

Chapter 4: Classes

Perfected Wrathful Weapon (Passive)

Prerequisite: Greater Wrathful Weapon

Your Wrathful Weapons extra damage is now 4d8.

Primal Champion (Passive)

Prerequisite: Rage Power: Greater Ground Breaker, Rage Power: Greater Hurling, Rage Power: Frenzied Rage

You embody the power of the wilds. Your Strength and Toughness scores increase by 2.

Undying (Passive)

Prerequisite: Hardy 3, Paramortal 2, Release the Beast

Just as the idea of war cannot be defeated itself, neither can you. So long as war is present somewhere in the world, should you be slain you are resurrected as if by the spell True Resurrection 1d12 months later in a random location you have been to before your death. What’s more, you are forevermore treated as a Native Outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Unlike other outsiders, you can be brought back from the dead as if you were a member of your previous creature type.

Chaos Mutation: Transformation (34 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chaos Mutation: Breathless Flight, Chaos Mutation: Tail, Chaos Mutation: Tentacle, Chaos Mutation: Pincer

As an action while Raging, you can activate ALL of your Chaos Mutations and your skin becomes covered in a dense ooze. This ability grants you the following in Addition to your rage modifiers:

  • Flight Speed equal to double your base movement
  • +4 Physical Defense Rolls
  • +4 Arcane Defense Rolls
  • +3d10 on damage rolls
  • Enemies within 60 feet must succeed on a DC 18 Sense Save or they must use their reactions to Dash away from you. This retreat provokes attacks of opportunity if applicable.
  • You take on the Monstrosity and Aberration descriptors.
  • Your attacks are considered magical and poisoned for overcoming Damage Reduction.

Rage Power: Feast of Blood (31 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Bloody Fist

After successfully ripping out a creature’s vital organ, you may eat the organ within 1 minute of extracting it as a full-round action that provokes attacks of opportunity.

Once the organ is consumed, you recover 10d8. In addition, you gain any energy immunities or resistances the victim had, though the effectiveness of these resistances is halved (for instance, a berserker who eats the heart of a creature with resist cold 10 would gain resist cold 5; energy immunities are reduced to resist energy 20). This energy resistance lasts for a number of rounds equal to half the Hit Dice of the creature whose organ was consumed.

Rage Power: Marked for Slaughter (29 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Rage Power: Retaliation, Rage Power: Intimidating Presence, Death Curse (Any)

You can curse a creature until the start of your next turn. The cursed creature’s body starts to bleed. The next time one of your allies hits the cursed creature with an attack, the target takes an extra 2d8 necrotic damage, and the curse ends.

Rage Power: Raging Blow 5 (35 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Raging Blow 4

Your attack overcomes all damage reduction.

Rapid Strikes (29 AP)


  • Usage: Bouns Action
  • Duration: Instant
  • Prerequisite: Weapon Lord, Precision Strikes, Improved Wrathful Weapon

As a bonus action, you may choose to make 2 extra attacks.

Pack Fighter Capabilities

Trick

Favorite Weapon (Passive)

You a single specific favorite weapon around which your skills are built. You have carefully studied it, and can perform extraordinarily fast movements with it. Upon losing the original weapon, it takes one month of strict training in order to become masterful with a.

Improved Feint (Passive)

You can feint in combat as a bonus action.

Pack Fighter's Spirit (Passive)

You love combat and the threat of death. You are therefore immune to fear unless magically induced. You cannot be physically intimidated, but still make normal saving throws against magical attempts to induce fear.

Accurate Stance (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You gain a +1 bonus on physical attack rolls. You cannot enter this stance while you are in rage.

Auspicious Mark (1 AP)


  • Usage: Reaction
  • Duration: Instant

You have been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark you possess. As a reaction, you can call upon the spirits’ favor granting you a 1d6 bonus on one d20 roll you have just made. You can call on the auspicious mark after seeing the result of the d20 roll.

Chapter 4: Classes

Beastial Scout (3 AP)


  • Usage: Action
  • Duration: Instant

You can summon any beast to scout for you. It relays information back to you with in 150ft. It cannot attack in any capacity, only relay information.

Fury of Blades (3 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Favorite Weapon

When unarmored, you can strike with a flurry of slices at the expense of accuracy. When doing so, you make 3 attacks in a round, taking a -2 on all attacks made until the start of your next turn.

If wielding two weapons simultaneously may use Flurry of Blades while doing so, thereby allowing 4 attacks instead of 3.

Guarded Stance (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You gain a +2 dodge bonus to your physical defense rolls for the duration. Activating this ability does not provoke an attack of opportunity. You cannot enter this stance while you are in rage.

Persevering Mark (1 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Rage

When you enter your rage and use this mark, you gain an additional number of temporary hit points equals to half your berserker level + your Toughness modifier (minimum of 1) which last for a minute.

While you are at half health or below on your turn, you can gain these temporary hit points again as a bonus action.

Powerful Stance (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You can focus your ferocity. You gain a +1 bonus on physical damage rolls. You cannot enter this stance while in rage.

Rage Power: Extend Rage (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)

You can keep your rage active for the duration; however, you are exhausted at the end of your rage, instead of fatigued.

Rage Power: Guarded Life (2 AP)


  • Usage: Reaction
  • Duration: Instant

If you are reduced below 0 hit points, 1 hit point of lethal damage per berserker level is converted to nonlethal damage. If you are at negative hit points due to lethal damage, you immediately stabilize.

Rage Power: Overbearing Advance (1 AP)


  • Usage: Action
  • Duration: Instant

You deal damage equal to your Strength bonus whenever you succeed at an overrun combat action.

Rage Power: Quick Reflexes (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You can make two reactions until the end of your next turn.

Rage Power: Rolling Dodge (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You gain a +2 dodge bonus to your physical defense rolls against ranged attacks until the start of your next turn.

Rage Power: Surprise Accuracy (1 AP)


  • Usage: Action
  • Duration: Instant

You gain a +2 on your attack roll.

Repositioning Stance (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You can focus on toppling your foes. You make trip, bullrush, overrun and reposition actions with a +2 bonus. These actions don't provoke an opportunity attack. You cannot enter this stance while in rage.

Shout: Demoralizing Battlecry (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout

You let out a cry that demoralizes enemies within 60ft causing them to suffer a -2 on all attacks made against you and your allies on a failed Sense Save until the staert of your next turn.

Shout: Infuriating War Cry (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout, Rage

You can shout a war cry, and incite your allies to bring down your enemies. Each willing ally, including yourself, gain half the normal benefits and penalties of rage. Allies other than yourself keep raging while unconscious, even if you do not. In addition, allies cannot be dropped below 1 hit point when this war cry ends. You can choose to end the effect for your allies without ending your own rage.

When you do this, your allies are fatigued as they normally would, but you gain the full bonuses and penalties of rage.

Shout: Inspirational Battle Cry (2 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

You impart up to half of your Physical Aptitude modifier to all willing allies within 30 feet.

Chapter 4: Classes

Stability (0 AP)


  • Usage: Bonus Action
  • Duration: Instant

You gain a +3 inherent bonus to balance checks and a +2 on saves to avoid being knocked prone or to stay upright on any moving surface until the start of your next turn.

Swift Mark (1 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage

While raging, your jumping distance is equal to your movement speed and you can take the Dash action as a bonus action on your turn.

While you are at half health of below, your movement does not trigger opportunity attacks.

Upper Hand (2 AP)


  • Usage: Action
  • Duration: Instant

You gain advantage on your attack roll.

Vicious Mark (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Rage

While raging, you manifest a natural weapon that protrudes from your body. It counts as a melee weapon for you, and you add your Strength modifier to it's attack and damage rolls as normal. You choose it's appearance and position on your body. It deals 1d10 piercing or slashing damage (your choice) and has a reach of 10 feet.

While you are at half health or below, when you attack with the natural weapon, you can make one additional attack with it as part of the same action.


Tier 1

Blood Arcana (Passive)

During combat you gain Temporary Arcana Points that you can spend within the same encounter in which they are gained.

When the encounter ends, you drop to 0 hit points or fall unconscious, the Temporary Arcana Points are lost. The maximum number of Temporary Points you can have is equal to your berserker level + your Physical Aptitude bonus. The lists of circumstances in which you gain Temporary Arcana Points, is provided in the table below:

Situation Temp AP earned
Every time you land a hit 1
When you take damage 1
When you knock an enemy unconscious 1
When you score a critical hit 2
When a member of your party falls unconscious 2
When you kill an unconscious target 2
When you take damage from a critical hit 3
When a member of your party is killed 3
When you kill a target in a single blow 4

Favorite Weapon 2 (Passive)

Prerequisite: Favorite Weapon

You increase the die type of your favorite weapon.

One Mind (Passive)

Prerequisite: Fury of Blades

Number of attacks granted by Flurry of Blades increases by 1.

Pack Tactics (Passive)

Prerequisite: Shout: Inspirational Battle Cry

Whenever two allies affected by your Inspirational Battle Cry are flanking a creature, they gain a +2 bonus to damage rolls against the creature they are flanking.

Accurate Stance 2 (6 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Accurate Stance

You gain a +3 bonus on physical attack rolls. You cannot enter this stance while you are in rage.

Agile Strike (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Upper Hand

You move so quickly that you always target soft spots for extra damage. You may apply your Dexterity modifier to damage in addition to your Strength modifier.

Chapter 4: Classes

Blood Bonded (4 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+PRS rounds)

At any given time you can only have one blood bond. Those bonded with you is called brother.

Activating a bond does not provoke opportunity attacks. When the bond is active, both you and your brother temporarily gain the following:

  • +2 bonus to Strength and Dexterity
  • +1 bonus on saving throws
  • whenever either of you suffers hit point damage, half of that damage is transferred to the other one instead.

This ability is not a form of rage and you can act normally and suffer no ill effect when the bond ends. The bond is severed if the brother dies, even if later returned to life, or if they betray you. Should you acquire a new brother, blood bond and all related abilities begin to work one week from ritual blood letting.

Ease Their Pain (6 AP)


  • Usage: Reaction
  • Duration: Instant

You channel the primal forces in other beings to tap into their suffering. Whenever a creature you can see within 30 feet of you suffers damage, you can use your reaction to halve the damage it takes. You then take the same amount of damage as your target. Damage you receive in this way cannot be reduced in any way.

Fury of Blades 2 (6 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Flurry of Blades

When unarmored, you can strike with a flurry of slices at the expense of accuracy. When doing so, you make 4 attacks in a round, taking a -3 on all attacks made until the start of your next turn.

If wielding two weapons simultaneously may use Flurry of Blades while doing so, thereby allowing 5 attacks instead of 4.

Guarded Stance 2 (7 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Guarded Stance

You gain a +4 dodge bonus to your physical defense rolls for the duration. Activating this ability does not provoke an attack of opportunity. You cannot enter this stance while you are in rage.

Low Blow (5 AP)


  • Usage: Action
  • Duration: Instant

After a successful feint against an opponent, your attack deal an extra 1d6 damage.


Rage Power: Extra Swing (4 AP)


  • Usage: Bonus Action
  • Duration: Instant

When you make an attack, you can use your bonus action to make another attack

Rage Power: Gore Damage (5 AP)


  • Usage: Action
  • Duration: Instant

You deal 1d6 extra damage with a weapon attack on a successful attack roll.

Rage Power: Greater Guarded Life (5 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Guarded Life

If you are reduced below 0 hit points, 2 hit points of lethal damage per berserker level is converted to nonlethal damage. If you are at negative hit points due to lethal damage, you immediately stabilize.

Rage Power: Inspiring Presence (5 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)

When raging, you encourage all allies within 30 feet gain a +2 morale bonus on saving throws against fear effects for the duration.

Rage Power: Reflexive Dodge (4 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Rolling Dodge

You gain a +2 dodge bonus to Dexterity saving throws until the start of your next turn.

Rage Power: Surprise Accuracy 2 (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Surprise Accuracy

You gain a +3 on your attack roll.

Rage Power: Unexpected Strike (6 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Quick Reflexes

You make an opportunity attack against a foe that moves into any square threatened by you, regardless of whether or not that movement would normally provoke an attack of opportunity.

Sense Life (7 AP)


  • Usage: Action
  • Duration: Instant

You sense the presence of living creatures within 60 feet of you. Until the start of your next turn, you know the distance and direction to each creature, as well as each creature's Toughness score and type. Constructs and Undead can't be perceived in this manner.

Chapter 4: Classes

Shout: Improved Infuriating War Cry (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout: Infuriating War Cry

Allies affected are able to use a single rage power that you possess. Using their own modifiers for these rage powers, but they use your level and physical aptitude bonus for all effects related to them. Allies may only use these while they are raging due to their own rage ability or Infuriating War Cry.

Allies stil gain the benefits of the lesser rage, as well as any rage power they were given. After Infuriating War Cry ends, each ally that was affected is fatigued for a number of rounds equal to half the number of rounds spent raging, minimum 1.

Who Needs Shields (5 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Favorite Weapon

You prefer to fight without a shield, and can deftly use your favorite weapon in order to provide an added layer of defense. You gain half of your Strength modifier as a shield bonus to your Physical Defense rounded up whenever your favorite weapon is ready to deflect incoming attacks.

Tier 2

Blood Bond: Telepathic Ties (Passive)

Prerequisite: Blood Bonded

a barbarian and his brother develop a mind-link between each other. They can communicate telepathically over a distance of 60 feet.

Favorite Weapon 3 (Passive)

Prerequisite: Favorite Weapon 2

You increase the die type of your favorite weapon.

Fearless Rage (Passive)

Prerequisite: Rage

Rage now grants immunity to the shaken and frightened conditions.

Rage Power: Deadly Accuracy (Passive)

Prerequisite: Rage Power: Surprise Accuracy

If you score a critical threat when using your surprise accuracy rage power, you apply double the surprise accuracy bonus when rolling to confirm the critical.

Weapon Expertise: Favorite Weapon (Passive)

Prerequisite: Favorite Weapon 2, Accurate Stance

You gain a +1 to both attack and damage rolls with your favorite weapon.


Accurate Stance 3 (12 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Accurate Stance 2

You gain a +4 bonus on physical attack rolls. You cannot enter this stance while you are in rage.

Blood Bond: Overprotective (10 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Blood Bonded

Whenever you and your brother are able to see and hear each other and not helpless, each gains +4 dodge bonus to Defense Rolls for the duration.

Death's Vengeance (14 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Sense Life

Whenever you are forced to roll a death saving throw, you can use this feature to automatically fail. Your rage then lifts you back on your feet and takes over your being. Until the end of your turn, you are immune to all conditions and magical effects, your movement speed is doubled, you benefit from the usual effects of rage, you have advantage on all rolls and you ignore all incoming damage.

Ferocious Beast (9 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Rage & Animal Companion

You grant your animal companion the benefits of Rage.

Fury of Blades 3 (12 AP)


  • Usage: Full Round Action
  • Duration: Instant
  • Prerequisite: Fury of Blades 2

When unarmored, you can strike with a flurry of slices at the expense of accuracy. When doing so, you make 5 attacks in a round, taking a -4 on all attacks made until the start of your next turn.

If wielding two weapons simultaneously, you may use Fury of Blades while doing so, thereby allowing 7 attacks instead of 5.

Greater Feint (10 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Improved Feint, Guarded Stance

You make a feint attempt with a +4 bonus.

Chapter 4: Classes

Repositioning Stance 2 (8 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Repositioning Stance

You can focus on toppling your foes. You make trip, bullrush, overrun and reposition actions with a +4 bonus. These actions don't provoke an opportunity attack. You cannot enter this stance while in rage.

Low Blow 2 (11 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Low Blow

After a successful feint against an opponent, your attack deal an extra 2d6 damage.

Powerful Stance 2 (8 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Powerful Stance

You can focus your ferocity. You gain a +3 bonus on physical damage rolls. You cannot enter this stance while in rage.

Rage Power: Flesh Wound (11 AP)


  • Usage: Reaction
  • Duration: Instant

You attempt a Toughness save to avoid serious harm from an attack. The DC equals the damage that would be dealt by the attack. On a success, you take half damage from the attack and the damage is nonlethal.

Rage Power: Overbearing Onslaught (8 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Rage Power: Overbearing Advance

You may overrun more than one target per action so long as you have enough movement, with a –2 penalty per each overrun check after the first.

Rage Power: Critical Choice (10 AP)


  • Usage: Action
  • Duration: Instant

You can choose to score a critical hit on your next attack roll.

Rage Power: More Blood Better Fight (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Gore Damage

Things get extra bloody. You cause the attack to deal an extra 2d6 damage of the weapon’s damage type.


Shout: Ferocious Leadership (10 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Shout: Improved Infuriating War Cry

You share combat knowledge with your allies. You can provide all allies within 30 feet with one capability of your choice for the duration. Allies must meet the prerequisites for the capability.

Tier 3

Prerequisite: Blood Bond: Telepathic Ties

Whenever you or your brother is target of a spell or ability requiring a Sense or Arcana save, both of you make a Sense saving throw, and the better result counts.

Favorite Weapon 4 (Passive)

Prerequisite: Favorite Weapon 3, Powerful Stance 2

You increase the die type of your favorite weapon.

Improved Low Blow (Passive)

Prerequisite: Low Blow 2, Improved Feint

Low Blow Damage now uses d8s instead of d6s.

In the Zone (Passive)

Prerequisite: Pack Fighter's Spirit

The rapid flow of your movements begins to make your body hard to track. For each successful melee attack landed during your turn receiving a +1 Physical Defense bonus until the end of the round.

Shout: Brutal Tactician (Passive)

Prerequisite: Shout: Ferocious Leadership

Allies affected by your Ferocious Leadership may ignore one prerequisite of the feat you are granting.

Trained Gladiator (Passive)

Prerequisite: Blood Arcana

You start each Encounter with 2d8 of Temporary Arcana Points

Blood Bond: Greater Bond (15 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6+PRS rounds)
  • Prerequisite: Blood Bonded

Blood Bond bonuses to Strength and Dexterity during his blood bond each increase to +4, and their bonus on saving throws increases to +2.

Chapter 4: Classes

Defense Specialization: Favorite Weapon (18 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Favorite Weapon 3, Weapon Specialization: Favorite Weapon

Your skill with your favorite weapon never stops improving. You gain a +6 dodge bonus to Physical Defense whenever you are fighting with your favorite weapon. They gain this bonus as long as both of their hands are free to draw their katana immediately.

Feral Rage (15 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Pack Fighter's Spirit

You can go into a type of rage state which increases their speed and strength. You gain a +3 to Strength and Dexterity. This technique puts a lot of stress on the body causing you to take a level of exhaustion at the end of the duration.

Guarded Stance 3 (18 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Guarded Stance 2

You gain a +6 dodge bonus to your physical defense rolls for the duration. Activating this ability does not provoke an attack of opportunity. You cannot enter this stance while you are in rage.

Powerful Stance 3 (16 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Powerful Stance 2

You can focus your ferocity. You gain a +6 bonus on physical damage rolls. You cannot enter this stance while in rage.

Protect Vitals (15 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Guarded Stance

You gain an additional +4 dodge bonus to Physical Defense rolls against attack rolls made to confirm critical hits.

Rage Power: Come and Get Me (15 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Taunt

You leave yourself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against you until the beginning of your next turn, but every attack against you provokes an opportunity attack from you, which is resolved prior to resolving each enemy attack.


Rage Power: Improved Inspiring Presence (15 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Inspiring Presence

When raging, all allies within 30 feet of you gain a +4 morale bonus on saving throws against fear effects.

Rage Power: Overwhelming Critical (20 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Greater Rage, Rage Power: Overwhelming Cleave and Rage Power: Brutal Critical

You deal an extra 2d8 points of bonus damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add +2d10 points of bonus damage instead, and if the multiplier is ×4, add +2d12 points of bonus damage instead. Creatures immune to critical hits can’t be affected by this feat.

Repositioning Stance 3 (16 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Repositioning Stance 2

You can focus on toppling your foes. You make trip, bullrush, overrun and reposition actions with a +6 bonus. These actions don't provoke an opportunity attack. You cannot enter this stance while in rage.

Slow Fall (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Channel Pain

If you’re within reach of a wall, you can use it to slow the speed of a fall taking 30 feet less fall damage.

Tier 4

Boundless Mind (Passive)

Prerequisite: Feral Rage and Fury of Blades 2

Your speed with your favorite weapon is truly awesome. Your Flurry of Blades now gains an additional attack to reflect this.

Favorite Weapon 5 (Passive)

Prerequisite: Favorite Weapon 4

You increase the die type of your favorite weapon.

Rage Power: Lethal Accuracy (Passive)

Prerequisite: Deadly Accuracy

When using your surprise accuracy rage power, your critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3)

The Show Must Go On (Passive)

Prerequisite: Rage and Trained Gladiator

Rage now grants you an additional 2d8 Temporary Arcana Points.

Chapter 4: Classes

Accurate Stance 4 (32 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Accurate Stance 3

You gain a +8 bonus on physical attack rolls. You cannot enter this stance while you are in rage.

Blood Bond: True Bond (26 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d8+PRS rounds)
  • Prerequisite: Blood Bonded: Greater Bond

Blood Bond bonuses to Strength and Dexterity during his blood bond each increase to +6, and their bonus on saving throws increases to +3.

Deadly Counter (26 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: In the Zone

If a melee attacker fails to hit you, you receive an opportunity attack.

Deflect Projectiles (22 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Defense Specialization: Favorite Weapon

You are so fast that it becomes easy to deflect arrows with your favorite weapon. As long as you are not using a shield or armor, you will reflexively deflect an arrow, bolt or thrown weapon that would hit you. You may only use this feat when your favorite weapon is immediately available to them.

Guarded Stance 4 (26 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Guarded Stance 3

You gain a +8 dodge bonus to your physical defense rolls for the duration. Activating this ability does not provoke an attack of opportunity. You cannot enter this stance while you are in rage.

Improved Slow Fall (22 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Slow Fall

If you’re within reach of a wall, you can use it to slow the speed of a fall taking 50 feet less fall damage.

Low Blow 3 (25 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Low Blow 2

After a successful feint against an opponent, your attack deal an extra 3d6 damage.


Powerful Stance 4 (24 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Powerful Stance 3

You can focus your ferocity. You gain a +8 bonus on physical damage rolls. You cannot enter this stance while in rage.

Rage Power: Greater Ferocious Beast (24 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Ferocious Beast

You grant your animal companion the benefits of any of your Passive rage powers.

Repositioning Stance 4 (24 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Repositioning Stance 3

You can focus on toppling your foes. You make trip, bullrush, overrun and reposition actions with a +8 bonus. These actions don't provoke an opportunity attack. You cannot enter this stance while in rage.

Shout: Greater Infuriating War Cry (23 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout: Improved Infuriating War Cry and Rage Power: Improved Inspiring Presence

Range of any current Infuriating Spirit extends out to 60 feet and you can also grant one Passive ability that modifies Rage to your allies that you possess

Tier 5

Favorite Weapon 6 (Passive)

Prerequisite: Favorite Weapon 5, Powerful Stance 3

You increase the die type of your favorite weapon.

Greater Low Blow (Passive)

Prerequisite: Improved Low Blow, Greater Feint, Low Blow 3

Low Blow Damage now uses a d10 instead of a d8.

Improved In the Zone (Passive)

Prerequisite: In the Zone

The rapid flow of their movements begins to make your body hard to track. For each successful melee attack landed during your turn, you receive a +2 Physical Defense bonus until the end of the round.

Accurate Stance 5 (32 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Accurate Stance 4

You gain a +8 bonus on physical attack rolls. You cannot enter this stance while you are in rage.

Chapter 4: Classes

Feral Flow (32 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Feral Rage, Deflect Projectiles

When you find your flow, the situation becomes increasingly dangerous for their enemies. For each successful melee attack landed during your next attack, you receive a +1 attack bonus for the duration.

Greater Slow Fall (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Improved Slow Fall

If you’re within reach of a wall, you can use it to slow the speed of a fall taking 70 feet less fall damage.

Guarded Stance 5 (33 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Guarded Stance 4

You gain a +10 dodge bonus to your physical defense rolls for the duration. Activating this ability does not provoke an attack of opportunity. You cannot enter this stance while you are in rage.

Low Blow 4 (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Low Blow 3

After a successful feint against an opponent, your attack deal an extra 4d6 damage.

Powerful Stance 5 (34 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Powerful Stance 4

You can focus your ferocity. You gain a +10 bonus on physical damage rolls. You cannot enter this stance while in rage.

Rage Power: Devastating Critical (32 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Overwhelming Critical

Whenever you score a critical hit with the chosen weapon, the target must make a Toughness save or die instantly. (Creatures immune to critical hits can’t be affected by this feat.)

Rage Power: Greater Inspiring Presence (29 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Rage Power: Improved Inspiring Presence

When raging, all allies within 60 feet of you gain a +6 morale bonus on saving throws against fear effects.


Relentless Impact (31 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Deadly Counter, Fury of Blades 3

You can sacrifice speed in order to swing much harder. When choosing to do this, you cut so deeply that damage reduction is less effective. You may sacrifice any number of attacks in a Fury of Blades in order to ignore 5 damage reduction per sacrificed attack on each successful hit until the end of the round.

Repositioning Stance 5 (34 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Repositioning Stance 4

You can focus on toppling your foes. You make trip, bullrush, overrun and reposition actions with a +10 bonus. These actions don't provoke an opportunity attack. You cannot enter this stance while in rage.

Disciplined Capabilities

Trick

Acid Resistance (Passive)

Prerequisite: Lesser Elemetal Rage

You gain Damage Reduction to Acid damage equal to your berserker level while in rage.

Anti-Magic Rage (Passive)

Prerequisite: Rage

While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Chronal Attribute: Day (Passive)

When chosen, you may choose any one Sense-based skill with which to become proficient in.

Chronal Attribute: Night (Passive)

When chosen, you may choose any one Knowledge-based skill with which to become proficient in.

Fire Resistance (Passive)

Prerequisite: Lesser Elemetal Rage

You gain resistance to Fire damage equal to your berserker level while in rage.

Frost Resistance (Passive)

Prerequisite: Lesser Elemetal Rage

You gain resistance to Frost damage equal to your berserker level while in rage.

Lighting Resistance (Passive)

Prerequisite: Lesser Elemetal Rage

You gain resistance to Lightning damage equal to your berserker level while in rage.

Chapter 4: Classes

Thunder Resistance (Pasive)

Prerequisite: Lesser Elemental Rage

You gain Damage Resistance to Thunder damage equal to your berserker level while in rage.

Calm Stance (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You can enter a state of calm. While in this stance, you don't gain any benefits from rage other than the temporary hit points and temporary arcana points, but you don't take any of the penalties from rage either.

Chronal Power: Blessing of the Moon (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Rage: Moon

You can add an additional 1d6 Frost damage to your attack.

Chronal Power: Blessing of the Sun (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Rage: Day

You can add an additional 1d6 Fire damage to your attack.

Chronal Power: Starry Blessing (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Rage: (Any)

You can add an additional 1d6 Lightning damage to your attack.

Chronal Rage: Day (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+TGH rounds)

As Rage, but the bonuses and penalties are reduced when not during the day.

  • Strength and Toughness bonuses are cut to +1
  • Sense saves cut to +1
  • Physical Defense penalty cut to -1
  • Arcane Defense penalty cut to -2

While raging during the day, the bonuses return to normal, and you also gain the following:

  • Gain a +2 Hit OR Damage Morale bonus (chosen when raging)
  • 2 extra rounds of rage
  • Can use your Chronal Powers
    
    

Chronal Rage: Night (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+TGH rounds)

As Rage, but the bonuses and penalties are reduced when not during the night.

  • Strength and Toughness bonuses are cut to +1
  • Sense saves cut to +1
  • Physical Defense penalty cut to -1
  • Arcane Defense penalty cut to -2

While raging during the night, the bonuses return to normal, and you also gain the following:

  • Gain a +2 Hit OR Damage Morale bonus (chosen when raging)
  • 2 extra rounds of rage
  • Can use your Chronal Powers

Clarity of Pain (2 AP)


  • Usage: Reaction
  • Duration: Instant

Whenever you take damage while under the effect of a mind-altering condition such as frightened or charmed, you can make the relevant saving throw with advantage to become immune to that effect for a number of rounds equal to your Sense modifier (minimum one).

Elemental Stance (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

When you adopt this stance, you choose an energy type (acid, frost, lightning, or fire). Your melee attacks deal 1d4 additional points of damage of the chosen type. You cannot enter this stance while in rage.

Fiendish Rage (3 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage

On a hit with a weapon attack, you roll the damage twice.

Lesser Elemental Rage (1 AP)


  • Usage: Reaction
  • Duration: Persist (1d4 rounds)

Upon entering rage, you can harness the power of the elemental planes causing your melee attacks to deal an additional 1d8 points of elemental damage (acid, cold, lightning, or fire) for the duration.

Chapter 4: Classes

Nothing Remains (Varies)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Calm Stance

You can increase your Defense rolls until the end of your next turn. This increase is equal to the Arcana Points you spend. (Maximum of 3)

If your Defense roll exceeds 30 after using this ability, you must succeed on a DC 15 Sense saving throw or are wiped out from all existence for a time. Your DC increases by 5 each time you succeed this Sense saving throw until you finish a long rest. You reappear 1d4 hours later.

Rage Power: Adrenaline (2 AP)


  • Usage: Reaction
  • Duration: Persist (1d6 rounds)

Whenever you take 20 or more damage from a single attack, after calculating Damage reduction and resistance, you use your reaction to take an action.

Rage Power: Superstition (2 AP)


  • Usage: Reaction
  • Duration: Instant

You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities.

Rage Power: Water Sense (1 AP)


  • Usage: Action
  • Duration: Instant

While on land, opponents in the water gain only half cover from your attacks, instead of full cover. In addition, while on land and targeting an opponent in water, you take only a –1 penalty on attacks with ranged weapons (including thrown weapons) for every 5 feet of water they pass through (instead of the usual –2 penalty for every 5 feet of water).

Roused Anger (1 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Rage

You enter a secondary rage even if fatigued. While raging after using this ability, you are immune to the fatigued condition. Once this rage ends, you take 1 level of exhaustion.


Serenity (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+TGH rounds)

You can call upon inner reserves of awareness and tranquility, granting you additional combat prowess. Temporary increases to Toughness, such as those gained from rage and spells like Enhance Ability, do not increase the number of rounds.

While in a state of Serenity, the following modifiers are applied, if not wearing heavy armor:

  • +2 bonus to Dexterity rolls
  • +2 bonus to Sense rolls
  • +2 morale bonus on all saves
  • Temporary 1d12 hit points at the start of serenity
  • Temporary 1d8 Arcana Points at the start of serenity
  • Unable to cast spells, use Knowledge-Based skills or communicate
  • Able to use any of your acquired Rage Powers

Strength of Mind (3 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+SEN rounds)

You become immune to stunning and sleep spells and effects for a number of rounds equal to 1d4+Sense Modifier.

Tier 1

Chronal Power: Sun Touched (Passive)

Prerequisite: Chronal Rage: Sun

Gain damage reduction 5 to Fire Damage.

Chronal Power: Moon Touched (Passive)

Prerequisite: Chronal Rage: Night

Gain damage reduction 5 to Frost Damage.

Chronal Power: Star Kissed (Passive)

Prerequisite: Chronal Rage: (Any)

Gain damage reduction 5 to Lightning Damage.

Rage Power: Ki of Pain (Passive)

You channel your pain into a source of strength. For every 5 Hit points of damage you take, you regenerate 1 Arcana Point this can refill your Rage's Temp Max AP.

Chronal Power: Blessing of the Sun 2 (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Rage: Sun

You can add an additional 2d6 Fire damage to your attack.

Chapter 4: Classes

Chronal Power: Blessing of the Moon 2 (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Rage: Moon

You can add an additional 2d6 Frost damage to your attack.

Chronal Power: Starry Blessing 2 (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Rage: (Any)

You can add an additional 2d6 Lightning damage to your attack.

Clear Mind (4 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Clam Stance

You may reroll a failed Sense save. You must take the second result, even if it is worse.

Elemental Stance 2 (5 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Elemental Stance

When you adopt this stance, you choose an energy type (acid, frost, lightning, or fire). Your melee attacks deal 2d4 additional point of damage of the chosen type.

Improved Fiendish Rage (6 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Fiendish Rage

If you score a critical hit against a creature within 30 feet of you, you can use your reaction to make an additional attack. You have advantage on this additional attack.

Healing Fists (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Path of Tranquility

Your mystical touch can heal wounds. You have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Berserker level × 10.

You can heal any creature you punch and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.

Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use, expending hit points separately for each one.


Humiliating Pain (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Intimidating Glare

You can cause your target to writhe in humiliating agony. If your target has any legendary actions, it must succeed on a Sense saving throw or cannot use its legendary actions in that round. If it does not have legendary actions, it loses one attack from its next Multiattack or similar feature.

Improved Nothing Remains (Varies)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Nothing Remains

You can increase your Defenses rolls until the end of your next turn. This increase is equal to the Arcana Points you spend, Maximum of 7.

If your Defense roll exceeds 40 after using this ability, you must succeed on a DC 17 Sense saving throw or are wiped out from all existence for a time. Your DC increases by 5 each time you succeed this Sense saving throw until you finish a long rest. You reappear 1d4 hours later.

Path of Tranquility (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Calm Stance

You can become an island of calm in even the most chaotic of situations. With this feature, you make it so that anyone who attacks you until the start of your next turn must make a Sense saving throw before doing so. A creature that succeeds on the save is immune to this effect for 1 hour.

Rage Power: Disruptive (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Superstition

The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy’s location and are capable of taking an opportunity attack. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Rage Power: Fiendish Charge (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Swift Foot

While moving towards a creature to attack it, your speed increases by 10 feet. You must declare that you are going to make the attack and must make your attack when you reach your target. You cannot use this feature if you cannot reach your target with your increased speed.

Chapter 4: Classes

Rage Power: Nobody Stands (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Path of Tranquility

You can spend 4 Arcana points, to pass through living creatures. If you end your turn in a creature, both you and the creature take 4d8 force damage. Either way, you are shunted to the nearest unoccupied space after you have taken damage.

Rage Power: Nothing Stands (3 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Path of Tranquility

You can spend 3 Arcana points to pass through a solid surface like a wall or a door. If you end your turn in a solid material, you take 4d8 force damage, and are shunted to the nearest unoccupied space after you have taken damage.

Rage Power: Renewed Vitality (7 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Rage Power: Renewed Vigor

You can ignore the effect of ability point damage up to 1/2 of your Physical Aptitude.

Rage Power: Spike (5 AP)


  • Usage: Action
  • Duration: Instant

Spikes come out of your body, ready to pierce your foes. When a creature tries to hit you with an unarmed strike, it takes piercing damage equal to your Physical Aptitude bonus + its Strength or Dexterity modifier (whichever is applied to its attack). If grappling, your opponent takes piercing damage equal to 2 + your Physical Aptitude bonus at the start of each one of your turns for the duration that you remain grappled. Additionally, if you are grappling a creature, you can choose to make a melee weapon attack against that creature with the spikes on your body dealing piercing damage equal to 4d4 + your Strength modifier. You have advantage on this attack roll.

Rage Power: Witch Hunter (5 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Superstition

You gain a bonus on damage rolls equal to double your Arcane modifier against creatures possessing spells or spell-like abilities.


Tier 2

Emissary of Peace (Passive)

Prerequisite: Path of Tranquility

You gain the ability to defuse violent situations. Whenever you make a Personality check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply to Deception skill applies to your check. You also gain proficiency in either Performance or Persuasion.

Chronal Power: Blessing of the Moon 3 (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Blessing of the Moon 2

You can add an additional 3d6 Cold damage to your attack.

Chronal Power: Blessing of the Sun 3 (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Blessing of the Sun 2

You can add an additional 3d6 Fire damage to your attack.

Chronal Power: Lunar Fragment (9 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Moon Touched

By reducing your rage by an extra round, you bring a tiny fragment of the moon down in a 15 foot radius of any point within 90 ft. This is an Arcane attack that deals 3d6 + Knowledge modifier Frost damage. Enemies attacked by this are allowed a Dexterity Save for half damage.

Chronal Power: Solar Hailstorm (9 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Sun Touched

By reducing your rage by an extra round, you bring a tiny fragment of the sun down in a 15 foot radius of any point within 90 ft. This is an Arcane attack that deals 3d6 + Sense modifier Fire damage. Enemies attacked by this are allowed a Dexterity Save for half damage.

Chronal Power: Star Beam (9 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Star Kissed

By reducing your rage by an extra round, you bring tiny fragments of the stars down in a 15 foot radius of any point within 90 ft. This is an Arcane attack that deals 3d6 + Arcana modifier Lightning damage. Enemies attacked by this are allowed a Dexterity Save for half damage.

Chapter 4: Classes

Chronal Power: Starry Blessing 3 (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Starry Blessing 2

You can add an additional 3d6 Lightning damage to your attack.

Distracting Pain (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Clarity of Pain and Humiliating Pain

You can cause your target to lose its grip on its mind. Your target must succeed on a Sense saving throw or lose its concentration on a spell. If it is not concentrating on a spell, it cannot cast a spell until the end of its next turn. If it is not a spellcaster, it has disadvantage on its Knowledge and Sense saving throws until the end of its next turn.

Elemental Rage (9 AP)


  • Usage: Reaction
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Lesser Elemental Rage

Upon entering rage, you can harness the power of the elemental planes causing your melee attacks to deal an additional 2d8 points of elemental damage (acid, frost, lightning, or fire) for the duration.

Greater Chronal Rage (12 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6+TGH rounds)
  • Prerequisite: Chronal Rage: (Any)

When raging opposite to the chosen daypart, you gain regular rage bonuses; however when raging during your chosen daypart you use Greater Rage bonuses as well as the following:

  • Gain a +4 Hit OR Damage Morale bonus (chosen when raging)
  • 4 extra rounds of rage
  • Can use your Chronal Powers

Greater Serenity (12 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6+TGH rounds)
  • Prerequisite: Serenity

While in a state of Serenity, the following modifiers are applied, if not wearing heavy armor:

  • +4 bonus to Dexterity rolls
  • +4 bonus to Sense rolls
  • +4 morale bonus on all saves
  • Temporary 2d12 hit points at the start of serenity
  • Temporary 2d8 Arcana Points at the start of serenity
  • Unable to cast spells, use Intelligence-Based skills, and cannot communicate
  • Able to use any of your acquired Rage Powers
    
    

Greater Nothing Remains (Varies)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Improved Nothing Remains

You can increase your AC until the end of your next turn. This increase is equal to the Arcana Points you spend, maximum of 14.

If your Defense roll exceeds 50 after using this ability, you must succeed on a DC 15 Sense saving throw or are wiped out from all existence for a time. Your DC increases by 5 each time you succeed this Sense saving throw until you finish a long rest. You reappear 1d4 hours later.

Rage Power: Eater of Magic (11 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Superstition

When you fail a saving throw, you can reroll the saving throw against the effect. If you succeed at the second saving throw, you are not affected by it and gain a number of temporary hit points equal to the attacker’s Arcana Modifier.

Rage Power: Foul Blood (9 AP)


  • Usage: Reaction
  • Duration: Instant

Whenever you take damage from a critical hit or at least 15 piercing or slashing damage from a creature within 5 feet of you, you can spray your blood on that creature. It must then make a Dexterity saving throw. The target takes 2d12 acid damage on a failed save, or half as much damage on a successful one.

Rage Power: Ghost Rager (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rage Power: Superstition

You deal normal damage to incorporeal creatures even when using nonmagical weapons. You also gain a +3 morale bonus to Arcane Defense Rolls until the start of your next turn.

Rage Power: Greater Elemental Resistance (12 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Elemental Rage, Any Resistance

You can reduce damage by half from a single attack against which you have resistance.

Rage Power: Internal Fortitude (11 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d8 rounds)

You are immune to the sickened and nauseated conditions for the duration.

Chapter 4: Classes

Rage Power: Necrosis (10 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

You deal an additional 1d6 necrotic damage, and any targets struck must succeed on a Toughness saving throw. On a failure, they take an additional 1d6 Necrotic damage for the duration.

Rage Power: Spell Cessation (13 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Witch Hunter

You can attempt to stop an ongoing spell effect on you or an ally by succeeding on an Intimidation check against the Spell's DC. If successful, you suppress the effect for the duration.

Tier 3

Chronal Power: Moon Touched 2 (Passive)

Prerequisite: Chronal Power: Moon Touched

Gain damage reduction 10 to Frost Damage.

Chronal Power: Sun Touched 2 (Passive)

Prerequisite: Chronal Power: Sun Touched

Gain damage reduction 10 to Fire Damage.

Chronal Power: Star Kissed 2 (Passive)

Prerequisite: Chronal Power: Star Kissed

Gain damage reduction 10 to Lightning Damage.

Chronal Power: Blessing of the Moon 4 (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Blessing of the Moon 3

You can add an additional 3d8 Frost damage to your attack.

Chronal Power: Blessing of the Sun 4 (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Blessing of the Sun 3

You can add an additional 3d8 Fire damage to your attack.

Chronal Power: Lunar Fragment 2 (16 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Lunar Fragment, Greater Chronal Rage

By reducing your rage by 2 extra rounds, you bring fragments of the moon down in a point within 90 ft. This is an Arcane attack that deals 5d6 + Knowledge modifier Frost damage within 20 ft. Enemies attacked by this are allowed a Dexterity Save for half damage.


Chronal Power: Solar Hailstorm 2 (17 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Solar Fragment, Greater Chronal Rage

By reducing your rage by 2 extra rounds, you bring fragments of the sun down in a point within 90 ft. This is an Arcane attack that deals 5d6 + Sense modifier Fire damage within 20 ft. Enemies attacked by this are allowed a Dexterity Save for half damage.

Chronal Power: Star Beam 2 (16 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Star Beam, Greater Chronal Rage

By reducing your rage by 2 extra rounds, you bring fragments of the stars down in a point within 90 ft. This is an Arcane attack that deals 5d6 + Arcana modifier Lightning damage within 20ft. Enemies attacked by this are allowed a Dexterity Save for half damage.

Chronal Power: Starry Blessing 4 (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Starry Blessing 3

You can add an additional 3d8 Lightning damage to your attack.

Douse the Flames of War (19 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Emissary of Peace

You gain the ability to temporarily extinguish a creature’s violent impulses. You touch a creature forcing it to make a Sense saving throw. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for the duration. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw. This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.

Elemental Stance 3 (16 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Elemental Stance 2

When you adopt this stance, you choose an energy type (acid, frost, lightning, or fire). Your melee attacks deal 1d10 additional points of damage of the chosen type. You cannot enter this stance while in rage.

Chapter 4: Classes

Rage Power: Corruption Strike (20 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Foul Blood

You can decrease the target's hit point maximum in an amount equal to the damage instead of dealing normal damage.

Rage Power: Energy Absorption (19 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Greater Energy Resistance

You can absorb energy from an attack to which you have resistance. You do not make a saving throw against the effect but take no damage from it. Instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. These temporary hit points last until the end of your rage.

Rage Power: Foul Aura (16 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Foul Blood

When targeted by an attack, you can force your attacker to succeed on a Sense saving throw or have disadvantage on their attack rolls against you. Additionally, whenever an ally within 15 feet of you is hit by a weapon or spell attack, you can affect the creature with your foul presence.

Rage Power: Improved Spell Cessation (20 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Witch Hunter

You can attempt to stop an ongoing spell effect on you or an ally by succeeding on an Intimidation check against the Spell's DC. If successful, you completely dispell the effect.

Rage Power: Renewed Life (20 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Renewed Vitality

When you fail a save Death Saving Throw, you may choose to reroll it.


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Spell Cessation

You choose a spellcaster within 15 feet of you and you cut its connections to its source of power. Target creature must succeed on a Personality saving throw or can’t use its spells for 1d4 turns. However, it can keep concentrating on spells that it already cast.


Rage Power: Sunder Enchantment (18 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Spell Cessation

You use the sunder combat maneuver on a magical item, that item’s magical abilities are suppressed for the duration.

Rage Power: Terrifying Rage (15 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)

All enemies in sight must make a Sense save or become panicked on a failed save or shaken on a success. Enemies with a CR double your level or greater are not affected.

Superior Nothing Remains (Varies)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Greater Nothing Remains

You can increase your AC until the end of your next turn. This increase is equal to the Arcana Points you spend, maximum of 21.

If your Defense roll exceeds 60 after using this ability, you must succeed on a DC 15 Sense saving throw or are wiped out from all existence for a time. Your DC increases by 5 each time you succeed this Sense saving throw until you finish a long rest. You reappear 1d4 hours later.

Tier 4

Chronal Power: Moon Touched 3 (Passive)

Prerequisite: Chronal Power: Moon Touched 2

Gain damage reduction 15 to Frost Damage

Chronal Power: Star Kissed 3 (Passive)

Prerequisite: Chronal Power: Star Kissed 2

Gain damage reduction 15 to Lightning Damage

Chronal Power: Sun Touched 3 (Passive)

Prerequisite: Chronal Power: Sun Touched 2

Gain damage resistance 15 to Fire Damage

Chronal Power: Blessing of the Moon 5 (26 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Blessing of the Moon 4

You can add an additional 4d8 Frost damage to your attack.

Chronal Power: Blessing of the Sun 5 (26 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Blessing of the Sun 4

You can add an additional 4d8 Fire damage to your attack.

Chapter 4: Classes

Chronal Power: Celestial Calamity (28 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Greater Chronal Rage, Chronal Power: Starry Blessing 3, Chronal Power: Star Kissed 2

You gather energies of their daypart into their weapon. You may store this energy for a number of rounds equal to your Arcana modifier before it unleashes on it's own, dealing damage to the wielder instead. If you hit a target with this energy while it is stored, you add 2d6 lightning damage per round held onto the attack. This damage ignores Resistances, Immunities, and Healing via lightning damage, channeling it as pure damage.

You may also choose to slam your weapon as hard as he can into the ground, dealing 2d6 lightning damage per round in a 20ft radius blast to everything around you, excluding yourself.

Chronal Power: Lunar Calamity (28 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Greater Chronal Rage, Chronal Power: Blessing of the Moon 3, Chronal Power: Moon Touched 2

You may gather energies of the night into their weapon. You may store this energy for a number of rounds equal to your Knowledge modifier before it unleashes on it's own, dealing damage to the wielder instead. If you hit a target with this energy while it is stored, you add 2d6 frost damage per round held onto the attack. This damage ignores Resistances, Immunities, and Healing via frost damage, channeling it as pure damage.

You may also choose to slam your weapon as hard as he can into the ground, dealing 2d6 frost damage per round in a 20ft radius blast to everything around you, excluding yourself.

Chronal Power: Solar Calamity (28 AP)


  • Usage: Full- Round Action
  • Duration: Instant
  • Prerequisite: Greater Chronal Rage, Chronal Power: Blessing of the Sun 3, Chronal Power: Sun Touched 2

You may gather energies of the day into their weapon. You may store this energy for a number of rounds equal to your Sense modifier before it unleashes on it's own, dealing damage to the wielder instead. If you hit a target with this energy while it is stored, you add 2d6 fire damage per round held onto the attack. This damage ignores Resistances, Immunities, and Healing via fire damage, channeling it as pure damage.

You may also choose to slam your weapon as hard as he can into the ground, dealing 2d6 fire damage per round in a 20ft radius blast to everything around you, excluding yourself.

Chronal Power: Starry Blessing 5 (26 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Starry Blessing 4

You can add an additional 4d8 Lightning damage to your attack.

Elemental Stance 4 (22 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Elemental Stance 3

When you adopt this stance, you choose an energy type (acid, frost, lightning, or fire). Your melee attacks deal 2d10 additional points of damage of the chosen type. You cannot enter this stance while in rage.

Greater Elemental Rage (22 AP)


  • Usage: Reaction
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Elemental Rage

Upon entering rage, you can harness the power of the elemental planes causing your melee attacks to deal an additional 3d8 points of elemental damage (acid, frost, lightning, or fire) for the duration.

Rage Power: Elemental Critical (26 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Elemental Rage, Elemental Stance 2

While in an Elemental Rage, you can deal exponentially more damage on a critical hit. You can deal an additional 1d10 points of damage if the weapon deals x2 on a critical, 2d10 if the weapon deals ×3 damage on a critical, 3d10 if the weapon deals ×4 on a critical. The type of this damage is the same as the type chosen for the elemental rage power.

Rage Power: Energy Eruption (25 AP)


  • Usage: Reaction
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Energy Absorption

You can absorb any magical damage from a single attack and unleash it upon your enemies. You do not make a saving throw against the effect and take no damage from it absorbing it instead. You unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone at the end of the duration, unless you use your action to do so earlier. The breath weapon inflicts damage equal to the damage from the attack absorbed, but creatures within the area may make a Dexterity save for half damage even if the original effect did not allow a save.

Rage Power: Spellbreaker (24 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Rage Power: Sever Arcane Link

Enemies in your threatened area that fail a concentration check provokea an opportunity attack from you.

Rage Power: Thunderous Rage (26 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)

You hit with such such power that you cause creatures within 60ft to make a Toughness saving throw. On failed save, they are deafened for the duration.

Chapter 4: Classes

Rampage (26 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Improved Fiendish Rage

By reducing your rage by an extra round, you can choose to go on a rampage. While on a rampage, you deal 6d8 extra damage of the weapon’s damage type on a successful weapon attack you make.

Tier 5

Chronal Power: Moon Touched 4 (Passive)

Prerequisite: Chronal Power: Moon Touched 3

Gain damage reduction 20 to Frost Damage.

Chronal Power: Star Kissed 4 (Passive)

Prerequisite: Chronal Power: Star Kissed 3

Gain damage reduction 20 to Lightning Damage.

Chronal Power: Sun Touched 4 (Passive)

Prerequisite: Chronal Power: Sun Touched 3

Gain damage reduction 20 to Fire Damage.

Allocate Pain (31 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Clarity of Pain

You can convert pain to pure Strength. If your hit points are below maximum, you can convert the difference, up to your Berserker level + Physical Aptitude, into Temporary Arcana Points. These Temporary Arcana Points last until you take a Rest.

Anger of a Gentle Soul (30 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Greater Serenity and Douse the Flames of War

You gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your Berserker level. You're also able to use any of the Rage Powers you possess as well as this capability, as you are tapping into your inner Strength.

Chronal Power: Blessing of the Moon 6 (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Blessing of the Moon 5, Greater Chronal Rage

You can add an additional 5d10 Frost damage to your attack.


Chronal Power: Blessing of the Sun 6 (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Blessing of the Sun 5, Greater Chronal Rage

You can add an additional 5d10 Fire damage to your attack.

Chronal Power: Lunar Fragment 3 (33 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Lunar Fragment 2, Perfected Chronal Rage

By reducing your rage by 3 extra rounds, you bring a chunk of the moon down in a point within 120 ft. This is an Arcane attack that deals 8d8 + Knowledge modifier Frost damage within 20 ft. Enemies attacked by this are allowed a Dexterity Save for half damage. All enemies who fail their Dexterity Save also have their movement reduced by 10ft for 1d4 rounds.

Chronal Power: Solar Hailstorm 3 (34 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Solar Hailstorm 2, Perfected Chronal Rage

By reducing your rage by 3 extra rounds, you bring a chunk of the sun down in a point within 120 ft. This is an Arcane attack that deals 8d8 + Sense modifier Fire damage within 20 ft. Enemies attacked by this are allowed a Dexterity Save for half damage. All enemies who fail their Dexterity Save are also set ablaze taking an additional 1d8 fire damage for 1d4 rounds or until they spend an action to put it out.

Chronal Power: Star Beam 3 (32 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Star Beam 2, Perfected Chronal Rage

By reducing your rage by 3 extra rounds, you bring a chunk of a star down in a point within 120 ft. This is an Arcane attack that deals 8d8 + Arcana modifier Lightning damage within 20 ft. Enemies attacked by this are allowed a Dexterity Save for half damage. Enemies attacked by this are allowed a Dexterity Save for half damage. All enemies who fail their Dexterity Save are also stunned for 1d4 rounds.

Chronal Power: Starry Blessing 6 (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Chronal Power: Starry Blessing 5, Greater Chronal Rage

You can add an additional 5d10 Lightning damage to your attack.

Chapter 4: Classes

Directed Soul Strike (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Greater Serenity and Humiliating Pain

You unleash the pain onto another creature with an attack, the creature must make a Toughness saving throw, taking psychic damage equal to half of your hit point maximum on a failed save, or half of it on a successful one. This damage ignores resistance and immunity.

Perfected Chronal Rage (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Greater Chronal Rage

When raging opposite to the chosen daypart, you gain Greater Rage bonuses; however when raging during your chosen daypart you use Mighty Rage bonuses as well as the following:

  • Gain a +6 Hit OR Damage Morale bonus (chosen when raging)
  • 6 extra rounds of rage
  • Can use your Chronal Powers

Purest Serenity (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Greater Serenity

While in a state of Serenity, the following modifiers are applied, if not wearing heavy armor:

  • +6 bonus to Dexterity rolls
  • +6 bonus to Sense rolls
  • +6 morale bonus on all saves
  • Temporary 3d12 hit points at the start of serenity
  • Temporary 3d8 Arcana Points at the start of serenity
  • Unable to cast spells, cannot use Knowledge-Based skills, and cannot communicate
  • Able to use any of your acquired Rage Powers
    
    

    Rage Power: Nothing Happens (31 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Nothing Remains 4 and Greater Serenity

You can manifest your inner emptiness. As an action, you can choose a point within your line of sight that is within 90 feet of you and create a large black hole centered on the point for the duration.

The black hole sucks all light within a 60- foot radius centered on its point of origin. Bright lights turn into dim light and dim lights diminish completely within the area. The hole also sucks everything within 60 feet of its origin point, including creatures.

Every creature must make a Strength saving throw. On a failed save, the black hole pulls the creature 20 feet towards itself or 10 feet on a successful one. If a creature with less than 30 hit points touches the black hole, the creature is vaporized and its body and soul are now in the void, meaning nowhere. If a creature is vaporized in this way, it can only be revived by a Wish spell. If a creature has more than 30 hit points, it takes 8d6 force damage when it touches the black hole and it is pushed 20 feet away from it.

You can:

  • Spend 1 Arcana point to stand within the black hole’s area without being affected by it until the end of your next turn.
  • Spend 2 Arcana points as a reaction to protect a creature within 20 feet of you from the black hole’s effects until the end of your next turn.
  • Spend 10 Arcana points to move the black hole 20 feet.

Chapter 4: Classes

Minstrel

The Minstrel was designed and constructed in an effort to improve morale and overall influence the tide of battle as they see fit.

Class Features

As a Minstrel, you gain the following class features

Ability Modifier


  • Personality: +1 at 1st level

Hit Points


  • Hit Dice: 1d8 per Minstrel level
  • Hit Points at 1st Level: 8 + your Toughness modifier
  • Hit Points at Higher Levels: 1d8 (5) + your Toughness modifier per Minstrel level after 1st

Arcana Points


  • Hit Dice: 1d8 per Minstrel level
  • Hit Points at 1st Level: 8 + your Arcana modifier
  • Hit Points at Higher Levels: 1d8 (5) + your Arcana modifier per Minstrel level after 1st

    Proficiencies


Minstrels come in a wider variety than some and as such have a broader choices. They can pick any 2 from the following:

  • Armor Any group
  • Weapon Any group
  • Arcane School Illusion, Enchantment, Transmutation, or Conjuration

  • Saving Throws: Any 2 saving throws
  • Skills: Any 4 skills
The Minstrel
Level Physical Bonus Arcane Bonus Tricks Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
1st +1 +1 PRS PRS-2 PRS-3 PRS-4 PRS-5 PRS-6
2nd +1 +2 PRS PRS-1 PRS-2 PRS-3 PRS-4 PRS-5
3rd +2 +3 PRS PRS PRS-2 PRS-3 PRS-4 PRS-5
4th +2 +3 PRS+1 PRS PRS-1 PRS-3 PRS-4 PRS-5
5th +3 +4 PRS+1 PRS+1 PRS-1 PRS-2 PRS-3 PRS-4
6th +3 +5 PRS+2 PRS+1 PRS PRS-2 PRS-3 PRS-4
7th +4 +6 PRS+2 PRS+2 PRS PRS-2 PRS-3 PRS-4
8th +4 +6 PRS+3 PRS+2 PRS PRS-1 PRS-2 PRS-3
9th +5 +7 PRS+3 PRS+3 PRS+1 PRS-1 PRS-2 PRS-3
10th +5 +8 PRS+4 PRS+3 PRS+1 PRS-1 PRS-2 PRS-3
11th +6 +9 PRS+4 PRS+4 PRS+1 PRS PRS-1 PRS-2
12th +6 +9 PRS+5 PRS+4 PRS+2 PRS PRS-1 PRS-2
13th +7 +10 PRS+5 PRS+5 PRS+2 PRS PRS-1 PRS-2
14th +7 +11 PRS+6 PRS+5 PRS+2 PRS+1 PRS PRS-1
15th +8 +12 PRS+6 PRS+6 PRS+3 PRS+1 PRS PRS-1
16th +8 +12 PRS+7 PRS+6 PRS+3 PRS+1 PRS PRS-1
17th +9 +13 PRS+7 PRS+7 PRS+3 PRS+2 PRS+1 PRS
18th +9 +14 PRS+8 PRS+7 PRS+4 PRS+2 PRS+1 PRS
19th +10 +15 PRS+8 PRS+8 PRS+4 PRS+2 PRS+1 PRS
20th +10 +15 PRS+9 PRS+8 PRS+5 PRS+3 PRS+2 PRS+1

Chapter 4: Classes

Dancer

Dancer Minstrels are much more designed and built around fleeting and floating around the battlefield to boost allies, harm or hinder enemies through a series of rapid strikes.

Wordsmith

Wordsmith Minstrels use the power of their wit and vocabulary to aide allies both in and out of combat.

Musician

Musician Minstrels believe that music while a great uniter can also cause great harm when the proper chord is struck.

Core

Trick

Arcane Encouragement (Passive)

Prerequisite: Encouragement

If a creature has an Encouragement die from you and casts a spell that restores hit points or deals damage, they can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt.

Art of the Con (Passive)

You earn double the normal amount of money from Performance checks. In addition, you may use a Deception check in place of a Persuasion check to improve your relationships.

Street Smarts (Passive)

You gain a bonus equal to your physical aptitude on Deception, Streetwise, and Sleight of Hand checks.

Traveling Education (Passive)

You may make a knowledge check with a bonus equal to your Minstrel level + your Knowledge modifier to see whether you know some relevant information about local notable people, legendary items, or noteworthy places. A successful check will not reveal the powers of a magic item but may give a hint as to its general function.

Dauntless (2 AP)


  • Usage: Reaction
  • Duration: Instant

You gain a morale bonus on Sense Saving throws equal to your Physical Aptitude.


Encouragement (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+PRS minutes)

You can encourage others through stirring words, music, or some other performance. You choose one creature other than yourself within 60 feet of you who can hear you. That creature gains a d6 Encouragement die to use on one ability check, attack roll, or saving throw it makes within the duration.

They can wait until after rolling the d20 before deciding to use the Encouragement die, but must decide before success has been determined. Once rolled, it is lost. Any single creature can have only one Encouragement die at a time.

Harmless Performer (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Skill Proficiency: Performance

You can use Performance to appear meek and unworthy of being attacked. Until the beginning of your next turn, whenever an enemy targets you, they must succeed on a Sense saving throw or be unable to attack you this round. The enemy loses the attack, but may attack other creatures, if they have additional actions remaining. If the opponent was targeting you with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead.

Performance: Captivating Display (2 AP)


  • Usage: Action
  • Duration: Sustained up to 10 rounds

You can cause one or more creatures within 90 ft to become fascinated by you. All affected creatures must have line of sight and be able to hear you. Nearby combat or other dangers prevents the ability from working.

You make a Performance check and use that roll as the save DC for each affected creature’s Sense save against the effect. On a fail, the creature sits quietly and observes the performance, taking no other actions, for as long as you sustain it. If they succeed, you cannot attempt this performance on that creature again for 24 hours.

While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires you to make another Performance check and allows the creature a new saving throw against the new result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.

Chapter 4: Classes

Performance: Future's Past (1 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

You grant an ally with subconscious knowledge of their own futures, improving their reflexes and ability to react to danger. An ally you choose receives a +1 bonus on Dexterity saving throws and to Defense rolls for the duration.

Performance: Grace to the Graceless (2 AP)


  • Usage: Action
  • Duration: Instant

You bring out the innate grace of even the most clumsy of allies. You choose one ally who receives a +1 morale bonus on Dexterity saving throws and a +2 competence bonus on Dexterity-based skill checks. If they move at least 10 feet during their turn, they also gain a +1 dodge bonus to their Physical Defense until the start of their next turn.

Performance: Lamentations (1 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

You lament in such a way that your enemies are stricken with grief and sorrow, killing their desire to act. As a bonus action, You choose a number of creatures who can hear you within 60 feet of you, up to your Personality modifier (minimum of one). The targets’ speed decreases by 10 feet, and they must make a Personality saving throw. On a failed save, their dedication and desire to live are replaced with grief and sorrow, and they cannot use a reaction for the duration.

Performance: Saving Redux (1 AP)


  • Usage: Action
  • Duration: Sustained up to 5 rounds

You use your performance to counter effects of spells or capabilities that you heard happening. When using an action to sustain this Performance, you make a Performance check. Any creature within 30 feet of you (including yourself) that is affected by a spell or other capability may use the result in place of its saving throw.

If a creature within range is already under the effects of a spell or capability, it gains another saving throw each round that you sustain this performance; however, it must use the Performance check result for the save.


Performance: Second Sight (1 AP)


  • Usage: Action
  • Duration: Sustained up to 5 rounds

You counter effects that rely on sight. When using an action to sustain this Performance, you make a Performance check. Any creature within 30 feet of you (including yourself) that is affected by an Illusion spell may use your Performance check in place of its saving throw.

If a creature within range is already under the effect of a non-Instant Illusion spell, it gains another saving throw against the effect each round that you sustain this performance; however, but it must use the Performance check result for the save.

Quid Pro Quo (3 AP)


  • Usage: Action
  • Duration: Instant

You may use your Persuasion skill to gain assistance from someone who cannot typically be bribed. Any cost for this exchange favors the target in some way that is in-line with your alignment.

Revelry (2 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+PRS rounds)

You relish getting lost in revelry. While in this state, you only care about your joy and pleasure, and do not feel any pain possibly even feeling pleasure from being hurt. While not wearing armor, you gain the following adjustments.

  • Disadvantage on Perception checks
  • Advantage on Performance checks
  • Resistance to Non-magical Piercing, Bludgeoning and Slashing damage

Shout them Apart (3 AP)


  • Usage: Action
  • Duration: Instant

You learn to use your voice, or the sound of your instrument, to make an Arcane attack against a target within 30 feet of you dealing 2d6 thunder damage on a hit.

Also, nonmagical structures and creatures of glass, stone, wood, or crystal are Vulnerable this attack.

Well-Versed (1 AP)


  • Usage: Action
  • Duration: Instant

You become resistant to the Performances of others and Thunder damage in general. You gain a +2 bonus on saving throws made against Minstrel Performances, thunder damage, and effects of spells with a verbal component until the start of your next turn.

Tier 1

Improved Encouragement (Passive)

Prerequisite: Encouragement

Encouragement die becomes a d8.

Chapter 4: Classes

Martial Encouragement (Passive)

Prerequisite: Encouragement

You learn to inspire others in battle. A creature that has an Encouragement die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can roll the Encouragement die and add the number rolled to its defense roll against that attack.

Canny Foe (4 AP)


  • Usage: Reaction
  • Duration: Instant

You gain a +2 bonus to resist a non-attack combat action.

Ecstatic State (5 AP)


  • Usage: Action
  • Duration: Instant

You can fill attacks that target one creature with the ecstatic emotions of revelry. On a hit, the target must succeed on a Personality saving throw or it cannot take a bonus action or reaction until the end of its next turn.

Heighten Resolve (5 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)

You imbue your allies with vigor and speed. As a bonus action, you grant yourself a wondrous appearance. When you do so, choose a number of creatures up to your Personality modifier (minimum 1), within 60 feet who you can see and can see you. Each of them gains temporary hit points equal to 5 times your Physical Aptitude for the duration. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Hyperactive Recharge (7 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)

You can fill the air around you with emotions of hyperactivity in a 30-foot radius. By controlling these emotions, you can choose a number of creatures up to your Personality modifier within range and grant them temporary Arcana points equal to 5 times your Arcane Aptitude for the duration.

Lore Master (6 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Traveling Education

You become a master of lore and can take 10 on a Knowledge check instead making the applicable skill check.


Madcap Prank (6 AP)


  • Usage: Action
  • Duration: Sustained up to 4 rounds

You cause discomfort to a target within 30 feet (tangled clothing, headgear over its eyes, a slip and fall, or otherwise be made to appear a fool). The target must make a Dexterity save each round that it hears or sees the performance, taking one of the following random effects on a failure:

d6 roll Effect
1 blinded
2 dazed
3 deafened
4 restrained
5 fall prone
6 nauseated

Performance: Disappearing Act (5 AP)


  • Usage: Reaction
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Performance: Second Sight

You divert attention from an ally. All creatures within 30 feet that fail a Sense save treat one creature chosen by you as if invisible for the duration. If the target takes any action that would cause them to become visible, they become visible to everyone. You cannot use this ability on yourself.

Performance: Immense Agony (4 AP)


  • Usage: Action
  • Duration: Sustained up to 8 rounds
  • Prerequisite: Performance: Lamentations

You can fill your audience with pain. You choose a number of humanoids up to your Personality modifier within 30 feet of you. Each target must succeed on a Sense saving throw against your spell save DC. On a failed save, the target is filled with emotional agony. It can't help itself and starts to cry or is lost deep in its thoughts. It cannot concentrate on spells and its speed decreases by 10 feet.

These effects end if a target takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. On a successful save, the target does not understand that you tried to affect it.

Performance: Improved Grace for the Graceless (5 AP)


  • Usage: Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Performance: Grace for the Graceless

You bring out the innate grace of even ths most clumsy of allies. You choose one ally who receives a +2 morale bonus on Dexterity saving throws and a +4 competence bonus on Dexterity-based skill checks. If they move at least 10 feet during their turn, they also gain a +2 dodge bonus to their Physical Defense until the start of their next turn.

Chapter 4: Classes

Performance: Improved Future's Past (6 AP)


  • Usage: Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Performance: Future's Past

You grant an ally with subconscious knowledge of their own futures, improving their reflexes and ability to react to danger. An ally you choose receives a +3 bonus on Dexterity saving throws and to Defense rolls until the end of their next turn. In addition, they also receive a +3 bonus to any reaction they take for the duration.

Performance: Inspire Courage (4 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)

You inspire courage in your allies (including yourself), bolstering against fear and improving their combat abilities. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls.

Performance: Motivation (5 AP)


  • Usage: Bonus Action
  • Duration: Instant

As a bonus action, you choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Personality modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Performance: Pain of the Past (5 AP)


  • Usage: Bonus Action
  • Duration: Instant

As a bonus action, you can affect a creature within 30 feet of you. It must succeed on a Sense saving throw or it re-lives the most painful moments of its life, feeling excruciating pain once again, and takes 2d4 psychic damage.

Performance: You Missed Something (5 AP)


  • Usage: Action
  • Duration: Sustained up to 8 rounds

You aid an ally with succeeding at a task. The ally must be within 30 feet and able to see and hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as they hear you. You cannot use this on yourself.

Psychic Blades (6 AP)


  • Usage: Action
  • Duration: Instant

You can make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you deal an additional 2d6 psychic damage to that target.


Throw Your Voice (4 AP)


  • Usage: Bonus Action
  • Duration: Instant

You can project your voice to a point within 30 feet of you. For example, you can whisper to a creature’s ears within 30 feet.

Tier 2

Commanding Voice (Passive)

Prerequisite: Martial Encouragement

You excel at inspiring and directing soldiers in battle. When a creature that has a Encouragement die from you takes the Attack action on its turn, it rolls the Encouragement die, adding the number rolled to its weapon damage roll.

Lingering Performance (Passive)

Prerequisite: Any 2 Performances

The bonuses and penalties from any of your performances continue for an additional 2 rounds. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new performance during this time, the effects of the previous performance immediately cease.

Recharging Rest (Passive)

You and any creatures within 30ft of you regain 1d8 of Arcana Points on a short rest.

Banshee’s Scream (8 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout Them Apart

You can scream in pain or play a chaotic, irritating song with your instrument. A number of creatures up to your Personality modifier (minimum one) within 30 feet of you, and that can hear you, must succeed on a Sense saving throw against your spell save DC or become frightened of you. An affected creature must use its movement to get away from you. If there is not enough space for the creature to get away from you due to its speed, it takes 4d10 psychic damage. The frightened condition ends if the creature succeeds at getting 60 feet away from you or takes psychic damage from the sound.

Behind You (9 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Encouragement

When a creature that has a Encouragement die from you takes the Attack action on its turn, you can allow it an additional weapon attack at the cost of your reaction.

Chapter 4: Classes

Countercharm (9 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: Saving Redux

You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Expanded Encouragement (8 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d4+PRS minutes)
  • Prerequisite: Encouragement

You bestow Encouragement upon 2 creatures, insteads of just one.

Fortune Favors the Bold (12 AP)


  • Usage: Reaction
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Agile and Madcap Prank

You gain advantage on any one skill check after making a successful attack roll.

Performance: Animalistic Fury (11 AP)


  • Usage: Full-Round Action
  • Duration: Sustained up to 10 rounds
  • Prerequisite: Animal Companion

You encourage all animal (or similar) companions, familiars, and mounts of allies who can hear the performance to tap into their inner bestial nature, granting them a benefit to attack and damage rolls equal to your Physical Aptitude so long as you sustain the performance.

Performance: Call of the Siren (8 AP)


  • Usage: Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Phantasmal Voice

You can sing or play a soothing, calming song or tune with your instrument. A number of creatures up to your Personality modifier (minimum one) within 30 feet of you, and that can hear you, must succeed on a Sense saving throw against your spell save DC or become charmed by you. The charmed target must use their movement to try to get closer to you.


Performance: Dreadful Dirge (12 AP)


  • Usage: Action
  • Duration: Sustained up to 10 rounds
  • Prerequisite: Performance: Immense Agony

You can use your performance to foster a sense of growing dread in your enemies. Enemies within 30 feet who are able to see and hear your performance are shaken for as long as you continue the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect.

Performance: Song of Divination (8 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Performance: Future's Past

You can use your performance to speak with the fates, asking them one question about the near future. You and all allies who can hear your performance receive the information provided by the divination as flashes of inspiration and knowledge granting them advantage for the duration on defense rolls and saving throws.

Performance: Improved Motivation (8 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Performance: Motivation

As a bonus action, you choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Personality modifier (minimum of one). Each of them gains 8 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Quick Change (9 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Art of the Con and Harmless Performer

You don a disguise taking a –5 penalty on your check. In addition, while wearing the disguise, you can take a free action to hide in a crowd.

Suggestive Performance (10 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Performance: Captivating Display

You can make a suggestion to a single creature that you have already fascinated. this action cannot be obviously dangerous or harmful to the target. Using this ability does not disturb your Performance: Fascination effect, nor does it allow a second saving throw. On a failed Sense saving, the target must follow through on the suggestion before the performance ends or take 3d8 Psychic damage.

Chapter 4: Classes

Taste of Life (10 AP)


  • Usage: Reaction
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Revelry

You can fill the air around you with emotions of revelry in a 30-foot radius. By controlling these emotions, you can choose a number of creatures up to your Personality modifier within range and grant them temporary hit points with a total equal to 5 times your Arcane Aptitude for the duration.

Tier 3

Major Encouragement (Passive)

Prerequisite: Improved Encouragement

Encouragement die becomes a d10.

Improved Recharging Rest (Passive)

Prerequisite: Recharging Rest

You and any creatures within 30ft of you regain 1d10 of Arcana Points on a respite.

Arcane Secrets (Passive)

Prerequisite: Arcane School (Any)

You gain 2 Trick spells from a school of magic in which you are not proficient.

Bloodlust (15 AP)


  • Usage: Full Round Action
  • Duration: Instant
  • Prerequisite: Revelry and Hyperactive Recharge

You can fill the air around you with emotions of revelry in a 30-foot radius. By controlling these emotions, you can choose one creature and fill it with excitement. You grant a number of creatures up to your Personality modifier an additional melee or arcane attack action on their next turn.

Greater Lore (16 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Lore Master and Arcane School (Any)

You gain the ability to safely understand and identify magic items.

Improved Shout them Apart (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shout them Apart

You learn to use your voice, or the sound of your instrument, to make an Arcane attack against a target within 30 feet of you dealing 4d6 thunder damage on a hit.

Also, nonmagical structures and creatures of glass, stone, wood, or crystal are Vulnerable this attack.


Performance: Deepest Regret (15 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Performance: Pain of the Past

As a bonus action, you can affect a creature within 60 feet of you. It must succeed on a Sense saving throw or it re-lives it's deepest regrets, feeling excruciating guilt once again, and takes 2d10 psychic damage, cannot take reactions until the start of it's next turn, and can only take one action on it's next turn.

Performance: Free Your Mind (17 AP)


  • Usage: Action
  • Duration: Sustained up to 10 rounds
  • Prerequisite: Performance: You Missed Something

On a single target within 30 feet, you frees victims from enchantments, transfigurations, and curses. You make arcane attack against the save DC, and oon a success the afflicted creature is no longer affected by the enchantment, transfiguration or curse. You cannot use this on yourself.

Performance: Greater Grace for the Graceless (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: Improved Grace for the Graceless

You bring out the innate grace of even ths most clumsy of allies. You choose one ally who receives a +4 morale bonus on Dexterity saving throws and advantage on Dexterity-based skill checks. If they move at least 10 feet during their turn, they also gain a +4 dodge bonus to their Physical Defense until the start of their next turn.

Performance: Greater Motivation (16 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Performance: Improved Motivation

As a bonus action, you choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Personality modifier (minimum of one). Each of them gains 16 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Performance: Improved Inspire Courage (17 AP)


  • Usage: Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Performance: Inspire Courage

You inspire courage in your allies (including yourself), bolstering against fear and improving their combat abilities. An affected ally receives a +4 morale bonus on saving throws against charm and fear effects and a +4 morale bonus on attack and weapon damage rolls.

Chapter 4: Classes

Performance: Gift of Greatness (18 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: Inspire Courage

You can inspire greatness in yourself or a single willing ally within 30 feet, granting them extra fighting capability. A creature inspired with greatness gains the following:

  • 2d10 temporary hit points
  • +2 competence bonus on attack rolls
  • +2 on Defense rolls
  • +1 competence bonus on Toughness saves

Performance: Numb the Pain (19 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Arcane School (Any) and Taste of Life

You can heal a number of creatures up to your Personality modifier for 5d6 hit points. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. The targets must be able to see and hear you.

Voices of Life (16 AP)


  • Usage: Action
  • Duration: Sustained up 10 minutes
  • Prerequisite: Arcane School (Any) and Phantasmal Voice

You can grant yourself and all allies who can hear your performance the ability to speak with animals and plants so long as you maintain this performance.

Tier 4

Superior Encouragement (Passive)

Prerequisite: Major Encouragement

Encouragement die becomes a d12.

Greater Recharging Rest (Passive)

Prerequisite: Improved Recharging Rest

You and any creatures within 30ft of you regain 1d12 of Arcana Points on a short rest.

Master Commander (Passive)

Prerequisite: Commanding Voice and Countercharm

You unflaggingly maintain the spirits and discipline of your unit. During your turn, you can use Countercharm as a bonus action. When you start a Countercharm performance, if any creature that gains its benefit is currently charmed or frightened, it can immediately make another saving throw against the effect that imposed the condition. In addition, when a creature that gains the benefit of your Countercharm performance makes an ability check or saving throw, it can roll a d4 and add the number rolled to the ability check or saving throw.

Slave of Ecstasy (Passive)

Prerequisite: Ecstatic State

You can reflect the emotions of revelry in a stronger way. Your Ecstatic State feature stuns the creature until the end of its next turn on a failed saving throw.


Slip Through the Crowd (Passive)

Prerequisite: Disappearing Act and Fortune Favors the Bold

Disappearing Act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked.

Improved Quick Change (27 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Quick Change

You can take 20 on Deception checks and use it to create a diversion to hide as a bonus action.

Indulgence (28 AP)


  • Usage: 1 Day
  • Duration: Sustained up to 1 week
  • Prerequisite: Bloodlust and Performance: Call of the Siren

You can fill a radius of 10x your movement speed centered on you with an urge to indulge in a chosen vice. When a creature enters the affected area, or is present at the onset, it must succeed on a Sense saving throw or it joins in the indulgence for the duration.

Affected creatures within the area can repeat their saving throws at the end of each day. After each failed saving throw, the DC against which the creatures must succeed on a Sense saving throw increases by 2 and people delve even deeper into their indulgence, whose focus is chosen by you. A village filled with creatures who are lost in deep hunger can end up cannibals, or an army brimming with bloodlust can destroy itself.

Performance: Acts of Heroism (24 AP)


  • Usage: Full-Round Action
  • Duration: Sustained up to 6 rounds
  • Prerequisite: Performance: The Gift of Greatness

You inspire tremendous heroism in yourself or a single ally within 30 feet who can hear you. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to Defense rolls for the duration.

Performance: Fractured Psyche (23 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Performance: Deepest Regret

As a bonus action, you can affect a creature within 60 feet of you. It must succeed on a Sense saving throw or it's psyche is fractured, feeling all trauma experienced once again, and takes 4d8 psychic damage and must roll on the short-term Madness chart. Additionally, it cannot take reactions until the start of it's next turn. On a success, it only takes half damage and avoids other side effects.

Chapter 4: Classes

Performance: Harrowing Tune (23 AP)


  • Usage: Action
  • Duration: Sustained up to 6 rounds
  • Prerequisite: Performance: Dreadful Dirge

You cause fear in the minds of your enemies. Enemies can hear you within 30 feet must pass a Sense saving throw or become frightened and flee for the duration of the performance. On a success, the creature is immune to this ability for 24 hours.

Performance: Improved Numb the Pain (25 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Performance: Numb the Pain

You can heal 8d6 hit points to a living target or deal 8d6 to an undead target within 60ft. In addition, you may remove all conditions affecting a single target.

Performance: Life Force Fusion (23 AP)


  • Usage: Action
  • Duration: Sustained up to 10 rounds
  • Prerequisite: Taste of Life, Voices of Life

You link the life force of two allies who can hear your performance. You choose which ally is the protected target and which ally receives half the protected creature’s damage. You can switch the targets of this ability each turn that you sustain the performance.

Performance: Tales of Helplessness (23 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Phantasmal Voice and Suggestive Performance

You start to use your voice or tunes to shatter the minds of one enemy with 90 ft. The target takes 4d10 psychic damage and must make a Knowledge saving throw saving throw.

On a failed save, the creature's Knowledge and Personality scores become 1. The creature cannot do any of the following

  • cast spells
  • activate magic items
  • understand language
  • communicate in any intelligible way

The creature can identify, follow and protect its friends from obvious danger.

At the end of every 2 weeks, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

True Lore (23 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Greater Lore

You can use your knowledge to gain legendary information about anything Legendary within 150ft of you.


Tier 5

Improved Expanded Encouragement (29 AP)

Prerequisite: Expanded Encouragement and Improved Encouragement

You can now grant Encouragement die to a number of creatures equal to your Personality modifier (minimum 3).

Avatar of Woe (30 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Performance: Deepest Regret and Bloodlust

You start to carry the weight of the world, all you have witnessed, all the pain you experienced or caused, on your shoulders, changing your outlook on everything completely. As a bonus action, you can call upon all of this woe to come to your aid for the duration, or until you are incapacitated. For the duration, you become an Avatar of Woe and introduce others to feelings of pain and agony. You gain the following benefits:

  • +4 Personality score
  • +4 Save DC on capabilities and spells
  • All creatures within 30 feet of you must roll a Sense save or take 6d8 Psychic damage while they are within range

Mass Suggestive Performance (31 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Suggestive Performance

This ability functions like Suggestive Performance, above, except that you can make the suggestion simultaneously to any number of creatures that you have already fascinated.

Mastery of Lore (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: True Lore

You can take 20 on a Knowledge check.

Performance: Ballad of Death (32 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Performance: Harrowing Tune

You can use your performance to cause one enemy to die from extreme emotions. To be affected, the target must be able to see and hear you perform and be within 30 feet. The target must pass a Sense save or die instantly. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the minstrel cannot use deadly performance on that creature again for 24 hours.

Chapter 4: Classes

Performance: Improved Gift of Greatness (29 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: Gift of Greatness

You can inspire greatness in yourself or a single willing ally within 30 feet, granting them extra fighting capability. A creature inspired with greatness gains the following:

  • 4d10 temporary hit points
  • +6 competence bonus on attack rolls
  • +6 on Defense rolls
  • +3 competence bonus on Toughness saves

Performance: Greater Inspire Courage (29 AP)


  • Usage: Action
  • Duration: Persist (1d10 rounds)
  • Prerequisite: Performance: Improved Inspire Courage

You inspire courage in your allies (including yourself), bolstering against fear and improving their combat abilities. An affected ally receives a +8 morale bonus on saving throws against charm and fear effects and a +8 morale bonus on attack and weapon damage rolls.

Performance: Improved Song of Divination (29 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: Improved Future's Past and Performance: Song of Divination

You can grant awe-inspiring glimpses into the future with your magic. All allies who can see and hear you are affected as though by the personal version of foresight for the duration of the performance.

Performance: Incite Adoration (29 AP)


  • Usage: Full-Round Action
  • Duration: Sustained up to 10 minutes
  • Prerequisite: Performance: Call of the Siren, Quid Pro Quo, and Commanding Voice

You can use your performance to convert even the toughest audience. To be affected, a target must be able to see and hear you perform and be within 30 feet. The target can attempt a Sense saving throw. On a failure, the creature is yours to control for the duration and is charmed for 1d4 hours thereafter. If a creature succeeds at the saving throw, you cannot use this ability on that creature again for 24 hours.


Performance: Life's Refrain (34 AP)


  • Usage: Full-Round Action
  • Duration: Sustained up to 30 minutes
  • Prerequisite: Performance: Improved Numb the Pain

You can perform a resurrection on a dead creature within 10 feet. The body must not be more than 30 days deceased. Upon resurrection, minor decay is repaired; however, any missing limbs and major decay are not repaired. You must sustain this capability for a minumum of 1 minute per day since death.

Greater Shout them Apart (29 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Improved Shout them Apart

You learn to use your voice, or the sound of your instrument, to make a ranged spell attack against a target within 30 feet of you. You are considered proficient with this attack and it deals 8d6 thunder damage on a hit.

Also, non magical structures and creatures of glass, stone, wood, or crystal are Vulnerable this attack.

Dancer

Trick

Implements of Mercy (Passive)

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

Fleet (Passive)

Prerequisite: Battle Dance

While performing a battle dance, you gain +10 feet to your movement speed.

Versatile Dance (Passive)

Prerequisite: Battle Dance

While performing a battle dance, you gain a bonus equal to half your level on Performance checks. You can use your bonus for your Performance skill in place of your bonus for Acrobatics.

Battle Dance (1 AP)


  • Usage: Action
  • Duration: Persist (1d4+PRS rounds)

Battle dancing benefits apply only when you are wearing light or no armor. Your dance ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a bonus action each round. You cannot perform more than one battle dance at a time.

While Battle Dance is active you gain the following benefits:

  • +1 Saving Throws
  • +1 Physical Defense
  • +5 feet to your movement speed

Chapter 4: Classes

Dance: Chilling Cha-Cha (2 AP)


  • Usage: Action
  • Duration: Persist (1d4+PRS rounds)
  • Prerequisite: Battle Dance

You learn to protect yourself and others from the pain of frost, and discover how to control it while enduring its effects. In addition to standard Battle Dance benefits, you also gain the following:

  • Any ally within 30 feet of you that is affected by a frost effect or extreme cold can use your Performance check result in place of its saving throw against that cold
  • Allies within 30 feet of you who is suffering from frostbite can ignore the fatigue.
  • You deal an additional 1d4 point of frost damage on a successful hit

Dance: Electrifying Samba (2 AP)


  • Usage: Action
  • Duration: Persist (1d4+PRS rounds)
  • Prerequisite: Battle Dance

You learn to protect yourself and others from the pain of electricity, and discover how to control it while enduring its effects. In addition to standard Battle Dance benefits, you also gain the following:

  • You and all allies within 30 feet gain resistance to lightning damage
  • You deal an additional 1d4 points of lightning damage on a successful hit

Dance: Exhilarating Graceful Salsa (2 AP)


  • Usage: Action
  • Duration: Instant

After completing the series of exercises, anyone who observes the performance (including yourself) gains a circumstance bonus on all Acrobatics checks and to Physical and Arcane defense rolls equal to your Arcane Aptitude until the start of your next turn.

Dance: Feline Two-Step (1 AP)


  • Usage: Action
  • Duration: Persist (1d10 minutes)

You treat any fall as if it was a number of feet shorter equal to 5 times your Physical Aptitude. If you spend a minute teaching the dance to a number of creatures up to your Personality modifier, they are granted the benefits for the remainder of the duration upon passing a Performance check with a DC equal to 8 + your Arcane Aptitude.


Dance: Flaming Foxtrot (2 AP)


  • Usage: Action
  • Duration: Persist (1d4+PRS rounds)
  • Prerequisite: Battle Dance

You learn to protect yourself and others from the pain of fire, and discover how to control it while enduring its effects. In addition to standard Battle Dance benefits, you also gain the following:

  • Any ally within 30 feet of you that has caught on fire or is affected by a fire effect or extreme heat can use your Performance check result in place of its saving throw against that fire
  • Allies within 30 feet of you who is suffering from heatstroke can ignore the fatigue from heat exposure
  • You deal an additional 1d4 point of fire damage on a successful hit

Dance: Flurrying Dance (3 AP)


  • Usage: Full-Round Action
  • Duration: Instant

You make 3 physical attacks as a full-round action. When using this ability, you can make these attacks with any combination of your unarmed strikes and weapons that you have proficiency with. You take no penalty for using multiple weapons when making a flurry of blows, but you do not gain any additional attacks beyond what’s already granted by the flurry for doing so. You can still gain additional attacks from haste and similar effects.

Dance: Grounded Toxicity (2 AP)


  • Usage: Action
  • Duration: Persist (1d4+PRS rounds)
  • Prerequisite: Battle Dance

You learn to protect yourself and others from the pain of acid, and discover how to control it while enduring its effects. In addition to standard Battle Dance benefits, you also gain the following:

  • Any ally within 30 feet of you that is affected by poison can use your Performance check result in place of its saving throw against that poison
  • Allies within 30 feet of you who is suffering from poison can ignore the effects for the duration.
  • You deal an additional 1d4 point of poison damage on a successful hit

Dance: Kindled Desire (3 AP)


  • Usage: Full-Round Action
  • Duration: Persist (1d10 minutes)

Everything has a vice. Your dance entices one creature within 30 feet with it's vice, and in exchange for their vice will perform a specific service excluding suicide or other obvious dangerous situations. Targets must make a Personality saving throw and on a failure must perform the service in question within the duration. If it fails to complete the task, it takes 1d10 psychic damage.

Chapter 4: Classes

Dance: Mamba Mambo (1 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)

You choose one ally within 30 feet of you who can see or hear you. For the duration, the target can move through areas at least half its width with no penalty for squeezing, and can move through a space at least one-quarter its width moving at half speed.

Dance: Recuperation Waltz (2 AP)


  • Usage: Action
  • Duration: Sustain up to 6 rounds

All allies (including yourself) within 30 feet regain 3+Arcane Aptitude hit points when you activate this performance and each round that you sustain it. Whenever any of the affected allies casts a spell while you maintain your performance, one of the spell’s targets regains 3+Arcane Aptitude additional hit points (whether or not the spell normally heals damage).

Performance: Song of the Fiery Gaze (1 AP)


  • Usage: Action
  • Duration: Persist (1d4 rounds)

You can allow allies to see through flames without any distortion. Any ally within 30 feet of you who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally.

Performance: Light in the Darkness (1 AP)


  • Usage: Action
  • Duration: Instant

You can allow allies to see through flames without any distortion. Any ally within 30 feet of you who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally.

Step of the Wind (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You take the Disengage or Movement action, and your jump distance is doubled for the turn.


Stunning Strike (3 AP)


  • Usage: Reaction
  • Duration: Instant

After making a successful hit, you can turn it into a Stunning Strike. Targets damaged by your attack must pass a Toughness saving throw. On a failed saving throw, the target is stunned until the start of your next turn. A stunned character takes the following penalties:

  • Immediately drop everything held
  • Cannot take actions
  • Lose any Dexterity bonus to Physical defense
  • Take a –2 penalty to both Physical and Arcane defense rolls.

Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Tier 1

Fire Break (Passive)

Prerequisite: Dance: Flaming Foxtrot

Your dance can bend flames away from others. Any ally within 30 feet of you who can hear or see your dances gains damage resistance 15 to fire damage as long as the performance is maintained.

Firma (Passive)

Prerequisite: Dance: Electrifying Samba

While performing a dance, you and your allies within 30 feet are granted damage resistance 15 to lightning damage as long as the performance is maintained.

Improved Fleet (Passive)

Prerequisite: Fleet

While performing a battle dance, you gain a +15 enhancement bonus to your land speed.

Manipulate Wind (Passive)

Prerequisite: Dance (Any)

Your dance bends the air around you. You hover 10 feet above solid ground as long as you maintain your dance ignoring difficult terrain for the duration of the dance.

Shadow Arts (Passive)

Prerequisite: Arcane School (Any), Performance: Light in the Darkness

You add Darkness, Darkvision, and Silence to your available spells list regardless of prerequiste.

Crystalline Defense (6 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Dance: Chilling Cha-Cha

Your dance can erect defenses around others. You can defend any ally within 30 feet of you who can hear or see your dances that is targeted by an enemy with a defensive ice wall, boosting their defense rolls against the attack.

Chapter 4: Classes

Dance: Captivating Desire (6 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Dance: Kindled Desire

You choose one creature within 30 feet to become overwhelmed by lustful feelings toward you. Each round, the target must attempt a Sense save. If the target would not normally be attracted to you, it receives a +4 bonus on its saving throws. For each failure, the DCs of your Deception and Persuasion checks against that creature are reduced by 2 (to a maximum reduction of 10) and the target takes a –1 penalty on Sense saving throws against enchantment effects that you create (to a maximum of –5).

Dance: Improved Flurrying Dance (6 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Dance: Flurrying Dance

You make 4 physical attacks as a full-round action. When using this ability, you can make these attacks with any combination of your unarmed strikes and weapons that you have proficiency with. You take no penalty for using multiple weapons when making a flurry of blows, but you do not gain any additional attacks beyond what’s already granted by the flurry for doing so. You can still gain additional attacks from haste and similar effects.

Deflect Missiles (4 AP)


  • Usage: Reaction
  • Duration: Instant

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Arcane Aptitude.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can also make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.

Necrotic Hand (5 AP)


  • Usage: Action
  • Duration: Instant

You use your touch to inflict wounds. When you hit a creature with an unarmed strike, you can deal extra necrotic damage equal to one roll of your Martial Arts die + your Arcana modifier.


Open Palm Strike (4 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Dance: Flurrying Dance

You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.

Patient Defense (4 AP)


  • Usage: Bonus Action
  • Duration: Instant

You take the Dodge Action as a bonus Action, giving you advantage on Defense rolls until the start of your next turn.

Replenishing Touch (5 AP)


  • Usage: Action
  • Duration: Instant

Your mystical touch can mend wounds. You can touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Arcane modifier.

When you use your Flurrying Dance, you can replace one of the unarmed strikes with a use of this feature.

Sickening Strike (6 AP)


  • Usage: Reaction
  • Duration: Persist (1d4 rounds)
  • Prerequisite: Stunning Strike

After making a successful hit, you can turn it into a Sickening Strike. Targets damaged by your attack must pass a Toughness saving throw. On a failed saving throw, the target is stunned for the duration. A sickened character takes the following penalties:

  • –2 penalty on attack and damage rolls
  • -2 penalty on saving throws
  • -2 penalty on ability and skill checks

Soft Landing (5 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Dance: Feline Two-Step

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5 times your Physical Aptitude.

Chapter 4: Classes

Tiring Blow (7 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Stunning Strike

After making a successful hit, you can turn it into a Tiring Blow. Targets damaged by your attack must pass a Dexterity saving throw. On a failed saving throw, the target is fatigued until the target rests. A fatigued character takes the following penalties:

  • Cannot run, Move or charge
  • –2 penalty to Strength and Dexterity.

Tier 2

Arcane Strikes (Passive)

Prerequisite: Dance: Improved Flurrying Dance

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Fan the Flames (Passive)

Prerequisite: Arcane Aptitude (Any) and Fire Break

You add burning hands, flaming sphere, or fireball to your list of available spells.

Greater Fleet (Passive)

Prerequisite: Improved Fleet and Versatile Dance

While performing a battle dance, you gain a +20 enhancement bonus to your land speed.

Icecapades (Passive)

Prerequisite: Crystalline Defense

When moving while dancing your speed is doubled, in addition you leave behind an icy path. This path is rough terain for other creatures.

Physician’s Touch (Passive)

Prerequisite: Replenishing Touch and Necrotic Hand

You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Replenishing Touch on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Necrotic Hand on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Pure Radiance (Passive)

Prerequisite: Performance: Light in the Darkness

While performing or dancing, you emit light through your skin radiating light in a 10 foot radius.

Static Shock (Passive)

Prerequisite: Firma

As you dance, you emit sparks from your feet that deal 2d10 lightning damage to all creatures who start their turn within 5ft of you for the duration of the dance.


Dance: Bladed Quick-Step (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Battle Dance

You can use your battle dance to speed up your attacks. When making an attack action, you gain the following benefits:

  • 2 attacks with any weapon
  • +2 bonus on attack rolls
  • +2 dodge bonus to Defense rolls
  • +2 bonus on Dexterity saving throws

Dance: Greater Flurrying Dance (12 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Dance: Improved Flurrying Dance

You make 5 physical attacks as a full-round action. When using this ability, you can make these attacks with any combination of your unarmed strikes and weapons that you have proficiency with. You take no penalty for using multiple weapons when making a flurry of blows, but you do not gain any additional attacks beyond what’s already granted by the flurry for doing so. You can still gain additional attacks from haste and similar effects.

Improved Battle Dance (10 AP)


  • Usage: Action
  • Duration: Persist (1d6+PRS rounds)
  • Prerequisite: Battle Dance

Battle dancing benefits apply only when you are wearing light or no armor. Your dance ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a bonus action each round. You cannot perform more than one battle dance at a time.

While Battle Dance is active you gain the following benefits:

  • +4 Saving Throws
  • +4 Physical Defense
  • +15 feet to your movement speed

Namaste (9 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Patient Defense

You can end one of the followings conditions on yourself:

  • charmed
  • panicked
  • frightened.

Chapter 4: Classes

Performance: Chaos at the Heart of Everything (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: Captivating Display

Your performance calms all hostile creatures within 90 feet on a failed Knowledge save while you sustain the performance. There must be no enemies other than you and your allies present. Affected creatures are fascinated and do not attack you or your allies while you perform. The effect ends immediately upon any further hostile action against any of the targets.

If a creature succeeds at its Knowledge saving throw, it is immune to this performance by you for 24 hours.

Performance: Dance Partner (13 AP)


  • Usage: Action
  • Duration: Persist (1d8+PRS rounds)
  • Prerequisite: Encouragement

You target a Large or smaller non magical item within 30 feet and animate it. The animated item uses the Dancing Item stat block, which uses your Arcane Aptitude bonus, the item is friendly to you and your companions and obeys your commands.

In combat, the item takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.

You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.


Dancing Item

Large or smaller construct


  • Physical AC 13 + Aptitude (natural armor)
  • Arcane AC 13 + Aptitude
  • Hit Points 13 + 5* Minstrel Level
  • Arcana Points 13 + 5* Minstrel Level
  • Speed 30ft., fly - 30ft (hover)

STR DEX TGH KNW SEN PRS ARC
14(+4) 12(+2) 13(+3) 7(-3) 10(+0) 8(-2) 13(+3)

  • Damage Immunities Poison, Psychic
  • Condition Immunities charmed, exhaustion, poisoned, frightened
  • Senses passive Perception 10, Darkvision 60ft
  • Languages Understands languages you speak
  • Challenge -
  • Aptitude Your Arcane Aptitude

Immutable Form The item is immune to any spell or effect that would alter its form.

Actions

Irrepressible Dance (1 AP) When any creature starts its turn within 10 feet of the item, as a reaction the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.

Force-Empowered Slam (4 AP) Melee Weapon Attack: your Arcane Attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + Aptitude + 3 force damage

Performance: Shadow Dance (11 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Shadow Arts

You gain the ability to step from one shadow into another. When you are in dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Restore Body (10 AP)


  • Usage: Action
  • Duration: Instant

You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your Minstrel level.

Chapter 4: Classes

Tier 3

Bedside Manner (Passive)

Prerequisite: Hands of Healing and Arcane Strikes

Replenishing Touch can now be used as a reaction.

Rapid Necrosis (Passive)

Prerequisite: Necrotic Hands and Arcane Strikes

Necrotic Hand can now be used a reaction.

Razor’s Kiss (Passive)

Prerequisite: Battle Dance, Dance (Any)

Your dances improve your weapons’ critical threat range. All attacks you make with manufactured weapons have their Critical Range increased by 2 (ie a 20 becomes an 18-20). Natural weapons and spells are not affected.

Superior Fleet (Passive)

Prerequisite: Greater Fleet

While performing a battle dance, you gain a +25 enhancement bonus to your land speed.

Dance: Cyclonic Ascent (15 AP)


  • Usage: Action
  • Duration: Sustain up to 8 rounds
  • Prerequisite: Manipulate Wind

Your whirling motions summon a 20 foot high cyclone into an empty space adjacent to you. This cyclone persists until you stop using the performance to sustain it, and extends an additional 10 feet in height each round you sustain it until it reaches a ceiling or other obstacle.

When you sustain it, you can direct the cyclone to harmlessly flow around one willing creature adjacent to the cyclone and move the creature to any other square adjacent to the cyclone at any height the cyclone has reached. This movement provokes attacks of opportunity. The cyclone is immobile once created.

Dance: Flowing Flamenco (17 AP)


  • Usage: Action
  • Duration: Sustain up to 10 rounds
  • Prerequisite: Battle Dance

The shuffling steps, bends, and leaps of this intricate dance make you a difficult target to hit, but also make it more difficult for you to perform other actions. While dancing, you are granted the following benefits:

  • –4 penalty on all combat actions
  • +4 dodge bonus to your Defense rolls

Dance: Gliding Dance (19 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Improved Fleet, Battle Dance

In addition to gaining Battle Dance modifiers until the start of your next turn, you attack more than once as you move. You take 2 attack actions along the path of a single move, taking the attacks at any point during your movement, but you must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal.


Dance: March of Ivy (16 AP)


  • Usage: Action
  • Duration: Sustain up to 10 rounds
  • Prerequisite: Dance: Grounded Toxicity

As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you sustain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed.

You may spend the first round of this dance demonstrating it to a number of creatures equal to your Personality modifier; they are granted the benefits until you stop sustaining the dance upon passing a Performance check with a DC equal to 8 + your Arcane Aptitude.

Dance: Superior Flurrying Dance (19 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Dance: Greater Flurrying Dance

You make 6 physical attacks as a full-round action. When using this ability, you can make these attacks with any combination of your unarmed strikes and weapons that you have proficiency with. You take no penalty for using multiple weapons when making a flurry of blows, but you do not gain any additional attacks beyond what’s already granted by the flurry for doing so. You can still gain additional attacks from haste and similar effects.

Performance: Glacier Refuge (15 AP)


  • Usage: Full-Round Action
  • Duration: Persist (1d12 hours)
  • Prerequisite: Crystalline Defense

You conjure a frozen shelter creating an ice dome with a radius of 20 feet on a point within 90 feet. It has a single doorway large enough for your size, and the shelter lasts for the duration melting into a pool of water.

Persona of Strength (19 AP)


  • Usage: Action
  • Duration: Instant

You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you force enemies to make a Personality save when they target you with an atttack, or lose the attack for the duration. Ending immediately you make any aggressive actions towards an enemies or its allies.

Staggering Slam (15 AP)


  • Usage: Reaction
  • Duration: Persist (1d6+1 rounds)
  • Prerequisite: Stunning Strike

After making a successful hit, you can turn it into a Staggering Slam. Targets damaged by your attack must pass a Dexterity saving throw. In addition to dealing damage normally, you can choose to make the target Staggered for the duration.

Chapter 4: Classes

Tier 4

Battle Magic (Passive)

You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a minstrel spell, you can make one weapon attack as a bonus action.

Perfected Fleet (Passive)

Prerequisite: Superior Fleet

While performing a battle dance, you gain a +30 enhancement bonus to your land speed.

Dance: Improved Bladed Quick-Step (22 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Dance: Bladed Quick-Step

You can use your battle dance to speed up your attacks. When making an attack action, you gain the following benefits:

  • 3 attacks with any weapon you are holding
  • +4 bonus on attack rolls
  • +4 dodge bonus to Defense rolls
  • +4 bonus on Dexterity saving throws

Dance: Leaf on the Wind (24 AP)


  • Usage: Action
  • Duration: Sustain up to 6 rounds
  • Prerequisite: Battle Dance, Step of the Wind

You can use your battle dance to evade attacks with unearthly grace and to shake off the effects of your wounds. Each round it is sustained, including the first, you gain the following:

  • +6 dodge bonus to Physical Defense
  • +6 bonus on Dexterity saves.
  • If wounded, you heal 4 hit point of damage per Minstrel level

Dance: Near Perect Flurrying Dance (26 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Dance: Superior Flurrying Dance

You make 7 physical attacks as a full-round action. When using this ability, you can make these attacks with any combination of your unarmed strikes and weapons that you have proficiency with. You take no penalty for using multiple weapons when making a flurry of blows, but you do not gain any additional attacks beyond what’s already granted by the flurry for doing so. You can still gain additional attacks from haste and similar effects.


Dance: Solar Salsa (26 AP)


  • Usage: Action
  • Duration: Persist (1d10 minutes)
  • Prerequisite: Pure Radiance

You summon a fixed aura of sunlight that glows in a 90 foot radius centered on you.

The sunlight acts as true daylight and affects creatures damaged or destroyed by such light. The light is as bright as sunlight at full noon and counters or dispels any darkness spells of Tier 2 or lower. If the dance is performed in an area of more powerful magical darkness, both the divine sunlight and darkness are temporarily negated so that otherwise prevailing light conditions exist in the overlapping areas of effect.

Within the area of the sunlight, plants grow and blossom rapidly, becoming an overgrown tangle causing the ground to become difficult terrain. You and a number of allies equal to your Personality modifier are immune to the movement-impairing effects of the overgrowth.

Ear Box (22 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Stunning Strike

After making a successful hit, you can turn it into an Ear Box. Targets damaged by your attack must pass a Toughness saving throw, in addition to dealing damage normally. You can choose to make the target permanently Deaf.

Eye Gouge (22 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Stunning Strike

After making a successful hit, you can turn it into an Eye Gouge. Targets damaged by your attack must pass a Toughness saving throw, in addition to dealing damage normally. You can choose to make the target permanently Blind.

Improved Tiring Blow (22 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Tiring Blow

After making a successful hit, you can turn it into an Improved Tiring Blow. Targets damaged by your attack must pass a Dexterity saving throw. On a failed saving throw, the target has a level of exhaustion until the target rests. Additional Improved Tiring Blows add additional levels of exhaustion.

Chapter 4: Classes

Performance: Peacocking (23 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Dance: Mamba Mambo

By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain the following benefits:

  • +4 circumstance bonus on Deception checks
  • can attempt a Deception check in place of a Knowledge check or Knowledge-based skill check
  • +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even royalty)

Tier 5

Dance: Greater Bladed Quick-Step (22 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Dance: Improved Bladed Quick-Step

You can use your battle dance to speed up your attacks. When making an attack action, you gain the following benefits:

  • 4 attacks with any weapon you are holding
  • +6 bonus on attack rolls
  • +6 dodge bonus to Defense rolls
  • +6 bonus on Dexterity saving throws

Dance: Improved Gliding Dance (33 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Dance: Gliding Dance and Dance: Bladed Quick-Step

You can unleash a whirlwind of blows while performing a battle dance. You can move up to your movement speed and attack each target along the route, with a maximum number of attacks up to your Physical Aptitude modifier. This movement provokes attacks of opportunity as normal.

Dance: Perfect Flurrying Dance (35 AP)


  • Usage: Full-Round Action
  • Duration: Instant
  • Prerequisite: Dance: Near Perfect Flurrying Dance

You make 8 physical attacks as a full-round action. When using this ability, you can make these attacks with any combination of your unarmed strikes and weapons that you have proficiency with. You take no penalty for using multiple weapons when making a flurry of blows, but you do not gain any additional attacks beyond what’s already granted by the flurry for doing so. You can still gain additional attacks from haste and similar effects.


Hand of Ultimate Mercy (34 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Bedside Manner, Physician's Touch, Restore Body

Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Arcane modifier. If the creature had died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

Knockout (34 AP)


  • Usage: Reaction
  • Duration: Persist (1d4+1 rounds)
  • Prerequisite: Stunning Strike

After making a successful hit, you can turn it into a Knockout. Targets damaged by your attack must pass a Toughness saving throw, in addition to dealing damage normally. You knock the target unconscious for the duration.

Paralyzing Punch (29 AP)


  • Usage: Reaction
  • Duration: Persist (1d6+1 rounds)
  • Prerequisite: Stunning Strike

After making a successful hit, you can turn it into a Paralyzing Punch. Targets damaged by your attack must pass a Toughness saving throw, in addition to dealing damage normally. You can paralyze the target for the duration.

Quivering Palm (34 AP)


  • Usage: Reaction
  • Duration: Persist (1d10 days)
  • Prerequisite: Open Palm Strike and Rapid Necrosis

You set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can start these imperceptible vibrations, which last for the duration. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Toughness saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Chapter 4: Classes

Wordsmith Capabilities

Trick

Quick Witted (Passive)

You can always act in a surprise round. In addition, you add half your Minstrel level (minimum 1) on initiative checks.

Resonant Utterance (Passive)

Prerequisite: Extract Name and Arcane School (Any)

You learn words of power called Resonants, which allow you to tailor your spells through the use of a target’s true name. You can use one Resonant when you cast a spell and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell.

Way with Words (Passive)

You gain a +1 bonus on Deception, Diplomacy, Intimidate, and Insight checks.

Cutting Remark (1 AP)


  • Usage: Action
  • Duration: Instant

You can wound with your words. You deal 1d4 + Arcane Aptitude damage to a creature within 30 feet as an Arcane Attack.

Cutting Words (1 AP)


  • Usage: Reaction
  • Duration: Instant

You use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll a d6 and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll. The creature is immune if it can't hear you or if it's immune to being charmed.

Extract Name (1 AP)


  • Usage: Bonus Action
  • Duration: Instant

You can magically compel a creature to divulge its true name. You target one creature you can see within 60 feet of you and they have to make a Sense saving throw. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target’s name or the fact that the target lacks a name. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again.

Lingering Lietmotif (2 AP)


  • Usage: Action
  • Duration: Persist (1d6 weeks)

You plant a word simple phrase into the mind of a single target within 60 feet. Anytime they hear that word or phrase for the duration, they must make a Personality saving throw. On a failure, the target takes 2 Encouragement Die worth of psychic damage.

Magician's Apprentice (2 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Arcane School (Any)

Rather than a single work, this masterpiece is a collection of poems. You learn any 2 Trick level spells of any Arcane School in which you are not currently proficient in and add them to your spell list.

Performance: Ensnare the Gullible (1 AP)


  • Usage: Action
  • Duration: Sustain up to 6 rounds

This lilting tune is soothing and repetitive. You choose one creature within 30 feet. Any targeted creature must succeed at a Sense save or take a –2 penalty on saving throws against enchantment effects and on Insight checks.

Performance: Gazoontite (1 AP)


  • Usage: Action
  • Duration: Instant

Your song emulates the sounds of a terrible illness, causing one creature you are aware of who can hear you to develop a psychosomatic flu. If the target fails its Sense save, whenever it attempts to take multiple actions in a round, it must succeed at a concentration check to avoid wasting its action because of a fit of coughing and sneezing.

Performance: Homesick Wanderer (3 AP)


  • Usage: Action
  • Duration: Sustain up to 6 rounds

This performance makes outsiders pine for their home plane. Any summoned non-native outsiders who can hear this performance must succeed on a Sense save or feel compelled to return to their home plane. On a failed save, reduce the remaining duration by 1d4 rounds of any spell or capability that summoned them and take a –2 penalty on attack rolls, skill checks, and saving throws for the performance’s duration.

Performance: Overconfidence Abounds (1 AP)


  • Usage: Action
  • Duration: Sustain up to 4 rounds

You create a feeling of overconfidence in an enemy. On a failed Sense save, one target within 30 feet loses their Dexterity modifier to the Physical Defense rolls for as long as you maintain the performance. If you target a creature that has not yet acted in a surprise round, the creature does not get to act in the surprise round.

Performance: Repel Steel (2 AP)


  • Usage: Action
  • Duration: Instant

Choose one adjacent creature. You and that creature are both granted a +3 to Defense Rolls until the start of your next turn .

Chapter 4: Classes

Performance: Restorative Hymn (3 AP)


  • Usage: Action
  • Duration: Instant

All allies within 30 feet who observe your performance gain a new saving throw to end the ongoing effects of certain debilitating conditions. An ally who is exhausted, fatigued, nauseated, sickened, staggered, or stunned as the result of a previously failed saving throw can attempt a new saving throw to immediately end one of the above effects. Allies under multiple effects must choose which effect they wish to attempt to end prematurely.

Performance: Rondeau of Heavenly Order (1 AP)


  • Usage: Action
  • Duration: Sustain up to 4 rounds

Viewers of the performance find their actions bound by relentless order. A number of enemies up to your Personality Modifier within listening range must make a successful Sense save or find its movements hampered. A creature that fails its save can move only in a straight line each turn. The creature can choose which direction it wishes to move each turn, but it can move only along a straight line in that direction, and cannot move around corners or otherwise deviate from this line until its next turn.

Unsettling Words (1 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Encouragement

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. You can use Encouragement and choose one creature you can see within 30 feet of you. Roll the Encouragement die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Words of Terror (1 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)

You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

You speak to a humanoid alone and you attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Sense saving throw or be frightened of you or another creature of your choice. The target is frightened in this way for the duration, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.


Tier 1

Fateful Naming (Passive)

Prerequisite: Arcane School (Any)

You add Bane and Bless spells to your list of available spells.

Illusion's Decree (Passive)

Prerequisite: Tales of Twisting Steel

You gain a +4 bonus on saving throws to disbelieve illusions.

Silver Tongue (Passive)

Prerequisite: Way with Words

You gain a +2 bonus on Persuasion, Deception, and Performance checks.

Improved Cutting Words (5 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Cutting Words

You use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll 2d6 and subtract the number rolled from the creature's roll. The creature is immune if it can't hear you or if it's immune to being charmed.

Improved Unsettling Words (5 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Unsettling Words

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. You can use Encouragement and choose one creature you can see within 60 feet of you. Roll the Encouragement die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Improved Words of Terror (6 AP)


  • Usage: Action
  • Duration: Persist (1d8 rounds)
  • Prerequisite: Words of Terror

You speak to a humanoid alone and you attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Sense saving throw or be frightened of you or another creature of your choice. The target is frightened in this way for the duration, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

Chapter 4: Classes

Performance: Dirge of the Damned (6 AP)


  • Usage: Action
  • Duration: Sustained up to 8 rounds
  • Prerequisite: Performance: Rondeau of Heavenly Order

Your song warns of the terrible fate awaiting anyone entering your territory. All creatures within 60 feet who can hear your performance must succeed at a Sense saving throw or be compelled to flee from you regardless of known dangers for the duration. Any new threat allows a new Sense save.

Performance: Face of Stone (7 AP)


  • Usage: Action
  • Duration: Sustain up to 5 rounds

You tell an old and humorous tale about a woman who refused to smile at anything, no matter how funny. You choose a target within 60 feet and they start to turn to stone.

  • Round 1-2 Movement speed is halved
  • Round 3-4 Restrained by patches of flesh turning to stone
  • Round 5 Completely turned into stone

Performance: Forbidden Slumber (6 AP)


  • Usage: Action
  • Duration: Sustain up to 10 rounds
  • Prerequisite: Performance: Ensnare the Gullible

When you activate this soothing performance, one target within 30 feet range falls asleep as if affected by deep slumber as long as you maintain the performance on a failed Personality Save.

Performance: Summer's Breeze (5 AP)


  • Usage: Action
  • Duration: Instant

You can create a 30-foot cone or a 60-foot line that is blasted with scorching air and hot salt. Creatures that fail their Knowledge save, take 1d6 Fire damage and 1d6 Piercing damage to all creatures in range. On a success, creatures take half damage. Plants and Oozes are vulnerable to this attack.

Performance: Vermin Diversion (4 AP)


  • Usage: Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Performance: Ensnare the Gullible

You tap out or sing a diverting tune that sticks in the mind of the target, causing the target to take a –2 penalty on attack rolls and a –4 penalty on concentration checks for th duration. A successful Sense save halves the penalties and the duration.

Resonant: Absorption (7 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resonant Utterance

When you cast a spell that deals damage to the named target, you gain 2d6 temporary hit points.


Resonant: Dissolution (6 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resonant Utterance

The first time the named creature takes damage from the spell, that creature takes an extra 1d8 force damage.

Resonant: Nullification (4 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resonant Utterance

If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on a Knowledge check with a DC equal to 10 + the level of the chosen spell.

Resonant: Puppetry (5 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resonant Utterance

The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.

Resonant: Sympathy (5 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resonant Utterance

If the named creature is within range of the spell, you can target the creature with the spell even if you can’t see the creature or it has total cover against the spell.

Shadow Capture (5 AP)


  • Usage: Reaction
  • Duration: Instant

You gain the ability to merge a humanoid's Shadow into your own. When a humanoid dies within 30 feet of you, you can magically capture its shadow. You retain this shadow until you use it or you finish a rest. You can only retain one shadow at any given time.

Thoughful Discourse (7 AP)


  • Usage: Action
  • Duration: Persist (1d10 minutes)
  • Prerequisite: Arcane Encouragement

Anyone who listened to your performance gains a +4 bonus on Knowledge checks to perform research in a library, and on Arcana checks to identify the properties of magic items for the duration.

Chapter 4: Classes

Tier 2

Eloquent Courtier (Passive)

Prerequisite: Silver Tongue

Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Persuasion check, you gain a bonus to the check equal to your Sense modifier.

Your self-control also causes you to gain proficiency in Sense saving throws. If you already have this proficiency, you instead gain proficiency in Knowledge or Personality saving throws (your choice).

Unfailing Inspiration (Passive)

Prerequisite: Encouragement

Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Encouragement dice to its ability check, attack roll, or saving throw and the roll fails, the creature keeps it.

Face of the Dead (12 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Shadow Capture

You use your captured shadow to enable others to view you as the humanoid you caoptured the shadow from. While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Insight check contested by your Deception check. You gain a +5 bonus to your check; however, the disguise fails if put under scrutiny.

Greater Cutting Words (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Improved Cutting Words

You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 90 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll 2d6 and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.


Improved Cutting Remark (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Cutting Remark

You can wound with your words. As a standard action, you can deal 2d6 + Arcane Aptitude points of nonlethal damage to a creature within 30 feet. Target is also sickened for as long as it remains within 30 feet of you and for 1 round thereafter. Additionally, the nonlethal damage counts as magic for purposes such as overcoming damage reduction. Cutting remark is a mind-affecting, language-dependent effect, and relies on audible components.

Performance: Abandon All Hope (11 AP)


  • Usage: Action
  • Duration: Sustain up to 8 rounds
  • Prerequisite: Performance: Overconfidence Abounds

You force one target within 30 feet to perceive their allies as being dragged into Abyssal pits. The target must attempt a Sense save. On a failed save, the target gains the shaken condition and can’t see or hear any allied creature for the duration of the performance. Conversation with allies is impossible preventing the target from gaining benefits from any effects that require hearing or seeing an ally.

Performance: A Woman Scorned (13 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: Gazoontite

You scream out a litany of every way you have been harmed by others, from physical abuse, to verbal insults, to subtle harassment, to any other number of contemptuous actions that denied you something you were rightfully due. As a Full-Round Action, you fall prone, the emotion or power behind your speech driving you to your knees. Any creature that damaged you within the last round must succeed at a Sense save or be cursed, taking 2d6 psychic damage.

If you are reduced to fewer than 0 hit points, you can activate this minstrel masterpiece as an immediate action before you become dying.

Performance: Obedience (13 AP)


  • Usage: Bonus Action
  • Duration: Sustain up to 10 rounds
  • Prerequisite: Enthralling Performance

You gain the ability to cloak yourself in magic that makes others want to serve you. You take on an appearance of unearthly beauty for the duration. All non-allied creatures must pass a Personality saving throw or follow any simple instructions given by you. Creatures are allowed to re-roll the saving throw at the end of each of their turns. Any creature charmed by you automatically fails its saving throw.

Chapter 4: Classes

Resonant: Devastation (9 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resonant Utterance

If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.

Resonant: Improved Absorption (12 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resonant: Absorption

When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points.

Resonant: Improved Dissolution (12 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resonant: Dissolution

The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage.

Universal Speech (13 AP)


  • Usage: Action
  • Duration: Persist (1d4 hours)
  • Prerequisite: Silver Tongue

You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Personality modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for the duration.

Tip of your Tongue (8 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Quick Witted

You always know what to do or say before most others. Rather than rolling for initiative, you can treat your roll as if it was a 10 (adding any modifiers as usual) as a reaction to being asked to roll for initiative.

Tier 3

Durable Magic (Passive)

Prerequisite: Arcane School (Any)

The magic you channel is harder to resist. Your Spell Save DC for all spells increases by +2.

Inexorable Pronouncement (Passive)

Prerequisite: Resonant Utterance and Resonant (Any 2)

You learn two new Resonants of your choice, that you meet the requirements for and are of Tier 2 or lower.

Greater Way with Words (Passive)

Prerequisite: Way with Words

You gain a +5 bonus on Deception and Persuasion checks.


Performance: Deep Vibrato (17 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: A Woman Scorned

Using the deep vibrations of your voice, you belt out a series of low notes at one target dealing 5d10 points of thunder damage on a successful Arcane Attack check.

Performance: Eulogize the Living (18 AP)


  • Usage: Action
  • Duration: Sustain up to 6 rounds
  • Prerequisite: Performance: A Woman Scorned

This agonizing eulogy gets into a listener’s blood, and bestows on him the phantom sensation of great agonies. One target within range is cursed and takes 3d6 psychic damage as long as you sustain the performance.

Performance: Invisible Barrier (15 AP)


  • Usage: Action
  • Duration: Persist (1d12 rounds)
  • Prerequisite: Performance: Summer's Breeze

You silently mime building an invisible wall, flattening your hands along linear planes to indicate its location and orientation. This barrier is real for creatures that see you create it. Because the wall is a mental image, it also blocks incorporeal creatures as they perceive it as a magical barrier that excludes them. It does not affect objects or creatures immune to mental effects, which can result in situations like an archer firing through the wall but unable to physically cross it.

You create a 10ft long x 10ft tall x 5ft wide wall. Part of the wall must be in or along the edge of your space, and you cannot create a wall that extends beyond your natural reach though you can create a wall, move, and create another by using this ability again. The wall is immobile once created.

Performance: Swift Soliloquy (16 AP)


  • Usage: Action
  • Duration: Persist (1d8 minutes)
  • Prerequisite: Performance: Overconfidence Abounds and Lingering Leitmotif

When you perform this capability, you or one ally gains the ability to spend a bonus action to perform any non-spell that normally takes an action. For example, you could make a full attack, then spend a bonus action to take a normal move, load a light crossbow, or some other capability. You must use this extra action within the duration; otherwise the benefit is lost.

Performance: Unleash the Beast (19 AP)


  • Usage: Full-Round Action
  • Duration: Persist (1d10 hours)
  • Prerequisite: Illusion’s Decree

When you complete the performance, one creature within 30 feet is tranformed into a Creature with a Beast type of your choosing with a Monster Level no less than or equal to 1/2 their original level on a failed Toughness Saving throw.

Chapter 4: Classes

Performance: Winds From Heaven (18 AP)


  • Usage: Action
  • Duration: Sustain up to 10 rounds
  • Prerequisite: Performance: Dirge of the Damned

As long as you sustain this performance, you can control a great wind. Each time you sustain the spell, you can change either the speed of the wind in question.

Song of Defiance (15 AP)


  • Usage: Action
  • Duration: Sustain up to 10 rounds

All allies within 30 feet gain an attack of opportunity when dealt 5 or more points of damage while you sustain the performance. The attack of opportunity can be made against any enemy within reach. It does not have to be against the source of the damage, and does not count toward your allies’ maximum attacks of opportunity per round. This attack of opportunity is resolved prior to the enemy’s attack, but the triggering attack is still resolved even if the enemy is killed or incapacitated.

Water-Bound (16 AP)


  • Usage: Action
  • Duration: Sustain up to 1 hour
  • Prerequisite: Performance: Dirge of the Damned

You and a number of allies, up to your Personality Modifier, who can see and hear you gain a swim speed equal to their move speed and a bonus on Athletics checks equal to half your Arcane Aptitude.

Tier 4

Additional Arcane Secrets (Passive)

Prerequisite: Durable Magic

You learn two spells of your choice from any school. A spell you choose must be of Tier 2 or lower.

Relentless Naming (Passive)

Prerequisite: Resonant Utterance

You have learned how to bypass a named creature’s defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell’s normal damage type.

Encouragement is Infectious (22 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Unfailing Inspiration

When you encourage someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Encouragement dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you.


Greater Cutting Remark (23 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Improved Cutting Remark

You can wound with your words. As a standard action, you can deal 3d8 points of nonlethal damage + Minstrel level to a creature within 30 feet. Target must also succeed at a Sense save or be dazed for 1 round. A creature that makes a successful save is immune to the dazing effect for 24 hours. Cutting remark is a mind-affecting, language-dependent effect, and relies on audible components.

Majestic Defense (26 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d10+1 rounds)
  • Prerequisite: Performance: Obedience

You can assume a magically majestic presence for the duration or until you are incapacitated. Whenever any creature tries to attack you for the first time on a turn, the attacker must make a Personality saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Peerless Skill (22 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Encouragement

When you make an ability check, roll an Encouragement die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

Performance: Draconic Interlude (24 AP)


  • Usage: Action
  • Duration: Sustained up to 10 rounds
  • Prerequisite: Performance: Swift Soliloquy

This urgent verse tugs at the racial arrogance of dragonkind, compelling dragons, both true and lesser, to perform the epic alongside you. Any creatures of the dragon type that can hear this performance must succeed at a Sense save or be compelled to join in. Affected dragons cannot use their mouths to attack or even speak except to recite the performance, preventing them from using their bite attacks and breath weapons, casting spells with vocal components, or otherwise communicating vocally for the duration.

Resonant: Greater Absorption (24 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Resonant: Improved Absorption

When you cast a spell that deals damage to the named target, you gain 4d6 temporary hit points.

Chapter 4: Classes

Resonant: Greater Dissolution (24 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Resonant: Improved Dissolution

The first time the named creature takes damage from the spell, that creature takes an extra 3d8 force damage.

Shadow Lore (22 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Face of the Dead and Silver Tongue

You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Sense saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.

While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

Tier 5

Superior Way with Words (Passive)

Prerequisite: Greater Way with Words

You gain a +5 bonus on Deception, Diplomacy, Intimidate, and Insight checks.

Improved On the Ball (29 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: On the Ball

Rather than roll for initiative, You can treat your roll as if it was a 20 (adding any modifiers as usual).

Inquisitive Minds Need to Know (31 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: Swift Soliloquy and Performance: Draconic Interlude

When you activate the performance, one target creature within 30 feet falls under your charm on a failed Sense Saving throw. Each round that you continue the performance, the target is compelled to answer one simple "yes" or "no" question.


Performance: Hymn of the Sacred Abode (30 AP)


  • Usage: Action
  • Duration: Persist (1d10 days)
  • Prerequisite: Performance: Unleash the Beaast and Performance: Winds from Heaven

For the duration, the building in which your current residence is contained is rendered invisible to your enemies; however, anyone who also considers the building home can still see the building.

Performance: Levitating Limerick (32 AP)


  • Usage: Action
  • Duration: Sustained up to 8 rounds
  • Prerequisite: Performance: Swift Soliloquy

The sinisterly seductive song bores its way into the target’s flesh, levitating it up to 60 ft above the ground as long as you maintain the performance.

Performance: Voice of the Banshee (29 AP)


  • Usage: Action
  • Duration: Sustain up to 6 rounds
  • Prerequisite: Performance: Deep Vibrato and Performance: Vermin Diversion

A number of creatures up to your Personality Modifier you select within 30 feet at the start of your turn each round gain a -1 to any 2 ability scores that you choose unless they succeed at a Toughness saving throw.

Performance: Wishful Thinking (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Performance: Voice of the Banshee and Song of Defiance

When you enact this unnerving performance, you take 2 points of Toughness Damage or 2 points of Sense Damage (your choice) cast any Tier 3 spell you choose.

Chapter 4: Classes

Musician

Trick

Song of Rest (1 AP)

You can use soothing music or oration to help revitalize your wounded allies during a respite. If you or any friendly creatures who can hear your performance spends a Hit Dice or Arcana Dice to regain hit points or Arcana Points at the end of the short rest, each of those creatures regains an extra 1d6 Hit Points or Arcana Points.

Guiding Song (1 AP)

Target one creature within 60 feet. On it’s next turn, The target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check.

Song of the Clever Animal (2 AP)

Prerequisite: Bardic Inspiration

For the next 10 minutes, whenever the target makes a Knowledge, Sense, or Personality check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.

Avenger’s Anthem (2 AP)

Prerequisite: Bardic Inspiration

For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.

Requiem of the Beguiler (2 AP)

Prerequisite: Bardic Inspiration

The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.

Song of the Phantom (2 AP)

Prerequisite: Bardic Inspiration

The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.

Song of the Brute (2 AP)

Prerequisite: Bardic Inspiration

Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to one roll of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Battle Muse (Passive)

Prerequisite: Bardic Inspiration

Using Bardic Inspiration in combat is now a free action.

Note of Potential: Ability (Passive)

Prerequisite: Bardic Inspiration

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.

Note of Potential: Defense (Passive)

Prerequisite: Battle Muse

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature rolls the Bardic Inspiration die to add it to a Defense roll, the creature can roll the Bardic Inspiration twice and choose which roll to use, as the mote melds into the target causing the creature to gain temporary Arcana points equal to the number rolled on the Bardic Inspiration die plus your Personality modifier (minimum of 1 temporary hit point).

Note of Potential: Attacks (Passive)

Prerequisite: Battle Muse\

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Toughness saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.


Note of Potential: Saves (Passive)

Prerequisite: Battle Muse

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Personality modifier (minimum of 1 temporary hit point).

Life Budding in Salted Earth (1 AP)

This masterpiece grants all allies within 30 feet 1 HP at the start of their round for as long as you maintain the performance.

Fugue of the Danse Macabre (2 AP)

The complex notes and layered repetitions of this masterpiece bring to mind the countless dead of ages past and suffuse those who listen to it with a subtle melancholia and grim acceptance of the temporary nature of life. Starting with a trio of notes, repeated frequently and with ever-greater insistence, it becomes a whirling, head-spinning vortex of sound. Upon completing the performance, you and up to one ally per level within listening range become hidden from undead, as if under the effects of a hide from undead spell.

As with hide from undead, one creature breaking the effect ends the benefit of the performance for all recipients. But by spending an additional round of bardic performance when you perform or maintain the masterpiece, you can dedicate a refrain to a particular ally; even if one ally breaks the hide from undead effect, the ally receiving the dedication remains hidden so long as you do not break the effect yourself. You can dedicate a refrain multiple times in the performance (up to once per round) as long as you spend your move action each time for the ally receiving a dedication.

Triple Time (2 AP)

This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per minstrel level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see Acrobatics).

Kaminari Drums (1 AP)

You produce a thunderous, rolling clamor in imitation of a storm kami’s drums, culminating in a resounding blow akin to a massive thunderclap. At the completion of this performance, you call down a smiting bolt of lightning and thunder to strike your enemies. This functions as Firebolt but half the damage is electricity damage and the other half is not subject to any energy resistance.

Relentless Reprise (2 AP)

Whenever you end a minstrel performance, you can add a quick reprise that makes it unnaturally catchy. Any creature within 30 feet of you when you finish your performance will run the risk of having your tune replaying endlessly in its mind. Unless the creature succeeds on a Sense saving throw, the tune distracts it for 1 day per minstrel level. The creature takes a –4 penalty on concentration checks, initiative checks, and Perception checks as long as it remains distracted. The creature’s sleep also becomes fitful, requiring half again as long for the usual benefit and entirely negating the benefits of full bed rest beyond a normal rest. Once per day upon waking after rest, the creature can attempt a new Sense saving throw to shake off the relentless reprise. If it fails, the creature takes 1d2 points of Sense damage=.

The Vulpinal's Whispers (1 AP)

Taught to mortals by vulpinal agathions, this calming melody relaxes any who hear it, wiping away all emotions that cloud judgment. Each creature within range receives a Sense save to negate the effect. If a creature’s saving throw succeeds, it becomes immune to this performance for 24 hours. If a creature’s saving throw fails, its emotions are suppressed while you maintain the performance, as Calm Emotions.

Anthem of Pagentry (2 AP)

This piece, developed from ancient musical records about the just rewards of honest striving, consists of a series of complicated crescendos, each culminating in a stirring, lengthy refrain. When you complete the performance, a single room or chamber you occupy appears to be swathed in silks and opulent furnishings you envision. You and up to one ally per minstrel level within the room who can hear you are clothed in illusory exotic fabrics, furs, and jewels while in the room. If you or an affected ally leave the room before the effect’s duration expires, the illusion ends. A creature can attempt a Sense save to disbelieve the illusion.

Chapter 4: Classes

Tier 1

Song of Rest 2 (5 AP)

Prerequisite: Song of Rest

You can use soothing music or oration to help revitalize your wounded allies during a short respite. If you or any friendly creatures who can hear your performance spend a Hit Dice or Arcana Dice to regain hit points or Arcana Points at the end of the respite, each of those creatures regains double the hit points or Arcana Points rolled.

Guiding Song 2 (5 AP)

Prerequisite: Guiding Song

Target one creature within 60 feet. On it’s next turn, The target can roll a d8 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check.

Spiritual Focus (Passive)

Prerequisite: Arcane School (Any)

You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your spells: a candle, crystal ball, skull, spirit board, or tarot deck.

Hymn of the Beloved Friends (5 AP)

Prerequisite: Bardic Inspiration

The target and another creature of its choice it can see within 5 feet of it gains temporary hit points and temporary Arcana points equal to a roll of your Bardic Inspiration die + your Personalty modifier

Dirge of the Runaway (4 AP)

Prerequisite: Bardic Inspiration

The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see.

Traveler’s Shanty (6 AP)

Prerequisite: Hymn of the Beloved Friends

The target gains temporary hit points and Arcana Points equal to a roll of your Bardic Inspiration die + your Minstrel level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC.

Bladesong (4 AP)

Provided that you aren’t wearing medium or heavy armor or using a shield. You are graced with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium, heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While active, you gain the following benefits:

  • You gain a bonus to your Defense rolls equal to your Knowledge modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Acrobatics checks.
  • You gain a bonus to any Arcana saving throw you make to maintain your concentration on a spell. The bonus equals your Knowledge modifier (minimum of +1).

Battle Muse 2 (5 AP)

Prerequisite: Battle Muse and Combat Inspiration

On a successful hit, You can grant Combat Inspiration to a number of creatures up to half of your Personality modifier (Minimum 1).

Frenetic Crescendo: Armonia (5 AP)

Prerequisite: Bardic Inspiration

The melodies surrounding your allies promote rapid recovery. When a creature that has a Bardic Inspiration die from you regains any hitpoints, they can expend and roll their inspiration die to regain additional hitpoints equal to the number rolled.

Enthralling Performance (5 AP)

Prerequisite: Fascinate

You can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Personality modifier (minimum of one). Each target must succeed on a Sense saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Symphony of Conflict (Passive)

Prerequisite: Battle Muse

Any instrument that normally requires two hands can be played with one by you while in combat. Allowing you to continue music at a quicker pace reducing it to using only your bonus action.

Note of Potential: Defense 2 (Passive)

Prerequisite: Note of Potential: Defense

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature rolls the Bardic Inspiration die to add it to a Defense roll, the creature can roll the Bardic Inspiration twice and choose which roll to use, as the mote melds into the target causing the creature to gain temporary Arcana points equal to the number rolled on the Bardic Inspiration die plus twice your Personality modifier (minimum of 1 temporary hit point).

Note of Potential: Attacks 2 (Passive)

Prerequisite: Note of Potential: Attacks

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 15 feet of it must succeed on a Toughness saving throw against your spell save DC or take thunder damage equal to twice the number rolled on the Bardic Inspiration die.


Note of Potential: Saves 2 (Passive)

Prerequisite: Note of Potential: Saves

Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus twice your Personality modifier (minimum of 1 temporary hit point).

The Dragon and the First King (5 AP)

This stirring pibroch reminds dragons of a significant victory by one of the legendary heroes of their kind and fills lesser races with a feeling of frustration and rage. Any creature of the dragon type that hears the entire performance must succeed at a Sense save to avoid having their attitude toward you and your allies improved by two steps (from Hostile to Indifferent, for example).

A creature of any other type (apart from the you and your allies) must succeed at a Sense save to avoid having their attitude toward you and your allies worsened by two steps (from Indifferent to Hostile, for example).

These effects last for 1 minute per minstrel level, or until you or yourcomrades do anything to worsen the mood of the dragon, or improve the mood of those affected otherwise.

Melody of Frightful Death (6 AP)

You produce a sound that causes creatures to believe they are suffering a particularly ghastly and terrifying death, such as immolation, freezing to death, or being eaten alive by insects. When you complete this performance, all creatures within 30 feet who can hear your performance must make a successful Sense saving throw or take 1d6 points of energy damage. The energy type can be either acid, cold, or fire (your choice, chosen when you begin performing the masterpiece). Affected creatures that fail their saving throws take damage on the round you begin the performance and each round you continue the performance as long as they remain in range. Abilities that extend the duration affect this masterpiece.

The Quickening Pulse (5 AP)

You create a musical tempo that first mirrors your enemies’ heartbeats, and then quickens them to dangerous levels. When you complete the performance, all enemies within 30 feet who can hear your performance must save or take 1d6 points of damage as their pounding heart causes them to sweat blood. Creatures that are immune to critical hits are unaffected by this ability.

Each round that you continue the performance adds another round to the bleed effect. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece.

Symphony of the Elysian Heart (4 AP)

The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per minstrel level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance.

Chapter 4: Classes

Tier 2

Song of Rest 3 (10 AP)

Prerequisite: Song of Rest 2

You can use soothing music or oration to help revitalize your wounded allies during a respite. If you or any friendly creatures who can hear your performance spends a Hit Dice or Arcana Dice to regain hit points or Arcana Points at the end of the short rest, each of those creatures regains 3 times the hit points or Arcana Points rolled.

Spiritual Focus 2 (Passive)

Prerequisite: Spiritual Focus

When you cast a spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Song of the Renowned Duelist (8 AP)

Prerequisite: Avenger’s Anthem

You make a arcane attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Personality modifier.

Dirge of the Runaway 2 (10 AP)

Prerequisite: Dirge of the Runaway

The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Personality modifier (minimum of 1) to immediately use the same reaction.

Song of the Brute 2 (8 AP)

Prerequisite: Bardic Inspiration 2 and Song of the Brute

Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to two rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.


Spirit Session (12 AP)

Prerequisite: Spiritual Focus

Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your Arcane Aptitude (including yourself). At the end of the ritual, you temporarily learn one spell in the school of Divination or Necromancy, that is of Tier 2 or lower. The spell is retained until the end of your next rest or safe rest.

Frenetic Crescendo: Ansia (9 AP)

Prerequisite: Bardic Inspiration

You build an air of tension and paranoia with subtle, droning tones. Use this as your action, and for the next 10 minutes, any creatures of your choice within 60 feet cannot be surprised, and gain a bonus on saving throws against traps and environmental hazards equal to your Bardic Inspiration die roll.

Frenetic Crescendo: Marcato (11 AP)

Prerequisite: Bardic Inspiration

You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll two Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against your Spell save DC or take thunder damage equal to half of the number you rolled and be knocked prone.

Frenetic Crescendo: Finale (12 AP)

Prerequisite: Dirge of Doom and Bardic Inspiration

You play a terrifying dirge to accompany a deathblow, striking fear into the hearts of your nearby enemies. When an ally brings a creature within 60 feet to 0 hitpoints, you can use your reaction to roll a Bardic Inspiration die. Select a number of creatures within 15 feet of the triggering ally equal to half of the number rolled (minimum 1). Each target must make a Wisdom saving throw against your Spell save DC or become frightened of the triggering ally until the end of that ally's next turn. After the effect ends, or the save is successful, targeted creatures are immune to Dirge of Doom for the next 24 hours.

Frenetic Crescendo: Discordia (10 AP)

Prerequisite: Bardic Inspiration

Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their defenses. When a creature within 60 feet is forced to make a saving throw, you can use your reaction to roll a Bardic Inspiration die. You reduce their saving throw by half of the number rolled. You can use this feature after the creature makes its saving throw roll, but before the DM determines a success or failure.

Frenetic Crescendo: Fermata (8 AP)

Prerequisite: Bardic Inspiration

You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble in a direction you wish. As a bonus action, you roll a Bardic Inspiration die and select a creature other than yourself within 60 feet. The target must succeed on a Wisdom saving throw against your Spell save DC or take psychic damage equal to half of the number rolled and be pushed 10 feet in a direction you choose. A target can fail the saving throw voluntarily.

Frenetic Crescendo: Accelerando (11 AP)

Prerequisite: Bardic Inspiration

Your manipulation of tempo and song can inspire others to act more quickly. You can use your Bonus action on your turn to choose one creature other than yourself within 60 feet. Roll a Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up to the initiative order accordingly. If this would move them higher than you, they immediately take their turn after you finish this round. A creature cannot be affected by Hasten Tempo again until they've finished a rest of any kind.

Frenetic Crescendo: Armonia 2 (10 AP)

Prerequisite: Armonia

The melodies surrounding your allies promote rapid recovery. When a creature that has a Bardic Inspiration die from you regains any hitpoints, they can expend and roll their inspiration die to regain additional hitpoints equal to double the number rolled.

Frenetic Crescendo: Maestoso (8 AP)

Prerequisite: Bardic Inspiration

Pulled from the chaos, you muster an uplifting melody that bolsters the resolve of your allies. You can roll a Bardic Inspiration die as an action, and all other creatures you choose within 60 ft gain temporary hitpoints equal to the number rolled plus your Personality modifier (minimum of 1). These temporary hitpoints last until the end of your next turn.

Frenetic Crescendo: Risonanza (8 AP)

Prerequisite: Bardic Inspiration

You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can roll a Bardic Inspiration die, choosing one weapon within 60 feet of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage equal to half of the number rolled (minimum of 1).

Frenetic Crescendo: Presto (10 AP)

Prerequisite: Bardic Inspiration

The song you conjure can stir the winds, pushing along those who require expedient travel. A creature that has a Bardic Inspiration die from you can expend and roll their inspiration to increase their speed for that turn. A roll of 1-4 increases their speed of 10 feet, a roll of 5-8 increases their speed by 15 feet, and a roll of 9-12 increases their speed by 20 feet.


Blazing Rondo (12 AP)

Up to one ally per Minstrel level gains the benefits of Haste while you maintain this masterpiece, except the bonus to Defense rolls, attack rolls and Reflex saves is one-fifth of your Minstrel level. These allies must be within 60 feet of you to receive this benefit. When you cease performing this masterpiece, any creature that received this benefit for at least 3 rounds must succeed at a Toughness save or be fatigued for twice as many rounds as they were affected.

Symphony of the Ascent (10 AP)

All allies within 30 feet become immune to one of the following (your choice) while they can hear your performance: charm effects, the dazed condition, fear effects, magical sleep, paralysis, the staggered condition, or the stunned condition. You must choose the condition before activating the performance and can’t change your choice during the performance. If any affected ally currently has the chosen condition, they can attempt a new saving throw against it each round they can hear your song. Success on this saving throw has its usual benefit, but failure has no effect at all. This performance relies on audible components.

Chapter 4: Classes

Tier 3

Song of Rest 4 (17 AP)

Prerequisite: Song of Rest 3

You can use soothing music or oration to help revitalize your wounded allies during a respite. If you or any friendly creatures who can hear your performance spends a Hit Dice or Arcana Dice to regain hit points or Arcana Points at the end of the respite, each of those creatures regains 4 times the hit points or Arcana Points rolled.

Song of the Brute 3 (16 AP)

Prerequisite: Song of the Brute 2

Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Angel’s Symphony (15 AP)

Prerequisite: Bardic Inspiration 2 and Traveler’s Shanty

The target regains hit points equal to two rolls of your Bardic Inspiration die + your Personality modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.

Psalm of the Mind Bearer (16 AP)

Prerequisite: Requiem of the Beguiler and Song of the Clever Animal

You invoke an incomprehensible fable from an otherworldly being. The target must succeed on a Knowledge saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be dazed until the end of its next turn.

Song of Defense (15 AP)

Prerequisite: Bladesong

You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to reduce that damage to you by an amount equal to five times your Knowledge Modifier.

Frenetic Crescendo: Marcato 2 (18 AP)

Prerequisite: Improved Bardic Inspiration and Frenetic Crescendo: Marcato

You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll three Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against your Spell save DC or take thunder damage equal to half of the number you rolled and be knocked prone.

Frenetic Crescendo: Discordia 2 (15 AP)

Prerequisite: Improved Bardic Inspiration and Frenetic Crescendo: Discordia

Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their defenses. When a creature within 60 feet is forced to make a saving throw, you can use your reaction to roll two Bardic Inspiration die. You reduce their saving throw by half of the number rolled. You can use this feature after the creature makes its saving throw roll, but before the DM determines a success or failure.

Frenetic Crescendo: Fermata 2 (15 AP)

Prerequisite: Improved Bardic Inspiration and Frenetic Crescendo: Fermata

You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble in a direction you wish. As a bonus action, you roll two Bardic Inspiration die and select a creature other than yourself within 60 feet. The target must succeed on a Sense saving throw against your Spell save DC or take psychic damage equal to the number rolled and be pushed 20 feet in a direction you choose. A target can fail the saving throw voluntarily.

Frenetic Crescendo: Maestoso 2 (15 AP)

Prerequisite: Improved Bardic Inspiration and Frenetic Crescendo: Maestoso

Pulled from the chaos, you muster an uplifting melody that bolsters the resolve of your allies. You can roll two Bardic Inspiration die as an action, and all other creatures you choose within 60 ft gain temporary hitpoints equal to the number rolled plus your Personality modifier (minimum of 1). These temporary hitpoints last until the end of your next turn.

Frenetic Crescendo: Risonanza 2 (15 AP)

Prerequisite: Improved Bardic Inspiration and Frenetic Crescendo: Risonanza You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can roll two Bardic Inspiration die, choosing one weapon within 60 feet of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage equal to the number rolled.


Frenetic Crescendo: Presto 2 (17 AP)

Prerequisite: Improved Bardic Inspiration and Frenetic Crescendo: Presto

The song you conjure can stir the winds, pushing along those who require expedient travel. A creature that has a Bardic Inspiration die from you can expend and roll their inspiration to increase their speed for that turn. A roll of 1-4 increases their speed of 15 feet, a roll of 5-8 increases their speed by 20 feet, and a roll of 9-12 increases their speed by 25 feet.

At the Heart of It All (16 AP)

This haunting melody teases at the veils of understanding and drills into the bedrock of truth. Upon completing this performance, the target attempts a Sense save. Failure means you understand the target’s primal nature; you gain a +4 bonus on Personality-based checks to influence the target, and the DCs of your abilities and spells that would influence the creature or its actions (including charm and compulsion effects) increase by +2. These bonuses last for 1 day.

You must have an idea of who the creature is when you begin to play the song, either through researching the creature or by observing it directly from no farther than 100 feet.

Clamor of the Heavens (14 AP)

Evil creatures that hear the performance and fail a Sense save against the effect are blinded and deafened for the duration. On a successful save, they are shaken instead. Undead or creatures with the evil subtype that fail their saves are stunned for the duration, while those that succeed are staggered.

Legato Piece on the Planar Bargain (20 AP)

This fast-paced tune harmonizes with the magical frequencies of another plane, allowing you to draw an extraplanar creature to you and bargain for its service. When you complete this performance, you call one or more outsiders as if using Planar Ally. Unlike with planar ally, the creature is not necessarily associated with your deity, and has an initial attitude of “indifferent” toward you. Because it is intrigued by your performance, it remains for up to 1 minute to hear the service you are requesting and the payment you are offering. If you succeed at an opposed Personality check against the creature (with a +0 to +6 bonus on your roll based on the nature of the service and the offered reward), it agrees to perform the service. This ability otherwise works like planar ally.

The Bear's Jig (18 AP)

When played with skill, this song actually has the power to grant an animal temporary intelligence. Choose a non-hostile animal within line of sight that can see and hear you perform. This masterpiece affects the target as the Awaken spell for as long as you maintain the performance. Abilities that extend the duration of a minstrel performance (such as Lingering Performance) affect this masterpiece.

Starseeker Rhapsody (17 AP)

You perform a free-flowing, episodic melody that begins with a fluttering crescendo that suddenly crashes down into a deep, booming cacophony. When you perform this masterpiece, you summon motes of starlight as though you had cast wandering star motes, except the motes last for as long as you continue the performance and once a target has successfully saved against the performance, it cannot be the target of it again for 1 minute. If a creature saves against the motes, you can redirect them as described by the spell.

Chapter 4: Classes

Tier 4

Song of the Brute 4 (24 AP)

Prerequisite: Song of the Brute 3

Each creature of the target’s choice it can see within 60 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to four rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Carol of the Dragon (24 AP)

Prerequisite: Bardic Inspiration 2 and Song of the Renowned Duelist

The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.

Angel’s Symphony 2 (27 AP)

Prerequisite: Angel’s Symphony

The target regains hit points equal to four rolls of your Bardic Inspiration die + your Personality modifier, and you end any one condition affecting the target.

Psalm of the Mind Bearer 2 (23 AP)

Prerequisite: Psalm of the Mind Bearer

You invoke an incomprehensible fable from an otherworldly being. The target must succeed on a Knowledge saving throw or take psychic damage equal to four rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

Mystical Connection (Passive)

Prerequisite: Spiritual Focus 2 and Spirit Session

The maximum level spell obtainable from Spirit Session is now Tier 4.

Song of Victory (Passive)

Prerequisite: Bladesong

You can add five times your Knowledge modifier (minimum of +5) to the damage of your melee weapon attacks while your Bladesong is active.


Virtuoso of Captivation (25 AP)

Prerequisite: Battle Muse, Frenetic Crescendo (Any), and Enthralling Performance

You can begin conducting a mystical symphony as an action, distracting and capturing the minds of nearby creatures. For up to 10 minutes, any number of creatures you choose within 60 feet who can hear you have disadvantage on any saving throws against being charmed and against magical sleep.

In addition, affected targets have disadvantage on Perception rolls that rely on sight or sound to detect targets other than you.

In combat, you must spend your action each turn to continue the performance or the effect ends.

Frenetic Crescendo: Marcato 3 (25 AP)

Prerequisite: Bardic Inspiration 3 and Frenetic Crescendo: Marcato 2

You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll four Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against your Spell save DC or take thunder damage equal to half of the number you rolled and be knocked prone.

Frenetic Crescendo: Risonanza 3 (24 AP)

Prerequisite: Bardic Inspiration 3 and Frenetic Crescendo: Risonanza 2

You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can roll three Bardic Inspiration die, choosing one weapon within 90 feet of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage equal to the number rolled.

The Depths of the Mountain (27 AP)

Like a singer shattering a wine glass with a perfect note, your music cracks stone, shivering solid rock until it snaps. When you complete the performance, you create a tremor identical to an Earthquake spell.

For each round you continue to expend bardic performance rounds, the area experiences a round-long aftershock, which has the following effects.

  • Caves, Caverns, or Tunnels: Smaller collapses cause 4d6 points of damage (Reflex DC 5 half ) and pin any creatures caught inside.
  • Cliffs: More cliffs crumble, creating a landslide that travels half as far horizontally as it falls vertically. Any creature in the path takes 4d6 points of bludgeoning damage (Reflex DC 5 half) and is pinned beneath the rubble.
  • Open Ground: Each creature standing in the area must make a DC 5 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance of falling into one (Reflex DC 10 to avoid a fissure). The fissures are 20 feet deep, and these fissures remain open at the end of the quake.
  • Pinned Beneath Rubble: Any creature pinned by the effects of the aftershock takes 1d3 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, they must make a DC 5 Toughness check or take 1d3 points of lethal damage each minute thereafter until freed or dead.
  • Rivers, Lakes, or Marshes: The area drained away by the earthquake remains drained for the duration of the aftershock.
  • Spellcasting: The concentration DC to cast during an aftershock is 15 + the spell’s level.
  • Structure: Any structure standing on open ground takes 50 points of damage. A collapsing structure deals 4d6 points of bludgeoning damage to creatures inside it (Reflex DC 5 half), and the creatures inside are pinned beneath the rubble.

At the Heart of It All 2 - Tier 4 (24 AP)

Prerequisite: At The Heart of It All

This haunting melody teases at the veils of understanding and drills into the bedrock of truth. Upon completing this performance, the target attempts a Will save. Failure means you understand the target’s primal nature; you gain advantage on Personality-based checks to influence the target, and the DCs of your abilities and spells that would influence the creature or its actions (including charm and compulsion effects) increase by +4. These bonuses last for 1 day.

You must have an idea of who the creature is when you begin to play the song, either through researching the creature or by observing it directly from no farther than 100 feet.

Chapter 4: Classes

Tier 5

Song of Rest 5 (30 AP)

Prerequisite: Song of Rest 4

You can use soothing music or oration to help revitalize your wounded allies during a respite. If you or any friendly creatures who can hear your performance spends a Hit Dice or Arcana Dice to regain hit points or Arcana Points at the end of the respite, each of those creatures regains full Hit Points and Arcana Points.

Song of the Brute 5 (32 AP)

Prerequisite: Song of the Brute 3 and Bardic Inspiration 3

Each creature of the target’s choice it can see within 60 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to five rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Carol of the Dragon 2 (30 AP)

Prerequisite: Carol of the Dragon

The target spews fire from the mouth in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to six rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.

Psalm of the Mind Bearer 3 (32 AP)

Prerequisite: Psalm of the Mind Bearer and Bardic Inspiration 3

You invoke an incomprehensible fable from an otherworldly being. The target must succeed on a Knowledge saving throw or take psychic damage equal to five rolls of your Bardic Inspiration die and be knocked unconscious until the end of its next turn.

Frenetic Crescendo: Marcato 4 (30 AP)

Prerequisite: Greater Bardic Inspiration and Frenetic Crescendo: Marcato 3

You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll five Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against your Spell save DC or take thunder damage equal to half of the number you rolled and be knocked prone.

Frenetic Crescendo: Risonanza 4 (31 AP)

Prerequisite: Greater Bardic Inspiration and Frenetic Crescendo: Risonanza 3

You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can roll four Bardic Inspiration die, choosing up to 2 weapons within 90 feet of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage equal to the number rolled.

Chapter 4: Classes

Priest

The Priest was designed and constructed to represent adventurers who .

Class Features

As a Priest, you gain the following class features

Ability Modifier


  • Arcana: +1 at 1st level

Hit Points


  • Hit Dice: 1d6 per Priest level
  • Hit Points at 1st Level: 6 + your Toughness modifier
  • Hit Points at Higher Levels: 1d6 (4) + your Toughness modifier per Priest level after 1st

Arcana Points


  • Hit Dice: 1d10 per Priest level
  • Hit Points at 1st Level: 10 + your Arcana modifier
  • Hit Points at Higher Levels: 1d10 (6) + your Arcana modifier per Priest level after 1st

    Proficiencies


  • Armor Any 1 group
  • Weapon Any 1 group
  • Arcane School Any 1 (Divination, Abjuration, Necromancy, or Evocation)

  • Saving Throws: Any 2 saving throws
  • Skills: Any 3 skills
The Priest
Level Physical Bonus Arcane Bonus Tricks Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
1st +1 +1 ARC ARC-1 ARC-2 ARC-3 ARC-4 ARC-6
2nd +1 +2 ARC ARC ARC-1 ARC-3 ARC-4 ARC-5
3rd +2 +3 ARC+1 ARC ARC-1 ARC-2 ARC-4 ARC-5
4th +2 +3 ARC+1 ARC ARC-1 ARC-2 ARC-3 ARC-4
5th +3 +4 ARC+2 ARC+1 ARC ARC-2 ARC-3 ARC-4
6th +3 +5 ARC+2 ARC+1 ARC ARC-1 ARC-3 ARC-3
7th +4 +6 ARC+3 ARC+2 ARC ARC-1 ARC-2 ARC-3
8th +4 +6 ARC+3 ARC+2 ARC+1 ARC-1 ARC-2 ARC-3
9th +5 +7 ARC+4 ARC+3 ARC+1 ARC ARC-2 ARC-2
10th +5 +8 ARC+4 ARC+3 ARC+2 ARC ARC-1 ARC-2
11th +6 +9 ARC+5 ARC+4 ARC+2 ARC ARC-1 ARC-2
12th +6 +9 ARC+5 ARC+4 ARC+3 ARC+1 ARC-1 ARC-1
13th +7 +10 ARC+6 ARC+5 ARC+3 ARC+1 ARC ARC-1
14th +7 +11 ARC+6 ARC+5 ARC+4 ARC+1 ARC ARC-1
15th +8 +12 ARC+7 ARC+6 ARC+4 ARC+2 ARC+1 ARC
16th +8 +12 ARC+7 ARC+6 ARC+5 ARC+2 ARC+1 ARC
17th +9 +13 ARC+8 ARC+7 ARC+6 ARC+3 ARC+2 ARC
18th +9 +14 ARC+8 ARC+7 ARC+6 ARC+3 ARC+2 ARC+1
19th +10 +15 ARC+9 ARC+8 ARC+7 ARC+4 ARC+3 ARC+1
20th +10 +15 ARC+9 ARC+8 ARC+7 ARC+4 ARC+3 ARC+2

Chapter 4: Classes

Prophecy

Prophecy Priests know what is to come and inform their party of things to come, often leading highly successful attacks due to utilizing proper strategies and tactics.

Protection

Protection Priests use their capabilities and spells in order to protect and aide their allies in battle.

Restoration

Restoration Priests focus on healing and bolstering their party's arcana points in order to keep them up and fighting.

Core Capabilities

Trick

Channel Energy (1 AP)

Prerequisite: Channel Divinity

You cause a burst that affects all creatures in a 15-foot cone originating from the priest. The amount of damage dealt is equal to 1d6 radiant.

Channel Divinity (Passive)

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.

Voice of Authority (2 AP)

Prerequisite: Arcane School (Any)

You can invoke the power of law to embolden an ally to attack. If you cast a spell of tier one or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.

Emboldening Bond (2 AP)

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your Arcane Aptitude. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

Priest’s Vow (Passive)

A Priest makes a vow to his deity to be protected solely by his faith, not by armor or shields. A Priest who wears Medium or Heavy Armor or uses a shield is unable to use any ability with Channel Divinity as a Prerequisite, or cast spells.

Blessing of the Faithful (2 AP)

Prerequisite: Priest’s Vow

As a standard action, you can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 bonus on attack rolls, skill checks, ability checks, or saving throws or to defense rolls until your next turn.


Breadth of Knowledge (Passive)

You gain a bonus on Knowledge checks equal to half your class level (minimum +1).

Well-Read (1 AP)

You gain a +2 bonus on skill checks and saving throws if such rolls pertain to mundane or magical glyphs, runes, scrolls, symbols, and other writings. This effect lasts a number of minutes equal to your Arcane Aptitude.

Verbal Instruction (1 AP)

You can use the aid another action to assist an ally within 30 feet on a skill or ability check. The ally must be able to hear and understand the Priest’s instructions.

Public Speaker (1 AP)

You gain Perform as a Proficiency. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to your class level + Personality modifier (minimum 0).

Blessing: Anarchic Strike (2 AP)

Prerequisite: Channel Divinity

You can touch one weapon and grant it a chaotic blessing. For 1 minute, this weapon glows yellow or purple and deals an additional 1d6 points of damage against lawful creatures. During this time, it’s treated as chaotic for the purposes of overcoming damage reduction. This blessing’s additional damage doesn’t stack with the additional damage from the anarchic weapon special ability.

Blessing: Destructive Attacks (1 AP)

Prerequisite: Channel Divinity

You can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).

Blessing: Animal Fury (2 AP)

Prerequisite: Channel Divinity

You can touch one ally and grant it feral features. The ally gains 2 claw attacks that each deal 1d6 points of damage if the ally is Medium or 1d4 if it’s Small, or 1 bite attack that deals 1d8 points of damage if the ally is Medium or 1d6 if it’s Small. These are primary natural attacks that replace any similar primary natural attacks the ally might have. This effect lasts for 1 minute.

Blessing: Zephyr's Gift (1 AP)

Prerequisite: Channel Divinity

You can touch any 1 ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity.

Blessing: Hexing Attack (1 AP)

Prerequisite: Channel Divinity

You can touch one weapon and enhance it to inflict a minor curse on the next target it strikes. The struck target must succeed at a Sense saving throw or take a –2 penalty on attack rolls, saving throws, skill checks, or ability checks (your choice) for 1 minute.

Chapter 4: Classes

Blessing: Lasting Breath (1 AP)

Prerequisite: Channel Divinity

You can touch an ally to bless it with an extra reserve of breath. For 1 minute, while the ally holds its breath, standard and full-round actions don’t decrease the number of rounds the ally can hold its breath.

Arcane Transfer (0 AP)

Prerequisite: Priest’s Vow

You can share your Arcana pool with others. As an action, you choose a target within 30 feet of you and transfer some of your Arcana points to it. If the target is not willing, it can make a Sense saving throw against your spell save DC. The maximum number of Arcana points you can transfer to a target in this way equals your Arcane Aptitude.

Healing (2 AP)

Scars can be healed and bleeding can be stopped. As an action, you can heal an ally within 30 feet of you. They regain 1d6 hit points

Harming (2 AP)

As an action, you can harm enemies within 30 feet of you. You can choose to damage their bodies by dealing necrotic damage or to harm their souls by warping their minds with frightening images that deal psychic damage. A target must make a successful Toughness (against necrotic damage) or Sense (against psychic damage) saving throw against your spell save DC or take 1d6 damage.

Eater (Passive)

You can eat everything you come across. Because you cannot suppress this eternal hunger inside you, and can eat anything because of it, your body is more resilient. You have advantage on saving throws against disease and being poisoned.

Tier 1

Channel Energy 2 (4 AP)

Prerequisite: Channel Energy

You cause a burst that affects all creatures in a 15-foot cone originating from the priest. The amount of damage dealt is equal to 2d6 radiant.

Turn Undead (5 AP)

Prerequisite: Channel Divinity

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Sense saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.


Knowledge of the Ages (4 AP)

Prerequisite: Breadth of Knowledge

As an action, you choose one skill or tool. You gain proficiency with the chosen skill or tool for the duration of a single task/project (i.e. forging a dagger, repairing leather armor, fletching a new arrow.

Order’s Demand (5 AP)

Prerequisite: Priest’s Vow

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Sense saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Balm of Peace (5 AP)

Prerequisite: Channel Divinity You can make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Sense modifier (minimum of 3 hit points). A creature can receive this healing only once whenever you take this action.

Scribe Scroll (6 AP)

Prerequisite: Well-Read

You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Sermon: Countering (6 AP)

Prerequisite: Public Speaker

Each round of the sermon, you make a Perform check. Any creature within 30 feet of you (including yoursel) that is affected by a sonic or language-dependent magical attack may use the priest’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the sermon is already under the effect of a non instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the sermon, but it must use the priest’s Perform check result for the save. Countering sermon has no effect against effects that don’t allow saves. You may keep it up for a number of rounds equal to your Personality Modifier.

Chapter 4: Classes

Sermon: Fascination (6 AP)

Prerequisite: Public Speaker

A priest with proficiency in a Perform skill can use a sermon to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear you, and able to pay attention to you. You must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. To use the ability, you make a Perform check. Your check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the you continue to perform and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires you to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Sermon: Courage (6 AP)

Prerequisite: Public Speaker

A priest with proficiency in a Perform skill can use a sermon to inspire courage in their allies (including themself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the priest. The effect lasts for as long as the ally hears your sermon and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls.

Blessing: Acid Strike (4 AP)

Prerequisite: Channel Divinity

You can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 2d4 points of acid damage with each strike. This additional damage doesn’t stack with the additional damage from the corrosive weapon special ability.

Blessing: Blast Rune (6 AP)

Prerequisite: Channel Divinity

You can create a blast rune in any adjacent square. Any creature entering this square takes an amount of damage equal to 1d6 + 1/2 your priest level. This rune deals either acid, cold, electricity, or fire damage, designated when you create the rune. The rune is invisible, and lasts a number of rounds equal to your Priest level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a successful DC 26 Perception skill check and disarmed with a successful DC 26 Disable Device skill check.


Blessing: Fire Strike (4 AP)

Prerequisite: Channel Divinity

You can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 2d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.

Blessing: Ice Strike (4 AP)

Prerequisite: Channel Divinity

You can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional 2d4 points of cold damage with each strike. This additional damage doesn’t stack with the additional damage from the frost or icy burst weapon special abilities.

Blessing: Dust Devil (6 AP)

Prerequisite: Channel Divinity

When you hit with a weapon attack, you can use a swift action to cause a sudden burst of wind and debris to swirl around your target. The target is dazzled for 1 minute.

Sacred Weapon (7 AP)

Prerequisite: Channel Divinity

Weapons wielded by you are charged with the power of your faith. In addition to the favored weapon of his deity, you can designate any other weapon as a sacred weapon causing it to deal an extra damage die of radiant or necrotic damage on a successful hit. This must be declared before the attack roll is made.

Improved Healing (Passive)

Prerequisite: Healing and Arcane School (Necromancy)

Also, when you heal yourself or an ally using a healing spell, you and your other allies within 30 feet of you regain 1d6 hit points. You can affect a maximum number of allies equal to your Arcana Modifier.

Corrupting Existence (4 AP)

Prerequisite: Arcane School (Any)

You can share one spell that you can use with an ally within 60 feet of you. The ally can use the spell within the next 8 hours. The spell uses your spell save DC and spell attack bonus.

Profane light (6 AP)

Prerequisite: Channel Divinity

You can use your Channel Divinity to frighten good-aligned creatures, crushing their will with your corrupted light. As an action, you present your unholy symbol and speak a prayer condemning the good. Each good creature that can see or hear you within 30 feet must make a Sense saving throw (DC equal to your spell save DC). On a failed saving throw, a target creature is frightened for 1 minute or until it takes any damage.

Chapter 4: Classes

Stop and Eat (5 AP)

Prerequisite: Channel Divinity

You trigger a need to devour within an enemy target as a bonus action. The creature must succeed on a Sense saving throw or become prone, ceasing to do whatever it was doing for the duration of the effect. The affected creature cannot take an action or a bonus action other than eating, and starts to eat anything edible. If it cannot find anything to eat in close proximity, it starts to eat itself, taking 1d4 necrotic damage each turn. This damage ignores immunity and resistance. It loses the sense of where it is or who it is with, and if it gets hit, it doesn’t feel it. This effect lasts for a number of rounds equal to your Sense modifier (minimum one). The affected creature can repeat the Sense saving throw at the end of each of its turns. On a successful save, the creature is no longer affected.

Starter (6 AP)

Prerequisite: Eater

You can choose to eat a dagger-sized object as a bonus action, and you gain a benefit depending on the eaten object. This is the manifestation of the eternal hunger within you. You can only gain one of the following benefits at a time and the effects last for 1 minute. The benefits you will gain based on the objects you eat are specified as the following: |Substance|Effect| |:-|:-| |Adamantine |You do not take the extra damage dealt by critical hits. | |Bone |You gain resistance to necrotic damage. | |Crystal, Glass, Ice. |Your speed does not change in difficult terrain. Additionally, you cannot have disadvantage on saving throws against effects that deal cold damage, and you gain resistance to cold damage. | |Iron, Steel. |Your weight doubles and your speed is halved but you can’t be knocked prone. | |Mithral. |Your weight, along with that of the items you carry, is halved. Additionally, you have advantage on Dexterity saving throws. | |Stone. |You gain resistance to bludgeoning, piercing, slashing damage dealt by nonmagical attacks, and you gain resistance to fire damage. | |Wood. |You gain resistance to slashing and piercing damage dealt by nonmagical attacks.|

If you have a creative idea in addition to the objects listed above, you can talk to your Game Master to determine whether you can eat something else, as well as the benefit you gain from it.

Tier 2

Channel Energy 3 (9 AP)

Prerequisite: Channel Energy 2

You cause a burst that affects all creatures in a 15-foot cone originating from the priest. The amount of damage dealt is equal to 3d6 radiant.

Improved Channel Energy (Passive)

Prerequisite: Channel Energy 2

Channel Energy Damage becomes a d8.


Destroy Undead (10 AP)

Prerequisite: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Sense saving throw. If the creature fails it’s Sense saving throw, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.

Read Thoughts (12 AP)

Prerequisite: Channel Divinity

You can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Sense saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the Suggestion spell on the creature, if you know that spell. The target automatically fails its saving throw against the spell.

Embodiment of Law (11 AP)

Prerequisite: Arcane School (Enchantment) and Voice of Authority

You become remarkably adept at channeling magical energy to compel others. If you cast a spell of the enchantment school of Tier 1 or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

Divine Strike (10 AP)

Prerequisite: Channel Divinity

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target.

Protective Bond (12 AP)

Prerequisite: Emboldening Bond

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Blessing: Axiomatic Strike (9 AP)

Prerequisite: Channel Divinity

You can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 3d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.

Chapter 4: Classes

Blessing: Blinding Strike (11 AP)

Prerequisite: Channel Divinity

You can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Dexterity saving throw, it’s instead dazzled for 1 round. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. This is a light effect. Sightless creatures are unaffected by this ability.

Blessing: Holy Strike (9 AP)

Prerequisite: Channel Divinity

You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 3d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Blessing: Unholy Strike (9 AP)

Prerequisite: Channel Divinity

You can touch one weapon and give it an evil blessing. For 1 minute, this weapon takes on a black, orange, or violet cast and deals an additional 3d6 points of damage against good creatures. During this time, it’s treated as evil for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the unholy weapon special ability.

Blessing: Storm Strike (10 AP)

Prerequisite: Channel Divinity

You can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 3d4 points of electricity damage with each hit. This additional damage doesn’t stack with the additional damage from the shock or shocking burst weapon special abilities.

Blessing: Team Effort (12 AP)

Prerequisite: Channel Divinity

You can touch an ally and grant it the blessing of cooperation. Choose one teamwork feat that you have. The touched ally gains the benefit of the chosen teamwork feat for a number of rounds equal to 1/2 your Priest level (minimum 1). Alternatively, you can choose one teamwork feat that a touched ally has and gain the benefit of the chosen feat for a number of rounds equal to 1/2 your priest level (minimum 1).

Blessing: Leaping Flames (11 AP)

Prerequisite: Channel Divinity

You touch an ally to bless it with the speed of a wildfire for 1 minute. The ally gains a +10-foot enhancement bonus to its base speed, and the ally gains a +1 dodge bonus to its AC against attacks of opportunity.

Blessing: Stone's Base (8 AP)

Prerequisite: Channel Divinity

You can touch an ally to bless it with the stalwart resilience of stone. For 1 minute, the creature gains a +4 bonus to Strength or Dexterity rolls that would move the ally or knock it prone.

Spells of the Corrupted (11 AP)

Prerequisite: Corrupting Existence

You can enhance your divine spells to bring agony upon your foes. When you cast a spell of Tier 1 or higher to damage any creature, you can increase the damage of the spell by twice the spell level.

Priesthood (Passive)

Prerequisite: Improved Healing, Priest’s Vow and Harming

You now roll d8s when you use Healing or Harming.

Extradimensional Swallow (12 AP)

Prerequisite: Starter and Corrupting Existence

As a bonus action, you can turn your mouth into a portal opening into a pocket dimension created within your stomach. Your lower jaw falls on the ground, leaving your mouth wide open and creating a portal-like structure. This portal remains open for 1 minute or until you swallow something as an action. The total weight of the creatures or the objects you swallow can’t exceed 210 lbs. If you want to swallow an unwilling creature, you must make a melee spell attack. On a hit, you swallow it. The pocket dimension inside you is dark, and it smells of acid. There is enough air to breathe to last 10 minutes for a single Medium-sized creature. Even if you take damage, the swallowed creatures or objects cannot be harmed since they are in another dimension. You can choose to consume an object or a creature that you swallowed. While consuming it, you deal 1d8 acid damage at the start of each of your turns. A swallowed creature can try to escape from the pocket dimension. To do so, it can make a Sense saving throw at the end of each of its turns. If it succeeds, you vomit the creature out, and it appears in an unoccupied space next to you.

If you swallow more than you can take, the pocket dimension is overloaded. In case of an overload, everything inside is removed involuntarily as you vomit everything out.

If a creature dies in the pocket dimension, either because of acid damage or from lack of air, it can only be resurrected with a wish spell.

If you die, the swallowed creatures and objects pour out from your mouth.

Tier 3

Channel Energy 4 (17 AP)

Prerequisite: Channel Energy 3

You cause a burst that affects all creatures in a 15-foot cone originating from the priest. The amount of damage dealt is equal to 4d6 radiant.

Destroy Undead 2 (16 AP)

Prerequisite: Destroy Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Sense saving throw. If the creature fails it’s Sense saving throw, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.

Chapter 4: Classes

Divine Intervention (21 AP)

Prerequisite: Priesthood and Embodiment of Law

You can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Priest level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any Priest spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days.

Order’s Wrath (20 AP)

Prerequisite: Divine Strike and Priest’s Vow

Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Divine Strike 2 (16 AP)

Prerequisite: Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 psychic damage to the target.

Sermon: Greatness (16 AP)

Prerequisite: Public Speaker

A priest with proficiency in a Perform skill can use a sermon to inspire greatness in themself or a single willing ally within 30 feet, granting them extra fighting capability. To inspire greatness, a priest must perform and an ally must be able to hear him perform. The effect lasts for as long as the ally hears the priest perform and for 5 rounds thereafter. A creature inspired with greatness gains 2d10 temporary hit points, a +2 competence bonus on attack rolls, and a +1 competence bonus on Toughness saves.

Blessing: Soaring Assault (16 AP)

Prerequisite: Zephyr’s Gift

You can touch an ally and give them the gift of flight for 1 minute. The ally gains a fly speed of 60 feet with average maneuverability. They gain a bonus on checks made for flying equal to your level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level.

Blessing: Natures Battle Companion (17 AP)

Prerequisite: Animal Fury

You summon a battle companion to fight alongside you for a duration of 1 minute. You may choose any Beast with a Monster Level less than your Arcane Aptitude Bonus.


Blessing: Chaos Battle Companion (17 AP)

Prerequisite: Anarchic Strike

You summon a battle companion to fight alongside you for a duration of 1 minute. You may choose any Monstrosity or Abomination with a Chaotic Alignment and a Monster Level less than your Arcane Aptitude Bonus.

Blessing: Evil Battle Companion (17 AP)

Prerequisite: Unholy Strike

You summon a battle companion to fight alongside you for a duration of 1 minute. You may choose any Monstrosity or Fiend with an Evil Alignment and a Monster Level less than your Arcane Aptitude Bonus.

Blessing: Good Battle Companion (17 AP)

Prerequisite: Holy Strike

You summon a battle companion to fight alongside you for a duration of 1 minute. You may choose any Monstrosity or Celestial with a Good Alignment and a Monster Level less than your Arcane Aptitude Bonus.

Blessing: Law Battle Companion (17 AP)

Prerequisite: Axiomatic Strike

You summon a battle companion to fight alongside you for a duration of 1 minute. You may choose any Monstrosity or Abomination with a Lawful Alignment and a Monster Level less than your Arcane Aptitude Bonus.

Blessing: Earth Hammer (19 AP)

Prerequisite: Acid Strike and Stone’s Base

You can touch a weapon to bless it with the force of a mighty earthquake for 1 minute. When the weapon hits a creature, the target must succeed at a Dexterity save or fall prone; either way, the creature is immune to this ability for 24 hours.

Blessing: Tsunami Burst (18 AP)

Prerequisite: Ice Strike and Lasting Breath

When you are hit by a melee attack, you can invoke this blessing as an immediate action. A wave of water blasts out from you at your attacker, attempting a bull rush combat maneuver check using your CMB but adding your Sense modifier instead of your Strength modifier.

Corrupted Mutation: Acid Blood (15 AP)

Prerequisite: Corrupted Existence

You can choose to turn the blood of a number of creatures into acid for 1 hour. The maximum number of creatures you can affect in this way equals your Sense modifier (minimum of 1). When the affected creature is attacked with a melee weapon attack, the attacker must succeed on a DC 15 Dexterity saving throw or take 2d6 acid damage.

Temp HP (20 AP)

Prerequisite: Priesthood and Channel Divinity

You choose a creature within range (or yourself). The chosen creature gains 50 temporary hit points for 8 hours, or until it takes 50 damage.

Chapter 4: Classes

Temp AP (20 AP)

Prerequisite: Arcane Transfer and Protective Bond

You choose a creature within range (or yourself). The chosen creature gains 50 temporary Arcana points for 8 hours, or until it uses them.

Tier 4

Channel Energy 5 (25 AP)

Prerequisite: Channel Energy 4

You cause a burst that affects all creatures in a 15-foot cone originating from the priest. The amount of damage dealt is equal to 5d6 radiant.

Greater Channel Energy (Passive)

Prerequisite: Improved Channel Energy and Channel Energy 4

Channel Energy Damage becomes a d10.

Destroy Undead 3 (23 AP)

Prerequisite: Destroy Undead 2

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Sense saving throw. If the creature fails it’s Sense saving throw, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.

Expansive Bond (Passive)

Prerequisite: Protective Bond

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

Sermon: Heroics (26 AP)

Prerequisite: Public Speaker

A priest with proficiency in a Perform skill can use a sermon to inspire tremendous heroism in themself or a single willing ally within 30 feet. To inspire heroics, a priest must perform and an ally must hear them perform for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears them perform and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Blessing: Spell-Storing Weapon (24 AP)

Prerequisite: Blast Rune

You can cast a spell into a magic weapon as if it had the spell storing weapon special ability. If the stored spell is not used within 10 minutes, it dissipates.

Blessing: Serpent Fang (22 AP)

Prerequisite: Animal Fury

As a standard action you can manifest venomous fangs for 1 minute. These fangs grant a bite attack that deals 2d4 points of damage (for a Medium warpriest, 2d3 if Small). A successful bite also afflicts the opponent with a debilitating venom.

Serpent Venom (Ex) Bite—injury; Toughness Save; frequency 1/round for 4 rounds; effect 1d2 Tgh; cure 1 save.

Blessing: Cleansing Fire (25 AP)

Prerequisite: Fire Strike and Blinding Strike

You can touch a weapon and grant it either the flaming or undead–bane weapon special ability for 1 minute. If you spend two uses of your blessing when activating this ability, the weapon can have both weapon special abilities.

Blessing: Retributive Curse (26 AP)

Prerequisite: Hexing Attack

As a bonus action, you can inflict a curse on any adjacent creature that scores a critical hit against you or deals precision damage to you. The target must succeed at a Sense saving throw or be cursed. Select one of the following effects: the target takes a –2 penalty to one ability score of your choice (the ability cannot be reduced below 1); the target takes a –2 penalty on attack rolls, saving throws, ability checks, and skill checks; each turn, the target has a 25% chance of taking no action (otherwise, it acts normally). This curse lasts for 1 hour. A creature can be subjected to only one instance of retributive curse at a time. This otherwise functions as bestow curse.

Blessing: Howling Gale (22 AP)

Prerequisite: Dust Devil and Zephyr’s Gift

You can invoke a howling windstorm around yourself as a standard action. For 1 minute, any Large or smaller creature takes twice as much movement to enter a space adjacent to you due to the winds, and thus can’t take a 5-foot step to move adjacent to you.

Blessing: Fiery Wake (25 AP)

Prerequisite: Leaping Flames and Fire Strike

When you move, you can use a bonus action to invoke a blazing blessing on yourself. For the rest of your turn, your movement leaves behind a 10-foot-tall wall of opaque fire in your path. The wall burns for 1 minute. A creature that touches the wall takes 4d6 points of fire damage.

Corrupted Mutation: Corrupted Weapons (23 AP)

Prerequisite: Corrupted Existence and Profane Light

You can infuse your weapons, or those of your allies within range, with the powers of corruption, turning them into corrupted weapons for 1 hour. The corrupted weapon can deal an extra 3d6 damage of one of the following types of your choice: acid, necrotic, or poison.

Corrupted Mutation: Spell Damage (24 AP)

Prerequisite: Corrupted Existence and Profane Light

You can call upon the magical powers of corruption to come to your own aid or share them with an ally within range. When you or your ally casts a spell that deals damage, it deals an extra 3d6 damage of one of the following types of your choice: acid, necrotic, or poison.

Chapter 4: Classes

Extradimensional Swallow 2 (24 AP)

Prerequisite: Extradimensional Swallow

As a bonus action, you can turn your mouth into a portal opening into a pocket dimension created within your stomach. Your lower jaw falls on the ground, leaving your mouth wide open and creating a portal-like structure. This portal remains open for 1 minute or until you swallow something as an action. The total weight of the creatures or the objects you swallow can’t exceed 420 lbs. If you want to swallow an unwilling creature, you must make a melee spell attack. On a hit, you swallow it. The pocket dimension inside you is dark, and it smells of acid. There is enough air to breathe to last 10 minutes for a single Medium-sized creature. Even if you take damage, the swallowed creatures or objects cannot be harmed since they are in another dimension. You can choose to consume an object or a creature that you swallowed. While consuming it, you deal 2d8 acid damage at the start of each of your turns. A swallowed creature can try to escape from the pocket dimension. To do so, it can make a Sense saving throw at the end of each of its turns. If it succeeds, you vomit the creature out, and it appears in an unoccupied space next to you.

If you swallow more than you can take, the pocket dimension is overloaded. In case of an overload, everything inside is removed involuntarily as you vomit everything out.

If a creature dies in the pocket dimension, either because of acid damage or from lack of air, it can only be resurrected with a wish spell.

If you die, the swallowed creatures and objects pour out from your mouth.

Tier 5

Channel Energy 6 (32 AP)

Prerequisite: Channel Energy 5

You cause a burst that affects all creatures in a 15-foot cone originating from the priest. The amount of damage dealt is equal to 6d6 radiant..

Mighty Channel Energy (Passive)

Prerequisite: Greater Channel Energy and Channel Energy 5

Channel Energy Damage becomes a d12.

Divine Channeling (Passive)

Prerequisite: Mighty Channel Energy and Channel Energy 6

Channel Energy Damage rolled doubles.

Destroy Undead 4 (30 AP)

Prerequisite: Destroy Undead 3

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Sense saving throw. If the creature fails it’s Sense saving throw, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.


Divine Intervention 2 (35 AP)

Prerequisite: Divine Intervention and Blessing: Cleansing Fire

Your deity intervenes on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, but the DM chooses the nature of the intervention; the effect of any Priest spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days.

Blessing: Heart of Carnage (32 AP)

Prerequisite: Destructive Attacks and Retributive Curse

You can touch an ally and bless it with even greater destructive power. For 1 minute, the ally gains a +8 insight bonus on attack rolls and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.

Blessing: Battle Lust (29 AP)

Prerequisite: Destructive Attacks and Team Effort

You can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +8 insight bonus on attack rolls. These benefits last for 1 minute.

Corrupted Mutation: Immunities (31 AP)

Prerequisite: Corrupted Existence and Priesthood

You can alter your or one of your allies’ bodies to make it tougher. The skin of the affected creature changes and emanates a slightly foul light. Choose one of the following effects: The affected creature either gains immunity to two of the following damage types of your choice: acid, bludgeoning, cold, fire, lightning, necrotic, piercing, radiant, slashing, or thunder; or does not suffer extra damage from critical hits.

Corrupted Mutation: Crit Proof (32 AP)

Prerequisite: Corrupted Existence and Priesthood

You can alter your or one of your allies’ bodies to make it tougher. The skin of the affected creature changes and emanates a slightly foul light. The affected creature does not suffer extra damage from critical hits.

Chapter 4: Classes

Extradimensional Swallow 3 (30 AP)

Prerequisite: Extradimensional Swallow 2

As a bonus action, you can turn your mouth into a portal opening into a pocket dimension created within your stomach. Your lower jaw falls on the ground, leaving your mouth wide open and creating a portal-like structure. This portal remains open for 1 minute or until you swallow something as an action. The total weight of the creatures or the objects you swallow can’t exceed 640 lbs. If you want to swallow an unwilling creature, you must make a melee spell attack. On a hit, you swallow it. The pocket dimension inside you is dark, and it smells of acid. There is enough air to breathe to last 10 minutes for a single Medium-sized creature. Even if you take damage, the swallowed creatures or objects cannot be harmed since they are in another dimension. You can choose to consume an object or a creature that you swallowed. While consuming it, you deal 3d8 acid damage at the start of each of your turns. A swallowed creature can try to escape from the pocket dimension. To do so, it can make a Sense saving throw at the end of each of its turns. If it succeeds, you vomit the creature out, and it appears in an unoccupied space next to you.

If you swallow more than you can take, the pocket dimension is overloaded. In case of an overload, everything inside is removed involuntarily as you vomit everything out.

If a creature dies in the pocket dimension, either because of acid damage or from lack of air, it can only be resurrected with a wish spell.

If you die, the swallowed creatures and objects pour out from your mouth.

Endless Hunger (34 AP)

Prerequisite: Extradimensional Swallow 2

When you swallow and then consume a creature by using the Extradimensional Swallow feature, you can choose to take on the appearance and physical features of the consumed creature. You can replace your appearance, Strength, Dexterity, and Toughness scores with the ones of the consumed creature. You can choose to replace one, two, or all three of them. If you consume a creature whose score(s) is changed by an item, a spell, or an effect, you replace your original score(s) with the changed score of the creature. The replacement must take place within 1 day of the consumption and requires a long rest to complete. The replaced scores last for a number of days equal to your Sense modifier (minimum one).

Prophecy Capabilities

Trick

Blessings of Knowledge (Passive)

You learn two languages of your choice. You also become proficient in your choice of two of the following skills: History, Nature, or Religion. Your Arcane Aptitude bonus is doubled for any ability check you make that uses either of those skills.


Flash of Insight (3 AP)

You can summon power from a well of mental energy at your core. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your Priest level (minimum of 1).

Psychic Force (1 AP)

You learn to buffet your foes with mental power. When you cast a spell that inflicts radiant damage, you can choose to have it inflict psychic damage instead.

Curser (3 AP)

You can afflict one target within 30 feet with your malign eye, causing it to take a –2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack.

Divine Hex: Blight (3 AP)

Prerequisite: Curser

Blighting an area takes 1 round, during which time you must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to your Priest level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:

Blight Hex—type curse; Sense Save; frequency 1/day; effect 1 TGH damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. You can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Divine Hex: Evil Eye (2 AP)

Prerequisite: Curser

The target takes a –2 penalty on one of the following (priest’s choice): Defense Rolls, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + your Arcana modifier. A Sense save reduces this to just 1 round. This is a mind-affecting effect.

Divine Hex: Unnerve Beasts (1 AP)

Prerequisite: Curser

The target becomes offensive to animals (Sense negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to your Arcana modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not.

Forewarned (Passive)

You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to your physical aptitude.

Chapter 4: Classes

Diviner’s Fortune (3 AP)

You can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, defense rolls, skill checks, ability checks, and saving throws equal to your Arcane Aptitude for 1 round.

Prescience (3 AP)

At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost.

Inspiring Prediction (2 AP)

You can predict an ally’s success, bolstering others’ resolve. As a swift action, you can shout an inspiring prediction, granting each ally within 50 feet who can hear you a +2 luck bonus on her next attack roll, defense roll, saving throw, or skill check.

Tradition: Divination (Passive)

Prerequisite: Arcane School (Divintation)

When casting a spell from the school of divination that requires concentration, the spell persists for 1d4 number of rounds.

Magic Sense (2 AP)

You may Detect Magic at will as a spell-like ability. You add your Knowledge modifier to any skill checks to identify the properties of a magic item.

Calamity (2 AP)

As a standard action, you can cause a 5-foot square within 30 feet to suffer a calamity. A calamity deals 1d6 damage to creatures within that square. The type of calamity determines what type of damage the calamity deals (see below). An affected creature can attempt an Arcana saving throw to reduce this damage by half.

Enhanced Calamity: Deadfall (1 AP)

Prerequisite: Calamity

A tree branch, stone boulder, or other heavy object falls on the target square. A deadfall deals bludgeoning damage, with a Dexterity save for half damage. A creature that fails its save against an enhanced deadfall is knocked prone and confused for 1 round.

Enhanced Calamity: Thorny Vines (1 AP)

Prerequisite: Calamity

Vines covered with thick thorns wrap around the target square. The thorny vines deal piercing damage, with a Dexterity save for half damage. A creature that fails its save against enhanced thorny vines is entangled for 1 round.

Blessing: Lore Keeper (2 AP)

Prerequisite: Channel Divinity

You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 15 + your priest level + your Knowledge modifier.

Tier 1

Psychic Feedback (5 AP)

Prerequisite: Channel Divinity and Psychic Force

You can disrupt a foe’s mind. When a creature within 30 feet of you has to make a Sense saving throw, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the roll.

If the spell or effect that caused the Sense saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your Priest level, immediately before the target makes its saving throw.

Chronal Shift (5 AP)

Prerequisite: Flash of Insight

You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

Temporal Awareness (Passive)

Prerequisite: Flash of Insight

You can add your Knowledge modifier to your initiative rolls.

Portent (7 AP)

Prerequisite: Prescience

Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll a d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of this foretelling roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

This foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Divine Hex: Misfortune (6 AP)

Prerequisite: Divine Hex: Evil Eye

You can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Sense save negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Chapter 4: Classes

Divine Hex: Scar (6 AP)

Prerequisite: Divine Hex: Blight

The target may make a Sense save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. You can use your hexes on the scarred target at a range of up to 1 mile, and you are considered to have a body part from the target for the purpose of scrying and similar divination spells. You persist through disguises and shape changing.

You can withdraw this hex from a target as a move action at any range. The number of supernatural scars you can maintain at once is equal to your Sense bonus; once you reach this limit, you must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.

Caster Support (5 AP)

Prerequisite: Arcane School (Divination) and Diviner’s Fortune

You can use the aid another action to assist another spellcaster, granting a +2 circumstance bonus on caster level checks and concentration checks until the beginning of the your next turn. The allied caster must remain adjacent to the divine strategist to gain this benefit. Caster support can be used to assist characters using magical items, but they only gain a +1.

In Accordance with the Prophecy (6 AP)

Prerequisite: Prescience

You can publicly declare that your next spell is guided by prophecy. When you do, the next spell you cast has a 20% chance of fizzling (1–20 on a d%). If the spell does not fail, treat the spell as if it had been modified by the Empower Spell feat, even if you do not have that feat.

Send Senses (6 AP)

Prerequisite: Tradition: Divination

As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/priest level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for a number of rounds equal to 1/2 your Arcane Aptitude (minimum 1). The sensor otherwise functions as a clairaudience/clairvoyance spell.

Guiding Hand (5 AP)

You may grant an ally or yourself a +2 competence bonus to a single attack roll, saving throw, or skill check as a standard action by touch. Once activated the target has up to 1 minute before the effect wears off, though once the bonus is used, the effect immediately ends. Only one recipient may be granted this bonus at a time.

Cleanser of Evil (2 AP)

Prerequisite: Channel Divinity

You can hold his weapon aloft and shout his deity’s name as a bonus action, dealing 1d6 points of damage to all Evil Outsiders within 5 feet. This damage has the same alignment as the proclaimer’s deity.


Battle Tactician (6 AP)

As a standard action, You can grant an ally the ability to perform any non-damaging dealing Combat action.

Enhanced Calamity: Acid Rain (6 AP)

Prerequisite: Calamity

A brief rain shower deals acid damage to the target square, with a Toughness save for half damage. A creature that fails its save against enhanced acid rain continues to dissolve for 1 round, automatically taking half the original damage.

Enhanced Calamity: Blizzard (7 AP)

Prerequisite: Calamity

Hail deals cold damage to the target square, with a Toughness save for half damage. A creature that fails its save against an enhanced blizzard is blinded for 1 round.

Enhanced Calamity: Flash Flood (5 AP)

Prerequisite: Calamity

A brief surge of stormy water deals bludgeoning damage to the target square, with a Dexterity save for half damage. An enhanced flash flood does not cause additional effects; instead, an enhanced flash flood targets creatures in a 5-foot radius.

Tactical Expertise (Passive)

Prerequisite: Forewarned and Diviner’s Fortune

You know how to take the best advantage of tactical opportunities. Whenever you are flanking or make an attack of opportunity, you may add your Knowledge bonus (if any) as a bonus on the attack roll. In addition, As a bonus action you may add your Knowledge modifier as a bonus on any single d20 roll made as part of a readied action.

Tier 2

Gestalt Anchor (10 AP)

Prerequisite: Flash of Insight

Your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 10 feet of you must make a Knowledge, Sense, or Personality saving throw, the creature gains a +2 bonus to the saving throw. You must be conscious to grant this bonus.

Momentary Stasis (11 AP)

Prerequisite: Chronal Shift

As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Toughness saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

Chapter 4: Classes

Expert Divination (Passive)

Prerequisite: Arcane School (Divination) and Diviner’s Fortune

Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of Tier 2 or lower using Arcana Points, you regain half of the Arcana Points used to cast the spell.

Divine Hex: Slumber (11 AP)

Prerequisite: Curser

You can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Sense save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the priest’s level.

This hex can affect a creature with HD less than double your priest level. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Divine Hex: Cursed Wounds (10 AP)

Prerequisite: Divine Hex: Scar

For a number of days equal to 3 + your Sense modifier (minimum 1), whenever the victim is the target of a conjuration (healing) spell or magical healing effect, the caster of the healing effect must succeed an Arcana Saving throw to end the hex. If the check fails, the healing effect functions as normal, except it cannot remove the last 10 points of damage the victim suffered. Similarly, natural healing, fast healing, and regeneration fail to cure the victim’s last 10 points of damage. Thus, the victim’s effective maximum number of hit points is 10 fewer than normal. A successful Sense save reduces the duration of this hex to 1 round. This is a curse effect and can be removed by remove curse.

Divine Hex: Retributions (13 AP)

Prerequisite: Divine Hex: Scar

You can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to your Sense modifier. A Sense save negates this effect.

Improved Diviner’s Fortune (10 AP)

Prerequisite: Diviner’s Fortune

You can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, defense rolls, skill checks, ability checks, and saving throws equal to your Arcane Aptitude (minimum +1) for 1 round.


Foretell (10 AP)

Prerequisite: Inspiring Prediction

You can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Inspiring Prediction 2 (12 AP)

Prerequisite: Inspiring Prediction

You can predict an ally’s success, bolstering others’ resolve. As a swift action, you can shout an inspiring prediction, granting each ally within 50 feet who can hear you a +4 luck bonus on her next attack roll, defense roll, saving throw, or skill check.

Guiding Hand 2 (10 AP)

Prerequisite: Guiding Hand

You may grant an ally or yourself a +3 competence bonus to a single attack roll, saving throw, or skill check as a standard action by touch. Once activated the target has up to 1 minute before the effect wears off, though once the bonus is used, the effect immediately ends. Only one recipient may be granted this bonus at a time.

Cleanser of Evil 2 (13 AP)

Prerequisite: Cleanser of Evil

You can hold your weapon aloft and shout your deity’s name as a bonus action, dealing 2d6 points of damage to all Evil Outsiders within 10 feet.

Zone of Sanctification (12 AP)

Prerequisite: Cleanser of Evil

When you damage evil outsiders with his cleanser of evil ability, he can use a move action to create a zone of sanctification in the same area for 1 round. All evil outsiders in the zone when it becomes active must succeed at a Sense saving throw or be pushed back until they are out of the area. Evil outsiders that end their turns in the area take damage as if affected by cleanser of evil.

Improved Calamity (10 AP)

Prerequisite: Calamity

As a standard action, a calamity caller can cause a 10-foot square within 30 feet to suffer a calamity. A calamity deals 2d6 damage to creatures within that square. The type of calamity determines what type of damage the calamity deals (see below). An affected creature can attempt an Arcana saving throw to reduce this damage by half.

Enhanced Calamity: Lightning Strike (13 AP)

Prerequisite: Improved Calamity

A bolt of lightning deals electricity damage to the target square, with a Dexterity save for half damage. A creature that fails its save against an enhanced lightning strike is staggered for 1 round by electrical impulses.

Chapter 4: Classes

Enhanced Calamity: Volcanic Rift (14 AP)

Prerequisite: Improved Calamity

A magmatic rift emits a plume of fire into the air, dealing fire damage to the target square, with a Toughness save for half damage. An enhanced volcanic rift also emits poisonous and corrosive gases; a creature that fails its save against the enhanced volcanic rift is sickened for 1 round.

Tier 3

Arcane Abeyance (16 AP)

Prerequisite: Improved Arcane School (Any)

When you cast a spell using a spell slot of Tier 2 or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

Ethereal Sight (16 AP)

Prerequisite: Expert Divination

You can see into the Ethereal Plane within 60 feet of you for 1d6 minutes.

Greater Comprehension (Passive)

Prerequisite: Expert Divination

You can read and comprehend any written or spoken language; however, you cannot write it or speak it.

Divine Hex: Agony (18 AP)

Prerequisite: Divine Hex: Retributions

With a quick incantation, you can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to your Priest level. A Toughness save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Divine Hex: Hoarfrost (20 AP)

Prerequisite: Divine Hex: Scar

The target is rimed with a shell of frost needles that slowly work their way into its flesh (Toughness negates). The target turns pale and blue, and takes 1 point of Toughness damage per minute until it dies, saves (once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect.


Divine Hex: Nightmares (17 AP)

Prerequisite: Divine Hex: Slumber

Calling upon fell powers, you can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.

Scrying Adept (19 AP)

Prerequisite: Expert Divination

You are aware if you are being observed via magic, as if you had a permanent detect scrying for 1d4 days. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Extended Diviner’s Fortune (Passive)

Prerequisite: Improved Diviner’s Fortune

Diviner’s Fortune and Improved Diviner’s Fortune now last for 1d4+1 rounds instead of the usual 1 round.

In Accordance with the Prophecy 2 (16 AP)

Prerequisite: In Accordance with the Prophecy

You can publicly declare that your next spell is guided by prophecy. When you do, the next spell you cast has a 15% chance of fizzling (1–15 on a d%). If the spell does not fail, treat the spell as if it had been modified by the Empower Spell feat, even if you do not have that feat.

Cleanser of Evil 3 (15 AP)

Prerequisite: Cleanser of Evil 2

You can hold his weapon aloft and shout his deity’s name as a swift action, dealing 2d8 points of damage to all Evil Outsiders within 20 feet.

Greater Battle Tactician (Passive)

Prerequisite: Battle Tactician

You gain an additional teamwork feat as a bonus feat. You must meet the prerequisites for this feat. Additionally, using the battle tactician ability is now a swift action.

Greater Calamity (16 AP)

Prerequisite: Improved Calamity

As a standard action, you can cause a 15-foot square within 60 feet to suffer a calamity. A calamity deals 4d6 damage to creatures within that square. The type of calamity determines what type of damage the calamity deals (see below). An affected creature can attempt an Arcana saving throw to reduce this damage by half.

Blessing: Monster Lore (18 AP)

Prerequisite: Lore Keeper

When you succeed at a Knowledge check against an opponent to learn about its abilities or weaknesses (or succeed at a touch attack using the lore keeper blessing, above), you can as a swift action gain a +2 insight bonus on attacks, saving throws, and ability and skill checks, as well as to your Defense Rolls against that creature. This effect lasts for 1 minute.

Chapter 4: Classes

Tier 4

Visions of the Past (22 AP)

Prerequisite: Prescience, Chronal Shift

You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Sense score and must maintain concentration during that time, as if you were casting a spell.

Convergent Future (24 AP)

Prerequisite: Chronal Shift, Greater Comprehension

You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

See Invisibility (23 AP)

Prerequisite: Expert Divination

You can see invisible creatures and objects within 10 feet of you that are within line of sight for 1d6 minutes..

Greater Portent (25 AP)

Prerequisite: Portent, Foretell, Inspiring Prediction

The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll two d20s for your Portent feature, rather than one.

Divine Hex: Infected Wounds - Tier 4 (25 AP)

Prerequisite: Divine Hex: Cursed Wounds and Divine Hex: Agony

The target’s wounds become infected (Fortitude negates). The target takes 1 point of Toughness damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect.

Master Tactician (23 AP)

Prerequisite: Forewarned and Tactical Expertise

Allies able to see and hear you gain a bonus on initiative checks equal to your physical aptitude.

In Accordance with the Prophecy 3 (22 AP)

Prerequisite: In Accordance with the Prophecy 2

You can publicly declare that your next spell is guided by prophecy. When you do, the next spell you cast has a 10% chance of fizzling (1–10 on a d%). If the spell does not fail, treat the spell as if it had been modified by the Empower Spell feat, even if you do not have that feat.


Guiding Hand 3 (20 AP)

Prerequisite: Guiding Hand 2

You may grant an ally or yourself a +5 competence bonus to a single attack roll, saving throw, or skill check as a standard action by touch. Once activated the target has up to 1 minute before the effect wears off, though once the bonus is used, the effect immediately ends. Only one recipient may be granted this bonus at a time.

Eldritch Vision (Passive)

Prerequisite: Ethereal Sight and See Invisibility

You gain magical vision that grants you the ability to see invisible opponents including those that may be ethereal. This effect is constant, though you may voluntarily drop or restart the effect as a move action. Otherwise it operates as the See Invisibility spell.

You also gain a +4 bonus versus spells of the school of Illusion and are allowed a saving throw when you first encounter the illusion.

Touch the Infinite Veil (26 AP)

Prerequisite: Visions of the Past, Greater Comprehension and Chronal Shift

You may reach out to the powers beyond time and space and ask a question regarding the present or near present that has a simple answer, such as yes, no, or a short phrase. It is possible that no real answer may be given. You must spend 1 minute in meditation to initiate this power and may only ask one question, but otherwise it is identical to the Commune spell.

Tier 5

Object Reading (31 AP)

Prerequisite: Visions of the Past

Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Sense score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading (31 AP)

Prerequisite: Visions of the Past

As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Sense score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Bend Reality (33 AP)

Prerequisite: Gestalt Anchor, Convergent Reality

When you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome.

Chapter 4: Classes

Divine Hex: Dire Prophecy (30 AP)

Prerequisite: Divine Hex: Misfortune and Divine Hex: Slumber

The priest curses the target so they are doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his armor class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, you may end it by bringing its full force upon your victim all at once. Doing so gives the victim a penalty equal to the priest’s caster level to their armor class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw.

You must decide to apply this penalty before the roll to be modified is made. If you do not have line of sight to the target, the full force of the curse occurs when the DM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect.

Divine Hex: Eternal Slumber (33 AP)

Prerequisite: Divine Hex: Nightmares

The creature receives a Sense save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the priest ends the effect. The priest can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. You can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Master Tactician 2 (29 AP)

Prerequisite: Master Tactician

Your initiative roll is automatically a natural 20.

Omniscient Sense (31 AP)

Prerequisite: Eldritch Vision and Scrying Adept

You can focus on one individual or location as a standard action and know the exact location of the target even if the target is on a different plane of existence as the Discern Location spell.

Aspect of Disaster (Passive)

Prerequisite: Greater Calamity

A creature affected by a your enhanced calamity does not receive a save to reduce the damage or avoid the calamity’s effects.


Protection

Trick

Arcane Ward (2 AP)

Prerequisite: Arcane School (Abjuration)

You can weave magic around yourself for protection. When you cast an abjuration spell of Tier 1 or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your Priest level + your Knowledge modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

Warding Flare (1 AP)

You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

Bloodletting Focus (Passive)

Prerequisite: Arcane School (Any)

Your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of Tier 1 or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.

Shield of the Faithful (2 AP)

You gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

Blessing: Enshrouding Darkness (3 AP)

Prerequisite: Channel Divinity

As a bonus action or reaction, you can inflict a curse on any adjacent creature that scores a critical hit against you or deals precision damage to you. The target must succeed at a Sense saving throw or be cursed. Select one of the following effects: the target takes a –2 penalty to one ability score of your choice (the ability cannot be reduced below 1); the target takes a –2 penalty on attack rolls, saving throws, ability checks, and skill checks; each turn, the target has a 25% chance of taking no action (otherwise, it acts normally). This curse lasts for 1 hour. A creature can be subjected to only one instance of retributive curse at a time. This otherwise functions as bestow curse.

Blessing: Crafter’s Wrath (3 AP)

Prerequisite: Channel Divinity

You can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.

Chapter 4: Classes

Blessing: Communal Aid (1 AP)

Prerequisite: Channel Divinity

As an action, you can touch an ally and grant it the blessing of community. For the next minute, whenever that ally uses the “aid another” action, the bonus granted increases to +4. You can instead use this ability on yourself as a bonus action.

Blessing: Inspiring Word (2 AP)

Prerequisite: Channel Divinity

You can speak a few words to a creature within 30 feet that fills them with inspiration. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, Defense rolls or saving throws (your choice). This effect lasts for 1 minute.

Blessing: Creeping Vines (1 AP)

Prerequisite: Channel Divinity

Upon hitting with a melee attack, as a bonus action you cause the creature you hit to sprout entangling vines that attempt to hold it in place, entangling it for 1 round (Dexterity Save negates).

Blessing: Increased Defense (1 AP)

Prerequisite: Channel Divinity

You can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to Defense rolls for 1 minute.

Blessing: Gentle Rest (2 AP)

Prerequisite: Channel Divinity

You can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that’s touched is staggered for a number of rounds equal to your Sense modifier (minimum 1).

Tradition: Abjuration (Passive)

When casting a spell from the school of Abjuration that requires concentration, the spell persists for 1d4 number of rounds once you stop concentrating.

Resistance (3 AP)

You gain Energy Damage Reduction 5 to a single energy type of your choice, chosen when you end a long rest. This resistance can be changed each day.

Protective Ward (2 AP)

As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Defense Rolls.

Unstable Bonds (2 AP)

Your touch can disrupt the bonds that hold a summoned or called creature on this plane. As a melee touch attack, you can cause a summoned or called creature to become shaken and staggered for a number of rounds equal to 1/2 your Priest level (minimum 1).


Mystic Shield (2 AP)

Prerequisite: Arcane School (Abjuration)

You can create a force shield granting a +4 shield bonus to your Arcane Defense rolls as an action that lasts a number of rounds equal to your class level. The shield also automatically absorbs up to 20 points of damage from Force effect spells such as Magic Missile.

Sacred Shield (Passive)

Prerequisite: Armor Proficiency (Shield)

Dedicated training and divine grace allow you to lessen the burden of a shield’s weight. As long as you are wielding a shield, you reduce your total armor check penalty by 1.

Blessed Shield (3 AP)

Prerequisite: Sacred Shield

While using a shield, you can bless your shield to gain DR 1/— and fire energy damage reduction 5.

Sacred Armor (1 AP)

You gain the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. This bonus stacks with any existing bonuses the armor might have, to a maximum of +5.

Tier 1

Radiance of the Dawn (6 AP)

Prerequisite: Channel Divinity

You can harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Toughness saving throw. A creature takes radiant damage equal to 1d10 + your Priest level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Blood Puppet (6 AP)

Prerequisite: Channel Divinity and Bloodletting Focus

You can briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Toughness saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw.

Sanguine Recall (5 HP)

Prerequisite: Bloodletting Focus

As an action, you recover Arcana Points. You immediately suffer 5 necrotic damage and regain that many Arcana points.

Radiant Defense (4 AP)

Prerequisite: Arcane Ward

You can cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your Priest level.

Chapter 4: Classes

Arcane Abjuration (6 AP)

Prerequisite: Arcane School (Abjuration)

You can abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Sense saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Blessing: From the Grave (6 AP)

Prerequisite: Channel Divinity

You can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.

Blessing: Glorious Presence (5 AP)

Prerequisite: Channel Divinity

You can touch an ally and grant it a glorious blessing. For 1 minute, the ally becomes mesmerizing to her foes. This functions as sanctuary, except if the ally attacks an opponent, this effect ends with respect to only that opponent. This is a mind-affecting effect.

Blessing: Command Obedience (4 AP)

Prerequisite: Channel Divinity

You can touch an ally and say a quick word to remind them of their obligations, granting them a new saving throw against each enchantment effect that currently affects them. If the saving throw is successful, the enchantment effect immediately ends. This power affects only effects that allow a saving throw.

Blessing: Scaly Touch (5 AP)

Prerequisite: Channel Divinity

You can touch an ally as a standard action to grant it reptilian scales. For 1 minute, the ally gains a +1 enhancement bonus to its natural armor.

Blessing: Strength Surge (6 AP)

Prerequisite: Channel Divinity

As a bonus action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your priest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.


Blessing: Airless Touch (7 AP)

Prerequisite: Channel Divinity

With a successful melee touch attack you can steal the breath from an opponent’s lungs, leaving it unable to speak, use breath weapons, cast spells with verbal components, or do anything else requiring breath for 1 round. If the target fails at a Toughness saving throw, it’s also staggered for 1 round as it catches its breath. If the target was attempting to hold its breath, it can no longer do so: it must breathe on its turn or risk suffocation and unconsciousness. Creatures that don’t need to breathe are unaffected. Regardless of whether it succeeds at its saving throw, the target is immune to further uses of your airless touch for 24 hours.

Blessing: War Mind (5 AP)

Prerequisite: Channel Divinity

You can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to physical defense rolls, +1 insight bonus on physical attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Protective Ward 2 (6 AP)

Prerequisite: Protective Ward

As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +2 deflection bonus to their Defense Rolls.

Disruption (6 AP)

Prerequisite: Arcane School (Any)

You gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your Priest level (minimum 1).

Primary Natural Resistance (Passive)

Prerequisite: Resistance

You may choose one type of energy (acid, cold, electricity, fire, or sonic) and gain Energy Damage Reduction 5 for that type of energy. Once chosen it cannot be changed.

Sacred Shield 2 (Passive)

Prerequisite: Sacred Shield

Dedicated training and divine grace allow you to lessen the burden of a shield’s weight. As long as you are wielding a shield, you reduce your total armor check penalty by 2.

Chapter 4: Classes

Defend Ally (5 AP)

Prerequisite: Blessed Shield

As a bonus action while using your shield you can direct your shield to protect an ally within 60 feet. The shield sprouts burning wings and flies to defend the ally, providing its shield bonus, damage reduction, and fire resistance to that ally instead of you. You can recall your shield to your arm as a swift action and regain its benefits. You must maintain one hand free to direct the shield; if you no longer have a hand free, the shield drops to the ground and ceases providing any benefit.

Sacred Armor 2 (5 AP)

Prerequisite: Sacred Armor

You gain the ability to enhance your armor with divine power as a bonus action. This power grants the armor a +2 enhancement bonus. This bonus stacks with any existing bonuses the armor might have, to a maximum of +6.

Tier 2

Projected Ward (11 AP)

Prerequisite: Arcane Ward x

When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Flare (Passive)

Prerequisite: Warding Flare

You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Crimson Bond (12 AP)

Prerequisite: Channel Divinity and Bloodletting Focus

You can focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago.

As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Toughness saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through the ears of the target for a number of rounds equal to your Sense modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses.

Once this connection ends, the Crimson Bond is lost.


Sanguine Recall 2 (11 HP)

Prerequisite: Sanguine Recall

As an action, you recover Arcana Points. You immediately suffer 11 necrotic damage and regain that many Arcana points.

Sentinel at Death's Door (13 AP)

Prerequisite: Channel Divinity

You gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

Blessing: Liberation (9 AP)

Prerequisite: Channel Divinity

For 1 round as a bonus action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you’re otherwise unable to take actions, but not if you’re unconscious.

Blessing: Lucky Presence (11 AP)

Prerequisite: Channel Divinity

You can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, defense roll, saving throw, or skill check with advantage. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.

Blessing: Madness Supremacy (10 AP)

Prerequisite: Channel Divinity

As a bonus action you can target a creature within 30 feet that has the cowering, frightened, panicked, or paralyzed condition. That condition is suspended for 1 round, and the chosen creature gains the confused condition instead. The confused creature rerolls any result other than “attack self” or “attack nearest creature.” The round spent confused counts toward the duration of the suspended effect. At the end of the confused round, the suspended condition resumes.

Blessing: Hand of the Acolyte (12 AP)

Prerequisite: Channel Divinity

You can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Sense modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.

Blessing: Agile Feet (8 AP)

Prerequisite: Channel Divinity

As a bonus action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Chapter 4: Classes

Blessing: Double (14 AP)

Prerequisite: Channel Divinity

As an action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn’t stack with the additional images from the mirror image spell. This ability doesn’t stack with the additional damage from the mirror image spell.

Energy Absorption (Passive)

Prerequisite: Secondary Natural Resistance

You gain an amount of energy absorption equal to 3 times your Priest level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

Counterspell Mastery (12 AP)

Prerequisite: Disruption

You gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s spell once per day as a reaction (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability.

Secondary Natural Resistance (Passive)

Prerequisite: Primary Natural Resistance

You may either choose another energy type and gain Energy Damage Reduction 5 for the second type of energy or you may increase your initial selection by 5 to Energy Damage Reduction of 10.

Shared Resistance (11 AP)

Prerequisite: Primary Natural Resistance

You may share one of your existing Energy Damage Reduction or Resistances with one of your allies you can see or hear within 30 feet.

Blessed Shield 2 (11 AP)

Prerequisite: Blessed Shield

While using a shield, you can bless your shield to gain DR 2— and fire energy damage reduction 10.

Shield of Grace (Passive)

Prerequisite: Defend Ally

When you use Defend Ally, you can deliver blessings, healing abilities, and touch spells through the shield to the ally benefiting from the shield’s protection.

Tier 3

Improved Abjuration (Passive)

Prerequisite: Arcane Abjuration

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your Arcane Aptitude bonus to that ability check.


Corona of Light (16 AP)

Prerequisite: Channel Divinity

You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Arcane Banishment (18 AP)

Prerequisite: Arcane Abjuration

When a creature fails its Sense saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below ½ of your Arcane Aptitude Bonus.

Blessing: Darkened Vision (23 AP)

Prerequisite: Blessing: Enshrouding Darkness

You can place a shroud of darkness around the eyes of one foe within 30 feet. The target must succeed at a Sense saving throw or be blinded for 1 minute (as blindness/deafness).

Blessing: Transfer Magic (16 AP)

Prerequisite: Blessing: Crafter’s Wrath

You can temporarily transfer a weapon's special ability from one weapon to another. The bearers of each of the weapons must be willing, and you must be touching both weapons to activate this ability. You can transfer a weapon special ability with a base price modifier of +1 or +2. If you are using this ability on a double weapon, only one end of the double weapon is affected. The transfer lasts for 1 minute, after which the transferred weapon special ability automatically returns to the source weapon. You can use this ability multiple times on the same weapon or weapons. Alternatively, you can use transfer magic to move a +1 or +2 armor special ability from one touched suit of armor to another, or move a +1 or +2 armor or weapon enhancement bonus to another armor or weapon.

Blessing: Dominance Aura (16 AP)

Prerequisite: Blessing: Glorious Presence

You can surround yourself with a tangible aura of majesty for 1 minute. While this aura is active, once per round as a swift action you can issue a command (as the command spell) to one creature within 30 feet; the creature must succeed at a Sense saving throw or submit for 1 round.

Blessing: Fight as One (17 AP)

Prerequisite: Communal Aid

You can rally your allies to fight together. For 1 minute, whenever you make a successful melee or ranged attack against a foe, allies within 10 feet of you gain a +2 insight bonus on attacks of the same type you made against that foe—melee attacks if you made a melee attack, or ranged attacks if you made a ranged attack. If you score a critical hit, this bonus increases to +4 until the start of your next turn.

Chapter 4: Classes

Blessing: Lead by Example (15 AP)

Prerequisite: Inspiring Word

As a bonus action you can inspire your allies to follow your lead. If the following action on your turn is an attack or skill check, all allies within 30 feet who take the same action against the same foe or obstacle on their next turn gain a +4 morale bonus on that roll.

Blessing: Aura of Protection (19 AP)

Prerequisite: Increased Defense

You can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic.

Blessing: Wind Barrier (16 AP)

Prerequisite: Airless Touch

You can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall, and doesn’t interfere with your ranged attacks.

Protective Ward 3 (18 AP)

Prerequisite: Protective Ward 2

As a standard action, you can create a 15-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +4 deflection bonus to their Defense Rolls.

Aura of Banishment (16 AP)

Prerequisite: Unstable Bonds

You can emit a 30-foot aura of banishment for a number of rounds per day equal to your Priest level. Any summoned or called creature in the area must make a Sense save each round. Once the creature fails a Sense saving throw, it is staggered as long as it remains inside the aura. If it fails a second Sense saving throw, it is immediately sent back to its home plane and the spell that summoned it immediately ends. If that spell summoned more than one creature, only the creature that failed its saving throws is affected. These rounds do not need to be consecutive.

Minor Invulnerability (18 AP)

Prerequisite: Secondary Natural Resistance

You may use a swift action to grant yourself Immunity to 1st level spells for a number of rounds equal to ½ your Arcane Aptitude..

Sacred Armor 3 (15 AP)

Prerequisite: Sacred Armor 2

You gain the ability to enhance your armor with divine power as a swift action. This power grants the armor a +4 enhancement bonus. This bonus stacks with any existing bonuses the armor might have, to a maximum of +8.


Blessing: Tactical Readiness (19 AP)

Prerequisite: War Mind

You can rally your allies within 30 feet, allowing each to immediately do one of the following as a free action that does not provoke attacks of opportunity: remove the flat-footed condition, take a 5-foot step, draw a weapon, ready a shield, or gain a +1 dodge bonus to AC for 1 round. You can affect a number of allies equal to your Wisdom bonus. These actions do not count against your allies’ total movement or actions on their next turn.

Tier 4

Spell Resistance (26 AP)

Prerequisite: Improved Arcane School (Any)

You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells. These benefits last for 1d4 hours.

Sanguine Recall 3 (22 HP)

Prerequisite: Sanguine Recall 2

You can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover Arcana Points. You immediately suffer 22 necrotic damage and regain that many Arcana points.

Blessing: Greater Liberation (Passive)

Prerequisite: Blessing: Liberation

When you use the liberation ability of the Liberation blessing, its effects last for 1 minute.

Blessing: Death's Touch (23 AP)

Prerequisite: From the Grave

You can make a melee touch attack against an opponent to deliver grim suffering. If you succeed, you inflict 1 temporary negative level on the target for 1 minute. Alternatively, you can activate this ability as a swift action upon hitting an opponent with a melee attack. These temporary negative levels stack. You gain no benefit from imposing these negative levels (such as the temporary hit points undead gain from enervation).

Blessing: Armor of Earth (25 AP)

Prerequisite: Acid Strike

You can touch an ally and harden its armor or clothing. For 1 minute, the ally gains DR 1/—. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/— at 18th level). This doesn’t stack with any other damage resistance or reduction.

Blessing: Armor of Flame (24 AP)

Prerequisite: Fire Strike

You can touch an ally to wreath it in flames. This works as a fire shield (warm shield only) with a duration of 1 minute.

Blessing: Demoralizing Glory (27 AP)

Prerequisite: Dominance Aura

When you successfully damage an opponent with a melee attack or attack spell, as a bonus action you can attempt to demoralize that opponent with the Intimidate skill using your ranks in Intimidate or your warpriest level, whichever is higher.

Chapter 4: Classes

Blessing: Tactical Readiness (24 AP)

Prerequisite: War Mind

You can rally your allies within 30 feet, allowing each to immediately do one of the following as a free action that does not provoke attacks of opportunity: remove the flat-footed condition, take a 5-foot step, draw a weapon, ready a shield, or gain a +1 dodge bonus to AC for 1 round. You can affect a number of allies equal to your Wisdom bonus. These actions do not count against your allies’ total movement or actions on their next turn.

Blessing: Strength of Will (22 AP)

Prerequisite: Strength Surge

As a bonus action you can ignore the movement penalties caused by wearing medium or heavy armor or by carrying a medium or heavy load. This effect lasts for 1 minute. During this time, you can add your Strength modifier on saving throws against effects that would cause you to become entangled, staggered, or paralyzed.

Blessing: Deny Gravity (26 AP)

Prerequisite: Wind Barrier

As a standard action you can touch an ally to allow her to ignore the effects of gravity for 1 minute (as fly). The ally gains a fly speed of 40 feet with average maneuverability. The ally is also immune to dangerous environmental conditions (as life bubble) for 1 minute.

Blessing: Back to the Grave (Passive)

Prerequisite: From the Grave

When using channel energy to heal living creatures, you can take a bonus action on that same turn to also deal damage to undead creatures (as your channel energy ability). Undead take an amount of damage equal to half the amount healed, and can attempt the normal saving throw to halve this damage.

Blessing: Armor of Ice (24 AP)

Prerequisite: Ice Strike

You can touch any one ally and wreath it in freezing mist. This works as fire shield (chill shield only) with a duration 1 minute.

Protective Ward 4 (25 AP)

Prerequisite: Protective Ward 3

As a standard action, you can create a 20-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Knowledge modifier. All allies in this area (including you) receive a +6 deflection bonus to their Defense rolls.

Magic Resistance (24 AP)

Prerequisite: Secondary Natural Resistance

You gain spell damage reduction equal to 10 + your Priest level.

Sacred Shield 3 (Passive)

Prerequisite: Sacred Shield 2

Dedicated training and divine grace allow a bulwark to lessen the burden of a shield’s weight. As long as a bulwark is wielding a shield, she reduces her total armor check penalty by 4.

Blessed Shield 3 (22 AP)

Prerequisite: Blessed Shield 2

While using a shield, you can bless your shield to gain DR 3/— and fire energy damage reduction 15.

Intercession (24 AP)

Prerequisite: Shield of Grace and Blessed Shield 2

As a bonus action, you can teleport to the location of a willing (or unconscious) ally and immediately teleport that ally to her own previous position, in effect switching places with the ally.You must have line of sight to the target to use this ability.

Tier 5

Sanguine Recall 4 (29 HP)

Prerequisite: Sanguine Recall 3

You can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover Arcana Points. You immediately suffer 29 necrotic damage and regain that many Arcana points.

Vascular Corruption Aura (29 AP)

Prerequisite: Crimson Bond, Sanguine Recall 2

As an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.

For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).

Blessing: Freedom's Shout (29 AP)

Prerequisite: Team Effort and Liberation

As a bonus action you can emit a 30-foot aura that affects all allies with the liberation blessing described above. This effect lasts for 1 round.

Blessing: Unlucky Enemy (31 AP)

Prerequisite: Lucky Presence

As a reaction you can force an adjacent opponent to reroll an attack, saving throw, or skill or ability check it just attempted; it must take the lower of the two rolls. You must declare this after the roll is made but before the result is revealed.

Blessing: Control Madness (32 AP)

Prerequisite: Madness Supremacy

As a bonus action you can choose one behavior for all confused creatures within 30 feet to exhibit (as if all creatures rolled the same result). This effect lasts for 1 round. You can use this ability even while you are confused.

Chapter 4: Classes

Blessing: Dimensional Hop (30 AP)

Prerequisite: Agile Feet

You can teleport up to 20 feet as a move action. You can increase this distance by using another 15 AP—each use spent grants an additional 20 feet. You must have line of sight to your destination. This teleportation doesn’t provoke attacks of opportunity. You can bring other willing creatures with you, but each such creature requires using another 15 AP, regardless of the distance traveled. (For example, transporting yourself 40 feet costs 45 AP, and transporting an additional person this distance costs an additional 15 AP.)

Blessing: Greater Invisibility (33 AP)

Prerequisite: Double

As a bonus action you can become invisible for 1 round (as greater invisibility).

True Abjurer (32 AP)

Prerequisite: Magic Resistance and Mystic Shield

The initial resistance you chose for your Natural Resistance becomes Immunity and your Mystic Shield power grants you a +6 shield bonus and automatically absorbs up to 100 points of force damage from spells such as Magic Missile. In addition, when you cast any spell from the school of Abjuration you may apply the effects of either the Empower Spell or Extend Spell metamagic feat without increasing the effective spell level of the spell, though the casting time when applying a metamagic feat to a spontaneous spell still applies.

Reflexive Fortification (32 AP)

Prerequisite: Intercession and Blessed Shield 3

You can immediately use your Defend Ally ability as a reaction when you or an ally within 60 feet are attacked. You can use this ability even if you are surprised.

Sacred Armor 4 (30 AP)

Prerequisite: Sacred Armor 3

You gain the ability to enhance his armor with divine power as a swift action. This power grants the armor a +8 enhancement bonus. This bonus stacks with any existing bonuses the armor might have, to a maximum of +12.

Restoration Capabilities

Trick

Disciple of Life (Passive)

Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Circle of Mortality (Passive)

You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

Solidarity's Action (2 AP)

When you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action.

Fervor (2 AP)

Prerequisite: Channel Divinity

You can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. By expending one use of this ability, you can touch a creature to heal it of 1d4 points of damage, or to deal 1d6 points of Necrotic damage.

Blessing: Powerful Healer (+2 AP)

Prerequisite: Channel Divinity

You can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered, causing it to heal 50% more damage (or deal 50% more damage if used against undead).

Blessing: Ameliorating Touch (3 AP)

Prerequisite: Channel Divinity

Your touch is a balm to your suffering allies. You can touch an ally as a swift action to temporarily relieve that ally of the fatigued, shaken, or sickened condition. This blessing suppresses those conditions for 1 minute.

Healing Grace (1 AP)

Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned.

Share Essence (3 AP)

As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two priest levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. This ability has no effect if you are immune to nonlethal damage.

Share Arcana (3 AP)

As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two priest levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary Arcana Points equal to the amount of damage you received (prevented damage is not counted). These temporary Arcana points disappear 1 hour later. You may not use this ability to grant yourself temporary Arcana points. This ability has no effect if you are immune to nonlethal damage.

Chapter 4: Classes

Life Sight (2 AP)

Prerequisite: Channel Divinity

You gain blindsight to a range of 10 feet. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. These rounds do not need to be consecutive.

Rejuvenation (3 AP)

Prerequisite: Channel Divinity

You can draw upon the power of your faith to replenish or deplenish Arcana. You can touch a creature to replenish 1d4 of AP or siphon 1d4 of AP

Combat Medic (Passive)

A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.

Merciful Healing: Fatigued (1 AP)

Prerequisite: Healing Grace

You can remove the Fatigued condition from one living creature

Merciful Healing: Shaken (1 AP)

Prerequisite: Healing Grace

You can remove the Shaken condition from one living creature

Merciful Healing: Sickened (1 AP)

Prerequisite: Disciple of Life

You can remove the Sickened condition from one living creature

Tier 1

Preserve Life (6 AP)

Prerequisite: Channel Divinity

You can heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Air God's Blessing (5 AP)

Prerequisite: Channel Divinity

When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +2 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Spell Breaker (6 AP)

When you restore hit points to an ally with a spell of Tier 1 or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell you use to cast the healing spell.


Fervor 2 (6 AP)

Prerequisite: Fervor

You can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. By expending one use of this ability, you can touch a creature to heal it of 2d4 points of damage, or to deal 1d6 points of Necrotic damage.

Improved Fervor (Passive)

Prerequisite: Fervor

Fervor now heals or deals using a d6 instead of a d4.

Share Essence 2 (6 AP)

Prerequisite: Share Essence

As a standard action, you can share your vital energy with a living creature that you touch. You take 2d6 points of nonlethal damage + 2 for every two priest levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. This ability has no effect if you are immune to nonlethal damage.

Share Arcana 2 (6 AP)

Prerequisite: Share Arcana

As a standard action, you can share your vital energy with a living creature that you touch. You take 2d6 points of nonlethal damage + 2 for every two priest levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary Arcana Points equal to the amount of damage you received (prevented damage is not counted). These temporary Arcana points disappear 1 hour later. You may not use this ability to grant yourself temporary Arcana points. This ability has no effect if you are immune to nonlethal damage.

Life Sight 2 (6 AP)

Prerequisite: Life Sight

You gain blindsight to a range of 20 feet. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. These rounds do not need to be consecutive.

Rejuvenation 2 (10 AP)

Prerequisite: Rejuvenation

You can draw upon the power of your faith to replenish or deplenish Arcana. You can touch a creature to replenish 2d4 of AP or siphon 2d4 of AP

Merciful Healing: Nauseated (5 AP)

Prerequisite: Merciful Healing: Sickened

You can remove the Nauseated condition from one living creature

Chapter 4: Classes

Merciful Healing: Exhausted (6 AP)

Prerequisite: Merciful Healing: Fatigued

You can remove the Exhausted condition from one living creature

Merciful Healing: Poisoned (6 AP)

Prerequisite: Merciful Healing: Sickened

You can remove the Poisoned condition from one living creature

Merciful Healing: Dazed (4 AP)

Prerequisite: Merciful Healing: Shaken

You can remove the Dazed condition from one living creature

Merciful Healing: Diseased (5 AP)

Prerequisite: Merciful Healing: Sickened

You can remove the Diseased condition from one living creature

Merciful Healing: Staggered (6 AP)

Prerequisite: Merciful Healing: Shaken

You can remove the Staggered condition from one living creature

Tier 2

Blessed Healer (Passive)

Prerequisite: Disciple of Life

The healing spells you cast on others heal you as well. When you cast a spell of Tier 1 or higher that restores hit points to a creature other than you, you also regain hit points equal to 2 + the spell's level.

Fervor 3 (12 AP)

Prerequisite: Fervor 2

You can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. By expending one use of this ability, you can touch a creature to heal it of 3d4 points of damage, or to deal 1d6 points of Necrotic damage.

Share Essence 3 (12 AP)

Prerequisite: Share Essence 2

As a standard action, you can share your vital energy with a living creature that you touch. You take 3d6 points of nonlethal damage + 4 for every two priest levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. This ability has no effect if you are immune to nonlethal damage.


Share Arcana 3 (12 AP)

Prerequisite: Share Arcana 2

As a standard action, you can share your vital energy with a living creature that you touch. You take 3d6 points of nonlethal damage + 4 for every two priest levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary Arcana Points equal to the amount of damage you received (prevented damage is not counted). These temporary Arcana points disappear 1 hour later. You may not use this ability to grant yourself temporary Arcana points. This ability has no effect if you are immune to nonlethal damage.

Life Sight 3 (13 AP)

Prerequisite: Life Sight 2

You gain blindsight to a range of 30 feet. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability.

Allied Life Sight (13 AP)

Prerequisite: Life Sight 2

You know how much life is left in any of your allies as a bonus action.

Improved Rejuvenation (Passive)

Prerequisite: Rejuvenation 2

Rejuvenation now uses d6s instead of d4s.

True Healer (13 AP)

Prerequisite: Rejuvenation 2, Fervor 4 and Life Sight 3

You can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy using Fervor or Rejuvenation. She must choose which benefit to take before she rolls to see how much damage she heals.

Merciful Healing: Cursed (12 AP)

Prerequisite: Merciful Healing: Diseased

You can remove the Cursed condition from one living creature

Merciful Healing: Frightened (12 AP)

Prerequisite: Merciful Healing: Dazed

You can remove the Frightened condition from one living creature

Tier 3

Improved Divine Strike (18 AP)

Prerequisite: Divine Strike 2

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 3d8 radiant damage to the target.

Chapter 4: Classes

Fervor 4 (18 AP)

Prerequisite: Fervor 3

You can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. By expending one use of this ability, you can touch a creature to heal it of 4d4 points of damage, or to deal 1d6 points of Necrotic damage.

Improved Fervor 2 (Passive)

Prerequisite: Fervor 4 and Improved Fervor

Fervor now heals or deals using a d8 instead of a d6.

Blessing: Fast Healing (16 AP)

Prerequisite: Powerful Healer

You can touch an ally and grant it the ability to regenerate 3d4 hit points at the start of its turn for a number or rounds equal to your Arcana modifier.

Blessing: Martyr’s Sacrifice (15 AP)

Prerequisite: Powerful Healer

Your body can accept wounds meant for others you deem worthy. You can shoulder the wounds of an ally within 50 feet for 1 minute, and during this time, the ally is affected as if you had cast Shield Other on her (except with a range of 50 feet). You can have only one use of this ability active at a time; if you use this major blessing again, the previous use immediately expires.

Healing Grace 2 (17 AP)

Prerequisite: Healing Grace

Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 4 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 4 point of damage for each point assigned.

Improved Life Sight (19 AP)

Prerequisite: Life Sight 3

You can divine how much life is left in any creature under a rating of 3.

Rejuvenation 3 (17 AP)

Prerequisite: Rejuvenation 2

You can draw upon the power of your faith to replenish or deplenish Arcana. You can touch a creature to replenish 3d4 of AP or siphon 3d4 of AP

Merciful Healing: Blinded (17 AP)

Prerequisite: Merciful Healing: Dazed and Blessed Healer

You can remove the Blinded condition from one living creature

Merciful Healing: Deafened (17 AP)

Prerequisite: Merciful Healing: Dazed and Blessed Healer

You can remove the Deafened condition from one living creature


Tier 4

Greater Divine Strike (25 AP)

Prerequisite: Improved Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 4d8 radiant damage to the target.

Fervor 5 (24 AP)

Prerequisite: Fervor 4

You can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. By expending one use of this ability, you can touch a creature to heal it of 5d4 points of damage, or to deal 1d6 points of Necrotic damage.

Blessing: Return of the Fallen (24 AP)

Prerequisite: Martyr’s Sacrifice

Your touch can defy the cold claws of death itself. You can temporarily revive a touched ally to continue fighting, as if you had cast raise dead on her. The revived ally is also staggered for a number of rounds equal to 1/2 your warpriest level, after which she immediately dies. The ally is free to act as she sees fit during this time, and you are granted no control over her.

Share Essence 4 (24 AP)

Prerequisite: Share Essence 3

As a standard action, you can share your vital energy with a living creature that you touch. You take 4d6 points of nonlethal damage + 6 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. This ability has no effect if you are immune to nonlethal damage.

Share Arcana 4 (24 AP)

Prerequisite: Share Arcana 3

As a standard action, you can share your vital energy with a living creature that you touch. You take 4d6 points of nonlethal damage + 6 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary Arcana Points equal to the amount of damage you received (prevented damage is not counted). These temporary Arcana points disappear 1 hour later. You may not use this ability to grant yourself temporary Arcana points. This ability has no effect if you are immune to nonlethal damage.

Chapter 4: Classes

Life Sight 4 (26 AP)

Prerequisite: Life Sight 3

You gain blindsight to a range of 60 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. These rounds do not need to be consecutive.

Rejuvenation 4 (24 AP)

Prerequisite: Rejuvenation 3

You can draw upon the power of your faith to replenish or deplenish Arcana. You can touch a creature to replenish 4d4 of AP or siphon 4d4 of AP.

Merciful Healing: Paralyzed (23 AP)

Prerequisite: Merciful Healing: Frightened and Merciful Healing: Staggered

You can remove the Paralyzed condition from one living creature

Merciful Healing: Stunned (23 AP)

Prerequisite: Merciful Healing: Deafened and Merciful Healing: Exhausted

You can remove the Stunned condition from one living creature

Tier 5

Supreme Healing (Passive)

Prerequisite: Blessed Healer, Circle of Mortality

When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Fervor 6 (30 AP)

Prerequisite: Fervor 5

You can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. By expending one use of this ability, you can touch a creature to heal it of 6d4 points of damage, or to deal 1d6 points of Necrotic damage.

Improved Fervor 3 (Passive)

Prerequisite: Fervor 6 and Improved Fervor 2

Fervor now heals or deals using a d10 instead of a d8.

Healing Grace 3 (34 AP)

Prerequisite: Healing Grace 2

Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 8 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 8 point of damage for each point assigned.


Share Essence 5 (34 AP)

Prerequisite: Share Essence 4

As a standard action, you can share your vital energy with a living creature that you touch. You take 5d6 points of nonlethal damage + 8 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. This ability has no effect if you are immune to nonlethal damage.

Share Arcana 5 (34 AP)

Prerequisite: Share Arcana 4

As a standard action, you can share your vital energy with a living creature that you touch. You take 5d6 points of nonlethal damage + 8 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary Arcana Points equal to the amount of damage you received (prevented damage is not counted). These temporary Arcana points disappear 1 hour later. You may not use this ability to grant yourself temporary Arcana points. This ability has no effect if you are immune to nonlethal damage.

Greater Life Sight (29 AP)

Prerequisite: Life Sight 4

You can divine how much life is left in any creature under a rating of 7.

Greater Rejuvenation (Passive)

Prerequisite: Rejuvenation 4 and Improved Rejuvenation

Rejuvenation now uses d8s instead of d6s.

Chapter 4: Classes

Universal Capabilities

Trick

Armor Proficiency: Light Armor (Passive)

Grants you the ability to wear Light Armor without accruing the normal penalties.

Armor Proficiency: Medium Armor (Passive)

Grants you the ability to wear Medium Armor without accruing the normal penalties.

Armor Proficiency: Heavy Armor (Passive)

Grants you the ability to wear Heavy Armor without accruing the normal penalties.

Armor Proficiency: Shields (Passive)

Grants you the ability to wear Shields without accruing the normal penalties.

Weapon Proficiency: Simple Melee (Passive)

Grants you the ability to wield Simple Melee Weapons without accruing the normal penalties.

Weapon Proficiency: Simple Ranged (Passive)

Grants you the ability to wield Simple Ranged Weapons without accruing the normal penalties.

Weapon Proficiency: Martial Melee (Passive)

Grants you the ability to wield Martial Melee Weapons without accruing the normal penalties.

Weapon Proficiency: Martial Ranged (Passive)

Grants you the ability to wield Martial Ranged Weapons without accruing the normal penalties.

Weapon Proficiency: Heavy Weapons (Passive)

Grants you the ability to wield Heavy Weapons without accruing the normal penalties.

Unarmored Defense (Passive)

You may add your Sense modifier to your Defense rolls while not wearing armor.

Arcane School: Transmutation (Passive)

You are able to cast spells in the Transmutation family of spells, and you gain 2 Tricks from the Transmutation school.

Arcane School: Transfiguration (Passive)

You are able to cast spells in the Transfiguration family of spells, and you gain 2 Tricks from the Transfiguration school.


Arcane School: Illusion (Passive)

You are able to cast spells in the Illusion family of spells, and you gain 2 Tricks from the Illusion school.

Arcane School: Enchantment (Passive)

You are able to cast spells in the Enchantment family of spells, and you gain 2 Tricks from the Enchantment school.

Arcane School: Evocation (Passive)

You are able to cast spells in the Evocation family of spells, and you gain 2 Tricks from the Evocation school.

Arcane School: Conjuration (Passive)

You are able to cast spells in the Conjuration family of spells, and you gain 2 Tricks from the Conjuration school.

Arcane School: Abjuration (Passive)

You are able to cast spells in the Abjuration family of spells, and you gain 2 Tricks from the Abjuration school.

Arcane School: Necromancy (Passive)

You are able to cast spells in the Necromancy family of spells, and you gain 2 Tricks from the Necromancy school.

Arcane School: Divination (Passive)

You are able to cast spells in the Divination family of spells, and you gain 2 Tricks from the Divination school.

Arcane School: Elemancy (Passive)

You are able to cast spells in the Elemancy family of spells, and you gain 2 Tricks from the Elemancy school.

Animal Companion (Passive)

Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower from the Monster Codex. Add your Physical Aptitude to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum. Like any creature, the beast can spend Hit Dice during a respite or a rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Ability Score Improvement (Passive)

Prerequisite: Level 2

You are granted 1 point to put into any stat you choose.

Martial Arts (Passive)

Your fists are now deadly weapons dealing 1d6 lethal damage.

Chapter 4: Classes

Rough Living (Passive)

Your life has been a hard one and you have adapted to meet the challenge granting you a +2 Natural Armor on Defense Rolls when using no more than Light Armor.

Giant Killer (2 AP)


  • Usage: Reaction
  • Duration: Instant

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Steel Will (Passive)

Prerequisite: Save Proficiency: Sense

You have advantage on Saving Throws against being Frightened.

Save Proficiency: Strength (Passive)

You add both your Physical and Arcane Aptitude to your Strength Saving throws.

Save Proficiency: Dexterity (Passive)

You add both your Physical and Arcane Aptitude to your Dexterity Saving throws.

Save Proficiency: Toughness (Passive)

You add both your Physical and Arcane Aptitude to your Toughness Saving throws.

Save Proficiency: Knowledge (Passive)

You add both your Physical and Arcane Aptitude to your Knowledge Saving throws.

Save Proficiency: Sense (Passive)

You add both your Physical and Arcane Aptitude to your Sense Saving throws.

Save Proficiency: Personality (Passive)

You add both your Physical and Arcane Aptitude to your Personality Saving throws.

Save Proficiency: Arcana (Passive)

You add both your Physical and Arcane Aptitude to your Arcane Saving throws.

Skill Proficiency: Athletics (Passive)

You add both your Physical and Arcane Aptitude to your Athletics Checks.

Skill Proficiency: Acrobatics (Passive)

You add both your Physical and Arcane Aptitude to your Acrobatics Checks.

Skill Proficiency: Stealth (Passive)

You add both your Physical and Arcane Aptitude to your Stealth Checks.


Skill Proficiency: Sleight of Hand (Passive)

You add both your Physical and Arcane Aptitude to your Sleight of Hand Checks.

Skill Proficiency: Intimidation (Passive)

You add both your Physical and Arcane Aptitude to your Intimidation Checks.

Skill Proficiency: History (Passive)

You add both your Physical and Arcane Aptitude to your History Checks.

Skill Proficiency: Investigation (Passive)

You add both your Physical and Arcane Aptitude to your Investigation Checks.

Skill Proficiency: Medicine (Passive)

You add both your Physical and Arcane Aptitude to your Medicine Checks.

Skill Proficiency: Nature (Passive)

You add both your Physical and Arcane Aptitude to your Nature Checks.

Skill Proficiency: Streetwise (Passive)

You add both your Physical and Arcane Aptitude to your Streetwise Checks.

Skill Proficiency: Survival (Passive)

You add both your Physical and Arcane Aptitude to your Survival Checks.

Skill Proficiency: Animal Handling (Passive)

You add both your Physical and Arcane Aptitude to your Animal Handling Checks.

Skill Proficiency: Perception (Passive)

You add both your Physical and Arcane Aptitude to your Perception Checks.

Skill Proficiency: Persuasion (Passive)

You add both your Physical and Arcane Aptitude to your Persuasion Checks.

Skill Proficiency: Deception (Passive)

You add both your Physical and Arcane Aptitude to your Deception Checks.

Skill Proficiency: Insight (Passive)

You add both your Physical and Arcane Aptitude to your Insight Checks.

Skill Proficiency: Performance (Passive)

You add both your Physical and Arcane Aptitude to your Performance Checks.

Skill Proficiency: Religion (Passive)

You add both your Physical and Arcane Aptitude to your Religion Checks.

Chapter 4: Classes

Quick Strike (0 AP)


  • Usage: Bonus Action
  • Duration: Instant

You are able to make an attack with your off-hand weapon. Strength and Dexterity modifiers are not added to the damage.

Battle Scarred (Passive)

You gain damage reduction to all non-magical Bludgeoning, Piercing and Slashing damage equal to 1/2 your Toughness modifier rounded up. (minimum 1)

Abjuration Beginner (Passive)

Prerequisite: Arcane School: Abjuration

Gain a trick spell from the Abjuration Arcane School.

Conjuration Beginner (Passive)

Prerequisite: Arcane School: Conjuration

Gain a trick spell from the Conjuration Arcane School.

Divination Beginner (Passive)

Prerequisite: Arcane School: Divination

Gain a trick spell from the Divination Arcane School.

Elemancy Beginner (Passive)

Prerequisite: Arcane School: Elemancy

Gain a trick spell from the Elemancy Arcane School.

Enchantment Beginner (Passive)

Prerequisite: Arcane School: Enchantment

Gain a trick spell from the Enchantment Arcane School.

Evocation Beginner (Passive)

Prerequisite: Arcane School: Evocation

Gain a trick spell from the Evocation Arcane School.

Necromancy Beginner (Passive)

Prerequisite: Arcane School: Necromancy

Gain a trick spell from the Necromancy Arcane School.

Illusion Beginner (Passive)

Prerequisite: Arcane School: Illusion

Gain a trick spell from the Illusion Arcane School.

Transfiguration Beginner (Passive)

Prerequisite: Arcane School: Transfiguration

Gain a trick spell from the Transfiguration Arcane School.

Transmutation Beginner (Passive)

Prerequisite: Arcane School: Transmutation

Gain a trick spell from the Transmutation Arcane School.


Tier 1

Ability Score Improvement 2 (Passive)

Prerequisite: Ability Score Improvement

You are granted 1 points to put into any stat you choose.

You cannot take more than one of the Ability Score Improvements in the same level-up.

Skill Expertise: Athletics (Passive)

Prerequisite: Skill Proficiency: Athletics

You add an additional +5 to your Athletics Checks.

Skill Expertise: Acrobatics (Passive)

Prerequisite: Skill Proficiency: Acrobatics

You add an additional +5 to your Acrobatics Checks.

Skill Expertise: Stealth (Passive)

Prerequisite: Skill Proficiency: Stealth

You add an additional +5 to your Stealth Checks.

Skill Expertise: Sleight of Hand (Passive)

Prerequisite: Skill Proficiency: Sleight of Hand

You add an additional +5 to your Sleight of Hand Checks.

Skill Expertise: Intimidation (Passive)

Prerequisite: Skill Proficiency: Intimidation

You add an additional +5 to your Intimidation Checks.

Skill Expertise: History (Passive)

Prerequisite: Skill Proficiency: History

You add an additional +5 to your History Checks.

Skill Expertise: Investigation (Passive)

Prerequisite: Skill Proficiency: Investigation

You add an additional +5 to your Investigation Checks.

Skill Expertise: Medicine (Passive)

Prerequisite: Skill Proficiency: Medicine

You add an additional +5 to your Medicine Checks.

Skill Expertise: Nature (Passive)

Prerequisite: Skill Proficiency: Nature

You add an additional +5 to your Nature Checks.

Skill Expertise: Streetwise (Passive)

Prerequisite: Skill Proficiency: Streetwise

You add an additional +5 to your Streetwise Checks.

Skill Expertise: Survival (Passive)

Prerequisite: Skill Proficiency: Survival

You add an additional +5 to your Survival Checks.

Skill Expertise: Animal Handling (Passive)

Prerequisite: Skill Proficiency: Animal Handling

You add an additional +5 to your Animal Handling Checks.

Chapter 4: Classes

Skill Expertise: Perception (Passive)

Prerequisite: Skill Proficiency: Perception

You add an additional +5 to your Perception Checks.

Skill Expertise: Persuasion (Passive)

Prerequisite: Skill Proficiency: Persuasion

You add an additional +5 to your Persuasion Checks.

Skill Expertise: Deception (Passive)

Prerequisite: Skill Proficiency: Deception

You add an additional +5 to your Deception Checks.

Skill Expertise: Insight (Passive)

Prerequisite: Skill Proficiency: Insight

You add an additional +5 to your Insight Checks.

Skill Expertise: Performance (Passive)

Prerequisite: Skill Proficiency: Performance

You add an additional +5 to your Performance Checks.

Skill Expertise: Religion (Passive)

Prerequisite: Skill Proficiency: Religion

You add an additional +5 to your Religion Checks.

Improved Initiative (Passive)

You gain a +2 to your initiative rolls.

Improved Reflexes (Passive)

Prerequisite: Save Proficiency (Dex)

You gain a +2 on your Dexterity Saving throws.

Common Sense (Passive)

Prerequisite: Save Proficiency (Sen)

You gain a +2 on your Sense Saving throws.

Unarmored Movement (Passive)

Prerequisite: Unarmored Defense

Your speed increases by 10 feet while you are not wearing armor or wielding a Shield.

Fighting Style: Archery (Passive)

Prerequisite: Weapon Proficiency (ANY Ranged)

You gain a +2 bonus to attack rolls you make with ranged weapons.

Fighting Style: Dishonest Archery (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Weapon Proficiency (ANY Ranged)

You target the body parts of your enemy with ranged weapon attacks. On a hit, your target either takes -2 to its attack or damage rolls or its speed decreases by 10 feet until the end of its next turn.

Fighting Style: Dueling (Passive)

Prerequisite: Weapon Proficiency (ANY Melee)

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Fighting Style: Two-Weapon Fighting (Passive)

Prerequisite: Weapon Proficiency (ANY Melee)

When fighting with two weapons, you can add your ability modifier to the damage of all off-hand attacks.

Combat Reflexes (Passive)

You gain a 2nd Reaction each round.

Arcane Scarring (Passive)

You gain Damage Reduction to all Spell damage equal to 1/2 your Arcana modifier rounded up. (minimum 1)

Abjuration Novice (Passive)

Prerequisite: Abjuration Beginner & Any 2 Trick Abjuration Spell

Gain a Tier 1 spell from the Abjuration Arcane School and you gain a +1 when setting the Save DC for any Abjuration Spells.

Conjuration Novice (Passive)

Prerequisite: Conjuration Beginner & Any 2 Trick Conjuration Spell

Gain a Tier 1 spell from the Conjuration Arcane School and you gain a +1 when setting the Save DC for any Conjuration Spells.

Divination Noive (Passive)

Prerequisite: Divination Beginner & Any 2 Trick Divination Spell

Gain a Tier 1 spell from the Divination Arcane School and you gain a +1 when setting the Save DC for any Divination Spells.

Elemancy Novice (Passive)

Prerequisite: Elemancy Beginner & Any 2 Trick Elemancy Spell

Gain a Tier 1 spell from the Elemancy Arcane School and you gain a +1 when setting the Save DC for any Elemancy Spells.

Enchantment Novice (Passive)

Prerequisite: Enchantment Beginner & Any 2 Trick Enchantment Spell

Gain a Tier 1 spell from the Enchantment Arcane School and you gain a +1 when setting the Save DC for any Enchantment Spells.

Evocation Novice (Passive)

Prerequisite: Evocation Beginner & Any 2 Trick Evocation Spell

Gain a Tier 1 spell from the Evocation Arcane School and you gain a +1 when setting the Save DC for any Evocation Spells.

Necromancy Novice (Passive)

Prerequisite: Necromancy Beginner & Any 2 Trick Necromancy Spell

Gain a Tier 1 spell from the Necromancy Arcane School and you gain a +1 when setting the Save DC for any Necromancy Spells.

Chapter 4: Classes

Illusion Novice (Passive)

Prerequisite: Illusion Beginner & Any 2 Trick Illusion Spell

Gain a Tier 1 spell from the Illusion Arcane School and you gain a +1 when setting the Save DC for any Illusion Spells.

Transfiguration Novice (Passive)

Prerequisite: Transfiguration Beginner & Any 2 Trick Transfiguration Spell

Gain a Tier 1 spell from the Transfiguration Arcane School and you gain a +1 when setting the Save DC for any Transfiguration Spells.

Transmutation Novice (Passive)

Prerequisite: Transmutation Beginner & Any 2 Trick Transmutation Spell

Gain a Tier 1 spell from the Transmutation Arcane School and you gain a +1 when setting the Save DC for any Transmutation Spells.

False Swing (6 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Fighting Style: Two Weapon Fighting

When you miss with your off-handed attack, you get to swing again.

Physicality (Passive)

You use your Toughness modifier instead of you Arcana modifier when determining Save DC's.

Unarmed Stance (5 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Martial Arts

While unarmed, you assume a stance that enhances the effectiveness of your unarmed strikes. This stance grants you a +2 to hit on unarmed strikes, as well as increasing your critical threat range by 1 for the duration.

Quick Memorization (4 AP)


  • Usage: Action
  • Duration: Persist (1d6 hours)
  • Prerequisite: Arcane School (Any)

You are able to rapidly read and memorize a spell of a level 1 higher than normalfor the duration.

Fighting Style: Inglorious Dueling (4 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Weapon Proficiency (ANY Melee)

If a hostile creature misses you with an attack when you are wielding a weapon in one hand and no other weapons, you can make a melee weapon attack against it as a reaction.

Fighting Style: Mariner (Passive)

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to Defense Rolls.

Fighting Style: Tunnel Fighter (5 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Weapon Proficiency (Any Melee)

You can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Fighting Style: Deceitful Two-Weapon Fighting (4 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Weapon Proficiency (ANY Ranged)

While wielding two weapons, you can try to knock your target prone by hitting it with both of your weapons. You make one attack roll to attack with both weapons, and on a hit, your target must succeed on a Strength or Dexterity saving throw or fall prone. However, it only takes the damage of one weapon.

Fighting Style: Two-Handed Fighting (5 AP)


  • Usage: Free Action
  • Duration: Instant
  • Prerequisite: Weapon Proficiency (ANY Melee)

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Fighting Style: Crushing Two-Handed Fighting (Passive)

Prerequisite: Weapon Proficiency (ANY Melee)

When you hit your target with a weapon you are wielding with two hands, and you roll higher than 15 on the attack roll, your target must make a successful Strength saving throw or fall prone.

Fighting Style: Defense (Passive)

Prerequisite: Armor Proficiency (ANY)

While you are wearing armor, you gain a +1 bonus to Physical Defense and Arcane Defense rolls.

Fighting Style: Twisted Defense (4 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Armor Proficiency (ANY) and Weapon Proficiency (ANY Melee)

You take a fake defensive stance with a melee weapon or a shield as a bonus action. While in this stance, your speed decreases by 15 feet. When a creature attacks you with a melee weapon it must make a Perception check (DC equal to 8 + your Physical Aptitude bonus + your Knowledge modifier. If it fails, it gives you an opportunity to strike and you can use your reaction to make a melee weapon attack against it. If your opponent’s attack hits you, you still take damage.

Chapter 4: Classes

Fighting Style: Protection (5 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Armor Proficiency (Shield)

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Fighting Style: Blighted Protection (5 AP)


  • Usage: Bonus Action / Reaction
  • Duration: Instant
  • Prerequisite: Armor Proficiency (Shield)

While you are wielding a shield, you can give one target within your reach disadvantage on its next weapon attack roll as a bonus action or as a reaction.

Fighting Style: Close Quarters Shooter (Passive)

Prerequisite: Weapon Proficiency (ANY Ranged)

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore Quarter-cover and half cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Fighting Style: Interception (6 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Armor Proficiency (Shield) or Weapon Proficiency (ANY Melee)

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your Physical Aptitude bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon to use this reaction.

Parry (5 AP)


  • Usage: Reaction
  • Duration: Instant

When an enemy scores a critical against you, you can use your shield or off hand weapon to deflect the attack to a less vital area reducing the damage by half after the critical is calculated.

Fighting Style: Thrown Weapon Fighting (Passive)

Prerequisite: Weapon Proficiency (ANY Melee)

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.


Fighting Style: Blind Fighting (Passive)

Prerequisite: Martial Arts

You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Fighting Style: Unarmed Fighting (Passive)

Prerequisite: Weapon Proficiency (Simple Melee)

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Slayer's Prey (4 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Weapon Proficiency (Any)

You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature or if the creature dies.

Tier 2

Ability Score Improvement 3 (Passive)

Prerequisite: Ability Score Improvement 2 You are granted 2 points to put into any stat you choose. Both can go into the same stat or you may split them up.

Martial Arts 2 (Passive)

Prerequisite: Martial Arts

Your fists are now deadly weapons dealing 1d8 lethal damage.

Uncanny Dodge (8 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Improved Reflexes

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Jack of All Trades (Passive)

Prerequisite: 5 Skill Proficiency (ANY)

You gain a +1 to all skills that you aren’t proficient with.

Rough Living 2 (Passive)

Prerequisite: Rough Living

Your life has been a hard one and you have adapted to meet the challenge granting you a +4 Natural Armor on Defense Rolls when using no more than Light Armor.

Chapter 4: Classes

Weapon Expertise: Simple Melee (Passive)

Prerequisite: Weapon Proficiency (Simple Melee)

You gain a +1 to both attack and damage rolls with Simple Melee Weapons.

Weapon Expertise: Simple Ranged (Passive)

Prerequisite: Weapon Proficiency (Simple Ranged)

You gain a +1 to both attack and damage rolls with Simple Ranged Weapons.

Weapon Expertise: Martial Melee (Passive)

Prerequisite: Weapon Proficiency (Martial Melee)

You gain a +1 to both attack and damage rolls with Martial Melee Weapons.

Weapon Expertise: Martial Ranged (Passive)

Prerequisite: Weapon Proficiency (Martial Ranged)

You gain a +1 to both attack and damage rolls with Martial Ranged Weapons.

Weapon Expertise: Heavy Weapon (Passive)

Prerequisite: Weapon Proficiency (Heavy Weapon) You gain a +1 to both attack and damage rolls with Heavy Weapons.

Unarmored Movement 2 (Passive)

Prerequisite: Unarmored Movement

Your speed increases by 15 feet while you are not wearing armor or wielding a Shield.

Improved Arcane School: Transmutation (Passive)

Prerequisite: Arcane School: Transmutation and Any Tier 1 Transmutation Spell

You are able to cast stronger spells in the Transmutation family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Transmutation school, and of which you meet prerequisites for.

Improved Arcane School: Transfiguration (Passive)

Prerequisite: Arcane School: Transfiguration and Any Tier 1 Transfiguration Spell

You are able to cast stronger spells in the Transfiguration family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Transfiguration school, and of which you meet prerequisites for.

Improved Arcane School: Illusion (Passive)

Prerequisite: Arcane School: Transmutation and Any Tier 1 Illusion Spell

You are able to cast stronger spells in the Illusion family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Illusion school, and of which you meet prerequisites for.


Improved Arcane School: Enchantment (Passive)

Prerequisite: Arcane School: Enchantment and Any Tier 1 Enchantment Spell

You are able to cast stronger spells in the Enchantment family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Enchantment school, and of which you meet prerequisites for.

Improved Arcane School: Evocation (Passive)

Prerequisite: Arcane School: Evocation and Any Tier 1 Evocation Spell

You are able to cast stronger spells in the Evocation family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Evocation school, and of which you meet prerequisites for.

Improved Arcane School: Conjuration (Passive)

Prerequisite: Arcane School: Conjuration and Any Tier 1 Conjuration Spell

You are able to cast stronger spells in the Conjuration family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Conjuration school, and of which you meet prerequisites for.

Improved Arcane School: Abjuration (Passive)

Prerequisite: Arcane School: Abjuration and Any Tier 1 Abjuration Spell

You are able to cast stronger spells in the Abjuration family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Abjuration school, and of which you meet prerequisites for.

Improved Arcane School: Necromancy (Passive)

Prerequisite: Arcane School: Necromancy and Any Tier 1 Necromancy Spell

You are able to cast stronger spells in the Necromancy family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Necromancy school, and of which you meet prerequisites for.

Improved Arcane School: Divination (Passive)

Prerequisite: Arcane School: Divination and Any Tier 1 Divination Spell

You are able to cast stronger spells in the Divination family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Divination school, and of which you meet prerequisites for.

Chapter 4: Classes

Improved Arcane School: Elemancy (Passive)

Prerequisite: Arcane School: Elemancy and Any Tier 1 Elemancy Spell

You are able to cast stronger spells in the Elemancy family of spells, and you gain 2 spells that are either Trick or Tier 1 from the Elemancy school, and of which you meet prerequisites for.

Hunter's Sense (13 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Rough Living

You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

Supernatural Defense (8 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Slayer’s Prey

You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, you may use your reaction to add 1d6 to your roll.

Slayer’s Counter (11 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Slayer’s Prey

You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Land's Stride (9 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.


Umbral Sight (Passive)

Prerequisite: Species Capability (Darkvision)

Your darkvision from your species increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Slashing Flourish (11 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Weapon Expertise (ANY Melee)

You roll a d6 to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within your range.

Defensive Flourish (8 AP)


  • Usage: Action
  • Duration: Persist (1 round)
  • Prerequisite: Weapon Expertise (ANY Melee)

You roll a d6 to cause the weapon to deal extra damage to the target you hit. You also add the number rolled to your Physical Defense rolls until the start of your next turn.

Mobile Flourish (10 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Weapon Proficiency (ANY Melee)

You roll a d6 to cause the weapon to deal extra damage to the target you hit. You can also push the target up to 5 feet away from you, plus a number of feet equal 5 times to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Abjuration Adept (Passive)

Prerequisite: Abjuration Novice & Any 2 Tier 1 Abjuration Spell

Gain a Tier 2 spell from the Abjuration Arcane School and you gain an additional +1 when setting the Save DC for any Abjuration Spells.

Conjuration Adept (Passive)

Prerequisite: Conjuration Novice & Any 2 Tier 1 Conjuration Spell

Gain a Tier 2 spell from the Conjuration Arcane School and you gain an additional +1 when setting the Save DC for any Conjuration Spells.

Divination Adept (Passive)

Prerequisite: Divination Novice & Any 2 Tier 1 Divination Spell

Gain a Tier 2 spell from the Divination Arcane School and you gain an additional +1 when setting the Save DC for any Divination Spells.

Chapter 4: Classes

Elemancy Adept (Passive)

Prerequisite: Elemancy Novice & Any 2 Tier 1 Elemancy Spell

Gain a Tier 2 spell from the Elemancy Arcane School and you gain an additional +1 when setting the Save DC for any Elemancy Spells.

Enchantment Adept (Passive)

Prerequisite: Enchantment Novice & Any 2 Tier 1 Enchantment Spell

Gain a Tier 2 spell from the Enchantment Arcane School and you gain an additional +1 when setting the Save DC for any Enchantment Spells.

Evocation Adept (Passive)

Prerequisite: Evocation Novice & Any 2 Tier 1 Evocation Spell

Gain a Tier 2 spell from the Evocation Arcane School and you gain an additional +1 when setting the Save DC for any Evocation Spells.

Necromancy Adept (Passive)

Prerequisite: Necromancy Novice & Any 2 Tier 1 Necromancy Spell

Gain a Tier 2 spell from the Necromancy Arcane School and you gain an additional +1 when setting the Save DC for any Necromancy Spells.

Illusion Adept (Passive)

Prerequisite: Illusion Novice & Any 2 Tier 1 Illusion Spell

Gain a Tier 2 spell from the Illusion Arcane School and you gain an additional +1 when setting the Save DC for any Illusion Spells.

Transfiguration Adept (Passive)

Prerequisite: Transfiguration Novice & Any 2 Tier 1 Transfiguration Spell

Gain a Tier 2 spell from the Transfiguration Arcane School and you gain an additional +1 when setting the Save DC for any Transfiguration Spells.

Transmutation Adept (Passive)

Prerequisite: Transmutation Novice & Any 2 Tier 1 Transmutation Spell

Gain a Tier 2 spell from the Transmutation Arcane School and you gain an additional +1 when setting the Save DC for any Transmutation Spells.

Unarmed Stance 2 (10 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Unarmed Stance

While unarmed, you assume a stance that enhances the effectiveness of your unarmed strikes. This stance grants you a +4 to hit on unarmed strikes, as well as increasing your critical threat range by 2 for the duration.


Quick Memorization 2 (4 AP)


  • Usage: Action
  • Duration: Persist (1d6 hours)
  • Prerequisite: Quick Memorization

You are able to rapidly read and memorize a spell of 2 levels higher than normal for the duration.

Light Armor Adept (Passive)

Prerequisite: Light Armor Proficiency

Your training with your armor now grants you a +1 bonus to Physical and Arcana Defense rolls.

Medium Armor Adept (Passive)

Prerequisite: Medium Armor Proficiency

Your training with your armor now grants you a +1 bonus to Physical and Arcana Defense rolls.

Heavy Armor Adept (Passive)

Prerequisite: Heavy Armor Proficiency

Your training with your armor now grants you a +1 bonus to Physical and Arcana Defense rolls.

Shield Adept (Passive)

Prerequisite: Shield Proficiency

Your training with shields now grants you a +1 bonus to Physical and Arcana Defense rolls.

Quick Strike 2 (8 AP)


  • Usage: Bonus Action
  • Duration: Instant
  • Prerequisite: Quick Strike

You are able to make 2 attacks with your off-hand weapon. Strength and Dexterity modifiers are not added to the damage.

Fighting Style: Improved Two Weapon Fighting (Passive)

Prerequisite: Fighting Style: Two Weapon Fighting

Anytime you hit with your main hand, you roll your off hand attacks with advantage

Fighting Style: Two Weapon Defense (10 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Fighting Style: Two Weapon Fighting

When you're attacked, you can use your weapons to increase your defense by adding your Dexterity modifier to your defense roll.

Ambidexterity (Passive)

You are allowed to use any non-heavy weapon in your off-hand instead of being restricted to only light weapons.

Battle Scarred 2 (Passive)

Prerequisite: Battle Scarred

You gain damage reduction to all non-magical Bludgeoning, Piercing and Slashing damage equal to your Toughness modifier.

Chapter 4: Classes

Nimble Fighter (Passive)

Prerequisite: Save Proficiency (Dex)

You add your Dexterity to any weapon's attack and damage instead of Strength.

Tier 3

Ability Score Improvement 4 (Passive)

Prerequisite: Ability Score Improvement 3

You are granted 3 points to put into any stat you choose. Both can go into the same stat or you may split them up.

Martial Arts 3 (Passive)

Prerequisite: Martial Arts 2

Your fists are now deadly weapons dealing 1d10 lethal damage.

Improved Initiative 2 (Passive)

Prerequisite: Improved Initiative

You gain a +4 to your initiative rolls.

Evasion (17 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Uncanny Dodge

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Abjuration Talented (Passive)

Prerequisite: Abjuration Adept & Any 2 Tier 2 Abjuration Spell

Gain a Tier 3 spell from the Abjuration Arcane School and you gain a +1 to saving throws against Abjuration Spells.

Conjuration Talented (Passive)

Prerequisite: Conjuration Adept & Any 2 Tier 2 Conjuration Spell

Gain a Tier 3 spell from the Conjuration Arcane School and you gain a +1 to saving throws against Conjuration Spells.

Divination Talented (Passive)

Prerequisite: Divination Adept & Any 2 Tier 2 Divination Spell

Gain a Tier 3 spell from the Divination Arcane School and you gain a +1 to saving throws against Divination Spells.

Elemancy Talented (Passive)

Prerequisite: Elemancy Adept & Any 2 Tier 2 Elemancy Spell

Gain a Tier 3 spell from the Elemancy Arcane School and you gain a +1 to saving throws against Elemancy Spells.


Enchantment Talented (Passive)

Prerequisite: Enchantment Adept & Any 2 Tier 2 Enchantment Spell

Gain a Tier 3 spell from the Enchantment Arcane School and you gain a +1 to saving throws against Enchantment Spells.

Evocation Talented (Passive)

Prerequisite: Evocation Adept & Any 2 Tier 2 Evocation Spell

Gain a Tier 3 spell from the Evocation Arcane School and you gain a +1 to saving throws against Evocation Spells.

Necromancy Talented (Passive)

Prerequisite: Necromancy Adept & Any 2 Tier 2 Necromancy Spell

Gain a Tier 3 spell from the Necromancy Arcane School and you gain a +1 to saving throws against Necromancy Spells.

Illusion Talented (Passive)

Prerequisite: Illusion Adept & Any 2 Tier 2 Illusion Spell

Gain a Tier 3 spell from the Illusion Arcane School and you gain a +1 to saving throws against Illusion Spells.

Transfiguration Talented (Passive)

Prerequisite: Transfiguration Adept & Any 2 Tier 2 Transfiguration Spell

Gain a Tier 3 spell from the Transfiguration Arcane School and you gain a +1 to saving throws against Transfiguration Spells.

Transmutation Talented (Passive)

Prerequisite: Transmutation Adept & Any 2 Tier 2 Transmutation Spell

Gain a Tier 3 spell from the Transmutation Arcane School and you gain a +1 to saving throws against Transmutation Spells.

Unarmed Stance 3 (15 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Unarmed Stance 2

While unarmed, you assume a stance that enhances the effectiveness of your unarmed strikes. This stance grants you a +6 to hit on unarmed strikes, as well as increasing your critical threat range by 3 for the duration.

Quick Memorization 3 (16 AP)


  • Usage: Action
  • Duration: Persist (1d6 hours)
  • Prerequisite: Quick Memorization 2

You are able to rapidly read and memorize a spell of 3 levels higher than normal for the duration.

Monkey Grip (Passive)

Prerequisite: Weapon Expertise (Any)

When using a weapon with the Versatile property, you use the higher damage die when using it one handed. If using two hands you increase the damage die type by one as well (ie 1d10 > 1d12).

Chapter 4: Classes

Two Weapon Symbiosis (Passive)

Prerequisite: Fighting Style: Improved Two Weapon Fighting

When you deal Damage with your main hand, you also add your off-hand weapon damage to the total. Critical modifier only affects damage dealt by your main hand.

Fighting Style: Greater Two Weapon Fighting (15 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Fighting Style: Improved Two Weapon Fighting

You attack once with your main hand and once with your off-hand.

Improved Combat Reflexes (Passive)

Prerequisite: Combat Reflexes

You gain a 2nd Bonus Action to use on your turn.

Interrupting Strike (17 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Combat Reflexes

When you are attacked, you make an opportunity attack. If you hit, the target's turn is immediately ended.

Fighting Style: Improved Two Weapon Defense (16 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Fighting Style: Two Weapon Defense

When attacked, you can use your weapons to grant yourself advantage on your physical defense rolls.

Arcane Scarring 2 (Passive)

Prerequisite: Arcane Scarring

You gain Damage Reduction to all Spell damage equal to your Arcana modifier.

Unarmored Movement 3 (Passive)

Prerequisite: Unarmored Movement 2

Your speed increases by 20 feet while you are not wearing armor or wielding a Shield.

Reliable Talent: Athletics (Passive)

Prerequisite: Skill Expertise: Athletics

You are allowed to just take a 10 on any Athletics Checks, instead of rolling.

Reliable Talent: Acrobatics (Passive)

Prerequisite: Skill Expertise: Acrobatics

You are allowed to just take a 10 on any Acrobatics Checks, instead of rolling.

Reliable Talent: Stealth (Passive)

Prerequisite: Skill Expertise: Stealth

You are allowed to just take a 10 on any Stealth Checks, instead of rolling.

Reliable Talent: Sleight of Hand (Passive)

Prerequisite: Skill Expertise: Sleight of Hand

You are allowed to just take a 10 on any Sleight of Hand Checks, instead of rolling.

Reliable Talent: Intimidation (Passive)

Prerequisite: Skill Expertise: Intimidation

You are allowed to just take a 10 on any Intimidation Checks, instead of rolling.

Reliable Talent: History (Passive)

Prerequisite: Skill Expertise: History

You are allowed to just take a 10 on any History Checks, instead of rolling.

Reliable Talent: Investigation (Passive)

Prerequisite: Skill Expertise: Investigation

You are allowed to just take a 10 on any Investigation Checks, instead of rolling.

Reliable Talent: Medicine (Passive)

Prerequisite: Skill Expertise: Medicine

You are allowed to just take a 10 on any Medicine Checks, instead of rolling.

Reliable Talent: Nature (Passive)

Prerequisite: Skill Expertise: Nature

You are allowed to just take a 10 on any Nature Checks, instead of rolling.

Reliable Talent: Streetwise (Passive)

Prerequisite: Skill Expertise: Streetwise

You are allowed to just take a 10 on any Streetwise Checks, instead of rolling.

Reliable Talent: Survival (Passive)

Prerequisite: Skill Expertise: Survival

You are allowed to just take a 10 on any Survival Checks, instead of rolling.

Reliable Talent: Animal Handling (Passive)

Prerequisite: Skill Expertise: Animal Handling

You are allowed to just take a 10 on any Animal Handling Checks, instead of rolling.

Reliable Talent: Perception (Passive)

Prerequisite: Skill Expertise: Perception

You are allowed to just take a 10 on any Perception Checks, instead of rolling.

Reliable Talent: Persuasion (Passive)

Prerequisite: Skill Expertise: Persuasion

You are allowed to just take a 10 on any Persuasion Checks, instead of rolling.

Chapter 4: Classes

Reliable Talent: Deception (Passive)

Prerequisite: Skill Expertise: Deception

You are allowed to just take a 10 on any Deception Checks, instead of rolling.

Reliable Talent: Insight (Passive)

Prerequisite: Skill Expertise: Insight

You are allowed to just take a 10 on any Insight Checks, instead of rolling.

Reliable Talent: Performance (Passive)

Prerequisite: Skill Expertise: Performance

You are allowed to just take a 10 on any Performance Checks, instead of rolling.

Reliable Talent: Religion (Passive)

Prerequisite: Skill Expertise: Religion

You are allowed to just take a 10 on any Religion Checks, instead of rolling.

Magic-User’s Nemesis (16 AP)


  • Usage: Reaction
  • Duration: Instant

You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Sense saving throw, or its spell or teleport fails and the AP is wasted.

Tier 4

Ability Score Improvement 5 (Passive)

Prerequisite: Ability Score Improvement 4

You are granted 5 points to put into any stat you choose. They can go into the same stat or you may split them up.

Jack of All Trades 2 (Passive)

Prerequisite: Jack of All Trades

You gain an additional +1 to all skills that you aren’t proficient with.

Rough Living 3 (Passive)

Prerequisite: Rough Living 2

Your life has been a hard one and you have adapted to meet the challenge granting you a +6 Natural Armor on Defense Rolls when using no more than Light Armor.

Weapon Expertise 2: Simple Melee (Passive)

Prerequisite: Weapon Expertise (Simple Melee)

You gain an additional +2 to both attack and damage rolls with Simple Melee Weapons.

Weapon Expertise 2: Simple Ranged (Passive)

Prerequisite: Weapon Expertise (Simple Ranged)

You gain an additional +2 to both attack and damage rolls with Simple Ranged Weapons.


Weapon Expertise 2: Martial Melee (Passive)

Prerequisite: Weapon Expertise (Martial Melee)

You gain an additional +2 to both attack and damage rolls with Martial Melee Weapons.

Weapon Expertise 2: Martial Ranged (Passive)

Prerequisite: Weapon Expertise (Martial Ranged)

You gain an additional +2 to both attack and damage rolls with Martial Ranged Weapons.

Weapon Expertise 2: Avem Weaponry (Passive)

Prerequisite: Weapon Expertise (Avem Weaponry)

You gain an additional +2 to both attack and damage rolls with Avem Weapons.

Weapon Expertise 2: Dwarven Weaponry (Passive)

Prerequisite: Weapon Expertise (Dwarven Weaponry)

You gain an additional +2 to both attack and damage rolls with Dwarven Weapons.

Weapon Expertise 2: Elven Weaponry (Passive)

Prerequisite: Weapon Expertise (Elven Weaponry)

You gain an additional +2 to both attack and damage rolls with Elven Weapons.

Weapon Expertise 2: Goblin Weaponry (Passive)

Prerequisite: Weapon Expertise (Goblin Weaponry)

You gain an additional +2 to both attack and damage rolls with Goblin Weapons.

Weapon Expertise 2: Hundsin Weaponry (Passive)

Prerequisite: Weapon Expertise (Hundsin Weaponry)

You gain an additional +2 to both attack and damage rolls with Hundsin Weapons.

Weapon Expertise 2: Koshka Weaponry (Passive)

Prerequisite: Weapon Expertise (Koshka Weaponry)

You gain an additional +2 to both attack and damage rolls with Koshka Weapons.

Weapon Expertise 2: Nagani Weaponry (Passive)

Prerequisite: Weapon Expertise (Nagani Weaponry)

You gain an additional +2 to both attack and damage rolls with Nagani Weapons.

Weapon Expertise 2: Orc Weaponry (Passive)

Prerequisite: Weapon Expertise (Orc Weaponry)

You gain an additional +2 to both attack and damage rolls with Orc Weapons.

Chapter 4: Classes

Weapon Expertise 2: Ursan Weaponry (Passive)

Prerequisite: Weapon Expertise (Ursan Weaponry)

You gain an additional +2 to both attack and damage rolls with Ursan Weapons.

Weapon Expertise 2: Great Weapon (Passive)

Prerequisite: Weapon Expertise (Great Weapon)

You gain an additional +2 to both attack and damage rolls with Great Weapons.

Unarmored Movement 4 (Passive)

Prerequisite: Unarmored Movement 3

Your speed increases by 25 feet while you are not wearing armor or wielding a Shield.

Greater Arcane School: Transmutation (Passive)

Prerequisite: Improved Arcane School: Transmutation and Any Tier 3 Transmutation Spell

You are able to cast stronger spells in the Transmutation family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Transmutation school, and of which you meet prerequisites for.

Greater Arcane School: Transfiguration (Passive)

Prerequisite: Improved Arcane School: Transfiguration and Any Tier 3 Transfiguration Spell

You are able to cast stronger spells in the Transfiguration family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Transfigration school, and of which you meet prerequisites for.

Greater Arcane School: Illusion (Passive)

Prerequisite: Improved Arcane School: Illusion and Any Tier 3 Illusion Spell

You are able to cast stronger spells in the Illusion family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Illusion school, and of which you meet prerequisites for.

Greater Arcane School: Enchantment (Passive)

Prerequisite: Improved Arcane School: Enchantment and Any Tier 3 Enchantment Spell

You are able to cast stronger spells in the Enchantment family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Enchantment school, and of which you meet prerequisites for.

Greater Arcane School: Evocation (Passive)

Prerequisite: Improved Arcane School: Evocation and Any Tier 3 Evocation Spell

You are able to cast stronger spells in the Evocation family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Evocation school, and of which you meet prerequisites for.

Greater Arcane School: Conjuration (Passive)

Prerequisite: Improved Arcane School: Conjuration and Any Tier 3 Conjuration Spell

You are able to cast stronger spells in the Conjuration family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Conjuration school, and of which you meet prerequisites for.

Greater Arcane School: Abjuration (Passive)

Prerequisite: Improved Arcane School: Abjuration and Any Tier 3 Abjuration Spell

You are able to cast stronger spells in the Abjuration family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Abjuration school, and of which you meet prerequisites for.

Greater Arcane School: Necromancy (Passive)

Prerequisite: Improved Arcane School: Necromancy and Any Tier 3 Necromancy Spell

You are able to cast stronger spells in the Necromancy family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Necromancy school, and of which you meet prerequisites for.

Greater Arcane School: Divination (Passive)

Prerequisite: Improved Arcane School: Divination and Any Tier 3 Divination Spell

You are able to cast stronger spells in the Divination family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Divination school, and of which you meet prerequisites for.

Greater Arcane School: Elemancy (Passive)

Prerequisite: Improved Arcane School: Elemancy and Any Tier 3 Divination Spell

You are able to cast stronger spells in the Elemancy family of spells, and you gain 2 spells that are either Trick, Tier 1, Tier 2, or Tier 3 from the Elemancy school, and of which you meet prerequisites for.

Slashing Flourish 2 (26 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Slashing Flourish

You roll 2d6 to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within your range.

Defensive Flourish 2 (22 AP)


  • Usage: Action
  • Duration: Persist (1 round)
  • Prerequisite: Defensive Flourish

You roll 2d6 to cause the weapon to deal extra damage to the target you hit. You also add the number rolled to your Physical Defense rolls until the start of your next turn.

Chapter 4: Classes

Mobile Flourish 2 (23 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Mobile Flourish

You roll 2d6 to cause the weapon to deal extra damage to the target you hit. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that dice. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Quick Memorization 4 (24 AP)


  • Usage: Action
  • Duration: Persist (1d6 hours)
  • Prerequisite: Quick Memorization

You are able to rapidly read and memorize a spell of 4 levels higher than normal for the duration.

Light Armor Expert (Passive)

Prerequisite: Light Armor Adept

Your training with your armor now grants you a +1 critical defense.

Medium Armor Expert (Passive)

Prerequisite: Medium Armor Adept

Your training with your armor now grants you a +1 critical defense.

Heavy Armor Expert (Passive)

Prerequisite: Heavy Armor Adept

Your training with your armor now grants you a +1 critical defense.

Shield Expert (Passive)

Prerequisite: Shield Adept

Your training with shields now grants you a +1 critical defense.

Abjuration Expert (Passive)

Prerequisite: Abjuration Talented & Any 2 Tier 3 Abjuration Spell

Gain a Tier 4 spell from the Abjuration Arcane School and you gain advantage on saving throws against Abjuration Spells.

Conjuration Expert (Passive)

Prerequisite: Conjuration Talented & Any 2 Tier 3 Conjuration Spell

Gain a Tier 4 spell from the Conjuration Arcane School and you gain advantage on saving throws against Conjuration Spells.

Divination Expert (Passive)

Prerequisite: Divination Adept & Any 2 Tier 3 Divination Spell

Gain a Tier 4 spell from the Divination Arcane School and you gain advantage on saving throws against Divination Spells.


Elemancy Expert (Passive)

Prerequisite: Elemancy Talented & Any 2 Tier 3 Elemancy Spell

Gain a Tier 4 spell from the Elemancy Arcane School and you gain advantage on saving throws against Elemancy Spells.

Enchantment Expert (Passive)

Prerequisite: Enchantment Talented & Any 2 Tier 3 Enchantment Spell

Gain a Tier 4 spell from the Enchantment Arcane School and you gain advantage on to saving throws against Enchantment Spells.

Evocation Expert (Passive)

Prerequisite: Evocation Talented & Any 2 Tier 3 Evocation Spell

Gain a Tier 4 spell from the Evocation Arcane School and you gain advantage on saving throws against Evocation Spells.

Necromancy Expert (Passive)

Prerequisite: Necromancy Talented & Any 2 Tier 3 Necromancy Spell

Gain a Tier 4 spell from the Necromancy Arcane School and you gain advantage on saving throws against Necromancy Spells.

Illusion Expert (Passive)

Prerequisite: Illusion Talented & Any 2 Tier 3 Illusion Spell

Gain a Tier 4 spell from the Illusion Arcane School and you gain advantage on saving throws against Illusion Spells.

Transfiguration Expert (Passive)

Prerequisite: Transfiguration Talented & Any 2 Tier 3 Transfiguration Spell

Gain a Tier 4 spell from the Transfiguration Arcane School and you gain advantage on saving throws against Transfiguration Spells.

Transmutation Expert (Passive)

Prerequisite: Transmutation Talented & Any 2 Tier 3 Transmutation Spell

Gain a Tier 4 spell from the Transmutation Arcane School and you gain advantage on saving throws against Transmutation Spells.

Critical Double Strike (25 AP)


  • Usage: Reaction
  • Duration: Instant
  • Prerequisite: Fighting Style: Greater Two Weapon Fighting

When you score a critical with your main hand weapon, you can add the damage from your off hand weapon to the total before adding the critical modifier. You do not add your modifier to the damage dealt with the off-hand weapon.

Chapter 4: Classes

Greater Combat Reflexes (Passive)

Prerequisite: Improved Combat Reflexes

After taking a Full-Round Action, you are now able to take a bonus action.

Tier 5

Martial Arts 4 (Passive)

Prerequisite: Martial Arts 3

Your fists are now deadly weapons dealing 1d12 lethal damage.

Greater Initiative (Passive)

Prerequisite: Improved Initiative 2

You gain advantage on your initiative rolls.

Jack of All Trades 3 (Passive)

Prerequisite: Jack of All Trades 2

You gain an additional +2 to all skills that you aren’t proficient with.

Weapon Expert: Simple Melee (Passive)

Prerequisite: Weapon Expertise 2 (Simple Melee)

You gain an additional +3 to attack and an extra damage die with Simple Melee Weapons.

Weapon Expert: Simple Ranged (Passive)

Prerequisite: Weapon Expertise 2 (Simple Ranged)

You gain an additional +3 to attack and an extra damage die with Simple Ranged Weapons.

Weapon Expert: Martial Melee (Passive)

Prerequisite: Weapon Expertise 2 (Martial Melee)

You gain an additional +3 to attack and an extra damage die with Martial Melee Weapons.

Weapon Expert: Martial Ranged (Passive)

Prerequisite: Weapon Expertise 2 (Martial Ranged)

You gain an additional +3 to attack and an extra damage die with Martial Ranged Weapons.

Weapon Expert: Avem Weaponry (Passive)

Prerequisite: Weapon Expertise 2 (Avem Weaponry)

You gain an additional +3 to attack and an extra damage die with Avem Weapons.

Weapon Expert: Dwarven Weaponry (Passive)

Prerequisite: Weapon Expertise 2 (Dwarven Weaponry)

You gain an additional +3 to attack and an extra damage die with Dwarven Weapons.

Weapon Expert: Elven Weaponry (Passive)

Prerequisite: Weapon Expertise 2 (Elven Weaponry)

You gain an additional +3 to attack and an extra damage die with Elven Weapons.

Weapon Expert: Goblin Weaponry (Passive)

Prerequisite: Weapon Expertise 2 (Goblin Weaponry)

You gain an additional +3 to attack and an extra damage die with Goblin Weapons.

Weapon Expert: Hundsin Weaponry (Passive)

Prerequisite: Weapon Expertise 2 (Hundsin Weaponry)

You gain an additional +3 to attack and an extra damage die with Hundsin Weapons.

Weapon Expert: Koshka Weaponry (Passive)

Prerequisite: Weapon Expertise 2 (Koshka Weaponry)

You gain an additional +3 to attack and an extra damage die with Koshka Weapons.

Weapon Expert: Nagani Weaponry (Passive)

Prerequisite: Weapon Expertise 2 (Nagani Weaponry)

You gain an additional +3 to attack and an extra damage die with Nagani Weapons.

Weapon Expert: Orc Weaponry (Passive)

Prerequisite: Weapon Expertise 2 (Orc Weaponry)

You gain an additional +3 to attack and an extra damage die with Orc Weapons.

Weapon Expert: Ursan Weaponry (Passive)

Prerequisite: Weapon Expertise 2 (Ursan Weaponry)

You gain an additional +3 to attack and an extra damage die with Ursan Weapons.

Weapon Expert: Heavy Weapon (Passive)

Prerequisite: Weapon Expertise 2 (Heavy Weapon)

You gain an additional +3 to attack and an extra damage die with Heavy Weapons.

Unarmored Movement 5 (Passive)

Prerequisite: Unarmored Movement 4

Your speed increases by 30 feet while you are not wearing armor or wielding a Shield.

Elusive (Passive)

Prerequisite: Evasion

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Slashing Flourish 3 (33 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Slashing Flourish 2

You roll 3d6 to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within your range.

Defensive Flourish 3 (29 AP)


  • Usage: Action
  • Duration: Persist (1 round)
  • Prerequisite: Defensive Flourish 2

You roll 3d6 to cause the weapon to deal extra damage to the target you hit. You also add the number rolled to your Physical Defense rolls until the start of your next turn.

Chapter 4: Classes

Mobile Flourish 3 (30 AP)


  • Usage: Action
  • Duration: Instant
  • Prerequisite: Mobile Flourish 2

You roll 3d6 to cause the weapon to deal extra damage to the target you hit. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that dice. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Abjuration Mastery (Passive)

Prerequisite: Abjuration Expert & Any 2 Tier 4 Abjuration Spell

Gain a Tier 5 spell from the Abjuration Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Abjuration Spells.

Conjuration Mastery (Passive)

Prerequisite: Conjuration Expert & Any 2 Tier 4 Conjuration Spell

Gain a Tier 5 spell from the Conjuration Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Conjuration Spells.

Divination Mastery (Passive)

Prerequisite: Divination Expert & Any 2 Tier 4 Divination Spell

Gain a Tier 5 spell from the Divination Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Divination Spells.

Elemancy Mastery (Passive)

Prerequisite: Elemancy Expert & Any 2 Tier 4 Elemancy Spell

Gain a Tier 5 spell from the Elemancy Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Elemancy Spells.

Enchantment Mastery (Passive)

Prerequisite: Enchantment Expert & Any 2 Tier 4 Enchantment Spell

Gain a Tier 5 spell from the Enchantment Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Enchantment Spells.

Evocation Mastery (Passive)

Prerequisite: Evocation Expert & Any 2 Tier 4 Evocation Spell

Gain a Tier 5 spell from the Evocation Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Evocation Spells.

Necromancy Mastery (Passive)

Prerequisite: Necromancy Expert & Any 2 Tier 4 Necromancy Spell

Gain a Tier 5 spell from the Necromancy Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Necromancy Spells.


Illusion Mastery (Passive)

Prerequisite: Illusion Expert & Any 2 Tier 4 Illusion Spell

Gain a Tier 5 spell from the Illusion Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Illusion Spells.

Transfiguration Mastery (Passive)

Prerequisite: Transfiguration Expert & Any 2 Tier 4 Transfiguration Spell

Gain a Tier 5 spell from the Transfiguration Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Transfiguration Spells.

Transmutation Mastery (Passive)

Prerequisite: Transmutation Expert & Any 2 Tier 4 Transmutation Spell

Gain a Tier 5 spell from the Transmutation Arcane School, an additional +2 when setting the Save DC, and you gain resistance to damage taken from Transmutation Spells.

Fighting Style: Two Weapon Fighting Mastery (Passive)

Prerequisite: Greater Two Weapon Fighting

When using two weapons, you gain advantage on your attacks.

Unarmed Stance 4 (30 AP)


  • Usage: Bonus Action
  • Duration: Persist (1d6 rounds)
  • Prerequisite: Unarmed Stance 3

While unarmed, you assume a stance that enhances the effectiveness of your unarmed strikes. This stance grants you a +10 to hit on unarmed strikes, as well as increasing your critical threat range by 5 for the duration.

Perfected Two Weapon Symbiosis (Passive)

Prerequisite: Fighting Style: Greater Two Weapon Fighting & Two Weapon Symbiosis

When you deal Damage with either hand, you add the damage of the other hand as well to the total. Critical modifier only affects damage dealt by the attacking hand.

Light Armor Mastery (Passive)

Prerequisite: Light Armor Mastery

Your training with your armor now grants you an additional +1 to critical defense, Physical Defense and Arcana Defense.

Medium Armor Mastery (Passive)

Prerequisite: Medium Armor Expert

Your training with your armor now grants you an additional +1 to critical defense, Physical Defense and Arcana Defense.

Heavy Armor Mastery (Passive)

Prerequisite: Heavy Armor Expert

Your training with your armor now grants you an additional +1 to critical defense, Physical Defense and Arcana Defense.

Shield Mastery (Passive)

Prerequisite: Shield Expert

Your training with shields now grants you an additional +1 to critical defense, Physical Defense and Arcana Defense.

Chapter 4: Classes

### Caster
#### Elemental
#### Cosmos
#### Chaos
### Conjurer
#### Summoner
#### Hex Thrower
#### Necrotic
### Knave
#### Scoundrel
#### Gypsy
#### Assassin
### Mage
#### Planes
#### Enchanter
#### Transformation
### Shaman
#### Geomancer
#### Beastial
#### Ancestral
### Soldier
#### Brawler
#### Legion
#### Dualist
### Zealot
#### Darkness
#### Light
#### Material
## Possible other ones
### Trickster
#### Illusionist
#### Changeling
#### Traveler
### Artisan
#### Alchemical
#### Blades
#### Armorer

Chapter 5: Lifestyles

Lifestyles are designed to be unique to a person’s life and as such are designable appropriately. When creating your character, you choose from the following:


  • Skill Proficiencies: Any 2
  • Tool Proficiencies or Languages: Any 2
  • Capabilities: Any 2
  • Alignment: Any 1

Examples:

Avian Royal Guard

You have spent your entire career as a guard and have achieved the honor of defending and protecting the Avian ruler of your city, or district.


  • Skills Proficiencies: Perception, Streetwise
  • Tools: N/A
  • Language: Avian and Elven
  • Capabilities: One of the Guard, Attention

Pirateer

You spent your life with the goblins on the high seas doing whatever you needed to survive. Perhaps you were born into it or perhaps you were one of the few who was allowed to join them.


  • Skills Proficiencies: Nature, Perception
  • Tools: Navigator’s Tools
  • Language: Aquan
  • Capabilities: Alcohol Tolerance, Drunken Sea Dog

Orphan

You lost your family at a young age, and such were left to raise yourself on the streets.


  • Skills Proficiencies: Perception, Stealth
  • Tools: Card Set, Dice Set
  • Language: N/A
  • Capabilities: Tragic History, Hidden Sense

Exiled

You use to live in one of the cities or towns, but you were outcast either recently or long ago for a crime that you were found guilty of.


  • Skills Proficiencies: Survival, Perception
  • Tools: Herbalism Kit
  • Language: Koshkan
  • Capabilities: Trust Issues, Finding Shelter
    
    

    Lifestyle Capabilities

    Trust Issues

    People of your birth race, and of the race of your adoptive family (with the possible exception of you family/s) find it harder to trust you. Those of the race you are will take longer to trust you because they think you have been corrupted or on the side of the race of your adoptive family and no longer share their values. People who are the same race of your adoptive family may take longer to trust you because they believe that you will always be one of your race, no matter how you were brought up. Due to this ostracization, races that are not of your birth or adopted tend to take you with a bit more kindness.

A Family History

You might have left your family home, but it doesn't mean that you learned nothing. Based on your family's source of income- be it an artisan trade, land owners, managing an inn, being born into nobility, etc.- you'll have a higher understanding of some things than others would. You're able to appreciate craftsmanship and this may put you in good favour with the townsfolk.

Knowledge of Nobility

Despite your current circumstances, you are of a family of nobles or of higher status than most. You have detailed knowledge of people of noble birth. How they move, talk, dress, etc. You are able to find the best "High-Class" events in the area. You're even able to have an easier time than most at securing an audience with a local noble.

Scent of the Wild lands

Your sense of sight and smell was finely tuned during your years in the wild. When you enter a forest or thick meadows, you can correctly ascertain tracks of any beast or humanoid. In addition, you can determine a safe harbor closest to you.

Pity or Hope?

Whether you are a sorrowful realist, or a hopeful for what the future can give you, you have learned to embrace who you are, for better or worse. When you meet new people and explain what has happened to you, those who can feel empathy or share your pain are more often willing to lend a helping hand. Whether that is in the form of information, food and supplies, or just a place for you and your party to sleep, most with a heart will do their best to understand your plight and help in any way they can.

Prodigy

You are one of the fastest learners out there. When trying to learn something(languages, proficiencies, or otherwise), for every week it would take to gain this, you reduce the time taken by 2 days.

Fear

Your condition is so severe it dehumanizes you. People have difficulties identifying your gender or race. Some may mistake you for a monster. Children run, babies cry, and people slam doors in your face. On the other hand, you are the master of clearing a room. Nobody knows what's wrong with you, but most people are too afraid to find out! A menacing look or an impossible threat could come across as believable from you, and people might just go along with it because they'd rather not see what happens if you actually spit in the well.

Unmatched Flight

Being an Acrobat takes years of practice and dedication. It is extremely difficult to master the art of flight, but it does come with its benefits in the long run. Because of your constant exposure to the atmosphere and high altitudes, you are acclimated to Extreme Cold. You also have an abnormally strong pair of lungs, which in turn allows you to hold your breath longer than the average creature.

Your speed and technique in the air is also unrivaled compared to other creatures, and so performing using your talents is something you've learned to take advantage of. When in a town or village, you can find an elevated area in the town, such as the top of a tall tower or a hill, to put on a performance of intense acrobatic moves in the sky. When rolling to determine the success of your flying extravaganza, you can choose to treat it as either a Performance skill check or an Acrobatics skill check. If your flying act is a success, you receive free lodging and food at a comfortable standard somewhere in the town or village, as long as you perform once per day. In addition, a successful performance makes you the talk of the town. When strangers encounter you in a town where you have performed, they will recognize you and take a liking to you, maybe even starting a conversation with you or asking for an autograph.

Temperance

Having already struggled through addiction in the past you know how to identify the signs of addiction, and are better equipped to quit other addictions or help others through their addictions. Your demeanor after giving up alcohol may also affect the way different people interact with you.


Pitiful

You love alcohol far too much, and find yourself forgoing inns for the tavern. As such, you have garnered a form of condescending pity from people and can typically find a place to stay on the condition that you do not drink for the duration of your stay. Whether you hold up your end of the bargain or not is up to you.

Strong-headed

You are extremely tolerant of alcohol and have advantage on Toughness checks related to alcohol. You also can consume 3 times that of most people before feeling even a little tipsy.

"Oh, I know that!"

Despite your amnesia, you clearly remember one specific field of knowledge, lore, or something else. Choose the field you want your character to know and write it down on your character sheet. If you fail your History roll regarding that field of knowledge, you can consult for the answer regardless unless it is otherwise impossible to know about it (i.e. it's unknown)

Language Scribe

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Arcane Augment

At some point in the past you have lost function to a part of yourself, but through study of the arcane (or the help of those who have already done so) you have replaced it with a magically powered replacement. This augment functions as if it were the normal body part however anti-magic fields will disable the augment. The DM decides how societies react to your augmentation, they may be curious and inquisitive or beleive you to be a heretical abomination.

Network of Knowledge

Whether you possess arcane talents or not, your nationality provides you with professional cachet among wizards and other arcane spellcasters. You can request favors from these individuals, such as advice on magical problems, research concerning magic items and relics, and translation of sigils or runes. If you ask a favor, however, you must repay it in a reasonable time or risk alienating your peers.

Historical Value

Since you are so well-versed in monitoring the artifacts and such of great value, you are able to plainly see value across time. You know a roughly accurate estimate of an object at any point of its existence. For example, you may look at a rusty sword and deduce what it was worth before it had been rusted.

One of the Family

Thanks to your long affiliation with your cult, you can easily identify members of other cults that follow an esoteric entity like that of yours. This does not mean that you are held in high standing with such cults: the field of hidden worship is often a competitive one, and an adherent of one creed might stand in bloody opposition to a faithful of another. Nonetheless, you have insight into the nature of hidden religions and can usually recognize the basic features of any given cult.

Tragic History

Your story is parable for the times. When goodly people hear your heart-rending tale (truthful or otherwise) they will be sympathetic towards you. The sympathetic can be counted as short-term friends; they will be inclined to give discounts for their trade and services.

Lifetimes of Experience

Ancient perspectives give one a broad range of knowledge and history to draw from, though they often cloud new ideas from being formed. You can often recall information about places that many characters have never ventured, or extrapolate based off similar events. Similarly, historical facts come naturally to you, and many a scholar or ruler values your counsel if you make it available.

A World of Connections

As time passed, you cultivated your connections. In any major town, you know ways to gain an audience with important people. Names to drop, people to refer to, symbols to pull up, and various catchphrases to get you into high (and sometimes low) places. These people may not always know why you know these things, though, so getting the audience itself may be all you can manage.

Cultural Chameleon

Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted. You are considered a friend to the race by their major groups, and they will be willing to help you out, so long as it does not conflict with their own interests or endanger their own.

Eye for Bone

You have adept eyes and senses for bones as an anthropologist. From skeletal remains, you can determine creature type, sex and age of the deceased.


Medical Profession

You have a reputation as a healer of the sick, and are often called upon by those who are diseased or injured. You can usually gain an audience with anyone who needs treatment even if protocol would normally prevent you from doing so simply by agreeing to offer your assistance.

By spending a few moments examining a chemical, a vial of liquid, a packet of ground powder, or the like you can determine whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance(such as that a powder is actually an inhaled poison, or that it paralyzes its victim), only that it is either harmful or helpful to those that it is used on.

Skills in Demand

As one who is well versed in this craft, you may be sought out for your skills. While you are not the first best choice, you can use your mentor's name as a master of disguise to propel your own brand and gain clientele who seek espionage services.

Spell Scribe

With time being money in your line of work, it is important to copy everything down quickly. When you come across written spells, you can take time to create a non-magical Spell Scroll of the spell. The scroll can be used to copy the spell to other sources at a later date but cannot be used to produce the spell itself. The time taken to create the scroll is equal to 5 minutes times spell level (Cantrips take 2 minutes).

Common Ground

Your time spent assisting others mean that you can empathize with those with jobs like yours. You can talk freely about your past with assistants of yours or other professions, be it stablehands, bartenders, or library clerks. Assistants typically enjoy the attention, and are inclined to trust you. These assistants can tell you much of the local gossip and information about the area, can be convinced to help you in minor tasks, and can talk enough about their profession in order for you to quickly get the gist of it.

Assistants will often be more than happy to suggest you as a helping hand to their employer. You will be paid at an above average rate. During work you can talk with other assistants freely and your employer on less distant terms. Any profession you have worked well for without issue are more inclined to favor you. They may give you or party members better treatment, offer discounts or trust you more than the average customer, if of course you or your party members haven't caused any trouble.

Ear for Madness

You have witnessed different forms of madness. You can recognize it in others. If you interact with a creature for 1 minute, outside of combat, you can tell if they have a: short term, long term, or indefinite madness. You are not able to identify what madness effects they possess, only that they have it. For short term and long term madness, you are not able to identify the duration of their madness.

Struck It Rich

Your dealings have made you rich before you ever embarked on the life of an adventurer. And although the assets you obtained are not easily convertible into currency, they do allow you to live a life free of material want. As long as a banking house can be found in the city you currently reside in, you can maintain a wealthy lifestyle without expending money.

Barber Tools

Because of the known nature of your job requiring sharp objects, it is almost expected that you carry with you this kind of tool. As such, guards and any other sentries who are aware of your occupation are lenient on you when you carry weapons like daggers and shortswords. They feel less antsy with you having those kinds of weapons, and will assume it is probably for your work. Therefore, they are also less likely to confiscate your "tools".

Innocuous Persuasion

Perhaps it is your utterly innocent presence, but you rarely need to hide from people to hear in on what they talk about. You are just a simple barmaid that gives the drinks and takes them away when they are empty. People often forget that you're there to the point that even very important conversations not meant for average ears can be spoken near you. Underworld lords and powerful figures feel no threat from speaking liberally near you, discussing plans and such as long as you tend to them in some way.

Subhuman

You are considered less than human and possibly a menace when you are a freeman. People may see you irrationally as a criminal and be more likely to report or pin crimes on you. You can use this view to your advantage if you are very familiar with this mindset. Then you can pose as an inferior beast, incapable of being suspected of carrying out complex plans due to your lesser being. People have no problem baring their worst selves at you, which is normally what they would do whilst alone, because they do not believe you intelligent enough to comprehend.

Beast's Nature

When in terrain that is similar to your original habitat in the wild, you can recognize good places for shelter, as well as the locale of beasts. You can understand the mannerisms and thinking of these beasts, as well as communicate to them nonverbally and recognize their scents and markings. This does not grant you outright friendship with any beasts, but you will certainly be able to get points across to them diplomatically.

An Ignorable Presence

After all this time, you have learned to be ignored, no matter the place you go. As long as you don't steal anything or speak to anyone, your presence is as good as your absence.


Stalwart Guardian

You may elect to place yourself in the path of danger in order to protect your charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in their place. You must declare this before the attack roll is made.

Unknown

No one has heard of you. You gain an advantage on checks to convince someone of your past.

Names, Faces, and Places

Though many claim the role of a bounty hunter, few actually excel at the profession save those with a keen eye for observation. Among the adept are those who are truly gifted, having an almost preternatural talent for anticipating the behavior of their targeted mark. Being among their ranks, you have an uncanny ability to recall specific details of conversation and names you overhear or participate in as it relates to your bounty, or otherwise see written, even if only for a moment or two. You can also sketch out faces and general locations you've seen with accuracy, possessing exceptional recollection. In addition, you often effortlessly identify clues when tracking your bounty's movements and disposition that would be otherwise lost on lesser pursuers.

Contacts and Forgery

As a bounty hunter you have traveled far and wide which has allowed you to have built up a network of contacts and informants that can help you track down your mark. If you are in a town or city where one of your contacts or informants reside (DM's discretion) you may inquire about information that pertains to your mark for the right price or trade a favor to gain the information (DM's discretion). Additionally you have trained yourself in creating documents that will allow you to gain entry into areas you would normally not be allowed to enter in order to capture your mark. You can forge documents including officials papers and personal letters, as long as you have seen an example of the kind of document or handwriting you are trying to copy.

False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Attention

You are an enforcer of the law and as such have special status in your region. You can command lower ranking guards to carry out orders as long as they are not suicidal, and are within the law.

Call to Arms

Due to the battle instincts from your war parent, you find it easier to rally others to your cause. Whether commoners or soldiers, those around you feel more inclined to accompany you into battle against your foes. The more likely the victory, the easier it becomes to convince others to fight at your side. You have advantage on Persuasion checks made to recruit people to join your cause.

Soldier's Sanctuary

You know the location of all army camps and outposts in the land and can seek refuge at any one of them due to your parentage. You must be in good standing with the particular division and are expected to earn your keep by doing such tasks as helping the smithy or even participating in battles. If you are in particularly high standing with the division, they may supply you and your party with food and water, and perhaps even surplus weaponry or armor.

One of the Guard

When in a city or town you can always find food and a place to sleep with the local guards garrison. The local Guards will be hesitant to start a fight with you and are likely to come to your aid in a fight, the guards will also believe you except in the face of overwhelming evidence or under the command of a superior. For this effect to apply you must be in a city that you would fit in as a Guard, this is decided by the DM.


Mistaken Identity

Being a perfect copy of someone has its perks. Anyone who knew your original will initially think you are them. They will treat you as your original and, if convinced of that identity, allow you access to all that your original would have had access to. If you fail to impersonate your original, the person may become aware of the deception, and fear you are a doppelganger, disguised spy, illusionist, polymorphed monster, or some other horrid thing. This mistaken identity may also work against you at times, as any enemies of your original will also believe you to be the original unless convinced otherwise- and even then they may still dislike you. Work with your Dungeon Master to create an NPC representing your original, and their memories. Choose a background for them; you may utilize that background feature as you wish, but background features which rely on your interaction with NPCs will only be effective if you can successfully impersonate your original.

The Black Market

When you enter a town or city, you only need a few conversations with locals to find the best dealers in illegal goods and services. Whether you want to buy poisons, hire an assassin, or purchase classified information, you can uncover whom to talk to, where to go, and how best to approach them.

Lasting Recognition

Serving in a war or battle at all earns you some presence. While you amay not be highly ranked or decorated, you made some connections in the military. Soldiers loyal to your former military organization still recognize your service and show you preference over those who did not serve. Other conscripts that served like you are also friendly to you and your allies, perhaps willing to provide you with some emergency supplies and aid, so long as it does not put them in immediate danger.

Past Influence

Due to your history of work, you can obtain free lodging in brothels or inns where you have conducted business in the past. The owners of these establishments can recommend other locations where you may be able to obtain discounted lodging by dropping their name or offering your services during your stay. If you encounter past clients, you may be able to obtain resources or other aid from them. Depending on your relationship with any given client, this may be through blackmail or through seduction.

A Different Level

Your time in the wilderness has left you with an altered perspective that most people cannot appreciate. You have difficulty conversing about the mundane, and people often find you incomprehensible. As such, you often find yourself at odds with grounded folk, who have no time to waste on your ramblings, just as you have no patience for their limited perspectives. However, you find yourself able to connect easily with people of the mystical and cryptic variety—prophets, enlightened priests, fellow hermits, wise ancient creatures and spirits, crazed homeless fellows dancing naked in the streets—and as such are able to befriend such characters and exchange information with them with relative ease. You can use Sense rather than Personality when making Persuasion checks against magic users and you have advantage on Insight checks against non-humanoid characters.

Friend of the Order

Your order maintains a network of agents, and supporters. Your kingdom has friends, even in places dominated by evil. When necessary, you know how to locate safe havens in otherwise dangerous places, and you know which individuals to contact for shelter, food, sanctuary, and basic healing.

Easily Forgotten

People have a difficult time recalling your name or face (or both.) You easily slip into and out of crowds so long as you don't stand out too well but could easily get away with things others could not, as your presence is easily forgotten. Any wanted posts with your face on them may vary widely or only faintly resemble the real deal. Your relative unremarkability may mean no one will sing your praises in any towns or bars but may allow you to enter and exit normally private areas—so long as you either reasonably play the part of someone who should be there or stand just out of view. However, this "out of sight or of mind" lifestyle may include members of your party, so perhaps wear an audacious hat or something to keep their attention.


Abyssal Obsession

Having spent several years of your life studying devils, and fiends, you’ve gained vast knowledge about them. You are able to recognize any fiend as well as recall more than basic information about them. (i.e. resistances, vulnerabilities, special abilities, and other information the DM may choose to disclose) However, people who learn of your obsession may try to avoid contact with you if at all possible.

Burden of Life

Due to your vow, you are expected to cure the ill, regardless of morals or prejudice, even if they are your enemy. It is considered a horrid evil to intentionally kill a doctor for no reason. As such, intelligent enemies are less likely to target you, (Provided they are not frighteningly evil in a manner that would be inappropriate for younger audiences) and even your enemy patients will at least not attack immediately while under your care. What happens after they leave your care...? Well you can't decide their fate. Restored individuals may be grateful, or feel some form of life-debt to you. Enemies may repay you by specifically choosing not to kill you, or they may give free information, or a scout you once saved may turn a blind eye to your presence.

Provided you stay true to your vow, (as best as you can) you can make use of any hospital or medical facility, (typically located in churches, noble estates, universities, and other places of higher learning) as temporary residence for yourself, your patient(s), and your companions if there is room for them. Doctors will put you up at a lifestyle one step below their own if you can maintain a good relationship with them.

However, if ever you are proven to have broken your vow, you will be fully and publicly discredited as a doctor, and other doctors who pay attention to medical society will recognize you as such. You and all who are with you will be turned away from mundane medicine and the places it is provided. Because you swore on your life, breaking your vow is technically a personal death sentence, though no doctor true to his vows is free to enact it upon you. Even so, more enlightened nations are likely to have laws regarding the treatment of doctors and their vows, and enlightened does not necessarily mean "kind" or "gentle".

Mind If I Ask You A Few Questions

Your position (or former position) as a special investigator commands a certain degree of respect and can be used to open doors. Within the nation whose military you serve, if you request the opportunity to ask questions of people, including officials, reclusive wizards, powerful merchants or the haughtiest of priests, they and their retainers will generally be inclined to grant the request. The more reasonable you make the request sound, the more likely it will be granted. This does not mean that people will answer questions happily, fully or honestly, or be positively inclined towards you, merely that they or their representatives will meet with you and hear and potentially answer questions pertinent to the topic you are investigating.

Alcohol Tolerance

You can drink just about anything under the table. You can drink at least three times as much as most before you begin feeling the effects.

Drunken Sea Dog

You have trouble functioning when sober. When under the influence of alcohol you can remember certain information. After failing a Toughness save when drinking you may ask one minor question which the DM May answer as specifically or vaguely as they choose.

Appearance of Nobility

Your implacable accent, your colorful and fanciful clothes, your literacy, your numeracy, your general knowledge of all things mundane, it all combines to give you a regal appearance. People easily believe, and readily assume, that you are some important foreign dignitary. It is simple to initially convince most folks that you are from a far off land, and that you have just about any kind of title, and anyone interested in hearing stories from afar will eagerly listen to whatever tales you choose to spin about your origins. Your (comparatively) healthy complexion alone captures the wandering gaze of any unoccupied bystanders in your general area, and you stand out against the unwashed masses.

Reach Of Royalty

Your employment is well recognized as a sign of excellence in the kingdom. In areas where the insignia of your kingdom is recognized and received kindly, you are more likely to receive preference in services. People recognize you as someone of importance and therefore give you first dibs on a room for lodging, maybe, or some extra food and water and even discounts to try and curry favor with you. Be warned that this will not be the case if you flaunted your position in an enemy kingdom.

Scharfrichter's Stare

Both commoners and criminals are afraid of your reputation. Neither will report if you overstep the legal lines a bit (ex: not paying for your food; bruising a captive). Both commoners and criminals will be more likely to spill the beans just to get rid of you (or in the case of criminals, to keep you from scraping the beans out of them with a red hot hook). Those who have some standing in the community will not be so easily impressed by some dingy executioner, but maybe their servants will speak freely to you if you block their way in the right dark alley...

Experience

You always know how to find water, food, and can make a shelter if the land provides, you have advantage on checks to gauge the value of an item.


Business Knowledge

You know how to buy and sell, you know what the general value of mundane items is. You may be able to manage employees, teach them, coach them, encourage them, and build up their expertise. You sometimes have contacts in business who will sell you large lots wholesale for as little as half the price listed, for example you may be able to buy 10 short swords, or 50 lanterns, or 500 pitons, or 1000 torches at half price each. You know an awful lot about things related to your Family Specialty. You are especially good at doing these things in your Family Specialty. If someone tries to haggle with you regarding your Family Specialty, you show complete confidence in this area. You know so much about your Family Specialty that you are very good at boring people by talking about it. You do not necessarily know how to make the things related to your Family Specialty, (unless you pick the right tool proficiancies), you just know an awful lot about it.

Fearful Presence

Whenever people are around you, they feel a sense of uneasiness and anxiety. Due to this, many people tend to avoid contact with you in any way possible. Most individuals won't approach you unless they have a reason to, and others will stare from a distance. However, your presence can also be used to your advantage; confronting for information is easier due to individuals cracking under the pressure or giving you what you want to get away as soon as possible.

City Warden

When you enter a new town or city, you quickly notice the locations of likeliest places for fires to start (thatched roofs or timber chimneys, brewhouses, bakeries, magical laboratories) and how they might spread. You also know how to quickly find sources of water or sand, and in the event of a conflagration you can organize bucket brigades, operate pump wagons and use fire hooks.

Ring a Bell

You're able to try and convince someone that they know you. You could say that you were famous all you want and they'd believe it a lot easier due to your persuasive nature. Who knows, if you find the right person they might think you're their best friend.

Uh Who?

You're able to make people forget about you, you've had a lot of practice over the years. You can make yourself a fake alias and pretty much be a completely different person without repercussion when caught. However, keeping up with a web of lies is difficult.

Ancient knowledge

You know of information from your time that has become more obscure to the common person. This information might be the name of someone important, the location of a former city, or a legend or tale that died out while you were petrified. It is up to your DM whether or not this information is useful to your goals.

Sign Reader

The future is not always clear, even to you. Unlike a Prophecy Priest, you don't even get visions so clearly, Instead, you see them in the natural world and the surroundings about you. At the DM's discretion, you may notice small subtle hints of odd patterns or portents that you can interpret to decipher an event. You may not always know when it will happen or where, and the magnitude or significance may not be clear. An example of this would be walking down a road and noticing an interesting tangle of branches, which seems bizarrely arranged. By reading the branches, you can perhaps hazard that the client which you work for will be found hung tomorrow at dawn. Or maybe it just tells that one of the trees nearby has a dryad in distress. There can be multiple interpretations, allowing for a DM to add plot hooks as they please, if applicable.


Let’s Make Things Interesting

You can convince nearly anyone to put up something they aren’t willing to part with (property, information, coin, or an item) by putting up something that you have, in a game of chance. Your DM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are heavily stacked in their favor. Roll for charisma, if used many times in succession the DM can institute a temporary negative modifier on your charisma rolls.

Contacts

When in a town, you can find a venue in which to fight for money and reputation, perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a well known local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. You can find fighting matches between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

Prophet

Directly interacting with a god is no common occurrence, and has left you being the talk of the churches. This has left you with many friends as well as enemies. Followers of the god or goddess who has interacted with you will take you in as needed, and even possibly provide offerings. However, those who resent the god or goddess may turn you away, or even respond to you with hostility.

Guidance of the Gods

While you may not know what your purpose in life is, the god or goddess who directly affected you does and has a plan for you. When you are feeling lost, your deity shows you what you are needing to do, be it through visions, dreams, or in-person interaction.

Royal Influence

Because of your royal class, people think of you as a natural leader. You are welcome in the high society, and people assume you have the right to be wherever you are. The common folk makes every effort to accommodate you and avoid your displeasure. Other people of high birth treat you as a member of the same social sphere. The most poor of the common folk think worse of you and blame their economic problems on the crown.

Godly Visage

Your connection to the gods has changed your physical appearance. Scholars and religious leaders will often offer access to rare archives or goods in exchange for the opportunity to speak with or study you. In particularly religious cities or kingdoms, you may be treated with a heightened sense of respect or reverence.


Hunted

There is no "grand revelation" you were exposed to, you simply believe something counter to the masses in a time when religion empowers tyrants and tyranny empowers ministers. In the event that one of the common folk learns your secret, you're likely to be arrested and executed. However, on the off chance that person is a member of the same cult as you, potentially as relayed by a secret sign, they are willing to give anything up to and including their life for you.

Finding Shelter

You have experience in finding places to stay for the night. You can convince people to give you prepared food (you must provide the food), shelter and hide you for the night.

Obscure Connections

As hired muscle, you've been around. You can generally find someone you've worked with in every town you visit, whether someone who was hired to work with you or someone you hired for a job. You are usually in good standing with them, meaning they will sometimes be willing to do favors for you, but this isn't the case for every connection you've made.

Keen Eye

With the amount of experience you've had, you know how to spot dangerous situations in the making when you see it. You have an uncanny knack to read the room or the general vicinity, getting a general gist of the disposition of those around you. You can tell if someone's intention is moving towards violence.

Contract Killing

Your character kills people for money and generally has taken a few jobs before the start of the game. In places where crime is heavy such as a larger city your character should be able to find a job or a contract to complete for local crime bosses or people just willing to pay to have someone else killed.

Eye for Detail

You find it easier to notice when objects in a house are out of place. Perhaps you notice a book that sits strangely on a shelf, or a dustless circle on a mantlepiece tells you something has recently been moved.

Former Proprietor

You ran an inn, which you have abandoned for the life of adventure. However, the new owner of the inn or tavern may give you free room and board at a modest standard. You may also know patrons, who may offer favors or jobs.


Elementary Knowledge

You know where to find people who know things, or people who know people who know things. When you enter a city, you know where to search for information about the happenings in the city. You also never forget the face of people you meet, as you may need them in other cases.

Elastic Lifestyle

You're accustomed to drastic changes in environment, social structure, and daily routine. Wherever you go, no matter how alien it may be, you can quickly decipher what's expected of you and how to avoid or mitigate trouble. You have a knack for finding people who can give you the lowdown about the area and won't ask much of you in return. If you spend a few days exploring the area, you can get a comprehensive understanding of the physics of the place, the major laws, the societal norms, and the basics of the most prominent groups and individuals known to the public. This process can be more or less expensive (with regards to time and money) depending on how exotic the area is and how amiable the locals are to outsiders. Areas lacking civilization and intelligent creatures, in particular, offer few situations where your experience can be applied.

Between Both Worlds

You don't know much about your blood-related culture, which makes you come across as an outsider to your own kind. You feel closer to the culture you were raised in more than anything. When interacting with people from the culture you were raised in, you can quickly demonstrate a lifelong understanding of their social norms and graces that make you come across as an exotic and interesting oddity, earning you more clout with them.

The fact that people may not recognize you as growing up in, say, dwarf culture, can lead to some easy eavesdropping. If two dwarves want to talk in secret, they may openly speak Dwarvish to each other, completely unaware that you speak it fluently.

Inventor's Eye

Your inquisitive eye and critical thinking let you come up with ad hoc solutions to problems as they pop up. By spending at least a minute looking over something no larger than a 5-foot cube, you can figure out new and innovative ways to use it in tandem with other materials at hand or that you know of. You can speak to your DM about inventing the thought process for wholly new and incredible things like guns in the age of swords, given you have the sound logic behind it.

Inspiring Inventions

With your ability to create wonderful contraptions, you command respect among both artists and craftsmen. As a fellow creator, you are on friendly terms with these folk, provided you have done nothing to offend them, and their local connections can often prove invaluable to a traveling artisan such as yourself. Through these connections, you learn of the best suppliers of raw goods in the area as well as the identities of local people who would be the most interested in purchasing your inventions.

Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Knack for Success

You've been doing a lot of different things for a lot of different reasons for a very long time, and have a knack at succeeding at things you have never even attempted before, so long as it isn't too expertly technical. You attract people from all sources for odd jobs, and things that aren't in most people's repertoire.

Leave No Trace

With your experience as a janitor, you can make a messy room or area look absolutely clean, as if no one has been in that area before. You can spend an hour in a room or area cleaning blood and stains, removing bodies and other suspicious objects, closing and re-locking containers, basically doing anything to make the room look undisturbed. Your DM might rule that some things are impossible to clean or fix, or might increase the time you'll spend if the area is extremely messy.

The whole world is a stage

Due to your hard working past, you can always find lodging and food for a performance. You're an expert at finding opportunities to do your show, even if they're not so obvious at a first place. People will tip you for your performance based on how good it is. These people also tend not to suspect much from a simple fool, allowing some foul play from you to go unnoticed.

Equine Friendship

Horses and other equines like you, even unusual equines such as hippogriffs and unicorns. They feel comfortable around you, and they may come to you when you call them. Sometimes even if you don't call them. Even wild, dangerous, and fearful equines will tolerate your presence.

Horse Evaluation

You are good at evaluating the age, quality, speed, temperament, training, and characteristics of a horse after watching it or being with it for a while. You can also tell when a horse needs medical attention.


Holy Authority

As a Knight Sororitas you have the authority train troops, you are considered an authority of the law of the empire, and you can requisition items from your order and the common folk. The extent of this power is dependant on your rank, which starts as a Knight Initiate and ranks up every 4 levels. You become a Knight at level 5, a Knight Sergeant at level 9, a Knight Captain at level 13, and a Knight Sentinel at level 17

As a bringer of law, you are well acquainted to the precedents and passages of laws written in books. Most common people do not have this knowledge, and so you are better able to navigate the mazes of bureaucratic rules and law in the land. Now that you are adventuring, you can use this complex knowledge to spout legal jargon to intimidate and scare common folk into doing what you desire.

Linguistic Pride

Your interest in learning about languages makes you more appealing to foreigners with a strong sense of national pride, who love talking about their cultural heritage and their language (and may even insist on conducting conversations in their language). As such, you will have an easier time negotiating with and getting information from such people, to whom someone interested in their culture such as yourself seems more amenable. Work with your DM to best determine how this advantage in inter-cultural communication will express itself.

Natural Wordsmith

Though linguisticians generally focus more on studying languages than learning them (in much the same way as a physician studies diseases, rather than acquires them!), their work undeniably gives them an edge in learning and utilising languages. A linguistician will find it considerably easier to adopt a different accent or dialect of a language they are familiar with, and will even be able to learn a language they are less competent with, or fake competency therein, with a slight advantage above others, if only from a cursory glance at a grammar of the language. Work with your DM to determine how this might affect deceiving other characters in speaking situations, or what advantage (if any) it will give to learning new languages.

A Lover in Every City

You have perfected the art of seduction and getting partners into your bed. Even more than that, you've learned how to make people want you. Because of your habit to pick up lovers everywhere you go, you have a lover in every city, town, village you have visited and make a new lover in every place you visit for the first time within your first week of being there. In addition, you know how to court humanoids of all races, nations, social status, and sexes.

Love is in the air

Years of experience allow you to be able to find a kindred spirit or soulmate for almost any person that requires your help in the field of romantic relationships. Your former clients are usually happy to offer you shelter and food if you are in need.

Divine Favorite

As a priest, you command greater respect of your followers than some neophyte initiate. You and your companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith. You may have a residence or station of office within the establishment of your faith, reserved for higher-ups in the institutional hierarchy. You also can call upon other priests of your religion when you are in the temple to provide assistance, granted that it is not hazardous.


Fool's Fortune

Lady Luck often smiles upon you, but not usually in the way you may be expecting. When you wander around a town, whether it be back alleys, main thoroughfares, or even the town square, you will have the uncanny ability to stumble onto something helpful. Whether that be a place to sleep for the night, whether for free, payment, or gold, or a seedy gambling hall where you can earn some coin or information, you can always stumble upon something in any town, city, or village.

Friend of Mine

Other clan members know your face and are scattered all over the land, be it from your clan or another. Depending on your status, they may attempt to take your life, or do a favor with you, or even become a potential ally. Work with your DM to talk about your clans relationships with other clans, and details about both you and others clans.

Maid's Profession

As a long time servant to your family, noble or high ranking people will recognize your origin. They might be willing to listen to you, if your family had any connections with them, but they also might be reluctant to trust you. As a servant to your family, whether former or present, you are still seen through their reputation.

Additionally, your expertise and heritage is useful in the eyes of your potential employers. You should be able to find a job that involves your profession easier.

Everyone's friend

After years of practice and work you have found that city layouts generally share similarities. You can easily find your way around most cities and you are capable of getting information and work from that city's post office, from locations of notable people, to places of intrigue and local happenings. Additionally, you are able to use your position to deliver different types of mail without suspicion.

City Protector

You can travel through a city twice as fast as you know all the hidden paths and back alleys through a city.

Shortcut

You've been learning to get around for a while so you know ways to make things quicker, no matter where you are. This allows you to get around a city or town in half the normal time.

Law Enforcer

You are a legitimate enforcer of the law. Local leaders will recognize and defer to your authority so long as you don't abuse it too badly, and will freely provide information on fugitives, suspected or known criminals, and criminal operations upon request. Folks will also see gunning you down as a quick road to fame and fortune.

Uncovered Secret

You have unearthed the path to an ancient and powerful secret. Your DM decides on a location containing a powerful and highly sought after Item, Piece of Knowledge, Being or other. You have Cryptic, semi-deciphered instructions on how to find it, but still a few more clues are required to fully understand where to find it.

Hired Blade

You are a soldier of fortune, a fighter who sells his or her services to the highest bidder. You roam towns and cities in search of a place where your unique set of talents are useful; whether for a lord hunting a group of bandits, or a local barkeep tired of the goblin infestation in his cellar, you can always find some work if you look hard enough. The job itself should not matter much for a person like you, at least that is what others believe. Therefore, other less admirable and shunned upon jobs sometimes arrives at your lap, giving you the choice and the problem of figuring a way to compromise between your ethics and your job.

Hurried Traveller

You travel the main roads daily and remain cautious even when travelling quickly. This allows you to travel at a fast pace without penalty to Perception scores.


Knowledge of the Trade

You can start and keep a roaring fire with ease, and can arrange materials to concentrate the heat in a fire, as if it were a forge. You know and recognize all manner of metalworking tools, and can recognize when an area has been used as part of a metalworking operation. You can identify geological features created by mining, such as yellow boy, slag heaps, tailings, and spoil tips. You can also assess the quality of a metal object from its color, feel, weight, and (if you worked with steel or brass) sound, and you can use this knowledge to identify frauds and assess value. You know how to care for metals such as to protect them from corroding as easily from normal use. You have advantage on any skill checks relating to crafting an item that relates to the specialization you chose.

Fear and respect are close

Thanks to your previous line of work, criminal organizations are inclined to fear you, and people assume you have the right to be wherever you are. Everyone will probably make every effort to accommodate you and avoid your displeasure, and other people of high riches treat you as a member of the same social sphere.

Dungeon Delver

From your experience having worked in and exploring dungeons, you are very well versed in their make. You notice things about them that others would easily miss. You know from the make of a dungeon what creatures may inhabit it, and you can garner a rough estimate of areas opportune for traps and secret passages.

Poison Purveyor

Long have you immersed yourself in the meticulous study of the vile humors extracted from monsters of every stripe, and in so doing, have learned both how to carefully preserve and transport the quantities you obtain, and how to peddle your wares to the most interested and higher-paying clientele. You can readily recall the names and types of poisons and admixtures that can be created from the varieties of monster you hunt, and what quantities of given fluids and powders are needed to create such items. If addition, you are even capable of applying poisons you concoct if you succeed on a DC 15 Knowledge check.

Beast Hunter

You are well adapted with your senses to pick up the traces of quarry, be it through their scat or tracks. You know the general signatures of monsters nearby, like the territorial claw marks of an owlbear, or the slime trails of oozes. You also have a knowledge of what traps go well with catching which kinds of monsters.

You also know how to get the most out of your prey and know what parts you can sell for money and how to collect them (meat, pelts, antlers, heads, claws, teeth, venom, special components, and so on), as well as who would most interested in buying them, allowing you to sell them for up to twice their normal value. You also know how to harvest and preserve any of these parts from a creatures corpse without rolling a Survival check to do so.

Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

Doctor of Death

Morticians of the olden days sometimes had to conduct themselves like doctors. You can accurately estimate with a small margin of error the time and cause of death of bodies on a successful Medicine check.


Foresight

With your mystical powers you witness a glimpse of the future. The nature of how you experienced this depends on your specialization. The event might be a person battling against another person, the destruction of an important artifact, a god bringing a plague or perhaps a meteorite crashing onto a city. You can describe this situation in visual/emotional detail but can't name an exact time or place. This information might clash with the current beliefs, norms or values of your setting. Causing conflict or shunned expressions from others when mentioned. You can meditate on the vision and gain more information and clarity through meditation, when meditating, you roll a d20 and on a 15 or higher, the DM can answer your clarification question with another vision.

Insider Information

You have knowledge that may be helpful, especially when pertaining to business or negotiations. You may know something off the top of your head, your DM might have you make a history check, or you may know a place that you could find information that would help you. Either way, this information may come in the form of names, documents, locations, maps, images, or a strange message.

Con-Artist

You have a way of getting exactly what you need, usually at someone else's expense. You can usually convince someone to help you out in some way, as long as they don't dislike you. However, they may decide that they aren't pleased with their end of the bargain and they may decide not to be as easily inclined to help you in the future. The nature of the interaction and feelings of the other party involved are up to your DM.

Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Family Everywhere

Living on the road with a performing troupe leaves you with kin in many places, such as various camps, settlements, and travelling shows. All nomads stand in defense of their family, (however loosely defined that may be) and are known to each other through subtle caravan markings, hand signals, and traditional ceremonies. Every nomad family has their own unwritten code of loyalty. Any nomad found violating the tennets of the family will find themselves on the outside looking in; always wanting but never finding shelter or help. As it's said, 'Word travels quickly on roads but lingers in cities.' An ousted nomad never finds haven in or out of towns. Work with your DM to figure out where you have family, who they are, and what your family's values are.


Exoticism

A nomad's life is full and rich with music and tales to mesmerize a crowd. You live for the refinement of a tale, the discovery of a new song, and the applause of the crowd; not to mention all the coin it can bring. Your attire, accent, and traditions stand out and are unique, carrying the air of the mysterious and novel wherever you go. You can easily draw the attention of a crowd, whether you want it or not.

Breath of Life

Battle rages around you. Life, death, salvation, destruction, you close your eye. Breathe. You can't help them right now. Your eyes open as you crouch over the limp and bloodied person before you. You can feel a faint pulse in what appears to otherwise be a lifeless husk. And with that, the task is clear. Head tilted back, two hard and steady breathes to force out the demon who is stealing this persons life force. Pressure to the wound. A poultice. Two more breathes. A forceful gasp as life returns. Hearing that breathe of life means you know you did your job and stablized them stopping death in it's tracks. This requires a DC 15 Concentration check to perform regardless of how much damage they have taken. It cannot help someone with 5 or more death saving throws though.

This is your charge. As a purveyor of life you are welcome in most places. And because of your inherent value most; but the most desperate, will leave you unmolested if you are directly observed practicing your trade.

Reformed Cultist

You were once seduced by a zealous cult and joined its ranks, something you now realize was a bad idea. Once you saw what was happening to you, you left and have never looked back, taking what you learned with you. Any religion checks relating to your cult's knowlege domain (i.e. your specialization) can be made with advantage.

Occult Ritual Knowledge

You can, using your Occult focus, spend a 15 minute ritual, at the end of which you make a DC 15 Investigation or Religion check. If you succeed, you summon a servitor (a Tiny Aberration, 1 HP, 8 in all ability scores, a base walking speed of 15 feet, and a random cantrip chosen from your known cantrips, or the Prestidigitation cantrip if you don't know any.) It is under the control of you. In addition, you can use your Occult focus as a spell focus.

Privileged Perception

As a spy in good standing, you can call upon the powers of the order to help you find out secrets. You hear inconsistencies and changes in people's voice... even when no one else does. Your mastery of reading between the lines extends to sight as well. Between lines of text in anything you read smaller lines illuminate themselves, sharing insight about the original text, life, or whatever is most prominent in your mind. Symbols appear to you out of nowhere and you can see meaning in the most subliminal things. Be sure to work closely with your DM on this since you will likely uncover the paths to secrets easier than most.

Plane Marked

You are a being of many Planes, and they have all left a mark on you. As beings especially in tune with the Planes themselves, Elementals can feel these marks and see you at least partially as one of them. Intelligent elementals are neutral towards you, and will oftentimes attempt to open a dialogue before simply attacking you. This benefit, however, is not necessarily shared by those around you.

Planar Explorer

Your travels through the planes of existence have granted you first-hand knowledge of the planar system. There have been others to explore outside the Material Plane, but few have been so lost and yet returned. You have a deeper understanding of the planes you have visited, and how they are connected.

Risen to Prominence

People find you have a noticeable presence. They may stop you frequently and ask you where they have seen you. You are seen as a very approachable person in general and random passerby will be drawn to speak with you if they see you. If someone is in need of something or in distress, they will likely open up to you about their problems very easily.

Experienced Adventurer

Your may have lost the abilities that allowed you to be a successful adventurer, but the knowledge and experience you obtained are still with you. You probably know more about spells and monsters than your companions, at least from the practical standpoint, simply because you have seen a lot of them before. The DM may give you some free knowledge (or advantage on checks to get that knowledge) when encountering a new monster or spell - apparently, it wasn't all that new to you.

Outdoors Sense

You are attuned to the sounds of the creatures and the natural environment around you. You can tell when there is danger, or something unnatural going on, because you can sense the tension in the environment around you.

In addition, because of your fine attunement with nature, you are able to sense what the weather will be for the next six hours.

This does not work in a city, castle, town, or dungeon (it does work in a small, rural village).

Internal Bureaucrat

You are an entity ultimately tied back to the tiers of society and the inner workings. This work is fairly common and well respected. When you enter offices of law and the like, your seal is a currency of credibility. Other officers are less likely to question your for your motives when you ask for things like records on people. You also have little problem requesting information from judges and courts, and you know generally where you may find official information you seek.

Open Opportunity

Your prodigious skill opens up doors in some small, some big ways. People in the field who recognize your expertise are willing to open positions for you in their institutions without as much scrutiny as some layman off the street. This does not extend into hospitality or sharing of resources, as this is opportunity of only a professional nature.

Guild Membership

Like an artisan, you belong to a guild but instead of merchants you consort with killers. You live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with, up to a finable value equal to 10 × your level in gp. To remain part of the guild you must pay them 10 gp every month. In addition, your guild provides for the cost of the maintenance of your weapons and your living costs (food and shelter) while away from the guild. If you are ever convicted of a charge for assassination, roll a d4. On a 1, your guild will sever all ties with you. On a 2-4, your guild will provide you with a cover story (choose from the other backgrounds) as an assassin works best when not known as an assassin. If all of your connections with the guild are severed, you may rejoin at the cost of 20 × your level in gp.


Alibi

Should you choose the path of a solo assassin, you may choose this alternative feature instead. Instead of belonging to a guild, you have acquired acquaintances that will provide a suitable alibi should you fall under suspicion after you have completed a job. You must pay 100 gp to the person who covers for you to use this feature, or they will turn a blind eye. You may use this feature again after 1d4 weeks of not committing murder. If you want to use this feature again before then, the cost doubles for each consecutive use and you must add an additional 1d2 weeks to your original wait period after each use. At your DM's discretion, excessive use of this feature before the waiting period is over will accrue suspicion of yourself and your acquaintance, and you may be investigated, kept under surveillance, or abandoned by your acquaintance as they break ties with you. also, choose a cover (choose from the other backgrounds) as an assassin works best when not known as an assassin.

Contacts

As an assassin, former or continued, you have a number of contacts from all walks of life. They might be those who trained you, those who gave you false papers or burn identities, those who you’ve purchased weapons from, someone who owes you a debt, or perhaps just an average citizen or villager who sheltered you in a time of need, someone who didn’t ask questions and provided aid out of the goodness of their heart. They might even be your bond, or related to them. Whether or not these people are willing to help again, however, depends upon how your last encounter with them went, or perhaps just the roll of the dice and DM discretion.

Services For Hire

Through whatever means you usually receive commissions or jobs, you may continue to receive such offers for fast cash. This could put your adventuring group in more danger should you , even if it means lining your pockets with finer cloth.

Geological Knack

You have an uncanny knack for ascertaining the features of the underlying geology and bedrock based on surface soil and plant conditions. You understand which types of rock are likely to yield precious metals and minerals. Although this knack will not lead you directly to the mythical pot of gold, it may be able to point you in the right general direction. This geological knowledge might possibly also come in handy in predicting where lava and underground water might be found.

Psychic Awe

Use of your powers can shock and awe those who are unfamiliar with such things, and even aged wizards can be astounded by such non-magical supernatural feats! This can be used to impress, terrify, confuse, or mislead others, depending on the power used and your intentions. (IE: Most people can't convince others that they're a powerful mage by saying "hello", but a Telepath sure can!) You may practice arcane or divine magics through the sheer power of your mind. Whenever you cast a spell, you may alter its appearance and style to suit your psychic nature. This does not change the way the spell works or how it is shaped, only the way it appears. Because your workings appear so distinct, other magi may have difficulty identifying what spell you have cast and what type of mage you are.

Broken Mind

You can't escape from everything, and this includes yourself. Your mind was broken and has left your psyche clinging for any bit of sanity that remains. This tends to have your psyche in a constant conflict, with both your sanity and insanity fighting for control. A conversation can begin with one, but end with the other. You are not one person, but two within one vessel. Your personality can change on a dime, leaving many to be unnerved by your presence as you converse with them, or are even near them. This tends to leave people avoiding you as often as possible.

Collapsing Reality

When your mind broke, so did your perception of reality. You see the world in a different way than what most would perceive. You believe that there are things where there is nothing, or nothing where there is something, like a door that won't open where there is no actual door, or a little girl where a night hag stands. You cannot tell the difference between an illusion created by your insanity and the realities of the world around you.

Play the Crowd

Being a proficient performer has shown you the secrets to manipulating small crowds. While deep in combat or nonchalantly travelling through town, you are able to quickly engage your audience in a privatized display to single certain members out for your own pleasure. While building up to the apex of the act, you ably gather the information you need to bend these individuals to your will.


Puppet Master

Your proficiency with puppets has given you the unique ability to not only change voices but styles as well. Roll another d6 for a second puppet specialization.

The Black Sheep

Thanks to your long affiliation with a cult community, you can very easily identify anyone who is a member of a commune similar to your own. All cults are essentially the same and their members exhibit the same behavioral patterns. By extension, you can also easily recognize any drug addicts, compulsive liars and people with various behavioral disorders.

Additionally (this is up to you or your DM to decide), some of your former brothers and sisters in faith might not know you have defected and would be willing to provide you (and only you) with shelter and supplies. However, the question is whether you want to stay with them again.

Social Invisibility

You perfected the art of avoiding notice and never drawing attention. When someone first meets you, they later struggle to recall your appearance, your voice, or anything significant about you. Likewise, you blend into a crowd, making it difficult for pursuers to identify you.

Knowledgeable

Your studies have all channeled into a single, great project. This project could be of a weapon, a magic item or something related to your studies. Ask your DM if they are ok with your project. During a Long Rest, you can progress your studies. Roll a DC10 Intelligence check with an ability related to your studies ( Poisoner's kit/Nature for poisons, Alchemist's supplies for potions, History for lore, and Arcana for magic). Every time you succeed, your project is a step closer to completion. The DM decides how many rolls you have to do before the project is complete. Also, your DM can change the DC to better reflect what it is you are trying to accomplish.

Inconspicuous

You were one of the lucky ones and managed to rejoin society as if nothing happened, nobody would peg you as someone special unless you gave them a clear reason to. You seamlessly meld with the crowd.

Old Habits

Try as you might you can't seem to shake the habits you gained as a hero, you've fortified your home preparing for anything and everything that might happen, you've mapped and studied all the surrounding landscape, and every time you step out of the house you keep constant attention on all of your valuables, patting your coin purse and the like every once and a while to make sure it's all still there.

Call of the Grave

Your demeanor can suggest that something unnatural happened to you. When you want to, you can exude an air that subtly hints at your formerly deceased status. When this is in effect, normal people naturally tend to avert their gaze and consciously avoid acknowledging you. While you are in groups or public places, unless they are directly affected by your conduct or they have some duty to engage with you, most people prefer to let others deal with you. This might mean they fail to report (or claim they "didn't notice") minor criminal acts you commit to the city guard, or fail to challenge you when you are in a place they know you ought not to be. Unless it affects them directly or it's their job to deal with such things, they hope someone else takes care of it.

The effect is quite opposite on clerics of deities who deal with the dead, necromancers, and sentient undead. While others are inclined to look away, the attention of those comfortable with death is immediately drawn by your close connection to the grave.

This feature need not always be in effect, and you can choose to put on a mask of seeming normalcy and let your natural charisma shine through. On a deeper level, though, perhaps this unnaturalness is the "real" you.

Political Affiliation

In your travels, you could run into people or governments who support your revolution and/or political ideals. They might give you or your party members supplies, gossip, or currency, merchants might lower prices of their goods for you, or mercenaries might fight with you for a lower price. A government could inform guards to ignore minor crimes or even allow access to areas otherwise restricted to others (if the revolutionary army you associate with is influential, of course).

On the other hand, you might run into people or governments that oppose you. They might be extra cautious of what you do, blame you for crimes and misdemeanors that you may not even know happen, or dismiss you entirely. Opposing governments may be a bigger threat, arresting you on sight, or not allowing you into major cities.

A Steed by Another Name

Though you start out with your horse mount, some terrain will require different modes of transportation. You are able to transpose the skills you have learned in regards to horsemanship and translate them onto more exotic mounts. You are a Rider that fears no mount. In addition, your ability to fight from atop a mount is unaffected by the creature you are currently riding.


Ringleader's Charm

As a ringleader it's your duty to sell your show. People will slowly start to know your name and you'll grow in popularity or quite the opposite. Depends on the audience, depends on the show. But no matter what, you're gonna get your money's worth. Whether that be by your great charisma or...less savory methods is your choice. You have an uncanny ability to keep a show going no matter how badly it seems to be going. You really are quite the crowd-turner. By joining in your show you encourage your performers and your crowd. Always willing to turn the show's attention to you and inspire people's hearts as you outperform the performance YOU put in order.

Bahamut's Champion

As one who passed the test of Bahamut, you have the respect and are regarded among the ranks of the metallic dragons of good as well as other Bahamutian worshipers. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of Bahamut, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

Dragon's Enemy

You were trained to be a full-fledged dragon hunter. You are intimately familiar with the anatomy, habitat, and territorial markings of dragons. You know methods to track dragon-type creatures, as well as how to dissect and use their innards for various goods that would commonly be unknown to even hunters.

Rival's Deeds

It seems like no matter where you go, your rival has already been there, and they've already been busy. Whenever you enter a new location, you may or may not hear any rumors surrounding your rival and their deeds. The rival may have slain some troublesome monsters, reclaimed some lost treasure, rescued an important character, or just did something impressive in front of everyone. Regardless, your rival is already ahead of you. Still, it may be possible for you to arrive at a new location before or at the same time as your rival.

Ways of the Wild

Your years of traveling have granted you great knowledge of the world and it's inhabitants. You know where almost anything can be found, whether it's monsters, animals, races, plants or more. Also, after so long of providing for yourself, you have become an expert forager. You always know where to forage for food or materials, and you find twice as much as you normally would.

Gallant Rider

As a royal cavalryman, you are respected and well-known. Most stable owners will not charge you to rest your horse there, and innkeepers tend to give you a slight discount due to your position. In addition, most guards will not interfere if you decide to dish out vigilante justice, as they trust you have your reasons.

Royal Blood

Being in the Royal Family, you have a say in how the country you reign in is run. As well as guards posted all over the kingdom, who will follow your orders, as long as they aren't against the wishes of the highest reigning monarch (Which you could be).

Good Will of the People

Your citizens are pleased with you and will go to great lengths to ensure your safety and happiness. If ever you need protection they will be there for you.

Hidden Self

To conduct your grisly acts of pleasure, you must have a safe place to do so. In the underworld of society, where the unseen workers of darkness walk crooked roads and make breakable deals, you may have a residence there. Or you could have knowledge of some small, secluded spot, hidden from all public eye in the wilderness maybe, that only you know how to access, where you did your bloody acts. You may take shelter there from danger.

Friendly Neighborhood Salesman

Because of your occupation you are able to get to places most common folk are not allowed. You will not get arrested for trespassing at places such as a noble’s estate or military barracks.

Survivor's Frugality

You know how to stretch things really well and make them last. Doing so makes you resourceful and can provide surprising results to others. For every level of lifestyle, you can stretch it to double the duration of the next lower lifestyle. For example, a modest lifestyle is 1 gp/day, and a poor lifestyle is 2sp/day. So so one modest lifestyle day is worth 5 poor ones. You can extend your resources to make the same amount of value go as far as 10 poor days.

Keen Eye

Whenever you see something that could be of value, you have a vague estimate of its worth, as well as some interesting information about the item, if there is anything interesting to know. If you fail any checks to identify the value of an item, you learn of someone or someplace where you can have the item's value measured, unless the DM deems the item too rare or obscure.


Lay of the Land

You have an excellent memory for maps and geography, and you can recall the general layout of terrain, settlements, and other features around you. You also have a keen eye for places well set for an ambush.

Fabricated Background

Having the wool pulled over your eyes for so long has some benefits, as you now know how to do it to others. Weaving false stories has become second nature to you, so you gain advantage on Deception checks pertaining to any backstory you have fabricated about your past to make someone believe it as fact.

Heralded

It turns out that the entire town knew your secret but you. Your first thought is to get mad at your parents (if they even are your parents), but soon you realize that it was impossible not to tell them. However, now that you know, they are ready to help you in any way possible. You will always have a place to stay in your home, and your companions will have free food and lodging, with anything else they (or you) need at a hefty discount, if not free too. In addition, any connections they have are now your connections. At the DM’s discretion, by mentioning certain townspeople in other cities, you may be able to procure goods and services at a slight discount.

Liege

Sentinels are, above all, servants to an Elven noble. Work with your DM to create a noble and their court. this noble sends quests and guidance to their sentinel, and you know how to contact them from wherever you may be. This noble may, from time to time, demand that you serve some duty or complete a quest, and their name may hold some weight in negotiations with other Nobles, Elven or otherwise.

On The Hunt

You have learned how to plot out your murders. As such, you have an uncanny ability to hide in plain sight. While in public locations, you may actively stalk a single creature without rousing suspicion so long as you do not speak to them or their associates.

Shark-Toothed Smile

Even when you're caught red handed, you have quite the talent for talking your way out of trouble. So long as you have not faced troubles with law enforcement in the area (Specifically a village, hamlet or city) within 1 week, you are able to convince them of your "innocence", as long as you do not continue to stalk your victim for the remainder of that day. Of course, actual evidence of a murder you have committed and your involvement can negate this feature.

On The Run

One way or the other, you escaped from the clutches of your captors. Whether it was a secret plan or you left guns blazing, your escape was not beneficial to your owners. Whenever you go around, be careful when sharing your past. You never know when someone might recognize a name, or even your face, and turn you in. You can be sure there's at least some sort of reward for brining you back.

Rescued

Your escape actually had to do with someone saving you. Whether they bought you and freed you, or killed your captors and let you run, without them you would have never been able to leave that life behind. Who is this person? Do you feel indebted to them?

Desired One

Patrons of all walks of life will want you and will be willing to pay if they can to have fun with you. You do not pay lifestyle expenses as long as you service your patron(s). Otherwise, you pay if no one pays you for your looks and/or services. Also, some humanoids may be hostile towards your way of life as a sex worker. Some from different levels of society may be jealous of how many try to gather around you for your affection. Your patrons may aid you when you are under attack and will help you and allies of yours get to safety from danger or the law, depending on patrons alignment and how much affection the person has for you.

Shadow Thief

Like an artisan you belong to a guild but instead of merchants you consort with criminals. You live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with. To remain part of the guild you must pay them 10 gold you earn every month. In addition your guild provides for the upkeep of your weapons and your living costs (food) while away from the guild.

Shadow Aura

You are undeniably set apart from others by the taint on you. Normal people, natural beings, and fey in particular, are all wary and uneasy near you. This can make it hard for you to tame animals and may augment suspicions against you. However, you enjoy attention (possibly unwanted) from other shadow beings like shadar-kai, shades, and creatures of the Plane of Shadow. They may see you as less of a threat or even as a possible comrade, thus offering you more opportunities to avoid fighting with them and bargaining.

Visionary

Whenever you attempt to conceptualize a repair or an upgrade to an air or water vehicle that requires special materials, you know of said materials and where to find them, but dependent on the materials or what they will be used for, the DM may rule their rarity/difficulty when it comes to obtaining them. Additionally whenever you attempt to fix a water vehicle, make an upgrade or an addition, you have advantage on the ablilty check being made.

Never Seen, Never Remembered

You tend to go unnoticed around almost everyone, ending up in the back of scenes not matter how much you try. People who encounter you often don't remember you, especially if you don't do anything noteworthy. Nobody pays attention to you unless you do something to grab their attention, and people tend not to have high expectations of your abilities.

Simple is best

Your stupidity usually does you few favors, but for once it comes through. Because of how much of a dullard you are, people often feel bad for you and will attempt to help you where they can. They might do so through a hot meal and a warm bed for the evening, or perhaps just a bit of advice or information for your trouble.

Slavers Haven

As a profession frowned upon but tolerated in many places, you can bet you have an underground of similar thugs to rely on. You know the locations of the shadier places where these kinds of slave auctions occur and you have a tenuous camaraderie with your fellow slavers and poachers and crooks. These contacts are willing to exchange information with you, as well as protect you from the law to protect their entire trade.

Professional With Evil

As a slayer, you have a decent working knowledge of your mark, from experience and research, you know their natural strengths, weaknesses, and habits. Sure, the occasional unique, random, or oddball may throw you for a loop, but a standard mark will rarely take you by surprise, and the indications of their presence stand out to you like a sore thumb. You likely have a reputation from your past career, and whether it is good or bad, people know you are a slayer, and that you have survived at least this long. People are likely to come to you with jobs to deal with a threat they believe is in your area of expertise. Now, most people are pretty ignorant about the supernatural dangers of the world, so they are often wrong, but even so much as telling them it's something else may be enough to calm their fears. (Unless it's something worse. Nobody wants to know the ghost in the basement is actually seven liches summoning a demonic prince.)

Furthermore, because you are an expert on the subject, people are more likely to believe you when you make assertions about it. (When a vampire slayer shouts, "Get outside NOW! You'll be safer in the sunlight!" you tend to listen to him.) Being an expert, people who fear your mark are likely to feel reassured and secure in your presence, making it easier to find shelter and allies in places facing a threat from your mark.

Master of Mark

You are very knowledgeable when it comes to your mark. You can typically find information on who or what you're tracking down by word of mouth, letters, books, or any other means your DM might use. The knowledge you acquire relating to your mark is up to your DM. It may be a name, location, organization, or even just a cryptic mystery for you to solve.

Knowledge of Hunts

You have hunted your preferred creature many times, as such, you know a little about countering them. When you come across a creature of your chosen type, you can spend an amount of time up to the DM studying them. after this time, you know basic information about the creature, such as armor (perhaps a relative figure) some form of attack (sharp claws? maybe a nasty bite?) and any weaknesses they may have (silver? maybe magic if they are resistant to normal weaponry?). As well, you know a portion of information already, such as common resistances your chosen creature type has. (think "Undead can't be poisened") and common weaknesses (think "undead die quicker to holy attacks") and can use this at the DMs discretion.

Cozy With The Law

Your work often brings you within close proximity of the authorities. Maybe you were nearly mistaken for an illegal trespasser yourself or you helped with an investigation as part of a hired gig. One way or another, some people in law enforcement can foresee your involvement in cases and are possibly friendly to you. Discuss with your DM the nature of this relationship. Perhaps you have a contact within the law that sends you small bits of information or gossip in exchange for help on their own matter. Or, maybe there are particularly close eyes on your activities from the local guards. These relationships are only slightly interventionist and they will not intervene on your behalf if it will endanger their own skin.

Blackmail

One day, you stumbled upon someone's dark secret. To this day, you have kept your mouth shut, but not for free. This person whom you have dirt on is your reliable patsy. They are willing to put you and your allies up with room and board as well as pay for expenses. However, they may not be so inclined to save your skin if it means they can get rid of you.

Careful Selection

Some close brushes with the law have taught you that not every city guard can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows you to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may be for a given situation, however.


Trained Eye

Extensive practice at concealing items has given you an uncanny ability to tell when someone is hiding something. Whether someone is telling a half-truth or actively hiding a dagger in their belt, you can always tell when there is more to a person than meets the eye.

Emptiness

Your lack of emotion causes concern in others. People will often accept minor sacrifices to avoid or quickly finish interacting with you, such as lower prices in haggling.

Second Opinion

You can telepathically hear a voice from the flower you carry, guiding you along. It follows your personality traits, bonds and flaws, but has an opposing alignment.

Spirit Sense

You can detect a trace left on an area from undead creatures. This does not tell you what kind of undead, CR, or any other details aside from the fact that they have been through or in that area recently (within the day). Additionally, you can tell if someone you’ve spoken or seen the face of has a history of dealing with undead or experienced a recent death in their social circle or family.

Multiple minds

Your host of personalities bubble to the surface to take control of your person, occasionally swapping which is piloting your mind. Each of your personalities have a different alignment, which can influence how you behave. Switching save: the number of personalities a character has (maximum of 9)

After finishing a short/long rest, you must succeed on a DC 15 Wisdom saving throw. On a success, you suffer no effects. On a fail, you change your personality to the rolled number.

For example, a character has a chaotic good, and a lawful good personality. After a short rest, they roll a d20 switch check, which succeeds on a 3 or above. On a 1, their chaotic good personality is in charge. On a 2, their lawful good personality is in charge.

Additional

Characters affected by crown of madness or other similar afflictions automatically fail the check.

Echo of the Great Game

Years of stealth and trickery have taught you how to not draw attention to yourself. The way you walk, talk and move are deliberately forgettable, and utterly unextraordinary. While you are wearing clothes appropriate to the area you are in, no one can remember your face nor any features about you, unless they actively make an effort to do so.

In addition, you know how to write in a special code that can only be read by people trained in deciphering it.

Arma Patrina

Despite all your training, you did not qualify for knighthood. Perhaps you never proved yourself, or grew too old, or could not afford the expenses of knighthood. However, your upbringing is still recognized by the courts of your nation: you are called "arma patrina". You are allowed to wear your livery clothes, carry a shield displaying your escutcheon, and bear arms exclusive to knights (typically a lance).

In addition, you have courtly savoir faire and know the conventions of life at a castle: graceful greetings, dining etiquette, rules of tournaments, where to find the blacksmith, and so forth.

Quest

You completed your training and received your accolade of knighthood. However, either by your own will, or by that of the sovereign, you have not been awarded land. As a result, you are unlanded nobility, with no estate to speak of, making you a Knight- (or Dame-) Errant. In order to be awarded your estate, you must complete a grand quest. This quest may be any number of things, such as finding an ancient holy relic, slaying a powerful monster, leading forces to victory in a war, winning the heart of a nobleman's heir... Work out what the quest is with your DM. Determine just how long it should take to accomplish. The longer the quest, the greater the reward should be. This reward of land is made in the place of other typical material rewards, and should be of approximately equal worth to what would have been earned otherwise. Knights-Errant do not normally stop doing what they do. Once one quest is completed, it is typically followed up by yet another glorious mission, sometimes even to the surprise of the Knight.

Famous Storyteller

Your tales have reached lands far and wide and you're well received by most groups from noble courts to back alley gambling dens, unless your stories insult them of course. Nobles and Inkeepers are more than happy to give you free room and board so long as you tell them and their guests your stories around the fire at night.

Infamous Storyteller

Your tales have reached lands far and wide, for all the wrong reasons. You're poorly received by most groups from noble courts to back alley gambling dens, nobody wants to hear your stories. Perhaps you're controversial or revolutionary? That being said, if you stand on a street corner and scream out your tales to anyone who will listen, you are somehow able to find into a fan that can help you, or at least willing to put you up for the night.

Scrappy

Despite your meager circumstances, you remain unwilling to give up. You have about you your basic wits and abilities to stave away death and make the best of your circumstances. You can easily recognize simple formations of terrain that will lead you to optimal areas for shelter and clean water.


Stranger

Your plight leaves you in a new place with not many bearings and possibly completely unknown. People take note of your presence very lightly. They do not often recall you to be anyone significant and officials will have a hard time locating anything about you.

The Master's Name

You were formally trained in Magic, and the name of those that trained you can open doors. You can usually gain an audience with another magic user, simply by dropping the name of your Master or School. Furthermore, you can usually find a place to stay among scholars or magic users, unless you show yourself to be a danger to them. You may also have access to resources from those who taught you, whether that is access to your school’s libraries and facilities, or simply the ability to correspond with your Master and ask him or her for advice.

Heartache

From such desperate beginnings, most folk are sympathetic toward you, with many being able to tell at a glance that you've had a rough time. People of a Neutral or Good alignment will be easier to get along with as long as you are following at least their standards of morality. They will protect you from danger if they can, and be willing to provide shelter and simple work to earn a small pay. This only occurs as long as you don't show yourself to be a danger to them, or break laws they follow. They will not risk their life for you on this feature alone.

Fashionista

You know which clothing designs and colors will appease or insult people of a specific culture or standing. In addition, you can recognize the tailor or designer of a set of fine clothes by sight.

Friend of the Order

Your order maintains a network of spies, agents and supporters. Though you are no longer working within the temple, through a set of secret signs you can locate safe havens in otherwise dangerous places. You may call on friends for shelter, food, sanctuary, and basic healing.

Pariah of the order

You may pass as a friend of the Order as above, but if your fallen status is revealed you will be shunned or persecuted.

Seductive

You have a lot of experience in the art of seduction and manipulation. As long as you are wearing something revealing, people want to talk to you. It doesn't matter if they are single or taken, something about your presence draws them to you. Because of this, you always know how to work information out of someone or find someone that has the information you need. People are more likely to trust you or tell you things if they believe you are tempting them.

First Hand Experience

You have experienced countless days of mental, physical, and spiritual agony, and know intimately how you were kept alive through it. While interrogating a living humanoid, you can make sure that any pain you inflict will not kill the individual. Additionally, while perceiving such an individual, you may take at least 30 minutes to attempt (Insight/Arcana/Investigation) to learn any arcane or biological secrets about their body.

Purpose of Light

Your Dungeon Master will write, in secret, your character's purpose in the universe. They may communicate it to you directly, or obfuscate it from you as they see fit. Whatever they do, your purpose, or at least what people believe your purpose will be, should be something known to a great number of people. This feature assumes that the public impression of your purpose is positive.

Your purpose in the universe is one of great good. By your deeds, or perhaps even through your simple existence, the world will change for the better. Your coming (or possibly your passing) heralds a new age of prosperity for the people of the world. Anyone who is aware of your purpose will generally act in favor of your presence, and try to do whatever they can to aide you toward your purpose. (Note that if your purpose is to die, this can be a very bad thing for you)

Chosen of Darkness

Your Dungeon Master will write, in secret, your character's purpose in the universe. They may communicate it to you directly, or obfuscate it from you as they see fit. Whatever they do, your purpose, or at least what people believe your purpose will be, should be something known to a great number of people. This feature assumes that the public impression of your purpose is negative.

Master Interrogator

You are well versed in telling if someone is lying, and your victims can tell from your torture style that you are no rookie. People are less inclined to lie to you, for fear of being found out and being dealt worse torture.

Green Thumb

Mother Nature provides a great many gifts to her children if only they know where to look. When you see a plant, you may spend 1 minute examining it, determining if it has potentially beneficial properties, potentially harmful properties, or if the plant is benign and otherwise mundane.

Additionally, if you find any particularly useful herbs or plants, you may spend 10 minutes taking notes on it, recording its appearance, scent, taste, the location in which you found it, and the apparent requirements for the herb's growth.


Tragic Past

After being disowned you have found kinship in the wretches and criminals of the cities. You can gain information from your many contacts, the infamous and those derelicts beneath notice. After your experiences gaining darker powers,you have gleaned information regarding the nature of demons and devils gaining insight into their basic characteristics (i.e. resistances, vulnerabilities, special abilities, and other information the DM may choose to disclose), revealing the extent of your knowledge can make people uneasy. Your story is known by many, commoners and nobles alike; whether spread by a bards solemn song, a storytellers grim tale, or as a result of your actions. Though your name has been removed from the records of these deeds, a few people still know of your past deeds and may even sympathize with you.

City Activity

You can spend a few hours each night surveying the city. From your observations and investigations you can study the locations of key city guard locations like jails, armories, center, and barracks. You can also spend time studying the patrols and rotations of the guard patrols all around the city. Alternatively, you can spend your time fighting and studying the local crime groups. You spend time observing the major bases and hideaways of local crime groups and learn where the criminal activity is most rampant. You can listen in to conversations or use interrogation to learn about any major organized crime groups, who or what they may be competing with, and their relationship with the local population. Prolonged and more in-depth investigations can revel corruption in the guard, or major actions soon to be a undertaken by the criminals, like heists, assassinations, and gang wars. The Dm can choose what you learn from your investigations each night.

Secret Identity

When you put on your mask you fully adopt your crimefighting persona. While wearing the mask people recognize you (or whoever is wearing your mask) as your vigilante alias.

A Sparkling Star

As a travelling performer you are recognized on streets, as long as you wear the same clothes as you do on stage. Otherwise, people won't even notice you. You might be welcomed and plead to perform in front of nobles or on the streets. People might ask you for your autograph, or the secrets behind your tricks. In return they might offer you more than just gold for their entertainment. Remember that you can't let your fanbase down!

Two Sides of the Coin

Things never been as fun for you as they appeared for your fans. You had to deal under the table in order to survive. Doing so, you gained a reputation underground as their potential hand that doesn't mind getting dirty. When you visit towns you might be greeted by some shady types offering you work on the side. You can also call them for favours, as they know you get the job done. Choosing this option also forces you to pick Sleight of Hand as your proficiency.

Ranch Hand

When you need to, you can secure free room and board at a ranch, plantation or farm for yourself and your adventuring companions. It could be a ranch you have worked at before or another that you have good relations with. In return for free room and board, you and your companions are expected to assist the workers with an honest days work.

Best of the Best

Venatores are the best slayers of monstrosities, as such they can identify marks or signs of monstrosity activity in an area. Additionally, when they encounter a creature they can deduce whether it is a monstrosity and, if it is, what type of monstrosity it is

Citizen of the Veiled

The old Venatores came from a hidden society where man and monster lived in, somewhat, harmony. Although that time has past, you still know how to hide what you are from the world. When in civilised areas or towns you can find discreet accommodation as well as keeping your identity ambiguous to passersby.

Lovable Lummox

Whether it's pity, amusement, or the fact that you're a "cute little fella," people seem to treat you nicely, almost like they would a child. They offer aid to you, perhaps by giving you small things to entertain yourself with or making sure you're doing alright. Whenever you're in an area where people congregate (i.e a town, village, city etc.) for more than a day, people will take it upon themselves to make sure you have basic necessities.

Secret Savant

Though you may struggle with many simple tasks and are unable to grasp basic concepts, you are highly skilled in a specific area. Your area of expertise can be as narrow as a single task (maybe playing a certain game or instrument at genius level) or as broad as a whole topic, such as having knowledge about an entire monster type or how to sort out a maze within seconds of getting inside. Ask your DM before choosing this feature and work with them to decide the limits of the feature.

(Keep in mind that while you have this knowledge, you have to communicate it to your party IN GAME. You are playing a character that's considered dim by others for one reason or another, so remember to stick to your roleplay.)


Ways of the Wild

Your years of traveling have granted you great knowledge of the world and it's inhabitants. You know where almost anything can be found, whether it be monsters, beasts, humanoids, plants or more. Also, after so long providing for yourself, you have become an expert forager. You have advantage on any checks made to forage for food or materials, and you find twice as much as you normally would.

Bounty

You've committed treason against your country and you are on the run. Your country is not so willing to let you off the hook, and has placed a sizable bounty on your head. Work with your DM to decide how large your bounty should be in correlation to the gravity of your crime.

Regardless, this bounty forces you to stay on guard and your character should hold a level of caution unless a component of their personality tells them otherwise. Likewise, you can ask more self aware questions than a D&D character should normally be able to because a War Criminal often carries a level of paranoia. If you are confident in your abilities or calm and collected in nature, this perhaps holds less true but you would instead likely be a better lier. Your character might have a second life, a persona that they use to stay in hiding. Unlike a Charlatan, however, the second life should be the only one you use typically, as you don't want your past to catch up with you. It should be the name on your character sheet, with your former name being listed as an additional feature or trait. If you want, you and your party can choose to turn you in, collect the bounty, and then break you out if they want to collect the reward for themselves. Depending on how that works out and how they roll in that time, they might accumulate bounties themselves or maybe the people who broke you out remain unknown.

Treacherous Debt

If your war crime involved conspiracy with another country, if you cooperated with them, maybe they owe you one. You could perhaps find refuge there if you ever need to hide from your past or whatever peril your party is currently faced with. You should have already discussed with your Dungeon Master where this country is. And how easy it is to get there. It could also be important to note what religion this country practices and how stubborn they are about it, as any cleric in the group may be unwelcome if this country is super stubborn about their religion. What are this country's policies? Does their hospitality extend to the rest of the group? It ordinarily should, but your Dungeon Master might have other plans that may complement the world and story a bit better

Friends around the World

You somehow just know people no matter where you are. You could walk into any bar and always find a table of friends. This comes in handy when you are on the road as often as you are. These friends could help you out with small favours, or might ask help of you. Either way, you'll still be expected to have fun with them, try not to get into too much trouble!

Enemies around the World

No matter where you go, you see people you've met before. Probably not a good thing, you've somehow managed to piss off everyone of them. You can't even go into a bar anymore without starting a brawl. You're banned from many establishments and may even be wanted in a few towns. You've gotten pretty good at hiding from people now, sticking to back allies while still moving at a good speed. You can travel through urban areas at any speed while still moving stealth, and can even guide your allies down these secret routes. You also gain proficiency with the disguise kit.

I Know a Guy

You know many people that can help with anything you could ever want. Need to fix up an old set of armour? You know a good metal worker in the next town over that might give you a discount. Want a new magic item? You know just who to call, but they might want something in return. Many people are still in debt to you for help you've already given them. They might repay you with vital information or free labour: just don't push it.

The Great Old One

You are tied to a sentient longsword, an entity trapped within a weapon. While carrying this weapon, you and the entity can communicate telepathically in either Abyssal or Celestial, depending on what language the entity within shares with you.

Battle of Wills

Whatever the entity within is, it wants control. While carrying this longsword, once a day your weapon can force a contested charisma save to take control of your body for 1d6 minutes. During this time, you are fully aware of what is going on, but cannot take your own actions.

Potion Brewer

You are familiar with the alchemical processes. You are able to tell the minor differences between two different similar looking potions, such as a potion of poison and a potion of healing. Similarly, because of your practice with negotiating for potion ingredients, you can generally get low prices with seller of potions.

Voodoo Doctor

You have an understanding of life and death many ignore, be it through ignorance or sheer refusal. This tends to make people attempt to avoid you until there are no other options. The only people who tend to seek the guidance of a Witch Doctor as their first option either believe in the world's natural healing properties, or have been dabbling in areas of magic that they would be shunned for otherwise.


Evil Recognition

You are well versed in the lore surrounding creatures of your chosen type. When hunting these creatures you often know the best places to look, and you are able to more easily spot evidence of their presence. Also you can roll on intelligence (History) checks to recall information about them. The information given is left to the discretion of your DM and might include descriptions, abilities, resistances, vulnerabilities, etc.

Wolf Whisperer

You can speak to wolves, and when they respond, you can understand them. They will not be hostile towards you or your party, and will temporarily treat you as the alpha of their pack until you give them a reason to retaliate against you. This form of communication is not a language, and you can communicate simple ideas to wolves, as they will not have the ability to understand more eloquent and flowery concepts.

Timberrrr!

You know your way around a good tree, what material it is good for, what it can make, and how sturdy it would be. You know how a tree will fall, if it is old or young. You know what a good quality tree and wood is and people would be hard pressed to fool you with rotten material. Because the wooden sense you have guarantees you a good quality batch of lumber, when you sell wood, people are willing to pay more for it.

The Woods Are My Home

You can find food, water, and shelter for yourself and up to five people each day while in wooded areas, provided that the land permits it. You will not get lost in the woods and are able to guide your party easily. Normal woodland creatures will be passive towards you when not provoked, as you understand them.

Faith

You are worshiped by a cult or religion who either love or fear you. They will often follow your 'divine' orders without question, though be careful not to ask too much, or you may lose followers.

Hero No More

Your previous alias was better known in varying degrees. To escape persecution, you made yourself a back-up identity to avoid rousing a ruckus and slipped into a quieter, more common life. You blend in very well with virtually any commoner in a given town, assuming they are of a similar race to you.

Conversion

You try to draw others to your cause. Aggressively. Any time you are in a populated area, you are out on the street corners, ringing your bell, trying to draw in a crowd, soliciting donations, giving rousing speeches and, of course, passing out pamphlets that you create in your spare time. Sometimes you are able to successfully persuade members of the crowd to your cause, and as such find them to be willing acolytes, malleable to instruction. What you do with their malleability is, of course, entirely up to you. You are also able to collect modest donations while spending time in the street amongst the masses. However, not everyone appreciates your little rallies, and occasionally you are targeted for harassment (or worse). Your single-mindedness is also seen as off-putting, and with the mentally disciplined it is often difficult to make headway into friendships, or even working relationships.

Fire and Brimstone

Your convictions run deep, and nothing can set you off of your chosen path. Not even a hulking bugbear foaming at the mouth, ready to crush you to dust. Even in face of terrifying enemies, you remember your purpose, and before engaging in combat you will often deliver a blistering sermon to your would-be combatants that leaves your enemies quaking in their boots (or footwear of choice). They should, after all, know your divine truth before you cut them down and bury them. Sometimes your enemies find reason in your impressive orations; other times they are less than impressed. Sometimes you even manage to enrage them with your presumptions, and find yourself the immediate target of their ire.

Alignment

Every character acts a certain set of ways, but these ways are often not black and white, but rather the shades of grey that exist in the real world. To properly embody that, Apex uses the 5x5 Alignment chart

Lawful

Lawful Good (Crusader)

Combines Honor and Compassion

Lawful Moral (Protector)

Does what is morally allowed by the law

Lawful Neutral (Judge)

Reliable and honorable without being a zealot

Lawful Impure (Overlord)

Must maintain power over anything else and will bend the law to their will

Lawful Evil (Dominator)

Represents intentional and methodical evil

Social

Social Good (Nurturer)

Wants what’s best for everyone

Social Moral (Counsellor)

Does what is moral without breaking the law, but will work to change it

Social Neutral (Soldier)

Does what is seen as good for their group, without compassion

Social Impure (Socialite)

Wants to lead, and will do whatever it takes to get their way.

Social Evil (Sociopath)

Cares for nothing but themselves and what they choose as important

Neutral

Neutral Good (Benefactor)

Doing what is right without bias for or against order

Neutral Moral (Philosopher)

Doesn’t care about the law, only what is considered to be moral

True Neutral (Undecided)

Act naturally without prejudice or compassion

Neutral Impure (Schemer)

Takes everything into consideration and acts according to logic and reasoning for their own purpose

Neutral Evil (Malefactor)

Represents pure evil without honor or variation

Rebel

Rebel Good (Hero)

Quick to act and save what’s good, even if the law isn’t on their side

Rebel Moral (Rebel)

Quick to act without thinking of the consequences, but maintains a moral standing

Rebel Neutral (Rogue)

Acts without care for good and evil, or for the law

Rebel Impure (Nomad)

Ignores all morality and the law. Acts according to their own will.

Rebel Evil (Anarchist)

Does what’s best for themselves, not caring about the consequences

Chaotic

Chaotic Good (Vigilante)

Combines free spirit and a good heart

Chaotic Moral (Trickster)

Mischief and fun are their main goals. They get in trouble, but maintain a moral standing

Chaotic Neutral (Free Spirit)

Represents true freedom for society’s restrictions and a do-gooder’s zeal

Chaotic Impure (Psychopath)

They follow no laws, ignore all morals and do what pleases their emotions.

Chaotic Evil (Destroyer)

Destruction of beauty and life, and the foundations of beauty and life.

Chapter 6: Gear and Equipment

Gear is an essential tool for any adventurer looking to make their way in the world, whether that be a length of rope, a shortsword, leather armor, or even caltrops. Each of these have to be obtained in some manner, so adventurers have to earn money in some way, be it gold, silver or other precious resources.

Money System

Money
Coin Name Conversions
Silver Base Unit
Gold 100 Silver
Platinum 100 Gold

Silver based economics

A silver piece is a typical days wage for a worker in any field of work.

Bankers Note

When large purchases, in excess of 10pp is necessary, it is common practice to find a nearby bank (if available) to secure the coins at and instead pay with a bankers note instead

Promisory Note

Works very much as an IOU amongst friends or colleagues who understand that the individual is worth the amount in question and that the amount is as good as paid.

Gemstones

Gems are also a way that you can earn money, and are occasionally necessary for certain spells as a component.

Stone Base Value
Ruby 25pp
Sapphire 15pp
Emerald 15pp
Amethyst 150gp
Topaz 750gp
Diamond 25pp
Opal 15pp
Pearl 150gp
Stone Base Value
Onyx 1pp
Lapis 10gp
Quartz 10gp
Turqoise 10gp
Bloodstone 1pp
Citrine 1pp
Peridot 750gp
Obsidian 10gp

Of course each stone can be found in a variety of qualities from crude up to expertly cut.


Gemstone Cuts
Cut Price Modifier
Crude Quarter (1/4)
Poor Half (1/2)
Standard No Change
Fine Double (2x)
Expert Quadruple (4x)

Starting Equipment

When setting off on an adventure, there are common things that everyone has; however, it is up to them to maintain their supply of by purchasing more when they have the oppotunity.

Item Name Quantity
Torch 10
Rations 10 days
Rope 50ft
Tent 1
Bedroll 1
Item Name Quantity
Waterskin 1
Whetstone 1
Common Clothes 3 sets
Backpack 1
Mess Kit 1

Beyond the above gear, all players are also granted a melee and ranged weapon as well as an armor and/or shield from their available proficient weapons and armor selected while building their characters.

Weaponry

Weapon Qualities

Weapon Qualities
Quality Modifier Price Modifier
Poor -1 Attack Half
Standard No Change No Change
Masterwork +1 Attack Double

Poor

When Smiths are rushed or inexperienced with making specific weaponry, they are unable to ensure it is up to normal standards.

Standard

When given normal time and experience, these are the weapons they sold on a regular basis.

Masterwork

Special order work only. Only truly experienced Blacksmiths can create such fine works of art; however, these instruments take time to make and they will cost an adventurer a lot of money.

Weapon Properties

Ammunition

Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.

Two-Handed

This weapon requires two hands to use.

Heavy

Small creatures have disadvantage on attack rolls with heavy weapons.

Reach

This weapon has a 10ft reach when you attack with it. Extending your threatened area in regards to Attacks of Opportunity

Loading

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property the damage when the weapon is used with two hands to make a melee attack.

Brace

This weapon can be braced and set against a charging character.

Sunder

On a successful hit, the target's Physical Defense modifier (or Hardness) is reduced by half, rounded up.

Concealable

When using this weapon you have a +5 on Deception checks made to hide it from detection.

Boosted Critical

If you roll within the critical range for this weapon, you automatically score a critical and do not need to roll to confirm.

Accurate

This weapon gains a +1 to hit and it's Critical Range is increased by 1 as well. (ie a 19-20 becomes an 18-20)

Grappling

You can grapple from a distance using this weapon and until the targert frees themselves they take 1d4 damage on each failed opposed grapple check made against you.

Flexible

This weapon is able to get around an enemy's defenses with ease allowing it to ignore any shield bonuses to the target's Physical Defense.

Returning

When this weapon is thrown, it will return to you at the end of your turn.

Sweeping

When you successfully hit with this weapon, you also deal half damage to enemies on the left and right of the original target.





Restrain

When you successfully hit with this weapon, the target is restrained so long as you are holding the weapon with two hands.

Critical Reposition

When you succeed on a critical hit with the weapons, you are able to use your bonus action to reposition your target by 5ft within the reach of your weapon without rpovoking an opportunity attack.

Basic Weapons

Simple Melee Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Club 1 Sp 1D4 Bludgeoning 20 x2 2 Lbs Light
Dagger 2 Gp 1D4 Piercing 20 x2 1 Lbs Finesse, Light, Thrown (20/60)
Great-Club 2 Sp 1D8 Bludgeoning 19-20 x2 10 Lbs Two-Handed, Versatile (1d10)
Hand-Axe 5 Gp 1D6 Slashing 20 x2 2 Lbs Light, Thrown (20/60)
Javelin 5 Sp 1D6 Piercing 20 x2 2 Lbs Thrown (30/120)
Light Hammer 2 Gp 1D4 Bludgeoning 20 x2 2 Lbs Light, Thrown (20/60)
Spiked Club 2 Gp 1D8 Piercing 19-20 x2 4 Lbs Versatile (1d10)
Quarterstaff 2 Sp 1D6 Bludgeoning 20 x2 4 Lbs Versatile (1D8)
Sickle 1 Gp 1D4 Slashing 20 x2 2 Lbs Light
Spear 1 Gp 1D6 Piercing 19-20 x2 3 Lbs Thrown (20/60), Versatile (1D8), Brace

Martial Melee Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Battleaxe 10 Gp 1D8 Slashing 19-20 x2 4 Lbs Versatile (1D10)
Flail 10 Gp 1D8 Bludgeoning 19-20 x2 2 Lbs -
Long-sword 15 Gp 1D8 Slashing 19-20 x2 3 Lbs Versatile (1D10)
Morning-star 15 Gp 1D10 Piercing 19-20 x2 4 Lbs -
Rapier 25 Gp 1D8 Piercing 19-20 x2 2 Lbs Finesse
Scimitar 25 Gp 1D6 Slashing 19-20 x2 3 Lbs Finesse, Light
Short-sword 10 Gp 1D6 Piercing 19-20 x2 2 Lbs Finesse, Light
Trident 5 Gp 1D10 Piercing 19-20 x2 4 Lbs Thrown (20/60), Versatile (2D6), Brace
War pick 5 Gp 1D8 Piercing 19-20 x2 2 Lbs -
War-hammer 15 Gp 1D8 Bludgeoning 19-20 x2 2 Lbs Versatile (1D10)
Mace 5 Gp 1D10 Bludgeoning 19-20 x2 4 Lbs -

Simple Ranged Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Crossbow, Light 25 Gp 1D8 Piercing 19-20 x2 5 Lbs Ammunition, Range (80/320), Loading, Two-Handed
Composite Shortbow 50 gp 1D6 Piercing 19-20 x2 3 lbs Ammunition, Range (100/400), Two-Handed, Finesse
Shortbow 25 Gp 1D6 Piercing 19-20 x2 2 Lbs Ammunition, Range (80/320), Two-Handed
Sling 1 Sp 1D4 Piercing 19-20 x2 - Ammunition, Range (30/120)

Martial Ranged Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Composite Longbow 75 gp 1D10 Piercing 19-20 x2 4 lbs Ammunition, Range (200/800), Heavy, Two-Handed, Finesse
Net 1 Gp 0 damage - - 3 Lbs Special, Thrown (5/15)
Crossbow, Heavy 50 Gp 1D10 Piercing 19-20 x2 18 Lbs Ammunition, Range (100/400), Heavy, Loading, Two-Handed
Longbow 50 Gp 1D8 Piercing 19-20 x2 2 Lbs Ammunition, Range (150/600), Heavy, Two-Handed

Great Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Glaive 20 Gp 1D10 Slashing 18-20 x3 6 Lbs Heavy, Reach, Two-Handed, Brace
Greataxe 30 Gp 1D12 Slashing 19-20 x3 7 Lbs Heavy, Two-Handed
Greatsword 50 Gp 2D6 Slashing 19-20 x2 8 Lbs Heavy, Two-Handed
Halberd 20 Gp 1D10 Slashing 19-20 x2 8 Lbs Heavy, Reach, Two-Handed, Brace
Lance 10 Gp 1D12 Piercing 18-20 x3 6 Lbs Heavy, Reach, Special, Brace
Maul 10 Gp 2D6 Bludgeoning 19-20 x2 10 Lbs Heavy, Two-Handed
Pike 5 Gp 1D10 Piercing 18-20 x2 18 Lbs Heavy, Reach, Two-Handed, Brace, Finesse
Scythe 15 Gp 1D12 Slashing 18-20 x3 8 Lbs Heavy, Two-Handed, Reach
Warbow 100gp 1D12 Piercing 18-20 x3 5 lbs Ammunition, Range (200/800), Heavy, Two-Handed
</div>

Special Weapons

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are form less, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Species Specific Weapons

Avem Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Avem Shortbow - 1D6 Piercing 19-20 x2 2 Lbs Ammunition, Range (120/360), Two-Handed, Light
Avem Longbow - 1D8 Piercing 19-20 x2 2 Lbs Ammunition, Range (200/600), Two-Handed, Light
Avem Crossbow - 1D8 Piercing 19-20 x2 5 Lbs Ammunition, Range (120/360), Loading, Two-Handed, Light
Avem Barbed Net - 1D6 Piercing 20 x2 3 Lbs Grappling, Thrown (40/80) Finesse, Light

Avem Ammo Properties

Ammo Type Descriptor
Exploding Exploding dice for damage
Hefty increased damage die
Lightened Weighs 1/2 of standard
Barbed On removal deals 1d4 damage
Bleed bleed for 1d4 turns
Toxic Grants Poisoned Condition
High Quality 50% range increase
Bursting 5ft radius on hit

Dwarven Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Dwarven Pick - 1D6 Piercing 19-20 x2 2 Lbs Light, Sunder
Dwarven Hammer - 1D6 Bludgeoning 20 x2 2 Lbs Light, Sunder
Dwarven War Pick - 1D8 Piercing 19-20 x2 4 Lbs Sunder, Versatile (1D10)
Dwarven War-hammer - 1D8 Bludgeoning 19-20 x2 5 Lbs Sunder, Versatile (1D10)
Dwarven Maul - 2D6 Bludgeoning 19-20 x2 10 Lbs Sunder, Heavy, Two-Handed
Dwarven Crossbow - 1D10 Piercing 19-20 x2 18 Lbs Sunder, Ammunition, Range (100/400), Loading, Two-Handed

Goblin Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Goblin Club - 1D4+Sen Bludgeoning 20 x2 2 Lbs Light, Poor Quality
Goblin Dagger - 1D4+Sen Piercing 20 x2 1 Lbs Finesse, Light, Thrown (20/60), Poor Quality
Goblin Battleaxe - 1D8+Sen Slashing 19-20 x2 4 Lbs Versatile (1D10), Poor Quality
Goblin Spear - 1D6+Sen Piercing 19-20 x2 3 Lbs Thrown (20/60), Versatile (1D8), Brace, Poor Quality
Goblin Short-sword - 1D6+Sen Piercing 19-20 x2 2 Lbs Finesse, Light, Poor Quality
Goblin Sling - 1D4+Sen Piercing 19-20 x2 - Ammunition, Range (30/120), Poor Quality

Elven Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Elven Dagger - 1D4+2 Piercing 20 x2 1 Lbs Finesse, Light, Thrown (20/60)
Elven Battleaxe - 1D8+2 Slashing 19-20 x2 4 Lbs Light, Finesse, Versatile (1D10+2)
Elven Long-sword - 1D8+2 Slashing 19-20 x2 3 Lbs Finesse, Versatile (1D10+2)
Elven Short-sword - 1D6+2 Piercing 19-20 x2 2 Lbs Finesse, Light
Elven Halberd - 1D10+2 Slashing 19-20 x2 8 Lbs Finesse, Reach, Two-Handed, Brace
Elven Glaive - 1D10+2 Slashing 18-20 x3 6 Lbs Finesse, Reach, Two-Handed, Brace
Elven Javelin - 1D6+2 Piercing 20 x2 2 Lbs Finesse, Thrown (30/120)
Elven Spear - 1D6+2 Piercing 19-20 x2 3 Lbs Finesse, Thrown (20/60), Versatile (1D8+2), Brace

Orc Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Orc Sickle - 1D4+1 Slashing 20 x2 2 Lbs Light, Sweeping, Critical Reposition
Orc Scythe - 1D12+1 Slashing 18-20 x3 1 Lbs Two-Handed, Reach, Sweeping, Heavy
Orc Fork - 3D4+3 Piercing 19-20 x3 4 Lbs Versatile (3D8+3), Critical Reposition
Orc Pitchfork - 4D4+4 Piercing 18-20 x4 8 Lbs Two-Handed, Reach, Heavy, Critical Reposition
Orc Machete - 1D6+1 Slashing 19-20 x2 2 Lbs Finesse, Light
Orc Hatchet - 1D6+1 Slashing 19-20 x2 1 Lbs Light, Thrown (30/90)
Orc Lasso - 0 Damage - - - Thrown (30/90), Restrain

Hundsin Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Hundsin Lance - 1D12 Piercing 17-20 x3 6 Lbs Heavy, Reach, Special, Brace, Finesse, Accurate
Hundsin Halberd - 1D10 Slashing 18-20 x2 8 Lbs Heavy, Reach, Two-Handed, Brace, Finesse, Accurate
Hundsin Glaive - 1D10 Slashing 17-20 x3 6 Lbs Heavy, Reach, Two-Handed, Brace, Finesse, Accurate
Hundsin Pike - 1D10 Piercing 17-20 x2 18 Lb Heavy, Reach, Two-Handed, Brace, Finesse, Accurate
Hundsin Spear - 1D6 Piercing 18-20 x2 3 Lbs Thrown (20/60), Versatile (1D8), Brace, Finesse, Accurate
Hundsin Spatha - 1D8 Slashing 18-20 x2 3 Lbs Versatile (1D10), Accurate
Hundsin Gladius - 1D6 Piercing 18-20 x2 2 Lbs Finesse, Light, Accurate
Hundsin War-Hammer - 1D8 Bludgeoning 18-20 x2 2 Lbs Versatile (1D10), Accurate
Hundsin Mace - 1D10 Bludgeoning 18-20 x2 4 Lbs Accurate

Koshkan Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Koshka Chakram - 1D8 Slashing 18-20 x2 4lbs Thrown (20/60), Finesse, Light, Returning
Koshka Whip - 1D4 Slashing 19-20 x3 2lbs Finesse, Flexible, Reach, Grappling
Koshka Barbed Whip - 1D8 Slashing/Piercing 18-20 x3 2lbs Finesse, Flexible, Reach, Grappling
Koshka Spiked Chain - 1D10 Slashing/Piercing 19-20 x3 2lbs Reach, Grappling, Heavy, Two-Handed, Crit Boost
Koshka Katar - 1D4 Piercing 19-20 x2 1 Lbs Finesse, Crit Boost
Koshka Katana - 1D8 Slashing 19-20 x2 3 Lbs Finesse, Crit Boost
Koshka Nodachi - 1D12 Slashing 19-20 x3 7 Lbs Finesse, Two-Handed, Reach, Crit Boost
Koshka Wakasashi - 1D6 Slashing/Piercing 19-20 x2 2 Lbs Finesse, Crit Boost
Kohska Kusarigama - 1D8 Slashing/Bludgeoning 19-20 x2 4lbs Finesse, Flexible, Crit Boost, Reach, Grappling
Koshka Double Bladed Staff - 1D10 Slashing 19-20 x2 4 Lbs Versatile (1D12), Crit Boost, Thrown (20/60)

Nagani Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Nagani Wrist Blades - 1D6 Piercing 20 x3 1 lb Finesse, Light, Concealable
Nagani Cane Sword - 1D8 Slashing 19-20 x2 3 lb Finesse, Light, Concealable
Nagani Soft Sword - 1D6 Slashing 19-20 x2 3 lb Finesse, Light, Concealable, Flexible
Nagani Throwing Dagger - 1D4 Slashing 20 x3 1 lb Finesse, Light, Thrown (40/80), Concealable
Nagani Whip - 1D8 Slashing 19-20 x3 1 lb Finesse, Light, Concealable, Flexible
Nagani Blowgun - 1D4 Piercing 18-20 x3 1 lb Ammunition, Range (25/100), Loading, Concealable
Nagani Dart Thrower - 1D6 Piercing 19-20 x2 1 lb Ammunition, Range (30/120), Light, Loading, Concealable

Ursan Weapons

Name Cost Damage Critical Range Critical Multiplier Weight Properties
Ursan Greataxe - 2D8 Slashing 19-20 x3 9lbs Heavy, Two-Handed
Ursan Claymore - 2D8 Slashing 19-20 x3 10lbs Heavy, Two-Handed
Ursan Great-Club - 1D10 Bludgeoning 19-20 x2 5lbs Two-Handed Versatile (1d12)
Ursan Sledge - 1D10 Bludgeoning 19-20 x2 5lbs Versatile (1d12)
Ursan Maul - 2d8 Bludgeoning 19-20 x3 14lbs Heavy, Two-Handed
Ursan Waraxe - 1D10 Slashing 19-20 x2 6lbs Versatile (1d12)

Armor and Shields

Armor and shields are the crux of how adventurers defend themselves from physical attacks and they also offer minor protection against arcane attacks as well.

Armor Qualities
Quality Modifier Price Modifier
Poor -1 Defense rolls Half
Standard No Change No Change
Masterwork +1 Defense rolls Double

Poor

When Smiths are rushed or inexperienced with making specific armor, they are unable to ensure it is up to normal standards.

Standard

When given normal time and experience, these are armors regularly sold.

Masterwork

Special order work only. Only truly experienced Blacksmiths can create such fine works of art; however, these take time to make and they will cost an adventurer a lot of money.

Armor Properties

Armor Proficiency

Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. You can choose to be proficient with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.

Minimum Strength

If the Armor table shows anything in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Defense Bonus

All Armors provide some protection against both physical and arcane attacks. If you do not have proficiency with the proper armor category, these bonuses are halved (rounded up).

Max Dex Bonus

If the Armor has a Max Dex Bonus, that is the most Dex bonus you can use when wearing that given armor.

Bash Damage

Shields are able to be utilized as a weapon if you are proficient in them. Tower Shields aren't able to be used in this manner.

Stealth Penalty

Wearing certain types of armor make it more difficult to be stealthy and as such may incur a penalty on Stealth rolls.

Critical Defense Modifier

This number expands your defensive Critical Range.

Critical Range

The range in which you scorce a critical on a defensive roll causing the enemy to automatically miss you regardless of roll. Exception is given to a natural 20 on attack rolls; however, it does negate the critical effect of their roll resulting in them rolling regularly for damage instead of adding on their multiplier.

Donning and Doffing

Armor and shields take time to put on (Don) and take off (Doff). The amount of time required to do this varies based upon what type of armor it is. You can don armor hastily; however, this results in receiving only half the benefits of the armor piece being donned.

Despite this time constraint, sleeping in your armor is possible; however, not recommended because by doing so you wake up feeling fatigued if not exhausted.

Don/Doff Time
Armor Type Don Doff Sleeping Penalty
Light 1 minute 1 minute None
Medium 5 minutes 1 minute Fatigued
Heavy 10 minutes 5 minutes Exhaustion
Shields 1 action 1 action Fatigued

Light Armor

Name Physical Defense Bonus Arcana Defense Bonus Max Dex Bonus Minimum Strength Stealth Penalty Critical Defense Weight Cost
Padded Cloth +1 +2 N/A N/A -2 20 8lb. 35sp
Leather +1 +3 N/A Str 8 N/A 20 10lb. 1gp
Camoflauge Cloak +1 +1 8 Str 11 +5 20 5lb. 15gp
Duelist Vest +2 +1 5 N/A N/A 20 8lb. 15gp
Defensive Raiment +1 +4 N/A N/A N/A 20 7lb. 20gp
Battle Robe +2 +5 N/A N/A -2 20 7lb. 40gp
Studded Leather +2 +3 N/A Str 10 N/A 20 13lb. 45gp
Chain Cloth +4 +2 2 Str 9 N/A 20 30lb. 1000gp

Medium Armor

Name Physical Defense Bonus Arcana Defense Bonus Max Dex Bonus Minimum Strength Stealth Penalty Critical Defense Weight Cost
Hide +3 +2 N/A N/A N/A 20 12lb. 150sp
Chain Shirt +3 +3 N/A N/A -2 20 20lb. 35gp
Scale Mail +4 +3 4 Str 13 -5 20 45lb. 50gp
Brigandine +3 +3 6 Str 12 -2 20 25lb. 60gp
Spiked Armor +4 +3 4 Str 13 -5 20 45lb. 75gp
Hardened Leather +4 +3 N/A Str 11 -5 20 25lb. 200gp
Mystic Raiment +3 +6 6 Str 11 -2 20 10lb. 275gp
Breastplate +4 +3 3 N/A -2 20 20lb. 400gp
Chitin Armor +5 +3 4 Str 13 -5 20 35lb. 500gp
Halfplate +5 +2 3 Str 13 -5 20 40lb. 750gp

Heavy Armor

Name Physical Defense Bonus Arcana Defense Bonus Max Dex Bonus Minimum Strength Stealth Penalty Critical Defense Weight Cost
Ring Mail +4 +3 3 Str 12 -5 20 40lb. 30gp
Chain Mail +6 +3 2 Str 13 -5 20 55lb. 75gp
Splint +7 +2 0 Str 15 Disadvantage 20 60lb. 200gp
Stonemail +7 +2 1 Str 16 -5 20 75lb. 450gp
Lorica Segmentata +6 +3 3 Str 14 -2 20 50lb. 600gp
Chitin Plate +8 +3 0 Str 15 Disadvantage 20 65lb. 1,300gp
Full Plate +8 +1 0 Str 15 Disadvantage 20 65lb. 1,500gp
Fortress Armor +14 +2 0 Str 18 Disadvantage 19-20 100lb 3,000gp

Shields

Name Physical Defense Bonus Arcana Defense Bonus Max Dex Bonus Minimum Strength Stealth Penalty Critical Modifier Weight Cost Bash Attack
Buckler +2 +1 N/A N/A N/A 2 6lb 10sp 1d4 / 20
Gauntlet Shield +1 +1 N/A N/A N/A 2 3lb 5gp Unarmed / 20
Round Shield +3 +1 N/A N/A -2 1 8lb 20gp 1d6 / 20
Large Shield +4 +2 2 Str 12 -5 1 10lb 40gp 1d8 / 20
Chitin Shield +4 +3 3 Str 11 -2 1 12lb 50gp 1d6 / 19-20
Kite Shield +5 +3 3 Str 13 -5 1 11lb. 70gp 1d10 / 19-20
Tower Shield +6 +2 0 Str 15 Disadvantage 1 15lb 200gp N/A
Heavy Shield +8 +1 0 Str 16 Disadvantage 0 35lb. 250gp N/A

Special Armor Rules

Light Armor

Camoflauge Cloak

This armor is designed to blend into a specfic terrain chosen at purchase, and can be worn like a cloak over top of any other Light Armor equipped or your regular clothes. It also provides a +5 to Stealth rolls when in the terrain it was designed for.

Duelist Vest

This armor is specially crafted to fit under other Light Armor allowing you to add it's benefits to your primary armor. However by stacking in this manner, your armor becomes more restrictive reducing your Maximum Dexterity Bonus to a 5. In addition, you receive Damage reduction of 1 to all physical attacks.

Defensive Raiment

Defensive Raiment is designed for users of the Arcane Arts. These flowing robes are very useful in defending against arcane attacks as well as being able to help when it comes to parrying physical attacks. In addition, you do not need Light Armor Proficiency to use this armor.

If you have at least one hand free at the end of your turn, your Critical Defense is a 18-20 instead of only a 20. This does not stack with any shields you may have equipped.

Battle Robe

Battle Robes are uniquely designed for users of the Arcane Arts who often see combat. This set of robes is very useful in defending against arcane attacks as well as being able to aid in parrying physical attacks. In addition, you do not need Light Armor Proficiency to use this armor.

If you have at least one hand free at the end of your turn, your Critical Defense is a 19-20 instead of only a 20. This does not stack with any shields you may have equipped.


Medium Armor

Spiked Armor

Spiked Armor consists of numerous jagged pieces of metal or spike as selected by the wearer, most often on the shoulders. When charging, combatants wearing this type of armor deal an additional 2d4 on any Charge or Bull Rush action.

Mystic Raiment

Mystic Raiments are expertly crafted for users of the Arcane Arts who often see combat. This type of raiment is very useful in defending against arcane attacks as well as being able to aid in parrying physical attacks. In addition, you do not need Medium Armor Proficiency to use this armor.

If you have at least one hand free at the end of your turn, your Critical Defense is a 19-20 instead of only a 20. This does not stack with any shields you may have equipped.

Shields

Gauntlet Shield

This is the only shield that allows you to wield a weapon with the Two-handed property and still provide it's benefit.

Heavy Shield

Resembling a portable wall the sheer size and weight make of the Heavy Shield make it abnormally difficult to use. In order to wield a Heavy Shield proficiently, you must have proficiency both with shields and with heavy armor. You also reduce your base movement speeds by 5 feet.

While you are wielding a heavy shield with which you are proficient, when you take the Dodge action you gain an additional benefit. You gain half cover until the start of your next turn.

Heavy Armor

Fortress Armor

Fortress armor is exactly what it sounds like: an incredibly massive suit of armor that protects the wearer with it's sheer bulkiness. Unlike plate armor which seeks to protect the wearer by providing all-around coverage, fortress armor protects the wearer by placing a veritable bulwark of protection between the outside world and the wearer's vital organs. As a result, the armor is unwieldy and basically negates any chance of dexterous or stealthy movement while worn.

While wearing this armor, you have disadvantage on initiative checks. While you are wearing this armor and the built-in shield is inserted, you have disadvantage on all other ability checks, attack rolls, and saving throws based on Dexterity.

This armor is designed with a set in Tower shield a part of it's construction. You can choose to unsettle to shield reducing the +14 Physical Defense Bonus down to a +8, allowing you to carry your shield separately providing you with the +6 that a standard tower shield would when equipped. As a bonus action, you may reset the shield if you are carrying it.

Disarm attempts made against your shield while it is set suffer from disadvantage as it is effectively locked into place. Weapons with the flexible quality cannot get around the shield when set in this manner either.

You need to possess both Heavy Armor Proficiency and Shield Proficiency in order to use to the shield separately from the armor. Due to it's clunky nature and complexities during donning it takes 30 minutes, and doffing it takes 10 minutes. Sleeping in Fortress Armor is only possible at DM discretion.

Adventuring Gear

Item Cost Weight
Abacus 20 sp 2 lb.
Acid (vial) 250 sp 1 lb.
Alchemist's Fire (flask) 5 gp 1 lb.
Antitoxin (vial) 5 gp
Backpack 20 sp 5 lb.
Ball Bearings (bag of 1,000) 10 sp 2 lb.
Barrel 20 sp 70 lb.
Basket 4 sp 2 lb.
Bedroll 10 sp 7 lb.
Bell 10 sp
Blanket 5 sp 3 lb.
Block and Tackle 10 sp 5 lb.
Book 250 sp 5 lb.
Bottle, Glass 20 sp 2 lb.
Bucket 5 sp 2 lb.
Caltrops (bag of 20) 10 sp 2 lb.
Candle 1 sp
Case, Crossbow Bolt 10 sp 1 lb.
Case, Map or Scroll 10 sp 1 lb.
Chain (10 feet) 50 sp 10 lb.
Chalk (1 piece) 1 sp
Chest 50 sp 25 lb.
Climber's Kit 250 sp 12 lb.
Clothes, Common 5 sp 3 lb.
Clothes, Costume 50 sp 4 lb.
Clothes, Fine 150 sp 6 lb.
Clothes, Traveler's 20 sp 4 lb.
Component Pouch 250 sp 2 lb.
Crowbar 20 sp 5 lb.
Fishing Tackle 10 sp 4 lb.
Flask or Tankard 2 sp 1 lb.
Grappling Hook 20 sp 4 lb.
Hammer 10 sp 3 lb.
Hammer, Sledge 20 sp 10 lb.
Healer's Kit 50 sp 3 lb.
Holy Amulet 50 sp 1 lb.
Holy Symbol 50 sp
Reliquary 50 sp 2 lb.
Holy Water (flask) 250 sp 1 lb.
Hourglass 250 sp 1 lb.
Hunting Trap 50 sp 25 lb.
Item Cost Weight
Ink (1 ounce bottle) 1 gp
Ink Pen 2 sp
Jug or Pitcher 2 sp 4 lb.
Ladder (10-foot) 1 sp 25 lb.
Lamp 5 sp 1 lb.
Lantern, Bullseye 1 gp 2 lb.
Lantern, Hooded 50 sp 2 lb.
Lock 1 gp 1 lb.
Magnifying Glass 10 gp
Manacles 20 sp 6 lb.
Mess Kit 20 sp 1 lb.
Mirror, Steel 50 sp ½ lb.
Oil (flask) 10 sp 1 lb.
Paper (one sheet) 20 sp
Parchment (one sheet) 10 sp
Perfume (vial) 50 sp
Pick, Miner's 20 sp 10 lb.
Piton 5 sp ¼ lb.
Poison, Basic (vial) 100 gp
Pole (10-foot) 5 sp 7 lb.
Pot, Iron 20 sp 10 lb.
Potion of Healing 5 gp ½ lb.
Pouch 5 sp 1 lb.
Quiver 10 sp 1 lb.
Ram, Portable 4 gp 35 lb.
Rations (5 day) 5 sp 2 lb.
Robes 10 sp 4 lb.
Rope, Hempen (50 feet) 10 sp 10 lb.
Rope, Silk (50 feet) 1 gp 5 lb.
Sack 1 sp ½ lb.
Scale, Merchant's 50 sp 3 lb.
Sealing Wax 40 sp
Shovel 20 sp 5 lb.
Signal Whistle 5 sp
Signet Ring 50 sp
Soap 2 sp
Spellbook 5 gp 3 lb.
Spikes, Iron (10) 10 sp 5 lb.
Spyglass 1 pp 1 lb.
Tent, two-person 20 sp 20 lb.
Tinderbox 5 sp 1 lb.
Torch 1 sp 1 lb.
Vial 10 sp
Item Cost Weight
Waterskin 20 sp 5 lb. (full)
Whetstone 1 sp 1 lb.

Pre-built Packs

Burglar's Pack (160 sp).

  • a backpack
  • a bag of 1,000 ball bearings
  • 10 feet of string
  • a bell
  • 5 candles
  • a crowbar
  • a hammer- 10 pitons
  • a hooded lantern
  • 2 flasks of oil
  • 5 days rations
  • a tinderbox
  • a waterskin.

The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat's Pack (390 sp)

  • a chest
  • 2 cases for maps and scrolls
  • a set of fine clothes
  • a bottle of ink
  • an ink pen
  • a lamp
  • 2 flasks of oil
  • 5 sheets of paper
  • a vial of perfume
  • sealing wax
  • soap

Dungeoneer's Pack (120 sp)

  • a backpack
  • a crowbar
  • a hammer
  • 10 pitons
  • 10 torches
  • a tinderbox
  • 10 days of rations
  • a waterskin

The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer's Pack (400 sp)

  • a backpack
  • a bedroll
  • 2 costumes
  • 5 candles
  • 5 days of rations
  • a waterskin
  • a disguise kit
    
    

    Priest's Pack (190 sp)

  • a backpack
  • a blanket
  • 10 candles
  • a tinderbox
  • an alms box
  • 2 blocks of incense
  • a censer
  • vestments
  • 2 days of rations
  • a waterskin

Scholar's Pack (400 sp)

  • a backpack
  • a book of lore
  • a bottle of ink
  • an ink pen
  • 10 sheets of parchment
  • a little bag of sand
  • a small knife

Medical Pack (31 gp)

  • a healers kit
  • 3 potions of healing
  • 3 antitoxins
  • a herbalist book
  • a mortar and pestle

Craftsman's Pack (15 gp)

  • a backpack
  • an abacus
  • a flask of Alchemist's fire
  • a bag of 1,000 ball bearings
  • a bedroll
  • a candle
  • a crowbar
  • a grappling hook
  • a hammer
  • a 1 ounce bottle of ink
  • an ink pen
  • a magnifying glass
  • a flask of oil
  • 10 sheets of paper
  • 10 rations
  • a bar of soap
  • 5 iron spikes
  • a tinderbox

Ammunition

Ammunition Cost Weight
Arrows (20) 10 sp 1 lb.
Crossbow Bolts (20) 10 sp 1 ½ lb.
Sling Bullets (20) 4 sp 1 ½ lb.

Tools

Tools help you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your species, class, lifestyle, or capabilities give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.

Artisan's Tools

Item Cost Weight
Alchemist's supplies 5 gp 8 lb.
Brewer's supplies 2 gp 9 lb.
Calligrapher's supplies 1 gp 5 lb.
Carpenter's tools 80 sp 6 lb.
Cartographer's tools 150 sp 6 lb.
Cobbler's tools 50 sp 5 lb.
Cook's utensils 10 sp 8 lb.
Glassblower's tools 3 gp 5 lb.
Jeweler's tools 250 sp 2 lb.
Leatherworker's tools 50 sp 5 lb.
Mason's tools 1 gp 8 lb.
Painter's supplies 1 gp 5 lb.
Potter's tools 1 gp 3 lb.
Smith's tools 2 gp 8 lb.
Tinker's tools 5 gp 10 lb.
Weaver's tools 10 sp 5 lb.
Woodcarver's tools 10 sp 5 lb.
Disguise kit 250 sp 3 lb.
Forgery kit 150 sp 5 lb.
Herbalism kit 50 sp 3 lb.
Navigator's tools 250 sp 2 lb.
Poisoner's kit 5 gp 2 lb.
Thieves' tools 250 sp 1 lb.

Gaming Sets

Item Cost Weight
Dice set 10 sp
Playing card set 50 sp

Musical Instrument

Item Cost Weight
Bagpipes 3 gp 6 lb.
Drum 60 sp 3 lb.
Dulcimer 250 sp 10 lb.
Flute 20 sp 1 lb.
Lute 350 sp 2 lb.
Lyre 300 sp 2 lb.
Horn 30 sp 2 lb.
Pan flute 120 sp 2 lb.
Shawm 20 sp 1 lb.
Viola 3 gp 1 lb.
Artisan's Tools

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Disguise Kit

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forgery Kit

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Gaming Set

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Herbalism Kit

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Musical Instrument

Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Poisoner's Kit

A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Thieves' Tools

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

Barding Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Saddles A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

Vehicle Proficiency If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Rowed Vessels Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

Mounts and Other Animals

Item Cost Speed Carrying Capacity
Camel 5 gp 50 ft. 480 lb.
Donkey or mule 80 sp 40 ft. 420 lb.
Elephant 2 pp 40 ft. 1,320 lb.
Horse, draft 5 gp 40 ft. 540 lb.
Horse, riding 750 sp 60 ft. 480 lb.
Mastiff 250 sp 40 ft. 195 lb.
Pony 3 gp 40 ft. 225 lb.
Warhorse 40 gp 60 ft. 540 lb.

Tack, Harness, and Drawn Vehicles

Item Cost Weight
Barding ×4 ×2
Bit and bridle 20 sp 1 lb.
Carriage 1 pp 600 lb.
Cart 150 sp 200 lb.
Chariot 3 gp 100 lb.
Feed (per day) 5 sp 10 lb.
Saddlebags 40 sp 8 lb.
Sled 2 gp 300 lb.
Stabling (per day) 50 sp
Wagon 350 sp 400 lb.

Saddle

Item Cost Weight
Exotic 60 gp 40 lb.
Military 20 gp 30 lb.
Pack 5 gp 15 lb.
Riding 10 gp 25 lb.

Waterborne Vehicles

Item Cost Speed
Galley 300 pp 4 mph
Keelboat 30 pp 1 mph
Longship 100 pp 3 mph
Rowboat 50 gp 1 ½ mph
Sailing ship 100 pp 2 mph
Warship 250 pp 2 ½ mph

Trade Goods

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

Cost Goods
1 sp 1 lb. of wheat
2 sp 1 lb. of flour or one chicken
5 sp 1 lb. of salt
10 sp 1 lb. of iron or 1 sq. yd. of canvas
50 sp 1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp 1 lb. of ginger or one goat
2 gp 1 lb. of cinnamon or pepper, or one sheep
3 gp 1 lb. of cloves or one pig
5 gp 1 lb. of silver or 1 sq. yd. of linen
10 gp 1 sq. yd. of silk or one cow
15 gp 1 lb. of saffron or one ox
50 gp 1 lb. of gold
500 gp 1 lb. of platinum

Expenses

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

Lifestyle Expenses

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

Lifestyle Expenses
Lifestyle Price/Day
Wretched
Squalid 1 sp
Poor 2 sp
Modest 10 sp
Comfortable 20 sp
Wealthy 60 sp
Aristocratic 1 gp minimum
Wretched

You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

Squalid

You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor

A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Modest

A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

Comfortable

Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Wealthy

Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

Aristocratic

You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

Self-Sufficiency

The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford–paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.


Food, Drink, and Lodging

The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.

Food and Drink
Item Cost
Gallon of Ale 20 sp
Mug of Ale 4 sp
Banquet (per person) 40 sp
Bread, loaf 2 sp
Cheese, hunk 10 sp
Meat, chunk 3 sp
Common Wine (pitcher) 2 sp
Fine Wine (bottle) 1 gp
Squalid meal 3 sp
Poor meal 6 sp
Modest meal 30 sp
Comfortable meal 50 sp
Wealthy meal 80 sp
Aristocratic meal 1 gp
Lodging per day
Item Cost
Squalid 7 sp
Poor 10 sp
Modest 15 sp
Comfortable 25 sp
Wealthy 50 sp
Aristocratic 1 gp

Services

Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.

Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.

Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.

Services

Coach cab
Service Pay
Between towns 3 sp per mile
Within a city 1 sp
Hireling
Service Pay
Skilled 2 gp per day
Untrained 2 sp per day
Other Example Services
Service Pay
Messenger 2 sp per mile
Road or gate toll 1 sp
Ship’s passage 10 sp per mile

Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

Spellcasting Services

People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.

Hiring someone to cast a relatively common Tier 1 spell, such as cure wounds or identify, is easy enough in a city or town, and might cost 1 to 5 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.


Poisons

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. Poisons come in the following four types.

Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Poisons

Item Type Price per Dose
Assassin's blood Ingested 150 gp
Burnt othur fumes Inhaled 500 gp
Crawler mucus Contact 200 gp
Deep poison Injury 200 gp
Essence of ether Inhaled 300 gp
Malice Inhaled 250 gp
Midnight tears Ingested 1,500 gp
Oil of taggit Contact 400 gp
Pale tincture Ingested 250 gp
Purple worm poison Injury 2,000 gp
Serpent venom Injury 200 gp
Torpor Ingested 600 gp
Truth serum Ingested 150 gp
Wyvern poison Injury 1,200 gp

Sample Poisons

Each type of poison has its own debilitating effects.

Assassin's Blood (Ingested)

A creature subjected to this poison must make a DC 10 Toughness saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.

Burnt Othur Fumes (Inhaled)

A creature subjected to this poison must succeed on a DC 13 Toughness saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Crawler Mucus (Contact)

This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Toughness saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Deep Poison (Injury)

This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Toughness saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether (Inhaled)

A creature subjected to this poison must succeed on a DC 15 Toughness saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice (Inhaled)

A creature subjected to this poison must succeed on a DC 15 Toughness saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Midnight Tears (Ingested)

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Toughness saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Oil of Taggit (Contact)

A creature subjected to this poison must succeed on a DC 13 Toughness saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.


Pale Tincture (Ingested)

A creature subjected to this poison must succeed on a DC 16 Toughness saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Purple Worm Poison (Injury)

This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Toughness saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Serpent Venom (Injury)

This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Toughness saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Torpor (Ingested)

A creature subjected to this poison must succeed on a DC 15 Toughness saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Truth Serum (Ingested)

A creature subjected to this poison must succeed on a DC 11 Toughness saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

Wyvern Poison (Injury)

This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Toughness saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Chapter 7: At The Table

Using Stats

Strength

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

Athletics

Your Athletics check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • You try to jump an unusually long distance or pull off a stunt midjump.
  • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.

Other Strength Checks

The DM might also call for a Strength check when you try to accomplish tasks like the following:

  • Force open a stuck, locked, or barred door
  • Break free of bonds
  • Push through a tunnel that is too small
  • Hang on to a wagon while being dragged behind it
  • Tip over a statue
  • Keep a boulder from rolling

Strength Attack Rolls and Damage

You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.

Lifting and Carrying

Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.

Carrying Capacity Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.

Push, Drag, or Lift You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

Size and Strength Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

Dexterity

Dexterity measures agility, reflexes, and balance.

Dexterity Checks

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.

Acrobatics

Your Acrobatics check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Sleight of Hand

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Sleight of Hand check. The DM might also call for a Sleight of Hand check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.

Stealth

Make a Stealth check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Other Dexterity Checks

The DM might call for a Dexterity check when you try to accomplish tasks like the following:

  • Control a heavily laden cart on a steep descent
  • Steer a chariot around a tight turn
  • Pick a lock
  • Disable a trap
  • Securely tie up a prisoner
  • Wriggle free of bonds
  • Play a stringed instrument
  • Craft a small or detailed object

Dexterity Attack Rolls and Damage

You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.

Physical Defense Rolls

Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.

Initiative

At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.

HIDING

The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.

Passive Perception When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.

Toughness

Toughness measures health, stamina, and vital force.

Intimidation

When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Intimidation check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Toughness Checks

Toughness checks are uncommon because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Toughness check can model your attempt to push beyond normal limits, however.

The DM might call for a Constitution check when you try to accomplish tasks like the following:

  • Hold your breath
  • March or labor for hours without rest
  • Go without sleep
  • Survive without food or water
  • Chug an entire stein of ale in one go

Hit Points

Your Toughness modifier contributes to your hit points. Typically, you add your modifier to each Hit Die you roll for your hit points. If your modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level.

Knowledge

Knowledge measures mental acuity, accuracy of recall, and the ability to reason.

Knowledge Checks

An Knowledge check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.

History

Your History check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Investigation

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

Nature

Your Nature check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

Medicine

A Medicine check lets you try to stabilize a dying companion or diagnose an illness.

Other Knowledge Checks

The DM might call for an Intelligence check when you try to accomplish tasks like the following:

  • Communicate with a creature without using words
  • Estimate the value of a precious item
  • Pull together a disguise to pass as a city guard
  • Forge a document
  • Recall lore about a craft or trade
  • Win a game of skill

Spellcasting Use

Knowledge is used to dictate which levels of spells you are allowed to have memorized.

Sense

Sense reflects how attuned you are to the world around you and represents perceptiveness and intuition.

Sense Checks

A Sense check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person.

Animal Handling

When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

Insight

Your Insight check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Perception

Your Perception check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

FINDING A HIDDEN OBJECT

When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.

In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.

Survival

The DM might ask you to make a Survival check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.


Streetwise

You to may be asked to make a Streetwise check to navigate a city or town, track a person through a crowd, or find otherwise hidden places in a more urban setting.

Other Wisdom Checks

The DM might call for a Wisdom check when you try to accomplish tasks like the following:

  • Get a gut feeling about what course of action to follow
  • Discern whether a seemingly dead or living creature is undead

Personality

Personality measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

Personality Checks

A Personality check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Personality checks.

Deception

Your Deception check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Performance

Your Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Persuasion

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Other Charisma Checks

The DM might call for a Charisma check when you try to accomplish tasks like the following:

  • Find the best person to talk to for news, rumors, and gossip
  • Blend into a crowd to get the sense of key topics of conversation

Arcana Checks

Arcana measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

Arcana Points

Your Arcana modifier contributes to your Arcana points. Typically, you add your modifier to each Hit Die you roll for your hit points. If your modifier changes, your arcana point maximum changes as well, as though you had the new modifier from 1st level.

Religion

Your Religion check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Arcane Defense Rolls

You might add your Arcana modifier to your Arcana Defense Rolls when attacked by a spell.

Spellcasting

Arcana is the key ability in spellcasting for all spellcasters.

Arcane Attacks

You add your Arcana modifier to your attack roll when attacking with a spell, such as Firebolt.

Setting Save DCs

You add your Arcana modifier when you roll to set the Save DCs for your Spells, such as Animate Shadow.

Ability Checks

An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action, other than an attack, that has a chance of failure. When the outcome is uncertain, the dice determine the results.

For every ability check, the DM decides which of the seven abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC.

Typical Difficulty Classes
Task Difficulty Common DC
Very easy Under 10
Easy 10 - 15
Medium 15 - 20
Hard 20 - 25
Very hard 25 - 35
Nearly impossible 30+

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.

There are no critical successes or failures on Ability checks

Opposed Ability Checks

Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor.

This situation also applies when one of them is trying to prevent the other one from accomplishing a goal--for example, when a monster tries to force open a door that an adventurer is holding closed.

Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.

Skills

Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)

The skills related to each ability score are shown in the following list. See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.

Strength
  • Athletics
Dexterity
  • Acrobatics
  • Sleight of Hand
  • Stealth
Toughness
  • Intimidation
Knowledge
  • History
  • Investigation
  • Nature
  • Medicine
Sense
  • Animal Handling
  • Insight
  • Perception
  • Survival
  • Streetwise
Personality
  • Deception
  • Performance
  • Persuasion
Arcana
  • Religion

Sometimes, the DM might ask for an ability check using a specific skill--for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

For example, if a character attempts to climb up a dangerous cliff, the DM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.

Proficiency and Aptitude Bonuses

When you are proficient in a skill, you use both your mind and your body to achieve an overall better result. To emulate this, you add half of the sum of both your Physical Aptitude and Arcane Aptitude, rounded down, as noted in your class to skills with which you are proficient.

For example, a 1st level Minstrel has a +1 Physical Aptitude and a +1 Arcane Aptitude, therefore he adds a +1 to all proficient skills. Likewise a 10th level Minstrel has a +5 Physical Aptitude and +8 Arcane Aptitude, therefore he adds a +6 to all proficient skills.

Passive Checks

A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.

Here's how to determine a character's total for a passive check:

10 + all modifiers that normally apply to the check

If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.


Working Together

Sometimes two or more characters team up to attempt a task. The character who's leading the effort can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task.

Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

Group Checks

When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.

Otherwise, the group fails. Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Survival check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

Saves

A save represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.

To make a save, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.

A save can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.

The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a save allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.

The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.

Advantage & Disadvantage

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

Traveling

Adventurers rarely stay in one place for too long and as such often end up leaving town in order to find out what lies in wait for them.

Movement and Time

In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

Proper Pacing

When moving from place to place, you need to ensure that the appropriate interval of time is being accounted for.

  • In a city or nearby wilderness, a scale of hours is often more appropriate.
  • For long journeys, a scale of days works best.
  • In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more thoroughly.

Pace Distance per Minute Distance per Hour Distance per day Effect
Fast 400 feet 4 miles 30 miles -5 penalty to passive Perception
Normal 300 feet 3 miles 24 miles N/A
Slow 200 feet 2 miles 18 miles Able to use stealth

Forced March.

The Travel Pace table assumes that characters travel for 10 hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Toughness save at the end of the hour. The DC is 10 + 1 for each hour past 10 hours. On a failed saving throw, a character suffers one level of exhaustion.

Mounts and Vehicles.

For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. Adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground which are all considered difficult terrain.

You move at half speed in difficult terrain only allowing you to cover half the normal distance.

Social Interaction

Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No less important, though, are the social interactions that adventurers have with other inhabitants of the world.

Interaction takes on many forms. You might need to convince an unscrupulous thief to confess to some malfeasance, or you might try to flatter a dragon so that it will spare your life. The DM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. Any such character is called a nonplayer character (NPC).

In general terms, an NPC’s attitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your way. It’s easier to get what you want from a friendly NPC, of course.

Social interactions have two primary aspects: roleplaying and ability checks.

Roleplaying

Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks.

Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve.

There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever mix of the two works best for you.

Descriptive Approach to Roleplaying

With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does and how he or she does it.

For instance, Chris plays Tordek the dwarf. Tordek has a quick temper and blames the elves of the Cloakwood for his family’s misfortune. At a tavern, an obnoxious elf minstrel sits at Tordek’s table and tries to strike up a conversation with the dwarf.

Chris says, “Tordek spits on the floor, growls an insult at the bard, and stomps over to the bar. He sits on a stool and glares at the minstrel before ordering another drink.”

In this example, Chris has conveyed Tordek’s mood and given the DM a clear idea of his character’s attitude and actions.

When using descriptive roleplaying, keep the following things in mind:

Describe your character’s emotions and attitude. Focus on your character’s intent and how others might perceive it. Provide as much embellishment as you feel comfortable with. Don’t worry about getting things exactly right. Just focus on thinking about what your character would do and describing what you see in your mind.

Active Approach to Roleplaying

If descriptive roleplaying tells your DM and your fellow players what your character thinks and does, active roleplaying shows them.

When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out.

Going back to the example of Chris roleplaying Tordek above, here’s how the scene might play out if Chris used active roleplaying:

Speaking as Tordek, Chris says in a gruff, deep voice, “I was wondering why it suddenly smelled awful in here. If I wanted to hear anything out of you, I’d snap your arm and enjoy your screams.” In his normal voice, Chris then adds, “I get up, glare at the elf, and head to the bar.”

Results of Roleplaying

The DM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up flattery.

When interacting with an NPC, pay close attention to the DM’s portrayal of the NPC’s mood, dialogue, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude.

Interactions in D&D are much like interactions in real life. If you can offer NPCs something they want, threaten them with something they fear, or play on their sympathies and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will fall short.

Ability Checks

In addition to roleplaying, ability checks are key in determining the outcome of an interaction.

Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other checks might be appropriate in certain situations, at your DM’s discretion.

Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.

The Environment

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.

Falling

A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.

Suffocating

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

Vision and Light

The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.

A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) when trying to see something in that area.

The presence or absence of light in an environment creates three categories of
illumination: bright light, dim light, and darkness.

Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination
within a specific radius.

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.


Blindsight

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

Darkvision

Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.

Truesight

A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

Food and Water

Characters who don’t eat or drink suffer the effects of exhaustion (see appendix PH-A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

Food

A character needs one pound of food per day and can make food last longer by subsisting on half rations.Eating half a pound of food in a day counts as half a
day without food.

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.

A normal day of eating resets the count of days without food to zero.

Water

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.

Interacting with Objects

A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.

For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.

Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.

A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.

Resting

Resting is key to your survival at all. It is how your character recovers from the events of the day to mend their wounds and regain their strength to continue fighting.

Respite

Respites are any kind of brief recess in excess of an hour that does not exceed 6 hours in which no stenuous tasks are performed.

Upon completion of a Respite, you may Roll either 1 Arcana Die or 1 Hit Die but not both.

Rest

Rests are 6 or more hours of non-strenuous activity preferably sleeping or similar activity such as meditation must occur. While this does not have to be consecutive, it does have to occur within a 10 hour period from when you first started, other it only counts as a Respite (see above).

Upon completion of a Rest, you roll both a single Arcana Die as well as a single Hit Die.

In town / Inn

The best way to recover health and arcana is to rest in a safe place, typically in an inn or in another capacity in a town. Doing so allows you to recover from most injuries in a single night, but often requiring that you stay more than one night to completely recover.

Upon completion of a single nights stay, you may roll your levels worth of Arcana Die and Hit Die. (For example a level 3 Priest would roll 3d6 for HP and 3d10 for AP)


Combat

Initiative

Upon entering combat, all combatants roll for initiative to determine the order in which they act. Initiative is calculated as 1d20 + Dexterity modifier + Physical Aptitude.

Re-entering Combat

When a combatant leaves combat for any reason, such as being knocked unconcious or being banished by an Archer's Banishment Arrow, Initiative is re-rolled and the creature is placed in the intiative appropriately.

If the Initiative roll is equal to or higher than the current initiative position, they are the next creature to act and are placed into the appropriate position for the next round.

A Turn

During your turn, you can either perform 2 Combat Actions and a Bonus Action or a Full Action which uses your entire turn.

Combat Actions

A combat action is any action taken on your turn combat.

Attack

This can either be a capability that performs an attack or just a regular basic swing. Drawing the weapon counts as part of an attack.

Spell Casting

You can use a combat action to start a new spell, continue one requires that you sustain it or a longer casting time.

If you cast any spell that either requires concentration or uses a Combat Action for casting time, you can still cast a second Trick level spell as a second Combat Action.

Dash/Movement

You can move up to your entire base movement speed in a single combat action.

Disengage

You focus on getting out of combat without invoking the wrath of your enemy making it so that moving does not provoke a reaction.

Dodge

You are making sure to spend energy into the art of Not getting hit. While you are able to move and are concious, you gain the following until the start of your next turn.

  • Advantage on Dexterity saves
  • Advantage on Physical Defense rolls against visible enemies

Help

You work to help an ally with doing a task. Granting the ally advantage on their next roll.

Hide

On a successful Stealth check, you become an Unseen Attacker, gaining benefits of 3/4ths cover.

Ready

At any point during your turn, you can choose to postpone the remainder of your turn as a response to a specific action. This ends your turn immediately, with the rest of your turn being the reaction you chose when or if the enemy performs the action in question before the start of your next turn.

When the specific action happens, you take the remainder of your current turn before the enemy finishes the triggering action. In addition, on subsequent rounds you continue to act in this new initiative position.

You take time away from combat to look for something specific. This requires you to roll a Perception or Investigation as appropriate.

Use Object

You interact with objects that requires attention to utilize. You can also use this for multiple objects, such as nocking multiple arrows.

Bull Rush

Only usable against opponents no more than one size category larger than you.

You attempt to push an opponent straight back without doing any harm. This provokes a reaction from the target. If your attack is successful, your target is pushed back 5 feet.

For every 5 by which your attack exceeds your opponent’s Physical Defense roll, you can push the target back an additional 5 feet.

You can move with the target if you have movement available and wish to do so. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle.

If there is another creature in the way of your bull rush, you must make a physical attack check to bull rush that creature with a -4 penalty for each creature being pushed beyond the first.

If you are successful, you can push all the creatures a distance equal to the lower roll.

Feint

You make a Deception skill check against their Physical Defense. Feinting does not provoke a reaction.

If successful, the target is not allowed to add their Dexterity bonus to Physical Defense rolls against your first attack on your next turn.

Odd situations when feinting
  • Against a non-humanoid, you take a –4 penalty
  • Against a creature with a Knowledge under a 2, you take a –8 penalty
  • Against a creature lacking any Knowledge score at all, it’s impossible

Disarm

You make an attack to attempt to disarm the target and remove an object held in their hand(s). Provoking a reaction from the target. If you are unarmed you take a –4 penalty.

If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands)

If your attack exceeds by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands)

If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.

Dirty Trick

You attempt to hinder a foe in melee range. A dirty trick is any sort of situational attack that imposes a penalty (example below)

  • kicking sand into an opponent’s face to blind him for 1 round
  • pulling down an enemy’s pants to halve his speed
  • hitting a foe in a sensitive spot to make him sickened

Dirty tricks cannot be used to impose a permanent penalty and results must be able to be undone by them spending a combat action to do so. Effects of a dirty trick lasts for 1 round, and an additional round for every 5 by which you exceed their Physical Defense roll.

Dirty Trick Penalties
  • Blinded
  • Deafened
  • Entangled
  • Shaken
  • Nauseated

Drag

You can only drag an opponent who is no more than one size category larger than you

Dragging provokes a reaction from the target, but if your attack is successful, you and your target are moved 5 feet back plus an additional 5 feet for every 5 by which your attack exceeds their physical defense roll.

Overrun

You can only overrun an opponent who is no more than one size category larger than you

You attempt to overrun your target, by moving through its square, which provokes a reaction from the target.

If your overrun attempt fails, you stop in the space directly in front of the opponent in the nearest open space in front of the creature if there are other creatures occupying that space.

Using their reaction, the target can choose to avoid you, allowing you to pass through it's square without requiring an attack.

If your target does not avoid you, make a physical attack check as normal. If successful, you move through the target’s space. Knocking them prone if you exceed their defense roll by over 5.

If the target has more than two legs, add +2 to their Physical Defense for each additional leg it has.

Reposition

You can only reposition an opponent that is no more than one size category larger than you

You attempt to force a foe to move to a different position in relation to your location without doing any harm. Provoking a reaction from them. You cannot perform this action to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire

If your attack is successful, you may move your target 5 feet to a new location plus an additional 5 feet for every 5 by which your attack exceeds your opponent’s physical defense roll.

The target must remain within your reach at all times during this movement, excluding the final 5 feet of movement, which can be to a space adjacent to your reach.

Steal

This can be used while in melee in order to take an item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing), and you must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to their physical defense roll. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken. Items held in the hands (such as wielded weapons or wands) also cannot be taken.

Stealing provokes a reaction from the target and can only be performed if the target is within your reach; however, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.

If you are successful, you may take one item from your opponent of which they are immediately aware.


Sunder

Sundering provokes a reaction from the target, but if your attack is successful, you deal damage to the item normally.

Damage that exceeds the object’s Hardness is subtracted from its hit points.

If an object has equal to or less than half its total hit points remaining, it breaks.

If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it.

If you do not choose to destroy it, the object is left with only 1 hit point and is broken and rendered useless until otherwise repaired.

Trip

You can only trip an opponent who is no more than one size category larger than you

Trip attempts provoke a reaction from the target. If your attack exceeds the target’s defense rolls, the target is knocked prone; however, if your attack fails by 10 or more, you are knocked prone instead.

If the target has more than two legs, add +2 to their physical Defense rolls for each additional leg it has.

Brace

You can ready weapons or shields, setting them more effectively to receive charges.

Braceable weapons deal double damage if you score a hit with it against a charging character and are marked as such in the Armory.

Readying a shield doubles the physical defense modifiers against a charging character. All shields are able to brace against a charging character.

Grapple

You can only grapple an opponent that is no more than one size category larger or 2 sizes smaller than you.

You attempt to subdue an opponent by physically grabbing them and forcing them to submit. You make an opposed Strength check against the opponent. You take a -4 to grapple, if you do not possess the Martial Arts capability.

If you succeed on the grapple check, you make melee attacks against that opponent with advantage, until they successfully break out of the grapple or are in some way removed from it.

If you succeed by 5 or more, you can either, reposition or knock the target prone as you demonstrate that you are in full control of the target.

Charge

This is a special full-round action that allows you to move up to twice your speed and attack all during the same turn. You must move at least 10 feet directly at your target before your attack, and cannot move after. You must have a clear path toward the opponent, and nothing can hinder your movement. In addition, you must move to the closest space from which you can attack the opponent.

Inability to charge
  • if the space nearest you is occupied or otherwise blocked
  • If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally)
  • If you don’t have line of sight to the target at the start of your turn

If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your Physical Aptitude bonus is at least +1.

If you are able to take only a single combat action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat

After moving, you may make a single melee attack.

  • You get a +2 bonus on the attack roll
  • take a –2 penalty to your defense rolls until the start of your next turn.
Lances

Lances deal double damage if employed by a mounted character in a charge.

Attacking

When attempting to strike at or perform any of the above actions towards an enemy. You roll your Physical Attack and compare it to their Physical Defense roll.

Physical Attack
  • 1d20 + Strength or Dexterity modifier (as appropriate) + Physical Aptitude
    
    

Ranged Attacks

When making an attack against an enemy engaged in melee requires more careful aim and as such, a -4 modifier is added to such attacks.

Reloading

After firing a ranged weapon with the Loading property, you need to spend either an action or bonus action reloading. Capabilities with that use an action and enable you fire multiple times, require a Full-Round Action.

Ranged Weapons without the Loading property are loaded as part of the attack.

Damage types

Once an attack is deemed to have hit, it deals the damage appropriate as noted in the Armory. There are a myriad of types of damage that can be dealt by any given weapon.

Type Descriptor
Acid Corrosive / dissolving substances
Bludgeoning Blunt force attacks
Cold Ice, Frost, and other bone chilling sources
Fire Fire, and other extremely hot sources
Force Pure magical energy
Lightning Electrical sources
Necrotic Undead, and soul withering sources
Piercing Puncturing and impaling attacks
Poison Venomous or toxic sources
Psychic Mental based attacks
Radiant Holy or spirit based sources
Slashing Sharp cutting edge based sources
Thunder Concussive sound sources

Non-Lethal Damage

damage not intended to kill but rather to stun or incapacitate an enemy.

  • dropping an enemy to exactly 0 using non-lethal grants them the staggered condition
  • dropping into negative causes them to go unconscious.

Damage Modifiers

Some of the monsters out in the world modify the damage they take in a variety of ways.

Damage Resistance

After damage is rolled, only a limited number of damage of a named damage type is reduced.

Resistance

After damage is rolled, the creature only takes half damage from a named damage type.

Immune

After damage is rolled, no damage is received from a named damage type.

Vulnerable

After damage is rolled, damage from a named source is doubled due to them being weak to that type of damage.

Flanking an enemy

Partial Flanking

You gain a +2 bonus on attack checks when you're on a different side than one of your allies.

True Flanking

You gain advantage on attack checks when you're on the side opposite of an ally. It is possible to get true flanking if you are ranged and the ally is in melee on the opposite side.

Ranged Flanking

When you are attacking an enemy at range, who was attacked by or attacked an ally with a melee attack since your last turn, You gain +2 on attack checks (making it a -2 to fire into melee as opposed to a -4).

Defending

When opponents come at you or when you attack them, a Physical Defense roll is made to set the target for the Physical attack to beat.

Physical Defense
  • 1d20 + Dexterity Modifier + Armor bonuses

Sometimes an opponent will have a spell that requires an Arcane Defense roll, and because not every role is as well prepared for such an event, it is entirely different.

Arcane Defense
  • 1d20 + Arcana Modifier + Armor bonuses

Rolling Criticals for Defense

If you roll a Natural 20 on the die for a Defense roll of any kind, you negate the attack completely.

The only exception to that is if both the attack and the defense are criticals, and then they negate each other resulting in a regular attack dealing regular damage.


Cover

There are times during combat when you or your enemy do not have clear line of sight of each other. It is during these times that you are considered under cover.

Quarter Cover

You are only partially obscured from the enemy such as when leaning out to shoot a crossbow from behind a tree. This kind of cover provides you a +2 to Physical Defense and +1 Arcane Defense as well as Saves made against spells.

Half Cover

You are roughly half obscured from the enemy such as when standing behind a partial wall that comes up to at least your waist. This kind of cover provides you a +4 to Physical defense and +2 to Arcane defense and Saves made against spells.

3/4ths Cover

You are only mostly obscured from the enemy such as when hiding behind a ruined wall. This kind of cover provides you a +8 to Physiscal defense and +4 to Arc defense and saves made against spells.

Full Cover

You are fully obscured from the enemy such as when hiding behind a wall or when you are invisible. This kind of cover provides you cannot hit or be hit by the attacker in question by physical attacks, and you gain a +8 to Arcane Defense and saves made against spells with a Verbal component.

Bonus Actions

Bonus actions are actions that take less a single second to perform, either through repetition and training or because it's just that simple. A few options are a spell with a casting time noted as a bonus action, a 5ft repositioning step, using potions on yourself or an ally as well as any capability that you may have that expressly says it is a bonus action.

Reactions

You have one reaction available to you per round. These can be an opportunity attack, or a capability or spell that has a usage time of a reaction.

Size Categories

Size Height Space ft (squares) Reach ft (squares) Attack Modifier Natural Damage
Micro Under 1ft 1ft x 1ft 0ft (0) Disadvantage 1
Tiny Under 2ft 2.5ft x 2.5 ft 0ft (0) -5 1d3
Small Under 4ft 5x5 (1x1) 5ft (1) 0 1d4
Medium Under 8ft 5x5 (1x1) 5ft (1) 0 1d4
Large Under 16ft 10x10 (2x2) 10ft (2) 0 1d8
Huge Under 32ft 15x15 (3x3) 15ft (3) +5 2d6
Gargantuan Under 64ft 20x20 (4x4) 20ft (4) Advantage 2d8
Colossal Over 64ft Over 20x20 = width (4+) Advantage 4d6

HP and AP

Hit Points (HP)

  • More HP makes you harder to kill
  • Damage is subtracted to current total
  • Healing is added to current total

Healing

  • Rest can recover HP over time (see Resting rules)
  • Cannot exceed Max HP
  • Dead players cannot heal and must be resurrected (see Resurrection rules).

Temporary HP

  • A buffer against taking actual damage
  • They go away BEFORE regular HP
  • Can exceed maximum HP in this way.
  • Cannot be restored through healing
  • Gained through spells or capabilities.
  • Cannot be used to stabilize a dying character, but can take damage in place of them.

Arcana Points (AP)

  • More AP allows you to do more capabilities in combat
  • using capabilities subtracts from the total

Restoration

  • Regained at the end of your turn at a rate of 1 AP per Level when no AP is used on a turn.
  • Rest can recover AP over time (see Resting rules)
  • Cannot exceed Max AP

Temporary AP

  • A buffer against using actual AP
  • They go away BEFORE regular AP
  • Can exceed maximum AP in this way.
  • Cannot be restored
  • Gained through spells or capabilities.

If you have Temporary HP or AP already, you cannot gain more from another source. Instead replace with the larger of the two sources.

Death and Dying

How to die

After taking substantial lethal damage that you drop you below 0, you fall unconcious. Dropping to a number equal below -25 HP will kill you outright, regardless of how many death saves you have passed or failed.

Death Saves

If you start your turn below 0 HP, you must roll a Death Saving throw:

  • 11+ is a success
  • 1-10 is a failure
Successes

Succeeding symbolizes your desire to stay alive and as such you are stable and no longer dying.

If you roll a 20 on a death save you Critically Succeed instantly stablizing, gaining 1 Hit Die worth of HP and rejoining combat.

Stablizing an ally

You can attempt to stablize either their body using a Medicine check as a bonus action. DC equals 10+ ½ of the damage beyond 0.

If successful, their HP becomes 0 and the ally no longer has to roll death saves, but they are still incapacitated until healed.

Failing

Failing a death save equates to giving up and your character is now one step closer to dying. Aside from rolling a 10 or less, there are a few other ways to gain failures:

  • If you take damage while dying, you add a failed saving throw.
  • A critical hit against you counts as two failures instead of one.
  • In addition if you roll a 1 on a death save taking two failures instead of one.

It takes 5 failures before you actually die for good; however, death saves do not reset to zero until after a rest.

Enemy deaths

Enemies without a class level work differently when they lose HP. When they reach below 0 HP, enemies are truly dead; however, if their HP equals exactly 0, they are rendered unconscious instead, and elligible to be healed.

Resurrection

While it is very likely that you will die at some point, death does not have to be the end. If your party has one if the following spells, you are able to be brought back from the dead.

  • Revivify within 1 day, or 3 days if the body has been preserved and decomposition has been delayed.
  • Raise Dead within 10 days, but no repairs are made to the body due to decomposition or missing limbs.
  • Reincarnate within 10 days, and no body needed as this spells creates a new one for them as a vessel for their soul.
  • Resurrection within 30 days of death, but body is needed and will repair minor decomposition, but not missing limbs.
  • True Resurrection within 30 days of death, but body is needed and will repair most decomposition, but not missing limbs.

There are of course problems with coming back from the dead as it breaks the natural order of things, and requires that the soul is willing to return from the Soul Vaults in the Ancestral Plane to do so.

If it has been more than 24 hours, there are consequences. For each day they were dead, they suffer disadvantage for that many days upon resurrection.

Keep in mind there are circumstances in which there is nothing left that is elligible to be saved, leaving the only choices to be Reincarnation or rolling up a new character.

Chapter 8: Arcane

Spellcasting

There are no spell slots, unlike in most popular TTRPGs, instead you have Arcane Points that you must manage.

Arcana Points (AP)

The number of points you can use to cast a variety of spells, actions, features, or to activate enchantments, runes or otherwise mystic capacities.

Spell Level AP Cost Max Damage Range
Tricks 0 - 3 1-12
Tier 1 4 - 7 12-24
Tier 2 8 - 14 24-36
Tier 3 14 - 21 36-48
Tier 4 22 - 28 48-60
Tier 5 29 - 35+ 60+

Parts of a Spell

AP Cost

How many Arcana points it takes to cast the given spell.

Casting Time

How long it takes to cast the spell

  • Reaction
  • Bonus Action
  • Combat Action
  • Full Round Action

Spells longer than a minute are considered rituals and not normally performed in combat situations.

Range

The distance at which a spell can target enemies.

  • Close is within 30 feet away.
  • Medium is within 120 feet away.
  • Long is anything over 120 feet away.

Components

What is needed for the spell to work.

Verbal (V)

Nearly all spells require words to be spoken in the Arcane tongue. This language has been passed down through the generations and is only used for spell casting.

Gesture (G)

If a spell requires any motions used to perform a spell.

Other (O)

Any non-verbal or gestural components for spells are considered an Other Component necessary for the spell to work. Most of these are logical such as needing a corpse in order to cast Animate Dead, or preform a Resurrection.

These are not required by all DM's although it is recommended to keep them in place for high tier spells as these spells tend to be more potent.

Duration

Most spells start and finish in the same turn; however, some spells will persist after being cast even if after the caster if incapacitated. In addition to those persistant spells, there are also spells which require an amount of focus to sustain.

Sustaining Spells

Sustained Spells require focus and must be maintained each round using a combat action to do so, the AP required to sustain a spell and continue it is 1/2 of the casting cost.

For Example: Moonbeam cost 6 AP to cast, but only requires 3 AP to sustain each round.

When attacked, you must roll an Arcana save with a DC 5+half of the damage taken in order to maintain the spell.

You can only have one sustained spell at any given time, and starting another immediately ends the other. As does being incapacitated or killed.

Learning Spells

It takes time to learn new spells as it does with all things.

On Level-up

When you level-up your character, you can choose to take either Spells or Class Capabilities per your level.

Using Spells

On your turn, you can use a combat action to cast any spell that you have the Arcana Points (AP) available for as well as using any components needed for the spell.

Spellbooks vs Memorized Spells

All magic users are able to memorize some degree of their spells. The degree to which they memorize their spells is based upon their Knowledge score. The score needed to memorize your spells is listed below:

Spell Level Memorization
Trick KNW 10
Tier 1 KNW 11
Tier 2 KNW 12
Tier 3 KNW 13
Tier 4 KNW 14
Tier 5 KNW 15

All non-memorized spells must be kept on hand by the owner in book form or some other means by which it can be referenced. Any memorized spell that is a Bonus Action can be cast as your bonus action on your turn, regardless of whether you cast a spell that turn or not.

Reading Someone else’s spellbook

If you are trained in the same Arcane School as another spelluser, you may use their spellbook, given that you know or have access to any requisite spells as well, either through the book or via memorization.

Spells

You choose spells from the school in which you are proficient from the lists below. Spells always have a cost that needs paid, most often by the caster, in order to perform them. Typically it takes longer than the lifespan of most species to manifest; however, if your character exceeds 150 years of magic use scars start to lightly appear on your body in places from which the magic emenates from most frequently.

Selection Note

Make sure to pay attention to pre-requisites as you will not be able to learn those spells until you have any and all required spells.

Abjuration

Abjuration magic is used to defend and protect you and those you care about or travel with.

Tricks

Arcane Deflection (3 AP)


  • Casting time: 1 reaction
  • Range: 10 feet
  • Components: Verbal, Gesture
  • Duration: Instant

With a wave of your hand, you create a barrier of arcane energy to deflect attacks, when a creature you can see attacks a target that is within range of you. You impose disadvantage on the attack roll against the target.


Arrow's Flight (1 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds or until triggered)

This spell stops an incoming projectile. When cast, it appears as a tiny disc of light blue or white energy, spinning slowly around the caster. The next time the caster is attacked by a ranged weapon, the projectile flies away. Exceptionally big projectiles, such as a giant's boulder, are not entirely put out of direction, so this spell only gives a +2 deflection bonus to Physical Defense against such attacks, and is still dispelled. Magic weapons are allowed a save; if they fail, they are put out of direction and if they succeed, they are treated in the same way as exceptionally big items.

Asepsis (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 minutes)

This abjuration grants a powerful protection against disease, cleansing the body of rot, germs and pathogens. The creature touched is immune to non-magical diseases for the duration of the spell, and gains a +2 bonus to Arcana saves made against resisting magical diseases as well. Diseases contracted prior to the use of this spell are not cured.

Astral Barrier (2 AP)


  • Casting time: 1 reaction
  • Range: Self
  • Components: Gesture
  • Duration: Instant

As you notice a particularly painful attack headed your way, you call upon the power of the stars to try and blunt the damage. Make a Dexterity check against the attack roll. On a success, you decrease the incoming damage by 1d10.

Chapter 8: Arcane

Barrier Blade (2 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Gesture
  • Duration: Persist (until used)

The caster creates a force blade to strike an opponent. A force blade forms around your hand and you can immediately make an attack against the target, dealing 2d4 force damage.

Barrier Trap (1 AP)


  • Casting time: 1 minute
  • Range: Touch
  • Components: Verbal
  • Duration: Persist (1d4 hour)

The Barrier Trap enchants a drawn circle with the ability to activate on being stepped into. Anyone caught can make a Dexterity save at a -4 penalty if unnoticed. On a failed save, the creature is caught and locked in a 10ft tall 5ft by 5ft cylinder Barrier. The Barrier itself is harmless in nature. Both Physical and Magical attacks cannot pierce through, only deal damage to the barrier. The DC to notice and disable the trap is your spell save. Barrier HP 20+Arcane Aptitude Hardness 5 Physical Defense +(10+Arcane Aptitude) Arcane Defense +(10+Arcane Aptitude)

Blade Ward (3 AP)


  • Casting Time: 1 action
  • Range: Self
  • Components: Gesture
  • Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks

Brand of Mjolnir (1 AP)


  • Casting time: 1 action
  • Range: 5 feet
  • Components: Verbal
  • Duration: Persist (1d8 hours)

You verbally identify one non-magic item within 5 feet of you marking with a magic sigil which binds it to your spirit. The sigil breaks if you cast the spell on another object, if you move more than 150ft away from the object or if the object moves onto a different plane of existence than you are. Any creature that attempts to move the object must make a Sense saving throw or be physically unable to lift the item or remove it from your person. The spell continues on the object even if it is taken with a save needing to be made every hour. If a creature fails this save, the item slips out of their hand falling straight down in their square. You can destroy the sigil at any time with no action required by you.


Caul of Shadow (1 AP)


  • Casting time: 1 Action
  • Range: 30 feet
  • Components: Gesture
  • Duration: Sustained up to 1 round

You conjure an aura of darkness to protect yourself or a creature within range. The target of the spell functions as if it had taken the dodge action.

Disjunction (3 AP)


  • Casting time: 1 reaction
  • Range: 60 feet
  • Components: Gesture
  • Duration: Instant

You channel a sliver of magical energy into your target’s spell as it forms, attempting to destabilize the casting. If the target is casting a trick, it fails and has no effect. otherwise you make an Arcana save against the Spell’s Save DC. On a success, the target’s spell fails and has no effect.

Earth Barrier (3 AP)


  • Casting time: 1 reaction
  • Range: 10 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

You call forth a pillar of earth and stone in an unoccupied, 5-foot cube within range when you would be hit by an attack. The barrier is immobile and has an AC of 17 and 25 hit points.

The barrier can act as total cover to creatures adjacent to it. If this cover causes the attack to miss, the barrier takes the damage instead, and lasts for the duration or until it no longer has any HP.

Elemental Aegis (2 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

You protect a creature in range with a subtle magical ward. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. Until the end of your next turn, the target has resistance to damage of the chosen type.

Bolstering Bands (3 AP)


  • Casting time: 10 rounds
  • Range: Self
  • Components: Verbal, Other (bone wrapped in wire)
  • Duration: Persist (1d8 Hours)

Upon casting the spell, an invisible brace made up of thin filaments of force appears against the caster’s skin. This brace nullifies any condition or effect that is of equal or lower level that weakens bones, and grants the following benefits;

  • Any fall damage taken is reduced by 10 points
  • You have a +1 on Toughness saving throws
  • Your gain a +2 to Arcane Defense rolls.

Chapter 8: Arcane

False Blade (2 AP)


  • Casting time: 1 Bonus Action
  • Range: Self
  • Components: Verbal, Gesture, Other (something sentimental)
  • Duration: Sustained up to 10 minutes

You give your attacks the blessing of safety. For the duration of this spell, whenever a creature would suffer injuries from an attack you inflicted, it appears as superficial grazes and headaches. In addition, until the duration ends, if you or a spell you cast reduces a creature to 0 hit points, it will fall unconscious and become stable without dying. If a creature would be killed instantly by you or a spell you cast, it instead drops to 0 hit points, falls unconscious, and becomes stable.

This spell does not offer protection from indirect damage sources, such as falling, traps, or other creatures' attacks, even if you cause them. It also does not affect spells cast or attacks made at a distance of farther than 120 ft. Finally, cursed items you wield are unaffected by this spell, so any damage or harmful effects those items cause may still occur normally and be lethal.

Flash Sweat


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 minutes)

You produce a burst of localized heat, drenching you in sweat. For the duration of the spell, you become resistant to fire damage, and are immune to the effects of extreme heat.

Force Shield (2 AP)


  • Casting time: 1 Action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 rounds)

Force Shield creates an invisible field of deflective force around the caster. The effect grants a +2 enhancement bonus to the creature’s existing deflection bonus to armor class.

Fortify (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (a piece of iron)
  • Duration: Persist (1d4 round)

A creature you touch gains 1d4 temporary hit points. On following rounds you can use your bonus action to grant another 1d4 temporary hit points to the same creature until the spell ends. This spell ends if you use your bonus action to do anything else. This spell also ends if the target is ever outside of 60ft.


Furious Charge (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

You create a shield of force on your shoulder and ram into a creature you can reach. Make an arcane attack against the target. On a hit, the target takes force damage equal to 1d4 + your Strength modifier, and if it is Medium or smaller must make a Strength saving throw. On a failed save, the target is pushed 10 feet directly away from you and knocked prone.

Glyph Trap (1 AP)


  • Casting time: 1 action
  • Range: 5 feet
  • Components: Verbal, Gesture, Other (ink or paint)
  • Duration: Persist (1d4 hour)

You cast a glowing pool of magic upon the ground by drawing a glyph with paint, or something that can mark a surface, that damages and hinders anyone who wanders through or is pushed into it.

Designate an unoccupied area to draw the glyph to receive the magical glyph which then hides the glyph from normal sight: anyone attempting to see the glyph must succeed on a Perception check against your spell save DC (see invisibility, blindsight, and truesight detect it automatically). Anyone other than you who steps onto the glyph's area of effect must succeed on a Toughness saving throw or take 1d4 force damage.

The trap dissipates immediately after it deals damage but leaves behind the drawn glyph, now visible by everyone, and unable to be active again until the glyph is entirely removed, which takes about a minute. You can't have more active glyphs than your proficiency modifier.

Haptic Counter (2 AP)


  • Casting time: 1 reaction
  • Range: 10 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You focus on the energy kept within you and release it in a defensive manner. You can use your reaction to activate this spell after being damaged by an attack within range. You create a sphere of pure energy and launch it at the attacker. The attacking creature must make a Dexterity saving throw, taking 1d6 force damage upon a failure.

Healing Barrier (2 AP)


  • Casting time: 1 Action
  • Range: 30ft
  • Components: Gesture
  • Duration: Persist (1d6 rounds)

The Healing Barrier, on creation, causes a surge of healing energy to restore all who are in it. At the beginning of their turn, they heal 1d6 points of damage. You are the last one healed if inside the barrier yourself when it dissipates. Undead may make a Sense save to take half damage.

Chapter 8: Arcane

Hydro Barrier (3 AP)


  • Casting time: 1 reaction
  • Range: Self
  • Components: Gesture, Other (water)
  • Duration: Instant

You reflexively throw water from your person or from a body of water within 5 feet of you in front of yourself, reducing the damage of an incoming attack by 2.

You are additionally treated as being resistant to fire damage from the incoming attack.

Ice Ward (2 AP)


  • Casting time: 1 reaction
  • Range: Self
  • Components: Verbal, Gesture, Other (ice)
  • Duration: Instant

You throw up your hands as you are attacked, and icy symbols protect you from harm and slow your assailants.

Until the start of your next turn, you have resistance to slashing, piercing, and bludgeoning damage, including against the triggering attack. While you have these resistances you are also vulnerable to fire damage. If the triggering attack was a melee attack, the triggering creature has their speed reduced by 10 feet until the start of your next turn.

Environmental Protection (1 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1d4 hour)

A shield that defends the user from harsh elements and the small inconveniences of life. When the spell is cast, an invisible bubble with a 5 foot diameter surrounds the caster, which protects them from minor threats and elemental harm, i.e. rain, fog clouds, dust storms, cold winds etc. This spell also increases the physical defense rolls by 1 against nonmagical ranged attacks, such as thrown stones or arrows.

This spell is dispelled when hit by elements of high mass, such as tidal waves or catapulted stone.

Imploding Shell (3 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (purple feather)
  • Duration: Persist (1 round)

A creature in range you can see is encased in a purple sphere of armor, granting it a +3 bonus to its Arcane defense rolls. At the start of your next turn, the shield implodes. The target loses the extra defense and the implosion deals 2d6 force damage to the target.


Splinter Shell (3 AP)


  • Casting time: 1 action
  • Range: 60ft
  • Components: Verbal, Gesture
  • Duration: Instant

A small purple shell flings its way towards a target. Make an Arcane attack against the target. On a hit, the target takes 1d10+2 force damage and the shell splinters on impact. All creatures within 5 feet of the target take 1d6 piercing damage from the splinter shards.

Light of Blinding (2 AP)


  • Casting time: 1 action
  • Range: 15-foot-radius sphere
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 rounds)

You create an uncomfortably bright flash of light. Each creature in a 15-foot-radius sphere centered on you must make a Dexterity saving throw. A creature is blinded for the duration with a failed save.

At the end of each of an affected creature's turns, it can make a Toughness saving throw. On a success, the spell ends on that creature.

Mana Shield (2 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (a pearl)
  • Duration: Sustained up to 10 minutes

You create a protective sphere of magical force around a willing creature you can see within range. The targeted creature gains temporary Arcana points equal to 1d8. If the targeted creature uses an amount of AP that exceeds their current temporary Arcana points, they instead lose all temporary Arcana points before using their normal AP, and the spell ends.

Mind Spike (2 AP)


  • Casting time: 1 reaction
  • Range: 10 feet
  • Components: Gesture
  • Duration: Instant

You attempt to interrupt an attack by psionically piercing through the mind of the attacker.

The target must succeed on a knowledge saving throw or gain disadvantage on the triggering attack and become vulnerable to psychic damage until the end of your next turn.

Minor Alignment Barrier (1 AP)


  • Casting time: 1 Action
  • Range: 30ft
  • Components: Gesture
  • Duration: Persist (1d4 rounds)

The Minor Alignment Barrier functions as a way to hold certain beings in place while allowing others to pass through. The alignment chosen cannot enter or leave the barrier unless the duration ends or one of the conditions is met, though escape with any teleport spell is possible.

Chapter 8: Arcane

Minor Elemental Barrier (2 AP)


  • Casting time: 1 Action
  • Range: 30ft
  • Components: Gesture
  • Duration: Persist (1d4+1 rounds)

The Minor Elemental Barrier Stops the entrance and exit of a particular element, causing it to be either blocked or halted. This spell configures itself to defend against a chosen element, causing any and all forms of it from entering or exiting the barrier. Any creature of the chosen element caught in the barrier can make a Arcana save to break the barrier prematurely.

Minor Magical Barrier (0 AP)


  • Casting time: 1 Action
  • Range: 30ft.
  • Components: Gesture
  • Duration: Persist (1d4 hours)

The Minor Magical Barrier acts as an overall shield to either protect a small group of people or hold a magical being. No magical attacks or bodies may get through the barrier until it is destroyed or dispelled, though physical attacks and non magical beings may enter and leave unhindered. Identifying the barrier is an arcana check.

Minor Physical Barrier (0 AP)


  • Casting time: 1 Action
  • Range: 30 ft.
  • Components: Gesture
  • Duration: Persist (1d4 hours)

The Minor Physical Barrier Acts as an overall shield to either protect a small group of people or hold them in place. No physical attacks or bodies may get through the barrier until it is destroyed or dispelled, though magic energy may enter and leave unhindered.

Minor Wall (1 AP)


  • Casting time: 1 Action
  • Range: 30ft
  • Components: Gesture
  • Duration: Persist (1d20 hour)

The Minor Wall acts as a shield to protect yourself and allies from oncoming attacks. A Transparent glass like wall emerges providing total cover along the face of the wall (The total cover does not affect line of sight for non-physical attacks. The attack is then redirected at the wall, using the wall's AC against the incoming attack. It cannot protect against non-physical attacks.

Minor Ward (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d8 hours)

You touch a creature to minutely increase its resistance to damage.

The target gains 1d8 temporary hit point for the duration.


Nature's Ward (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: 1 round

You imbue a creature with protection against natural forces. Until the end of your next turn, the willing target you touch has resistance to cold, fire, and lightning damage.

Obscured Garden (2 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (dust and leaves)
  • Duration: Persist (1d10 rounds)

You throw dust and leaves in the air, creating a large roving whirlwind, 10 feet wide. On your turn, you may use your bonus action to move the whirlwind up to 20ft.

When a creature first touches the whirlwind, or when it begins its turn inside it, it must make a Dexterity saving throw, taking 2d4 slashing damage on a failure.

Prismatic Barrier (3 AP)


  • Casting time: 1 action
  • Range: 30 ft.
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

Upon casting, a spinning flux of light projects 30 feet straight from you, casting a shield of light on you and allies it touches. The shields shed bright light in a 5-foot radius and dim light for an additional 5 feet, as well as granting 2d6 temporary hit points. The flux of light returns to you in a straight line at the start of your next turn. You and any allies the light touches gain 2d6 temporary hit points. Temporary hit points gained last until the end of your next turn.

Protective Barrier (3 AP)


  • Casting time: 1 action
  • Range: 10 feet
  • Components: Verbal, Other (a halfbrick)
  • Duration: Sustained up to 1 minute

You conjure a wall of force in range measuring five feet tall, one foot thick, and ten feet long for allies to take cover behind. The wall is opaque from one side, of any color you choose. The wall has an AC of 15, 30 hit points, and resistance to piercing and slashing damage from nonmagical weapons.

Radiant Song (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture
  • Duration: Persist (1 round)

You touch a creature and cause an eerie song to play, warding away danger. The creature you touch has advantage on saving throws until the start of your next turn.

Chapter 8: Arcane

Repel (3 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Instant

When you cast this spell, target one Large or smaller creature or object that you can see within range. The target must succeed on a Strength save or suffer an effect based on its size, as shown in the list below.

  • Tiny. The object or creature is thrown through air in a direction directly away from you. It travels 60 feet, and upon impact, it takes 1d6 damage for every 10 feet it was flung before impact.
  • Small The object or creature is thrown through air in a direction directly away from you. It travels 45 feet, and upon impact, it takes 1d6 damage for every 10 feet it was flung before impact.
  • Medium. The object or creature is thrown through air in a direction directly away from you, and never gets more than 15 feet above the ground. It travels 30 feet, and upon impact, it takes 1d6 damage for every 10 feet it was flung before impact.
  • Large. The object or creature is thrown through air, in a direction directly away from you, and never gets more than 10 feet above the ground. It travels 15 feet, and upon impact, it takes 1d6 damage for every 15 feet it was flung before impact.

Resistance


  • Casting Time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Rift Balance (3 AP)


  • Casting time: 1 Action
  • Range: 30 feet
  • Components: Gesture
  • Duration: Instant

Chronomancers are tasked with keeping balance in the Astral Plane, whenever you remove something, something must take its place. You raise your hand at a target within range as their Astral energy flows towards your hand, you then raise your other hand at another target and the energy flows through both your hands and the Astral energy passes from your second hand into the second target. The first target must make a Toughness save or take 2d6 necrotic damage, you can then heal another target by the same amount of damage of your choice, you cannot choose yourself.


Rune of Enduring


  • Casting time: One Minute
  • Range: Touch
  • Components: Gesture
  • Duration: Persist (1d4 Hour)

A rune is inscribed on a piece of armor or clothing, and the wearer of the armor or clothing is protected and suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. This rune while it is only able to effect one piece of armor or clothing at a time, extends its elemental protection to all equipment that the wearer has in their possession.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Rune Strike (1 AP)


  • Casting time: 1 reaction
  • Range: Touch
  • Components: Verbal
  • Duration: Instant

Make a physical attack against the creature that dealt damage to you. Add your Personality modifier to the damage roll of that attack.

Spectral Shield (2 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal, Gesture, Other (A piece of glass)
  • Duration: Sustained up to 10 minutes

You invoke a minor protective force to ward away harm. You gain a +2 bonus to Arcane Defense rolls for the duration.

Stalwart Overflow (3 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Instant

Targeting one creature that has temporary hit points, you cause their temporary hit points to overflow from the target, granting a number of temporary hit points to all non-hostile creatures within 30 feet of your target, equal to half of the number of temporary hit points the target creature currently has, for the same remaining duration.

Chapter 8: Arcane

Static Armor (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (metal object)
  • Duration: Persist (1d10 rounds)

You touch a willing creature, and an electrical aura surrounds the target until the spell ends. When the creature is attacked by a melee weapon, the attacking creature must make a Toughness saving throw or take 1d8 lightning damage.

The spell ends if the target changes its current armor (if armored), dons armor (if unarmored), or if you dismiss the spell as an action.

Steel Shadows (2 AP)


  • Casting time: 1 reaction
  • Range: Self
  • Components: Gesture
  • Duration: Instant

Shadows form around you then harden like steel, protecting you from harm

A protective magical shadow surrounds you. Until the start of your next turn, you gain a +2 bonus to Physical Defense Rolls, including the triggering attack.

Temporal Rift (2 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Gesture
  • Duration: Sustained up to 10 rounds

You raise a free hand and let loose a glowing turquoise orb of temporal instability at the feet of a target within range, causing the very land around them to warble uncontrollably as it shifts through time and space.

For the duration of the spell, a 10ft radius remains centered on the target and acts as difficult terrain.

Temporal Gaze (1 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Instant

Not many have seen what you have seen in the Ancestral Realm, you have seen cities form in seconds, creatures age in reverse, you have even gazed into Time itself. The images within your mind burn through your eyes.

Choose one creature you can see within range. The target's eyes are drawn to yours and they must make a Sense saving throw. On failure the target is stunned until the start of your next turn. On a successful save the creature shrugs off the effects and can not be affected by this spell for 24 hours.


Temporal Blur (1 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: 1 round

You briefly glimpse the future, which allows you to narrowly evade an attack. The next time an attack is made against you, you teleport to any adjacent square to where you currently are. This means that the attack will automatically miss. Though there is no limit to the number of turns you can cast this in a row, there may be some unforeseen consequences.

Whenever you cast this spell, roll a d20 on the following table. Each consecutive turn you cast this you get a -2 to the roll. These will stack. If you don't cast this for a turn, you get a +1 on your next roll to it, which takes place in addition to any of the -2s you may have accumulated. These +1s will also stack, but you cannot have a positive modifier.

d20 roll Effect
1 You disappear until the end of the encounter, lost in time.
2-3 You disappear for 5 rounds, lost in time.
4-5 You disappear for 3 rounds, lost in time.
6 You disappear for 2 rounds, lost in time.
7 You disappear for 1 round, lost in time.
8 You teleport 50 feet in a random direction. You are blocked by any barriers.
9 You teleport 20 feet in a random direction. You are blocked by any barriers.
10 You teleport 10 feet in a random direction. You are blocked by any barriers.
11 Instead of choosing an adjacent square to teleport to, you teleport to a random adjacent square.
12+ The spell functions normally.

Virtue (1 AP)


  • Casting Time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + Arcana modifier. The temporary hit points are lost when the spell ends.

Chapter 8: Arcane

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Chapter 8: Arcane

Conjuration

Conjuring objects and summoning entities into this realm are key focuses to this school of magic.

Tricks

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Chapter 8: Arcane

Divination

Understanding and observing that which is just out reach for most people is key to how Divination magic has any power at all. It always seems to be one step ahead.

Tricks

Arcane Mark (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (Until dispelled)

Choose one willing creature or object. You establish a permanent link with the subject in your mind, and leave your sigil or mark upon it. At your option, the mark may be invisible, but any creature that can cast spells can always see the mark.

You can at any time spend an action to determine the direction and general distance of the subject, as well its physical condition. More information can be learned, depending upon the nature of the subject. If the subject is a coin, you know whose possession it's in. If a door, you know the last person to have touched it. If a living creature, you learn its current mental state (angry, frightened, happy, asleep, etc). More information may be available at the DM's discretion.

You can mark a maximum number of subjects equal to half of your Arcana modifier. You can as an action dismiss any mark you have placed regardless of distance.

Aural Scan (2 AP)


  • Casting time: 1 bonus action
  • Range: 90 foot sphere
  • Components: Verbal
  • Duration: Instant

You utter a series of clicks into the surrounding area, audible to a range of 150 feet. Until the beginning of your next turn, you have blindsight within a 90 foot sphere centered on where the spell was cast. This spherical area of effect can't pass through walls or other blocking materials.

Baryte Communion (1 AP)


  • Casting time: 1 action
  • Range: 15 feet
  • Components: Verbal, Gesture
  • Duration: Instant

By communing with nature, you understand the will of the earth for a short time. One creature within range can not be moved against their will or ignores difficult terrain until the end of their next turn.


Bloodsense (2 AP)


  • Casting time: 1 action
  • Range: 30 ft. Sphere
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You detect nearby blood. The amount of information revealed depends on how long you study a particular area or subject.

  • 1st Round Presence or absence of blood.
  • 2nd Round Quantity of blood and type(s) of blood.
  • 3rd Round The quality, velocity, and exact location of blood even if it's inside a creature.

It does not matter if the blood is coagulated, fresh, still inside of a creature, in a basin, or inside a corpse, the spell will be able to detect it. However if the blood is chemically broken down or undone then the spell will be unable to detect it. The substance has to be considered a kind of blood on a molecular level in order for the spell to function.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Common Knowledge (1 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Gesture
  • Duration: Persist (until used)

With a snap you know what others can give.

This spell gives the caster a glimpse into information that is known by members of the surrounding populace. The caster gains a +1 insight bonus on their next Investigation skill check.

Death Sight (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (powdered bone)
  • Duration: Persist (1d8 rounds)

You touch a creature and give it an insight into its imminent death. While under the effects of this spell, a creature can add its Arcane Aptitude or Physical Aptitude bonus (whichever is higher) to its death saving throws. You cannot cast this spell on an incapacitated creature. If you cast this spell again, the effect ends.

Chapter 8: Arcane

Detect Aura (2 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

For the duration, you can visibly see the strength of any creature you can see within 60 feet of you. The strength of the creature's aura depends on the CR of the creature, and can be very Legendary (CR 17+) ,Expert (CR 16 - 13), Hard (CR between 12 - 9), Intermediate (CR 8 - 5), Novice (CR 4 - 1) or Beginner (CR 1 or lower). The stronger the creature, the brighter and larger the aura.

In addition, the color of the aura also can reveal another aspect of the creature's power. A creature with 90 or more hit dices have a red aura; a creature with hit dices ranging between 19 and 60 have a orange aura aura; a creature with 30 hit dices or lower have a yellow aura.

Detect Disease (1 AP)


  • Casting time: 1 action
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration: Instant

With a flash of light radially emanating from around your body disease carrying pathogens and other disease-related things gain an unearthly glow and one can investigate them magically as such. You can determine the exact disease with a DC 20 Sense check. A character that is proficient with the Medicine skill may try a DC 20 Medicine check as well as or instead of the Sense check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Secrets (3 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal
  • Duration: Sustained 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 Investigation and Perception checks made specifically to uncover physically hidden objects, details, or clues.


Detect Heat (1 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture, Other (coal)
  • Duration: Persist (1d10 rounds)

This spell allows the caster to detect sources of heat with their eyes. These sources may range from ambient temperature to the heat of a powerful fire. Any such source of heat possesses an aura with a myriad of colors ranging from red to white, called a heat signature. Accordingly, the caster gains a competence bonus to Spot checks involving such sources corresponding to the severity of the heat signature's color. The most 'severe' color is always closest to the source of the heat signature, and may be surrounded with less severe colors as the heat diminishes the further it gets from the source.

Heat Signature Severity by Color
Color Temperature Example Perception bonus
Red less than 70 °F Interior of a house during winter +2
Orange 70 °F to 120 °F A living human body +3
Yellow 120 °F to 210 °F A geyser +4
White 210 °F or over A fire +6

Detect Unnatural (2 AP)


  • Casting time: 1 action
  • Range: 60 ft. Cone
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 minutes

You can sense the presence of unnatural entities. The amount of information revealed depends on how long you study a particular area or subject.

  • 1st Round Presence or absence of unnatural.
  • 2nd Round Number of unnatural auras (creatures, objects, or spells) in the area and the power of the most potent unnatural aura present.
  • 3rd Round The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power
Creature/Object Faint Moderate Strong Overwhelming
Non-native plant (Size) Tiny or smaller Small Medium Large or larger
Non-native animal (Size) Small or smaller Medium Large Huge or larger
Non-native creature or character (HD) 1 or lower 2–4 5–10 11 or higher

Chapter 8: Arcane

Detect Weapons (2 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 minutes

For the duration, you sense the presence of manufactured weapons within 30 feet of you. If you sense weapons in this way, you can use your action to determine their location and type (e.g. "shortsword"). This can detect an improvised weapon if it is wielded by a creature intending to use it as such.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divinatory Corpse (0 AP)


  • Casting time: 1 Action
  • Range: 150 ft
  • Components: None
  • Duration: Instant

This spell allows the caster to know the means by which a corpse died. This explains only the direct cause of death (e.g. "the poison of a copperhead snake" or "a blow to the head"), nothing more.

Divine Empowerment (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

You call upon the power of one of the gods. As a part of the spell, you make a melee attack, armed or unarmed, if you hit, the opponent takes the weapon damage + 1d8 damage, you choose between Fire, Radiant, Cold, Force, Poison, Acid, Lightning or Thunder.

Exit Beam (2 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 hour

You hold forth your open palm and utter the word "Exit," appealing to the higher powers that be that you are so hopelessly lost that you can't be bothered to find your own way out.

When this spell is cast, a glowing green line will extend out along the shortest and most direct route to a location open to the sky, snaking around corners and through mazes to find a route for you. The beam sheds dim light out to a distance of 5 feet from all parts of the line.

This spell can get confused by structural elements such as open courtyards and holes in the ceiling, and may lead to those places instead of the real exit.

If the spell is unable to work out a path that can be navigated by a medium-sized creature without flying or swimming speeds, the spell fails.


Great Effort (3 AP)


  • Casting time: 1 minute
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds or until used)

You close your eyes, focusing your mind on the task at hand. As you do it seems to play out to you perfectly, the exact timing, angle, means and method is revealed to you. You feel as if you're ready to take on your task head on.

This spell focuses your senses on a single task, enabling you to exceed your normal abilities through sheer effort and focus. When you cast this spell, you must assign the conditions to which it will go off in a similar manner to a readied action. You gain a +2 insight bonus, plus your Arcane Aptitude to a single attack roll, skill check, saving throw, or defense rolls.

You must choose what you wish to apply your bonus to at the time of casting, and the spell will go off at the nearest opportunity (your next attack roll, or your next skill check for example). In all cases, the spell immediately goes into effect when the prescribed circumstances occur. The spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can only have one Great Effort in effect at any one time.

Magic Timepiece (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (sundial)
  • Duration: Persist (1d12 hours)

Holding the sundial up to the sky, the shadows flit across its surface strangely as if the sun came and went rapidly. The shadows faded away as the sundial lit up with a faint glow, numbers projecting date and time inches above its surface.

You enchant a small sundial to display the current date and time of your area, down to the nearest second. The timepiece may either affix itself floating over a part of your body (usually the wrist) or orbiting the caster. The clock is set to the time on the area you cast this spell, so moving from the material plane to a faster time plane would still have the timepiece moving at the time of the material plane.

If cast on a timeless plane, the time and date merely flash 00:00:00 as there is no time to divine.

Enemy Insight (3 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Instant

Choose a creature that you can see within range. The target must make a Sense saving throw. On a failed save, you gain a general idea of the creature's combat capabilities as compared to your own. At the DM's discretion, you may learn about other pertinent capabilities. The target gains no inherent knowledge that you cast the spell, or that it was being targeted by your spell.

Once you cast this spell on a specific creature, regardless of the saving throw outcome, that creature becomes immune to your enemy insight spell for 24 hours.

Chapter 8: Arcane

False Strike (2 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

While chanting “Na na you can’t hit me,” you gain intuitive insight into one of your opponents first attacks. You gain a +10 bonus to your physical and arcane defense rolls for the first single attack made by this opponent. You may only chant "Na na you can't hit me" for 1 round.

Flame Tongue (1 AP)


  • Casting time: 1 minute
  • Range: 30 feet
  • Components: Verbal
  • Duration: Persist (1d10 minutes)

You gain the ability to speak with flame, which relay to you who or what has been within their light radius. The flame can relay complete descriptions if asked.

You can speak with natural or magical flame. If a pile of ash is reignited, it is treated as if it had died and been resurrected. It cannot remember events that occurred while it was ash.

You can make requests of the flame, such as to not burn specific objects or to attempt to launch an ember at a certain object. Flame cannot do anything it would not be able to do otherwise, such as move or animate itself.

Good Advice (1 AP)


  • Casting time: 1 Action
  • Range: Self
  • Components: Verbal
  • Duration: Instant

This spell allows the caster to focus their divination powers to peek into the future. The mage can ask one "Yes/No" question. The DM then rolls a secret 1d100, and if the results are 75 or lower, the spell will answer truthfully. However, if the result is 76-100, the spell will mislead the caster. Since the GM is making the roll, the caster will not know if the information is truthful or not.

If the question conjures a potential for a complex answer, the spell fails.

For example, the party meets Count Renee, who is, unbeknownst to the party, an evil tyrant. The DM knows that the characters need to obtain a letter that is in the count's private chambers to further their adventure. If a character uses Good Advice and asks "Can we trust the Count?", the truthful answer would be "No."; However, if the same character asks "Can we safely go with the Count?", the spell fails because the party may or may not suffer from going with the Count, depending on what occurs. Lastly, if the same character asks "Do we need to travel with the Count?", the truthful answer would be "Yes", because of the need to obtain the letter.


Good News (1 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Verbal
  • Duration: Instant

This spell provides the target with an inkling of the best outcome from a specific action.

Before the spell is cast, the target must specify what action she is contemplating. The spell will show a vague image of the results of the action. This spell can be misleading and some may use this spell instead of other Divination spells to convince a target to take certain actions. Even if there is a danger or great risk, the spell will only show the positive outcomes of the action.

A Fighter, asking whether she should kick open a locked door, may see herself standing in front of a great treasure... but may not see the great and powerful serpent guarding it!

If the DM deems that there is absolutely no positive results for a specific action, the image will be murky and the target must make a Sense save or become frightened for 1d4 rounds.

Guidance (1 AP)


  • Casting Time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check, but before results as described by the DM. The spell then ends.

Impart Knowledge (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture
  • Duration: Instant

A way to quickly and silently communicate complex ideas. This spell allows you to communicate complex thoughts (such as maps, diagrams, explanatory images – which may move in a sequence to show a procedure – and the like) silently to a willing recipient upon touch. Uses for this spell include showing the target a creature's likeness to aid in recognition or a clear route to an unfamiliar place. If the recipient is not willing, this spell automatically fails.

Intuition (2 AP)


  • Casting time: 1 Action
  • Range: 30ft
  • Components: Verbal
  • Duration: Persist (1d6 rounds)

This spell increases the caster's ability to detect lies and other abnormalities of a character's behavior. For the duration, the caster adds a +2 enhancement bonus to Insight checks. You can only gain the bonus against one target within the spell's range per round.

This spell may penetrate spells that allow lying if the spellcaster overcomes the original spell on a successful Arcana save.

Chapter 8: Arcane

Know Direction (1 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture, Other (a map and a crystal)
  • Duration: Instantaneous

You instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings, or other locations without planetary magnetic poles.

Know Extinguisher (1 AP)


  • Casting time: 1 Action
  • Range: 60ft
  • Components: None
  • Duration: Instant

This spell can be cast on any visible smoke, ash, embers, charred remains or scorch marks. It allows the caster to know who extinguished the flame and how, when and why.

Know Funerary Rites (0 AP)


  • Casting time: 1 Action
  • Range: 150ft
  • Components: None
  • Duration: Instant

This spell can be cast on any visible person, object, corpse or habitation. It enables the caster to know and be able to perform all appropriate funerary practices for a given culture. If this requires knowledge of a language, it is also granted, though only to the extent necessary for the funerary tradition. It does not grant any special equipment to be used, such as embalming fluid.

Know of Death (0 AP)


  • Casting time: 1 full round
  • Range: Self
  • Components: Other (corpse)
  • Duration: Instant

The caster of this spell instantly knows whether or not a person is dead. It may be a person she knows personally, a person whose name is communicated to her, or a person whose belongings she sees. The caster also gains knowledge of a corpse's surviving family or close friends and where they are physically located.

Know Owner of Armor/Weapon (0 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Other (weapon or armor)
  • Duration: Instant

This spell grants the caster knowledge of the last owner of a piece of abandoned armor or weapon. It does not grant any other information than the individual's name.


Know Thy Foe (3 AP)


  • Casting time: 1 Action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (a pearl)
  • Duration: instant

Choose one creature you can see within range. You learn which of the target's ability scores has the greatest value (the DM is not obligated to tell you the actual value). You also learn the name of one of the creature's traits or attacks, chosen by the DM.

Clear Mind (2 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other(a silver piece)
  • Duration: Persist (1 Round)

You embed a psychic mote in a creature's mind and force it to broadcast its thoughts to those nearby. A creature with immunity to psychic damage is not affected. The target must make a Sense saving throw or suffer the effect until the end of your next turn. On a failure, the target subconsciously advertises their next moves to all creatures within 60 feet. The target has disadvantage on all attacks against creatures that receive these telepathic warnings. In addition, when the target forces a creature within 60 feet of it to make a Dexterity saving throw, that creature has advantage on the roll. A creature need not be intelligent to receive and understand the thoughts being broadcast to it.

Nature's Insight (2 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1 minute)

This spell gives the caster a glimpse into a part of nature’s lore. The caster gains a +2 insight bonus to their next Nature check.

Nature's Ward, Lesser (1 AP)


  • Casting time: 1 action
  • Range: 1 mile
  • Components: None
  • Duration: Sustained up to 5 rounds

This spell requires no verbal, somatic or material components: it can be cast merely by concentrating on it. The caster goes into a trance for five rounds, communicating with the nearby area. He discerns where within a mile is a safe place to sleep, if any, detects any magical beings in the immediate 1 mile radius, and gets a general feeling of the state of the land.

Chapter 8: Arcane

Non-Destructive Scan (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture
  • Duration: Sustained up to 10 rounds

Target a tall environmental object or wall. When doing so, all creatures that are living and have a pulse within a 30 ft cone behind the wall are revealed to you for the duration.

The target creatures are revealed in the form of small electric signals that glow blue to the caster; and the caster cannot tell the size of the creature or any other features without visual information.

Planar Intuition (1 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Gesture
  • Duration: Persist (1d4 rounds)

As you finish the hand movements you feel a piece of lore about the planes well up within you.

This cantrip grants a flash of insight into planar cosmology. You gain a +1 insight bonus to your next Knowledge check related to the Planes.

Precise Strike (3 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Other (a weapon)
  • Duration: Sustained up to 4 rounds

As part of the action used to cast this spell, you must make a weapon attack with a weapon against a creature within range, otherwise the spell fails. This attack is made at advantage.

Read Magic (1 AP)


  • Casting Time: 1 action
  • Range: Self
  • Components: Verbal, Gesture, Other (clear crystal)
  • Duration: Persist (1d10 minutes)

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally activate the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without resorting to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify any symbol spell with an Arcana check.


Sense Life (2 AP)


  • Casting time: 1 Action
  • Range: 60 ft. cone
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 minutes

You can sense the presence or absence of life. The amount of information revealed depends on how long you study a particular area or subject.

  • 1st Round Presence or Absence of life. The caster can ignore plant or lesser forms of life before receiving information as a free action each round.
  • 2nd Round Number of living creatures in the area and the power of the most potent life aura present. If the strongest creature aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
  • 3rd Round The power and location of each aura. If an aura is outside your line of sight (but within the spells area), then you discern its direction but not its exact location.
Aura Power
Creature/Object Faint Moderate Strong Overwhelming
Plants and Small animals (Smaller than a Fox) (HD) 15 or lower 16-20 21 and higher ————
Medium animals (Wolves, Bears, Etc.), dire animals, and small or smaller humanoids and monsters (HD) 10 or lower 11–15 16–25 26 or higher
Large animals (Gorillas, Wyverns, etc.), large and medium humanoids and monsters, and small or smaller dragons (HD) 5 or lower 6–10 11–20 21 or higher
Huge or larger humanoids and monsters, and Medium or larger dragons (HD) 1 2–5 6–15 16 or higher

Each round, you can turn to sense life in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Chapter 8: Arcane

Spiteful Gaze (3 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Gesture
  • Duration: Sustained up to 1 round

Peering only a short period into the future, you prepare for a coming attack, and become covered in a transparent veil as your eyes turn a deep black. Upon the future attack coming to fruition, and you take damage from an enemy that you can see before your next turn, make a spell attack roll against the attacker. On a hit, a blast of force slams into the assailant dealing 1d12 force damage. Should you deal more damage to the assailant than they did to you, they must make a Sense saving throw. On a failure, they become shakened.

Sylph Communion (2 AP)


  • Casting time: 1 action
  • Range: 15 feet
  • Components: Verbal, Gesture
  • Duration: Instant

By communing with the sylphs around you, you understand the will of the wind for a short time. One creature within range gains blindsight for 30 ft. until the end of their next turn.

Tremorsense (2 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Gesture
  • Duration: 1 round

You feel the earth with your body to detect movement through its medium. Until the beginning of your next turn, you have tremorsense to a range of 60 feet in all directions from the point the spell was cast.

You can sense which direction objects or creatures are moving, and what general size category objects or creatures may be. You cannot tell the difference between creatures and objects using this sense, nor can you tell what kind of creature or object it is.

Every foot of fluid or loose material, such as water or sand, counts as two feet for the purposes of considering maximum distance with this tremorsense.

True Glimpse (2 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Gesture, Other (crystal lens)
  • Duration: Instant

For a few fleeting seconds, you can see what truly is. Until the end of your next turn, you have truesight.


True Balance (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (a gyroscope)
  • Duration: Sustained up to 10 rounds

Touch a creature, giving it the mightiest sense of balance in the universe for a hot minute.

Until the end of the duration, the creature always knows which way is up, and has advantage on Dexterity checks and saving throws made to maintain its balance.

True Strike (3 AP)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Gesture
  • Duration: Persist (1 round)

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

Roll the Bones (1 AP)


  • Casting time: 1 action
  • Range: 10 feet
  • Components: Gesture, Other (bone dice)
  • Duration: Persist (1d10 rounds)

You control the results of six-dice rolls made of bone allowing to re-roll any d6s for the duration; however, you must take the result of the new roll.

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Chapter 8: Arcane

Elemancy

Control over the 6 core elements of the world: Fire, Ice, Air, Earth, Light and Shadow are a primordial source of power for these spells.

Trick

Acidic Bolt (3 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

You conjure a bolt of solidified acid that melts inside your target. It propels itself at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage. If the target is a creature, it must make an Arcane saving throw or take an additional 1d6 Acid damage.

Aero Strike (1 AP)


  • Casting Time 1 bonus action
  • Range Self
  • Components Verbal, Other (visible cloud)
  • Duration Instant

You condense the winds around you, wrapping it around your weapon before you strike. The next time you make a melee weapon attack against a creature, you can use your Arcane modifier instead of your Strengthor Dexterity modifier when calculating the attack and damage rolls. In addition to the attack's normal damage, the attack also deals an extra 1d6 slashing damage on a hit. You do not receive this bonus damage if you do not take the attack action during the turn you cast this spell, as the winds haven’t begun to consolidate around you.

Air Cushion (0 AP)


  • Casting Time 1 reaction to falling
  • Range Self
  • Components Gesture
  • Duration Instant

You blast the ground below you with air that softens your fall. When you fall from a height of 30 feet or lower, you avoid taking any damage from that fall and land on your feet. If you fall from a height greater than 30 feet, you only avoid taking any damage from the first 30 feet of falling.

Air Slash (2 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Gesture
  • Duration Instant

You form a blade of air and launch it at incredible speeds at a creature or object within range. Make an Arcane attack against the target. On a hit, the target takes 1d10 slashing damage.


Alchemical Bomb (2 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture, Other (a glass vial)
  • Duration Instant

You throw a vial filled with unstable alchemical mixtures at an enemy in range. The target must succeed on a Dexterity saving throw or take 1d8 damage. The number rolled on that die also determines the attack's damage type, as shown below.

1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Apprentice's Fireball (1 AP)


  • Casting Time 1 action
  • Range 30 ft
  • Components Verbal, Gesture, Other (guano, sulfur)
  • Duration Instant

This spell is an early version of the famous Fireball spell, but the explosion is much smaller and only does 1d6 points of damage. Elemancers teach this spell to their young apprentices to test their skills and make them learn to target spells. In battle, it can be used as a deception as the words and gestures are very similar to Fireball.

Arc (1 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture, Other (ground / grounded object)
  • Duration Instant

You draw an arc of lightning from the ground or a grounded object to your hand, then sweep it out towards a creature within range. Make an Arcane attack. On a hit, the target takes 1d4 lightning damage.

If you roll a 4 on one or more of the damage dice, the lightning leaps to another target that you can see within 30 feet of the original, and you can make another attack against that target immediately. The arc cannot leap more than once.

Chapter 8: Arcane

Blazer (2 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Other (melee weapon)
  • Duration Instant

You target one opponent in melee range or one target up to 15 feet away in the air. You cover your sword in fire and drag your grounded target 15 feet upward through the air, dealing weapon damage + 2d4 fire. If you target an airborne opponent, you only deal the 2d4 fire damage. If you miss your target, you still travel the 15 feet and land in an unoccupied space and take the 2d4 fire damage as recoil damage.

Blazing Slash (2 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Gesture
  • Duration Instant

With a flourish, you swipe your hand through the air to bring a slash of scorching heat into a creature you try to touch. Make an Arcane attack roll against the target. On a hit, the target takes 1d4 fire damage and 1d4 slashing damage.

Bolt Strike (2 AP)


  • Casting Time 1 Action
  • Range Self (5-foot radius)
  • Components Gesture, Other (melee weapon)
  • Duration Instant

Calling forth from the air around you, your weapon wreaths itself in lightning as you strike. You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and lightning shoots out in all directions from them.

Choose up to 3 creatures within 10 feet of the original target. Each of those creatures must make a Dexterity saving throw against your spell save DC or take lightning damage equal to your Arcane modifier.

Cataclysm (2 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal
  • Duration Instant

You summon a small amount of pure destruction into your hand. A small amount of black energy coats the palm of your hand that stays until you discharge the spell. As part of the action used to cast this spell or at another time while the charge is active in your hand, you can discharge the spell in one of the following ways:

  • You make a melee spell attack against a creature, dealing 1d10 necrotic damage on a hit.
  • You have advantage on the attack roll if the target is not wearing any armor.
  • You cause a nonmagical object no larger than 1 foot in any dimension to rust, peel, snap, break, or disintegrate.
    
    

Chilling Wind (3 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Gesture
  • Duration Instant

You freeze the air around you and then send it at a creature or object within range. The target must succeed on a Toughness saving throw. On a failed save, the target takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.

Cold Slinger (2 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Gesture, Other (water)
  • Duration Instant

You quickly spin up a bowling ball-sized chunk of ice, either in mid-air or using a quarterstaff or other sort of stick, and whip it forward right at an unlucky victim. Make a ranged spell attack against a target within range, dealing 1d8 cold damage on a hit.

If no water is available, the spell uses your own bodily fluids (sweat,saliva etc) pulling it from inside of your skin, dealing 1d4 damage to you.

Combustion (3 AP)


  • Casting Time 1 reaction
  • Range Touch
  • Components Verbal, Gesture
  • Duration Instant

Your hand produces a violent burst of flame, burning the creature that damaged you. Make an Arcane attack against the creature, who just injured you. On a hit, the target takes 2d6 fire damage.

Conduct (3 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Gesture
  • Duration Instant

You channel lightning through your hand to smite a creature or object you can touch. Make an Arcane attack against the target. On a hit, the target takes 2d6 lightning damage.

Coral Blast (2 AP)


  • Casting Time 1 action
  • Range 90 feet
  • Components Verbal, Gesture
  • Duration Instant

You hurl a sharp chunk of neurotoxin-laced coral at a creature or object within range. Make an Arcane attack against the target. If you are underwater, this roll never has disadvantage. On a hit, the target takes 1d6 slashing damage. If the target is a creature, it must make a Arcana saving throw or take an additional 1d6 poison damage.

Chapter 8: Arcane

Corroding Strike (1 AP)


  • Casting Time 1 Action
  • Range Touch
  • Components Verbal, Other (melee weapon)
  • Duration Instant

Calling forth from the land around you. Your weapon wreaths itself in acid as you strike. You must make an attack with a weapon against one creature within the spell's range. On a hit, the target suffers the attack's normal effects and deals extra damage equal to your Arcana modifier as Acid damage.

Dancing Lights (0 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture, Other (phosphorus)
  • Duration Persist (1d10 rounds)

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Voltage Blade (1 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Other (melee weapon)
  • Duration Instant

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 it's body is charged with electric energy preventing it from taking reactions until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 lighting damage, and the spell ends.

Ice Bolt (2 AP)


  • Casting Time 1 action
  • Range 120ft
  • Components Verbal, Gesture
  • Duration Instant

By firing a finger gun, you hurl a bolt of ice at a creature or object within range. Make an Arcane attack against the target. On a hit, the target takes 1d10 cold damage.

Dusk and Dawn (0 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Gesture
  • Duration Persist (1d6 round)

You create or destroy a 20 ft radius of ambient light within range for the duration.


Earth Spike (2 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Gesture
  • Duration Instant

You manifest a spike of earth to hurl at a creature or object within range. Make a Arcane attack against the target. On a hit, the target takes 1d10 piercing damage.

Earthen Smash (2 AP)


  • Casting Time 1 action
  • Range 15 feet
  • Components Gesture, Other (Club)
  • Duration Instant

Choose an unoccupied space within 5 feet of a target, you rush to that space (you do not provoke Attack of opportunity) then slam all your might into the target, the target makes a Strength save or be smashed by you, taking 1d10 bludgeoning damage.

Earthen Whirlwind (2 AP)


  • Casting Time 1 action
  • Range 5 foot radius
  • Components Gesture, Other (bladed melee weapon)
  • Duration Instant

You spin around attacking all targets in range, each target must make a Dexterity save or take 1d10 bludgeoning damage.

Earthen Grasp (2 AP)


  • Casting Time: 1 action
  • Range 5 feet
  • Components Gesture, Other (bludgeoning melee weapon)
  • Duration Instant

You hurl all your might into a downward thrust against a target in range, they make a Toughness save or take 1d8 bludgeoning damage, their speed is reduced by half and they cannot make reactions until the start of their next turn.

Earthen Onslaught (1 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Gesture, Other (Quarterstaff)
  • Duration Instant

You slam your staff into the earth below you, raise up a chunk of earth, then hurl it at an opponent, make an Arcane attack against a target in range, if you hit they take 1d6 earth damage and all opponents within 5 feet must make a Dexterity save or take the same damage.

Ebb And Flow (1 AP)


  • Casting time 1 action
  • Range 10 feet
  • Components Gesture, Other (Dagger)
  • Duration Instant

You create a tether of water to your dagger then throw it at a target in range, then return it attacking for a second time, make two Arcane attacks against a single target in range, each hit deals 1d4 Frost damage and 1d4 Slashing damage.

Chapter 8: Arcane

Chilling Wave (1 AP)


  • Casting Time 1 action
  • Range 15 feet Cone
  • Components Gesture, Other (Axe)
  • Duration Instant

You create an ice cold wave in the form of an axe, all targets within range must each make a Arcana save or take 1d6 Frost damage.

Rushing Wave (2 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture, Other (Mace or hammer)
  • Duration Instant

You slam your mace into the ground as a film of water rushes to a target in range, water rises at the target location to encompass the target, they must make a Strength save or take 1d8 Frost damage and are moved up to 10 feet in any direction of your choice.

Refreshing Wave (1 AP)


  • Casting Time 1 action
  • Range 30 foot cone
  • Components Verbal, Gesture, Other (Quarterstaff)
  • Duration Instant

As you raise your staff a wave of refreshing energy washes over all allies in range, each ally heals HP equal to your Arcana modifier.

Ember (2 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Gesture
  • Duration Instant

You hurl a flaming ember at a creature or object within range. The target must succeed on a Dexterity saving throw. On a failed save, the target takes 1d8 fire damage and becomes ignited for 1d4 rounds causing them to take 1 fire damage per round, unless they take a bonus action to put it out.

Emberbolt (3 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Gesture
  • Duration Instant

Focus and swing with fire flying through the gaps in your fingers. Sometimes you just need to punch something with fire. Like a shotgunned version of fire bolt, this blast from the caster's hand dissipates quickly, but burns hotter than a normal fire bolt when cast. The caster makes a melee spell attack against a single target, if it hits it does 1d12 fire damage.


Emit Spores (1 AP)


  • Casting Time 1 action
  • Range 5 feet radius
  • Components Gesture, Other (any mushroom)
  • Duration Instant

You emit a cloud of toxic green and purple spores. Each creature in range, other than you, must succeed on Toughness save or take 1d6 poison damage.

Fiery Disengage (1 AP)


  • Casting Time 1 reaction
  • Range Self
  • Components Verbal
  • Duration Instant

This spell can be cast as a reaction after taking damage from a melee attack. When cast, this spell propels you 5ft upwards and 5ft backwards. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d4 fire damage.

Fire Bolt (2 AP)


  • Casting Time 1 action
  • Range 90 feet
  • Components Verbal, Gesture
  • Duration Instant

You hurl a bolt of fire at a creature or object within range. Make an Arcane attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

Fire Lance (1 AP)


  • Casting Time 1 action
  • Range 30 ft
  • Components Verbal
  • Duration Instant

A flame materializes behind the caster and then shoots around them at the target. The target must be in a direct line with no obstructions. A string of flames deals 1d6 points of fire damage to the targeted creature.

If the spell hits something in the middle it stops movement and deals damage to what it hits. A fire lance can set fire to combustibles and damage objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.

Fire Splash (1 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Gesture
  • Duration Instant

You hurl an exploding bolt of fire at a point within range. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 1d6 fire damage.

Chapter 8: Arcane

Firesweep (1 AP)


  • Casting Time 1 action
  • Range 5 feet (melee) or 60 feet (ranged)
  • Components Verbal, Other (weapon)
  • Duration Instant

You make a weapon attack against one creature within range. This spell has a range of 5 feet if the weapon attack is a melee attack, or 60 feet if the weapon attack is a ranged attack. On a hit, the target suffers the the attack's normal effects, and a different creature of your choice that you can see within 5 feet of the target takes fire damage equal to your Arcana modifier.

Flame Ring (1 AP)


  • Casting Time 1 action
  • Range special, see text
  • Components Verbal, Other (a weapon)
  • Duration Persist (1 round)

You make a weapon attack that rings the target in flames. You make a melee attack with a weapon against one creature within the weapon's melee attack reach. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in rings of flame until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 fire damage, and the spell ends.

Flare Blitz (2 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture
  • Duration Instant

Your body is coated in flames, as you launch yourself spiraling towards your target. Choose one creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. After a hit, you land in an empty space within 10 feet of your target.

Flare Counter (2 AP)


  • Casting Time 1 action
  • Range Self, Touch
  • Components Other (bladed weapon)
  • Duration Instant

You enter a parry stance for one turn as your sword is covered in fire, you cannot move from place and you parry any melee attack, but not if the attack is made with advantage. If an attacker targets you with a melee attack, you can instantly counter their attack, taking no damage from the attack and dealing weapon damage + 2d4 fire damage. Once you parry an attack, the spell ends. If this spell is cast multiple times in a row, it begins to damage the user.

It deals damage equal to your Arcana modifier if cast twice in a row, double if three times in a row, so on and so forth.


Flare Shot (1 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Other (a ranged weapon)
  • Duration Persist (1 round)

You shoot a projectile from a weapon and make a ranged attack with it against one creature within 30 feet of you. On a hit, the target suffers the attack’s normal effects, and it becomes dazed by the sudden flare of light in its face until the start of your next turn. For the duration, the target and one additional creature within 5 feet can't take reactions.

Focus Flame (2 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

You create a small bolt of impaling fire, which when combined with a second bolt, massively explodes in power. Make an Arcane attack against a target within range, dealing 1d4 fire damage on a hit. Next round, if you hit the same creature with this spell, trhe second bolt instead deals 1d12 fire damage.

Frost Bolt (2 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

You hurl a ball of magical frost at a creature or object within range. Make an Arcane attack against the target. On a hit, the target takes 1d10 cold damage.

Frostbite (1 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

You cause numbing frost to form on one creature that you can see within range. The target must make a Toughness saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Froststrike (2 AP)


  • Casting Time 1 bonus action
  • Range Self
  • Components Verbal, Other (a small block of ice or other frozen liquid)
  • Duration Instant

The next time you make a melee weapon attack against a creature, you can use your Arcana modifier instead of your Strength modifier when calculating the attack and damage rolls. In addition, the targeted creature's speed is reduced by 10 feet and the attack deals frost damage instead of its normal damage type. You do not receive these bonuses if you do not take the attack action during the turn you cast this spell, as the cold ice around the blade disperses.

Chapter 8: Arcane

Globe of Sparks (1 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Gesture
  • Duration Instant

This spell momentarily creates a small globe of rapidly moving sparks. You may make an Arcane attack to hit a creature with the globe for 1d4 points of lightning damage, however, this is not a classic "touch" spell; if you fail the attack roll, you are not able to catch your target in the triggered globe. You cannot "hold the charge".

Ice Shards (1 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

Choose a point in range. Shards of ice rain on creatures in a 10-foot radius sphere centered on the point. Each creature in this radius must succeed on a Dexterity save or take 1d4 cold damage.

Ignite (1 AP)


  • Casting Time 1 bonus action
  • Range 60 Feet
  • Component Gesture, Other (Flint)
  • Duration Special

This is a minor spell with untold usefulness. With a snap of your fingers, you can light the entire area ablaze. The fire remains until put out. Unfortunately, this only creates a spark, not a fire. The fire is entirely nonmagical. So, for example, you could attempt to light a gnoll (with fur and clothing, both flammable) easily, but employing this against something like a dragon (without fur, clothing, or anything else flammable on it) would fail. Creatures get a Dexterity save against being lit on fire, and a failed save causes them be on fire for 1d6+2 rounds.

Ignition (2 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture, Other (a pinch of ash)
  • Duration Instant

You extend your hand and a volcanic ignition sears a creature you can see within range, making them more vulnerable to fire. The target must succeed on a Dexterity saving throw or take 1d4 fire damage and gain vulnerability to fire damage until the end of your next turn.

Ki Bullet (1 AP)


  • Casting Time 1 standard action
  • Range 30 ft
  • Components Verbal, Gesture
  • Duration Instant

This spell deals 1d6 points of typeless ki damage. You must succeed an Arcane attack to hit your target.


Leaf Barrage (3 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Gesture
  • Duration Instant

Several leaves appear out of thin air around you, become as sharp as knives, and then are launched at a creature or object within range. The target must succeed on a Dexterity saving throw. On a failed save, the target takes 1d8 slashing damage. If the save fails by 10 or more, the target takes 1d4 extra slashing damage.

Small Wind (1 AP)


  • Casting Time 1 action
  • Range 120 ft
  • Components Gesture
  • Duration Instant

A very small ball of condensed wind flies towards a creature of your choice within range. Make an Arcane attack against the target. On a hit, the target takes 1d6 slashing damage and must make a Strength saving throw to avoid being pushed back 10 feet on a failed save. Large or larger creatures automatically succeed on the saving throw, while Small or smaller creatures have disadvantage on the saving throw.

Light (1 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Other (a firefly or phosphorescent moss)
  • Duration Persist (1 hour)

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Lightning Field (1 AP)


  • Casting Time 1 action
  • Range 5 feet radius
  • Components Gesture
  • Duration Instant

A cylindrical aura of electricity sweeps around you for a moment, jolting adjacent foes. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

Chapter 8: Arcane

Lightning Lasers (2 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture, Other (A pinch of iron dust)
  • Duration Instant

You stretch your arms forward and two beams of crackling light shoot from your fingertips to an enemy in reach. Make an Arcane attack against the target. On a hit, you deal 1d4 lightning damage and 1d4 radiant damage to the target.

Lightning Lure (2 AP)


  • Casting Time 1 action
  • Range 15-foot radius
  • Components Verbal
  • Duration Instant

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

Lightning Orb (2 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

You summon a ball of electric energy to strike a creature within range. Make an Arcane attack against the target. On a hit, the target takes 1d8 lightning damage. You can choose one creature within 5 feet, which also takes 1 lightning damage.

Lightning Whip (1 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture
  • Duration Instant

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. Make an Arcane attack against the target. If the attack hits, the creature takes 1d6 lightning damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

Moonbeam Bolt (2 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

You hurl a shard of pure moonlight. Make an Arcane attack against the target, on a hit the target takes 1d10 radiant damage.


One Inch Punch (1 AP)


  • Casting Time 1 action
  • Range 5 feet
  • Components Verbal, Gesture
  • Duration Instant

You make an unarmed strike. On a hit, you impose the attack's normal effects and the target is pushed 10 feet back, and knocked prone if it is large sized or lower.

Pillar of Sand (2 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Gesture, Other (sand or dust)
  • Duration Instant

You blast bursts of sand from a 5-foot cube at a point in range. Any creature in the blast's space when you cast the spell must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage.

Plague Blast (2 AP)


  • Casting Time 1 action
  • Range 60ft
  • Components Verbal, Gesture
  • Duration Instant

Choose one creature, or choose two creatures that are adjacent to each other, within range. A target must succeed on an Arcana save or take 1d6 poison damage and have disadvantage on their next attack roll.

Poison Bolt (1 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

You hurl a bolt of toxic energy from your fingertips. Make an Arcane attack against a creature within range. On a hit, the target takes 1d4 poison damage and must succeed on a Toughness saving throw or be poisoned until the end of its next turn.

Rain Blast (2 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

Hard wind and driving rain descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and become soaked. The target gains no benefit from cover for this saving throw.

Chapter 8: Arcane

Ray of Frost (2 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Ray of Heat (1 AP)


  • Casting time 1 action
  • Range 60ft
  • Components Verbal, Gesture
  • Duration Instant

A concentrated ray of heat shoots out of your finger dealing 1d4 points of fire damage. You must succeed on an Arcane attack to hit your target.

Salamander Communion (1 AP)


  • Casting Time 1 action
  • Range 15 feet
  • Components Verbal, Gesture
  • Duration Instant

By communing with the salamanders around you, you understand the will of fire for a short time. The attacks of 1 beast within range deal fire damage until the end of their next turn.

Sandcast (2 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Persist (1 round)

You hurl a swirling mass of sand at a creature or object within range. Make an Arcane attack against the target. On a hit, the target takes 1d8 bludgeoning damage. If the target is a creature, it has disadvantage on Perception checks that rely on sight until the end of your next turn. Any unprotected, small flame hit by this spell is smothered and quenched.

Shadow Blast (1 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Persist (1 round)

You create a beam of darkness, clouding the creature's vision. Make an Arcane attack against a target. On a hit, the target takes 1d6 necrotic damage and the creature's vision is limited to a range of 10 feet, having its view clouded by magical darkness after this range for the duration of the spell.


Shadow Mask (2 AP)


  • Casting Time 1 action
  • Range 60 ft
  • Components Gesture
  • Duration Sustained up to 5 rounds

Shadows manifest near your opponents head, distracting them. The targeted creature makes a Sense saving throw. If they fail, they receive -2 to attack rolls and Dexterity based skill checks for the duration

Shocking Bolt (2 AP)


  • Casting Time 1 action
  • Range 120 ft
  • Components Verbal, Gesture
  • Duration Instant

You hurl a small bolt of lightning at a creature or object in range. Make an Arcane attack against the target. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

Shocking Grasp (2 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Gesture
  • Duration Instant

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make an Arcane attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

Shocking Reaction (1 AP)


  • Casting Time 1 reaction
  • Range 5 feet
  • Components Verbal, Gesture
  • Duration Instant

When hit by a melee attack, the creature that hit you takes 1d4 lightning damage. The creature takes a further 1d4 lightning damage each time it makes a melee attack against you for the remainder of its turn.

Chapter 8: Arcane

Shoulder Touch (3 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Gesture
  • Duration Instant

You reach out and touch a creature's shoulder, saying "Hey" and delivering an electric charge to them.

As an action, you reach out and touch a single creature on the shoulder, saying "Hey" in a language they understand. The creature must be touchable and able to hear you for this spell to work. Make an Arcane attack roll, on a hit the creature takes 1d12 lightning damage and has to make a Toughness save to resist being either blown back up to 10 feet or having their movement reduced to 0 until the end of their next turn.

Solar Blitz (1 AP)


  • Casting Time 1 action
  • Range 10 feet radius
  • Components Verbal, Other (a weapon)
  • Duration Instant

Your weapons burst with light, making all who stand against you fear the light. Make an Arcane attack. On a hit, you deal the weapons normal damage and a flash of pure light comes from the tip of the spear, blinding all other creatures in a 10 feet radius from the attacked creature. All affected creatures that are hostile to the target must do a Toughness saving throw. On a failure, they recieve your Arcana modifier in radiant damage and have disadvantage on their next attack roll. On a success, nothing happens. If the creature is an undead or fiend, they have disadvantage.

Solar Bolt (1 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture, Other (A torch or glowing object)
  • Duration Instant

A bolt of solar energy streaks from your hand to smite a creature within range that then detonates into a blast of brilliant light reminiscent of the Sun. Make an Arcane attack against a creature within range; if the attack hits, the creature takes 1d4 radiant damage. Regardless of whether the attack hits or not, the target and any creatures within 10 feet of it must succeed on Toughness saving throws or become blinded until the start of their next turn. If the attack did hit, the target makes this Toughness saving throw with disadvantage.

Sonic Beam (1 AP)


  • Casting Time 1 action
  • Range 30ft
  • Components Verbal, Gesture
  • Duration Instant

You generate a small beam of high pitched sound. You must succeed on an Arcane attack to strike a target and deal 1d4 points of Thunder damage.


Spark Shower (1 AP)


  • Casting Time: 1 action
  • Range 90 feet
  • Components Verbal, Gesture
  • Duration Instant

You bring down sparks of lightning in a small area centered to a point you choose within range. Each creature in a 10 foot-radius sphere centered on that point must succeed on a Dexterity saving throw or take 1d6 lightning damage.

Starlight Bolt (2 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

A bolt of brilliant light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.

Static Field, Lesser (1 AP)


  • Casting Time 1 action
  • Range 30ft
  • Components Verbal, Other (powdered metal)
  • Duration Persist (1d4 round)

This spell creates a small static field that hovers in a 20 ft square one inch off the ground. Any creature stepping in the square must pass a Dexterity save or take 1d4 point Lightning damage. Any creature that starts their turn in the field receives no save and takes 1d4 point lightning damage.

Stone Bolt (3 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture, Other (a rock)
  • Duration Instant

You fire a piece of stone at an enemy, much harder than normally possible. You make a Arcane attack at a creature or object within range. On a hit, the target takes 2d6 bludgeoning damage. The bolt deals double damage to objects and structures.

Thunder Shock (2 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Gesture
  • Duration Instant

You send a small bolt of lightning at a creature or object within range. The target must succeed on a Dexterity saving throw. On a failed save, the target takes 1d8 lightning damage and has disadvantage on the first Dexterity saving throw it makes before the beginning of your next turn.

Chapter 8: Arcane

Thunderclap (1 AP)


  • Casting Time 1 action
  • Range 5-foot radius
  • Components Gesture
  • Duration Instant

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Toughness saving throw. On a failed save, the creature takes 1d6 thunder damage.

Thundering Whip (1 AP)


  • Casting Time 1 action
  • Range 20 feet
  • Components Verbal, Gesture
  • Duration Instant

You create a shimmering whip of thundering energy in your hand which lashes toward a target creature within range, creating a crack which can be heard up to 100 feet away. The target must succeed on a Toughness saving throw or take 1d6 thunder damage and be deafened until the beginning of your next turn.

Thunderous Strike (1 AP)


  • Casting Time 1 action
  • Range Self
  • Components Verbal, Other (melee weapon)
  • Duration Persist (1 round)

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. On the start of the next turn of the caster, a thunderous wave pushes the target 15 feet backwards, and deals 1d6 thunder damage.

Twilight Blast (2 AP)


  • Casting time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

Brilliant swirls of dark and light energy swirl towards your targets in a starry fashion. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.

Water Blast (2 AP)


  • Casting time 1 action
  • Range 30 feet
  • Components Gesture
  • Duration Instant

You hurl a glob of water at a creature or object within range. The target must succeed on a Dexterity saving throw. On a failed save, the target takes 1d8 bludgeoning damage and becomes vulnerable to frost damage for 1 minute due to being soaked in water.


Water Bolt (2 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

You hurl a bolt of tightly compressed water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage and becomes vulnerable to frost damage for 1 minute due to being soaked in water.

Wind Barrier (3 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture
  • Duration Instant

The caster can manipulate the wind to make a barrier around the caster or ally, giving the target an AC bonus equal to your Arcane Aptitude.

Wind Blade (1 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

Caster uses the wind to increase the damage output of their weapon by adding 1d6 on a successful attack.

Wind Manipulation (1 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture
  • Duration Instant

The caster can use the wind to move small objects with little effort within the range of the spell up to 15 feet; moving people will require a concentration check of DC 15.

Speed of Wind (2 AP)


  • Casting Time 1 action
  • Range Self
  • Components Verbal, Gesture
  • Duration Instant

The caster can use the wind to enhance their natural abilities, increasing their speed by 10 feet, Athletics by 1, and Dexterity saves by +1.

Wind Bullet (2 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

You condense wind into a concetrated ball and hurl it at a target in range making an Arcane attack check. On a hit you deal 1d8 bludgeoning damage.

Chapter 8: Arcane

Piercing Wind (2 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

You create a spike of wind and aim this directly at a target in range making an Arcane attack dealing 1d10 piercing damage on a hit.

Zap (2 AP)


  • Casting Time 1 action
  • Range 30 ft
  • Components Verbal, Gesture
  • Duration Instant

You fire a thin orange-colored ray at your target. You must make an Arcane attack to strike a target. On a successful hit, this spell deals 1d4 of electricity and 1d4 of fire damage to the target.

Zephyr-Burst Strike (2 AP)


  • Casting Time 1 Action
  • Range Self (5-foot radius)
  • Components Gesture, Other (a melee weapon)
  • Duration Instant

Strong winds envelop your weapon, ready to release a burst of gusting winds. You make a melee attack with a weapon against one creature within range. On a hit, the target suffers the attack's normal effects and an additional 1d8 slashing damage, gets pushed back 5ft. Enemy creatures adjacent to the target take slashing damage equal to your Arcana modifier.

Tier 1

Acid Stream (4 AP)


  • Casting Time 1 action
  • Range Self (30-foot line)
  • Components Verbal, Gesture, Other (a bit of rotten food)
  • Duration Sustained up to 1d10 rounds

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for duration unless a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.

Scorcher (7 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture, Other (a red dragon’s scale)
  • Duration Instant

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.


Agni Shine (6 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

You throw a hand forward and send a roaring ball of flame roughly 1 foot in diameter towards a target within range. You make an Arcane attack. On a hit, the target takes 2d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Air Bubble (5 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture
  • Duration Persist (1 hour)

An object or creature in range is surrounded with a 2-foot-diameter sphere of clean, pure air for the duration, which suppresses water or unclean air. When cast on a creature, the air bubble surrounds the target's head or face. As the air is always clean, it is scentless even in the presence of overwhelming odor. The sphere stays with the target, though a creature can choose to avoid the air bubble if it wishes.

This effect enables a creature to breathe when it otherwise could not, such as while underwater. The target is effectively immune to any damage that relies on smell, inhalation, odors, or gaseous contact with the face. A fragile object surrounded by this sphere of air is similarly protected from smoke or water.

Arc Bolt (5 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

A crackling blue bolt of arcing electricity fires out from your palm. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage and must make a Toughness saving throw at the start of its next turn.

On a failed save, the residual energy detonates in a static shockwave. All creatures within 5 feet of the target, including itself, must make a Dexterity saving throw or take 1d8 lightning damage.

Arcing Surge (7 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

An arc of lightning surges from your fingers. You make an Arcane attack against a target within range, bouncing off it, and hitting another target that is within 60 feet of the initial target. On a hit, the surge of lightning deals 3d8 lightning damage to the primary target.

The second target must succeed on a Dexterity saving throw, taking half damage on a successful save. It must be within 60 feet of the initial target and in the direct line of sight.

Chapter 8: Arcane

Slime Skin (4 AP)


  • Casting time 1 action
  • Range Self
  • Components Verbal, Gesture
  • Duration Sustained up to 10 Rounds

You begin to sweat an acidic slime from your pores 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 Toughness saving throw. The attacking creature takes 2d8 acid 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.

Hainawa (4 AP)


  • Casting time 1 action
  • Range 30ft
  • Components Gesture
  • Duration Sustained up to 10 rounds

Binds enemies with an energy rope to stop their movement.Generating a crackling yellow energy rope within his/her hand(s), the practitioner throws it toward the opponent. The energy winds around the opponent's arms and body, immobilizing them.

The caster fires a bolt of electricity in the shape of a slithering rope at a target. That target must make a Dexterity saving throw, or have the rope attach itself to them on a failure. On a success, nothing happens. While attached, the movement speed of the creature being bound is halved. Additionally, for every 5 feet they move they take 1d12 lightning damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Ball Lightning (5 AP)


  • Casting time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Sustained up to 10 rounds

A 5-foot diameter sphere of pulsating lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 10 feet of the sphere must make a Dexterity saving throw. The creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. A creature wearing metal has disadvantage on this saving throw.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. The sphere hovers, and you may move it in any direction so long as it ends its movement adjacent to a solid surface.

You may also choose to detonate the sphere prematurely, ending the spell and forcing creatures within 10 feet of the sphere to make the saving throw against the sphere's damage, taking an additional 2d8 lightning damage on a failure or half as much damage on a successful one.


Banefire (5 AP)


  • Casting Time 1 action
  • Range Self
  • Components Verbal, Gesture, Other (desecrated sulphur)
  • Duration Sustained up to 10 rounds

You imbue your spells that deal fire damage with the essence of fiends. At any time for the duration of the spell, when you cast a spell that deals fire damage, the flames that burst out have a fiendish green hue, making them much more intense. The fire damage you deal by such spells ignores a target’s resistance to fire damage. However, if the target is immune to fire damage, it does not take any damage from the spell.

Black Fire (5 AP)


  • Casting time 1 action
  • Range 30 ft
  • Components Gesture
  • Duration Sustained up to 10 rounds

You create a large wall of chilling black fire. Choose a space within 30 feet, and from there create a wall of Black fire five feet deep and high that stretches 15 feet, and can turn at any 5 foot increment. The wall deals 3d6 cold damage to any creature beginning its turn in the area, or entering the area for the first time this turn. If a creature is in a space where black fire is being created, it may make a dexterity save to move to an adjacent square to avoid damage.

Black Snow (4 AP)


  • Casting Time 1 action
  • Range 10-foot sphere
  • Components Verbal, Gesture, Other (a vial of acid and snow/ice)
  • Duration Instant

You create a sphere of black-colored snow that is laced with acid in a 10-foot sphere centered on you. Each creature other than you that is within the sphere must make a Toughness saving throw at the beginning of each of their turns. On a failed save, the target takes 1d6 cold damage and 1d6 acid damage, and has its speed reduced by 10 feet until the end of its next turn. On a successful save, the damage is halved and the target's speed is unaffected.

Blazing Fist (4 AP)


  • Casting Time 1 action
  • Range Self
  • Components Verbal, Gesture
  • Duration Persist (2d4 rounds)

This spell wraps your fist in a raging fire. You cannot hold any weapon in this hand, nor touch anything without dealing fire damage to it. For the duration, you deal an extra 1d10+2 fire damage with any unarmed attack made with the affected hand. Anything you touch with this hand takes the fire damage as well.

Chapter 8: Arcane

Blood Bolt (7 AP)


  • Casting Time 1 action
  • Range 30ft
  • Components Verbal, Gesture
  • Duration Instant

You blast your enemies with a bolt of blood. Each bolt requires a ranged touch attack to hit and deals 4d6 points of bludgeoning damage.

Burning Hands (5 AP)


  • Casting Time 1 action
  • Range 15-foot cone
  • Components Verbal, Gesture
  • Duration Instant

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Burning Orbs (6 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Persist (10 rounds)

You summon 1d4 orbs of flame in the palm of your open hand. As part of casting this spell, you can make an Arcane attack against an object or creature in range by shooting one or more orbs. If you summon multiple orbs, you can shoot any number of them, and they can have the same target or different ones within range. You must make a ranged spell attack roll for each orb you shoot. On a hit, each orb deals 1d4 + 1 fire damage.

Any orbs you do not shoot upon casting this spell remain in your hand for the duration, and you can use an action to shoot any or all remaining orbs. If that hand becomes otherwise occupied, an effect would extinguish the flames, or have shot all motes, this spell ends. While you have at least one orb in your hand, it provides light as a torch.

Chains of Ice (6 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture
  • Duration Special

You create chains of ice which condense around a creature and attempt to pin it to the ground. The target makes a Dexterity saving throw. If it fails, it is restrained for a number of minutes equal to your Arcana modifier. If the creature was flying, it falls to the ground and is restrained there instead, taking falling damage as appropriate. The target can use a combat action each turn, to make a Strength save to break free.


Cold Flame (7 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Persist (1d10 rounds)

You summon a sphere of cold blue fire in the palm of your hand and hurl it at an enemy. Make an Arcane attack against a target within range. On a hit the target takes 2d8 cold damage and is engulfed in cold blue flames. At the start of each of its turns until the spell ends the target must make a Toughness saving throw. On a failed save the creature takes 1d8 cold damage and has its movement speed reduced by 10 feet. On a success the spell ends on the creature.

Concuss (6 AP)


  • Prerequisite: Thunderclap
  • Casting Time: 1 action
  • Range 15 foot cone
  • Components Gesture
  • Duration Instant

The caster claps, sending out a concussive wave of raw psychic energy. Creatures in the path of the wave must make an Arcana saving throw. On a failed save, the target is knocked prone, takes 5d4 Psychic damage, and is deafened for 1 minute. On a successful save, Those who succeed are not knocked prone, are not deafened and take half the damage.

Chapter 8: Arcane

Concussive Barrier (4 AP)


  • Casting Time 1 action
  • Range 120ft
  • Components Verbal, Gesture, Other (mirror)
  • Duration Persist (1d6 rounds)

You create an invisible wall. When any creature attempts to cross one of these walls, they are immediately hurled directly backwards 1d4 x 5 ft. and suffer 1d4 hit points of damage for every 5 ft. of distance they are thrown back. A Dexterity save is required for those thrown back to land on their feet, otherwise they fall prone and drop anything they are holding.

Continual Flame (4 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Gesture, Other (ruby dust)
  • Duration Persist (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.

Control Lights (4 AP)


  • Prerequisite: Dancing Lights
  • Casting Time 1 action
  • Range 120 ft
  • Components Verbal, Gesture
  • Duration Instant

You may light or snuff any or all mundane light sources within range (candles, lamps, lanterns, torches and so forth).

Corrosive Burst (5 AP)


  • Casting Time 1 action
  • Range 120 ft
  • Components Verbal, Gesture, Other (Acid flask)
  • Duration Instant

You create an explosion of magical acid cenetred on the target you choose. Any creatures in the area of effect must make a Dexterity save or suffer 2d8 acid damage. The corrosive action of the acid also burns the eyes and skin, leaving living creatures unable to defend themselves to the best of their ability. All living creatures that fail their Dexterity save also suffer a -2 penalty to physical defense rolls and Dexterity Saves for the next d6 rounds.


Corrosive Hands (5 AP)


  • Casting Time 1 action
  • Range 15 foot cone
  • Components Verbal, Gesture
  • Duration Instant

Corrosive liquid sprays and damages targets and metal objects As you hold your hands together forming a cup pointed outwards, a thin spray of corrosive liquid shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one. The acid also corrodes any metallic objects in the area that aren’t being worn or carried.

Corrosive Smite (4 AP)


  • Casting Time 1 bonus action
  • Range Self
  • Components Verbal
  • Duration Sustained up to 10 rounds

The first time you hit a creature with a weapon attack before this spell ends, the weapon rapidly excretes acid. The attack deals an extra 2d6 acid damage to the target. Additionally, the target creature must succeed on a Dexterity saving throw or take 1d6 acid damage for a number of turns equal to your Arcana modifier.

Ring of Fire (4 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Persist (10 rounds)

You conjure a 1 foot diameter sphere of magma in range, coated in runes which bolsters other spells. For the duration, when a creature within 30 feet of the sphere takes damage from a spell, they take 1d4 extra fire damage. As a bonus action, you can move the sphere to a different empty space within range.

Cyclone (5 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture, Other (a small hailstone)
  • Duration Instant

You speed up a cylinder of air in either the clockwise or counter-clockwise direction. You then send the spiral of air to roam the area around you for 6 seconds. The cylinder is 10ft wide and 15ft high and has a move speed of 45 feet. It moves randomly, and creatures caught within its path must make a Dexterity saving throw or take 4d4 bludgeoning damage and be swept into it. On a successful save, the creature takes half damage and is not swept in.

There can only be a maximum of 12 Small or Medium creatures and 2 Large creatures in the cyclone at one time. If this maximum is reached, creatures that would be swept in automatically succeed their saving throw.

At the beginning of your next turn, the cyclone dissipates and all creatures within it are left prone in the spot it dissipated at.

Chapter 8: Arcane

Dark (5 AP)


  • Casting Time 1 reaction
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

As a reaction to being hit, you direct a blast of shadowy energy at a creature or object within range. Make an Arcane attack against the target. On a hit, the target takes 2d8 necrotic damage.

Darkness (6 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Other (bat fur and a drop of pitch)
  • Duration Sustained up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration spreading around corners. A creature with darkvision can’t see through this darkness, and nonmagical light cannot illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of Tier 1 or lower, the spell that created the light is dispelled.

Earth Tremor (4 AP)


  • Casting Time 1 action
  • Range 10-foot radius
  • Components Verbal, Gesture
  • Duration Instant

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

Elemental Armor (4 AP)


  • Casting Time 1 action
  • Range Self
  • Components Verbal, Gesture
  • Duration Persist (1 hour)

You cover yourself with a layer of elemental energy that shields you from incoming attacks. Choose one damage type when you cast this spell: acid, fire, cold, necrotic, radiant, or lightning. You gain 1d12 temporary hit points when you cast this spell. If a creature hits you with a physical attack while this spell is active, that creature takes 1d12 damage of your chosen damage type. The temporary hit points granted by this spell are lost when the spell ends. When you have no temporary hit points, the spell ends early.


Moonfire (4 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture
  • Duration Persist (10 minutes)

You create a globe of moonlight, 1 foot in diameter, that orbits around you within your space. It sheds bright light to a distance of 10 feet, and dim light for an additional 15 feet. You may have the globe take on any color you wish upon you casting.

On your turn, you may use a bonus action to command the globe to do one of the following:

  • Reduce its intensity, shedding only dim light.
  • Revert it back to its normal intensity.
  • Fly up to 30 feet in any direction, passing through openings as small as 1 inch.
  • Make an Arcane attack against an adjacent creature, dealing 2d6 cold damage on a hit. Ending the spell on a successful hit.

Elemental Burst, Lesser (7 AP)


  • Casting time 1 action
  • Range 10-Foot-Radius
  • Components Verbal, Gesture
  • Duration Instant

This spell creates a 10-foot-radius burst effect that emanates from the caster. This burst deals whatever type of elemental damage the caster wishes, and deals 4d6 points of damage.

Chapter 8: Arcane

Elemental Strike (5 AP)


  • Casting Time 1 bonus action
  • Range Self
  • Components Verbal, Other (A weapon)
  • Duration Persist (10 rounds)

The next time you hit a creature with a weapon attack during this spell duration, your weapon is imbued with the magical energy of the element of your choosing. You may choose from Fire, Cold, Lightning or Thunder.

The attack damage type is that of the weapon used and the element of choice and does an additional 1D12 damage of the elemental type. The target must succeed on a Toughness saving throw at the beginning of its next turn. On a failed save, it feels the effects of the element chosen (See effects below). On a successful save, the effects of the spell end. A creature with a vulnerability to the elemental type automatically fails the saving throw.

  • Fire - The target is set alight and burns for an additional 1D6 fire damage at the beginning of each of its turns unless the fire is put out.
  • Cold - The target's movements speed is reduced by half for their next turn and its place in the initiative queue is set to last.
  • Lightning - The target is stunned slightly and can not move or make attack actions on their next turn.
  • Thunder - The target is disorientated, their next attack action has disadvantage and all ability checks have disadvantage until the end of their next turn.

Enchantment of the Wind (4 AP)


  • Prerequisite: Zephyr-Burst Strike
  • Casting time 1 bonus action
  • Range Self
  • Components Gesture
  • Duration Persist (1 round)

Until the start of your next turn, wind swirls around you, acting as an extension of your own body. For the duration of the spell, you add 30 feet to your reach when you attack with a melee weapon or unarmed strike, as well as determining your reach for Opportunity Attacks. Additionally, when you hit a creature with a melee weapon or unarmed strike, you deal additional magical slashing damage equal to 2d6.

Eruption Counter (6 AP)


  • Casting Time 1 action
  • Range Self (10-foot radius)
  • Components Verbal, Gesture, Other (melee weapon)
  • Duration Persist (1 round)

You use your reaction to plummet your weapon into the ground, ending your concentration, and causing an explosion of blue fire to erupt around you. Each creature in range must succeed on a Dexterity saving throw or take 2d10 fire damage.


Pyroclast (7 AP)


  • Casting Time 1 action
  • Range Touch
  • Components Verbal, Gesture, Other (Obsidian)
  • Duration Instant

Explosive power coalesces into a fragment of volcanic glass within your fingers, preparing to erupt with the force of a mini-volcano. Make an Arcane attack against a creature within your reach. On a hit, the target takes 3d8 fire damage. Hit or miss, the shard then explodes with volcanic energy. The target and each creature within a 15 foot cone must succeed on a Dexterity saving throw or take 3d6 fire damage.

Eyebeams (4 AP)


  • Casting Time 1 action
  • Range 30 ft.
  • Components Verbal, Other (Tears)
  • Duration Instant

With a steely glare you fire laser beams from your eyes. Eyebeams deal 2d6 force damage, and a Toughness save or be dazed for 1d4 rounds from the sharp and surprising pain from it (it hurts more than it actually deals). At your will, you can halve its damage to 1d6, with the same dazing effects, and make it nonlethal damage.

Feedback Shock (4 AP)


  • Casting Time 1 reaction
  • Range 60ft
  • Components Verbal
  • Duration Instant

When any creature or character casts a spell, you may use this on that creature/character. If the subject fails their Arcana save they take 1d12 lightning damage and the AP used is lost until their next rest. If they succeed the save, they complete the spell.

Fire Orb (6 AP)


  • Prerequisite: Apprentice's Fireball
  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

You hurl a very large mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. In addition, each creature within 5 feet of the target must make a dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. Flammable objects hit by this spell ignites if it isn’t being worn or carried.

Fire Shot (5 AP)


  • Prerequisite: Apprentice's Fireball
  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

A small fireball flies from your hand affecting a 5 foot sphere. All creatures in the sphere must pass a Dexterity saving throw or take 3d6 fire damage; the fire ignites all flammable objects unless being worn or carried.

Chapter 8: Arcane

Fire Whip (5 AP)

  • Casting Time 1 bonus action
  • Range Self
  • Components Verbal, Gesture
  • Duration Sustained up to 10 rounds

You create a magical whip of fire that can be used to lash out at your foes. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 4d4 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action.

Smokescreen (7 AP)


  • Casting Time 1 bonus action
  • Range Self
  • Components Verbal, Gesture
  • Duration Persist (1d4 rounds)

You create a sudden flash of fizzling frizzling magical energies and colorful smoke that swirl around you and shoot off in all directions to conceal your position. After casting the spell you gain total concealment until the beginning of your next turn.

Flaming Scimitar (5 AP)


  • Casting Time 1 bonus action
  • Range Self
  • Components Verbal, Gesture
  • Duration Sustained up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make an Arcane attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Flame Spiral (7 AP)


  • Casting Time 1 action
  • Range 10 feet
  • Components Verbal, Gesture, Other (a twisted root)
  • Duration Sustained up to 10 rounds

A helix of fire surrounds you, whipping nearby foes. Every creature of your choice in range must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.

For the duration, if a creature starts its turn within 10 feet of you, you can use your reaction to force it to make another Dexterity saving throw. A target that fails this save takes 2d6 fire damage on a failed save, or half as much on a successful one.


Flare, Greater (4 AP)


  • Casting Time 1 action
  • Range 30ft
  • Components Verbal
  • Duration Instant

You create a burst of light which blinds and dazzles your opponents. If you cause the light to burst directly in front of a single creature, that creature is blinded for 1d6 rounds unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazed, are not affected by flare.

Frost Breath (7 AP)


  • Casting Time 1 action
  • Range 30-foot cone
  • Components Verbal, Gesture
  • Duration Instant

As you hold your hands with thumbs touching and fingers spread then blow outward through the gap between your hands, a sheet of shimmering, impossibly cold mist and ice crystals shoots forth from the gap in front of your mouth. Each creature in a 30-foot cone must make an Arcana saving throw. A creature takes 4d6 cold damage on a failed save, or half on a successful one.

Frost Fingers (5 AP)


  • Casting Time 1 action
  • Range 15-foot cone
  • Components Verbal, Gesture
  • Duration Instant

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Toughness saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

Frost Strike (4 AP)


  • Casting Time 1 bonus action
  • Range Self
  • Components Gesture
  • Duration Persist (1 round)

You fill your weapon with the chill of death. The next time you hit a creature with a melee weapon attack before this spell ends, that attack deals an extra 2d6 cold damage and the target’s speed is halved until the end of its next turn.

Chapter 8: Arcane

Frost Bolt (6 AP)


  • Prerequisite: Ray of Frost
  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

You summon a glowing bolt of burning, smoking, purple ice that impales, freezes, and scorches your foes.

A flaming spear of ice bursts forth from your hand, scorching and impaling the target. Make an Arcane attack against the target creature in range. On a hit, that creature takes 2d6 cold damage and 2d6 fire damage. Targets that are hit by this spell must make a Toughness saving throw or have their speed reduced by 10 feet for 1d4 rounds. Targets already slowed by this spell cannot be slowed by it again while currently slowed.

Frostwave (4 AP)


  • Casting Time: 1 action
  • Range 15-foot radius
  • Components Verbal, Gesture
  • Duration Sustained up to 10 rounds

A spray of crystal laden cold sweeps out from you to deter movement. For the duration, this ice turns the ground in the area into difficult terrain within a 15 foot radius.

A creature of Medium size or smaller in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the frost until the spell ends. A creature restrained by the frost can use its action to make a Strength check against your save DC. On a success, it frees itself. Prone creatures have disadvantage on the save and the check.

Rock-volver (7 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture, Other (six stones)
  • Duration Instant

You make six stones hover around your wrist and then shoot them at creatures within range. You shoot six stones, and can either have them all shoot at a single creature or spread them out across different creatures. Make a single Arcane attack against all targets. Each stone that hits a creature deals 1d4 bludgeoning damage.


Gusting Wind (4 AP)


  • Casting Time 1 action
  • Range 60-foot line
  • Components Verbal, Gesture, Other (a legume seed)
  • Duration Sustained up to 10 rounds

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 10 feet of movement for every 5 feet it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Hailstone (6 AP)


  • Casting Time 1 action
  • Range 90 feet
  • Components Verbal, Gesture
  • Duration Instant

A 3 inch diameter hailstone shoots from the caster toward a creature within range. Make a ranged spell attack against the target, dealing 1d10 bludgeoning damage and 2d6 cold damage on a hit.

Ice Coffin (7 AP)


  • Casting Time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

You encase a small area in a tall coffin of ice, which has the potential to temporarily immobilize frozen creatures. Choose a point you can see on the ground within range. A spire of ice erupts into existence centered on that point. The spire of ice fills a cylinder that has a 10-foot radius and a height of 40 feet. Each creature caught inside the spire's area must make a Toughness saving throw. A creature takes 3d8 cold damage and is paralyzed until the end of its next turn on a failed save, or takes half as much damage and isn't paralyzed on a successful one.

Ice Spike (5 AP)


  • Casting Time 1 action
  • Range 30 feet
  • Components Verbal, Gesture
  • Duration Instant

A growth of ice appears on a space adjacent to the target, jabbing in its direction. The chosen creature must make a Dexterity saving throw. On a failed save, the target takes 2d8 piercing damage and has its speed reduced to 0 until the start of your next turn. On a successful save, the target takes half as much damage and its speed is unaffected.

The target's space and all adjacent spaces become difficult terrain until the start of your next turn.

Chapter 8: Arcane

Icicle Crash (4 AP)


  • Casting time 1 action
  • Range 15-foot cube
  • Components Verbal, Gesture
  • Duration Instant

With a loud crash, a wave of smashed ice powder sweeps out from you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

In addition, unsecured objects that are completely within the area of effect are automatically knocked over by the spell's effect, if applicable.

Inner Air (4 AP)


  • Casting time 2 full round actions
  • Range Touch
  • Components N/A
  • Duration Persist (20 minutes)

You summon air into your lungs, making breathing unnecessary. You cannot suffocate while under the effect of this spell. However, it does not protect you from inhaled poisons.

Ki Ball (6 AP)


  • Casting time 1 action
  • Range 90 ft
  • Components Verbal, Gesture
  • Duration Instant

A Ki Ball is an explosion of magic energy that detonates with a bright flash and deals 3d6 points of force magic damage to every creature within 20ft of a point in range. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the Ki Ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Ki Ball at that point. (An early impact results in an early detonation.)

If the damage caused to an interposing barrier shatters or breaks through it, the Ki Ball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Ki Barrage, Lesser (4 AP)


  • Casting Time 1 action
  • Range 90ft
  • Components Verbal, Gesture
  • Duration Instant

A missile of ki energy darts forth from your hand and strikes its target, on a failed Dexterity save deals 2d6+2 magic damage. Specific parts of a creature can’t be singled out. Inanimate objects are still damaged by the spell however.


Frost Kunai (6 AP)


  • Casting time 1 reaction
  • Range 60 feet
  • Components Gesture, Other (daggers)
  • Duration Sustained up to 10 rounds

You imbue all of your daggers with freezing energy, holding them, prepared to throw back against your foes. When you are attacked by a ranged physical attack by a creature in range, you can use your reaction to make an Arcane attack against a creature within range. On a success, you deal 2d4 piercing damage + 2d6 cold damage.

A creature hit must succeed on a Strength saving throw, or be restrained by the ice. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, the effect ends and the creature's movement speed is reduced by 10 feet for the next minute.

Lesser Lightning Bolt (5 AP)


  • Casting time 1 action
  • Range 30 ft
  • Components Verbal, Gesture
  • Duration Instant

You unleash a line of electricity from your fingertips. Any creature in the electric line is dealt 4d4 points of electricity damage. Flammable materials burn if electrocuted. This spell deals an additional 2d4 damage against creatures wearing metal armor.

Light Binding (5 AP)


  • Casting time 1 action
  • Range 90 feet
  • Components Gesture
  • Duration Persist (1 round)

A visible creature in range is pinned down with a spotlight of magical luminosity that restricts its movement. The target must succeed on a Toughness saving throw, or take 2d8 radiant damage and be restrained until the end of your next turn.

Light Drive (6 AP)


  • Casting time 1 action
  • Range 60 foot line
  • Components Gesture, Other (copper)
  • Duration Instant

An orb of radiant power blasts out from you forming a line 60 feet long and 5 feet wide in a direction you choose. Creatures in the orb's path must make a Dexterity saving throw or take 2d10 radiant damage, or half as much on a successful save.

Lightning Ray (7 AP)


  • Casting time 1 action
  • Range 90ft
  • Components Verbal, Gesture
  • Duration Instant

You unleash a powerful stroke of electricity from your finger. The electric strike deals 3d8 points on a failed Dexterity Save.

Chapter 8: Arcane

Moonbeam (6 AP)


  • Casting Time 1 action
  • Range 90 feet
  • Components Verbal, Gesture, Other (opalescent feldspar)
  • Duration Sustained up to 10 rounds

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make aa Arcana saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast this spell, you can use an action to move the beam 30 feet in any direction.

Stunning Shock (7 AP)


  • Casting time 1 action
  • Range Touch
  • Components Verbal, Gesture, Other (Iron)
  • Duration Instant

You releases a bolt of electricity that immediately strikes a target. On a successful Arcane Attack, the electricity deals 6d4 lightning damage and stuns the target for 1d4 rounds.

Cyclone Trap (4 AP)


  • Casting time 1 action
  • Range 30ft
  • Components Verbal, Gesture, Other (Eagle Feather)
  • Duration Persist (1 round)

You create a stationary, swirling trap of wind on a spot within range. This trap is only visible to the caster, and is triggered immediately when stepped on by a medium or smaller creature. When triggered, a trap violently throws the target 20ft into the air. This fall then deals fall damage as the creature falls equal to 2d8.

Orb of Light (6 AP)


  • Casting time 1 action
  • Range 120ft
  • Components Verbal, Other (Phosphorous)
  • Duration Persist (1 hour)

You create a floating, mobile ball of light that provides bright light within 60 feet. The orb occupies a 5-foot square but is insubstantial and does not affect a creature whose square it occupies in any way. The orb can be moved up to 30 feet by the caster as a bonus action. Alternatively, the orb can be commanded to follow the caster or another willing creature; while following a target, the orb will move up to 30 feet per round, attempting to remain in an adjacent square. If the distance between the orb and the caster ever exceeds the spell's range, the spell automatically ends. A light spell counters and dispels a darkness spell of an equal or lower level.


Phoenix Strike (7 AP)


  • Casting time 1 action
  • Range 20-foot radius
  • Components Verbal, Gesture
  • Duration Instant

You create a fiery explosion that surges out from you. Each creature of your choice within 20 feet must make a Strength saving throw or take 3d8 fire damage and are pushed back 5 feet. On a successful save, the creature takes half as much damage and isn't pushed.

The fire spreads around corners and it ignites flammable objects in the area that aren't being worn or carried.

Phoenix Wave (4 AP)


  • Casting time 1 action
  • Range Self (20-foot wave)
  • Components Verbal, Gesture
  • Duration Instant

You put your hand out in front of you or you focus this spell onto a weapon of your choice. You move your hand or weapon in a sideways slashing motion causing a fiery wave to be made from your hand or weapon in a 20ft cone, hitting anything in front of it. It does 1d6 fire damage and 1d6 bludgeoning damage or half as much on a successful dexterity saving throw.

Ray of Light (5 AP)


  • Casting time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

You form a concentrated beam of light infused with holy energy to strike your enemies down with a flash of light. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 radiant damage. On successful save, the target takes half as much damage.

Rock Splash (5 AP)


  • Casting time 1 action
  • Range 90 feet (15 foot cone)
  • Components Gesture, Other (rock)
  • Duration Instant

You use your mighty magic powers to pick up a nearby rock and lob it at that group of nunchucks standing over there. It unceremoniously shatters on impact, showering all of them with many tiny sharp things.

Target a point within range. All creatures within a 15-foot cone originating from that point must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much on a success.

Chapter 8: Arcane

Rock Wave (4 AP)


  • Casting time 1 action
  • Range 30-foot line
  • Components Verbal, Gesture, Other (a piece of malachite)
  • Duration Instant

You create a storm of razor-sharp stones that forms a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 4d4 slashing damage on a failed save, or half as much damage on a successful one.

Sandblast (5 AP)


  • Casting time 1 action
  • Range 15-foot cone
  • Components Verbal, Gesture
  • Duration Instant

As you hold your hands out with your palms facing your targeted direction, a strong blast of sand shoots out from the center of your palms. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 slashing damage on a failed save, or half as much damage on a successful one.

Scorching Ray (4 AP)


  • Casting Time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Instant

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make an Arcane attack for each ray. On a hit, the target takes 2d6 fire damage.

Searing Orb (5 AP)


  • Casting time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

You launch an unstable orb of flames at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. On a miss, the orb detonates, and all creatures within 5 feet of the original target must make a Dexterity saving throw, taking no damage on a success and half damage on a failure.


Searing Smite (4 AP)


  • Casting Time 1 bonus action
  • Range Self
  • Components Verbal
  • Duration Sustained up to 10 rounds

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d12 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Toughness saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

Shackles of Air (4 AP)


  • Casting Time 1 Acton
  • Range30 ft
  • Components Verbal, Gesture
  • Duration Persist (1 hour)

You lock the air around the target in place, preventing it from moving in any way. A successful Dexterity Save means the target escaped the air attempting to trap him. Shackles of air can not be broken by physical means, but any caster may dispel it as a bonus action (no skill check required).

Shock (7 AP)


  • Prerequisite: Arc
  • Casting time 1 action
  • Range 30ft
  • Components Verbal, Gesture
  • Duration Instant

Electricity arcs from the ground into your targets. One or two arcs of lightning arc at your opponent or opponents. You must succeed at an Arcane attack to hit your target(s). If used as a one-target spell it deals 6d4 points of lightning damage to the target of the spell. If used as a two-target spell it deals 3d4 points of damage to each of the two targets.

Sky Smite (7 AP)


  • Casting time 1 action
  • Range 60 feet
  • Component Verbal
  • Duration Instant

A bolt of lightning comes out from the sky to smite a creature of your choice, which then bursts into a flash of light once it hits the target or the ground. A creature of your choice within range of the spell must make a Dexterity saving throw. On a failed save, they take 2d8 lightning damage and 1d8 radiant damage, or half as much on a successful save.

Chapter 8: Arcane

Snowball Storm (5 AP)


  • Casting Time 1 action
  • Range 90 feet
  • Components Verbal, Gesture, Other (a piece of ice)
  • Duration Instant

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

Sonic Implosion (7 AP)


  • Casting time 1 action
  • Range 60 feet
  • Components Gesture
  • Duration Instant

You cause a piercing noise to fold in on an area, harming enemies. Choose a point within range. Creatures within 15 feet of that point must make a Toughness saving throw or take 3d8 thunder damage (or half as much damage on a successful save) as they are harassed by an unbearable screeching noise. Creatures further than 15 feet away from the point do not hear anything.

Sound Burst (5 AP)


  • Casting Time 1 action
  • Range 30 ft
  • Components Verbal, Gesture
  • Duration Instant

You blast an area with a tremendous cacophony. Every creature in the area takes 2d8 points of Thunder damage and must succeed on a Toughness save to avoid being stunned for 1d4 rounds. Creatures that cannot hear are not stunned but are still damaged.

Splashing Spit (5 AP)


  • Casting time 1 action
  • Range 120 ft.
  • Components Gesture
  • Duration Instant

You twist your body back then snap forward with a twist of the neck releasing a glob of enchanted spit that splashes out from its target. Making an Arcane attack against a single target, if any others you wish to target are within 15 feet of the original target make a secondary Arcane attack against them. On a hit, the initial target takes 1d12 poison damage and 1d6 acid damage, any secondary targets that weren't the original target instead take 1d8 poison damage and 1d4 acid damage.


Star's Saint's Hand (5 AP)


  • Casting time 1 action
  • Range Touch
  • Components N/A
  • Duration Instant

You call upon radiant energy to help you defeat a target creature. You extend your hand as if to aid or make a deal and the target creature must make an Arcana saving throw. If they fail, they take 2d8 radiant damage and suffer disadvantage on their next attack. If the target creature succeeds on the saving throw, they do not take your hand and a beam of light strikes down in retaliation dealing half of the radiant damage and no disadvantage.

Static Field (5 AP)


  • Casting time 1 action
  • Range 30 ft
  • Components Verbal, Other (powdered Metal)
  • Duration Persist (1d6 round)

This spell creates a 30ft square static field that hovers one inch off the ground. Any creature stepping in the square receives a Dexterity save or takes 4d4 Lightning damage. Any creature that is already in the square receives no save and takes 1d12 lightning damage.

Step into Darkness (4 AP)


  • Casting time 1 action
  • Range Self
  • Components Verbal
  • Duration Persist (10 rounds)

Upon casting this spell, for 10 rounds you may step into any space which is either completely dark or dimly lit and use a bonus action to instantly appear at the nearest space of similar lighting within 20ft. Each teleportation is instant and invisible.

Streaming Flame (7 AP)


  • Casting time 1 action
  • Range 90ft
  • Components Verbal, Gesture, Other (coal)
  • Duration Instant

With this spell a jet of superheated flame, one foot in diameter, streams forth from your outstretched hand. Striking your opponent with an Arcane attack and dealing 4d6 fire damage on a successful hit.

Sun Strike (6 AP)


  • Casting time 1 action
  • Range Touch
  • Components Verbal, Other (a melee weapon)
  • Duration Instant

You make a melee weapon attack on a target. If you hit, your weapon flares up with the light of the sun, empowering your attack. In addition to the attack's normal effects, the target takes 3d6 radiant damage.

The target must also succeed on a Toughness saving throw, or be blinded until the start of your next turn. Creatures with sensitivity to light, or vulnerability to radiant damage, have disadvantage on this saving throw.

Chapter 8: Arcane

Thunderous Smite (4 AP)


  • Casting Time 1 bonus action
  • Range Self
  • Components Verbal
  • Duration Sustained up to 10 rounds

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Thundershock (6 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (conductive metal)
  • Duration: Instant

You thrust your hands outward and burst forth an arc of lightning into a target you can see within range. That target must make a Toughness saving throw. On a failed save, it takes 5d4 lightning damage and is incapacitated until the start of its next turn. On a successful save, it takes half as much damage and isn't incapacitated.

Thunderwave (5 AP)


  • Casting Time: 1 action
  • Range: 15-foot cube
  • Components: Verbal, Gesture
  • Duration: Instant

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Toughness saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Thunderwhip (4 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal, Gesture, Other (a piece of horse leather)
  • Duration Sustained up to 10 minutes

You evoke a vibrating whip in your free hand, whose whipcrack is most disturbing to animals. The whip lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a bonus action.

You can use your action to make a melee spell attack with the thunderwhip, which has a reach of 10 feet. On a hit it deals 3d4 thunder damage. If the target is a beast, it becomes frightened until the end of its next turn.


Tile of Fire (4 AP)


  • Casting time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Sustained up to 10 rounds

One 5 foot square visible 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 2d6 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.

Tri-Element (6 AP)


  • Casting time 1 action
  • Range 120 feet
  • Components Verbal, Gesture, Other (An Ember, a lodestone, and a small icicle)
  • Duration Instant

When you cast this spell, you cause a lightning bolt to appear out of the sky to strike a creature of your choice in range. Make a ranged spell attack against the target. On a hit, the target then takes 1d6 Lightning damage, 1d6 Fire damage, and 1d6 Cold damage as the lightning bolt briefly transforms into a giant flame, which then freezes into Ice and finally disappears.

Lightning Spear (6 AP)


  • Casting time 1 bonus action
  • Range Self
  • Components Verbal, Gesture, Other(a small iron needle)
  • Duration Sustained up to 10 rounds

You raise your arm and form a spear of lightning in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the finesse, light, and thrown properties (range 100ft). When you throw the spear you make a ranged spell attack and deal 3d6 lightning damage on a hit.

If you drop the weapon or it hits the ground, it dissipates and cannot reappear until the start of your next turn. Thereafter, while the spell persists, you can use your bonus action to cause the weapon to reappear in your hand.

Water Cube (4 AP)


  • Casting time 1 action
  • Range 120 feet
  • Components Verbal, Gesture
  • Duration Sustained up to 1 hour

You summon a cubical mass of water in any unoccupied space within range, where it remains and retains its shape for the duration. The cube can be of any size you designate, up to a 20 foot cube. The cube retains its shape, but otherwise acts as normal water, as if suspended and contained in a nonexistent cubical container. If summoned above the ground in open air, the water cube will float at that point in the air for the duration. Creatures and objects can pass through this manifestation as normal water, but must swim or otherwise traverse it accordingly. An attack or spell made in or through the cube of water is subject to disadvantage or other effects as it would be underwater.

Chapter 8: Arcane

Water of Life (4 AP)


  • Casting time 1 action
  • Range Touch
  • Components Verbal, Gesture
  • Duration Instant

A creature you touch regains a number of hit points equal to 1d12 + your Arcana modifier. This spell has no effect on undead or constructs. The creature must be at least halfway immersed in a body of running water; otherwise, the spell has no effect.

Water Whip (5 AP)


  • Casting time 1 action
  • Range 30 feet
  • Components Verbal, Gesture
  • Duration Instant

You summon a long, rubbery whip of pure water to lash out a creature or object in range. The target creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, and you either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Whirlwind Strike (5 AP)


  • Casting time 1 action
  • Range 10 foot radius
  • Components Gesture, Other (two-handed melee weapon)
  • Duration Sustained up to 10 rounds

You swing your weapon around your body in circles, creating a whirling flurry of destruction. All creatures within 10 feet of you must make a Dexterity saving throw, taking 3d6 of the weapon's damage type on a failed save, or half as much on a successful one.

On each of your turns while the spell is active, you may use your action to create another area of flurried destruction that lasts until the end of that turn. You can move the damaging area with you. Your movement speed is halved if you move in this way.

You cannot take this action if you cannot swing your weapon around you.. i.e. adjacent to a solid wall or being grappled/restrained by a creature.

Zap Bolt (7 AP)


  • Prerequisite: Zap
  • Casting time 1 action
  • Range 60 feet
  • Components Verbal, Gesture
  • Duration Instant

You fire a small, but concentrated electric current from your hand to zap a creature or object in range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 lightning damage.


Tier 2

Acidic Vortex (9 AP)


  • Components: Verbal, Gesture, Other (Acid)
  • Casting time: 1 standard action
  • Range: 100 ft.
  • Duration: Persist (1d4 round)

A chaotic dervish of acidic droplets whirl through the air in the area you indicate. Enemies foolish enough to not escape soon regret that decision as the acid begins to eat through armor and flesh.

This creates a whirlwind of acid in a hollow cylinder (40-ft. radius, 20 ft. high, with a 5-ft.-radius safe zone at the center). Creatures in the area take 3d8 points of acid damage per round at the beginning of your turn for its duration.

Aetherstorm (12 AP)


  • Casting time: 1 action
  • Range: 300 feet
  • Components: Verbal, Gesture
  • Duration: Instant

A sphere of astral energy rips through at a space centered on a point within range. All creatures within a 25 foot-radius sphere must make a Toughness saving throw. On a failure, creatures are pulled 15 feet towards the center and take 4d8 force damage. If a creature is at the center, or the center is occupied by a creature so that another cannot occupy the space, all such creatures take an additional 2d6 bludgeoning damage, and are knocked prone on a failure. On a success, creatures take half damage, and are not knocked prone.

Afterburner (8 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Instant

You launch forward up to 120 feet in a straight line, leaving a plume of fire behind you as you go. For the duration of the spell you do not provoke attacks of opportunity, you are able to move through the space of hostile creatures, and difficult terrain doesn't slow your movement. When you move within 5 feet of a creature or move through its space, it must make a Dexterity saving throw or it takes 4d6 fire damage from your trail of fire. On a successful save the creature takes half as much damage. A creature can take this damage only once during a turn.

Air Darts (14 AP)


  • Casting time: 1 full round action
  • Range: 30ft
  • Components: Verbal, Gesture
  • Duration: Instant

This spell creates small dart-shaped pieces of solid air. The caster can direct these darts to attack up to 5 different targets. Each dart deals 5d4 points of damage each and uses your Arcane Attack bonus.

Chapter 8: Arcane

Al-Taraj's Fulgursphere (12 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (quartz)
  • Duration: Sustained up to 1 minute

A bright flash of light emerges from your pointing finger to a point you choose within range, turning into a violent blast of electricity. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw, or take 4d8 lightning damage on a failed save, half as much damage on a success.

Additionally, if a creature fails the save, they become deafened. If they fail by 5 or more, they are also blinded, and if they fail by 10 or more, they are stunned on top of all that. At the start of an afflicted creature's turn, they can attempt a Toughness saving throw, ending the effect on a success. It also ends when the spell ends.

Blade Lightning (8 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture, Other (a sprig of pine, and a twig from a tree struck by lightning)
  • Duration: Sustained up to 1 hour

You create a sword made from lightning for the duration. This sword uses the statistics of a longsword and deals an additional 3d6 lightning damage on a hit. You are proficient with this longsword. The sword disappears if you let go of it, but you can call it back to your hand as a bonus action.

Blightning (9 AP)


  • Casting time: 1 round
  • Range: 60ft
  • Components: Other (sulphur)
  • Duration: Instant

Fires a ray of lavender colored lightning at a target, upon impact the target takes 4d6 electric damage. The target upon impact loses the ability to cast spells for 1d6+1 rounds.

Burning Hands, Greater (11 AP)


  • Casting time: 1 action
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration: Instant

A cone of flame 30 ft long shoots from your hands, dealing 5d6 damage to all within it's area. Dexterity half.


Channeled Frost (14 AP)


  • Casting time: Variable
  • Range: Variable
  • Components: Verbal, Gesture
  • Duration: Instant

Depending on casting time, this spell has a variety of effects.

  • If cast as a bonus action, it deals 6d4 points of cold damage to all creatures in a 15-foot cone.
  • If cast as a standard action, the spell deals 7d4 points of cold damage in a 15-foot cone.
  • If cast as a full-round action, the spell deals 3d10 points of cold damage in a 30-foot cone.
  • If 2 full rounds are taken, the spell deals 4d8 points of cold damage in a 45-foot cone.
  • If 3 full rounds are taken, the spell deals 9d4 points of cold damage in a 30-foot radius, or a 60-foot cone.

Channeled Lightning (14 AP)


  • Casting time: Variable
  • Range: Variable
  • Components: Verbal, Gesture
  • Duration: Instant

Depending on casting time, this spell has a variety of effects.

  • If cast as a bonus action, deals 6d4 points of lightning damage to a single creature.
  • If cast as a standard action, deals 7d4 points of lightning damage to all creatures caught within a 30ft line.
  • If cast as a full-round action, deals 3d10 points of lightning damage to all creatures caught within a 60ft line.
  • If 2 full rounds are taken, deals 4d8 points of lightning damage to all creatures caught within a 120ft line.
  • If 3 full rounds are taken, deals 9d4 points of lightning damage to all creatures caught within a 120ft line with a 15ft width.

Concussion (10 AP)


  • Casting time: 1 Action
  • Range: 100ft
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

You snap your fingers and point at one creature within range, rattling their brain within their skull.

The target of your spell is wracked with a concussive brain injury. On a failed Sense save, the target takes 1d4 Sense damage and is Stunned for 1 round. Should their Sense Save succeed, the Sense damage is halved (minimum 1).

Chapter 8: Arcane

Control Sunlight (10 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 minute

A burst of pure sunshine forms at a point you choose within range and emits bright light in a 20-foot radius sphere, surrounded by an additional 20 feet of dim light. When the ball of sunshine first appears, all creatures within the area of bright light must make a Toughness saving throw to avoid becoming blinded until the start of their next turn. At the end of a creature's turn in the area of bright sunlight they take 3d10 radiant damage. As a bonus action you can move the ball of light 20 feet in a single direction. The area of bright sunlight affects creatures with sunlight sensitivity.

Cry Of The Ancestral Druids (14 AP)


  • Casting time: 1 action
  • Range: 20 ft.
  • Components: Verbal
  • Duration: Instant

All the old users of his magic being old masters and apprentices scream with their previous animal forms toward a point you choose, within range, and then hatches with a loud stamp, exploding into sound. Each creature in a 45ft-radius, point-centered sphere must perform a Dexterity resistance test. A target takes 6d6 Thunder damage, or half of that damage if successful and will be thrown 10 feet away from you.

Radiant Stream, Lesser (8 AP)


  • Casting time: 1 action
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 round)

Your hand emanates a stream of intense light. A creature caught in the stream is stunned for 1d4 rounds and takes 4d6 points of damage. Creatures harmed by sunlight take double damage.

Undead always take double damage, as do fungi, molds, oozes, and slimes. Undead specifically harmed by sunlight (such as vampires) always take 6d6 points of damage. A successful Dexterity save halves the damage and negates the Stunned effect.

Dark Flare (11 AP)


  • Casting time: 1 action
  • Range: 30-foot line
  • Components: Verbal, Gesture, Other (a magnifying glass and a piece of black cloth)
  • Duration: Instant

A stream of dark fire bursts forth from your hand in a 40-foot long, 15-foot wide line. Each creature in the line must make a Dexterity saving throw, taking 4d4 fire damage and 4d4 necrotic damage on a failed save, or half as much damage on a successful one.


Dark Striking Thunder (12 AP)


  • Casting time: 1 action
  • Range: 20-foot radius
  • Components: Verbal, Gesture
  • Duration: Instant

You raise your hand up towards the sky and issue a prayer to strike you and your enemies with dark lightning. You raise your hand towards the stormy sky and summon a massive bolt of black lightning to hit anyone within a 10-foot radius of you, then spreads out across the ground an additional 10 feet. Every target in range must make a Dexterity saving throw. Any target within 10 feet of you that fails the save takes 4d8 dark damage and half as much on a success. If a creature is not within the range of the initial strike, but are in range of the spread, it takes 2d8 dark damage on a failed save and half as much on a success.

Daylight (9 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1 hour)

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you choose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a Tier 2 spell or lower, the spell that created the darkness is dispelled.

Deep Freeze (12 AP)


  • Casting time: 1 action
  • Range: 30ft
  • Components: Verbal, Gesture
  • Duration: Instant

This spell projects a blast of extreme cold from your hands at a single target. You must succeed at a ranged touch attack to hit. The blast deals 8d4 points of cold damage and forces the target to make a Toughness save or be frozen solid for 1 round, and then for 1d4 rounds they have their movement speed cut in half. A frozen creature cannot move or speak, or take any physical action. Such a character is considered helpless. A successful save means the target only cuts their movement speed in half for 1 round.

Chapter 8: Arcane

Deeper Darkness (11 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Other (bat fur and piece of coal)
  • Duration: Sustained up to 1 hour

Magical darkness spreads from a point you choose within range to fill a 30-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and non-magical light cannot illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of Tier 2 or lower, the spell that created the light is dispelled.

Glutinous Flame (8 AP)


  • Casting time: 1 Action
  • Range: 60ft
  • Components: Verbal, Gesture, Other (burnt wood)
  • Duration: Sustained up to 1 minute

You put the wood on the ground pointing the direction you wish the flames to go in a 5ft wide and 60ft long line of flames consuming the ground before you. Any creature standing in the spells range must make a Dexterity saving throw or take 4d6 fire damage taking half damage on a successful saving throw. The flames do not dissipate and any creature which ends its turn in the flames or passes through them takes 1d6 fire damage with a Dexterity saving throw for half damage. You can choose to immediately dispel this spell as an action instead of concentrating on it during your turn. If you do so the flames flash out to be 15ft wide instead of 5ft wide with any new creature it hits being treated as though they were struck with the original casting.

Frozen Fireball (11 AP)


  • Casting time: 1 action
  • Range: 120 ft (20 ft Sphere)
  • Components: Verbal, Gesture, Other (bat fur and piece of ice)
  • Duration: Instant

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a loud crack into an explosion of ice. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

The blast leaves anyone that failed the Dexterity saving throw restrained and frozen in ice until the end of the next round.


Electric Chain (9 AP)


  • Casting time: 1 full-round action
  • Range: 30ft
  • Components: Other (copper wire and a magnet)
  • Duration: Instant

An electric bolt jumps from your hands. The spell deals 4d6+4 points of electricity damage. If the creature is reduced to 0 or fewer hit points, the spell bounces to a secondary target within 30 ft. If the secondary target is reduced to 0 or fewer hit points, it travels to additional targets within 30 ft. until the chain is broken.

Each target can attempt a Dexterity saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the previous target.

Elemental Burst (14 AP)


  • Casting time: 1 Action
  • Area: 15-Foot-Radius
  • Components: Verbal, Gesture
  • Duration: Instant

This spell creates a 15-foot-radius burst effect that emanates from the caster. This burst deals whatever type of elemental damage the caster wishes, and deals 6d6 points of damage to any enemies within the area.

Fiery Beam (7 AP)

  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (crystal sphere or lens)
  • Duration: Sustained up to 4 round

A burning beam 1 foot wide erupts from you and lances to a point of your choice that you can see within range. Each creature caught in this beam 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. A creature killed by this spell is burned to a crisp. As a bonus action on your turn, you can move the endpoint of the beam up to 90 feet in a direction of your choice, provided it is still within range. Any creatures caught between the previous position and the new position of the beam must remake the Dexterity saving throw to avoid the spell's damage. If you move while concentrating on this spell, your concentration ends.

Chapter 8: Arcane

Fire Shield (8 AP)


  • Casting Time: 1 action
  • Range: Self
  • Components: Verbal, Gesture, Other (phosphorus or a firefly)
  • Duration: Persist (1d10 minutes)

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 3d8 fire damage from a warm shield, or 3d8 cold damage from a cold shield.

Fire Storm (9 AP)


  • Casting time: 1 Action
  • Range: 15 ft radius
  • Components: Gesture
  • Duration: Instant

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 3d8 points of fire damage.

Fire Swing (12 AP)


  • Casting time: 1 action
  • Range: 60 foot line
  • Components: Verbal, Gesture, Other (melee weapon)
  • Duration: Instant

You swing your weapon in an upward motion, sending a giant, flaming visage of your weapon outward from yourself. Each creature in a 60-foot long, 5-foot wide line must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a successful one. The fire ignites flammable objects in the area that are not being worn or carried.

Fireball (11 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a tiny ball of bat guano and sulfur)
  • Duration: Instant

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.


Firebeads (9 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a string of beads)
  • Duration: Instant

A series of fiery beads spring from your hand, darting across the battlefield. Choose 3 different points within range. Each of those points is struck by a bead. All creatures within 10 feet of a point of impact must make a Dexterity saving throw, taking 3d8 fire damage on a failure, or half as much on a success. An affected creature can only be affected by the damage of one attack from the volley.

Flame Swathe (14 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a tiny golden bell)
  • Duration: Persist (1 round)

When cast, a small burst of fire appears at a point you choose within range that swirls around whilst priming itself for detonation. A 10-foot sphere blast radius around the point is visually indicated with a harmless ephemeral aura. At the beginning of your next turn, the fire momentarily vanishes before blossoming into a 10-foot radius explosion of flames, inflicting fire damage equal to 3d10 + your spellcasting modifier to every creature caught in the blast that fails a Dexterity saving throw, or half as much damage on a successful one. Both the aura and the fire spread around corners. The fire ignites flammable objects in the area that aren't being worn or carried.

Flare Wave Explosion (12 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

Flare Wave Explosion is an immensely strong shinsu technique that allows one to transfer a shock of shinsu through vibrations from oneself to a targeted object, vibrating the target's inner shinsu and destroying it from within. It's considered to be a dangerous technique that destroys everything in contact within the user's body while leaving them completely unharmed.

Make a melee spell attack, strike the target with your palm, on a hit the target takes 4d8 force damage.

Frigid Smite (9 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal, Other (melee weapon)
  • Duration: Sustained up to 1 minute

The next time you hit a creature with a melee weapon attack before this spell ends, the weapon is enshrouded in freezing energy, and the attack deals an extra 3d8 cold damage to the target. Additionally, the target is restrained by ice for 1 minute. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Chapter 8: Arcane

Frostball (8 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a small snowflake)
  • Duration: Instant

A small ball of blue and white energy leaves the point of your finger and upon impact explodes, giving a large, sharp sound and covering the area with a snow-like surface. Each creature on a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 cold damage on a failed save, or half as much damage on a successful one. Failing or not, each creature that tries to move for the first time on that area until the end of your next turn must make a Dexterity saving throw or slip on the ice coating and get knocked prone

Glacial Pass (14 AP)


  • Casting time: 1 Action
  • Range:30-foot line
  • Components: Verbal, Gesture, Other (a clear gemstone worth at least 10 gp)
  • Duration: Instant

You cause a 5-foot square of ice shards to rise out of the ground then move in a 30-foot line. Creatures in that line that it passes through to make a Dexterity saving throw, a creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. The shards leave a wake of ice in their path, causing the ground to become difficult terrain for 1 minute. You may also choose as a reaction to teleport to the location of the shards at anytime, however doing so ends the movement of the spell.

Grasping Shadows (9 AP)


  • Casting time: 1 Action
  • Range: 90 feet, 20 feet square
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 minute

For the duration, shadowy tentacles fill a 20-foot square on ground that you can see and turn it into difficult terrain. When a creature enters the area for the first time or starts its turn there, it must pass a Dexterity saving throw or take 4d6 bludgeoning damage and be restrained until the spell ends. If a creature is already restrained by the tentacles, it takes 4d6 bludgeoning damage. The restrained creature can use its action to make a Strength or Dexterity check of its choice. On a success, it frees itself but takes 2d4 bludgeoning damage.


Great Lightning Spear (10 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a tiny gold medal depicting the sun)
  • Duration: Instant

You conjure a javelin of crackling lightning in your hand and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target is wreaked with electricity, inflicting lightning damage equal to 2d12 + your spellcasting modifier. Hit or miss, the spear then explodes and splinters outward. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d12 additional lightning damage. Creatures doused in, standing in, or swimming in water make this saving throw with disadvantage.

Hand of Elements (8 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 minute

Choose acid, cold, fire, lightning, or thunder. Until the spell ends, you can use an action to hurl a blast of energy of the chosen type up to 120 feet. Each creature in a 10-foot-radius sphere must make a Dexterity save, taking 4d6 damage on a failed save, or half as much on a success.

Ice Eruption (9 AP)


  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture, Other (a splash of water)
  • Duration: Sustained up to 1 minute

A bright streak flashes from your pointing finger or a blue ball from your mouth to a point you choose.

Ice spreads across the ground in a 30-foot square starting from a point within range. For the duration, the ice turns the ground in the area into difficult terrain. Each creature in the area when you cast the spell must make a Dexterity saving throw. A target takes 4d6 cold damage on a failed save, or half as much damage on a successful one If a creature enters the spell’s area for the first time on a turn or starts its turn there the ground erupts in a blossom of ice spikes dealing 2d6 cold damage.

Chapter 8: Arcane

Ice Reave (11 AP)


  • Casting time: 1 action
  • Range: Self (30-foot circle around caster)
  • Components: Verbal, Gesture, Other (a gemstone)
  • Duration: Instant

The caster augments their fist with explosive ice magic, slamming the ground below them sending waves of Ice out in all directions, causing 3d6 cold damage and 2d6 bludgeoning damage.

All enemies hit must make a strength save or be pushed back to the far edge of the radius. If they succeed they take no bludgeoning damage. If they fail the save and the creature collide with a solid stationary object, they take 2d6 bludgeoning damage from the impact.

As a bonus action, the caster may put up a single 5x5 wall of ice in front of a creature to stop the damage from hitting them. This also stops the spell from hitting anything behind said creature.

Ice Rupture (14 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture
  • Duration: Instant

You touch one frozen creature, and their body shatters. They take 3d12 magical slashing damage. If this reduces them to 0 hitpoints, they fall into a thousand tiny pieces, as their body is destroyed. If it does not, one of their limbs fall off at random. Either way, the condition ends.

Ice Spear (12 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (water, snow, or ice)
  • Duration: instant

A frozen spear of ice pierces through a line 30 feet long by 5 feet wide starting at a point in range that you can see. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one.

Ice Storm (13 AP)


  • Casting Time: 1 full-round action
  • Range: 300 feet
  • Components: Verbal, Gesture, Other (dust and water)
  • Duration: Instant

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 3d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.


Iceball (8 AP)


  • Casting time: 1 action
  • Range: 150 ft
  • Components: Verbal, Gesture
  • Duration: Instant

You cast an ice ball at your opponent. Make a ranged Arcana attack. This spell does 6d4 cold damage.

Illumination (10 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Concentration, up to 10 minutes

A creature or object you touch begins to shed bright, pure light out to a radius of 60 feet, and dim light out to a radius of 120 feet. This light is daylight. Several effects occur within the bright light created by this spell:

Anything within the bright light faintly glows, and the sound of its movement echoes. Every creature gains a +5 bonus to its passive Perception and advantage on Perception checks to notice anything touched by the light.

Any invisible creature within this bright light appears as a shadowy figure resembling its concealed form, negating the effect of being invisible to creatures that can see the figure.

Any creature or object that is magically altered to change its form (or apparent form) appears as a stark black version of itself while it remains within the bright light.

If any of this bright light overlaps with an illusion or an area of darkness created by a spell cast at a lower level, the spell that created the darkness or illusion is dispelled.

Immolate (14 AP)


  • Casting time: 1 Action
  • Range: 150 ft.
  • Components: Verbal, Gesture, Other (brimstone)
  • Duration: Persist (1d6 rounds)

One creature in range, and within line of sight of the caster, bursts into flames dealing 1d6 fire damage per round. These are magic flames, and as such, cannot be extinguished through non-magical means.

Ki Wave, Lesser (11 AP)


  • Casting time: 1 action
  • Range: 90 ft
  • Components: Verbal, Gesture
  • Duration: Instant

This spell fires a 5' diameter beam of typeless energy out at the enemy. The line will continue to move out to its full length through enemies dealing 5d6 damage.

Chapter 8: Arcane

Ki barrage (12 AP)


  • Casting time: 1 action
  • Range: 90 ft
  • Components: Verbal, Gesture
  • Duration: Instant

Five missiles of ki energy darts forth from your hand and strikes its target, dealing 1d6+2 points of typeless magic damage.

Specific parts of a creature can’t be singled out. Inanimate objects are still damaged by the spell however.

Regardless of the number of missiles fired, each target only makes one Dexterity save. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Lava Burst (12 AP)


  • Casting time: 1 bonus action
  • Range: 90 feet
  • Components: Verbal, Gesture
  • Duration: Instant

Make a ranged spell attack against a creature or object within range. On a hit, the target takes 4d8 fire damage. If the target has taken fire damage within the last round, the spell is considered a critical on hit.

Light Beam (8 AP)


  • Casting time: 1 action
  • Range: 60-foot line
  • Components: Verbal, Gesture, Other (a weapon)
  • Duration: Instant

You fire a ray of light out of your weapon. All creatures in a line that is 60 feet long and 5 feet wide must make a Dexterity saving throw. They take 4d6 radiant damage on a failed save, or half as much damage on a successful one. If damage from Light Beam reduces a creature to less than 12 hit points, it is fatally vaporized.

Light of Celestia (9 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (holy water)
  • Duration: Persist (1 hour)

Your body glows with celestial light, shedding bright light for 20 feet and dim light for an additional 20 feet. While the spell is active, you can use a bonus action to make a ranged attack against a creature within range. On a hit, the target takes radiant damage equal to 3d8 + your Arcana modifier. Alternatively, you can use a bonus action to make a creature within range regain hit points equal 6d4 + your Arcana modifier. This has no effect on undead or constructs. When you take one of these bonus actions, the spell ends.


Lightning Bolt (11 AP)


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: Verbal, Gesture, Other (fur and a rod of amber, crystal, or glass)
  • Duration: Instant

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d4 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

Lightning Burst (10 AP)


  • Casting Time: 1 action
  • Range: 90ft
  • Components: Verbal, Gesture
  • Duration: Instant

A lightning burst spell creates a spider webbed network of lightning that covers the affected area. Any creatures in the area take 7d4 lightning damage.

You determine the distance and height that the burst will occur within range. The spell creates a glowing sphere of force (the size of a marble) that streaks towards the target area and explodes once reaching it.

Lightning Charge (11 AP)


  • Casting time: 1 bonus action
  • Range: 60-foot line
  • Components: Verbal
  • Duration: Instant

You turn yourself into a bolt of lightning, blasting straight in a 60-foot and 5-feet wide line in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d6 lightning damage on a failed save, or half as much damage on a successful one.

You must end this charge in an unoccupied space at the end of the line. This charge does not go through obstructions like walls and you do not trigger opportunity attacks.

The lightning ignites flammable objects in the line that aren’t being worn or carried.

Lightning Dart (8 AP)


  • Casting time: 1 action
  • Range: 100 ft
  • Components: Verbal, Gesture, Other (copper ring)
  • Duration: Instant

You flick your hand and shoot a dart of lightning from your palm. You must succeed at a ranged touch attack to hit your target. The dart deals a total of 4d6 points of lightning damage. Creatures with the Aquatic or Water subtype take 4d10 points of lightning damage.

Chapter 8: Arcane

Lightning Spear (11 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a twig from a tree hit by lightning)
  • Duration: Instant

You create a bolt of lightning in your hand, similar in shape to a spear and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 lightning damage, and is stunned until the start of its next turn. Creatures with the dragon type have vulnerability to lightning damage from this spell.

Lightning Strike (14 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other(metal rod)
  • Duration: Instant

You reach up into the sky and cast down a tremendous bolt of lightning from the heavens upon one particularly unlucky target and any cronies that are standing nearby.

Target one creature or location within range. The target must be open to the sky, and cannot be indoors. The target must make a Dexterity saving throw, taking 6d6 Lightning damage on a failed save, or half as much on a success.

In addition, each creature within 15ft of the striking point must also make a Dexterity saving throw, taking half of the damage rolled on a failure.

If this spell is cast at an invalid target, or no target was specified, the lightning bolt automatically targets the tallest creature or metal object within range.

Lightning Surge (8 AP)


  • Casting time: 1 action
  • Range: 30-foot cone
  • Components: Verbal, Gesture
  • Duration: Instant

Lightning springs forth from you in a 30-foot cone. Each creature caught within the area must make a Dexterity saving throw. A creature takes 4d6 lightning damage and is stunned until the end of its next turn on a failed save. On a successful save, a creature takes half damage and isn't stunned.

Lingering Flame (14 AP)


  • Casting time: 1 action
  • Range: 30ft
  • Components: Verbal, Gesture, Other (soot or charcoal)
  • Duration: Sustained up to 1 minute

You create a ball of fire, set to explode when anyone comes near. You place a golf ball sized ball of fire in the air. This ball explodes when a creature moves within 10 feet of it, forcing all creatures within range to make a Dexterity saving throw, taking 6d6 fire damage on a failure, or half as much on a success. A creature has disadvantage on this save if the point of origin of the explosion is visually obstructed from it (e.g. around a corner).

If the spell ends or is dispelled before the ball detonates, it harmlessly vanishes instead.


Lunar Branding (14 AP)


  • Casting time: 1 action
  • Range: 15 feet
  • Components: Verbal, Gesture, Other (moonlight)
  • Duration: Persist (24 hours)

As light from the moon begins to solidify, you turn it into a harsh, scarring flare. Choose one creature in range. They must make a Sense saving throw or be branded. Whenever a branded target starts their turn or enters within light, they take 2d4 radiant damage, or twice as much when in bright light.

When they fail the save, the target can retry after an hour, ending this spell on a success.

Lunar Serenity (14 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

You summon the moon's serene grace or the sun's healing rays, creating a sphere of purplish light or incandescent yellow light. The sphere emits a 10-foot radius of bright light and dim light for an additional 10 feet. On the start of their turns, each nonhostile creature within the bright light regains a number of hit points equal to 1d8 + your Arcana modifier. This spell has no effect on undead or constructs.

Creatures in the bright light that are disguised by illusion spells such as disguise self appear as their true forms. You may designate any number creatures to be immune to this effect.

Master Spark (14 AP)


  • Casting time: 1 action
  • Range: 90-foot line
  • Components: Verbal, Gesture, Other (diamond)
  • Duration: Instant

Bringing your hands together, palms forward, you fire a white, rainbow-tinged beam of light and heat energy from your hands that is 90 feet long and 5 feet wide. Each creature caught in the spell's area must make a Toughness saving throw. A creature takes 3d6 fire damage and 3d6 radiant damage and is blinded until the start of your next turn on a failed save, or takes half as much damage and isn't blinded on a successful one.

Chapter 8: Arcane

Minute Meteors (12 AP)


  • Casting Time: 1 action
  • Range: Self
  • Components: Verbal, Gesture, Other (sulfur and pine tar formed into a bead)
  • Duration: Sustained up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

Microwave (12 AP)


  • Casting time: 1 Action
  • Range: 30ft
  • Components: Gesture
  • Duration: Persist 3 rounds

A line of translucent, nondescript energy extends from the caster's fingertip towards the target. The caster must make a successful ranged touch attack. On a successful touch attack, the target's molecules superheat, literally cooking the target internally. The subject's skin begins to blister and bubble, oozing boiling blood, and steam rises from their eyes, pores, and orifices. The subject takes 4d6 damage plus 1d6 Temporary Toughness damage. A Toughness save halves damage and Negates Toughness loss. In addition to the initial damage, it takes 4 rounds for the target's cell to cool down to normal temperatures, subjecting the victim to excruciating pain. The target suffers a -4 penalty to attack rolls, damage rolls, and saves, and spells for the next 3 rounds.

Constructs are immune to this attack. Corporeal Undead are immune to pain and Toughness loss, but sustain 4d8 damage from heat.

Moonburst (14 AP)


  • Casting time: 1 action
  • Range: 150 ft
  • Components: Verbal, Gesture, Other (a moonstone)
  • Duration: Instant

A cold light flashes from your pointing finger to a point you choose within range then blossoms with a soundless radiance. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 radiant damage and 3d6 cold damage on a failed save, or half as much damage on a successful one.


Ball Lightning (12 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (A tiny piece of conductive metal)
  • Duration: Instant

This spell was made in response to a frustration the transmuter had with the end all be all spell of fireball and the comparable lack of use of Lightning Bolt. It emulates fireball in many ways, but trades some of that spell's raw power for lightning damage. As a result, the spell appears as an almost perfectly spherical orb of electrical energy.

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of plasma. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Sanguine Storm (11 AP)


  • Casting time: 1 action
  • Range: 150ft
  • Components: Verbal, Gesture, Other (blood)
  • Duration: Persist (1 round)

Highly pressurized magical blood pummels your enemies for 1 full round, dealing 5d6 points of bludgeoning damage to every creature within a 20ft area within range. A –4 penalty applies to each Perception check made within the sanguine storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the blood disappears, leaving no aftereffects (other than the damage dealt).

Shadow Hand (8 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

A dark, floating hand appears and grabs your opponent, leaching their life to aid you. As an action, you select a target and cast this spell, forcing the target to make a Toughness save against your spell save DC. If the target fails, the hand latches onto them and saps 3d8 health from them. If target succeeds, the hand disappears and they gain advantage on saves against the spell for 1 hour. The target may repeat the save at the start of each turn.

As a bonus action while this spell is in effect, you may absorb some of the life the hand has taken, up to 1d8+4. The health absorbed by the hand is lost if the target succeeds the saving throw, the spell ends, or the target dies.

Chapter 8: Arcane

Shower of Sparks (8 AP)


  • Casting time: 1 action
  • Range: 30 ft
  • Components: Verbal, Gesture, Other (graphite)
  • Duration: Pesist (1d4 round)

As you finish the spell a small shower of sparks start sparking down on the target location. This spell causes a shower of sparks to appear in a ten-foot area. For the duration of the spell, everything in the area takes 4d6 points of fire damage each round. Creatures can leave the area to stop taking damage. Any creature that enters the area takes this damage.

Slashing Darkness (11 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You launch a hissing ribbon of pure darkness from your hand. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d8 necrotic damage.

Solar Flare (9 AP)


  • Casting time: 1 action
  • Range: 30-ft. radius
  • Components: Verbal, Gesture, Other (phosphorus)
  • Duration: Instant

A bright flash of light erupts from your body, causing everyone in a 30 ft. burst around you to make a Toughness save vs blindness for 1d6 rounds.

Sound Burst (8 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (a stringed or percussive instrument)
  • Duration: Instant

You emit a concussive sound wave, a cone of noise emanating from 20ft up in the air downwards towards a point within range, damaging creatures within the area. Each affected creature must make a Toughness saving throw. On a failed save, a creature takes 3d8 thunder damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and isn't stunned. 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.


Ki Cannon (12 AP)


  • Casting time: 3 rounds
  • Range: 120 ft.
  • Components: Verbal, Gesture
  • Duration: Instantaneous

It takes a great deal of preparation to prepare, but the Ki Cannon is a very powerful low level spell. It deals 5d6+3 typeless force damage.

It is unique in that before damage is rolled, make an attack roll against any caught in the attack. On a natural 20, treat it as a critical. If this unique critical hit is made, the laser has drilled through a vital, killing the target. Treat as vorpal. Creatures immune to vorpal are also immune to Ki Cannon's killing blow.

The spell is at its best when used for surprise, for it makes an excellent sniping tool.

Static Field, Greater (10 AP)


  • Casting time: 1 action
  • Range: 30ft
  • Components: Verbal, Other (powdered metal)
  • Duration: Persist (1d8 round)

This spell creates a 30ft square static field that hovers one inch off the ground. Any creature stepping in the square receives a Dexterity save or takes 7d4 points electrical damage. Any creature that is already in the square receives no save and takes 2d12 point electrical damage.

Stoneburst (14 AP)


  • Casting time: 1 action
  • Range: 50 feet
  • Components: Verbal, Gesture
  • Duration: Instant

Choose a mass of stone or earth you can see within range. You displace the chosen earth or stone in an area up to a 10-foot cube, the displaced fountain of churned earth or stone erupting in a direction of your choice, filling an adjacent 10-foot cube with rubble.

Each creature in either area must make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature in the first cube that fails its saving throw is also flung into the area of the second cube.

Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Storm Cannon (11 AP)


  • Casting time: 1 action
  • Range: 60ft
  • Components: Gesture
  • Duration: Instant

The caster sends a column of condensed air and swirling lightning 5ft high and 10ft wide in a line at high speed to the end of the range, Dealing 2d8 of slashing damage and 2d8 of lightning damage, this also pushes all targets in the line to the maximum range and stunning them for 1d4 rounds. On a successful Dexterity save they take half damage and are knocked prone.

Chapter 8: Arcane

Storm Front (9 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (an acorn from a tree struck by lightning)
  • Duration: Instant

You fire a thin bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 lightning damage and you can teleport to a space within 5 feet of the target.

Storm Sphere (11 AP)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 4d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 6d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

Stormstrike (10 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (a golden rod and a tuning fork)
  • Duration: Sustained up to 1 minute

Make a melee spell attack against a single creature in range. On a successful hit, the target takes 2d6 lightning damage, and 2d6 thunder damage. At the beginning of each of the target's turns, they and every creature within 5 feet of them take an additional 2d6 lightning damage and 2d6 thunder damage.

Sunlight (9 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Other (a small gemstone lens)
  • Duration: Persist (1 hour)

You touch one object that is no larger than 15 feet in any dimension. Until the spell ends, the object sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The light is sunlight, and thus has the same coloration as natural sunlight. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


Sunspark (8 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture, Other (A tiny object)
  • Duration: Sustained up to 10 minutes

You focus the energies of the sun onto a small object in your hand, consuming it with the intense radiation of sunlight. Until the end of the duration, this sunspark sheds brilliant sunlight to a distance of 120 feet in all directions, bright light for another 120 feet, and dim light for an additional 240 feet. You may subdue the light by covering it with something else.

The light emitted by this spell is intense. Whenever a creature other than you and creatures that you choose start their turn within the sunlight emitted by this spell, it must make a Toughness saving throw. Creatures with sunlight sensitivity have disadvantage on this save. On a failed save, the creature takes 4d6 radiant damage and is blinded for 10 minutes.

The creature may repeat the saving throw each minute to end the effect prematurely. Once a creature succeeds this save, it cannot be blinded by sunspark again for another 24 hours.

Touched by the Sun (9 AP)


  • Casting time: 1 action
  • Range: 10-foot radius
  • Components: Gesture, Other (The sunshine)
  • Duration: Sustained up to 1 minute

The caster can use this spell only if it's in the sunshine. If he gets hit by something, loses his concentration. Every turn the caster regains life points equal to its own hit dice. All creatures within 10 feets of the caster receive 2d10+4 radiant damage. Inside of the circle any creature needs to do a Personality saving throw, if it fails it will not be able to move, if successfully it’s move speed is only halved.

Tri-Disaster (9 AP)


  • Casting time: 1 action
  • Range: 120ft.
  • Components: Verbal, Gesture
  • Duration: Instant

You invoke three spheres of varying energy types to manifest above a designated area with a chant. A single command brings them down to bear on the targeted area and every creature within 35 feet must make a Dexterity save or take 3d8 of three damage types of your choice. A successful saving throw halves damage taken. The designated damage types must be one your character has affinity with; I.E. from spells you already know, your race, your class, et-cetera.

Chapter 8: Arcane

Blade Flash (12 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Other (a weapon)
  • Duration: Instant

You weave between your enemies in a flash of lightning, striking every foe you pass. Move up to 50ft and make a melee attack with a weapon against each creature of your choice that you passed within 5ft of during your movement. This movement does not provoke opportunity attacks. On a hit, the target suffers the attack's normal effects, and takes an additional 4d8 lightning damage.

You cannot hit each creature more than once.

Thunderous Lightning Strike (12 AP)


  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You raise two fingers to the heavens and, in an instant, a thunderous bolt of lightning flashes down from the sky and strikes down your foe.

Target one creature within range. The target must be open to the sky, and cannot be indoors. The target must succeed on a Dexterity saving throw or take 2d10 Lightning damage and be stunned until the start of your next turn. On a success, they take half the damage and are not stunned.

Hit or miss, the target and each creature in a 30ft radius must make a Toughness saving throw as the strike emits a thunderous boom audible out to 300 feet, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.

Wall of Fire (12 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (phosphorus)
  • Duration: Sustained up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 4d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.


Wall of Sand (8 AP)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (a handful of sand)
  • Duration: Sustained up to 10 minutes

You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

Wall of Water (8 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (a drop of water)
  • Duration: Sustained up to 10 minutes

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has Physical Defense of 10, Arcane Defense of 15 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

Web of Fire (11 AP)


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: Verbal, Gesture, Other (string coated in phosphorus)
  • Duration: Instant

Striking both palm down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one.

The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.

Chapter 8: Arcane

Wind Wall (8 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a tiny fan and an exotic feather)
  • Duration: Sustained up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

Winds of Change (8 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (a fan)
  • Duration: Instant

Howling winds swoop in, orbiting a point that you designate within range and rearranging creatures caught within a 60-foot radius. Each creature within the spell’s area is moved to an unoccupied position you choose within the area. An unwilling creature may make a Strength saving throw to avoid being taken by the winds.


Zone Of Frost (8 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Gesture, Verbal, Other (an ice cube)
  • Duration: Persist (1d10 rounds)

You call forth an area of freezing cold on a location you can see within range. Everything within a 20-feet square centered on that location is covered with frost, creeping up and encasing any creature unfortunate enough to be within the area of effect.

The entire area affected by the spell counts as difficult terrain. Any creature moving within it for the first time on their turn must make a Dexterity saving throw or fall prone.

When the ice appears and whenever a creature starts its turn on the area, or enters the area for the first time on their turn they have to make a Toughness saving throw, if they fail they become encased in ice, take 6d4 cold damage and are restrained until the spell ends, if they succeed on the Toughness saving throw they instead take half the cold damage and lose 10 feet of movement speed until the end of their next turn instead of becoming restrained.

Any creature that is restrained by the spell can repeat the Toughness saving throw at the end of their turn. If they succeed they break free of the ice and are no longer restrained but have their movement speed reduced by 10 feet until the end of their next turn.

Tier 3

Avalanche (21 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You conjure snow from thin air to push your enemies away and freeze them. All creatures in a 30 foot cone must make a Strength saving throw. On a failure, they take 6d8 cold damage, are pushed 15 feet away from you, and have their speed reduced by 10 feet for 1 minute. On a success, they take half as much damage and are neither pushed nor slowed. The ground within this cone becomes difficult terrain as it is covered with snow for the next minute.

Blade Barrier (18 AP)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 4d10 slashing damage. On a successful save, the creature takes half as much damage.

Chapter 8: Arcane

Blood Bomb (21 AP)


  • Casting time: 1 action
  • Range: 150 ft
  • Components: Verbal, Gesture, Other (flask of blood)
  • Duration: Instant

A blood bomb spell is an explosion of blood that detonates with a low roar and deals 8d6 points of bludgeoning damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the blood bomb is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the explosion at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

Blood Wave (18 AP)


  • Casting time: 1 action
  • Range: 60 ft. cone
  • Components: Verbal, Gesture, Other (blood)
  • Duration: Instant

ccccccA cone of high-pressure magical blood shoots from your fingertips. Any creature in the area of the blood takes 7d6 bludgeoning damage.

Burning Hands, Improved (20 AP)


  • Casting time: 1 action
  • Range: 30 ft.
  • Components: Verbal, Gesture
  • Duration: Instant

A cone of searing flame 30 feet long springs from your splayed-out hands. The cone deals 6d8 fire damage.

Cascade of Thunder (20 AP)


  • Casting time 10 rounds
  • Range: 90 feet radius
  • Components: Verbal, Gesture, Other (emerald, citrine and topaz)
  • Duration: Sustained up to 1 minute

You summon a virulent thunderstorm that lasts for the duration, damaging creatures in range with electric shocks. Once when you cast this spell and at the start of each of your turns, you may use a bonus action to call forth a 20-foot wide, 100-foot tall cylinder of storm and gale crashes down upon a point within the range of this spell. Creatures caught within the cylinder must make a Dexterity saving throw, with disadvantage if the target is not on the ground. A creature takes 2d12 lightning and 2d12 thunder damage on a failed save, or half as much damage on a successful one.


Chain Lightning (21 AP)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture, Other (fur, a crystal rod, and three silver pins)
  • Duration: Instant

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 6d8 lightning damage on a failed save, or half as much on a successful one.

Cone Of Acid (19 AP)


  • Casting time: 1 action
  • Range: 30-ft. cone
  • Components: Verbal, Gesture
  • Duration: Instant

You release a deadly cone of acid that deals 7d6 points of acid damage to each creature within its area. The cone begins at your fingertips.

Cone of Cold (21 AP)


  • Casting Time: 1 action
  • Range: 60-foot cone
  • Components: Verbal, Gesture, Other (a small crystal or glass cone)
  • Duration: Instant

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Toughness saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes petrified as a frozen statue until it thaws.

Radiant Stream (19 AP)


  • Casting time: 1 action
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d8 round)

Your hand emanates a stream of intense light. A creature caught in the stream is blinded for 1 round and takes 5d8 points of damage. Any creature to which sunlight is harmful or unnatural take double damage. A successful Dexterity save negates the blindness and reduces the damage by half.

An undead creature caught within the stream takes 6d8 points of damage per caster level (maximum 15d6), or half damage if a Reflex save is successful. An undead creature specifically harmed by sunlight, such as a vampire, takes 4d10 + Arcana modifier points of damage.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes as if they were undead creatures.

Chapter 8: Arcane

Dark 2 (16 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You direct a blast of shadow energy at one creature. Make an Arcane attack against the target, dealing 4d8 + 6 necrotic damage on a hit.

Darkbolt (18 AP)


  • Casting time: 1 action
  • Range: 120 feet line
  • Components: Verbal, Gesture
  • Duration: See Below

With a quick invocation you call forth a nimbus of jet-black night around your hands, from which you shoot black bolts of power that trail wisps of terrible darkness.

You unleash six bolts of darkness from your open palms and fire them at targets within range. You can fire them at one target or several. Make an Arcane attack for each bolt. On a hit, a target takes 6d6 necrotic damage and must make a Sense saving throw. On a failure, the target is stunned until the end of its next turn. Choose one of the following two options when you cast this spell:

  • You can fire all the bolts at once, and all targets must be within 60 feet of each other. When you use this option, the spell's duration is instantaneous.
  • When you cast this spell -and as a bonus action on each of your turns thereafter- you can expend one or two of the bolts to fire them at a target or targets you choose within range. When you use this option, the spell's duration is Concentration, up to 10 minutes.

No matter how many bolts strike a single target, a target can only be stunned until the end of its next turn.

Dawn (16 AP)


Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (a sunburst pendant worth at least 100 gp) Duration: Sustained up to 1 minute

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Toughness saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.


Din's Fire (20 AP)


  • Casting time: 1 action
  • Range: 60-foot radius
  • Components: Verbal, Gesture
  • Duration: Persist (1 minute)

You thrust your palm into the ground, and from that point a sphere of magical flame arises and rapidly expands outward. This fire does not harm you or any creatures you designate, but incinerates all other creatures and objects in a 60 foot radius centered on you.

Any affected target makes a Dexterity saving throw. On a failed save, the target takes 4d12 fire damage, and is ignited for the duration. While ignited by this spell, a creature takes 1d12 fire damage at the end of each of its turns. An ignited creature can use an action to extinguish the flames and end this condition.

On a successful save, a target takes half as much damage and isn't ignited.

Earth Shatter (17 AP)


  • Casting time: 1 action
  • Range: Self (50-foot cone).
  • Components: Verbal, Gesture Other (Naturally occurring Stormy conditions)
  • Duration: Instant

You summon a massive lightning bolt to empower your weapon before striking the ground at your feet. All creatures in a 60 cone from you must make a Strength saving throw or take 4d6 force and 3d6 thunder damage and be knocked prone. Objects and buildings take double damage from this spell.

Elemental Burst, Greater (17 AP)


  • Casting time: 1 Action
  • Range: 20 ft Radius
  • Components: Verbal, Gesture
  • Duration: Instant

This spell creates a 20 ft. radius burst effect that emanates from the caster. This burst deals whatever type of elemental damage the caster wishes, and deals 5d8 points of damage.

Elemental Maelstrom (20 AP)


  • Casting time: 1 Action
  • Range: 150 feet
  • Components: Verbal, Gesture, Other (glass sphere, sulfur, powdered amber, and an adder’s stomach)
  • Duration: Instant

Unleash an elemental blast, dealing moderate damage in four different types. You hurl a sphere of crackling elemental energy that blossoms into a storm of energy at a point within range. Each creature in a 20-foot sphere centered on the point you choose takes 2d6 damage of each of the folowing types (acid, cold, fire, and lightning). On a successful Dexterity save, a targeted creature takes only half damage.

Chapter 8: Arcane

Elemental Rupture (15 AP)


  • Casting time: 1 action
  • Range: 90 ft radius.
  • Components: Verbal, Gesture, Other (golden barrel)
  • Duration: Persist (1d8 round)

This spell causes a spreading cloud of damaging elemental energy to flood the area of effect emenating from the caster. At the time the spell is cast, you may decide which descriptor to apply to the spell from this list: acid, cold, Lightning, fire or thunder. Any creature caught in the elemental rupture suffers 4d8+4 points of damage; this damage is suffered again every round the creature remains in the area of effect and no saving throw is allowed to reduce damage in subsequent rounds. Any creature that makes a successful Dexterity save when the elemental rupture is first cast must, on their next action, take a full move out of the area of effect if possible. Creatures that cannot move, or are not able to move outside the area of effect, will suffer full damage on the following round.

Elemental Wrath (19 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Instant

You unleash a powerful burst of energy. Choose cold, fire, lightning, or thunder damage. Each creature in a 60-foot radius of you must make a dexterity saving throw. A creature takes 5d8+4 damage on a failed save, or half as much damage on a successful one.

Enhanced Darkness (16 AP)


  • Casting time: 1 action
  • Range: 60 ft
  • Components: Verbal
  • Duration: 1 hour

A 60-foot-radius of magical darkness spreads out from a point you choose within range. The sphere is pitch-black, and turns any light within an extra 60 feet into low-light. If you choose a point on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of Tier 3 or lower, the spell that created the light is dispelled.


Eternal-Force Blizzard (21 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (water or ice)
  • Duration: Instantaneous

You unleash magic emulating eternal cold, solidifying the very air itself momentarily, threatening to deep-freeze even the souls of creatures caught within. Choose a point you can see on the ground within range. The air within a 25-foot cube originating from that point then suddenly sublimates and freezes solid due to the instantaneous drop in temperature. Each creature inside the area must make a Toughness saving throw. A creature takes 6d8 cold damage and is paralyzed for 1 minute on a failed save, or takes half as much damage and isn't paralyzed on a successful one. A creature paralyzed by this spell can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Explosion (20 AP)


  • Casting time: Full-Round Action
  • Range: 180 ft
  • Components: Verbal, Gesture, Other (sulfur, magnesium and saltpeter)
  • Duration: Instant

You cause a massive explosion that deals fire, force, and thunder damage to creatures and objects. You channel your arcane powers into a mighty spell at a target location that you can both see and focus on for a full round. Then, pointing both palms at the target location, you unleash a devastating magical explosion. A glowing, tangerine-sized bead streaks from the midpoint between the pointed palms and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the explosion at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with an Arcane attack, or else the bead strikes the barrier and detonates prematurely.

Medium or smaller creatures within the target area are pushed 30 feet away from the epicenter of the spell's effect and knocked prone. If they collide with an obstruction such as a wall or a rock, then they take falling damage equal to the distance that they were pushed past the obstruction.

All creatures within the target area must succeed on a Dexterity saving throw or take 3d6 fire damage, 2d8 force damage, and 3d4 thunder damage per two caster levels. Affected creatures must also succeed on a Toughness saving throw or be blinded, deafened, and stunned for 1d6 rounds. Objects, structures, carried equipment, and the like are also damaged by the spell and if flammable are ignited.

Creatures within 120 feet of the explosion (but not within the target area) must succeed on a Toughness saving throw to negate being deafened for 1 turn. It should be noted that the spell has the capacity to damage if not destroy small buildings and as a result it can cause for the battlefield to be littered with rubble, resulting in parts of it being considered difficult terrain, and the smoke from the explosion may be seen from great distances.

Chapter 8: Arcane

Fallen Meteor (19 AP)


  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture, Other (piece of an earth or fire elemental)
  • Duration: Instant

A bright streak of light that appears in the sky when a meteorite is heated to incandescence in the atmosphere. Your spell conjures a 10 foot wide chunk of burning rock from the sky to any point in range. Each creature within a 30 foot radius of the impact must make a Dexterity saving throw. On a failed save a creature takes 3d6+3 bludgeoning damage and 3d6+3 fire damage, and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Lightning Blast (18 AP)


  • Casting time: 1 action
  • Range: 100ft
  • Components: Verbal, Gesture
  • Duration: Instant

This spell blasts the target with a bolt of lightning, dealing 7d6 electricity damage and stunning the target for 1d3+2 rounds on a successful Arcane Attack. A successful Toughness save negates the stun.

Sphere of Flames (19 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Instant

A blast of intense flame explodes in a sphere. Make an arcane attack against each creature in a 20-foot-radius sphere centered on a point of your choosing. Each target takes 7d6 points of fire damage and begins burning. Creatures on fire take 1d6 fire damage at the start of each of its turns. A creature may make Toughness saving throws for this effect at the end of each of its turns, ending the effect on itself on a success.


Fire Flow (21 AP)


  • Casting time: 1 action
  • Range:90-foot line
  • Components: Verbal, Gesture
  • Duration: Instant

A stroke of flowing fire forming a line 90 feet long and 15 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d12 fire damage and becomes ignited. On a successful save, a creature takes half damage and isn't ignited. A creature that is ignited by this spell takes 1d12 fire damage at the end of each of its turns and may spend an action to put itself out.

Fire Volley (17 AP)


  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 minute

You shoot a bolt of fire at a creature or object that you can see within range. Make an Arcane attack against the target. If the attack hits, the creature takes 5d8 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 1d8 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.

Fires of Entanglement (15 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 minute

When you cast this spell, vines of fire jump out of the ground and wrap themselves around anything in a 20-foot square around the starting point. For the duration they turn the area into difficult terrain and do 1d6 fire damage to everything in the range that starts their turn in the range.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants 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 fires die down.

Flame Strike (16 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (sulfur)
  • Duration: Instant

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 3d6+1 fire damage and 3d6+1 radiant damage on a failed save, or half as much damage on a successful one.

Chapter 8: Arcane

Gaseous death (15 AP)


  • Casting time: 1 action
  • Range: 150ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 round)

Choose one point within range. While the spell persists, every creature that starts their turn or moves within 20 feet of the target must make a Toughness saving throw, or take 6d6 poison damage, and be poisoned until the start of their next turn. A creature without the ability to smell is immune to this spell, and a heavy wind will end the spell prematurely.

Hellfire (17 AP)


  • Casting time: 1 Action
  • Range: 60 ft.
  • Components: Verbal, Gesture
  • Duration: Instantaneous

Wisps of gel-like flame encompass your arm and coalesce in your hand, quickly arching towards your foe in a curved path. The flame sticks to them and splashes outward, threatening persons and objects that may be near them.

Make an arcane attack against a target within range. On a hit, the target takes 4d10 fire damage as well as 1d10 fire damage each round for 1d6 rounds. Any creature standing within 5 ft. of the target must make a Dexterity saving throw. On a failure, they take 2d10 fire damage but do not receive damage fallout each round. On a success, they take half damage. Any flammable objects within 5 ft become ignited. This spell is considered as a non-fire spell for the purpose of ignoring fire resistance and fire immunity.

Ice Beam (17 AP)


  • Casting time: 1 Action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Instant

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, it takes 4d10 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Immolation (18 AP)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: Verbal
  • Duration: Sustained up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 2d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.

If damage from this spell reduces a target to 0 hit points, the target is turned to ash.


Internal Incineration (19 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 minute

You speak a cruel incantation that can affect a creature that you can see within range, that creature must succeed on a Toughness saving throw. If it fails it's bones start to burn like hot iron, and the victim agonizes as it begins to incinerate from the inside out.

A creature affected by this effect can only move up to half its speed, and has disadvantage on attack rolls, defense rolls, ability checks, and saving throws, other than Toughness saving throws. If the target tries to cast a spell, it must first succeed on a concentration check, on a failed save the casting fails and the spell is wasted. This effect does not apply if the target is a construct, ooze, undead, or if the creature is immune to fire damage. At the end of each of it’s turns the target can make a Toughness saving throw. On a success, the spell ends on the target. Finally, the caster can choose to end this spell prematurely.

If the affected creature is reduced to 0 hit points or less the creature dies, leaving behind charred flesh and a red-hot skeleton that cools down within 1 hour.

Ki Wave (17 AP)


  • Casting time: 1 action
  • Range: 15 ft cone
  • Components: Verbal, Gesture
  • Duration: Instant

This spell fires a 15 ft cone of energy from your palms at the enemy dealing 5d8 force damage to all enemies in range.

Lesser Palm Blast (15 AP)


  • Casting time: 1 standard action
  • Range: 120 ft.
  • Components: Gesture
  • Duration: Instant

You fire a blast of energy from your palm at a target. When the spell is ready to fire, a small orb of energy forms in the palm of your hand, humming loudly and glowing vibrantly. As it is fired it makes a screeching sound before striking the target. Firing the orb requires a Arcane attack to hit and deals 6d6 points of force damage. Unattended objects also take this damage.

Lightning Rush (19 AP)


  • Casting time: 1 reaction
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Instant

Like a bolt of lightning, you rush in and impose yourself between an attack and its target. You teleport to within 5 feet of the creature who is attacking you or an ally within range. The creature must then make a Dexterity saving throw. On a failed saving throw, the creature takes 4d10+4 lightning damage and the damage for the creature’s attack is reduced to 0. On a successful saving throw, the creature takes half as much damage and you take the damage from the attack regardless of intended target.

Chapter 8: Arcane

Maelstrom (15 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (paper in the shape of a funnel)
  • Duration: Sustained up to 1 minute

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Moonblast (21 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You conjure a pillar of moonlight to strike your foes with lunar power. Each creature in a 10-foot radius, 40-foot high cylinder of moonlight centered on a point within range must make a Toughness saving throw. On a failed save, a creature takes 4d6 cold damage and 4d6 radiant damage on a failed save and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.

Illusions cast at Tier 2 or lower in the spell's area are dispelled.

Freezing Sphere (20 AP)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture, Other (a small crystal sphere)
  • Duration: Instant

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Toughness saving throw. On a failed save, a creature takes 7d6+2 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes dealing damage as normal in a 60 ft radius.


Purifying Light (16 AP)


  • Casting time: 1 action
  • Range: 120 ft
  • Components: Verbal, Gesture
  • Duration: Instant

A small ball of light flies off and strikes the target location blasting the area with silver light. Abominations and Undead take 6d6+3 points of damage.

Rain of Fiery Blades (21 AP)


  • Casting time: 1 action
  • Range: 150 feet
  • Components: Gesture
  • Duration: Instant

A flurry of flaming enchanted swords falls from above onto a location you specify. Each creature in a 30-foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 2d12 fire damage and 2d12 slashing damage on a failed save, or half as much damage on a successful one. These swords remain implanted in the ground for a number of rounds equal to your Arcana modifier, and can be used by friendly creatures, dealing 1d12 fire damage on a hit. If an unfriendly creature attempts to use such a weapon, they take 2d12 fire damage and the sword disappears.

Regeneration (20 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

Choose one creature that you can see within range. For the duration of the spell, that creature is infused with positive energy, regaining 4d6 HP and AP at the start of each of its turns. If the creature takes acid or fire damage, the spell ends.

Remorseless Winter (17 AP)


  • Casting time: 1 action
  • Range: 30 foot radius
  • Components: Verbal, Other (a glass sphere filled with water and silver)
  • Duration: Sustained up to 10 minutes

An icy storm envelops your body, both dangerous and chilling. A 30 foot radius storm erupts from your body, the area considered heavily obscured for anyone but yourself. When a creature enters or ends their turn within the area, they take 5d4 cold damage, 5d4 slashing damage, and must make a Strength saving throw, or be pushed outside the radius.

Chapter 8: Arcane

Resonant Shockwave (19 AP)


  • Casting time: 1 Action
  • Range: 150 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

The next time you make a ranged weapon attack during the spell's duration, lyrics of frustration and dissonance transform the fired projectile, or the weapon itself if it's a thrown weapon, as it travels faster than the speed of sound, releasing an explosive cacophony of deafening sounds. Make the attack roll with advantage. The target takes 4d10+4 thunder damage on a hit, or half as much damage on a miss, instead of the normal damage. If the attack hits, the target must succeed on a Toughness saving throw or be pushed 20 feet back, knocked prone, deafened for 1 minute, and stunned until the end of your next turn.

Whether you hit or miss, each creature within 15 feet of the target must make a Toughness saving throw. Each of these creatures takes 1d10 thunder damage and is pushed 10 feet away from where the creature was and is deafened for 1 minute, or half as much damage on a successful save.

The piece of ammunition or weapon then returns to its normal form.

Shadow Axe (17 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 minutes

You evoke a shadowy axe in your free hand. The axe is similar in size and shape to a battleaxe, and it lasts for the duration. If you let go of the axe, it disappears, but you can evoke the axe again as a bonus action.

You can use your action to make an Arcane attack with the shadowy axe. On a hit, the target takes 5d8 necrotic damage and must make a Sense saving throw or be frightened until the end of your next turn.

Shadow Storm (21 AP)


  • Casting time: 1 round
  • Range: 90 feet
  • Components: Gesture
  • Duration: Instant

You tear a rift into the Plane of Shadow, and draw your hand out holding black lightning which you hurl forth. This spell deals 3d8 lightning damage and 3d8 cold damage

Slice (21 AP)


  • Casting time: 1 action
  • Range: 60 foot cone
  • Components: Verbal, Gesture, Other (A melee weapon)
  • Duration: Instant

You swing your weapon in a wide arc in front of you, causing a concentrated crescent of pure arcane energy to shoot outwards from yourself. Each creature within the area must make a Strength saving throw. On a failed save, each creature takes 3d8 force damage as well as 3d8 thunder damage, and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Solar / Lunar Blast (15 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (sight of sun or moon)
  • Duration: Sustained up to 10 rounds

You collect the power of the sun or moon (depending the time of day you are casting this spell) between your hands, forming a shining sphere of radiant energy. You can choose to unleash the stored power at once in a 60 feet cone in front of you. Creatures within 60 feet facing directly towards you must succeed on a Toughness saving throw or have disadvantage on all rolls that rely on vision as well as take 3d12 radiant damage or half as much on a successful one, and not suffer disadvantage. Undead and oozes have disadvantage on this saving throw. The cone dispels any darkness effect in its area.

Stone Drill (17 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (iron bar)
  • Duration: Sustained up to 10 rounds

This spell allows you to bore through natural rock. You target a natural rock surface within range and begin to excavate a cylindrical tunnel 5 feet in diameter at the rate of 1 foot per round (concentrating for the full spell duration creates a tunnel 10 feet long.) You can tunnel horizontally or vertically.

The removed material is crushed into fine gravel and ejected forcefully away: any creature within 10 feet of the targeted rock must succeed on a Dexterity saving throw or take 10d4 bludgeoning damage.

The stone drill has no effect on soft materials like earth or sand, nor worked stone such as masonry walls.

Sunbeam (21 AP)


  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture, Other (sunlight)
  • Duration: Instant

Raising your arms, you concentrate raw sunlight in your hands at your hands and hurl a ray at a point within range. All creatures within 15 feet of the point of impact must make a Dexterity saving throw, taking 8d6 radiant damage on a failed save, or half as much on a successful one.

In addition, creatures you choose within the area of effect instead regain hit points equal to the damage dealt by this spell.

Chapter 8: Arcane

Sunlight Spear (18 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (medal of the sun)
  • Duration: Instant

You conjure a javelin of crackling sunlight in your hand and hurl it at a creature or object within range. Make an Arcane attack against the target. On a hit, the target is wreaked with holy energy, inflicting radiant damage equal to 3d12. Hit or miss, the spear then explodes into myriad bolts of electricity. The target and each creature within 10 feet of it must succeed on a Dexterity saving throw or take 1d12 lightning damage. Creatures doused in, standing in, or swimming in water make this saving throw with disadvantage. Creatures that are damaged by this spell and are sensitive to sunlight are treated as if they were in direct sunlight until the beginning of your next turn.

Swirling Storm (16 AP)


  • Casting time: 1 action
  • Range: 10-foot radius
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

For the duration, swirling winds and wild arcs of lightning surround you, causing several effects.

  • Opportunity attacks are made against you with disadvantage, due to the chaotic winds.
  • If a creature starts its turn within this area, it takes 4d8+4 lightning damage. A creature that has cover from you, or took the Dodge action on its last turn, doesn't take this damage.
  • If you hit a creature with a physical attack while it is within this area, the electricity arcing from your weapon causes the creature to take an extra 3d8 lightning damage.

Aero-Vortex (20 AP)


  • Casting time: 1 action
  • Range: 180 ft.
  • Components: Verbal, Gesture, Other (feather)
  • Duration: Persist (1d10 round)

You raise your hand into the air and conjure a magical, immobile, silvery tornado to rise from a point from which you choose such as the ground or an elevation in the air which you can see. The mighty whirlwind is 20 ft across, 60 ft tall and causes 6d6 damage to all caught within it. Those caught within the vortex are drawn into the center and are twirled around inside it, being lifted off the ground if they are 200 lbs or less in weight or fail a Toughness save.

This tornado is as loud as a real one yet does not throw things around or pull things closer to the middle unless such objects are within the vortex. Even so, objects within the vortex are contained within it. The tornado vanishes slowly, dissipating and stopping the pull and lift it creates as soon as it begins to fade. Any objects caught within the vortex with enough mass, such as large rocks or discarded items, may hit those caught within the tornado. All objects' chances of hitting the target will become an attack which, if it hits, will cause an additional 1d10 bludgeoning damage.

Oxygen Combustion (18 AP)


  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture, Other (a ruby)
  • Duration: Instant

You rub the oxygen molecules together at hundreds of miles an hour, causing them to overheat and ignite in a fiery ball, then afterward, surrounding oxygen comes rushing in so fast it crushes anything in the initial blast radius.

All creatures in a forty foot range of the focal point must make a Dexterity saving throw. On a failed save, they take 4d6 fire damage and 3d6 force damage. On a successful save, they take 2d6 fire damage and 1d6 force damage.

To Ashes (19 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Instant

Closing your eyes and reaching a hand forward towards a target within range you mutter the Astral words for Time, Accelerate, and End as dark blue light beams out of your hand towards the target Arcana save on a failed save the target takes 6d4 Psychic damage and an additional 5d4 acid damage.

If this brings the target to 0 Hit points they are disintegrated and turned into ash. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a wish spell.

Wall of Ice (18 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a small piece of quartz)
  • Duration: Sustained up to 10 minutes

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 8d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has Physical Defense of +8, Arcane Defense of +10 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Toughness saving throw. The creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one.

Chapter 8: Arcane

Wall of Light (15 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a hand mirror)
  • Duration: Sustained up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Toughness saving throw. On a failed save, a creature takes 4d8+4 radiant damage, and it is blinded for 10 rounds. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Toughness saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area takes 4d8+4 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make an Arcane attack. On a hit, the target takes 4d8+4 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

Water Volley (21 AP)


  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 minute

You shoot a bolt of tightly compressed water 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 8d6 bludgeoning damage and becomes soaked. If the target is a creature, it must also make a Strength saving throw. On a failure, it is pushed 15 feet and knocked prone.

As an action on each of your turns until the spell ends, you can hurl another bolt of water.

Wave of Obliteration (21 AP)


  • Casting time: 1 action
  • Range: 30-foot radius
  • Components: Verbal
  • Duration: Instant

With a guttural roar, you unleash a wave of thunderous power in every direction around you. Every creature within a 30-foot radius of you must make a Strength save. On a failure, a creature takes 8d6 thunder damage, and falls prone. On a successful save, a creature takes half this damage and isn't knocked prone.


Wall of Stone (15 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (granite)
  • Duration: Sustained up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall. If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has Physical Defense of +15, Arcane Defense of +12 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Blaze Wheel (17 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You summon a spinning wheel of flame. The wheel is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the wheel up to 30 feet in any direction along the ground.

A creature must make a Dexterity saving throw the first time on a turn that it enters the wheel or that the wheel enters its space, including when the wheel first appears. A creature takes 10d4 fire damage, and become prone if it is Huge or smaller on a failed save, or take half as much damage without becoming prone on a successful one.

Alternatively, you imbue one creature within range the power of the Wheel of Fire. When that creature makes a melee attack, they deal an additional 10d4 fire damage.

Chapter 8: Arcane

Blast of Shadows (20 AP)


  • Casting time: 1 action
  • Range: See description
  • Components: Verbal, Gesture
  • Duration: Instant

You push both hands forward to blast a shadowy beam of life-draining energy. This beam lingers for several seconds. During this brief period, you can point the beam in one direction as a 60-foot line, sweep it over a small area as a 45-foot cone, or spiral it around you as a 30-foot-radius circle centered on you. When the beam covers a wider area, each individual target suffers it for less time, and consequently takes less damage. Any target in range must succeed on a Dexterity saving throw to duck out of the way, or take damage based on the area selected:

  • 60-Foot Line 8d6 necrotic damage
  • 45-Foot Cone 7d6 necrotic damage
  • 30-Foot Radius 6d6 necrotic damage

Wrath of Nature (15 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

  • Grasses and Undergrowth Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
  • Trees At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 6d6 slashing damage from whipping branches.
  • Roots and Vines At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make an Athletics check against your spell save DC, ending the effect on itself on a success.
  • Rocks As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 4d8+5 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
    
    

    Flaming Laser Sword (17 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a copper rod and silver rod)
  • Duration: Sustained up to 1 minute

You invoke the ancient power of dragon breath. You create a 120 feet long, one inch wide beam, which is only stopped by full cover.

Whenever something starts their turn within or enters the area of the beam, they must make a Dexterity saving throw, or take 4d10, only taking half that and not catching fire on a success. A target on fire takes 1d10 fire damage at the start of their turn, and do so again until someone takes an action to put out the fire.

As an action, you can change the direction of the beam, up to 45 degrees.

Tier 4

Arctic Tempest (24 AP)


  • Casting time: 1 action
  • Range: 90 ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 round)

At your direction, showers of frost erupt from mystical portals created by this spell. When the spell is cast, you select a number of targets equal to your level that are within the spell’s range. Any targeted creature that fails it’s Dexterity save suffers 6d8 hit points of damage. The extreme cold also causes targets that fail their save to take a -2 penalty to Dexterity for the duration of the spell.

As a bonus action, the caster may choose new targets each round until the spell’s duration expires. Note that no creature may be targeted by this spell in two consecutive rounds.

Radiant Stream, Greater (25 AP)


  • Casting time: 1 action
  • Range: 30ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d12 round)

Your hand emanates a stream of intense light. A creature caught in the stream is blinded and takes 8d6 points of damage. Any creature to which sunlight is harmful or unnatural take double damage. A successful Dexterity save negates the blindness and reduces the damage by half.

An undead creature caught within the stream takes 10d6 points of damage, or half damage if a Dexterity save is successful. In addition, the stream results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes as if they were undead creatures.

Chapter 8: Arcane

Delayed Blast Fireball (23 AP)


  • Prerequisite: Fireball
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture, Other (bat guano and sulfur)
  • Duration: Sustained up to 4 rounds

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell’s base damage is 8d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Electrical Storm (24 AP)


  • Casting time: 1 action
  • Range: 90 ft
  • Components: Verbal, Gesture, Other (bottled lighting)
  • Duration: Sustained up to 10 rounds

Crackling lightning erupts from mystical portals created by this spell. When the spell is cast, you select a number of targets equal to your Arcane Aptitude that are within range. Any targeted creature that fails its Dexterity save suffers 6d8+4 hit points of damage. The nerve disruption caused by the electricity also stuns its targets for 1d4 rounds.

As a bonus action, you may choose new targets each round until the duration expires. Note that no creature may be targeted by this spell in two consecutive rounds.

Everlasting Poison (25 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (a wyvern's tooth)
  • Duration: Indefinite

You jab the tooth into your body, as it disintegrates into your blood stream, as you then make a magical jab at your target. Make an Arcane attack against the target. On a hit, they take 3d6 poison damage, and the poison is transferred to them. If you miss, or they take no damage, you instead take the damage and become the new target of the spell.

At the start of the target's turn, they must make a Toughness saving throw. Regardless of whether they succeed or fail, they then take 3d6 poison damage. Until the target succeeds three different times, the spell does not end. The spell can be forced to end by a healing spell of Tier 4 or 5 than this spell was cast at, the wish spell, or similar effects.

Earthquake (23 AP)


  • Casting Time: 1 action
  • Range: 90 feet radius
  • Components: Verbal, Gesture, Other (dirt, rock, and clay)
  • Duration: Sustained up to 10 rounds

You create a seismic disturbance at you location, causing an intense tremor rips through the ground in a 90-foot-radius and shakes creatures and structures in contact with the ground in that area for the duration.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make an Arcana saving throw. On a failed save, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

  • Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).
  • Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 8d6+2 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Athletics check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

Chapter 8: Arcane

Fiery Conflagration (23 AP)


  • Casting time: 1 action
  • Range: 120 ft.
  • Components: Verbal, Gesture, Other (alchemist fire)
  • Duration: Persist (1d12 round)

Blasts of fire erupt from mystical portals created by this spell. When the spell is cast, you select a number of targets equal to your Arcane Aptitude that are within range. Any targeted creature that fails its Dexterity save suffers 6d8 hit points of damage. The fire tends to spread; any targets affected must roll a Dexterity save to avoid catching on fire, taking 3d6 fire damage per round for the duration if they catch fire.

As a bonus action, the caster may choose new targets each round until the spell’s duration expires. Note that no creature may be targeted by this spell in two consecutive rounds.

Fire Bolt (28 AP)


  • Casting time: 1 action
  • Range: 150 ft.
  • Components: Verbal, Gesture
  • Duration: Instant

You release a powerful bolt of fire energy that deals 10d6 points of fire damage to each creature within its area. The bolt begins at your fingertips. The fire bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks though it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Fire Storm (28 AP)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture
  • Duration: Instant

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 6d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.


Fire Tornado (28 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a hand of Sulphur)
  • Duration: Sustained up to 10 rounds

A swirling tornado of fire appears in a 20-foot-radius sphere centered on a point within range. As a bonus action on the turn you summoned the fire tornado and each turn thereafter, you may move the fire tornado 15 feet.

When the tornado appears, each creature in it must make a Toughness saving throw. A creature takes 7d4+2 fire damage and 7d4+2 slashing 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.

If a creature inside the tornado fails three saving throws and does not have resistance or immunity to fire damage, they gain a level of exhaustion due to the excruciating heat.

Frozen Tomb (27 AP)


  • Casting time: 1 action
  • Range: 80 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You wave your hand and attempt to trap a creature you can see within range in ice. The target takes 5d10+7 cold damage and is encased in ice. While encased in ice, the target has resistance to all damage and can't be moved by any means. An unwilling target can avoid this effect by making a Toughness saving throw. On a success, the target is unaffected and the spell ends.

Each creature within 15 feet of the target when it is encased in ice must make a Dexterity saving throw. On a failed save, a creature takes 5d10+7 cold damage and its movement speed is reduced by 10 feet, to a minimum of 0 feet. On a successful, a creature takes half as much damage and isn't slowed.

Lightning Laser (26 AP)


  • Casting time: 1 action
  • Range: 120-foot line
  • Components: Verbal, Gesture, Other (a sapphire)
  • Duration: Instant

A beam of blue lightning forming a line that is 300 feet long and 5 feet wide streaks out from you in a direction you choose. Each creature in or within 10 feet of that line must make a Dexterity saving throw. If within the line take 9d6 lightning damage and 4d4 fire damage on a failed save, or half as much damage on a successful one. Outside of the line but within 10 feet only take the fire damage, halved on a successful save.

Humanoids and creatures donned in or constructed of metal have disadvantage on their saving throw. The lightning ignites flammable objects within 10 feet of the line that aren't being worn or carried.

Chapter 8: Arcane

Healing Rain (23 AP)


  • Casting time: 1 action
  • Range: 30 feet radius
  • Components: Gesture
  • Duration: Sustained up to 10 minutes.

Creates a rain storm healing all chosen creatures within the area for 5d10 per turn. Any creatures not chosen must pass a Toughness saving throw or take 5d10 radiant damage. They must make this check at the beginning of their turn until they leave the spell area.

Ki Wave, Greater (24 AP)


  • Casting time: 1 action
  • Range: 90 ft
  • Components: Verbal, Gesture
  • Duration: Instant

This spell fires a 45 ft cone of energy from your palms at the enemy dealing 5d10+2 damage.

Icy Rain (25 AP)


  • Casting time: 1 action
  • Range: 30ft
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 round

The caster calls down cold energy that forms two torrents of icy rain. For each round the caster concentrates, he may target two creatures, structures, or objects with a torrent of rain that that causes 5d8+4 points of cold damage; a Dexterity save halves the damage. The caster can target different subjects each round or the same subjects over and over. The caster cannot target the same subject with both torrents at the same time in the same round.

Icy Rays (22 AP)


  • Casting time: 1 action
  • Range: 90ft
  • Components: Verbal, Gesture
  • Duration: Instant

You may fire up to 5 rays. Each ray requires a Arcane attack to hit and deals 8d6 points of cold damage. The rays may be fired at the same or different targets, but all bolts must be fired simultaneously and aimed at targets within 60 feet of each other.

Maddening Darkness (24 AP)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: Verbal, Other (pitch mixed with mercury)
  • Duration: Sustained up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of Tier 4 or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Sense saving throw, taking 6d8+4 psychic damage on a failed save, or half as much damage on a successful one.

Moonfall (27 AP)


  • Casting time: 1 action
  • Range: 30ft
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 round

For each round that you sustain this spell, you may target two creatures, structures, or objects with a beam of moonlight that causes 9d6+4 points of damage, Dexterity save for half. You must target different subjects each round or the same subjects over and over. You cannot target the same subject with both beams at the same time in the same round.

Force Sword (23 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (a bladed weapon)
  • Duration: Sustained up to 10 rounds

You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 5d10 force damage.

Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Palm Blast (27 AP)


  • Casting time: 1 action
  • Range: 150ft
  • Components: Gesture
  • Duration: Instant

You fire a blast of energy from your palm at a target. When the spell is ready to fire, a small orb of energy forms in the palm of your hand, humming loudly and glowing vibrantly. As it is fired it makes a screeching sound before striking the target. Firing the orb requires a ranged touch attack to hit and deals 7d8+2 force damage. Unattended objects also take this damage.

Pillar of Flame (28 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture
  • Duration: Instant

An explosion of flame erupts vertically from a point you choose in range. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a Dexterity saving throw. A target takes 5d12 fire damage on a failed save, or half as much damage on a successful one.

Chapter 8: Arcane

Poison Matrix (26 AP)


  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture
  • Duration: Instant

A 60-foot cube centered on a point within range is filled from every direction by intersecting green rays of poison. Each creature in the area must make a Toughness saving throw. A creature takes 5d10+6 poison damage and becomes poisoned for 1 minute on a failed save. On a successful save, a creature takes half damage and isn't poisoned. A poisoned creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Polar Ray (26 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (a small, white ceramic cone or prism)
  • Duration: Instant

A blue-white ray of freezing air and ice springs from your hand and towards a creature within range. Make an Arcane attack against the target. On a hit, the target takes 14d4 cold damage and must succeed on a Toughness saving throw or be frozen solid until the start of your next turn. A creature who is frozen solid by this spell is petrified (as the condition); however, instead of receiving resistance to bludgeoning and fire damage, the target has vulnerability to those damage types. In addition, when the effect wears off, the target suffers one level of exhaustion.

Searing Sun Fire Burst (28 AP)


  • Casting time: 1 action
  • Range: 15 foot cone
  • Components: Verbal, Gesture
  • Duration: Instantaneous

You create a large burst of orange fiery light that targets enemies in a 15 foot cone, each creature has to succeed on Dexterity Save. On a successful saving throw the creature takes half the damage, on a failed throw the creature takes 3D10 fire damage and 3D10 radiant damage and is blinded, each turn the affected creature can repeat the saving throw in order to counteract the blind effect. For each turn during which the affected creature is blinded by this spell it takes additional 1d10 fire damage and 1d10 radiant damage.


Silver Bullets of Paradise (22 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (Silver)
  • Duration: Instant

When this spell is cast, magical silver light begins to coalesce into eight spherical shapes. Each of these shapes will then rise into the heavens and gather divine energy before crashing down on enemies or allies.

Make eight Arcane attacks with this spell. You may choose to have each of the bullets target different objects or creatures, have all eight bullets target a single creature or some mixture between. A friendly target may choose to let a sphere hit them. The effect of each silver bullet changes depending upon the disposition of the target whenever an attack succeeds against the target:

  • Allied/Friendly: The target begins to glow with a silvery light as the bullet gets absorbed by their physical form. They then recover 8d6 hit points and are cured of one condition or level of exhaustion.
  • Hostile/Enemy: The bullet explodes into a brilliant silver light, causing 8d6 points of radiant damage to the target, and causing the next source of radiant damage to deal maximum damage.

Sunburst (25 AP)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: Verbal, Gesture, Other (fire and a piece of sunstone)
  • Duration: Instant

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Toughness saving throw. On a failed save, a creature takes 9d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Toughness saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.

Tetra Disaster (26 AP)


  • Casting time: 1 action
  • Range: 120 ft
  • Components: Verbal, Gesture
  • Duration: Instant

This spectacular spell blasts a 30 foot radius sphere within range with destructive energy. Everything in the area takes 2d6+2 points of acid damage, 2d6+2 points of cold damage, 2d6+2 points of Lightning damage and 2d6+2 points of fire damage. Creatures may attempt a Dexterity save to halve all damage taken.

Chapter 8: Arcane

Superior Darkness (26 AP)


  • Casting time: 1 action
  • Range: 150 ft
  • Components: Verbal, Gesture, Other (soot)
  • Duration: Persist (1d12 round)

This spell projects a field of utter darkness, consuming all light within the area into the void. Not even darkvision works in a field of superior darkness. The field renders you immune to light spells unless they are Tier 4 or higher, and blocks line of sight (but not line of effect). In addition, the spell links you with the plane of shadow, and brings some of it's planar traits. Spells with the shadow descriptor are enhanced within Superior Darkness. Such spells have their die type increased by one.

The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Sense save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not.

Thunder (28 AP)


  • Casting time: 1 action
  • Range: 60-foot radius
  • Components: Verbal, Gesture
  • Duration: Instant

Bolts of lightning and echoes of deafening thunder burst from your body in every direction. Each creature other than you in a 60-foot radius centered on you must make a Toughness saving throw. On a failed save a creature takes 5d6 lightning damage, takes 5d6 thunder damage, and is deafened for 1 minute. On a success a creature takes half as much damage and isn't deafened.

Thunderous Din (26 AP)


  • Casting time: 1 action
  • Range: 90ft
  • Components: Verbal, Gesture, Other (thunderstone)
  • Duration: Persist (1d12 round)

At your direction, deafening thunderclaps erupt from various locations designated by this spell. When the spell is cast, you select a number of targets equal to your Arcana Modifier that are within the spell’s range. Any targeted creature that fails its Dexterity save suffers 7d8 hit points of damage. The sheer volume of noise caused by the thunderclaps also deafens the targets for 1d4 rounds unless they also roll a successful Toughness save. The thunderclaps also ignore an object's hardness.

As a free action, the caster may choose new targets each round until the spell’s duration expires. Note that no creature may be targeted by this spell in two consecutive rounds.


Vacuum (22 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (vial containing a vacuum)
  • Duration: Sustained up to 10 round

With a sweeping arm gesture, you expel all air from a 40-foot high cylinder with a radius of 20 feet. A wall of magical force expands outwards from the centre, hedging out all air, gases and mists but passing through solids and liquids.

Each creature in the area must succeed on a Toughness saving throw or have the air in its lungs sucked out as the barrier passes through it. On a successful save, a creature can hold its breath for a number of minutes equal to 1 + its Toughness modifier (minimum of 30 seconds). On a failed save, a creature runs out of breath and can survive for a number of rounds equal to its Toughness modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.

A creature cannot enter the area whilst holding its breath unless it succeeds on a Toughness check against your spell save DC.

The lack of air has a number of other effects:

  • Flight that relies upon the existence of air is impossible; any such flying creatures fall to the ground within the affected area.
  • All non-magical fires are extinguished. If the area of Vacuum overlaps with the area of a fire spell, the caster may make an Arcane check against your spell save DC: on a success the fire spell persists, but on a failure the effect is dispelled within the affected cylinder.
  • Each creature within the area takes 3d6 cold damage at the start of its turn and when entering the area for the first time on a turn due to the lack of ambient heat from the air.
  • Each creature within the area takes 3d10 necrotic damage at the start of its turn and when entering the area for the first time on a turn due to its bodily fluids evaporating due to the low pressure.

Constructs and undead aren’t affected; plants and creatures with the water subtype take an extra 2d10 damage.

Chapter 8: Arcane

Whirlwind (28 AP)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: Verbal, Other (a piece of straw)
  • Duration: Sustained up to 10 round

A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends.

When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

Tier 5

Ball Lightning, Greater (35 AP)


  • Casting time: 1 action
  • Range: 90 ft
  • Components: Verbal, Gesture, Other (adamantine rod)
  • Duration: Persist (1d10 round)

You gather a massive amount of electric energy into a 5 foot-diameter orb, which can then move to your mental instructions and attack your enemies. The ball lightning may be made to move a total of 10 feet per two caster levels each round, during which it deals 12d6 points of electricity damage to any creature or object that it crosses paths with. Creatures entering the square that the ball lightning is in or starting their turn in the same square as the ball lightning are likewise dealt damage. Ball lightning is not a creature and is therefore immune to attacks, and cannot be physically or mentally influenced other than by the caster.

In the round of casting the spell, you determine the location in which the ball lightning comes into existence, and may immediately direct it to move its allotted distance for the round. If you willfully stop concentrating upon the spell, the ball lightning will cease its motion and disappear next round.



  • Casting time: 1 full round action
  • Range: Self (See text)
  • Components: Verbal, Gesture, Other (wool sock and Pocket lint)
  • Duration: Persist (1d12 rounds)

Upon finishing the spell, you are imbued with arcane electricity. As a bonus action; a second charge expended in the same round uses an action (The build up of the charges prevents the caster from expending any charges on the round the spell was cast). When a charge is released, you instantly teleports to another location within 30 ft. Upon arriving at the target location, the caster releases a lightning nova with a radius of 20ft for 6d8 electricity damage. All creatures damaged by the spell must succeed on a Toughness save or be stunned for 1d6 round. The nova arcs sporadically, reaching around and over small obstacles (such as a column or low wall).

Additionally, if you are struck by a physical attack for the duration, as a reaction the charges are conducted into the attacker, dealing 6d10+6 Lightning damage to the attacker. and stunning them for 1d4 rounds on a failed Toughness Save (Charges are considered active on the round the caster finishes casting the spell). However, if the attacker succeeds on their saves, their weapon becomes imbued with electricity, granting them 5d10 lightning damage for the remaining duration, excluding non-conductive weapons.

Blizzard Bolt (38 AP)


  • Casting time: 1 full-round action
  • Range: 60 ft. line
  • Components: Verbal, Gesture, Other (water and a vial of lightning)
  • Duration: Instant

Hurls a bolt of powerful cold lightning, doing 8d6 cold and 8d6 electricity damage along a 60 ft.wide and 5ft thick line.

Chapter 8: Arcane

Complicated Combustion (39 AP)


  • Casting time: 1 Action
  • Range: 30-foot radius
  • Components: Verbal, Gesture, Other (pint of Blood Mead)
  • Duration: Instant

Upon draining the fluid from your glass into your stomach, you feel this bursting feeling inside of your body, as if something wishes to escape from you. From your body explodes a deep black and crimson flame, anyone or anything caught in a 30 foot radius of you will be engulfed in a necrotic flame. The damage caused by this explosion is 5d8 Necrotic and 5d8 Fire Damage. If a creature is caught in this swirling inferno they make an Arcana Save against your spell save dc. Upon failing the saving throw, the creature takes all damage dealt and is knocked back 30 feet from you and knocked prone, if they are dead from this attack their body is incinerated and turned to ash along with any items that are non magical. Upon passing the saving throw, the creature will take only half of the damage dealt by the spell and is only knocked back 5 feet away from you and not knocked prone. The spell damages Objects in the area and ignites flammable Objects that aren't being worn or carried.

There is a catch to you casting this spell: upon casting, the flames run through your body, leaving you covered in soot and ash. From this you are left at 1 hit point from casting, however, along with that, until the end of your next turn you get a +10 to your base speed, +5 to your Physical Defense rolls and +8 Arcane Defense rolls.

Branched Lightning (36 AP)


  • Casting time: 1 action
  • Range: 150 ft
  • Components: Verbal, Gesture, Other (fur and glass rod)
  • Duration: Instant

The bolt deals 13d6 lightning damage to the primary target. After it strikes, lightning can arc to a number of targets equal to your Arcana modifier. The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Dexterity saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

However, if there are more targets than there are secondary bolts, the lightning from each secondary target may further arc to another two tertiary targets, with each bolt dealing a quarter of the damage of the primary bolt. Once again, you choose tertiary targets as you like, but they must be within 30 feet of the secondary target they sprung from, and no target can be struck more than once.

Dark 3 (31 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You direct a blast of shadow energy at one creature. Make an Arcane attack against the target dealing 8d8 necrotic damage on a hit.

Electrocute (42 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture, Other (purified gold)
  • Duration: Instant

You generate a massive amount of electrical power and store it in your hand. When you touch your target, that electrical power is unleashed into the victim's body, dealing 8d12 electricity damage. You take 4d6 damage upon casting this spell from the strain of generating the electrical charge and storing it within yourself.

Fireball, Greater (35 AP)


  • Casting time: 1 action
  • Range: 180 ft.
  • Components: Verbal, Gesture
  • Duration: Instant

A fireball spell is an explosion of flame that detonates with a low roar and deals 12d6 points of fire damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. Also, the caster takes 1d6 backlash damage.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, marble-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Chapter 8: Arcane

Epic Thunder Clap (43 AP)


  • Casting time: 1 action
  • Range: 45 ft cone
  • Components: Verbal, Gesture
  • Duration: Instant

The user lets loose a great burst of raw energy from their mouth which affects all characters in a 45ft cone, dealing 8d6 sonic and 8d6 electricity damage to all characters in the range.

Essence of the Elements (33 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal
  • Duration: Instantaneous

You conjure an explosion made of the pure essence of elemental force at a point you choose within range. Each creature in a 30-foot radius sphere centered on that area takes 8d8+4 points of damage of a type determined by the force you choose to evoke at casting (see below). The untainted essence of the elements is irresistible, so no saving throw is allowed nor does any kind of damage resistance or immunity protect against it.

Choose the damage type by which element you want to evoke:

  • Air: Lightning damage.
  • Darkness: Necrotic damage.
  • Earth: Acid damage.
  • Fire: Fire damage.
  • Light: Radiant damage.
  • Water: Frost damage.

Flash Freeze (44 AP)


  • Casting time: 1 full round action
  • Range: 120 ft.
  • Components: Verbal, Gesture, Other (water)
  • Duration: Instant

When this spell is cast, the air briefly chills to such a degree that most creatures freeze instantly. Enemies in the area of effect take 10d10+5 cold damage. This flash of power is so great that while fairly simple to harness, greatly drains the caster. After casting this you take 1d8 frost damage and a level of exhaustion.

Heat Death (35 AP)


  • Casting time: 1 full round action
  • Range: 90 ft
  • Components: Verbal, Gesture
  • Duration: Instant

A heat death deals 6d12 points of fire damage to all creatures within the area including the caster, unless they are immune to fire. A colossal mushroom cloud made of flame erupts from the ground, annihilating anything flammable including anything worn or carried.


Eye of the Storm (34 AP)


  • Casting time: 1 full round Action
  • Range: 300 Foot Radius
  • Components: Verbal, Gesture, Other (A diamond)
  • Duration: Sustained up to 3 Rounds

You stand in the center of a blizzard of your own making, wreaking havoc among your foes.

You summon a blizzard in a 150 foot radius around yourself. You may choose any sections in that area to not be affected by the blizzard (You can use this to not affect friendly creatures). Each creature in the blizzard must make a Toughness save. Creatures that are flying have disadvantage on this save. Any creature that fails the save is knocked prone, takes 7d10 cold damage, and is incapacitated for the duration of the spell. Any creature that passes the save is not knocked prone, takes half damage, and its movement speed is reduced by half.

At the beginning of the second round of the blizzard, all creatures must make another Toughness throw, with flying creatures suffering disadvantage. Any creature that fails this second Toughness save in addition to the first one takes 7d10 cold damage, becomes unconscious, and you can move it in any direction up to 50 feet. Any creature that fails this Toughness save, after passing the first save, suffers the same effects as though it had just failed the first saving throw. Any creature that succeeds in addition to succeeding the first save takes 4d10 more cold damage.

At the beginning of the third round of the blizzard, all creatures must make a third saving throw, and flying creatures have disadvantage on it. Any creature that fails after having failed the first two Toughness saves takes 7d10 cold damage, then, if it is still alive, it becomes petrified, turning into an ice statue that cannot melt. Any creature fails after having failed one save and succeeded one save suffers the same effects as if it had just failed the second save after failing the first save. Any creature that fails after succeeding the first two saves suffers the same effects as if it had just failed the first save.

During the round after the blizzard ends, creatures regain their original movement speed, although all areas affected by the blizzard become difficult terrain for 1d4 days due to massive amounts of snow on the ground. The following turn, all unconscious creatures will become conscious.

When you use this spell, after taking the action to initiate it, you may not take any other actions whatsoever during the three turns the blizzard is in existence.

Greater Palm Blast (32 AP)


  • Casting time: 1 action
  • Range: 150 ft.
  • Components: Gesture
  • Duration: Instant

You fire a blast of energy from your palm at a target. When the spell is ready to fire, a small orb of energy forms in the palm of your hand, humming loudly and glowing vibrantly. As it is fired it makes a screeching sound before striking the target. Firing the orb requires a ranged touch attack to hit and deals 11d6 points of force damage. Unattended objects also take this damage.

Chapter 8: Arcane

Glacier (29 AP)


  • Casting time: 1 action
  • Range: 45 foot cone
  • Components: Verbal, Gesture, Other (5 cubic feet of ice)
  • Duration: Instant

You put your hand to the ground and then spikes of ice blast out of the ground.

All creatures in the cone must make a Dexterity saving throw. A creature in the cone takes 5d6 cold damage and 5d6 piercing damage on a failed save, or half as much on a successful one. If a creature fails the Dexterity saving throw, they must make an additional Strength saving throw. On a success of this second saving throw, the creature stands their ground. On failure of this second saving throw, the creature is launched 50 feet into the air and knocked prone upon landing.

The ice spreads around corners.

Implosion (50 AP)


  • Casting Time: 1 full round action
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration: Sustained up to 4 rounds

You create a destructive resonance in a corporeal creature’s body. For each round you sustain this spell, you cause one creature to collapse in on itself, killing it on a failed Arcana Save. (This effect, being instantaneous, cannot be dispelled.)

You can target a particular creature only once with each casting of the spell.

Implosion has no effect on creatures in gaseous form or on incorporeal creatures or those immune to critical hits.

Ki Clone (46 AP)


  • Casting time: 1 full round action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1d4 hours)

The user of this spell learns to duplicate his own life-force. This technique allows him to summon an almost identical duplicate of himself, made purely out of ki energy. The ki creature has the caster's HP, AP, Physical Aptitude Bonus, Arcane Aptitude Bonus and other attributes equal to three-fourths of the caster's and have all the same spells and abilities, barring some restrictions. The caster has an empathic link with the ki creature as it is created and will otherwise obey most commands given to it. Otherwise, it remains idle, awaiting command and keeping itself alive for up to 2 hours until summoned back, destroyed, or it's time ends. The Ki creature is unaffected by enchantment effects that may cause it to take a command from another being. The ki clone is otherwise limited to the abilities and weaknesses that the caster is.

Unlike it's creator, it uses it's spells with a greater cost to it's duration. For each time it uses any Arcana Points, the ki creature loses a number of minutes equal to the amount of AP used. If the duration is lowered to negative or zero in this way, at the end of the turn following the ki clone's use of the spell also destroys the clone.


Mass Immolation (30 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture
  • Duration: Sustain up to 10 rounds

Choose up to twelve creatures you can see within range. Each target must make a Dexterity saving throw. A target takes 10d6+2 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also burns for the spell's duration. A burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, a target repeats the saving throw. It takes 8d6 fire damage on a failed save, and the spell ends on that creature on a successful one. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Meteor Swarm (29 AP)


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: Verbal, Gesture
  • Duration: Instant

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 5d6 fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Obliterate (42 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (a small glass pane)
  • Duration: Instant

Upon touching the creature, they are forced to weather an assault on all senses. They must make three saving throws, either Strength, Dexterity, and Toughness, or Knowledge, Sense, and Personality. On a failure, they are subjected to the following effects:

  • Strength / Knowledge. On a failure, they take 5d6 force damage, and are knocked prone, unable to stand up for the next minute
  • Toughness / Sense. On a failure, they take 5d6 lightning damage, and have disadvantage on attack rolls and concentration checks for the next minute.
  • Dexterity / Personality. On a failure, they take 5d6 thunder damage, and all damage they deal is halved for the next minute.

Should they fail all three saving throws, they are immediately obliterated, them and everything they are wearing are reduced to nothing, not even ashes. No trace remains. Creatures destroyed in this way are only able to be resurrected through use of a Wish Spell.

Chapter 8: Arcane

Perfect Storm (36 AP)


  • Casting time: 10 minutes
  • Range: 10 mile radius centred on caster
  • Components: Verbal
  • Duration: Sustained up to 10 hours

As you utter the last words of the incantation the air goes unbearably still around you then over the next ten minutes a huge storm builds above you, swirling tornados tear throughout the sky, while lightning blasts down from the heavens and gale force winds force your enemies to their knees as you command nature itself to strike them down.

After 10 minutes this spell causes a "perfect storm" to form above the caster, this storm is in a 10 mile radius with the caster at the centre. The storm is comprised of a thunderstorm spanning the whole area and 1d10 tornados all of which are at the casters control, these act exactly like natural phenomenon except that the caster can will the tornados to take a path or go in a direction within the storm and can decide where each bolt of lightning shall land. The damage caused by both the tornado and the lightning deals 4d10 Slashing and 4d10 lightning damage respectively, the caster is not immune to the storm effects (unless by some other means e.g. Lightning immunity).

Power Word Explode (34 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Instant

You speak a word of power that can compel a creature within range to violently explode. If the target has 75 hit points or fewer, it dies and all creatures within a 20 foot radius take 7d10 force damage. All non-magical equipment being worn or carried by the target is also destroyed.

Pulverize (33 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (12lb+ rock, bone dust)
  • Duration: Instant

You choose a target you can see within range, and they must make a Strength saving throw. If failed, they are lifted 10 feet above the ground in a Large field of blue energy, and they take 5d12+8 bludgeoning damage. If they take more than 3/4 of their max HP in damage, they are crushed so finely they are turned into a pile dust half of the creature's original size and cannot be resurrected by any means. On a passed save, all the effects of a failed save occur, but they take half damage and will only be turned to dust if they would take more than their remaining HP in damage.


Purple Haze (31 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (A glass ampule)
  • Duration: Instant

The ampule becomes filled with a horribly deadly virus that kills indiscriminately. As an action, you cast this spell and select a point within 30 feet to throw the ampule. It then explodes, releasing a purple gas containing the virus, in a 15 foot radius. Any creatures within range of the gas must make an Arcana saving throw. If the creature fails the saving throw, they become infected and begin to decompose. If the creature has less than 50 hit points, they are devoured slowly by the virus and become a pile of organic goo in 30 seconds. If the creature has 50 hit points or more, they take 10d6+4 poison damage. Creatures that remain within the gas must make the save again and creatures that have already failed the save must make another at disadvantage. Small or tiny creatures that fail the saving throw are devoured and killed instantly. After 10 rounds, all traces of the virus are destroyed by any nearby light sources, such as a torch or sunlight. If there is no light to sterilize the area, then the gas will remain within its current space until it is exposed to 1 minute of bright light.

Pyroclasmic Unmake (35 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (one ancient or older red dragon heart)
  • Duration: Sustained up to 8 hours

Legends say the hearts of ancient red dragons still contain their malicious, destructive prowess. A magic user of great aptitude can summon that very power. After chanting a short incantation spoken in draconic, the dragon heart used as a component of this spell shoots a burning ray of light towards the sky and disintegrates into ash. After a few seconds, a gargantuan, fiery, draconic form consisting of volcanic magma and flames slowly manifests above the clouds and proceeds to crash upon a single target creature, incinerating it on touch and ravaging its surroundings.

One creature in range must make a Toughness saving throw. On a failed save, the target takes 9d8 fire damage and ignites, taking an extra 3d8 fire damage at the end of each of its turns. On a successful save, the target takes only half the initial damage but is still ignited. These magically ignited flames persist for the duration. If the target drops to 0 hit points or dies while ignited in this manner, its body is turned to ash.

Creatures in a 30 foot radius of the target must roll a Toughness saving throw as well. On a failed save, a creature takes 7d8+4 fire damage and is pushed 20 feet away from the initial target. On a successful save, it only takes half this damage and isn't pushed.

Chapter 8: Arcane

Spirit Bomb (45 AP)


  • Casting time: 10 rounds
  • Range: 300 ft
  • Components: Verbal, Gesture
  • Duration: Instant

Hands held high, you can feel the life energy of those around you flow towards the shimmering blue light above your head. Your allies had been keeping your opponent busy for long enough, and with every second the sphere pulsed like a heartbeat, almost excited, eager to be released. With a heave, you throw the almost weighty orb of light. It strikes true and in a flash of light, everything is gone!

The most powerful of all the Ki Master's attacks, it is not easy to achieve. You draw energy from the world around you for 10 rounds. If you manage to maintain your energy focus for all 10 rounds, you may then launch a powerful glowing sphere of light which explodes in a massive 60 ft. radius, dealing 10d12 disintegration damage.

Post launch you must succeed on an Arcana check or be dazed for 1d4 rounds afterward. The Spirit Bomb is alignment based, and takes on the properties of your alignment dealing double damage to the opposing alignments. For example, a Lawful Good caster using this spell will have the attack deal double to Chaotic and Evil entities.

A unique quality of the spirit bomb is that a direct hit will render the target immune to all healing and regeneration effects.

Vacuum Chamber (29 AP)


  • Casting Time: 1 action
  • Range: 200 ft.
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 round)

You create a cylinder-shaped wall of force that expands from a vertical line, pushing the air out of the way but opening gaps just small enough to pass around creatures and objects that remain inside it. Those inside suffocate and take 7d8+4 damage per round (except for creatures with no need to breathe, such as elementals). Creatures that pass their Dexterity saves are considered to have been pushed to the edge by the expanding wall of force. Creatures entering the cylinder after it has been established receive no Dexterity save.

Wildfire (42 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (a firefly, phosphorus)
  • Duration: Instant

A creature within range burns. While it is burning, at the start of each of its turns, it makes an Arcana saving throw. On a failure, it takes 12d8 fire damage. On a success, it takes half as much damage and the effect ends for that creature.

If a target takes fire damage from this spell, choose one creature you can see within 30 feet of target that is not already burning. The new target begins burning, taking damage and spreading the fire as above.

Chapter 8: Arcane

Enchantment

Enchanting people and things to do your bidding to invoke more power are quintessential to being a master in this school.

Trick

Amusement (1 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal
  • Duration: Persist (1d10 rounds)

One person within range that you can see must make a Sense save or become fixated on an object or person of your choice and will remain laughing at it until it or the target is harmed, or until the spell ends.

Arcane Allergies (2 AP)


  • Casting time: 1 action
  • Range: 30 ft
  • Components: Other (pepper, pollen or dust)
  • Duration: Persist (1d4 rounds)

When cast upon a target, that target takes a Toughness save or begins coughing and sneezing uncontrollably. If they are to attempt casting any arcane spells using verbal components, they must succeed a Concentration check to cast the spell. If they fail, the spell is not cast and they forfeit the AP. The Subject also gets a -1 on Phsyical attack and defense rolls due to their condition.

Awful Joke (2 AP)


  • Casting time: 1 action
  • Range: 30 ft radius
  • Components: Verbal
  • Duration: Instant

You tell an awful, horrible joke that's so bad it causes pain. Any living creature that can hear and understand you in a 30-foot sphere around you must make a Knowledge saving throw, if they succeed, they take 1d8 psychic damage and are unable to take reactions until the end of their next turn while they question their meaning in life. If they fail the saving throw, they didn't catch the joke and nothing happens to them.

Sai (1 AP / Target)


  • Casting time: 1 Action
  • Range: 30ft
  • Components: Gesture
  • Duration: Persist (1d10 rounds)

The practitioner points their index and middle fingers at the intended target(s), causing the target's arms to lock behind their back. The spell is usable on a single target or a significantly large group of people.

The caster can choose up to three targets within range and force them to make a Strength save. On a success, nothing happens. On a failure, the target's movement speed is reduced to 0 and they are knocked prone. They may repeat this saving throw at the end of each of their turns, ending this effect early on a success.

Beastial Bloodlust (3 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (a vial of blood)
  • Duration: Persist (1d10 rounds)

You whisper arcane words that attempt to awaken a target's primal bloodlust and beastly nature. This spell has no effect on creatures with a Knowledge score of 5 or lower and constructs. The target must make a Sense saving throw. On a failed save, an overwhelming bloodlust overcomes the target and causes them to see no difference between friend or foe. On a successful save, nothing happens.

Improper Giggles (0 AP)


  • Casting time: 1 action
  • Range: 30 ft
  • Components: Verbal, Other (hair of a happy person)
  • Duration: Persist (1d20 minutes)

You speak aloud to the target creature and it then begins speaking about whatever happens to be on its mind. Here's the catch, it always ends sentences with "in the bathroom" or "in bed" or similar phrases. It has control over what it says, with the exception of the improper phrases (in bed, in the bathroom, etc).

Boldness (3 AP)


  • Casting time: 1 Standard Action
  • Range: 60ft.
  • Components: Verbal
  • Duration: Persist (1d10 rounds)

For the duration of the spell, the affected targets receive a +2 morale bonus to all saves. However, during this time, the targets act without regard to their personal safety. This corresponds to a -2 penalty on Defense rolls and losing any bonuses from a shield. In addition, if the targets drop to 0 or less hit points, they do not fall unconscious until -10 hit points, at which point they die.

Cantillate (2 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Other (honey)
  • Duration: Concentration, up to 1 minute

You sing in perfect harmony, with your voice enhanced by magic. For the duration, you have advantage on your Performance checks. In addition, you can communicate messages through this song with any creature that speaks celestial, infernal or abyssal, even though you don't speak such languages.

Chapter 8: Arcane

Cause Unease (3 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You awaken a potent sense of trepidation in a creature you can see within range. If the target can see or hear you, it must make a Sense saving throw. On a failure, the creature has disadvantage on the next attack roll it makes before the end of its next turn and it has its movement speed halved until the start of your next turn. Undead, constructs, and creatures immune to being frightened aren't affected by this spell.

Comfort (3 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Verbal
  • Duration: Persist (1d20 minutes)

When this spell is cast and on a failed Sense save, the caster can remove pain from the creature touched. While this spell does not heal the creature, it does block the sensation of pain and allow the creature to rest comfortably. The spell also works to alleviate mental anguish.

For the duration of the spell, the affected creature receives a penalty of -4 to all actions due to the disconnection between the mind and senses.

Daze (3 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (wool)
  • Duration: Instant

You patch together a complex string of disconnected or contradictory thoughts before causing them to fill a person's mind, briefly dazing them. Choose a humanoid that you can see within range. The target must succeed on a Sense saving throw or be incapacitated until the end of its next turn.

Dedicated (2 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Verbal
  • Duration: crafting time

This spell grants a +2 morale bonus to all checks related to create a single item. The spell lasts until the object is completed. While the target is working on the object, she cannot begin to craft any other item or the effects of the spell are broken. Also, this spell does not stack with any other morale bonuses.


Devilish Charm (3 AP)


  • Casting time: 1 Bonus Action
  • Range: 90 feet
  • Components: Verbal
  • Duration: Presist (1d20 minutes)

You seduce any creature you can see. Immediately seduce any creature you can see who's challenge rating is less than your character level. The creature becomes slightly more favorable towards you for the duration of the spell. If you use Devilish Charm on another target, the creature you last cast Devilish Charm on no longer feels the effects of the spell and realizes the spell has been cast on them, becoming hostile or neutral about you if you were on good terms before. To attempt to seduce a creature whose challenge rating is greater than or equal to your character level, the creature must succeed on a Personality saving throw against your spell save DC. The spell does not work if you are invisible or if the creature cannot see you.

Diplomacy (1 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Verbal
  • Duration: Persist (1d10 rounds)

The target of this spell becomes more skilled in the art of diplomacy and negotiations. This spell grants the target a +2 morale bonus to Persuasion checks.

Distract Assailant (2 AP)


  • Casting time: 1 bonus action
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration: 1 round

The subject of this spell is distracted, flinching at blows that seem to come from the shadows. On a failed Sense Save, the creature affected by this spell takes a -4 to physical defense rolls until the beginning of its next turn.

Draw forth the truth (2 AP)


  • Casting time: 1 action
  • Range: 10 feet
  • Components: Verbal, Gesture
  • Duration: Instant

The caster points its finger at a target creature and asks a single question. On a failed Knowledge Save and if the target understands the question and is able to answer, it must do so as briefly and quickly as possible.

Dreaming Tide (2 AP)


  • Prerequisite: Lullaby
  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Instant

You evoke the dreams and nightmares of a creature you can see within range. The target makes a Personality saving throw, suffering 1d6 psychic damage on a failure. A creature that is frightened of you takes an additional 1d6 damage. Damage from this spell does not wake sleeping creatures.

Chapter 8: Arcane

Enjoyment (1 AP)


  • Casting time: 1 action
  • Range: 120 ft
  • Components: Verbal
  • Duration: Sustained up to 5 minutes

This spell creates a sense of pleasure in the minds of the targets. While the spell is in effect, the target feels a sense of enjoyment and pleasure. The targets receive a +2 bonus to resist the effects of spells that induce fear and despair for the duration.

Fleeting Distraction (1 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You briefly distract a creature within range using your words and gestures. They must succeed on a Sense saving throw or have disadvantage on the first attack roll they make before the end of your next turn.

Frost Shot (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d4+2 rounds)

This spell enchants a projectile weapon to slow the targets it hits. You must touch the ranged weapon to apply the spell. Targeting a weapon held by unwilling targets allows a Dexterity save by the owner of the item to avoid the spell.

Magic weapons can be affected by this spell. Intelligent magic items can attempt an Arcana save to negate the effect (This is in addition to any Dexterity save attempted by unwilling owners). While the spell is active, all projectiles fired from the weapon apply a slowing effect causing a 5ft reduction in all forms of movement speed and a -1 penalty to Physical Defense rolls and Dexterity saves for the round following the attack. Missed attacks do not apply this effect.

Multiple attacks against a single target in a single round do not stack, but attacks against multiple creatures in a single round with the enchanted weapon will apply the effect to all of them. Creatures affected by the slowing effect are able to be affected again in the following round. The slowing effect does stack with similar effects on a single creature.

Gaze of War (1 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Gesture
  • Duration: Persist (1d20 minutes)

Target one humanoid within range, who must make a Sense saving throw, or be charmed to wretchedly hate the first person they see, for the duration. This person cannot be you nor anyone the target has never met or heard of. Upon a successful saving throw the target becomes aware that you tried to cast this spell.


Gotcha! (1 AP)


  • Casting time: 1 bonus action
  • Range: 30ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 rounds)

Your eyes start to bug out and you catch your opponent twitching in a certain way after saying a lie. After casting this spell, you notice your opponents nervous reactions and gain a +2 on your Insight checks.

Hold over The Gullible (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture, Other (string, & a puppet)
  • Duration: Sustained up to 10 rounds

You pull the strings of another creature's weak mind, forcing them to obey for a short time. Touch one creature with a Knowledge of at least 6 or lower. They must make a Personality saving throw, or be charmed by you until the spell ends.

Inflate Ego (1 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal
  • Duration: Sustained up to 10 rounds

You massively bloat the ego of a hostile creature, and prevent them from backing down. Choose one target in range, and a second target that the first can see. The first target must make a Personality saving throw, or have their ego bloated. For the duration of the spell, they are affected by the following.

  • They cannot take the Dash or Disengage action.
  • They cannot willingly be more than 60 feet away from the second target.
  • At the start of the first target's next turn, they can reattempt the saving throw, ending the spell on a success.

Undead, constructs, creatures with a Personality of 5 or less, and those immune to the charmed condition, cannot be the first target of this spell.

Knee-Jerk (1 AP)


  • Casting time: 1 reaction
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Instant

This spell can only be cast as a reaction to a creature in range attempting a Dexterity check or Dexterity saving throw. You point at a creature within range that you can see clearly, sending whispered harassment to its mind. The creature visually becomes uncomfortable and is forced to experience a slight muscle spasm, the nature of which depends on its environment. It must make a Sense saving throw, suffering a -2 penalty to Dexterity checks and saving throws for one minute on a failure.

You can not compel any specific actions, nor can the spasm cause damage if it strikes another creature.

Chapter 8: Arcane

Lesser Confusion (3 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (a nut shell)
  • Duration: Persist (1 round)

This spell assaults and twists a creature's mind, spawning delusions and provoking uncontrolled action. One creature of your choice within range must succeed on a Wisdom saving throw when you cast this spell or be affected by this spell. An affected target can't take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.

d10 result Behavior
1 The creature uses all its movement to move in a random direction, as determined by a d8 roll, with 1 being north, 2 being northeast, continuing clockwise around the compass, with 8 being northwest. The creature doesn't take an action this turn.
2–6 The creature doesn't move or take actions this turn, and only babbles incoherently.
7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10 The creature can act and move normally.

Lullaby (1 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 Rounds

Your lullaby makes a targeted creature within range become drowsy. The creature must make a Sense saving throw or become tired and delirious. While drowsy the creature has disadvantage on concentration saving throws, and on Knowledge and Sense checks. The creature knows you are affecting it. If the target takes damage, it snaps from its dazed state, and this spell ends.

Mind Sliver (3 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Persist (1 round)

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on a Knowledge saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.


Minor Inconvenience (0 AP)


  • Casting time: 1 bonus action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You cast a minor spell to slightly inconvenience a single creature that you can see. When you cast this spell, one of the following happens.

  • You make the creature stumble – not enough that they trip or are slowed, but enough that others notice.
  • You make the creature accidentally bite their tongue or the inside of their cheek.
  • You make the creature temporarily forget one word and have it be on the tip of their tongue. They will remember it after one minute.
  • If the creature is eating or drinking, you make them get their food or drink on their clothes.
  • You make a small rock appear in their shoe.
  • You magically summon a harmless fly to buzz around the creature’s head. No matter how hard the creature tries, it cannot kill the fly. After one minute, the fly disappears.

Nazar (1 AP)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You wish evil to befall a creature and you mark it with the evil eye. You do so by spitting on the ground while looking at the target, or making another kind of rude gesture that sincerely wishes the target harm and malice. Because of the evil eye, the creature has disadvantage on the next action it takes or the next saving throw it makes.

Peaceful Slumber (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: varies, see text

This spell grants a full night's rest uninterrupted by nightmares. If the subject of this spell is fully awoken (defined as taking any action that involves getting up for more than a few minutes, talking for more than a few minutes, or making any kind of skill check) during the night and goes back to sleep, there is a 20% chance that the spell will have ended. This chance increases by 10% for every 15 minutes the subject is awake after the first hour. After being awake for three hours or more, the spell must be re-cast.

If the nightmares are being caused by an outside source, such as a curse or another spellcaster, then you must make a caster level check against the spell save DC of the nightmares' source.

Chapter 8: Arcane

Psychic Attack (2 AP)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: Gesture
  • Duration: Instant

You attack the mind of a creature within range. The target must succeed on a Knowledge saving throw or take 1d8 psychic damage.

Quicken (1 AP)


  • Casting time: 1 bonus action
  • Range: Touch
  • Components: Gesture
  • Duration: Instant

Until the end of your turn, your walking speed increases by 10 feet.

Rune of Acid (1 AP)


  • Casting time: 1 minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (Weapon or Armor)
  • Duration: Persist (1d4 Hour)

The Rune of Acid is a weapon or armor enhancing rune. When applied to a weapon the Rune of Acid inflicts an additional 1d6 acid damage to anyone struck by the enhanced weapon; when applied to armor the rune confers a static resistance of 5 acid while active.

Rune of Defense (1 AP)


  • Casting time: 1 round
  • Range: Inscribed Surface
  • Components: Gesture, Other (armor)
  • Duration: Persist (1d4 Hour)

The Rune of Defense provides a semi permanent enhancement to any armor or shield that an individual wears. For every four levels of the rune inscriber the Rune of Defense provides a +2 Natural Armor Bonus. Does not stack with innate created magical arms and armor. The Rune of Defense is not an innate enchantment into the item and thus can be removed with a dispel magic.

Rune of Fire (2 AP)


  • Casting time: 1 Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (weapon or armor)
  • Duration: Persist (1d4 Hour)

The Rune of Fire is a weapon or armor enhancing rune. When applied to a weapon the Rune of Fire inflicts an additional 1d6 fire damage to anyone struck by the enhanced weapon; when applied to armor the rune confers a static resistance of 5 fire while active and gains a +10 Enhancement Bonus to their Land Speed.


Rune of Ice (2 AP)


  • Casting time: 1 Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (weapon or armor)
  • Duration: Persist (1d4 Hour)

The Rune of Ice is a weapon or armor enhancing rune. When applied to a weapon the Rune of Ice inflicts an additional 1d6 cold damage to anyone struck by the enhanced weapon; when applied to armor the rune confers a static resistance of 5 ice while active and the user gains a swim speed of 15 if they do not already possess one.

Rune of Impact (2 AP)


  • Casting time: One Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (weapon or armor)
  • Duration: Persist (1d4 Hour)

The Rune of Impact is a weapon or armor enhancing rune. When applied to a weapon the Rune of Impact adds a bonus of +2 physical damage and allows the weapon to bypass damage reduction; when applied to armor the rune confers a static damage reduction of 1/-.

Rune of Shock (2 AP)


  • Casting time: 1 Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (weapon or armor)
  • Duration: Persist (1d4 Hour)

The Rune of Shock is a weapon or armor enhancing rune. When applied to a weapon the Rune of Shock inflicts an additional 1d6 shock damage to anyone struck by the enhanced weapon; when applied to armor the rune confers a static resistance of 5 shock while active and you gain a +2 Enhancement bonus to Dexterity Saves. This bonus may stack with other Enhancement Bonuses to Dexterity.

Rune of Sound (2 AP)


  • Casting time: 1 Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (weapon or armor)
  • Duration: Persist (1d4 Hour)

The Rune of Sound is a weapon or armor enhancing rune. When applied to a weapon the Rune of Sound inflicts an additional 1d6 sonic damage to anyone struck by the enhanced weapon; when applied to armor the rune confers a static resistance of 5 sonic while active and the wearer also gains a +2 circumstance bonus on all Perception checks.

Rune of Striking (2 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Gesture, Other (weapon)
  • Duration: Persist (Until Used)

You etch a rune on your weapon or glove and when activated with a predetermined key word you gain a +10 to your physical attack rolls until you successfully hit. This rune lasts indefinitely until you successfully hit. This rune cannot be applied to ammunition.

Chapter 8: Arcane

Rune of the Spider (1 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Gesture, Other (boots)
  • Duration: Persist (1d4 Hour)

The Rune of the Spider may be applied exclusively to armor, specifically to boots. When activated it provides the benefactor a Climb Speed equal to half their base land speed. They may scale any surface with ease while under the effects of this, but must keep at least three limbs touching the surface they are climbing.

Scathing Insult (2 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Instant

You unleash a string of insults laced with malicious hatred at a creature you can see within range. If the target can hear and understand you, it must succeed on a Personality saving throw or take 1d6 fire damage and have disadvantage on the next attack roll it makes before the end of its next turn.

On a successful save, the target gains advantage on the first attack roll it makes against you before the end of its next turn.

Snaking Bandage (2 AP)


  • Casting time: 1 Action
  • Range: 30 ft
  • Components: Verbal, Other (bandages)
  • Duration: Instant

This spell enchants one bandage. The bandage then immediately snakes over to the target, and bandages the target's wounds with a +10 Medicine.

Note This doesn't heal the target, rather, it stops bleeding and bleeding out.

Song of Courage (1 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal, Gesture, Other (voice or instrument)
  • Duration: Sustained up to 10 minutes

You begin to play a song that fills your allies with courage. Each creature of your choice within 60 feet of you that can hear you has advantage on saving throws against being charmed or frightened.


Stupify (2 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You rob a creature of rational thought. A creature you can see within range must make a Sense saving throw. On a failure, the target suffers disadvantage on all Knowledge and Sense checks for the duration. A creature that successfully saves cannot be affected again by the same caster’s Stupify for 24 hours. Regardless of the saving throw, the creature gains no inherent knowledge that they were targeted by this spell.

Taunt (1 AP)


  • Casting time: 1 action
  • Range: 120 ft
  • Components: Verbal, Gesture
  • Duration: Instant

You attempt to make the target angry at you. If the target can hear you (though it need not understand you), it must succeed on a Sense saving throw. On a fail save, target is immediately hostile towards you.

Touched by Love (1 AP)


  • Casting time: 1 action
  • Range: touch
  • Components: Verbal
  • Duration: Persist (1d20 minutes)

Target one humanoid within range, who must make a Personality saving throw, or become madly in love (charmed) with the first person they see, for one hour. This person cannot be the spell caster, or anyone the target has never met or heard of. Upon a successful saving throw the target becomes aware that you tried to cast this spell.

Twitch (2 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

One target that you can see within range must make a Sense saving throw against your spell save DC. On a failed save, the target makes a slight involuntary action of your choosing. For the duration, the target's next ability check, attack roll or saving throw is reduced by 1d4.

The caster must decide the nature of the twitch as it relates to the desired outcome. For example, a caster could make a creature swallow its tongue, reducing the effectiveness of a Performance check.

The spell has no effect if the target is undead, if it doesn't understand a language, or if your intended action is directly emotion harmful to it.

Chapter 8: Arcane

Unbalance Emotions (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal
  • Duration: Sustained up to 1 hour

As an action, you may touch two humanoids that can understand you, one of which must be willing. This can include yourself. Then choose an emotion such as Anger, Love, Disappointment, or even bloodlust. Then both creatures will roll a flat d100, the person who rolled lower than the winner will now feel whatever emotion you picked strongly to the winner. The loser will act as if they had always felt this emotion to the winner, however for example if you choose bloodlust and you're in public, the loser will not just kill the winner unless they are evil. The loser's personality does not change. The loser will also act as if they do not know they have had this cast upon them, even though the winner will. When the spell ends everything will return to normal and the loser will remember they had this cast upon them.

Undine Communion (1 AP)


  • Casting time: 1 action
  • Range: 15 feet
  • Components: Verbal, Gesture
  • Duration: Instant

By communing with the undines around you, you understand the will of water for a short time. One creature within range has their swimming speed increased by +15 ft. until the end of their next turn.

Vicious Mockery (1 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Instant

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Sense saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Tier 1

Adder's Gloom (6 AP)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Other (a rattle)
  • Duration: Sustained up to 10 rounds

You choose a creature within range. It hears a rattling noise and feels dizzy. The target must succeed on a Sense saving throw or its speed is halved and it takes -3 penalty to all attack rolls and ability checks. The target creature can use its bonus action to make an extra effort to keep itself awake, neglecting the penalty until the start of its next turn.

The target can repeat the saving throw at the end of each of its turns, ending the spell on a successful save.


Anger (4 AP)


  • Prerequisite: Unbalance Emotion
  • Casting time: 1 action
  • Range: 30ft
  • Components: Verbal
  • Duration: Sustained up to 10 rounds

The targets of the spell feel a sudden consuming, unfocused anger. For the duration of the spell, the targets suffer a morale penalty of -1 to all actions because of the rage. In addition, the targets are more likely to begin to fight with one another or with anyone else; the targets' attitude becomes hostile to all creatures, even allies. While the spell lasts, it would only take a very slight stimulus to cause the affected to fight.

Animal Friendship (5 AP)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (food)
  • Duration: Persist (2d12 hours)

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Knowledge is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Sense saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

Animal Messenger (7 AP)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (a morsel of food)
  • Duration: Persist (2d12 hours)

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

Chapter 8: Arcane

Animal Trance (6 AP)


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with a Knowledge score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.

Geki (4 AP)


  • Prerequisite: Sai
  • Casting time: 1 Action
  • Range: 60ft
  • Components: Gesture
  • Duration: Sustained up to 10 rounds

As the practitioner draws the symbols of the spell in the air, their entire body permeates a red energy, which engulfs the body of the target, causing complete paralysis. The caster selects one target within range who must succeed a Toughness saving throw or be paralyzed on a failure for the duration. The target can repeat this save at the start of each of their turns, ending this effect early on a success.

Bane (4 AP)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

Up to three creatures of your choice that you can see within range must make Personality saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d6 and subtract the number rolled from the attack roll or saving throw.

Beguile Person (6 AP)


  • Prerequisite: Hold of the Gullible
  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You attempt to charm a humanoid you can see within range. It must make a Personality saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance and will not attack you or your allies. When the spell ends, the creature fails to know it was ever charmed by you.


Hex (4 AP)


  • Prerequisite: Awful Joke
  • Casting time: 1 bonus action
  • Range: 90 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 hour

You move the air in a creature's internal system, in an erratic way, so the target's organs start to necrose. Until the spell ends, whenever you make a weapon attack against the hexed creature with an attack, it takes 1 necrotic damage. If the attack hits, it also takes an additional 2d6 necrotic damage.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

If Remove Curse or a similar spell is cast on the hexed creature, the spell immediately ends.

Bless (6 AP)


  • Prerequisite: Boldness
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You bless up a number of creatures of your choice within range up to your Personality modifier. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d6 and add the number rolled to the attack roll or saving throw.

Bolster Morale (5 AP)


  • Casting time: 1 action
  • Range: 50 ft.
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

Blessings fill your allies with courage. Each ally gains a +2 morale bonus on attack rolls and on saving throws against fear effects. These bonuses apply only to undead.

Call of the Sussura (5 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Other (whistle)
  • Duration: Sustained up to 10 rounds

You blow softly through a small whistle as mentioned as the material component. All undead creatures within range must make a Sense saving throw to avoid falling into a trance.

If a target has a CR of 1 or lower and it fails its save, it is stunned for the duration of the spell or until it is physically disturbed. If the target has a CR of 1 or lower and succeeds on its save, it has disadvantage on its next attack roll or saving throw.

If the target has CR higher than 1 and fails its save, it has disadvantage on its next attack roll or saving throw. If the target has CR higher than 1 and succeeds on its save, it is unaffected.

Chapter 8: Arcane

Calm Emotions (6 AP)


  • Prerequisite: Unbalance Emotions
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Personality saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Charm Person (4 AP)


  • Prerequisite: Devilish Charm
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1d20 minutes)

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Compassion (4 AP)


  • Casting time: 1 Action
  • Range: 30 ft
  • Components: Verbal
  • Duration: Persist (1d10 Rounds)

When cast, the affected creatures develop a strong sense of compassion for others. This compassion will not allow the affected individuals to attack or mistreat others, but they can still be vigilant. For example, if cast on a guard who is standing watch at a gate, the guard will not attack those seeking to enter but will still attempt to prevent unauthorized entry. He could sound an alarm to warn others.

Also, if the affected individual sees another suffering, he will attempt to help end the suffering through nonviolent means.


Command (6 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Persist (1 round)

You speak a one-word command to a creature you can see within range. The target must succeed on a Sense saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

  • Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop The target drops whatever it is holding and then ends its turn.
  • Flee The target spends its turn moving away from you by the fastest available means.
  • Grovel The target falls prone and then ends its turn.
  • Halt The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Compelled Duel (6 AP)


  • Prerequisite: Taunt
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: Verbal
  • Duration: Sustained up to 10 rounds

You attempt to compel a creature into a duel. One creature that you can see within range must make a Sense saving throw. On a failed save, the creature is drawn to you, compelled by your demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Sense saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Chapter 8: Arcane

Concussion (4 AP)


  • Casting time: 1 action
  • Range: 60ft
  • Components: Verbal, Gesture
  • Duration: Instant

You apply your magical might directly onto a target's brain, causing them a headache like none they've ever had before.

Target one creature within range that you can see. That creature must make a Toughness saving throw, becoming stunned for 1d4 rounds on a failure. The affected creature may later repeat the saving throw at the beginning of each of its turns, ending the effect on a success. This spell has no effect on constructs or undead.

Courage (5 AP)


  • Prerequisite: Song of Courage
  • Casting time: 1 Action
  • Range: 30ft
  • Components: Verbal
  • Duration: Persist (1d10 rounds)

This spell grants the targets a +2 morale bonus against the effects of fear. If the targets are suffering from the effects of fear before the spell is cast, an additional save at +2 is allowed. In addition, the +2 morale bonus applies to attack rolls and to any skill check where the target is facing some opposition, both from live and inanimate sources, such as Intimidation, Sleight of Hand, etc. Even when there is no need for courage, the spell removes any doubt from the target and gives him an advantage to perform the task.

Cowardice (5 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 rounds)

The spell inspires weakness and doubt in battle. The target suffers a -2 morale penalty to attack rolls, saves, and skill checks.

Crown of Madness (4 AP)


  • Prerequisite: Devilish Charm
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

One humanoid of your choice that you can see within range must succeed on a Sense saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your bonus action to instruct the target, or the spell ends. Also, the target can make a Sense saving throw at the end of each of its turns. On a success, the spell ends.


Crowd of Sin (5 AP)


  • Casting Time: 10 minutes
  • Range: 60-foot radius
  • Components: Verbal
  • Duration: Sustained up to 1 hour

Creatures within range that can see or hear you (depend on your performance) can be affected by this spell. Beasts, constructs, elementals, monstrosities, oozes, plants, and undead creatures with an Intelligence of 8 or lower are unaffected by this spell.

When you finish casting the spell, creatures in the crowd must succeed on a Sense saving throw, or their sins and sinful wishes are vaguely revealed to you.

You do not learn the exact nature of a sin or sinful desire, but rather get a feeling of it in a generalized manner: For instance, you cannot detect the murderer of a specific victim, but rather feel that a creature in the area has a tendency to kill.

You have advantage on the Deception and Persuasion checks you make against the affected creatures to indulge their thoughts, and the Insight checks you make against them to find out more about their sinful sides.

Crown of Tyranny (6 AP)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: Verbal
  • Duration: Persist (1d10 Rounds)

An obsidian crown appears on your head. A number of creatures up to your Personality modifier, of your choice within 30 feet that can hear you or see the crown, must succeed on a Personality saving throw or they take a -2 penalty to their saving throws against being charmed or frightened.

Deceit (5 AP)


  • Casting time: 1 Action
  • Range: 30ft
  • Components: Verbal
  • Duration: Persist (1d6 round)

This spell affects those who hear the words of the caster. If the saving throw fails, the creatures will believe anything the caster says. This does not mean that the creatures will act on the words, such as with charm person, only that they do not think that the caster is lying.

Those creatures that have a special ability to detect lies receive a +2 bonus to save against the spell. In addition, this spell grants a +4 circumstance bonus to Deception checks.

Chapter 8: Arcane

Dissonant Whispers (6 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Instant

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Sense saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Intervention (4 AP)


  • Casting time: 1 Reaction
  • Range: 30feet
  • Components: Gesture
  • Duration: Persist (1 round)

When a creature within range that you can see makes an attack roll against an ally, you can use your reaction to force the attacker to make a Sense saving throw. On a failed roll, the creature has disadvantage against any target other than you until the start of its next turn.

Enthrall (7 AP)


  • Prerequisite: Charm Person
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Sense saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Expression (7 AP)


  • Casting time: 1 action
  • Range: 120 ft
  • Components: Verbal
  • Duration: Persist (1d6 round)

On a failed Sense save, this spell will show the feelings of all living creatures within the spell's radius through facial expressions. Even if a creature tries to hide his or her feelings, the true inner feelings will be revealed through facial expression.


Harmony (4 AP)


  • Casting time: 1 action
  • Range: 120ft
  • Components: Verbal
  • Duration: Persist (1d10 rounds)

This spell creates a sense of peace within the minds of the targets. Any creature that fails its Sense saving throw will not be able to initiate any attack; however, if the target or his/her allies are attacked, the spell is broken.

Heartbreaker (5 AP)


  • Prerequisite: Touched by Love
  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (an arrow)
  • Duration: Persist (1d10 rounds)

The target must succeed on a Sense saving throw. On a failure, it takes 2d8 piercing damage and is charmed by you until the spell ends. The charmed creature regards you as a friendly acquaintance and, if appropriate, a potential love interest. If you attack the charmed creature or target it with harmful effects, it may repeat the saving throw with advantage, ending the effect on a success. When the spell ends, the creature knows it was charmed by you.

Heroism (6 AP)


  • Casting Time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your Arcane modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

Hex (4 AP)


  • Prerequisite: Nazar
  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (eye of a newt)
  • Duration: Persist (1d6 rounds)

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 2d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

Chapter 8: Arcane

Hold Creature (5 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

Choose a creature that you can see within range. The target must succeed on a Sense saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Sense saving throw. On a success, the spell ends on the target.

Hypnotism (7 AP)


  • Casting Time: 1 full round
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration: Persist (2d4 rounds)

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Glowing Coin (6 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Gesture, Other (a coin)
  • Duration: Persist (1d10 rounds)

When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Sense saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Perception checks and Initiative rolls.

Laser Sight (4 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Gesture, Other (ranged weapon)
  • Duration: Persist (1d6 Round)

This spell is cast on a ranged weapon. A dot of red light appears where you point the weapon, giving a +2 bonus on attack rolls for the duration of the spell.

Lesser Mind Blast (6 AP)


  • Prerequisite: Psychic Attack
  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You emit a powerful wave of psychic energy directly to the target's mind, harming and dazing them. Choose one creature within range. The creature must succeed on a Knowledge saving throw, or take 3d6 psychic damage and be stunned for the duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. On a successful save the creature takes half damage and isn't stunned. The affected creature can make a Knowledge saving throw at the end of each of its turns to try and free itself from the stun.

Mental Binding (4 AP)


  • Prerequisite: Hold over the Gullible
  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

A creature of your choice that you can see within range perceives everything as closing in and confining it if this spell affects it. The target must succeed on a Sense saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with a Knowledge score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Sense saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Mesmerising Shade (5 AP)


  • Casting time: 1 action
  • Range: 30 ft
  • Components: Gesture
  • Duration: Persist (1 round)

Target a single creature within 30 feet. They must make a Sense saving throw or become incapacitated until the end of your next turn. On a successful save, the subject can move freely, but takes a -2 to attack rolls, defense rolls, skill checks, and saving throws until the end of your next turn.

Message to the Masses (7 AP)


  • Casting time: 1 action
  • Range: 1 mile
  • Components: Verbal, Gesture
  • Duration: Instant

Form a sentence of 20 words or less. The sentence is beamed into the mind of every creature in range in one language they understand, so long as they know a language and have a Knowledge score of 4 or higher. You may determine any number of creatures that are targeted by this spell.

Chapter 8: Arcane

Existential Dread (6 AP)


  • Prerequisite: Cause Unease
  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

You create a lingering sense of psychological trauma in one creature that you can see within range. That creature must make a Sense saving throw. On a failed save, it takes 2d4 psychic damage and becomes stunned with fear until the end of your next turn. During this time, any spells you cast that target it and have a verbal component deal an additional 2d4 psychic damage to it as you weave cynical suppositions into your incantations.

Mind Thrust (7 AP)


  • Prerequisite: Mind Sliver
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 4d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

Moderation (4 AP)


  • Casting time: 1 action
  • Range: 120 ft
  • Components: Verbal
  • Duration: Persist (1d10 minutes)

This spell grants the target an even temper and a sense of moderation. For the duration of the spell, the target receives an enhancement bonus of +2 to saving throws against spells and situations that affect the emotions, such as fear, love spell, or frenzy spells.

Outburst of Anger (4 AP)


  • Casting time: 1 Action
  • Range: 30ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 round)

This spell shoots a dark red globule at the target within range. Once the target is hit they must make a Sense save or attack the nearest creature. If the target defeats the nearest creature and the duration has not ended, the target will continue to attack the nearest around them (Each time the target begins attacking a new "enemy" they are allowed to make another save to end the spell’s effects).


Nilin's Bolt (5 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Gesture
  • Duration: Persist (1 round)

You launch a bolt of energy towards a creature, temporarily remixing it's memories, confusing it.

Make an Arcane attack roll against an enemy within range. On a hit, they take 2d8 psychic damage, and have disadvantage on saving throws until the start of your next turn.

Omen (6 AP)


  • Prerequisite: Peaceful Slumber
  • Casting time: 1 Action
  • Range: Touch
  • Components: Other (a dreamcatcher)
  • Duration: Persist (1d6 minutes)

Choose one creature you can see within range. The creature makes a Sense saving throw. However, if the dreamcatcher required to cast this spell is not noticed by the creature, it gains disadvantage. On a failed save, this spell succeeds, and on a successful save, nothing happens.

On a successful casting of this spell, the targeted creature will be affected the next time they are asleep for more than 1d6 minutes. In that sleep, it will have a dream, at least part of which you have influenced. Choose up to three symbols that will appear in the dream. These may include whatever you wish, but no written or spoken words may be used as symbols.

If the creature is already asleep, the symbols you choose appear in 1d6 minutes in the creature's sleep. If the creature awakes before that time passes, the spell fails.

The targeted creature must be sentient and have the ability to sleep, enter a sleep-like condition, or otherwise have dreams.

Patience (5 AP)


  • Casting time: 1 action
  • Range: 120ft
  • Components: Verbal
  • Duration: Sustained up to 10 rounds

With this spell, the caster grants the targets a sense of patience and calm. The targets gain a +2 morale bonus to saving throws against spells involving rage, anger, or impulsiveness or the manipulation there-of.

Also, it bestows a +2 morale bonus for skill checks skill checks that involve waiting or careful attention to details (Insight, Medicine, Deception, Investigation, Perception, and Sleight of Hand).

Chapter 8: Arcane

Peek-a-boo (6 AP)


  • Casting time: 1 action
  • Range: 120 ft
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You vanish, and prepare to scare someone. You become invisible, with this condition ending if you take any other action or move more than half your speed.

While concentrating on this spell, you can also end it as an action. If you do so, one creature within 5 feet of you must make a Knowledge saving throw, or take 3d6 psychic damage, and become frightened of you for the next minute. On a success, they take half damage, and are not frightened. If they fail, then on their next turn, they can retry the save, ending the condition on a success.

Phoenix Phantom (7 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

As you put out your hand, you target one opponent that you can see within range. This causes a phoenix looking being to come out of your hand and wrap the opponent in flames. The phoenix then pierces into the target's mind, causing them to relive their biggest fear. The target takes 3d8 psychic damage and must make a Sense saving throw. On a successful save, the creature takes half damage and isn't frightened. On a failed save, the creature is frightened for the duration. At the end of each of their turns, they can make another Sense saving throw. Upon a success, the spell ends.

Puppet (4 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal
  • Duration: Instant

Your gesture forces one humanoid you can see within range to make an Arcane saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Rashness (4 AP)


  • Prerequisite: Song of Courage
  • Casting time: 1 action
  • Range: 120ft
  • Components: Verbal
  • Duration: Sustained up to 10 rounds

On a failed Sense save, the target suffers a -2 penalty to Sense saves and any checks involving avoiding dangerous situations.


Retributive Shock (4 AP)


  • Casting time: 1 reaction
  • Range: 120 feet
  • Components: Verbal, Gesture, Other (a narcotic drug)
  • Duration: Instant

Commonly used by rivaling spellcasters, believed to be the cause of wizards carrying any other form of weapon.

As the energy used in concentrating begins to fade, it surges right back towards it's cause. The creature in range who interrupted your concentration takes 2d6 psychic damage, and must make an Arcane saving throw. On a failure, they cannot concentrate on spells until the start of their next turn.

Reverse Flow Control (4 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1 Round)

Choose one creature or object within range. If the target is a creature it must succeed on a Sense saving throw or be paralyzed for the duration. If the target is an object, it cannot be moved from it's position for the duration.

Rune of Force (6 AP)


  • Prerequisite: Rune of Impact
  • Casting time: One Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (weapon or armor)
  • Duration: Persist (1d20 minutes)

When applied to a weapon, it grants you 3d4 additional points of force damage that bypasses DR. If applied to armor, it grants the wearing 5/- DR, even against magical effects that allow for spell resistance. Does not stack with Rune of Impact.

Rune of Distraction (5 AP)


  • Prerequisite: Distract Assailant OR Fleeting Distraction
  • Casting time: 1 minute
  • Range: 5 feet
  • Components: Verbal, Gesture
  • Duration: Persist (Until dispelled)

You place a distracting, invisible rune on an object at least one inch in every dimension and smaller than eight feet in any dimension. The object cannot be a living creature or a magical item. A creature that comes within 10 feet of the object or starts its turn there must make a Sense saving throw; if it's actively looking for the item, it has advantage on this saving throw. On a failed save, the creature is compelled to ignore the item and anything around the item, or their attention is otherwise turned elsewhere.

A creature can detect the rune's presence with a successful Arcana check against your spell save DC and the rune is dispelled when any spell of Tier 2 or higher is cast within 10 feet of it.

Chapter 8: Arcane

Rune of Flame (5 AP)


  • Prerequisite: Rune of Fire
  • Casting time: One Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (weapon)
  • Duration: Persist (1d20 minutes)

The Rune of Flame is a weapon enhancing rune. When applied to a weapon, the Rune of Flame inflicts an additional 3d6 fire damage to anyone struck by the enhanced weapon and grants the user an additional attack during an attack action at their highest PAB minus five. Does not stack with Rune of Fire.

Rune of Freezing (4 AP)


  • Prerequisite: Rune of Ice
  • Casting time: One Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (weapon)
  • Duration: Persist (1d20 Minutes)

A rune that may only be applied to weapons, it causes your weapon strikes to deal 3d6 points of cold damage. In addition if you are using a ranged weapon (but not ammunition or thrown weapons) and it strikes the surface of water, it will create a patch of ice large enough for a single medium creature to stand on, with the appropriate balance check for ice, but at a +4 to the DC due to its inconsistent level in the water. If it strikes lava, it turns to hardened stone, but may still require a balance check for the inconsistent level in the surrounding magma. After ten minutes the ice (or magma) reverts to its liquid state. Does not stack with the effects of Rune of Ice.

Rune of Lightning (5 AP)


  • Prerequisite: Rune of Shock
  • Casting time: One Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (weapon)
  • Duration: Persist (1d20 minutes)

When applied to a weapon it grants your strikes an extra 3d6 points of electricity damage. If you are underwater, or in wet conditions (such as a rainstorm) this damage may leap to a single nearby target dealing 1d6 points of electricity damage to them as well. Be warned, if there are no other targets around this target can be the user. Does not stack with the effects of Rune of Shock.

Rune of Razor's Edge (5 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Gesture, Other (weapon or armor)
  • Duration: Persist (1d6 round)

Increases the critical threat range of any weapon this rune is imbued on by 2. Likewise if imbued on armor, the Critical range is increased by 2. This rune may stack only with the Improved Critical feat, but not Keen or other similar enchantments.

Cannot be used on ammunition or thrown weapons.


Rune of Slick/Stick (7 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Gesture
  • Duration: Persist (Until used)

You make a mark in your own skin or the skin of another. This is a painless process. When you make the mark you must decide whether it will be a Rune of Stick, or a Rune of Slick. If you choose Stick, you gain a +4 bonus on all grapple checks made to hold, catch, and any other use of the maneuver, but take a -4 penalty when trying to escape from a grapple. If you select Rune of Slick, you gain a +4 bonus on grapple checks or escape artist checks to escape the hold of objects or creatures. You may not have both runes in use at the same time. Whichever one was used last is the one that is used, the former being rendered useless and erased. The rune lasts until activated by a keyword, at which time it lasts for only 10 rounds, regardless of level.

Rune of Thunder (6 AP)


  • Prerequisite: Rune of Sound
  • Casting time: One Minute
  • Range: Inscribed Surface
  • Components: Gesture, Other (Armor)
  • Duration: Persist (1d20 minutes)

This rune allows your weapon strikes to inflict 3d6 points of sonic damage. In addition, creatures struck by the weapon must roll a Toughness save equal to the DC to erase your rune, or become deafened for 1d4 rounds, plus your Arcane modifier. A successful save only negates the deafening effect, it does not prevent damage. Likewise for creatures with spell resistance, it only prevents the deafening effect, it does not prevent damage. Does not stack with the effects of Rune of Sound.

Satisfaction (5 AP)


  • Casting time: 1 action
  • Range: 120 ft
  • Components: Verbal
  • Duration: Sustained up to 4 rounds

This spell creates a powerful, but fleeting suggestion in the mind of those affected that they have acquired all that they need and want. The spell dissipates as soon as the caster stops concentrating. In addition, any attack on a creature that is under the influence of Satisfaction breaks the spell.

While the spell lasts, those affected will stop any action they were taking and contemplate their ecstasy at being completely satisfied with life. The targets will not take any aggressive action unless attacked. This spell affects a number of creatures up to your Personality modifier.

Chapter 8: Arcane

Sleep (5 AP)


  • Prerequisite: Lullaby
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (a pinch of fine sand)
  • Duration: Persist (1d10 rounds)

This spell sends creatures into a magical slumber. Roll 2d4, the total is how many creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Then move on to the creature with the next lowest hit points. Undead and creatures immune to being charmed aren’t affected by this spell, as are creatures who cannot or do not sleep.

Solfyre's Snare (6 AP)


  • Casting time: 1 full round action
  • Range: 120ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 rounds)

Upon casting this spell the caster creates a time loop within the target’s mind that causes it to repeat this round’s action indefinitely. For example, if the target attacked. They attack the same person again. Even if something happens to prevent this attempt (the opponent is dead). the subject still strives to repeat the last action. The victim gains an additional save at the end of the rolled duration and every round following, until the loop is broken. Starting with the second saving throw, the target gains a cumulative +1 bonus every round.

Spell Strike (4 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

The next spell cast by you gains +2 to Arcane Attack rolls or DC as applicable.

Stone Sleep (4 AP)

  • Prerequisite: Lullaby
  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Gesture, Other (a tuning fork and a stone)
  • Duration: Sustained up to 10 rounds

You force one creature made of stone to enter a dormant state. One creature in range, of the kind listed below, must succeed on a Sense saving throw, or be stunned for the duration. If the target takes damage, or is subjected to another harmful effect, the condition ends immediately.

Creatures that can be affected by stone sleep include animated objects made of stone, such as earth elementals, gargoyles, clay golems and stone golems, xorn.


Soul Change (6 AP)


  • Casting time: 1 bonus action
  • Range: touch
  • Components: Verbal, Gesture, Other (a soul)
  • Duration: Sustained up to 10 rounds

The cultivator uses their souls to inflict a condition unto one target they can touch.

  • Happiness The target gains temporary hit points equal to your Sense ability score modifier plus your Arcane Aptitude bonus at the start of each of their turns. Remember, temporary hit points do not stack.
  • Greed The target must make a Sense saving throw. On a failed save their thoughts are muddled ,and they subtract 1d4 from their attack rolls, their ability checks, and their Toughness saving throws to maintain concentration. A target may repeat this saving throw at the end of each of its turns, ending the effect on a success.
  • Follower The target must make a Sense saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
  • Demonic You deal an additional 2d6 necrotic damage whenever you hit the target with an attack or spell until the effect ends.
  • Antique The target's skin becomes silvery and shiny, and their physical defense rolls cannot be less than 16, regardless of what kind of armor they are wearing.
  • Esoteric The target must make a Sense saving throw. On a failed save, the target becomes charmed. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends if the target takes any damage or if someone else uses an action to shake it out of its stupor.

Stumbling Fool (4 AP)


  • Prerequisite: Twitch
  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

Choose one target within range. They must make a Personality saving throw, or become a stumbling fool for the duration of the spell. If this stumbling fool rolls a 10 or less on a d20, one of the following happens (your choice).

  • They fall prone.
  • They take psychic damage equal to your Arcane modifier.
  • They lose either their movement or bonus action this round.

If they fail the save, on their next turn, they can reattempt it, ending the effect on them on a success.

Chapter 8: Arcane

Sudden Awakening (6 AP)


  • Prerequisite: Peaceful Slumber
  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: Verbal
  • Duration: Instant

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

Suggestion (5 AP)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Other (a snake’s tongue)
  • Duration: Sustained up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Sense saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.

Hideous Laughter (5 AP)


  • Prerequisite: Improper Giggles
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (tiny tarts)
  • Duration: Sustained up to 10 rounds

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Sense saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with a Knowledge score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Sense saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.


Mind Whip (7 AP)


  • Prerequisite: Psychic Attack
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: Verbal
  • Duration: Persist (1 round)

You psychically lash out at one creature you can see within range. The target must make a Knowledge saving throw. On a failed save, the target takes 4d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

Tears (4 AP)


  • Prerequisite: Unbalance Emotion
  • Casting time: 1 action
  • Range: 120ft
  • Components: Verbal
  • Duration: Persist (1d6 round)

On a failed Sense save, this spell causes an intense burst of emotions that causes the tear ducts to suddenly and uncontrollably activate. The effects of the tears cause the target to have a -2 circumstance penalty to all skill checks in which sight is used. If an attack is made while the spell is in effect, the foe is treated as being blurred, and partial concealment applies.

Thought Purge (6 AP)


  • Prerequisite: Mind Thrust
  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You attempt to halt a creature's train of thought. The target must succeed on a Knowledge saving throw. The target takes 3d6 psychic damage on a failed save, or half as much on a successful one. On a failed save, the target has disadvantage on concentration saving throws caused by this spell's damage, and the target cannot speak or take reactions until the beginning of its next turn. This spell has no effect on creatures with a Knowledge score of 3 or lower or constructs.

Torture (5 AP)


  • Casting time: 1 minute
  • Range: touch
  • Components: Gesture, Other (a nail)
  • Duration: Persist (1d6 round)

Causes excruciating pain to the subject, shattering their resistance. If a Sense save is failed, the subject becomes desperate to stop the torture and can be made to voluntarily forgo any will save of any spell cast on it within the next 10 minutes. Almost all commands given to it will be accepted. A successful Sense save blocks this, but the target is shaken, and takes a -5 morale penalty to all its will saves.

Chapter 8: Arcane

Touch of Idiocy (7 AP)


  • Prerequisite: Stupify
  • Components: Verbal, Gesture
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Persist (1d10 minute)

With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Knowledge, Sense, Personality and Arcane scores. This penalty can’t reduce any of these scores below 1.

This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

Unholy Shieldbreaker (6 AP)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (an unholy symbol)
  • Duration: Sustained up to 10 rounds

You point to a creature within range that is also within line of sight and send it negative energy that flows around its body, limiting its ability to move. Make a ranged spell attack against the target. On a hit, the creature takes a -3 penalty to physical defense rolls and its speed is reduced by 10 feet. The spell ends if the creature drops to 0 hit points or when its duration ends.

Ventriloquist (4 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Sustained up to 10 rounds

Force any creature you can see to make a Sense saving throw. If they fail, whatever short phrase you speak will come from their mouths as if they were the ones to say it. The affected creature will be aware of this but will not know its cause unless they are proficient in Arcana. You cannot force a creature to speak in a language that you yourself do not know how to speak.

Villainous Rage (5 AP)


  • Prerequisite: Devilish Charm
  • Casting Time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You touch a willing creature and its nonmagical attacks cause fear in other creatures until the spell ends. A creature must succeed on a Sense saving throw or is frightened of the attacking creature.


Weaponized Laughter (6 AP)


  • Prerequisite: Improper Giggles
  • Casting time: 1 action
  • Range: 60 ft.
  • Components: Verbal
  • Duration: Instant

The caster tells a joke so funny it causes pain. The user can target up to three targets within 15 feet of each other, and in range of the spell. The target(s) take 2d6 thunder damage must roll a Sense saving throw. On a failed save, they become incapacitated until the end of their next turn. On a successful save, they take half damage and are marked as a prude.

Wrathful Arrow (4 AP)

  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal
  • Duration: Sustained up to 10 rounds

You imbue a piece of your ammunition with pure wrath. The first time you hit with a ranged attack that uses an ammunition weapon within the duration, the attack deals an extra 2d6 psychic damage. If the target is a creature, it must succeed on a Sense saving throw or be frightened of you for the duration. The affected creature can use its action to attempt to steel its resolve and make a new saving throw, ending the effect on a success.

Zone of Truth (7 AP)


  • Prerequisite: Draw forth the Truth
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 minutes)

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Personality saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Chapter 8: Arcane

Tier 2

6/8 Time Beatdown (11 AP)

  • Casting time: 2 actions
  • Range: 90 feet
  • Components: Verbal
  • Duration: Concentration, up to 5 minutes

When you cast this spell you choose a number of friendly creatures up to your Personality modifier + your Arcane Aptitude bonus times 2 (Minimum of 2 targets) to suddenly act as a mob of on-beat attackers. Each creature you target has their attacks follow the pattern shown below:

  • Turn 1: All those affected by the spell can attack one additional time whenever they take the attack action. Creatures affected by the spell also gain a +1 to damage if they hit an attack.
  • Turn 2: Creatures affected by the spell gain a +1 to damage if they hit an attack.
  • Turn 3: Same as turn 2.
  • Turn 4: All those affected by the spell can attack one additional time whenever they take the attack action. Creatures affected by the spell also gain a +2 to damage if they hit an attack.
  • Turn 5: Creatures affected by the spell gain a +2 to damage if they hit an attack.
  • Turn 6: Same as turn 5.

After Turn 6 of the spell, pattern resets to turn 1 and repeats until the spell ends. If none of the creatures affected by the spell are attacking then the spell automatically ends.

Ackbar's Mana Circle (10 AP)

  • Casting time: 10 rounds
  • Range: 10ft
  • Components: Gesture
  • Duration: Persist (1d6 round)

Spells of Tier 1 or less cast within this circle do not cost AP. If the spell normally has a material component, it no longer does. This circle requires a minute to draw on the ground and enchant.

Addle (13 AP)

  • Casting Time: 1 action
  • Range: 30ft
  • Components: Verbal, Gesture
  • Duration: Instant

You blast a black smoldering ray at your target from your outstretched hand. You must succeed at an Arcane attack to strike a target. If the target is a spellcaster, a successfully hit target loses 5d6 AP, and cannot regenerate them per normal combat regeneration.

Amplify Emotions (14 AP) Prerequisite: Emotion Casting time: 1 action Range: 400 feet Components: Verbal, Gesture, Other (eyeball) Duration: 1 Minute(if not specified otherwise) The target must make a Sense save, if they fail their base emotions(or lack thereof) brought to bear. The exact effect depends on the target's alignment. Priests and Zealots count as one step closer to their god or patron's alignment(if they are diametrically opposed, move to neutral) for the purpose of this spell.

Lawful Neutral Chaotic Good Holy Rage Pacifism Extreme Loyalty Neutral Honor Bind Apathy Insanity Evil Hate Cowardice Wrath Effects: 'Holy Rage' -- If the target fails the save, they must on there next turn try to attack the nearest creature perceived as evil by them. this effect lasts 1 minute, until they die or, there are no creatures they perceive as an evil creature in sight. 'Pacifism' -- Those who fail the save are incapable of doing anything that directly harms their enemies for one minute. 'Extreme Loyalty' -- If the save fails, the dm chooses one ally, if that ally is attacked the target must do all in their power to slay the attacker for one minute. 'Honor Bind' -- If the target fails their save, they must fight with a basic code of conduct that postulates that you may not harm a woman, attack an unarmed creature, attack a creature while they are prone or entangled, or accept aid against an enemy that has challenged you to single combat that has not been ended for the next minute. 'Apathy' -- If the target fails their save, they can not gain inspiration, cannot rage in any manner, and are immune to the frightened and charmed conditions for the next minute. 'Insanity' -- If the target fails the save, they are affected by confusion for the next minute. 'Hate' -- If you fail your save, due to your mind's hatred of good and unlawfulness, you have advantage on attack rolls against whichever creature you can see which has the farthest alignment from yours but, disadvantage on attack rolls against every other creature that you can see. 'Cowardice' -- If you fail your save next time you are attacked(within a minute of the casting) you become frightened of the attacker 'Wrath' -- If affected by wrath, you gain a barbarians rage ability for one minute and seek to harm whatever the closest creature to you that you can see is. Anchor Howl (9 AP) Prerequisite: Taunt Casting time: 1 action Range: Self (60-foot radius) Components: Verbal Duration: 1 round You release an enraging shout laced with magic. Any hostile creature within 60 feet of you that hears your shout must make a Sense saving throw. On a failed save, a creature on its next turn must use its action to attack or otherwise harm you with whatever method it believes to be the most effective, and moves into whatever position is most appropriate for this attack. If an affected creature is unable to attack or harm you, it takes whatever action it can to be aggressive towards you. A creature that cannot hear or cannot be charmed is unaffected by this spell. Assuredness (8 AP) Prerequisite: Courage Components: Verbal Casting time: 1 full round Range: 50ft. Duration: 1 minute This spell increases the morale of the caster's allies and dispels any doubts or reservations they had about the present situation. In this case, the caster and allies receive a +4 morale bonus to attack rolls, defense rolls and saving throws against fear for the duration of the spell. It can be used to negate the effects of Bane. There is no save against this form of the spell, and, while the spell is harmless, spell resistance is allowed. It can also be used to sway allies and neutral parties if needed. In this case, the caster receives a +4 circumstance bonus to Deception and Persuasion checks. When used in this manner, those in the area of the spell are allowed a saving throw. This spell does not charm or in any way compel behavior; it merely makes the words of the caster sweeter and more pleasing. This cannot be used upon anyone with a disposition of below neutral. Babble (8 AP) Prerequisite: Gift of Gab Casting time: 1 action Range: Touch Components: Verbal Duration: 10 min This spell denies the touched creature to speak or understand the language of any sentient creature. Other creatures hear only babble. The subject is unable to cast spells with a Verbal component until the end of the duration. Babble counters tongues Barrier of Limited Law (11 AP) Casting time: 1 Action Range: 15ft cube Components: Verbal, Gesture Duration: 1d8 +1 round The Barrier of Limited Law allows you to create a space where you control what is happening inside, but only to a specific extent. Enemies immune to charm are immune to this spell. Upon leaving the barrier the effects still last for 2 more rounds. Upon entering the barrier, you must make an Arcane save or become under its effect. Choose from the following list upon casting the spell. Force Emotions: Control how individuals feel inside the barrier, can make them happy, sad, angry, inspired, or enraged. Happiness: Aggression within the barrier fades away, leaving everyone to not have a care in the world. Until Attacked everyone within the barrier is friendly towards each other. Sadness: Causes everyone to lose the will to defend themselves, causing all inside to take a -4 penalty towards their defense rolls Angry: Everyone within the barrier loses their cool, throwing away their defense to increase offense. All creatures take a -2 to their Physical defense rolls and do an additional d12 points of damage on a hit. motivated: All creatures inside gain a +4 morale boost to saves and attack rolls. enraged: All creatures become affected as if they are under the effects of Rage. Force Truth: The barrier creates a Zone of Truth, affecting all inside. Charm: Puts all inside under the Charm Person spell. The saving throw decreases by 1 for each additional target inside the barrier. Bind Creature Ritual (12 AP) Prerequisite: Dominate Beast Casting time: 2 hours Components: Verbal, Gesture, Other (ritual circle) Duration: 24 hours You must create a 10ft ritual circle that the target creature must stay within for the duration of the casting. The target creature must be of a CR of less than half your level and must be a large creature or smaller. The spell also requires two additional spell casters to expend 7 AP each. All of the casters must maintain concentration on the ritual for the duration of the casting, as if concentrating on a spell. If the target creature moves outside the ritual circle, the ritual circle is broken or any of the spellcasters lose concentration the spell fails and all AP used are lost. Once the spell is completed the target creature considers the primary caster as their master and will obey their commands. If this spell is cast on a creature a number of times equal to 5 times the creature’s challenge rating the effect persists until you dismiss it or the creature dies. You may have no more than 1 creature under the effect of this spell at one time, and no more than 3 under the permanent effect. This spell can be re-cast using the same ritual circle so long as the circle is not damaged in any way. Spell scrolls of this spell are limited to tiny creatures, have a cast time of 1 hour and do not require additional casters. Blow Mind (11 AP) Prerequisite: Mind Thrust Casting time: 1 action Range: Self (15 foot radius) Components: Verbal Duration: 10 minutes You utter a statement so profound that everyone suffers extreme mental stress trying to understand the magnitude of what you said. All creatures within range that can hear and understand you, must make a Knowledge saving throw, taking 4d8 psychic damage on a failure. In addition, a creature which failed the save cannot take reactions, cannot maintain concentration on spells, and has their movement speed halved. They may repeat the Knowledge saving throw at the end of each of their turns, ending the effect on a success. If a creature succeeds on this saving throw, they become immune to the non-damaging effects of Blow Mind for 24 hours. If you are able to communicate with other creatures using telepathy, you may use it to ignore this spell's restrictions on a target needing to hear and understand you. Bolster Spirit (10 AP) Prerequisite: Bolster Against Undead Casting time: 1 round Range: Self Components: Verbal, Gesture Duration: 1 min. This spell grants great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks. In addition, you can discharge the spell to gain a +6 bonus for 1 round. Doing so ends the spell. Burst of Corruption (10 AP) Casting Time: 1 round Range: Self Components: Verbal, Gesture Duration: Instantaneous You let the corruption in the universe flow through you. As you do so, the corrupted energies of the universe radiate from you with a burst, filling an area of 30-foot radius centered on you. Each creature within the area must succeed on a Sense saving throw or become corrupted (p.39) until the end of its next turn. Catnap (9 AP) Casting Time: 1 action Range: 30 feet Components: Gesture, Other (a pinch of sand) Duration: 10 minutes You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. Charm Monster (10 AP) Casting Time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: 1 hour You attempt to charm a creature you can see within range. It must make a Sense saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. Choke (14 AP) Components: Verbal, Gesture Casting time: 1 action Range: 30ft. Duration: 1d8 round The subject starts suffocating, and cannot take any actions. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and therefore falls. A swimmer can’t swim and may drown. If the subject doesn't breathe, then it does not suffocate, it just cannot speak. This suffocation is forced and without warning. The subject has had no time to hold their breath. Compulsion (9 AP) Casting Time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute Creatures of your choice that you can see within range and that can hear you must make a Sense saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Sense saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction. Confusion (12 AP) Prerequisite: Lesser Confusion Casting Time: 1 action Range: 90 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Sense saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. Control Living Skeleton (11 AP) Prerequisite: Puppet, Call of the Sussura Casting time: 1 action Range: 30ft Components: Verbal, Gesture, Other (marionette strings) Duration: Concentration, 10 minutes Control the internal skeleton of a living creature. The creature gets a Strength saving throw each round to regain control of its skeleton. The creature still has control over their lips, tongue, eyes and magical breath, but all bones are under the control of the caster. The creature can still cast spells it knows with no somatic component. Any breath or verbalized attacks are at a disadvantage. The creature goes where the caster wants and does what the caster wants at half speed, and with disadvantage. If the caster tries to make the creature do anything that is dangerous to itself, it gets an additional saving throw as a reaction. This spell does not affect undead, gods, demi-gods, or creatures with legendary actions. Crushing Despair (14 AP) Prerequisite: Depression Components: Verbal, Gesture Casting Time: 1 action Range: 30 ft. Duration: 1 min. An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -4 penalty on all rolls for the duration. Crushing despair counters and dispels good hope. Cupid's Arrow (9 AP) Prerequisite: Heartbreaker, Shared Love Casting time: 1 Move Action Range: 120 ft. Components: Verbal, Gesture Duration: 1d8 rounds, 1 min You quickly mutter arcane words to summon up an arrow from cupid's quiver, which you can then shoot from a bow. The arrow lasts for 1d8 rounds, disappearing if it is not used in time. Creatures struck by the arrow must succeed a Sense save or fall fanatically in love with whoever shot the arrow. Creatures affected by the spell obey the person that shot the arrow to the best of their ability, except kill themselves, for 1 minute. Alternately, creatures that fail their Sense save must roll on the short term madness table. If they fail their sanity check then they fall dangerously in love with the person who shot the arrow, and begin to act irrationally. They do not obey the person who shot the arrow, and instead may try to kidnap them, rape, or murder the person that shot the arrow, or any other irrational and possibly deadly action that can be justified by insanity. The effects still only last 1 minute. Curse of the Fiend (12 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 hour You target a creature within range and place a curse on its tongue. The target must succeed on a Sense saving throw or start to only speak either Abyssal or Infernal (your choice), even if it does not know these languages. If the target does not know these languages, it still cannot understand, read or write it for the duration of the spell. Also, spellcasters cannot cast their spells that have verbal components since they cannot get the words out in the language required. Deception (9 AP) Prerequisite: Deceit Casting time: 1 Action Range: Personal Components: Verbal Duration: 1d4 minute This spell affects the caster and allows him to lie without any possibility of detection. Even those creatures that can detect lies are unable to penetrate the obfuscation. If a discern lies spell is cast on the caster while the deception spell lasts, the discern lies must overcome the power of deception in order to discover the lies. To overcome the deception, the caster must pass the Spell DC. If successful, the lie will be discovered, but if the discernment is not successful, the spellcaster who used the discern lies spell will be convinced that the caster is telling the truth. Deep Slumber (11 AP) Prerequisite: Snooze, Sleep Casting Time: 1 action Range: 90 feet Components: Verbal, Gesture, Other (a pinch of fine sand) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 10d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. Dire Charm (8 AP) Prerequisite: Charm Person Casting time: 1 action Range: 200 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You magically infect a living creature with murderous impulses, unless that creature makes a successful Sense saving throw. If the saving throw fails, that creature will instantly go berserk, similar to a barbarian’s rage, and will instantly seek to destroy everyone around, friend and foe alike. The creature will not attack you unless you attack it first. While raging, the creature has advantage on Strength checks and Strength saving throws, does bonus damage equal to your Arcane modifier when making an attack that uses Strength, and has resistance to bludgeoning, piercing, and slashing damage. The creature cannot cast spells or use missile attacks while raging. At the end of the rage, the creature will take a level of exhaustion. Discipline (10 AP) Prerequisite: Command Components: Verbal Casting time: 1 Action Range: 50 feet Duration: 1 hour This spell creates a sense of discipline and dedication in the targets. For the duration of the spell, the targets receive a +4 morale bonus to saves against spells that affect the morale and emotions of others, such as fear and emotion. It also gives the targets a +4 bonus when opposing skills such as Deception, Intimidation, and any other skill that would dissuade the target from doing his or her duty. Dominate Beast (8 AP) Prerequisite: Calm Animals OR Animal Friendship Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It must succeed on a Sense saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Sense saving throw against the spell. If the saving throw succeeds, the spell ends. Ecstasy (11 AP) Components: Verbal Casting time: 1 Action Range: 120 ft Duration: Concentration This spell creates a sense of euphoria in its targets. Once the target fails it’s Sense saving throw, it falls under the effects of the spell. This euphoria causes the targets to want to avoid any aggressive or complex actions. The target’s Defense rolls are reduced by 4, and they lose their ability to do anything but participate in revelry and ecstasy (i.e. sing, dance, drink, etc.). If attacked, the target gets another saving throw with a bonus equal to the damage taken from the attack. If the attack misses, and the target is aware of the attack, but still receives an additional saving throw with no modifier. Ego Whip (11 AP) Prerequisite: Inflate Ego Casting Time: 1 action Range: 30 feet Components: Verbal Duration: Concentration, up to 1 minute You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on a Knowledge saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Knowledge saving throw. On a success, the spell ends on the target. Emotional Balance (8 AP) Prerequisite: Emotion Casting time: 1 Action Range: Touch Components: Verbal Duration: 1 hour For the duration of the spell the target receives a +4 morale bonus against the effects of spells such as emotion, dread or any other compulsion spells. In addition, the bonus also applies to resist skills such as Intimidate. Emotional Maturity (14 AP) Prerequisite: Emotion Casting time: 1 Action Range: 30ft Components: Verbal Duration: 1 hour This spell grants a temporary +4 enhancement bonus to the Sense score of the target. This does not stack with any other enhancement to Sense. Emyhr's Rhyme (12 AP) Casting time: 1 bonus action Range: 30 feet Components: Verbal Duration: 1 minute You recite a puzzling, cryptic rhyme and force a creature to ponder it for some time. Choose a creature you can see within this spell's range. If the target can hear and understand you, it must make your choice of any saving throw. On a failed save, any two ability scores are swapped for the spell's duration. An affected creature can use an action on its turn to repeat the saving throw, ending the spell on a success. Enemies Abound (10 AP) Casting Time: 1 action Range: 120 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You reach into the mind of one creature you can see and force it to make a Knowledge saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Fast Friends (10 AP) Prerequisite: Friends Casting Time: 1 action Range: 30 feet Components: Verbal Duration: Concentration, up to 1 hour When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Sense saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. When the spell ends, the creature knows it was charmed by you. Forbidden Line (8 AP) Prerequisite: Message to the Masses Casting time: 1 action Range: 30ft Components: Verbal, Gesture Duration: 3 min The caster creates a line of a length of up to 30ft, which emits a telepathic suggestion on any creature within 5 ft. of it. Creatures failing the Sense save are forbidden from crossing the line in one or both directions (your choice). The affected creatures are not aware of the compulsion. Geas, Lesser (10 AP) Prerequisite: Command Components: Verbal Casting Time: 1 round Range: 60ft Duration: One day A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have under 40HP and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions: If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas. A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect Lesser Geas. Glyph of Slavers (11 AP) Casting Time: 1 bonus action Range: Self Components: Verbal Duration: 1 minute A glyph made up of phantasmal chains appears over your head and coils around to the necks of creatures that are already charmed by you. You can target up to 4 charmed creatures within 30 feet of you. A target creature must succeed on a Personality saving throw or each time you take damage, it must also take 1d8 damage of the same damage type. When a creature takes damage because of the effects of this spell, it sees the creature who hit you to be the source of the damage. Hope for the Helpless (10 AP) Casting time: 1 action Range: Self(25-foot cube) Components: Verbal, Gesture 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. Good Hope (12 AP) Casting Time: 1 action Range: 120ft Components: Verbal, Gesture Duration: 1 min. This spell instills powerful hope in the subjects. Each affected creature gains a +4 morale bonus on all rolls. Good hope counters and dispels crushing despair. Grasp of Shadows (8 AP) Prerequisite: Mesmerizing Shade Casting Time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Instantaneous You choose a creature within range and overpower it with the power of shadows. It must succeed on a Sense saving throw or is overwhelmed by the shadows, loses its ability of judgement and attacks the creature closest to it until the end of its next turn. Lesser Greed (8 AP) Prerequisite: Incite Greed Components: Verbal Casting time: 1 Action Range: 30ft Duration: 1 hour For the duration of the spell, those who do not pass a Sense save against the effects of the spell are overcome with greed. The affected targets are compelled to gain the upper-hand on any party member or any other creature to keep as much gain and profit as possible, even to the point of attacking them. The target is allowed an additional saving throw before a confrontation begins. Halo (10 AP) Prerequisite: Bless Casting time: 1 minute Range: 30 feet Components: Verbal, Gesture, Other (a holy symbol) Duration: 8 hours Choose a target you can see within range. A halo will appear floating a few inches above their head. Upon dropping to 0 hit points the halo begins to shine brighter, imposing disadvantage on any attacks made against the target. The warming light immediately grants the creature one successful death save, and grants advantage on death saving throws. Upon becoming stable, the halo bursts, healing the target a number of hit points equal to 3d8 + their Constitution modifier, ending the spell. If enough damage is dealt to instantly kill the target, the halo will take the brunt of the force instead. It shatters, ending the spell and leaving the target with 0 hit points. Imbue Personality (11 AP) Prerequisite: Find Memory OR Repressed Memory Casting time: 1 Action Range: Touch Components: Verbal Duration: Until Dispelled This spell causes the targeted undead to develop a personality. The caster lays their hands on the target and says 3 adjectives aloud. These adjectives will form the basis of the target's personality. For example, If Cheerful, Intelligent, and Wise, then the undead will become a cheerful and smart person. The DM may decide to increase the Sense, Personality, or Knowledge of the target (If, for example, "strong" is chosen as a personality trait, the target's strength score will not increase, but the target may think they are stronger than they are). The undead will still obey its master without hesitation, but they may offer their opinion on orders. For example, if "Kind" was chosen as a trait, and they are ordered to slaughter all innocents in a village, they will verbally object to what they were ordered to do. Any personality traits may be inserted as necessary by the DM, but the 3 adjectives it is originally given trump any DM-given traits. If a creature is targeted that could not previously speak, it gains this ability. It cannot learn any new languages this way. An undead with a personality from this spell maintains its form after its master's demise, enacting any wishes it has independently. It retains any personality traits it was originally given. If the caster of this spell uses it again, they may not use the same adjective again until the first instance of that adjective has been destroyed or dispelled. Incite Greed (11 AP) Prerequisite: Glowing Coin Casting Time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute When you cast this spell, you choose a number of creatures within range that can see you up to your Personality modifier. Each target must succeed on a Sense saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Sense saving throw. If it succeeds, this effect ends for that target. Instill Madness (12 AP) Prerequisite: Crown of Madness, Mind Thrust Casting time: 1 action Range: 120 ft Components: Verbal, Gesture Duration: Special One creature of your choice within range, that is aware of you and frightened of you, must succeed on a Sense saving throw against your spell save DC. On a failure, the creature must roll on the d100 long-term madness table. The effect lasts for 1d10 days. You cannot cast this on a creature already suffering madness. Invoke Scarecrow (9 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (some straw) Duration: Concentration, up to 1 minute You enchant yourself with the powers of a scarecrow and gain it's terrifying powers. For the duration of the spell, you benefit from the following. Terrifying Aura. You emit the scarecrows terrifying aura constantly through magic. When a creature enters or starts its turn within 30 feet of you, they must make a Sense save, or become frightened of you until the end of their turn. A creature with a Sense score of 14 or higher has advantage on the saving throw, and those with a score below 8 automatically fail. Tireless Plantkeeper. Just like a scarecrow you are now a tireless worker that stops at almost nothing. You are immune to the poisoned and paralyzed conditions, and automatically succeed on saves against effects which would put you to sleep. Jelly Thoughts (11 AP) Prerequisite: Thought Purge Casting time: 1 Action Range: 30ft Components: Verbal, Gesture Duration: 1d8 round The affected creature feels an irresistible desire to eat jelly, it cannot think of anything but eating jelly, running away from combat and stopping casting spells to find and eat all the jelly that it can, even if it is a jelly creature. If attacked, it will still defend itself, but it will try to run away to eat jelly. Lesser Zone of Euphemisms (9 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: 1 hour Twisting the framework of communication itself, you create a space where proper etiquette is compulsory. You make a 30-ft-radius magical zone within range. Creatures within the zone that attempt to say something rude, vulgar, and/or hostile are compelled to phrase it in a civil manner. For example, if a warrior attempted to yell "I'm going to kill you, tree-hugger!" at an enemy druid, he might instead say "I would personally prefer it if the nature enthusiast passed away." Abyssal and Infernal cannot be spoken or heard. This effect extends to writing as well—any text that includes rude, vulgar, and/or hostile language becomes neutral in tone while within the zone. Rude gestures can be made, but the portion of the creature's body which makes the gesture is visually censored. Likewise, paintings and drawings which would be considered offensive are also visually censored. If vicious mockery is cast by or on a creature in the zone, the spell fails. Whisper of Lies (10 AP) Prerequisite: Dissonant Whispers Casting time: 1 action Range: 30 feet Components: Verbal Duration: 8 Hours You take one creature you see, and force it to make a Sense saving throw. If it fails, you take something it has verbally spoken within the last minute, and doesn't believe in, or believes/means the opposite (a lie you detected, sarcasm, a joke, etc.). For 8 hours, the target creature wholly believes that falsity to be true, and their personality may be tweaked to fit it. While the spell is in effect, attempts to read their mind will reveal nothing out of the ordinary, and will register as them simply having that belief. However, it will register with ACTIVE FORMS of Detect Magic. When its duration is up, or the spell is dispelled, the creature does not know the spell was cast. However, it WILL know something was up. The spell is essentially a whisper at a frequency too low to be conventionally heard, and normally looks & sounds to others as a low exhale and/or whistle. The spell automatically fails, under the effect of silence, however. Only if they pass the Sense check, does the target creature recognize it being cast, as a charm attempt. Lock of Guilt (10 AP) Prerequisite: Cowardice Casting time: 1 action Range: 10 feet Components: Verbal, Gesture, Other (a lock) Duration: Up to 24 hours A heavy lock that extends out of the victim and locks shut around their very heart and soul. As an action, you may stir up guilty feelings in your target and use this lock on those who have guilt in their hearts. Choose one target in a 10-foot radius, forcing them to make a Sense saving throw. Should they fail, the lock will attach to their heart and soul, giving them disadvantage on all Personality checks and saving throws and halving their movement speed. Should they succeed, the lock will fail to attach and the target will be safe from further attacks by the lock for 24 hours. The lock is invisible to everyone except you. Once the lock attaches, it will not detach until the remaining hours have passed or you dismiss it as a bonus action. Love Stealer (8 AP) Prerequisite: Touched by Love Casting time: 1 action Range: touch Components: Verbal, Gesture Duration: 12 hours You attempt to beguile a humanoid that you are touching. It must succeed on a Sense saving throw or be charmed by you for the duration. If it has any personal hatred towards you (this is decided at the DM's transgression), it has advantage on it's Sense save. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can make the command as simple to as complex as you want, with as many details as you want. If the creature is not receiving further direction from you, it defends and preserves itself to the best of its ability and acts as if you are it's "true love". Every 2 hours, it makes a new saving throw against the spell. If the saving throw succeeds, the spell ends. Mantle of Command (12 AP) Prerequisite: Command Casting time: 1 action Range: Self (15 foot radius) Components: Verbal, Gesture, Other (A scepter) Duration: Concentration, up to 1 minute Upon casting this spell, you and every creature of your choice within range gains 20 temporary hit points that last for the duration of the spell, or until they are reduced to 0. In addition, while the spell is active, every creature of your choice within this aura also adds 1d6 to the total of their attack rolls and saving throws. Mask of Innocence (12 AP) Casting Time: 1 action Range: Self Components: Verbal, Gesture Duration: 1 hour This spell masks your true nature and makes you seem as someone “innocent” to the outside world. For the duration of the spell, your alignment counts as a good alignment of your choice and you have advantage on Deception and Persuasion checks that involve hiding your true identity. Additionally, any effect that targets an evil-aligned creature cannot target you, and you cannot be banished to your home plane if you are an extraplanar creature. Any spell that benefits a good creature benefits you as well. Furthermore, you have advantage on saving throws against spells that would risk uncovering your true nature, such as the zone of truth spell. Mass Mental Binding (14 AP) Prerequisite: Mental Binding, Message to the Masses Casting time: 1 action Range: 90 feet Components: Verbal, Gesture, Other (A link of chain) Duration: Concentration, up to 1 minute Up to 4 creatures of your choice that you can see within range perceives everything as closing in and confining it if this spell affects it. The targets must succeed on a Sense saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with a Knowledge score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Sense saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. Melody of Lasting (12 AP) Prerequisite: Cantillate Casting time: 1 minute Range: Self (60 foot sphere) Components: Verbal, Gesture Duration: Concentration, up to 8 hours You and three or more willing creatures within range begin an infectious song that compels nearby creatures to be impenetrable to anything that may wear them down. When the spell is cast, all creatures within range of your choice are cured of one level of exhaustion, as well as being stunned, paralyzed, or incapacitated. While this spell is active, all creatures within range are immune to the effects of exhaustion, and have doubled movement speed. They are also immune to becoming incapacitated, unconscious, paralyzed, stunned, or fatigued. Mercy's Wrath (12 AP) Prerequisite: Wrathful Arrow Casting time: 1 Action Range: 120ft Components: Verbal, Gesture Duration: 10 min This spell was created to protect the masses in times of war or bandits raiding small towns. Upon completing this spell all weapons, whether they are natural or man made, within the selected areas only do nonlethal damage. The wielder of any melee weapon is allowed a Sense save to make his weapon do normal damage for each attack. If the wielder of an affected weapon attacks anybody that can not attack in return or are in some way helpless or defenseless (i.e., because they are cowering, afraid (Fear), unconscious, etc.), the attacker will need to make another Sense save. On a successful save the attacker will take 5d4 points of nonlethal damage. If this save fails, then the attacker falls unconscious for 2d4 rounds. If the attacker falls unconscious for these reasons, the magic will still protect them in their unconscious state, but if anybody attacks the newly-fallen opponent with a melee weapon, the second attacker will receive the same amount of damage back through their weapon with no save. Mind Pain (14 AP) Prerequisite: Mind Whip Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous A bolt hits a creature in range, and great pain takes over the target’s mind. The target must make a Sense saving throw. On a failed save, it takes 6d6 psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone. Mind Wipe (12 AP) Prerequisite: Hypnotism Casting time: 8 hours Range: Touch Components: Other (blood from the target) Duration: Until dispelled You spend 8 hours magically fixated on a creature that is unconscious and set about removing parts of its memory. The details and depth of the removal need to be specified with the DM as more difficult memories may present more issues and possible damage to the target. Upon taking damage the targeted creature immediately wakes up. This spell is used for deep cleansing of someone's innermost memories. Casting this spell without the material components results in the target making a Knowledge saving throw against your spell save DC. You are able to cleanse memories only, not implicate more or change any. This spell is to be used in moderation, as constant use of this spell can deteriorate some cognitive aspects. Motivated (10 AP) Prerequisite: Dedicated Components: Verbal Casting time: 1 action Range: 120ft Duration: Concentration This is a fairly specific spell that increases the targets' determination to succeed at their present endeavor. For the duration of the spell, the targets receive a morale bonus of +4 to attack rolls, ability checks, skill checks, and weapon damage rolls. In addition, the targets receive a +2 bonus to saving throws against any spell that may deter them from reaching their next goal. Motivated dispels Emotion (Despair) Motivational Speech (8 AP) Prerequisite: Gift of Gab Casting Time: 1 minute Range: 60 feet Components: Verbal Duration: 1 hour Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Sense saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. Objection! (10 AP) Casting time: 1 action Range: 90 ft. radius Components: Verbal, Gesture Duration: 1 round With the pointing of a finger you demoralize your opponent by pointing out where the cracks in their abilities lay. They don't need to be true, simply believable. Therefore when you cast this spell you must make a Deception check with a +10 competence bonus. If the enemy fails, they take -4 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. In addition, all allies who can hear you in a 90 ft. radius gain a +4 morale bonus on attack rolls, saving throws, ability checks, skill checks, and weapon damage against that one opponent. Paranoia (8 AP) Components: Verbal Casting time: 1 action Range: 120ft Duration: Concentration This spell instills a powerful paranoia in the targets. Those failing their Sense saving throw are convinced that others are out to get them. For everyone affected, reduce the attitude for every other creature (even allies) by two stages (i.e. helpful becomes indifferent, indifferent becomes hostile, etc.). Pleasure (9 AP) Prerequisite: Amusement Components: Verbal Casting time: 1 action Range: 120ft Duration: 1 minute This spell creates a sense of pleasure and pure delight in the targets. The targets will not attempt any action other than enjoying the sensation of happiness. The targets act as if stunned, losing dexterity bonuses to AC, and being unable to take any actions. If the target is attacked or confronted in a hostile manner, they are permitted an additional saving throw to shake off the effects of the spell, each round. Painful Pun (12 AP) Prerequisite: Vicious Mockery Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You make a horrid but insightful play on words. Up to three target creatures within range that can understand you must make a Sense saving throw or develop an incredibly painful headache. Creatures that can't be charmed automatically succeed on this saving throw. On a failed save, a creature takes 8d4 psychic damage and gains one level of exhaustion for the duration. In addition, if a target’s Knowledge score is 11 or higher, it diverts all attention towards you and cannot take actions or reactions that do not directly involve dealing damage to you for the duration. At the end of each of its turns, a creature affected by this spell may remake the saving throw, ending the effect on itself on a success. Prayer (12 AP) Prerequisite: Bless Components: Verbal, Gesture Casting Time: 1 action Range: 40 ft. Duration: 1d8 round You bring special favor upon yourself and your allies or bring disfavor to your enemies. You and each of your allies gain a +4 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, or cause each of your foes to take a -4 penalty on such rolls. Psychic Hammer (8 AP) Prerequisite: Psychic Attack Casting time: 1 action Range: 90 feet Components: Gesture Duration: Concentration, up to 1 minute You assault the mind of 1d6 creatures within range. Each target must make a Knowledge saving throw or take 3d8 psychic damage and be slowed. A slowed creature can make a Knowledge saving throw at the end of each of its turns. On a successful save, it is no longer slowed. Purpose (9 AP) Prerequisite: Provoke Components: Verbal Casting time: 1 action Range: 60 feet Duration: 1 minute This spell bestows a sense of determination to the caster and their allies. For the duration of the spell, those affected receive a +3 morale bonus to Toughness and Sense saves, and a +2 morale bonus to all attack rolls. When the spell ends, those affected must make a Sense save to avoid the demoralizing after effects of losing a sense of purpose. A successful save negates any effect, but those who fail to make their saving throw suffer a -2 morale penalty to all saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 1d4 round. Ray of Dizziness (10 AP) Prerequisite: Dizzy Spell Casting time: 1 Action Range: 120ft Components: Verbal, Gesture Duration: 1d8 round You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew. You must succeed on a ranged touch attack with the ray to strike a target. A struck subject experiences strong feelings of vertigo and can take only a bonus, movement or a standard action each round and it cannot take a full-round action. Reflection of Things That Were (11 AP) Prerequisite: Mesmerizing Shade Casting time: 1 Action Range: 30ft Components: Gesture Duration: 1 Minute Shadows rise at your call and alter a target’s mind and memories This mystery functions as the spell Modify Memory, but if you take damage from an attack, or fail the saving throw on a damaging spell, the spell breaks. Rend (14 AP) Prerequisite: Lesser Mind Blast Casting time: 1 action Range: 30 feet Components: Gesture Duration: instantaneous The caster weakens a creature’s mind, leaving them vulnerable for a time. A target must succeed on a Knowledge saving throw or take 6d6 psychic damage and for 1 minute, once per turn whenever they take physic damage, they take 1d6 additional psychic damage. On a successful save targets take half damage and do not take additional psychic damage when damaged by attacks of the same damage type. Renewed Servitude (10 AP) Casting time: 1 minute Range: Touch Components: Verbal, Gesture Duration: 1 hour When you cast this spell, choose one creature you currently have charmed or are otherwise controlling, like through the suggestion or dominate person spells. It's duration is replaced with this spell’s duration, and the current duration resets. Responsibility (13 AP) Prerequisite: Enthrall Components: Verbal Casting time: 1 action Range: 120ft Duration: 1 hour This spell is two-fold. The first effect is an enchantment on the target (who must be within range). The individual is allowed a Sense Save to avoid the effects. If the saving throw is successful, the spell dissipates. The subject of the spell can voluntarily accept the spell and does not need to make a saving throw, if so desired. If the spell succeeds, the target is granted an air of authority and dignity. Anyone within a 50 ft. radius of the target at the time of the casting will be enthralled by the target unless they make a Sense save. Those who are enthralled view the target as a respected leader and will follow instructions that are not contrary to their nature (i.e. a paladin will not assassinate an innocent person). In addition, for the duration of the spell, the target receives a +5 bonus to their leadership score and NPC reactions. However, with the benefits comes responsibility: if any of the thralls are hurt because of the action or inaction of the target, the target must make a Personality save or suffer a temporary 1d6 points of Personality damage. This occurs each time one of the enthralled is affected, and is cumulative. Romance (10 AP) Prerequisite: Touched by Love, Unbalance Emotion Casting time: 1 full round Range: 30 ft Components: Verbal Duration: 1 day This spell is similar to charm person, but instead of making the target believe the caster is a friend, it creates a fantasy in the mind of the target that they are romantically smitten with the caster. If the target fails the saving throw, she will protect and actively support the love interest. If the caster asks the target to act completely contrary to their nature, the target will not complete the action and is allowed a new saving throw. Depending on the sexual orientation and morals of the society, the target may gain a circumstantial bonus to their saving throw. Rune of Barrier (11 AP) Prerequisite: Rune of Defense Casting time: One Round Range: Inscribed Surface Components: Gesture, Other (Shield) Duration: 1d4 Hour Rune of Barrier increases the AC bonus on shields based on its type, in addition to their normal AC. Round Shields and Bucklers gain a +2 Deflection Bonus to Physical and Arcane Defense, Large Shields gain a +3 Deflection Bonus to Physical and Arcane Defense. Tower Shields gain a +2 Deflection bonus to Physical and Arcane Defense, and grant a +5 Resistance to all elemental cone attacks such as a dragon’s breath weapon. Rune of Corrosion (12 AP) Prerequisite: Rune of Acid Casting time: One Minute Range: Inscribed Surface Components: Gesture, Other (weapon) Duration: 1d4 Hour The Rune of Corrosion is a weapon enhancing rune. When applied to a weapon the Rune of Corrosion inflicts an additional 4d6 acid damage to anyone struck by the enhanced weapon. Does not stack with the effects of Rune of Acid. Schizophrenia (13 AP) Prerequisite: Mind Sliver Casting time: 1 action Range: 120ft Components: Verbal, Gesture Duration: 1 minute This compulsive enchantment creates advanced symptoms of 'dementia praecox' within a single target. The target undertakes Knowledge, Sense and Personality based skills with a -10 penalty. In order to speak coherently, the target must make a successful DC 15 Knowledge check and he must make a DC 15 Sense check every round in order to be able to make the equivalent of a full action. Otherwise, he may take single actions only. Finally, there is a 5 % chance every round that a random major image appears to the target. Only one image may appear to the target by virtue of this spell at any time. Scream of Agony (14 AP) Prerequisite: Taunt Casting time: 1 action Range: Self (20 foot radius) Components: Verbal, Gesture, Other (mandrake root) Duration: Instantaneous Upon casting, every creature of your choice within range must make a Sense saving throw or take 4d8+4 psychic damage, or half as much on a passed save. If you are at or below half of your hit point maximum, the chosen creatures suffer disadvantage on the saving throw. If you are at your hit point maximum, this spell fails. The scream that you unleash as a part of this spell is piercing and can be heard up to 300 feet away. Selective Invisibility (10 AP) Casting time: 1 action Range: 60ft. Components: Verbal, Gesture Duration: Concentration, up to 10 minutes You may target any creature you can see within 60ft and alter their minds to erase your own image. This spell has no effect on undead or constructs. The target must succeed in an Arcane saving throw. On a failed save, the target becomes unable to see you for the duration. When the spell ends, the creature becomes aware of your attempted tampering. If you damage the target, the spell ends. Shared Love (8 AP) Prerequisite: Touched by Love Casting time: 1 action Range: 30ft Components: Verbal Duration: 1d8 minute This unusual spell affects the people within the spell's area of effect. When the spell is cast, the caster specifies the love interest that the targets will share. This can range from abstract ideas (art, music, literature, etc.) or it can be a more earthly love interest (a specific person, one another, the caster, etc.). Those who fail to make their Sense saving throws will have a passion for the love interest. They will actively promote and support this interest. This should not be confused with lust. The targets of the spell will not act contrary to their nature. The spell merely intensifies the passion they feel towards the love interest. This spell has no effect on monsters or animals, only humanoids. Shred of Hope (8 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: 1 hour You cause motes of light to radiate from an ally, strengthening the resolve of allies. Choose a willing creature within range. Creatures you choose (as well as the target creature and yourself) within 30 feet of the target gain 12 temporary hit points for the duration. Snooze (9 AP) Prerequisite: Peaceful Slumber Casting time: 1 action Range: 30 ft. line Components: Verbal, Gesture, Other (sandman's dust) Duration: 1 minute You fling a cloud of magical sleeping powder that goes in a 30-foot line. Anyone caught in the line must make a Toughness saving throw. When they fail, roll 4d6. If it equals their current health or over, they are incapicitated. Otherwise, the spell fails. Undead, constructs, and creatures immune to being charmed aren't affected by this spell. Spiritual Centering (12 AP) Prerequisite: Bless Casting time: 1 action Range: Touch Components: Verbal Duration: Instantaneous This spell restores the target's self-confidence (whether high or low) and reawakens the faith in an individual. Because of this, it reverses the effects of spells that affect the morale of an individual, such as emotion, bane, spiritual doubt and even harmless spells such as bless. The spell can restore the ability to cast divine spells to an individual if the loss was involuntary, such as one affected by spiritual doubt or adjusted beliefs. To restore divine spellcasting to a target, the caster must overcome the initial caster's spell. If the roll is higher, the centering overcomes the initial spell and the target is able to cast spells again. Of course, if the target's alignment is still opposed to their god, the god may still not provide spells. Spiritual Doubt (10 AP) Prerequisite: Bless Casting time: 1 action Range: 30ft Components: Verbal Duration: 6d10 minutes This spell creates seeds of doubt in the targets' minds. This doubt has two effects: The first is a personal doubt in one's abilities and motives. The target suffers a -2 morale penalty to all skill checks, attack rolls, and saving throws. The second affects those who have faith in the divine ; If they fail the Arcane saving throw, they lose their faith for as long as the spell is in effect. This translates to a loss of any capability that the target has due to their faith. In addition, the target loses the ability to cast spells for the duration. Steal Voice (8 AP) Prerequisite: Gift of Gab Casting time: 1 action Range: 60 feet Components: Gesture Duration: Concentration, up to 1 minute With a silent motion of your hand, you seek to sunder the vocal cords of a creature in range that you can see. The target must succeed on a Arcane saving throw or become unable to speak understandably for the duration. The creature can still make unintelligible vocal sounds, but cannot communicate in any known language, and cannot cast any spell which has a verbal component. At the end of each of its turns, the creature can repeat its Arcane saving throw, ending the effect on a success. Instinctive Defense (12 AP) Prerequisite: Unholy Shieldbreaker OR Compelled Duel Casting time: 1 minute Range: 15 feet Components: Verbal, Gesture Duration: 15 minutes Causes all non-hostile beasts of CR 4 or lower within 15 ft of the caster to defend a target or himself. The beasts will protect the caster, but not at the expense of their lives. The beasts also will not attack another member of their species. After the 15 minutes, if the majority of the beasts are at half their total hitpoints or lower and lost to the threat, the beasts will become hostile to the caster. If the majority are above half their total hitpoints, or defeat the threat, they will not react to the caster in any way. Psychic Lance (14 AP) Casting Time: 1 action Range: 120 feet Components: Verbal Duration: Instantaneous You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter the creature’s name. If the named target is within range, it gains no benefit from cover or invisibility as the lance homes in on it. If the named target isn’t within range, the lance dissipates, and the spell slot is not expended. The target must succeed on a Knowledge saving throw or take 6d6 psychic damage and be incapacitated until the start of your next turn. Synchronicity (11 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: Concentration, up to 1 hour The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage. Synchronicity grants advantage to Stealth checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Personality each time the effects of the spells would oppose each other. Emotion (8 AP) Prerequisite: Anger, Pleasure, Moderation Components: Verbal, Gesture Casting time: 1 action Range: 120 ft Duration: Concentration This spell arouses a single emotion of the character's choice in the subjects. The character can choose any one of the following versions: Despair: The enchanted creatures suffer a –2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (despair) dispels emotion (hope). Fear: The enchanted creatures flee from the character whenever they are in sight of the character. Emotion (fear) dispels emotion (rage). Friendship: The enchanted creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (friendship) dispels emotion (hate). Hate: The enchanted creatures react more negatively toward others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). Emotion (hate) dispels emotion (friendship). Hope: The enchanted creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (hope) dispels emotion (despair). Rage: The enchanted creatures gain a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a –1 penalty to AC. They are compelled to fight heedless of danger. Emotion (rage) does not stack with barbarian rage or with itself. Emotion (rage) dispels emotion (fear). Terrorizing Gaze (8 AP) Casting Time: 1 action Range: Self (30-foot cone) Components: Verbal, Gesture Duration: Instantaneous You gaze at the creatures in front of you with a look that inspires terror. Whether from the depths of hell, the denizens of outer realms, or the evil of your own soul; the gaze is an unearthly horrific sight to behold. Any creature in the area that can see you must make a Sense saving throw. On a failed save, a creature takes 3d8 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and is not frightened. A creature that is frightened because of this spell can repeat its saving throw at the start of each of its turns to end the effects. Undead Bane (10 AP) Prerequisite: Bolster Against Undead Casting time: 1 action Range: 60 ft. Components: Verbal, Gesture Duration: 1d8 min. Undead Bane fills your enemies with fear and doubt, just like Bane, except that it only works on undead creatures, but also works on undead that are normally immune to fear effects. Each affected creature takes a –4 penalty on attack rolls and a –4 penalty on saving throws against fear effects. Undead Bane counters and dispels bless. Vasuu's Oblation (10 AP) Casting time: 1 action Range: ally 120 feet Components: Verbal Duration: 1d6+2 rounds Caster takes 1d4 damage and targets an ally within 120 feet (no attack roll needed). On the caster's next turn, they only have half movement and bonus action available, the targeted ally then takes the caster's action instead. This effect lasts for 1d4+2 turns or until the caster claims their action. Example: C(caster) picks R(rogue) as target ally. On C next turn, they can move at half and do bonus,then R gets their action(even if more attacks than caster). If on C next turn, they want to take their action, spell effect ends. Note: this spell does not affect the target's turn in the initiative order. Youngblood (11 AP) Casting time: 1 hour Range: Touch Components: Verbal, Gesture Duration: Instantaneous You perform a refreshing hour-long ritual on a conscious creature that gives them temporary hit points equal to half their maximum hit points, restores half of their maximum AP, and heals them of any curable mental ailments. Upon casting Youngblood on a creature, you may attempt to revert its mental age to 24 hours in the past, erasing any memories made in that period of time and reverting their mental structure to what it was before. If the creature's mind is unwilling, it may make a Personality saving throw to avoid mental reversion. Unconscious creatures can also be reverted, though creatures who have died or creatures younger than 24 hours cannot be reverted.

Tier 3 (15-21AP) [36-48 dmg]

Authority (16 AP) Prerequisite: Responsibility Components: Verbal Casting time: 1 full round Range: 30 ft Duration: 1d10 day This spell grants the target a bearing of leadership and authority. For the duration of the spell the target has a bonus of +6 to rolls made to lead or attract followers. If the target of the spell attempts to lead her followers into perilous situations or into an adventure that is contrary to the followers' beliefs, the potential followers receive a Sense save to resist. Aversion (17 AP) Prerequisite: Nailo’s Repulsion Casting time: 1 Minute Range: 1 Mile Components: Verbal, Gesture Duration: 1 Day When you cast this spell, you name one race or alignment. If any creature that fits in the described category comes within 1 mile of the spell's center point, it must make a Sense saving throw or become shaken. Upon seeing the creature or object on which the spell was cast, those affected by the spell must make a second Sense saving throw. This time, failure results in becoming Frightened. Charm Monster, Mass (18 AP) Prerequisite: Charm Monster, Message to the Masses Casting Time: 1 action Range: 30ft Components: Verbal, Gesture Duration: 1d6 day You attempt to charm a number of creatures up to your Personality modifier (minimum 3) that you can see within range. It must make a Sense saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. Command, Greater (15 AP) Prerequisite: Command Casting Time: 1 action Range: 60 feet Components: Verbal Duration: 1d10 round This spell functions like command, except that a number of creatures up to your Personality modifier (minimum 3) may be affected, and the activities continue 1d10 rounds. At the start of each commanded creature’s action after the first, it gets another Sense save to attempt to break free from the spell. Each creature must receive the same command. Compel Suicide (17 AP) Casting time: 1 action Range: 90 feet Components: Gesture Duration: Concentration, up to 1 minute A creature of your choice that you can see within range must make a Personality saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the creature's mind is filled with suicidal thoughts. On each of its turns, it must use its action to attempt to kill itself with any weapon it is wielding. The creature makes an attack roll against itself at advantage, and if it hits its attack is a critical hit. If the creature has a weapon on its person but isn't wielding a weapon, it draws its weapon then attempts to commit suicide. If the creature has no available weapon, it will resort to an improvised weapon. If the creature is unable to wield a weapon or its physiology prohibits it from wielding a weapon, the creature instead goes berserk. While a creature is affected by this spell, it fights without regard to its defenses; All attack rolls against it are made at advantage. Each time the target takes damage, it makes a new Personality saving throw against the spell. If the saving throw succeeds, the spell ends. Control Person (16 AP) Prerequisite: Charm Person Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range. It must succeed on a Personality saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Personality saving throw against the spell. If the saving throw succeeds, the spell ends. Control Plants (16 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You attempt to beguile a plant creature that you can see within range. It must succeed on a Sense saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Sense saving throw against the spell. If the saving throw succeeds, the spell ends. Cowardice, Greater (18 AP) Prerequisite:Cowardice Components: Verbal, Gesture Casting time: 1 action Range: Touch Duration: 1d10 minute This spell acts like cowardice, but the target suffers a -6 penalty to attack rolls, saves, and skill checks, receives no save against fear effects or intimidate effects. Greater cowardice counters greater heroism. Dancing Plague (20 AP) Prerequisite:Snooze, Irresistible Dance Casting time: 1 action Range: Self Components: Verbal, Gesture Duration: Concentration, up to 7 days You begin dancing wildly. All creatures within 30 feet of you who can see you must make a Sense saving throw. A creature who fails drops whatever it is holding and begins dancing with you. The creature may make a new saving throw each hour. After the first hour, the creature gains a level of exhaustion every four hours until the spell ends, the creature succeeds on a saving throw, or the creature dies. Every creature affected by this spell affects nearby creatures with this spell as well, forcing them to succeed on a Sense saving throw or join in. You are unaffected by the exhaustion that comes with perpetual dancing. While this spell is active, you don't need to eat, drink, or sleep, and you cannot gain levels of exhaustion. Dementia (17 AP) Components: Verbal, Gesture Casting time: 1 action Range: 30ft Duration: Permanent If the target fails a Sense saving throw, its Sense score drops to 1. The affected creature is unable to use Sense based skills and loses all grasp on its current situation. A demented creature can not distinguish friend from foe and has a starting attitude of indifferent to any creature. Any successful attempts to influence its attitude only last for 1 round (usage of Persuasion on it or attacking it), whereafter the creature once again becomes indifferent. The demented creature takes a -4 penalty to defense rolls and to all attacks, but can otherwise still defend itself normally. A demented creature may attack only as reciprocation for an attack made against him the previous round, and only against those creatures that made such an attack during that round. Remove curse does not remove dementia. Greater restoration, heal, limited wish, miracle or wish can restore the affected creature. Dragon Rage (19 AP) Prerequisite: Rage OR Villainous Rage Casting time: 1 bonus action Range: self Components: Verbal, Gesture, Other (A dragon's scale) Duration: 1 minute Channeling the might of dragons, you augment your physical might. While this spell is active, you gain the following benefits: You add twice your strength modifier to damage rolls of physical attacks You may wield one two-handed and/or great weapon in one hand with no disadvantage to your attack rolls. You cannot dual wield two of these weapons, however. You gain temporary hit points equal to your Strength modifier + your Arcane Aptitude level. You gain resistance to non magical bludgeoning, piercing and slashing damage, as well as one damage type of your choice from acid, fire, cold or lightning. If you are already resistant to these damage types, you gain immunity, even if the damage is magical. If you are counted as a dragon or have Draconic Bloodline, your movement speed increases by 10 ft. and dragon's breath's breath attack can be a 30 ft. cone or a 30 ft. long, 5 ft. wide line. However, this spell is very physically taxing. You cannot concentrate on spells while this spell is active (with the exception of claws of the dragon and dragon's breath.) If you end this spell early, you gain one level of exhaustion. You have disadvantage on all Sense and Knowledge saving throws. Choose from acid, cold, fire or lightning. You gain vulnerability to this damage type. This cannot be the same damage type as you chose for your resistance. You must wait one round before casting this spell again. Endless Sleep (21 AP) Prerequisite: Deep Slumber Casting time: 1 day Range: Touch Components: Verbal, Gesture, (gem per target) Duration: Special The souls of any willing creature are transported away from their bodies, and each soul is then stored within a different gem. Their bodies appear to be dead except that they aren't rotting. They stay in the dead like state until the gem that houses their soul is destroyed (AC23 64 HP immunity to nonmagical damage, Primary caster can destroy them as a bonus action) which then awakens the caster whose soul is in it. While in the death like state the bodies can't be harmed in any way. You can also choose to store your body and soul in the gems. Lesser Feeblemind (17 AP) Prerequisite: Touch of Idiocy Components: Verbal, Gesture Casting Time: 1 action Range: 120ft Duration: Instantaneous If the target creature fails a Sense saving throw, its Knowledge and Personality scores each drop to 1. The affected creature is unable to use Knowledge- or Personality-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast spells takes a -6 penalty on its saving throw. Forget (19 AP) Prerequisite: Find Memory Casting time: 1 minute Range: Touch Components: Verbal, Gesture Duration: Indefinite When you cast this spell, choose one event, place, person, or otherwise that you know about, and they forget parts about it, or all of it. This can range from removing specific details, to simply wiping all reference to it from their mind. A target unwilling to forget may make a Sense saving throw to resist the effects of this spell. Form Contract (15 AP / CR) Prerequisite: Gift of Gab Casting time: 12 hours Range: Touch Components: Verbal, Gesture, Other (A Fiend) Duration: Instantaneous You have the ability to trap a fiend inside a weapon or piece of armor. To do so, the caster must perform a 12-hour ritual that will have various effects, based on what item the fiend is sealed in. The item becomes more powerful as the wielder spends more AP. Sentience: The fiend retains its memories and personality, and can choose whether or not to help the caster. This makes keeping a good relationship with the Fiend a must. It also allows the caster to speak any languages the Fiend speaks and consult it telepathically about anything related to the lower planes, giving advantage in any Religion checks involving things such as the Demon Princes or Nine Circles of Hell. Dark Armor: The Fiend provides a bonus to armor based on its CR for both Arcane and Physical defense. It also increases your critical defense range by the same number as well. 15 AP, the armor grows more powerful and now provides a protective buffer against attack. At the start of your turn, you gain 1d6 temporary hit points per CR. 17 AP, the armor gains even more power, and grants a resistance to slashing, piercing, and bludgeoning from non-magical weapons. Hellish Weapon: The Fiend Provides a bonus to attack and damage based on its CR. It also increases your critical threat range by the same number as well. 15 AP, the power of the weapon increases. It now deals necrotic damage based on the CR of the fiend. The Necrotic damage is 1d6 per CR. 17 AP, the weapon grows in power one more time. Once per turn, you gain temporary hit points equal to the amount of necrotic damage you deal after an attack. In addition, the necrotic damage ignores resistance. Geas (17 AP) Prerequisite: Lesser Geas Casting Time: 1 minute Range: 60 feet Components: Verbal Duration: 30 days You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Sense saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 4d10 psychic damage the first time it acts in a manner directly counter to your instructions, each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it. Greater Bolster Spirit (20 AP) Prerequisite: Bolster Spirit Casting time: 1 full round Range: Self Components: Verbal, Gesture Duration: 1d10 round This spell functions like Bolster Spirit, except the creature gains a +6 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your Arcane Aptitude. In addition, you can discharge the spell to gain a +12 bonus for 1 round. Doing so ends the spell. Greater Zone of Euphemisms (18 AP) Prerequisite: Lesser Zone of Euphemisms Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: 1 hour At your word, reality is purged of all rudeness and negativity. You create a 30-foot-radius magical zone within range. Creatures within the zone that attempt to say something rude, vulgar, and/or hostile are compelled to say something positive instead. For example, a disgruntled bartender that complains about the recent "infestation of knuckle-draggers" may instead say "I'm pleased that the increase in orc immigrants has increased racial diversity in our community". Abyssal and Infernal cannot be spoken or heard. This effect extends to writing as well—any text that includes rude, vulgar, and/or hostile language becomes wholesome in tone while within the zone. Creatures who attempt to make rude gestures end up waving, giving a "thumbs up", or making some other friendly gesture. Paintings and drawings which would be considered vulgar change to become wholesome while within the zone. Creatures that attempt to attack other creatures while within the zone must succeed on a Personality saving throw. On a failure, their attack is altered to become friendly. For example, a monk's punch may turn into a pat on the shoulder, and a wizard's cone of cold spell may instead launch fluffy snowballs. This includes any spells or abilities whose use would be considered hostile, even if they do not directly damage other creatures. If Vicious Mockery, is cast by or on a creature in the zone, the spell fails. If power word stun or power word kill are cast by or on a creature in the zone, the caster must make a Personality saving throw. On a failure, the spell fails. Heroism, Greater (18 AP) Prerequisite: Heroism Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: Concentration, up to 1 minute Imbue a willing creature to gain a +6 morale bonus on physical attack and physical defense rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your Arcane Aptitude at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. Hold Monster (15 AP) Prerequisite: Charm Monster Casting Time: 1 action Range: 90 feet Components: Verbal, Gesture, Other (a small piece of iron) Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Sense saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Sense saving throw. On a success, the spell ends on the target. Hope (18 AP) Components: Verbal Casting time: 1 Action Range: 120ft Targets: All Living Creatures within a 15-ft. radius Duration: Concentration The enchanted creatures gain a +6 morale bonus to all rolls. Hope dispels Emotion (Despair). Infernal Law (19 AP) Prerequisite: Curse of the Fiend Casting time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous Note: this spell must be cast by a creature of a lawful or neutral alignment. One creature that you can see within range must make an Arcane saving throw or have infernal law be set upon them. On a fail, they are surrounded by dark light. The creature is bound for by fiendish black bands for the duration, becoming incapacitated. the caster may read off a rule that the creature must follow for 24 hours, or until the caster releases them as an action. The rule must not ask the creature to take action that they normally would never think to, and it must be a "don't" rule, e.g., "You may not touch the large pile of treasure in the corner". The creature is released once the caster finishes reading the rule. If they fail to follow the rule at any time, they take 5d8 psychic damage for every round that they are disobeying it. If this spell is used again before the duration is complete, it resets the spell’s effect duration. Intensify Emotions (15 AP) Prerequisite: Amplify Emotion Casting time: 1 action Range: 30 feet Components: Verbal, Gesture, Other (a bit of chocolate) Duration: Concentration, up to 1 minute You attempt to create strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Personality saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, whatever emotion that creature is feeling at that moment is significantly increased in intensity. Angry individuals will become furious, possibly writhing or attacking at random; comfortable creatures will fall into paralyzing ecstasy; joyful creatures will become energized and may begin laughing uncontrollably; and sad or malcontent creatures will become overwhelmed with grief or depression. When the spell ends, all intensified emotions vanish instantly, leaving most of the affected creatures in a brief state of whiplash. In combat, when the spell ends, all affected creatures are incapacitated until the end of their next turn. Love Spell (17 AP) Prerequisite: Cupid’s Arrow, Romance Components: Verbal, Gesture Casting time: 1 Action Range: 30ft Duration: See Text With this spell, the caster forges a bond of love between two creatures. Each must make a Sense saving throw to avoid the effect. Those who fail develop feelings of love for the other target. This will require role-playing on the part of the characters and the GM. In game terms, the affected creatures are automatically very helpful in their reactions and will do what they can to spend time together. It is possible for one target to make the saving throw and while the other fails. The duration of the spell depends on the amount by which the target fails the saving throw: Amount Missed: Duration: 1-5 1d10 hour 6-10 1d10 day 11-15 1d10 month 16+ Permanent The effects of the spell can be removed with a remove curse or break enchantment spell. Alternatively, limited wish, wish, and miracle can also remove the effects of the spell. Lucky Charm (18 AP) Casting time: 1 action Range: 60 feet Components: Verbal Duration: 1 hour Choose a number of creatures of your choice up to double your Personality modifier that you can see within range. For the duration, each creature gains a +3 bonus to physical defense rolls, physical attack rolls, ability checks, and saving throws. This spell immediately ends if you cast it again before its duration ends. A creature can only benefit from one instance of this spell at a time. Mass Mind Wipe (20 AP) Prerequisite: Mind Wipe, Message to the Masses Casting time: 1 action Range: 40 feet Components: Gesture Duration: Instantaneous Choose two targets within range. Each target must make a Knowledge saving throw. On a success, this target knows you tried to wipe their memory and become aggressively hostile to you, even willing to rile up others to kill you. On a failure, you wipe up to 2 hours of the target's memory. Targets whose minds are wiped will not know that you wiped their memory, and may not be hostile if they were in the time that was erased. Mass Suggestion (15 AP) Prerequisite: Suggestion, Message of the Masses Casting Time: 1 action Range: 60 feet Components: Verbal, Other (a snake’s tongue) Duration: 1d10 day You suggest a course of activity (limited to a sentence or two) and magically influence a number of creatures of your choice up to double your Personality modifier that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Sense saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. Mind Fog (15 AP) Prerequisite: Thought Purge Casting time: 1 Action Range: 150 ft. Components: Verbal, Gesture Duration: Concentration, Up to 10 Minutes Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Mist fills a 20-foot-radius sphere and lightly obscures the area. When the creature first enters the fog, it must make a Knowledge saving throw or be affected by this spell. An affected creature has disadvantage on checks and saving throws that rely on Knowledge or Sense. Affected creatures take the penalty as long as they remain in the fog. If such a creature leaves the fog, it continues to be affected until the start of its next turn. The fog is stationary and lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Misery (19 AP) Prerequisite: Emotion Components: Verbal Casting time: 1 action Range: 120ft Duration: Concentration This spell is a more powerful version of Emotion (despair), and creates such an overwhelming sensation of despair and loss that all creatures within a 15ft radius of a point in range have a -6 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. In addition, if the saving throw against Misery is failed by more than 5, the target is stunned for 1d4 rounds. Misspell (17 AP) Components: Verbal, Gesture Casting time: 1 action Range: Touch Duration: 1d10 round "I... I don't understand what happened. I swore I cast Meteor Swarm, why is there MEAT everywhere!?" A terrible curse afflicts the enemy. Whenever they go to cast a spell, they must make an Intelligence check, DC 20 (+1 to the DC every 5 caster levels), or the spell they cast goes awry. The spell comes off in corrupt form, either a play on words or slightly misspelled, and never what one expects. Occasionally it is still beneficial, usually less so. Modify Memory (16 AP) Prerequisite: Find Memory, Repressed Memory Casting Time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You attempt to reshape another creature’s memories. One creature that you can see must make a Sense saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory. Irresistible Dance (20 AP) Casting Time: 1 action Range: 30 feet Components: Verbal Duration: Concentration, up to 1 minute Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Sense saving throw to regain control of itself. On a successful save, the spell ends. Peace (15 AP) Casting time: 1 action Range: 50 ft. radius Components: Verbal Duration: 1d10 round This spell creates a zone where the very thought of violence is anathema. Any creature that fails the Sense saving throw cannot initiate any violence, although they can take defensive actions. This prohibition on violence includes melee, ranged, and magical attacks. Creatures outside of the spell's area of effect are free to attack. If the caster initiates any violence during the duration of the spell, the spell is broken and all affected creatures can act normally. If a creature is attacked while under the influence of the spell, it can immediately attempt a new Sense save to break the spell's effects. Permanency (19 AP) Casting time: 1 action Range: Variable, see text Components: Verbal, Gesture Duration: Permanent This spell makes certain other spells permanent. You cast the desired spell and then follow it with the permanency spell. Spells cast on other creatures, objects or locations (not on you) are vulnerable to dispel magic as normal. If you are targeted by a successful dispel magic or are within the area of an antimagic field, any spells that have been made permanent by this spell are suppressed until you complete a long rest, or until the antimagic field no longer affects the subject of the spell. Depending on the spell you wish to make permanent, you need an Arcane Aptitude as listed below. Trick - 2 Tier 1 - 4 Tier 2 - 8 Tier 3 - 12 Tier 4 - 16 Tier 5 - 20 Much like magic items, a creature, item, or area can only attune to three permanent spells at one time. You can end your attunement to a permanent spell on yourself at any time. You can end your attunement to an area, item or other creature or person only if you are the caster or through the use of spells (see above). Once attunement is ended that spell also ends and is no longer permanent, and its benefits cannot be regained unless the spell and permanency is cast again. Personal Doubt (18 AP) Components: Verbal Casting time: 1 action Range: 30ft Duration: 1d8 minute This spell fills the targets with doubt and hesitation. They suffer a -6 morale penalty on their defense rolls, attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. This spell dispels the effects of Passion. Psychic Crush (21 AP) Prerequisite: Mind Wipe Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: 1 minute You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make a Knowledge saving throw. On a failed save, the target takes 8d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned. The stunned target can make a Knowledge saving throw at the end of each of its turns. On a successful save, the spell ends on the target. Rejoicing (16 AP) Prerequisite: Pleasure Casting time: 1 standard action Range: 60ft Components: Verbal Duration: Concentration All creatures within the area of effect that fail to make the Sense saving throw are affected by the overwhelming desire to rejoice and celebrate. The affected creatures will relax and take no aggressive action unless attacked. While under the influence of the spell, the target will see the caster and their allies as friends and fellow celebrants. While they will not attack the group, the targets may wish to celebrate with the caster and allies. Reverse Morality (17 AP) Prerequisite: Reverse Morality Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Instantaneous One creature of your choice within range must succeed on a Sense saving throw or change to the alignment opposite their own (for example, changing from lawful good to chaotic evil). This spell has no effect on creatures with a neutral alignment on both the good/evil and law/chaos axes, or who are unaligned. A remove curse or similar magic reverts this effect. Rune of Aegis (20 AP) Prerequisite: Rune of Bulwark, Rune of Barrier Components: Gesture, Other (shield) Casting time: 1 full Round Range: Inscribed Surface Duration: 1d8 Hour You apply a rune to a shield, granting its wielder a number of bonuses. The first, DR 5/Adamantine. Secondly, the shield with the rune now protects them from all spells Tier 2 and lower, as well as granting a +6 enhancement bonus to saving throws against supernatural effects. Lastly, they gain a bonus to Physical and Arcane Defense rolls equal to their current total Constitution modifier at the time the rune is placed on the shield. The effects of this rune may stack with Rune of Defense, but not Rune of Bulwark or Rune of Barrier. Cannot be used or under the effects of Rune of Nullification or Rune of Ward at the same time as this rune. Choose one or the other, should the opportunity present itself and the other rune will not be able to affect you until the one you chose expires. Rune of Amplification (20 AP) Prerequisite: Rune of Precision Casting time: One Action Range: Touch Components: Gesture, Other (weapon) Duration: Until Used (See Text) The rune you carve in an object allows a greater force to be built up behind it and handled by its wielder with more ease, resulting in a +20 enhancement bonus to your damage. This damage is not multiplied on a critical hit. Rune of Cacophony (20 AP) Prerequisite: Rune of Resonance Components: Gesture, Other (weapon) Casting time: 1 Minute Range: 60 Feet Duration: 1d8 Hour, Instant Regardless of the time it is inscribed, when activated by a predetermined keyword the rune releases a shock wave, behaving differently based on its environment. Multiple effects may happen at once at the DM's discretion if multiple environments exist at once. The shock wave deals 7d6 points of sonic damage per level and adds the following effects: Air: In the air or similar environment, all creatures must roll a fortitude save or be deafened for 4d6 hours. Ground: If released directly into the ground, all creatures must roll a Balance check or be knocked prone. Underground: In an underground environment the shock wave causes a cave in, dealing additional damage as well to those caught in the debris. Water: In a water based environment, creatures struck by the shock wave must make a Toughness save to avoid being sickened. If they fail their save by 5 points or more, they must roll a second Toughness save or be stunned for 1 minute. Rune of Deflection (20 AP) Casting time: 1 full Round Range: Inscribed Surface Components: Gesture, Other (Armor Or Clothing Only) Duration: 1d10 Round You place a Rune of Deflection on a single piece of equipped armor or clothing, granting you the feat Deflect Arrow even if you do not meet the requirements. If you already possess this feat, you may deflect arrows (and other projectiles) a number of times per round equal to your dexterity modifier. If you already possess the ability to do that, you may deflect as many per round as you wish, but any beyond your total dexterity modifier forces you to yield your turn. The Rune of Deflection is not an innate enchantment into the item and thus can be removed with a dispel magic. Rune of Deterioration (20 AP) Casting time: 1 Round Range: Inscribed Surface Duration: 1d8 Minute You apply a specialized rune to your weapon or gloves that resembles markings of a rust monster. Whenever you make an attack with this weapon, opposing metals that are unprotected must make a Toughness save or be dissolved. Dissolving the objects in question makes them fall to pieces and rust, becoming useless and worthless. You can only destroy up to ten cubic feet of metal in any round at a time. Does not stack with the effects of any other similar abilities or enchantments. In the presence of acid based enchantments on the same objects, this rune is rendered useless until their disappearance. Wooden, stone, and other nonmetallic objects are unaffected. Rune of Precision (15 AP) Prerequisite: Rune of Striking Casting time: One Action Range: Touch Components: Gesture, Other (glove or weapon) Duration: Until Used (See Text) You etch a rune on your weapon or glove and when activated with a predetermined key word you gain a +10 to your Physical attack rolls and damage until you successfully hit once. This damage may not be multiplied in the event of a critical success, but can be used to confirm a critical success. This rune lasts indefinitely until you successfully hit. This rune cannot be applied to ammunition. Rune of Resonance (15 AP) Prerequisite: Rune of Thunder Casting time: One Minute Range: Inscribed Surface (Touch) Components: Gesture, Other (Weapon or Glove) Duration: 1d8 Hour This rune causes your strikes to ring deep through a target’s body, causing 6d6 points of sonic damage. Upon a successful hit, and in addition gains 1d6 more points of sonic damage if other sonic spells or abilities are used prior to this rune, and within 30 feet of this rune. Upon being hit a creature may attempt a fortitude saving throw to take half damage. Rune of Thrust (16 AP) Prerequisite: Rune of Striking Components: Gesture, Other (weapon) Casting time: One Action Range: Touch Duration: Until Used (See Text) You write a rune in a specified way that causes a number of effects, guiding your weapon to a weak point to cause such effects. Lasts until used on a single successful attack. This effect is a choice selected when you make the rune and cannot be undone. You must apply a new rune (snuffing out this one in the process) with the desired effect. Select Stun, Dazed, Bleed, or Slow. When you strike your target successfully they must roll a Toughness save or fall victim to one of the following effects based on the choice you made: Stun: The Target is stunned for 1d4 Rounds Dazed: The Target gains the Dazed condition for 1d4 minutes. Bleed: The target bleeds for 1d6 points of bleed damage until healed (A heal DC is equal to the DC of this rune). Slow: The target's most important ligaments are slashed and they may only move at 1/4 their total speeds. Lasts until healed. Song of Discord (18 AP) Prerequisite: Cantillate Casting Time: 1 action Range: 120ft Components: Verbal, Gesture Duration: 1d10 round This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious. Spiritual Growth (17 AP) Prerequisite: Spiritual Doubt Components: Verbal Casting time: 1 action Range: Touch Duration: 1d6 hour The target is endowed with a renewed resolve and faith. This corresponds to a 1d6+1 enhancement bonus to their Sense score. This spell cannot stack with other enhancement bonuses. Suffer (21 AP) Prerequisite: Scream of Agony Casting time: 1 action Range: 120ft Components: Verbal Duration: Concentration + 5 rounds; See Text This enchantment acts very much like the emotion spell, but it has subtle and powerful differences. The emotional suffering that a target feels causes an actual physical manifestation of pain. The overall effect is a -6 morale penalty to all rolls for each round that the caster concentrates, plus a penalty of -3 for 5 rounds after the caster stops concentrating. The penalty represents the lingering effects that the suffering has on the target. Symbol of Persuasion (18 AP) Components: Verbal, Gesture Casting Time: 10 minutes Range: 60 ft.; see text Duration: See text This spell functions like Symbol of Death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1d10 hours. Unlike the symbol of death, Symbol of Persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes. Symbol of Sleep (16 AP) Prerequisite: Sleep Components: Verbal, Gesture Casting Time: 10 minutes Range: 0 ft.; see text Duration: See text This spell functions like Symbol of Death, except that all creatures under 60 HP within 60 feet of the Symbol of Sleep instead fall into a catatonic slumber for 3d6×10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Once triggered, a symbol of sleep simply remains active for 10 minutes per caster level. Synaptic Static (20 AP) Prerequisite: Mind Fog Casting Time: 1 action Range: 120 feet Components: Verbal, Gesture Duration: Instantaneous You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make a Knowledge saving throw. A creature with a Knowledge score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its saving throws to maintain concentration. The target can make a Knowledge saving throw at the end of each of its turns, ending the effect on itself on a success. Unnerving Apathy (15 AP) Prerequisite: Love Stealer, Unbalance Emotion Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 hour You choose a good-aligned creature within range and show it a disturbing vision in which all of its loved ones are tortured and are in pain. The target must succeed on a Sense saving throw or have disadvantage on ability checks, attack rolls, and saving throws for the duration. The creature can repeat its saving throw at the end of each of its turns, ending the effects on a successful one Workaholic (15 AP) Prerequisite: Compulsion Casting time: Instantaneous Range: 40 feet Components: Verbal, Gesture Duration: 24 hours By casting the spell the target you have chosen is forced to do menial tasks and chores wherever they are currently located (including the tidying up of a forest or dungeon). If the target attempts to cease working the target takes 6d6 psychic damage. The caster of the spell can direct the target to what the caster wishes the target to clean or fix. After 24 hours the spell ends and the target is released from the spell. As a withdrawal from the spell the target feels inclined to clean and do chores for the next 1d4 days.

Tier 4 (22-28AP) [48-60 dmg]

Adjust Beliefs (24 AP) Prerequisite: Reverse Morality Casting time: 1 action Range: 40ft Components: Verbal Duration: 1d6 day The caster is able to alter the alignments of those within the area of effect on a failed Arcane save. Once the caster has seized control of the targets, she is able to change the target's alignment to any that she wishes. The change of alignment can radically alter abilities, such as detect evil. Because for one an evil person may have adjust beliefs cast and will actually not show the evil aura to the detection. Zealots and Priests are the most vulnerable to the effects of the spell because of their vows and connections to the divine. While most gods understand that the temporary loss of faith is unintentional, some severe deities hold their followers to higher standards and may require some sort of quest or other proof of the fallen one's faith. Antipathy / Sympathy (26 AP) Prerequisite: Emotion Casting Time: 1 hour Range: 60 feet Components: Verbal, Gesture Duration: 10 days This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Sense saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Sense saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Sense saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Sense saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Sense saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. Assuming The Role (22 AP) Casting time: 1 full-round Range: self Components: Verbal Duration: 1d12 minute Gives you a compulsion to do what you never could When you use this spell, you choose a person to invoke, real or fictional. Then you should roll dice depending on the person: 7 dice - fictional character made by you (bard only) 5 dice - fictional character (bard only) 4 dice - fictional character 5 dice - close friend or teacher 3 dice - friend or foe 2 dice - your deity (cleric only) 1 dice - your deity 1 dice - person you've heard of The result of the roll is your points pool. At the moment of casting the spell you may use them to:

  • Raise your Physical attack bonus (one PAB point per five points spent) up to the BAB of the person you invoke.
  • Use a capability the person possesses (one feat per ten points spent).
  • Use a spell the person possesses (one spell per eight points spent). If you lack AP for the spell on your own, it costs your Maximum AP. When the spell elapses, you lose all benefits of it. When you are invoking any person, you have similar alignment; however, you remain in control of yourself. Bind Lesser Being (25 AP) Prerequisite: Bind Creature Ritual Casting time: 10 minutes Range: Touch Components: Verbal, Gesture Other (2 amulets) Duration: Until dispelled Assume absolute control over a weaker entity. When you begin casting this spell you must place a finger on the amulet worn by the target and hold your amulet in your hand, the target must be a creature whose CR does not exceed half your character level rounded down. Once the spell has been cast the target must succeed on a Personality saving throw. On a failed save the target is under your complete control. While the target is under your control you can use your action to telepathically issue commands to the creature as long as it is on the same plane of existence as you. The target retains all of its attained and class levels (if any), but does not replenish expended spell slots after taking a long rest. Once the spell has been completed if you wish you may allow the creature to return to its previous life unaware of anything that happened after the spell took effect, and it regards the amulet as a valuable gift given to it by you one of its new close friends, if you release the target you may reassert control over it if it continues to wear the amulet. Every thirty days the creature can make a new saving throw to end the effect, and the creature has advantage if you have issued commands to it in the last thirty days. If at any point the target takes damage from you, your companion, or an ally of yours, the spell ends immediately. If you cast this spell on another target, any previous instance of it ends immediately. If the spell ends, the creature will almost invariably feel seething hatred for you, and gains advantage on all Sense, Knowledge, Personality, and Arcane saving throws against your spells indefinitely. Binding (28 AP) Prerequisite: Mental Binding Components: Verbal, Gesture, Other (up to 5 assistants) Casting Time: One minute Range: 30ft Duration: See text or until caster dies A binding spell creates a magical restraint to hold a creature. The target gets an initial Arcane saving throw only if its CR equals at least one-half your caster level. You may have as many as 5 assistants help you with the spell. For each assistant who casts suggestion, dominate animal, dominate person, or dominate monster you gain a +2 per assistant to the Spell DC for performing a binding. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the binding spell, no saving throws and spell resistance are granted. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2. If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. Chaining The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is your Arcane Aptitude modifier in years. The subject of this form of binding is confined to the spot it occupied when it received the spell. Slumber This version causes the subject to become comatose for as long as your Arcane Aptitude modifier in years. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell’s save DC by 2. Bound Slumber This combination of chaining and slumber lasts for as long as your Arcane Aptitude modifier in months. Reduce the save DC by 2. Hedged Prison The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 4. Metamorphosis The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. Minimus Containment The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4. You can’t dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect. Control Monster (25 AP) Prerequisite: Hold Monster Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It must succeed on a Personality saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Personality saving throw against the spell. If the saving throw succeeds, the spell ends. Curse of Despair (22 AP) Prerequisite: Hex, Misery Casting Time: 1 action Range: Self (60-foot cone) Components: Verbal, Gesture Duration: Concentration, up to 1 minute You release a cone of despair. Each creature within the cone must succeed on a Sense saving throw or take a penalty to its attack rolls, ability checks and saving throws of 1d8+your Personality modifier for the duration. Dark Soul (22 AP) Casting time: 1 action Range: Personal Components: Gesture Duration: 1 minute You subtly manipulate the target’s shadow, changing its personality. While this mode is active, you may use an action to target a creature within 30 feet, who must succeed on a Personality saving throw or make an attack against one random creature within its range. Demand (23 AP) Prerequisite: Suggestion, Geas Casting time: 10 minutes Range: 10 miles Components: Verbal, Gesture, Other (part of the subject) Duration: 1 round This spell functions like sending, but the message contains a Suggestion, which the subject does its best to carry out. A successful Sense save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective. The demand’s message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately. Disillusionment (27 AP) Prerequisite: Compel Suicide Components: Verbal, Gesture Casting Time: 1 action Range: 30ft Duration: 10 rounds of consciousness You send the targeted creature into a state of extreme depression and disillusionment, forcing the target into deep contemplation about the meaning of life itself. For every round thereafter, the target must take no action but to stand and contemplate the deep and disturbing thoughts of existential angst that come into mind. Every round, the target may attempt a Sense save to leave the state. However, if the target critically fails his check (rolls a 1), the target then must attempt to commit suicide by any means available to him. He must continue attempting to commit suicide even if he fails, until he succeeds or is restrained or knocked unconscious (once the target returns to consciousness he continues to attempt to commit suicide). If the target is attacked, he does not automatically come out of the state and must still attempt a Sense save next round to come out of the state, although he receives a +2 bonus to the check. The target is too deep in thought to actively defend himself, and thus looses any Dexterity bonuses and insight bonuses to his AC, but is not helpless. If the target is knocked unconscious, he returns to the state of disillusionment as soon as he recovers. After the target is in the state for 10 rounds, the target returns to normal, although he has no memory of being in the state of disillusionment. The target must have a Sense and Knowledge of 3 or greater to be affected by this spell. Creatures that lack Sense and Knowledge or are mindless are not affected by this spell. Mass Dominate Animal (24 AP) Prerequisite: Dominate Animal, Message to the Masses Components: Verbal Casting time: 1 action Range: 30ft Duration: 1d12 round As Dominate Animal, except it can affect a number of targets up to your Personality modifier (minimum 3). On a failed Sense save, you may direct the animals en masse or single out specific animals for specific orders. If one animal breaks the spell (because the caster gave a questionable order, or the animal made its save, etc), the spell is not broken for the remaining animals. The verbal component is a single word. Dread (26 AP) Prerequisite: Existential Dread Components: Verbal Casting time: 1 Standard Action Range: 120 ft Duration: Concentration The spell creates an overwhelming sense of fear and dread in the targets. The targets must make a Sense saving throw or fall into a catatonic state that lasts for a number of days equal to the caster's level minus the Toughness modifier (if any) of the target. While in the catatonic state, the targets are helpless. If the targets make the saving throw, they still suffer from the effects of being frightened. A creature that is frightened flees as well as it can. If unable to flee, the creature may fight. It suffers a -2 morale penalty on attack rolls, defense rolls, and saving throws. A frightened creature can use special abilities, including spells, to flee; in fact, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee, if possible. Emotional Freedom (23 AP) Prerequisite: Emotional Maturity OR Spiritual Growth Components: Verbal Casting time: 1 Standard Action Range: 30 ft Duration: 1 day For the duration of the spell, the target is immune to the effects of enchantment spells, fear abilities, and skills such as Intimidate. The spell also negates the effects of any enchantment spell that is currently affecting the target. Ensemble of Elegance (22 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (an instrument) Duration: Concentration, up to 1 minute You create a sphere with a 30-foot radius that originates from you. Until the spell ends, creatures of your choice within range’s speed are doubled, they gain a +8 bonus to Arcane defense rolls, have advantage on Dexterity saving throws, and gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When this spell ends, all affected creatures are stunned until the end of their next turn, as a wave of lethargy passes over them. This affects individual creatures too, if they leave the area before the spell ends. Fatelink (27 AP) Prerequisite: Reconciliation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour This spell binds the fates of two creatures to one another. Choose two creatures within the range. The target creatures must succeed on a Sense saving throw or their fates are bound for the duration. No saving throw is required if the creatures are willing. For the duration of the spell, any effect that happens to one of the creatures happens to the other as well if they are within 60 feet of one another. This spell applies to any kind of effect that causes damage or requires a saving throw. For example, if a spell that requires a saving throw targets one of the affected creatures, the other affected creature makes a saving throw as well. Both creatures are affected according to the results of their saving throws, meaning that one could be affected, while the other is not. The same applies to the damage taken by the affected creatures; if one of them has resistance to a type of damage, the other also has resistance to that type of damage until the spell ends. The bond does not cause the effects that apply to both creatures at once to stack, however it does cause disadvantage if a saving throw is required. For example, if both creatures are in the affected area of a fireball spell, they still take the normal damage (not double), but they have disadvantage on their Dexterity saving throws against the spell. Feeblemind (28 AP) Prerequisite: Lesser Feeblemind Casting Time: 1 action Range: 150 feet Components: Verbal, Gesture, Other (clay) Duration: 1d4 months You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 6d8 psychic damage and must make a Knowledge saving throw. On a failed save, the creature’s Knowledge and Personality scores become 1. The creature can’t cast spells with a verbal component, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish. Greater Geas (26 AP) Prerequisite: Geas Casting time: 1 action Range: 60 feet Components: Verbal Duration: 1 year You place a magical command on up to 6 creatures within range that are currently facing you. Upon casting the spell, all creatures that you have targeted with the spell must pass a Sense saving throw, or be charmed by you. The creatures must obey any command that you give to them, with the spell only ending when the action has been completed, or when the duration of the spell has ended. The spell can also be ended if you use an action to end it, or if Remove Curse, Greater Restoration, or Wish spells are used to dispel it. Greater Greed (27 AP) Prerequisite: Lesser Greed Casting time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (a coin) Duration: Until dispelled You corrupt the heart of your enemy, giving them a crippling weakness for wealth of all kinds. Choose a humanoid you can see within range. Casting this spell requires you to show the target a gold or platinum coin in your hand and say the incantation. The target must then make a Sense saving throw. On a failure, it must make the saving throw again at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it gains the following flaw: "I hoard wealth like a miser, and I will do anything that will grant me more money or power, including betraying my friends." The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. Hold Person, Mass (25 AP) Prerequisite: Hold Person, Message to the Masses Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute Choose a number of humanoids up to double your Personality modifier that you can see within range. The target must succeed on a Sense saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Sense saving throw. On a success, the spell ends on the target. Insanity (24 AP) Prerequisite: Confusion, Schizophrenia, Dementia Casting Time: 1 action Range: 120ft Components: Verbal, Gesture Duration: until dispelled The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature. Last Laugh (22 AP) Prerequisite: Hideous Laughter Casting time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Your enemy dies of its own laughter. Choose a humanoid you can see within range. It must succeed on a Sense saving throw or begin laughing insanely. At the start of each of its turns, it takes 6d8 psychic damage and must repeat the saving throw, ending the spell on a success. After three failed saving throws, the target drops to 0 hit points. Lingering Melody (27 AP) Prerequisite: Cantillate Casting Time: 10 minutes Range: Self (90-foot radius) Components: Verbal, Gesture Duration: Concentration, up to 1 hour You cast this spell as a performance that leaves a lingering melody in the minds of the audience. Creatures within range that can see or hear you (depending on your performance) can be affected by this spell. Beasts, constructs, elementals, monstrosities, oozes, plants, and undead creatures with an Intelligence of 8 or lower, are not affected by this spell. When you finish casting the spell, creatures in the crowd must make a Sense saving throw. On a failed save, the melody lingers in their minds for the duration of the spell. Within the duration, you can use your action to trigger the melody and cause the affected creatures to be confused for 1 minute as if they were affected by a confusion spell.
    Malign Benevolence (26 AP) Prerequisite: Love Spell, Unnerving Apathy, Charm Person Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 8 hours This spell charms a humanoid creature into obeying all your demands in a state of worshipping admiration. You choose a creature within range and it must make a Sense saving throw. On a failed save, the target creature is charmed by you. It believes and feels you to be the most majestic thing it has ever seen and worshipping you to be the most sacred thing it could ever do. The target creature gladly obeys all your verbal commands and tries to accomplish them to the best of its ability. Additionally, it doesn’t matter if your demand is harmful to itself or a creature it loves; the target creature tries to do the deed without hesitation. Even if the creature is attacked or harmed by you or your friends, it considers you to be its blessing. Still, it can repeat its saving throws at the start of each hour. When the spell ends, the creature may realize that it was charmed by you with a successful Insight check against your spell save DC. Marriage (23 AP) Components: Verbal, Gesture Casting time: 1 full-round Range: 30ft Duration: 1d12 round When cast, the spell joins the better qualities of two allies (Sense save is required if allies aren’t both willing). Each target mirrors the advantages of the other. Each shares the higher of their two scores for hit points, initiative modifiers, ability scores, skill rolls, saving throw, and base attack bonus. Spellcasting, and capabilities are not shared. For the duration of the spell, any damage dealt to one is also dealt to the other. If one is killed, the other must make a Toughness save or die as well. Mass Schizophrenia (25 AP) Prerequisite: Schizophrenia, Message to the Masses Components: Verbal, Gesture, Other (a mirror) Casting time: 1 standard action Range: 120ft Duration: 1 hour This spell functions like Schizophrenia, except that it affects a number of creatures up to your Personality modifier (minimum 3) and that the chance of a major image appearing every round is 10 %. Also, the DCs of Knowledge checks required to speak coherently and Sense checks required to be allowed a full action increase to 20. Mind Control (28 AP) Prerequisite: Mass Mind Wipe Casting time: Instantaneous Range: 100 feet Components: Verbal, Gesture Duration: Concentration, up to 1 hour You can try to control the mind of a single target within range. The target must make a Sense saving throw. On a failure, you take total control over the mind of your target, making him nothing more than a mindless puppet. On a success, the target resists your efforts to mind control it, and you can’t attempt to do it again for 24 hours. For the duration, the target is considered stunned, only acting under your commands. You can use your action to command the creature. The target then uses its reaction to take one of the following actions: Dash, Disengage, Dodge or Help action, an Object Interaction or a single attack. You can, as an action, deepen your control over the target. While doing so, you see through the target's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses. While in this state, you can choose to either take an action from your's or from your target position, using any ability or trait containing in its statblock, but using your proficiency bonus. Movements, bonus actions and reactions are taken independently for you and for the mind controlled target. When controlling the mind of a creature with a different type of yours, the target can make the saving throw with advantage. When this spell finishes, you suffer one level of exhaustion, due to the tiring nature of controlling two minds at the same time. Mind Switch (22 AP) Prerequisite: Mind Fog, Blow Mind Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: until dispelled You attempt to take control of a nearby living creature, forcing your mind and soul into its body, and its into yours. Choose one creature within range whose challenge rating (or level, if it doesn't have a challenge rating) is less than or equal to your level. That creature makes a Sense saving throw. On a failure, your mind possesses the creature's body, and its mind takes over your body. You can call on rudimentary or instinctive knowledge of the target creature, but not acquired or learned knowledge. You and the target creature each retain your Knowledge, Sense, and Personality scores, hit points, Hit Dice, languages (you do not retain the ability to speak if your new body lacks that capability), proficiencies, class features, and legendary and lair actions (if any). You and the target creature otherwise gain the statistics of your new bodies. Any features which require a certain body part which your new body lacks may be unusable while under the effect of this spell, but you still technically retain that feature. If you or the target creature are targeted by dispel magic or a similar spell, the spell ends for both of you. The spell immediately ends for both you and the target creature if either of you enters an antimagic field or dead magic zone. When this spell ends, each participant's mind returns to its original body. If either body dies, the other participant also dies when this spell ends. If one participant's body becomes petrified, imprisoned by imprisonment or a similar effect, or otherwise incapacitated, the other participant will be incapacitated in that way when this spell ends. Mute (22 AP) Prerequisite: Steal Voice Casting time: 1 action Range: 60ft Components: Verbal, Gesture Duration: Concentration, 1 hour With a single gesture and a commanding "hush", a single target within range must succeed a Knowledge saving throw or become muted. When muted the target can move their mouth and proceed to attempt to speak but no sounds come out. No noises, no grunts, no words, nothing. Complete silence. The target can no longer cast spells with a verbal component and the target's Personality score drops to 10 until the spell has either been dropped or ends. The target can make a Knowledge saving throw at the end of their turn, ending the effects on a success. Planar Overlay (26 AP) Prerequisite: Infernal Law Casting time: 1 minute Range: Self Components: Verbal, Gesture, Other (souvenir from the desired plane) Duration: 1 hour 1 Square mile of the surrounding area now becomes an entirely different plane of existence. Momentarily overlaying the natural laws of the current plane, with the laws of the plane imposed upon it. There is a 80% chance that creatures native to that same plane appear as well and all will behave as their normal alignments suggest. This is accompanied by their associated weather and other phenomena. Such as howling gale storms of screams, torrential downpours of boiling blood, radiant daylight with glowing butterflies and intense shifts in gravitation force. Repeatedly casting this spell everyday for a year, will make the effects permanent. Power Word Forget (23 AP) Prerequisite: Forget, Mind Fog Casting time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous You utter a word of power that can compel one creature you can see within range to forget an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. If the creature you choose has 100 hit points or fewer, it permanently loses all memory of the event. Otherwise, the spell has no effect. Power Word Humiliate (22 AP) Prerequisite: Mind Sliver Components: Verbal Casting time: 1 standard action Range: 30ft Duration: Instantaneous; See text Magically humiliate a creature. You concentrate on a target creature and utter a single word while channeling your power. Reality around the creature then shifts and alters so that something extremely embarrassing happens to them, emotionally scarring them in the process. The creature experiences an event that is more humiliating than anything they have experienced before. These events are perceptible by other creatures around the target creature and their responses may differ and vary. But no matter what, the target creature feels absolutely and completely humiliated. The spell happens instantly but the psychological effects may last well into the target's senior years or even later. Power Word Pacify (24 AP) Prerequisite: Greater Command Casting time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous You utter a word of power that can compel one creature that you can see within range to immediately cease hostile actions. If the target has 100 hit points or fewer, it is pacified. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is pacified, it can't attack a creature it is aware of, nor can it target a creature or an area containing a creature with harmful abilities or magical effects. A pacified creature can make a Sense saving throw at the end of each of its turns. On a successful save, it is no longer pacified. Power Word Sit (26 AP) Prerequisite: Greater Command Casting time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous You speak a word of power that can compel a creature within range to take a seat. If the target has 200 hit points or fewer, it falls prone and its speed becomes 0 for the spell's duration. Otherwise, the spell has no effect. This spell has no effect on undead or creatures immune to being charmed. The seated target must make a Personality saving throw at the end of each of its turns. On a successful save, the spell ends. If the target is a beast, it has disadvantage on the saving throw. Power Word Sleep (25 AP) Prerequisite: Endless Sleep, Greater Command Casting time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous You speak a word of power that can compel a creature within range to sleep. If the target has 100 hit points or fewer, it falls unconscious until the spell ends or the sleeper takes damage. Undead aren’t affected by this spell as is anything that is incapable of sleeping. The unconscious target must make a Toughness saving throw at the end of each hour passed. On a successful save, they regain consciousness. Power Word: Blind (22 AP) Prerequisite: Command Casting Time: 1 standard action Range: 30 ft Components: Verbal Duration: 1d10 minutes You utter a single word of power that causes one creature of your choice within range to become blinded, whether the creature can hear the word or not. Any creature that currently has 201 or more hit points is unaffected by power word blind. Power Word: Pain (25 AP) Prerequisite: Psychic Crush Casting Time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on physical attack rolls, Physical Defense rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell with a gesture component, it must first succeed on a Toughness saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Toughness saving throw at the end of each of its turns. On a successful save, the pain ends. Power Word: Stun (26 AP) Prerequisite: Symbol of Stunning, Command Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Toughness saving throw at the end of each of its turns. On a successful save, this stunning effect ends. Reconciliation (23 AP) Prerequisite: Synchronicity Components: Verbal Casting time: 10 minutes Range: 120 ft Duration: 1d12 round This spell forges a friendship between enemies. The caster must identify the targets of the spell before casting and at least two enemies must be within the spell's range for it to work. If, while the caster is performing the spell, one of the enemies moves out of the spell's range, the spell will fail. Those who fail their Sense saving throws immediately forgive the past misdeeds and become friendly toward those specified in the spell. This spell will even stop hostilities between combatants. If one of the targets succeeds his saving throw and attacks the other target, all enchantments are lost and both enemies are free to continue fighting. Rune of Bulwark (25 AP) Components: Gesture, Other (shield) Casting time: One Round Range: Inscribed Surface Duration: 1d12 Hour You apply a Rune of Bulwark to any shield that is not a tower shield, immediately turning it into a Wooden or Steel (based on the base shield's material) Tower Shield appropriate to your character’s size and you are granted unique proficiency with it for the duration of the rune. When calculating the AC bonus, you add both the physical and Arcane defense bonus of the Tower Shield, but not the negative effects such as Armor Check Penalty or Maximum Dexterity Bonus, to the base shield's attributes. The weight does increase, and this shield cannot be unequipped for the duration of the rune. Doing so renders the shield with no rune, and unable to bear anymore until the time of the rune would have expired. The Rune of Bulwark is not an innate enchantment into the item and thus can be removed with a dispel magic. The effects of this rune may stack with Rune of Defense. Rune of Power (25 AP) Prerequisite: Rune of Precision Components: Gesture, Other (weapon or glove) Casting time: One Standard Action Range: Touch Duration: 1d12 Round You etch a rune on your weapon or glove and you gain a +15 to your physical attack rolls and damage, as well as a one step increase to your critical threat range and the critical multiplier (meaning a x2 multiplier would become an x3, and a critical threat range of 20 become 19-20, 18-20, 16-20, and so forth). This damage can be multiplied on a critical hit and does stack with other sources of effects that boost the same rolls. This rune cannot be applied to ammunition. Rune of Ward (24 AP) Prerequisite: Rune of Deflection, Rune of Barrier Components: Gesture, Other (unmovable object) Casting time: One Round Range: Inscribed Surface Duration: 1d12 hour You apply a rune to one unmovable object. When activated by a keyword, it produces a magical field preventing one type of creature from entering in a manner similar to Protection from Evil. While within the area, you gain a +8 to defense rolls, Saves, and other effects against the specified creatures. This effect also protects those inside from any supernatural abilities of the creatures should they possess any. To enter the area, the creature the ward is guarding against must make an Arcane check, the DC equal to the DC of the rune. Cannot be used or under the effects of Rune of Nullification or Rune of Aegis at the same time as this rune. Choose one or the other, should the opportunity present itself and the other rune will not be able to affect you until the one you chose expires. Soul Puppet (25 AP) Prerequisite: Control Living Skeleton Casting time: 1 round Range: 40 ft Components: Gesture Duration: 1 minute Dark strings connect your shadow to the very soul of your opponent Target one creature within range. On a successful save the target is stunned for one round. On a failed Personality save, the target becomes immobile, unable to act or speak on its own. For the duration of the spell, the target acts how you wish, requiring at least one open hand to manipulate the target. Any action or movement the target takes requires you to sacrifice that same action or movement. The target says whatever you say, though you may have the target speak at a different volume than you. If you use your action to have the target make a weapon attack the attack uses their full attack bonus. You cannot cause a target to use a spell unless you know the same spell. If the target takes damage it receives another Personality saving throw. On a success it breaks free from the spell and is stunned for one round. On a failure the spell continues. If anyone views either you or the target with true sight they see faint black strings connecting your outstretched fingers to the target. Symbol of Insanity (28 AP) Prerequisite: Insanity Components: Verbal, Gesture Casting Time: 10 minutes Range: 0 ft.; see text Duration: See text This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell). Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level. Symbol of Stunning (22 AP) Components: Verbal, Gesture Casting Time: 10 minutes Range: 0 ft.; see text Duration: See text This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 3d6 rounds.

Tier 5 (29-35+AP) [60+ dmg]

Barrier of True Law (33 AP) Prerequisite: Barrier of Limited Law, Rune of Barrier Casting time: 1 Full Round Action Range: 30ft cube Components: N/A Duration: 2d12+4 round The Barrier of True Law allows you to create a space where you control what is happening inside. Enemies that are immune to mind affecting effects are not affected by this spell. Upon leaving the barrier the effects still last for 2 more rounds. Upon entering the barrier, you must make a Will save or become under its effect, and those that are already within the barrier's effect range when it is cast are automatically put under the effect of the barrier. Choose from the following list upon casting the spell. Force Emotions: Control how individuals feel inside the barrier, can make them happy, sad, angry, inspired, or enraged. Happiness: Aggression within the barrier fades away, leaving everyone to not have a care in the world. Until Attacked everyone within the barrier is friendly towards each other. Sadness: Causes everyone to lose the will to defend themselves, causing all inside to take a -8 penalty towards their defense rolls Angry: Everyone within the barrier loses their cool, throwing away their defense to increase offense. All creatures take a -4 to their Physical defense rolls and do an additional 2d12 points of damage on a hit. motivated: All creatures inside gain a +4 morale boost to saves and attack rolls. enraged: All creatures become affected as if they are under the effects of Rage. Force Truth: The barrier creates a Zone of Truth, affecting all inside. Charm: Puts all inside under the Charm Person spell. The saving throw decreases by 1 for each additional target inside the barrier beyond double your Personality modifier. Illusion: The caster can manipulate the senses of those within the barrier. Each sense of each creature altered lowers the DC of creatures entering the barrier by 1. Beckon Kraken (29 AP) Prerequisite: Control Monster Casting time: 1 minute Range: 150 feet Components: Verbal, Gesture, Other (A 1,000 lbs of fresh meat) Duration: Concentration, up to 1 minute When this spell is cast, target a point within range that is submerged within a body of water. The spell fails if this point cannot be reached by any living kraken through the means of swimming. During the casting time of this spell, a kraken is beckoned to come to your aid, with the lure of a large bounty of flesh. It travels to the point designated, and consumes the material component. The kraken is friendly to you and your companions. For the duration of the spell, it will attack all other creatures to the best of its ability. When the spell ends, the kraken will leave the area, and mysteriously vanish into the deep blue sea. The spell ends at the end of the duration, or when the kraken takes damage. If concentration on the spell is broken before the end of the duration, the kraken will instead become hostile to you and your companions rather than leaving the area. Boy II Man's Curse (33 AP) Prerequisite: Curse of Despair Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: See Below You utter the words "I challenge you to RO SHAM BO!" causing the target to tremble before being overwhelmed by an urge to accept your challenge. Target one creature within range that can see you and understand you. The spell fails if the target's intelligence is less than 7. If the target succeeds the saving throw, the spell ends and they are immune to the effect for 24 hours. If the target fails the saving throw, they are afflicted with the spell's curse. Once a target falls under the curse, both you and the target must use your turns to play Rock Paper Scissors against one another, with the DM standing in the place of the creature if it is an NPC. If the creature wins 3 bouts of Rock Paper Scissors, it becomes immune to the spell for one year and the spell ends. If the creature loses 3 bouts of Rock Paper Scissors, it instantly dies if it has less than 200 hit points. If you or your target are incapacitated before the spell concludes, the spell ends immediately with no further effect. To play Rock Paper Scissors, you may either play traditionally, challenging the DM to face you in Rock, Paper, Scissors, or you may play with a D6. Numbers on the die can be decided by the GM as to what represents Rock, Paper, and Scissors. However, at least two numbers must be set to each gesture. Brain Wash (29 AP) Prerequisite: Mind Switch, Mind Wipe Casting time: 1 hour Range: Touch Components: Verbal, Gesture, Other (a clear gemstone) Duration: Indefinite After touching the skull of the target creature, you implant a false memory within their mind. An unwilling creature may make a Sense saving throw to resist the effects. This memory may be as implausible or strange as you desire, and unless it runs in direct parallel to already known truths, they believe it. Such memories can include being some form of royalty(and likely losing their crown), being beside a criminal for an entire day they were suspected for a crime, or being capable of casting magic they otherwise couldn’t. One they would likely disbelieve is a new childhood, but the seeds of doubt may be sowed. Culture Control (29 AP) Prerequisite: Adjust Beliefs, Message to the Masses Casting Time: 1 day Range: one society Components: Verbal, Other (a means of mass communication) Duration: Permanent This allows you to shape the culture of any ethnic group or nation within a 500-mile radius. This changes the attitude of all NPCs within one step closer to you. The Alignment of the nation is changed one step on the Alignment Axis. You can create a legal structure, sow the seeds of a Revolution, or send a nation of Savages to War against an Evil Empire. You may also re-write the cultural aspect of someone's brain, altering their musical preference or other such peripherals. Useless for battle, but if you want to rule a nation, this spell allows you to supplant the Ruler quickly and efficiently, and gives you a chance to create the perfect society. Destructive Gift (35 AP) Prerequisite: Control Monster, Adjust Beliefs, Assuming the Role Casting time: full round action Range: touch Components: Gesture Duration: permanent The subject, upon failing its Sense save, has one of its stats altered to match yours. You may delete their feats, and replace them with your own. You may even swap their ability score in a certain respect for your own. In this way, you are able to give your opponent the same weaknesses you have, but none of the strengths. Erase Memory (34 AP) Prerequisite: Modify Memory, Power Word: Forget Casting time: 8 hours Range: Planar Components: Verbal, Gesture, Other (a ring with 2 gems) Duration: Instantaneous Make everyone forget that time you were naked in public. The effects of this spell are determined by the gems set into the ring for the material component. Emerald: When you have at least 2 of the gems in the ring set as Emeralds you can eradicate something you remember from the minds of all creatures of your choosing including you. Ruby: When you have at least one of the gems in the ring set as a Ruby you can name a sentient being you have met and erase their existence from the minds of any number of creatures of your choosing. The DM can re-purpose the character in whatever way they see fit, or simply have the character discover who they are. Jet: When you have at least one of the gems in the ring set as Jet you can erase a piece of text from the minds of everyone on your current plane, and erase it from every scroll and book as well. Once you do the texts become by-and-large jumbled in-cohesive jumble messes of words that cannot be understood except by the most deranged minds. Once the effects have taken place whatever you decide your memory is also affected. Furthermore when the casting is complete you take psychic damage equal to the number of people you affected up to one point below your maximum. Eternal Ally (Ritual) (40 AP) Prerequisite: Purge Alignment Components: Verbal, Gesture, Other (6 other spellcasters) Casting time: 1 minute Range: Touch Duration: Permanent This powerful spell causes one subject, willing or unwilling, to instantly change to the casters' chosen alignment (unwilling subject receive a Sense save. In addition, the subject must make another Sense save of the same DC or be permanently compelled to act out the casters' wishes.) Due to this spell's immense power, all of the participants in the ritual take 14d6 backlash damage. This spell can be removed only with a spell similar to, or exactly the same as, this one. Eternal Fugue (32 AP) Prerequisite: Control Monster, Daze Monster, Control Person, Control Plants Components: Verbal, Gesture, Other (piece of brain) Casting time: 1 standard action Range: Touch Duration: Permanent This enchantment clouds the mind of a creature so that it takes no actions (dazed). A dazed subject is not stunned, so attackers get no special advantage against it. The subject will eat when it is hungry, drink when it is thirsty, and move slowly away from threatening environments. It will not communicate or cooperate with others, although it may be herded about. Whilst under the enchantment, the subject will have a blank expression and may occasionally make nonsensical sounds and drool profusely. Only spells such as wish and miracle can undo this effect. Hold Monster, Mass (30 AP) Prerequisite: Hold Monster, Message to the Masses Casting Time: 1 action Range: 90 feet Components: Verbal, Gesture, Other (a small piece of iron) Duration: Concentration, up to 1 minute Choose a number of creatures up to double your Personality modifier that you can see within range. The targets must succeed on a Sense saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Sense saving throw. On a success, the spell ends on the target. Iron Brand (29 AP) Prerequisite: Control Person Components: Verbal, Gesture, Other (branding iron) Casting time: One Full Round Action, see text Range: Touch Duration: Permanent
This spell is one of the most powerful enchantments known. The caster uses a branding iron that has been heated in a fire for at least five consecutive rounds, and which must have been out of the fire for no more than one round before it is used. Branding a creature is a full round action that provokes attacks of opportunity and it is this action that is the Gesture component. Once branded, the target is under the effect of a permanent dominate person spell that cannot be removed except with a wish or miracle spell. Like dominate person, this spell only affects creatures of the humanoid type, though a variant could conceivably be made to affect other types of creatures, but only one type per spell. Lock the Fate (32 AP) Prerequisite: Fatelink Casting Time: 1 action Range: Touch Components: Verbal, Other (a golden rope) Duration: Instantaneous You touch a creature and seal its fate. The target creature must succeed on a Personality saving throw or the conditions it is suffering (such as paralyzed, stunned) become permanent. It also cannot regain hit points. You can reverse this effect only with a wish spell. Mass Power Word Kill (40 AP) Prerequisite: Power Word Kill, Message to the Masses Casting Time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous You utter a word of power that can compel a number of creatures up to your Personality modifier (minimum 2) that you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. Mind Scour (33 AP) Prerequisite: Psychic Crush, Power Word Forget Casting time: 1 action Range: 180 ft. Components: Verbal, Gesture Duration: Instantaneous One creature of your choice within range must make a Sense saving throw. On a failure, you enter the mind of that creature and learn everything that that creature knows. You can add, modify, or erase memories as you see fit and alter emotions, opinions, and even alignment. When you are done, you can leave the creature insane or seemingly unaffected, without any memory of the intrusion. The effects of this spell can be undone only by a wish spell or divine intervention. Pandemonium (37 AP) Prerequisite: Mind Control, Psychic Crush Casting time: 1 action Range: 100 ft radius of a point within 300ft Components: Verbal Duration: Instantaneous (24 hours of insanity) Once the last sanity-breaking word in the incantation is spoken the air inside the 100ft radius you've chosen begins to bend and tear giving glimpses into the plane of chaos you've viewed. All living creatures within the area are entitled to a will saving throw if they fail they are instantly transported to the Far Realm swarming with proteans. They are also affected as if insane for 24 hours, dispel attempts can be made against this every round they are able to do so. All affected by the spell are transported to the same area on the plane and must find their own way out even after the insanity effect has worn off. Unless the GM has some sort of plan all those transported in this way are attacked by 1d6+1 Hagunemnon's every hour that they remain in the Far Realm. Phantasm (35 AP) Prerequisite: Arcane Aptitude (Illusion), Planar Overlay, Malign Benevolence Components: Verbal, Gesture Casting time: 1 minute Range: 75 ft. Duration: 1 minute The spell creates the illusion for the subjects of being transported together to some plane or location that inflicts upon them the appropriate damage, the base damage being 10d6. Every round after the first, they take another 2d12. Because this is an illusion, the subject of this spell may make a Sense saving throw to disbelieve that, but failing that causes them to believe the illusion, dealing them full damage unless they succeed on a Toughness saving throw for half damage. In the case of energy resistance, any creature with energy resistance to one or more energy types applies their energy resistance to each applicable type as appropriate. Power Word Obliterate (29 AP) Prerequisite: Mind Fog, Mind Pain, Forget Casting time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous You speak a word of power that can obliterate all traces of a weak or weakened creature within range. If the target has 10 hit points or fewer, it crumbles into dust which disappears after 1 minute. If the target had a soul, it no longer exists. Power Word: Kill (35 AP) Prerequisite: Power Word Die, Disillusionment Casting Time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. Psychic Scream (34 AP) Prerequisite: Suffer, Psychic Crush Casting Time: 1 action Range: 90 feet Components: Gesture Duration: Instantaneous You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have a Knowledge score of 2 or lower are unaffected. Each target must make a Knowledge saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make a Knowledge saving throw at the end of each of its turns. On a successful save, the stunning effect ends. Purge Alignment (35 AP) Prerequisite: Adjust Beliefs Casting time: 1 action Range: 30 feet Components: Verbal, Gesture, Other (a container with some of the target's blood) Duration: Special The play to end all plays. When you hold the component of choice within the view of the single target the spell effects and speak aloud in the spell's words, your magic attempts to completely rend the soul of the target of its recent life choices. The target must make a Sense saving throw, if it fails its alignment changes to the caster's, changing the target completely down to the core of its being. The way it sees the world abruptly changes, including what it thinks about its own memories and experiences. When it first fails this initial save, it spends a minute Stunned recollecting itself from the incredible disorientation of this altered perspective. Every month after it fails the initial save, the target may reattempt the save, ending the effect on a success. After 3 fails, the change is permanent. Any caster of the same alignment as the original (Including the original caster) can cast the spell again without material components as a 9th level spell, also making the effect permanent. A Wish spell can undo this effect, but the caster of the Wish spell can no longer use Wish ever again. A deity can also end this effect and avoid the consequences of doing so for the obvious reason of being a deity. Rune of Nullification (31 AP) Prerequisite: Rune of Bulwark, Rune of Deflection Components: Gesture, Other (person or object inscribe upon) Casting time: One Round Range: Inscribed Surface Duration: 1d20 Round You place a rune on a person or object that is activated only by a specific word. Once activated, a mobile, faintly shimmering magical sphere surrounds you (and only you and your equipped items) and excludes all spell effects of Tier 3 or lower. The area or effect of any such spells does not include the area of rune. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities, spells, and runes or spell-like effects from items. However, any type of spell can be cast through or out of the magical rune's field of effect. Spells of Tier 4 and higher are not affected by the rune, nor are spells already in effect when the rune is activated. The rune can be brought down by a targeted dispel magic spell, but not by an area dispel magic. Note that spell effects are not disrupted unless their effects enter the rune's area of influence, and even then they are merely suppressed, not dispelled. Cannot be used or under the effects of Rune of Aegis or Rune of Ward at the same time as this rune. Choose one or the other, should the opportunity present itself and the other rune will not be able to affect you until the one you chose expires. Self Destruct (31 AP) Prerequisite: Dark Soul, Soul Puppet Casting time: 6 hours Range: Touch Components: Verbal, Gesture, Other(A small gem) Duration: Until activated You pour a small part of your life force into a gem, turning it into an explosive device. Upon doing so you deduct 1d4 from your maximum HP total. This gem can be activated by its creator, and upon doing so it releases all the energy contained within. Each creature in a 10-foot radius, centered on the gem, must succeed on a Dexterity saving throw. A target takes 6d12 force damage on a failed save, or half on a success. This gem can also be embedded in a creature's body (referred to as the host) and connected to its life essence (which requires 2 hours of surgery, and a DC 16 Medicine check. If you fail this check, the gem is not connected to the life force but remains inside the host). Once connected to the host's life force, the gem begins feeding off of the essence and grows stronger, making the host lose 1d20+10 off their total maximum HP, and gaining 3d12 extra damage, as well as 10-feet being added to the explosion radius. If detonated inside a host, the explosion ignores any resistances or immunities that the host may have. The host can activate the gem at will, even when unconscious. At the beginning of each week the gem absorbs more of the host's life force, gaining an additional 2d12 force damage as well as an extra 10-feet to its explosions radius. Any host killed by this spell cannot be resurrected as its very essence is annihilated by the gem (only applies if the gem was connected to its life essence). Seppuku (40 AP) Prerequisite: Disillusionment, Touched by Love, Hypnotism Components: Verbal, Gesture Casting time: 1 action Range: 300ft (12,000ft: see text) Duration: 200 minutes This spell targets one intelligent living creature within 300ft of the caster and then a number of others equal to double your Personality modifier who are within 50ft of the first target, creatures who lack Sentience are immune to this spell. Those affected are entitled to a Sense save. If they fail, an illusion is created using they're worst fears or darkest secrets (basically whatever's most likely to make them kill themselves). For example creatures from highly honourable societies may see themselves doing something they think to be redeemable only through seppuku whereas creatures from more liberal societies may see everyone they've ever loved dead or something similiar which would make them despair to the point of suicide. Once they fail the initial Sense save the creature is subject to these illusions which involve tactile, olfactory, thermal, audible and taste elements the subjects will believe these to be real and must succeed on a Sense save every turn (including the first) they are affected by this spell or commit suicide, killing them instantly. For as long as they are affected the subject can see nothing but the illusion tailored to them they are unable to see any of the other targets, they're illusions or the environment around them. The only thing they are able to sense is the illusion affecting them, if someone unaffected tries to 'wake them up' they receive a second Sense save at the original DC, if they succeed they are free of the spell but if they fail they must make another Sense save or commit suicide; however, even if they succeed the affect continues. Those with the true seeing ability or similiar are still affected by this spell though they receive a +10 to all their saves as a result of this spell. While affected by this spell, targets are considered helpless, attacking a target allows them another Sense save for every successful attack. The caster must survive 10d6 backlash in order to cast this spell. Shadow Surge (30 AP) Prerequisite: Dark Soul, Soul Puppet Casting time: 1 round Range: 60 feet Components: Gesture Duration: 1 hour You totally obscure the mind of a creature with darkness, asserting your own will. This spell functions as the spell Control Monster, with the following exception. If the creature is fighting you or creatures friendly to you it does not receive advantage on the wisdom saving throw. Tentacles of Sin (36 AP) Prerequisite: Infernal Law, Crowd of Sin, Malign Benevolence Casting time: 1 full round action Range: 9 miles Components: Other (demonic organ) Duration: Permanent(see below) Corrupts the mind of a creature, forcing it to execute one or many more evil actions. The target perceives all of this as if his mind is not being influenced, and refuses to admit the truth. The target must take a Sense Save or either be forced to do a random action that they or their companions would believe to be utterly evil (A paladin might kill a companion, while an evil lich could betray his underld murdering them). This does not change the alignment of the target if it is already evil, but any non-evil target becomes instantly chaotic evil. Once the first action has been done, the target has to take another Sense Save. If it fails, the target will utterly become tainted by the darkness inside him, becoming a slave of its own demons. A target that fails the second Sense throw can not be saved, and thus its alignment cannot be changed and he cannot be brought back to his senses, except by using Miracle or Wish, but even these powerful spells have a 50% fail chance. The target starts becoming unreasonable and aggressive towards everybody, usually attacking his old companions without mercy, and is happy to surrender to even the slightest sense of desire. Once a creature has been corrupted by the spell, it feels intense urges to satisfy every single desire it has, not caring about any obstacle that might be in the way, usually leading to the ultimate goal of supreme power. Evil Spellcasters tend to use this spell to surround themselves with loyal servants, as the characters corrupted by the spell perceive the caster as a superior evil being, and usually accept to serve him just for the pleasure of helping him spread evil over the world. This spell is frowned upon between Good and Neutral spellasters as it is an incredibly evil act, and thus it is very rarely used, even against powerful enemies. True Mind Switch (34 AP) Prerequisite: Mind Switch Casting time: 1 minute Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous You attempt to take control of a nearby living creature, forcing your mind and soul into its body, and its into yours. Choose one creature within range whose challenge rating (or level, if it doesn't have a challenge rating) is less than or equal to your level. That creature makes a Wisdom saving throw. On a failure, your mind possesses the creature's body, and its mind takes over your body. You can call on rudimentary or instinctive knowledge of the target creature, but not acquired or learned knowledge. You and the target creature each retain your Knowledge, Sense, and Personality scores, hit points, Hit Dice, languages (you do not retain the ability to speak if your new body lacks that capability), proficiencies, class features, and legendary and lair actions (if any). You and the target creature otherwise gain the statistics of your new bodies. Any features which require a certain body part which your new body lacks may be unusable while under the effect of this spell, but you still technically retain that feature. If the target creature's body dies while you are in it, you die, and the target creature remains alive in your natural body. The opposite is also true if your natural body dies while the target creature's mind is inside it. As the spell's effect is instantaneous, you and the target creature cannot be forced to return to your natural bodies by means of dispel magic, antimagic field, or a similar effect. World Domination (50 AP) Prerequisite: Control Monster, Control Person, Control Plants, Message to the Masses, Malign Benevolence Components: Other (a central spire, 10 or more casters) Casting time: 13 Days of meditation Range: 3,500,000 Miles Centred on caster Duration: Permanent This spell, once used repeatedly by a Demon Lord to rule a portion of the Multi-Planar universe is powerful enough to completely dominate almost anyone's mind, to the extent that they will follow the caster through their own free will, and will even sacrifice their own life to protect them. The spell is constructed to make it seem as if control will be shared between the casters when, in actuality, the primary caster takes total control over all the targets, the other casters included. When casting, the casters must sit in a ring around the spire, meditating and slowly pouring their energy into it. If, at any point, the ring is broken, all casters must make a Concentration check against your spell save DC or the spell fails. Once cast, this spell affects all people within the radius when the spell was finished, regardless of Knowledge score or creature type. If the spire is moved, once the spell is cast, the spell radius is not moved, as it only affects entities in the radius, not the area itself. By this rule, if someone leaves the spell area, they continue to be affected by the spell. In addition, all casters must survive the 10d6 backlash upon completion of the meditation, or the spell fails as well.

Chapter 8: Arcane

Evocation

Evoking the higher powers of this universe, such as Celestial, Demons, Raw Arcane Power, and more all lie within this school of magic.

Tricks

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Chapter 8: Arcane

Illusion

Tricking the senses of others into processing what you desure them to experience is the source of power for Illusion spells.

Trick

Agony (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d20+10 minutes)

Illusionary pain makes the subject more susceptible to torture.

A hardened warrior may have the courage and fortitude to resist pain — but where his flesh is strong, his mind may be his weakness. This minor spell heightens the victim’s sensations of pain, sending illusionary signals of agony throughout his nervous system. It does not actually harm the victim, but it makes him far more susceptible to torture. For the duration of the spell, any check used to torture the victim receives a +3 bonus.

Almost Hit (2 AP)


  • Casting time: 1 reaction
  • Range: 120 ft
  • Components: Verbal, Somatic
  • Duration: Instant

When you cast this spell, an arrow appears in your bow which can startle and confuse enemies. When fired, the arrow flies as if you hit a critical, but disappears right before hitting your opponent, leaving him Shaken for 1 round.

Invisible Ink (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (lemon juice)
  • Duration: Persist (1d10 rounds)

This spell renders non-magical writing invisible for the duration of the spell. You can affect a number of pages up to your Arcane Aptitude, but all pages to be affected must be in contact with each other, such as several pages in a book or a stack of parchment.

Writing under the effect of Invisible Ink can be read normally using any effect that reveals invisible creatures or objects, such as a See Invisibility spell.

Blue Death (3 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Instant

Make a creature of your choice within range to perceive themselves in a life threatening situation. This creature rolls a knowledge saving throw, If they fail then they are made to believe they died and take 2d6 psychic damage, for the next 2 turns they have a disadvantage on Knowledge and Sense rolls.


Chloro-morph (1 AP)


  • Casting time: 1 minute
  • Range: Touch
  • Components: Verbal, Other (tumeric)
  • Duration: Persist (1d8 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 Arcane Aptitude bonus to any ability checks you make to create a visual disguise, as if using a disguise kit with which you were proficient.

Color (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (Until Dispelled)

You permanently change the color of cloth, leather, or any other inanimate object. For 1 minute after this spell is cast, you can trace designs on the item, which remain after the minute ends. This spell can be removed through the Dispel Magic or a similar spell that removes enchantments.

Concealment (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d4 hour)

An object you touch, smaller than 1 cubic foot, blurs into insignificance. For the duration of this spell, any creature that searches someone concealing that item must make a Sense saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 24 hours, and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw.

Deepen Shadows (2 AP)


  • Casting time: 1 minute
  • Range: 30 feet
  • Components: Gesture
  • Duration: Persist (1d20 minutes)

Over the course of a minute, the shadows in one 10 foot cube or smaller area grow larger, deeper, and more concealing. A room that is brightly lit becomes dimly lit. The change is so gradual that it requires an Insight check with a DC equal to the spell save DC to notice it. en, and takes a -5 morale penalty to all its will saves.

Chapter 8: Arcane

Dramatic Action (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d4 hour)

A shower of glitter showers around the target briefly, then vanishes. Now that you notice it, their cape seems to blow dramatically without a breeze, their blows seem to run in slow motion and great detail, and their spells flash with the best special effects you have seen. How very impressive! With a touch you imbue your target with special effects that match their actions.

They are all illusionary effects about the same strength as a prestidigitation spell, but requiring no effort to create on part of the target. It seems to time its effects for when it is most dramatic, and while your moves look better others are aware of the illusion and so a fireball is still a fireball, no matter how white hot and explosive it looks. It is good for thematic casters who like to have their spells follow a pattern, regardless what they cast. For the times you are purposefully trying to show off (such as during a Perform check, or Intimidation) it may add a +1 circumstance bonus.

Endure Pain (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d20 minutes)

You can affect the pain receptors in the brain of a living creature to help it endure torture.

If you know that you will be tortured in the near future, this spell may allow you to resist the machinations of your enemy long enough to feed him false information. This minor ritual reduces the target’s sensitivity to pain; it does not block the sensations entirely, but it helps to mitigate the agony. This has two effects. First, the target receives a +4 bonus to any Toughness save made to resist torture. Second, he receives Damage Reduction 1/— against nonlethal damage. This stacks with other forms of Damage Reduction, but provides no defense against lethal damage.

Grain of Sand (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture, Other (sand)
  • Duration: Persist (1d8 days)

You hold sand in your hand, and with a wave, they transform into the visage of grains of wheat for the duration. This wheat is inedible.

A creature can discern that the "wheat" is actually sand by making a Perception check contested against your spell save DC. Once a creature succeeds this check, they cannot be deceived again by that particular instance of this spell.


False Death (3 AP)


  • Casting time: 1 Action
  • Range: Self
  • Components: Other (Powdered zombie)
  • Duration: Persist (1d4 hour)

You must sometimes take drastic measures to escape confrontation with their life, even if it means dying...for a while anyways. when casting False Death, you put the Zombie powder on their tongue introducing it to their nervous system. This effectively kills them, paralyzing their body and slowing their heart and breathing to levels impossible to detect by most means. Magical means of detecting life are not affected. You make a Toughness save (DC15) to see if the powder causes damage to their body, if they fail they remain unconscious for an extra hour beyond their planned time, and take 1D6 poison damage.

Anyone unaware of your trick will immediately believe you have died. Looking at the body provides no save against this, however if a creature examines the body closely they may take a DC40 perception check to see if they notice life signs.

Most creatures, including some animals, will stay away from an already dead corpse. If anything does attack the corpse while under the effects of this spell, you still take half damage(rounded down) as the slow movements of their blood and body allow for long life span, and they cannot/will not react or feel the pain not matter how brutal it should be; making their death all the more convincing.

Ghost Sound (1 AP)


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: Verbal, Gesture, Other (wax)
  • Duration: Persist (1d6 round)

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your Arcane Aptitude. You can produce a sound up to a number of decibels equal to five times your Arcane Aptitude. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Chapter 8: Arcane

Label (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (Permanent until removed)

Write, Move, Remove, or Rewrite a small permanent magical label on an object:

  • Write a label that can be seen by any spell caster on an item. The label can be in any mundane language that the caster knows. The label may be up to 64 characters including spaces and punctuation, and must have at least 3 visible characters. The language must have a known alphabet or syllabary to write with. The label itself can not be considered an item or an object, and can not be targeted with anything except an illusion or an abjuration spell. An object may have more than one label.
  • Move a label from one item to another. The caster must touch both objects simultaneously.
  • Remove a label (you may also use any abjuration spell that can target it).
  • Rewrite a label (you may also use any illusion spell that can target it).
  • Read Any creature that can cast spells can see the label, and read it if they know the written language. The label can not be seen if the item itself is invisible or hidden in some way.

Escape Dummy (2 AP)


  • Casting time: 1 Action
  • Range: 30 ft
  • Components: Verbal, Gesture, Other (a voodoo doll)
  • Duration: Persist (1d10 rounds)

This spell creates the illusion of the caster in the designated square. It creates the illusion of touch, smell, and the image of the caster, which can be disbelieved on a successful Sense Save.

Mirror Surface (2 AP)

  • Casting time: 1 action
  • Range: 30 ft
  • Components: Gesture, Other (piece of reflective surface)
  • Duration: Persist (1d10 rounds)

This spell changes a non-organic flat surface into a mirror of the same size. The surface must be relatively smooth, without too big disruptions. If the target is wielded by someone (a shield, for example) it can use the bearer’s Dexterity save to negate the effect. If the surface is no longer flat (the piece of paper the spell was cast on gets folded for example), the spell is broken.


Minor Illusion (2 AP)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Gesture, Other (a bit of fleece)
  • Duration: Persist (1d10 rounds)

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Mystical Void (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 minutes)

Mystical Void surrounds a creature with a field that absorbs the background auras of magical items or effects. This conceals any magical objects carried by the target and any personal spell effects; while the void remains in effect, these will not show up with the use of detect magic, detect magical residue, or detect mystical streams. Any spell effects that project beyond the target will trigger detect spells normally.

Phantasmal Missile (2 AP)


  • Casting time: 1 action
  • Range: 90 ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 round)

A missile flies out of your hand, unerringly striking the target. The missile may look, sound, smell, or feel in any way you wish. The target may make a Sense saving throw to recognize it as unreal. If the save fails, the target will feel mortally wounded, taking 2d4 nonlethal damage per round. This wound also smells and looks to the subject as you specify. The subject is allowed a Sense save each round to disbelieve the effects of the spell. The damage can be healed as normal, if targets health goes below 0 they fall unconscious, any allies will have a hard time telling what the problem is without magical help.

This spell cannot be cast multiple times against the same target if they are already under the affects of Phantasmal Missile.

Chapter 8: Arcane

Pins and Needles (2 AP)


  • Casting time: 1 action
  • Range: 90 ft
  • Components: Verbal, Other (Needle)
  • Duration: Persist (1d4 minute)

The target finds it harder to focus on attacking, skills and spellcasting.

For the duration of this spell, the victim has the unpleasant sensation of being poked and prodded with hundreds of tiny needles. This causes the victim to suffer a –1 circumstance penalty on all attack rolls and skill checks, and requires that he succeed at a Concentration check any time that he tries to cast a spell.

The target creature may make a Sense save to negate this effect, but the effect is surprisingly subtle and the DC is increased by 3.

Rune of Lesser Stealth (3 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Gesture, Other (armor)
  • Duration: Persist 1d20 minutes

When applied, the Rune of Lesser Stealth wraps shadows around the user, granting them a +4 Enhancement bonus to Hide and Move Silently checks. This Enhancement bonus may stack with other bonuses. If you enter combat, the effects will end prematurely and still use up the amount of runes for that day that you used to inscribe it.

Shadow Garrote (2 AP)


  • Casting time: 1 Action
  • Range: 30 Feet
  • Component: Gesture
  • Duration: Instant

Make an Arcane attack on a creature within range. On a hit the target takes 1d8 Necrotic Damage and it can't speak until the start of your next turn. If the target is in dim light or darkness you also apply an additional 1d6 to this spell's damage roll. All of this damage is Necrotic.

Shadow Mist (2 AP)


  • Casting time: 1 action
  • Range: 10-foot sphere
  • Components: Verbal, Gesture
  • Duration: Sustained up to 1 minute

With a quick hand gesture, you create a mist infused with the gloom of the Shadow plane. A sphere of dark, inky-black mist appears centered on you and extends outward for 10 feet. Anything within the radius of the mist is obscured, so that bright light becomes dim light, and dim light becomes darkness. The cloud can be displaced with a light breeze.


Shady Visage (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (a mask)
  • Duration: Persist (1d10 minutes)

You obscure the features of the willing creature that you touch. A creature that attempts to discern the affected creature must make a Perception check against your spell save DC, seeing the creature clearly on a success. This can be used to preserve anonymity and vaguely obscure race, though height and other identifying areas, such as hands, horns, or tails will still be present and noticeable unless hidden in another manner.

Silent Gateway (0 AP)


  • Casting time: 1 action
  • Range: 10 ft
  • Components: Gesture
  • Duration: Persist (1d10 minutes)

This spell negates the sound from a window, door, or similar opening.

Sweet Talk (1 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Gesture, Other (candy)
  • Duration: Persist (1d10 rounds)

You can feel the spell make anything you say feel more favorable to all that hear it.

This spell sculpts the sound of your speech into calming, charming words. You gain a +1 competence bonus to your next Diplomacy check.

Warding Flare (2 AP)


  • Casting time: 1 reaction
  • Range: Self
  • Components: Gesture
  • Duration: Instant

When you receive a melee attack, you throw up your hand in a distracting manner and create a small flash of light. The attacking creature has disadvantage on the triggering attack. An attacker is immune to this effect if it does not rely on sight, as with blindsight, or can see through illusions, as with truesight.

Manipulate Hearing


  • Casting time: 1 reaction
  • Range: 30 feet
  • Components: Gesture, Other (jade)
  • Duration: Instant

You use illusory audio to manipulate what a creature believes it has heard. The creature affected must make a knowledge saving throw against your spell save DC. On a fail, you control what the creature hears to the extent that it keeps the same volume. This change in sound only affects the listener and does not change the actual sound made (manipulate hearing cannot affect the verbal component of a spell).

Chapter 8: Arcane

Spurt of Weirdness


  • Casting time: 1 bonus action
  • Range: 30 feet
  • Components: Gesture
  • Duration: Instant

You attempt to trick a creature's mind into believing it has been touched. The target must either understand you are the source of the illusion or succeed on a Knowledge saving throw, otherwise it believes the illusory touch was real. If the sensation would make sense in conjunction with a visual or audio illusion they have touched or heard, the creature does not reveal that the illusion is not real

Umbral Visage


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Gesture
  • Duration: Persist (Until dispelled)

You meld with the shadows, allowing yourself to be practically unnoticeable in dim or dark light. As long as you remain within darkness or dim light, your movement speed is reduced by 10 feet and you gain advantage on Stealth checks. Entering an area of bright light ends this effect, and you may end this effect as an action or bonus action.

Tier 1

Amorphous Pixie (5 AP)


  • Casting time: 1 bonus action
  • Range: 30 feet
  • Components: Gesture, Other (colored dust)
  • Duration: Sustained up to 10 rounds

You fling a cloud of glowing pixie dust at a target in range. Make a ranged spell attack, covering the target in glowing pixie dust on a hit, granting it disadvantage on Stealth checks and rendering it unable to benefit from being invisible. In addition, the target must make a Dexterity saving throw, becoming blinded on a failed save until the end of your next turn.

Ancient Path (7 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Gesture
  • Duration: Sustained up to 1 hour

You wave your hand across the footprints behind you as you encourage the time around them to speed up leading to complete cover of the footprints. Once this spell is cast you and everyone within 30 feet of you cannot leave footprints or any other scent, it is impossible to track you.


Avian Assault (5 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (a feather)
  • Duration: Instant

You summon a small bird and send it flying at a creature within range. The bird is an ominous and cryptic omen that the target may not understand, causing mental stress to accumulate within the target. The target must make a Sense saving throw, taking psychic damage equal to 2d8 on a failed save, or half as much on a success. If the target creature is immune to the frightened condition, it makes the Sense saving throw with advantage.

Beastmask (6 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture,Other (a carved mask)
  • Duration: Persist (1d12 hours)

You or one willing creature is made to look, feel, sound, and smell exactly like a particular species of beast or monstrosity that has a Knowledge of 4 or lower—but only to other members of that species. Members of closely related species are also fooled; for instance, a dog mask will also fool wolves and death dogs, and a bear mask will also fool giant bears and owlbears. This spell does not allow you to communicate with that animal.

Blur (6 AP)


  • Casting Time: 1 action
  • Range: Self
  • Components: Verbal
  • Duration: Sustained up to 10 rounds

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Butterfly Frenzy (5 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Other (butterfly)
  • Duration: Instant

The user exerts their magical power from the surroundings making hundreds of bright pink butterfly illusions distracting and damaging their targets. This spell hits an enemy within range and sight, then hits any enemy within a 10 feet range of the first target. The creatures affected by this spell take 2d8 psychic damage and must make a Snese saving throw. Upon a failure, they become paralyzed. If they succeed the saving throw, they take half the damage and they wont get paralyzed. At the end of the affected creature's turns, they can make another Sense saving throw, ending the effect upon a success.

Chapter 8: Arcane

Starry Sky (4 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (a mirror)
  • Duration: Persist (1d4 hour)

You project a map of the stars into the air. A completely accurate starmap of the local sky is projected upwards from the mirror onto the surface above the mirror (such as a ceiling) or 30 feet into the air if there is none. At any time after the initial casting, you can use an action to lower the projection or zoom in to or out of a portion of the map. You can also touch a star on the map and learn its name as a bonus action. It can be used to study the sky or, if cast outside, aid in navigation during the day or on overcast nights.

Call Society (5 AP)


  • Casting time: 1 action
  • Range: 1 mile
  • Components: Verbal, Gesture, Other (a badge, letter, or other symbol of membership)
  • Duration: Instant

Alerts other to your plight. You point in a direction and cast this spell to alert other members of an organization you belong to, such as a Mages’ Guild, that you require aid. The spell will travel in that direction. If it passes within 1 mile of a fellow member of your organization, it will divert to meet that creature and alert him or her as to your plight, giving that person a rough estimate of your location and a brief image of your situation. If it hits the end of its range without locating a fellow member, the spell will dissipate. This spell does not compel the recipient to aid you, but members of your organization are likely to be willing to help.

Circle of Privacy (6 AP)


  • Casting time: Full Round Action
  • Range: 30-foot radius
  • Components: Verbal, Gesture, Other (skunk fur, a mouse's whisker, and salt)
  • Duration: Persist (1d8 hours)

This spell allows you to discourage predators and trespassers from disturbing a campsite. You sprinkle salt in a circle around your camp while you cast this spell.

For the duration, sounds and scents generated within the circle are muted. All Perception checks made to locate anything within the circle using hearing or smell are at disadvantage.


Cloak of Silence (6 AP)


  • Casting time: 1 action
  • Range: 60 ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d4 minutes)

A magical bubble blocks others from hearing your verbal components.

Sometimes there are situations in which you don’t want to be heard — and yet, you have to speak. Cloak of silence is the spell for just these situations. The cloak surrounds a single target with a field similar in effect to the traditional silence spell; however, there are a few inches of space between the target and the field. What this means is that the target can speak, but no one can hear him. He can speak to someone else as long as he’s able to lean close and whisper in her ear; if her ear penetrates the field, she can hear perfectly.

The cloak of silence moves with the target. As long as it’s active, it has the following effects:

  • The target gets a +10 on any Move Silently checks.
  • The sound-dampening field extends approximately one foot away from the victim. Anything within this area makes no apparent sound. As a result, if the target draws a weapon, no sound is made. Further, if the target grapples with someone else, his victim is inside the field for the duration of the grapple; treat this as being caught in the area of a silence spell.
  • The target can cast spells that require verbal components. However, as he cannot be heard through the field, spells such as shout, suggestion, and command are useless. Message still works normally, as the target can whisper and the spell then carries her voice directly to his targets.
  • The target cannot use any sort of Bardic Music abilities while trapped in the field. The one exception is that a bard can use his Countersong ability to protect himself; but as no one else can hear his song, they cannot benefit from the protection.

While this spell is usually cast on yourself or on an ally, it can be used on any living creature; this is an effective tool for preventing a guard from raising an alarm or a politician from making a speech.

Coin Bag (6 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (small stones or gravel, a sack)
  • Duration: Persist (1d10 minutes)

You grab an empty bag, fill it with rocks, and shake it until you hear the sound of coins, creating up to 2d100 illusory gold coins within this bag. This illusory gold holds up to basic physical and visual inspection; However, a creature can identify the coins as illusory with a successful Investigation check contested against your spell save DC.

At the end of the duration, the illusion expires of its own accord, and the coins reveal their true form as worthless gravel.

Chapter 8: Arcane

Color Spray (6 AP)


  • Casting Time: 1 action
  • Range: 15-foot cone
  • Components: Verbal, Gesture
  • Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Creatures in a 15-foot cone originating from you take 2d10 damage and are blinded until the start of your next turn. Creatures who are unconscious or can’t see are unaffected by this spell

Dazzling Blare (5 AP)


  • Casting time: 1 action
  • Range: 5-foot radius
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

You unleash an overwhelming flash of light in the face of nearby creatures that you choose within range. They must make a Toughness saving throw, becoming blinded for 1d10 rounds on a failed save. A creature that fails this save may repeat the saving throw at the start of each of their turns to end the condition before the end of the duration.

This spell has no effect on creatures immune to the blinded condition. Creatures with sunlight sensitivity have disadvantage on this saving throw. In addition, targeted creatures must roll a Concentration check, breaking concentration on a failed save.

Disguise Self (5 AP)


  • Casting Time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1d4 hours)

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Investigation check against your spell save DC.


Distort Value (4 AP)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: Verbal
  • Duration: Persist (1d8 hours)

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

Disturbing Diversion (4 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Gesture
  • Duration: Sustained up to 5 minutes

The user concentrates to create a disturbing illusion of a monster of their choice. Each creature within line of sight of where the creature is placed by the user and within 60 feet of the user must make a Sense saving throw or be convinced that the monster is a real appearance. Once an attack is made against this illusion, it instantly disappears.

Double Shift (7 AP)


  • Casting time: 1 full round action
  • Range: 90ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

When cast, the spell creates a double of you. This double is exact in every way, it has all your items, skills and capabilities but not spells. Any spells that were cast upon you at the time of casting are also transferred to the body double. This double acts after you on your initiative and has the exact same intent as you. There are no ways of telling which of the two of you is the real one. The double appears next to you, the effect of the spell ends if you move out of range of one another and you combine.

When this spell is cast, you decide on a number of hit points from your total and a number of Arcana Points to transfer to your body double. The body double can use only the AP transferred to it and only has a number of hit points given to it.

If one of the two bodies is killed, then the remaining AP are transferred, along with the conscious mind, into the other body, effectively turning that body into the real body. All the items of the killed body vanish and all its items are also destroyed, as though they were mere illusions. Either body is "killed" when it is reduced to 0 or less hit points. Any damage that would take it to under -10 hit points is transferred to the other body.

Chapter 8: Arcane

Scent Mask (6 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (a scentless flower)
  • Duration: Persist (1d20 minutes)

One creature you touch is rendered scentless and cannot be tracked by smell. This spell can be cast on a creature that attacks through scent, such as a skunk or troglodyte. That creature may make a Toughness saving throw. On a failure, it cannot use this attack.

Glamour (7 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (ruby dust and chalk dust)
  • Duration: Persist (1d4 hours)

You subtly change the appearance of yourself or one other humanoid, making that person more or less attractive. This does not make that person look like someone else. Rather, for the positive version, makes the target’s eyes appear to sparkle, their skin clearer and smoother, their teeth straighter and whiter, and their hair thicker and more lustrous; or for the negative version, makes the person seem lackluster and unkempt.

An unwilling target may make a Sense saving throw to resist. While the positive version of this spell is active, the target has advantage on all Personality ability checks designed to illicit a positive reaction. While the negative version of this spell is active, the target has disadvantage on all Personality ability checks.

False Tracks (4 AP)


  • Casting time: 1 action
  • Range: Self
  • Components: Gesture
  • Duration: Sustained up to 10 minutes

For the duration of this spell, your footprints are those of a normal animal of your choice. If part of your clothes or hair get snagged on undergrowth, it will appear to be bits of animal fur. Dropped objects do not change their appearance. When the spell ends, your footprints and snagged clothing change resume their normal appearance.

Hallucinate (6 AP)


  • Casting time: 1 bonus action
  • Range: 60 feet
  • Components: Gesture
  • Duration: Persist (1d10 rounds)

You choose a creature you can see within range and make them see a sound or an image that lasts for the duration. This effect cannot deal damage, and cannot occupy a space larger than a five-foot cube. The target must make a Personality save against your spell save DC. If successful, the target can determine that it is a hallucination; this can also be determined with a successful Investigation check against your spell save DC, however, just because they know that they are hallucinating does not mean that they stop seeing things.


Hologram (6 AP)


  • Casting time: 1 action
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration: Persist (1d20 minutes)

This spell creates a hologram within the range of the spell. The hologram can be as crude or as detailed as you want. Creating the hologram in full detail takes mere seconds, even if it would take some time to recall these details from memory. For example, if you recreate a huge mansion you have visited many times, it would be within the limits of this spell to recreate all the rooms in perfect proportions, with all furniture in the correct position. Similarly, you could create a model of your friend in perfect detail.

The only limitation is that you cannot create details you don't know about. You can create details the way you imagine them, as well as creating details as explained by another person, but this is all subject to your own interpretations. You may use this spell to get an overview of all details of something you know, and as a tool to establish good guesses at details you don't know (such as the exact dimensions of a room you have only seen briefly).

You may also make the hologram animated in rudimentary ways, such creating an animated waterfall or two armies charging against each other, or rotate the whole hologram slowly.

As a standard action, you may change the hologram. You may also cause the hologram to vanish completely and recreate it later at another place as long as the spell is active.

Although the hologram can contain color, it has an ethereal shimmer and is transparent. This makes it clear that it is not real.

Horrific Visage (5 AP)


  • Casting time: 1 action
  • Range: 120ft
  • Components: Verbal, Gesture, Other (blood)
  • Duration: Persist (1d10 Round)

You choose a creature within range and reveal the horrors of the void to them.

When you cast this spell, choose one point within 30ft of the creature, where an illusory Eldritch Horror appears. It is insubstantial, does not move and does not create any noise.

The target must make a Knowledge Saving Throw against your spell save DC. If successful, the target is unaffected though it can still see any eldritch horrors. If the target fails the saving throw, it perceives the Eldritch Horror as a monstrosity about to attack it and becomes panicked. Whilst feared the creature must use its movement to flee the Eldritch Horrors for the duration of this spell. The creature can use an action to make a Knowledge Save against your spell save DC to reveal the horrors as an illusion.

Chapter 8: Arcane

Hush (6 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture
  • Duration: Sustained up to 10 minutes

You touch a creature and imbue it with silence. For the duration, the target has advantage on Stealth checks to avoid detection while moving.

In addition, when you cast this spell, that creature makes no sound when talking or casting spells. Spells with a verbal component simply do not function.

Unwilling targets must make an Arcana Saving throw, to resist this spell.

Illusionary Box (4 AP)


  • Casting time: 1 Action
  • Range: 5 foot cube
  • Components: Gesture
  • Duration: Persist (until dispelled)

You summon a floor to ceiling wooden box that is translucent and 5ft wide with a door. Upon entering the box you can decide how the inside looks, sounds, smells and feels.

The Illusion could be an elegant mansion, a beach, an enchanted forest... Go crazy! This spell gives no protection from attacks and you are visible to enemies from the outside.

Enemies can enter the box at any given time, or end the spell by dealing any amount of damage to you or the box. Illusionary box is simply a way to rest in a place of your choosing without actually having to be there.

Illusionary Soldiers (7 AP)


  • Casting time: 1 action
  • Range: 90 ft
  • Components: Verbal, Gesture, Other (a bead per soldier)
  • Duration: Persist (1d10 Rounds)

After chanting non-sense for a bit of time, the wizard threw beads at the ground, and three soldiers appeared out of nowhere. The goblins panicked, and ran away. “Great,” said the wizard, “Now that the guards are gone, we just need to get out of this prison.”

You summon 1d4 illusionary soldiers plus your Arcane Aptitude. They can look like any type of soldier. The illusions follow your mental commands. The illusions feel solid, make sound, and move. As far as all senses can tell, they are real. When attacked, they are destroyed. Each soldier has a Physical Defense and Arcana Defense equal to 10 + caster's Arcana modifier.


Illusory Script (5 AP)


  • Casting Time: Full Round Action
  • Range: Touch
  • Components: Gesture, Other (ink)
  • Duration: Persist (1d10 days)

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

Invisibility to Undead (6 AP)


  • Casting time: 1 bonus action
  • Range:Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 min)

You touch a creature and they become invisible to undead with less HP than they possess.

Spooky Face (6 AP)


  • Casting time: 1 action
  • Range: 60 ft
  • Components: Verbal, Gesture
  • Duration: Instant

You stick out your tongue, and a large body-less face appears in front of your enemy, screaming nonsense words such as "BOOGA BOOGA". The target of the spell must succeed on a Sense save, or be shaken for 1d4 rounds. If the target fails the save by 5 or more, they soil themselves, taking a -2 to all actions due to discomfort. No target can be affected by Spooky Face cast by the same caster more than once in 24 hours. Spooky Face can only affect creatures with a CR less than your Arcane Aptitude. This spell does not affect creatures with the Iron Will feat.

Trap (6 AP)


  • Casting time: 1 minute
  • Range: Touch
  • Components: Verbal, Gesture, Other (trigger mechanism, iron pyrite and metal filings)
  • Duration:Persist (Until dispelled)

You place a false trap which is covered with an illusion to make it look like any sort of trap you like. Anyone searching for traps, either mundanely or magically, will find it. It has no actual effect, whether it is deliberately or accidentally sprung.

Chapter 8: Arcane

Magic Aura (6 AP)


  • Casting Time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 days)

You alter an item’s aura so that it registers to detect magic as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.

If the object bearing magic aura has Identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on an Arcana save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Magic Mouth (6 AP)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: Verbal, Gesture, Other (honeycomb and jade dust))
  • Duration: Persist (Until dispelled)

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.


Mirror Image (7 AP)


  • Casting Time: 1 action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s Defense roll your Dexterity modifier or Arcana modifier as appropriate. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Misdirection (5 AP)


  • Casting Time: 1 reaction
  • Range: 30 ft
  • Components: Verbal, Gesture
  • Duration:Persist (1d4 hours)

By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Sense save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

Chapter 8: Arcane

Net of Shadows (6 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them. You target up to three creatures that are no more than 30 feet apart when you cast the spell. Each target must make a Sense saving throw. On a failure, a target is wrapped in shadows, providing them three quarters cover from all attacks.

The shifting magical shadows also inhibit the targets' ability to ascertain their surroundings. The targets can only see 5 feet through the shadows that coat them, and foes within that range have three quarters cover from all attacks made by the targets. A target can make a Sense saving throw at the end of each of its turns to attempt to disbelieve the net, ending the effect on a success.

Obscure Illumination (4 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (soot)
  • Duration: Sustained up to 8 hours

When you cast this spell it causes a single light source within range to 'disappear' to everyone but the spellcaster. The effect is immobile but can be cast on a movable object.

A creature may make a Perception check with disadvantage against Save DC. On a success they can see the light source. A creature that knows the spell has been cast has advantage on the Perception check.

Passerby (6 AP)


  • Casting time: 1 action
  • Range: touch
  • Components: Gesture, Other (shoes)
  • Duration: Sustained up to 10 minutes

Creatures paying any form of sensory attention have a 30% chance to fail to notice the target so long as it does not attempt to overtly interact with the creature, or something the creature is paying specific attention to (if it were guarding something). Attacking or casting spells ends the spell's effects. Alarm type spells such as alarm or mage's faithful hound do not detect the target creature.


Phantasmal Force (4 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (fleece)
  • Duration: Sustained up to 10 rounds

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make a Knowledge saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Investigation check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 2d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Phantom Laughter (6 AP)


  • Casting time: 1 action
  • Range: 60 ft. radius
  • Components: Verbal
  • Duration: Instant

You fill the air with the sounds of malicious, insane laughter that overwhelm the senses of any who hear it. Each creature within the radius must succeed on a Sense saving throw or be frightened until the end of your next turn. If the target fails the saving throw by 5 or more, they are also paralyzed for this amount of time.

Chapter 8: Arcane

Phantom Trap (6 AP)


  • Casting Time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (iron dust)
  • Duration: Persist (until dispelled)

This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.

If another phantom trap is active within 50 feet when the spell is cast, the casting fails.

Placebo (5 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture, Other (snake oil)
  • Duration: Persist (1d4 hour)

You touch 1 willing creature, rubbing snake oil on their skin. That creature gains 1d8 temporary hit points for the duration of this spell.

When casting this spell, choose one of the following conditions: Blinded, Deafened, Paralyzed, Poisoned, or Stunned. This condition is suppressed for the spell's duration, having no effect until the spell ends, at which point the condition resumes if its original duration had not already expired.

Polarize (5 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture
  • Duration: Sustained up to 10 rounds

When the spell is cast, you must have contact with a creature. The creature feels as though they have suddenly been flipped upside down causing their body to feel distorted. They must make a Toughness saving throw or suffer 1d12 psychic damage for the duration. In addition, if the target is hit by a cold spell, the spell deals an extra 1d6 force damage as the cold causes the blood of the target to slosh around violently.

Quiet Armor (6 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Gesture, Other (powdered graphite)
  • Duration: Sustained up to 1 hour

Remove the stealth disadvantage of your noisy armor by canceling the noise using an illusion of the waveform opposite of the noise. Creatures generally unaffected by illusion will still hear the armor.


Rune of Stealth (7 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Gesture, Other (armor)
  • Duration: Persist (1d20 minutes)

When applied, the Rune of Stealth wraps shadows around the user, granting them a +10 Enhancement bonus to Hide and Move Silently checks. This Enhancement bonus may stack with other bonuses. If you enter combat, the effects will end prematurely and still use up the amount of runes for that day that you used to inscribe it.

Shadow Blade (5 AP)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.


  • Casting time: 1 action
  • Range: self
  • Components: Verbal, Gesture, Other (nearby shadows)
  • Duration: Persist (1d10 round)

You become shrouded in shadow, and gain the ability to directly meld with darkness. While within dim light or darkness, you gain a climbing speed equal to your walking speed for the spell's duration, and can walk on walls and ceilings as if they were floors.

If you are standing in dim light or complete darkness, you may use your bonus 5ft step to teleport up to 60ft to an unoccupied space that you can see that is also shrouded in dim light or darkness.

Additionally, you may use an action to automatically succeed a stealth check while within dim light or darkness.

Sight Eclipsed (6 AP)


  • Casting time: 1 action
  • Range: self
  • Components: Gesture
  • Duration: Persist (1d10 rounds)

Light begins to warp and flicker around you, hiding your presence. For the duration of the spell you may attempt stealth checks as though you were concealed.

Chapter 8: Arcane

Silence (7 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Silent Image (4 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (a bit of fleece)
  • Duration: Sustained up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Silhouette (7 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture
  • Duration:Sustained up to 10 minutes

You or a creature you touch fades to black. For the duration, the target retains the same form, but appears utterly black and is incapable of reflecting light. This grants two benefits:

  • When the target makes Stealth checks to avoid being seen in dim light, darkness, or against a dark background, it does so with advantage. Darkvision does not diminish this effect.
  • The apparent lack of depth makes the target slightly more difficult to hit with conventional attacks, granting it a +2 bonus to defense rolls for the duration. This bonus is negated if the target is invisible or if the attacker has truesight.

The spell ends if the target attacks or casts a spell.


Sinister Surroundings (5 AP)


  • Casting time: 1 minute
  • Range: 250ft radius sphere
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 minutes)

The land within the radius becomes grim and dismal-feeling for the duration. The area’s appearance is not masked in any way; it merely becomes foreboding and gloomy. All creatures within the spell's area of effect have disadvantage on saving throws against becoming frightened.

You may designate a number of creatures up to your Arcana modifier to be unaffected by the spell.

Smoke Screen (6 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (sphere)
  • Duration: Persist (1d10 rounds)

You hurl the sphere to any point within range. A moment later, it bursts open with a thick cloud of black smoke that covers a 10-foot radius sphere. This smoke spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Toughness saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Constructs and undead are immune to this damage.

Sound Bubble (5 AP)


  • Casting time: 1 action
  • Range: 10-foot radius
  • Components: Verbal, Gesture, Other (a soap bubble)
  • Duration: Sustained up to 10 rounds

The caster erects an immobile barrier that blocks sound from exiting or entering the spell's area. The bubble does not block observations made into the area, thus one might observe from outside the bubble a clumsy fighter in heavy armor trip and fall and even read the curse word from his lips, but will hear nothing. The barrier may also impede certain aspects of spells such as being able to receive the verbal commands of an enchantment spell that originate outside the bubble. The bubble blocks harmful sound based spells this spell's level and lower. Higher level sound based spells interacting with the bubble immediately pop the bubble and end this spell, but those who were inside receive a +2 bonus to checks to resist that spell.

Chapter 8: Arcane

Spook (4 AP)


  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You play upon the natural fears of an enemy. You target one creature in range. That creature perceives you as something inimical. The target must succeed in a Sense saving throw or become frightened for the duration. At the end of each of their turns they can make a Sense saving throw. On a successful save, the spell ends.

Tormenting Image (4 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (mirror shard)
  • Duration: Sustained up to 10 rounds

You create a horrible illusion that is mentally taxing to look at within a 10 foot square in range. Things like rapid flashing lights, impossible geometry, or otherwise cruel pictures are viable. If a creature starts their turn within range of the spell, and are able to see it, they must make a Knowledge saving throw or take 2d6 psychic damage, or half as much on a success.

Turning Tables (5 AP)


  • Casting time: 1 action
  • Range: 15-foot cube
  • Components: Gesture, Other (a shard from a dagger, bloody bandage)
  • Duration: Instant

Upon casting the spell, each target within the 15-foot cube must make a Knowledge saving throw against the caster's spell save DC. If they fail, they take 2d8 Psychic damage and perceive a group of enemies surrounding them and believe they have been ambushed until the start of your next turn; On a success, the target takes half damage and suffers no further effects.

Unearthly Chorus (5 AP)


  • Casting Time: 1 action
  • Range: 30-foot radius
  • Components: Verbal
  • Duration: Sustained up to 10 minutes

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Performance checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Personality saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Deception checks and Persuasion checks against creatures made friendly by this spell with advantage.

Ventriloquism (5 AP)


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: Verbal
  • Duration: Persist (1d10 minutes)

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

White Noise (4 AP)


  • Casting time: 1 Action
  • Range: 60 ft
  • Components: Gesture, Other (tin)
  • Duration: Persist (1D6 rounds)

This spell is cast on 30 square feet of terrain, and all enemies within the affected area hear a deafening static that seems to be inside their heads. They suffer a -10 on all perception checks, and must make a Sense save or become Frightened for 1D4 rounds. Furthermore, the subjects of this spell must make a Concentration check (DC 10 + the number of rounds White Noise has been active) to perform an Action. An enemy who enters the affected area after the spell is cast will still suffer the detriments, as will one who leaves the area until the spell is over. White Noise has no visual effects, so other enemies will be completely unaware of what is happening to their allies.

Tier 2

Tier 3

Tier 4

Tier 5

Chapter 8: Arcane

Necromancy

Mastery over death, and therein understanding life's inner workings is core to Necromantic magic.

Tricks

Abating Bolt (1 AP)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Instant

A sickly bolt of reeking green shoots forward and strikes a creature you target within range. Make a ranged spell attack against the target. On a hit, its hit point maximum is reduced by 1d4.

This reduction lasts until the target finishes a long rest. If the hit point maximum of the target drops to 0, it falls unconscious.

Aging Bolt (1 AP)


  • Casting time: 1 Action
  • Range: 15 ft
  • Components: Gesture
  • Duration: Instant

You cast a streak of temporal energy at a creature or object within range. Make a Arcane attack. On a hit, the target takes 1d6 necrotic damage. The target makes an Arcan saving throw. If it fails, it is also rapidly aged by a number of years equal to your Personality + Knowledge modifiers.

Against inanimate objects, the bolt ages an area in the shape of a circle up to 1 foot in diameter and the aging can be multiplied by up to 10 times (this is determined by the caster). Worn or in-use equipment is affected at the same rate as the living creature using it.

Animate Shadow (2 AP)


  • Casting time: 1 Action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

You bring to life the shadow of a creature you can see within range. The target must make a Sense saving throw: On a failed save, their shadow animates into a malevolent attacker.

For the duration of the spell, the shadow stays attached to the target, sharing its space and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the target's turns. At the end of each turn, the target can attempt a Sense saving throw to dispel the shadow and end the effect.


Attract Undead (2 AP)


  • Casting time: 1 action
  • Range: 25 ft.
  • Components: Verbal, Gesture
  • Duration: Persist (1d4 rounds)

On a failed Sense save, the target undead approaches within 5-ft. of you. If the undead is hostile, it attacks you or any other creature in range. If in order to reach you the undead would be harmed (such as fire, a pool of holy water, an enemy creature’s square, etc.), the spell ends. Any attack upon the undead ends the spell immediately. A turn or rebuke attempt on the undead counts as an attack and breaks the spell.

Bind Skeletal Familiar (1 AP)


  • Casting time: 1 minute
  • Range: 10 feet
  • Components: Verbal, Gesture, Other (An available soul to bind)
  • Duration: Instant

You bind a lost soul to a skull, creating a floating skull that serves you. The floating skull appears in an unoccupied space within range. The skull acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.

While the skull is within 100 feet of you, you can communicate with it telepathically. It can either attack dealing 1d6 necrotic damage or explode and deal 3d6 necrotic damage to the target, however this destroys the familiar.

The skull has half as many hit points as the caster who summoned it. When the skull drops to 0 it is destroyed and turns into a pile of dust, and nothing short of the wish spell can bring the soul bound to the skull back to life.

You can have up to two floating skulls bound to you with this spell. If you create another floating skull after that with this spell, a skull chosen by the DM is destroyed and turns into a pile of dust.

Black Spark (2 AP)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Instant

You choose a creature within range and cause an energy spark filled with death to zap it. The creature must succeed on a Toughness saving throw or take 1d8 necrotic damage. The spark leaves a black trace after it harms the creature.

Blood Bind (2 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You sacrifice your own vitality to hurt your enemies. Target a creature within range. Each time you take damage, the target makes a Toughness saving throw. On a failure, they take the same amount of damage. On a success, the spell ends. Taking damage does not trigger a concentration check for this spell.

Chapter 8: Arcane

Blood Blade (1 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Gesture
  • Duration: Sustained up to 10 rounds

You create a blade out of your own blood to use as a weapon.

You lose hit points equal to 1d6 + Arcane modifier, and create a shortsword that is made up of your own blood in your free hand. The weapon is magical, and you use your Arcane Attack when using that weapon. You also add your Arcane modifier to all Damage rolls with that weapon. When the spell ends, the weapon becomes just a puddle of blood. The spell ends if you let go of the weapon.

Blood Bullet (0 AP)


  • Casting time: 1 action
  • Range: 100 ft.
  • Components: Gesture
  • Duration: Instant

A bullet of blood darts forth from your fingertip and strikes its target, dealing 1d4+Tgh modifier points of necrotic damage.

The bullet strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

The caster takes 1 point of temporary Toughness damage each time this spell is cast.

Blood Curse (2 AP)


  • Casting Time: 1 action
  • Range: 25 feet
  • Components: Verbal
  • Duration: Persist (3 rounds)

You choose a target within range and place a curse on it. It must succeed on a Toughness saving throw or blood pours out of its eyes, ears, mouth and nose, dealing it 1d6 necrotic damage. It also has disadvantage on Perception checks if it is not a construct, ooze, plant, or undead.

Blood Transfer (2 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

You sacrifice some of your health to mend another creature's injuries.You take 1d6 necrotic damage, and one creature that you touch regains a number of hit points equal to the necrotic damage you take.


Bloodbridge (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

You touch two creatures and draw blood from one of them, the "donor", channel it through yourself, and infuse it into the other, the "recipient". This causes the donor to lose 1d6 hit points, and the recipient to receive temporary hit points equal to the total lost. The donor does not need to be a willing creature, and may make a Dexterity saving throw to evade your grasp. Undead and Constructs are immune to this spell.

Bodysnatch (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Other (a corpse)
  • Duration: Persist (1 day)

This spell allows the user to touch a corpse and turn it into a disguise. Once the disguise is worn, the wearer becomes functionally identical in appearance to how the deceased appeared in life, unless the corpse is older than 1 day at which point the disguise will show signs of decay and not hold up under inspection. The disguise can also only be worn by wearers of the same size class. After 24 hours, the disguise will return to being a corpse and be too worn out to be used as a disguise again.

Should you fail to act as the deceased realistically, a creature can use its action to inspect your appearance and must succeed on a Knowledge (Investigation) check against your spell save DC.

Bone Legs (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (bone legs w/ Hips)
  • Duration: Persist (1d4 hours)

You infuse a corpse or a set of leg and hipbones with a negative energy, creating a short-lived undead creature consisting of feet, legs, and a pelvis. The bones legs have a base speed of 30 feet and a Strength score of 10 + 1/caster level. The bone legs are normally used for carrying objects in the manner of a floating disk spell, though the weight is supported by the hipbones rather than a concave plane of force. Using a standard action, you can direct the bone legs to any location within close range, command them to follow you, or even ride them as if they were a mount. The legs follow your path exactly, at a distance you specify that is no greater than close range. If you pass beyond close range, the bone legs stand in place and wait for you to return.

When the spell expires, the bones collapse and become inert, but can be reanimated again with another use of the spell. The bones legs cannot Climb, but they can use Jump. They cannot make attack. They otherwise are identical to a Small or Medium creature. When the caster dies, the leg bones come under the command of the first person to touch them. Such bones are often one of the treasures to be found inside a necromancer’s dungeon.

Chapter 8: Arcane

Cartilage Dart (1 AP)


  • Casting Time: 1 bonus action
  • Range: Cartilage touched
  • Components: Verbal, Other (piece of cartilage)
  • Duration: Persist (1d4 hour)

Cartilage dart transforms a piece of cartilage, procured from a humanoid or animal corpse no older than 1 week, into a dart. The dart has a +1 enhancement bonus on attack and damage rolls. The dart turns into useless tissue after the dart is used to make an attack, or when the duration of the spell ends.

Chill Touch (2 AP)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

You create a ghostly, skeletal hand in the space of a creature within range. Make an Arcane attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Cleave Soul (3 AP)


  • Casting time: 1 round
  • Range: Sight or Knowledge
  • Components: Other (known corpse)
  • Duration: Instant

This spell cleaves one soul from its body. This can be either a corpse that the caster can see or a person that the caster knows is dead - it is not possible to use this spell on a person that the caster does not know for sure is dead

Coagulate (3 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Gesture
  • Duration: Instantaneous

You cut yourself and let the blood pool out of your arm into a solid sphere the size of your fist, a manifestation of your ire which shoots to a creature in range you can see. Take 1d4 slashing damage and make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to 1d8 plus the amount of slashing damage you took from this spell.

Corrupt (2 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

You touch a target and slowly flay their mind, dealing 1d6 Necrotic.


Crimson Enhancement (2 AP)


  • Casting time: 1 Action
  • Range: Self
  • Components: Gesture
  • Duration: Sustained up to 1 hour

You coat your weapon in blood, black runes coagulating on its surface, taking 1d4 slashing damage as you do so. While this effect persists, each attack made with the affected weapon deals an extra 1d6 necrotic damage.

Cure Light Wounds (3 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

You touch another creature, giving them a moment of respite. As an action, you may touch a creature, granting them 1d8+1 hit points.

Cure Minor Wounds (1 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

You touch another creature, giving them a moment of respite. As an action, you may touch a creature, granting them 1d4+1 hit points.

Curse (3 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You bestow a minor curse on a creature or object, causing one of several effects. You make an Arcane Attack against the creature to inflict a curse upon it. On a hit, you choose one of the following curses to be inflicted:

  • Necrosis: The target takes 1d4 necrotic damage the next time they are hit with an attack.
  • Actionless: The target can only take 1 action insatead of 2 actions.
  • Slowed: The target's speed is reduced by 10 feet.
  • Visual Impairment: The target's vision appears as if they were in dim light.

You can cast this spell on an object, causing anyone to carry it to instantly suffer the chosen curse. You may also choose to cast the spell on a 5 foot radius on the ground, causing a creature who steps inside to roll a Personality saving throw or suffer the curse.

Appendix A: Conditions

Dark Exchange (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (sinew)
  • Duration: Instantaneous

You touch an injured, willing creature, concentrate on the wound as the sinew magically stitches close wounds, grafts over burns and otherwise closes and protects the injured creature. Their hit point maximum is reduced by 1d4, then they regain hit points equal to twice that amount. Hit point maximums reduced in this way are recovered after a long rest.

Death Blade (2 AP)


  • Casting time: 10 minutes; bonus action (if someone has died in combat)
  • Range: Self
  • Components: Verbal, Gesture, Other (a bladed weapon)
  • Duration: Instant

You enchant a blade you wield with a slain soul. If you have slain an enemy in the last turn, you can cast this spell as a bonus action, otherwise it has a casting time of 10 minutes. Until the start of your next turn, a bladed weapon you wield gains a +2 bonus on Physical attack rolls and damage rolls. A creature hit by this weapon must succeed on a Sense saving throw or become frightened of you until the start of your next turn.

Death Bolt (3 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Gesture
  • Duration: Instant

You hurl a dark ball at a creature or object within range. Make a ranged Arcane attack against the target. On a hit, the target takes 1d10 necrotic damage.

Death’s Pull (2 AP)


  • Casting time: 1 bonus action
  • Range: 30 feet
  • Components: Gesture
  • Duration: Instant

You seize the essence of a creature in range and pull it towards you. The target must make a Strength saving throw. If it fails, it is pulled up to 40 feet directly towards you.


Death's Door (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1 round)

This spell halts a creature on the brink of death. While the spell lasts, the target can survive with up to –20 hit points, instead of the usual –10. If the target of this spell is normally destroyed before this threshold (if they are undead, for example), they gain the ability to survive at negative hit points while the spell is in effect. If cast on a target that is already at negative hit points but that has not died yet, the target immediately stabilizes.

This spell does not heal a creature, so a subject at or below –10 hit points (or below 0 hit points in the case of constructs or undead) when the spell ends dies.

Death's Garrote (0 AP)


  • Casting time: 1 bonus action
  • Range: Touch
  • Components: Other (a garrote)
  • Duration: Persist (1d10 rounds)

You infuse your garrote with the power of death. The infused garrote's damage changes to 1d6 necrotic. When you attack with the infused garrote, you can use your spellcasting ability modifier, instead of your Strength or Dexterity, for the attack and damage rolls. When a creature attempts to escape a grapple made with the infused garrote, you can use your spell attack modifier in place of your Athletics modifier for the check to maintain the grapple.

Chapter 8: Arcane

Deathly Servant (3 AP)


  • Casting time: 1 Action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

Commonly seen for necromancers and those who want cheap labor, this magic binds itself to a body and animates it once more. This is a mimicry of life that follows the orders of th caster. Since it lacks the soul of the creature it once was, the body is significantly weaker and less capable, but still suitable fodder for the army. The ritual itself involves inscribing or carving symbols onto or into the flesh of the body.

Any natural abilities once held by the creature are lost in this process. Similarly, the decrease in dexterity and the absence of thought make the animated creature incapable of flight or burrowing. The act of marking them with the spell severely weakens the body itself, ruining any natural armor they may have once held as their bones and flesh sag.


Deathly Servant

Same Size as Creature body; Undead, Neutral


  • Hit Points 1d6+3 per CR
  • Arcana Points 13
  • Speed 30ft.

STR DEX TGH KNW SEN PRS ARC
12 (+2) 8 (-2) 13 (+3) 6 (-4) 6 (-4) 5 (-5) 13 (+3)

  • Aptitude Your Arcane Aptitude
  • Physical Defense +0 (8)
  • Arcane Defense +5 (13)

  • Damage Immunities Poison
  • Condition Immunities exhaustion, poisoned, fatigued
  • Senses darkvision 60 ft., passive Perception 6
  • Languages None; understands your languages
  • Challenge -

Anti-Magic Susceptibility The servant is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the servant must succeed on a Toughness saving throw against the caster's spell save DC or the corpse will crumble to the ground, once more lifeless.

Actions

Necrotic Punch (2 AP) Melee Weapon Attack: your Arcane Attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + Aptitude + 3 Necrotic damage

Melee Weapon Attack: +2+Aptitude to hit; reach 5 ft; one target you can see. Hit: d8+Aptitude+2


Decompose (1 AP)


  • Casting Time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Persist (1d10 rounds)

You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse. Applicable requirements for resurrection are unaffected by this decomposition.

Desecration (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Gesture
  • Duration: Persist (1d4 hour)

When there is some form of dirt beneath your feet, you spread your necrotic touch into the ground to desecrate the area. This creates a patch of blighted, desecrated ground in a 15 ft radius around you. Any undead creature on desecrated ground has advantage on all saving throws.

Desecrate Strike (2 AP)


  • Casting time: 1 action
  • Range: 5-foot radius
  • Components: Gesture, Other (a melee weapon)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and takes an additional 1d4 necrotic damage. If the target is a celestial or fey, it instead takes 1d6 necrotic damage.

Detect Dead (2 AP)


  • Casting time: 1 action
  • Range: 60 ft
  • Components: Verbal, Gesture
  • Duration: Concentration, up to 1 minute

You can detect the aura that surrounds the dead, allowing you to locate hidden corpses by magical means. The amount of information revealed depends on how long you study a particular area or subject.

  • 1st Round Presence or absence of corpses.
  • 2nd Round Number of corpses in area.
  • 3rd Round The location of each corpse detected. If a corpse is outside of your line of sight, then you only discern its direction but not its exact location.

Diaphragm Spasm (0 AP)


  • Casting time: 1 Bonus Acton
  • Range: 10 ft
  • Components: Verbal
  • Duration: 2 rounds

On a failed Arcana Saving Throw, The caster causes the victim to go into spectacularly quick repetitive hiccupping fits. While the victim is hiccupping, they take a -1 penalty to attack rolls and defense rolls.

Chapter 8: Arcane

Disrupt Undead (1 AP)


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: Verbal, Gesture
  • Duration: Instant

You direct a ray of Radiant energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of radiant damage to it.

Eye Bleed (2 AP)


  • Casting time: 1 action
  • Range: 30ft
  • Components: Verbal, Gesture
  • Duration: Instant

On a failed Arcana Save, your targets eyes throb and they lose the ability to see, dealing 1d6 damage and blinding them for one round. Targets without discernible eyes are unaffected by this spell.

Filth Animation (3 AP)


  • Casting time: Full Round action
  • Range: 30ft
  • Components: Verbal, Other (tiny-animal bones)
  • Duration: Persist (Permanent)

This spell causes a tiny Zombie to appear. It causes the bones to grow in size and transform into a tiny sized zombie.

Fingers of the Necromancer (3 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (A bone finger)
  • Duration: Instant

A ray of necrotic energy shoots from your fingers, withering anything you shoot. Make a ranged spell attack against a creature. On impact, you deal 1d10 Necrotic damage per ray. If you impact a plant or a non-living object, it burns in a black fire, withering without stopping.

Alternately, you can instead deal only 1d4 Necrotic on impact, and the creature must make a Toughness saving throw. On fail, the creature has disadvantage on his next attack. On success, nothing happens.

Ghostly Hands (2 AP)


  • Casting time: 1 bonus action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 minutes

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.


Fix'em/Hurt'em (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture, Other (drop of blood)
  • Duration: Instant

You make a melee spell attack against your target, unless the target is willing and stationary, or incapacitated. On a hit, you choose to heal the target, or damage the target for 1d4 necrotic. If you or the target is undead, add +1 damage. The spell has no effect on non-flesh constructs, but works on all undead, whether they have flesh or not.

If healing a target, the caster takes damage equal to the amount healed. The caster cannot heal more Hit Points than they currently have, but by healing the caster can bring themselves down to 0 HP.

If damaging a target, the caster is healed an amount equal to the damage dealt, up to but not above the caster's maximum HP. If the damage is more than the caster's maximum HP, further damage to the target is halved. The caster cannot use magic resistance to lower the damage that is done to self. The target can use magic resistance if it wishes.

Inflict Lesser Wounds (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d12 necrotic damage.

Inflict Minor Wounds (1 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Instant

Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d3 necrotic damage.

Inspire Survival Instinct (1 AP)


  • Casting time: 1 reaction
  • Range: 30 feet
  • Components: Verbal
  • Duration: 3 turns

As a reaction to the death of a creature, you give three death saves to a creature within 30 ft that you can see that does not normally get death saves. It suddenly has zero hit points and three death saves just like any character. This spell has no affect on creatures that already get death saves.

Chapter 8: Arcane

Jolt Cadaver (1 AP)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: Gesture
  • Duration: Instant

You compel a dead or undead creature in range to perform a sudden, jerking motion. If the target is undead, it makes a Personality save, and on a success is unaffected by this spell for the next 24 hours.

The motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life. The motion can otherwise be any you choose. Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a zombie to drop prone. If you compel the target to make an attack, it uses your melee spell attack roll, and deals 1d8 bludgeoning damage. For any motion that would require a Strength check, the target uses your casting ability in place of Strength.

Any motion caused by this spell does not consume any action, reaction, or movement the target would otherwise be afforded.

Minor Animate (2 AP)


  • Casting time: 1 action
  • Range: 5ft radius
  • Components: Verbal, Gesture
  • Duration: Persist (1d6 hours)

You animate up to 5 Tiny or smaller dead creatures, such as birds or rats, in a 5 foot radius around you; these creatures stay close and follow you when not given a command. You can issue one command to them as a bonus action on each of your turns. The commands you can give them are as follows:


  • Move They move up to 20 feet as a group. This can be used along side one other command.
  • Attack Make an Arcane attack against one creature within 30 feet. This deals 1d4 Necrotic damage. When you do so, you lose one of the animated creatures created by this spell; whether or not the attack landed. When you use this command you can add more objects, each adding a +1 to the damage, causing you to lose them as well.
  • Glow The tiny objects begin to swarm and start to emit dim light in a 15ft radius.
  • Flash Cause one of the creatures to burst into light. One creature you choose must make a toughness save or be blinded for one turn. This command destroys the undead used.
  • Carry Your animated creatures can lift or drag up to 1lb each, if they possess a flying speed they cannot fly and carry at the same time unless more than one creature is used in the carry command.
  • Decay Your animated creatures frenzy around a medium or smaller corpse causing it to rapidly decompose, doing so provides the creatures with nutrients and sustains them. They last up to an additional 3 hours and you may add your Arcana modifier to all values of the above commands (excluding this one).
    
    

    Momentary Relapse (3 AP)


  • Casting time: 1 Action
  • Range: 30 feet
  • Components: Verbal, Gesture
  • Duration: Sustained up to 5 Rounds

You bend the magic which bolsters the strength of a creature to create the opposite effect. Choose one creature you can see within range, which must make a Toughness saving throw. On a failed save, the creature takes 2d6 damage. For the duration, that creature keeps that dealt damage. At the end of the spell effect, the creature regains the damage dealt to it and gains 1d4 temporary hit points.

Necro Blast (1 AP)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Gesture
  • Duration: Instant

A beam of necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. This spell deals an additional 1d4 necrotic damage if the target has any temporary hit points.

Necromancer's Arc (2 AP)


  • Casting time: 1 action
  • Range: 30' cone
  • Components: Verbal, Gesture, Other (bone)
  • Duration: Instant

Designed to bolster a Necromancer's offensive capabilities. A cone of razor sharp bone fragments shoots from the castor's fingertips. Any creature, (excluding undead), take 2d4 points of slashing/piercing damage on a failed Dexterity save, or half of that if they succeed.

Necrotic Overlay (2 AP)


  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal, Gesture
  • Duration: Sustained up to 3 round

You overlay your magic or your weapon with necrotic power. If you overlay your spell with necrotic power you will change the damage type of the spell to necrotic damage. If you overlay a weapon you replace your melee attack with a melee spell attack. You also add your Arcane modifier to the damage with that weapon.

The weapon or the spell changes when you overlay it, becoming smoky and greenish. The weapon will look like a sickle, for example, a quarterstaff will look like a scythe for the duration of the spell. The weapon is now considered a magical weapon.

Chapter 8: Arcane

Necrotic Sickle (2 AP)


  • Casting time: 1 Bonus action
  • Range: Self
  • Components: Verbal
  • Duration: Instant

While you have your weapon in your grasp you imbue it with the power of lower realms giving off a sickening glow. While this spell is activated the weapon does 1d6 necrotic damage in addition to the regular damage of the weapon.

Raise Ally (3 AP)


  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Gesture
  • Duration: Sustained up to 10 rounds

You touch a living creature that has 0 hit points and infuse it with unstable necrotic energies to restore them to 1 hit point. At the end of the spell's duration, the creature immediately takes 1 point of necrotic damage. If the creature is already unconscious when the spell ends, it instead immediately suffers one failed death saving throw.

You can choose to instead end the spell and absorb the shock of the necrotic energies fading, in which case the original target does not lose any hitpoints and you instead take 1d4 necrotic damage from the strain of infusing your own vitality into the target.

This spell has no effect on undead or constructs.

Sacred Hunting (2 AP)


  • Casting time: 1 Action
  • Range: 60 feet
  • Components: Verbal, Gesture, Other (a fang)
  • Duration: Instant

As part of the action used to cast this spell, you make a ranged spell attack against a single target. On a hit, that target takes 1d6 necrotic damage & you gain temporary hit points equal to your Arcane modifier in response to that damage. Those temporary hit points last until the target they were gained from is defeated or you attack a different enemy by any means.

Sanity Drain (2 AP)

Casting time: Standard Action Range: Touch Components: Verbal Duration: Instantaneous You place your hand on the target's head, and on a failed Sense Save, you drain their sanity causing them to roll on the short term madness table. Sapping Sting (1 AP) Casting Time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Instantaneous You sap the vitality of one creature you can see in range. The target must succeed on a Toughness saving throw or take 1d4 necrotic damage and fall prone. Shadowblade (1 AP) Casting time: 1 bonus action Range: Self Components: Verbal, Gesture D0uration: 1 minute With a couple quick movements, you pull a sword made from solidified shadow from thin air that lasts for the duration. For the duration of the spell, the shadowblade can be used as a longsword, which you are proficient with. Additionally, as an action you can make a melee spell attack against a creature or object within 5 feet of you. On a hit, the target takes 1d8 necrotic or slashing damage (your choice). The spell ends early if you cast it again or if you let go of the weapon. Shadowstrike (1 AP) Casting time: 1 Action Range: 30 feet Components: Verbal Duration: Instantaneous You reach into the void to enhance your next attack with necrotic energy. As part of the action used to cast this spell, you must make all your attacks with your 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 deals extra damage equal to your Arcane modifier as necrotic damage. Shrieking Skull (1 AP) Casting time: 1 action Range: 5 feet Components: Verbal, Other (a humanoid skull) Duration: Concentration The skull in your hand begins to sing a beautiful hymnal of your choice. All characters who begin their turn within 30 feet of the shrieking skull, including you, have to make a Sense saving throw. On a failure, they suffer 1d3 psychic damage. At the end of your turn, if you moved while carrying the Shrieking Skull, the damage of the spell increases by +1d3 (up to a maximum of 4d3). If you let go of the skull or if the skull is pulled out of your grasp with a successful grapple check, then the skull turns to dust, and concentration is lost. Damage from this spell can cause you to lose concentration on this spell. Soaking Hands (2 AP) Casting time: 1 minute Range: Touch Components: Gesture, Other (source of water) Duration: Instantaneous You envelop both of your hands with water and massage the healing water into the core of a willing creature. When cast, the creature may expend up to one hit die and regain hit points equal to the amount rolled. This spell can also be used to provide hydration to creatures or plants, and can save a creature or plant from dying due to dehydration. This spell can also affect plants, but has no effect on undead or constructs. Song of the Awakened Dead (1 AP) Casting time: 1 bonus action Range: 60ft Components: Verbal, Gesture Duration: Concentration, up to 1 minute You begin to play/sing an eerie tune. As an action, you can cause one corpse or skeleton within 60 feet of you to lash out at a creature within 5 feet of it (using your spell attack modifier), dealing 1d4 bludgeoning damage and 1d4 necrotic damage on a hit. Soul Drain (1 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture 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 hit points equal to the damage dealt. Soul Enfeeblement (3 AP) Casting time: 1 action Range: 60 ft Components: Other (soul gem) Duration: Instantaneous You must make a ranged touch attack against a target. If this attack hits, the target must make an Arcane save or suffer 1d3 damage to Sense saves, 1d3 damage to Knowledge, 1d3 damage to Strength, and 1d3 damage to Dexterity for 3 rounds. Soul Transfer (2 AP) Casting time: 1 bonus action Range: 120 feet Components: Verbal, Gesture Duration: Instantaneous Choosing a creature within range which isn't an undead or construct, you suffer 1d4 necrotic damage and the target regains a number of hit points equal to the damage dealt to you this way. At the beginning of that creature's next long rest, as long as it is alive and still on the same plane of existence as you, it suffers necrotic damage equal to twice the hit points it gained through this spell and you regain that many hit points. Spare the Dying (2 AP) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. Spear of Rot (3 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture Duration: Instantaneous A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 necrotic damage and must make an Arcane saving throw. On a failed save, it is also poisoned until the end of your next turn. Spectral Scythe (1 AP) Casting time: 1 action Range: Touch Components: Verbal, Other (a staff or pole of some sort) Duration: 1d4+1 turns While gripping a staff with both hands, you can use one action to create a blade of necrotic energy in the shape of a reaper's scythe at the end of the staff. The blade does 1d6 necrotic damage in addition to the regular damage of the staff, and so long as you are proficient with the staff, you are proficient with this weapon. The spell ends early if you let go of the staff or if you recast this spell Stinging Itch (2 AP) Casting time: 1 standard action Range: 30ft. Components: Gesture Duration: 1 round/level On a failed Toughness Save, the target's body is irritated with vicious itches. Attack rolls, defense rolls and skills have a penalty equal to your Arcane Modifier. If the subject is wearing light armor or less, they can take a full round action and scratch the body, removing the itch. Doing so inflicts 1 point of damage to themself. Sustain (1 AP) Casting time: 1 bonus action Range: 30 feet Components: Verbal, Gesture Duration: 1 round You choose a living creature within range that you can see at 0 hit points. They automatically succeed on their next death saving throw. This spell has no effect on undead or constructs. Tasha's Tomb Tainting (2 AP) Components: Verbal, Gesture, Other (pearl) Casting time: 10 minutes Range: 40-ft. radius emanating from the pearl Duration: Instantaneous You place the pearl on the ground and begin the ritual. Upon completion, the area is free of any consecration, desecration, Forsaken Graveyard, hallow, Tomb, or unhallow effects. Tear (3 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous You cause the matter of a creature or object that you touch to split apart. Make a melee spell attack against the target. On a hit, the target takes 2d6 slashing damage. Testimony of the Broken Window (3 AP) Casting time: 1 action Range: Touch Components: V, S Duration: Instantaneous You can see what a corpse saw in the last round of its life. It is often said that the eyes of the dead hold the last image seen; this ritual proves the truth of that saying. By touching a corpse, you can see what he saw in his last round of life. You may make Perception or Investigation checks to study the surroundings, but the image is so brief that you will take a -4 circumstance penalty on these checks. A corpse that has been targeted by Absorb Revenant or used to make an undead creature cannot be targeted by this spell. Toll the Dead (2 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Sense saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. Touch of Fatigue (2 AP) Casting Time: 1 standard action Range: Touch Components: Verbal, Gesture Duration: 1d6 rounds You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. On a failed Toughness save, the subject is immediately fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires. Uprooted Sacrifice (3 AP) Casting time: 1 action Range: 30ft / Touch Components: Verbal, Gesture Duration: Instantaneous Make a ranged spell attack roll against a creature you can see in range. If you are above ground, outdoors, and in darkness, the range of this spell is 30 feet and you gain advantage on the attack roll. Otherwise, the range is touch, and you do not gain advantage. On a hit, you deal 1d12 necrotic damage, but yourself take 1 force damage. Venomous Ray (3 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Instantaneous Make a ranged spell attack against a creature within range. A venomous ray or fang lashes out to infect the target creature, which on a hit deals 1d4 piercing damage and 3d4 poison damage. A hit creature must succeed on an Arcane saving throw or be poisoned until the end of your next turn. Vicious Rant (2 AP) Casting time: 1 bonus action Range: 30 feet Components: Verbal Duration: Instantaneous You lace your words with withering magic and aggressively rant at a creature or object in range. The target must succeed on a Toughness saving throw. On a failed save, the target takes 1d8 necrotic damage. If the target is a creature, it also has disadvantage on the first ranged spell attack roll it makes before the end of its next turn. Viktor's Soul Rend (3 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: 1 minute A green flash of light sparks from your finger and strikes a creature in range. Make a ranged spell attack against the target. On a hit, the flash of light sears off part of the victim's coating (i.e. flesh in the case of a human) and attempts to remove the essence of their being, dealing 1d8 necrotic damage, and marking the target with this spell for the duration. The pull of this spell deepens the searing of Soul Rend. While marked, the creature takes an additional 1 necrotic damage when it takes damage from any source. Wyrd Reconstruction (1 AP) Casting time: 1 action Range: 30 ft Components: Verbal, Gesture Duration: Instantaneous You raise your arms and channel the power of the occult to haphazardly mend a creature's wounds, with risk of injury. Target a humanoid within range. It regains 1d4 Hit Points and makes an Arcane saving throw (your spell save DC). On a failed save, the target takes 1d10 necrotic damage.

Tier 1 (4-7AP) [12-24dmg]

Ackbar's Blackened Flames (5 AP) Casting time: 1 Standard Action Range: 25 ft Components: Gesture, Other (fire) Duration: 1d4 rounds A purple spark erupts from your hand as your opposition is consumed in a black, vile flame, stunting their magic abilities. Any creature initially hit must make a Dexterity save for half damage or take 3d6. The damage does not persist. Even if they succeed, they are magically set aflame, and cannot cast magic while they are on fire. This does not affect spell-like abilities. The fire cannot be put out except by a dispel magic or remove curse spell. Release Soul (6 AP) Casting time: 1 minute Range: Touch Components: Verbal, Gesture, Other (lit candle) Duration: Instantaneous This spell instantly releases the soul from the body of a willing subject, thereby killing it. When a creature is slain this way, its soul is guaranteed to find its way to the outer plane corresponding to its deity or alignment. In particular, it cannot be trapped by the soul bind spell, it cannot become a haunting creature (such as an allip or spectre), and the corpse cannot be reanimated as an undead. Both caster and subject must be focused on the spell during the whole cast time. If the subject is not willing, the spell does not work; therefore, an unwilling subject receives no saving throw. It is not possible to force or trick a subject to accept the spell by any means. Since this is a Death effect, the subject cannot be brought back to life by a raise dead spell. If a creature is brought back to life by other means, it will only suffer half the level or Toughness loss it normally would. Intelligent undead creatures can be destroyed by this spell in a similar way as living creatures. Unintelligent undead creatures are destroyed with no saving throw, but the creature must remain still or subdued during the whole casting of the spell. Restless revenants are usually inclined to accept this spell. If the subject’s soul is magically bound or the creature is kept alive by some spell (such as animate dead or trap the soul), the caster must make a dispel check against that spell in order to succeed. The DC for this dispel check equals the Spell Save DC. Lesser Animate Dead (6 AP) Casting time: 1 standard action Range: Touch Components: Verbal, Other (gem) Duration: instantaneous This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead you create with this spell, you can only create up to half of your Arcane Modifier rounded up, minimum 1. (The desecrate spell doubles this limit). Any undead you create are limited to Medium or Small Size. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to half of your Arcane Modifier rounded up, minimum 1, you have animated with this spell, rather than animating a new one. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Animate Energy (5 AP) Casting time: 1 minute Range: 30 feet Components: Verbal, Gesture Duration: Instantaneous This spell creates an undead servant,choose a point,within 30 feet,at that point you concentrate necromantic energy and create a tiny ball of necromantic energy. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures made with this spell, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures and keeps attacking a creature that it is attached to. Once given an order, the creature continues to follow it until its task is complete. You can animate up to 2 creatures using this spell,when you try to animate a third one,one of the ones you have disappears. Black Storm (7 AP) Casting time: 1 action Range: 60ft Components: Gesture Duration: Instantaneous You release a cacophony of negative energy against several targets. Target a 15 foot radius sphere within range. Everything inside the sphere must make a Toughness Saving Throw, or take 2d6 necrotic and 2d6 thunder damage, and be knocked prone, or half as much on a success. Those that succeed are also not knocked prone. Bleeding River (4 AP) Casting Time: 1 reaction Range: 10 feet Components: Verbal, Gesture Duration: 1 minute You target a creature whose current hit points are less than its hit points maximum and force its blood to pour out more swiftly. The creature must make a Toughness saving throw. On a failed save, its scars get wider and start to bleed. Initially, it takes 3d4 slashing damage and then takes 1d4 extra slashing damage at the start of each of its turns for the duration of the spell even if it falls unconscious. On a successful save, the creature takes half the initial damage and does not suffer the effects of the additional bleeding. Blinding Necrostrike (4 AP) Casting time: 1 bonus action Range: Self Components: Verbal Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with a pitch-black energy, and the attack deals an extra 2d8 necrotic damage to the target. Additionally, the target must succeed on a Toughness saving throw or be blinded until the spell ends. The creature may repeat the save at the end of each of their turns, ending the effect on a success. Blindness/Deafness (5 AP) Casting Time: 1 action Range: 30 feet Components: Verbal Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Toughness 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 Toughness saving throw. On a success, the spell ends. Blood Boil (5 AP) Casting time: 1 action Range: 20 feet Components: Verbal, Gesture Duration: Instantaneous You cause the blood of nearby enemies to boil. All creatures within 20 feet must make a Toughness saving throw. Each target takes 3d6 fire damage, or half on a successful save. Creatures without blood are immune to this power. Blood Boiling (7 AP) Prerequisite: Blood Boil Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute Boil the blood in the veins of a creature you can see in range. The target takes 2d6 necrotic damage. For the duration, at the beginning of each of its turns the target must make a Toughness saving throw. On a failed save, the target takes 1d4 necrotic damage and is paralyzed until the start of its next turn. On a successful save, the effect ends on the target. This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead. Blood Harvest (6 AP) Casting time: 1 Bonus Action Range: Touch Components: Verbal, Gesture Duration: 1 Minute This spell is cast on a certain kind of weapon and the next hit it deals damage it tries to suck the blood out of the victim. Once cast, if a successful hit is made with the weapon, it tries to suck the blood out of the victim dealing weapon damage plus 2d8, Toughness save for half. Half of the damage you deal (not including weapon damage) you can choose to gain as temporary hit points that last for 1 minute. If a successful hit is not made within 1 minute of casting, the spell has no effect. Also, you can choose to take 2 damage to gain an attack bonus equal to your Arcane Aptitude. Blood Lust (5 AP) Casting time: 1 bonus action Range: Self Components: Gesture, Other (your blood) Duration: 1 round You feel your blood leave your body and increase the power of your weapon attack. Your weapon is surrounded by a bloody aura. You sacrifice 5 hit points to deal extra damage on your melee or ranged attack including spells that you have to roll to hit. Your attack deals an additional 2d6 force damage. Blood Minion (6 AP) Casting time: 1 Action Range: Touch Components: Other (Tiny/Small Corpse) Duration: Up to 1 hour Upon casting the spell, the corpse of the monster will morph into a hovering meat ball the size of a ribcage, similar in appearance to the Blood Minion in Guild Wars 2. You will use the stat block below to determine its Hit Points and AC, as well as stats: Blood Minion Medium undead, any alignment

Physical Armor Class: 13 Arcane AC: 17 Hit Points: 10

Arcana Points: 17 Speed: 20 ft.

STR DEX TGH KNO SEN PER ARC 1 (-9) 13 (+3) 10 (0) 10 (0) 10 (0) 10 (0) 17 (+7) Damage Immunities: bludgeoning, piercing, and slashing damage from Nonsilvered attacks

Senses: passive Perception 10

Languages: None; understands the languages you speak

Challenge: —

Aptitude: equals your Arcane Aptitude

Actions Blood Drain (1 AP) Ranged Spell Attack, your spell attack modifier to hit, reach 30 ft. Hit: 1d8 necrotic damage. replenishing its Healing Pool by the same amount. Infuse Blood (4 AP) Ranged Spell Heal Reach: 30 ft. The Blood Minion has a healing pool of 30 Hitpoints + Aptitude bonus. As a bonus action the Blood Minion can transfer a Number equal to double its Aptitude bonus, but not exceeding the total in the Healing Pool.

Blood Spear (4 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous You draw upon your own life force and manifest it into a spear . You lose 1d4 hit points and can make a ranged spell attack on a target within 60 ft of you. On a hit the target takes 1d8 piercing damage and 1d8 necrotic damage plus the damage you dealt to yourself. Alternatively you can make a melee spell on any target within 5 ft. On a hit the target takes 1d8 piercing damage and 1d8 necrotic damage plus the damage you dealt to yourself. Blood Spilled Anew (4 AP) Casting time: 1 action Range: Touch Components: Verbal Duration: 24 hours Bloodstains bleed again when in proximity to the killer. This spell enchants an object that has been stained with blood in an act of murder — a weapon used in the attack, a piece of clothing, or the corpse of the victim himself. For the next twenty-four hours, if the object comes within six feet of the person who struck the killing blow, fresh blood will flow from the original stain. The flow of blood will stop as soon as the killer moves away from the object. This spell is often used in cases where there are many suspects or no leads, when testimony of the broken window has failed to provide a useful image and speak with dead or final vision are not available. It also has the advantage of displaying clear evidence to onlookers, as opposed to the rituals that only provide information to the inquisitor. Blood Vein Whip (6 AP) Casting time: 1 action Range: 15 feet Components: Gesture Duration: Instantaneous This spell causes two of the caster's veins to burst out of their arm, each of which immediately performs a ranged Arcane attack against a target within range. Each vein does 2d6 points of damage. When using this spell, the caster takes 2d4 points of damage. The veins retract into the body without leaving a mark when the spell ends. Ranged Bloodbridge (7 AP) Prerequisite: Bloodbridge Casting time: 1 action Range: 15 feet Components: Verbal, Gesture Duration: Instantaneous You choose two creatures within 15 feet of yourself and draw blood from one of them, the "donor", channel it through yourself, and infuse it into the other, the "recipient". This causes the donor to lose 1d6 + spell attack bonus hit points, and the recipient to receive hit points equal to the total lost. The donor does not need to be a willing creature, and may make a Constitution saving throw to resist the effects of the spell. On a successful throw, the spell is half as effective. Undead and Constructs are immune to this spell. Bloodsurge (6 AP) Prerequisite: Blood Transfer Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: Concentration, up to 1 minute You touch a creature, and transfer your life force to it. You take necrotic damage equal to 2d6 plus your Arcane modifier, which can't be negated or reduced in any way. The target gains hit points equal to the amount of life lost this way, and temporary hit points equal to half that amount. Bloody Missile (5 AP) Casting time: Standard action Range: 30' Components: Verbal, Gesture, Other (blood) Duration: 1d4 rounds On a failed Dexterity save, a globule of blood hurtles out at your opponent and hits, eating its way into its body. 1d6 damage first round, 1d4 damage on remaining rounds until spell ends, you dismiss it or they pass an Arcane Save at the start of their turn. Bolts of Waning (4 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous You create 2 sickly-green bolts that even look as though they reek of rot. Each bolt hits a creature of your choice that you can see within range. Make a separate ranged spell attack against the target of each bolt. On a hit, a bolt decreases the hit point maximum of its target by 1d6. The bolts all strike simultaneously, and you can direct them to hit one creature or several. The reduction lasts until the target finishes a long rest. The target falls unconscious if its hit point maximum is reduced to 0. Bone Shield (6 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (six pieces of bone) Duration: Concentration, 10 minutes You create six bones that spin and float around you. Each with an innate will to block attacks for you. Each time you are attacked, the bones will block, and be destroyed; this happens even if an attack roll would miss you. As long as at least one bone remains, you have resistance against slashing, bludgeoning, and piercing damage. Whenever an attack that deals one of those types of damage hits you, one bone is destroyed. If an attack that is blocked is a critical, it instead breaks 2 bones. Bonesaw (5 AP) Casting time: 1 standard action Range: 30 ft Components: Verbal Duration: 1d3 rounds You summon a small bone with several razor-sharp outcroppings. It latches itself on the target and begins sawing back and forth into its body. Each round on its turn, the victim takes 2d8 points of slashing damage. The victim may take a standard action to attempt a Toughness Save to pull the bonesaw from its body and end the spell earlier. A successful check ends the spell. The spell's effects continue even if the subject moves so that you no longer have line of sight or line of effect to it. Cannibalism (4 AP) Casting Time: 1 action Range: Self Components: Verbal, Gesture Duration: Concentration, up to 1 minute You grow rotten teeth. On each of your turns for the duration, you can use your action to consume a Medium or Small corpse and regain 2d8 hit points. It takes a total of 5 rounds to completely consume a Small corpse, while a Medium corpse takes 1 minute. Capture Soul (6 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture, Other (gem) Duration: Up to 1 minute You surround a creature in range with a foreboding force that threatens to seal its soul. As long as the target is marked with this foreboding energy, you know where they are as long as they are on the same plane. If the creature is killed within the duration, it must make a Sense saving throw. Any creature that can take legendary actions or has the Legendary Resistance feature automatically succeeds on this save. A creature automatically succeeds on this saving throw if it is unintelligent or doesn't have a soul; this includes constructs, most beasts, certain types of undead, and other creatures subject to DM discretion. Any type of poe, ghini, ghost, or other spectral form of undead that doesn't meet a previous condition automatically fails this save. On a failed save, you rip from the creature's corpse a permanently created soul, which is sealed in the gem, creating a soul gem. The soul gem can now be used in another spell as needed. Cause Fear (5 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Sense saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cause Sickened State (5 AP) Casting time: 1 standard action Range: Touch Components: Verbal, Gesture Duration: 1 min On a failed Arcane Save, your touch causes a sickened state in the touched creature. Cell Decomposition (7 AP) Casting time: 1 action Range: Touch Components: Gesture Duration: 1d4 rounds You touch a creature or object and cause its cells to rapidly age and decompose. At the end of each of your turns, the target takes 1d8 necrotic damage, and, on their turn, they may roll an Arcane saving throw to stop the cells from decomposing any further. Since affected cells actually fall off and die, only when the decomposed parts are mended to the affected areas are they allowed to be healed, and then, they can only be healed by magical means. Command Undead (6 AP) Casting Time: 1 standard action Range: 40 ft Components: Verbal, Gesture Duration: One day On a failed Sense Save, this spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Personality check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A non-intelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Non-intelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you. Cramp (5 AP) Components: Gesture Casting time: 1 standard action Range: 30ft. Duration: 1d4 rounds On a failed Toughness Save multiple muscles in the subject's body starts to cramp. Attack rolls, saving throws, and skill checks suffer a penalty equal to your Arcane Aptitude. Strength and Dexterity also has a penalty of -2. During the effect of spell, the subject may attempt another Toughness save (with the penalty) each round. Each failed Toughness save deals 1d2 point of nonlethal damage to the subject. Create Shadow Creature (4 AP) Prerequisite: Touch of Fatigue Casting time: 1 hour Range: 10ft Components: Verbal, Gesture, Other (your shadow) Duration: Permanent [See Text] Through years of researching shadows you have found a way to rip your own shadow from the ground, turning it into a creature to do your bidding. The spell rips your shadow from the ground creating a shadow creature. It can have any shape you deem fit and can only be your size. If it is a winged creature it gains a fly speed of 60ft perfect maneuverability. If the creature has any natural weapons they deal appropriate damage for their size category. The creature does not count as having any levels in any class, however their Arcane Aptitude is treated the same as their masters and they can cast the spell Touch of Fatigue. The creature is created tied to the casters HD, stats and skills with +4 Dex, -2 Tgh, +10 on Stealth checks. The creature's mental abilities are equal to yours. It can never disobey your orders, however it can have its own opinions. The creature has a telepathic link to its master with a range of 1 mile/level. The caster will cast no shadow while the creature exists and you cannot dismiss it. It will remain till either the creature or the caster dies. When the shadow creature dies the caster will receive their shadow back, but will take half their hit points in damage and must make a successful TGH save, DC 10+ their level or permanently lose 1 Toughness. If the caster dies then the creature fades and disappears within seconds. The creature has the ability to disguise itself as the casters shadow gaining +10 to its Disguise check. You can only ever have 1 Shadow creature at any given time, and you can command it to destroy itself however you will still take all negative effects the creature’s death entails. Crimson Skin (5 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (1 gallon of fresh blood) Duration: Concentration, up to 1 hour By transforming the blood, you wrap your arms with magical burgundy blades and surround your body with grotesque armor. The armor and weapons can transform at your will, and never hinder you. For the duration, whenever you make an attack you can choose to attack as though you are wielding one or two scimitars. You add your Arcane Aptitude bonus to attack rolls with these weapons. You also add your Arcane modifier to attack and damage rolls with these weapons instead of another ability modifier. Once per turn, a hit with one of these scimitars deals an extra 1d10 necrotic damage. For the duration, your AC equals 15 + your Dexterity modifier, if it would otherwise be lower. Critterkill (7 AP) Casting time: 1 action Range: 30-foot radius Components: Verbal Duration: Instantaneous You whisper a word of power that compels all creatures of a challenge rating of ¼ or less within range to die instantly. Curse Water (4 AP) Casting time: 1 action Range: Touch Components: Verbal, Other (flask of water) 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. Dark Bead (6 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture Duration: Instantaneous You create three small black beads that seem to sap away the light around them. Each bead targets a creature of your choice that you can see within range. The targets must succeed a Dexterity saving throw or take 1d8 necrotic damage per bead. Dark Dive (7 AP) Casting time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You grab hold of a creature you can touch and drain its life force until it breaks free. Make a melee spell attack against the target. You can choose to substitute the attack roll with an Athletics check contested by the target’s Athletics or Acrobatics check (the target chooses the ability to use). On a hit or a successful check, the target suffers 1d12 lightning damage and is grappled by you, regardless of its size. The escape DC for this grapple is equal to your spell save DC. While you maintain the grapple on the target, you can inflict this lightning damage again as an action. When the grapple ends, the target suffers 1d6 fire damage and is pushed up to 5 feet away from you, then the spell ends. Any creature that is not alive, such as an undead or construct, has resistance to the lightning damage from this spell. Dark Orb (4 AP) Casting time: 1 action Range: 120 feet Components: Gesture Duration: Concentration, up to 1 minute You create a dark orb in a point of space that you can see within range. It has a diameter of ten feet. When you cast this spell, all creatures whose space is occupied by the dark orb must make an Arcane saving throw, taking 2d8 necrotic damage on a failed save, or half as much on a successful save. As an action on your following turns until this spell ends, you can move the dark orb up to thirty feet, but no more than 120 feet away from you. Dark Symmetry (5 AP) Casting time: 1 Standard Action Range: 40 ft Components: Gesture Duration: Concentration, up to 1d6 rounds Her hands slow down from the frenzied pace and the necromancer's shadow extends into the target's. The warrior's sword arm slows and holds fast. A smile flashes across her face, and she takes a step forward. The warrior unsteadily takes a step backwards, a look of panic crossing his face. If the victim passes their Sense saving throw, they are helpless and unable to voluntarily move until the spell is terminated. If they fail then the following happens in addition to the above: if the caster moves while concentrating upon the spell, the victim simultaneously moves an equal distance in the same direction. If the victim is moved into an occupied space, he falls prone. If the victim is moved in a manner that deals damage, the caster takes an equal amount of damage. The victim will not move in a manner that will bring certain or what it thinks is certain death, any attempt to do so will end the spell. If they fail the first throw, The victim gets a new saving throw on the third and all following rounds of the spell duration. Dead Again (4 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (humanoid corpse) Duration: Instantaneous Each humanoid corpse within range explodes with dark energy. Each creature except you within 5 feet of such a corpse must make a Dexterity saving throw. A creature takes 2d6 necrotic damage on a failed save, or half as much on a successful one. Death Blossom (5 AP) Casting time: 1 reaction Range: 20 ft radius Components: Verbal Duration: Instantaneous Create a sphere of death,hurting all in its aura This spell can only be used after you have been attacked. You create a sphere of dark energy 20 feet around you and if the creature that just attacked you is in that sphere,it must make a Sense saving throw, it takes 2d8 necrotic damage or half as much on a success. Other creatures within the sphere must also make a Sense saving throw,but they take no damage on a success. Death Coil (4 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: 1 round Unholy energy snakes its way toward a creature within range, attempting to constrict it. The target must succeed on a Strength saving throw or be restrained until the end of its next turn. A creature restrained in this manner takes 2d6 necrotic damage at the start of its turn. Death Knell (6 AP) Casting Time: 1 standard action Range: Touch Components: Verbal, Gesture Duration: Instantaneous/10 minutes You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its Arcane saving throw, it dies, and you gain 1d8 temporary HP, 1d12 temporary AP and a +2 bonus to Strength. Death Touch (5 AP) Casting time: 1 action Range: Touch Components: Gesture Duration: Instantaneous You touch a creature and attempt to end its life instantly. It must make a Toughness saving throw, taking 12 necrotic damage on a failure. This spell automatically fails if it targets a creature with more than 12 hit points. Death's March (6 AP) Casting time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You release a war cry, which bolsters your allies with toughness and resolve. Choose up to three creatures within range. Their damage reduction increases by 3/- for the duration. Deathwatch (7 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: 10 minutes Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 5 or fewer hit points left), fighting off death (alive with 5 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Doom (5 AP) Components: Verbal, Gesture Casting Time: 1 standard action Range: 120ft Duration: 1 min. On a failed Arcane Save, this spell fills a single subject with a feeling of horrible dread that causes it to become shaken. Drain Smite (6 AP) Casting time: 1 bonus action Range: Self Components: Verbal Duration: Concentration, 1 minute You imbue your weapon with your faith so that it leaches life from your target. The next time you hit a creature with a melee weapon attack during the spell's duration, life energy is sapped from the target, dealing an extra 1d6 necrotic damage to the target. Additionally, the target must succeed on a Toughness saving throw or take an additional 1d12 necrotic damage, which the caster regains as healing. Draw Blood (7 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous You point at a wounded creature that you can see within range and command its blood to surge forth. If the target's current hit points are equal to or less than half of its maximum hit points, it must make a Toughness saving throw. On a failed save, the target takes 3d8 necrotic damage as blood sprays from its wounds, or half as much damage on a success. The spell fails and is wasted if the target has more than half of its maximum hit points, or if the target does not have blood or an equivalent vital fluid. Draw Undead (5 AP) Casting time: 1 standard action Range: Touch Components: Verbal, Gesture Duration: 10 minute Undead gain a +10 to Perception skill checks to locate affected creatures and those within 80 feet of a target actively seek them out. Unintelligent undead do not receive a save. Intelligent undead receive a single Sense save, or they too actively seek out the creature. Extract Soul Shard (6 AP) Casting time: 1 standard action Range: 5ft Components: Verbal, Gesture, Other (gem) Duration: Instantaneous This targets a dying creature at -8 or lower HP and pulls out a piece of its soul. The soul shard then flies into the gem stone you have prepared. The spell may be cast three times in order to capture the creature’s entire soul or shards from three separate creatures can be captured to create one amalgamated soul. If the amalgamated soul is used in a resurrection the resulting creature is a combination of the component souls with one roll on the long term madness table for each different soul. If a creature is left with only part of a soul it is hollow with muted emotions resulting in -3 Personality. The creature is immune to all Emotion-based effects, also they gain a bonus against all Mind-Affecting Capabilities equal to their Personality or Sense modifier, whichever is higher. Faithful Dead (6 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: 8 hours Touch one creature who has been dead no longer than an hour. They immediately return to life with 1 hitpoint. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival–its head, for instance–the spell automatically fails. After this spell ends, their soul passes on completely. They die again, and cannot be revived any more, except by divine intervention, the wish spell, or similar effects. False Life (4 AP) Casting Time: 1 action Range: Self Components: Verbal, Gesture Duration: 1 hour Bolstering yourself with a necromantic facsimile of life, you gain 1d8+4 temporary hit points for the duration. Feign Death (4 AP) Casting time: Standard action Range: Touch Components: Verbal, Gesture Duration: 10 minutes This spell puts any living creature into a catatonic state, which is nearly impossible to distinguish from death by normal means. Although the subject of the spell can smell, hear, and similarly know what's going on, no sense of touch or sight is possible; thus, any wound or mistreatment of the body will not be felt and no reaction will occur, as though the subject were actually dead, but the damage still accrues. In addition, this spell acts as a delay poison spell, except that the duration is shorter and any new poison introduced into the subject's system will take full effect if the saving throw is failed. If someone00000000000000 attempts to check to see if a subject of feign death is truly dead, an Insight check of DC 25 is required. Magical means to uncover this spell include spells like deathwatch or status. If the subject wishes to end the spell prematurely but has no way to communicate this wish with the caster, being in a death-like state, he must succeed on a Sense save to dispel it himself. This may be retried every minute after failure. Final Vision (6 AP) Prerequisite: Testimony of the Broken Window Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (corpse) Duration: Concentration, up to 1d6 rounds This spell allows you to touch a corpse and relive the last few minutes of the victim’s life. You may concentrate for up to one round per caster level; for each round of concentration, you relive an additional round in the victim’s life, slowly rewinding from the moment of death. Every time you cast the spell, the vision begins again at the moment of death, so you cannot reach deeper into the past by casting the spell multiple times. While you are reliving the life of the victim, you are completely unaware of your surroundings in the real world; during this time you are considered to be flat-footed. While you perceive the world through the eyes and ears of your target, you use your own Perception and Investigation rolls, and may notice details that your victim missed. This is a recorded experience; the mind of the victim is not involved in any way. This spell cannot be used on a corpse that has been turned into an undead creature or targeted by the absorb revenant spell. Flame from the Beyond (6 AP) Casting time: 1 standard action Range: Self Components: Verbal, Other (current or former source of fire) Duration: 1 hour Flames surround the caster, The caster gains a deflection bonus of +4 to both Physical and Arcane defense and the flames illuminate like a torch for a radius of 30ft. The subject gains damage reduction 10/-, Adamantine against ranged weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage, it is discharged. While active the caster is vulnerable to frost attacks taking double damage. The flames either come in the colors: blue, sick green, black or orange. Note: Black flames dim light to low light for a range of 30ft. Flame of Life (5 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: 1 minute You revitalize a creature by creating fire within your palm and planting it within their core. The creature regains hit points equal to 5 plus your Arcane modifier, and loses a level of exhaustion. This spell can affect constructs and undead, but cannot affect plants. Flesh Fails (5 AP) Casting time: 1 action Range: Touch Components: Gesture Duration: 1 Hour (Concentration) You touch a creature which becomes a shadow of its former self. Make a melee spell attack. If it hits, the target receives a -2 penalty to Strength, Dexterity, or Toughness. A creature cannot have more than one type of ability penalty from this mystery, and ability penalties from this spell do not stack. Flesh of Shadow (7 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous Make a melee spell attack against a creature within reach. The target creature must make a Toughness saving throw. On a failed save, its Toughness score decreases by 2 and its life force that is drained by the spell feeds the target’s own shadow, creating a Shadow. On a successful save, the target’s Toughness score decreases by 1, but in this case, the life force drained from it is not enough to create a Shadow. The shadow attacks the creature whose shadow it is and is not under your control. It disappears when it or the creature is slain. If a creature is targeted by the spell and fails its saving throw, it cannot be targeted again until it finishes a long rest. Flowing Undead Wrath (4 AP) Casting time: 1 action Range: Self (15-foot cube) Components: Verbal, Gesture Duration: Instantaneous You raise tortured souls from some forsaken source. All creatures within 15 feet of you must make an Arcane save as tortured souls and spoiled blood inexplicably spurt out from the ground. On a failed save, the creature takes 3d4 necrotic or psychic damage, your choice as to which damage type is dealt and is inhabited by a soul, taking 1d4 of the chosen damage until it moves 30ft from the caster. On a successful save, the creature takes half damage. Whatever the outcome of the saving throw, all creatures except for yourself are left drenched in blood. Form of Death (6 AP) Casting time: 1 Standard Action Range: Touch Components: Gesture Duration: 24 hours The final incantations completed, the necromancer's skin turned gray, his lips became cold and dry. A creature affected by Form of Death becomes very much like an undead creature. The target gains [Undead] as a subtype and is affected by any spell or effect that targets Undead specifically. The target is also cured by negative energy and damaged by positive energy. The target is immune to negative energy levels, ability damage, and ability drain. The character will be treated as an undead by those around him, which is both a boon and a bane – while mindless undead won't attack the target unless specifically ordered to and the character gains a +4 profane bonus on all Personality related checks when used on undead creatures, the target also suffers a -4 penalty on Personality related checks for dealing with living creatures. Freezing Clutch (4 AP) Casting time: 1 action Range: Touch Components: Other (souvenir from a kill) Duration: 4 hours After touching an object that is not being carried or worn, you place a curse on it that harvests the cold regrets of a creature that you've killed. The next creature that attempts to pick up the object must succeed on a Arcane saving throw or be grabbed by a ghastly transparent claw manifesting from the object. The claw deals 2d4 cold damage and 1d4 necrotic damage when this happens. If the Arcane save succeeds, no necrotic damage is dealt, the cold damage dealt is halved, and the claw manifests only to slap whoever picks up the object. Gentle Repose (4 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture, Other (a pinch of salt) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. Ghost Puppet Creation (7 AP) Casting time: 1 hour Range: touch Components: Verbal, Gesture, Other (coal & six pieces of medium wood) Duration: While the puppet doesn't break. When the ritual ends, a soul possesses the puppet and begins to obey your orders. You can control only one puppet at a time. The puppet rolls its own initiative in combat. If the puppet's owner commands it with a bonus action to attack an enemy, the puppet will attack that enemy until it's dead or until receiving a new command. If the puppet's target dies and it doesn't receive a new order, it will randomly attack a new enemy without having to be commanded again. The owner can use a bonus action to order the puppet to enter a defensive instance, attacks made against the puppet while in this position are made with disadvantage. The puppet can't move more than 60ft away from the owner, otherwise the captured soul escapes. The user can feel the puppet's location while within this distance. Ghost Puppet Tiny Construct, unaligned

Physical Armor Class: 14 Arcane AC: 17 Hit Points: 12

Arcana Points: 17 Speed: 20 ft.

STR DEX TGH KNO SEN PER ARC 11 (+1) 13 (+3) 12 (+2) 8 (-2) 9 (-1) 6 (-4) 14 (+4) Damage Vulnerabilities: Fire, Radiant

Damage Immunities: Poison

Senses: Blindsight 40ft., passive Perception 9

Languages: None; understands the languages you speak

Challenge: 1/2

Aptitude: equals your Arcane Aptitude

Anti-Magic Susceptibility. The puppet is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the servant must succeed on a Toughness saving throw against the caster's spell save DC or the puppet will fall unconscious for 1 minute. Defensive Stance Attacks made against the puppet while on this position are made with disadvantage

Actions Protection (2 AP) When in a defensive position, the puppet can take the damage the owner would take. Punch. Melee Weapon Attack: + (Aptitude+Dex) to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage.

Ghoul Touch (6 AP) Casting Time: 1 standard action Range: Touch Components: Verbal, Gesture, Other (souvenir from a ghoul) Duration: 1d6 rounds Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Toughness save negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. Grum's Greater Fix'em/Hurt'em (5 AP) Prerequisite: Grum’s Fix’em/Hurt’em Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (blood) Duration: Instantaneous You make a melee spell attack against your target, unless the target is willing and stationary, or incapacitated. On a hit, you choose to heal the target, or damage the target for 2d8 necrotic. If you or the target is undead, add +4 damage. The spell has no effect on non-flesh constructs, but works on all undead, whether they have flesh or not. If healing a target, the caster takes damage equal to the amount healed. The caster cannot heal more Hit Points than they currently have, but by healing the caster can bring themselves down to 0 HP. If damaging a target, the caster is healed an amount equal to the damage dealt, up to but not above the caster's maximum HP. If the damage is more than the caster's maximum HP, further damage to the target is halved. The caster cannot use magic resistance to lower the damage that is done to themself. The target can use magic resistance if it wishes. Hand of the Undead (4 AP) Casting time: 1 Action Range: 50 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You summon a spiritual hand from the ground grappling an enemy. The target must make a Strength or Dexterity save against your spell DC. On a fail the enemy is grappled. The target can keep attempting to escape on their turn. This hand can be attacked by magical means, if an outside enemy attacks the hand, they must roll against your spell DC. If this happens the victim that the hand holds takes half of the damage from the blow. Hands of Undeath (7 AP) Prerequisite: Hand of the Undead Casting time: 1 standard action Range: 40 ft Components: Verbal, Gesture Duration: 2d4 rounds Humanoid hands burst forth from the ground, grabbing at anything that gets near them. This spell affects a 10ft square. Any creature that enters the square must make a reflex save or be entangled. On additional turns, they must make an Athletics check to break free. If the Reflex save is passed, then the square is treated as difficult terrain. However, each round they remain in the affected squares, they must make another Reflex save. Any creature that is currently entangled by this spell on your turn takes 2d6 of slashing & 2d6 bludgeoning damage, as the hands rip and ravage against them. If this spell is cast in a graveyard or any other area where there is a considerable amount of buried dead, the checks & saves are increased by 2 and the damage dealt is increased to 2d8 slashing & 2d8 bludgeoning Heart Strike (4 AP) Casting time: 1 bonus action Range: Touch Components: Gesture, Other (weapon) Duration: Concentration, up to 1 minute You infuse a weapon you touch with death energy, causing it to seek out vital points and weaknesses in your foes. For the duration, your melee weapon attacks will ignore any resistance or damage reduction (but not immunity) that the target has. Hydra (5 AP) Casting time: 1 action Range: 60ft Components: Verbal, Gesture, Other (hydra tooth) Duration: Instantaneous 3 hydra heads appear and each executes a poison breath attack. For each attack a creature is hit by, it must make a Toughness saving throw, taking 2d6+2 poison damage on a failure or half on a successful save. Any creature that is hit by this spell gets the poisoned effect. Inflict Wounds (5 AP) Prerequisite: Inflict Minor Wounds Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d8 necrotic damage. Inflict Moderate Wounds (7 AP) Prerequisite: Inflict Wounds Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d12 necrotic damage. Jarodian Magic Healing (6 AP) Casting time: 1 action Range: 60 foot radius sphere centered within 120 feet Components: Verbal, Gesture Duration: Instantaneous A wave of healing energy washes out from the center of the sphere. choose up to 10 creatures inside the sphere, Each target regains up to 1d8 + your Arcane ability modifier in hit points. Knowledge of the Dead (5 AP) Casting time: 3 rounds Range: Self Components: None Duration: 1 turn The spellcaster can scour the area for dead spirits with expertise in any field of Knowledge. Success requires a Persuasion check with a DC of 15+modifier of the DM's choice, based on the likelihood that a person died within fifty miles of the spellcaster's location within the last year with the correct knowledge. Spirits are always truthful but can not answer personal questions like "who killed Josaphat?" They may, however, answer questions that might be appropriate, such as "Who is the Queen's most trusted advisor?" Life Fades (6 AP) Casting time: 1 action Range: Touch Components: Gesture Duration: Instantaneous You touch your opponent and the chill of the Plane of Shadows washes over them Succeed on a melee spell attack to deal 3d6 cold damage to the target and force a Toughness saving throw. On a failed save, the target also gains one level of exhaustion. This does not stack with multiple casts of this mystery. Life Sap (4 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Other (blood) Duration: Instantaneous Choose a creature that you can see within range. That creature must succeed on a Toughness saving throw or take an amount of necrotic damage equal to 1d8 + your Arcane ability modifier. You can then choose another creature in range. That creature gains a number of temporary hit points equal to the damage taken by the original creature. This spell has no effect on undead or constructs. Lifedrain (7 AP) Casting time: 1 Standard Action Range: 30ft Components: Verbal, Gesture Duration: Instantaneous You fire a ray of tainted soulstuff that harms its target, draining it of 2d10 hit points. A successful Toughness save halves this damage. This health is then returned to you and divided between you and any allied creatures within range. Lingering Poison (4 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You slowly rot the insides of a creature in range. The target must succeed on a Arcane saving throw or take 1d8 poison damage, plus an additional 1d8 poison damage at the end of each of its turns for the duration. After initial damage is dealt, this spell ends if the target has or gains any effect which ends the poisoned condition or grants advantage on saves against poison, such as lesser restoration or an applied antitoxin. Nauseate (5 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Other (a disgusting item) Duration: Concentration, up to 1 minute You attempt to cause a creature that you can see in range to have its vision distorted and to feel a terrible stomachache. They must succeed on a Toughness saving throw or be poisoned for the duration. While poisoned in this way, a creature also has disadvantage on saving throws and attack rolls against the creature have advantage. An affected creature can repeat the save at the end of each of its turns and each time it takes damage (without the disadvantage), ending the effect on itself on a success. Creatures that do not need to eat or that do not have a functioning biological stomach are immune to this effect. Necrostrike (7 AP) Casting time: 1 bonus action Range: Self Components: Verbal, Gesture, Other (a melee weapon) Duration: Concentration, up to 1 minute You fill the weapon used in casting with necrotic power. The next time you make an attack with this weapon in the duration of this spell, their hitpoint maximum is reduced by the damage you dealt with the attack. The hitpoint maximum reduction is undone upon finishing a long rest. Nightwalk (4 AP) Casting time: 1 action Range: Self Components: Verbal Duration: Instantaneous You are briefly shrouded by a silver and red mist, and teleport onto a creature up to 30 feet away. They take 1d6 necrotic damage, and you regain hp equal to the damage dealt. The creature is then displaced to your original location. Palpitate (4 AP) Casting time: 1 Action Range: 30ft Components: Verbal, Gesture Duration: Instantaneous You pull at the life force inside of a creature setting their heart out of rhythm. The target creature makes a Toughness saving throw and if they fail take 3d4 necrotic damage and have their movement halved until the end of your next turn. If they pass they only take half damage and their movement is unaffected. Undead, constructs, elementals and creatures that do not possess a beating heart are immune to this spell. Peel Back Scars (7 AP) Casting time: 1 Action Range: 15 feet Components: Verbal, Gesture Duration: Instantaneous Pulling at the threads of both death and time, you begin to unknit magical wounds. Choose one target in range. They take 6d4 necrotic damage, to a maximum of the same amount they were last magically healed for in the past 10 minutes. Post-Mortem Servitude (5 AP) Casting time: 10 minutes Range: Touch Components: Verbal, Gesture, Other (Med. or Sm. humanoid pile of bones, incense) Duration: Instantaneous Touch the forehead of a medium or small humanoid corpse or a pile of bones and burn the incense. The undead becomes a skeleton that can obey any order you give it, understand any languages you know, and act of its own will, but cannot attack. You can communicate with it telepathically within 500 ft. You can also see through its eyes, with darkvision, as if it was a familiar. The skeleton comes equipped with anything the corpse had before being raised, and can equip any items or outfits you give it. Additionally, the skeleton has the capability of discarding its body to become a floating skull. The floating skull has a flight speed of 50, and 1hp. When the servant becomes a floating skull, it leaves the rest of its body and any gear behind, wherever it was. It can reconnect with any skeleton of the same size afterwards, including its own, to return to its original skeleton form. Putrefy Food (4 AP) Casting time: 1 action Range: 10 feet Components: Gesture, Other (edible food) Duration: Instantaneous All non-magical food within a 5-foot radius sphere centered on a point of your choice within range is rendered obviously rotten and unwholesome. Creatures who eat it anyway must make a Toughness saving throw or become poisoned for 10 minutes. Raise Flesh (5 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (a piece of a corpse) Duration: 4 Hours You touch a piece of flesh and bone from a corpse, transforming and creating a little flesh mound that looks like a mini lesser ghoul. This flesh mound lasts 4 hours. It only reacts on voice commands and will start acting on its own if no command is given, defending itself against threats and attacking any non-undead in its range. The flesh mound will obey your commands to the best of its ability. Its statistics are listed towards the bottom of the page. After 4 hours, the flesh mound falls apart back into a pile of dead meat. To maintain the creature for another 4 hours, you must cast this spell on the creature before the current 4-hour period ends. Flesh Mound Tiny undead, chaotic evil

Physical Armor Class: 10 (6+Dex) Arcane AC: 10 Hit Points: 12

Arcana Points: 10 Speed: 15 ft.

STR DEX TGH KNO SEN PER ARC 12 (+2) 14 (+4) 12 (+2) 6 (-4) 6 (-4) 4 (-6) 10 (0) Damage Resistances: Radiant

Damage Immunities: Necrotic

Senses: Blindsight 60ft., passive Perception 6

Languages: Common; understands the languages you speak

Challenge: 1/4

Aptitude: equals your Arcane Aptitude

Sense Life. The flesh mound can sense life around it. It has advantage in Wisdom (Perception) checks when tracking a creature that is not undead, plant or construct type. But it has disadvantage in checks to track objects, constructs, undead or plants Consume Flesh The flesh mound can consume a pound of meat as an action to regain hit points equal to 1d8 + Toughness modifier. Undead Horde When an allied undead is within 5 feet of a flesh mound, it gets advantage on attack rolls.

Actions Ram. Melee Weapon Attack: + (Aptitude+Dex) to hit, reach 5 ft., one target. Hit: 1d4 + 1 slashing damage.

Raise Ghoul (6 AP) Casting time: 1 action Range: 10 feet Components: Verbal, Gesture, Other (corpse) Duration: 1 minute You can raise a Ghoul giving life to corpse of any small or medium sized creature. The Ghoul is mindless, and cannot act if you are unconscious or otherwise unable to take actions. The Ghoul will perform any command you give it to the best of its ability, even sacrificing itself, until you give it another command. In combat, the Ghoul always acts during your turn, either before or after your actions as you choose. After 1 minute, the Ghoul will fall apart and turn to dust, you can only have one ghoul active at any given time by this spell. Raise Mount (5 AP) Casting time: 1 minutes Range: 30ft Components: Verbal, Gesture, Other (The corpse/bones of a large creature) Duration: Instantaneous The pile of bones or corpse is engulfed in flames, and through the smoke emerges a mount, with any appearance of the caster's choosing. The mount has stats equivalent to a Warhorse. It is for all purposes considered undead. The creature cannot attack in any way. The creature can understand and will follow basic commands in any language you know. When the mount drops to 0 hit points or is dismissed permanently, it disappears in a plume of smoke, dropping any items it was carrying onto the ground. Raise Undead (6 AP) Casting time: 1 action Range: 20 feet Components: Verbal, Gesture, Other (A drop of blood) Duration: Instantaneous You use the necromantic arts for their most intended purpose of raising the undead. Target a pile of bones or corpses of a Medium or Small humanoid within range. The target is raised as a sk0000eleton if it was a pile of bones, or a zombie if it was a corpse. The Monster Codex has the creature's game statistics. The creature is friendly to you and your companions, though it will not respond to any commands it is given. It will defend itself against all creatures other than you for the duration of one hour, doing absolutely nothing otherwise. While an undead you have created is in this state, it becomes a valid target for animate dead. When this effect ends, the undead becomes a wild undead and will very likely be hostile to you and your companions. Instead of animating a new undead, you may cast this spell to reassert non-hostility over an undead that you have previously reanimated. This effect lasts for 1 hour. If the target has a Knowledge score of 4 or higher, it may make a Personality saving throw to resist the effect. Ray of Enfeeblement (4 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Toughness saving throw against the spell. On a success, the spell ends. Ray of Sickness (4 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Toughness saving throw. On a failed save, it is also poisoned until the end of your next turn. Remove Breath (6 AP) Casting time: 1 action Range: 30 feet Components: Gesture Duration: 1 round You pull the wind right out of the lungs of a creature within range, causing them to choke. It must make a Toughness saving throw. On a failure, it fails to hold its breath and begins to suffocate, taking 3d6 necrotic damage. Unless interrupted by some means of intervention, such as by casting the spell again or choking the creature, the target will be able to breathe again at the start of its next turn. This spell has no effect on creatures that do not need air to breathe, such as most undead, constructs or creatures that do not breathe air, such as fish. Scarecrow (5 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture, Other (a miniature scarecrow) Duration: 1 minute A large scarecrow appears for the duration in an unoccupied space of your choice that you can see within range. The scarecrow is treated as an object and has an AC of 15 and 10 hit points. It lasts for the duration or when it is destroyed. The scarecrow occupies that space and all creatures can move through its space as if it was difficult terrain. You awaken the sense of mortality in all affected creatures within range. A construct or an undead is immune to this effect. Any creature hostile to you that is within 90 feet of the scarecrow and has visual sight on it and any creature within 30 feet of the scarecrow even if it has no visual sight must succeed on a Sense saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the scarecrow is destroyed, all creatures affected by it are no longer frightened. Sculpt Corpse (4 AP) Casting time: 1 minute Range: Touch Components: Verbal, Gesture, Other (corpse) Duration: Instantaneous
You alter the appearance of a corpse in one of several ways: Edit Appearance - You mold the appearance of the corpse to look like another creature that you have a solid understanding of. Doctor Evidence-You doctor evidence leading toward this creature's death. Clean Corpse-You make the corpse presentable. Remove Flesh-You turn the corpse into a skeleton. Add Flesh-You turn a skeleton into a full corpse. Sobering Skeletal Stillness (5 AP) Casting time: 1 Standard Action Range: Medium Components: Verbal, Gesture Duration: 1d4 rounds If the victim fails their Toughness saving throw, they are helpless and unable to move until the spell is terminated. This spell only affects creatures who have a skeletal structure, although an exoskeleton does count. Creatures normally immune to paralysis, necromantic effects, or effects requiring a Toughness save that do not affect objects are still affected by this spell if they have a skeleton (so a zombie ogre is affected, but an iron golem is not). Song of Surrogation (4 AP) Casting time: 1 standard action Range: 120 ft Components: Verbal, Gesture Duration: Concentration In every turn until the spell ends, you may choose a target, into whom you effectively pump your and all other willing creature's own life energy. Everyone providing energy must be at least within 30 feet of you. In the case the life energy of the target is the same as yours(such as positive energy if you're a living creature or negative if you're undead), the target gains 2d6 temporary hit points that disappear after 1d4 rounds, starting from the round it gained them. Targets with life energy opposing yours suffer 2d6 damage instead. When you have a target specified, you lose the same amount of hit points the target lost or gained due to the effects of this spell that round. If you have other willing creatures helping you, the damage is divided between you evenly, with you taking priority, should there be any oddments left. Creatures lacking natural life force(e.g. most constructs) cannot cast this spell or assist in its execution and are unaffected by it. Soul Brand (4 AP) Casting time: 1 free action Range: Self Components: Verbal Duration: 1d4 rounds The soul is warped and fashioned into an edge that cuts into the souls of other creatures. The spell creates any weapon the caster is proficient with. It functions as the weapon, except that each attack with it is a melee touch attack. The weapon is bound to the caster. The weapon is considered masterwork. Soul Cull (7 AP) Casting time: 1 standard action Range: 40 ft Components: Verbal, Gesture Duration: Instantaneous You can feel their heartbeats, their joys and sorrows, and aspirations flowing into you. The caster links his soul with two other souls, and sucks them in. Every round they're linked, the cull steals away 3d4 levels hp from both creatures that the caster absorbs. Soulfire Strike (7 AP) Casting time: 1 action Range: 90 feet Components: Verbal, Gesture Duration: 1 hour Empower your magic by investing a tiny fraction of your soul to create a crackling bolt of energy that attacks an opponent's soul directly. Take 1d4 psychic damage. Then make a ranged spell attack against your target. On a hit the target takes damage equal to 3d8 of the type correlated to their alignment. Damage done by good aligned characters is radiant damage, damage done by evil characters is necrotic, neutral characters choose between the two upon casting this spell. This spell does not damage objects, constructs, plants, or any target that does not have a soul (e.g. a zombie). If the target takes damage they must make a Toughness saving throw against your spell save DC or take 1 point of exhaustion for the duration. Spectral Hand (4 AP) Casting Time: 1 standard action Range: 120 ft. Components: Verbal, Gesture Duration: 1 min. A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of Tier 2 or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers. The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and a Physical Defense of 10+Arc and an Arcane Defense of 15+Arc. The hand has 1d4 hit points, the same number that you lost in creating it. Spread Disease (5 AP) Casting Time: 1 minute Range: Self Components: Verbal, Gesture, Other(piece of your own flesh) Duration: 24 hours You spread a disease to an area of a 60-foot radius centered on you. The creatures who enter the area for the first time or start their turn there within the duration of the spell must succeed on an Arcane saving throw or become infected with the disease and poisoned. Once a creature becomes infected, it keeps being poisoned even after the duration of the spell expires. This effect can be dispelled by means of the dispel magic. Teacher (5 AP) Casting time: 1 standard action Range: Touch Components: Verbal Duration: 1 hour This spell summons the spirit of a teacher of the skill, weapon, or armor the caster names during casting. The spirit is able to gift their knowledge of the skill, weapon or armor to the target of the spell. The subject gains a +4 competence bonus in the skill mentioned and is considered proficient in the skill for the duration. If a weapon or armor is named, the target gains proficiency with that weapon or type of armor as if they had the appropriate capability for the duration. Tears of Denial (5 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (salty water) Duration: Concentration, 1 minute You save one creature from a horrible fate by granting that creature another chance. You touch a creature that has either died or become petrified since the end of your last turn. If you concentrate on this spell for the full duration, and stay within 5 feet of the chosen creature during that time, then that creature makes one or more saving throws when the spell ends. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. If the creature is petrified, it makes a DC 10 Constitution saving throw. On a success, the petrified condition is ended on that creature. If the creature is dead, it makes a DC 10 death saving throw. On a success, it returns to life with 1 hit point. Mother’s Tears (4 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: 10 minutes Touch one creature below 0 hit points, who has already failed at least two death saving throws. They regain 4d4 hitpoints, and become conscious if they have positive HP. Thirsting Blade (4 AP) Casting time: 1 attack action Range: 5 feet Components: Verbal, Other (a melee weapon) Duration: Instantaneous When you make a melee attack with a weapon within this spell's range, you may cast this spell as many times as you can attack, spending AP every time you cast the spell to attack. You must make at least one melee attack, otherwise the spell fails. On a hit, the target suffers the attack's normal effects as well as 2d6 necrotic damage. You regain a number of hit points equal to the necrotic damage inflicted by this spell. You do not regain hit points if the target is a construct or an undead. Create Tomb (7 AP) Casting time: 1 hour Range: Touch Components: Verbal, Gesture Duration: Instantaneous This spell can only be cast in a place where at least 6 dead have lain for at least 50 years without being returned as undead. Each casting makes one ten foot cube eligible to become a Tomb. Once the entire area is eligible to become a Tomb, the entire area becomes a Tomb. Upon becoming a Tomb, no more undead can be created in the entire area of the Tomb. Spells like Animate Dead simply fail, and it's impossible to remove any dead body from a Tomb, than was in it when it was being created. Touch of Unlife (5 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous You touch an undead creature and concentrate raw unholy energies into them, bolstering their life force. The target regains 2d8 hit points. If the target is not an undead, it must make a Toughness saving throw, taking 2d8 necrotic damage on a failure, or half on a success. Transfer Pain (4 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous You attempt to syphon the life from a creature you touch. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 1d8 plus your spellcasting modifier, and a creature within 10 feet of the target regains hit points equal to half of the damage dealt, rounded down. Undead Minion (6 AP) Casting time: 1 hour(Ritual) Range: Touch Components: Verbal, Gesture, Other (a drop of your blood) Duration: Instantaneous Using the basics of Necromancy, you create a Minion to serve you after it's life has ended. You touch 1 corpse or pile of bones that you raise with the use of this spell, it's Challenge Rating must be equal to or less than 2. You can only get one undead creature from this source. The creature is raised as an undead creature with the same statistics it had in life except for the below alterations depending on the source. Zombie: It gains the following changes unless it already has better ones: Its Strength becomes 14. Its creature type changes to undead. It becomes proficient in Strength and Constitution saving throws. its Intelligence becomes 3, its movement speed is reduced by 10 ft, Speed cannot be reduced below 5 ft. It also gains the zombie's Undead Fortitude feature (when reduced to 0 hit points, except by radiant damage or a critical hit, it can make a Constitution save against 5 plus the damage dealt to be reduced to 1 hit point instead). 60ft. darkvision Its Constitution becomes 16. It gets immunity to diseases. It gets immunity to poison damage and the poisoned condition. It gets resistance to necrotic damage. Skeleton: It gains the following changes unless it already has better ones: Its Dexterity becomes 14. Its creature type changes to undead. It becomes proficient in Dexterity and Constitution saving throws. In addition its Intelligence becomes 6. If the minion had flying speed while it was alive, that speed is halved. The Minion is vulnerable to Bludgeoning Damage. 60ft. darkvision Its Constitution becomes 16. It gets immunity to diseases. It gets immunity to poison damage and the poisoned condition. It gets resistance to necrotic damage. The Minion cannot speak, but it can understand languages it previously knew and can understand simple words and sentences spoken by its creator in any language. It also loses any legendary and lair actions that it might have had in life. Finally, any attack that deals a damage type other than bludgeoning, piercing or slashing now deals necrotic damage. Being an Undead, it does not need to eat, drink, breathe, or sleep and is immune to the effects of the Exhaustion condition. It also cannot heal in any way be it magical healing or potions, unless the spell is of the necromancy school. The only way for the Undead to regain hit points is for them to be created again. It rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it while it is within 300 ft of you. If no command is given, it will defend itself to the best of its ability. When the Undead creature is destroyed and its corpse remains intact (i.e. not disintegrated), that corpse/pile of bones is treated as the corpse/pile of bones of the original creature for the purposes of creating another Minion. Unholy Hand Grenade (7 AP) Casting time: 1 standard action Range: 60 ft Components: Verbal, Gesture Duration: Instantaneous Saving Throw: Will half, Reflex negates; see text Spell Resistance: Yes After speaking the words and holding your unholy symbol aloft, a dark sphere gathers around your outstretched hand. You focus on your target and unleash the ball of negative energy onto the closing enemy. As it hits, dark energy spreads out and engulfs the creature and its nearby allies. After succeeding on a ranged touch attack, you shoot from your outstretched hand a ball of negative energy that does 2d8+5 points of splash damage to a target creature or square. The targeted creature is allowed an Arcane save for half and creatures in adjacent squares can make a Dexterity save to negate all damage. Since undead are powered by negative energy, this spell cures such creatures of a like amount of damage, rather than harming it. Unholy Rage (5 AP) Casting Time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You choose a creature within range and fill it with unholy energies that forces the creature to enter a state of unholy rage. If the target is not willing, it must succeed on a Toughness saving throw or have scars opened on its body and start to bleed, taking 1d2 necrotic damage at the end of each of its turns until the spell ends. With this rage, the target can make a melee weapon attack as a bonus action when it takes the Attack action. The necrotic damage dealt by the spell cannot be reduced by any means, and constructs and the undead are not affected by it. Lesser Vampiric Touch (5 AP) Casting time: 1 standard action Range: Touch Components: Verbal, Gesture Duration: Instantaneous/1 hour You feel the life force drain from your target and flow into you. You must succeed on a melee touch attack. Your touch deals 4d4 points of damage. You gain temporary hit points equal to the damage you deal, excluding anything that drops them negative. The temporary hit points disappear 1 hour later. Soul Link (5 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: Concentration, up to 1 minute Make a melee spell attack against a creature within your reach. On a hit, you intertwine the essence of you and the creature. Any damage taken by you is taken by the creature and any damage taken by the creature is taken by you. The transfer of damage in this way does not provoke a concentration check. Other effects (i.e. status effects/instant death) do not transfer. While your essence is intertwined with the target of this spell, you use your action to siphon the creature's essence. The creature must make a Toughness saving throw or take 1d12 necrotic damage. Instead of taking the damage, you gain hit points equal to half the damage dealt, rounded up. If you and the target creature move more than 60ft apart, the link is severed. Withering Ray (6 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture Duration: Instantaneous You channel the green fires of your necromantic being into three pulsing beams of energy that lash out at targets you choose within range. You can choose one target or several. Make a ranged spell attack for each ray. A target takes 1d8 necrotic damage and, if hit by at least one ray, must make a Toughness saving throw. If a target fails this save, it is poisoned until the start of your next turn. If a single target is hit by 2 or more rays and fails the saving throw, they additionally become slowed. If the target is healed in any way, it is no longer slowed. This spell automatically causes up to a 10-foot cube of nonmagical plants, excluding plant creatures, to wither on a hit. Virulent Necrostrike (5 AP) Casting time: 1 bonus action Range: Self Components: Verbal Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell’s duration, your weapon flares with a sickly green energy, and the attack deals an extra 1d8 poison damage and 1d8 necrotic damage. Additionally, if the target is a creature, it must make a Toughness saving throw or have disadvantage on Strength checks and saving throws until the spell ends and reduce its Physical Defense rolls by 1 until the end of your next turn. Wrath (7 AP) Casting time: 1 action Range: 60 feet Components: Gesture Duration: Instantaneous You point your finger, and dark energy washes over a target you can see within range. The target must make a Toughness saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful save.

Tier 2 (8-14AP) [24-36dmg]

Agonize (10 AP) Casting Time: 1 Action Range: 40 ft Components: Gesture Duration: 10 rounds If the subject fails a Sense save, the caster can cause a bone-crushing sensation in the target's body. Each round, the caster may use a standard action to deal 1d4+1 nonlethal damage to the target, and stun the subject for one round. When the subject takes the damage, she can make a Toughness save, which will negate the stunning effect with a save. If the subject has taken enough damage to become staggered, you stun the subject for 1d10 rounds. Agonizing Smite (12 AP) Casting time: 1 bonus action Range: Self Components: Verbal Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack before this spell ends, the weapon sends waves of excruciating pain through the creature's body, and the attack deals an extra 4d8 necrotic damage to the target. Additionally, the target must make a Toughness saving throw. On a failed save, it falls prone and takes 1d8 necrotic damage at the start of its next turn. On a successful save, the target takes half as much damage and doesn't fall prone. Anesthesia (9 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 10 minute When you cast this spell at a creature, they fall under the effect of an extremely powerful anesthetic, completely blocking their sense of pain. If a creature affected by this spell falls below 0 hit points, they don't fall unconscious. They can keep going as normal, with a special pool of hit points equal to your Arcane modifier x 5. After these hit points end, the spell ends and the creature falls unconscious. If the target is stabilized after falling they take 1 level of exhaustion. Animal Resurrection (12 AP) Casting time: 1 minute Range: Touch Components: Verbal, Gesture Duration: Instantaneous You touch a beast that has died within the last 24 hours, and that creature returns to life with 1 hit point. This spell can't return to life a beast that has died of old age, cannot restore missing body parts, and has no effect on a creature other than a beast with a Challenge Rating (or level) of 2 or lower. Animate Dead (10 AP) Casting time: 1 standard action Range: Touch Components: Verbal, Other (gem) Duration: Instantaneous This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead you create with this spell, you can’t create more undead than your Arcane Aptitude with a single casting of animate dead. (The desecrate spell doubles this limit). The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4xyour Arcane Aptitude bonus. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Asura-Kannon (14 AP) Casting time: 1 action Range: 60 feet Components: Gesture Duration: Instantaneous You call upon the demons of the abyss when a mighty demon responds to your call. Make a successful hit, dealing 4d6 bludgeoning damage and 2d6 necrotic damage on hit. If the target succeeds on a Dexterity saving throw, it takes half damage. You must succeed on a Sense saving throw at end of turn, taking 2d6 damage on a failed save. Awaken Undead (11 AP) Casting time: 1 hour Range: Touch Components: Verbal, Gesture, Other (Medium or smaller undead) Duration: Instantaneous You perform some very visceral surgery on a Medium or smaller undead to spontaneously generate a new soul within it. The creature must have a Knowledge of 5 or less. It gains a Knowledge of 10, and knows one language that you know. Its Sense and Personality scores also increase to 10 if they are not already 10 or higher. The awakened creature is charmed by you for 1 week, or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether or not to remain friendly to you, depending how it was treated while it was charmed. Beckon Undead (10 AP) Casting time: 1 action Range: 30 ft. Components: Verbal, Gesture Duration: 1d4 round You cause the target undead to approach within 5-ft. of you on a failed Sense Save. If the undead is hostile, it attacks you or any other creature in range. The undead will continue to approach even if doing so is harmful. Any attack upon the undead ends the spell immediately. A turn or rebuke attempt on the undead counts as an attack and breaks the spell. Bestow Curse (8 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Sense saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on all attack rolls against you. While cursed, the target must make a Sense saving throw at the start of each of its turns. If it fails, it wastes it’s turn doing nothing. While the target is cursed, your attacks and spells deal an extra 2d8 necrotic damage to the target. A Remove Curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect. Bifronse's Pale Tendrils (8 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture Duration: 2 rounds This spell animates your own dead tissue into a weapon for you to use. Your wounds and severed skin slides from your body to gather on one of your hands. It then becomes a tentacle of pale flesh. If you attack with this tendril, it deals 2d8 slashing or piercing damage + 1/4 points of damage you have taken at spell's casting. You can also use this to bolster grappling checks (+1/4 points of damage you have taken at spell's casting). When you use the pale tendril, your natural range is increased by 5 ft. (a creature with natural 5-ft. reach can reach up to 10-ft. when using the tendril). You may hold weapons in the tendril, but at a penalty of -5 to attack rolls. Black Arrow (14 AP) Prerequisite: Animate Dead Casting time: 1 action Range: Self Components: Verbal, Gesture Duration: Concentration, up to 1 minute For the duration, any time you hit with a ranged weapon attack, you deal an extra 3d6 necrotic damage. If this attack reduces a Medium or Small humanoid to 0 hit points, the humanoid must succeed on an Arcane saving throw or immediately be raised as a skeleton, as if you had cast Animate Dead. Black Flame (12 AP) Casting time: 1 action Range: Touch Components: Gesture Duration: Instantaneous Your entire body is wreathed in dark flames, eyes glowing fiendishly, as you raise a hand to strike down a single target. Make a melee spell attack against it, dealing 3d10 necrotic damage on a hit. If the attack reduces the target to 0 hit points, it explodes in a burst of meaty chunks and dark flames, and dies. The caster may throw the corpse up to 10 feet before it does so, upon which all creatures within 5 feet of the impact zone must make a Dexterity saving throw, taking 2d10 necrotic damage on a failed save, or half as much on a successful one. Blast Cleave (8 AP) Casting time: 1 action Range: 100' Components: Gesture Duration: Instantaneous This spell sends out a blast of magical energy that does damage and soulcleaves, which means that it automatically kills mindless undead such as zombies, on a failed Arcane Saves. It also does 4d6 (double damage against undead). Bleeding Strike (8 AP) Casting time: 1 reaction, after hit by a physical attack Range: 10 feet Components: V Duration: Concentration, up to 1 minute When another creature strikes you with a melee weapon attack, you use your reaction to cast this spell. Your blood lunges towards that creature, and deals 2d6 piercing damage, then latches on. For the duration, the creature must make a Toughness saving throw at the start of each of its turns. On a success, the spell ends. On a failure, the creature takes 2d6 necrotic damage. Blight (14 AP) Casting Time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Toughness saving throw. The target takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. Blood Rain (12 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (a blood from a sentient creature) Duration: Concentration, up to 1 minute Designate a 30-foot radius, 60-foot high cylinder within range. A red, blood-like fluid rains down in this cylinder. Creatures other than you which begin their turn in the target area or enter it on their turn must succeed on a Toughness save or take 4d8 necrotic damage. This spell has a reversed effect on allies, causing them to instead regain 2d8 hit points. While concentrating on this spell, you can use your action to move the pillar up to 20 feet in any direction. Blood Whip (8 AP) Casting time: 1 action Range: Self Components: Verbal, Other (blood) Duration: 1 minute You create a long whip made from blood that you can hold. This whip can act as a slashing weapon for the duration of the spell. It has a maximum range of 15 ft. It deals 4d6 damage+Arcane modifier. This spell cannot work underwater. Bloodticks (9 AP) Components: Verbal, Gesture, Other (corpse finger) Casting time: 1 full round action Range: 30 ft Duration: 10 rounds (1 minute) Bloodticks creates three small creatures of magic by the same name. This spell must have at least one creature to be created from (which can be yourself). They draw a decent amount of blood from the victim (2d4 damage per tick). They spend the first round after the spell has been cast forming, at which time the victim must make a Toughness save or be stunned from pain. The second round after the spell has been cast, you can choose to have the ticks pop (dealing the damage to the original victim) or have them crawl off the body and move. Bloodticks appear as tiny, bloated insect creatures made entirely from shaped blood. They move at a speed of 20 ft. You can choose to have them explode at any time after forming. When they explode, they deal 2d4 damage to whatever square they are on and then damage to creatures in immediate adjacent squares, but not diagonally. Any attempt to attack them will cause them to explode instantly. Bloody Sacrifice (9 AP) Casting time: 1 action Range: 60 feet (30-foot cube) Components: Corpse or Zombie/skeleton Duration: Instantaneous Chose one Corpse or Zombie/Skeleton minion and they begin to balloon and bloat in size and then explode in a 30 foot area, all enemies must roll a Toughness Save or take 4d6+ Arcane Modifier of Necrotic Damage while all allies in area are healed 4d6+ Arcane modifier HP. This spell can be used on an enemy zombie or skeleton but they must make a Personality Saving throw or if they fail they explode. Bone Cleaves Steel (11 AP) Casting time: 1 action Range: Self (60-foot aura) Components: V,S Duration: 10 rounds (1 minute) The caster creates an aura to magnify the bond between themselves and their nearby undead, enhancing their physicality. Undead controlled by the caster within the aura receive these benefits: Synchronized: Undead can receive a new order telepathically each turn without the use of a bonus action Armor Piercing: Physical attacks by undead gain +1 to hit per 5 AC of target Necrosis Link: Successful physical attacks by undead deal extra necrotic damage equal to the caster's proficiency Rallied: Undead gain +15ft movement range Bone Pile (13 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Other (pile of bones) Duration: Concentration; Up to three minute You choose one pile of bones within sight, and reanimate them into a new skeletal form no more than 6 feet in size. (for instance, like a serpent, or a hand.) The creature/ object has 3d10+level hit points, and a movement of 30 feet. The creature deals 4d8 bludgeoning and 1d4 piercing damage on hit. The spell ends if the creature/ object's hit points drop to 0 or the spell ends. Bone Tattoo (9 AP) Components: Verbal, Gesture Casting time: 10 rounds (1 minute) Range: Touch Duration: 10 rounds (1 minute) This spell creates a bone-colored skull-and-bones tattoo pattern on the flesh of a living creature. As long as the tattoo lasts, the tattooed creature has spell resistance 10 against cold, polymorph, and mind-affecting attacks. Further, mindless undead creatures react to the tattooed creature as if he were undead. However, any creatures with this tattoo can be turned as if he were undead with turn resistance +4. Bonesword (9 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (one bone at least 6 inches long) Duration: Concentration, up to 10 minutes A bone, held in your free hand, becomes a shortsword, longsword, greatsword, battleaxe, or greataxe. It lasts for the duration and then reverts to a normal bone. If this spell is cast on the same bone within 24 hours, upon the spell's end it will crumble to dust. Anyone may use the sword, and it is a magic weapon. On a hit, it deals an extra 2d6 damage against living creatures and an extra 1d6 damage against good-aligned creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing). You may cast this spell on another bone in your other hand (or hands, if it applies) using your bonus action. All bones will transform back upon the spell's end, and will be destroyed if the spell is used on them again. Burrowing Bony Digits (13 AP) Casting time: 1 action Range: 60 ft Components: Verbal, Gesture, Other (5 tiny bones) Duration: 1d4 rounds By means of this fiendish spell, you cause up to five skeletal fingers to streak forth and imbed themselves in the flesh of the targets. Each digit inflicts 1d6 points of damage upon striking its target. They do not stop there, though. Any creature that fails its Dexterity save is unable to extract the bony digit before it can lodge itself into the wound. A bony digit continues to penetrate the creature’s body for 1d4 rounds, dealing 1d6 additional damage per round. Once the bony digit is lodged in the wound, it cannot be extracted. A creature can only be targeted by one finger at a time.0-9 Conjure Wraith (12 AP) Casting time: 10 rounds (1 minute) Range: 30 feet Components: Other (A small pouch of ashes) Duration: 600 rounds (1 hour) Target one empty space within range, and pour the ashes out of the pouch. One minute later, a wraith will appear to serve the caster. Roll 1d20 + your Arcane modifier. If you roll higher than 15 total, the wraith will serve you. If you fail, the wraith will explode, dealing 2d6 force damage to anything within 30 feet. The wraith can target any corpse that has been dead for under 1 minute and create a Specter that will follow your orders. Both the specter and the wraith roll for initiative individually. The DM has statistics on both creatures. If the wraith is destroyed and a Specter remains, the Specter(s) explode, dealing 1d6 force damage to anything within 30 feet. Conspiracy Theory (10 AP) Casting time: 1 action Range: 120 Feet Components: Gesture, Other (A Raven's Feather) Duration: Concentration, up to 1 minute You call upon the ravens' power, bringing forth a tornado of magical ravens from beneath you. Following your command, the conspiracy of ravens swarms your target. All creatures within a 5-foot radius around you must make a Dexterity saving throw, or take 2d6 necrotic damage. The conspiracy then attacks a target, dealing 2d8 necrotic damage on each one of your turns that concentration is maintained. As an action, you can change targets. Corrupt Soul (13 AP) Components: Verbal, Gesture Casting time: 1 action Range: 60 ft Duration: Permanent On a failed Toughness Save, this spell deals 1d4 ability damage to the ability of your choice. The spells Lesser Restoration and Restoration offset the ability damage. Crippling Darkness (9 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Other (Bat fur) Duration: Concentration, up to 10 rounds (1 minute) Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light cannot illuminate it. When a creature ends its turn inside the spell's area, that creature must make a Toughness saving throw. The creature gains one level of exhaustion on a failed save. This level of exhaustion is removed if the creature ends its turn outside the spell's area. A creature that is affected by this exhaustion cannot gain further levels of exhaustion this way. If any of this spell’s area overlaps with an area of light created by a spell of Tier 2 or lower, the spell that created the light is dispelled. Curse of Crumbling Conviction (8 AP) Components: Verbal, Gesture Casting time: 1 Action Range: 60 ft Duration: Instantaneous If the target fails their Sense save they no longer feel strongly about people, ideals, or things. The target's alignment becomes neutral if it wasn't already, and the creature becomes indifferent to everyone, including the caster. This effect is an instantaneous shift, and in no way prevents a creature from responding to subsequent diplomacy or threats. This lack of purpose is an oppressive feeling for intelligent creatures, who will gladly adopt the alignment of whatever creature next persuades them to being helpful. Creatures with an alignment subtype will gradually find their purpose again – regaining the alignment of their subtype in 1d4 days unless they already have a new one. Cursed Tablet (14 AP) Casting time: 10 minutes Range: Special Components: Verbal, Gesture, Other (A lead tablet) Duration: 1 week For this spell to come into effect, you must inscribe your victim’s name on a lead tablet, invoke the spirits of the dead, and place the tablet in an occupied tomb. Each midnight thereafter, your victim must succeed at a Sense saving throw. Failure means the subject suffers horrifying nightmares of his own death. When the target wakes up, he will have taken a level of exhaustion that cannot be removed until he gets an undisturbed night’s rest. He will also take 1d6 psychic damage. The levels of exhaustion are cumulative. If the target succeeds on the saving throw, he is unaffected that night. If your target succeeds at three saving throws, the curse is broken and the spell ends. If the curse tablet, which radiates both magic and evil, is found and destroyed, this also breaks the curse, but it will inflict 2d10 psychic damage to the target as well. Because the curse is laid upon the tablet and not directly on the target, a Remove Curse spell will not end the curse. It will, however, give the target advantage on the next night’s saving throw. Overexertion (13 AP) Casting time: 1 action Range: 15 Feet Components: Verbal, Gesture, Other (two equal objects) Duration: Instantaneous Lifting one object in each hand, a small circuit of energy forms between the two, increasing in size as the target exerts themselves. Choose one creature within range, they must make a Toughness saving throw. On a failure, the target takes no damage, however, on a success, the target takes an amount of d6s of necrotic damage equal to the amount the creature succeeded by up to 6d6. Dark Transport (11 AP) Casting time: 1 bonus action Range: Self Components: Gesture Duration: Instantaneous You briefly turn into a flurry of ravens, bats, a dark mist, or similar foreboding phenomena before reappearing somewhere else in range. You teleport up to 60 feet to an unoccupied space you can see, forming a 10 foot wide line behind you. Creatures that you designate in the line must succeed on a Toughness saving throw or take 3d10 necrotic damage. Death Armor (12 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (a piece of armor) Duration: Concentration, up to 1 minute You shroud yourself and up to five other creatures within range in protective energy. An affected creature gains 4 temporary hit points for every five points of damage dealt to it until the spell ends. The temporary hit points last for the duration of the spell. Death Cloud (9 AP) Casting time: 1 action Range: 120 feet (15-foot cube) Components: Verbal, Gesture, Other (bone meal) Duration: Concentration, up to 1 minute You fill the lungs of your foes with the stench of death. Upon casting this spell, a cube of horrid black or crimson gas appears, originating from the point you select. When a creature enters this area for the first time or ends their turn there, they must make a Toughness saving throw or take 4d6 necrotic damage and fall prone as their senses are overtaken by the toxic vapors. This damage is reduced by half and the creature does not fall prone if they pass this saving throw. Death March (12 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture Duration: Concentration, up to 1 minute You empower yourself and nearby allies with shadow magic, with the life-draining force of death. A 30-foot radius of effect moves with you, centered on you, for the duration of the spell. You and every friendly creature within this radius gains the following benefits while it remains within the radius: Deals an extra 2d8 necrotic damage on a hit with any weapon attack. Has resistance to necrotic damage and poison damage. Death's Caress (8 AP) Casting time: 1 action Range: Self Components: Verbal Duration: Concentration, up to 1 minute Unholy energy radiates from you in an aura with a 30-foot radius, enveloping all friendly creatures within range. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature (including you) deals an extra 4d6 necrotic energy when it hits with a melee attack. Deathtouch (10 AP) Casting time: 1 Bonus Action Range: Self Components: Gesture, Other (a shrunken head) Duration: Concentration, Up to 1 Minute Your being is filled with necrotic energy, extending to your physical touch and your attacks for the duration. Whenever a creature touches you or hits you with a melee attack, it must make a Toughness saving throw or take 1d6 necrotic damage. Whenever you hit a creature with an attack, it takes an additional 4d6 necrotic damage (ignoring the touch damage mentioned previously). If you cause a creature to be reduced to 0 or fewer hit points with this spell, it automatically fails 1 death saving throw. If you hit a creature that is already at 0 or fewer hit points with this spell, it dies. Decaying Ground (10 AP) Casting time: 1 action Range: 150ft Components: Verbal, Gesture Duration: Concentration, up to 10 minutes You launch a blast of necrotic energy at a point within range you can see, causing the ground there to become decayed and infused with necrotic energy. All the ground within a 20-foot radius of the point becomes difficult terrain for the duration of the spell. When a creature moves into or within the area it takes 1d4 necrotic damage and 1d4 poison damage for every 5 feet it travels. Any creature that can’t see the area at the time of the casting must make a Perception check against your spell save DC to recognize it as hazardous. Dark Chains (12 AP) Casting time: 1 reaction Range: 60 feet Components: Verbal, Gesture, Other (string) Duration: Instantaneous You trap the soul of a dying humanoid or beast in it's own body and make it into an undead servant. The creature gains a number of hit points equal to half of its maximum. The creature must follow your commands to the best of its ability, although it is not friendly and may resent being controlled. At the end of each of the creature's turns, it must make a Personality saving throw. On a success, it's soul escapes and the body becomes a normal corpse. Due to the trauma inflicted on the soul, it cannot be resurrected for a year and a day unless True Resurrection or Miracle is cast. The controlled creature retains all of its abilities, statistics, and proficiencies it had in life but cannot grow more powerful, regain lost spell slots, or regain expended abilities. You may only control one creature at a time. If you cast this spell again while you control a creature, the soul of the previously controlled creature escapes as if it had passed its saving throw. Desolation Aura (9 AP) Casting time: 1 action Range: Self (30-foot radius) Components: Verbal Duration: Concentration, up to 10 minutes Deteriorating energy radiates from you in an aura with a 30-foot radius, making armor brittle and wearing down living things. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to make a ranged spell attack against a creature within the aura. On a hit, the target takes 4d6 necrotic damage, and it suffers a -4 penalty to its Physical Defense rolls until the end of your next turn. Detonate Corpse (14 AP) Casting Time: 1 action Range: 30 feet Components: Gesture Duration: Instantaneous You choose the corpse of a Small or larger creature within range and fill it with necrotic energies, causing the body to explode. The creatures within 20 feet of the body must succeed on a Dexterity saving throw or take 3d6 piercing and 3d6 necrotic damage. If a creature dies by this damage, it also explodes automatically, dealing the same amount of damage. Dispel Soul (11 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: 30ft Duration: Instantaneous You d ispel the soul or souls of the creatures who oppose you. If they fail a Sense save, their Personality score drops to 1. Each round afterwards, they must make the same Sense save with a compounding -1 penalty to continue the last action they were doing, or they stop in the pointlessness of it all. Elixir of Life (13 AP) Casting time: 1 hour Range: Self Components: Verbal, Gesture, Other (a bottle) Duration: Instantaneous You fill a vessel with a potent draught of healing. Any creature who consumes said elixir regains 5d6 hit points and has advantage on saving throws against poisons or diseases for 1d6 hours thereafter. The elixir loses potency after you finish a long rest without consuming the elixir. Explosion of Death (14 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture, Other (a dead hand) Duration: 1 hour You unleash necromantic energy at a point within range. All creatures other than you within 30 feet of that point must make a Toughness save against your spell save DC. On a failed save a creature takes 4d8 necrotic damage. Zombies automatically fail the save. If there are any large or smaller corpses within 30 feet of the spell after creatures have taken damage all the corpses rises as Zombies. You control the zombies for the duration. If a zombie would take damage from this spell it instead gains temporary hit points equal to the damage taken and if you didn’t already control it, it is now under your control for the duration if it was large or smaller. False Death (9 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture, Other (Holy Symbol) Duration: 1 hour One living, willing creature you can see within range that has current hit points equal to or less than your Arcane modifier has their hit points lowered to 0. This spell cannot affect a creature that has less than 1 hit point. The target appears as a corpse but is stable. The affected creature can hear everything within 30 feet of it, can feel vibrations within 5 feet of it, but cannot see. At the end of the affected target's turn, it can make a Toughness saving throw to awaken itself. You can end the spell early at any time (no action required), which will also awaken the affected creature. Once awoken, the creature regains 1 hit point. Fatigue (8 AP) Components: Verbal Casting time: 1 standard action Range: Touch Duration: Instantaneous This spell creates a powerful surge of negative energy that weakens the affected creature to the point of exhaustion (half movement and an effective penalty of -2 to Strength and Dexterity). The creature is fully recovered after taking a short rest. Greater Feign Death (10 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture, Other (graveyard dirt) Duration: 1 hour You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. Font of Anguish (12 AP) Casting time: 1 action Range: 60ft Components: Verbal, Gesture Duration: Concentration, up to 1 minute Chanting vile words in a long-dead tongue, you tear a portal through dimensions to a land of forsaken souls. This portal is a 15-foot radius sphere centered on a point within range. Pale mist leaks from the dimensional rift, obscuring the area. The area is considered difficult terrain, and any creature that enters the area for the first time on a turn or starts its turn there must make a Strength saving throw or take 4d8 necrotic damage and be pulled to the center of the area, or as close as possible. A creature that is already in the center of this area has disadvantage on this saving throw, and on a failure becomes restrained. On a success, the affected creature takes half damage and is not moved. This spell dissipates if the caster leaves range. Genetic Reshuffle (14 AP) Casting time: 1 Action Range: 30 Feet Components: Verbal, Gesture Duration: Concentration, up to 5 rounds You target one creature in range, and begin to rewrite their DNA on the fly. Very poorly. Roll 3d8. If this is equal to or more than their current hitpoints, their body explodes into a massive ball of meat, two size categories larger than their normal size. They essentially die instantly, and can only be revived by divine intervention, the wish spell, or similar effects. The spell then ends. If it is not above their current hitpoints, at the start of your next turn, you roll again, but add 1d8 for every round you've been concentrating beyond the first. This spell fails if the target is not at least partially made of flesh or bone, essentially Constructs and Elementals. Greater Necrostrike (9 AP) Casting time: 1 bonus action Range: Self Components: Verbal, Gesture, Other (a melee weapon) Duration: 1 minute A stronger version of necrostrike, harming more than just their durability. The next time you make an attack with the weapon used in casting for duration of this spell, on a hit, the target must make a Toughness save or gain a level of exhaustion. Grim Reaper's Scythe (12 AP) Casting time: 1 Standard Action Range: 20ft Cone Components: V,S,M Duration: Instantaneous As you complete the spell a giant scythe with a bloody blade appears and strikes all within a 20ft cone. You must make an arcane attack roll versus each opponent to see if they were hit. If hit, the scythe deals 5d6 Necrotic damage x4 multiplier on a critical hit. Guise over Necrosis (8 AP) Casting time: 1 minute Range: Self (50-foot aura) Components: Verbal, Gesture Duration: Concentration All undead within 50 feet of the caster are guised as living beings to nonmagical sources. Detect Magic casters must make a Sense saving throw against the caster to detect that magical energies within the radius are Necrotic in nature. Undead without a sentience convince an interacting creature of it's livelihood if the caster succeeds a Personality save- otherwise, they have no normal response. Halt Undead (10 AP) Components: Verbal, Gesture, Other (garlic) Casting Time: 1 standard action Range: 120ft Duration: 1d8 round On a failed Sense save, this spell renders as many as three undead creatures immobile. A non-intelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of Hold Person on a living creature). The effect is broken if the halted creatures are attacked or take damage. Harmfield (8 AP) Casting time: 1 action Range: Self (20-foot radius) Components: Verbal, Gesture Duration: 10 minutes You are surrounded by rings of glowing yellow light that oscillate in a cylindrical pattern around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. You can end the spell early by using a bonus action to dismiss it. Any creature that enters the spell's area of effect or starts their turn there takes 2d12 necrotic damage. Hell's Gaze (9 AP) Casting time: 1 Action Range: Self (60 Feet) Components: Verbal, Gesture Duration: Concentration, up to 1 minute. Your very gaze releases life-disrupting energy. You create a 60 foot long beam. Any creature that enters the area or starts their turn within it must make a Toughness saving throw, or take 1d12 necrotic damage and 1d12 fire damage, half as much on a successful save. On a failure, they are also blinded. At the end of their turn, they may reattempt the save, ending the blindness on a success. Additionally, you may use an action to change the direction of the beam. Horrendous Touch (12 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous Make an Arcane attack against a creature within range. When you touch it, a portion of its bodily fluids are vaporized. This causes immense pain and deals 4d8 necrotic damage. Also, the target must succeed on a Toughness saving throw or is paralyzed until the end of its next turn because of the shock experienced by its body. While plants take full damage and automatically fail the saving throw, the undead and constructs are not affected by this spell. Hunger / Thirst (8 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (black sand) Duration: Concentration, up to 1 Hour You touch a creature, and that creature must succeed on a Sense saving throw or become cursed for the duration of the spell. When you cast this spell, choose to curse the target with magical Hunger or Thirst. Hunger. While cursed, the target suffers from overpowering hunger, and must consume at least one quarter of a pound of food every minute or take psychic damage equal to your Arcane Aptitude. When the target begins their turn and they can sense food nearby, they must make a Sense saving throw to resist compulsively seeking it out and consuming it. Any substance that is even barely edible is counted as food for this effect. Creatures that don't need food to survive (including creatures for whom eating is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes. Thirst. While cursed, the target suffers from overpowering thirst, and must drink at least one eighth of a liter of water every minute or take psychic damage equal to your Arcane Aptitude. When the target begins their turn and they can sense something to drink nearby, they must make a Sense saving throw to resist compulsively seeking it out and consuming it. Any liquid that is physically possible to consume is counted as drinkable for this effect. Creatures that don't need water to survive (including creatures for whom drinking is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes. A remove curse spell ends this effect. Improved Chill Touch (12 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous This powerful touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 4d6 cold damage and also 1d4 point of temporary Strength damage. (A successful Toughness saving throw negates the Strength damage.) Undead touched by the character suffer no damage or Strength loss, but they must make successful Sense saving throws or cower for 1d4 rounds then flee as if panicked for 1d4 more rounds. Inflict Serious Wounds (13 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d12 necrotic damage. Jumpstart (14 AP) Casting time: 1 action Range: 15 feet Components: Verbal, Gesture Duration: Instantaneous You point your finger at a willing creature within range and compel it to die instantly, channeling the energies of both light and dark simultaneously. At the beginning of your next turn, that creature is forcibly brought back from the dead, regaining all of its hit points. The act of dunking a soul into the ethereal and yanking it back it, unsurprisingly, is very traumatizing, and inflicts a level of exhaustion on the affected creature. This spell has no effect on undead or constructs. Greater Lifedrain (14 AP) Casting time: 1 Standard Action Range: 30 ft Components: Verbal, Gesture Duration: Instantaneous You fire a ray of tainted soulstuff that harms its target, draining it of 6d6 hit points. A successful Fortitude save halves this damage. This health is then returned to you and divided between you and any nearby creatures. Mark of Justice (8 AP) Components: Verbal, Gesture Casting Time: 10 minutes Range: Touch Duration: Permanent; see text You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. The effect of the mark is identical with the effect of bestow curse. Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained. Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. These restrictions apply regardless of whether or not the mark has been activated. Miasma of Pestilence (12 AP) Casting time: 1 standard action Range: 20 foot radius Components: Verbal, Gesture Duration: 5 rounds A powerful aura of death and disease emerges from you. All targets who enter the miasma suffer a -4 to hit and their movement speed is halved. This effect lasts until the target leaves the miasma or makes a successful Sense save at the beginning of their turn. A new save is required for each turn. This has no effect on undead and creatures who do not need to breathe. This spell still functions underwater, but will only affect targets who breathe through the water itself (ie: a shark that breathes through its gills, but not the orc holding his breath). If you move, the aura moves with him. If this movement would place a new creature into the miasma, that creature makes the Sense save as normal on its next turn. Cancer of the Storm (13 AP) Casting time: 1 standard action Range: 60 ft. Components: Verbal, Gesture Duration: Instantaneous Black, unstable lightning flies from your fingers and swerves around your enemies to seek out your target. The lightning embeds itself inside the target eating away at it's mental strength, while you yourself edge closer to insanity. Cancer of the Storm deals 5d4 points of electricity damage, the target gets a Dexterity save for half damage. Creatures affected by this spell must make an Arcane save or have the spell emanate from them as it affects their mind, causing mental damage to nearby creatures and allies. The target creature takes 3d4 Psychic damage and for 1d6 rounds each creature within 10 ft. of the target creature begins taking 1d4 Psychic damage each round they stay within the emanation, with no save. Unholy Blessing (8 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: Touch Duration: One day This spell bolsters a number of undead creatures up to your Arcane Aptitude, protecting them from turning attempts. Affected undead gain your Arcane modifier to resist being turned against you. Necromancer's Enervation (14 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous You release a black ray of crackling energy from your pointed finger that suppresses the life force of any creature it strikes. Make an Arcane attack against a creature within range. On a hit, the target takes 3d8 necrotic damage, and its maximum hit points are reduced by an amount equal to the necrotic damage taken. This reduction to the target's maximum hit points lasts until the target finishes a long rest. A creature that has its maximum hit points reduced to 0 by this spell dies. A humanoid slain by this spell rises as a zombie under your control at the start of its next turn. If the target has Arcane Aptitude (Any), it also loses AP equal to half the damage taken (rounded up). This spell has no effect on constructs or undead. Necrotic Breath (11 AP) Casting time: 1 action Range: 5-foot sphere around the caster Components: Other (rotting meat/flesh) Duration: Instantaneous You consume a chunk of rotting meat causing you to exhale a deadly black mist causing a creature you see within range to inhale it forcing them to make a Toughness saving throw dealing 3d10 necrotic damage on a failing roll or half as much on a success. If the spell kills the target and they fail their Toughness saving throw you can choose to raise them as a skeleton or zombie under your control otherwise their body but not their possessions crumble to dust. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage. If you target a nonmagical plant that isn't a creature, such as a tree or a shrub, it doesn't make a saving throw, it simply withers and dies. If you target an undead it heals them 3d10 hp. If you target a creature that cannot or does not need to breathe they automatically succeed on their saving throw and they take no damage. Necrotic Reconstruction (12 AP) Casting time: 1 action Range: Touch Components: Gesture, Other (diamond) Duration: Concentration, up to 1 hour You strike forward, attempting to break the target's skin with the diamond. Choose one non-construct or undead within range, and make a touch spell attack against them. On a hit, they take 4d8 necrotic damage. On a hit, if the target dies within the duration of the spell, they are immediately resurrected as an undead. They are charmed by you, and when the spell ends, the body immediately disintegrates. Upon resurrection, their HP and AP becomes 8d8, their Knowledge, Sense, and Personality become 3, but otherwise they are unchanged. Needle Blood (10 AP) Components: Gesture Casting time: 1 standard action Range: 120ft Duration: Instantaneous You cause the target's blood congeal and pierce their veins. On a failed Arcane save, the target takes 8d4 points of necrotic damage Obfuscation (11 AP) Casting time: 1 Action Range: 90 feet Components: Gesture Duration: 5 rounds Shadows gather around your opponent, interfering with their perception of the world. Choose up to 3 creatures that you can see within range to make a Toughness 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 Toughness saving throw. On a success, the spell ends. Organic Graft (13 AP) Casting time: 1 minute Range: Touch Components: Verbal, Gesture, Other(limb of a nonhumanoid) Duration: 8 hours You infuse the limb used as part of casting this spell with necrotic energy, and touch one target. Their flesh fuses with the body part, as they temporarily gain control over it. For the duration of the spell, they gain access to one action of the creature's, based on what function that limb would take. For example, taking a clay golem's arm could grant the Slam attack, or a young blue dragon's fundamentum could grant their breath attack. Parasitic Link (9 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute A coil of flesh whips out from your body, and seeks out a target to leech onto. Choose one creature in range which isn't an undead or construct. They must make a Dexterity saving throw, or be latched onto by the coil. While the coil is latched, whenever you take damage, you only take half of what you would normally, as this spell's target takes the other half. A target can reattempt the saving throw at the start of their turn. If the target exits the range or succeeds on the save, the spell ends. Peel (13 AP) Components: Gesture, Other (fruit or veggie peel) Casting time: 1 action Range: 40 ft Duration: 1d8 rounds On a failed Toughness Save, the subject's outer membrane separates from the body, revealing sensitive flesh from beneath. Target takes 1d6 nonlethal damage every round, for the duration of the spell. Also during the duration of the spell, the target continues to make the same Toughness save, on a failed save their stunned for 1 round. At the end of the duration, the target has a penalty equal to your Arcane Aptitude on physical attack rolls, physical defense rolls, saving throws, skill checks, and ability checks for 1d8 minutes. The target also takes 1d4 Personality damage. Poison (12 AP) Components: Verbal, Gesture Casting Time: 1 standard action Range: Touch Duration: Instantaneous Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d4 points of temporary Toughness damage immediately and another 1d4 points of temporary Toughness damage 1 minute later. Each instance of damage can be negated by a Toughness save. Putrid Gale (13 AP) Casting time: 1 action Range: 90 feet Components: Verbal, Gesture, Other (zombie flesh) Duration: Concentration, up to 1 minute Designate a 40-foot radius, 30-foot high cylinder centered on a point within range. Until the spell ends, a necrotic mist revolves around that area. Any creature other than you which begins its turn in the target area or enters it for the first time on its turn must succeed on a Toughness save or take 4d8 necrotic damage, and its maximum hit points are reduced by half the amount of necrotic damage taken. This reduction to the target's maximum hit points lasts until the target finishes a long rest. A creature's maximum hit points can't be reduced below 1 using this spell. On a successful throw, they take half as much damage and their maximum hit points aren't reduced. This spell has a reversed effect on undead, causing them to instead regain 4d8 hit points. On each of your turns after you cast this spell, you can use your action to move the gale up to 20 feet in any direction. Raise Deathless (12 AP) Components: Verbal, Gesture, Other (corpse, two gems/body) Casting time: 1 standard action Range: Touch Duration: Instantaneous This spell turns the bones or bodies of dead creatures into Deathless Husks or Shells that follow your spoken commands. They can follow you, or patrol an area and attack any creature entering the place. They remain animated until they are destroyed and remain under your control indefinitely. (A destroyed Husk or Shell can’t be animated again.) Regardless of the type of Deathless you create with this spell, you can a number of Deathless up to your Arcane Aptitude with a single casting. (The Consecrate spell doubles this limit) No matter how many times you use this spell, however, you can control only a number of Deathless up to 4 times your Arcane Aptitude. If you exceed this number, all the newly created creatures fall under your control, and any excess Deathless from previous castings become uncontrolled. (You choose which creatures are released.) Husk: A Husk can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Shell: A Shell can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a shell is made from a corpse, the flesh falls off the bones. Ravaging Plague (12 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture, Other (a piece of rotten rat flesh) Duration: 10 rounds This spell conjures an infectious disease that spreads through touch and closeness. The creature you touch must succeed on a Toughness saving throw or be infected by the plague. An infected creature is poisoned and takes 2d6 necrotic damage at the start of each of its turns for the duration. It can make a Toughness saving throw at the end of each of its turns to end the poisoned condition on itself on a successful save, but the damage persists. An infected creature may spread the plague to other creatures: If the infected creature is within 5 feet of another creature, there is a 50% chance that the plague will infect it as well. If an infected creature touches another creature, the disease spreads automatically, and the other creature must succeed on a Toughness saving throw or becomes infected. As this disease is summoned by you, you have control over it, meaning that you can choose creatures that are not to be affected. As it is a summoned disease, its symptoms fade from all creatures it infected after the duration ends, and the disease dissipates. Only certain creatures can be affected by this spell. Constructs, elementals, oozes, and plants are not affected. Undead creatures cannot be affected, but they can be carriers of the disease and spread it to other creatures, unless they are Incorporeal. Ray of Exhaustion (10 AP) Components: Verbal, Gesture, Other (sweat) Casting Time: 1 standard action Range: 30 ft Duration: 1 min./level A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject immediately takes a level of exhaustion for the spell’s duration. A successful Toughness save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires. Recovery Blade (10 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (bladed weapon) Duration: 1 minute You wreathe your blade in the glowing energy of life and death. On a successful Physical attack roll, the weapon deals its normal damage, along with 1d6 necrotic damage. You regain hit points half the amount of necrotic damage you deal, and you can convert this into temporary hit points if your regular hit points are at maximum. If you don't want to get hit points back or temporary hit points you can recover AP instead. Revivify (14 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture, Other (well carved diamond) Duration: Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. Rewind Death (13 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous You point your finger at up to 3 creatures within 20 ft of each other. They see their entire past and possible future up to this point. The creature must roll a Sense saving throw and take 2d10 necrotic and 3d4 psychic damage. On a successful save, they take half. On a failed save, they take full damage and are frightened of you for 10 minutes. Sacrificial Summon (12 AP) Casting time: 1 action Range: 20 feet Components: Verbal, Gesture, Other (blood) Duration: Concentration Take d8 damage to spontaneously summon that many skeletons or zombies surrounding you. At the start of each turn, each controlled unit drains your soul and you take 1 additional damage per remaining summoned. If concentration is broken, commands will continue to execute but no new commands can be issued until the spell is cast again. Uncontrolled summons do not require maintenance damage. The spell can be cast again to retake control of already summoned units at 2 per remaining summoned instead of casting cost damage. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Sanguine Lash (11 AP) Components: Getsure Casting time: 1 standard action Range: 15ft. Duration: 1 minute You summon a lash of blood to strike your opponents. The lash acts as a +1 Whip that deals 1d4+Con modifier points of damage and has a maximum range of 15 ft. The lash strikes against the Arcane Defense roll. This spell cannot be used underwater. Take 1 point of temporary Constitution damage each time this spell is cast. Sapping Smite (8 AP) Casting time: 1 bonus action Range: Self Components: Verbal Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 3d8 necrotic damage to the target. Additionally, the target must succeed on a Toughness saving throw or all his weapon attacks using Strength deal only half damage until the spell ends. At the end of each of the target’s turns, it can make a Toughness saving throw against the spell. On a success, the spell ends. Shadow of Moil (10 AP) Casting Time: 1 action Range: Self Components: Verbal, Gesture, Other (an undead eyeball) Duration: Concentration, up to 1 minute Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 3d8 necrotic damage Shell Bomb (12 AP) Casting time: 1 action Range: Unlimited Components: Verbal, Gesture, Other (creature shell) Duration: 1 day After coating the shell in paint, you breathe into it a new purpose of explosive intent, and send it on its merry way to decimate a foe. It is a tiny undead with 30 hit points and a Defense of 16, which gains a flying speed of 60ft, and is resistant to all damage until the spell ends. When casting this spell, target one creature that you can see, or speak the name of a creature. This creature must be on the same plane as you. The turtle shell continuously flies toward the target using its flying speed, pathing around obstacles and ignoring difficult terrain. If it does not reach the creature within the duration, the spell ends and it vanishes into nothingness. When the shell reaches the target's occupied space, it detonates with a large explosion. All creatures within 15 feet of the point of impact must make a Dexterity saving throw, taking 4d8 force damage on a failure, or half as much on a success. Creatures that fail the saving throw are additionally pushed up to 30 feet away from the explosion's point of origin, and are knocked prone. Casting this spell before the duration ends causes the previous casting to end prematurely. Shroud of Undeath (10 AP) Casting Time: 1 minute Range: 30 feet Components: Verbal, Gesture, Other (a piece of an undead) Duration: 1 hour This spell grants up to 10 willing creatures you can see within range the essence of undeath. Undead creatures that are not controlled by an intelligent undead, or another sentient creature, sense the creatures shrouded in this spell as undead. Thus, they do not become hostile toward them. If any creature shrouded by this spell makes an attack against or takes any other kind of action that is harmful to an undead creature, the undead immediately becomes hostile. However, the undead creatures within 60 feet of the targeted undead creature must make a Sense saving throw. On a failed save, they do not become hostile. The undead creatures that are further than 60 feet of the attacked undead creature do not become hostile. On the other hand, the essence of this spell makes the affected creatures start to feel like the undead. Any creature affected by this spell can be targeted by capabilities and spells that especially affect undead, such as the turn undead spell. Soul Blade (14 AP) Casting time: 1 bonus action Range: Touch Components: Gesture, Other (your blood on a bladed weapon) Duration: 1 minute You touch a nonmagical weapon that deals slashing damage. Until the spell ends, the weapon deals additional 1d6 necrotic damage, and you can absorb souls through the blade of that weapon. When you reduce a creature to 0 hit points with an attack from this weapon, the soul of that creature is trapped into the weapon, and you deal additional damage equal to 1d6 necrotic on successful attacks with it. Each additional soul trapped into the weapon increases the damage in 1d6, up to 5d6. When the spell ends, the souls trapped onto your blade go to your body, as you gain 1d6 temporary hit points for each soul trapped on your blade at the end of the spell. Once the spell ends, you are stunned for a number of turns equal to the number of souls trapped on the weapon. At the end of each of your turns, you can make a Toughness saving throw against your own spell save DC to end the effect earlier. Soul Lance (13 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: 120 ft Duration: Instantaneous The energy inside of you rockets forward unmatched and unphased by anything in it's way. A vibrant blue line fires from your hand, penetrating through everything in its way. Solid objects do not block the line, but are not damaged by it. Only organic material is damaged. The line deals 9d4. Soul Purge (11 AP) Components: Verbal, Gesture, Other (soul gem) Casting time: 1 standard action Range: 30 ft Duration: Instantaneous The spell inflicts damage to a single alignment chosen when casted. Every creature caught in the burst with the same alignment receives 5d6 damage. Soul-Stealing Fist (9 AP) Casting time: 1 action Range: Touch Components: Verbal Duration: 1 minute You infuse your fist with necrotic energy. Make an Arcane attack against a creature you can touch. On a hit, the target takes 4d6 necrotic damage and you gain temporary hit points equal to half the damage dealt (rounded down). A creature which was hit and took damage must succeed on a Sense saving throw or be stunned until the start of your next turn. A creature that resists necrotic damage has advantage on this save. Speak with Dead (10 AP) Casting Time: 1 action Range: 10 feet Components: Verbal, Gesture, Other (incense) Duration: 10 minutes You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events Speak with Skull (14 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (incense) Duration: 10 minutes Grant an eerie vitality to a skull of your choice within range, allowing it to answer the questions you pose. The skull must still have at least an upper and lower jaw and can't be undead or part of an undead creature. The spell fails if the skull was the target of this spell within the last 10 days. Until the spell ends, you can ask the skull up to five questions. The skull knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the skull is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its skull, only its animating spirit. Thus, the skull can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. Spirit Shroud (9 AP) Casting Time: 1 bonus action Range: Self Components: Verbal, Gesture Duration: Concentration, up to 10 rounds You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 2d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. Strangulate (8 AP) Casting time: 1 action Range: 20 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute An invisible hand of death grabs a creature’s throat and begins strangling them. The target makes a Toughness saving throw. If it fails, the target is restrained and can’t speak or breathe. On each subsequent turn, you may use your action to continue the spell. If you do, the creature takes 1d8 necrotic damage and makes a Toughness saving throw. On a successful save, or if you don’t use your action to continue the spell, the effect ends. Summon Undead (8 AP) Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Undead Spirit Medium Undead

Physical Def: 13 Arcane Def: 14 Hit Points: 25

Arcana Points: 14 Speed: 30 ft.

STR DEX TGH KNO SEN PER ARC 11 (+1) 13 (+3) 12 (+2) 7 (-3) 10 (0) 9 (-1) 14 (+4) Damage Vulnerabilities: Fire, Radiant

Damage Immunities: Poison, Necrotic Condition Immunities: Exhaustion, Poisoned, Frightened, Paralyzed

Senses: darkvision 60 ft., passive Perception 10

Languages: None; understands the languages you speak

Challenge: 1/2

Aptitude: equals your Arcane Aptitude

Festering Aura [Putrid Only] (4 AP). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Toughness saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage [Ghostly Only] (Passive). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Actions Multiattack. The spirit makes up to 2 attacks. Basic Attack. Melee Weapon Attack: Aptitude+4, reach 5ft, one creature Hit: 1d4+1 slashing Deathly Touch [Ghostly Only] (2 AP). Melee Weapon Attack: Aptitude+4, reach 5 ft., one creature. Hit: 1d8+2 necrotic damage, and the creature must succeed on a Sense saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt [Skeletal Only] (2 AP). Ranged Spell Attack: Aptitude+4, range 150 ft., one target. Hit: 2d4+2. Rotting Claw [Putrid Only] (2 AP). Melee Weapon Attack: Aptitude+4,, reach 5 ft., one target. Hit: 1d6 + 4 slashing damage. If the target is poisoned, it must succeed on a Toughness saving throw against your spell save DC or be paralyzed until the end of its next turn.

The Emptiness of the Beginning (14 AP) Casting time: 1 bonus action Range: Self (30-foot radius) Components: Gesture Duration: Instantaneous You invoke the power of the abyss when you realize that you are creating a black hole. Each creature within range must make a Strength saving throw, getting pulled to the nearest unoccupied space and taking 3d6 force damage on a failed saving throw, or half as much damage on a successful save. Then, each creature within 5 feet of you must succeed on a Dexterity saving throw or be pushed 15 feet away from you and knocked prone, taking an additional 3d6 bludgeoning damage damage. Undead Manual Labor (8 AP) Casting time: 10 minutes Range: Touch Components: Verbal, Other (small or medium humanoid corpse, Incense) Duration: Indefinite You place the incense upon the body’s forehead and burn it, holding your hand on its chest and speaking incantations, after 10 minutes of doing this, it will raise as an undead indefinitely under your control (you can decide between a skeleton and zombie), it contains the same stats as the undead it just became. However, this undead cannot attack and cannot speak and is completely incapable of complicated behaviour such as craftsmanship, it only understands basic words in the language(s) it once knew. The telepathic link is only 30ft in range. This undead is extremely proficient in manual labour tasks such as hauling and mining or farming but lacks the skills to create other items using those. Undead Non-Living Bomb (11 AP) Casting time: 1 action Range: 100 feet Components: Verbal, Gesture, Other (spores) Duration: Instantaneous You send spores in a 10-foot radius to a location in range that you can see. All the undead that are currently under your control in that area suddenly explode, affecting creatures in a 10-foot radius of each exploding creature. Creatures within the area of the explosion must make a Dexterity saving throw or take 3d10 necrotic damage, taking half damage on a successful save. If the explosion hits a dead body or a pile of bones, the spores will infect that and explode in a 5-foot radius with the same save, but 1d10 necrotic damage instead. Vampiric Blade (13 AP) Casting time: 1 action Range: 5 feet Components: Verbal, Other (blood) Duration: instant This spell imbues a wielded weapon with negative energy and with a successful melee attack, drains the life from an opponent, renewing the caster On a hit, the target suffers the attack's normal effects as well as 5d6 necrotic damage. The caster regains half the necrotic damage as HP Vampiric Touch (12 AP) Casting Time: 1 action Range: Self Components: Verbal Duration: Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. Bloody Stitches (9 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (a bloodstone, limb replacement) Duration: Instantaneous Touch one creature who is missing a limb of some kind. Then, touch one severed limb(it does not have to be theirs) which would make a suitable replacement. It immediately attaches to their body, and they regain functionality in that limb. A suitable replacement is: Of a similar or same size as the creature's normal version. For example, replacing a human's arm with an orc's arm is possible, but a giant's arm with a halfling's is not. Has not been dead for more than 10 minutes. Soul Extraction (11 AP) Casting time: 1 action Range: 120ft Components: Verbal, Gesture, Other Duration: Instantaneous Your eyes turn bright white as dark green fire begins to swirl around you. You channel the fire into a brilliant stream of green, burning light that pierces through flesh, bone and armour. Make a ranged spell attack against a single creature within range. On hit, the light deals 6d6 necrotic damage, rending flesh from bone, turning armor into cinders and material into dust. If the creature is killed by this spell and is not undead, the body is instantly destroyed and turned to ash. The soul of the creature is bound to the material plane, summoning a ghost with the following stats:

Hit Points: 45, Speed: Fly 40ft, Physical Defense: +5, Arcane Defense: +3 STR 8, DEX 12, TGH 10, KNW 10, SEN 11, PRS 13, ARC 10 Aptitude: 3 Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing and Slashing from non-magical attacks. Damage Immunities: Cold, Necrotic, Poison Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses: Darkvision 60ft, passive Perception 1 Languages: Common, CR: 2 Withering Touch: Melee, +3, 4d6+3 damage

The effect of this transformation is so horrific that, on creation, each non-undead creature within 60ft of the ghost must make a DC 13 Sense saving throw or be frightened of the ghost for 1 minute. The saving throw can be repeated every turn and, on success, the target becomes immune to the effect and it ends. The ghost serves you for 10 minutes at which point it instantly disappears. The ghost disappears when reduced to zero hitpoints. It will act of its own will but will stray no further than 30ft from the caster and will attempt to protect the caster at all costs. Soul Splinter (8 AP) Casting time: 1 action Range: 120ft Components: Verbal, Gesture Duration: 2 minutes You splinter your soul into four green lashes that surround you. 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 Arcane attack. On a hit, the target takes 2d8+7 necrotic damage. Virulent Plague (10 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 5 rounds Choose one target within range. They must make a Toughness saving throw, or take 3d6 poison damage. Additionally, at the start of their turn, this spreads to a new creature within 10 feet of them, and they must make another Toughness saving throw, taking the damage again, and being forced to make this save at the start of their next turn again. A creature it spreads to is subject to the effects of this spell. All instances of this spell created by the caster end when the spell ends, and a creature cannot be affected more than once at a time. Wings of the Phoenix (10 AP) Casting time: 1 reaction, when you would be reduced to 0 hitpoints Range: Self Components: Other (a phoenix's feather) Duration: 1 minute As you are struck down, your body surges with new energy. You regain 5d6 hitpoints, and have a flying speed of 50 feet, which lasts until the spell ends. Wither (11 AP) Casting time: 1 Action Range: Touch Components: Verbal, Gesture, Other (piece of a plant) Duration: Instantaneous You cause someone to rapidly age. One creature in range must make a Toughness saving throw, or be magically aged 1d6+1 years. Death Summon (12 AP) Casting time: 1 action Range: 5 ft Components: Gesture, Other (blood, 125gp) Duration: 1 minute The caster summons an ethereal scythe and places it in the ground, drawing a blood circle around the scythe. Subsequently an avatar of death will appear and fight alongside its summoner for one minute. After the minute ends the avatar of death will disappear taking 125gp and 6d6 of the casters hit points as payment for its services. While the avatar is summoned the caster has an exhaustion level of 3, on its disappearance the summoner loses one level of exhaustion and is blinded for 5 rounds. The hit points of the avatar are 1/4th of the summoner's hp and its AC is a 17.

Tier 3 (15-21AP) [36-48dmg]

Acid Symbol (21 AP) Components: Verbal, Gesture Casting time: 1 action Range: 120 ft Duration: Instantaneous Undead creatures animated by you start dripping with thick grayish slime, and acid oozes steadily from its eye sockets. The spell affects a number of animated undead equal to half your Arcane Aptitude Bonus. Undead with the acid symbol inflict an extra 1d6 points of fire damage when they strike with a natural weapon. Creatures touching or striking the symbol-bearing undead with a natural weapon also suffer this damage. The creature’s acidic touch deals 20 points of damage to wood or metal objects. Armor and clothing dissolves and becomes useless immediately unless the target succeeds a Dexterity save. The acid cannot harm stone. A wooden or metal weapon that strikes a symbol-bearing undead creature also dissolves immediately unless the attacker succeeds a Dexterity save. This spell does not stack with other symbol spells. Age Other (20 AP) Components: Verbal, Gesture, Other (lock white or grey hair) Casting time: 1 Standard action Range: Touch Duration: Instantaneous This spell causes magical aging in the target. All of the normal effects of aging apply (e.g. ability score adjustments) as if the target had aged those years naturally. By means of this spell, the target ages 2d10 years. A successful Arcane saving throw negates the aging. A greater restoration reverses the aging effects of the spell. Amplify Damage (21 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: 1d10 rounds A target creature within range must succeed on a Sense saving throw or become cursed for the duration of this spell. Choose a damage type. While cursed, the creature has vulnerability to the chosen damage type if it is not already vulnerable, resistant, or immune to it. If the creature is resistant to the damage type, it loses that resistance while cursed. If the creature is immune to the damage type, it is instead resistant while cursed. Animate Dead, Greater (20 AP) Casting time: 1 standard action Range: Touch Components: Verbal, Other (gem) Duration: Instantaneous This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead you create with this spell, you can’t create more undead than double your Arcane Aptitude with a single casting of animate dead. (The desecrate spell doubles this limit). The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 x your Arcane Aptitude bonus. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Animate Fallen (16 AP) Casting Time: 1 minute Range: 5 feet Components: Verbal, Gesture, Other (old blood) Duration: Instantaneous You create powerful skeletal servants infused with necrotic energies. You stand within 5 feet of a pile of bones or the corpse of a Medium or Small creature and fill it with necrotic energies. While you are casting the spell, the bones slowly levitate and form a dead servant; a dead warrior, a dead mage, or a dead ripper (p.252 CM). You choose which one is to be created. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell, as long as the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them that are within 60 feet at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command that it will follow for a number of rounds, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it, or any command you are yet to give it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again, before the current 24 hours is up. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. Animate Necrosis (15 AP) Components: Verbal, Gesture, Other (open wound) Casting time: 1 action Range: 30ft Duration: Instantaneous You animate the dead tissue in the wound of a wounded living creature. This spell can affect any creature currently below its maximum hit points due to injury. Bits of animated flesh form a sickly tendril that reaches up and out of a single wound, attacking the living portion of the creature. The creature must make a Sense save immediately or the sight of this horror stuns it for 1d3 rounds. Whether the creature is stunned or not, the undead tendril of flesh makes attacks with a +15. It makes a grapple attack as a creature of the subject’s size (even though it is actually smaller). If it achieves a hold, it immediately begins constricting and strangling the creature, inflicting 2d6 points of damage per round. The necrotic tendril has 2 hit points per Hit Die of the original creature, and AC 15 (+2 for size, +3 for natural armor). A single casting of this spell affects only one wound. Apocryphal Zone (21 AP) Casting time: 1 action Range: 15 feet Components: Verbal, Other (ashes) Duration: 8 rounds Choose a target with a soul. It makes an Arcane saving throw. If it fails, you and your target's souls enter the immaterial plane of Apocrypha. If you or your target dies while in Apocrypha, the survivor gains 1d8 temporary hit points per round spent in the zone and exits immediately. Apocrypha cannot be ended until one member dies or the duration ends. While souls remain in Apocrypha, bodies become brittle and are vulnerable to all forms of physical attack, but immune to all forms of magic. Their saving throws always fail and attacks are made with advantage against them. Apocrypha is a realm of enhanced magic. Those inside apocrypha are vulnerable to all forms of magic, but immune to all conditions from within Apocrypha. Any spells cast by those within Apocrypha are cast with advantage, and saving throws with disadvantage. Spells can be cast at any range and ignore cover, but cannot affect the real world. While in Apocrypha, a bonus action can be used to cast a spell. Spells do not require any components to cast, and rituals can be used in a single action. AP cost for spells are also halved. Unlimited concentrations can be held, and spell durations can be increased or decreased at a caster's will. At the start of each turn, those inside Apocrypha other than the caster suffer 1d6 necrotic damage, as their bodies decay. Army of the Dead (21 AP) Casting time: 1 action Range: Self (40 foot radius) Components: Verbal, Other (flesh, blood and grave dirt) Duration: 1 minute You raise all corpses within 40 feet of you into ghouls. If there are no corpses around or not enough for the spell the remaining ghouls rise up from the ground around you if possible. You may raise a number of ghouls equal to your Arcane Aptitude bonus + Personality modifier. These ghouls will perform any command you give to the best of their ability, even sacrificing themselves, until you give them another command. In combat, the ghouls always act during your turn, either before or after your actions as you choose. When either the spell effect ends or they die they will fall apart and turn into dust. Bifronse's Wriggling Mass (16 AP) Components: Verbal, Gesture, Other (dead creature) Casting time: 1 full round action Range: 30ft Duration: 1d6 rounds This spell agitates and animates the flesh of a dead creature, causing it to burst into a mass of six horrific fleshy tentacles that attack anything within range. Any creature within 15 ft. of the corpse is within range of the tentacles. The tentacles will bat at anything within range, dealing 3d6+5 slashing damage. The tentacles may also attempt to grapple anything within range with a grapple bonus equal to your Arcane Aptitude bonus. It may attempt to crush the creature, dealing 3d6+5 bludgeoning damage if grapple is successful. A tentacle has an AC of 18 and 2d12 hp. If a tentacle is destroyed, it simply falls to the ground and withers away uselessly. Blood Storm (20 AP) Components: Gesture, Other (vial of a variety of blood) Casting time: 10 minutes Range: 1 mile Duration: 2d10 hours Unlike other spells of the Necromancy school, this spell does not drain away or manipulate life energies, instead it floods the world around the caster with them, saturating everything with the energies of life and with negative energy at the same time. During the casting time of this spell, life begins to form within a 1-mile-radius circle centered on the caster in forms that cannot be sustained alone. Specifically, airborne particles such as dust and dirt break down and reform themselves into proteins, and water vapor congeals into plasma and lymph. This plasma and lymph clings to the airborne proteins and changes its chemical make-up, eventually coalescing into small, stunted blood cells surrounded by pockets of lymph and being fed warmth and life through the casters sheer willpower. As this spell progresses, the caster also feeds the airborne blood with surges of negative energy to provide it with enough undeath to continue to live until the end of the casting time. After five minutes, the area the spell affects begins to actually grow cold as the blood sucks warmth from the immediate world to try and provide itself with a semblance of life for as long as possible. Two minutes before the spell is completed, a dark red cloud can be seen hovering over the affected area and a fine mist of blood fills the air beneath it. As soon as the caster finishes casting the spell, a heavy downpour of dark red blood that practically glows with negative energy begins to pour from the sky, creating the following effects: All invisible creatures who have a physical body become visible as blood covers their bodies. All good-aligned creatures who are caught in the rain take 1d8 points of Necrotic damage every round they remain inside the range of the storm unless they can prevent the blood from touching their bodies. Flying by any natural means requires a Strength check (DC 16) while inside the range of the storm as blood soaks and weighs down the physical bodies of all living creatures within the storm. After 2 hours, any and all ground inside the range of the storm is considered difficult terrain. Creatures who are immune to fear effects are also immune to the following effects: Each living creature in the area of the storm becomes panicked unless it succeeds on a Sense save. If cornered, a panicked creature begins cowering. If the Sense save succeeds, the creature behaves normally. Any creature caught within the area that has an Intelligence score of 2 or lower is considered to be under the effects of a confusion spell for the duration of the storm, unless they succeed on a Sense save. For those who wish to know, the blood is O- and has a temperature of 98.7 degrees fahrenheit as it pours from the sky. Bloodtap (17 AP) Casting time: 1 bonus action Range: Self Components: S Duration: Instantaneous You tap into the latent energy inside every being. You take necrotic damage equal to four times your level. This damage cannot be reduced or negated in any way. You may cast another spell on the same turn as this spell. Until the end of your turn, any spells cast by you deal maximum damage. Wellness (19 AP) Components: Verbal, Gesture, Other, Casting time: 10 minutes Range: Touch Duration: Instantaneous If this spell is cast on a living target. The target will be healed without a trace of scars or marks caused by physical trauma. it will not correct natural defects caused by birth. But will regrow lost hair ,limbs ,eyes,spine damage etc. Unlike a regeneration spell the effects are not immediate and take 2d4 months to complete. At the end of this time the target body is fully​ restored. Although this spell will not reverse the aging . It will make the target feel for all intended purposes as if he were 10 years younger however his appearance remains the same with the exception of looking fuller and having longer and darker hair. The target is simply just the healthiest natural version it can be. The spell can also be used to increase the natural healing to about 10 hit points per day assuming the body is mostly intact. Unfortunately should the target take any additional​ damage or become involved in any strenuous activity after the wellness spell is cast, it will be ended prematurely. Dungeon Master must make determination of what physical benefits if any the targets have received. Boneblight (20 AP) Casting Time: 1 action Range: 90 feet Components: Verbal, Gesture, Other (bonemeal) Duration: 1 minute; 1 hour You manifest a disease called boneblight that causes an illness on the bones of a creature, making them vulnerable and shatter with weakness. You create the blight on a creature that you can see within range, and who has bones in its body. The target creature must make a Toughness saving throw or come in contact with the boneblight. An affected creature’s bones are weakened, sometimes to the point of shattering: For the duration of the spell, it has disadvantage on its Strength checks and Strength saving throws. Additionally, it has vulnerability to bludgeoning and force damage. As its bones are weak, they shatter from time to time: For 1 minute, the creature takes 1d6 bludgeoning damage at the start of each of its turns. An affected creature can repeat its saving throws at the end of each of its turns, ending the effects on a successful save. If the disease remains intact after one minute, the disease seeps deeper into the bones: At the end of each 10 minutes, the target must succeed on a Strength saving throw or its Strength score temporarily decreases by 1d4 until the spell ends. This decrease cannot be reduced for the duration of the spell. Carrion Beetles (16 AP) Casting time: 1 Minute Range: 30 feet Components: Verbal, Gesture Duration: Instantaneous A carrion beetle is called forth to consume a nearby corpse. After consuming the corpse, which takes 1 round, the beetle obeys your commands to the best of its ability. When it consumes the corpse, it can then lay eggs into its host and furthermore extend its bloodline. It takes 1 week for the eggs to hatch and there is an amount of eggs equal to your Arcane Aptitude bonus. Each of these beetles can attach themselves to a living host; they each deal 1d4 piercing per beetle. And when the victim is killed they can transfer healing to you, equal to the damage dealt. Each of these beetles has an AC of 14 (because of the tiny size) and 1 HP. They have a +5 to hit an enemy. Chain of Corruption (17 AP) Casting time: 1 action Range: 100ft Components: Verbal, Other (length of chain) Duration: 3 rounds Make an Arcane attack against a target. If you hit, the spell flings out a tendril of corruption that infects the enemy, dealing 6d6 necrotic damage. The enemy must make a Dexterity saving throw or be restrained. The enemy can make another Dexterity saving throw to escape the tendril each round until free or 3 rounds, whichever is shortest. The corruption then attempts to spread towards nearby enemies that stay near the infected creature. Enemy creatures within 15ft of the infected creature need to make a Dexterity saving throw, or are affected on the next round, applying the same effects. This continues to spread until there are no further targets in range. Each creature can only be infected once per cast. Chain Pain (18 AP) Casting time: 1 action Range: 50 feet Components: Verbal, Gesture Duration: Instantaneous A dark lightning bolt leaps from your finger towards the target, inducing pain and leaping towards another nearby creature. A creature that you target with this spell makes a Toughness saving throw. On a failed save, the targets take 6d6 necrotic damage and are stunned until the end of your next turn. The bolt then leaps to a second creature of your choice within 10 feet of the target, which must then succeed on the same save or take 2d6 Necrotic damage and become stunned until the end of your next turn, though the bolt cannot travel to a third creature. On a successful save, the target takes half as much damage and the bolt doesn't leap to another target. Change Zombie (15 AP) Components: Verbal, Gesture, Other (ghoul bone) Casting time: 1 full round Range: Touch Duration: Instantaneous You touch a single zombie, which must then attempt a Toughness save to avoid the spell’s effects. If the zombie fails its save, it becomes a Ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead limits, as do spawn created by the controlled ghouls. Circle of Death (20 AP) Casting Time: 1 action Range: 150 feet Components: Verbal, Gesture, Other (crushed black pearl) Duration: Instantaneous A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make an Arcane saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. Cone of Stupidity (21 AP) Components: Verbal, Gesture, Other (spores) Casting time: 5 minutes Range: 30ft Cone Duration: 1d6 hour You exhale a cone-shaped cloud of deadly spores. Those in the cloud’s area of effect must make an immediate Knowledge save or permanently lose 1 point of Knowledge as the spores spread through their brains and nervous systems. Victims must make a Knowledge save each subsequent round up to the spell’s maximum duration or continue to lose Knowledge. The cloud is only infectious on the turn it is discharged. Consume Flesh (20 AP) Casting Time: 1 hour Range: Self Components: Gesture, Other (corpse) Duration: 24 hours You consume the flesh of another creature in a ceremonious way. After you cast the spell, you devour most of the creature’s body and end up gaining one of the following benefits of the GM’s choice (as explained below): a class feature, an archetype feature, a spell. The benefit can only be used once, and must have been known by the creature. As you eat, you must make five DC 16 Toughness saving throws to keep from vomiting. If you fail 3 times, the spell is lost, and you need to start eating again. The GM decides on which feature you will receive and you can only have one feature gained in this way at a time. Contagion (19 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: 7 days Your touch inflicts disease. Make an Arcane attack against a creature within your reach. On a hit, the target is poisoned. At the end of each of the poisoned target’s turns, the target must make an Arcane saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Sense checks and Sense saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Personality checks and vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Knowledge checks and Knowledge saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls and defense rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Toughness checks and Toughness saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. Magebane. The creature’s link to magical forces is weakened. The creature has disadvantage on Arcane checks, Arcane saving throws and attack and defense rolls that use Arcane. Corpse Explosion (19 AP) Casting time: 1 action Range: 60 feet Components: Gesture Duration: Instantaneous As you snap your finger, a dead creature within range explodes with necrotic energy. Each creature in a 15-foot-radius sphere centered on the dead creature must make a Dexterity saving throw. A target takes 5d8 necrotic damage or half as much on a success. If you reduce a creature to 0 hit points with this spell, the creature explodes, repeating the same effect as this spell. Create Deathless (15 AP) Components: Verbal, Gesture, Other (corpse) Casting time: 1 hour Range: 30ft Duration: Instantaneous A much more potent spell than raise deathless, this spell allows you to create more powerful sorts of deathless: yelps, sigran, visaru, and eponine. The type or types of deathless you can create is based on your caster level, as shown on the table below: Arcane Aptitude Undead Created Less than 10 Yelp 10-13 Sigran 14-17 Visaru 18+ Eponine

You may create less powerful deathless than your level would allow if you choose. Created deathless are not automatically under the control of their animator. If you are capable of commanding deathless, you may attempt to command the deathless creature as it forms. This spell must be cast at night. Create Guardian (20 AP) Casting time: 12 hours Range: Touch Components: Verbal, Gesture, Other (the body of the victim which is consumed) Duration: Indefinite You create a loyal guardian and companion that will serve you for life... or longer... Spending your essence, you create an undead guardian, be it existing or new, as long as it is of a Challenge Rating equal to or less than 1 level below the caster. You must target a creature's corpse with this spell. It then returns to life as an undead creature with the same statistics it had in life except for the below alterations. Its creature type changes to undead. It gains the following changes unless it already has better ones: 60ft. darkvision Its Strength becomes 16. Its Constitution becomes 14. It becomes proficient in Strength and Constitution saving throws. It gets immunity to diseases. It gets immunity to poison damage and the poisoned condition. It gets immunity to necrotic damage. Knowledge becomes 3 and It cannot speak, but it can understand languages it previously knew and can understand sentences spoken by its creator in any language. any attack that deals a damage type other than bludgeoning, piercing or slashing now deals necrotic damage. Being an Undead, it does not need to eat, drink, breathe, or sleep. gains the zombie's Undead Fortitude feature (when reduced to 0 hit points, except by radiant damage or a critical hit, it can make a Toughness save against 5 plus the damage dealt to be reduced to 1 hit point instead). It rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it (no action required by you). If no command is given, it will defend itself to the best of its ability. When a zombified creature is destroyed and its corpse remains intact (i.e. not disintegrated), that corpse is treated as the corpse of the original creature for the purposes of further zombification. Create Horror Knight (19 AP) Casting time: 24 hours Range: Self (20-foot cube) Components: Verbal, Other (large heart, powdered gemstone, leather bindings, custom-built armor, all of which the spell consumes) Duration: Instantaneous You create an undead follower of increased strength and martial prowess. The Horror Knight is a large undead, encased in plate armor and fueled with refined necrotic energy. Capable of far more than a standard zombie, or skeleton. The horror knight, despite its name, is solely defined by its creator's alignment and as such. Will share their creator's ideals of both good & evil, and right & wrong. The horror knight possesses enhanced strength and constitution compared to standard undead, can act independently from its creator if need be, and can speak in simple sentences. Usually with their mannerisms derived from those of their own creator as well. The horror knight can wield any weapon it takes up with an increased proficiency and zeal. While it's armor is actually part of its own body, which requires it's spirit be dismissed before any changes can be made. While if the caster wishes to set the knight aside, they may dismiss the knight's spirit, causing it to fall into a dormant state. Requiring the caster to perform a three-hour ritual, to pull the knight's spirit back into service. In the event that the horror knight is killed, the caster will need to either repair or even replace the body of the Knight and perform the ritual once more. With time subtracted for how much of the original body that the caster is in possession of. Create Undead (18 AP) Casting Time: 1 minute Range: 10 feet Components: Verbal, Gesture, Other (onyx stone per corpse) Duration: Instantaneous; 1 day You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. The DM has game statistics for these creatures. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones, and you do not need new onyx’s to reassert your control. Curse of the Putrid (15 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: 1d12 rounds You target a creature within range and place a curse on it by using necromantic energies. The target must succeed on a Toughness saving throw or have vulnerability to necrotic damage for the duration of the spell. Danse Macabre (17 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 hour Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Arcane modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more. Dark Transformation (17 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (ebony skull) Duration: Concentration, up to 10 minutes You infuse an undead creature within range with power, transforming it into an unstoppable monstrosity for the duration of the spell. Its size category increases by one, its strength increases to 20, its current and maximum hit points are doubled, and its attacks deal an extra 4d6 necrotic damage. Dark World (21 AP) Casting time: 10 minutes Range: 300 feet Components: Verbal, Gesture, Other (a black orb) Duration: 24 hours You invoke the powers of darkness to corrupt an area as small as a 30-foot cube or as large as a 100-foot cube surrounding the black orb. If you cast this spell in the same area every day for a year, the spell lasts until dispelled or until the orb is destoryed. The spell creates the following effects within the area. When you cast the spell, you can specify creatures as friends who are immune to the effects. You can also specify a password or symbol that, when used, makes the bearer immune to the effects. The entire cursed area radiates magic. A dispel magic spell cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is the spell dispelled. Gloom. The area is filled with a persistent gloom; the area within can never be brighter than dim light, and the range of light sources is halved. Even when it's a bright, sunny day, the area is as dark as twilight. Magical light created by a spell of Tier 3 or lower cannot penetrate the gloom. To creatures immune to the effect, the dimness creates an interesting mood but doesn't impede vision. Shadow Horrors. You can summon up to eight shadows within the area. If any creature not immune to this effect enters the cursed area, the shadows fight until they have driven off or slain the intruders. The shadows also obey your spoken commands that you issue while in the area. If you don't give them commands and no intruders are present, the shadows do nothing. The shadows can't leave the warded area. When the spell ends, the shadows vanish without a trace. If the spell has been cast in the same area every day for a year, the shadows respawn at every sunset. Terror. A creature that enters the cursed area and is not immune to the effect must make a Sense saving throw or be frightened of the area and drop anything it's holding. While frightened by this effect, a creature must take the Dash action and move away from the area by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to the cursed area, the creature can make a Sense saving throw. On a successful save, the creature is no longer frightened. Nightmares. A creature that sleeps in the area and is not immune to the effect must make a Sense saving throw. On a failure, it takes 3d6 psychic damage and gains no benefit from sleeping. If this damage reduces a creature below 1 hit point, the creature is reduced to 1 hit point and permanently gains a flaw representing insanity. Cursed Wounds. All natural or magical healing that a creature not immune to the effect receives while in the area is halved. Additionally, creatures not immune to the effect have disadvantage on death saving throws. Undeath. 1d4 hours after dying while in the area, a creature not immune to the effect comes back to life as a Zombie. Zombies created by this effect aren't under your control, but will not attack you or creature's immune to the effect. Death Ward (16 AP) Casting time: 1 standard action Range: Touch Components: Verbal, Gesture Duration: 1d10 min The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. It does not protect against other sorts of attacks even if those attacks might be lethal. Death's Touch (21 AP) Casting time: 1 Action Range: Touch Components: Verbal, Gesture, Other (Powdered diamond) Duration: Instantaneous You touch one enemy creature within 5ft of you. You speak an ancient ritual in your mother dialect and offer the components to your deity. The target creature must succeed on a Toughness Saving Throw, if the creature fails the saving throw, it must take 6d8 necrotic damage and have that amount added to your hit points as temporary hit points, if the creature succeeds the saving throw, it must take half of the 6d8 damage rolled and it's damage is not added to you for temporary hit points. Defibrillate (16 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: instantaneous Your touch restores life to a creature that has been dead for no longer than 1 minute. The target returns to life with 1 hit point. It has disadvantage on all saving throws until it finishes a rest. Demonic Visage (20 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (a drop of blood) Duration: Instantaneous Your visage suddenly warps and changes to that of a terrifying demon. Your eyes glow the color of blood, horns sprout from your forehead, wings appear on your back. Around you, mirrors shatter, wine spoils, and nonmagical plants wither. Each creature within 60 feet of you that can see you must succeed on a Toughness saving throw or take 4d10 psychic damage and be frightened of you for 1 minute. At the end of an affected creature's turn, it can repeat the saving throw, ending the effect on itself on a success. Drain (15 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous Make a melee spell attack against one creature. The target takes 4d8+6 necrotic damage on a hit, and the caster then gains hit points equal to the damage dealt. This spell has no effect on undead or constructs. Greater Enervation (20 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Other (vial of ink) Duration: Concentration, up to 1 minute A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 5d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 3d4 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. Enlighten Undead (17 AP) Casting time: 1 action Range: Touch Components: Gesture, Other (undead creature) Duration: Instantaneous You touch an undead creature. Its Knowledge score increases by 1d8 + your Arcane modifier. It regains any features, abilities, feats, traits, and proficiencies it had in life. It understands and can speak the languages it knew in life and learns one that you know. As well, its alignment changes either to what it was in life or to be the same as yours, your choice. You can allow it to regain its memories, personality, and soul or give it a personality of your choice. In any case, it becomes sentient. If it is under your control, it willing does what you say, even though it has free will. Eyebite (17 AP) Casting Time: 1 action Range: Self Components: Verbal, Gesture Duration: Concentration, up to 1 minute For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Sense saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite. Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Sense saving throw. If it succeeds, the effect ends. Fleeing Spirits (19 AP) Casting time: 1 action Range: Self (10-foot radius) Components: Verbal, Gesture Duration: 1 round When a young warlock returned from a session with the Great Old Ones, he found himself sitting in a circular void, surrounded by the spirits of the dead. As soon as he moved to touch them, they roared and stormed upwards, shaking the ground and burning his flesh. When cast, a circular void 10 feet in radius appears beneath the caster, and spirits of the damned rush out dealing 8d6 necrotic damage. Flesh Clone (21 AP) Casting time: 1 hour Range: Touch Components: Verbal, Other (an empty vial) Duration: Until dispelled While speaking an intricate incantation, you cut yourself or another creature and fill the vial full of blood, taking 1d4 piercing damage that can’t be reduced in any way. You must then continue casting the spell for the rest of the hour or the blood be unusable for the spell. You may not have more than one Flesh Clone spell in effect per creature at a time. The number of Flesh Clone spells in effect may not exceed your Arcane modifier. At any time after the spell has been cast, you may destroy the material component by smashing the vial on the ground. If the creature whose blood sample that you took is at 0 hit-points, dead, or otherwise incapacitated, a copy of that creature is created. The copy is a construct who is exactly like the sample creature at the time the blood sample was taken, retaining memories, spells, personality, abilities, etc. at the time of sampling. You DO NOT control the copy. The copy does not have a soul and will be perceived by creatures with True-sight in shades of gray. The copy has half the number of hit-points of the sample creature(minimum of 1) and its hit-point maximum is reduced by 1d10 every hour. When its hit-points are reduced to 0, it turns into a small pool of blood and the spell ends. Also, the copy takes a -4 penalty to all Attack rolls, Saving Throws, and Ability Checks. If the sample creature returns from the dead, or regains consciousness, the copy is instantly destroyed and the spell ends. Although the copy is a construct, it can be possessed, for example by the Magic Jar spell. If the copy is then possessed, it is perceived by creatures with True-sight in color and no longer has its HP max reduced every hour. Foul Feast (17 AP) Casting Time: 1 hour Range: Touch Components: Verbal, Gesture, Other (flesh) Duration: 24 hours You cast the spell by consuming the flesh of the corpse in a ceremonious way. After you cast the spell, you gain temporary hit points in an amount equal to half of the hit point maximum that the creature had before it died. The temporary hit points are lost when the spell ends or until you take an equal amount of damage. Ghoul Stench (15 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (cloth wrapped around your hand) Duration: Concentration, up to 1 minute You touch a living creature to imbue a minor magical strain of undeath, paralyzing it. The target must succeed on a Toughness saving throw or become paralyzed for the spell's duration. Constructs and undead automatically succeed on this saving throw. A creature paralyzed with this spell exudes a terrible stench that effectively nauseates all other creatures within proximity. During the spell's duration, when a creature first enters or starts its turn within 5 feet of the paralyzed creature, it must succeed on a Toughness saving throw or become poisoned until the start of its next turn. Constructs and undead automatically succeed on this saving throw. Greater Gentle Repose (19 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (salt, ice) Duration: 30 days You touch a corpse, other remains, or an undead creature. For the duration, the target is protected from decay. As well, it reverses decay, returning the remains or undead to what it looked like in life, even healing any missing limbs and injuries and ending all condition, including Exhaustion levels, curses, poisons, and diseases. If cast on an Undead creature, it looks like it did in life, though people can make an Investigation check against your Spell save DC to notice things, such as shallow breathing, a limp, strange behavior, pale skin, etc. Though it's unlikely anyone would think they're Undead, they would more likely assume the Undead creature is simply unhealthy or strange. After the duration the remains or Undead creature rapidly decays to the point it was before this spell. The spell also effectively extends the time limit on raising remains, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. Grip of Death (20 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (trapped soul) Duration: Instantaneous A living creature within range that you can see is sundered with life-sapping agony. The target must make a Toughness saving throw. It takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. A Large, Medium, or Small humanoid killed by this spell rises at the start of your next turn as a skeleton that is permanently under your command, following your verbal orders to the best of its ability. Gruff's Radical Rebirth (19 AP) Casting time: 1 hour Range: Self Components: Verbal, Gesture, Other (rare metal) Duration: 1 day You ready your soul to a potential cross to the outer planes, and for a while, become capable of dragging it back. After dying, your body vanishes to an unknown location, and on your next turn, you reappear within 30 feet of where you died, with 7d6 hitpoints. Everyone within 30 feet of your new location must make a Toughness saving throw, or be blinded. At the start of their turn, they may attempt the save again, ending it on a success, or after a minute passes. Harm (18 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must make a Toughness saving throw. On a failed save, it takes 7d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. Imbuing Ritual (18 AP) Casting time: 6 Hours Range: Touch Components: Gesture, Other (Decorated Surgeon's Tools, a fresh corpse of your choice) Duration: 1 year Taking the pieces of a creature that you keep within 5 feet of your person throughout the ritual, you sew mixtures of arcane, mechanical or eldritch energy, alongside the pieces of the creature that you've chosen into your body, or into a willing or unconscious creature that remains within your range of touch for the duration. At the end of the duration of the spell, roll an Arcane Save. On a check of one through ten, the ritual fails, and the piece of the creature is wasted. On a check result of eleven through fifteen, the piece is consumed, but you may choose a minor property from the creature to add. (Ex. The darkvision of an Owlbear, or the climbing abilities of a Roper). On a check of sixteen through twenty, the user may now consume the piece and choose either two minor properties, or one major property of the creature (Ex. The regenerative abilities of a Troll, or the Winged Flight of a Dragon) on a check of twenty-one through twenty-five, the user may choose between two major properties of the creature, or a legendary property (Ex. The legendary resistance of a Lich, or the Annihilating Aura of a Nightwalker). Replacing your or someone else's being can prove to be quite the heavy toll on a person's body, and psyche. After casting, the caster must make a Constitution saving throw equal to the roll that they'd performed. On a failure, the user takes two levels of exhaustion, and one indefinite madness from the Dungeon Master's Guide, or the DM's choice. On success, the caster only takes two levels of exhaustion. A creature may only have a number of modifications equal to half their Constitution Modifier, rounded up. If you wish, you may choose to enact this ritual, and without the component of the creature, remove a property from a target. Inflict Continual Wound (17 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: d8 rounds Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d6 necrotic damage at the start of each turn until the spell ends. Inflict Critical Wounds (21 AP) Casting Time: 1 action Range: Touch Components: Verbal, Gesture Duration: Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d12 necrotic damage. Inflict Exhaustion (15 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture Duration: 1 minute Make a melee spell attack against a creature. If you hit, their maximum HP is reduced by the amount as well, and they must make a Toughness saving throw or gain a level of exhaustion. Mass Inflict Lesser Wounds (18 AP) Casting time: 1 action Range: 30ft Components: Verbal, Gesture Duration: Instantaneous Make an arcane attack against all hostile creatures you can reach. On a hit, each target takes 1d12 necrotic damage. Crypt Conversion (15 AP) Components: Verbal, Gesture, Other (gravedirt) Casting time: 1 minute Range: Touch Duration: 24 hours This spell causes any inhabited structure to become sealed as a crypt. The affected area can be as much as 20 feet high, and shaped as you desire. You can affect several stories by dividing the area between them. In effect, all exits are closed and arcane locked, and the walls gain +5 to their break DC, as well as +1 hardness and +15 hit points when attempting to break them from the inside. Then the interior darkens over a period of one minute. No light, even magical, can function in the darkness, nor can darkvision. Sound inside is muffled and does not produce echoes, and no outside sounds can be heard. When the structure is wholly dark, a horrible, musty smell of death permeates the area. Those locked inside for the duration must roll a Sense save or roll on the short term madness table. Lance of Foulness (17 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: 80 foot ray Duration: Instantaneous A stream of foulness erupts from the blightmancer's fingers, dealing damage to all it touches. This five-foot wide line spell deals 4d10 to all targets-friendly or otherwise-in a 80 foot line. If used against undead or other creatures who do not need to breathe, this spell deals 4d4 damage. This spell functions the same way underwater. Last Stand (16 AP) Casting time: 1 action Range: 60 feet Components: Verbal Duration: Concentration, up to 1 Minute You allow a deceased creature within range one last chance at battle. That creature is resurrected with 1 hit point and 8d6 temporary hit points. These temporary hit points last for the duration, and so long as they remain, the creature gains the following benefits: Whenever the creature deals damage using a spell or successfully hits with a weapon attack, they deal an additional 1d10 radiant damage. The creature is resistant to bludgeoning, piercing, and slashing damage from non-magical weapons. The creature can make one weapon attack as a bonus action. When the creature loses all of these temporary hit points, they will die at the end of your next turn and cannot be resurrected by this spell again until they are resurrected by other means. Magic Jar (21 AP) Casting Time: 1 minute Range: Self Components: Verbal, Gesture, Other (empty container/vessel) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can’t be possessed). The target must make a Personality saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Knowledge, Sense, and Personality scores. You retain the benefit of your own capabilities. If the target has any class levels, you can’t use any of its capabilities. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Personality saving throw against your own spell DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed. Mark of Failure (16 AP) Components: Verbal, Gesture Casting time: 10 minutes Range: Touch Duration: Permanent; see text You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of quest that activates the mark if failed, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse. Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained. Like the effect of bestow curse, a mark of failure cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. These restrictions apply regardless of whether or not the mark has been activated. Mark of the Lich (17 AP) Components: Verbal, Gesture, Other (box, strips of parchment) Casting time: 8 hours Range: Touch Duration: Instantaneous This spell allows you to create a proto-phylactery, storing your life force and protecting you from death. This phylactery can take any form you want, but regardless of shape or form, it is a tiny object with 40 hit points, hardness 20, and a break DC of 40. When casting the spell, you need to decide which creature will be the soul bound to the proto-phylactery, and the creature must be present and within the spell range for the entire duration of the casting time. You also need to place your arcane mark upon the proto-phylactery, completing the spell. If the proto-phylactery is in 1000 ft. of its owner at the moment of its death, the soul of the owner is contained inside the object, allowing its life to be restored after 1d4 days. The creature returns with the same personality and memories as the original, but its Toughness is reduced to 0 and the creature type changes to Undead. The creature has the same amount of hit points, but each time the creature gains a new level while in the undead state, it rolls a d12 for its hit points. Once revived in this way, the target becomes dependent on the proto-phylactery and cannot be revived again by it. If the arcane mark on the proto-phylactery is erased, or if the proto-phylactery is dispelled or destroyed, the target is destroyed, and can only be revived by a true resurrection spell. If the target is separated from the proto-phylactery for more than a week, its body decays and turns into dust, destroying it immediately. An undead creature can't be targeted by this spell. Mind Kill (16 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (blood rubies) Duration: 4 hours The target must make a Knowledge saving throw, or take 3d12 Necrotic damage, and become incapacitated for the duration of the spell, or until dispelled. Up to 6 creatures may be affected at a time. Casting on a 5th target snaps the 1st target back to reality. Undead and constructs are immune to this spell. Army of the Skull (16 AP) Casting time: 10 minutes Range: Self (30-foot radius) Components: Verbal, Gesture, Other (A skull, two rubies, a silver dagger, and a heart) Duration: Indefinite Start the ritual by inserting the rubies in the sockets of the skull and the heart into its mouth, before cutting yourself with the silver dagger, taking damage, and letting your blood fall onto the heart. The skull will close down on the heart, which disappears in a spray of blood. You must carry the skull on your person to maintain the spell, not holding onto it at the end of your turn ends the spell. As an action, you can turn the body of a medium or smaller creature into an undead. Choose the body of one medium or smaller creature within range, and take 2d8 Necrotic damage(this cannot be reduced or negated by any means). The target rises as an undead under your control, their statistics are listed at the bottom of the spell. Taking damage from this spell does not force you to make a concentration check. These undead do not have hitpoints. If they were to take any damage, they immediately die, and their bodies fall to the ground. When they die in this way, you can raise them again. After raising a new creature, they will stand still and defend themselves until commanded to do otherwise. As an action, you can telepathically communicate a command to any undead under your control, within the spells range. This command must be no longer than five words, however you can issue a different message to every undead in the area. Once you communicate a message, the undead will do their best to complete this task.
The undead created by this spell are not intelligent enough to utilize any equipment, nor can they effectively wear armor. If your concentration ends at any point, all undead created by this spell immediately die. Undead Statistics. AC 14,
Attack: +6 to hit, 1d6 damage, 25 ft. movement, Strength 14
Dexterity 7
Toughness 16
Knowledge 5 Sense 5
Personality 5 Arcane 11 Necromancer's Mask (15 AP) Casting time: 1 action Range: Self Components: Gesture, Other (a mask) Duration: Concentration, up to 10 minutes You put on the mask which bursts into black flames, draining away a part of your soul and causing you 3d6 necrotic damage. This damage cannot be reduced in any way. Any undead whose challenge rating is equal to or less than your Arcane Aptitude Bonus that meets your gaze must make a Personality saving throw. If the creature fails its saving throw, you gain control over it permanently. On a success, it is stunned for a round and does not have to repeat the saving throw for the next 24 hours. If you cast your gaze at a pile of bones or a corpse, you can choose to make a Sense saving throw. On a success, you take 3d6 necrotic damage and the bones or corpse become a skeleton or zombie, respectively, under your control for the duration of the spell. On a failure, you take 3d10 necrotic damage, are blinded for an equal number of rounds, and the spell ends. Negative Energy Flood (21 AP) Casting Time: 1 action Range: 60 feet Components: V, M (a broken bone and a square of black silk) Duration: Instantaneous You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Toughness saving throw, taking 4d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 4d12. The target gains half the total as temporary hit points. Bone Crush (21 AP) Casting time: 1 action Range: Touch Components: None Duration: 5 rounds Upon casting the spell, your opponent will stop in their tracks having their bones destroyed. The target must succeed an Arcane save DC equal to the casters or take incredible amounts of damage. Hit: d10 necrotic damage per turn. While under effect of this spell the target has lost the ability to move. 2 turns into the spell will result in a permanent or until fixed halved speed, 3 turns they lose the ability to attack until fixed. 5 turns their skull implodes resulting in death. If the target dies before round 5 of the spell their skull implodes just like that. Greater Spectral Scythe (16 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture, Other(caster's blood) Duration: Concentration, up to 10 minute, You create a specter-like facsimile of yourself, which uses the statblock below. The specter is completely loyal to you, and cannot be turned. When the spell ends, the specter dies, without leaving a trace. The reverse applies too. If the specter ever leaves the range of the spell, it is immediately pulled to the closest space inside of the spell's range. Spectral Scythe Medium Undead

Physical Def: +10 Arcane Def: 14 Hit Points: 45

Arcana Points: 14 Speed: 0ft; 40 ft. (flying)

STR DEX TGH KNO SEN PER ARC 5 (-5) 16 (+6) 5 (-5) 16 (+6) 12 (+2) 10 (0) 14 (+4) Damage Immunities: bludgeoning, piercing, and slashing damage from nonsilvered attacks

Senses: passive Perception 11

Languages: None; understands the languages you speak

Challenge: -

Aptitude: equals your Arcane Aptitude

Actions Scythe. Melee Weapon Attack, your spell attack modifier to hit, reach 5 ft. Hit: 8 (2d8) necrotic damage. Caster regains hitpoints equal to the damage dealt, and the target cannot regain these lost hitpoints until they take a rest.

Phantasmal Ship (20 AP) Casting time: 10 min Range: 30 feet Components: Verbal, Gesture, Other (statuette of a ship) Duration: 24 hours You enchant a nonmagical watergoing vessel within range by placing the statue near its front. The statuette adheres to it getting stuck until the spell ends. If you cast this spell on the same ship every 24 hours for a year, the spell becomes permanent. The ship becomes both an undead and a construct, and receives the following benefits unless it had better ones: Speed 0 ft., swimming 120 ft. and flying 60 ft. (hover). When considering longer, more constant periods, it can move up to 6 miles/hour in the water or 3 miles/hour flying. Senses blindsight 120 ft. Languages All the languages its caster knows although it can't talk, telepathy 20 ft. (infinite with its caster, as long as they are in the same plane) Damage Immunities Poison, necrotic; bludgeoning, piercing, and slashing damage from non-magical attacks. Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned. Magically Moving The Phantasmal Ship’s movement speed is independent of the ship's normal means of propulsion, and it is unaffected by nonmagical weather conditions or rough waters. Magic Weapons Any siege weapons mounted on or built into the ship become magic weapons with a +2 bonus to attack rolls which deal an additional 11 (2d10) necrotic damage on a hit. Turn Immunity The ship is immune to spells and effects that turns undead. Undead Sailors Ships sized Huge and larger magically get a number of undead sailors to operate it. They use the Skeleton stat block and can’t attack nor leave the ship. They can, however, use any siege weapon on the ship normally. They follow the caster’s orders and attend all who enter. If their HP fall to 0 or the spell is dispelled, they disappear without trace. They respawn at dawn if the spell is active. As for the number of them, ask your DM and consider how many are necessary to keep the thing clean and ready to use The statue becomes the controller of the ship, and can perform simple orders such as “Move 1 mile 45º NE” or “Move to X (a place in the same plane it’s in)”, but it can’t operate any of the siege weapons on it. It will obey any orders given by its caster or those designated by him/her. You can only enchant one ship at a time using this spell. The magic source for the ship is the statue, which fuels it. Breaking it or dispelling the magic within it turns the statue and the ship back to normal. Spells like Dispel magic or an Antimagic field will only disrupt the benefits in the targeted area, the only way to completely disrupt it is by targeting the statue (for example, casting antimagic field in the back will get rid of the ships resistances in that area while the field is active, but it won’t affect the rest of the ship unless the statue is in the range). The original caster can also cast this spell while touching the statue to turn it back to normal. Phoenix's Rebirth (17 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous One creature within range is imbued with the revitalization of a phoenix. They either lose one condition of your choice, lose one disease of your choice, regain 30 hit points, or lose 1 level of exhaustion. In addition, any creature within 5 ft. must attempt a Dexterity saving throw, taking 2d10 fire damage on a failure, or half as much on a success. Psyche Drain (17 AP) Casting time: 1 action Range: Touch Components: Gesture Duration: Instantaneous You attempt to siphon life force from a sentient creature to slightly heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 9d4 psychic damage, and the target of this spell must succeed on an Intelligence saving throw. On a failed save, you regain hit points equal to half the amount of psychic damage dealt, rounded up. Puppet Dance (15 AP) Components: Verbal, Gesture, Other (fishing hook) Casting time: 1 Round Range: 30 ft Duration: 1d10 rounds The necromancer holds her hands up with fingers apart, shadowy tendrils hang down from each finger, tapering into nonexistence before reaching her waist. As the spell reaches completion, larger tendrils appear above the target and hang down to anchor themselves in the victim's flesh. If the victim fails their saving throw, they are helpless and unable to move voluntarily until the spell ends. This spell only affects creatures with a physical body. When you spend your action, you may opt to have the victim move and perform a physical standard action. Possessing a victim with extra limbs does not enable you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to use the victim's extraordinary or supernatural abilities, spells or spell-like abilities. Any attacks made by the victim use your physical attack Bonus rather than their own. Raining Blood (16 AP) Casting Time: 1 action Range: Self (60-foot radius) Components: Verbal, Gesture, Other (blood) Duration: Concentration, up to 1 minute When you cast the spell, the clouds turn red and blood starts to rain down in a 60-foot area centered on you. A creature that enters the area for the first time on a turn or starts its turn there must make a Toughness saving throw. It takes 9d4 necrotic damage on a failed save, or half as much on a successful one. If a creature fails its saving throw 2 times, it suffers 1 level of exhaustion. It suffers one more level of exhaustion for each 2 saving throws it fails. The area moves with you, centered on you. Also, the creatures who are protected from the rain (those are with total cover) and you are not affected by the spell. Raise Dead (21 AP) Casting Time: 1 hour Range: Touch Components: Verbal, Gesture, Other (diamond) Duration: Instantaneous You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Razor Blood (15 AP) Components: Gesture, Other (insect wings) Casting time: 1 action Range: 30ft Duration: 1d6 round The body fluid of a subject changes shape, the shape of a crescent-like razor. On a failed Toughness Save, the target takes 1d6 points of damage and is stunned. If the subject succeeded the initial Toughness save, she instead takes 1d12 damage, and is sickened instead of stunned. When the subject's hp goes below 0, she is given another Toughness save. Successful save stops the effect of the spell, failed save continues the effect. The caster can stop the effect of the spell at will. This spell automatically fails when cast upon a creature with no fluid circulation system. Redemption (17 AP) Casting time: 1 action Range: Touch Components: Other (Powered gemstone) Duration: Instantaneous Restores an undead creature to life, curing all diseases and healing all injuries. The creature remains comatose for 48 hours before awakening. Reincarnate Skeleton (15 AP) Casting time: 1 hour Range: Touch Components: Verbal, Gesture, Other (rare oils and herbs) Duration: Instantaneous Touch a dead humanoid skeleton or a piece of a dead humanoid skeleton, and provided that the creature has been dead no longer than 2 weeks, the spell forms a new adult body for it and then calls the soul to enter that body. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM chooses a form. If the target's soul isn't free or willing to do so, the spell fails. The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. Rotting Curse (18 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You target a creature within range and curse its soul, rotting it. When the target is affected by a spell or another effect that will cause it to regain hit points, it must succeed on an Arcane saving throw or take necrotic damage equal to the amount that would have been healed. Sacrifice of Life (19 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: Self Duration: 10 minutes You create a phylactery by killing an innocent. The caster must kill a person of the same type and size as themselves (ie. an elf must kill an elf) for the sole purpose of this spell. The caster must cast the spell and has 10 minutes to kill the target to finish the spell. Once it is done, the body is preserved for one month per level. At any point after, if the caster dies, their body is instantly destroyed. The sacrificial corpse is then burnt away, and the caster is reborn at the location of the corpse. Only one corpse can be used at any given time, casting this spell a second time renders the first casting void. Casting this spell is an unholy, evil act. Anyone of a different alignment has the following chance of failure Rebel - 20% Neutral - 40% Moral - 60% Good - 80% Any person of evil alignment that is benefiting from this spell cannot hide their alignment. Sanguine Mantle (16 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (caster’s blood) Duration: 1 minute Upon casting, the target of this spell is enveloped in a fine crimson mist. For the duration of this spell, whenever a hostile creature first enters a space within 15 feet of your ward or starts their turn there, they must make a Toughness saving throw or take 6d6 necrotic damage and suffer disadvantage on the first attack roll they make before the end of their next turn. On a successful saving throw, the target takes half damage and does not suffer disadvantage on their next attack roll. Greater Sanity Drain (15 AP) Components: Verbal, Gesture Casting time: 1 Standard Action Range: Touch Duration: Instantaneous You place your hand on the target's head, and on a failed Sense Save, you drain their sanity causing them to roll on the long term madness table. Self-Sufficient Dead (20 AP) Casting time: 10 minutes Range: 20 feet Components: Verbal, Gesture, Other (tentacle of a mind flayer) Duration: 24 hours Target up to 4 corpses or piles of bones within range, each becoming a zombie or skeleton respectively. However, they have a Knowledge of 10, and can speak your languages. They are wholly loyal to you, and take commands given to them, acting at the best of their ability. Unlike those created by animate dead, they won't default to dodging and standing in place if left alone, continuing the tasks given to them. When a command is completed, they return to you. After the spell ends, the undead remain but are no longer under your control. Additionally, they lose the benefits they would gain from this spell. Instead of using this spell for it's normal purpose, you may use it to reassert control over 6 undead created in this way for the duration of the spell. Siphoning Conduit (21 AP) Casting time: 1 action Range: Touch (Aura, 30 feet) Components: Verbal, Gesture Duration: 10 rounds Cast on self or by touch on another to turn them into a conduit lasting ten rounds. During this time, any hostiles to the conduit within 30 feet must make a Toughness saving throw against the caster if they are in the region during any point of their turn. On a failed save, they take 6d8 necrotic damage. On a success, they instead suffer 3d8. The conduit is healed for the damage dealt and any healing at full health is added as temporary hit points. One Hit Wonder (20 AP) Components: Verbal, Gesture Casting Time: 1 standard action Range: Touch Duration: Instantaneous You can instantly knockout one living creature. You must succeed on an Arcane attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 6d6 points of damage +7. If it fails, it drops to 0 HP and is knocked unconscious. This does not Kill them even if dropping would do so otherwise. Possession (18 AP) Casting time: 10 minutes Range: Self Components: Verbal, Gesture Duration: 1 hour or until host HP is reduced to 0 After casting, you have 1 hour to attempt a possession. When a target fails their Personality save, you possess a creature within 100ft. The creature is aware of your presence while you are in their body. During your occupation of their body, their HP by yours. You can ride-along and just observe the creature if you choose or you may take over the body as a free-action. When observing, you can see and hear through the host’s eyes as if they were your own. When in control, you retain your Knowledge, Sense, and Personality scores, capabilities, and alignment. Soul Bind (17 AP) Casting time: 1 action Range: 150 feet Components: Verbal, Gesture Duration: Concentration, 1 Minute You target the souls of one or two enemies. The two enemies are bound by their souls and cannot move further than 60 feet from each other (to also restrict teleportation and plane shifting). Additionally, when a spell targets one of the enemies it duplicates the effect onto the other enemy, regardless of range. This doesn’t duplicate area of effect spells unless they specifically target specific enemies such as the spell Slow. If the spell is only casted on one enemy, the first enemy to come within 60 feet of the targeted enemy is then bound to the first enemy. Soul Cage (18 AP) Casting Time: 1 reaction, when a humanoid you can see within 60 feet dies Range: 60 feet Components: Verbal, Gesture, Other (a tiny cage) Duration: 8 hours This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost. Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged. Soul Storm (19 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: 30ft Duration: 1d10 min. With your hands outstretched to either side of you, the surrounding area erupts in lightning that strikes the very souls of anyone inside it. This spell generates a cascade of soul energy. Brilliant arcs of vibrant blue lightning-esque energy automatically kill any organic creature with 36 HP or less (no save). An organic creature with 37-72 HP is slain unless it succeeds on a Toughness save (in which case it takes 1d4 points of Toughness damage on your turn each round while in the cascade). An organic creature with 73 or more HP takes 1d4 points of Toughness damage on your turn each round while in the cascade (a successful Toughness save halves this damage). Undead are affected by this. Soul Tap (15 AP) Casting time: 1 action Range: Touch Components: Gesture Duration: 1 minute You touch a creature, pulling at its very soul and displacing it just enough to temporarily disable the creature. It must succeed on a Toughness saving throw or be paralyzed for the duration. The creature must also make a Sense saving throw or be stunned for the duration. The creature can remake the Toughness save at the start of each of its turns, ending the paralyzed condition on a success. The creature can remake the Sense save at the end of each of its turns, ending the stunned condition on a success. A creature stunned in this way is unaware of its surroundings. This spell has no effect on constructs and creatures that don't have a soul. Soul Thief (16 AP) Casting time: 1 hour Range: Touch Components: Verbal ,Gesture,Other (a container, silver bindings) Duration: Until dispelled, touched by the original owner of the soul, or the container breaks After maintaining 1 hour of skin to skin contact with a humanoid who is not hostile, is conscious, and is either willing or unknowing. Said humanoid must make an Arcane saving throw. If they succeed or take back their soul, the spell has no effect on them. If they fail, you capture their soul in your container. If they roll a natural 1 on their saving throw, they can only regain ownership of their soul if you, and only you, willingly give it back, or a greater deity steals and returns it. Otherwise, they can regain it if someone dispels the container, the original owner of the soul touches the container or the container breaks. This means that the Original Soul Owner's Body would have enough of a connection with the soul to keep it alive but also weak enough to not be able to return to it. The ingredients that are in the container are to keep the soul strong enough to survive and also allow the said body to survive. I have a soul, now what? You can do one of the following with every soul: Sell it to deities, demons lords, greater devils, etc. in exchange for magic items, blessings, rank in their army, etc. The rewards are at the DM's discretion. Control their afterlife. Example: Eternal torture! Eat the soul. Although the souls original owner must be living, and the soul is permanently destroyed, you gain a constant, one-way, telepathic link to them and gain access to their languages, codes, knowledge, and some knowledge related feats, "Linguist" or "Keen Mind", for example. You cannot, however, gain things like "Mobile" or "Tavern Brawler". You may also raise your Knowledge score by 1, if their score is higher than yours, you may do the same for Sense or Personality. The rewards are at the DM's discretion. Other goodies as detailed by your DM's. Steal Dead (15 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: Touch Duration: Instantaneous This spell takes control of creatures who have previously been animated through Animate Dead, such as undead skeletons or zombies. The spellcaster who originally animated them may make an Arcane save as a Standard Action to keep control. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead you control with this spell, you can’t control more undead than twice your Arcane Aptitude bonus with a single casting of steal dead. The undead you steal remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 times your Arcane Aptitude Bonus number of undead. If you exceed this number, all the newly stolen creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) Summon Wight (16 AP) Casting time: 1 day Range: Touch Components: Verbal, Gesture, Other (humanoid corpse, black diamond, blood) Duration: Instantaneous You can cast this spell only at night. Choose one corpse of a medium humanoid within range. The user inserts the black diamond into the corpse's mouth and pours the human blood over its face, before chanting a ritual. As the blood soaks into the corpse, it raises, after 24 hours. Flip a coin. If heads, the Wight becomes friendly and will obey your commands; else, it becomes hostile and will immediately attack you. You can only control one wight at a time. If this spell is cast while another wight is active, the new wight is still created, though it will become hostile. The wight rolls for its own initiative. If the wight deals the last point of damage to a humanoid creature, the creature rises as a ghoul, under the wight's command, and by extension, yours. As a bonus action, you can command either the Wight, or the group of ghouls. You decide what action either the Wight or ghouls will take and where they will move during its next turn, or you can issue a general command, such as to guard you as you sleep. If you issue no commands, the ghouls only defend themselves against hostiles. Once given an order, the ghouls continue to follow it until the task is complete. If the task is impossible, they will return to you for further orders. The ghouls roll for initiative as a group. The wight can raise a maximum of 3 ghouls at a time. If the wight kills another humanoid creature, the ghoul with the lowest HP is destroyed and replaced by a new ghoul. If the wight is dismissed or destroyed, the ghouls become hostile and frenzied, before attacking anything within 30 feet, at random. Symbol of Fear (21 AP) Components: Verbal, Gesture Casting Time: 10 minutes Range: 60 ft.; see text Duration: See text This spell functions like Symbol of Death, except that all creatures within the radius of a symbol of fear instead become panicked for 1d10 hours. Unlike the symbol of death, Symbol of Fear has no hit point limit; once triggered, it simply remains active for 10 minutes. Symbol of Pain (17 AP) Components: Verbal, Gesture Casting Time: 10 minutes Range: 60 ft.; see text Duration: See text This spell functions like Symbol of Death, except that all creatures within the radius of a symbol of pain instead suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. Unlike the symbol of death, Symbol of Pain has no hit point limit; once triggered, it simply remains active for 10 minutes. Putrid Fountain (20 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: 40 foot radius Duration: 3 rounds The blightmancer raises his hands to the heavens, spewing a toxic green liquid in an area centered around him. Every target hit suffers 1d6 poison damage each round. Furthermore, the 40 foot area around the blightmancer becomes tainted; all creatures who are not immune to poison suffer 1d4 poison damage for each 5 feet they move in the tainted area and 1d8 poison damage if they remain in the area at the end of the round. The blightmancer and creatures immune to poison are unaffected by the taint damage. The tainted area lasts 30 minutes. If used underwater, the tainted area lasts half as long, but covers a 60 foot radius instead. Thriller (15 AP) Components: Verbal, Gesture Casting time: Full Round Range: 100 ft. radius Duration: 44 rounds (4 minutes 38 seconds) Thriller is a spell that compels all undead within range to dance for 4 minutes and 38 seconds. You can guess how they dance. Toxic Fumes (18 AP) Casting time: 2 rounds Range: 50ft Components: Verbal, Gesture, Other(vial of any poison) Duration: 3 rounds Create a cloud of gas (15ft by 15ft) centered on an enemy creature within range. Each creature which starts its turn within the cloud must make a Toughness saving throw, or be poisoned. The poison the creature is infected with has the same effects as the vial of poison used to cast this spell. If no specific poison, they become poisoned and their max HP reduces every turn they stay in the cloud, instead of having to wait to start losing HP. Traitorous Blood (17 AP) Casting time: 1 action Range: 30 ft. Components: Verbal, Gesture Duration: Concentration, up to 30 minutes You attempt to control the blood of a creature that you can see within range. The target creature must succeed a Toughness saving throw or be charmed by you for the duration. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Toughness saving throw against the spell. If the saving throw succeeds, the spell ends. This spell has no effects on creatures without blood or bloodflow such as constructs, oozes, or undead. Undead Artisans (18 AP) Casting time: 10 minutes Range: Touch Components: Verbal, Other (humanoid corpse, Incense) Duration: Indefinite You place the incense upon the body’s forehead and burn it, holding your hand on its chest and speaking incantations, after 10 minutes of doing this, it will raise as an undead indefinitely under your control (you can decide between a skeleton and zombie), it contains the same stats as the undead it just became. However, this undead cannot attack and cannot speak and is completely incapable of arduous labor, it only understands basic words in the language(s) it once knew. You have a telepathic link within 30ft in range. It is extremely proficient in making tools, weapons or even works of art. Undeath to Death (18 AP) Casting Time: 1 action Range: 150 feet Components: Verbal, Gesture, Other (crushed pearl) Duration: Instantaneous A sphere of positive energy ripples out in a 60-foot-radius sphere from a point within range. Each undead creature in that area must make an Arcane saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. Unholy Flame (17 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture Duration: Instantaneous A sphere of black fire comes forth from your hands engulfing the area around you. Each creature in a 15-foot sphere originating from you must make a Dexterity saving throw. The target gains no benefit from cover for this saving throw. On a failed save, a creature takes 4d10 necrotic damage and can not regain hit points until the start of your next turn. On a successful save, the creature takes half as much damage and can regain hit points as normal. Unholy Resurrection (21 AP) Casting Time: 1 hour Range: Touch Components: Verbal, Gesture, Other (desecrated bone dust, sulphur, & blood) Duration: Instantaneous You touch a dead creature and bring it back to life, provided that it has been dead no longer than 10 days and that it still has its body intact. If the creature’s soul is both willing and at liberty to join the body, the creature comes back to life with 1 hit point. However, the creature returns as a corpse, a remnant of what it was. The creature resurrected this way has its race changed to remnant (p.14 CM). This spell heals all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell fails automatically. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a rest, the penalty is reduced by 1 until it becomes 0. Upheaval (19 AP) Components: Verbal Casting time: 1 standard action Range: 50 feet Duration: Instantaneous This spell creates a wall of negative energy that flows outward in a circle up to 50 feet away from the caster. All living things within the areas, both enemy and ally, must make an Arcane saving throw or take 4d8+10 points of negative energy. Even plants are affected by this wave of negative energy, often leaving a circle of dead and dying vegetation. Like inflict spells, upheaval heals Undead rather than harming them. Vampiric Aura (15 AP) Casting time: 1 action Range: Self (30-foot radius) Components: Verbal Duration: Concentration, up to 10 minutes Life-draining energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to make an Arcane attack against a creature within the aura. On a hit, the target takes 6d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Vampiric Transformation Ritual (21 AP) Components: Verbal, Gesture, Other (coffin, circle of blood) Casting time: 24 hours Range: Personal (Self) Duration: Permanent Summoning dark and vile necrotic energies and focusing them into yourself for 24 hours, an undisturbed concentration allows the user to slowly undergo the transformation of turning into a Vampire via magical intervention. After the ritual is complete, the user dies and is raised 1d4+1 days later at dusk as a Vampire. The process for acclimating into the user’s new body takes its toll, resulting in the user once rising in a near frenzied state. A Sense save must be made to not attack any living creature within 100 ft of the user post transformation. The user must continue to make these saves until they have consumed a substantial amount of blood, with the DC increasing by 1 daily. Viktor's Brand Of Undeath (16 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (small shells) Duration: Concentration, up to 1 hour You focus your necrotic energies to brand yourself with the mark of undeath. All of your vital systems are bypassed whilst this spell is in effect, and you become undead. You are immune to the poisoned, paralyzed, disease, stunned, sleep and death effects. Additionally, you cannot be subjected to critical hits, nonlethal damage, ability drains, energy drains, fatigue or exhaustion. You are immune to any effect that requires a Toughness save, and do not need to breathe, eat or sleep. In return, you cannot heal (unless damaged by necrotic or poison damage or gain life via negative energy, such as life drain from vampiric touch), are affected by spells that affect undead creatures, are instantly destroyed if reduced to zero health, and have disadvantage on all Personality rolls whilst the spell is in effect. Ending this spell requires an action. Villains' Feast (21 AP) Casting Time: 1 hour Range: 30 feet Components: Verbal, Gesture, Other (a vial of tears) Duration: Instantaneous You create a desecrated table made of bones. It is full of corpses, rotten meals, and organs with insects and worms sticking out of them. The feast takes 1 hour to consume and disappears at the end of that time, but the desecration remains. The beneficial effects don’t set in until this hour is over. Up to 5 other creatures can partake of this unholy feast. A creature that partakes of the feast gains several benefits. All its attacks deal an extra 1d6 poison damage, It becomes immune to being charmed and diseases It makes all Toughness saving throws with advantage. Its hit point maximum increases by 3d6 Gaining the same number of hit points. These benefits last for 24-hours. Water Sucker (20 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (sand and salt) Duration: Instantaneous Drain water from a creature or object you can touch. As the water drains out of the creature or object, it must make a Toughness saving throw, taking 4d10+6 necrotic damage on a failed save, or half as much damage on a success. Plant creatures and water-based elementals have disadvantage on this save. A non-magical plant takes maximum damage from this spell. Waves of Fatigue (15 AP) Components: Verbal, Gesture Casting Time: 1 standard action Range: 30 ft. cone Duration: Instantaneous Waves of negative energy render all living creatures in the spell’s area fatigued. This spell has no effect on a creature that is already fatigued. Withering/Burning (20 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Other (leaves or charcoal) Duration: Concentration, up to 1 Hour You touch a creature, and that creature must succeed on a Sense saving throw or become cursed for the duration of the spell. When you cast this spell, choose to curse the target with magical Withering or Burning. If you choose Withering and the creature is immune to necrotic damage, they automatically succeed their saving throw. If you choose Burning and the creature is immune to radiant damage, they automatically succeed their saving throw. Withering. While cursed, the target's flesh and blood is twisted to become mortally dependent on light. While in darkness, the target takes 10 necrotic damage at the start of every turn, loses any resistances to bludgeoning, piercing, slashing, acid, and cold damage, and has disadvantage on ability checks. While in dim light, the target takes 5 necrotic damage at the start of every turn, and suffers -5 on ability checks. The target gains resistance to radiant damage for the duration of the curse Burning. While cursed, the target's flesh and blood is twisted to become hypersensitive to light. While in bright light, the target takes 10 radiant damage at the start of every turn, loses any resistances to bludgeoning, piercing, slashing, lightning, and fire damage, and has disadvantage on ability checks. While in dim light, the target takes 5 radiant damage at the start of every turn, and suffers -5 on ability checks. The target gains resistance to necrotic damage for the duration of the curse. A Greater Restoration spell ends this effect. Undead Possession (18 AP) Components: Verbal, Gesture Casting time: 1 round Range: Touch Duration: Permanent or until dismissed or possessed undead is destroyed The spell has a permanent duration and will allow the caster to body jump similar to a magic jar however only to undead and only by touch without the need to return to the original body first. This spell allows the caster to transfer part of his or her consciousness into an undead of choice, the caster retains all mental abilities and powers and gains (or are limited to) the physical abilities of the undead body that gets possessed. The spell has a permanent duration and will allow the caster to body jump - similar to a magic jar - However, only to undead and only by touch, without the need to return to the original body first. If the target is mindless and under the control of the caster there is no save or spell resistance, however if the undead is sentient it will try to resist the possession unless ordered not to. If the target is controlled by another necromancer the caster needs to roll an Arcane saving throw. If the target is created by other undead, (like vampires and whights) the caster needs to roll an Arcane attack check. While the caster's consciousness is away in the possessed body, the caster's body is in a sleep-like state where its natural bodily processes continue as if the caster was asleep. It will starve if it needs to eat, and it will die if killed. Should the body die while the caster is out spelunking in its undead vessel, the caster immediately dies and the souls and consciousness return to their original vessels. If the caster is undead, however, the caster now has a new permanent body. For the lich, the essence of the lich is now in a new non-lich body until it returns to the phylactery and spends 1d10 days by its side transforming its body to its lich form. Should the lich's original body be destroyed then so will the possessed vessel, and the lich will reform normally by its phylactery. In all cases, if the possessed vessel is destroyed, the consciousness or essence will return to its original body if it still exists. Grim Reaping (16 AP) Casting time: 1 bonus action Range: 60 feet Components: Verbal, Gesture, Other (scythe-shaped obsidian) Duration: 1 minute You manifest a spectral image of a scythe fitting to be wielded by an avatar of death. This spectral image lasts for the duration, and appears at a point you designate within range. When you cast this spell, you can make a spell attack against a creature within 5 feet of the scythe. On a hit, the target takes necrotic damage equal to 3d10 + your Arcane modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. A humanoid killed by this spell rises up as a zombie at the start of your next turn. This zombie is considered to be under your control, and may be given orders as part of the bonus action required to attack with the scythe.

Tier 4 (22-28AP) [48-60dmg]

Horrid Wilting (26 AP) Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Toughness saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. Anti-Static Shield (24 AP) Casting time: 1 Action Range: 10 Feet Components: Verbal, Gesture, Other(Diamond) Duration: Concentration, up to 1 minute You shift time around a creature, making them harder to hit. The target's Arcane Defense is increased by 8, and whenever a weapon is used to attack that creature it's controller must make an Arcane saving throw. If it fails, the weapon gets repelled at the wielder at the end of the attack Boil Blood (26 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You point your finger at a creature you can see within range, and its blood begins to boil. The target must succeed on a Toughness saving throw or take 5d10 fire or necrotic damage. As an action on each of your turns, you can force the target to repeat the saving throw. On a success, it takes no damage this turn. On a failure, it takes 1d10 additional damage of the same type. This spell has no effect on undead or constructs. Greater Circle of Death (27 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (crushed black pearl) Duration: Instantaneous A sphere of negative energy ripples out in a 120-foot-radius sphere from a point within range. Each creature in that area must make an Arcane saving throw. A target takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. Clone (28 AP) Casting Time: 1 hour Range: Touch Components: Verbal, Gesture, Other (diamond, 1 cubic inch of flesh of the creature, A Large vessel) Duration: Instantaneous This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere. Cursed Wounds (22 AP) Components: Verbal, Gesture Casting time: 1 full round Range:120 ft Duration: 1d6 day Continual wounds is a powerful curse that prevents all forms of healing, magical or otherwise. If the target fails its Sense save, the spell prevents the recovery of hit points and ability damage by any means. All cure spells and spells with the healing descriptor automatically fail when directed at the target, and the target cannot recover hit points through natural healing, use of the Heal skill, or use of the fast healing or regeneration abilities. Control Undead (22 AP) Components: Verbal, Gesture, Other (bone) Casting time: 1 standard action Range: 30 ft Duration: 1d10 days You target an undead creature in range. The creature must make a wisdom saving throw; It has disadvantage on this saving throw if its Knowledge score is 10 or less, and it automatically fails if its Knowledge score is 3 or less. On a failed save, the target is brought under your mental control. While an undead is under the control of this spell, and within 1 mile of you, you may telepathically issue commands to it which they follow to the best of their ability. If no commands are given, it will defend itself against hostile creatures. During combat, the undead rolls for its own initiative. You decide what actions it takes and where it may move. This spell has no effect on Legendary Undead. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them. Corpsefire (23 AP) Components: Verbal, Gesture, Other (crystalline flame) Casting time: 1 standard action Range: 120ft Duration: Concentration, up to 1d10 rounds When you cast this spell, a blue-grey haze floats out from your hand to fill the targeted area. Any corpses in this area immediately emit blue flames that fill an area 20 ft. in diameter centred on the dead body. Any creatures in the areas filled with blue flame suffer 4d12 hit points of cold-based damage. A successful Dexterity save reduces this damage by one-half. Once a body has been ignited with corpsefire it may not be used to generate further flames. New bodies thrown into the haze emitted by this spell will burst into corpsefire flames as soon as they land within the affected area. Create Elemental Undead (24 AP) - Planar Casting time: 1 minute Range: 10 ft. Components: Verbal, Gesture, Other (corpse, ring with 2 gems as listed below) Duration: Instantaneous Choose 1 Medium or Small humanoid corpse you can see within range. Each corpse becomes your choice of flinthusk, poolhusk, singehusk, or windhusk. (The GM has the game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over one creature you have animated with this spell, rather than animating new ones. All 4 creatures have specific death requirements for animation. If these requirements are not met, the ring used as a component for this spell must contain an additional gem worth at least 60 GP: A blue sapphire for a windhusk, a yellow diamond for a flinthusk, a red corundum for a singehusk, or an emerald for a poolhusk. If the spell is cast in this way, the corpses will take form as if they had died in the way they would've otherwise required to (a singehusk will burst into flames, etc). Create Soul Gem (28 AP) Casting time: 1 minute Range: touch Components: Verbal, Gesture, Other (discolored jewel) Duration: Special You seal a being's soul into a gem, granting them a profane form of immortality. In order to cast this spell, a willing subject in possession of their own soul is necessary. If the subject is not willing, or if they do not possess a soul, the spell fails. Place the gem in direct contact with the body of the subject. At the conclusion of the spell's casting, the subject's soul is removed from their body and sealed within the gem, leaving a metaphysical tether between the two. The Soul Gem is now the repository of the subject's soul, and they cannot be killed by normal means. So long as the Soul Gem remains within 100 feet of the body, no outward effect is noticeable. The soul retains full control of the body, which functions as normal, and for all purposes is considered alive. If the Soul Gem is removed from the vicinity of the subject, however, the body is immediately rendered unconscious, and cannot be awakened by any means. If the Soul Gem is not returned within seven days, the body dies. It is treated as a corpse, and unless preserved by a spell such as Gentle Repose, it decays as normal. So long as the Soul Gem is missing, the body cannot be the target of any spell made to raise it as undead, or attempting to resurrect it. If the Soul Gem is returned to the body after it dies, the body is immediately reanimated under the control of the soul within, and is considered Undead for all purposes except spells capable of restoring the body to life. Spells attempting to restore the body to life can now succeed, though the Soul remains sealed within the Gem. If the body is thoroughly destroyed, such as by fire, disintegration, or any other effect that would remove anything recognizable as remains, it cannot be reanimated, though the body may be restored by spells such as Clone or Wish. The Soul Gem is fragile, and if it breaks, the soul dies with it. It is then treated as if it had freshly died, and resurrection spells function as normal. If the Soul Gem is touched by anyone other than the individual whose soul resides within, both individuals make a Toughness saving throw, taking 1d6 psychic damage on a failure. A Soul Gem is permanent save for three exceptions: The aforementioned destruction of the Soul Gem, which results in the trapped soul being able to be resurrected. Casting Wish to negate the Soul Gem as if it never happened. Casting a Dispel Magic spell while the Soul Gem is held closely to its owner, therefore returning the soul back to its owner. Create Synthetic Soul (27 AP) - Planar Components: Verbal, Gesture, Other (Soulstuff, well-cut Diamond) Casting time: 25 days Range: Personal Duration: Instantaneous The process of creating a Synthetic Soul is harsh and difficult. With a fully-equipped laboratory and many, many, resources one can hope to achieve the creation of such a Primal force. When one begin casting the spell, he must choose a creature (Human, elf, etc.) the base creature can have no more HD than the caster level of the Creator (although the Synthetic Soul can later gain level by himself). After the long casting of the spell, the new soul is created. Apply the Synthetic Soul soul template on the base creature. The new soul created is trapped inside the diamond used in the casting, the spell does not create a body for the soul, the body must be acquired by other mean. A synthetic soul can be placed in a dead body by casting Raise Dead on the body and using the Diamond with the Synthetic Soul in it instead of the creature soul. Also the Clone spell can be used to create a body but it must be used at the start of the spell, then the clone will develop himself into a different being. If used this way, the creator can specify the creature's growth rate to adulthood. Instant: 1 week equal one year, Fast: One month equal one year, Normal: One year equal one year or Slow: One year equal one month. The creature starts with any Racial HD of the base creature. You cannot insert a Troll Synthetic Soul into a human body, the base creature Synthetic Soul and body must be the same. Greater Create Undead (26 AP) Components: Verbal, Gesture, Other (bone, gravedirt) Casting Time: 1 hour Range: 30 ft Duration: Instantaneous Arcane Aptitude Bonus Undead created Less than 10 Ghoul 11-14 Ghast 15-17 Mummy 18+ Mohrg

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table above. You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Curse of the Diminishing Soul (23 AP) Casting time: 1 action Range: 90 feet Components: V, S Duration: Until dispelled Choose a creature within range. That creature must succeed on a Sense saving throw or be afflicted with a dire curse for the duration of the spell. While cursed, a creature has a -4 penalty to all saving throws. Cyenzak's Brainworm (22 AP) Casting time: 1 action Range: Sight 150ft Sphere Components: Small flake of skin Duration: duration: Special, 10 days Cyenzak’s Brainworm is a spell that creates a parasite into the target’s mind. The effects are of follow Stages 1 and 2: No symptoms. It can be detected at Stage 2. At Stage 3, the target’s mind slowly deteriorates, starting to act oddly. Stage 4 is when the target gets Paranoia and Delusions. They start to perform unexplained acts of physical violence, ending up murdering someone or committing suicide. At Stage 5, (possibility 1) the victim starts clawing at their flesh due to delusions of insects crawling under their skin. Severe cases lead to death as the victim destroys their throat. (possibility 2) the victim goes full insane and attempts to kill a member (or multiple members) of their party. 10 days is just the minimum number of days for the target to reach Stage 3. Blade of Death (28 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (bladed weapon) Duration: Concentration, up to 1 minute You put necrotic power into a weapon. This spell does 10d6 necrotic damage plus the weapon's normal damage. Anything killed with the weapon rises up as an undead under your control. You also heal for half the necrotic damage dealt to the target. Degenerate (25 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: Touch Duration: 2d10 rounds With a touch you cause a body to start eating away at itself. On a failed Toughness save, the spell deals 6d8+Arcane Aptitude Bonus necrotic, and the body starts to decay, taking an additional 1 point of damage every round the target does anything strenuous, and must make a Toughness save again, or have a limb fall useless. Roll randomly between the number of limbs, typically two arms, and two legs. Below are penalties for lost limbs, penalties are cumulative. Arm: -2 on all skill checks involving hands, and of course the loss of use and ability to attack with said arm. Leg: -10 penalty on speed. (0 ft. speed if all legs are gone, 5 ft if they can crawl) Wing: -10 fly speed, flight maneuverability drops by one. Falls if it drops below poor. Tail: -4 Balance checks, loss of use of the tail The 1 point of damage and Toughness saves to avoid limb loss continue for 2d10 rounds afterward. If the same limb is targeted and disabled twice, the limb rots completely off, and the effect is permanent. Otherwise a cure spell from character whose level is higher than yours, a Heal, Regeneration, or similar spells can cease the effects of degenerate, and reverse the damage done by ruined or severed limbs. Interestingly enough, the spell can be cast on a willing undead, with a 3 round casting time. In which case, it behaves identical to a Regeneration spell. Destruction (28 AP) Components: Verbal, Gesture Casting Time: 1 standard action Range: 30ft Duration: Instantaneous This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Toughness saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle. Disease Bomb (27 AP) Components: Verbal, Gesture, Other (breakable container) Casting time: 1 standard action Range: 120ft Duration: Instantaneous This spell functions like Contagion, but with longer range and it affects all applicable targets in a 30 ft radius. In addition, all targets take 8d6 points of poison damage. Draconic Skeleton (25 AP) - Draconic Casting time: 24 hours Range: 120 feet Components: Verbal, Gesture, Other (willing dragon, soulstone, pool of acid) Duration: Instantaneous If a willing dragon is within 120 feet, the dragon must jump into a large pool of acid and the spell begins casting. Over 24 hours, you bond the dragon's soul to the gemstone and the dragon's flesh is melted away, leaving only bones. The dragon dies and the gemstone becomes it's phylactery and the dragon is transformed into a dracolich. Edo Tensei (23 AP) Components: Verbal, Gesture, Other (corpse, captured soul) Casting time: 30 minutes Range: 30ft Duration: Instantaneous A much more potent spell than animate dead, this spell allows you to binds the soul of a deceased person to a body, restoring them as impure spawns in order to do their caster's bidding. Impure Spawns are not automatically under the control of their caster unless you put a runestone in the head of the body before casting the spell. If you are capable of commanding undead, you may attempt to command the impure spawn as it forms. Eviscerate (24 AP) Casting time: 1 action Range: 60 feet Components: Gesture Duration: Concentration, up to 1 minute You attack the heart(s) of a creature that you can see within range. If the creature has a functioning cardiovascular system, it must make a Toughness saving throw. On a failed save, it has disadvantage on all ability checks and saving throws (except for saving throws against this spell), its speed is halved, and it takes 5d10 necrotic damage. On a successful save, it takes half the damage and the spell ends. A creature taking necrotic damage from this spell must make a new saving throw on each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, its heart(s) emerge from its body, killing it instantly. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. Finger of Death (23 AP) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Toughness saving throw. It takes 5d8 + 10 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Going Nowhere Fast (22 AP) Components: Verbal, Gesture, Other (hunk of lead) Casting time: 1 standard action Range: 300ft Duration: 1d10 round On a failed Arcane save, this spell creates a ray that impacts a creature with a speed greater than 0' per round and immediately slows it to a crawl after passing through them and dissipating. If hit, a creature can only move 5' per round; if the target's speed is less than 5' per round, they are unaffected unless attempting to move faster than this limit. This includes distance traveled by teleportation spells of equal or lower level that transport targets within the same plane; i.e., plane shift is not affected). A remove curse spell can dispel the effects. The curse is infectious; the first being to touch an afflicted target with their bare hands (or any other appendage) or natural weapons must also make an Arcane save at the original DC or be subjected to the same limited movement while the original target is freed of it. This process is repeatable for the duration of the spell - every time another being touches a creature under the effect, it is transferred to them on a failed save. Greater Animate Dead (26 AP) Casting time: 1 minute Range: 20 feet Components: Verbal, Gesture, Other (grave dirt, pot of brackish water, one onyx per corpse) Duration: Instantaneous This spell creates a powerful undead servant or many weaker servants. You must have all the corpses needed. You create Challenge Rating 5 worth of undead creatures. You can spread this CR out in any way you like. For example, you animate a Beholder Zombie (CR 5) or you animate 20 Zombies (Each CR 1/4) all together CR 5. This spell can be cast on a corpse of any type of creature, except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You animate an undead version of that creature. If there isn't an undead version of that creature just use this template to update the creatures statistics, you choose whether its a Zombie or a Skeleton. The creature must have bones for it to become a Skeleton. Undead Nature It does not require air, food, drink, or sleep. Blank Slate It loses all skill proficiencies it had. It forgets everything it knew and no longer has a soul. Unintelligent Endurance It gains proficiency in Wisdom saving throws, if it wasn't already. Senses It gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision. Alignment Its Alignment changes to Neutral, Evil. Languages It knows what languages it knew in life, but cannot speak. Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Zombie, variant The creature raises more able to take punishment because it can't feel pain, however it is slower and easier to burn due to its decaying body. Ability Score Changes Strength stays the same. Dexterity decreases by 4, to a minimum of 6 (Its AC decreases accordingly). Constitution increases by 2, to a maximum of 20 (Its HP increases accordingly). Intelligence becomes 3. Wisdom becomes 8. Charisma becomes 5. Speed Its speed decrease by 10 feet, to a minimum of 10. Damage Vunerabilities Fire Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throws (DC 5+the damage taken). On a success, the zombie drops to 1 hit point instead. It cannot attempt this saving throw if the damage is radiant or from a critical hit. Skeleton, variant The creatures flesh, muscles, and organs fall away leaving only its bones. Due to losing most of its weight it becomes faster though easier to break. Ability Score Changes Strength decreases by 4, to a minimum of 1. Dexterity increases by 2, to a maximum of 20 (Its AC increases accordingly). Constitution becomes 15 (Its HP increases or decreases accordingly). Intelligence becomes 6. Wisdom becomes 8. Charisma becomes 5. Damage Vunerabilities Bludgeoning Hard to Hit Due to its lack of body mass to hit, it gains +2 to AC. As a Bonus Action on each of your turns, you can mentally Command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any Command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over a total of CR 5 creatures you have animated with this spell, rather than animating new ones. Greater Blast Cleave (28 AP) Components: Gesture Casting time: 1 round Range: Sight Duration: Instantaneous This spell sends out a blast of magical energy that does damage and soul cleaves, which means that it automatically kills mindless undead such as zombies. It also does 10d6(double damage against undead). Greater Harmfield (24 AP) Casting time: 1 action Range: Self (5-foot radius) Components: Verbal, Gesture Duration: 10 minutes You are surrounded by rings of glowing yellow light that oscillate in a cylindrical pattern around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. You can end the spell early by using an action to dismiss it. A creature that enters the area of the spell for the first time on its turn or starts its turn within the radius of the spell takes 5d10 necrotic damage, as the rings of light disrupt the life force of whatever touches them. On each of your turns, you can choose to attempt to pull any number of creatures within 60 feet of you towards you. Each creature you choose must make a Strength saving throw, or be pulled 15 feet towards you by a magical force. Whether a creature succeeds or fails on this save, until the end of your next turn it must expend 4 feet of movement to move 1 foot away from you. Greater Vampiric Touch (25 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: Touch Duration: Instantaneous/1 hour; see text You must succeed on an Arcane attack. Your touch deals 9d6 points of damage. You gain temporary hit points equal to the damage you deal. However, you cannot gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later. Greater Harm (26 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: Touch Duration: Instantaneous Greater Harm charges a subject with negative energy that deals 6d10 necrotic damage. If the creature successfully saves, greater harm deals half this amount, but it cannot reduce the target’s hit points to less than 1. If used on an undead creature, greater harm heals instead. Heartstop (27 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You point your finger at a huge or smaller creature in range and command its heart to be still. The target must make a Toughness saving throw. On a failure, the target’s heart stops beating. While its heart is stopped, the target is stunned and gains a level of exhaustion at the end of its turn, and it cannot regain hit points for the duration. If the target reaches an exhaustion level of 4 or more while under the effects of this spell, they become unconscious instead of stunned. If the target takes lightning damage during the duration, you must make a Toughness save to maintain concentration. If you break concentration or dismiss the spell as an action, the target’s heart starts beating again, though it will not automatically regain consciousness if unconscious. This spell has no effect on undead, constructs or any other creature that does not require a beating heart to survive. If the target has more than one functioning heart, its exhaustion level cannot be brought above 5 by this spell. Incorporate Ghost (22 AP) Components: None Casting time: 1 standard action Range: Sight Duration: 1d6 round This spell forces its target, a ghost the caster knows of, into a corporeal form. It can then be affected by physical attacks. Incredible Masochism (27 AP) Components: Verbal, Gesture, Other (blade) Casting time: Standard Action Range: 30ft Duration: 1d6 minutes Chanting an evil-sounding hymn under your breath, you take out a sharp object and cut a small circle on the back of your hand while giving every appearance that you are enjoying it. An amorphous blob of oily black energy drifts from you and enters the eyes of your target, and the cut on your hand heals up. All damage dealt to someone under the effect of this spell heals them instead, excluding radiant damage. Mass Inflict Moderate Wounds (26 AP) Casting time: 1 action Range: 30ft Components: Verbal, Gesture Duration: Instantaneous Make an arcane attack against all hostile creatures you can reach. On a hit, each target takes 2d12 necrotic damage. Living Arrow (28 AP) Components: Verbal, Gesture, Other (blood, soulgem) Casting time: 1 minute Range: Touch Duration: Instantaneous You dip the arrow in the bowl of blood as you move your hand in a certain motion. After a small ritual the arrow becomes grotesque and pulsing with veins wrapped around it. This arrow has a single eye that looks around in utter fear. After you perform the small ritual to create this arrow, it becomes alive, using the soul contained within the soul gem used in the ritual contained. This arrow is able to direct its flight, giving +8 attack and damage bonus. It can also make shallow turns mid-flight as far as the arrow can fly. When this arrow hits it's target it can decide to make a death attack. If it does, the target must succeed a Toughness save or die. If they succeed, they instead take damage as if hit by a critical. If Dispel Magic is cast on the arrow, it is suppressed for 5 minutes before returning to it's living state. Detect Thoughts also affects the arrow, though what it is thinking is to the DM to decide. To destroy the arrow, it must be broken with a DC 20 Strength check while casting Remove Curse at the same time. Lung Blow (26 AP) Components: Gesture, Other (bellows) Casting time: 1 standard action Range: 30ft Duration: 1d6 minutes A subject within close range of the caster has her breathing organ linked with the component bellow that the caster uses. Once the spell is in effect, the caster can choose to open the bellow, or to squeeze all the air out, wherever the subject is. Exhale: The subject is deprived of breath and has a penalty to attack, saves, and skills equal to 1/4 of your Arcane Aptitude bonus. During the effect of the spell, the subject must make another Fortitude save every round. Another fail means the penalty is equal to half of your Arcane Aptitude. Another failure, they fall and become prone. The subject is kept alive and conscious by the spell, so she does not die or become unconscious. Inhale: The subject's lung is filled with so much air that it feels overstretched. Each round, the subject must make further Toughness saves. Successful save means the subject is stunned. Failed save will cause the lung to rupture, stunning the subject for 1d10 rounds and dealing 2 Toughness damage. After the rounds, the spell regenerates the lung and the spell continues. This spell does not lower the subject's Constitution below 1. The caster can switch between squeeze and blow. If the caster switches between the two effects, the subject gets 1 round before they have to make their Toughness checks. When using either effect, both of the caster's hands are occupied. This spell automatically fails against a creature that does not have a breathing organ and does not breathe. Majere's Touch (25 AP) Components: Gesture Casting time: 1 Standard Action Range: Touch Duration: Permanent You feel excruciating pain in your hand. When you touch the target, the pain disappears, but there are five bleeding, oozing wounds where your fingers touched the target's flesh. By touching a target you give them a permanent, painful, wound. You must make a successful touch attack against a target to affect it. The subject takes 6d8 points of damage and 1d6 points of Toughness damage. The target is wracked by excruciating pain, causing a -4 to all checks, saves, attacks, and to defense rolls. The pain and constitution drain are permanent until healed (see below). The wound cannot be removed by conventional means. The only way to remove the pain and constitution drain is a Remove Curse at a caster level equal to or higher to the caster level of this spell, then a Greater Restoration or Heal to remove the effect. Mass Death Ward (24 AP) Casting time: 1 action Range: 30 ft. Components: Verbal, Gesture Duration: 8 hours You grant several creatures a measure of protection against death. Choose a number of creatures within range that you can see up to your Personality bonus (minimum 2). The first time a target would drop to 0 hit points as a result of taking damage, that target instead drops to 1 hit point, and the spell ends for that creature. If the spell is still in effect when a target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends for that creature. Mass Flesh Fails (26 AP) Casting time: 1 action Range: 60 ft Components: Gesture Duration: Instantaneous You manipulate an area, darkening it and cutting your foes off from some of their strength. You target a point, and all creatures within a 20 foot radius make a Personality save. On a failed save, they take either 6 ability damage to Strength, 6 ability damage to Dexterity, or 4 ability damage to Toughness. You must select the same type of damage for all the creatures. Ability damage from this spell does not stack, and a creature can only suffer damage to one ability score at a time this way. This spell replaces any ability damage dealt by Flesh Fails Mass Inflict Wounds (22 AP) Casting Time: 1 action Range: 60 ft Components: Verbal, Gesture Duration: Instantaneous Make an arcane attack against a creature within range. On a hit, the target takes 2d8 necrotic damage. Mass Life Fades (24 AP) Casting time: 1 action Range: 60 ft Components: Gesture Duration: Instantaneous Target a point within 60 feet. In a 20 foot radius around that, each creature takes 6d6 cold damage and gains 2 levels of exhaustion. On a successful Toughness save, they take half damage and do not become exhausted. The levels of exhaustion from this spell do not stack with each other, so a creature hit by a second casting would not gain additional levels of exhaustion. Mass Lifedrain (27 AP) Components: Verbal, Gesture Casting time: 1 Standard Action Range: 30 ft Duration: Instantaneous You fire a ray of tainted soulstuff that harms its targets, draining it of 7d8 hit points. A successful Toughness save halves this damage. This health is then returned to you and divided between you and any nearby allied creatures. Nurgle's Rot (26 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: Touch Duration: 1 min A horrifically powerful rot envelops the target, rendering them immobile. In addition, the target must make a Toughness save at the start of every round it is trapped. If this save is failed, the target suffers 1d4 points of temporary Toughness damage, 1d3 points of temporary Strength damage, and 1d2 points of temporary Dexterity damage. If the target succeeds on the save, it only suffers 1d3 points of Toughness damage instead. The damaged abilities will not begin to recover until after the target is able to move again. The affected target is still able to attack and defend themselves normally while under the effects of this spell. All rules and restrictions concerning temporarily damaged ability scores apply. Power Word Bleed (26 AP) Casting time: 1 action Range: 60 feet Components: Verbal Duration: Instantaneous You speak a word of power that causes the blood of one creature you can see within range to burst forth. If the target has 100 hit points or fewer, it is subject to massive bleeding, taking half its current hit points in damage up to a maximum of 50. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed, is undead or a construct, or has no substance in its body that is the equivalent of “blood” (for instance the Warforged ‘blood-like’ fluid). While the target is affected by bleeding, any terrain around it in a radius of 5 feet becomes difficult terrain at the end of the target's turn due to the growing pool of blood. The target also has disadvantage on attack rolls and ability checks, and saves. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering from bleeding (or any creature within touch range of the target) can, on its turn, take an action to stanch the bleeding wound by succeeding on a Medicine check against your spell save DC. The wound also closes if the target receives magical healing of Tier 3 or higher. Armor of the dead (24 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (two humanoid skeletons) Duration: Concentration, up to 10 minutes Bones melt and wrap around your body, giving you an armor class of +8. This armor of bones also gives you claws that deal 3d6 plus your Arcane modifier (minimum of one) slashing damage, you are also proficient with these claws. If the caster is smaller than medium, their size becomes medium for the spell's duration. Every time you kill a creature with these claws, you add +1 to your defense rolls to a maximum of +15. Restore/Bind Soul (25 AP) Casting time: 1 reaction Range: 60 feet Components: Verbal, Gesture, Other (diamond) Duration: 1 hour You wretch the soul from a creature that has one, and that you see, the soul is then bound to the diamond as long as the spell persists. It can be freed by successfully dispelling the binds of this spell, such as Dispel Magic. While it is within the gem, the dead creature cannot be brought back to life. Additionally as an action you can touch the gem to the body of the dead humanoid, then you must make a successful Sense check. On a success you force the soul of the creature back into its body, bringing it back to life. On a failure the soul escapes the gem and attempts to attack you(the soul has the statistics of a ghost). In either case, if the soul is hostile or not, it disappears after one minute to the afterlife. Resurrection (27 AP) Casting Time: 1 hour Range: Touch Components: Verbal, Gesture, Other (well-cut diamond) Duration: Instantaneous You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such affects aren’t removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. Resurrect Skeleton (24 AP) Casting time: 1 hour Range: Touch Components: Verbal, Gesture, Other (diamond) Duration: Instantaneous You touch the full skeleton of a dead creature that has been dead for no more than a century, that didn't die of old age. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds, restores any missing body parts and returns all flesh to the skeleton. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all rolls. Return Of The Dead Soul (28 AP) Components: Verbal, Gesture, Other (black pearl) Casting time: 1 minute Range: Touch Duration: Instantaneous Your restore animation to an undead creature destroyed by hit point loss (even zombies and skeletons that can’t normally be reanimated once destroyed). You can revive a destroyed undead that has been inactive for a number of days up to your Arcane Aptitude Bonus. In addition, the subject’s animating spirit must be free and willing to return. If the subject’s animating spirit is not willing to return, the spell does not work; therefore, subjects that want to revive receive no saving throw. The undead revived regains hit points up to a total of 1 hit point per Hit Die to an undead. The body of the undead to be revived must be whole. Otherwise, missing parts are still missing when the creature is reanimated. None of the dead creature’s equipment or possessions are affected in any way by this spell. An undead that has been turned to dust by a turning effect can’t be revived by this spell (because only dust remains of the undead). The subject loses 2 points of Personality, and the caster loses 2d10 AP, which cannot be recovered until a rest. Soul Bomb (23 AP) Casting time: 1 action Range: Self (20-foot radius) Components: None Duration: 1 minute Your body violently explodes with life-destroying power, turning you into a specter-like creature for the duration. While in your specter form, you are invisible, petrified, and are immune to all damage other than psychic and force. Any creature in a 20 foot radius of you when you cast the spell must make a Toughness save. On a successful save, the creature takes 2d12 necrotic damage. On a failed save, a target takes 50 necrotic damage or damage equal to 75% of its hit points, whichever is lesser. The creature's type changes to undead for the duration. If the creature dies within this duration, it cannot be resurrected with any spell lower than Tier 5. At the end of the duration, you must make a Toughness saving throw. If you fail by 10 or more, you die outright. If you fail by less than 10, you take 1d6 necrotic damage for each point of failure, but return to your normal form. If you succeed, you return to your normal form and regain 2d12 hit points for each creature affected by this spell that died within its duration. Soul Exorcism (27 AP) Casting Time: 1 action Range: 30 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You choose a creature within range and force its soul to leave its body. The target must succeed on a Sense saving throw or its soul is exorcised, ripped out of its body, leaving an empty shell behind. The body falls to the ground as if it were dead but it retains the hit points it had before the fall. While the soul is out of its body, it is forced to a desolate place in which the soul can only perceive a crimson soil, spirits crying in pain, and violent, howling winds; all in a blur. The soul immediately tries to find a way to return to its body. At the end of each of its turns, it can make another Sense saving throw. The soul returns to its body on a successful save. If the body drops to 0 hit points before the soul returns to the body, the soul feels immense pain and the target makes another Sense saving throw, this time with disadvantage. On a successful save, the target can reach the afterlife it deserves as if it normally died. On a failed save, the immense pain drives the soul mad and it becomes a dreaded spirit. In this case, the soul is deprived of the afterlife it deserves and it appears in an unoccupied space next to its dead body to exact revenge. If the spell is cast in a temple of an evil deity, on desecrated ground or another unholy place that the GM sees fit, all of the saving throws against the spell are made with disadvantage. Soul Gathering (28 AP) Casting time: 1 action Range: Self Components: Verbal, Gesture, Other (eyeball, blood, obsidian) Duration: Concentration, up to a minute All creatures within a 25 foot radius of the caster must make a Toughness saving throw, losing 6d10 damage on a failed save, and transferring ownership of an affected creature's soul to the caster. On a success, affected creatures keep their soul, and the caster takes 1d4 necrotic damage per successful saving throw. For each soul you gather, you must make a Toughness saving throw. On a failed saving throw, you take 2d8 necrotic damage. The soulless body becomes an undead with undead traits that is not under your control, unless you cast another spell to control them. If a creature enters within a 25 foot radius around you while you are concentrating on it, they take 2d6 necrotic damage for each turn they spend in the radius. If their an undead or soulless this spell doesn't affect them, but they take 1d4 necrotic damage instead of 2d6 if they enter the radius. If this damage would kill a creature, their soul is transferred into your possession. Once this spell ends, you are stunned for a number of rounds equal to how many rounds you have concentrated on the spell + 1. This spell consumes the blood and the eyeball. Soul Release (26 AP) Casting time: 1 hour Range: Self Components: Verbal, Gesture Duration: Indefinite You split your being into two distinct creatures, your body and your soul. Your body retains your Strength, Dexterity, Toughness and Arcane scores, while your soul retains your Knowledge, Sense, and Personality scores. A score that is not retained becomes 1. You both share hitpoints and Arcana Points, the same as you had before. If either your body or soul is reduced to 0 hitpoints or dies, so does the other. Your soul retains any form of spellcasting, but cannot interact with the physical world. You can satisfy any material component. Your soul, instead of any other speed, has a flying speed of 20 feet. Additionally, your soul can move through solid objects, but if you end your turn inside one, you are immediately shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were moved. Your body can not speak, but will understand any command you give it. Your soul acts on your body's turn. You can perform a minute-long ritual to reform your body, ending this spell. Steelcurse (28 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Until dispelled A creature that you can see within range must succeed on a Wisdom saving throw or be affected with a dire curse. The curse has the following effects: The target is stripped of any immunity or resistance it possesses to bludgeoning, piercing, and slashing damage, nor can any spell or magical effect grant the creature immunity or resistance to bludgeoning, piercing, and slashing damage. The target has vulnerability to bludgeoning, piercing, and slashing damage. Any magical healing the target receives is halved. Stream of Corruption (28 AP) Components: Verbal, Gesture, Other (vial of acid) Casting time: 1 standard action Range: 50 foot ray Duration: Instantaneous The caster vomits a stinking jet of blood, pus, disease, maggots, and other foulness. This atrocious spell deals 7d8 poison damage to all targets. Furthermore, each target hit must make a Toughness save or suffer an additional 2 points of Toughness damage. This spell deals half damage against creatures who are not affected by disease. The spell still functions properly underwater. Substitution (27 AP) - Epic Casting time: 1 Hour Range: Touch Components: Verbal, Gesture, Other (art of target, good Aligned Creature) Duration: 10 years A way to cheat death, at the cost of your very soul. As the spell is cast, the target must choose how many HD he wishes to Sacrifice to the spell. Every chosen HD is locked, and cannot be spent on healing. The power of this spell increases with every HD spent, as shown below. The spell slot used cannot be regained for 1x 'Number of Sacrificed HD' Tendays. After the spell has been cast and the sacrifice made, the caster and target must both make a Charisma Saving Throw or have their alignment changed to Evil, if they weren't already. The spell creates a link between the target and the piece of artwork that the spell requires. This link only works if the two are on the same plane. If either move to a different plane, then the effects of this spell are suppressed until they return. If they are on two different planes for more than 10 days the spell ends. 1 HD, The target cannot age, or die from natural causes. 2 HD, The target does not suffer from illness, addiction, or disease and does not scar from injuries. 3 HD, The target does not suffer extra damage from Critical hits against it. 4 HD, The target is constantly under the effect of Regenerate and restores all limbs that may have been lost prior to the spell's casting. 5 HD, The target is also Resistant to Bludgeoning, Piercing, and Slashing Damage from non-magic non-silvered weapons, and Immune from Necrotic Damage. For the Duration of the spell the Art Object will alter in appearance in accordance to how the target is damaged. (i.e. will receive scars where the target is damaged, will decay as the target was supposed to age, will lose limbs that would have been lost by the target etc.) If the Art Object is ever destroyed the spell ends, all physical deformities, aging, diseases, illnesses and addictions that were suppressed by the spell immediately come into effect, and the target suffers 'Number of Sacrificed HD' x 10 Necrotic Damage. On the anniversary of the spells casting the target must make a DC 15 + years cast Charisma Saving Throw. On a failure the Target's Alignment is shifted to Evil, if not already. After 10 years the spell must be recast, and another Sacrifice made. Suffocating Fumes (23 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: 1 minute You choose a point within range. Shadowy mists start to spread at that point and fill an area of 20-foot radius. Creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 8d6 necrotic damage and cannot breathe in the area for the duration. On a successful save, the damage is halved and the creature can breathe normally. Supremacy (26 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (a syringe of some sort) Duration: 1 minute A deep black ray surges from your fingers as it hones in on your target. They must make a saving throw, for a score of your choice. On a failure, they lose 2d6 points in that score to a minimum of one, and you gain the same amount, to a maximum of 30. When the spell ends, at the start of your turn, you lose one point in that score and return it to the creature it was taken from, and do so every turn until they regain all of their lost score. Symbol of Death (27 AP) Components: Verbal, Gesture, Other (Mercury, Phosphorus, surface to inscribe on) Casting Time: 10 minutes Range: 0 ft.; see text Duration: See text This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays a number of creatures up to your Arcane modifier (minimum 1). The symbol of death affects the closest creatures first, skipping creatures with over 60 hp. Once triggered, the symbol becomes active and glows, lasting for 10 minutes or until it has affected your max number of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature needs to roll a Toughness save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally. As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death’s triggering conditions cannot be changed. In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify. When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them. Symbol of Weakness (23 AP) Components: Verbal, Gesture, Other (Mercury, Phosphorus, surface to inscribe on) Casting Time: 10 minutes Range: 0 ft.; see text Duration: See text This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 2d6 points of Strength damage. Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes. Tether Essence (24 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture, Other(platinum cord) Duration: Concentration, up to 1 hour Two creatures you can see within range must make a Toughness saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both. Undead-Slayer (24 AP) Components: Verbal, Other (weapon) Casting time: 1 Standard Action Range: Sight Duration: Twenty-four hours This spell can be cast on any weapon or object capable of being a weapon. It then becomes a +4 magical weapon of undead-slaying (i.e. its bonus applies only to undead) for twenty-fours hours. Undying Torment (26 AP) Components: Verbal, Other (black gem) Casting time: 10 minutes Range: Touch Duration: Until the transformation is complete Undying torment traps the soul and will of one living subject, with hit die equal to or less than the caster's, within a black gemstone, the subject then dies and is risen as an undead slave of the casters will. This ritual require that the person be touched for the whole time of the casting, and be conscious. Each hour after the ritual is completed the subject must make a Toughness saving throw or become sickened (a sickened creature moves at half his normal speed and suffers a -4 penalties on both Strength and Dexterity, he heals damage at one-tenth his normal rate and cannot benefit from any magical healing effects. A sickened creature in this way must make a Toughness save each hour or become crippled, the subject is effectively disabled (as if he had 0 hit points) and can’t choose to make any strenuous actions. A crippled creature this way must make a Toughness save with a -4 penalty or die). When the subject dies he rises as an undead of equal hit dice. At any time during the transformation period a remove curse spell will end the undying torment spell. Victim HD Undead created 1-3 HD Skeleton 4-6 HD Zombie 7-9 HD Ghast 10+ HD Wight

The victim keeps its own mind and alignment but it must obey the letter and spirit of any commands that it receives. Once a command is given there is a cumulative 2% chance per class level that the undead subject is free-willed, In which case the control must make a will save to regain control of the subject, otherwise there is no chance to ever break such control (which slowly drives the creature mad in the process). If the black gem containing the creature's will is destroyed then the soul is freed the only other way to be released the creature from its torment is by a wish or miracle or if they are destroyed (the creature is still bound to the controller of the black gem stone even if the original caster is destroyed). These undead count towards your limit of controlled undead. They must be humanoid or monstrous humanoid types. Undead created by this spell keep all of their skills, feats and ability scores (except Toughness) they lose any spell casting ability and Sense saves they might have. they gain all undead immunities as normal. Venom Sting (24 AP) Components: Verbal, Gesture, Other (arrow) Casting time: 1 standard action Range: 100 ft. line Duration: Instantaneous This spell functions like Poison, but affects all targets it hits in a 100ft line. In addition, all targets take 8d6 points of piercing damage. Walk of the Dead (27 AP) Casting time: 10 minute Range: Self Components: Verbal, Gesture, Other (humanoid skull, undead bone, strong poison) Duration: 8 hours By crushing the skull of the humanoid and the bone of the undead creature and mixing it with the poison, you create a disgusting gelatinous concoction that you then consume. This causes a horrific transformation as your body dies and becomes undead. Your skin becomes pale and taught and your eyes appear lifeless as you become indistinguishable from a zombie. For the duration, you gain the following benefits: You are considered undead. At the start of your turn, you regain 10 hit points. If you take acid, fire, or radiant damage, this trait doesn't function at the start of your next turn. You are immune to necrotic and poison damage. You are immune to the poisoned and exhaustion conditions. If damage reduces you to 0 hit points, you must make a Toughness saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. Wall of Souls (23 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture, Other (bone, mirror) 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 Sense 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 Sense saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one. Waves of Exhaustion (26 AP) Casting time: 1 action Range: Self (60-foot cone) Components: Verbal, Gesture Duration: Instantaneous You curl backward, and then violently fling foul rays of energy from your fingertips. Creatures within range must succeed on a Toughness saving throw or suffer 1 level of exhaustion. If a creature fails the save by 5 or more, the creature suffers an additional level of exhaustion. Withering Destruction (28 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture, Other (withered flower, obsidian, amethyst) Duration: Instantaneous You conjure a bolt of dark energy that leaps at a creature or object within range. The target must make a Toughness saving throw, taking 6d10 necrotic damage on a failed save, or half as much damage on a successful one. Wriggle Intestine (25 AP) Components: Verbal, Gesture Casting time: 1 round Range: 30ft Duration: 1d6 round The digestive system of the subject moves around at the will of the caster. Failed initial Toughness save immediately deals 4d10 damage and 1d4 Toughness damage, as the intestine rips through the belly. For the duration of the spell, the subject also takes 1d10 damage per round, and is stunned. Even after the end of the spell, she takes another 1d6 damage per round and is sickened, until the intestine is returned inside the body and the wounds healed. Successful save means that instead of the above damage, the subject suffers only 2d10 damage and is sickened for 1 minute. This spell fails against a creature that does not have digestive organs and does not eat. Zombie Infection (27 AP) Casting time: 1 action Range: Self (Radius 60 feet) Components: Verbal, Gesture, Other(zombie finger) Duration: 1 hour You send out a wave of necrotic energy. Any humanoid corpses within the radius rise as a zombie. All living humanoids within the radius must make a Toughness saving throw. On a failure, if the creature dies within 1 minute of this spell being cast, its corpse rises as a zombie. The zombies are not under your control, though they will not attack you or other creatures of your choice. Any zombies created by this spell gain the following attack as well as Multiattack(One Bite attack and one Slam attack). Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing plus (2d8 + 6) necrotic damage. The target makes Toughness saving throw against your Spell save DC. On a failure, if the creature dies within 1 hour, it rises as a zombie. Zombies created by this attack also gain the Bite attack and Multiattack.

Tier 5 (29-35+AP) [60+dmg]

Abhorrent Colossus (33 AP)
Casting time: 1 minute Range: 100 feet Components: Verbal, Gesture, Other(varying corpse parts) Duration: 1 hour You weave together the horrid energies of the shadowfell, infusing the amalgam of bone shards and rotting flesh in your hands, transmogrifying it into a single pulsing dark orb. Every corpse within range of the spell begins to move towards you at a speed of 5 feet per round, becoming a massive pile at your feet. A round after all of the corpses have entered the pile, the dark orb flies into the mass, as it becomes an undead unlike any other. This undead, statblock shown below, is permanently charmed by you. You must use an action to command it, else it stands still and takes the Dodge action. It will follow any command you give it, no matter how suicidal. If the undead is to die, the corpses used in the spell are disintegrated. After the spell ends, it dies no matter what. Abhorrent Colossus Medium Undead, any alignment

Physical Def: +(3+TGH Modifier) Arcane Def: +4 Hit Points: 12xToughness score

Arcana Points: 0 Speed: 20ft;

STR DEX TGH KNO SEN PER ARC 10 (0) 16 (+6) 10 (0) 6 (-6) 7 (-3) 7 (-3) 10 (0) Damage Vulnerabilities: Radiant

Damage Immunities: necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons

Senses: passive Perception 7

Languages: All languages you speak

Challenge: -

Aptitude: equals your Arcane Aptitude

Size. If less than 10 corpses are used, it is Medium. If 10 or more corpses are used in the spell, its size is Large, if 50 or more are used, its size is Huge, and if 100 or more is used, it is Gargantuan. Strength and Constitution. These scores are equal to 10 + half the amount of corpses used in the spell (maximum 30).

Actions Multiattack. The undead mass makes two maul attacks. Maul. Melee Weapon Attack, +(5 + Strength modifier) to hit, reach 10 ft. Hit: 1d10+ its Strength score bludgeoning damage

Ahriman's Undying Land (31 AP) Components: Verbal, Gesture, Other (herbs, oils and incense) Casting time: 24 hours Range: Touch Duration: 1 day per level of caster Ahriman's undying land makes a particular site, building, or structure a profane area that creates undead. This has two effects. First, all turning and rebuking checks made to turn undead in an 'Ahriman's undying land take a -2 penalty. Second it causes any creature that dies in the area of affect to be instantaneously affected by animate dead. This effect functions throughout the entire site and affects all creatures who die in the area of effect. Unlike the normal animate dead spell, these undead are always zombies, do not follow your spoken commands and only attack the nearest living creature in the area of effect. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.) You cannot cause a creature of greater Hit Dice than your caster level to animate as a zombie (desecrate has no effect on this limit.) Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. An area can receive only one Ahriman's undying land spell at a time. Legion of the Dead (32 AP) Casting time: 1 minute Range: 60 feet Components: Verbal, Gesture, Other (a drop of blood, a piece of flesh, bone dust) Duration: Instantaneous This spell creates an army of undead servants, animating all piles of bones and corpses within range. Your spell imbues your targets with a foul mimicry of life and a singular purpose, raising it as a mob of undead creatures. Your targets become a mob of skeletons if the area has more bones than corpses, or they become a mob of zombies if the area has more corpses. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. Animate Undead Horde (37 AP) Components: Verbal, Gesture, Other (flawless black diamond) Casting time: 1 standard action Range: 10,000 feet. Duration: instantaneous. Create 6d20+10 zombies, skeletons under the caster's command using the stat block in the Bestiary.. Astral Projection (30 AP) Casting Time: 1 hour Range: 10 feet Components: Verbal, Gesture, Other (holy water, well-cut gemstone per creature) Duration: Special You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut – something that can happen only when an effect specifically states that it does – your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. Black Lightning (36 AP) Components: Verbal, Gesture Casting time: 24 hours Range: any one the caster can name using their true name Duration: 1 hour You fail to eat or sleep for a full 24 hour period, focusing all your energy into a swirling black cloud far above you. You concentrate on the names and identities of those you target, feeling your hate overcome any rational mindset that may have been in place. At the end of the complicated ritual, you fall unconscious and the black cloud disperses into the sky. Far away, wherever your enemies may be, they are suddenly stricken by a snarling bolt of negative energy that tears through stone and sky alike. It is not stopped even by lead and cannot be evaded no matter what. Even after the first jolt, a second follows, and a third after that. The air is filled with their shrieks of agony as excruciating pain fills them and overcomes them, tearing their soul from their body and banishing it to the nine hells forever. Then, the very hate you used to fill the sky and strike your enemies down now takes residence in their bodies, raising them from the grave to do as you command. After a 24 hour ritual, during which time you must remain undisturbed so that you may distill your hate into the negative energies boiling into the sky, you fall unconscious until you are affected by a restoration spell or something like it. As soon as you fall unconscious, each of the targets that you named during the ritual - using their true birth name only - is instantly struck by a bolt of onyx colored negative energy lightning that deals 1d4 Toughness damage and stuns, blinds, deafens, and entirely incapacitates the target for one round. They will be immobilized with agony and suffer all the effects even if they are immune. Each subsequent round, for a number of rounds equal to your Arcane Aptitude Bonus, this bolt will strike again until the spell either ends or the creature dies. Each time the bolt strikes, it deals an extra point of Toughness damage. Throughout the duration of this spell, the affected creatures are incapable of making any save or check involving their mental ability scores, similarly to a raging barbarian. This must also be role played accordingly, as the blinding pain prevents any kind of rational response. This spell can strike any kind of creature and ignores spell resistance and damage reduction of all kinds. When the target reaches a Toughness score of 0, they die and their soul is banished to the deepest depths of the nine hells. 1d10 rounds later, their corpses - if they had one - are reanimated as though affected by the Animate Dead spell. Furthermore, if the soul of the creature is ever reclaimed by traveling to the nine hells and somehow freeing it, the rescuers will find that it has been permanently and unalterably tainted and broken, changing the creature's alignment to chaotic evil and preventing it from recalling past events of its life and forging new memories as it has now become a devil of a various type. Bond with Reality (34 AP) - Planar Casting time: 8 hours Range: Self Components: Verbal, Gesture, Other (aquamarine replica of structure chosen) Duration: Permanent After casting this spell, choose one structure you have been to. While you remain inside of this structure, you do not age, and if you are to die, your body reforms in a random location within 1d10 days. You can only be bonded to one structure in this way, and casting it again ends this spell. Additionally, if the structure is destroyed, you are instantly killed as your soul is ripped into the astral plane, your body left behind. Brand of Undeath (31 AP) Casting time: 1 hour Range: Self (1-mile radius) Components: Verbal, Gesture, Other (a black diamond, object containing an evil spirit) Duration: Concentration, up to 1 week Causes all affected targets to be transformed into the undead should they die while under the spell's effect. Any living humanoid (aside from a select few of your choice) within a mile of the caster must make either a Sense or Toughness save (Whichever is higher) or become branded with dark energies. They will be unaware of this effect, but every night that it is active upon them they will have terrible nightmares and may make an Insight check to realize they have been cursed. Should they die while under this effect, (should their bodies not be cleansed or destroyed) they will reanimate 24 hours later (Or one hour later, if they were killed via necrotic damage) as a random undead. The Undead will be under your control and remain so indefinitely. Additionally, all undead created by this spell are immune to all effects that turns undead. When an undead is created via this spell, roll a d20. 1-3, they become a skeleton. 4-12, they become a zombie. 13-17, they become a ghoul. 18-19, they become a ghast. 20, they become a wight. Power Word: Break (32 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture, Other (A piece of the target's body) Duration: Instantaneous Select a target creature within range. You point and shout a loud word of power at the creature, invoking the unseen forces of necrotic power to tear them from within. The target makes a Sense saving throw. If the target fails, it begins to violently convulse as its soul is torn out of its body and subsequently destroyed, leaving only the corpse. It cannot be revived by any magic short of the wish spell. A creature with more than half their maximum hit points automatically succeeds this saving throw. Chain Death (34 AP) Casting Time: 1 Action Components: Verbal, Gesture, Other (skull bracelet) Range: 30 ft Duration: Instantaneous Upon the casting of this spell, the primary target must make a Toughness save or be slain instantly. Even on a successful save the target still suffers 6d12 points of damage. The negative energy of the spell then arcs to strike a number of secondary targets equal to your Arcane Modifier. The targets are struck in order of their distance from the caster (closest first). They must make a Toughness save (DC half of first save) or be slain. Even if they succeed at the save they are still dealt 3d12 +4 damage. Consume Essence (35 AP) Casting time: 1 round Range: Touch Components: Gesture Duration: 1 minute You tear a creatures shadow away, sundering it's very essence After casting this spell, you may deliver it to any creature within reach as a bonus action for the duration. Once you deliver it to one creature, you cannot do so again. You peel away a target’s shadow. If the target has less than 100 hp it dies, and its shadow steps up to follow your commands for one minute. This shadow has the same abilities, equipment, and hp as the target when it died. When the shadow dies or the spell’s effect ends the shadow and all items it possessed disappear. If the target has more than 100 hp the spell has no effect. Consumptive Malice (33 AP) Casting time: 1 hour Range: 800 feet Components: Verbal, Gesture, Other (wight tooth, a boar's hoof, infected beef, and a smoky quartz crystal) Duration: instantaneous Upon completion of this spell, you reduce your hit point maximum by 30 until you complete a long rest and create a dread wind within a 100-foot radius sphere centered on a point that you can see that is in range. Every creature within this radius must make a Toughness saving throw or take 6d10+20 necrotic damage, or half as much damage on a successful saving throw. Celestials and fiends within this area are immune to this damage. Any Medium or Large creature killed by this damage rises as a zombie with temporary hit points equal to your total level. These zombies are hostile to all creatures that are not also zombies. Additionally, these zombies are marked with a curse that causes any Medium or Large creature that they kill to also be raised as a zombie that also bears the curse. Consumptive Touch (30 AP) Casting time: 1 action Range: Touch Components: Verbal, Gesture, Material (Obsidian dust on your hand) Duration: Instantaneous Touch a creature within range that you can see. You must touch it with your obsidian-covered hand, or else the spell fails. The target must make a Toughness saving throw. On a failed save, a creature takes 6d10 Necrotic damage. In addition, you can stun, blind, or deafen the creature for 1d4 hours. On a successful save, the damage is halved and the target suffers no other effect. If you chose the blind or deafen effect, and the creature rolls A natural 1 on saving initial saving throw, the effect becomes permanent. A creature can repeat the saving throw at the beginning of each of its turns. On a failure, the creature takes 1d10 Necrotic damage. On a success, the effect ends. Constructs who fail the saving throw don't take damage or suffer the additional effect. Instead, they temporarily deactivate as they recoil from the massive flow of power. A construct of CR 5 or lower is incapacitated for 1d4 days. One of CR 10 or lower is incapacitated for 1d4 hours. One of CR 15 or lower is incapacitated for 1d4 minutes. One of CR 20 or lower is only incapacitated for 1d4 rounds. Undead don't take damage either. Any undead targeted by this spell automatically succeeds on its saving throw. It then gains temporary hit points equal to half the number you rolled. Contained Horrors (32 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture, Other (ectoplasm) Duration: 1 minute You create a 5-foot-radius mass of screeching ghosts on an unoccupied point you can see within range. As a bonus action on your turn, you may move the mass 40 feet in one direction to another unoccupied point you can see within your range. Any creatures the mass moves through must make a Knowledge saving throw. A target takes 12d6 psychic damage on a failed save and is frightened of you for the duration of the spell, or they take half as much damage on a successful save and are not frightened of you. Create Demise Armor (32 AP) Casting time: 4 hours Range: 15 feet Components: Verbal, Gesture, Other (A complete skeleton your size or larger creature) Duration: Instantaneous You infuse the skeleton with arcane symbols and necromantic power threads, infusing it with a power beyond death. It then becomes a Demise Armor and you become its master. It is completely loyal to you, and will do whatever it takes to keep you alive, following every command you give it. You can act separately or, if it’s at least one size larger than you, put it on as the armor it actually is. Doing this will follow similar rules than those for mounts and will grant you some special benefits. If you act separately: It rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it (no action required by you). If no command is given, it will defend itself to the best of its ability. If you leave the armor during combat, it acts after your initiative. If you put it on: Entering and leaving the armor works as riding a normal mount. While on it, you count as a singular unit and act on your initiative: Use its movement speed. You can choose between your own actions and reactions or the armor's. You can't use any spells or capabilities that are Tier 4 or higher. You can use Shadow Stealth. Your AC is equal to the armor's or yours, whichever is higher. You share all your senses, resistances and immunities. Damage from all sources hits the armor instead of you. If you receive damage, subtract it from the armor's HP. If its HP falls to 0, it's destroyed, you leave it and any excess damage carries to you. As long as the excess damage doesn't reduce your HP to 0, you aren't knocked unconscious. However, a Demise Armor needs a constant supply of magic to keep working. Once every 24 hours, you must cast this spell again on it or the Demise Armor will become inactive until you do so. You can only have 1 Demise Armor active using this spell. Additionally, your hit points will be halved whenever the Armor is active. This reduction cannot be avoided. Your HP will return to normal after any type of rest (and only if the armor is dormant or it has been destroyed). Additionally, you can make it stronger by providing it with more magic. As an action while the armor is active, you may spend any number of AP to pay for one of the next effects. Reform (14 AP) The Demise Armor reforms in an unoccupied space within 30 feet of you and you take 4d8 necrotic damage. The Armor must have been destroyed in order to use this. Demise Aura (8 AP) For the next 5 rounds at the beginning of the armor's turn, every creature within 30 feet which isn't a constructor or undead makes a Sense Saving Throw against your Spell Saving DC. On a fail, they take 4d8 necrotic damage and become frightened for the next 3 rounds. On a success, they take only half as much damage and aren't frightened. Undead in the affected area instead recover 2d6 hit points. Wings (7 AP) The Demise Armor gains a flying speed of 40 ft. for the next 24 hours. You must be touching it in order to use this. Teleport (7 AP) The Demise Armor appears in an unoccupied space within 30 feet of you. You don't even need to be in the same plane. Heal (X AP) The Demise Armor is healed by Xd8 hit points. You must be at most 60 feet away from it in order to use this. Power Up (X AP) As a Reaction to the Demise Armor attacking, you can allow the Demise Armor's next attack deals an additional Xd6 necrotic damage. You may use this after the attack roll, but not after you know whether it hits or not. You must be at most 60 feet away from it in order to use this. Create Greater Undead (34 AP) Casting time: 1 minute Range: 30 ft Components: Other(a humanoid sacrifice) Duration: duration: 24 hours You must sacrifice one humanoid during the ritual if the humanoid is revived afterwards the spell ends. After sacrificing one humanoid you must then choose a corpse within range that becomes an undead with the challenge rating less than or equal to 2 + your Arcane Aptitude Bonus under your control. The corpse cannot be the humanoid sacrifice. The undead is under your control for 24 hours, before the 24 hours up you must cast the spell again without the human sacrifice to keep them under your control. If you fail to do so you lose control of the undead and it gains its own consciousness, if you succeed they remain under your control indefinitely. Create Life (50 AP) Components: Verbal, Other (6 secondary casters with this spell, A raw sunlight) Casting time: 10 days Range: The entire Campaign World Duration: instantaneous Create Life allows the caster to create a single species that they wish. They may specify size, alignment, intelligence level, and all other statistics. It cannot be used to create Outsiders, Elementals, Constructs or Undead and all species created must be native to the Prime Material Plane. The caster may create as many beings of that species as it wishes, and may place that species anywhere it wishes on the Prime Material Plane. Unfortunately doing so costs your life and the life of 6 secondary casters. The 7 of you are not only killed but all existence of you is erased as if you never lived. Dark Chant (36 AP) Casting time: 1 minute Range: 120 feet Components: Verbal Duration: Concentration up to 2 rounds You damn nearby creatures to a void of eternal punishment after completing a chant invoking the power of death. When you complete this chant, creatures within 60 feet of you that have 100 hit points or less die and cannot be resurrected by any means short of a Wish or True Resurrection spell. You do not die. At the start of your next turn, provided you have not moved or taken any actions, creatures within 120 feet of you that have 100 hit points or less die. While you are casting this spell, you are surrounded by a veil of tortured souls or some other appropriately dark evocation. When you finish casting this spell, you must make a Toughness or Arcane save or be reduced to 0 hit points but are considered stable. Death Beam (35 AP) Components: Verbal, Gesture Casting time: 1 standard action Range: 120 ft. Duration: Instantaneous A black bolt erupts out of your outstretched hand. All living targets in the area must make a Toughness save or die. If successful, the target instead sustains 9d8 points of damage. Death's Scythe (35 AP) Casting time: 1 minute Range: Self Components: Verbal, Gesture, Other (sentient allied sacrifice, tribute for Death) Duration: 1 minute You make a deal with Death for ultimate power. This spell comes at a heavy cost, but many would consider it worthwhile. When you complete this ritual, you summon Death, who then lends you their scythe. The scythe deals 7d12 necrotic damage, is considered magic with a +5 to physical attack and damage rolls, and overcomes all resistances and immunities. You cannot be disarmed of the scythe, even when unconscious, however you can give it to a creature. A creature hit with this weapon cannot heal the damage taken. When the duration ends, Death comes to collect on your end of the deal. You must choose who you are to sacrifice and kill them with the scythe. Death then takes the corpse and soul of the being, along with their Scythe. They cannot be revived by any means. Death can decline the sacrifice if they know you are trying to scam them and will make you sacrifice another being. You can try to double cross Death, however you will one day suffer the consequences. Death is resistant to damage done by their Scythe. Death can take their tribute whenever they choose, or choose to task you with retrieving something for them. Alternatively, Death can task you with completing a quest for them. Curse of Death (31 AP) Components: Verbal Casting time: 1 standard action Range: Sight Duration: 1d10 rounds You announce the impending death of a target. On a failed Sense save, the target takes 1d8 Psychic damage per round. Energy Drain (30 AP) Casting time: 1 action Range: 25 feet Components: Verbal, Gesture Duration: Instant You fire a ray of necrotic energy at the target. If it fails a Toughness save, it loses hit points equal to the maximum number of its hit dice multiplied by 1D6 and the caster gains temporary hit points equal to half the result. If it succeeds, divide the end result in half and the caster does not gain temporary hit points. If the target's hit points are reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greater Restoration spell. Eternal Soul (31 AP) - Planar Components: Verbal, Gesture Casting time: 10 minutes Range: Personal Duration: Instantaneous A willing process by which the caster crafts himself into a ghost. Upon completion of the spell, the caster dies (applying all effects of death) and simultaneously brings his spirit back, binding it into ghost form. He gains the ghost template, including the manifestation ability and 1d3 special attacks, as chosen by the caster, and is transported to the Ethereal Plane as a ghost. The body and all equipment remains, and an ethereal copy appears with the caster. If the originals are removed from the body, the ethereal copies disappear, but if they are replaced, or other items are added, ethereal copies appear with the caster. Eversion (33 AP) Casting time: 1 action Range: 30 ft. Components: Verbal, Gesture, Other (a humanoid skull, which the spell consumes) Duration: Concentration, 30 Second or up to 5 rounds. With a single gesture, you turn the enemy inside out. When you cast the spell on a living target, it is forced to make a Toughness saving throw. On a failed save, the target takes 5d12 necrotic damage and loses half of its speed. On a successful save it takes half damage and its speed is reduced by 25%. Each round you maintain concentration on this spell, you force the target to take additional Toughness saving throws: Round 2. On a failed save, you deal 5d12 necrotic damage to the target, and its speed is reduced to 0. On a successful save it takes half damage and its speed is reduced to 50% of its original total movement speed. Round 3. On a failed save you deal 5d12 necrotic damage to the target, and give the target a disadvantage on attack rolls. On a successful save the target takes half damage and is not disadvantaged. Round 4. On a failed save you deal another 5d12 necrotic damage to the target, and give the target disadvantage on ability checks and saving throws. On a successful save the target takes half damage and is disadvantaged only on saving throws. Round 5. On a failed save you deal 7d12 necrotic damage to the target. If at any time during its continuation, the target is already under or drops to under 10 hit points it is turned fully inside out and dies instantly unless a creature cast Wish it's next turn, where then it is at 0 HP and must make a death saving throw or become dead. If the spell is used against an object, it automatically fails its save and is destroyed. All constructs are immune to this spell. Flay (29 AP) Casting time: 1 hour preparation, activated as reaction Range: Special Components: Verbal, Gesture, Other (black diamond, melee weapon) Duration: Once prepared, can be reactivated at any point for up to 1 day. Once activated, lasts indefinitely The caster must prepare this spell ahead of time by enchanting a weapon that deals piercing damage that the caster must be proficient in. If at any point up to 24 hours after the enchantment is cast; the caster makes a successful melee attack with this weapon, or uses the weapon on a willing target other than the caster, they can choose to activate the spell on the target. As long as the weapon remains embedded in the target, they take 6d6 necrotic damage per round. The weapon can only be removed by the target by making a successful Strength save at disadvantage, or with a Strength check by another creature that uses the same DC. If a creature other than the target attempts to remove the weapon and fails the Strength check, they also take 6d6 necrotic damage. If the target falls below 1 hit point while the weapon is in place, their skin is instantly removed from their body and they remain alive at 1 hit point, but in agonizing pain, and cease taking necrotic damage. As long as the weapon continues to remain in place after that, the target will not easily be able to fall below 1 health; every time they do so, you make a Sense saving throw vs a DC of 11, plus 1 for every 25 damage dealt, to keep your victim alive and conscious. If at this point, the weapon is removed, the target instantly dies if they are below 10 health. This spell cannot affect constructs, undead, or creatures without skin. Immortality (34 AP) Components: Verbal, Gesture, Other (perfect gemstone) Casting time: 1 hour and 101 days Range: Touch Duration: Permanent or until Dispelled (see text) Create a phylactery, linked to a living creature (hereafter referred to as the "recipient"). The following effects last as long as the phylactery resulting from this spell is intact: The recipient has the benefit of Timeless Body (Ex) and can not die from old age. The recipient can no longer be killed by ordinary means; if she would be rendered disabled, dying, or dead, she instead becomes staggered. This acts as the Hide Life spell. If the recipient's body is ever outright destroyed, or she is unable to take actions (such as having her head cut off) she is immediately revived at the location of her phylactery, without her items and without level loss. The effect can not be dispelled by ordinary means. If the recipient enters an anti-magic field, then she can be killed normally, but she will keep Timeless Body, will not die from old age, and will still revive when they die. The spell will persist until the phylactery is destroyed, at which point she will begin to age again, and she can once again die by normal means. If she is at negative hit points when the phylactery is destroyed, she will revive at the phylactery's previous location instantly. Impermanence of Being (30 AP) Casting time: 1 action Range: 30 feet Components: Verbal, Gesture, Other (a sign of life stopped short) Duration: Permanent One creature you can see within range that can hear is rebuked of its immortality. That creature must succeed on a Sense saving throw or else lose its immortality, and any feature which would automatically bring it back to life. Upon a failed save, roll 1d10 + Arcane 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.) This spell automatically dispels any permanence of being spell affecting the target. Inflict Serious Wounds, Mass (31 AP) Casting time: 1 action Range: 30ft Components: Verbal, Gesture Duration: Instantaneous Make an arcane attack against all hostile creatures you can reach. On a hit, each target takes 3d12 necrotic damage. Mark of Returning (29 AP) Casting Time: 10 minutes Range: Touch Components: Verbal, Gesture, Other (12 gems, religious item) Duration: Permanent or Until Triggered You bind a target’s life to a specific place. This place must be at least 15 cubic feet in size and the spell must be cast in this place. If the target dies after you cast the spell, it is automatically resurrected with full hit points in the place it is bound to. However, the items it was wearing or carrying at the time of its death are not transported to the place. The place you choose must not change drastically between the time of casting the spell and the moment of the target’s death. For example, if your life is bound to a house and it is destroyed before you die, you cannot return there and be resurrected in it. The GM decides whether a chosen place is suitable for the spell to work properly. Once you cast the spell, you can only cast it again after 1 year has passed, and a life can only be bound to one place at one time by this spell. If the target of the spell is unwilling, it must succeed on a Sense saving throw to avoid its effects. Mark of Soul Siphoning (30 AP) Casting Time: 1 action Range: 60 feet Components: Verbal, Gesture, Other (unholy reliquary) Duration: Until dispelled You mark a creature of your choice within range with what could be the foulest magic of necromancy; a dark grey mark appears above the creature. If the marked creature dies within 1 minute, its soul is trapped into the unholy reliquary you are carrying. If you are not carrying one, then the soul is set free. A soul imprisoned in an unholy reliquary in this way can only be freed by a true resurrection or wish spell or if the reliquary is broken. Mass Harm (33 AP) Casting time: 1 action Range: 60 feet Components: Verbal, Gesture Duration: Instantaneous A flood of negative energy flows from you into creatures around you. All creatures of your choice within range must make a Toughness saving throw. On a failed save, it takes 10d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a rest. On a successful save, a creature takes half as much damage, and its hit point maximum is not reduced. Damage from this spell cannot reduce a target's current or maximum hit points below 1. Death Fog (29 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture, Other(rotting flesh) Duration: 1 minute You point at a location within range and create a cloud of horrid decay which rises from the location and spreads to an area up to 60 feet. The cloud spreads around corners. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make Toughness saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. The cloud's area is heavily obscured and is difficult terrain. Miasma of Death (36 AP) Casting time: 1 action Range: Self (30-foot radius) Components: Verbal, Gesture Duration: Instantaneous You raise your arms and utter a word of power that compels creatures within range to perish. A creature within range must make a Toughness saving throw or take 8d10 necrotic damage. If a creature fails the save by 10 or more and has 50 hit points or fewer, it dies. On a successful save, a creature takes half as much damage. A creature reduced to 0 hit points by this spell dies regardless of if they pass their save or not. Murder of Moths (33 AP) Casting time: Instantaneous Range: self (60ft Cone) Components: Verbal, Gesture, Other (legendary rarity ring) Duration: Concentration up to a minute A massive cloud of large moths spew from your hand upon closer inspection they appear as Death's Head Moths, but significantly larger. After the spell is ended the moths disperse and the moths sort of wander around the room, they might die or just buzz around a torch until they fly into it. When an opponent is hit by this spell they must pass a Toughness saving throw; if they fail they take 7d10 necrotic damage, if they succeed they take half instead. This attack hits any creature, friend or foe, who starts their turn in the cone. Creatures in the cone are considered Blinded and move at half speed. Necromantic Summons (34 AP) Casting time: 1 minute Range: 10 feet Components: Verbal, Gesture, Other (a corpse, pot of grave dirt, 25 black onyx) Duration: Instantaneous Roll percentile dice. Then consult the table below. This spell creates a certain amount of corpses, as noted in the table (e.g. 2d8+9 if you got 1-16 on the percentile dice) then animates them as a certain creature, also noted in the table (e.g. zombies if you got 1-16 on the percentile dice). As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. d100 Result d100 Result 01-16 4d4+ARC Zombies 61-62 3d4+ARC Shadow 17-24 ARC Wraiths 63-70 d4+ARC Ogre Zombies 25-28 d4+ARC Will-o’-Wisps 71-76 ARC Mummies 29-36 ARC Wights 77-85 d4+ARC Minotaur Skeletons 39-41 2d4+ARC Corpse Wolves 86-93 d6+ARC Ghouls 42-43 ARC Vampire Spawn 94-97 ARC Ghosts 44-45 d6+ARC Spector 98-99 d4+ARC Ghasts 46-60 2d8+ARC Skeletons 100 ARC Vampire

Necropolis (37 AP) Casting time: 2 days, during which time you can not stop to sleep or eat. Range: a one-mile radius centered on yourself Components: Other (powdered lich bone, onyx dust, black sapphire) Duration: Permanent When you cast this spell, all creatures within the spell's area must make a Toughness save or take 4d6 necrotic damage. Within the spell area, all corpses are raised as uncontrolled skeletons or zombies(depending on the state of decay) after at least a minute has passed since death. Creatures that have more than 60 hit points are instead raised as wights. You immediately die on completion of the spell, to be raised as a lich with the sapphire used for casting as your phylactery. Puppet Master (30 AP) Casting time: 1 minute Range: Touch Components: Other (blood) Duration: 24 Hours Upon finishing this spell and taking 4d6 damage, a skinny large sized puppet with the Hp, Ac, Stats, and attacks from the rubric down below,: Puppet Medium Undead, any alignment

Physical Def: +12 Arcane Def: +8 Hit Points: 160

Arcana Points: 35 Speed: 0ft; 40 ft. (flying)

STR DEX TGH KNO SEN PER ARC 27 (+17) 16 (+6) 10 (0) 10 (0) 10 (0) 4 (-6) 15 (+5) Damage Immunities: bludgeoning, piercing, and slashing damage from nonsilvered attacks

Senses: passive Perception 10

Languages: None; understands the languages you speak

Challenge: -

Aptitude: equals your Arcane Aptitude

Actions Slam. Melee Weapon Attack, your arcane attack modifier to hit, reach 5 ft. Hit: 46 (9d10) Bludgeoning damage. Manipulate (6 AP). Ranged Spell Attack, your spell modifier to hit, range 60/12. Hit the target must beat your spell save DC or fall under your control for the remaining duration the Puppet has, the target will do anything you say except harm itself in any way, you can have as many of these puppets for how much your spell modifier is. Intercept (17 AP). Melee Weapon Attack, your spell modifier to hit, reach 30 ft. When a target attacks the master of the puppet they instead get attacked, Hit: 21 (4d10) Necrotic Damage. The target is also under the effect of confusion for 1 turn. their attack does not hit.

Obliterate Soul (32 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture, Other (humanoid skull) Duration: 1 hour You target one creature within range. You hold the skull toward the creature and say, "Obliterate", as the skull turns to dust and dissipates. The target makes a Toughness saving throw. The target takes 6d12 necrotic damage on a failed save and half as much on a successful save. For the duration, the target cannot regain hit points and does not make death saving throws; when it reaches 0 hit points, it dies. If the target dies from this spell or while affected by this spell, the creature's soul is destroyed, meaning it doesn't go to an afterlife and cannot be resurrected by any means, even the True Resurrection spell or the Wish spell doesn't work. Power Word Annihilate (37 AP) Components: Verbal Casting time: One Action Range: 300ft Duration: Instantaneous As you utter the single word of extreme power, a rush of energy pounds through your body, at first uncomfortable, then painful, then absolutely excruciating. Pitch black lightning rips from your mouth, consuming your victim, who utters a single, piercing scream, before being destroyed forever. This powerful spell instantly kills a subject of up to 100 HP with no saving throw. In addition, the subject must succeed on a Toughness save, or have its soul destroyed permanently, disallowing resurrection by any mortal means. This spell is extremely dangerous for the caster, as well, who takes 10d6 damage in the process. Public Assassination (35 AP) Components: None Casting time: 1 standard action Range: 300 ft. Duration: 200 minutes (invisibility, images), instantaneous (death) This spell, when cast, does three things simultaneously. It creates two images, one of the caster and one of the subject, directly over their respective likenesses which follow a script that was determined by the caster while casting. It kills the subject if he has fewer than 80 HP unless he succeeds on a Toughness save, in which case he receives 10d8+5 damage. Both the caster and the subject become invisible, whether or not the subject died. The invisibility and the images last for 200 minutes and spell resistance does apply for the subject, but the caster does not receive the benefit of any save or spell resistance. Quicken Bones (40 AP) - Epic Casting time: 10 minutes Range: 120 foot radius sphere Components: Verbal, Gesture, Other (a horn trumpet) Duration: Instantaneous You fully resurrect 1 dry bone skeleton of any humanoids within 120 ft of you buried in the ground that are more than 1000 years dead. They rise up out of the ground and are clothed with flesh and skin. Their souls and memories are brought back to their bodies, and they live again. If they were cursed, ailing or wounded in life, their curses are lifted and their ailments are healed. If they were missing limbs or the skeletons were missing limbs, these are restored. All things except for old age that might have done away with them are lifted. If they died of old age, they gain one more month of life. You do not control the resurrected creatures. They assume full volition. If they were mind controlled in life they are no longer mind controlled. The skeletons may be resurrected even if they had become animated as long as they are buried in the ground. Resurrection From Beyond (37 AP) Casting time: 1 minute Range: Touch Components: Verbal, Gesture, Other (holy water and blue diamonds) Duration: Instantaneous This spell is identical to True Resurrection except for the following differences: You can bring a creature back that died of any reason, regardless of how long ago they died (Even if they died of old age). If the creature was at least an adult, if a new body is made to accommodate the spell it appears to be aged to the first year of adulthood for the creature's race. If the creature was younger and a new body was made, it matches the creature's age. A creature does not have to be willing, only free, to be brought to life by the spell. A deity can protect any creature from this when the spell is cast, and automatically knows if the spell is being cast on any of their followers, friends, or family. A creature that has never been alive but has a soul can be brought to life by this spell, becoming a 10 year old humanoid of the caster's choosing from the humanoid races they have seen often. The body of such a creature can grow up as normal, but appears genderless. A creature brought to life this way always appears genderless if brought into new bodies by spells like Reincarnation, unless if done so by a deity. Shadow Asgard (36 AP) - Planar Components: Verbal, Gesture Casting time: 1 standard action Range: 60 ft. emanation Duration: Instantaneous This spell creates violent surges of negative energy in a 60 ft. emanation around the caster, dealing 12d6 necrotic damage on any living creature in the area. The siphoned life force then culminates in the form of one greater shadow for every two levels so drained. When a creature dies from this drain, its corrupted animus solidifies into a Dread Wraith. The shadows are all advanced to 15 HD and all undead created by Shadow Asgard have +10 turn resistance. The undead created through this spell remain in existence until destroyed. Siphon Power (35 AP) Components: N/A Casting time: 1 Full Round Action Range: Touch Duration: Instantaneous; Permanent (See Text) On a failed Arcane save, you instantly become aware of all of your opponents special abilities, special qualities, racial traits, class features, and anything else that separates your target from a lump of inanimate matter. Knowing this, you may pick and choose a number of traits from your target up to your Arcane Modifier, then rip them from the core of their very soul, of their very being, and adapt them into your biology as if you had earned these traits, or had been born with them, like your victim had. This ability becomes permanently yours, regardless of what it was or how the victim had acquired it. The unfortunate side effect of this ability being copied is that it is permanently removed from your victim. How else would you come to acquire it? Soul Bind (33 AP) Components: Verbal, Gesture, Other (black sapphire) Casting Time: 1 standard action Range: 30ft Duration: Permanent You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 10 rounds. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead). Soul Nova (34 AP) Components: Verbal, Gesture, Other (opal) Casting time: 1 standard action Range: 120ft Duration: Instantaneous This spell causes the target’s body to turn on itself from the inside out as it transmutes into pure energy. This spell deals 10d6 Necrotic damage + 1d6 per point of target’s Toughness score over 10 Radiant damage. Anyone within 30 ft of the explosion must pass a Toughness save or be blinded for 2d4 rounds. Soul Slice (32 AP) Casting time: 1 action Range: 90 feet Components: Gesture, Other (a diamond) Duration: Instantaneous You extend your mystical powers and grasp at the soul of your enemy, cutting it in two before obliterating half. When you cast this spell, a creature of your choice within the range of the spell must take a Toughness saving throw. If it fails, the target loses half of its current hit points, and cannot regain hit points above half its maximum until it next finishes a long rest. If it succeeds, the target takes 4d6 necrotic damage, but cannot lose more than half its hit points to this damage. Soul Strike (29 AP) Casting time: 1 action Range: 120 feet Components: Verbal, Gesture, Other (a black gemstone) 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 an Arcane attack against the target. On a hit, the target takes 5d12 necrotic damage. This spell has no effect on undead or constructs. Spirit Maelstrom (35 AP) Casting time: 1 Action Range: 200 feet Components: Verbal, Gesture Duration: Concentration, up to 1 minute You bring forth a maelstrom of spirits that destroy those in it. By calling the spirits surrounding you, you invoke their fury to create a giant maelstrom of vicious spirits, destroying anything in its wake. The maelstrom swirls on a circle of 80 feet diameter, any creature that starts it's turn in it must make a Sense saving throw, on a failure they take 5d8 necrotic damage and 5d8 force damage, on a success they only take half. As a bonus action, on your turn you can move the maelstrom, anything in its path must make the saving throw or take the damage. Any creature that isn't inside the maelstrom but is at least 40 feet away from it and can see the spell must also make a Sense save throw, if they fail they become frightened of the maelstrom, and must use their turns to run away from it. If they succeed they won't become frightened, but they still won't get closer than 40 feet from it intentionally. Time Ravage (33 AP) Casting Time: 1 action Range: 90 feet Components: Verbal, Gesture, Other (diamond filled hourglass) Duration: Instantaneous You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Toughness saving throw, taking 6d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the Wish spell or the Greater Restoration spell can end these effects and restore the target to its previous age. Torment Puzzle (35 AP) Components: Verbal, Gesture, Other(jigsaw puzzle) Casting time: 1 minute Range: 30ft Duration: Permanent The body of a subject rips apart. A successful Toughness save results in the subject taking only 14d6 points of damage and becoming stunned for 1 round. A subject who fails the Toughness save has the body ripped to 20 pieces. Each piece of the body is treated as a helpless tiny creature. The torn body remnants initially fill space the same as the original subject, or area needed for a creature of one size category larger. Each body part functions as if they were still whole; for example, a piece of a mouth can make vocal means of communication. Any damage dealt to each body part counts as damage towards the whole. Every round, the subject regains half of her full HP. The subject can eat or breathe as if the body is still whole, but she can also suffer from choking or starving without dying. The subject does not die from age, disease, or damage, even if she suffers from the effect. A spell with a death effect can slay the subject momentarily, as can damage equal to her total HP, but she comes back to life within 1d6 minutes returning to 0 hit points. Miracle can be used to remove this spell or kill the subject for good. If the subject succeeds the initial save by more than the level of the caster, she takes no damage as the spell backfires on the caster. The caster must make the same Toughness save that the subject succeeded, or take 14d6 damage. Tribute to the Dark Goddess (33 AP) - Planar Casting time: 1 action Range: Touch Components: Verbal, Gesture,Other (a melee weapon) Duration: 1 hour The melee weapon used to cast this spell becomes overwhelmingly enhanced with necromantic energy causing it to deal an additional 6d10 necrotic damage. Whenever it is used to reduce a creature to 0 hitpoints, their soul is sucked directly into an outer plane of the caster's choice, rendering them unrevivable except by means of divine intervention or the wish spell. On their next turn, they rise as a zombie under your control. This has no effect on constructs or undead. When the spell ends, the undead are still under your control for the next 24 hours, but afterwards they aren't anymore. True Resurrection (34 AP) Casting Time: 1 hour Range: Touch Components: Verbal, Gesture, Other (water and 5 diamonds) Duration: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you. Undead Dragon (32 AP) - Draconic Casting time: 1 minute Range: 10 feet Components: Verbal, Gesture, Other (dragon blood, a dragon's scale, dragon bone) Duration: Instantaneous This spell creates an undead servant from the corpse of a dragon. Choose a pile of dragon bones or a dragon's corpse within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. If the target's original CR does not exceed 10, it gains the skeleton template if you chose bones, or the zombie template if you chose a corpse. If the creature's original CR does exceed 10, instead apply the respective template to the statistics of a young red dragon and use these statistics for the creature. If the dragon retains a breath attack, this attack now instead deals necrotic damage instead of its former damage type. On each of your turns, you can use a bonus action to mentally command the dragon you made with this spell if the dragon is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. You cannot simultaneously control another creatures with any spells (such as with dominate monster, conjure elemental, or animate dead) without losing control of the creature created by animate dragon. Unleashed Shadows (30 AP) Casting time: 1 action Range: 90 feet Components: Verbal, Gesture Duration: Instantaneous You take control of the shadows around you and unleash them to turn the tides of battle in your favour. You produce the following effects: You and up to 6 undead under your control regain 5d6 HP. Up to ten creatures which aren't undead or constructs of your choice within range must succeed on a Toughness Saving Throw or take 10d6 Necrotic damage, or half as much if they succeed. Wail of the Banshee (31 AP) Casting time: 1 action Range: Self (30-foot sphere) Components: Verbal Duration: Instantaneous Each creature other than you in a 30-foot-radius sphere originating from you that can hear you must make a Toughness saving throw. On a failure, a creature takes 7d10 thunder damage and becomes deafened for 2d4 rounds. This spell has no effect on undead or constructs

Chapter 8: Arcane

Transfiguration

Transformation magic that causes living entities to become other entities. or more powerful variation of what they already are exist within the realm of Transfiguration.

Tricks

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Chapter 8: Arcane

Transmutation

Purely converting objects into other objects or animating them into weapons for your use on the battlefield is the essence to Transmutation.

Tricks

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Chapter 8: Arcane

Appendix A: Conditions

Blinded

  • Cannot see, and fails any check requiring sight.
  • Attack rolls and Physical defense rolls have disadvantage
  • Cannot receive a benefit or detriment from capabilities or spells that rely on sight

Charmed

  • Cannot attack or target the charmer in anyway that could harm them
  • Charmer has advantage on social interaction rolls against those afflicted

Dazed

  • Unable to act normally, can only move at half movement or perform a bonus action in their turn.

Deafened

  • Cannot hear and fails any check requiring hearing.
  • Cannot receive a benefit or detriment from capabilities or spells that rely on hearing.

Exhausted

  • Half movement speed
  • Disadvantage on ability checks and defense rolls
  • Disadvantage on attack rolls and saving throws
  • Max HP and AP halved
  • Speed reduced to 0
  • Dead

Exhaustion issues start at 1 and stack with each other as it progresses, creating a compoundingly worse situation ultimately resulting in death.

Caused by not taking proper care of yourself (ie. eating, sleeping & drinking) as well as any spell or capability that explicitly states.

A level of exhaustion is removed after a full rest

Fatigued

  • Cannot run, Move or charge
  • Takes a –2 penalty to Strength and Dexterity.
  • Doing anything that would normally cause fatigue causes you to take a level of exhaustion.
  • Removed after a full rest.

Frightened

  • Disadvantage on ability checks, attack rolls, and defense rolls while the source is in sight
  • Cannot willingly move closer to the source

Grappled

  • Movement speed becomes 0, and cannot gain any speed benefits
  • Ends if grappler is incapacitated (see below), knocked unconscious (see below), or if either participant is removed from the grapple by force.

Incapacitated

  • Cannot take actions, reactions
  • Can only move at half speed or take bonus actions

Invisible

  • Impossible to see without magical help or a special sense.
  • Location can only be determined by noises made or tracks left behind.
  • Your attack and defense rolls have advantage.

Nauseated

  • Unable to attack
  • Cannot cast new spells or concentrate on existing spells
  • Cannot do anything else requiring attention

Panicked

  • drop anything you’re holding and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path
  • can’t take any other actions
  • takes a –2 penalty on all saving throws and ability checks.
  • If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat.
  • can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
  • Panicked is a more extreme state of fear than shaken or frightened.

Paralyzed

  • Incapacitated and cannot move or speak
  • Fails all Strength and Dexterity saves
  • Defense rolls have disadvantage.
  • Any melee physical attack that hits you is considered a critical

Petrified

  • Transformed along with all mundane objects you carry into a solid substance, weight increasing appropriate to the new substance, and it ceases aging.
  • Incapacitated, and cannot move or speak, but is completely aware it it’s surroundings.
  • Defense rolls have disadvantage
  • Fails all Strength and Dexterity saves
  • Resistance to all damage types except Psychic
  • Immune to poison and disease, although any current poisons or diseases are only delayed not neutralized.

Poisoned

  • Disadvantage on attack rolls and ability checks

Prone

  • Can only crawl, unless it stands up, ending the condition
  • Disadvantage on attack rolls and defense rolls
  • Advantage on Defense rolls for ranged attacks

Restrained

  • Movement speed becomes 0, and you cannot gain bonus to it.
  • Your attack rolls and defense rolls have disadvantage
  • Disadvantage on Dexterity saves

Shaken

  • A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
  • Shaken is a less severe state of fear than frightened or panicked.

Sickened

  • The character takes a –2 penalty on all attack rolls, damage rolls, saving throws, skill checks, and ability checks.

Staggered

  • may either move, use a bonus action or take a standard action
  • Cannot take full-round actions.
  • can still take free actions.
  • nonlethal damage exactly equal to its current hit points gains the staggered condition.

Stunned

  • Incapacitated, cannot move and only barely speak
  • Fails Strength and Dexterity saves
  • Defense rolls have disadvantage

Unconscious

  • Incapacitated, cannot move or speak, and are unaware of their surroundings
  • Drop whatever is in your hands
  • Falls Prone
  • Fails Strength and Dexterity saves
  • Defense rolls have disadvantage
  • Melee attacks that hit are considered critical hits.

Appendix A: Conditions

Appendix B: Religion and the Planes

Pantheon

Khron: Goddess of Time

Mallus: God of War

Krysis: God of Justice

Kryma: God of Law

Mara: Goddess of Chaos

Tynan: God of Destruction

Miette: Goddess of Charity

Cydero: God of Industry

Baylee: Goddess of Faith

Keg: God of Fortitude

Ephai: God of Sleep

Ceya: Goddess of Prudence

Etana: Goddess of Peace

Aneres: Goddess of Temperance

Shreya: Goddess of Luck

Raza: God of Hope

Eme: God(dess) of Love

Mitsuko: Goddess of Creation

Mitsu: God of Light

Yadirah: Goddess of Shadow

Panra: Goddess of Earth

Vayu: God of Air

Ke'ahi: God of Fire

Sereia: Goddess of Water

J'hoon: God of Fate

Rhea: Mother of All

Woden: Father of All

Appendix B: Pantheon

Appendix C: Running an Apex game

Appendix C: Running an Apex Game

Appendix D: Magic Items

Types

Novice (levels 1-4)
Intermediate (levels 5-8)
Hard (levels 8-12)
Expert (levels 13-16)
Legendary (levels 16-20)

Appendix D: Magic Items

Index




Character sheet